Skeleport by thristhart 2018-08-15T00:34:29Z
This game is pretty cool, especially for one made in 3 days. Way to go! The controller controls made it hard to aim (though that may just be me), but the art style is neat and the mechanics are solid.
Foon → Ludum Dare Explorer → Users → FlashViper
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 53 | Delivery | Kittens: A Tale of Yarn and Woe | jam | 559 | 3.60 | 3.83 | 3.13 | 3.00 | 4.07 | 3.76 | 3.39 | ||
| 2022 | 51 | Every 10 seconds | AGAAS: A GAME ABOUT A SPACESHIP | jam | ||||||||||
| 2021 | 48 | Deeper and deeper | Sploosh: A Guinea Pig Saga | jam | 358 | 3.86 | 3.65 | 3.50 | 3.67 | 4.10 | 4.27 | 3.00 | ||
| 2020 | 46 | Keep it alive | Storm Warden | jam | 535 | 3.79 | 3.16 | 3.67 | 3.79 | 3.93 | 3.54 | 4.11 | ||
| 2019 | 45 | Start with nothing | Starboard: The Pirate Entrepreneur | jam | 654 | 3.36 | 3.11 | 2.86 | 2.77 | 3.50 | 3.27 | 3.38 | 3.25 | |
| 2019 | 44 | Your life is currency | Money Mage | jam | 769 | 3.21 | 3.25 | 2.95 | 3.53 | 3.22 | 3.03 | 2.98 | 2.89 | |
| 2018 | 43 | Sacrifices must be made | Bob the Reaper | jam | 646 | 3.28 | 3.06 | 3.22 | 3.52 | 2.96 | 3.11 | 3.05 | ||
| 2018 | 42 | Running out of space | Infinity Search | jam | 1167 | 2.73 | 2.56 | 2.43 | 2.48 | 2.45 | 3.07 | 2.58 |
This game is pretty cool, especially for one made in 3 days. Way to go! The controller controls made it hard to aim (though that may just be me), but the art style is neat and the mechanics are solid.
Cool game! I like the cute cars and the trailers. Nice work for 8 hours!
I can't play b/c it says WebGL 2 is not available and I don't want to download, but just from the screenshots, I can tell the art is worth an instant 5-stars!
I loved the game! The difficulty spike can be a little steep, but that's the only complaint I have.
Nice game! I really enjoyed it. Even though you area a pirate, I still find it weird how you show up as red on the map. I think you should show up as blue, and the enemies should show up as red, just because of color stereotypes. Red = bad = enemies. Blue = good = player.
I love the graphics and mechanics of this game. The polish was GREAT for 72 hours. Keep up the good fork in December!
Cool game! I especially like the movement controls. They feel very fluid, but slightly crazy, which contributes to the game's wacky feel. Nice work for 3 days!
This is a really simple premise that ends up being really fun! I love how you took an old mental trick and translated it into a game! Great job.
I love the idea for this game. It's a little hard to figure out how to do, but it is truly hilarious to see 1,000,000 cats a second streaming into the room. Nice work!
I like the art and the concept, but prices for the buildings would be nice. A tutorial would be great, as it sorta plops you I there with no instruction. But I couldn't even tell the game wasn't finished. Nice job!
I honestly have no complaints about this game. It was amazing, and I enjoyed every last second of it. The machine gun was particularly enjoyable. Great job dude! I would play this any time!
Dude, this is great for 22 hours! And the only thing that matters is that you were able to turn in a complete product.
I agree with the others. This is a fun spin on classic chess.
This game needs a tutorial to explain how to play. I found myself confused by all of the puzzles and stuff.
Cool game! It reminds me of tank trouble!
This is a cool game idea, but it could use a tutorial to show you how to play. Even text at the beginning would be useful.
I love it! Great idea for changing the color palate. I never would have thought of that.
This is a really fun game! I got lost on level 3, and when I died shortly thereafter, it never respawned me. But the game was really addicting, and super ambitious for a 72 hour project!
This is a cool game. The only thing I didn't like is how the enemies can move and attack all in one turn. It just feels wrong and unintuitive. But other than that, I liked the game, and think it would be fun on mobile like everyone else.
The movement was cool, and definitely something I couldn't do (despite also using Unity), so that is an accomplishment in itself. Nice job!
Funny! I love how you cover up a basic premise with the huge comedic twist of SPACE COWS!!! At least you didn't make it Space Cows 2 (like another developer I know...)
The game is pretty hard to understand, and the introductory cutscene doesn't explain enough. When I start the game, nothing happens. I do like the tile-based art though, so maybe you should focus on that the next Ludum Dare and create a simpler game around it?
The graphics are really cool, and the jetpack is extremely fun to use. I wish there was a shoot button though.
I really like the concept, and the controls really are smooth. This is a great game for 3 days. Nice work!
The art is really cool and the idea of hunting pigs is really cool. It could use a little screen shake, but other than that, it is really cool. Good job!
The mechanic is a really cool idea, but it takes a while to understand the movement, and, like the others have said, you can just stay in one place. I really like the graphics though; they have real potential!
Cool game! I liked the premise of cleaning up a mess. One question though: where does the mess come from? Anyway, I like the concept, and it is a great game for a weekend.
The audio was oddly hilarious. Cool idea!
Nice job! Especially for a first timer. One thing though, it tends to be ineffective to give the player all of the controls at the start, just because it's a lot of info to digest. But other than that, it's great!
I don't really understand the game mechanics, so a tutorial would be nice.
This is a cool concept for a game. There could be a little more polish, especially in regards to the sound effects, but the art is amazing. I especially like the skeleton.
I felt like I could just spam bullets to solve most of the game's problems. Granted, I only made it to the second level... Maybe you could make enemies more visible?
The mechanics are really fun and innovative, the only problem is that it took me a while to figure out how to jump, and I thought that there were not as many levels as there could have been.
The sounds and art are super cool, and I really like how the room gets smaller as you go. The insta-death and seemingly invincible mosters are a little annoying, and the lasers could use an anticipatory sound, but other than that, the game was great!
I am really impressed at what you have done in such a short time! I've never played LoL, so the controls were kinda weird, but the overall game was super cool. I definitely couldn't have made it.
Needs donkeys. Nuff said.
The game is a little hard to understand, but I like the idea of managing a theater or whatever it is.
