FoonLudum Dare ExplorerUsers → Flaterectomy

Flaterectomy

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
202558CollectorRemnant Collectorjam3.253.002.753.622.373.253.123.87
202557DepthsFurther Belowjam7882.922.552.633.692.053.342.083.57
202456Tiny CreaturesInfestation Eradicationjam3.613.163.723.612.773.562.924.11
202455SummoningThe Summoning at River's Edgejam7263.443.232.663.532.573.102.783.98
202354Limited SpaceAlien Abduction Adventures and Astral Anomalies Aboundjam8243.272.953.253.562.753.333.213.47
202353DeliveryThe Doldrums of Deliveryjam10763.002.573.003.422.623.362.913.08
202352HarvestI Require Human Partsjam1813.843.523.484.083.043.413.044.38
202251Every 10 secondsCursing Recursionjam2273.863.764.014.363.033.86
202250Delay the inevitableTry Againjam8543.413.142.913.412.292.962.743.47
202149Unstable👥Unstable Stablejam10983.243.392.923.273.293.554.033.40
202148Deeper and deeper👥Doctor Shrinkjam2313.963.903.834.514.153.684.163.86
202047Stuck in a loopConfinedjam2883.903.613.904.122.931.003.633.82
202046Keep it alive👥Astrodriftjam254.334.254.063.894.414.183.89
201945Start with nothing👥Bobjam344.214.153.644.364.273.973.674.02
201944Your life is currency👥Necromarketjam654.053.693.794.034.513.863.873.81
201843Sacrifices must be made👥As Of Yet Unnamedjam234.234.253.964.554.604.004.324.03
201842Running out of space👥Cybatronjam554.053.793.933.764.433.562.363.71
201841Combine 2 Incompatible Genres👥Wreckless Rallyjam754.073.904.144.244.373.753.383.70
201740The more you have, the worse it is👥Spacelitchjam2633.753.533.033.544.113.673.433.41
201739Running out of Power👥Artaxjam394.143.743.634.134.553.833.194.05
201738A Small World👥Little Fortune Planetjam1623.763.503.994.034.223.514.143.33
201637One roomI Clean Toiletjam474.054.003.543.984.543.814.153.74100
201429Beneath the SurfaceTitle Unknown

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Flaterectomy

LD29 — Beneath the Surface

Below the Water Surface by V0ID 2014-04-28T15:02:00

It's a nice concept. You could definitely flesh this out.

It's been said before, but the submarine snapping to the north-facing position felt a little awkward, as did the fact that you don't have to turn but instantly face whatever direction you like as long as you're not in motion.

Lack of impact feedback when the submarine gets damaged bothered me a little, but I learned quickly and kept an eye on my health.

The art is pretty simple, but acceptable. I think a more green/blue palette would've worked better given the underwater setting.

LD36 — Ancient Technology

Dynasty by DaanVanYperen 2016-08-29T23:46:00

It's been an honor and a privilege, sir. o7

LD37 — One room

Welcome to my Room by tinyworlds 2016-12-26T23:59:00

Very pretty, both graphically and musically. More animation for the main character might've been nice. And collision on objects was absent.

There wasn't much gaming to do. This is more a slightly interactive art piece. A good one at that, but not really a game.

Seasonal Affective Disorder by Mine10blox 2016-12-28T23:02:00

I got stuck at the bear, couldn't figure out what to do - space didn't do anything to the bear nor did it ever change a season. I also still fell through the world a bunch of times.

The graphics are pretty basic, and while I am glad you have music it's a pretty minimal score.

Dwarfsplosion by fabsy 2016-12-29T15:01:00

A pretty cute dungeon crawler! Doesn't really suit the theme, but it's got some meat to it. At first I didn't realize I could drill. I just shot my way through, and made it to the exit most of the time.

At one point lava spawned on the exit. Another time I fired at an enemy and a cave-in right in front of me happened, and I died in the explosion. Crumbling rocks falling down on the tiles that are about to be caved-in would've helped.

The graphics are quite good, you have a strong, concise style. Sounds were simple but worked for a gamejam. Music would've set the mood a lot.

All in all quite polished and wouldn't need that much more to become a pretty complete game.

Horror Hotel - Room #13 by PRANEET56 2016-12-26T12:22:00

A pet peeve of mine is when you aren't really in control of your character in a point-and-click. He just stands there while I am really the player at my computer, rather than having agency as the character on screen.

The text prints very slowly, even holding ENTER while it does only speeds it up marginally. I feel you didn't really need keyboard controls and could've done it all with on-screen buttons + mouse1.

I would have liked less notes and more variation in the items you find for clues. I'm not a fan of the linear path you have to take to gather them all.

I do appreciate that you started off with a bit of tutorial on how to use the controls. And having the end dialogue determine your success was a nice addition. The writing could have been a little more condensed.

Graphics were basic, I would suggest spending some more time on a colour scheme. Maybe have a look at some perspective drawing tutorials online, because that bed doesn't quite line up. ;)

Escape the Room by akai_0okami 2016-12-14T22:39:00

Interesting idea, a shame you ran out of time. I liked the looking upward in the crate. Up and down in this type of game could be a nice disorienting means of navigation.

Live to Die Again by FisherG 2016-12-29T15:53:00

Pretty fun game, similar to Nuclear Throne and other variants. Not a strong representation of the theme. Picking up weapons with [E] and switching through your weapons with [E] as well was a little confusing. Some weapons were sometimes difficult to see on the background.

Graphics are simple but quite good, though there's a good but to improve in regard to the colour scheme. Music was full of energy and suits the game - didn't like the 8buit explosion being in there, though, as I mistook it for a sound effect. It feels like there are sound effects missing, for example on enemy damaged, enemy death, opening chest, opening chest with a gun popping out, etc.

Overall an enjoyable game!

Shoot inside a room is DANGEROUS by Neowedge 2016-12-13T22:30:00

Hah, the intro with its sounds sets up the sound in the rest of the game very well. :D

While the move/aim gunplay itself wasn't amazing, the ramping up of its intensity with the ricochets turned it into something very cool.

Graphics are pretty basic and feel a little flat. Would like to see the level itself be something more than grey tiles with orange boxes.

Audio... love it! :D So quirky.

Space Junk by imphenzia 2016-12-13T19:18:00

I lasted 46.54 seconds. :D The game has a bit of a learning curve (I started hating the pistons at the top and bottom but grew to appreciate them), and simple mechanics that become apparent pretty quickly. The first few times I did not realize the glowing orbs were oxygen, though.

The music is good and sets the mood well, but I think I'd prefer it without percussion for a game set in space (personal preference). The sound effects are sufficient but there is room for improvement there.

I like the graphics - simple, cute and effective. Nice bouncy walking animation. I feel there was a missed opportunity to "brand" the crates with some science-fiction references though. ;)

Roomba's Revenge by MessinaBrothers 2016-12-26T23:51:00

Pretty fun and complete entry. Smashing things is always entertaining. The last few percent of energy making my movement slow down so much was infuriating a few times. "Noo, so close!" :D

Good graphics, both in the game and the design of the menu. Sound and music were good as well.

Inter-universal Treasure Hunter by Topper 2016-12-29T19:37:00

I got the wizard his book, which I assume was the victory, but nothing really celebrated my win. Maybe I didn't win?

Simple concept, but it works. I thought about giving up for as bit after getting the lampshade, since I'd not seen anyone who asked for one yet. Then I tried the girl who didn't ask for anything and she wanted it. Some kind of hint would have been nice.

Characters didn't get new dialogue after having received their items, which I thought was a shame. And it would have been nice to see what item you are carrying. I'd probably forget after a pee break. ;)

Graphics were cute, the characters were simple but pretty good. The walk animation was pretty lively. I wish the environments would've been a little more interesting. The music suited the game quite well, a shame there were no sound effects. It didn't need many of them, but a few for teleporting, walking, etc would've helped.

Lighterless by kiguel182 2016-12-14T22:26:00

Would've liked for the character to move a bit faster. Felt like I had no chance in the dream a few times. Dude got tired quickly. :D

Idle Office Simulator by Moeilijk 2016-12-27T01:04:00

Ha, why do these games always sucker me into playing them? :D Basic clicker, set to the theme. Would've liked a prize to work towards.

The One Roomed House by keckles 2016-12-29T20:29:00

I escaped through the door, the window and the ceiling. As far as I can tell, I tried them in all possible orders.

Good job on your first entry though! The squeaky shoes were entertaining at the start but got a little annoying after a while. The physics got a little mental quite quickly. The text was very difficult to read at times, because of the colours used. Some more/clearer in-game hints toeards completion might help.

Good job!

Karl: The Evening Hanger-About; The One Room by prozacchiwawa 2016-12-29T15:17:00

Decent setup for an investigation game, but it feels a little incomplete. Not being able to use your third day of work will do that, I suppose. ;)

The flashing of the camera didn't just stun the cops, even the elevator stops moving. The description "room 3 on 1" was a little ambiguous. Where I live, there's the ground floor, and the level above is the 1st. So I went upstairs and found nothing. Adding numbers on doors and floors would've helped there.

Quite a lot of text scrolling into screen once I got to the right room. More concise writing would've helped, it was a little too much in one go.

The characters are pretty cute, but their style is quite different from the environment. I generally appreciate a consistent style that's simpler over good quality in one area and less in the other.

Last Pig Standing by HotByteDog 2016-12-26T23:24:00

Pretty basic concept, with a very cute protagonist. The character art, while simple, is fairly strong. But the environment is a little flat and its perspective is kinda weird.

I wish it wasn't get-hit-once-and-die. Some more hitpoints to keep me playing the game longer would've been nice. And there was a weird thing where I had to stand still to fire left and right, but I could fire up and down.

Like I said, graphics are decent for the characters. Some more contrast for the pig would've made him stand out a little better. Could've used some more sound effects for throwing the projectile, etc.

The Torture Room by Lucas Ferrantelli 2016-12-18T12:58:00

Not bad, though the clicking to hurry torture gets old pretty quickly. The first time around I didn't even realize I could click on the devs to hurry the process and still got quite far. I had some trouble dropping devs on the electrical torture device. Think I really had to drop it on the device itself rather than the spot where the dev goes.

Graphics are fine, I like this style of pixel art. I think you shouldn't be afraid of ramping up the gruesomeness in a torture game though.

Music and sound were entertaining and suited the game.

One Room Apocalypse by firstdream 2016-12-22T22:18:00

Pretty basic game, but you added multiple weapons with different stats and a clear reloading progress bar which I appreciate. That kept my interest for a while.

Dodging wasn't very hard. It was pretty easy to line them all up and shoot until they got close, then run around and do the same in the other direction.

First I died on wave 9 or 10 purely out of my own stupidity. The second try I got the second to last gun that does 50 damage and then it was pretty easy to just keep going. I stopped after wave 13.

Graphics are a little inconsistent. The background is a little blurred whereas the characters are sharp. They're clearly apart from the background that way, but it's not a merry aesthetic.

I would've liked death sounds for the zombies since they kept stacking up on each other and I had no idea how many were left.

One Room Repair by makhovykh 2016-12-29T19:23:00

Good job on having something ready at the end of your first jam! You'll nearly always have to drop planned features. ;)

It's a funny idea, and the content that is there is pretty good. It might not be a truly complete game, but it put a smile on my face. A shame there's about 20 seconds worth.

The graphics are quite good, as is the sound. Different sound effects for different surfaces gets a big +1 from me.

Can I leave ? by HadikCZ 2016-12-13T20:04:00

A pretty straightforward game in concept and theme, but with the addition of the medpacks, turrets and grenades I had enough fun to hold out to level 17. I kinda wanted to stop a few levels before, but I kept killing the zombies and success breeds interest.

The graphics were all right, but it all felt a little flat visually. Stronger use of shadows would've helped.

The sound effects got repetitive pretty quickly.

What would've kept me player longer would've been variation in zombies and different weapon types (both guns and traps). I know, more features and no time. But that's what I'd have liked. :D

Good job!

Room Builder by peredm 2016-12-13T21:55:00

Overall a very cute game, with what should be cool mechanics if it wasn't so damn hard. :D The turrets just seem to be boxes that don't shoot, which didn't help.

The graphics are very good. The music does its job in making me feel under siege and anxious, and the sound effects are decent enough where present. It just feels like it's missing sounds for some actions.

A rebalance and fix of the turrets would definitely get me playing this again.

No Man Hero by PlugRobots 2016-12-18T11:40:00

Cute little one room point-and-click. :) It would've felt better if the robot would've moved to each point it interacted with, and if there were more simultaneous items/interactions possible. Because each action yielded one item for the next action, it didn't end up very difficult. At first I didn't notice the items I picked up appearing in the lower left either. Some additional UI work would help.

Graphics were a little inconsistent, with the differences in scaling of the images, and some clashing colours. Also the robot moved on top of the chemistry flasks in the front.

I did like the music, it was pretty atmospheric. And having different sound effects for each action is a big plus for me.

There were also some grammar and spelling issues in your text, which isn't really a big deal because I am assuming English isn't your native language. Just something to look out for next time.

Nice work!

ClutterRunner by Mik3 2017-01-01T12:28:00

Clever idea, a very basic set of mechanics and a good use of the theme. Swapping gravity was pretty disorienting, as was lack of audio feedback. I backed up into an orb, picking it up, then turning for a bit to see where it had gone cause I hadn't noticed the number had gone up. All in all, I would've preferred this in third person.

Graphics are really basic, very Unity. Suitable for a jam, but kind of a shame--a more pleasing colour scheme would have been nice at least.

Lacks some polish, but a strong prototype for what could be a nifty game!

Paul Terguei: Glory Room Keeper by grena 2016-12-26T23:37:00

At first I thought I had to prevent them from entering the door to the glory room. Then I realized we were already in the glory room. There's no loss condition I assume then, only a win condition when you get them all to leave?

Rather than waves I would've liked to have seen a few different levels. And I couldn't figure out what the objects they can pick up are.

All in all, an interesting mechanic. There's room in the idea for a more complete game.

One Room Cat by gtacker 2016-12-25T16:25:00

The mood is really good, graphics (well animated cat!) and music really set a good tone. I like the idea here, moving from room to room through time and revealing a story - I just didn't really get the story.

I missed the controls instruction at the start because I moved too fast, and then I had to restart he game to see them again.

Clicking the thought bubble wasn't immediately clear, perhaps a UI element would've helped.

The moving platforms felt a little out of place and collision was a bit off there.

The Rocket Man by Dev Dennis 2016-12-27T00:21:00

I expected this all to be a lot of instruction and action with no pay off, really. I thought the robot was fooling me. That it would never end. And he /was/ fooling me, but for a very nice, sentimental reason. Aww. :D

Good graphics, good and suitable audio. Nice job.

Marimo by Bemmu 2016-12-25T16:34:00

Simple idea, similar to slither.io. Not very difficult to beat, made it on my first try. But pretty cute.

Graphics are basic but work. Music is decent, the "yummy" effect could have done with more variants.

Three Million Years by Angelbait 2016-12-26T23:15:00

It's an interesting idea. I can't fault you for a bad UI here, because the whole concept is figuring out the bad UI. :D It couldn't hold my interest for very long, though. Clicking a button and watching a number change got old pretty quickly for me.

The graphics are pretty basic and even a little sloppy in parts. The ambient sound was pretty good and felt suitable.

Creative Space by Jan Marcano 2016-12-28T22:29:00

Interesting concept, but it kind of lacks content and I feel like I am playing the framework of the game. It eventually got pretty repetitive as I figured out a good balance of work and TV. A character would've helped to add some personality.

The graphics are cute and quite good. Sound would have helped a LOT in this game.

Toy Box Metropolis by SecondDimension 2016-12-29T18:52:00

Wow, well done, this is a very polished game. I wish there was a cancel option when placing a building. More than once did I drop something in a spot where I didn't mean to. I Couldn't figure out if the location of building placement affected the stats. The theme feels a little tacked-on, but technically this is all inside one room. ;)

The graphics are outstanding. Beautiful pastel colours, very nice design for the environment and the buildings. No way to criticize you on anything there. The music suited the game well and the sound effects were clear.

Great entry!

Starlight by savethejets1 2016-12-28T21:15:00

The personal log and the navigation panel wouldn't activate the cursor so I couldn't get far. The Engineering panel's help file mentioned running things but I couldn't figure out what programs there were to run.

Graphics were good and old school, music very suitable and mysterious. Just wish I could've played the game.

One Room by eXpl0it3r 2016-12-13T23:01:00

I found the PIN but entering it did nothing. Not sure if it was the wrong one or if there's something wrong. There was no feedback. Not sure if I got properly stuck with the number not working, but I didn't see any other way to continue.

Music was pretty good and atmospheric. Graphics were decent.

It Only Gets More Cluttered by mortus 2016-12-28T22:10:00

Fully fledged concept, very well done. I gave up during the hedge maze level. That was just too many things for me to remember.

Art is basic, and could probably do with a better colour scheme, but it suffices. Music was pretty spartan, but at least you had some. The sound effects were kinda shrill and not pleasant.

You should continue with this one!

Furiouser by Jyrkface 2016-12-13T22:48:00

Pretty minimalist visually, which I like about it. I'm not a huge fan of the movement and locked-aiming. The opponents are small and can be easily missed while you're compromising your own maneuverability.

Trapped by Hackingroelz 2016-12-24T13:36:00

One of my pet peeves with text adventures is when you have commands that you should always be able to use, but they have no feedback in many cases. Touch <object> should always result in specific feedback for all objects. Returning "That doesn't make any sense..." actually makes no sense, because there's an object and I have a 'touch' command specifically for objects.

I looked at the device, it mentioned there's a vile (I think you meant vial?), but 'take vile' returns "You can't see a vile." I couldn't even inspect the pedestal.

The ability to scroll back would've been nice.

The Lock by fullmontis 2016-12-13T20:43:00

A very good quality puzzler! I am pretty bad at puzzle games, but I was determined to complete it, and I managed to get out and read the secret note (it took me a fairly long time to figure out how to get to it).

Elegant puzzle mechanics, and nicely described desperation in the letters. That's what kept me going til the end.

The graphics are simple but they work, and the sound was minimal but varied enough to not get too repetitive.

I'm pretty sure you can build on this and get a good, complete puzzler out of it. Great work.

Death Room - Terry D'Arcy by cr4zyt3rry 2016-12-13T21:38:00

Cute zombie shooter, but feels a little limited. Definitely room to expand post-LD. Having to hold R while moving wasn't a pleasant experience for my hand.

Graphics, while basic, are pretty cute. The audio could use some TLC.

Heart Heist by SleepyStudios 2016-12-18T12:10:00

I like the idea, but getting to hide anywhere rather than using the environment to blend your shadow with felt like a missed opportunity. The objects in the rooms seemed to have no functional purpose because of that. Might be that those were the mechanics you wanted to add, but you didn't mention what they were. A few times I found my heart without much opposition at all too.

The graphics look quite good and overall pretty consistent, aside from one or two perspective oddities. Nice animations on the shadow.

The music is suspenseful and really helps set the atmosphere. The harsh beep sound effect for the instructions at the start wasn't very pleasant, but the other effects were pretty decent.

Hedge Maze Overlord by Turkey 2016-12-29T19:04:00

Nifty concept, and was quite fun to play. The exit could be a little more obvious, visually. Sometimes I tried to block the boy too late, but it would still drop a hedge on the tile that he was in. It would've been nicer if it wouldn't permit dropping a hedge on an occupied tile, so I don't lose it for 5 seconds.

The graphics were a little too basic to enjoy. It's clear what things are (aside from the exit), but you'd actually have a pretty viable puzzle game if you could implement some better art. Sound effects were equally basic, but that was less of an issue.

Nice job, I hope you continue with this game.

12 Angry Tenants by Coauctor 2016-12-25T15:57:00

This is a pretty cool one! I enjoyed trying to be as efficient as possible. Not a clear loss condition in here, but it takes some fiddling for the win. I'd have liked some ramping up of difficulty though. But props for the tutorials int he first levels. There's room for a post-LD game in here.

The graphics were simple but very suitable. I've recently bought a new apartment, and the floor plans I've been seeing look very similar to the game.

The music was soothing and fitted very well with the game (both the background ambient music and the victory music). Sound effects were decent, but I wasn't keen on the placement sound--kind of a sub-bass 808 tom drum.

Altogether very good!

Flappy Beard by BloodJohn 2016-12-28T21:23:00

Simple concept. Would've liked it if there was a ramping up of difficulty, and a clear victory/scoring screen at the end. Couldn't understand the existing scoring system. Apparently I got 14 out of 3 points?

The graphics are great, fantastic style. Music suits it fairly well. Shame there's no sound effects.

Do a Tidy by Sixteen 2017-01-01T12:46:00

A simple concept, but I could not figure out the controls. I could move, I could jump, but I feel I tried everything I can to pick up blocks. Moving felt slow and sluggish.

Graphics are basic but you implemented a clear colour scheme which I appreciate. Alas, no sound.

Needs some polish and instructions. :)

Surveillance by eemmbbeerr 2016-12-27T18:44:00

Interesting concept, but it's lacking in choices for the player. I recorded (I assume, no feedback on recording) whenever I saw 2 people or more in a room. I had no idea what they were up to, but apparently I collected the evidence.

Graphics are very basic, but not basic enough to have a stylized quality. The music was old school, but started getting on my nerves a bit.

I qlike the idea,

Surveillance by eemmbbeerr 2016-12-27T18:45:00

Interesting concept, but it's lacking in choices for the player. I recorded (I assume, no feedback on recording) whenever I saw 2 people or more in a room. I had no idea what they were up to, but apparently I collected the evidence.

Graphics are very basic, but not basic enough to have a stylized quality. The music was old school, but started getting on my nerves a bit. Instructional voice-over gets a +1 from me.

I quite like the idea, but wish there was some more depth.

Tank Commander LD by lintfordpickle 2017-01-01T13:45:00

A pretty cool idea. Feels incomplete (like you said), but I like the concept.

Not sure about all the infantry shooting flimsy bullets at the tank should damage it so. Would probably work better with less infantry and more tank-on-tank action. The overall pace could slow down a bit then too.

Graphics are all right, but it all feels kinda flat. Shadows!

Xenopunch by Pietro Ferrantelli 2016-12-30T13:13:00

Holy shit, this is impressive. You guys definitely understand that floaty concept of 'game feel'.

Awesome graphics and animations, good audio. Crisp controls--I'm not big into fighting games, but I grasped the moves very quickly.

I'd love to offer some constructive criticism, but I'm coming up with nothing. Fantastic game, 5/5.

Divorce: The Aftremath by tigerrenko 2016-12-13T00:15:00

The introduction text at the start disappears too quickly, I was reading it out loud pretty fast to friends and I couldn't keep up.

I would have preferred in-game hints to find the path to happiness. I used food and anti-depressants to get some more positive results at the computer, but it all ended in failure still. It felt a little like randomly selection options to find out what works.

A mouse-over effect on the clickable options would have helped make it clear you can click them. A restart option at the end would have been nice.

The music suited and aided the tone of the game. The sad premise motivated me to try and improve the character's mood, but it was hard to figure out what helped and what didn't.

Utility Station OR-152 by Justin Mullin 2016-12-25T15:03:00

This is a great entry, I love the depth of maintenance and utility. The theme of One Room feels slightly tacked on, but permissibly so. I kinda wish there were more outlandish sci-fi scenarios involved: smuggling requiring police intervention, etc. But it's a gamejam, so desiring more features when you've already got quite a lot packed in here is silly.

The graphics are nice and old school. Room for improvement still, but definitely good enough. The audio isn't great but suits the atmosphere of the game.

Any chance of post-LD expansion?

Detective Noword and the case of the floor tiles by dunin 2016-12-27T00:41:00

Ha, what a great little game. The character of the policeman is so well written. I know the grammatical errors weren't intentional, but they add so much to his personality. I love it.

The graphics are great, very well illustrated. The music suits the game very well.

I had some issues with clicking to go to the next line of dialogue, but that might have been a browser issue. I did have to resort to the walkthrough also.

Great job!

Feather Gladiator by Garris 2016-12-14T21:34:00

Pretty fun game. It has a proper old school vibe to it.

Music suited the game well, graphics were appropriate for what you were trying to do.

Prison Inspector by Hamsternator 2016-12-25T14:08:00

Simple and familiar concept-my mom plays a lot of these search-the-item games. (Playing this made me realize I need to clean my monitor.) Suits the theme well!

Solid graphics are a big part of these games, and these may be a little too simple, resulting in easy to spot patterns.

While the music isn't bad, it didn't really aid the mood of the game. (Also, the lead synth was probably a little too loud). I would've loved a happy 'ding' upon selecting an item.

I Clean Toilet by Flaterectomy 2017-01-03T01:06:00

With less than an hour left for judging, I felt the need to thank you all for your comments and votes. Your comments have not gone unnoticed--and luckily line up in general with our own thoughts as well.

Again, thank you all!

Story in a Room by unnamed1334 2016-12-28T22:48:00

Well it definitely is a story in a room. :D This is mostly a slightly interactive story with very few game elements. I figured out how to do the tasks I was assigned pretty easily, even if there is no feedback that anything was actually happening.

The graphics are pretty basic. The main character looked decent but without animations it falls short. The text appearing on screen the way it does is a little annoying, I'd have preferred something as simple as speech bubbles. Even with space held, it appears slowly and is not pleasant to read while it moves.

Glad to see a narrative, but there needs to be more to make it a game.

Budget Mortuary by comatomatoes 2016-12-25T13:03:00

Ha, first time I played awkward corpse-Tetris. :D There's not a lotto keep you going for long, but the basics are good. Doesn't look like there's a win or lose condition? It just adds up successes and failures.

Graphics are pretty good. The backdrop isn't the most interesting but I like the corpses. The music is suitable, but gets a little repetitive. The sound effects are kinda gross and work very well. :D

I would've liked to have seen clearer rot when corpses get worse, maybe flies buzzing and some gross falling-apart effects once the corpses are fully rotted.

No More Room In Space by Kacpi 2016-12-17T20:00:00

Interesting idea, but I had a lot of trouble timing my shots. I think I hit an enemy a total of three times.

Graphics were okay but felt a little inconsistent. The complete lack of audio, even inside the ship's pressurized interior, is a shame.

Junk of Icarus by merzlot 2016-12-25T14:26:00

I could not for the life of me figure out how to actually upgrade my ship. My drones picked up stuff I blew up from enemy ships and brought it to me, but how to mount new items wasn't clear to me.

I also began destroying the platform at the start and didn't realize I had to defend it instead. D'oh!

Graphics are very solid, as is the audio. Pretty polished entry... but not actually an entry because of the theme.

Abominable by Conk 2016-12-27T16:58:00

While you feel you failed, it still has instant appeal to me. It may be incomplete and not include One Room in any way, but you have a good start for a crafting and inventory framework here.

The graphics are cute, the campfire animation looks good. Not sure about the player's giant arms--he looks a little like a yeti himself. The soothing background music works.

I'd quite like to see this one more fleshed out.

Room One by Yamzho 2016-12-13T21:25:00

I like it! I had to restrain myself and not upgrade too much at a time, balancing upgrade costs and problems as they emerged.

The way time passes bothered me a little, with nothing much to do as it happens. I get that there's opportunity to improve the room in that time, but most of the time I wasn't doing any of that. I think I'd have preferred a full on turn-based mechanic there, so I could've controlled the pace.

Nice graphics, clear UI. The font is a bit hard to read though. The lack of sound is a shame. The writing is excellent and comedic.

Very nice job overall!

Toy Wars by concalf 2016-12-18T13:07:00

Pretty cool! I would've liked to have seen a health pickup, though.

Graphics are quite good, though seem a little flat. The grey wall objects not having shadows while they are tall and will stop you threw me off a bunch of times. All in all, it didn't really feel like a room.

Sounds for the plane flying and accelerating/decelerating would've been nice.

Souler by Slowian 2016-12-25T15:25:00

Pretty clever mechanics, and I like that there was a whole upgrade system and multiple types of enemies.

Graphics are a little inconsistent. The background and the player/souls/projectiles don't look like they really belong together. I would've liked to have seen something other than basic circles. But it's by no means bad. I kinda liked the health dots around the souls/player though.

Music was very nice, sound effects were a little basic and there could've been more to clearly relay what was happening (enemy soul into well, captured soul into well, getting damaged, etc).

Arena by mar3k 2016-12-25T13:38:00

Had quite a bit of trouble with the controls. I think I missed a lot of attacks. though I wasn't sure they were attacks or defensive moves.

The character art looks good, but the arena itself is a little plain.

Unfinished: A-OK Heist by DragonFyZex 2016-12-25T15:40:00

I'm glad you decided to submit even though it's unfinished. It's always better to do something rather than do nothing with it.

Good work on the art. There's clearly room for improvements, but you have a decent colour scheme and the player character looks quite good.

Keep at it!

4/4 Room by Remicy 2016-12-24T13:58:00

A very cute minimalist game. Clever but simple mechanics.

I like the art, normally I'd complain about different scaling in pixel art, but the outline for the sprites here worked well--the exception to the rule.

The sound effects are a little too shrill and could do with some equalizing to remove harsher frequencies.

I didn't get super far, but I would've liked some kind of progression with the monsters as well. I played the post compo version and noticed you added level indicators to the monsters. I would've liked to have seen them replaced with nastier things.

Good job!

One Reason to Escape by razzle_dazzle 2016-12-20T19:38:00

Good use of the theme! I had quite a bit of trouble getting things done, though. I felt like I was putting in reasonable instructions or responses, but he wouldn't understand most of them. I think a lot of my frustration could be dealt with by having responses to "why?", "please?" and other obvious responses the player may have. I got ending B by myself (probably the easiest), then I had to resort to your spoilers.

I get that the graphics are intentionally like this, but I feel there was room to silhouette the shapes a little better.

Sound was all right. The ambience felt ambient, but the sharp beeps were a little shrill.

If it was possible to skip the intro, then I failed to find out how. This did hamper the replayability for me.

Spatially Efficient Party by mr. a 2016-12-17T19:50:00

Pretty nifty. I think it could've used a time limit to add challenge to it, though. And sound cues would potentially add a lot of comedy.

Graphics are simple but effective.

Cabinous by p1x3lruckus 2016-12-25T16:12:00

Jesus christ, I didn't actually look into what the game was about before playing, so when the zombies came out I had a heart attack. :D

With some tactical thinking I managed to beat the game in I think the 7th or 8th attempt. Good job.

Graphics are pretty decent and suit the game very well. Sounds were good quality too, I like the ambiance.

Regarding my heart attack, however - you'll be hearing from my lawyer. :P :D

Little Dreams by RockhopperGames 2016-12-25T15:33:00

Interesting take on the theme, making the One Room essentially several levels because of scaling differences between awake and dreams. I could not really figure out what I was meant to do, however.

Graphics were pretty decent, though it clearly felt like obvious Unity. Sounds were good as well.

DISK by Kuality Games 2016-12-13T22:42:00

Web was meant to be Windows, I suppose?

All in all, solid game. I lose visual track of the disk a lot, however. I'd have been able to use it a lot better if it had an outline, maybe even visible through walls. Bouncing it around effectively is the main mechanic after all, and I felt I had to guess a lot.

Graphics are good, sound is pretty good. Nice work!

One-Room-For-All Hotel by ManuSaiz 2016-12-17T19:43:00

Pretty cool concept, nice use of the theme. Sometimes clicking wouldn't result in walls being built, though, and I couldn't figure out why.

Graphical style feels a little inconsistent, audio was amusing.

Radioactive Room: Synthetic Selection by Pietdagamer 2016-12-25T16:41:00

Interesting concept. Kinda hard to figure out how to breed reliably.

Graphics are simple but suitable. Pixel scaling on the circles being different from the background is a shame.

Really wanted Geiger counter crackling, shame there's no audio.

Hero Wardrober by Detocroix 2016-12-18T11:55:00

I like the idea, but I had a good bit of trouble figuring out what each request really needed. The awkward spelling of the wood people didn't help me. ;)

The graphics are fine, and I quite liked how the result of each wardrobing rolled into screen in red or green. I would've liked some from of mouseover on the items to help against my many misclicks.

Lack of sound is a shame, because that feedback would also help a lot in clicking/dropping items correctly.

If only you'd have had the time for these things, right? :D

Monk VS Demons by Mod_k4 2016-12-25T16:49:00

A little too basic to keep me playing. Games like these probably need some kind of upgrade system or multiple weapon options to keep you thinking tactically.

Graphics were decent, sound suitable (throw sound could've been more varied) and the voice screaming as difficulty escalated was great.

Shame about all those tasty abbey ales though. :(

Bare Knuckle Gladiators by 2Bit 2016-12-13T19:38:00

This is a pretty fun game!

The graphics are quite simple but they do the trick. The best visual element, for me, was the animation of the hands.

The music suits it, and the sound effects work well enough but I can't help feel there was a good opportunity here for over-the-top kung fu movie punches and screams. ;)

Right from the start it seemed apparent that the best way to win a fight was to abuse the enemies' slow turn radius, so I spent most of my time beating people in the back of the head. I think the actual fight mechanics were the best feature of the game, with the importance of positioning and the giant fist power-ups.

Speaking of which, I was happy to see the pickups. The extra health saved my life several times (I think I died about 4 times before I won the game), and as said the giant fists were quite handy (pun intended). :D

The Cranks by DemiPixel 2016-12-25T18:23:00

Pretty good! Controls felt pretty nice, graphics are very cute, music suited it all.

At first I couldn't figure out that the cranks were meant to be protected. (I really should read entries completely before playing. :D) But after my failure it became pretty clear.

Only negative thing I can think of (I'm scraping the barrel for constructive criticism here) is that each play through felt kind of the same. I couldn't apply upgrades to get radically different results.

Very strong entry, good job!

Tiny Planet by OnePixelMonster 2016-12-28T21:38:00

Pretty cool idea, though the hunger ticking down could have done with clearer indication. I found one piece for my UFO, then I kept starving to death.

The written letters are funny, the graphics are decent but the colour scheme is pretty painful.

Overall quite good, just a shame that the hunger mechanic is so harsh and information about hunger is just a number on the side of the screen.

Scrap Reavers by juegoman 2017-01-01T12:13:00

A basic concept with decent execution. Movement felt pretty good, the player is maneuverable enough to dodge shots.

The graphics are simple. The silhouettes of the player and enemies could be stronger. I couldn't figure out what the upgrade icons meant most of the time, and had to take my eyes off the action to see what stat increased after picking one up.

Stronger damage feedback would be nice. The get-hit sound doesn't stand out much, and I don't think there's a clear hit indicator for when you hit an enemy. Clearly identifiable sounds for each would be welcome, as well as visual feedback.

Old school music, not bad but it doesn't really seem to fit with the game. Basic sound effects.

A good setup, could do with some more polish. Nice work.

The Cursed Chamber by HenryBell 2016-12-20T22:47:00

A pretty fun little game. I agree with RuinWalker that the pretty much guaranteed damage you take is something you may want to review. I was lucky to get lots of hearts and extra damage early on in the game on my second play, and beat it thanks to that.

I'd say you have a decent core mechanic here to build upon, if you continue this.

Graphics are pretty good, as were music and sound. Altogether a pretty solid entry!

Crates of Chaos by block97 2016-12-20T20:17:00

Miss once, and there's some kind of delay before you can throw the next punch, and that makes the whole thing snowball into failure. I assume you added this delay on purpose to punish a miss, but I'd say it's a little overkill since you lose hearts anyway, which is plenty of punishment. It made what should be a one-heart loss into an almost guaranteed three-heart loss. I made it to a score of 12758 once, but the rest of the time I barely broke 2000.

I can see this be a fun little game with the addition of health crates that heal when you smash them, etc. But without the missed-punch delay. Maybe less damage from skipping crates, and have coloured rates that you need to hit X in a row for a score bonus or health increase, etc. I'd rather keep playing it while trying to become a more effective scorer than be punished for a miss and have the round end quickly.

Graphics are basic, and a little inconsistent with pixel size--sharp highres elements against scaled-up pixel art. I liked the scaled-up pixel work though.

I like the music and the sound effects.

Will you continue this post-LD?

Faster Chef by EverlessDrop41 2016-12-20T19:53:00

It started off a little fiddly, but with your instructions above I managed to make the salads and burgers without much difficulty. It's a shame you only got two food types in, and that there didn't seem to be a reward. I can see what you were going for though.

Not sure I really liked having to scroll left and right. The difficulty should probably be in managing several orders at a time, rather than awkwardly moving left to right and back.

Graphics were simple but there is a clear aesthetic that made me wish there was more of a kitchen to see.

I'd say, continue this post-LD because it seems fun at its core.

Booking Mama by Dege 2016-12-27T00:09:00

This is a very polished game. It took me a while to figure out I had to drag people (I had clicked on their information bars before and couldn't drag from there, so assumed I couldn't drag). Then I again took a while to figure out I had to click the room when CHECKOUT appears.

It is not my kind of game, but I can objectively say you did make a very good game.

Graphics are great, music is good, sound effects can be a bit shrill sometimes but they suit their purpose.

Very solid entry.

Alter Void by fafastudio 2016-12-26T23:06:00

A nifty puzzler with mechanics that really suit the theme very well-the best utility of the theme I have seen so far I think. Unfortunately, I could not figure out the exact method of moving the room reliably. I got stuck at one point where the room just didn't move to the door.

Cute art style, suitable music and sound effects. Nice job!

Fantastical Flora by QuestionableQuality 2016-12-28T21:53:00

Pretty interesting. It kept me playing until I had all plants. However, it was mostly guess work and randomly tweaking values. Some form of hint system might have made me work with more direction.

Graphics are very good, music is fairly suitable-maybe a little too mysterious.

Dissonance by iapc 2016-12-18T12:30:00

Be happy with your failures, you'll learn more from them! :) The scope for your entry did seem pretty ambitious. Not exactly sure how the One Room theme applies.

The story was pretty enticing, and I wanted to see how it continued further. Perhaps the time span of the notes was a little fast. The escalation of despair was pretty rapid, but that's just a case of evaluating dates.

The music is really well made. Maybe not as depressing as I expected, though. But very pretty and I very much enjoyed listening.

The graphics I don't really want to comment on since I know barely anything about raycasting. The diary page looked quite good, but very different from the note on the wall.

I also had some trouble with the turn speed.

Inside The Office by Darkhaul 2016-12-13T20:19:00

A short little game, lasting three attempts for me to see some of the different outcomes.

The graphics looks nice, a simple stylized look that works. I would've preferred a different colour for the folders, as they're the same as the rejection outbox.

Audio is a little lacking, with (I think) only the drawer opening having sound. It's a good drawer sound though, so a 1-out-of-1 score on that one. ;)

The final results being text and there being no restart button were a shame. I see you mentioned you ran out of time, so I assume this game was a wise lesson in time management for you. :D I agree that there's enough meat to this concept to polish it up post-LD a bit, to get some more satisfying final results in there.

Keep it up!

Alchemy Workshop by ValiaP 2016-12-28T11:11:00

Fun and very cute game. It got a little frustrating with the random results of brewing the crystal into a potion, though. I want to use my income to have my little employees take brewing classes so they get better at it. :D

Very nice graphics, equally nice music. Sound effects were good.

Altogether a very solid entry!

Nick Cage Adventure Quest for the One room by tehPHEN 2016-12-26T11:45:00

I loved those old Roguelikes, so I had to give it a go even if it's incomplete. You didn't mention in what way it's unfinished, so I have to go with my observation that there's no enemies and no win condition (i.e. the One Room you're looking for). I also couldn't tell in what way I am Nick Cage. :D

Graphics are a little harsh. Bright colours with no shading makes it feel flat and very busy. I noticed Nick Cage's idle animation makes his hands and lower half bounce up and down while his torso remains still. He has an inner gyroscope, much like a chicken? :D

The sound effect for combat/taking damage is kinda shrill.

It's a shame there's not much to do but explore for a bit. You have the procedural cave system going (though sometimes there's corridors that are all doors), so the foundation is there. Will you continue this one?

One room, one date, one pig by Wolar 2016-12-13T22:07:00

Quirky and a smart use of the theme.

The character art looked good, environments were a notch below but no real complaints here.

Sounds were amusing and effective, the music aided the quirky nature.

I got showered, bought wine and flowers, but still she didn't like me. Might've been the pig, though. I had trouble gauging what I had to attain before going to the date.

Cool concept, solid execution. I like!

Concierge by Zarkonnen 2016-12-13T00:32:00

I got lucky, 6 survivors on the first try. After that only a maximum of 5 survivors.

It was fun seeing the different interactions. I'm not sure whether the way they travel to other rooms is random or not. The music definitely seems to be random notes, though. :D

Not sure it stuck to the One Room theme all that much, but a fun game to play.

No corners to hide when deadly snowman comes by janiq 2016-12-26T12:51:00

Interesting circle design for a game. I couldn't figure out how to fire the cannon (I got to it and it would make a bang sound, but the snowman just kept coming anyway). I also kept clicking the wrong part of a location so that it would prompt the buy menu instead of going there. At first I thought the light bulb icon was a lock icon.

Graphics are basic but are suitable for this stylized form. I'm glad you went to freesound for this one as it adds so much to the gamefeel.

The more I look at it, the more I like the circle design... but maybe not so much for this game type.

Bubble Tea Cafe by urfbound 2016-12-20T23:01:00

It's been a while since I played a breakout game. :D

The thing that I found unsettling was the lack of sound. Somehow it became a lot harder for me because of that.

I ran into a bug where the white ball hit a blue ball (or bubble, as you call it---but I expect more bubbliness from bubbles :P) more or less horizontally at the side of the screen, then slowed down a lot and got stuck on the side. :D

The angles of the border on the sides also resulted quite often in the white ball traveling nearly horizontally and very slowly.

The paddle moved in a way that I found a little hard to control at times, decelerating in a way that made me overshoot.

It might be me and my ineptitude, but I could not strategically bounce around the coloured balls to end up in the same cup whatsoever. :D

Going Outside by karln 2016-12-24T14:15:00

Took me a few minutes to understand what was going on. Interesting way of tackling the theme, by first defying it, and then the protagonist not being happy about it. ;)

I didn't really enjoy the main mechanic of having to be alone for as long as possible. It rewards passively standing somewhere quiet, which means I am just sitting there staring without actually playing anything. Points for innovation, but not for active enjoyment. (My first idea to make it more active would be to replace the screaming with farting, and have fast food spawn in the map so you can build up gas to scare people away. But that's just me. :D)

The art is cute, but the bright green everywhere is a little overwhelming. Colour scheme could use some TLC.

Good use of audio cues, lots of ambience even if some felt a little out of place (laughing children, for example).

Plantolution by Testlab 2016-12-29T12:42:00

Cute little game! I enjoyed growing the flowers and selecting the best one to continue with. It wasn't immediately clear how the game worked, but I figured it out before reading your instruction in the comments.

I kinda wish there was some additional intervention the player could use to affect the results.

Graphics are decent, though I'm not fond of the isometric perspective - I think a true perspective probably would've looked better. The music suits the calmness. Sound effects are basic but effective.

Sandpaper by Joanrelos 2016-12-14T22:51:00

I didn't really feel rewarded for getting out. :D But it was gratifying searching for and finding the pieces to escape with. The music added to the mystery.

The Box Sorting Extravaganza by jamesy012 2016-12-14T22:12:00

Well this is just too reminiscent of my day job. :D

Not sure if there's an end to the game. Got to a score of 49 before it got a little too repetitive. I tried to group things together, but with the floaty movement of the character and the cartons snapping onto shelves when you get to near, it was a little challenging.

Magic Panic by harusame 2016-12-14T21:42:00

Quite fun and charming! Lots of content to it as well, with the abilities and different potions, etc.

Music is suitable, sounds are all right. Graphics are good and cute. Gives it lots of charm. Something I may play again.

Good Impression by Ellian 2016-12-27T19:26:00

I saw screenshots on twitter as you were making this, I'm glad to get to try it now. Figuring out where things were supposed to go was difficult at times, but then figuring that out is half the gameplay. I put my clean clothes in the closet at first, and didn't think my mother would care what I throw in the trash. D'oh! Also, no clue what a Comtesse Cochonou is (even after googling it). Getting stuck on things was also an issue.

The graphics are fantastic, which is what drew me here in the first place. Love the cute style. The music is also great. It got me very nervous during the final minute.

Fantastic.

Blind Man's Room by seizeTheDia 2016-12-27T19:56:00

Like you said yourself, seeing the stats and skill checks would have been nice. It wasn't immediately clear to me, but the player is actually blind? That's why things pop up out of the blue? Not sure what the enemies were, if I am locked in a room.

That said, the art is pretty nice (though with room for improvement), and exploring for items (i.e. stats increases, etc) was rewarding.

The One Room Experiment by Siegfried Croes 2017-01-01T12:40:00

This is both a really clever use of the theme, as well as a devious way to avoid the theme. :D Not sure I really liked the way my character could be a pixel off and therefor not move forward sometimes, and most my trouble was getting my jumps right.

Very cute, simple graphics. The sound effects were quite shrill and could do with some equalizing, and there could've been some more sound effects for walking, tiles flipping, robot arms moving, etc.

Needs a little polish and then you have the building blocks a full game. Nice work.

Insecticide by meownsk 2016-12-27T19:45:00

Decent shooter, the hand-drawn style is a good aesthetic. It would've been nice if shooting a stack of shelves (or other object) into an insect would also kill them.

The gameplay got a little old fairly quickly and I kept losing track of the cross hair. The position of my character on screen would sometimes be problematic with insects coming from my blind side. Other than that you have some good fundamentals.

Out of Sight by Nervous Composers 2016-12-26T12:39:00

A pretty good entry, though unclear at the beginning as to how to clean up. There's no garbage can or anything. I tried kicking things under tables, but it got very fiddly trying to pick up things off the top of the table and would retrieve what was underneath instead. Sometimes things would bounce weirdly as I tried kicking something under a desk. I'm not a fan of only getting to move left and right when I wanted to pick up things above and below me as well.

The graphics are very solid, though the animations during the intro text made me expect better animations in the game. The music suits the gameplay very well.

Home Cat by Feng 2016-12-28T00:04:00

Took me a minute to realize I had to hide up for the mouse to return. Then about 8 tries before I got the timing right to drop down onto it.

Simple game, would've helped if there was a slight pause between days instead of instantly starting. Kept falling down off the chair because of that.

Art style is simple but kinda suits a simple game like this. Sound would've been helpful.

Class Notes by tellus 2016-12-18T11:25:00

This is a pretty cool idea. With some more work and a relationship table with the other students, I can see the goal of taking someone to prom or something adding an extra layer to the game.

The controls for launching the paper were pretty hard. I could only tell my paper landed where I wanted it by looking at my popularity score.

The graphics were clearly really basic. I didn't mind, the main visual feature was the papers here, but if you do continue (I think there's potential in the concept) post-LD, it'll need work. Shame there was no sound.

Dark Room by blackoptics8 2017-01-03T01:03:00

As you said yourself, a bit incomplete. Good prototype for what you intended though. Quite a bit of life to the scene with the natural-feeling motion. The hand and its shadow come out pretty jagged on the edges, though.

Cross The Room by Simboubou 2016-12-13T22:16:00

Oh man, this is not something I am good at. :D Not a real use of the One Room theme here, aside from it visually taking place in a room.

The mechanics are simple but challenging. Good job there.

Graphics are a little cheesy, but have their charm. I like the use of the piano for the actions, but sound effects for the balls would've helped.

LD38 — A Small World

Bubble Boy by rjhelms 2017-05-14T10:40:55Z

Pretty cute game, but from a premise standpoint, pollen and sneezy-snot seem like they'd be less problematic to me than pointy bramble bushes and other sharp objects would be. My first through was that this should've been a two-tired challenge, with the structural integrity of the bubble and risk of infection being two different threats. ;)

The controls were a little iffy, I ended up just speeding up and jumping over the level rather than through it as much as possible.

The graphics are simple but everything is pretty clear. The music works well and you have some decent sound effects.

Extraction by Criobite 2017-05-17T17:34:55Z

Simple and short, maybe too short. I liked that the duct didn't have a mouseover, that would've revealed it was a usable prop before you even get the screwdriver. The victory screen felt a little anticlimactic. The people demand celebration of their victory!

The art was basic but still neatly done. I would have liked to see more colour in there, grey gets very plain. The music is also simple but pretty atmospheric and I like the sound effects.

C_NFINEMENT R__M by Tselmek 2017-05-07T00:02:14Z

Clever riddle puzzler! I definitely needed the hints file you included with the game, and I had to consult @meatmachine over mumble to make sense of things. As well as google. :D

The theme is included in how the world gets smaller I suppose. It's not very integral, but it kinda works.

The art is simple but it works well. It didn't need grandiose graphics, as it's about the riddles. The music sets a nice atmosphere.

More Room! by Skosnowich 2017-05-13T10:32:39Z

It always impresses me to see a simple mechanic and see it turned into a full game that scales well. This is a pretty complete game, the player needs to make tactical decisions and there are ways to level up. The tutorial beforehand ties it all together, because I am pretty sure I would have given up a lot faster without it, and it doesn't do the thing some tutorials do by overwhelming the player with information right off the bat.

The art is simple, and I think you could've benefited from a good colour scheme and better execution of perspective, but I clean clearly see what's what, so the functionality of the art is there. The same goes for the UI, it's very simple and could've used some more love, but it's not actually _lacking_ to where it's a problem. The music and sound effects are solid as well.

I think the _room for improvement_ I am thinking off in this game looks at the game as a full feature rather than a jam game, because you delivered what feels like a full game rather than a jam game. So, all in all, a very good entry!

Asteroid, Planet, GODDAMMIT! by DEGLIS 2017-05-18T15:57:23Z

This is a pretty cool game, very nostalgic. The mechanics are clear and obvious (good use of colour to immediately inform the player what to do), and you even had bonus pickups. I was pretty bad at it, but I am sure that given time I'd do better.

The graphics and sound both suit the arcade style of the game. Nice work!

Your Planet: Too Big by Scriptorum 2017-05-02T21:34:40Z

This is a pretty cool puzzle game, but I noticed that sometimes the results could be a little inconsistent, making it hard to really plan a strategy. The graphics are simple, but not in a bad way. The sounds are pretty good! With a little polish this could easily turn into a full game.

A Small World Cup by rujo 2017-05-09T22:36:43Z

Hah, this was a ton of fun. Alas, Italy beat me in the fourth match. (Well, _I_ beat me in that match, there were three own goals. D'oh!)

Visually it looks great, but I am pretty sad it lacks audio altogether. That could've really made this a contender for my favorite games.

AS Mall World by Sean S. LeBlanc 2017-05-07T10:11:09Z

I couldn't quite figure out what there was to do aside from buying things--maybe that was all there was. I like how you twisted the theme on a title basis, but I couldn't see how it's reflected in-game.

The art style is bright and bold, which I liked, but also under polished. The music set the tone pretty well, very mall-like.

Bacteria colony by Psilon 2017-05-09T22:23:55Z

A cook- err, pizza clicker in spaaace! It took me a while to realize I had to click the little sun and gemstone to harvest them. Explanation would have helped. More options other than the four bacteria would keep my interest for longer. As it stands believe I defeated 12 aliens but in the midst of clicking I accidentally clicked restart immediately after I died and couldn't see. :(

The art could have used a little more love - it's cute, but a little sloppy. Here's a few spelling errors, and audio cues (even if there's no sound in space) would have helped a lot.

Good job on getting a complete clicker game done, with a little more work it could be pretty cool.

Luggage Robber by bemmu 2017-05-10T19:16:32Z

This is kinda fun and silly. However I was hoping for an in-game objective other than speedrunning. Each level was mostly the same challenge-wise.

The art is nice and suits the simplicity of the concept. The music and sound effects fit the theme. Pretty cool!

Exploitation by Jimbly 2017-05-18T15:50:32Z

A pretty solid concept, but I felt I was fighting the UI quite a bit. It moved so that the Give button became a Take button, for example. Aside from that, it wasn't very clear. I kept forgetting from what perspective Give and Take worked. From the boat or the city? There's room for improvement in that regard. The ability to place colonies where you want, rather than on predestined locations, in order to make smart use of geography would've been a nice addition... but I realize that's an addition you probably would've needed another 48 hours for. :D

I like the super simple graphics, they're very cute. I wish there was some animation in there, to liven up the world a bit. Right now the world is very static. I also wish the UI was in the same scaled-up pixel style as the game world.

Cell Division by steve 2017-05-01T21:57:09Z

Wow, this is a very polished entry! The controls felt pretty smooth, and I quite liked the mechanics of firing and healing the cells.

The graphics are solid and the while the sounds are basic they do the job well.

The only thing that comes to mind is that the UI element that presents the choice of turret or generator feels less polished than the rest of the graphics.

All in all, I really quite like this game!

Vegicide by Reactor-Scram 2017-05-08T09:23:41Z

A vegan flesh eating plant! :D Fun little game, but pouncing on the carrots wasn't a real challenge. A bit of a dichotomy between avoiding enemies and scoring carrot kills. Defeating enemies that pose a threat rather than defeating defenseless carrots would've made this more of a challenge.

Nice character art, the background felt a little bland. The fences that prevent you from jumping to places could stand apart from the background more. The music sets a nice tone, and the sound effects are pretty good too.

This has potential, hope you continue with it!

Planet Heist by conk 2017-05-13T16:26:13Z

A clever puzzler, but I am pretty bad at it. I hold a personal grudge against games where you have to fail to learn how to continue, and learning the order and movement of the lights is something I (subjectively) don't like. If there was a visual prediction where a light would move in the next turn(s), that would make me happier.

The graphics are pretty solid and cute. Once you hit HD resolutions (i.e. no pixel scaling) I prefer anti-aliasing myself, but again that's a personal preference and not something I feel I Should fault you for.

The music was nice, though the loop was a little on the short side. There's room for a few more sound effects.

SmallHexWorld by japes 2017-05-13T16:15:25Z

This is a pretty clever concept. I am not sure whether it was a bug or an intended mechanic that I didn't understand, but a few times it would drop a different tile than what I had selected. I think a city became wasteland after I dropped it. I scored 6877 on my third run.

The graphics are a bare minimum, as are the sound effects. I understand this, the compo is short, but there's a lot of room (and potential) to expand there.

Nice work!

MagiSEED by Vivoubos 2017-05-01T20:36:51Z

All the basic elements to a pretty full game are there, it just lacks in polish.

The graphics aren't very attractive, but they are quirky and everything looks like what it's meant to look like. Character movement felt a little sluggish sometimes.

The music started getting on my nerves after a while, but I am glad there was music at least.

The writing at the introduction was kind of awkward. I assume English isn't your first language, so that's fine. But it's a first impression nonetheless, so you may want to spend some extra time there in the future.

The puzzles and challenges were pretty good. I couldn't figure out how to pass the final level.

All in all it's a pretty complete entry!

(Web) The Small Worlds by lukethecoder64 2017-05-16T20:25:20Z

An interesting concept, but I simply didn't have the patience for it (probably my flaw, not yours). I'm not sure why crashing planets together makes me lose instantly when the goal is to make things disappear into the sun. Surely their debris going in would be thematically fine? I would've preferred a timer on this rather than the requirement of destroying all planets.

The graphics are basic, not necessarily in a bad way, but it felt a little spartan. The music's nice, but the sound effects are very contrastingly harsh to the soothing soundtrack.

Nice work, wish it was my kind of game. :D

It's a Small World, So Let's Crash It into Things by simonhutchinson 2017-05-01T20:19:15Z

A simple but entertaining concept. The dark star gave me the creeps when it first came for me, with its stalker voice and the musical shift.

I didn't really feel very challenged however, escaping the dark star wasn't hard and I think I only once accidentally touched a planet that was larger than me. Once I was big enough to attack the dark star, it was kind of a drag to try and find him. I'm not fond of the scrolling, especially once my planet grew to about 60% of the screen. The second time around the dark star was following me on screen when I grew big enough to obliterate it, so that ended pretty quick.

The graphics suit the concept, and I like the music and sound effects.

Memory:Leak by Alex Lutay 2017-05-07T00:14:07Z

It started out pretty simple, but I didn't really learn how the game works from the initial (tutorial?) levels. So when things got more complex, I could not figure out how to keep things afloat.

The art is great, as is the sound. If you make this more accessible, you've got something good going.

Worlds Project by TheMonsterFromTheDeep 2017-05-07T10:36:43Z

Nice little sandbox game (which I am clearly partial to since we made a sandbox for this LD ourselves). At first I thought there was little that could happen, until after looking away a moment, there were suddenly houses being built.

The art style is very concise and uniform and the UI is fairly clear. The music worked quite well. Sound effects for building and such would've helped somewhat.

All in all, very nice work!

Merhygen by rokasv 2017-05-06T23:34:34Z

This is a pretty cool distillation of a classic roguelike/dungeon crawler. Definitely hope you'll continue on this, maybe not even to end up with a full game, but there's more to explore to see how far you can take a simplification of crawler mechanics.

The graphics are simple, which is the point. The green colour scheme in combination with it being a dungeon crawler reminds me of [Knights](http://www.knightsgame.org.uk), which makes me quite nostalgic. Would've benefited of some basic sound effects.

Little Fortune Planet by Flaterectomy 2017-05-02T21:25:19Z

Thanks for the feedback everyone! :smile: We added a download for the executable up top for those who had performance issues (@obvious-san, @multiplexor, @cymansap, @emarcotte).

For the lava achievement you, well... you need _a lot_ of lava. :volcano:

Small Atomic World War by Kroute 2017-05-09T21:54:14Z

Pretty cool, but I struggled a bit with controlling my movement. Having to be very exact to pick up protons and neutrons meant a lot of futile sailing-by. I played for around 12 minutes and had just gone down from level 12 to level 10 after a few bump-ins, and never made enough money to buy anything but a temporary speed upgrade.

Visually it's simple, but that works for the concept. Not sure I really like white as a background, that may have aided my decision to stop. The fonts become difficult to read as you zoom out too.

An interesting take on the concept, a little more polish and it'll be pretty good!

Pallas Station by btwj 2017-05-14T09:36:56Z

At first I skipped the explanation at the start, but after being unable to get anywhere I restarted and gave it a quick read. Turns out the 10 metal requirement for buildings is what held me back. Some in-game way of making that clear would of course help. A "cost to build" on the tile information would do it. And the numerical effect of a crisis (for example: mine collapse - metal production reduced) is a hidden value. I'd like to see how much less I am producing.

When I started writing my feedback I noticed someone else mentioning constructing multiple buildings in one square. This seemed a bit hit and miss, sometimes replacing the previous building and sometimes being dropped alongside. I think bonus structures can exist alongside resource buildings? In any case, there's room for improvement in informing the player there.

The art is basic but works in conjunction with explanatory text. The building icons don't seem to all be from the same perspective. I'd like to have seen the asteroid represented visually somehow.

Overall a pretty solid concept with potential, it just needs a little polish for it to feel complete. Nice job!

Antagonistic : Hamburger Hill by ryte2byte 2017-05-01T21:25:29Z

Pretty cool, tower defense/third person shooter concept. I may have started by assuming the bright red ants were an enemy colony. Derp!

The epileptic wings weren't very pleasant to look at. Overall the art felt very Unity, which isn't necessarily bad but it doesn't add real character. Audio and music were simple but pretty effective. More audio cues when a beetle eats hamburger would've helped me. One of those bastards was hiding out of sight from me for a while.

BAD RNG by internetpaulicy 2017-05-13T10:40:53Z

I never played centipede, so I had no clear idea what I was meant to do. Kill the centipede, kill the spiders... do something with the portals? The big spiders went in the portals and came out smaller and sometimes left again, sometimes came back.

The art looks good, I like the tilted 3D form of it, and the colour scheme feels solid as well. The audio was painful through my headset at times. An arcade game like this feels like it needs music though.

Even if I was confused as to my purpose in the grand scheme of things, it feels like a decent entry, though it seems to not deal with the theme very much. I guess it's the visuals that appealed to me the most.

Super Kaiju Dunk City by emarcotte 2017-05-02T20:48:00Z

Wow, I did not expect this to be a rhythm game at first, but once I figured it out it was really fun! The music is great, and I love the graphics. It doesn't really play with the LD theme at all, but as far as games go, this is a very solid one.

Little world of pistachio by Nataha 2017-05-17T18:04:38Z

It's definitely a small world, and someone's got as lot of spare hammers above it. :D A simple concept, executed about as well as you can mechanically. I lasted a little bit beyond a score of 200 before making a fatal mistake.

Art-wise my biggest gripe here is the difference in outline weight between the character and the hammers. The clouds, character, hammer and ground all look like they don't really belong to the same game. Room for improvement there. And sound would've been nice, of course.

Nice going for a first Unity game though!

HexCity by MartensCedric 2017-05-01T14:27:52Z

A clever little idea! I'm generally bad at puzzle games, so I couldn't get very far on my own. The concept by itself is strong. At first I assumed I couldn't build on the brown and dark green tiles. I now assume they're just decorative? Having the soil affect placement would be interesting if you want to make more levels post-LD (i.e. no farms in the desert, if you make rivers on hex borders a farm could be worth more points, etc). I also expected I could only build in hexes connected to pre-existing buildings. A victory/result screen when the map is full would also add to the satisfaction of the player.

The graphics are basic. They do their job, but with the few sprites you have this game could pretty easily get upgraded visually.

There's very little audio, but the click-sounds you do have give a good level of feedback. Nice work getting the minimal requirements for the audio sorted.

All in all, good job!

Balanced Upon A Turtle by BluShine 2017-05-13T10:06:04Z

A super simple concept--and I mean that in a good way--that works q2uite well. (You seem to be missing four elephants, but you literally couldn't include those because of _balance_ reasons, I get it.)

I don't have a controller, so I had a tough time balancing my sheep. I didn't make it past the second level, and there was no indication of different gameplay afterward so I gave up. I like the art quite a lot, and the music was nice. The rotating main character and the ticking sound effect when he moves started getting on my nerves a bit.

Good job, makes me regret I didn't get a controller yet.

Railroad to Hell by Ferminho 2017-05-01T22:07:25Z

A very clear concept, but the stun effect after you get damaged kept escalating into me getting damaged even more without being able to do anything about it. I would've liked some more agency.

The wind on top of a speeding train should probably affect jumping in some way. Right now the train itself is a setting without a real function.

The graphics are pretty basic, but I really enjoyed how the player sprite's hat comes off when he dies. It was a nice touch of character. I'm glad you had music, though it could've been more threatening in atmosphere.

I hope my feedback helps you guys! Overall a nice entry.

World of Echoes by multiplexor 2017-05-02T17:22:26Z

A very clever concept, executed pretty well. I couldn't quite get the timing right in the elevator level and ended up quitting there, but I definitely appreciate the effort.

The graphics are basic but they work. The sound effects (especially the spaceship landing) were occasionally a little too harsh. This can be easily fixed with an equalizer though.

A skip button for the dialogue would've been nice as well. ;)

S P A C E C H U N K by nonameghost 2017-05-02T21:45:47Z

I'm not generally a fan of intentionally complicated interfaces. I'm not afraid of text (I've played my share of MUDs in my day), but since we're already moving around and selecting with mouse and keyboard, I can't say I enjoy switching to text input.

That said, while there isn't that much to do, the things that are there look very polished. The visuals are great (nice colour scheme), the music suits it very well. I wish there was more to play, cause I would play it. Nice work!

Run Cola Run by valiap 2017-05-08T09:08:30Z

Pretty cool, never thought I'd platform around as a tin can. Controls were pretty reliable, but I couldn't get past the puzzle with the empty can puzzle.

The graphics are very solid, and the music is a nice tune. Just gets a little repetitive, and it's only more noticable because of the clear end and start of the song.

Good job!

Galaxy Glove by merlyboy 2017-05-02T20:24:22Z

Hah, most peculiar! :D At first I thought the opponent's health increase per round would make it too hard for me, but I got through it and rejoiced in victory with my four trophies. :D The game has a lot of character. Additional audio would have helped it some more I think. The art style is fun and everything wobbling makes it feel pretty dynamic. Nice one! :D

PogoPogo by obvious-san 2017-05-01T22:39:48Z

This is definitely a fun one. :D Not so sure about how you incorporated the theme, but it put a smile on my face.

The art is very good, and the music clearly suits the game very well. The beer pickup sound was a little annoying, but weighing that against the good elements it's no big issue.

In conclusion: \m/

Atlas by CountTyranus 2017-05-18T18:10:01Z

Good job on your first LD entry, it turned out pretty good! I was glad you had a tutorial, but since it was plain text on a still image I forgot about half the things I had read when I started playing. The game itself is pretty quirky, which is cool. When in doubt, add character. :) The game probably could've been stripped down feature-wise, with rockets downstairs and lasers upstairs things got a little confusing.

The graphics were nice, but there were some different pixel scales happening. The main character was scaled a little smaller than the turtle and its surroundings, and especially the wrench icon indicating repairs was pretty HD compared to the rest. The rotating laser looked a little odd, as the whole thing came off its foundations.

Overall, nice job on your first entry!

Re:post by Terrabalt 2017-05-18T15:35:06Z

I think the concept is interesting, but the presentation gets in the way a little. I couldn't tell how the order of posts would affect the rating, but I think there might've been a bit of a language barrier. It took me quite long to figure out I could pin things to the sidebar as well.

The art is very simple, and not really in a good way. The top down view of bed, TV and computer doesn't seem optimal for the purpose of the game.

An interesting entry, I'd definitely consider it a prototype for a bigger project because the idea behind it - spinning news items into profit (or, for example, election-affecting civil discourse) - is a pretty current event.

Invaders of Yekithar by skippuku 2017-05-02T19:57:12Z

Pretty good little platformer. I'm not the greatest at platform games, so I had a tough time jumping to the small platforms. The controls didn't really help me there. Because I never got very far, I couldn't see if there were bonuses or something to spend the coins on.

The art is pretty basic but cute. The music and sound all suit the theme well.

rocket ship by Zirrrus 2017-05-01T20:42:41Z

A nice take on the theme, but unfortunately all I do is either crash or fly off to discover far away worlds. I like the graphics, but the dashed line following your trajectory actually following rather than having the lines stay in place bothered me a little. :D

I know there's no sound in space, but we launch from within the atmosphere, so something would've been nice. ;)

Colonize by JustinM 2017-05-01T21:47:10Z

A nice concept, but pretty easy to beat. I would like to see some form of challenge. The gameplay right now involves: __"What do I need?" \*click thing I need\*__ The adventure button is a good opportunity to present some surprising results on the player. _"We killed some orcs and stole 10 wood, but they followed us home and broke our walls."_

The graphics are basic but work well enough. A shame there's no sound.

Planet Pinball by lucentbeam 2017-05-18T16:04:43Z

Hah, what a cool way to take the theme and apply a genre to it. Kudos to you there. The gameplay gets obvious pretty quick, but the ball was a little difficult to spot properly sometimes. You have a decent colour scheme going, but some clearer contrast between background and foreground (or object) would've helped me.

The controls were difficult for me, at times, but I feel that practice would make perfect here. I really would've liked sound effects for the ball soaring into the atmosphere and rolling along the scaffolds, etc.

Destroy Blocks by D-Studios 2017-05-07T10:18:06Z

I think I accidentally backed out off the world and ended up below it, with plenty of blocks to destroy. Like the others before me, the controls were a little difficult. A 3D environment with only keyboard controls feels pretty old school, but I craved the use of my mouse.

The art was all blocks, so it's hard to really judge. Plenty of contrast between the dark grey and green blocks, and the music made it all feel weird and surreal.

Winter by cdrch 2017-05-16T20:38:03Z

At first this looked pretty promising, but character movement (for me at least, some of the other commenters seem to have been able to do do things) is so very slow, that I gave up rather quickly. I did not want to spend minutes just walking to the nearest house. The WASD controls seem trotated 90 degrees. W moves me to the right, etc. Just before giving up the camera suddenly switched to an angle where my character was barely on screen.

The art is quite cute, which was a big initial draw. But I could not overcome the movement speed.

uP-8: Microprocessor by Spaceman 2017-05-01T22:18:55Z

Interesting idea, but since I am just a lowly graphics dude, I wasn't able to get very far. I do not have a programmer's mind whatsoever. I assume the controls really aren't that difficult, but it's a hill I don't really like climbing.

Because of this, I feel that rating your game in anything other than graphics (I do quite like the visuals) would be unfair - I am simply not the target audience.

Props for the concept, shame it's not a cup of tea I know how to drink.

a-small-world by PaperclipBadger 2017-05-01T21:03:52Z

Heh, this is a pretty fun concept. I'm not funny enough to make it past level 2, it seems. But I'm not sure if that level is trolling me or not. :D

Graphics were nicely stylized. The fish might've had a little too much shading compared to the characters. A real shame there was no sound.

I _guess_ you included the theme in the first level's dialogue, but it doesn't really fly. :P

Escape from Sytlanta by Gundatsch 2017-05-09T19:00:34Z

I'm a little torn on what to think. It's kind of an exploration game, but since I can already see the full game world from the start, it doesn't feel like exploring pays off. I'm trying to score tick marks on hexes more than wondering what's ahead.

That said, you have three characters, a colourful world, a solid soundtrack, interesting camera movement (though sometimes it pauses a moment when I want to act), three difficulties, and dialogue. So that's a full game right there.

I'd say a tutorial level to explains the mechanics would be nice, I had to read some of the comments to get the gist.

A very polished entry, and even if I feel the concept has some issues that prevent me getting too excited for playing, I have to commend you guys on getting something this complete done.

Match the Fleas by DaisyChubb 2017-05-19T19:45:11Z

Pretty good first try! At first I thought it was more like memory, and expected I had to combine matching fleas rather than different-looking ones. I should've read your description better, but on the other hand a hallmark of a good game is that it explains itself clearly to the player.

Other than that, @rick already said the things I wanted to say. :)

Good job!

Little Eco Planet by Wheerd 2017-05-01T20:54:42Z

Very nice, good job on having a tutorial, and then some good puzzles to solve afterward. The graphics were quite good, though the contrast could have been a little more uniform. The giraffes and vultures barely had an outline, but the lion did, for example.

A shame about the lack of sound.

Overall a cool little entry with potential to be completed in a pretty decent game!

Eine Kleine Insektmusik by davidthelazar 2017-05-02T21:02:02Z

Clever concept, but fairly easy to beat by moving to an area with little play. If there was something to gain near the active hammers, that would help. Nice job overall though, the music is obviously good and while the art is simple, the bug is pretty cute.

YOSILand (Your Small Inner Land) by tn7111 2017-05-17T17:51:53Z

A pretty cool way to tackle a life simulation. After the first time where I considered things carefully I just clicked 'yes' on everything, and things still turned out pretty good. It would've been nice to have dramatic results. I spoiled my life's work that time, sure, but I was loved and had a good time living. A shame that much of what you wrote in the description of the game didn't get represented in the game itself.

The art is pretty basic. I see what you were doing with it, but there is room for polish and diversity with the characters and their houses. With multiple results it was sometimes hard to see what numbers changed and in which direction they changed. A +1 or -1 popping off the numbers and fading out, for instance, would have been helpful.

All in all I enjoyed this entry!

Barely There by benbennett 2017-05-02T19:47:18Z

Flappy bee, with resource gathering and eventual heartbreak! :D It could've been more difficult, there was little challenge.

Cute art, though I would've preferred a consistent pixel size. The bear's pixels are ginormous compared to the bee. The music's quite good too.

All in all, very nice entry!

Barbuglio by pataya 2017-05-18T17:57:44Z

A fun first game, well done on completing it. Punishment for clicking the wrong thing is pretty harsh, that's a lot of lost time.

The art is bright, not my favorite palette, but everything looks clear. The protagonist sprite looks a little scaled up compared to the surrounding art.

If the music is indeed made by someone else, you should've opted out of that category.

Membrum by Rongo Matane 2017-05-08T09:39:42Z

This is pretty interesting, but the UI is a bit of an obstacle. Having to click on organs to see thier health is one way to keep the player active, but I'd have preferred to see the information directly on the body. I couldn't quite figure out the use of moving organs. I quite like the various scenarios taking place and leaving modifiers that required resolutions (or the chocie of not resolving them).

The art sometimes dances on the edge between full-of-character and sloppy, but gets away on the good side most of the time. The UI is fairly plain. The organs look pretty good.

The sine wave synth in the music hit some umpleasant frequencies here and there, but I generally like most of the sound effects.

All in all, a pretty fun entry!

Johi Farm by AVAVT 2017-05-10T16:49:08Z

This is a pretty cute concept. Hitting the worms was a bit _hit and miss_ (see what I did there?), sometimes I'd be right on one and swatting at them did nothing. The game explained itself pretty well, but on two occasions I didn't immediately notice the X button icon. A brief glow/shine effect and an audio cue would have helped, but I am nitpicking here.

The graphics is a bit of a mix of styles. None of them bad, but it didn't all go together smoothly. The music suites the game, but the sound effect when you successfully complete a level is very shrill and I am very glad I wasn't wearing headphones for this one. ;)

Shrimp Tank by slash_random 2017-05-10T19:25:08Z

This is a very _shrimportant_ game... Ugh. I'm sorry for that. :D

The camera moved away in strange ways, but I see other people already pointed this out. The jump mechanic was a bit slow and wasn't that satisfying. Moving around in a platformer is an important factor to get right, so it'll feel crisp.

The music was entertaining, the art was basic but sufficient.

Did not expect that fish to suddenly shoot forward like that, as everything else moved slowly. GOod job on defying my assumption. :D

Depth by CreamyBacon2 2017-05-14T10:22:14Z

I quite like the concept, a very creative idea. Controls were a little difficult as I got stuck against enemies and objects a bunch of times. I could hardly make out the bullets I fired, and it took me a while to notice the tiny health and energy/ammo bars in the top left.

The graphics are super basic. Not necessarily bad, but a more obvious UI and clearer bullets would have helped me a lot. Sound effects would have helped in the same way.

A great innovative idea, just lacks a little polish is all. :)

Tiny Hero by arch-a-type 2017-05-14T10:08:52Z

I never considered my cursor a protagonist before. :D Interesting mechanics, they could do with a clearer form of explanation though, as I fumbled around foolishly for a while. After I figured it out it was fun for a while, but with just a basic attack and a stun it couldn't hold my interest for too much longer. That said, I cannot go around expecting lots of content and abilities in a jam. ;)

Nice art and music, but third party, so I am merely commending you on your choices here. I will say, regarding the graphics, that the protagonist on the cursor was scaled rather blurrily compared to the other sprites, which his a shame.

Nice job!

Force of Nature by spelos 2017-05-16T20:12:35Z

An interesting take on survival games - we always assume the survivors _want_ to live, but there must be lethargic ones that need motivation. I could not for the life of me windpush them towards the rocks though, so I ended up with loads of wood and no stone. The game lacks feedback, I couldn't tell when an earthquake hit, and the lack of visual feedback on the cooldowns left me just mashing buttons.