It's a cool concept for a game, except I didn't realize certain items had a value, and just clicked randomly on a slot. Oh well. Guess I don't understand the finer points of gamerdom
I really like the mechanic of items taking up space onscreen. It is really imaginative, and I never would have thought of it! I don't understand how guns reload, or what the money does. But the cute, rolly character and awesome mechanic make up for it 200%
The mechanics are pretty cool, and the art style is gorgeous! Good work!
I like the art style, but couldn't quite see the shooting was bugged. (No pun intended) The gun would sometimes only shoot left, and at seemingly random intervals. Fix that and add screen shake, and you'd have a game I'd want to play!
This is a cool game! Very underrated. The screen shake makes shooting very satisfying, and the mechanic is really cool!
Nice game! I especially liked the art style, and destroying slimes was highly satisfying in large groups.
This is a nice game, but it is super easy and a tad bit non-intuitive. Good job!
I really like the glitch effect. It makes the game super hard and super fun. The fake BSOD when you die is also really cool. This could become a cool game outside of a jam!
Thank you all for your feedback. I a aware of most of the bugs, I just didn't have enough time to fix them. The Infinity War references make me crack up, thanks! :)
@inferture I agree, looking back on it, I need to make him skinnier. The likeness to the meme is not intended (I haven't even heard of that one), but that's an interesting coincidence.
@even-games Your inventory looses a slot every time you use the last of an item (i.e. using a bow, placing the last bomb in a stack, etc.). I'm sorry if this wasn't clear enough... Also, overpopulation: running out of space in the universe. IDK, but I do agree that the controls are a little clunky, and really should have received some tweaks. Thanks for your feedback!
It's technically a bug, but I love bonking into the sun so much that I'm begging you not to remove it. As a side not, the game was great.
I love how you interpreted the theme! I just wish you could know which achievements they were.
This is an interesting concept for a game, but the character moves a little too slow, and the wiping out mechanic just doesn't feel 'right.' Other than that, I do like your concept!
I agree the others, the controls are a little klunky, but the game is solid.
This game is a super cool idea dude! I love the concept of inventory items turning into health. If only you have a l-I-t-t-l-e more time to work on it...
This is a neat idea for a game! The only complaint I have is that the controls are a little confusing, but once I figured them out, it was smooth sailing! I enjoyed smiting all of my followers five thousand times, and then bestowing a nice fireball upon them. I'm the nicest god ever!
For everything I didn't like about this game, there were many things I loved. The collision was meh, but the art was amazing! The platformer controller was a little wonky, but the animations and sound were on point. Honestly, the biggest problem I have with this game was the controls. What if you made jump the up arrow and harvest the space key? That would make the whole control scheme easier on the hands. But I did get used to the controls after a while, and when I finished the game, I really felt accomplished. The difficulty is pretty well managed, and the overall game was great. Nice work!
Neat game! The brewing mechanics were really deep, which I thought was cool. Unfortunately, they seemed to be complex and un-intuitive. A little explanation for how traits transfer would help a lot. I really enjoyed the art style, and the liquid flowing through the pipes was a really cool effect!
I'm surprised nobody has mentioned this yet:
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You can just walk through the barn and past where the terrain ends, where gravity literally has no effect. Confirmed: Farmer is a ghost.
But honestly, this game was one of the prettiest 3d games I've ever seen for a Ludum Dare, and it was done within 48 hours? Wow!
I love this game, and although the AI felt more capable in spaceships than turrets, I was controlling a spaceship all of the way because of how awesome it feels!
All I have to say has already been said. Great work guys!
Cool game. The comic book aesthetic is neat and the 'pick your poison' twist is a unique, cool way to interpret the theme. Nice work!
The only problem I have with it is that 'f' isn't a very natural key to press compared to how frequently it is used.
This is a cool game! I liked the stealth mechanics, and the idea behind the game is really fun. Nice work!
Other than some frustrating collision, the game was fun and felt rewarding! It gives you a look into what speedrunning can sometimes be like!
This game is amazing. The art style is great. Some of the UI was a little meh, but all of that was counterbalanced by the humor. This game is utterly hilarious. I would have enjoyed some animations to go with descriptions of my crew setting off fireworks in the night. You guys should polish this up and release it as a separate game.
Nice game! The ending made me laugh a lot. The trail of friends can lag behind you. I'm assuming you are lerping them in some capacity, and if you are, you could cap their distance from the player. Anyway, that's just a suggestion, I really have no idea how the trail works. Anyway, I really liked your game, and wish you good luck with the rating gods!
Funny game! The dialogue was very interesting, and I enjoyed listening to people's hidden thoughts ;)
Nice game. The choice aspect of it made it very fun, and hearing those people scream as they fall down the chute cracks me up every time.
Cool game here! I liked the how intuitive it was to move the gnomes around and sacrifice them. Some of the finer aspects, such as gardening, eluded me, but maybe I'll figure it out later.
Cool game. I liked the time pressure, but I didn't notice it until the very end. Anything you could do about it?
I actually make a point to inform people about what I'm doing so that I don't get pestered. But other than that, the game was accurate.
Needs more polish
This is an interesting idea for a game. It's not very intuitive how the mechanics work, but the mechanic was cool. I do wonder if you can you ever live a life that isn't balanced?
First of all, this was a nice game. The mechanics of fighting felt good, and I loved the particle system attached to the sword! One suggestion, when you have the controls for swinging a sword mapped to the mouse, it's nice to have the player face the mouse. Other than that, the game feels great!
Decent game. There were some visibility issues with the arrows and the UI (small black text on a dark background = bad news). E should be a button prompt too. Anyway, nitpicks aside, the concept of the game was cool, and with a few tweaks, the game could be great.
Really cool game here! The sounds are very on point and mostly fit the game. The platforming is a little primitive, and as a result, some of the jumps could be a little closer together, and maybe some of the platforms a little bigger. I love the character design. They are really cute! You did a great job with this game.
I loved this game! Others have already said that the collision was super clunky and made a lot of the challenges harder than they should have been, and the positioning of some of the spikes and walls didn't help either. To be honest, it feels like you guys got so used to playing your game that you made some of the challenges almost too hard! (Either that or you all belong to the cult of super devilishly hard platformer enthusiasts) (Mostly) no harm done though. The game was really fun, and the double jump and dash moves felt really smooth and rewarding!
@coleslaughter Thanks for your feedback! You are right, the sacrifice mechanic isn't very intuitive, which is what I get for starting the project with a half baked idea. But I'm glad you liked the level design. It's probably my favorite part of the game, which isn't saying much considering how the game turned out.