The art is nice, it has that sketchy look without looking as if you didn't care for it. The music is cute and adds a calm atmosphere. Not sure that's wanted when Cthulhu appears, though. I would've liked some sound effects.

Small Tactics by JanGamesDev 2017-05-10T20:28:48Z

Cool little game, but the UI is quite lacking. Having to click on a unit twice to get it into action mode limited my decision-making a lot. I also accidentally did this and lost my movement that way. However, the concept has potential.

The art is pretty basic and I am not a fan of the green/grey/orange colour scheme, but it's clear what things are and functional art is more important in a jam. Sound effects would have helped a lot in telling the player what is happening, which is part of the UI issues I mentioned.

GIve it some post-compo love and you'll have a fun little game!

Whale Fall by theslate 2017-05-02T20:16:14Z

Interesting game, not sure I truly enjoyed the slow jumps and pushing of dead whales, but it made me want to keep going until I'd reached the surface. Once I did, I didn't realize that I shot up into space and still controlled my character - I assumed it was some kind of end sequence. I also don't know if I then died there (after realizing I could fight) or if I won, since it immediately went back down to the seafloor without clear feedback what happened. I also wish that you could quickly swim down somehow, cause waiting to drop down got a little tedious.

I would like to see some sense of progression while you jump up. I had no idea if there really was a surface or if I was getting trolled. I tried remembering the seaweed/vine shapes to check my progress, but failed to do so to a useful extent. Maybe the volume of the corpses exploding on the seabed going down the higher you go.

The art is a little inconsistent with different resolutions for different elements, resulting in different pixel sizes. The audio was basic and a little shrill, but served its purpose functionally.

Overall an interesting concept that could use a little polish.

The Small Black by Phlip45 2017-05-07T10:27:14Z

A simple concept, and it was immediately clear how things worked. That said, there was a sense of having little real impact on the game. It seemed random whether I was successful or not. Some way to improve my chances (more time spent fixing something translates to more experience fixing that thing?) might've been nice.

The art is as simple as the concept, which I didn't mind. The icons you made translate well, but the CSS styling has room to improve. The music works very well. Nice work!

CORO by sunnray 2017-05-19T19:36:56Z

Pretty cool, switching between mouse and keyboard controls allowed me to rotate while on a vector and shoot as I moved away from the enemy bugs' blood bullets. Not sure you intended that, and it's not exactly _correct_ movement for bugs (spaceflight suits it better), but it's a cool mechanic.

The art looks pretty good, but the inconsistent shadows are a shame, and walking animations would have been a big plus.

Nice one!

Gold N' Steam by juan 2017-05-10T20:05:33Z

I like this game, but like others before me, I ended up just running one giant train. With these kinds of single objective games (picking up cargo), I always like to see some kin d of bonus system. Picking up differently coloured cargo to move to a specific station and drop off or something, to gain some kind of bonus. Just to break the monotony.

The stylized art is good, but there's room for improvement. Just looking at Fallout's pipboy interface should give you a good inkling. And with trains and boats at the harbour, sound would've been a really nice addition. So much industrial audio potential. (But I get it, it's a lot of work.)

Nice work!

Amoebros by Spinaljack 2017-05-01T22:31:10Z

This is the type of game I normally turn on tooltips for. :D I like the combination of controlling traits with the random sandbox in which your microbes then behave.

I did lose track of what my microbes were doing. They spread out a bit and there were sound effects, but more visual feedback would have helped me. I found I turned my eyes to my DNA counter instead, which is not where the player's eyes should go as things unfold.

The in-game graphics are nicely stylized (love the lone eyeballs), but the menu and the in-game visuals don't feel like they belong together very well. The music is well made, but I am not sure it's the right vibe for this game. It's a little more high-energy than what I expect for a game in which you essentially look into a petri dish. The sound effects are nice and... _moist._ :D

Overall a very creative entry, very nice work!

tiny'Pocalypse by Alex Williams 2017-05-14T09:48:22Z

A basic concept, but executed pretty decently. Movement feels a little slow, even while running. I am not sure the game needs a run ability. I'd have preferred a leap that makes you jump over an enemy, for instance. Directing my attacks was difficult here and there, as demons came in from two directions.

The graphics are cute, but almost feel a little too big on screen, and the animations can do with a bit of love. The music sets a nice tone.

Morlandia by Lino 2017-05-02T20:54:51Z

I walked around for a while. Without a sense of what commands there are (if there are any, I think 'enter cave' once worked, but it did the same thing 'south' would've done), it started feeling a little futile. Text adventures really need a solid hook to keep me interested.

Tiny Hadron Collider by clegamecoop 2017-05-02T20:42:56Z

A nifty concept, but I am not good enough at it to last very long. The graphics are simple in a good and polished way, and the music and sound ties together with it quite well. It feels like something you could easily expand into a full game.

Cubical by earthcollapse 2017-05-14T12:08:27Z

The main draw here is definitely the graphics. The art style looks great, the colour scheme is very coherent. Just rotating the cube and watching my train go is fun by itself.

That said, I couldn't tell if there's a clear objective other than transporting worms until infinity. I had to go back and look at instructions to see how to make the train go to the next station. The colour selection on the flag works, but a mouseover or something would probably make it a lot clearer in-game without having to read an instruction beforehand.

The music is cute just, the lead melody could use some equalizing to remove some lower frequencies maybe (Alternatively, I also always appreciate a volume option :wink:) and it gets repetitive pretty quick. Sound effects would've been nice.

Overall, very pretty and cute, wish there was more objective.

LD39 — Running out of Power

CHAINED by Mr. Chelnoque 2017-08-01T18:17:08Z

This is an interesting and creative concept. The music and ambient whispering makes for a nice creepy atmosphere, combined with the chain imagery and the greyscale and red colourscheme. However, because of the limited colourscheme I had a hard time identifying harmless enemies from the ones that hurt me. Overall though, props for an out-of-the-box experience!

Power Plant Simulator. by BroRawr 2017-08-03T20:53:47Z

This is a pretty nifty take on the spinning plates mechanic. Not good for my stress levels. :smile:

The art style is quite appealing, the protagonist looks great. I wonder if the game scaled up awkwardly here and there, though, or if that was an intentional choice. It made the text in the menu a little hard to read, for example, but I couldn't be sure if that was intended or not.

The music helps the high-pressure atmosphere of the game, but got repetitive after a while. Still, it set a good tone.

Nice job, shame about my blood pressure. :joy:

Yo Ho Ho by Capitals 2017-08-01T19:33:33Z

This is a nice one! Kind of a roguelite thing going on. Pretty good graphics, very nice and suitable music.

I do wish the combat offered some more variation. I couldn't really figure out what the better choice would be at any given moment. I assume the number of crew members at the cannons plays a part, but couldn't tell what part it was (I assume flat damage done on hit?)

All in all, I quite liked it.

Mining Outpost by Awpteamoose 2017-08-07T20:25:28Z

The game looks promising, but I couldn't figure out how to drag the drill along without it falling off the powered platform. Unfortunately that's where I had to give up after a while.

The art is quite nice (would have loved walking animations though), and I like your bright colour pallet. No sound always makes me a little sad. ;)

A promising entry, unfortunately a little over my head.

Behind Enemy Lines by tgiant 2017-08-05T19:58:19Z

I finally got around to repay your comment on my game. :) Let's get you to 20 ratings!

The snaredrums at the start instantly made me think A-team more than general military, but that's because I am a product of the 80s. :laughing: The game looks good visually, the style is quite appealing. At first I didn't pick up on the difference between my own troops and the enemy soldiers, but that resolved pretty quickly.

Aiming was quite hard. I assume this was the intended challenge, but because of overshooting my targets I kept having to back up and try again, which didn't make things feel very fluid. The alarm sound is pretty shrill-sounding. I get that alarms *should* attract attention, but it came off a little too harsh for me.

All in all pretty fun for a while, but some room for improvement left.

Artax by Flaterectomy 2017-08-02T18:51:17Z

For those interested in the graphics, I will be releasing a **pixelart timelapse video** somewhere in the next few days on my [youtube channel](https://www.youtube.com/user/flaterectomy). I'll also be [tweeting](https://twitter.com/Flaterectomy) about its release if you'd rather keep an eye on it there.

Zero Volt X by deepnight 2017-08-05T18:22:52Z

Wow, this is a fantastic entry. The graphics are superb, from the ship art to the backgrounds and the dust clouds. 5/5 in that regard.

The music is a little bit of a let down, but I grew up with games in this genre like Battle Squadron and Hybris, so I subjectively always expect an amazing soundtrack to go with them. Objectively, the soundtrack is a little plain, but quite passable. The sound effects are quite good.

The balancing power mechanic is clever (reminded me a little of balancing my power in Elite Dangerous) and the game's been designed in such a way that each setting is applicable throughout the game.

Definitely one of my favourites of Ludum Dare 39.

No Sign Of Life by silkworm_sweatshop 2017-08-05T18:08:09Z

The pellet system and using them for moral decisions is pretty clever. That moment in the crystal cave was startling in a kinda jump-scare way, nicely done there. It took me three playthroughs to figure the game out and escape. A shame you didn't get around to making some of the decisions resolve into something at the end, but that's how Ludum Dares go. :D

The music sets a good tone to add some atmosphere. The graphics are basic but everything is clear. Nice one!

Light by Curtz 2017-08-20T10:45:54Z

A simple but solid base mechanic. I kind of wish there was more to the light reduction over time, though. It doesn't really convey power running out, but time running out instead.

I like the minimal art style (quite enjoyed the little puff of smoke on death animation), and the music is quite atmospheric.

Nice red herrings in level design too, I spent a large number of lives on the final level trying to go about it the wrong way. Controls were a little iffy, if jump had been on the space bar my right arm wouldn't be hurting right now. (I get it, though - we should've had jump on space in the platformer we made for this LD too. :D)

Sugar Rush ! by Behenate 2017-08-19T10:02:47Z

It might've been because of the web client, but the wall jumping was very inconsistent. Sometimes I could jump, sometimes I couldn't. After a while I managed to make it out of the first tutorial level, and across the spikes only to jump down a shaft and be met with more spikes. It's a pet peeve of mine in platformers to have to die in order find out how to avoid it in the next life, so that's where I gave up.

All in all, the art is simple bus nice with some nice particle effects, the sound is minimal but clear. Objectively, pretty good!

Escape Velocity by Klowner 2017-08-20T10:31:30Z

I'm a little confused as to what I am really doing. I am clearly powering the engines, but I am doing so without any real strategy. Then suddenly the game told me I'm a winner. (Yay!) I Suppose the concept is that I have to rise high enough, but it felt like anything I did worked without a possibility of failure, so long as I was active.

The graphics are very cute, I quite enjoy the style. The gradient on the engines didn't really suit the rest of the tileset, but that's about all I found lacking.

The audio is clear, but a little sparse. It felt like ther were sounds missing (ambient, footsteps, jetpack?).

I assume that was a jetpacking I had to right-click move around with in any case. The controls seemed a little awkward with WASD working as well as right-clicking to a target. The auto-pickup of empty batteries but having to click to drop them again also kept me making little mistakes.

All in all, a little confusing but the art is quite redeeming. Nice entry!

Voodoo Lockdown by Antti Haavikko 2017-08-07T20:41:15Z

An excellent concept, and executed really well to boot. This could easily be expanded into something bigger than a jam game.

The art is solid and nicely stylized. The music got a little repetitive after a while, but the game isn't that long so it didn't bother me. Decent sound effects.

The only two things that got to me were that my character sort of got half-stuck against objects sometimes - though that also saved my life a few times - and the letter controls were a little awkward at times. But that's kind of the core concept and just something I as a player should learn, really.

Great effort, I hope you continue work on it.

Temple of Illumination by Johngun 2017-08-05T21:15:56Z

This is a really strong entry. The jumping feels nice and controllable, the music sets a very strong tone and sound very cinematic, the art is very cute.

The main mechanic is clear instantly, but the tie-in into the theme being that time runs out feels slightly like a cop-out. ;) I'm not too bothered by that, you ended up with a really cool game.

In the end I couldn't figure out how to pass the level where you immediately pick up the crystal (*is* it a crystal?) that unlocks the exit, and you have to go around and underneath. I just coudl not figure out how to go around that first spike block.

Very solid entry!

A lone crewman by Kornel 2017-08-05T15:38:23Z

This is a good concept, but I could not work out how to speed up my ship. I kept feeding energy to the engines, but the enemy always caught up to me. The music aids the game quite well. The graphics are a little inconsistent (why am I Obi-Wan Kenobi?) but styled in a way to not stand out as such, so kudos in that regard.

Range anxiety by StubbyRogue46 2017-08-01T19:52:06Z

Good job on your first Ludum Dare game. You may have not implemented everything you wanted (this is the story of every LD :smile:), but you made a working entry with enough gameplay in there to entertain me for a while. It's missing a clear goal, but exploring was fun for a few minutes.

The graphics are quite good, the music is very strong. The UI could use some love, the opening screen with the arrow key-controlled inventory system is a little clunky. Pressing ENTER to quit after you lose the game isn't the best choice - you want your players to play another round, right? A restart option would be better.

Congrats on your first LD!

Indiana Stones by Akshay Katare 2017-08-05T14:50:18Z

This is a very cute entry, visually. And the music sets a suitable mysterious tone. I kinda wish there was a clear impact sound when you hit an enemy, though. The controls also seemed to lag a little, and wood occasionally disappeared off the floor before I could get to it. All in all, nice entry but some room for improvement still.

Survival on Feiv: A remote planet survival game by Syv 2017-08-01T19:01:08Z

Good job on adding the tutorial - I really needed it. :D

The concept simple but strong, though there's room to more clearly inform the player what's going on. Small text in the corners of the screen kept me looking away from the game, so to speak. It creates a separation between the game and the feedback.

The graphics are very basic, but I *did* understand what each floor tile was upon a single glance. The building tiles were harder to figure out visually - luckily you had the mouseovers to explain.

Overall room for improvement, but a strong foundation.

Low Battery by Battle Buddy 2017-08-05T15:14:02Z

I really quite liked this entry! A compelling premise to start from, very good music to set the mood.

I was going to comment on the graphics, but then realized you opted-out on those and read that you used pre-existing tilesheets. One gripe I had with them was the scaling of character sprites compared to the environments. That's a personal pet peeve of mine. I would've liked for the outdoors exits to the next street to not be the same doors you use to enter houses.

The puzzles were basic *get A to access B* tasks, but with enough story to them to not feel plain and too few of them to bother me. I finished the game on my second try.

Katie Kills Zombies by Iamsodarncool 2017-08-03T18:38:34Z

This was fun to play. The basic mechanic is simple, in fact when I look at it objectively I feel it's *too* simple. However: the art is cute, the different attacks offer tactical decision-making, the dialogue between levels was entertaining. These things combined took what could have been too simple and turned it into a fun experience.

Points of critique that may be useful (sorry if I say things others have already said before me):

- Obviously, sound would've helped sell the game a lot more. - I kept wanting to click mouse1 to make the dialogue between the gods become instantly visible rather than immediately skip to the next line. - While the art style is cute, the scaling of some of the elements makes it a little inconsistent. The goddess sprite at the top of the screen, for example, looks scaled down to where lines disappeared. The same goes for the monster sprites, their outlines are only half there. You also have very bold lines in the background around the trees and mountain.

All in all, nice job. :)

Katie Kills Zombies by Iamsodarncool 2017-08-05T21:00:16Z

@iamsodarncool Also, nice job on engaging with your comments in such depth. Looking forward to your next LD entry (assuming there will be one next time) to see how this one affects your future work.

Neon Knights: Mech Fighter by Srolfe657 2017-08-04T22:01:23Z

I had to play this by myself, so I cannot judge how well the combat *really* works. First off, sweet logo on the menu screen, supported with some very good music. The game's graphics are a lot simpler than I expected after seeing the menu though. There's room for balance there, and to get a more uniform visual aesthetic. The music in the game is still good quality.

Like I said, I can't really speak of the combat as I cannot play against anyone, but the movement of the mech felt a little slow.

I ran into one bug in the web client where I couldn't get out of the Controls screen.

All in all, pretty good!

(A mech game was one of our own ideas when we were brainstorming, quite different from this game, but it's fun for me on a personal level to end up playing one nonetheless.)

Last Train Out by amarcu 2017-08-07T20:15:29Z

The excellent art stands out first. Neat character design, nice use of colour in your greys. Top notch.

The music and sound are also of good quality, though I really would have liked to hear those metallic boots-on-steel footsteps I was expecting, as well as something for cranking those valves.

What confused me a little was the power drain on the main locomotive valve. Does it just ramp up to a point where you can't out-repair it? Or does it depends on the systems behind it? I would have liked to have seen some kind of goal to reach rather than to last as long as possible. (Unless I simply died too soon to get there.)

Space Power Defender by EdwinGameDev 2017-08-07T19:59:38Z

I survived for 306 seconds, 11 waves, with a score of 480.

This is pretty good, the controls feel tight and the underlying mechanic is solid. I kind of wish the different coloured power orbs signified a different type of power, though. Speed, damage, shield, regen, for example.

The art style is cute, but I had some trouble seeing what the front side of my ship was. The white front windshield (for lack of a better name) and the yellow engine lights make it a little symmetrical, front-to-back. The health bar on the sides does help a bit in that regard, but that's UI saving the day where design could do the work isn't the way to go.

The music is nice, and the sound effects are fun.

Did I read in the comments correctly that you changed the controls post-compo, though? I'm hesitant to score the game if this isn't the actual LD version, you see.

Overall, good job!

TITAN, Defend Earth before it's too late by MichaelTWG 2017-08-09T18:53:25Z

A big robot indeed! The graphics look quite good - though more contrast between background and player/intractable object would have helped; the music sets a clear tone and the sound effects are solid.

For me, though, the controls and concept of moving was just a challenge that I couldn't properly overcome. My only deaths were self-inflicted in this way, and after half a dozen attempts I just felt bad about my inability to hold on.

Objectively I feel you did a good job with this, but subjectively I would've loved a safety net. ;)

LD40 — The more you have, the worse it is

Feathers by MikomiKisomi 2017-12-05T20:22:05Z

This is odd, I'm finding it considerably more difficult to critique a story than most other kinds of games. The story had a solid arc, building tension and eventually resolving. I do kind of wish there was more agency to the choices given along the way, I played through them in different ways and they didn't impact the story significantly.

Good job writing from the Harpy's point of view though, it felt a little alien (in a good way) and I felt emotions for them!

Work Master by asixjin 2017-12-07T10:21:42Z

I am a little at a loss, as I had a hard time figuring out what to do. After a minute of reading the instructions on the webpage in here in the comments, but I couldn't figure out what to do with the computer on the right. A (brief) tutorial and overview of controls would have helped a lot. Right now I am fighting a progress bar and that's not exciting to me as a player.

Once the game ends, clicking [OK] doesn't restart the game. If a player gets frustrated and is wondering whether they want to try it again, having an easy reset will greatly increase the chance they' will.

The art looks pretty cute, a nicely classic style. I Would have opted to do the progress bar area in the same style/palette though. The music fits the visuals and while repetitive it doesn't get on my nerves. :smile:

Also, I am not sure what I do wrong sometimes, but I click the correct key to match the pointing hand, yet it still gives the error sound and resets. I am using the web client on Firefox.

The Precarious Balance by Somnium 2017-12-05T20:51:13Z

Listen, I don't want to go back to school. There are reasons why I prefer adult life to school life. Why are you making me relive this?! :stuck_out_tongue_closed_eyes:

It's a fun concept and trying to balance activities kept me going back a few times until I managed to make it 24 days. A game like this could hold my attention for longer if it had juicy feedback effects. Clear up-and-downs of scores, different sound effects, etc. I was confused when certain deadlines would pass - is it just the next day?

The art is minimal, but good use of mouseover information made everything pretty clear. (Except the procrastination bit, that could've used a mention in-game.) The sound started getting on my nerves a little after a while - repeated sharp clanky noises that they are. A softer tone would have helped there.

All in all, nice one! :grin:

Boat&Friends by averagebrownie 2017-12-08T19:22:52Z

A fun little physics game, but it seems to lack a little bit of incentive to try and do well. Simply arriving with a higher number of supplies didn't excite me, so I started playing with the physics instead pretty quickly. The people before me all seem to have covered the rest of my feedback already. More variation in cargo sizes and weights, bigger waves/weather type, etc. I'm glad to read you're going to continue with it.

The art is pretty solid. It's a simple but elegant way of simulating water. The crates appear to be scaled differently than the rest though, which is a pet peeve I always point out when I see it. :wink:

Nice one!

Trail Of Gold: Incredibly Heavy Load of The Cursed Bloody Metal by Alex Lutay 2017-12-10T13:32:03Z

Well, I certainly am not very good at this game. :smile: Unfortunately I couldn't get very far at all before I got robbed blind. The controls are pretty clear and work well, and I love the art - it's a great style, nice palette. The only inconsistency is the black outline around the cannon. It provides more contrast, but I would've preferred to see a colour from the palette there. And this game just screams for a banjo-driven soundtrack.

Overall a pretty and fun entry! Even if I suck. :smile:

Muldulamulom by mase 2017-12-09T12:50:18Z

Well you certainly nailed a cool-looking art style here. The yellow and purple are an excellent use of complementary contrast, and the designs are very solid. Creepy and trippy!

I would often get a little stuck on small bits of geometry though, or would slide off the edge of a platform when I was too close to it, which was frustrating at times. I only managed to get the boots and the sword, then I was lost, even with your instruction on the page. I think I was meant to go west at a certain point, but couldn't manage to jump over a spike.

The sound effects, while minimalistic, are pretty good. And yay for save points. :smile: Nice job!

Gas or Pass by Kobi Hawk 2017-12-17T14:41:20Z

In my second play-through I reached wave 62 and then decided to halt there because I didn't really know what I was trying to achieve. :smile: Afterward I read your text here on the page and realized I Was being followed by an incompetent driver of sorts. At first I didn't realize the yellow cylinders were fuel, and only went for the stars. Think I made it to wave 3 then.

The fuel/speed balance is a good idea, but the opponent doesn't really seem to pose a threat no matter how conservative you play. The art is very basic, and like I said, the cylinder being fuel didn't register to me at first, so there'd be room to improve there (a basic jerrycan for instance).

I wish you'd have implemented sound effects rather than music, that would've helped put some meat on the movement I think. The horizontal movement felt awkward to me, but with the right audio cues I think it could work.

The lost strawberry by egordorichev 2017-12-05T16:37:58Z

Good job, this is a great low-fi little platformer. A very smart angle to take on the jam, because this way you can create a complete package that's enjoyable. I personally suck at these types of platformers, so I couldn't get very far. :joy:

The only thing I would have liked was a slower ramp-up in difficulty, specifically because I am not very good at these games, but overall I think I caught on fairly quickly still.

Nice one!

Dark Space 8 by SaraJS 2017-12-16T13:18:05Z

A very well executed and complete entry. I assume with some luck, I managed to finish in my first go with three survivors in total. Well executed basics usually beat half-finished innovation in a jam game, in my book. With these basics, you can always innovate post-compo. :wink:

The art is classic and works, with room for improvement in the animation department *walking instead of sliding from room to room, for instance). More sound, as mentioned by others above, would also have added a lot to the game.

I played through three times and still ran into new things in my third play-through. I love feeling like there's more to it than I have experienced so far, so kudos there. :smile: Overall a very solid entry.

Excessive by moonlightbomber 2017-12-10T17:13:16Z

Having read @lawzy93's comment, I simply put the .BAS file in Notepad++ and read the story there. Is it a game? There wasn't much for me to *do* except read. The story is relatable, I think most people have had similar experiences. I wasn't a fan of the line "long observant glance" as a glance is by definition not long. The theme applies well enough though.

Cats are assholes by deepnight 2017-12-05T10:54:57Z

Hah, as before you've delivered a complete and polished game. The art is top-notch. As we speak, my grandson is watching TV while my cats are mauling my dead body in the next room. You seem to know how to get *game feel* just right. The music is solid, and the sound effects are cute.

The one frustrating thing was something taking my money and I couldn't figure out what it was, resulting in a number of trips with cash in hand to the phone, but then not enough to buy new items by the time I'd arrived.

All in all, excellent work!

The Harsh Life of Terry the Homeless Dude by lautregars 2017-12-09T14:32:39Z

I had a highscore of 23k points, mostly by avoiding things. In the end my life ran out as I accidentally hit a black blob. There are various mechanics you have here with life, hunger, speed, jump-height and the police following you, but I found it hard to keep track of these things in-game. Rather than balancing all those plates, I just tried to jump on the rooftops as much as possible (and sometimes shooting up in the sky really far somehow).

I quite like the character art, it has a lot of character. I would have liked to have seen some more contrast on screen though, visually it feels kinda flat. (And the text explaining things in the background was harder to read because of it.) Drainpipes being obstacles was weird, those would've made more sense as a climb to the roof rather than blocking you off.

The music was solid and suits the game well. Excellent for a first-time LD! :smile:

Dungeon Of Steel by Steel_Dev 2017-12-10T16:06:31Z

This is a pretty fun entry, hacking and slashing my way through your steel dungeon. I noticed sometimes picking up potions didn't actually add them to my inventory. The How-To-Play screen had a lot more text on it than necessary which meant I just started playing without learning more.

Visually it's pretty basic, which isn't a bad thing, but the floors and walls look a little too similar. A little less grey and more colour would also be my preference. :smile: I am glad you added unlimited lives - without it I don't think I could've lasted until the end.

Good job!

Factory Panic by Chronosv2 2017-12-10T14:42:03Z

While this type of game is not really for me, I have to admit that this is a pretty clever and complete entry.

I felt that the little dude moved a little too slow for my liking, though, and the speed penalty when things got messy made that worse. When I accidentally grabbed the wrong ore for an upgrade, the walk back to the alloy machine felt like a year. That's a time penalty and a score penalty in one because those ores also didn't score many points. I guess I get easily overwhelmed. :smile:

The art has a *lot* of grey. It works well to separate the coloured ore from the background, but it always makes me sad to see so much of it. The upgrade machine sound effects meant I could not play this on my headset in fear of permanent damage. Ouch. :wink:

Booyah Bass by Caffeinated Psychics 2017-12-10T16:57:20Z

It's like Keystone Cops, but with cats! :smile: Clever use of the theme, though I kinda assumed the circle in which cats can see you represented the smell of fish, and that after dropping the fish off, it would shrink again. I had flashbacks to the old top-down GTA, and wanted a way to lose my stars. :wink:

The cat sprites are pretty cool but like mentioned above (I agree with @shito on all his points), the perspective is a little weird. The game art seems to not really have a colour scheme, which is where you could clean the art up a little. Lots of grey on the streets too, which I am personally not a fan of.

I love the music, very oldschool. :smile:

Overall, a fun game to play!

LD40 Compo: The Greed Run by vkmicro 2017-12-05T21:18:37Z

This was a cute little platformer. Nice use of varying movement options with the different items you can buy. Hell is pretty capitalist. :laughing: It took me a while, but after some time I found the end. The sticky floor thing was a little annoying, but I jumped my way out of it.

What we learned at LD39 where we also made a platformer named Artax is that we should have added a small grace period after you leave the edge of the platform where you can still jump. It's a commonly used technique in platformers, and it avoids a lot of frustration. :wink:

The art is very basic. My first suggestion would be to not use that much grey in your palette. The music started getting on my nerves pretty quickly.

All in all, it looks like a first platformer, and plays better than one!

Diet Time by GerardB 2017-12-09T11:50:40Z

Hah, a well executed, fun concept here. I quite like the art. The grey bar at the bottom with the black-and-white for and knife icon contrast a bit with the otherwise colourful scheme, which is a shame. I scored a 93. :smile:

Like others (including you yourself) said before me, chewing and other sound effects would have been great. But the music is a good audio backdrop. Also, sometimes I had quite a bit of trouble picking up food and getting it to actually drop in the right spot.

A very charming game, good work!

Sanguinite by Wheffle 2017-12-12T15:43:57Z

This game is pretty cool! I enjoyed the exploration of it, flying around felt fun and still challenging trying to avoid damage by hitting the surface. I couldn't deal with the difficulty ramp up on, I think, the fourth planet anymore.

The art is basic, but still charming and oldschool. I am not sure the yellow blast effects really gave me a good sense of functioning as hitmarkers though. And I couldn't visually tell that I was hitting my enemies well either.

I see in the video that @togis linked that there are sound effects, but I only get music in the web client and no sound effects at all.

Overall a solid and fun entry!

Sanguinite by Wheffle 2017-12-12T18:18:11Z

@wheffle I just gave it another go and now the sound effects did work. I agree that they are important, the lack of visual feedback on damage is less important when there's an impact sound for instance. Not sure why it didn't work before, I didn't even reset my browser.

The sound effects are nice and oldschool, and you seem to have implemented them for all the important feedback.

Re:Tileation by Akusan 2017-12-07T19:14:41Z

This is a good solid platformer. At first I expected the bullets to bounce reliably rather than actually get fired directly back at the player, which was frustrating for a minute or two, but once I put my expectations aside I simply avoided shooting whenever possible. In this regard you have the same mechanic we have in our game: shooting more makes it harder for you. :smile:

The art is very good, the controls feel crisp, and I especially enjoyed the music. It sounds like a proper retro theme, and it's still earworming around my head now that I stopped playing. Kudos!

Very good entry, I'm glad I played it!

Cats Them All! by arctic_allosaurus 2017-12-09T11:38:39Z

A simple but effective idea, with great art to boot! The horrid mess the cats leave on the ground is a nice contrast to the otherwise cute look. :smile: A nice set of upgrades to keep things interesting as well. Sounds are solid as well.

Sometimes it looked like I would catch the falling cat on my elbow, and then it simply passed through and got smushed on the ground. That was sad. Additionally, keyboard controls would've made character control feel less floaty for me.

A solid entry, nice work!

Tax Dodgers by rEaX 2017-12-12T14:55:21Z

Simple little game that required no explanation on how-to-play and immediately made sense. I found it hard to stay engaged after a couple of tries, some type of basic upgrade system would have helped in that regard.

The art is pretty solid, and I didn't need to read that the protagonist is named Ronald Pump to see who he was meant to look like. :smile: There's some room for improvement in the protagonist's walking animation, it felt a little floaty.

Nice job!

Grooblins! by ahintoflime 2017-12-09T11:12:19Z

Hah, that took a turn. :smile: It's a very nice Tamagochi turns Lovecraftian kinda blend. I would've loved it if the story branched off in different ways.

Visually, I have to point out my dislike for differently scaled artwork. Especially when something is scaled up, let's say, 1.5x you get these 2 pixel/1 pixel size inconsistencies. It's a pet peeve of mine that I can't help but point out each time I see it. (I've seen it a *lot* this jam too.) The contrast between the pastel colour scheme of the interface/background and the black-and-white Grooblins is a little harsh. The pastels are a nice scheme though.

The audio sounds a little like someone twisted the *gain* knob to 11; there's quite a bit of distortion on the sounds. I wondered if it was intentional, given the subject matter. It would work if it starts off clean but slowly becomes more distorted as you play, but preferably without the shrill distress on the higher frequencies, cause I had to turn down the volume on my headset considerably.

All in all, a clever and creative take on the theme and a fun entry!

Heavy Hearts by Badly Drawn Rod 2017-12-07T10:58:50Z

A simple and cute concept! The only thing for me is that it lacked a challenge, as it was pretty simple to avoid enemies and pop their balloons. A difficulty ramp-up would also have helped as the choice to take just a few or more hearts didn't really matter much.

The art is cute, maybe the colours are a little too saturated across the board. The home sprite at the top clearly needed some more love. :wink: The music eventually got on my nerves a bit, and the voice sound effects gave me a chuckle. Obviously, a fart noise was needed for flying. :stuck_out_tongue:

All in all, a nice cute entry!

Rich in Space by Fenerax 2017-12-08T19:51:30Z

Hah, this is pretty fun. :smile: I made a total of 272591.60 money and then I hadn't noticed the pirates had access to some vital early-placed connectors, and most of my base collapsed as two of those were destroyed. Like @deathray said, a zooming ability would've been nice. I do wish the intro explanation was a separate menu option so I don't have to sit through it again.

The graphics are good, but feel a little *fullbright* so if you were to continue developing it, that's where I look for polish. The music felt a little random and didn't really suited the theme of the game, but I am glad there was something there in order to avoid a constant repetition of sound effects - which were pretty good bye the way.

Overall a pretty fun entry!

Sam Snow by Matthias Schedel 2017-12-05T19:27:01Z

The art style is quite cute! The main character is very nicely drawn. I feel the walking animation could do with some more up-and-down motion as he steps forward. Since you're wanting to continue work on the game, I'd suggest a start-jump animation and a landing animation as well, to make movement fun and feel right. I think the current jumps feel a little too floaty.

I was playing the web version so I also got the weird cyan shape glitch. Like @avavt I had to read the instruction on the webpage to learn how to play, which is a shame. Right now the fireball combat feels a little stale. Also, how can he control fireballs? He's just a young boy. I crave lore! :D

Nice work!

Speed Journey by Kyle Pham 2017-12-07T11:13:52Z

A clear concept, but damn this was unforgiving. :smile: I think my biggest gripe, however, isn't the difficulty but the fact that I had to lift my hands off the keyboard to do a mouseclick on [try again] to restart each time. In order to progress (since you cannot clearly see the path ahead sometimes) you *need* to die sometimes so you learn how to jump that gap, and having to change controller each time felt a little frustrating. The hitbox on the rainbow seems a little harsh as well. I'd suggest a hitbox that's actually a little smaller than the rainbow itself, so I as a player am more likely to think "wow, I only *just* made that jump" rather than "oh come on, I didn't even touch it!" :wink:

The art is sickly sweet in palette here and there, but that seems suitable for a rainbow world. The music felt a little creepy in contrast though. I'd have expected something more cheerful.

Good job on delivering your first LD game!

Mobs by Iferit 2017-12-10T16:27:56Z

A simple but amusing and cute entry! The creature art is very good, and the explanation at the start was effective. I would perhaps have liked some additional actions available to deal with rot/unhappiness, right now there's not many decisions for the player to take. Just to kind of try and balance all the plates until everything comes crashing down. :smile:

All in all, a charming game!

Starbage Man by BryceLTaylor 2017-12-09T13:19:43Z

I like the concept, though flying was a little hard. To me, the spaceflight mechanics were what I wanted to be fleshed out more. Flying around, getting caught in a planet's orbit and jettisoning the garbage without shooting it off into space is where much of the meat of the concept *should* be, I think. Especially for a jam game, you generally need to distill the game to its purest form, and the walking around in the spaceship didn't add much gameplay. I didn't enjoy having to move between the pilot seat and navigation computer. If this game was pilot view only, with on screen indicators for navigation and the voice over coming through a communications monitor on the side, I think you would have had a lot more time to polish the space flight and graphics.

I really enjoyed the narrative take, though. Automatically being assimilated by the corporation and rising through its ranks by not dying were a nice touch that added a lot of character. Fun writing!

Overall I see a lot of potential here, but right now I feel there focus isn't on the *right* parts. That said, maybe I am just more excited about space flight games than I am about walking around a space ship. :smile:

Hiyek's Ludum Dare 40 Submission - Swami Shooter PT by Hiyek 2017-12-05T10:37:45Z

The take on the theme is pretty interesting, but I felt that it didn't have much effect in-game. I could avoid enemies pretty well and circle back around to the purple square whether I had absorbed positive or negative vibes. Definitely a take that could do with a narrative, it has potential in that regard. I do wonder what the enemies would actually *be* in order for them to get zapped by the swami's mind-bullets.

I read your notes, you seem to have a good grasp on what was lacking due to the time constraints. Obviously having coloured squares as enemies/NPC gives the game a very prototype-feel. My own pet peeve I often run into in jam games is the scaling inconsistencies of art assets. You have very a zoomed-in background, but a *relatively* high-definition main character. Is it me or has that one been scaled x1.5 or close to it? It looks a little deformed.

The enemies spawning at the top just clustered up on that ledge and remainder there. I didn't need to worry about them at all. I also didn't get hear sounds, but the page allows me to vote for audio so I am not sure whether the sounds simply didn't play.

Overall, you've finished a playable game for your first jam, so congrats! I hope my comments were helpful. Good luck on its future development. :smile:

Keep It Simple Stupid Bang Bang by mshopf 2017-12-09T11:29:06Z

Nice to see the different approach to the bullet-bouncing idea that we also had--as you said in our game's comments. I quite enjoyed your take. It makes sense as the player can move off-screen in the same way to emerge on the other side, so it blends well with the core of the game.

The 2D art is very good, I love the octopus-boss. Though I am usually not a big fan of scaling, it works well enough if you don't scale up but only down, as you did here. One point of concern for me is that, while the other ship assets all look like they could be top-down views, the octopus is clearly a rotating side-view. I can't fault you too much, because the sprite itself is badass. :smile: I would've loved some visual damage feedback (bright white or red flashing of the sprite being the standard method).

The sound effects are a little shrill. There's room for improvement with some equalizing and balancing. The sounds themselves are pretty suitable, though.

Nice one!

Shadow and Planet by LanceJZ 2017-12-08T19:04:01Z

I Just tried to run the game, but for me the .exe still doesn't seem to work.

Treasure Balloon by Relsqui 2017-12-17T16:45:26Z

A pretty cute little game, centered around the base mechanic so it's pretty obvious how it works from the get-go. As others have said, the controls feel a little iffy. With just moving around and dropping loot again, I am afraid I got a little bored after a while, though.

The art is basic, but works well and is clearly in the pico-8 style. I wish there was sound. :smile:

All in all, pretty cute, maybe a little too bare-bones for me.

Catdventure by Andreas Ragen Ayal 2017-12-07T10:42:36Z

A cute kitten game! The mechanics pretty easy to understand within several seconds. The bouncing made the game a little more complicated, but in a good way. I kind of wish there were several levels with different setups though. The kittens rolling around helplessly was funny. I wish you didn't use the E key for grabbing the cats, though. Spacebar would've felt a lot more comfortable to me. And sometimes pressing E when the indicator comes up doesn't result in a successful grab. It's a smart move recolouring the kittens when they are grabbed.

I am starting to sound like a broken record in my comments on games in general this Ludum Dare, but I am not a fan of scaling sprites differently in a game. There is a clear difference between the player cat, the kittens, and even the Mona Lisa in the background. If the scaling was consistent, the game's visual style immediately becomes a lot more uniform. The colour scheme also has room for improvement, as red, yellow, brown and peach are all on the same small side of the colour wheel. Another inconsistency is the anti-aliasing around the black opening of the nest, while the other outlines in the game have no anti-aliasing at all.

Using the webclient on Firefox I also lost the top of the screen: https://i.imgur.com/6tp4Dj4.jpg

The music is cute and doesn't get too repetitive. I wish there were sound effects for dropping off a kitten in the nest, picking them up, them escaping your grasp and for jumping. That would've added a lot of character to the game.

All in all a fun little game that would've only needed a few more superficial tweaks to really feel crisp. I hope my comments are of use to you. :smile:

Space Matters by Greaby 2017-12-05T18:59:01Z

A fairly clear concept, though I had to accidentally fly over the asteroid debris to figure out picking them up made me money. :D I am not sure whether I like the awkward movement or not. The game became a *lot* easier when I found out the best strategy is to fly into the center of an asteroid and blow it up from here so you automatically pick up a lot of debris. I stopped when I got a score of around 34k because there was not much of a challenge remaining after I figure that tactic out.

Sound effects for firing, explosions and pickups would have made the process a lot more visceral. The art is basic, but works. Unfortunately there's differently scaled sprites (the same asteroid scaled up and down), which is a pet peeve of mine. If you look at the games I've rated, you'd notice I keep having to say that. :D

A solid foundation for a game, I just wish there was a little more of it to play. Nice one!

Space Overflow by PoissonSoluble 2017-12-05T18:45:53Z

A basic but clear concept that could profit from some more varied actions for the player to take. The balance between purchase options and cookie-clicking the crystals made things feel a little stale after a while. When the player actions aren't enticing, you can still keep attention with a strong achievements/progression system.

The music is pretty atmospheric, but I wish you had some nice juicy sound effects to guide the player. The graphics are all scaled differently, which is a pet peeve of mine.

I don't mean to sound overly critical, I just think there's potential here to make this pretty interesting, but for that it needs a little more work. Good effort!

INTOXICATION by blednaya 2017-12-12T15:02:33Z

I quite like the character art, but beyond looking at that I couldn't do much. I wish you luck with your next game!

Unicorn Fart Jam by BeardedMoose 2017-12-05T19:11:51Z

Well it's quirky! :D Unfortunately I can only play it by myself, but I like the idea. The controls felt a little awkward, and I wish there was an in-game way that explains the controls, but I got used to them as I maneuvered around the area.

The art is cute, the intro sets the tone, and the sound effects help sell the concept well. Nice one!

I ran into one bug using the web verison: The body of the cow in blue was offset. https://i.imgur.com/dLmNvH2.jpg

Attack of the Elvis by Tessa 2017-12-07T11:49:20Z

A pretty clear and simple tower defense game. Like others, it took some clicking to activate camera rotation. It also looks like the guns default to aiming at (maybe) the world original when they aren't firing, which appears to be below ground? The main turret also seemed to fire into the sky for some reason, rather than at the Elvis swarm.

I thought I was being clever by placing my turrets on top of the walls so they wouldn't get damaged by the Army of Elvis. But then they disappeared anyway. Much of the enjoyment for me in these games is building a clever defensive base, so having it just time out felt like a shame.

I really would have liked a couple more sound effects. The main turret getting damaged could have used a sound, small turrets timing out could have used one. All the things you don't necessarily see from your position, basically. (And for character, the Elvis should of course make a typical uh-huh-huh sound. :stuck_out_tongue:)

Also, in the main menu I checked my controls, and the way back to the main menu was called [quit], which was confusing. :wink:

Overall a good job for first-time programming! I hope my comments are helpful.

LD42 — Running out of space

Snakescape by krasse 2018-08-14T20:17:29Z

Nice job, this is a pretty fun puzzler. There's room to build this out into a bigger game.

Aside from the egg, the function of the other icons/objects wasn't immediately clear. I had to use them to find out what they did. I wish there were twelve of these levels!

Farms and Polders Tycoon by sebbernery 2018-08-19T12:20:20Z

This is pretty impressive, and living amidst the polders in Noord-Holland it's a game after my own heart. Somewhat, at least. It's a little different. :wink:

My biggest issue was finding out how to remove the water. Pump placement requires 8 water tiles around it? I am still not 100% sure of the ruling. The game slowed down a *lot* after a while. I also had a glitch where the seawalls disappeared visually, and after a little while the music stopped playing. Sometimes the inhabitants were drawn in front of a building that they were actually behind.

The art looks very good and cute. It was a shame a full silo just has the 'full' text on it, rather than a visual depiction. The fields have nice art for the different stages. I wish the pump also had an *active* state, visually.

Very impressive work!

Sorry oh sorry (hellfest simulator) by nidup 2018-08-14T19:42:22Z

I saw Motörhead at FortaRock in 2013, though from a bit of as distance as I was hanging out in the festival's biergarten. A man's gotta have priorities. I am generally more familiar with the carrying-beer-back-to-friends minigame than the pit minigame at concerts these days. 🤘

This entry is definitely charming, and while I'd have liked some deeper game play (like others have already said), I had fun. I did lose track of myself on a number of occasions, which made things difficult. I scored 834280 in the end. Nice work!

Squirrel's Revenge by AXaViaN 2018-08-19T13:47:54Z

I'll not make a joke about games with nuts in your mouth... Oh, crap. :grin:

A simple concept, elegant in how your ammunition comes from the resources you're protecting.

The brown background is super busy-looking, which is kind of distracting. It feels very separate from the style of the trees, which are differently scaled sprites than the rest as well (a personal pet peeve of mine). The colour scheme of brown and green and greys didn't excite me very much.

Music works, sound effects worked well and told me where to look for wood cutters.

Cybatron by Flaterectomy 2018-08-14T16:44:44Z

@anstabo Thanks for the kind words! Seeing as I made the art, I do wonder what you didn't like about it. (I welcome any criticism, don't hold back!)

@cpone I can see your point, escalating the difficulty is an artform in and of itself.

@ja-viera Thank you! I've not been able to replicate the issue you mentioned. What resolution are you running?

@whitepoulpe Thanks, I had to struggle to keep to the clean style a bunch of times, but it worked out.

A friend of mine who **wasn't involved** in making the game played it and sent me a screenshot of his victory screen. Has anyone else managed to do it faster/in less moves/etc?

ray.png

Cybatron by Flaterectomy 2018-08-15T10:12:47Z

We'll see if we can reproduce this. The intended behavior is that you click on the surface tile of the floor cubes (whether there is a building on it or not), so if you're not getting that then something is definitely wrong. Thanks @ja-viera (again), @simanis and @magmafortress for letting us know.

Cybatron by Flaterectomy 2018-08-15T19:20:24Z

Aha, we found out what causes the bug. If you scroll down on the game page, that offsets the hitboxes.

*EDIT: This bug has been fixed.*

Cybatron by Flaterectomy 2018-08-15T19:57:19Z

@ja-viera, @simanis, @magmafortress, @hadi-danial We fixed the issue with the offset hitboxes. If you want to have a go in the way it was intended, now you can! 😃

Tetroids by CodeChomper 2018-08-17T20:59:45Z

Nice mashup of classic games, and it suits the theme to boot. This kind of game would *really* benefit from some more game juice, though. The tetroids exploding instead of disappearing, bullet hitsounds on the tetroids, etc. I like the suggestion @chillen has of some kind of feature where you can make some space around you - perhaps on a cooldown so you can't spam it.

The music is decent, the sound effects that are there are a little too minimal for my tastes, the graphics look very suitable, though I am not a fan of the grey background colour. All in all, I had fun!

Super Tetron by MagmaFortress 2018-08-16T06:36:36Z

This seems to be a strong idea, but I couldn't even beat the first level. I just never ended up with a shape for the final piece. Starting simple and getting more complex would have at least shown off level transitions and given me the idea I had actually managed to play the game. 😆 Maybe some kind of hints. *X pieces are in the right position* or something.

The visuals (that I got to see so far) are simple and elegant, nice subtle bloom effect to keep it from looking too simple. Even a few basic sounds would've helped a lot though.

Prime Planets by bazld 2018-08-14T18:47:58Z

I am pretty sure I would have won if the CPU didn't score 100 points by picking prime numbers that were already taken. I Shall shake my fist at it accordingly.

A clever game, but to me it feels like it might do better as an actual board game. It just strikes me as more enjoyable with friends than against an AI (though maybe with a timer, then).

Swirling Infestation by Coda Highland 2018-08-17T20:33:42Z

It took me a second to realize what I had to do, but with the information on this LD page it became pretty clear. There wasn't much of a challenge; all it took was walking around and pressing spacebar in time. I could not get the teleport function to work in the web version. Nice job!

Cube Disposer by sh1rogane 2018-08-19T13:35:16Z

I got to wave 14, and that was the stage where I actually felt I was running out of room. A good example of minimalist assets still making something entertaining. I was about to call it quits when the first 4-block showed up, which surprised me after seeing the same opponents for a while. The gunshots sounded a little harsh. Nice work!

Planet escape by Aterlamia 2018-08-14T20:01:28Z

This is a big scope for a LD game. Possibly too big.

Information was hard generally to get to, and I couldn't gauge how I was doing overall. At one point there was either a defeat or victory screen, but I was pressing the **turn** button rapidly to skip past my X months of production and accidentally clicked it away.

One thing that felt convoluted for example was getting to the build menu on a planet. Click (1) on the planet on the left side of the screen, click (2) on the planet itself (possibly having to zoom closer first, when zoomed out), click (3) on enter, click (4) on Build. That's a lot of navigation just to see how progress is going.

I do dig the concept, and I enjoyed seeing the planets' orbits you implemented. All in all, this game probably needed to be part of a one or two week jam to get to fruition.

Planet escape by Aterlamia 2018-08-14T20:29:10Z

Yeah, you definitely should not regret submitting it.

Land defender by kpded 2018-08-17T17:03:11Z

A strong concept, but perhaps a little too easy. I won my first attempt, in any case. Once I Could afford the knight with an archer or two behind him no zombies got past anything.

Graphics, music and sound effects are decent. For the graphics, if you're looking to improve, I'd advise looking into what makes a good colour scheme and a walking animation tutorial or two. That's probably the best way to make a big leap visually.

All in all an enjoyable entry!

Diogenes Adventurer by bar0net 2018-08-19T08:20:14Z

An interesting loot game, but I have to agree with the previous commenters in regard to feedback. I lost some turns in my first fight not realizing I had to select cards and activate an ability. I did not notice my health dropping. Also, it wasn't immediately clear to me that the Magic value of a bolt attack was also damage, given that damage is a separately mentioned value.

The card game element has potential, but I didn't really feel I was forced to make smart tactical decisions. Upon restarting the game (HTML5) the music started playing again, over the music that was already playing.

The graphics are a little weak. The weak points in my eyes are: * Lack of a colour scheme/clashing colours. * Different scaling - the player/monsters are scaled up x2, the rest isn't. * As mentioned, lack of visual feedback

The music got on my nerves after a while, kind of a random note cacophony.

Not a bad game at all, but you have to stick with it to discover it.

Quickshot Yellow: The Quest for Green Flags by Phlip45 2018-08-17T19:37:30Z

I just had a go at the game after seeing Joshua McLean's stream. It's definitely a clever puzzler, I hope you do something post-compo with it. The art could use work, and the music got a little meandering eventually, but the core of it is very solid. Nice job!

Running out of Keys by OadT 2018-08-15T19:14:59Z

This is definitely inventive! I am really bad at it and it frustrates me to no end, though. 😆 There's a lot of trial and error, two or three super basic mechanic-explaining levels at the start would have helped me learn without feeling frustrated.

The sounds are pretty harsh, not very pleasant on a headset. The graphics have room for improvement but do their job (so much grey though).

Clever concept that just got a little too difficult too quickly for me, but I'd say go post-compo with this.

Overload by ProgrammingDimension 2018-08-17T19:53:35Z

A fun idea, but I had a lot of trouble figuring out the results of my actions. I think you have plenty of useful criticism from people regarding the UI, so I will focus on the graphics:

To get things to look better, first off I'd suggest looking into colour schemes. The colours clash somewhat right now, and a balance in colours will immediately improve the look. Other than that, try to find a uniform style. There were elements with no outlines like the world, thin outlines for the buildings, and then very thick outlines for the humans. Now a difference in lineweight *can* look good when it's applied well, but that's an art in and of itself. I did appreciate the subtle day/night cycle though.

Line 42: Space Subway by isubka 2018-08-19T14:01:48Z

A really nice game, from the concept to the art and audio. It didn't take long for me to figure out what tactical decisions to make. I normally spend some time in my comments trying to deliver useful graphics criticism but I have nothing to criticize here. High level of polish, great work.

The Flopp by Sanguis 2018-08-17T17:11:53Z

I am glad you had save points, I got to play the whole game without the frustration of starting over. Always nice to see in a game jam. :grin: I was quite impressed with the game, while the art could use some polish and lack of audio makes me sad, the game has character and didn't feel like a generic platformer. Nice job!

Drown Drown Revolution by Sibi 2018-08-16T19:30:50Z

A clever interpretation of the genre. I had so much trouble with the up and down arrows though, my brain just couldn't properly identify which button to press because they aren't aligned left-to-right on my keyboard. 😆

I enjoyed the songs and the trash models. I wasn't sure what to think of the parchment backgrounds for the UI; It didn't seem to fit the theme very much. The sand at the bottom has some blown out light hitting it, which doesn't help focus and composition of the scene.

I dig the whale silhouette. :grin:

ClapBang by arron-fowler 2018-08-20T19:20:02Z

I quite like the concept. I did need to read the instructions, as just jumping in things didn't make sense to me. The enemy isn't very dangerous I feel, even stumbling around I ended up winning.

I had some trouble figuring out the symbology of the upgrade/weapon icons on the side of the screen. Then I realized (unless I am mistaken) that they were mech parts that mounted the upgrades? I'd rather have seen an indication of the weapon type fitted there.

Art-wise, there is so much grey... It kind of almost works, you have black and white in the buildings, and it almost seems like an artistic thing, but the soft bevels on the tile floor ruin the effect for me. I have a thing against grey-washing though, so I might not be fully objective here.

The audio is a little basic, but it does the job. Implementation of the theme works well in forcing the conflict closer together, but I did find I was seeking short-range combat to begin with.

I am glad to see you're taking this post-jam, it definitely has potential.

Inner Space by Sengi 2018-08-20T16:38:26Z

Interesting, sometimes other games make me *want* to hit my head against the wall, but in this one I *have* to. 🤔 I managed 149 seconds.

A fun idea executed with great audio and atmosphere. It lacks a little in gameplay, and it's not a kind of game I would want to revisit, but I quite appreciate it within the confines of a gamejam entry.

I feel the font and UI don't really suit the rest of the game, and the tiling underneath the window is misaligned, but other than that I like the graphics. Normally I would harp on about non-uniform styles regarding the different style for the player and the environment, but somehow this works. Nice shadow and reflection effects.

Nice work!

Point & Sin by Simanis 2018-08-14T19:12:49Z

You've definitely got a good oldschool vibe going here. It took me a while to figure out I could level up, and after I did that it was an easy trip to the final boss. The graphics are a nice throwback, and the music/atmospherics cerate a very solid mood.

I would've liked to have seen more depth to the game play, I was repeating the same behavior a lot. The left-click heavy controls didn't help in that regard. WASD controls would have felt like more direct agency, I think.

Nice work!

The Best Internet Experience by Hugo kieffer 2018-08-14T18:26:47Z

Are you trying to give me anxiety? Because you're giving me anxiety. 😂 I managed 211 seconds before I just let it end. I could've continued, but I lost the will to. Like I've seen mentioned above, some kind of goal to reach while the ads keep escalating might've been a good motivator. I kinda wanted to talk to the pretty lady that messaged me; I am sure she wasn't a bot. 😛

The graphics and sounds capture the OS and period very well. You captured the mood well, it's just a mood that gets on my nerves. I need to sit and calm down now.

Gut Feeding by MugenMagnus 2018-08-19T07:46:50Z

A very quirky entry with some fun mechanics to it. I appreciate the mouse-over feature that is necessary to speed things up, but keeps you from moving food. Quite the juggling act, and I like that.

I did run out of *time* before I ever ran out of *space*, though, so the theme application is a little weaker than it could have been.

The graphics are cute, but there's a bit of an onslaught of similar colours happening, which causes clashing. There's a lot of variety of similar brown-tones that could be reduced, for instance. The man and the audience members in the back have a black outline (the audience members having some artifacting on the edges too), the rest does not. In the case of your game it doesn't stand out that bad, but it's a slight style inconsistency.

I had fun with this, nice job!

XORN: The Fallen God by ThibaultAr 2018-08-25T08:14:58Z

And excellent little arena game. It took me a while to understand the upgrades and their cost. I picked +1 life, but nothing happened. Now I understand I probably didn't have enough money, but there is no feedback that indicates a failed purchase. On occasion I thought I was swinging my blade towards an enemy but nothing happened. I am not sure if there was a bug, or some visual perspective thing leading my to swing in the wrong direction.

In general, the game is *very* polished. The 3D art and animations are outstanding, I love the visual effects. I just wish it wasn't so grey... so very, very grey.

Excellent music, but very serious-sounding compared to the more cute-looking graphics. Where you could have made a big improvement (also to fix my issues with the UI) is in the sound effects; they feel like they're missing, except for the sword swipe and two damage/impact sounds? Off the top of my head, it's missing: * Footsteps * Successful purchase * Failed purchase * Blocks dropping * Blocks getting replaced * Damage feedback * Kill feedback * Monster spawning * Crystal spawning * Coin pickup * New wave announcement * Game over

When the game is this polished, the lack of sound effects stands out more I suppose. Nonetheless, it's an excellent entry.

XORN: The Fallen God by ThibaultAr 2018-08-25T16:41:38Z

@thibaultar > Concerning the grey theme, it’s an intentional art choice as we are in a strom and so the weither is grey :)

There are better options than drab grey though. Desaturated colour tones, cold blue tinting, etc can work just as well without greywashing, and still give the game life. If this is the final choice for the palette, so be it. Real storms don't make the world *actually* grey, so all I am asking is a reconsideration. :smile:

Shrink by loonydrope 2018-08-16T19:39:45Z

I scored a 1445. My wrist hurts now. 😆 It captures the theme well, but I am not sure why picking up bombs is a good thing; this seems dangerous.

The music is fun, the art is simple but everything is obvious. I am not a big fan of the colour scheme. Dark brown walls closing in, light brown hat, redbrown vest. They clash a bit in my eyes.

All in all I enjoyed it though. Now to get a painkiller for my wrist... 😛

Ultimate Furniture Stacker X-Treme by Norris Eldridge 2018-08-17T21:11:42Z

I am not sure what I just played. I don't *think* I stacked furniture, but I beat the game, so I must have done something right. :grin: It's a very cooky entry, and I dig that, but the controls were a little difficult to grasp. I moved to a fridge and spammed LMB to get a lot of +501s popping off.

All in all it was fun and weird and peculiar. +1

Running from the Mob by Adam Saudagar 2018-08-20T18:44:56Z

This is more fun than I anticipated. I enjoyed trying to gain speed and minimize hitting things that would slow me down. I kind of wish there were numbers popping off from the pickups and objects because I couldn't quite figure out how much things slowed me down or sped me up, so I couldn't make tactical decision (i.e. take the minor speed reduction to get a bigger speed boost after, etc). There's room for improvement in that department, which I would've preferred over trying to get more levels.

The graphics are basic but functional, and have at least two of my pet peeves: * Grey washing - not that much, as only the road and pavement is that grey, but it irks me because you did well in having more colourful backdrops outside of the road. * Scaling assets using values with decimals - it distorts sprites by sometimes making an element 1 pixel wide, sometimes 2 pixels (or more, depending on how much bigger you make things).

I also noticed some of the buildings have a little gap between them. What I do appreciate in the graphics is the clear colour differences between upgrades and objects. The audio is quite good. Nice use of atmospheric city sounds, good footsteps, fun voiceovers, etc.

All in all, without that much gameplay to the game, I was still entertained for quite some time. It's a fun, charming entry.

Running out of Space by digital bacon 2018-08-19T07:26:45Z

A simple and clear concept. On my three attempts I kept running into a bug where I'd pick up a crate that I then couldn't out down again. It just stayed with me, and I could pick up new crates as if it wasn't there. On the last attempt, it happened twice, so I had two crates blocking me (they did still back up existing crates on the conveyor belt, and that's how I lost.) I was playing the HTML5 build.

I'm not sure if I appreciate the randomness of placement on the conveyor belt. When a crate *did* happen to spawn at the bottom and I could pick it up from the side, that was a big help. But when it didn't happen for a while, I just felt unlucky.

It was obvious that the loss condition was crates backing up on the conveyor belt only because I read that beforehand. There's no clear in-game indication, like for example a blinking effect on the affected crates for example.

The graphics are clear, but one of my pet peeves is large amounts of grey on screen. Grey has its place, but a sexy colour scheme will immediately improve the look of your game.

A pretty nice entry though, and I hope my comments are useful.

Running out of Space by digital bacon 2018-08-19T11:20:38Z

@digital-bacon yeah, time is the monkey wrench. :grin: Variety in placement is good, but if the variety it can seem fair, or at least not stand out as unfair or unlucky, that would improve things. Then again, I *am* the only one that mentioned it. :wink:

Goblin' Up Loot by teddynashor 2018-08-17T22:18:55Z

Great art, I love the colour scheme and design of basically everything. This game has a high charm-factor for me. The intense bounciness of things was a little difficult, and sometimes I would just spend a while only seeing potions dropping, but I was entertained. Nice work!

Trash Tide by Josh Stafford 2018-08-14T18:08:59Z

I quite enjoyed that. I picked up 178 pieces of trash on my second attempt, and then there was no trash remaining, with about 4/5ths of the public opinion bar left. I guess I could go back and try to pick up more in a new game, but I felt like I managed the victory by not depleting the public opinion bar. Third play got me 169 pieces of trash and a cleared beach. I would've liked more challenge to achieve that.

Art is basic but works, the trash assets were all pretty clear. The UI felt a little rough, that's where I'd look first to improve the graphics.

Nice entry!

CubiCo by Dominic 2018-08-19T18:04:45Z

What a great puzzler. I must admit, unlike many above me, I eventually got frustrated and had to abandon. And I even made a puzzle game myself this jam too. :blush: There were a lot of think-ahead moments that got a little too much for me.

That said, you got a ton of good mechanics, atmospheric tunes (though after a couple of repetitions as I stumbled around the song got a little stale), and graphics with tons of character. My only real gripes with the graphics is the amount of grey overall and some things seemed like they should've been animated. The jump, blocks falling, etc. Some *game juice* I suppose. The jump sound, or landing right after I suppose, was a pretty harsh and painful frequency to my ears.

Excellent work!

CubiCo by Dominic 2018-08-19T19:18:42Z

@aug It's hard to gauge how much time people spend on a puzzle game you've made yourself, right? I'm was used to the mechanics of our own game and had no more learning curve, so when we were done we were surprised to see people spending 30+ minutes on our entry. :grinning:

The Valiant by smuhlaci 2018-08-19T09:16:38Z

At first I didn't understand what I had to do. I just lost a bunch of times without understanding why, until I noticed the **Space to attack** text underneath the game window. I see you haven't finished the game which explains these things. I'd liked to have seen a run down of what the gameplay concept was, how you meant to apply the theme, etc.

The excellent concept art drew me in initially. Then the story text lead me to expect a narrative-driven game. The subsequent game, even considering that there's much missing, is then a bit of a let down. There's a clear dichotomy between these three elements. I guess you over-scoped on this one? A good lesson for next time. :wink:

The Valiant by smuhlaci 2018-08-19T11:17:41Z

@smuhlaci Wow I *did* completely forget to mention music in my comments, derp. :blush: The menu theme is pretty and melancholic. I am not sure whether that's the right emotion for the story, but it's very well made. The in-game music is suitably paced for an action game, but perhaps too much EDM for an orc-fighting game. I'd expect something more orchestral, perhaps.

Again, it's well made, but like how I feel the concept art, narrative and actual game don't fit together, the music also doesn't suit the content of the game and the story you are trying to tell. I am sorry if this sounds harsh, I don't mean to be mean of course, I am trying to be as honest as I can and give useful feedback. I hope it helps.

Planet Escape by jtoledo 2018-08-14T23:08:11Z

A pretty simple concept, and I mean that in a good way.

On my first playthrough I died on the third planet only finding a single blue crystal after spawning there, I guess they're placed fully randomly? Just my bad luck. I scored 6400. On the second playthrough I had better luck on the third planet, and ended up scoring 20200 when the planet grew too small and I hit a bunch of red crystal that depleted me.

The graphics look pretty nice, but I feel there's some style inconsistencies with having a very voxel-looking ship on such a curved planet with round planets zooming by in the sky. The colours look pretty lush.

A solid entry!

BOX IT! by Laminariy 2018-08-16T06:25:46Z

A solid basic concept, but I couldn't beat the AI. I got a draw once, and that's it. 😅 Some ramping up of difficulty starting with easy would have kept me playing a little longer.

The graphics are simple but suit the type of game, and music is a cheerful tune.

All in all, quite nice!

Crumble by anstabo 2018-08-14T17:41:43Z

This is a fun entry! You definitely managed to make it goofy, and it captures the theme well. I had a little bit of trouble gauging my location a few times when bouncing through the air, and narrowly missed the platform I thought I'd be landing on, but that's about the only issue I ran into. Good job!

Ludum Delivery by Korso 2018-08-17T20:11:12Z

A fun concept, executed pretty well. Is the difficulty ramp-up in how full the truck has to be in order to get a green light? For a long time I figured there was no ramp-up but then I noticed the trucks needed to be a lot more full. That was at level 9 with 25 trucks sent (16 perfect) and 2580 points. It didn't *have* to end there, but I had picked up a block without realizing I couldn't put them back down on the conveyor belt, and as it didn't fit in the trucks either (and they didn't have the green light to leave) I could only wait for the game to end.

Pretty nice graphics, but the sounds were a little painful. Nice job!

Force Majeure by deniskazantsev 2018-08-19T13:24:48Z

Literally running out of space, just sometimes it's not *running* but patiently waiting in a corner. :wink: The gameplay only felt active in the later levels I played (I got to level 9), early on I just went to a place and waited. In fact I just beat the first two levels by not moving at all as I am typing this.

Nice wiggly walking animation on otherwise static sprites, a good example of making a static thing more dynamic. Cute minimalist style, balance of grey and yellow for the background isn't very pleasing though. The music works, though the loop could've been longer with some more variation.

Nice job!

Running Out of Space by Jason Higerd 2018-08-17T20:47:03Z

The game performed pretty sluggishly in my browser, but it was workable. A clever use of the theme, and I was pleased to see the variety of powerups. I hope your son had fun making it and gets the 20 ratings needed to see how well he did. (Gotta rate them games to get there though.)

The Gargoyle Landing by BoopsGames 2018-08-14T22:44:23Z

Interesting take on the theme, but as it was possible to push the blocks off the field, I never really ran out of space. Enemies only dealing 1HP damage dragged the game on until I decided it was enough. If they did 10HP damage, for instance, the game would be more challenging.

The enemies and the statues look very good. The player and the background tiles seem to be of a different fidelity though, and the styles don't mix well.

Overall it was fun for a while, but the challenge didn't escalate fast enough. Nice work!

LD43 — Sacrifices must be made

Save the Yel's! by LeReveur 2018-12-05T22:02:47Z

Mechanically everything seems to work as it should. I wish it would have some new take on the concept, though. (We also had a lemmings concept during our brainstorm. To make it more sacrificial, we were going to make our lemmings family groups, and each character death would actually cause grief and anguish with their next of kin. :laughing: Might've been a little dark.)

The art is pretty good, but like others before me, I wish there was sound.

Also: twice I was prompted with a [MAIN] button rather than a button for the next level, and I am not sure why. I even saved all but one of my Yel's the second time it happened, so I don't think I was disqualified from progressing.

All in all, pretty good and complete execution of the concept!

Blót by Imphenzia 2018-12-15T22:03:20Z

I had seen your videos on YouTube and kind of assumed I had then played the game, so when I looked at this page I was surprised to see I didn't rate it yet. Then it dawned on me. :laughing: Mistake corrected.

I made it to the three traps in a row without land tiles in between them, and could not make it across that one. I got to the third trap a few times, but always died there. The sweet spot for landing just is a little too small for me. (I did just manage to get over that trap just now, after typing the next paragraph, but fell to my death trying to get off of it.)

The art is very solid, and you have a pretty recognizable signature. I first found your games two Ludum Dares ago, and I imagine I'd be able to pick future entries out of a line-up. The weather effects are solid too. The music is very atmospheric, but I do wish there were sfx for footsteps and jumps. (Or if there were, I couldn't hear them over the music.)

A solid entry, I just wish I was better at these jumps! :smile:

Cowmando by C64Gamer 2018-12-07T22:56:22Z

First off, what stands out most to me: excellent soundtrack! The music is outstanding and bubbly and full of yay. :laughing:

The gameplay was sometimes fairly easy and sometimes it just snowballed into impossibility. It kind of seemed down to bad luck sometimes. Dragging cows away seemed to take kind of long, so I did lose a bunch to an explosion, but I had enough remaining to get all the milk I needed regardless. Then other times I had two or three cows and they all just got sick before I got sufficient milk.

The art is pretty cute, but I would've liked animations that rival the music in happy juicy bounciness. :wink:

FTD : Fixin' to Die by nuclearfriend 2018-12-05T14:11:40Z

A fantastic entry! :laughing: I don't remember *this* episode of M*A*S*H but I liked it!

A nice mix of triage mechanics. Stabilizing quickly, the chance of success, incoming patients, sacrificing one to save another. It all worked together very well. I do wish I could've just picked up the next guy in line and thrown him in the bin right away for a blood pack, sometimes. :smile:

The art is great: excellent pixel art with a nicely military color scheme, and very amusing animation. I am not sure I would have gone for the dark black outlines on some of the sprites, but I really am nitpicking with that one.

The music is great and suits the theme, the sound effects are visceral, and the voice acting was hilarious. A super polished game.

Elwik Mage Academy by mrjoshuamclean 2018-12-05T13:28:50Z

This is a very charming game. The soundtrack and art give off a pleasant warmth, so to speak. I was also very glad to see that I could left-click and instantly reveal the text that was scrolling in. That's a feature of these kinds of games I greatly appreciate. And a music volume slider in the options! Glorious! :smile:

I feel like it's a little light on choices initially in relation to the amount of text I am reading. Even some minor choices that only come back later without a real impact on the story (a character remembering something I said or did, for instance).

I also got confused with some of the character's names, I'd have liked it if their names were colored the same as their primary visual color. (Pink hair, pink name, etc.)

As I said, the art is pretty cute. Inconsistent scaling of pixelart is a pet peeve of mine, though, so when I saw wildy different scaling in the background it did trigger me slightly. :laughing: The music is very atmospheric, but the rare occurrences of sound effects was a little startling. There's just a few instances so when they happened they stood out in stark contrast.

Some (minor) bugs I ran into:

* At one point, when training the students in the same area as the archmage, there is the line "A rogue stone nearly cracks ?? in the back of the head." I guess the ?? should've been a character name?

* I introduced myself to the archmage after clicking 'Gaea office', but afterward the option to go there remains and the same exchange just repeats.

I did two playthroughs. I'd like to see all six ending, but I have more games to rate! My first playthrough ended in *Ending 1 of 6 - Honesty Leave.* In my second playthrough I chose Lud's side, so when it said "She didn't deserve Lud's bullying" at the end, it felt like that would not have been my opinion based on my earlier choices. It was *Ending 3 of 6 - tenacity Leave.*

Great work!

As Of Yet Unnamed by Flaterectomy 2018-12-04T16:53:57Z

Wow, I noticed we got 10 ratings in the first 1 1/2 hours, and 20 within the first 12 hours! That's amazing, we never got qualified so quickly. Thanks, everyone, for both the ratings and the feedback!

I will be sure to rate back/rate other games soon. :heart:

As Of Yet Unnamed by Flaterectomy 2018-12-05T21:26:42Z

@simanis Yeah I got one other report from someone saying it didn't work for them on Chrome. We've not pinpointed what causes it, it works fine on Chrome for us. Perhaps you can try a different browser?

The problem is that we didn't spend enough time _really_ thinking of a name we all agreed on, I guess. :laughing:

As Of Yet Unnamed by Flaterectomy 2018-12-19T18:43:17Z

@drcheetos It's an initially unintended feature that we ended up loving. :smile:

Jesus Take the Wheel by PeachTreeOath 2018-12-09T18:58:31Z

Wow! Normally sensory overload is a negative for me, but in this case I had a big smile on my face the whole way. :laughing:

First and foremost, the music really made this game for me. I need to hear zany up-tempo gospel music over ever car chase scene in movies from now on! :smile: Audio and mood are your flagships with this entry, in my opinion.

The art has strengths and weaknesses. The religious theme is carried throughout pretty well (the stained glass warning signs are a nice touch), but there's some variations in outlines and a bit of a ratatouille of colors (I see brown, red, orange, ochre and yellow that seem to not really work as a color ramp) that weaken the aesthetic a little.

Jesus did block things with his head sometimes, just on the edge of him turning transparent. 35.05 miles was my best score, though there was a lot of luck involved. Great entry overall!

Feasts must be made! by Caffeinated Psychics 2018-12-05T12:47:15Z

The first time I played it I had no idea I had to go to the candle to drop things off, which resulted in me just... hoarding food. :grapes: The next playthrough I read your instructions and figured out it was the altar.

The jumps feel nice, I just wish I didn't knock my head into the platforms/ceiling above sometimes. It made the movement feel a little more restrictive.

The art is pretty decent and clear, but there's a few things that stood out to me. I don't know if it's a scaling issue, but the outlines on the food has some thickness artifacting (a small spot where it's 2 pixels thick instead of 1). The banana's curve is a little jagged--it's an iconic shape and getting the right silhouette almost means you don't have to worry about how you fill it in with color anymore. The cages threw me for a loop at first. It looks like a door in a stone wall from an entirely different game, The door is also scaled differently than the rest. I am glad the character has a walk animation, but it's almost a shame that the feet are so similar to the background color so you barely see any motion. Fixing those little things would elevate the visual impression greatly.

The music is nice and atmospheric, and I enjoyed when it suddenly threw the hardcore tempo at me, while it still seemed to all fit together.

Demon Rising by GerardB 2018-12-05T21:46:52Z

You got the *game feel* right in this one! A lot of fun to play, maybe a little too easy as I finished it on my first attempt, but then again about the right length for a gamejam where you only get to play games for a few minutes each.

Cute art, though the backgrounds and characters feel like they're not really in the same style. A heavy soundtrack that suits the game, juicy sound effects. Overall, very nice work!

Cows Don't Deserve To Live (They Fart Too Much) by GuyInGrey 2018-12-05T09:58:44Z

I played this for a couple of minutes, but I could not find the park bench you showed us on discord. Did it not make the final cut?

I don't think you have a difficulty ramp-up in the game, do you? I had no real issue extending my timer as every now and again I would just run into some cows next to a volcano/altar. I ended up giving up and let the timer run out, scoring 768.1 If the difficulty does scale somehow, I didn't see any feedback for it in any case.

I am not sure if the extra jumps after hitting a wall was intended or not, but that's basically the mechanic the game needed. Without it, I think I'd have given up quickly. It made jumping large distances possible, but was sufficiently difficult to make success feel rewarding.

The art is pretty basic, but I could easily tell what each element was. Nice job!

Sacrificio Inc. by Reality Blind 2018-12-10T11:15:35Z

And excellently polished entry with high quality art and an atmospheric soundtrack. The game itself might be a little too easy though, I think I only got less than three stars once. I think there would have been a little more excitement if the character being sacrificed would get dropped onto the conveyor belt after X seconds, rather than me having to puzzle free of stress and finding out how many stars I got at the end.

Like I said, the art and audio are of a very professional level. My only gripe is that the bottom side of the up/down conveyors isn't shaded similarly to the other blocks, making it look flat compared to the rest.

Overall, a very high quality entry!

Blood, Sweat and Taxes by FalseIncarnate 2018-12-08T11:29:38Z

I dig the idea, but like others have said before me, there are some feedback issues! :smile: I wonder if direct movement control over a player character has sufficient added value for the concept. Part of me thinks a single screen with all elements, and mouse controls rather than the number-key controls for the menus would've worked out better. But for what you have now, things like an inventory display on screen rather than hidden behind several mouse-clicks in the menu would be big QOL improvements.