@budark Whoa! Thanks for the compliments. And yes, I did work alone, and the only assets I didn't make were the sounds, some of which I edited a bit.
@blarfnip Thanks! I agree, the controls are very unintuitive, even after being redesigned about 17 or 18 billion times. It is playable in a (slightly) more intuitive form on an Xbox controller if you have one available, but if you have any ideas for how to map the controls to a keyboard, I'd like to hear them.
@legavroche Thank you for your feedback! I did notice the 'floatyness' (if that's a word) in the player's gravity, but I didn't think it was a big enough problem to fix before shipping.
Anyway, I really appreciate you both stopping by!
@lyrcaxis Thank you for your ideas! I did think about having the player be able to detach from the rope, and I honestly have no idea where that idea went. Maybe I discarded it because it would allow you to play some levels without ever switching to the reaper form, or maybe I just forgot. IDK, but its a good idea for a quality of life improvement. The level manager is a little crazy too. Since I can manually set how many whateverthecowthingsarecalled are required to end the level, I originally varied the number from level to level. I thought I went back through and changed the numbers required to 3 in every level, but I might be wrong. Another problem could be that the whateverthecowthingsarecalled have 2 colliders on them: one for detecting ground collision, and one for detecting a collision with your scythe. This could cause the portal to trigger twice in one sacrifice. As for just sacrificing one cow thing or all of them, then your guess is probably better than mine.\
Whew! That was a long way to say that I basically have no clue what is causing that problem. I'll look into solving it for the post jam version. But thanks for your suggestions, and have a good time playing other people's games!
Sorry for the double post, the publish button lagged out...
@vivien-fargette I did think about not damaging the reaper with spikes. It does feel kind of weird that you are literally death, and yet you can still die. Maybe I can do something similar to the coins, where some obstacles can only damage you in human form, and vice versa.
@wevel I agree, the controls (especially the gravity) feel a little too slow. But I'm glad you like the idea!
@lyrcaxis I'll give your method a look. The main problem I can see here is that in some levels, you don't need to get all the cows. In fact, maybe I need to make it more clear in the game: you only need three cows to finish a level. If you didn't notice this, that's fine, I definitely did not do a good job of conveying it. Maybe if I have all of the remaining cows explode once you have delivered 3, this will come across as more clear? Let me know what you think.
@lyrcaxis Consider the karma given! :)
@meldrian Thanks for the feedback! You're right, it does take a while to figure out how everything works, which is one of the main problems with the controls... :P Anyway, I apreciate your rating, and wish you a good time rating other games!
@mobiledev I agree, as discussed above, there are some bugs that sometimes allow you to complete a level with only one animal. I'm glad you liked the rest of the game though!
@sumathbrod Thank you for the suggestions! I don't know how I could implement new weapons into the game without breaking the flow, but mobs and NPCs I was thinking of doing anyway.
@worai Sory about the controls. I've mentioned it before, but they are really bad, especially on keyboard. On an XBox controller they are a little better, but not much.
@sthor726 The health bar does look kind of glitchy. I thought about making it decrease smoothly but didn't have enough time to implement that. Thanks for the suggestion!
@raphael Yes, you do have to switch to a reaper to unhook yourself. I thought it was a cool way to tie the two mechanics of grappling and transformation together, but if you think it feels awkward then that's good to know. The portal does bug out a lot, and for that I apologize. However, I am glad you can see at least some fun beneath all of the game.
@eatatjoes The controls are really strange. If you have any ideas, let me know. I was thinking that this would make a nice full length platformer, maybe tied together with a story about Bob trying to regain his humanity from the giant face god?
@syrok Wow! Someone who thinks the gameplay is intuitive. (IDK, maybe I'm associating gameplay with controls)
Thank you all for your time and feedback!
I really like this game! The concept was great, and I liked the idea of the sacrifices benefiting the entire town. While the art style was nothing to write home about, I really enjoyed the sound effects, and the dungeons are procedural? I barely noticed! You should use the code for the generator for a future game!
I loved this game. The art style is GORGEOUS and hey, the gameplay is fun too! I enjoyed the viking in the tropics aesthetic. My one question is if those hearts are my lives? Also, will I have to replay the game if they run out? I feel like you could make that more clear in the beginning. Anyway, nice game. You deserved all of my stars!
The wind up animation is a little extensive; for often used actions like that you want the response to be quick and snappy. But for a solo project, this is great work.
I really enjoyed this game! The main mechanic was very fun too control, and I would love to see this as a mobile game in the future!
This has probably been my favorite game so far. Level 14 was a little hard, but I did figure it out. I wouldn't be surprised if this gets first place!
The jerky movement made this a little hard to play, but the biggest deficit for me was not being able to aim the shots at all. The enemy movement was really unpredictable. It also would have been nice to be able to turn around, but I'm fine how it is. Complaints aside, this game is a nice and neat little package with a cool concept and fun gameplay.
The game's controls are kind of klunky, but the graphics more than make up for it.
Wow! I loved the music, and the gameplay was great too! The only thing I wanted was for the screen to get more chaotic earlier, because that's where the fun of the game really shines!
Nice game! Reminded me of Rogue Legacy. The boss at the end was kind hard, so I gave up, but a lot of other things felt great, like the katana! Good job!
The game was pretty easy, but the concept was solid. Good work!
Neat game! The art was unique and the concept of time only moving when you do is one I feel needs to be explored more often.
Great puzzle game! Using the shop felt a little clunky, but other than that, I would totally play this as a stand alone puzzle game!
I liked this game! It's a fun, physics adventure! The crashes as you threw your shopping cart into the isles were especially satisfying.
Really nice take on the tower defense genre! It took me a while to pick up, but once I did, the game was really fun!
The concept for this game was impressive! Some of the timing between platforms was a little tough, but other than that, I loved this game!
Nice game! I liked the map, and the shovel knight-esque risk versus reward system. One thing I would point out if you were to release this commercially: the reason this system works so well in Shovel Knight is because the developers don't give you extra help for destroying a checkpoint. They give you extra gold, and nothing else. They reward the best players with more of a challenge. This doesn't work very well in your game, where the skill requirement added from destroying your lives is overridden by the additional help gained from the shop.
I loved the concept of this game! The charge shot was a little OP, and the opening cutscene could have been shortened, but the sound effects and screen shake made the combat very enjoyable.
This game gets hectic, and I really like it. As others have said, shooting should be assigned to the keyboard because moving the mouse doesn't change anything. In addition, enemies can shoot backwards at you, which gives the further impression that you should be able to turn around. Other than that, this is a really cool game that I would play in my spare time!
The graphics and atmosphere were great! Dodging enemies, not so much, but everything else was fine! I loved the slimes animation. He looks so wobbly!
This is a cool game! The controls are a little quirky, and the premise isn't super clear, but the game as a whole was clever and concise. Also, is it randomly generated? If you can do that in 3 days, you're all set!
This is really good! It seems to me like you've been watching a lot of Mark Brown's level design videos. Your levels are very well designed. The one problem I had was figuring out where to go after each cutscene, but you had a clever trick to combat this: you made the area memorable. It didn't work as well for the second area, because of the head's color scheme, and because I assumed it was just the same head as before. The only thing I would change would be to show the statue fading away or something. But overall, this game was great!
Also, if this game is ever a speedrun, I already have the first skip. I call it skippy skip, and it uses the game's quirky damage physics to bypass the final boss fight entirely:
Screen Shot 2019-05-04 at 7.20.20 PM.png
@andyp I agree. There is a TON of polish needed. Did you get a really insanely high jump? I call those a super jump and they are, um, uh, a totally intended feature that totally was intentional. It totally didn't come up because this was the first platformer controller I've ever programmed from scratch...
As for the total coin count, I was going to increase it after you finished each level, but it never happened. Oops...
@banzi Thanks for the feedback! I put a coin limit on the player to prevent you from getting enough coins that you wouldn't need to care about using them. But I do think you idea of rewarding players for collecting a large amount of coins instead of punishing them for using too many has some merit, so I'll look into it.
@hopeen Thanks for the feedback! Platforming is fairly easy to get working, but really hard to polish. But I enjoyed the challenge!
@fingamer I agree, the max coins you can hold should be higher. I wish I had the time to increase it every time you collect a trophy, but I forgot. Thanks for playing my game!
@red I agree, the music could be longer. I didn't want to spend too much time on it, so I game myself a 60 minut time limit. I'm glad you liked the difficulty as well, that's one of the things I really like in platforming games.
@nava Thanks for the feedback. I tried to design the game so that everything could interact with coins. It isn't perfect, but there are some cool puzzle concepts surrounding it.
@redmountainman1 Thanks for playing the game! If you get a super jump, you can probably beat the game in under 5 minutes, but I never officially timed myself. I would add the game to speedrun.com, but I don't want my life to be more humiliating than it actually is.
@julienlussiez I'm glad you like my art! It's one of the things I worked the hardest on, besides the platforming script. And screen transitions are the bane of my existence. Anyone who's played Infinity Search, my Ludum Dare 42 game, will be able to attest to that.
@sockyman Thank you for playing (and presumably rating) this game. Glad you enjoyed it!
@machwerx I'm glad you appreciate my interpretation of the theme. I played your game, and I agree, your interpretation of the theme was fun to watch. Good job, by the way.
@vulpineblazeyt I'm glad you liked the depth. I spent a good 10 minutes thinking about it, and, yeah, the 'free coin things' are supposed to be fans. Oops...
@dorblin7z7 Yeah, the sound was kind of slapped on at the last minute. Needless to say, it's not my strong suit. But I'm glad you liked the challenge!
@tero-pulkkinen Sorry you found one of the pigs too difficult. If we both have the same one in mind, then I agree with you. That pig was poorly placed. But I'm glad you like the graphics and animations. If we're being honest, I spent about way too much time on them.
@curled-leaf Thanks for the compliments! I'm very proud of the smooth scrolling camera, but as I've said before, screen transitions are the bane of my existence.
@hunter-towe I'm glad the screen glitches didn't get in the way of your experience. And no, the pig wasn't put there to lure players to their death. It was originally meant to be a mutation on the challenge of platforming over spikes, but when I saw it, I decided that I could better spend my time fixing other things, and that, hey, it shows people that spikes can be used to kill enemies too!
I loved this game, but it was a little too hard to start out with. The enemies can take out half of your health in one shot, which is hard when you are still getting used to shooting. It's a great game, and I would totally play it on my own if the difficulty curve ramped up more smoothly!
Unity can be a pain sometimes. But you made it through alive, and that's what counts!
This is a little too addicting. Add in a button to speed up and slow down time, and I'd be set. You guys are great!
This is awesome! Shooting asteroids out of the air made me feel sooooooooooo cool!
Cool game! Some of the physics felt a bit off, most notably how easy it is to skid off of a platform. In addition, the shop comes along a little too late in the game, and it's not quite clear how to buy anything, or what anything is. But the art is gorgious! I'm so jealous of it. I expect you to be selling plushies at this time tomorrow, or else.
Cool game! I especially liked the movement controls. They felt fluid and predictable.
This is a cool game. :) Some of the effects can be a little choppy, but I can see a lot of strategy here, especially for multiplayer.
Wow! This is a really unique idea! It would be really cool if giving away certain body parts caused certain trade offs, such as giving away arms not only making you unable to pull levers, but also giving you the ability to jump higher. Great, great game in general!
This was a cool game! It felt a little slow for my tastings, but the art was definitely a plus. Keep up the good work!
Do any of y'all know where I can buy a pet flubby? Because I would pay about as much money as I make doing game development to have one.
:) :) :) :) :)
Absolutely LOVED the atmosphere! This game is really great!
Fun game, even if it is a little frustrating sometimes. We need a better way to turn the ship!
Loved this game. The lore was excellent, and the gameplay was fun, even if the font size was a little small.
Amazing. The story is a true epic. You should sell the movie rights.
@brotherbondproduction Nope. No way to leave a level. Sorry... I thought about making you die and return to the menu, but I forgot. I'm glad ye had a rousing fun time though!
@jake-marks The levels are randomly generated from a list of 20 adjectives and 20 nouns. There are some good ones, but most of them flop hilariously. Glad you liked the theaming!
@welshdivision Thanks for playing! I know it was challenging. I still have trouble with winning after spending the better part of 3 days working on it. And the shop was a bit of a last minute addition, so I'm sorry if it wasn't well balanced. Thanks for playing!
@mattdotam Thanks for the feedback. I'm glad you liked it!