The art is a little rough, though most things convey what they are well enough. I'd have liked to have seen cows and chickens in their tiles so I would've seen what the tiles were before interacting with it. I still don't know what some of the tiles are, they just say 'upgrade required' without letting me know what they are.

I appreciate the effort and ambition though! A pretty big scope, and you seem to have gotten it working technically, but that seems to have been at the cost of a clear interface.

The Time Gnelf and the Quest for the Missing Golden Cogs by WFMG 2018-12-05T10:34:59Z

I collected the six cogs and I *think* that was the game, but I am not sure. Clear victory feedback would've kept me from wandering around confused for a bit.

Jumping and movement in general feels a little sludgy. The glitch with the character model also didn't help me line up for jumps very well. :smile: The hitbox for the cog/time pickups could have been bigger than the model itself, at one point I was walking circles very closely around a cog without grabbing it.

I also never used the slowdown ability, but if there'd been a speed-up ability I am sure I'd have used up all charges. :laughing:

The art is minimal but has some character to it. Footsteps/landing sounds for a platformer would have been welcome additions to the jump sound, I felt they were missing.

The Time Gnelf and the Quest for the Missing Golden Cogs by WFMG 2018-12-06T21:27:59Z

@wfmg Yeah, I had all six cogs spinning. So I knew I had achieved my goal, I just didn't get gamey feedback for it. :smiley:

Audio-wise, if I were to figure out my priorities for this game, I would've gone: 1. Sfx for movement: jump, running, landing, clock pickup and gear pickup. 2. Atmospheric: just a loop of cold windy weather (I'd probably try blow-whistling next to a microphone and layering a few tracks on top of each other with some subtle panning, for example. Not tried it, don't *know* how it'd turn out, but that's my first thought). In a third person 3D game, feeling a part of the world through sound can add so much. 3. Music: music can of course really set the mood, but it doesn't have to be complex. It can be super subtle and simple. Figure out some nice chords, set the tempo to match the intensity of the game, have some synth pads play the chords and repeat the sequence with some variations. Maybe melody. Maybe an arpeggio. But for background music, it really doesn't have to shred. :guitar:

Right, actually to your question. :laughing: The movement in the game is slow and floaty as it is. Slowing down to steer after you make a mistake isn't something I really needed, for instance. I did fall once or twice, but by the time I noticed things were awry, no amount of slowing down would have helped me. Within the context of this game, a time-reverse feature would've been more useful. But the main issue for me really was the movement speed of running and jumping. The latter of which just feels like it's one constant speed, without any kind of *bouncy ball* effect. A google search got me to this useful video as a quick illustration: https://www.youtube.com/watch?v=KRVhtMxQWRs

Dungeon O' Coins by whycardboard 2018-12-05T10:16:16Z

Interesting take on the theme. I am not sure if it's actually possible to execute a more difficult jump, landing between the blood/lava pools and jumping on from that point. I kept dying after jumping the second time. I assumed you wanted us to try and decide between giving up the coin or making a more difficult jump.

So next I just tried sacrificing the coin each time, but jumping in general is what ended up making me quit. I had a hard time getting the correct distance, and restarted the same series of jumps so often that I got frustrated. I guess maybe I am just bad at it. :smile:

Nice use of minimal art that still has a solid aesthetic. The soundtrack is nice and moody. Jumping and landing sound effects would've added a good bit of extra life to the game, though, I felt those were missing.

Nice work!

Hide and Seek by zaicuch 2018-12-06T10:26:36Z

You made a pretty cute game! At first I thought I had absolutely no chance to finish after losing much time and only finding two kids. But the extra time I got after sacrificing the kids didn't make me lose the game until I was carrying the 9th child back to the statue, so there is a reasonable catch-up mechanic. Playing it a second time I had an idea where the kids were and it was easy to get to 10 without time running out.

I do wish there was some kind of arc to what I as a player can do to search. I am sacrificing kids already, why not get the mystical ability to do a *spectral dash* across gaps or something to that extent, to avoid actually doing the same thing 10 times. Especially the run back to the statue gets a little tedious.

The art is cute, both the illustrations and the pixelart is well done, and I enjoyed the music.

Hazardous Cleanup by owl and jackalope 2018-12-12T07:19:46Z

A complete package with a fun primary mechanic, cute graphics and solid sound effects. Control over the villagers was a little awkward at times; trying to hop back onto anot4her villager's head usually meant sliding off of it again. A solid entry!

LD44 — Your life is currency

Untitled Space Game by Ellian 2019-04-30T15:55:02Z

I can see how you ran out of time with this, there seems to be a lot under the hood of this game. I'm impressed but not surprised by how well the visuals look with the limited palette--I always dig your art in any case. :smile:

Scooter Looter by bluescrn 2019-04-30T18:45:19Z

A fun entry! The controls were a little awkward given the camera angle at times, but it was fun to play regardless. The art is very solid, the music is fun (but loud). Very impressive work!

Drytown by DavidPIxel 2019-05-05T17:04:18Z

More than I expected of a jam game! Saw you in Randomise User's video and wanted to play myself. The simple two-color scheme (well, three including the red) and scaled-up art is well done, all sprites are easily identifiable and I assume this style meant there was more time to put together levels. A smart choice with a narrative game!

Gating progress with the health cap is a very clever mechanic, and everything was so charming that I had to finish playing through the game until the end. Good choice of music too.

Necromarket by Flaterectomy 2019-05-01T16:17:56Z

@rongo-matane I really appreciate your feedback, don't worry about offending us. This kind of feedback is a lot more valuable than a compliment. Though when I played your game, all I had to give was compliments cause there was really nothing wrong with it. :smile:

PathOfForest by ThiefViolinist 2019-05-04T11:28:33Z

I could not quite tell if what I was doing was working or not, but since a 'Game Over!' screen suddenly appeared I assume I did poorly. I had a bunch of ents attacking bulldozers, but we were still in the midst of battle when it all just ended.

What's missing is clear feedback as to what is happening. There are attack animations, and the bulldozers start blinking sometimes, and then at times the ent just stands there next to the bulldozer and nothing happens even though there's an attack marker on the bulldozer. I think at some point I didn't have a worker anymore and couldn't plant new trees, is that right?

The art is a nice low-poly style, the palette is fine. The music is pleasant, but I wish there were sound effects for further feedback.

A day at the farm by ZenriS 2019-05-04T08:30:39Z

I understand the concept, but still I died a few times trying to buy items that I thought I had enough money for with the amount of blood I had stored in the bank. That mechanic is a little harsh, it would've been better to just deny purchase over actually bleeding out and dying. I am also not sure the attack speed upgrade worked, as I didn't notice anything going faster.

I also expected the blood dropped from my enemies to play some part into the mechanic, but if it can be collected I didn't figure out how. If it can't be collected, I wouldn't have included those bloodstains at all.

The art is very basic, and commits the crime of differently scaled sprites. (I feel like I am always pointing that out in my comments :smile:) The palette feels a little like it's all *standard colors*, if you get what I mean - the browns and greens are very saturated and don't mix well.

I enjoyed the music, it's a nice composition, but I am not sure the bass sound (which is a bit of a shrill sound) fits with it. The orchestral parts are quite good, but the drums and bass I would've left out. The sound effects were all kind of harsh-sounding.

All in all, I kind of like these entries more than ones I can just say "nice work, no flaws" to, as I get to analyze and comment more elaborately. Keep it up!

Fluffensnuff by Rongo Matane 2019-05-01T16:15:13Z

An excellent puzzler with clever mechanics. I got stuck on level 7 unfortunately.

The art is cute , the animations liven it up well, and the music is relaxing. If I hadn't have gotten stuck, I would've enjoyed spending more time on it.

Life Loan by Jadw1 2019-05-05T10:26:54Z

Playing the web version on Firefox, I couldn't figure out how to sell anything. The information panel showed no information. I was able to do a shield dash and a 360 sweep attack after a bit, but that's it. I am currently at 0/100 life and the enemies have stopped attacking me.

I'll not comment on the art and music as you opted out, which leaves me with the gameplay (but as described above, I seem to be stuck) and the concept, which I think is pretty decent. I decent dungeon crawl always piques my interest, and trading to get health works well enough for the theme. It's just a shame it doesn't seem to want to work for me.

Abduct Me! by Nayrahbbt 2019-04-30T16:05:01Z

A pretty cute entry. The upgrades were solid improvements, and movement and abducting felt fun to do. The art style is pretty cool, though I didn't really dig the palette, but that might be a subjective thing. The buildings in the background didn't live up to the visual fidelity of the foreground.

Bullet Souls by Jellis 2019-05-03T05:59:31Z

I was a little confused at how the upgrades worked. I picked one up and then it said Game Over? Did I pay with my only remaining life for it?

The art is old school, but some of the upgrade icons weren't immediately clear to me. Nice parralax scrolling of space dust to show movement.

LastSwap by EdevJogos 2019-05-05T09:58:14Z

I played it once, got very confused and prepared to comment on the learning curve. Then I played it a second time, figured out the mechanics of healing myself and just spamming troops, and got s victory. :smile: This still leaves me conflicted, though. I did not know what kind of units I was making, I was just spamming random combinations of A/S, S/D, and A/D keys. Meanwhile, I did figure how to self heal (down/right) and turn the green bar red so health doesn't drop (left/right). I did not see what the third option did (left/down) so I stopped doing that.

I also noticed I was keeping an eye on the cooldowns and health bar below rather than on the fight on the upper half of the screen. I did notice a boss appear near the end, but my attention was quickly pulled down again when the time came to flood the field with fighters.

The low poly art is pretty cool. Think the color palette got a little muddy here and there, too many saturated color tones blending together. A reduction in colors used overall, as well as some saturation balancing would probably help a lot in that regard.

The voice-over at the start had some very noticeable background noise.

All in all, an excellent entry that I wished I could've seen more of, instead of looking at cooldown times at the bottom of the screen. :wink:

Ludum-Dare-44 by strugglesingamedevelopment 2019-05-05T09:41:27Z

I *think* I made it to the end, where it says "coin story" but I am not 100% certain that is a victory message. :smile:

The movement is straight forward, and the most enjoyable/challenging part was chaining the jumps up the shaft near the start. For the sake of having a challenge arc in the game, that would've been better near the end, as all that came after was simply going left or right.

The graphics are basic, but everything is clear. I never realized that 1969 flipped horizontally says 'papi', so now I learned something new today. Lack of sounds was a shame.

A game like this thrives on enjoyable movement and the elusive *gamefeel* (juicy bouncing, impact sounds, subtle screenshake, etc), and the lack of those things made it all feel pretty spartan. Nevertheless, the hunt for the finish line kept me engaged.

Snek Farm by t3nshi 2019-05-05T16:22:33Z

Just saw your game in the same video where Randomise User's played ours, so I had a go at it myself. I love the art, it's super cute and consistent. The music is relaxing and suits the type of game well.

I kind of felt like I was missing some kind of escalation in how challenging things were, I think the types of crops you plant could be more interesting rather than having a balance in how much health they give/how long they take to grow.

Overall though, very well polished and cute!

Ghostly Tricks by Nelson William 2019-04-30T18:52:24Z

Some very cool puzzle mechanics! You captured the theme in a way that's just a bit beyond the obvious and the game came out pretty unique. I dig the art and the music. All in all, a very solid entry.

Hoppy Daze by izi 2019-05-05T10:03:25Z

I *think* I walked around the whole level, but I am not 100% sure. Other than the coins at the start, there is little to do but explore a little without a victory condition, right?

The movement feels pretty good, the jumps are pretty nice. The art is cute, but the music stopped playing after a while and at that point you really notice there's only a jump sound and nothing else.

All in all, good work on getting an actual platformer (that feels nice to move around in) completed while learning a new engine!

1024 by chrisdugne 2019-04-30T18:07:26Z

A very simple concept, but well executed and it had me playing for a number of rounds to see how well I could do. My highscore was 956. This *is* the kind of game that really benefits from sound though, so I was sad at the quiet. Graphics are as simple as the concept, but they look right for what the game is. Not sure how it all relates to the theme though. :smile:

Killing in the name of... by sver 2019-05-05T10:16:04Z

A fun concept that I wished delved a little deeper into the sacrifice selection side.

People started beating the church at the right side of the island, so I tried to sacrifice them, but my priests couldn't get to the volcano in time. This was pretty close to the start of the game too. At one point I sacrificed someone and the lava came up rather than down, and I couldn't figure out why.

The art is clear, but very small. I kind of wish things were at least twice as big. The music is excellent, the screaming as the sacrifice is thrown into the volcano was very funny.

For A Bike by hwaet 2019-04-30T18:33:28Z

I wish more creatures/trees spawned, after I got the faster-cooldown item I just found myself moving around without much to reap. The gameplay is lacking a little, I wish I could chain abilities and makle tactical choices. I was disappointed when a new purchase replaced the previous one rather than add to my abilities.

The graphics are basic, but everything is clear. You do have a player character and a house sprite that are differently scaled from the other art, which is a pet peeve of mine. The scheme is also pretty bright.

All in all, the basic concept is decent but I am missing some depth.

A Cup's Life by Anderssonkev 2019-05-05T16:33:53Z

Just saw your game in Randomisee User's video and decided to play through it myself. The art is chock-full of character, I am absolutely jealous of that kind of signature style. The soundtrack works very well for this style of game, kind of having an elevator-music style to it (I mean that in a good way, very pleasant and relaxing).

The puzzles aren't very challenging, but I did screw up my movement a few times so had to restart levels. All in all I think the game is very well geared to jam players who don't generally spend a lot of time on games as there's plenty to play and rate. Were this more than a jam game, I would've liked more of a difficult arc to it.

LD45 — Start with nothing

I Have Nothing - If I don't take from you! by Imphenzia 2019-10-08T15:05:50Z

It's a pretty fun game, and I can clearly see your signature low-poly style. I do kind of wish there was more to avoiding the neighbor. There was a lot of waiting outside and making my move, which did get old after a while. Whenever I got spotted, she would chase me down and knock me out and I was too slow moving around corners to get away from her.

I enjoyed the music, the voice lines are pretty funny. Another nice entry!

Sabotage by deepnight 2019-10-08T11:58:27Z

This game feels so tastily oldschool. I feel like I am back in my Amiga days.

The art is lovely, from the palette to the bright/dark contrast and texture of the different surfaces. Simple but lively animations. The only thing it's really missing to make it feel more alive is sound effects.

Gameplay was a little fiddly to master using my keyboard, as the arrows/space/F keys aren't a comfortable mapping to me. I noticed WASD also works for movement, which I am more comfortable with, but then I am left either using the same hand for F or having both hands closely together on my keyboard. It took a bit to get used to, but I got there in the end.

As I've come to expect, a wonderful entry!

Survivor Slots by PeachTreeOath 2019-10-08T13:03:02Z

The tutorial screen left me pretty confused as to how the game works at first, but after some fiddling it became apparent. The slot machine mechanic is clever. I kind of wanted to have a way to flip characters around for an action, as some days were just wasted due to bad luck. But that just happens and you hope for better luck the next day.

I did end up winning, but the victory page didn't show on what day I won, so I cannot tell you what day it was. Somewhere in the final third I think.

The art is clear, but one of my main pet-peeves with graphics that I always have to mention when I see it occured here: some sprites is scaled differently. There's blown-up pixelart sprites as well as sharp anti-aliased HD art and the lack of a uniform choice there is something I hate seeing. Sound, obviously, would have added a *lot* to the game as well.

All in all, a clever game that I think I am gonna play another round of!

*EDIT: I played another round and won on day 10.*

Genesis by Akusan 2019-10-08T18:17:36Z

Definitely starting with nothing and ended up with something! I do wish that the world would start becoming alive rather than feeling a little like a painting. There's not much interaction and that's where it falls a little short. Post-compo version ahead?

Deep Space Mining by Hoshi 2019-10-08T12:35:11Z

I was confused whether this was a hands-on space mining game or a management game at first. I took out two 5k loans and bought a ship and pilot, eventually added another ship+pilot to my fleet and paid off my loans. I then realized I could fly a ship myself, but it was slow and cumbersome, and the automated pilots worked faster than I could.

Then I got some of the cruisers and made sure to stock up on some combat ships as well. A warning of pirates followed. Then the pirates came and killed everyone while my combat ships seemingly didn't do much in return? I supposed I should've piloted ships myself in order to fight back, so I did and immediately got blown up by a swarm of pirates.

I feel like there's more meat to this game from a management standpoint, and wish that was fleshed out a little over having the ability to fly ships myself.

The Pumpking by WFMG 2019-10-08T16:24:17Z

Is there an intro? I just see a black screen with a skip button. Suffice to say, I ended up clicking skip to start the game.

At times the controls felt a little clunky. I had trouble getting used to the fact that you have to move to orient yourself, so I would roll somewhere, turn the camera and charge to launch myself, but as I started charging my view angle returned to my original roll direction because camera movement doesn't change where my pumpkin faces.

The camera also had a tendency to get outside of the area I was in, so I'd be facing the outside wall. I also shot through the wall a few times, falling down into space. The game crashed on me once.

I had some trouble getting over the spike traps. I'd launch myself but would be sent vertically in the middle between the traps without enough momentum remaining to make it over them. Eventually I managed by bouncing off the wall a little.

The guard balls didn't pose much of a threat, I am not sure if they do damage, but I could fairly easily roll around them. Eventually I rolled into and then around the king and won the game.

The path of Fireflies by Omickron 2019-10-08T15:37:14Z

First off, the game is very pretty. Nice palette and lighting, good character design. Is the player character scaled down from her actual resolution though? The line work seems a bit thinner.

@tomeks is right about the camera movement, it felt a little jarring. Other than that sound effects would have greatly enhanced the spooky darkness around. I found it difficult to get a view of the enemies. At one point a bat kept zooming out of the darkness and instantly sending me back to the checkpoint. Another small black spot killed me shortly after making it past him, but I couldn't even see what it was.

A very pretty entry!

LD45 - Cards of Creation by Starblast 2019-10-08T18:04:46Z

An interesting concept of having a life/world-sim be triggered with disasters.

I would have liked to have seen some more feedback - for instance, it wasn't immediately obvious to me I had to click a card, and then click on the map. When I moved my mouse across the screen after having selected a card there was no indication that clicking somewhere would have an effect (and I am sure I did click and simply didn't pick up on events happening), so I just assumed that wasn't how it worked.

After fiddling around for a while I figured it out though. I also turned off autocast.

Souliseum by RodPuig 2019-10-08T14:42:21Z

A fun little combat arena. Having the different spells was a good way to keep me trying a couple more times just cause I was curious what powers there were.

A few times monsters spawned directly on top of me instantly doing damage, which felt a little unfair. And I would have liked to have seen a clear indication whether I had enough mana for a spell. From what I could tell they weren't greyed out or anything when mana was too low.

There were some art assets scaled differently from another. Some x2, some x3. From the look of the spell frames at the top, some even x3.5 or something like it? The player character also suffers from that. That's one of my major pet peeves that I always seem to run into.

But all in all, an enjoyable entry!

Snow Ball by Cryptex 2019-10-08T15:22:28Z

A simple concept, executed well. Definitely not the kind of game I can finish in just a couple of tries. On occasion the size reset after hitting something felt a little harsh, losing that much progress. The art is basic but clear (though this game feels like it *needs* snow getting knocked off trees and buildings that you roll into), and the music is pleasant.

Like a STAR by AlzeLemon 2019-10-08T12:12:36Z

I like the idea of the game, zooming through space absorbing mass in order to grow. Some similarities with Slither.io but cosmic and by yourself instead.

However, the real gameplay seems to be missing a little. I'm zoomed in so close that I don't have much decision-making to do except right at the start when there's nothing orbiting me yet. Once that has happened, I mostly pick up asteroids that are off-screen and I was just left traveling in one direction with the game going "ding!" every few seconds.

I did finish the game, but I felt like it had very little to do with my actions. All in all, I see how the theme applies and I think there's something here conceptually, I just wish there was more to *play.*

LD46 — Keep it alive

Keep the Tree Alive by g12345 2020-04-23T15:49:36Z

This is a simple but clever mechanic that drives the game. And simple, nostalgic art to go along with it. I played it three times and finished successfully each time, but I got pretty close to failure on my third attempt.

Critique-wise, I'd say the game is fairly easy, but maybe I got lucky with the RNG. And sound would've been welcome of course. There isn't much depth to the game outside of the main battery mechanic (or if there is, I didn't notice it) so the three play-throughs I did are enough for me. I kind of wish for more complexity so I would play more.

All in all, good job!

Cloudy With A Chance Of Pain by ProdigalSon 2020-04-22T15:26:32Z

A pretty fun juggling act. At first, because I apparently controlled a cloud and assumed water was my domain, I was very confused when I set *everything* on fire. But I learned my lesson quick. I kind of figure that a lightning strike would make more sense thematically. The noise that dying wolves make is just a straight up sex-moan, I am sure. I'm glad I played this on my headset or my neighbors would surely begin some gossip. :laughing:

After the initial fire incident, none of my sheep died and I eventually finished the round with 8 sheep rescued. The graphics are solid, everything is well designed. I really appreciate the bustling bushes that telegraph the wolves coming in. But playing it twice without casualties, I feel maybe it could have been a little more challenging.

All in all, a pretty solid entry. Good work!

Chicken Coop by Bram 2020-04-21T13:30:08Z

A relaxing little tower defense game. As you hinted at in your description, there's little depth with just the one type of tower and enemy. I am now continuing to amass a fortune with seven towers lined up at the top of the screen. I don't even see enemies coming in anymore. Limiting placement to further from the entrance would help there.

Visually, the screen is filled with fairly bright green which would become unpleasant if there were more gameplay here that kept me playing longer. The design of the chickens, eggs, nests and fences was all pretty clear. It's a shame you ran out of time to design an enemy.

But you have the basic requirements all there. I restarted it to see the enemies take the eggs and the game ending, so there's a clear fail state as well. And you had fun making this, so consider your game a success!

Last Light by PORTABLEWAFFLE 2020-04-23T14:55:29Z

As others have said, the art and game's atmosphere are pretty solid. I did notice that Brightman can face bottom-right, bottom-left, top-left but not top-right.

However, I had no idea what I was meant to do. You have some instructions on this game page (Charge the energy of your light with crystals; Feed Solar (the flower) with light and keep it alive; Beware of monsters in the dark), but you do not explain the controls.

Nothing actually happened to me when the monsters touched me. I stood in a corner with the light pointing away from the monsters, but it seemed to have no negative effect.

I'd like to properly play the game, but unfortunately I do not know how to.

Punch_To_Survive by Grommel 2020-04-22T19:06:11Z

At first I was not sure who is meant to be punched and who isn't. I thought everybody needed punching at first, then some grandmas came through and it seemed to be fine. I felt like I was not informed enough to understand what I need to do. Just experimenting a bit I noticed the grandmas are meant to go through, but the kids in hoodies and hipsters aren't.

Of course, *then* I decided to read the intro text (which falls off-screen for me on the HTML5 build - I had to go full screen to see it). Now I understand. I think. I lost two hearts but only grandmas came through.

The art is clear, but I would have liked clearer visual clues on who to punch. Additionally, there's inconsistent scaling, which is a pet peeve of mine. Blown-up pixelart hearts at the top, fine resolution sprites elsewhere.

You used audio from other sources and so you should have opted out of the Audio category. For that I can only score low I am afraid.

All in all, I would advise considering how and what you communicate to the player. If you can avoid explaining through pre-game text, do so.

All that said, I did have some fun, but I wish there was more to it.

Shiny by LeGoLaZ 2020-04-22T15:44:37Z

This is a pretty clear escort game. I did not realize shiny *needed* the energy until after I completed the game, but I had been doing that anyway. My main issue with the game was that hit boxes/hit detection felt a little strange. Facing left and right it was a littler awkward getting my timing right to take down the enemies, but I did adapt to it as I went along.

The art is pretty cute, though the 2D/3D thing probably didn't help me with figuring out the hit detection. When I got hurt, the screen turned a little too red for my tastes, making it a little too hard tro see things. Rather than tinting things red, it feels like a semi-transparent layer of red was dropped on top of the screen. The sound that plays when you recharge Shiny was very harsh and could've used some equalizing of the specific frequencies that caused that shrill effect.

Nice work!

I'll Never Leaf You Behind by ManifestFailure 2020-04-23T14:44:24Z

I assume you meant to include enemies, as I am wielding a sword but only use it to pick up keys and collect water. :smile: Within the confines of what the game turned out to be, the sword makes little sense, but I some understand how features don't make it to the final game.

The main concept of the game seems to be deciding when to drop the plant to interact with the world. That's a solid idea you can build something cool around, so props for that mechanic. Unfortunately, as things turned out, the tactical decision-making wasn't that important. I easily finished the game in one play-through with only dropping to around 25% water level.

I occasionally got stuck against walls while walking perpendicular to them.

The art is pretty simple, but things are clearly identifiable. I am not a big fan of the grey wall/orange floor color scheme with the occasional red rug. Figuring out a good color scheme would be my main critique. There's a little bit of non-uniform sprite scaling with the sword being HD but the rest of the game is scaled up.

The music is quite repetitive. It could have used some variation.

All in all I feel like I see and appreciate where you were going with this, and it's a shame you ran out of time to implement it all.

How to Air by kwaku 2020-04-23T18:00:25Z

What a wonderful game. The art style is excellent, and combined with the audio it sets a great atmosphere. The intro and outro, while short, added a ton of character to this entry.

It wasn't a big challenge to get through though. With the limited options, it was easy to walk around and try everything on everything. When I got *stuck*---which never felt like I was really stuck, as I could just continue my way and try things. So while I really enjoyed the character and feel of things, the mechanics were a little less fleshed out.

But all in all, one of the more polished entries I have seen so far---great work!

Mama Birb by SouthernWerewolf 2020-04-21T16:03:03Z

A simple but obviously functional concept with Flappy Bird-like controls. My main gripe is the camera lagging behind so I couldn't see what was ahead - I'd be at the screen's edge not knowing what's two feet in front of me.

I wasn't sure whether there was a win condition anywhere, so after a few butterflies I gave up as it felt repetitive and I couldn't tell whether there was something to progress to or I was just delaying the inevitable death of my children.

That art is pretty clear, most everything is easily identifiable. All in all, the game has a clear direct objective, perhaps an unclear grand-scheme motivation, and clear mechanics.

LD47 — Stuck in a loop

Crazy Looper by LeReveur 2020-10-10T09:19:09Z

A simple but well executed concept. I am certain that at one point during the last level the wagon came to a stop further than the previous attempt where I had used more power, though. Is there some kind of variability in that regard?

The visuals are simple, but clear. What would've improved the graphics without any *extra* work required would've been an improved colour scheme, I think.

I'm happy there was audio, but my main critique in that regard is the power charging sound, which has tome artifacting clicks happening, and is all over the frequency spectrum with some overly loud bass tones. But I am nitpicking there, I am just happy there is sound. :smile:

What Goes In Must Come Out by SimplePotential 2020-10-10T16:43:41Z

Super simple concept, but it works. In the end I scored 7520 points.

I noticed some purple cubes covered by brown poo squares, but other than that everything seemed to work well.

As for graphics, well... they're cubes, and in colour tones on a black background that don't really come across as a balanced colour palette. I'm glad you had the audio that was there, and it definitely suits the retro look of the game, but there's clear room for improvement there as well.

That said, a solid idea executed well enough. Good job!

Fountain Of Death by sawtan 2020-10-07T16:39:04Z

Very good atmospheric music, a great character sprite (I kind of wish the walk animation played faster to match the walk speed better) and good puzzle design. There were some points I felt I needed to address though:

The level intro text appears very slowly. I stopped reading it because I'd already be trying to go for the puzzle. Something like [space bar] to complete the text instantly would've kept me reading as well.

An interact button for levers would have been welcome, as I kept flicking the lever twice after turning back, closing the door again. Character movement speed sent me just past the levels usually, so an interact button would've been welcome.

It was pretty frustrating when I've made the level unbeatable by accidentally pushing a crate just a bit too far - the ability to also pull crates back would've been great. Restarting works as well, sure, but with failing jumps and such it added frustration.

Speaking of said missed jumps, the jumping sometimes seemed unresponsive, or maybe a little laggy. It's a common mechanism in platformers to have a brief grace moment after getting off a platform where you can still jump, and that would've been very welcome here, as I think it registered my jump just beyond the edge and I was already falling down then.

In the end I didn't finish the game as I just kept missing jumps, but I did feel bad about not pushing through. After a series of missing the jump, pressing R, missing the jump, pressing R, missing the jump, pressing R, I just couldn't bring myself to continue.

And finally a pet peeve of mine, the art seemed to have been scaled up by 1.5 or something, distorting the sprites. I really liked the character sprite but I feel like I didn't get to truly see it as it was designed. The brick environment art also shows this, sometimes having 1 and sometimes 2 pixels in between each row. Always scale pixelart by whole numbers like x2, x3 etc, or the art will be distorted.

Props for a solid concept, but those elements I mentioned put together kept me from finishing.

Confined by Flaterectomy 2020-10-07T21:26:18Z

@tuatarian The term [spoiler warning](https://i.imgur.com/sIRgVcL.png) applies here.

Confined by Flaterectomy 2020-10-08T08:49:47Z

@epb9000 Thanks for letting me know,I must have forgotten to reset that variable on restart.

Confined by Flaterectomy 2020-10-09T15:55:42Z

@lereveur It's game breaking for a second playthrough, so I will have a look and fix it. And thanks for the kind words!

@peachtreeoath Thank you! I haven't written a story in ages that actually had an ending to it, so I am glad it wasn't a let-down.

Your remark about the bad customer service is exactly what I was going for. While there is a loop narratively, the constant redirects were meant to be the source of looping frustration.

I had such ambitions regarding the puzzle. It was going to be an order of magnitude more complex in my mind, but I had to very clearly file that into the *overscoped* column. I'm probably going to write more about it in a post-mortem this weekend, if you're interested at all.

I found out that LD47 was happening the day before it actually began. My usual teammate @daanvanyperen who does our programming also wasn't aware, and couldn't commit to it due to other things going on. So I decided to give it a go alone for the first time. All in all, I'm pretty pleased with how it went.

That Time I Was Held Hostage By Some Loop, So I Followed The Road And I Was Fine by alaah 2020-10-06T17:57:18Z

I'm always happy to hear some voiceovers. :smile: All in all a simple but effective entry. Completing it wasn't that hard, but the ramp up of audio and, err, "enemies" works well to push you to want to finish the game.

You already mentioned the invisible walls, so I won't have to. Some more environment variation with gradual more transitions would have been welcome of course.

My main points of critique are with the audio though. When the sound began escalating I had to take my headset off, as it just got very harsh-sounding. The other point is that the voiceover audio has a reverb on it that doesn't really match being in a forest. I don't know if that's your room's natural reverb or if you added it in post, but if it's the former then I advise recording your lines underneath a blanket next time. :grin:

Bust-a-Loop by PeachTreeOath 2020-10-10T08:56:56Z

A fun concept as well as a cool take on the theme! It was pretty hard for me, I am not usually one for fighting games, but I went through various difficulty settings to see what attack options there were.

I think what would've helped me a lot was more feedback, both visual and audio. Impact sounds, a walking animation (the slow sliding along the floor felt a little sluggish), etc. I get that makes my critique sound like "this would be better if it were a fully finished game" but just just a few minor tweaks would have made a world of difference to me. But yeah... if only there would've been time, right? :smile:

Any plans for continued development on this?

A Song with a Catchy Chorus and a Solo by mrwonko 2020-10-06T16:25:32Z

Being aware of the plan you entered this jam with, I had a big smile on my face throughout the song. :smile: You implemented the tried-and-tested 'Intro > Verse 1 > Chorus > Verse 2 > Chorus > Bridge > Chorus' structure successfully.

Critiquing the song itself, the things that most stand out to me (outside of whether the singing was in tune :smile:): * The song has the same C/G/A/F bass loop all throughout. Variety from verse to chorus would have made it more dynamic. (This critique also applies to the drums remaining the same throughout.) * The verse melody seems to simply be following the bass notes. There are a few sections where you waver to other notes, I think, but generally it's the same note. The chorus vocal melody is a decent hook, but the verse not so much. * There are no chords. With these bass notes you have the classic I V vi IV chord structure in C major ready for the taking. * Props for the solo, I'm not even gonna critique that.

Down with capitalism. :fist:

Ouroboros by Simon Rahnasto 2020-10-07T16:01:10Z

An absolute gem. Great graphics, very good music (only point, kick drum+bass felt a little too loud in the mix) resulting an in excellent atmosphere for a jam game. Voiceovers are always appreciated by me, and they were good quality to boot. The merchant's voice got ducked behind the music a little though.

I'm not sure I really enjoyed having to stop when firing, but that does add more tactical decision making to otherwise simple combat, so it was probably a good move. Not super challenging though, I was never in any real danger, but this did result in me playing the game to the end.

One of the more polished games I've seen so far!

Escape From Rotting Town by Jonathan Lorenz 2020-10-10T16:54:29Z

Well chose an art assets, the game immediately comes across well. The gloomy music suits the game well.

Punching didn't really seem to respond how I would have liked it to. There's some lag there, and I ended up punching twice half the time.

I also feel that switching from running left to right (and vice versa) should turn the character entirely, and not slowly rotate them. There was a few times where I wanted to turn 180 and just ended up facing up or down instead because I let go too quick. But as I was fighting at the time, I was just swinging my fist in the wrong direction.

I also noticed I could punch through the fences and kill cultists on the other side.

But it's a solid base for what could be a bigger game!

siad (a visual novel) by printablealice 2020-10-10T16:05:18Z

A very absurd, surreal experience. :smile: I got stuck once or twice, which is suitable, but then after a while the story seemed to simply play out. Having made a narrative game for this LD myself, I was happy to run into another.

The art is great, I love the style. The music... oh man, that seemed stuck in a loop of itself. I have to admit it started getting to me after a little while; I both appreciate and hate it.

No real useful critiques from me here, I guess perhaps a clearer direction at the start when I felt a little stuck would have helped, but I did keep going and progressed anyway.

All in all, nice one!

Seasoned Herder by lilou_cormic 2020-10-06T15:52:58Z

An absolutely cute entry, though like others have said, a little light on gameplay.

Well-chosen art assets, with a super evocative musical score. Good use of sound effects for pickups and in the menu, though with all the walking I did I was kind of missing footstep sound effects. Given the four seasonal themes, different sound effects for walking per season (grass, dirt, snow - even sliding across the ice) would have added some more game-juice.

I assume the theme was reflected with the changing seasons per screen, but on occasion they didn't seem to change and simply returned me to the one I had just left.

Your level of polish is strong in general. I just wished there was a little more to do than collect animals.

Wild Loop by Cerebral Bore 2020-10-10T16:32:35Z

Very pleasant art, though some things stood out to me: the upper half of the front layer that contains the road and the buildings doesn't connect to the bottom half; the hard disconnect detracts from the look of the game. Also, the parallax scrolling stutters a bit.

As for the interface, I don't think you needed a continue button for the dialogue. Just hitting space bar again would've sufficed.

I guess the game just continues on the final cycle of dialogue, about four or five days in? Characters remained in the same spot, dialogue didn't change anymore. I feel like the dialogue could've gone somewhere interesting as days pass, but they all seem to be fairly isolated remarks.

The Chungus Machine by Elmos Minion 2020-10-10T09:47:48Z

When I first found the coughee masheen I touched it and didn't realize that I needed to continue touching it to pass to level 2. So I ended up dying and restarting. Then I kind-of accidentally made it to level 2 after lingering at the machine for a few more seconds. In level 2 I seemed to just die on the machine with the green monsters floating around it. I didn't know how to move on from there.

Additionally, what threw me off were some light effects. I saw red light and white light bleeding through the walls on two spots, and assumed there was significance to it. But there was never anything there.

The pros: amusing voiceovers, music, and the dread of things following me in the darkness. :smile:

Hulagain by squimmy 2020-10-10T10:01:34Z

A fun take on platforming, juggling having to hula-hoop and moving around in the same motion. That said, I had to give up because my wrist and hand started to hurt from alternating direction so much.

At a few points I was certain I was accurately following the arrows when the hula hoop got too low, but it went down anyway. It's hard to really gauge how the hula hoop is moving.

I did enjoy the character art, but the background art was a little bright. The lime green of the hula hoop against the yellow brick doesn't stand out much. Either darker backgrounds (preferred) or outlines for the character sprites would probably have helped there.

All in all, a solid entry, but ouchie my hand. :laughing:

Leave the yard by dyguests 2020-10-06T17:21:31Z

Pretty solid art, but it is kind of overshadowing the gameplay. The controls are a little awkward, and them just being awkward don't really make for a fun challenge to overcome. After some zooming about I just waited for the exit to appear.

The music adds a good bit of atmosphere, but the thumping sub bass rings out very loudly in the mix, and I would have enjoyed some variation there.

Paper Planes by SamDemaine 2020-10-06T17:36:12Z

A good example of how a simple concept can work well. The controls felt pretty nice and were apparent very quickly. Equally, a simple but elegant art style. Minimal audio but the necessary sounds are there.

That said, continuing to develop the game after the compo has ended goes against what Ludum Dare is about. I get that you didn't know, but it's up to you to know and understand the rules.

But, even so, you can be proud here.