@nick-parry So sorry about the font. I really wanted to go all in on the pirate theme, but I realize that it might be harder to read. If I do a post-jam version, I'll definitely make that an opotion.
@jake-marks Your video made me laugh, then curl up into a ball and whimper. The enemy count was my biggest gripe about the game, and I never had any time nor ideas on how to deal with it. And the WASD controls have always been a little quirky. I've heard that I should zoom it out a couple times. Will do. It is very hard to tell what is happening, especially when 5 ships at once are all firing at you. Your video was so informative. You're my favorite person of the day.
@amastryukov Glad you liked the graphics. But personally, I hate the music. It's way too repetitive. And the controls do feel weird. I think it might be a combination of how you drift slightly, and that your ship rotates towards the direction it's moving, making things really confusing. Thanks for playing!
@mattdotam Thanks for the feedback. I'm glad you liked it!
@nick-parry So sorry about the font. I really wanted to go all in on the pirate theme, but I realize that it might be harder to read. If I do a post-jam version, I'll definitely make that an opotion.
@jake-marks Your video made me laugh, then curl up into a ball and whimper. The enemy count was my biggest gripe about the game, and I never had any time nor ideas on how to deal with it. And the WASD controls have always been a little quirky. I've heard that I should zoom it out a couple times. Will do. It is very hard to tell what is happening, especially when 5 ships at once are all firing at you. Your video was so informative. You're my favorite person of the day, even if you don't want to play my game forever.
@amastryukov Glad you liked the graphics. But personally, I hate the music. It's way too repetitive. And the controls do feel weird. I think it might be a combination of how you drift slightly, and that your ship rotates towards the direction it's moving, making things really confusing. Thanks for playing!
Gaaaaaahhhh! Ludum Dare is a great site and all, but it can be very weird sometimes...
@adam-saudagar I kind of feel bad for everyone playing this, because originally, the game would only spawn between 1 and 3 enemies at a time. At the last minute, I made it spawn 2 to 5. That mistake probably cost me some ratings. But I'm glad you mostly liked it!
@drjeebus Thank you!
@alfadas The controls are one of the biggest problems with the game. I didn't even think of tank style controls when I was making the game, but now that I think of it, they make a whole lot more sense. We'll see where this project goes, but it is definitely one of my more favorite prototypes. Thanks for playing!
I feel so bad for my filthy Mac for me putting it through this, but great job. I couldn't put this game down!
This is a nice game. Dashing feels a little bit awkward, but it has a solid core. Smaller rooms would definitely be a big plus, as would more variety.
Soooooo cute! The tutorial screen could use some work though. But the dragon is adorable, so it doesn't matter.
Very smart game. Needs more fighting moves.
Amazing! There were a few times when I had to find some hacky solutions, but it was always because of my lack of any semblance of engineering skill. Great work!
Nice game! I love the concept of learning html and css through a video game. It's almost like hacking.
This is really cool. I'm impressed at how you were able to implement time travel!
This is a cool game! It took me a while to realize you had to keep your plant in the sunlight, but once I figured it out, I thought it was a really cool concept.
I loved it! The writing was very good, and the ending was stellar!
After a good 5 minutes of play, I finally reached a score of 2. I loved the game, and the concept was especially fun. I would love to see a more polished version of this!
Cool game. The fog of war is cool, and I'm impressed at the amount of things you managed to cram in there!
Cool game! It was kind of weird how the platform would move as you rotated it, but once I got the hang of it, the core game really hooked me.
This game is nice, but I don't know how to restart after I fall from a great height. I really loved the art though!
I LOVED this game. The mechanic of throwing yourself around the level is so fun, I never realized there was a jump. If anything, the escort mission hinders the game. I would love to play it with the egg removed!
I love this game. The intro was especially hilarious!
I like the alien model. Keep up the good work!
The music was an excellent choice. And the art was stellar!
@windfall890 I'm glad you liked the storm noise! I thought that it would be a nice touch. The guiding light was something that I was half and half on. On one hand, it's almost impossible to find anything without it, and the world isn't varied enough to make exploration interesting (at least in my opinion). On the other hand, following a glowing orb does feel hand-holdy and repetitive. I'll have to think of a way to solve that.
@horus 3 games isn't THAT much, but I'm glad you liked it! I worked especially hard on the atmosphere, so I'm glad you wanted more. And I agree, the unlock able islands aren't much in terms of progression. I'd be curious as to any ideas you would have for long-term progression.
@emperor-eagle Thank you! I'm glad you enjoyed the game and the mood that comes with it.
@nspevacek Now that you mention it, there was a bug in the later stages of development that caused you to move super super far with the dash. It was actually super fun, and I wish I had kept it (or at least some version of it)
@kotka Thank you for playing!
@sanjana Thanks for playing! I'm glad that you enjoyed the graphics and sounds. It looks like the work I put in on them payed off.
@audreyc Glad you like the atmosphere! I wasn't intending to make a hard game, which is why the light is there in the first place. But the slow gameplay is a bit of a problem. I'm thinking that a faster dash would improve things greatly. What do you think?
@mrowka Yeah, I was worried that the yellow light wasn't an obvious enough leader. But I was also worried that putting something like "Follow the yellow light" in the tutorial would ruin the atmosphere of the game. I was hesitant enough to put in a pause button... Anyway, thanks so much for playing!
I love it! The title screen music was especially fun.
The music was an amazing choice!
Great game! I loved the sound effects.
Those are some AMAZING graphics! The game as a whole could use a better user experience, but the art makes up for it.
This was one of the few games that held me for longer than 2 minutes. Good job!
Nice game! I enjoyed the dialogue and the sound effects.
I love the concept, but it is a little frustrating to have to retry the entire level because of a mess up on one screen. I stopped playing well before I normally would have because I didn't want to redo the entire tutorial.
This was really fun! The gameplay felt just challenging enough to keep me hooked, and the difficulty ramped up nicely.
This is fun. The controls are a little slippery, but it suits the gameplay. I wish that running out of lives didn't send you back to the beginning of the game. That started to feel tedious. But the gameplay felt solid, and I enjoyed dodging between all of the enemies!
Love the background music and polish! Good work.
I loved the art, and the sort of doomed, Oregon Trail esque vibe I got throughout the game. I must admit, when I saw the name Kevin Macloud I almost clicked away, but the music nails the mood. At first, I didn't realize that the camp button was there, resulting in a squad of insomniacs. Maybe offer an option in one of the popups?
Cool game. I wish you could move diagonally (especially for controller), but other than that, I have nothing to add!
Are you kidding? This is awesome! You did a great job, especially with the explosives and particle effects.
Brb, gotta play this game some more
Fun idea. Having time slow down when you aren't moving is a fun choice. The controls felt awkward to me, but I think this is more from the lack of a tutorial. If you take this further, you should start really easy and ramp up the difficulty slowly. Learning to deal with/remember multiple different body parts is hard enough even without having to learn how limbs operate in the first place.
I like where this is going, it just needs some more work!
Nice game! It reminded me visually of the dodging minigames in undertale (never played the game, so I can't tell with the gameplay) The skill required to dodge between hearts was just enough to be interesting without being unfair. Nice work on that! I also like how the difficulty ramps up over time with new types of enemies. Overall, nice work!
Really unique concept! I really liked the concept of scrolling to dive. This would make a nice, relaxing mobile game!
Nice game with a perfect presentation! I especially enjoyed how your score is represented as how deep you got as opposed to just a superficial number.
The breathing was kinda fast, so I had a hard time multitasking with that and the sorting. The art style is great though!
My face after playing the game --> (^O^)
Awesome! I love mouse based movement systems like this. The polish was amazing, and good job with the art!
Awesome game, awesome art style! It was a little annoying at first to not turn in mid-air, but once I got used to it, it felt awesome to set up cool tricks. The only grievance I have is that the gem collect sound is a little annoying. But I can't complain, since I suck at sounds :)
@cubex, @maximegammaitoni: Thanks for the praise! I'm glad you liked it!
@antoined73: Thank you! I tend to be insecure about my humor, so it's good to get some validation. I made the decision early on to not worry about sounds, since the world isn't super dynamic and it would give me more time to work on more drawings. But hey, sounds never hurt! (counterexample: turn your headphones to max volume)
@sebirit Thank you! I'm glad you liked my animation; I really enjoyed making it!
@instantnoedel Thank you! I've never actually played Blueberry Garden, maybe I'll check it out (if I feel like dealing with flash) The game was actually inspired by the xkcd game Hoverboard: (https://xkcd.com/1608). It's worth a try if you enjoyed this. I'm glad you found the "space station." I was curious if people would stick with the game long enough to find any of the more hidden stuff. Thanks for playing!
@miwikiwi I'm glad you liked the art style. It was soooooo fun to make, even if it makes the final build a casual 300mb :) Like I said above, I'm glad that you stuck with the game long enough to find a secret or two. That means I did a good job (I hope)
Also, Andy the Λstro Llama for President. At the very least, he should be added to Unicode :)
@nyanpierre Thank you! I had a lot of fun making it!
@enrique-romero Glad you enjoyed it. I've had trouble going the 'traditional' game jam route in the past, and this was my attempt to descope the heck out of everything and just focus on the core gameplay.
@junojop I've heard of poptropica, but I haven't really played it. It's actually inspired by this game: https://xkcd.com/1608
@hcs-hades Yup, the art was definately the main focus. My sprites folder went from 3mb last jam to over 100mb. Thank you for playing!
@roberto-romao You liked the mood? I didn't think there WAS a mood. For me, at least, mood relies a lot on sounds, which this game doesn't have. Oh well, I guess I shouldn't complain. Thanks for playing!
@bea Thank you! Yeah, some light music would be fun and add a lot. I wish I had time for that :( 'Hand-drawn-jellyfish-gallery' is probably the best description I've seen for this game. I might have to add that to my list of registered trademarks :wink:
@ardorugus Thanks for the kind feedback! I didn't feel the need for sounds because I wanted to focus on expanding the world (translation: I'm bad at making sounds). I probably could have done music, but I didn't have the time.
As for the end of world, let me just say that it doesn't go up forever... :) It actually doesn't take too long to get over. There's not much there, but there are a few easter eggs.
@jfroggg Thank you! I'd like to think that all of my doodling my entire life has been leading up to this point. I'm glad you enjoyed it!
@neshtyak I'm glad you found the Hollow Knight vessel-character-player-thing. That game is probably my favorite of all time. Thank you for playing!
@wetburritosupreme Thank you! I can't say I thought of this game as truly 'open world,' but I guess it is pretty much just that. I guess I can add 'open world developer' to my resume now :)
@jfroggg You would be surprised at how many times I redraw a plain old circle just to get a jellyfish looking right. It's a lot more iterative than it looks. Doodling is fun if you enjoy it, but if it doesn't work for you, no pressure.
It's also important to remember that there's always going to be someone to compare yourself to. I compare myself to games like Cuphead or Hollow Knight, and I don't even come close :) And my animation is still super limited, not like some pixel artists I've seen, even in jams like this one!
@webox Thank you! Too bad there's no cuteness rating. I agree, chill music would be great, but I'm having a hard time envisioning other exploration mechanics. I've thought of turning this into a sort of chill metroidvania if that's what you mean. Otherwise, thank you so much for playing!
@danframe Thank you! Yeah, chill music would have been nice. I'm glad you liked the end, because I was really scratching my head for a while on how to signal that the world had ended without making it feel too abrupt.
@ddrkirbyisq Thank you! I put in the parallax early on and was surprised at how much it added. I agree that the camera can be a little zoomed in. I wanted to have a more dynamic camera that zoomed in and out based on what you were close to, but I just didn't have the time to wrangle cinemachine that way. Anyway, I'm glad you enjoyed it!
Nice game! It took me a while to figure out that it was a tower defense, but once I did, it got a lot cooler!
Cool game! The fall damage was a little frustrating but I put up with it because the mechanic of climbing walls with your ax was so cool!
This is a really neat puzzle mechanic, although the simplicity of the first few puzzles had me doubting. I also appreciate the (mostly) seamless transition between levels. That's always cool!
This game is a great concept, and the execution is mostly there. However, there are a few problems:
- The isometric style of the game looked great but controlled awkwardly - The player got caught on many parts of the level geometry, including the grates. (I've made games like this before, and it's always a pain because more often than not, it's the engine's fault) I probably would have enjoyed the game a lot more if I didn't lose so much precious time getting caught on grates. - The water comes a little too soon. This wouldn't be as bad if it weren't for the above, but because everything is so tight, it makes it super frustrating when you mess up (or get caught on a grate), especially since there's no restart button
Despite all this, the gameplay has real promise and the art style is amazing! You should definitely consider taking this concept further
I like this game, but the controls are a little clunky. The art style is on par though, and the music is great too!