What's up? by Tuatarian 2020-10-07T16:52:53Z

Oh damn. This seems like one of those games that's probably good, but I am just too bad at it. I could not get past the 4th level, and the first three I just brute-forced my way through. I wish I could give better feedback than this, but I could not get to a point where felt like I was in full control of my motion. My old-man brain probably just wanted something more slow-moving square rather than fast and widescreen so it wouldn't seem like it doubled in difficulty after 90 degrees of rotation.

The pros to me:

The music. A great relaxing tune. I *think* it might have been a relatively short loop, but there was sufficient variety in textures that it just kept flowing.

The concept. I Like how you used the theme here, and it's an elegant simple idea. Excellent for a jam.

Just not excellent for *me.* :laughing:

Loopy Dungeon by SpaceGuinea Productions 2020-10-07T17:09:24Z

I think I kinda get the idea here, but I am not fully certain. At first I was very confused by the looping. The tutorial part of the menu only explained the keybinds, but not the looping mechanism.

I take it you place traps, then once the wave comes you just move along the same track you initially move in? I couldn't truly tell if I was shooting correctly or not as there were no visible bullets. I eventually figured out the pickups that appear can be used to repair, but it took a little while.

I only made it to the third round in a handful of attempts. What kept happening was that I'd still be fixing traps, then the round would start and my loop's starting point was just where the skeletons appear and I'd quickly die after I appeared at the loop's start. Kind of wish there was a grace period there between trap placement and the round beginning.

I do quite like the art style, nice palette as well. Like mentioned before me, the audio was on the loud side.

Laces and Loops by fc85057 2020-10-10T09:32:01Z

I was delighted by the sudden voiceovers in the medieval level. I didn't expect it, but then no-one expects... Well you get it.

A pretty fun entry, though the gameplay itself got a little stale eventually, but with four visually distinct levels and a ramp up in difficulty in 2020 with the gunfire I was still engaged by the end. (Which I didn't manage to pass, by the way. Guns are mean.)

I had some issues jumping when I Was up against an enemy a few times. And the range attack seemed to do very little damage - especially given that ol' Tim Timebow here can throw a ball that tears throguh time, it seemed odd that those did less damage than a melee smack.

All in all, I was entertained!

LoopIn by Dani Tufeld 2020-10-10T15:46:48Z

What a charming puzzle game. The first few levels were very much the same, but once you added the mines and other lethal obstacles it really came together. Pretty solid art, decent sound effects - all that was missing was some music.

I wonder if there's a more in-theme solution for the black circles, maybe some kind of whirlpool effect, but it's hard to give critiques other than that. Good job!

LD48 — Deeper and deeper

Doug: A Miner Drilling Incident by aaants 2021-05-03T18:04:11Z

Super simple but well-working mechanics. I agree with others that the "gravity flip" could have used some some refinement, but I get it--refinement is difficult in a gamejam.

The art is clear but there is some Repetitive Tile Syndrome when looking at the big picture. Smart move by adding those little touches with the gem stones and tufts of grass though.

Nice work!

Rooted by Webox 2021-04-27T12:54:00Z

A pretty clever puzzler! I thought I was stuck at one point (the second level with a mole), but going through the mole's area at the right time is a clever mechanic.

The art is a little busy-looking. I had no issues finding the minerals but with the earth tiles and non-passable stone tiles looking so similar it gives the game a pretty messy look. I would not have used the dark brown tone used in the diggable earth, thereby making a clear contrast between it and the stone. There are also some clear repeating forms in the stone--like if you have a tile floor in a house and each tile as the same noticeable mark on it.

The music is a pretty good vibe for the game, a little more variation in it might've helped as it did get a little repetitive.

All in all, I enjoyed playing it!

Free Fall by timon 2021-05-03T18:20:00Z

A clever concept, and cleverly executed in a minimalistic manner that benefits time management in a gamejam.

I felt like there was room for some more depth to the gameplay other than the core *avoid obstacles* as simply a ramp up in difficulty wasn't enough to keep me glued to the game for very long. Or if there were more gameplay features down the line, I didn't stick around for it long enough to find them.

The art is minimal, but adding the particle trail and the shattering effects elevates it above what would otherwise feel be known as the dreaded *programmer art*. :smile: Nice use of screen shake, and the red cube turning black as indicator of time-slow ability was again clever.

The impact sounds are almost a little painful on my headset, some offensive frequencies in there that don't sound nice.

🔥 Magma Eater 🔥 by landosilva 2021-04-27T14:49:16Z

Excellent art and a fun mechanic! I will say once or twice that I died without knowing *why* I died. Maybe time ran out, but without an audio cue I didn't notice, or I got crushed? I think audio cues or further visual feedback is a place where you can improve.

But all in all a fun and very polished entry!

Where's grandpa? by Holy 2021-04-27T13:53:30Z

I am not sure how pixel perfect the cat puzzle needs to be, but I put in all parts and nothing is happening. I feel these parts need to snap in place a little. Is this the bug that breaks the game?

It has a nice vibe to it and it has cute art, but yeah, kinda stuck.

Where's grandpa? by Holy 2021-04-27T18:43:21Z

@andyem @holy Remember certain bug fixes after the jam ends are allowed:

*"Certain Bug Fixes are allowed. You can’t add new features, but if something broke or didn’t work correctly as you were finishing up, you can fix this after the deadline. You are asked to highlight the changes you make in your submission (a short change log). You probably wont get a 2nd chance with some players, but at least it wont be a problem for future players"*

Source: [official rules](https://ldjam.com/events/ludum-dare/rules)

In my estimation a progress-blocking bug would fall into that category.

The Creature Said DEEPER by UseCondsomsKid 2021-04-27T12:31:23Z

A clear and easy to understand base mechanic. Entertaining dialogue as well, though it was a little difficult to balance playing the game while reading it, so I ended up just waiting at the start for the dialogue to end.

The boss battle was a little unclear to me. I think I needed to hit the boss while I had the antibiotic buff, and damage him that way? After a few tries I couldn't really tell I was doing actual damage though, it felt like feedback was missing there.

Of Void by Finn_Tr 2021-04-27T13:01:55Z

What a clever way of making simple shapes look good. And a solid puzzle mechanic too! I must admit, it's a little bit beyond the scope of my puzzling abilities. I managed to get the blocks on the buttons and then realized I was in no position to get to the door. In trying to then get to the door, I ruined everything.

But while I suck at this, I fully appreciate smart puzzles. Good job!

Atlantis Gold by SuperFishBoy 2021-04-27T13:13:40Z

I couldn't get very far, each time the Atlantian dude came and stabbed me to death pretty quickly. If there was a way to kill him, I couldn't figure it out. I think there's room for improvement for damage feedback, and an indication of what the right course of action is in general.

The art is pretty cute (perhaps morbidly, I enjoyed the small black plume of blood slowly coming out of my diver after death--cool detail) and the beats are very solid. But because I didn't live for very long, it was a constant song intro. I feel restarting the level after death while the music continues would've enabled me to enjoy it better.

LD49 — Unstable

Don't Panic by csLupius 2021-10-05T13:23:07Z

Doing some focused tasks while the world around you gets more frantic is a solid concept. It never got fully frantic though, there were alarms sounding out but they were pretty calm when the place exploded on me.

I was certain I got the sine wave correct - same height, same width - but it simply didn't overlap with the example and time ran out. Boom!

A nice effort, a good selection of individual tasks, but I feel you could've made things a lot more panicked.

Cro-Mathnon by PeachTreeOath 2021-10-07T08:53:11Z

Hah, I've not been as audible by myself in my room for any other entry so far. *"No! No! Nooo!"*

It wasn't until after the second round I played that I realized there were operators. I was just trying to catch big numbers and caught something like a 7-9 assuming it was 7 *and* 9, but it came down to -2. But that lesson came quick enough.

Balancing trying to keep what I had and going for a big number coming down nearly always resulted in some form of tragedy, given the surface area of the sum (more so in later rounds), the precariousness of moving somewhere and the amount of numbers and operators falling down. I never really felt like I could get what I wanted, and that there were always random side-effects to my actions.

As I'd say for any game without audio, I do wish there were some audio cues. ;)

All in all a terrific concept that I absolutely think you could keep working on with success.

Astronaut Gary Inc. by gagapete 2021-10-05T08:17:21Z

I like this, a very clear concept with a solid style to it. I wish there were some more audio effects for actions, though. Item pickups, item drops, dropping items on the machines, movement. That would've really made things feel a lot more tactile.

After I lost on the second planet it ended the whole game and made me restart on the first planet, which I felt was a little harsh. I wish progress was kept, then I would have played more of it.

A very solid entry!

Newcomen Atmospheric Engine by axelrinaldo 2021-10-11T15:15:39Z

My play-by-play:

I went in without reading the instructions, as I prefer to do for my first attempt in order to see how well the game explains itself through play. At first it wasn't clear what things were clickable - I didn't immediately figure out I could turn the valves. A mouse-over of some kind would have helped.

After the score screen there was no apparent way to restart, so I had to reload the page. I noticed I could still pick up coal and water and drop them in the correct locations, hidden behind the score screen.

I then read the instructions and managed to last for 200 seconds. The gameplay itself got a little tedious after a while, just repeating the same actions over and over.

Overall a clever mechanic to turn into a game, but on the barebones side right now.

Calm Waters by justking144 2021-10-05T12:45:55Z

I had a few moments in the web client where my mouse couldn't go further left but the game needed me to. Easily solved by letting go of Mouse 1 and repositioning, but initially it felt like I was doing something wrong.

After a while things calmed down and I escaped the storm, greeted by a pretty rainbow.

My one gripe with the mechanic is that even though I have to work at keeping the circles aligned, I don't feel like I really am controlling a ship; I just balanced a quicktime event for a while, and the waves are a measure of success.

The art is basic but clear and in general a very smart design choice for a gamejam. I'm not a fan of the palette used though; the bright primary colors with the grey clouds above isn't a balanced mix.

All in all, a clean and clear entry but I wish there was further gameplay outside of the main alignment mechanic.

Orbital Turbulence by Bewelge 2021-10-05T12:14:52Z

A very cute and both hectic and soothing puzzler. I only managed 10 levels but I enjoyed them. I'm glad there's no unforgiving death-and-start-over mechanic, just launch planets into orbit and see how it goes. Great job!

Bird Attack ! by MrSchlag2 2021-10-05T11:36:34Z

Excellent art, and a clear concept. I gave it a bunch of goes until finally the helicopter was on the cable car and I assumed I was in the clear, but we toppled over and died anyway. That was a bit of a let down (literally).

Shifty Showers by tetrapteryx 2021-10-05T13:00:00Z

Wow. Simple but excellent puzzle mechanics, cute pixelart and a great soundtrack. My first try was pretty *click-anywhere*, but then I realized the mechanics and the second time around was better. I still screwed up a few times, but eventually ended up with 32 coins.

Overall, a feel-good puzzler that I feel is worth continuing after the competition. Nice one!

Harry by Owl_Skip 2021-10-05T08:48:07Z

On my first play, when I got to 'Childhood' some text seemed to very briefly appear on screen, then disappeared and nothing happened after that. The music and descending particles all continued, but there was no more text and I couldn't progress. However, after starting over I could not replicate the bug.

It took me a second to figure out I had to click **on** 'Continue' at first, some kind of mouse-over or other markup would've helped in that regard. I initially felt the same about the chapter/topic titles (Childhood, Mother, etc), but the slow fade prompted a click faster than 'Continue' did.

I increased the text speed to about 70%, which felt more comfortable. I appreciate how there were short breaks after a comma and period, that gave the text a more spoken cadence.

I would have preferred it if the choice dropdowns didn't already have an answer selected. A few times the right answer was already selected, which felt like it took away what's supposed to be my job as a player. Having to google sports teams at one point also took me out of the game, which broke immersion/attention. For the next one I didn't know the correct answer to I just selected answers one by one, which didn't really give me the sense that I was succeeding properly.

I'm glad I read @sasha-v's final bullet point because I, too, hadn't realized the story ended right-away.

All in all, the story felt intimate and I did appreciate the open ending. I wrote a much more clunky narrative text game in Twine a while back for Ludum Dares 47, and your presentation added a lot more life and kind of a pleasant flow than I ever could.

UTNU (Unstable Table Named Uns ) by Neshtyak 2021-10-05T11:51:42Z

It was all button mashing, but I managed it in 18 seconds. I have no clear idea of a specific method I should use for running. I just balanced mashing each leg and jumping and got some good momentum going.

The art and music are cute and compliment each other. I do wish there were some sound effects for the table running. Overall a very pleasant entry!

uns.jpg

The Lonely Ghost by firetaku 2021-10-05T12:29:11Z

I fell off the map on the right side and just remained in blue limbo.

I reloaded the page, then I moved to the left side and the game restarted.

Then I began jumping the platforms. The moving platform doesn't really carry the ghost so I had to awkwardly move along with it, but I made it across. After a while I jumped over a ninja and suddenly I was transported to an interior area. I didn't know what to do inside, so I just kept moving to the right. I was then transported to rooftops. I moved to the right and fell down, back into blue limbo. I just don't know what to do and where to go.

The art is cute, but differently-scaled 2D assets are a big pet peeve of mine. Taking the log platform and scaling it up, giant pixels in the otherwise pleasant looking skybox. Then razor sharp spikes on the floor trap. There's no uniformity to the art style there.

The music was pretty and soothing, but there's a good bit of white noise throughout.

All in all, I feel like you're on the right track for a platformer, but the intended direction was just unclear to me.

Wind Rover by OminusGalaxy44 2021-10-05T11:29:01Z

I started a bunch of times, and often I'd just die from an unlucky rotation right at the start. The furthest I got was sending between 60 and 70 pieces of information by standing stationary inside a little picket created by large pieces of debris and just waiting. I clearly passed the 50 mark, but the game continued regardless, so I suppose there is no win condition?

The music sounds a little random, and magenta/grey/brown isn't my favorite palette for the art, but everything seemed pretty clear visually at least. I enjoyed the *unexpected* types of debris.

I can't remember by chesiq 2021-10-05T11:13:55Z

I went into the game not having read your explanation here on the game page. After a few tries (1st death by touching the red baby, 2nd and 3rd death by screwing up a jump). I then began clicking F on boxes and the game restarted or I simply teleported back to the start? At that point I read your explanation here and I don't think I will enjoy having to run the same course a couple more times.

The creepy vibe works well, especially the first run got the hair on the back of my neck to stand up.

LD50 — Delay the inevitable

Volcano Crisis by LeReveur 2022-04-17T08:49:46Z

Going in blind, it gradually became clear to me what I had to do and how things worked during the first play-through. I lost just 5 people that time, so knowing what to do made the second play-through a pretty simple win and I got everyone out. I had made the assumption that by extracting people, I could build less per turn, so that's where the balance of the game would be. However, just trying to get people off as fast as possible proved the best way to go about it.

While I kinda like the minimalist style, it does mean some of the concepts don't come across that clearly. People? Boat? That sort of thing. The color palette is a little all over the place, I think unifying some color tones could make the game look better.

Overall a cool idea, but I wish there were some more difficult tactical choices for me as a player to make.

Try Again by Flaterectomy 2022-04-09T11:48:37Z

@simon-rahnasto Thank you! I expect to do a second post mortem later this week, delving deeper into the narrative elements. I want to review and analyze it for myself a little more in depth so I might as well put it out there.

Dont Wake Up! by Bloham 2022-04-12T18:18:02Z

Very cool surreal vibe! It took me a bit of random running around to notice the alarm clocks, but after hitting the first one it became pretty clear what I needed to do. I then checked the game page for more info as nothing really seemed to be happening. You mentioned a nightmare, but if it's coming then it sure is taking its time.

The art and especially color palette is great, the music sounds great and really works for the visual.

Overall, a very nice one, but I wish there was a little more to do.

Dont Wake Up! by Bloham 2022-04-13T16:08:37Z

@swordmage Strange, I had left it running while not moving for a bit, and *then* I wrote my feedback, which was definitely over a minute or five. Might have been a bug, I played the web client and unpredictable things can happen in those I have found.

Baking Simulator 2022 by Sarah 2022-04-10T08:09:21Z

A very cute game, mostly just vibing and making baking seem easy. (Is it really this easy? I never bake.) I simply put in the required amounts and got an A+ on all four recipes. I was hoping for some kind of victory celebration at the end. Not much of a challenge outside a bit of mental arithmetic, but I enjoyed it nonetheless!

The art is cute, though I personally would've preferred a less grey kitchen. I suppose a professional bakery is all stainless steel, so it makes a bit of sense, but I craved some more colors there.

Overall just a very pleasant entry!

The Ribbit by omer1615 2022-04-09T17:52:11Z

I don't know if there's an actual end to the game or if it just keeps on going, but my poor coordination means I will simply press the wrong button after a while and that's that. :smile:

I see the water in the screenshots of the page, but in my limited time playing it hadn't caught up to me. I Don't know if that's whether I die too fast or whether I am simply great at the game until I quickly am not... I assume the former.

The art is pretty cool - normally I harp on an overuse of grey, but there are color tones in these textures and it works a lot better. Obviously there's a slight disconnect between the character sprite and the background, but it works. I appreciate the progress bar being a green tone that's in the frog, simple color matching like that gives is what makes it a color scheme.

Routine Medical Examination by Iamsodarncool 2022-04-05T16:16:22Z

A fun little puzzler witch clever mechanics and a healthy dose of adolescent humor-I love it!

Art-wise I would have preferred a lot less grey in the background tiles. The characters are on the simple side, but everything is easy to identify which is the most important.

The music added some urgency by being up-tempo, but but felt a little random and started to get old after a little while. But yay cowbell!

The voice acting was the cherry on top.

Nice one, this was fun to complete!

Stopping Karen by Fis 2022-04-15T20:09:52Z

A cute and fun entry! I like the concept, but the awarding of stars seemed a little easy. After doing poorly the first time I played I understood what I was meant to do, and three stars were just a given in the following levels. I got *near* the highscore numbers with a few, but never quite there.

The art is very cute and clear, the music is a fun vibe but doesn't really seem to tie in with a Karen running around frustrated.

All in all a very solid entry, if it had more levels I would've played them!

WASDWASDWASDWASD by Beard or Die 2022-04-07T16:24:06Z

Pretty fun! I like the buy system, and wondering how the next options will turn out kept me hooked until I completed the game.

Art-wise, I am not a fan of the color scheme you have--mostly grey background, heavily saturated red enemies, a desaturated orange player character.

Feels like a solid base that needs some more love and you have yourself something good.

Out of Breath by raptor851 2022-04-09T17:03:01Z

I'll not mention the hitboxes, you're aware already. :smile:

I played it twice but got stuck. I opened the toilet door at the end of my first playthrough, but don't know what I did in order to do so. During my second playthrough I couldn't figure out what I had done to open it. It mentions oil, but I don't think I ever found any.

I dig the art style, it's a cool hand drawn vibe. I wish you had a walkthrough, then I would've given it a third go with my hand held so I could complete it.

Taxapocalypse by Harksa 2022-04-18T08:48:55Z

Whoops, I knocked off my yellow stamp! 126 years in jail, go me, and then 171 on the second try! It's a fun little spinning-plates-like mechanic overall. At first I assumed Hitting a document with the wrong color would be punished but that didn't seem to be the case. After that I just tried to keep the stamps spread out a bit and that seemed to work.

I thought making it hard to see the color of the stamp when placed down on the board was a good mechanic, I had to figure it out by omission a few times and that added to the challenge.

The music (especially the "victory" sound) is very well chosen. I actually laughed out loud.

Die higher. by Spitzy 2022-04-10T07:39:23Z

I managed to make it to 456m. Just as I was thinking I wanted some kind of escalation to make it more interesting I noticed the asteroid approaching from below, so I started using the S key to drop down faster to the platforms, and I held it too long after landing, sending me straight down to the asteroid. :smile:

An effective use of the theme, the controls feel nice, and the art is simple but cute. The music has a bit of a harsh low/lowmid boom frequency going on, some targeted equalizing would help that.

All in all it kept me entertained, nice one!

The Heat is On by Voidsay 2022-04-18T13:52:59Z

It's a little unclear to me what exact mechanics delay the overheating of the oven. I started pushing some fridges into the oven room, but there was no feedback whether that was the right idea. Some fridges fell over and I couldn't them through the doorway anymore - perhaps I merely needed to knock them open?

A few times I ran up to the hole I blew in the wall but was too close to it to jump.

An interesting entry, but I wish there was some feedback to inform me whether what I was doing was correct.

Definitely not Titanic by Charles Viau 2022-04-05T19:12:14Z

A clever take on the theme, combining it with such a well-known tragedy.

It felt like there were insufficient barrels right from the start. Like there should be a point where you feel like you're in control before things ramp up, but I just never found enough barrels to patch things up. Some kind of directional indicator (visual, panned sound, etc) of a barrel spawning would also have been welcome, I just kept circling through the locations hoping to find barrels.

The intro was pretty cool, as was gameover sequence, but the timing on them was a bit slow paced.

All in all pretty cool, just those things I mentioned stood out to me.

Work Avoider by made3 2022-04-09T16:24:49Z

A fun concept! It took me a run to figure out that there were mouse controls in order to minimize the screen and turning it back on, but after that things were pretty clear. Lining up for the correct shot to catch the missile and the enemy felt a little iffy at times, but having the shield available for the worst moments helped a lot. Fun entry!

Ram or Be Rammed by korfi 2022-04-05T18:59:58Z

A very fun entry, things became clear very quickly and the turns were just fiddly enough to make it a challenge. Clever use of obstacles and requiring the truck to demolish them.

The art is pretty clear, sounds were helpful but I would've liked a 'truck is approaching' noise when he gets closer for extra dread. The music sounds a bit randomized and doesn't really suit the gameplay though.

Not great on theme, but a fun game to play.

the pond by Misfire_dev 2022-04-10T12:26:23Z

Took me a moment to figure out what I was meant to do, but once it was obvious I was launching myself across the map it was fairly smooth sailing. Eating the bugs after I evolved was a nice escalation, trying to stay on the lily pads and all. I ate my final bug and then accidentally sent myself into the water, so I don't know if there's a stage beyond it as I died after what I thought was attaining victory.

Cool art style, sweet atmosphere. I dig it!

Hot point by Debone 2022-04-10T12:10:06Z

A simple but interesting mechanic. Feels a bit like a proof of concept, I really wish there were a few more levels, but I know how gamejams work and *more* usually isn't an option.

The pixel art is cool, but I wish the UI matched the scaled-up style.

Good job!

Caterpillar by LDJQ 2022-04-19T15:55:47Z

You chose a pretty bold art direction, which I can appreciate, even if it didn't exactly make things easier to see. That said, the game is more an experience and a vibe, and not much of a challenge in any other way so it didn't really hurt things.

Bright and psychedelic, and a little story to the fetch quests. Simple stuff, but I enjoyed it!

Timebound by zSharpFire 2022-04-10T13:31:17Z

A pretty classic top-down shooter. What stood out to me was that the screen felt *small.* I would've preferred a more zoomed out look. I enjoyed there being different weapons, but it felt a little like I just had to take the cards I was dealt rather than making any tactical decisions.

The art is very simple, but things are visually clear at least. The music got a little repetitive after a while.

Overall fun to play for a while, but I wish there was a bit more of a ramp up of escalation.

Journey in Spacetime: A Text Adventure by shortCreative 2022-04-07T16:47:13Z

I was excited to see another Twine game!

I will admit that I am a little confused at the significance of the blurry thoughts contradicting the *character creation* choices made previously. I am sure it means something, but it went over my head a little.

Managed to get all three endings. And I appreciate the alarm sound warning you left here on the game page. :D

Journey in Spacetime: A Text Adventure by shortCreative 2022-04-08T15:32:00Z

@shortcreative It all makes sense in retrospect! I think maybe some foreshadowing of parallel dimensions could have helped me get there on my own. Thanks for the explanation!

Myst the Alchemist by netpunk 2022-04-09T17:32:47Z

Interesting take on the theme! I wish there was some kind of hint system to steer me in the right direction though, I ended up with a giant stack of dubious potions and no real idea where to go from there.

The art is cute, though there's some upscaling issues where a sprite has been enlarged by a decimal value (i.e. 1.5, 1.33, etc) so only *some* of its pixels are doubled and that's a pet peeve of mine.

Dig the idea, but I feel like I was thrown in the deep end a little.

The End Is Coming by MOOOKS 2022-04-07T19:32:09Z

Very simple but clever, effective, and pretty well executed. I made it to 147 at which point I screwed up and things went blam.

The art is simple but clear, I did notice the asteroid's trail isn't similarly up-scaled pixels as the rest, and that's a bit of a pet peeve of mine. I enjoyed little touches like the chromatic aberration though.

I was happy for the music, but it sounded a little random and not really matching the game. SFX were solid.

Nice one!

Male Pattern Boldness by Choo 2022-04-08T15:52:59Z

Nice and absurd! I didn't make it to the end, I Was 5 or so levels in when I Scored a 49% after some items had just slipped off his head and I felt a little sad. :D At one point I noticed white text on a white background (the coverage percentage against a cloud in the back) and couldn't read the result.

I really wish there was some clear feedback on hitting Z and grabbing. It took some struggling at the start trying to figure out what I had to do. A grab frame and a fail and succeed sound for instance would've helped. Currently pressing Z when there's nothing to grab doesn't tell me what Z actually does.

Loved the art, a nice and cooky style. Music helped set the tone. All in all a very fun entry!

The Boar by SergioPoverony 2022-04-09T16:17:31Z

A simple and clear to understand concept, executed very well. I Was very happy to get the speed boost from the acorn, that was a very needed tactical element. The art is solid, all in all very well done!

leaky robotic arm by inert_aesthetic 2022-04-05T18:26:24Z

It took me a little bit to fully understand things, even with the explanations on screen. I kept forgetting the keys I needed to use. :upside_down: But after a while things came a little more naturally.

It feels like it's a solid minigame, I can picture it being used in some bigger context.

Art-wise I wish the oil wasn't so pixelated, or that the arm was more pixelated. Theyr'e not in scale with each other.

Clever mechanical entry!

LD51 — Every 10 seconds

Tenjutsu by deepnight 2022-10-03T23:14:34Z

You always deliver. The art style, the *gamefeel*. I've done a handful of levels, but I know I am going to come back for this one a couple more times. The sounds were the only thing that stood out a little harsh sometimes, but they add a lot to the feedback of the game, so I much sooner prefer them in than out.

Excellent entry, will come back to this!

7 in 1 in 10 by joewan 2022-10-04T09:44:20Z

Wow, you did a bunch of LDJAMs in one! A fun way to tackle the theme, and all the minigames feel pretty consistent throughout (tire jump might have been too easy though). The art style has this sort of grimy realistic feel and it also carries throughout. My first thought went to some kind of 90s cartoon that uses photographs mixed in, but I think that thought was heavily influenced by seeing the TV backdrop and having the whitenoise cuts between the games. Extra points for style! Fun sound effects and choice of music when it was there.

I didn't manage to make it through a full run of the games, but spent more time playing than I would've expected beforehand. Nice work!

Exorcist Patrol by PeachTreeOath 2022-10-04T12:01:03Z

Terrific job, this was such a fun entry. The ten second timeline on which to place the different attacks and then having it play out more or less as a physics game is such a strong concept! If you would've had some kind of roguelike scaling at the end where ghosts gradually get more HP and the player can balance new cards and their effects then I would've kept playing this for sure.

The art is great, and lots of nice little visual candy/animation elements to boot. I want to add some critical feedback but other than *'it ends too soon'* I am coming up empty. Great job!

Stella Brown and the Curse of the Grocery Witch by Iamsodarncool 2022-10-03T23:05:31Z

Stellar intro sequence to the game, with sick cartoon art and even voice acting. Dang!

Clever switching back-and-forth mechanic to platform around with, but I eventually ended up stuck on the ground between a bus and a van and couldn't find a way out. There was one of those monsters with me, but I had already found out they do no damage. I *was* playing the web build, it might have been a bug, as I assumed spooky beasts would hurt me.

Excellent music, love the contrast between the backing tracks of the normal world and the shadow realm, yet they still work together.

Awesome entry!

Space Dizzy by Mads 2022-10-04T14:15:13Z

Great puzzle game, and I love the art style you went with. Excellent palette and that soft glow is just chef's kiss. Unfortunately, I am bad at puzzle games. There's one laser, some big purple blocks, and my monkey brain can't comprehend the next required move. Part of it is that the rest of the level is outside of view and I do not have the required recall to know exactly where a ledge may be when I can't directly see it. Which is a shame, because I'd really //love// to play more of this just to explore all the assets.

Controls felt good, the character death--while obviously sad--was a fun explosion of pixels to behold. The music really set a cool vibe, sfx were great. Overall a very solid entry!

What's the rules? by Pusheeneiro 2022-10-04T09:51:28Z

Some fun mini games, and there being no explanation does add to both the stress and enjoyment, but it also ended in me dropping the game eventually because I have no clue what to do with the vegetable level. Some kind of hint after failure might have kept me going.

The art style is simple but clear and consistent, the music feels a little random but I was glad it was there. Overall pretty cool!

Lucky Lefty Lost In A Labyrinth by TheBookSnail 2022-10-04T11:42:37Z

A fun little puzzle game! I had to check the settings to find out that the tiles decay after 10 seconds, I was wondering whether that was the tie-in to the theme. I managed to make it through all 20 stages, but I think the last stage took me like 13 tries. :laughing:

The art tugs at a pet peeve of mine when I see differently scaled sprites in a game. Big chonky pixels in the numbers, fine rescaled pixels in the snail. I think the size of the snail is divided by something other than 2, 4, etc, because I see some doubled pixel clusters which you get after imperfectly scaling sprites. It's a personal dislike of mine, but a consistent style will just look better in the end.

I also wish the movement was a little more snappy. I get it's a snail, and they're slow, but the slow rotation and crawl started to get to me on the more complex stages where I ended up restarting a few times.

All that critical feedback aside, I absolutely enjoyed the game and happily finished the final stage! Nice work!

The CyberZapper by Vhalenn 2022-10-04T10:13:21Z

The game looks pretty great, the glow effects on the lasers/orbs really sold it. The design of the robots also looked solid, and the music was a nice subdued but thumping backdrop. The audio indicating the time limit was approaching was helpful, but I did noticed it kept going while I paused the game, so it was stuck on the end of the stress-build-up loop after I unpaused. Not a big deal at all, but I figured I'd let you know.

My main issue was with the (lack of) difficulty of the game. I think I may have taken some damage at some point, but there's plenty of health lying around (would have loved a pickup sound for this) that I never got anywhere close to dying. The big boss was easily dodged, I kinda just gave up on attacking him after a while.

I stuck around until room 54, expecting there was a goal of reaching room 50 because of the text at the start: "In this exam you will have to **survie** (typo alert, should be 'survive') to 50 rooms"

All in all it looks good, it's a solid entry! I enjoyed the different weapons (though some lag on firing them felt a little iffy at times), and you can definitely continue to develop this into a more complete game!

Sweet Seconds by Jag 2022-10-03T22:43:38Z

A cute concept, with a cute color palette to match. It took me a few seconds to figure out what I needed to do, but became apparent pretty quickly. The levels take a little too long for my liking in regards to a jam game, with a lot of repetition of the same action and needing to then get 10 returning customers means you're doing the same thing a lot. I completed two stages.

Solid entry, nice job!

Tower of Time 2 by CodeRaurus 2022-10-04T12:18:38Z

I kinda like your twist on the theme by making time stop when your character stops moving, but damn I could not make it through the third level (the same one @poboy posted). I had a *feeling* the clocks didn't add any extra time, some visual/audio feedback to affirm that it does indeed happen would've been a bonus to take away any doubt.

The art style is solid (I might've removed the patterning in the darker background tiles to make it less cluttered-looking, but that's a personal preference), and moving around feels fun which is vital for a platformer. It's a shame your grace/coyote time broke, that would've helped a lot.

Solid entry overall, though I wish there were some more intermediate difficulty levels before the one I got stuck on. :smile:

Seconds in Command by Javid Ladhani 2022-10-04T10:59:57Z

Ha, and here I was really expecting a basic cowboy shootout game. I was very pleasantly surprised by the different minigames and the unexpected opponents.

I ran into an issue fighting Rexie where no matter what I tried with the spacebar (or any other key I tried) my character would just stand still and Rexie would lunge at me. So I hit P to bypass the level and it turns out that was the last one, so I got pretty close to a clean victory. :laughing:

The art style on the basic side, but it is consistent, the music added a lot to the vibe of each opponent. The different opponent intro-screens were a great touch. All in all, nice work!

Foody the Robot by MadR 2022-10-03T22:19:08Z

A clever game of memory! At one point a dice rolled off-screen so I couldn't see what it landed on, that was unfortunate. The robot seemed to move around between the products in an inefficient way, and sometimes lingered at a spot for a while, which didn't affect the game but it struck me as odd. I ultimately completed to 5 products after about three tries, and then messed up on the 6.

Cute art, though I am not usually a fan of mixed-resolution styles, it doesn't bother me here so much. I liked the lighting effects and the music was simple but soothing. Nice effort!

Room Again by SofiGnedova 2022-10-03T22:30:06Z

Terrific art style and clever puzzle mechanics as well! It took me some effort, sometimes it wasn't clear I had gained a new item in my inventory and I accidentally ruined my chances, but I eventually escaped the room. I assume the three panels afterward are the victory screen, that wasn't immediately clear to me either.

Great art, moody music and nice puzzle design. Great entry!

Void Well by Helzinko 2022-10-04T11:11:32Z

A fun little game with a solid concept behind it, though I am wondering how it ties into the theme. Does the water raise every 10 seconds? That wasn't immediately clear to me.

I made it to 26m / 2:51:73 by stacking two columns of blocks and alternating between the two, before accidentally falling off. I am sure there are better strategies than what I tried, though.

The art is very solid, I like the style and gloomy purple palette. The music adds tension without standing out. Great job!

Phantom of Time by Lemare 2022-10-04T09:33:54Z

A solid use of the theme, with great art -- excellent use of the palette to separate ghosts/keys/background , it's a simple but often overlooked method to really make things visually clear. Good use of sound to indicate the time limit was approaching too, though the ramp-up sounds could've started a little sooner for me personally.

My one issue was that (I think) there's no grace period after going just over the platform's edge, which I've come to expect from platformers by now. I fell down a ton of times expecting to still be able to make the jump, and it eventually lead to me putting down the game sooner than I would've liked.

A great entry, good job!

A Little Bit Of Everything by Matt Ravenhall 2022-10-04T10:24:22Z

Ha, this is both fun AND mean! :laughing: Click the button *exactly* 20 times while I am stressing over making the time limit? Cruel! I did manage to clear all 15 levels on my third run, so all in all you managed to balanced it pretty well for how much time I usually hope to spend on a jam game.

The 'how to play' page could have included there was a WASD/SPACE portion to the game, that caught me off guard a little.

The art style is clear, though I wish there was a more pleasant palette used which would've elevated the look of the game a lot rather than having primary colors + grey on a black background.

All in all, a solid series of minigames, that doesn't stretch on for too long and lives in the Goldilocks Zone of stress and enjoyment!

What's Under The Teapot? by thegamearchitect 2022-10-04T10:39:57Z

I clear concept, but after about 400 seconds my interest had steadily waned to the point where a 'you lose' screen was more welcoming than the 'correct' screen. It would have helped if there was no waiting time between selecting which item was new and the 'correct' screen, I think.

The camera controls were an interesting choice, but I'm not sure it was really needed. Holding right-click and moving around seemed like a more intuitive approach to me.

All in all not bad, but I wish there was more to do for the player.

LD52 — Harvest

I Require Human Parts by Flaterectomy 2023-01-10T18:50:35Z

@919113 Thanks, I'm glad you do!

@boldbigflank Thank you, much appreciated!

@nvrskipgameday There is a 33% chance that the crew member slips away, I've had it happen up to 5 times in a row myself--that's the risk of using 'real' random chances for these things. I'm glad you enjoyed it still, though!

@fc85057 I added the sniff mechanic pretty late in the process after realizing that having just the security cameras would make for a pretty boring loop. I agree it's not immediately clear. You *can* find people without sniffing by inspecting the location they happen to be at, though.

Two crew members hiding in the same spot is unfortunately a result of me not being a good programmer. I couldn't quite figure out how to avoid that from happening with the system I had made. The chances that it will happen are pretty slim, but I ran into it during development too.

@ellie-rasmussen The disconnect between the visual map locations and the room names to pick from was intentional, you'd have to learn the room names as you play. I figured having that having that learning curve was a free-and-easy way for players to get better at the game as they play it--but I agree it's difficult!

I Require Human Parts by Flaterectomy 2023-01-12T22:40:29Z

@zungryware RE: "I also thought maybe the comms panel was going to be used to trick a human into coming out. Like, you would send a message to one of the humans making it look like one of the humans you just killed saying, “Hey, I have it trapped in the Medical Bay! I need your help killing it though!”"

That is a *great* idea, and the only consolation for not coming up with it myself and implementing it is that I know for sure I wouldn't have had the time to do it. :sob:

I Require Human Parts by Flaterectomy 2023-01-16T16:55:03Z

@lereveur Ahh, this is what happens when I copy&paste code and forget to replace a word. I guess trimming code down to be versatile rather than having multiple instances of the same thing is obviously better (but harder for me to figure out). Thanks for then report! I will fix things up in a post-jam version.

@lone-wolf I was debating whether to label the map or not, and decided against cluttering the header more. Not the *best* idea I had. :laughing:

@simon-rahnasto Hey, I'm glad you checked my game out again! I think the sum of the parts I created ended up better than I anticipated. Glad I just trusted in the process!