Tip for any future Ludum Dare contestants: Put a penguin in your game and I am obligated to like it.
Nice job! I would have preferred to be able to jump with up or w, but that's a pet peeve of mine. Overall, nice work!
Awesome concept for a game! I love the idea of controlling a large thing with normal controls. It was a little clunky to move around the ship, but the concept is there. I love it!
Nice game! The speed of the terrain deformation got to me after a while, and I got stuck a few times. But that's fine. What matters is that you were able to make a cool game in under 48 hours!
Nice! I liked how it gets faster and faster and faster and fster and fstr and ftr and fr and f and and and and...
Really original! I could see this also potentially working as a one person co-op (like fireboy and watergirl)
I loved the art! The parallax, the squash and stretch, the way enemies flash when they are hit...all amazing! The jump sound got annoying, but that can easily be fixed by varying the pitch. The other problem I had was that between your slow speed and death resetting you to the very beginning, it makes even minor deaths really really tedious. Loved the art, loved the combat, really cool game!
Nice! I like the graphics!
Cool game! I liked the arcade feel. I was going to say that the game was too easy, but it turns out that it speeds up as it goes on. This is great, because it allows time for you to get used to the mechanics and for you to use your newly gained skill.
Really cool mechanic! I'd like to know how you did it?
Super fun game! I enjoyed having to split my attention between dodging obstacles and shooting packages. It's very engaging. One issue I noticed was that I never felt incentivized to use either boost or brake. There's no penalty for not hitting a mailbox, and there's no reward for speeding up. The game was still super fun without them, but with the right incentives to use them, it could be even more fun!
This game has cool lore. It was a little hard, but that's excusable for a jam game. I loved the artstyle, and some of the things that you can find in people's stomachs were hilarious
Sooo... this is probably a me issue, but my laptop has a resolution of 2880 by 1920, which is not an aspect ratio of 16:9. This means that there's a grey bar stuck to the bottom of the screen. This wouldn't be a huge deal, except it looks like however you're calculating your direction to mouse depends on the aspect ratio of the screen? In Godot, you can get the mouse position by calling the `get_global_mouse_position()` on a 2D or UI node. If you're already doing that, I don't exactly know what to do. An easy fix to the aspect ratio problem is by setting `Project Settings > Window > Mode` to `canvas_items` Again, sorry if you're already aware of all of this, but sometimes the squeaky wheel gets the grease.
I really liked the art! I'm a sucker for dragons, but the town was cool looking too. The concept was neat, but it was hard to get into because of the aforementioned screen issues.
I'll check back in a few days to see if anything's been fixed :)
Cool game! At first, I thought the goal was to protect the mothership by ramming your own ship into the obstacles. That's a pretty cool idea, I'll have to hold onto it for later use. Either way, it's a fun game. Maybe a little easy, but with game jams, it's probably better to keep the difficulty down. The graphics were fun! I especially loved the scrolling background, and the spaceship designs.
@julia-nistel I tried really hard to keep this from becoming a game, but unseen forces prevented me from making it un-fun. I'm glad you liked the movement. I was pretty proud of what I was able to do with top down 2d movement, as it feels pretty stiff in most games. It appears my days of making platformers (and playing obscene amounts of Celeste) have paid off!
Speaking of, did you know that you can cancel your pounce by jumping? You can get some extra speed that way :)
@terry-crow Wow, you can't stop at all? I'm honored! I was worried that there wouldn't be enough substance, but apparently there is! Thanks for playing!
@sean-atterbury @fuugul @red-dino @rkeele Welcome to the Jellyfish Club, an exclusive club for people who ~~like~~ were forced to pay their due respects to jellyfish. I am a big fan of jellyfish. I'm glad you all liked it! I put a lot of effort into the art and juice, and it looks like that paid off! Thanks for playing, and good luck with the rest of the ratings period!
@kykypy3o8 @kaylagorezzz I didn't make the music, but I think it fits the game super well! And I really enjoy digital art / animation, so making the art was just as fun for me as it is for you to enjoy. Thanks for playing!
@guardaro sorry about the controls :P I only playtested the game using arrow keys and controller, so I forgot that that could be an issue. For what it's worth, I looked in the project settings and found that waaaaaaaaay back whenever I set up the input system, I added the `m` key as another way to input dive. I guess I just forgot about that when I made the tutorial :| Maybe I'll patch it in. Looking forward to the inevitable Kitten vs. Radiance fight as well.
@gary-the-enchanter Welcome to the Super-Exclusive-Jellyfish-Club (TM)! I'm glad you liked the game. I tried really hard to make the game fun as early as possible, and found that the core loop is fun even without jumping, pouncing, and (most surprisingly) the squishy animation the yarn does whenever you hit it.
Again, thanks everyone for playing!
@paulsams Funny that you say that, I actually conceived of this as a multiplayer game. I had to cut it because of time constraints, but maybe in the future...
@drazil100 Yeah, I know about the control issues. I don't play a lot of games on keyboard myself, so I kinda neglected the controls a little. Apparently you can actually press 'm' as an alternative to 'x' when diving, but I guess I forgot to put that in the tutorial. Sorry :( This has been a common enough complaint that I think I'll patch it in
@drainkid Thanks! The physics were one of the first things I put in, and I was quite surprised at how fun it was to knock balls around even without fun graphics or squishy effects or anything. It's one of the parts I'm most proud of from this game. Thanks for playing!
@shannonhg Yes, this was intentional. Can you tell I enjoy Celeste? :D I just loved the idea of zooming through the level. Funnily enough, the only reason I added the jump was so that you could cancel the dash into it and gain momentum. I think it adds some much needed interest to top-down 2d movement that most games in that genre just don't deliver. Sorry for the lack of jellyfish. I'll make it up to you some other time :)
@cresceda Thanks for playing! I'm proud of the polish I was able to squeeze into this game so I'm glad you liked it.
@jeffrey-hwang I'm glad I got around to adding in the combo system, I think it makes the game as a whole more enjoyable. I agree, the jump isn't very useful on its own. It's mainly there so that you can jump cancel the pounce ability. If you jump in the middle of a pounce, you can go really fast. I also found during development that you can do something like `Dive > Jump > Jump again > Glide` to gain lots of speed and maintain it across the map. But yeah, if I were to continue working on this game, I would try and find a way to make jumping and gliding more useful on their own.