@peachtreeoath It was a little awkward trying to depend on an out-of-game skill up of the player, while knowing how to finish the game super quick myself (provided the dice rolls are in my favor). But it seems to have worked out!

As far as Twine's capabilities, it is of course well-suited for narrative node-to-node text games. And that's more or less what this is too, but with some variables and if/else statements you can treat a node as a function and make something more systems-based.

For example, each location node first executes code from a separate TakeDamage node that reduces player HP and some other cooldowns, then it executes code from a separate Header node to display that information.

Add in some CSS to design a less standards look and it gets elevated pretty quickly. I believe Twine has been capable of these things for a long time, I'm really not doing anything special code-wise.

I Require Human Parts by Flaterectomy 2023-01-22T17:59:09Z

@thomasward I'm glad you enjoyed the messages, they were fun to write! Surprisingly, I hadn't thought of Among Us once while making this game. I've never played it, but I've seen plenty of videos where people play it, so I *am* pretty familiar. It didn't occur to me consciously, but I am sure my subconscious was drawing inspiration from it. I primarily thought of the Alien movies and Alien Isolation (which I also am only familiar with from videos).

I had a go at Deep Space: Beyond but ended up getting stuck. I was hurrying because of the oxygen, so I skipped reading some things. In hindsight I now know I can read comfortably at my own pace, so I will give it another spin later on.

GRIM REAPER: Harvester of Souls by dkdwrek 2023-01-10T22:38:36Z

A great game, especially appreciated the balance of enemies requiring either killing or soul sucking, which kept me thinking tactically throughout!

The art is great, though some more visual effects on enemy death would've added the necessary game juice. The music was just hype enough to get the blood flowing without standing out too much.

All in all, an impressive entry! Nice work!

Monkey Oolong Harvest Bop by PeachTreeOath 2023-01-16T16:35:00Z

Oof, I had trouble gauging when to hit space but it seemed to get a little better over time. Part of me expected that I had to hold down space and then let go in order to charge/throw the monkey. This is probably due to past experiences. It took a little while to shake that instinct.

I think I ran into a bug when I flung a monkey off a branch, picking up the tea leaf on the way off-screen. He respawned in his previous position, the leaf was gone, but the game didn't spawn new leaves. The situation happened again a little later, but then new leaves *did* spawn, so I unfortunately wasn't able to reproduce it.

The graphics are great for the vibe you're setting, and the monkeys are super cute. Part of me wanted more monkey animations, but it's a gamejam and *more* is usually not available. :D The music mixes traditional sounds and a solid drum groove well, a solid nice fusion.

All in all a fun monkeylauncher that I, unfortunately, am pretty bad at. :laughing:

Scarecrow Attack by digitaldude555 2023-01-10T22:46:08Z

I didn't read before I started and neglected to harvest for a while at the start. Oops! The strength of the game lies obviously in hitting the crows, but the harvesting felt a little meaningless other than running up the score. That said, smacking those crowd kept me entertained for a while!

I like the art, the scarecrow and crow sprites are great. The rectangle to harvest from is a little too much UI for my tastes, some other sprite would've been welcome there. I get it, though, that's just the nature of a limited amount of time in a gamejam.

Chop Crop & Drop by Simon Rahnasto 2023-01-16T17:35:41Z

A very clever game! At first I skipped through the tutorial text, but immediately ran into not knowing how to attack so I had to restart and read things. That part was tedious, I do not enjoy just reading and retaining information without using it straightaway, but I needed to know these things.

It was fun to level up the enemies and skill points at the same time. I decided to take it slow for a moment and fill out all of my skills with low-level enemies before focusing on getting higher tier opponents. I enjoyed the strategy of slashing for a wide sweeping attack across enemies that were side-by-side, and piercing for enemies that approached single-file. Getting to place down the enemies makes for some fun tactical choices.

In the end, the final boss wasn't too difficult because of the pierce attack, and having stealth to disengage before re-approaching after I took down a tentacle.

The graphics are very cute, with solid animation/bounce to keep everything feeling alive. A strong soundtrack too, just all in all a great job.

Mun Fields by MadreDeDios 2023-01-10T16:21:52Z

An interesting idea, though for me the timer got in the way of really figuring out what works best and where. I was hoping there was some mechanism to add more time, right now it just seems to end there and that's it-no win or loss condition. Or if there are other ways, then I couldn't find them.

The graphics are pretty decent, I like the different plant styles and appreciate the different palettes in lighting/textures on each moon. The music started to get on my nerves pretty quickly - it felt a little random, and there are some harsh frequencies that could use some EQ cuts.

All in all I like the concept, but I wish I could play at my own pace or at least have an objective that allows me to do so.

Water Tower by KeithSwanger 2023-01-12T22:36:33Z

Such a simple concept, but executed really well. I made it to day 14--needing to shoot two gold fruits without scoping or missing proved pretty impossible at the distance they appeared. But that's a good thing, I can't keep playing this for hours and otherwise I might have. :smile:

Nice art, decent soundtrack though it started to sound samey after a while. Overall a very solid entry!

What must be done by Diego Teran 2023-01-10T22:15:18Z

I ended up playing this for much longer than I expected! A very cute action shooter, nice use of rogue-lite upgrades. Getting the auto-fire upgrade and stacking damage and speed was a ton of fun!

The art is clear and cute, though impact effects would've added a lot of *game feel* that is currently missing. I also noticed that my max health (empty heart icons when you're lower health) wasn't displayed after getting hurt, so I was never sure whether I really needed to heal.

Music worked out well for this game, set the mood very nicely. Great job!

Organigrow by Phillip Scott 2023-01-10T22:57:20Z

Wow, very cute and very impressive! I honestly wish there wasn't a time limit, I would've kept playing for much longer if there wasn't. :smile: The different tool mechanics make for a fun gameplay loop,

Excellent low poly art, everything looked well designed and put together. All that was missing was some ambient sound or background music.

This could easily be built into something bigger post-jam that I think a lot of people would enjoy playing. Stellar job!

Far VVest by Pikario 2023-01-10T22:26:32Z

Ha, this was fun! No real challenge in there, but when you slap humor on everything I keep wanting to upgrade to see what else is coming.

The gunplay was simple but effective. Obviously missing some kind of loss condition there, but I enjoyed it still.

I felt the intro, while fun, was a little slow. I would've liked to have seen the voiceover/text scroll at the same time as the illustrations that followed them just to keep the pace up there.

The art is a bit janky but that suits the style. All in all, I didn't expect to be this amused. Great work!

Oyster Odyssey by osh.studio 2023-01-12T22:13:27Z

It's not often I spend more than 30 minutes on a jam game, but with this I just had to keep going... possibly over-leveling an upgrade or two, I made it in 35 minutes. :smile: A solid mechanism, the slowing down when carrying a lot of clams gave me some anxiety but it thankfully never resulted in death.

I enjoyed the graphics, they were simple but clear and well executed. The air bubbles were a nice touch, it feels like you balanced polish and gameplay well. All in all, I was entertained for a good half hour, so thanks!

Don't let them bug you by Brandsma 2023-01-10T23:30:33Z

A solid tower defense game! I appreciate the variety in enemies, and the plant growth + duplication mechanic was a smart take on the theme.

I dig the low poly art, the default volume of the music was a little on the loud side. All in all, a solid entry!

Scratch Harvest by Skoufakis 2023-01-10T23:45:36Z

Just pleasantly driving around the soft colors, harvesting crops. The music helps the vibe a lot, it's all very zen. Thanks for this moment of relaxation in an ocean of harvesting organs! :smile:

Organ-ized Crime by ZungryWare 2023-01-12T20:03:05Z

Zungry! Fancy stumbling upon you here, away from WATMM! :smile:

A fun interview-style game, figuring out who is (un)healthy in what way. For the life of me I cannot figure out level 6, though. Seems to be one dude who is a perfect match, but I can't say anything to get him to follow me. Tried the other three but as expected from their answers, they were unhealthy. My rationale is failing me.

Dig the concept and the throwback graphics. I appreciate that the sprites have a front, side and back version! Obviously, knowing your abilities, I was missing the music.

All in all a really cool concept and I wish I was smart enough to complete it!

Organic Mouse by Jenny B 2023-01-10T21:44:45Z

A great result for your first game! The platforming itself felt a little sluggish and floaty, but that's to be expected if this is your first time. I ran through twice, the first time trying to pick up everything and getting the science ending; the second time only picking fruit and feeling more wholesome at the end. :smile:

The graphics are pretty cohesive, though at times I struggled a little figuring out what I could move through and what would block me--a visual indication for the difference would be welcome.

The music is very nice and sets a great mood. Some jump and pickup sounds would have been the cherry on top.

Nice job, keep making games!

Powered Plants by RobotChimp 2023-01-09T20:14:04Z

Wow, a great entry! Solid tower defense with some interesting upgrades, and a nice escalation per wave--I managed to get to wave 8 before I couldn't keep up anymore.

The art is good, you're sticking to an aesthetic very well and I dig the palette. Impact effects, camera motion, time slow-down on a hit, it all works together well to add juice to it all. If I try to nitpick so I can have something critical to say, it's that the font can be a little hard to make out at times. All in all great work!

Kobold Fishing by Gawain Doell 2023-01-10T23:11:18Z

The base mechanic is solid, and the over-fishing element is a neat idea. I did end up making the fish go extinct on purpose because there was nothing new to do after catching 241 fish, though.

The art is basic but clear, and the sound effects are charming. This game had me **hooked** (get it?) much longer than I anticipated!

LD53 — Delivery

Cassie's Truck by thristhart 2023-05-02T00:40:54Z

Cute and a little unhinged! (In a good way.)

Normally one of my pet peeves is seeing differently scaled sprites, but you embraced it both visually and with the silly tone of the game.

The combat seemed to not be too difficult, but the different options each character offered kept it interesting. At times I found it hard to track what the enemies were doing exactly. If you're looking for an area to improve then that's where I'd put my energy.

All in all I had fun, and I saved the birthday party so everyone is happy!

Icy Porch by jebouin 2023-05-04T17:58:09Z

This is an impressive puzzler! Very fun mechanics, there were a couple of levels where I had to really focus to get the timing of jumps right in order to beat them. A good baseline challenge, though I felt I got sufficiently used to the mechanics about 2/3rds of the way through that the last levels weren't that hard anymore.

I love the big swoosh effect after completing a level and the pixelart is simple but well done--though the title screen feels a little more sketched than the rest of the game. All the while the music sets a vibe in the background without ever becoming repetitive, and solid sfx as well.

I had fun playing this, good job!

The Doldrums of Delivery by Flaterectomy 2023-05-02T08:30:31Z

@zungryware Don't you *dare* apologize for giving good quality feedback! :laughing:

There is a pretty simple system to the structure of each level: they are all a circle around an elevator room (think your keypad around the [5] key in the center), with two of the up/down connections being in a different spot than the center. Honestly, knowing the system, I myself mostly remembered the vertical routes and simply circled around the target levels without remembering the exact location of my target.

The diamond-pattern navigation is a solid idea that would probably take me half a day make, but it would also make navigation *too* easy given the basic grid of the city levels. I had meant to add something of a simplified visual map (like the one people barely noticed in I Require Human Parts), but I ran out of time with just a day and a half available.

As for the writing, I again agree. I used ChatGPT to give me ideas in bulk for descriptions and dialogue, that I would only need to slightly edit about half the time. But I feel it does create for text that *doesn't really matter* in the end. I was impressed how well ChatGPT keeps to the entire conversation we were having, so it remembered location names from before and some of the world building aspects came from there.For example, I had asked for district ideas based around the theme of each level, and at the end of the day when I asked it to generate things that robots might say during the random encounters, many of them referred to events in those districts.

That said, all that writing is indeed world building more than that it creates active game elements to interact with, which I am generally okay with (a story doesn't *need* to be all plot, either), but it doesn't delve too deep and doesn't make for engaging navigation. The original plan involved more things to do in the city (outside of getting a job at ACE on Level 4 and upgrading firmware at Robotics Research on level 6), and having the random encounters also offer skill check challenges. If only there was time. :smile:

Great feedback, thanks a ton! :heart:

The Doldrums of Delivery by Flaterectomy 2023-05-15T16:11:25Z

@yngvarr Thanks so much for the elaborate feedback! You are absolutely correct, navigation is far too difficult the way it is now. Seeing you move move around the city in the video is evidence that I am not properly revealing the simplicity of the city's layout; I really needed that visual map, but simply did not have the time.

citymap.png > The city map!

The game play loop itself isn't a *fun* one, it's a slog to get around if you're not hyper aware of the layout like I am, and there's a significant chance you fail the delivery and miss out on the XP. In retrospect, a delivery should always give XP whether it's successful or not, and the amount of successful deliveries should have been what unlocks the victory condition rather than leveling up each skill bonus to +3. (The robots being difficult and emotional rather than straightforward and logical was a juxtaposition that amused me.)

Fast travel to the research facility is simply something I never even thought about. The return to the distribution center was kind of a spur-of-the-moment thought at the time. A fast travel option that appears after the player has visited it once might've been a nice touch.

The random encounters are indeed mechanically meaningless, and mostly there to add some life to the city. They were *meant* to be proper obstacles, but again... no time. :sob: I go further into it in this [final thoughts blog post](https://ldjam.com/events/ludum-dare/53/the-doldrums-of-delivery/the-doldrums-of-delivery-final-thoughts).

This weekend I successfully coded a small map mechanic to see if I could even do it. I am debating whether I want to work on a post-jam version; I am not sure this game could ever be truly *fun* to play, but on the other hand it'll probably be a good exercise.

Twine outputs HTML/CSS, so with sufficient wrangling you can do some fun visual stuff.

Again, thanks a ton for your thoughts and the video! :heart:

Stand & Deliver Snooker by Osterzone 2023-05-02T09:58:13Z

A relaxed little game of snooker! I noticed a few times that the trajectory-line didn't predict the direction of the ball very accurately, as it aimed directly at the hole but then the ball veered off to the side. That might have to do with spin, I don't have much experience with actual snooker.

The balls rolled to a stop *very* slowly a few times. A mechanic to hurry that along a little would be nice, keeps you playing instead of waiting.

Personally, I would've kept playing this a lot longer if there wasn't a 5-lives-maximum. If missing would just affect score instead, I could've enjoyed this game for quite a while!

Visually everything is pretty clear, though the green and brown balls don't contrast much with the green of the table. The colors themselves look pretty *standard Unity palette*, a custom or more distinct color palette would've helped set things apart.

Ship it! by Kaptajnen 2023-05-02T08:46:00Z

A clever base mechanic here, things are immediately clear, and very much giving me *spinning plates* feelings as I tried to anxiously keep closed boxes from falling to the floor. I pretty quickly got to a point where I stopped caring how much I lost though, as things were falling off left and right. I agree that having more levels and ramping up difficulty would've kept me engaged for longer.

The art is pleasant, the color scheme chosen works very well. I like the little puff of dust as the packages land on the conveyor belt. The only thing that stood out as less visual fidelity is the trucks, just being the same town down view while the game itself is angled.

Not sure if it's due to the web interface, but there's a slight lag between clicking a button and it activating the pushers, which stood out to me.

Good job!

PACKGO: Ultimate Road Train by Arqcenick 2023-05-02T19:59:19Z

A simple concept, but well executed! Steering the truck feels nice and fluid, and the art looks pretty. I kinda wish there were sound effects for driving, that always sells the experience. A short entry, because I didn't get *that* far, but well done!

XD Lines by Renard 2023-05-02T16:29:19Z

The best strategy so far seems to be to just floor it over the hills directly where the arrow points you. I didn't notice any speed reduction out there, so I offroaded for a while. A lot more forgiving than Euro Truck Simulator! I drove about 4 routes and am a millionaire now. Sweet!

Driving felt a little clunky at times, especially under breaking, but I had solid control most of the time. Nice effort!

Invernal Slumber by kohqctps 2023-05-06T11:59:49Z

A very cute entry, the art and music set a cozy tone.

I had some issues at first not being able to clearly tell what trees I could and couldn't pass. The very wide trees blocked me at the bottom, but I could pass through higher up. The narrow trees I could pass, but sometimes you can climb them? That messed with my brain for a moment, but I trial-and-errored my way through.

At one point I picked up an item while I lunged down and fell to the ground, but the little dialog box that informed me of what I'd found was still up and out off frame, keeping my character locked in place until I pressed [E].

There was some awkwardness with pacing/movement agency when I delivered an item and then had to wait a few seconds without being able to move. Similarly when completing the ritual, the little waiting time can't be expedited with a button click, and I felt like that frozen moment wasn't necessary.

Dragging items into place in the ritual was a little awkward because the 'Tetris shape' (I'll just call it that for now) of the item stands out visually more than the item itself, so I kept trying to drag from the 'Tetris shape' rather than the item itself, which didn't work. An outline when hovering over the item might work better there.

When I finished the game I only got the choice to press Q to quit, but I wanted to play again. I was playing on web, and just reload the page, but I'd suggest making it as easy as possible for a player to play more of your game.

That's the only real critical feedback I can think of. The art is cute, plenty of clear animation and character poses to give the game a pleasant vibe, and nice music to set the tone. Jumping/landing sound effects would've been welcome to perhaps add some game feel.

All in all a very nice entry and I enjoyed playing it!

Volcano Buggy by Liven 2023-05-05T21:12:05Z

You definitely managed to create an enjoyable driving feel here! It took a while for the blue clouds to appear for me, I think it was after I got near the volcano's top?

I fell through the level a few times, but the car gets reset to the surface, so it didn't interrupt much.

All in all I feel this would be a nice open-world driving game with the mechanics for driving you have now. Put a cool down on the turbo, some delivery objectives and a story to connect it all, and I'd be down to spend hours here. For a game play showcase, good job!

Worm Eats Inc. by sillyman987 2023-05-04T17:08:13Z

A cute entry, but it got a little dull after a while. I noticed I didn't need to actually pick up mud, and I could just circle in the same spot through the tunnel I made and the dirt would still increase.

Some kind of obstacle to overcome or other challenge would be useful in keeping things interesting, but as it stands I am just repeating the same little circle over and over again.

Combine and Conquer by Quackqack 2023-05-02T00:18:48Z

A pretty interesting mechanic, simple but effective! I immediately started placing connections incorrectly and ruined it for myself, then accidentally screwed up a single click on my second play-through too, but the third time went much better. I took it slow and was AFK for a bit, and ended up I mixing the colours in 479 seconds.

However, I wish there was some kind of challenge other than having to get the connections right and trying to do it as quickly as possible.

The art is simple but effective, and I appreciate the clear How To Play you made.

Pro Epistula Mori by squimmy 2023-05-04T16:57:33Z

The never-ending waves of brothers was a fun way to explain multiple lives! Clever design and nice ramping up of difficulty and new forms of incoming damage. The music started getting on my nerves a little after a while - a lot of mud in the bottom end of the mix. All in all, *I had a blast.* Well.. I got blasted.

EneRail by Ryabchik 2023-05-06T19:28:51Z

A simple but enjoyable puzzler due to the character you put into the writing. The puzzles themselves often were a little easier than I anticipated, avoiding the transports and just moving to the exit, which was cheeky. :laughing: But the real meat of the game is in the writing, and the messages along the way. Well done!

I noticed you had a quit game option at the end, but no replay option. I always advise making it as easy as possible for a player to play more of your game, so that's what I would suggest.

All in all a fun entry!

African Bicycle Dealer by OldDog 2023-05-05T08:48:27Z

The ringing of bicycle bells got a little over the top with a couple of bikes out. :smile: I was happy to see new mechanics appear over time, though I wished there was a little more to *do*, even if that's not what idle games are generally known for.

The art is clear, the sfx are good (but too numerous and repetitive) and the music brought chill elevator vibes.

Pour and drink by Ikvelibrium 2023-05-04T12:41:31Z

A simple concept, which can definitely work, but there's little challenge in the way it is at the moment. Reference the recipes a few times, return and click three ingredients, mix, serve, complete. I don't think the timer ran out on any of my drinks.

The art is great however, there's a lot of character in that regard. The music got a little repetitive over time.

The Night Witches by Kultuk 2023-05-06T21:53:30Z

A clever take on the theme! The last level gave me some issues, I felt it eventually came down on the luck of my timing more so than my skill with timing, but I saved (well, *helped*) the motherland and had a nice balance of frustrating moments followed by epiphanies on the way.

Nice retro graphics, amusing animations in how the enemy planes flip over into the opposite directions, and definitely an epic soundtrack to set the vibe. All in all a great entry!

Deliver Inc. | A Delivery Simulator by innocuousuk 2023-05-03T09:54:54Z

All in all, a fun little delivery game. I think you could have done more with navigation, even coloring houses red, adding a street sign and giving the delivery address of **Mulberyy Rd. in Redtown** would've been better than **East Houses 1**.

What kept me playing a while was my curiosity on how the truck upgrades would work out. The suspension and tire upgrades didn't feel like it did much in terms of being able to take bumps and keep my cargo onboard.

I also kept falling through the floor when selecting to drive at the garage. Thankfully you have the **Tow to Garage** option.

The jobs list didn't need a scrollbar, there are plenty of ways to design this so it fits on screen. As a result, scrollwheeling up-and-down the list would zoom in-and-out on my truck at the same time.

I really wanted to knock down some lamp posts too. :laughing:

A fun entry, though. I played it for quite some time.

Sorting Center Savant by ZungryWare 2023-05-02T01:07:40Z

What a great puzzler, Zungry! You are once again hurting my brain. I've been so close on level 9 twice now, but after the reset I lose track the order of operations I had just executed. Also it's 3am.

Simple but pretty clear art-I wasn't *sure* whether the laser was a laser when I first saw it, but with the restart mechanics being so ingrained in the concept it's not really an issue.

With some polish this has a lot of post-LD potential!

Porch Pirate Panic by Stevie257 2023-05-06T07:55:01Z

Some proper arcade fun! Moving around the road, dodging bullets, blowing stuff up all felt really nice.

I since learned the shop is randomized, but after the first three waves I had only gotten $800 options (and hadn't reached those funds yet) or the same pistol I already had. Once did get $800 and got the chaingun, I then didn't want to replace it as I'd already invested and figured most expensive gun = best gun, so my money only went to repairs. I Would've loved the ability to upgrade the weapon (or global personal driver abilities) to improve accuracy, reload speed, etc. That way I'd be spending the money between rounds.

I dig the art, the blue-tinted shadows break up the monotony of what otherwise would be large swaths of grey background. The music, while loud and lacking a volume slider, is solid and really fits the vibe of the game.

It was a ton of fun to play! Great entry.

Manucci's Pizza Hunt by Jona Scheidig 2023-05-02T08:57:50Z

The pixel art is chef's kiss! I like the mechanic where the pizza slices are like hit points that you can get back from the zombie corpses. The punching feels pretty crunchy, but some kind of bigger area attack (swing the bicycle around you in a circle!) that has a cool-down might have been a nice addition to keep the combat more interesting.

Same as mentioned above, though, after killing all zombies I remained in that level and nothing new came out. I see you have a boss fight with Angry Bernd in the screenshots, but I couldn't get to that part and just got stuck.

The soundtrack really suits the vibe of the game and is well made. Nice solid groove to it. Wish I could've played more of it! A very solid entry.

KPI_MASTER by DankNStein 2023-05-03T09:07:26Z

A fun game of spinning plates, though I wish I hadn't ordered all those plants cause they sure did get in the way! :laughing: Pretty good pixel art, very nice sfx and music.

I will say I couldn't tell what the upgrades did other than the obvious visual changes and plant clutter--after a while I was wishing for a clear speed boost or ability to jump across desks.

Overall a cute game, well executed!

B.I.T.E by Zelirman 2023-05-05T08:30:09Z

An interesting thematic twist on Papers, Please.. A shame you didn't get around to complete it yet. The game screen on itch.io is pretty tiny and I saw no way to go full screen, making the small text unpleasant to read.

What's The Deal With...? by Robertthebastian 2023-05-04T18:05:27Z

I kinda wish you hosted the game somewhere rather than only use the LD hosting thing -- right now the screen is too small to really read the small text on the cards and I can't make it full screen.

I dig the concept of a meta card game about comedy, without any of the actual comedy, but I couldn't whether my jokes were yielding positive or negative reactions. At some point there was only one Karen left. Is that good or bad?

The comedian's walk animation is hilarious. :laughing:

DETOUR by Nozomu57 2023-05-05T21:30:08Z

Wow, what a wonderful puzzler! A great mix of directional and timed obstacles. After the 12 levels I was a little sad there weren't more. :laughing:

If I had to nit-pick for criticism I'd say the order of the puzzles at times felt out of place, where I'd get what I would consider a difficult puzzle followed by a medium puzzle, rather than ramping up the difficulty.

Additionally, while I really enjoyed the excellent music, I would've loved some additionally sound effects for moving around, dying, picking up the parcel, delivering successfully, etc to really drive home the *game juice.* All in all it already feels pretty polished, save for that.

An excellent entry, thanks for this!

Equilibrium. Delivery of emotions by abi.code16 2023-05-02T11:17:07Z

The mechanics became clear pretty quickly, and the game has lovely art and music. I do wish there was more of a challenge, or more levels that gradually become more difficult. There was plenty of time to pick up the potions, and if I was carrying the wrong potions I had ample time to switch to the other bush.

Overall a very cute entry, but I completed it twice with little to no resistance. A greater variety of emotions/potions would've helped me play for longer.

LD54 — Limited Space

LIGHTDANCER by xk_the_name 2023-10-05T12:35:17Z

Terrific concept, and well executed. I'm impressed with the simplicity. Well stylized art, solid sounds. I do wish there was a clearer sense of whether I was starting over entirely or going back to the last bonfire when clicking *restart*.

I did make it to the final boss, but when I died with just one eye left on my second attempt I felt unmotivated to try again--that's a *me* thing, I just hate boss fights. I obviously see their use as a cathartic challenge, it's simply not for me.

Great entry!

Start Wreck: The Finite Frontier by LandoSystems 2023-10-03T00:11:28Z

This one is soothing, tickles my preference for exploring things, and funny to boot! A ton of pop culture references, then gravity effects were great, and I enjoyed the pull-back launch mechanic.

A few times I mis-launched because I was already lining up the launch when the game then refocused on the earth after a ship crashed in the distance. And the game froze (web version) when I tried the second to last waypoint on my second playthrough.

I enjoyed this a lot!

Purrfect Escape by silvio 2023-10-13T16:56:08Z

A cute little jumping platformer! I just played 4 levels, nothing new was introduced in them so I assume the gameplay stays the same and I had no indication that further levels would present a victory or whether it perhaps just keeps generating new levels.

Cute art, clear movement poses, and a pleasant soundtrack - though the soundtrack did get a littl4e samey after a while.

I had kinda hoped that there was a key to drop down faster, to add some further control/decision making/time saving agency to the game.

But all in all I enjoyed what I played!

BLOCKIES by Ayxs 2023-10-15T08:18:58Z

What a great relaxing experience, I am very happy you didn't throw a timer on this! :laughing:

I screwed myself over a few times thinking I could rotate the block along an axis that I could not, a few times I misjudged how much vertical space I had left, and placing the blocks was at times difficult, but it kept me captivated nonetheless! Aside from a few throwaway low-scores, I scored a 3305 and a 20195.

Nice, clear color palette on the blocks. The scoreboard background gradient that's also the button trim kinda clashes with that neon style, I would've gone all in on the neon vibes instead there. Soothing music to boot. All in all, a great Tetris variant!

Super Earth Spacer by OWC 2023-10-03T13:28:30Z

Reverse tower defense! A fun concept, terrific art, vibing music, and nice game juice with the screenshake and particle effects. Just very well put together.

The game did get a little samey after a while, perhaps more monsters/blocks appear later in the game but since nothing new appeared after a few waves I felt I'd seen the extent of things. The waves themselves felt a little long, and things moved slowly so the action felt a little low on action.

But all in all, very nice work!

Verliies by Ace17 2023-10-14T12:58:20Z

A very clever platform puzzler, solid use of the theme! I ended up struggling with the big moving wall level, having to jump from the one little wall to the next and missing it a few times in a row, which is where I ended up quitting. A little more coyote time or a ledge-grabbing mechanic on those edges would've been welcome for a lesser-skilled platform gamer like myself (of course, that is too much to ask for a jam time span). :laughing:

Simple but well-done art style, vibing soundtrack, a a great concept overall!

Protector of the light by mango-malarkey 2023-10-15T08:36:53Z

A tower defense/turn based dungeon combo, a novel idea! The art is cute, I appreciate the bouncy sprite movement you added to keep things visually interesting--turn based games can feel stale when there's only movement on the turns, otherwise.

I couldn't get through the third level, there was just too much going on from three sides, and I had to stay away from some of the action to pick up coins so I could afford more towers. That element adds interest, but is hard to balance it seems. :smile:

A solid concept and demo, with a few more touches this could be a fun product!

PhotoSquatch by digitaldude555 2023-10-14T18:29:33Z

The controls aren't immediately intuitive from the start. I read your instruction, but the way it was written I still didn't grasp that I was meant to take pictures of the character I controlled, I thought I was supposed to kick birds.

Jumping with left mouse+drag and then taking photos with left mouse was difficult to get right. Space for the photo instead would've helped me a lot. I took a lot of photos when I didn't even intend to take a photo because of it. I ended up scoring 3394 points.

I understand having just 12 hours removes a lot of the time you'd need for polish though, it's hard to speedrun developing a game in *that* limited a time window.

The art is cute, though I would've preferred a less muted palette. The sound effects are solid.

A cool concept, and it just needs a *little* polish to feel a lot more refined. If only there was time! :laughing:

I Do by Togis 2023-10-15T10:09:08Z

Sweet, I got the mafia guy arrested! :laughing: What a fun take, sorting through guests for matching (or opposing) characteristics was a fun bit of investigating.

I appreciate the clear stylized graphics, nice color palette, and vibing music choices. Nice entry!

Bubble Space by Thief 2023-10-14T20:33:37Z

After my game started the web client on Firefox froze for a few seconds, but then it woke up again and I could play just fine. I scored 23833 points.

The limited space theme did come through in my view, in how space becomes increasingly limited with the bubbles occupying more and more of it. Ship movement was sliding a little, but still pretty tight, and gun play felt pleasant. I had hoped stacking upgrades more and more would increase my guns indefinitely, but after a few of them it seemed I had reached the maximum output.

Art is basic but clear, all the important sound effects are in there. Ambient sounds/music would've been welcome, and I think I reached the maximum depth of the game fairly quickly--unless there's a lot I simply missed. Overall I had fun, a nice little shooter!

The Little House That Had Been Very Good This Year by WFMG 2023-10-15T11:08:41Z

A cozy little game! The aiming seemed to not be very necessary, the best bet was to just hang in place and drop presents where you dropped the last one, so keeping the mouse still seemed to be the trick. I got to 14 before reading @Robean's remark and then spam-dropped a stack of 42 presents.

The art looks pretty good, I kinda wish you had some more ambient lighting though, once you get out the house all you really see is the top of the box you're dropping.

The fireplace crackle is cozy, some additional sound effects for the boxes dropping would've been welcome.

A Better Place by SvenErik 2023-10-04T15:41:44Z

Terrific graphics! Great use of palette, nice use of some clusters in that background to break up an otherwise empty middle of the screen, the animated trucks add some movement to the screen and the little particle animation when you drop an item on the ground is a nice touch! I kinda wish there would've been an animation for dropping the item in the bin, that was the only thing that really stood out as missing art-wise.

The gameplay itself feels a little limited (drag & drop), though adding the pile mechanic adds some welcome thought to the process. The right click + drag resulting in the crane picking up the pile felt a little weird, I think some audio feedback is missing there.

All in all, a visually great entry with gameplay that kept me entrained a while, but I feel there's more potential in there. Nice one!

Booze & Row by Gonzo13 2023-10-13T17:12:46Z

Great art! Very nice design and animation all around. But dang did I miss audio on this one. Impact sounds etc for a fighting games are vital, in my book. "Am I hitting them?" was my default state while playing. I also seemed to et stuck between enemies a few times, and with health pickups/beer only spawning at the bar, it was hard to get to sometimes.

A big point of frustration was that the game would result in a Game Over without a quick way to get back in the game. I will always advise to make it as easy as possible for players to continue playing, and mentally pulling me out the game having to reload the page rather than press a [continue] button was a hard sell.

But all in all a very polished vibe!

Last God's Bidding by Daxic 2023-10-13T18:53:32Z

My first play through, I made it 45 years, and then I saw the goal is 50 years. Ope, pretty close! After playing some more, It didn't occur to me that I shouldn't reach max levels either, I learned that after inexplicably losing and reading the instructions again. A clearer indication that filling the icons up is bad too would've revealed that sooner.

Playing some more, I felt struck by bad luck at times, getting a bunch of disasters close together and none of the Nature that I really needed. My first thought would be to have a mechanism that lets you purchase something you need, on a cool down. But adding mechanics isn't something you can freely do in a game jam, I get it! :sweat_smile:

All in all a very polished entry, I quite like the art and soothing sounds!

PS - As an example of the randomness ruling the game, I just kept spinning the wheel of the planet in one direction and spammed tiles as they were presented wherever I happened to hover, and got a victory. :laughing:

FROUST! by Kupnu4 2023-10-15T10:28:35Z

A great example of how a simple concept with just a few mechanics can turn into a very fun game! All the movement, screenshake, particles, etc really give it a polished feel. I will say I was my own worst enemy playing this, ultimately launching myself off the iceberg each time. :laughing:

Great job!

3 Spots Castle by ecenizo 2023-10-04T16:26:44Z

My horses were getting slaughtered by their arches at one point, so the instruction that they were a good counter didn't seem accurate. I followed MrTroy's suggestion of 1 soldier + 2 archers and that made things much easier. There never seemed to be a need to drop the market.

The art is on the *programmer art* side of the scale, but everything was clear and the graphics didn't confuse me (perhaps the arrows could've been a little thicker), so I consider the art well enough executed!

Solid concept, might do with some rebalancing, but well done!

Bitter Retirement by Chaineddreamer 2023-10-04T18:48:55Z

Great job, and congratulations on submitting your first entry! The concept is simple and clear, a smart move for your first jam entry. The challenge of the game was unfortunately nullified as I could just walk all the way up to the beach and throw it, negating the other angels that eventually spawned entirely. It really ended up just being a 30x repeat of the same action.

The art is basic, but clear and pretty cute. I do wish there were sound effects though. All in all, a solid first attempt, just wish there was a little more to the game play. Nice!

Crime² by RobLaro 2023-10-04T21:27:18Z

At first I tried to minimize the surface area of the items in the square, but got very low scores. *Then* I realized I needed to fill the square, leaving as little space unoccupied as possible. Then I got an A with 78% average efficiency.

All in all I spent a lot more time playing this than I expected, to the point where my neck just clicked as I finally abandoned my hunched-over, focused position. :laughing:

The art is great, solid 3D in a 2D vibe. The music got a little repetitive over time, it's not a very long loop, but whats' there is good.

Great entry!

YEETUS by Pinky Toast 2023-10-13T17:20:21Z

A very solid game! For a while I assumed I couldn't fall down, I am not sure what the exact gap needs to be for me to fall though, 1x2 or 2x2 tiles? It just seemed to happen when I didn't expect it.

Great move using the upgrades, that kept the gameplay interesting and left me wondering what other upgrades I might encounter.

Art looks great, nice melodic soundtrack, a very solid entry!

Air-Raid Architect by ZungryWare 2023-10-02T22:48:06Z

A fun little shooter! I do wish there was some more interest to the gunplay, the shotgun was a welcome addition, but its transient nature was a shame. The primary gun made the bigger bosses feel a little bullet spongy.

A couple of times I fell down through the floor, but for the life of me my jetpack wasn't enough to get me back up there again, just hitting the bottom of the platform with no way back up.

If there had been something like an ultimate to build up using drops/kills of weaker wasps, to then dispatch the bigger bosses more quickly, I would've stuck around a while longer.

Project Minima by BlueDandelion 2023-10-13T16:47:47Z

A very solid platformer! Dig the art style, with the one exception there being the huge amount of grey on screen. The music suits the vibe very well. I appreciate the tutorial levels at the start; a solid way to teach the basic move mechanisms.

In the end, I was also just struggling on the left-right-left upward jump section other folks pointed out before abandoning my attempts. Can't seem to get the timing and direction down for that, and ultimately this was where my enjoyment got overshadowed by frustration a bit.

The circle wipe is a fun vibe, but with the quick succession of deaths in this last level I played, it started to add to the frustration.

Survivor Island by Salaro 2023-10-02T23:16:03Z

Looks very cute! The weapon swing seems a little awkward, I was basically on top a bat and I still wasn't hitting it for a while. Having to get there near-pixel perfect while movement wouldn't allow me to get into that position felt a little frustrating.

A clear concept though, the art is good and animations match the whole vibe well.

Blowfish Baybies by Matt Walak 2023-10-04T17:19:51Z

Great and very cute art! It took me a little to figure out what to hit and what not to hit, and it took reading the (?) info to figure out I had to move the babies in the correct directions.

I see you opted in for audio, but I heard no sounds at all when I played, so if there *is* audio then something must've gone wrong.

Limitverse (ludum-54) by eugene-b 2023-10-04T15:54:41Z

Great art, very nicely designed!

The movement is a little slow and sluggish, making dodging bullets pretty hard. An evade mechanic would've been welcome in that regard.

I also noticed that if the monsters are far away enough from the exit, you can just move there and walk through to the next level. And the mushroom level confused me a moment, I didn't really what the exit was. The orange/red border continuing in front of it made the exit look like a backdrop instead of a continuation of the ground.