@zhiteng-chen I'm glad you liked the cuteness. Not entirely sure what you mean by making the start of the glide easier. Do you mean the beginning when you launch off of the tower? How so? I'd love to hear your feedback :)
@local-minimum Yeah, I didn't have much time to give gliding its own proper use case. It's main use is to maintain your speed as you travel across the map. Giving it more functionality would be a big focus of any further development
@kler The music was 'donated' to me by a family member, so I wasn't thinking quite as much about attribution as I should have been. Unfortunately, I can't opt out of Audio any more (they don't let you do that after the Jam's over, I guess), but I'll keep it in mind for the future. I can't see myself getting super high in that category though, but if I do, I guess I'll have to gracefully step down :) I've also added a credits section to my description page so that I can be more transparent about that sort of thing.
Also, I'm glad you found the secret ending. That part has a bit of a funny story behind it. When I first built the level boundaries, I was just using an edge collider to roughly match the shape of the mountain ring. It turns out tha t you can build up so much speed in the small space provided that you could clip straight through the boundaries! I eventually solved it by adding a collider to each of the mountains, but that left a few small gaps in the outer wall. I fixed most of them, but left one on a whim to see if people would find it. It's not much, but I hope it makes the people who find it smile :)
@crow-seeds Yeah, as mentioned before, I didn't make the music. It was donated to me by a generous family member after seeing a development build of the game. Feel free to change your rating if this matters to you. I'm glad you at least got some use out of the hang glider, although I agree that I should make it more useful in general. Glad you liked the polish, and I hope you have a fantastic rest of your day!
@rabbert Yeah, maybe it was a mistake to advertise the game based on its gliding mechanic. I'm glad you liked the gliding there was though, I'm quite proud of the mechanic
@tayteus Thank you!
@saltysa I'm happy you found the secret ending :) More people have been finding it ever since my patch last night, so I think that was well worth the effort. Don't worry about your score, the game is less about the score and more about looking at the cute kitten. I can't remember my high score, but I don't think it was much different than yours. Maybe I should multiply all of the points by 10. That might help people feel like they're doing better :thinking:
@tofucat Yeah, I don't play a lot of games that use WASD, so I accidentally neglected that control scheme. Hopefully you at least had a better experience than the people who had to use 'x' to pounce. Thanks for playing, and cool username btw :D
@sergio-nikol Thanks! I really like the bouncing as well :D
@robowarrior1982 I'm glad you enjoyed the base gameplay so much! I can't be a kitten in real life, so this is probably the next-best thing :)
@richard-baltrusch Truly a kitten at heart :)
Cool game! I liked the funny dialogue. I think the explosion radius on the landmines felt a little too big, but that's ok. I still had fun. I wished there was more of an excuse to use my powerups, as my loss aversion kept kicking in. Maybe put them on a timer instead of being consumed? I don't know. Anyway, congratulations on finishing the jam, and congratulations on making a fun game!
Cool game! I am a sucker for cats. I actually had a similar idea (aiming a cat with a laser pointer) for the most recent Wowie Jam, but I sadly wasn't able to finish it in time. I'm glad you were :D
My lord, on the matter of the 'Out of Flock' mission; it appears as if this mission has no character slots and disallowed me from completing it.
Otherwise, I loved the game. Great art, great music, cool concept. I wasn't able to finish it (see above), but I had fun anyway :)
Cool game! The controls are a little difficult to learn, but once you get used to them, this game gets really addicting. I do think that at least for the jam submission, the rotation could use a little dampening over time just to ease out the learning curve. The only other complaint I have is that it takes a while to die after going off screen. There are many things that could help here; a dedicated restart button, a little bubble that points to your ship if it goes off screen, or something like that. Other than that, the game is great! I especially like the artstyle.
Also, I keep wanting the spaceship to do the smash bros KO effect when it dies. Maybe that's just me.
I love this twist on the theme, and the cards mechanic was a pretty creative twist! With some more story, I could see this laying the foundation for a cool game!
Fun game! I didn't really see much of a point in going for any of the easier missions once the hard ones were unlocked. Maybe some of the risk-reward elements weren't clear enough? I don't know, but I had fun regardless :)
As a Celeste fan, I enjoyed this game. I think the game would feel more forgiving if the spike hitboxes were a little smaller, and the wall slide were only to start if you are moving downwards. Regardless, I had fun, and it's super impressive that you were able to make such a big world in such little time!
The art was cool, but I couldn't understand what to do. The monster was hard to see, and by the time I did, they had already bumped into me. I also couldn't find anything to interact with :| Overall, great artstyle, but the gameplay needs a lot of polish
For a first(ish) time game, this is really good! I liked the level design and art, but I enjoyed the level design the most! The enemy that shows up in level 3 is genius. He forces you to act quickly and choose your positioning carefully. He was fun to deal with. The only things I think this game really needs are jump buffering and variable jump height. Great game, enjoyed playing it!
This is a super cute game! I enjoyed all of the animals you meet along the way. The character art is especially cool
I'm a big fan of hand drawn games (I both like to make and play them) This one is fun! The controls felt a little unintuitive, but I got used to them eventually. It felt a little unfair that the plane would crash if you hit one of the walls/ceiling with the top of your plane (instead of face-on), which would be a simple fix. But that also might wreck your game balancing, so who knows.
Overall, fun, humorous game. I enjoyed playing it!
Ok, I have to get this out of the way before the actual review. This game is a little laggy in my browser. Doubt there's much you can do about that, but I thought it was worth noting.
Wow. Wowowowowowowowowowowowowowow. That was not only a perfect game, it was a perfect __jam__ game. The music was great! The art was great! The story was profound and thoughtful. The take on the theme was innovative! But most of all, all of these things suit the game jam format really well! I'd be interested to hear about your development experience, but this game seems like it's 10% setting up systems, and 90% making content with the ever living crap polished out of it.
Congratulations. I think you're a winner!
Great graphics and an interesting mechanic idea. I'd like to see it expanded beyond 3 levels, but you take what you can get in a game jam :)
Like the graphics, like the gameplay, only thing I would add would be more feedback when you get damaged. Nice game!
Wow, this is really clean UI for a jam game. It's hard enough for me to make good looking UI in Unity when I'm _not_ under pressure
This was a fun game to replay! It would have been cool if you had randomized the pool of people so that you could experience more variety easier. Either way, I enjoyed the process of exploring the map to find different people who match!