Is your description of *"Communicate and fight with multiples monsters, buy weapons and clothes and travel through multiverse on your computer!"* correct for this version of the game, or are communication and item purchases things that didn't make it in the game? If so, I never made it far enough to find those portions of the game.

Laboratory of Doom by Constance 2023-10-14T15:47:28Z

Whew, I escaped! And the zombies thanked me for releasing their souls, that was kind of them. :laughing:

Juggling what to keep and what to discard is a good take on the theme, though I started using the floor as excess inventory by returning to heals when damaged and dropping stuff briefly while nomming on some bandaids before picking them up again. This didn't seem super reliable when my dropped flashlight disappeared, but that was the only item that ended up being lost to the void. The flashlight also didn't seem very necessary, there were no fully dark rooms, so the sacrifice wasn't an issue.

After I emptied my clip I was sure I'd die soon, but after two awkward and painful fights I discovered the right distance to keep while backing away from zombies and stabbing them when they got in range. From that point on it was pretty straightforward.

The arty is pretty good, though it did trigger my pet peeve against differently-scaled pixelart. But everything was visually clear. I felt I was missing some sounds such as reloading, footsteps, doors opening, item pickups/drops, etc.

All in all I enjoyed my little run to the exit. Nice one!

Out of Spacetime by bellicapelli 2023-10-05T12:16:43Z

Great visuals and audio, really sets the vibe, but I did find myself cascading to the inevitable pretty quick, and near the black hole I found myself just trying to steer right, with no ability to react to oncoming debris. Somehow the debris was easy to hit, but the pickups felt much more elusive. :laughing:

But a solid core concept, stimulating the senses!

Boxed In by raassh23 2023-10-15T08:44:54Z

A great simple concept, executed well! Solid mechanics overall.

However, my brain isn't quite made for this, whenever an enemy showed up I basically launched myself at them with more precision than I could manage for the stars. :laughing:

The art is basic, but you embraced that in a good way--everything is visually clear. Nice one!

The Shroud by Etienne Robert 2023-10-02T22:59:09Z

Excellent art and sound! The cooldown after an attack and the freezing when using the ultimate attack (C) felt a little awkward, and I would've loved a way to heal up (if it was there I missed it), but you have a solid basic core mechanic that kept me entertained a while. Nice one!

Dino Extinction by Ryn 2023-10-13T15:17:53Z

As others have experienced, I found both my dinosaurs pushed outside the screen and safe from harm. The concept is decent enough, though as things were I barely had to actively dodge incoming meteors, they seem to drop pretty randomly and never did I have anything directly aimed at one of my lil' bois.

The art is cute, the music feels pretty *backgroundy* but it doesn't really suit the vibe, I feel. The meteor impact sounds made me take off my headset after a while, it's pretty abrasive with no variation and once things get going it really started getting on my nerves.

A good concept, but I wish there'd be more to do other than hide.

LD55 — Summoning

The Summoning at River's Edge by Flaterectomy 2024-04-16T16:07:51Z

@zungryware You always knock it out of the park with your critiques, thanks! :heart: The choice moments are indeed hard to gauge, with little to no *real* information to guide your decision. And I honestly didn't consider the impact of the "victory" message at all, by that point with a few hours remaining I was on auto pilot trying to finish writing things.

I overscoped as I always do, and I've never felt more anxious throughout a jam. I had a hard time grasping the boundaries of the story, which apparently releases panic chemicals in my brain. I'm happy with the story in all its variants, but as a *game* it doesn't work as well as I would've liked.

Next time I really need to have a content-complete simple game at the end of day 1, and then use the rest of the time to polish and add features. At some point I should learn my lesson, right? :laughing:

The Summoning at River's Edge by Flaterectomy 2024-04-16T19:56:05Z

@lone-wolf Sweet, thanks so much for the feedback! I promise, everything you thought was strange was due to me not thinking very deeply about it. I wanted to knock out the story first, going on vibes alone, then edit later. Sadly this first draft took me the entire jam to write. I do think I want to tidy things up post-Jam, so your thoughts are very helpful. Thanks again!

Summons Racer by paulhocker 2024-04-16T14:14:53Z

I found hanging out at the top of the screen going around 50 left me hitting few obstacles without attracting cops, and I successfully completed a number of jobs this way. Then I tried speeding as fast as I could and moving around, with cops chasing me. They never seemed to stop me, even when I hit another car and came to a stop, so in the end they were just there without affecting my delivery.

The art is well chosen, the only issue there is that the cars are side-view, and the background is angled top-down, making it awkward to gauge whether I would or would not hit cars that were ahead.

Overall very nice work, I just wish there was a clear fail state to make things more interesting.

Spirit, are you there? by namnam 2024-04-16T10:47:24Z

What a novel way to have simple but effective dialogue branching! I love the Ouija board interface, and being able to point out characters.

The game ended immediately after pointing out a killer (I tried two characters), which was a shame. I felt things had just started to get really interesting, but I get that you only have limited time in a jam.

The art looks good, you have a nice palette and I like the distinct colors/design of the hands. The music is chill.

Overall, great work!

SUMMOLIO by neowhoru 2024-04-16T12:58:32Z

You must have fixed the HTML5 build as I was just playing it. :D

I summoned pianos, bottles and toilets. Having the physics of the summoned items (potentially) tipping over is a fun mechanic. I did miss some grace/coyote time in terms of platforming, and I felt there were some inconsistencies in moving (I kept jumping on the little diagonal slope of the bottle just fine, until I at one point slipped off instead). And a couple more sound effects would've been welcome, like landing, item pickup, object landing, etc.

I did get stuck in the ground underneath a fallen bottle a few times, and had to reload the game to resume.

I like the palette used, and the pixel art is solid. Everything's easily identifiable. Music is nice and vibing. Thanks for letting me play ~~Beavis~~ uh, ~~Cornholio~~ uh, Summolio!

DegeNerative Dungeon by A.Bond 2024-04-17T08:57:25Z

Playing the web client I run into regular lag spikes. Character movement is fast and almost slippery, causing me to easily overshoot where I want to go and hit a monster or a spike trap--fair, learning to deal with movement can be a fine obstacle to overcome. However, it takes 20 seconds to load a new level, and combined with the lag spikes that's pretty grueling. Perhaps if the level would secretly start reloading before you click [try again] it could shave off a few seconds of the perceived delay.

The art looks fantastic, I love the style and spritework. *Some* sfx would've elevated the overall package of the game, even if they'd have been simple blips.

Dreamcat by nidjo123 2024-04-17T08:45:36Z

A cute platformer with simple to understand mechanics. I fell down surprisingly few times; I don't think you have any grace/coyote time, but the bounding box of the characters extend beyond them visually, so it essentially works the same.

I expected the crystal to be a pickup, but it remains after you touch it. Thankfully we can see the obstacle disappear when it's first presented, so the effect becomes clear.

The final level was a little confusing for a while, until the green platform arrived. I half expected it to be endless and nearly stopped altogether, not knowing there was a victory platform coming eventually.

The graphics are pretty basic but functional. I would've loved simple jumping and landing sfx, that's something simple would have added some easy to achieve sense of *gamefeel.*

All in all, while simple in some respects, I did enjoy exploring and navigating around. Nice one!

Bean and Brew by RunicPixels 2024-04-16T15:53:15Z

The art looks spectacular, great design and very nice colors.

The concept of having vertical and horizontal jumps be consumable summons is hilarious. A nice way to turn standard movements into a puzzle mechanic. There were definitely some spots here and there where I had trouble getting around, and in a few occasions the chaos of several frogs clumping together and sending me flying at crazy speed actually helped me finish a level.

Very cool work, a great entry!

Veggie Attack by epb9000 2024-04-16T17:12:34Z

You have solid tower defense basics, it's unfortunate you didn't have the time to flesh it out further. I played all three levels, and while things got pretty crowded on the third level nothing came through to the castle.

Pretty cute art, and the upbeat music probably did the most work in conveying a sense of urgency.

Keyboard Summoner by Andreas Roschal 2024-04-16T21:21:31Z

This is a very clever mechanic, and my reflexes clearly aren't what they used to be. I had to take the combos fairly slow to not screw them up. I must admit though that during the 6th level (I think) I decided to stop. I felt I had seen about everything by this point, no new elements seemed to be introduced, and I Wasn't sure if this is an endless game or not.

The art looks great, nice and colorful and great sprite work. The audio was similarly solid, just a very good entry altogether. Nice one!

Graveyard Kerfuffle by Lone_Wolf 2024-04-16T20:19:34Z

We do a little fireballing, we do a little dodging the dead. Simple but clear mechanics, I wonder if there might be more challenge if the zombies were faster, but you could dash to the side. I died once, when I thought I was out of range of the fireball circle at the edge of the level, but my death proved otherwise.

And I'd say making it to the end *is* winning, you have a pretty clear win condition here: kill all zombies. Opposing that is a loss condition: get killed by zombies (or stray fireball).

The pixel art is clear, but I would've picked more of a side view. Straight top down is always an odd angle.

Sheep Control by DmitryGalias 2024-04-16T21:09:05Z

Very cute art, and a nice base concept. I think this game would really gain a lot with sound effects to signal a predator is around, though. Or perhaps I am just slow, but there were a number of kills I simply couldn't react to in time.

I am not sure if there's any win condition to reach, or if the levels simply change and the fox eats more and more overnight to push you to increase the amount of sheep you own. I ended up only playing a few levels as I had no ideas if I was working towards something.

Do NOT Summon the Kraken by Willby 2024-04-17T09:53:55Z

This is a pretty cool little dialogue adventure. Talk to someone, think of what someone else has said, make the connection, and continue. What really sells it is a great art--I love the character designs and walking animation--and the fun audio.

My one point of critique is that I found the font a little hard to read, leaving me to click through some dialogue, which I regretted.

Overall a fun entry with a nice vibe and great art!

Dark Lord's Revenge by Skoufakis 2024-04-16T17:01:19Z

A cute game with a nice build up towards getting enough creatures to lay waste to the town. A healthy balance of slow high-damage vs. weaker but faster creatures seemed to be the best balance, with some lightning to finish things off on the side.

Nicely put together, vibing music. Well done!

And Don't Open Your Mouth Again by ZungryWare 2024-04-16T13:38:17Z

So far I have only interviewed about half the jurors and I feel pretty overwhelmed and anxious with the amount of information I am trying to remember, or will have to revisit. It might be the exhaustion of the jam that's influencing things.

I ended up just selecting four random jurors to see what happened. They all voted guilty. Then I decided to interview everyone on one topic, and picked four jurors who seemed biased in favor of the defendant on the topic. Three of them voted not guilty. But at this point I realized I still wasn't playing the game in the way I am supposed to, I was just throwing some names at the wall to see what sticks.

Scrolling back through the wall of text, the sheer amount of stuff just got to me and I am going to have to stop for now. I commend you for setting up this kind of logic puzzle and it's a really cool concept, but a little too hardcore for my illogical little brain.

The terminal interface is a cool vibe, and using different colors and sounds for each potential juror is a great move.

(One type I spotted during their deliberation: [Eddie]: That's what I'm sayin'. I **fasion** myself a good judge of character. If that man were fixin' to kill his lover, it wouldn't be so he could get his hands on some extra pocket change.)

Kobold Pet Shop by Gawain Doell 2024-04-17T09:37:54Z

A cute trait matching game, and the audio is what really sells the silly nature of it. I played it four times, got 19 twice and 22 twice, out of the 24 maximum.

Given that the result of a customer/pet match can either be 1 or 2 points, and much of it comes down to randomness, the game loses some longevity of interest. Some other mechanic would be welcome to make things more tactical. The first random thing that comes to mind as example is something to influence the traits a customer is seeking in some way, so the customer board isn't as static as it is.

All in all, cute vibes. I quite enjoyed the intro. Nice one!

Drawn to Summon by Tommy Moua 2024-04-16T21:27:39Z

A nice tracing mechanic, I drew the unicorn twice, clock-wise and anti-clockwise, and they both scored a 96. I felt my second attempt was worse than the first attempt, so I was surprised they had the same value.

With just the unicorn there, it's indeed a mini-mini game. If there had been more shapes, I'd have tried a little while longer.

Nice 3D art, with a pleasant color palette. The music was a merry vibe.

Burn with me by Nozomu57 2024-04-16T20:41:57Z

A very cool game that I am terrible at. :laughing: There were moments that confused me, a card worth 2 said "+4 for each even neighbor" so I put two 2 cards next to it, but the total score remained 6. Maybe I am misunderstanding.

I quite like your art, I always appreciate a game that comes across as a grimy grey scale, but isn't *actually* grey. I enjoyed the card illustrations, and the music is vibing. Overall very nice!

Burn with me by Nozomu57 2024-04-16T21:05:33Z

@nozomu57 Aha, now I understand! I got a lot further with that information, but died in the last level before Satan. A clever mechanic that I simply failed to understand from reading the rules.

Temptation Summoner's Aprendice by Baluj 2024-04-17T09:17:38Z

Reading your explanation in these comments, the game starts to make more sense. The main issue is that things are unclear in general. Is there a cost to dropping these temptations, or is there a hidden cooldown that prevents me from dropping them sometimes?

In the chaos on screen, there is too little indication that any units are captured. They simply disappear and the number in the top right increases. If they blinked white combined with a capture sfx before they disappear, that alone would communicate what's happening more clearly. The current sfx of combat aren't really needed.

I like the concept, the art is simple but cute. The primary improvements you could make are in communicating what happens to the player.

Call of Duties by iphelf 2024-05-02T16:03:06Z

This was fun but nerve wracking! :D I was a little thrown off when multiple songs played at once (HTML5 version) and when there were audio cues without a visual element to indicate what's making the sound. In the end I had to copy a sentence but after a few words it just stopped and I could do nothing to progress.

Very solid art, sound selection was also quite good but some sounds (mostly the ringing bell) were a little loud and harsh on my headphones.

All in all a cool set of mini games that feel like I am spinning plates (which is good), but there's room to better communicate what's going on to the player in a couple of spots.

Luna's Ritual by cmakota 2024-04-16T17:34:18Z

Wow, a great game! The first two rounds I played I did really poorly, until I realized my passive weapons upgraded with each... upgrade pillar? Not sure what to fall things here, but before I knew it I had a giant laser and was dropping mines all over the place. (I now see more text explaining things at the start as I restarted, but I missed it the first time around as I moved through a little too quickly.)

I nearly died to the anaconda, a very close call, but they died as I just had a small sliver of life left.

Amazing art, very pleasant music. The whole package here is great!

LD56 — Tiny Creatures

Tiny Man Adventure by ironhandMD 2024-10-08T16:44:35Z

A clear simple concept that doesn't require a tutorial. Movement was a little slidey but that kinda makes sense with this idea. I did give up in the level with the key as things got a little repetitive after a while.

The art is basic but clear. The music set a really cool vibe and was very well made.

Noah's Rabbit Chase by Jesse Martin 2024-10-08T16:22:08Z

An interesting concept! I had a hard time trying to catch the rabbit and it kept sneaking through the gaps I left between the brothers.

The movement of the player feels pretty slidey, and I figure in a game like this where you're carefully trying to position yourself that part is important.

I wasn't too fond of the brown/orange tint of the level, I feel it's a little visually muddy. Some contrast between floors, walls and ceilings could work.

All in all a cool idea but the bunny is too clever for me! :laughing:

Cheer Pinball by hakimallazi 2024-10-08T16:29:33Z

It's a pinball game and that's clearly what it is! The flippers are a little slow to really slap that ball around, though it could be the web client not reacting as fast as I'd like.

A couple of times the ball sorta got stuck at the end after firing it and it fell back down to the launcher. I feel the machine would've been more interesting with a more asymmetrical design, perhaps.

The art is simple but clear, the soundtrack is good. The theme-inclusion feels a little removed from the game itself.

Nice work overall!

Papercat Farms by BalimaarTheBassFish 2024-10-10T17:09:57Z

A cute little farming sim, though I wish I could upgrade how much I could plant at once as well! :D It took a little bit to understand how it worked through play. I had to check the instructions to see what I Was doing wrong.

The art and music set a cute and comfy vibe.

The only thing I missed was, as I said above, a way to spread the seeds in a larger area, and perhaps other purchase options that reach towards an end game. (If there *is* a victory condition, I didn't farm for long enough.)

Nice work!

Ballverse by Planetary 2024-10-12T07:23:02Z

This is a simple concept that you explored and built out very well. The shop menu probably shouldn't be hidden behind the menu button after you die, it wasn't immediately clear to me that I could spend my money there, and I figured that the starting condition was all the game was until I finally clicked the menu button.

The laser mechanic is very harsh. I died just spawning a few times, or when it happened after a bunch of moves it always felt like I couldn't do anything to counter it, given how quickly it goes off. If it sent a fairly fast moving bolt instead that could feel more fair.

I had some hard time figuring out what things were, the dollar in the cell is pretty self-explanatory, but I sent myself straight into pointy death a few times at the start thinking it was some kind of upgrade.

The art is simple but clear, I played on PC and had no issues with colors, though the subtle glow gradient around the center was a little banded and some subtle use of noise might reduce that effect. The music sets a nice vibe, though I wish it didn't restart the song when you begin a new round and just keeps playing instead.

A very good core idea, I hope you keep working on it!

QUACK! by MS_Jonas 2024-10-16T19:41:40Z

A simple premise elevated by the clever of the direction. I did screw up a few times either not realizing the direction or just making a dumb mistake clicking the wrong duck. A mouse-over on the duck making them look afraid to get destroyed would help much of the problem where I'd select the wrong one to die.

The art looks great, I like the little flame animation and the ducks walking (nice swoosh effect on their eyes). The music is fun and whimsical, but I wish there was some sound there where it's currently silent.

Really cool twist, great example of how to approach a gamejam!

LD57 — Depths

It's buggin' me by A.Bond 2025-04-22T15:42:03Z

A good looking tech demo! I don't know much about bug movement, but it felt like it was moving as it should. Perhaps the middle legs seemed to be kinda scooting along at times, but maybe that's just how bugs be walkin'. No game elements to it, but fun to watch and hopefully this will lead to new things in future jams.

An Angler's Light by Yorsh 2025-04-10T15:44:11Z

This is a fun entry, very nicely polished and clever use of star rating system to give the player something to strive for. Clever use of the total darkness to make you have to figure out the right timing. The music fading to a lowpassed version at the same time is a nice touch!

Depths of the Heart by chelC 2025-04-08T18:15:26Z

I didn't expect this game to be as customized and filled with dialogue, let alone laden with voice overs to boot! Very entertaining, the only thing I felt was missing were more visual effects when grabbing the a word. Additionally, I didn't hit any of the red phrases on my play through, so the game didn't come across as very challenging. I went in a second time to pick up as many red phrases as I could and found I could indeed lose the game. Great job!

The Imptern by ChuChuGeralt 2025-04-21T08:11:06Z

That was fun to play, though it felt like it was a little laggy on the web version. I found it hard to gauge how many souls I needed to defeat per level, I think I went overboard as I could easily afford every upgrade. The tactic seemed to be predictive auto fire at the corners where demons would come from, and it wasn't until the last level that they got close to the elevator, so I would've liked it to be a little more challenging.

The art is pretty solid, though I would've liked a clearer color palette with less grey. The music fits the vibe really well, extra points for the elevator music of course. :laughing:

A long night by fabonacci 2025-04-21T20:47:22Z

A spooky feel to this one, I like the idea of exploring in the dark, but movement is dragging a little (as others have noted). There were moments I managed to lead the monsters away from an area, and then I'd circle them and enter the area assuming it was a way out, and it was just a dead end. That felt a little disheartening. A way to briefly sprint with say a recharging endurance bar might be nice to keep some tempo in there.

Nice art, I like the color palette used. The music fit the spooky vibe.

Pit by filgreen3 2025-04-22T15:59:35Z

First and foremost, that's a really cool art style! Grungy design, limited color palette, really nicely done.

It took me some time to figure out what to do at first. And I am not sure I spent my time running things as effectively as I could, but I ended up getting out with 2900 points.

I had no qualms with the audio, seemed fine on my end. The music itself didn't really fit with the vibe I was getting from the visuals and dialogue, though.

All in all, very nice!

Wamps Hate Falling Apples by Tod Semple 2025-04-21T07:52:23Z

A nice little management game, it took me about 314 seconds the first time when I was learning the game, then 142 seconds the second time around. I do wish there was something antagonistic to play against, I didn't see anything that provided setbacks. The option to keep playing is nice, and while things get overpowered with the upgrades real quick, I ran out of upgrades as I hit the level cap and I realized I should've used those upgrades to summon a lot more worms as there were still 868 apples left.

The art is cute; simple but effective. The music was probably too dramatic for the gameplay, but it still set a tone. Nice work!

Deeper by BlackCat508 2025-04-21T20:31:53Z

Very clear and simple (in a good way) main mechanic, and polished with lots of nice effects. I made it to depth 5, at which point there simply wasn't enough visibility for me to react to incoming monsters.

The art is very cool, and as I said I appreciate the effects you added to make it creepier. The sounds helped a lot in that regard too. Great entry!

AM I ORTHODOX? by ZungryWare 2025-04-08T17:57:56Z

A really cool concept, and I really wanted to finally finish one of your games, but after using about four or five hints to get to 44/44 I just got stuck. Two more hints came, they led nowhere. I really tried, but I couldn't tell if this was going to lead to an actual ending or whether I was just collecting possible replies. I was engaged with the premise, the music set an unsettling tone, it was all good, but my meter ran out.

It felt like there were a few responses missing, most notably to:

1) Why did you do this?

2) What is the thought reconstruction? (After "The trap has already happened. Now begins the thought reconstruction.")

You jam games always feel like *entire* games. :laughing:

A Sinking Feeling by mortusnegati 2025-04-21T19:00:04Z

Now this game sets a mood and a half! A great mix of absurd and creepy. Great voice acting over the phone, solid art and the sound kept the hair on the back of my neck raised throughout.

The Deepest Borehole by Lunaria Rava 2025-04-21T20:16:36Z

A very nice mining game, that I feel I played for longer than I expected to! I *am* really missing sounds though, a persistent drilling, changes depending on material you're digging though, that would have added so much feeling to the game.

Having drilled along for a while and upgraded things, I am at a point where I can't tell whether there is an end to this or things just keep going and going, so I called it quits.

The art is simple but effective. Overall a solid base, fun for a while, but just missing the extra juice to keep me invested for the long haul. Nice work!

Fred's Fishing Frenzy by Phasmantic 2025-04-21T09:15:10Z

A fun concept, I especially like the stick figure animation. I was hoping there would be a bigger variety of fish, but the main issue I have is that I feel the rhythm game part needs some kind of audio to underpin the actual rhythm of it. The sounds in the game right now are kind of harsh sounding, so I area where you could improve the most is the audio. But I had fun playing it!

I like the visuals, the pixel art is solid and as I said, that stick figure animation is well done. The color palette could use some tweaks, the blue of the sky and the blue of the water kinda clash with one another.

Room for improvement if you decide to work on it more, there's a solid base to work from!

Stars In The Deep by angry_fridge 2025-04-08T18:22:38Z

Gradually making my way down, picking up a few crates. All is fine, oh look we're at the bottom--OH MY GOD! I didn't see that coming, that was a neat surprise! That said, I finished the game in one go, didn't hit any objectsm, so it felt like it could've been a little trickier. Time: 2:09, Salvage: 13.

One of my pet peeves is seeing pixel art scaled up to different multipliers, I can';t help but point it out every time I see it. Though The Stewarts already noted that as well.

Fun little game, nice work!

LD58 — Collector

Overemployed Empire by JOrbits 2025-10-09T10:46:47Z

This is a very cute little spinning-plates clicker! It took me a while to notice I could upgrade, and I had some cash to spend at that point. Once calls didn't time out anymore it was just smooth sailing to retirement. I like the art, the voices are fun but perhaps a couple more variations would've been cool. I think I only got fired once (that I noticed) so perhaps it could've been a little more difficult. Very cool concept and nicely executed!

Mr. Fungi by Kupnu4 2025-10-11T11:52:38Z

Now this is relaxed, comfy gaming! Very cute vibes, and the systems were immediately apparent. The art is cute, I like the designs and palette. Animations wobbled very nicely too, just very satisfying all around.

LD41 — Combine 2 Incompatible Genres

Golf N' Grenades by Imphenzia 2018-05-08T18:55:47Z

The issues I had with the game have been mentioned already: movement controls, strafing, character speed (or lack thereof), lining up to take the shot, etc.

That said, you have a lot of potential here. Dodging the zombies could be a lot of fun with improved controls, and I liked that they basically kill themselves when they miss their lunge - this way you can actually defeat them with good dodging. And was that a day/night cycle?

The low-poly art is very solid, and the music is possibly the best song I heard this Ludum Dare. Maybe it didn't really capture a zombie/golf game in tone, but man it's a good track. brings me back to the old days. :smile:

Ping Bang Pong by geck0 2018-04-28T20:28:19Z

This was quite fun! :D It took me a while to realize I could just bounce balls off the floor for much easier kills. With some additional features and polish, this could make a full title.

The art is kinda cool, minimalist in a good way, and well animated. The UI (menu, etc) was a little too simple. There's room for style there.

All in all I am quite impressed!

Idle Hatcher by wrexialmt 2018-04-28T18:21:57Z

Interesting idea, but I feel like I mostly played a cookie clicker and the rhythm part of the game didn't really come to fruition all that much. Some audio feedback for clicking would have helped.

Visually it looks pretty solid. Along with the music I feel soothed and relaxed.

Nice work!

Super Bigbo Commando by harusame 2018-04-27T19:38:55Z

I don't know what old game it reminded me of, but I got some 90s nostalgia from it somehow. 😆

The main thing I feel is missing is shadows. A shadow under the player would show off their jump height, shadows from the buildings would show which ones are taller, etc. And a little bit of coyote time on the edges of the holes would be nice, as well as more leeway with collisions on geometry around. I got a little stuck here and there.

The art and animations are pretty nice, the music a little loud compared but it set a good vibe.

Neat entry!

Nightclub Showdown by deepnight 2018-04-28T16:52:26Z

A really cool execution of the idea. It kinda felt like a neon cyberpunk Flashback, visually. Nice details in throwing away the empty clips.

I would have liked a gun-is-empty audio cue, as that's where I kept messing up. The time slow-down and resuming of action also could have benefited from audio cues as well.

The Legend of Block by maesk 2018-04-29T17:12:59Z

This is a pretty clever little puzzler. I feel it's a combination of genres more in spirit than in mechanics, I have seen similar puzzlers to this before, but you made a fun game that stumped me at times.

The art is basic but suits the style, as did the music. Though the lead synth got a little shrill at times.

All in all nice work, I hope you get some more ratings!

Help Wanted by Snowdrama 2018-04-29T17:35:22Z

I completely failed to do anything, until I read the comments and found out I needed to run in full screen. Placement of the turrets on the chairs was also one I then had to find out here. It's explained in the instructions, but I overlooked it. In-game hints always help a ton.

A pretty solid tower defense game, but I felt it's a shame that the cooking/crafting aspect is detached from it in-between waves. Having to cook quickly while zombies come in would add a lot of tension.

The art is cute, but there's no real colour scheme I can pick up on. The UI elements of text in grey boxes feel a little under-designed, but they do the job. If you were going to dfevelop it further, that's where I'd look for improvements (along with turret placement indicators).

Nice one!

Pieter Post Apocalypse by maxartz15 2018-04-27T19:54:19Z

Even in the apocalypse, mail delivery is srs bsns!

I am not good at this game. The car seemed hard to control for me, and I think I would've enjoyed it more were I able to do things just a little more easily - just so I could feel like I played the game rather than immediately started on a rapid descent to my demise.

That said, it's a good concept and the relentless soundtrack creates a bizarre atmosphere that I dig. The art is pretty solid, with room for improvement in the building designs, but I like the texture work and the truck.

It definitely has character! 😆

Locobe by krunoslav 2018-04-26T18:21:45Z

This is a pretty cool subject and concept. I am not sure about how it combines two genres - it is pretty much all forest-sim, with no real fighting, and I am not sure whether I'd consider Serious Game a genre. But it's a foundation. I agree with @borodar regarding the repetitiveness. Some kind of evolution in gameplay would have been nice.

The art is basic but nice. It reminds me of some very old tiles I made back in the early 2000's on my Amiga for an isometric pirate game, so I have warm and fuzzy nostalgic feelings right now. 😃 Because it's isometric, I couldn't really see what was happening on some tiles hidden behind tall trees at one point, however.

Nice work!

Witchbeat by dragonxvi 2018-04-28T11:47:09Z

This is a super cute entry. You hit all the marks on getting a complete game here. A basic and clear main mechanic, comedic writing, cute art and good music. I see among the comments that you can bypass the main mechanic by holding Z, but wasn't aware of that when I played, so I got the intended experience.

I am having a hard time coming up with criticism - I'd say maybe it's too easy, but I really don't seek to fail and improve over and over again in a jam game. A good idea, executed well, with a solid amount of polish.

HomicIDLE by Luke Brown 2018-04-27T19:11:23Z

A simple and clear concept, executed very well to boot! The voices add a good bit of character (*dyyying... sounds!*), and the intro screens are a very nice addition to introduce the game with.

Graphically there are some inconsistencies with scaling. There are big blown-up pixels visible in the background, but the skeleton is scaled differently, while the intro screens are in HD. I would prefer uniformity in that regard. Because of how fast things move, I couldn't read the speech bubbles most of the time unless I stopped. The shovel and swords didn't have a black outline while the other character art did.

The death-noices had a bit of lag on them, and some of the jumping enemies got stuck inside of my skeleton and was all kinds of awkward. Some more items to buy would've been welcome.

All in all you made a fun game!

Final Football Tactics by clue 2018-04-28T19:20:31Z

A clever concept that could easily be improved to make a very nice game. The pathing of movement felt a little awkward, and with clearer UI options that can be streamlined a lot better. There's definite potential here.

The music is pretty pleasant, but didn't screen *football* at me. There are many improvements that can be done to the art---the clash of green tones between the field and the grass (or carpet?) around it is painful, Y U DO DIZ? :stuck_out_tongue: The character art is quirky, but I see you based it on someone else's tiles so that's a shame.

Please keep working on this one post-jam, I think you have a very valid prototype here!

CCC: Cyber City CAB by Yetman 2018-04-28T19:33:18Z

While the game kind of feels like a single genre, it's a solid entry. My main gripe with the gameplay is the slow down upon hitting a surface. For some reason I wanted to bounce instead.

I really dig the level art, the stacked 2D planes give it a really cool visual. The gunfire works with it pretty well with it (if only they had a neon glow, though :wink:), but the art for the cars contrasts with the style. Also, and this is a personal preference, but I wanted two separate light trails coming from each tail light. :stuck_out_tongue: The music sets a calm tone, when sometimes the game is far from calm.

You seem to know exactly what you need and want to do post-jam, good luck!

Jing & Jang delivery Co. by Sanguis 2018-04-28T19:07:55Z

A very clear contrast in tone for the characters. :smile: This game's a bit of an oddball. It has a lot of character due to the music and how each character ends up interacting with the world.

The characters are pretty small on-screen, I would've scaled up the game x2 so they come across a little better. They're scaled up like x3 in the menu, right? I like the art, I would've liked to have been able to see it better. :wink:

Nice work overall!

Road Pump by SubZtep 2018-04-28T18:59:28Z

Fun song, good choice of music there. I quite love the visual style: the buildings on the side, the ground streaking by. More feedback on successful hits and unsuccessful hits (audio and visual) would have been nice. This kind of game really benefits of being *juicy* that way.

I did, however, get my best score just by wildly mashing the buttons, rather than *trying* to do well. And is it me, or do the hit markers not necessarily correlate to the music? I swear I was doing worse when trying to stick to the beat.

I quite enjoyed this entry!

'Meme'bumps by Chetan pant 2018-04-25T18:09:57Z

There were a number of memes in there I didn't recognize, which I am pretty happy with... for my own soul, that is. 😆

The primary mechanic of staying at distance from the meme audio is pretty clever and well executed, though I wasn't sure if there was also a direction to go *to*. I did finish the game when I went closer to the background music at one point, but I had tried that before with no result, so I am not sure if that was a coincidence or not.

The art is decent, but there's not a lot of it. Which makes sense given the concept, but that also makes me feel like some more time could have been spent on what is there. The Play/Next button that's used, for instance, looks hastily circled but not nicely designed, if you catch my meaning. I did notice one odd thing where moving diagonally left my footprints at different distances, one small step and one big step.

The music, rain and thunder are very atmospheric, and I very much appreciate the use of different surface sounds for the footsteps. Nice touch.

All in all an entertaining and clever concept, and a good first submission!

Remote Cuddles by Kobrar 2018-04-26T18:45:13Z

A quirky concept that I must assume you thought of in a fever dream. 😆 Points for creative thinking there.

Unfortunately, I don't enjoy typing texts in old school phones, so that part of the game didn't give me much enjoyment. I likely would have tried to get further if there were checkpoints, because after three deaths I just didn't want to go through the parts I had already passed anymore. Most people rating LD games will not spend a ton of time playing each entry, so I would definitely give that as my main suggestion for next time.

The art is pretty basic, there's room for improvement there, but everything is clear and functional.

Heartache by Oivin F 2018-04-28T20:55:59Z

I do not fully understand why I am playing this for so long... :smile: The game doesn't pose much of a challenge, but it keeps me playing nonetheless, and I am enjoying myself. I would've liked some more tactical decision-making, perhaps.

I love the art, it's very cute. The music is a little dopey but maybe too calm for the mayhem that ensues.

Overall nice work!

StealthBall by ExiA 2018-04-29T16:25:32Z

A cool combination of genres. Unfortunately, with the lack of feedback when attempting to hit the ball, I couldn't really time my swings, so I never got very far at all.

The graphics are basic, and could use a clear colour scheme (the brown vs. green outside the pitch is probably the worst offender).

Pretty cool, with room for improvement.

Obstacle Avoidance by RetrogradeMarmalade 2018-04-26T19:28:59Z

In my initial play-through I managed to pretty easily avoid the party-goers. I did a second one and tried to get as many faux pas as possible, hoping for some kind of blow-back. I think it only added to the counter in my bedroom, though?

The slow movement felt a little too sluggish for me, and I would've enjoyed some more strategy to the stealth. Throwing a beer can somewhere so party-goers are distracted by it, for example. Throw the same beer can at the light switch and run through the darkness! I know, I am just throwing out feature ideas for a 48 hour compo game, which isn't realistic, but they are things I wished were there given the concept. 😉

The interaction game was pretty obvious, but I wish there were different sounds for each direction to aid in the memory recall. I got one guy saying eight different directions to me, and that was two or three too many for me. Again, speedier probably would've helped.

The art is spartan, but not necessarily in a bad way. The colour scheme being desaturated brown/red and green offset against bright red and blue leaves room for improvement.

All in all, a solid concept that could use some additional love and attention.

Tactical Chef by Lazlo319 2018-04-27T21:42:54Z

Cooking game and FPS, an interesting combo, but I am afraid I got stuck on having to *release the water.* I had no idea what that meant and what I should do that that stage. A clearer indication of the next step would've helped - I also see other people not being aware of the flamethrower for heating up the pot. Generally a jam game will see just a few minutes of play per player, so explaining/indicating gameplay is paramount.

Visually it is clearly a Unity game. There's a lot of black on the dark side of things. I have no Unity experience, but if there is some kind of ambient light option, then go for it. The lighting was very high in contrast.

Skate'n'Snipe by Jonathan Lorenz 2018-04-28T18:45:05Z

A pretty creative blend of genres! Unfortunately I got stuck on my third jump in---I came up short, landing against the side of the building and couldn't move further. I reloaded and tried again, but the same thing happened a little further ahead. I completed the game on my third attempt. Also, like pother people have said, the big buttons on screen could have used corresponding keybinds instead.

I liked that some terrorists were hidden unless you jumped, that made it more interesting. The music set a nice arcade-like vibe.

MechJox by Houruck 2018-05-06T14:44:42Z

I quite enjoyed your writing and the world you built so far. The combat felt a little too long and became a little tedious after a while. If you had some kind of checkpoint system upon arriving in the capital, I would probably have played for longer. Unfortunately getting out of my mech resulted in getting crushed by an enemy, and having to start over entirely due to RNG (I assume) was disheartening. Still I walk away having enjoyed the game!

KEYBOARD WARRIOR by croewens 2018-04-27T18:47:03Z

Very neat but simple concept (in a good way!), and executed with a lot of *juiciness*. The bulge effect on the projectile when it comes out the gun before stretching it is really nice, good use of screenshake and dust particles. I dig those things a lot.

It started lagging really bad on Firefox after a short while, though. I tried it in Edge then, but WASD didn't move my character there. It finally worked all right in Chrome, but there was still a little lag going on.

The art is cool, nice spherical design around the player for the key stack and the ammo. Very cute zombies too. Obviously, this game would have benefited greatly with audio, even just simple 8-bit squeaks and blops. The visual feedback that the next key needs to be pressed isn't *really* there and a reload sound would've helped a ton there, for instance.

All in all, sweet!

Turn the Fight by Andreas Roschal 2018-04-26T18:54:35Z

This is a clever concept, but I apparently am not aware of which keys are WASD when I am playing games. They are up, down, left and right to me, so I couldn't for the life of my get any attacks that had more than one letter in them off. The arrow keys worked fine for me, though.

The character art is cool, with basic but well executed quick animations. I wish the background wasn't so very grey, though. Good use of different audio tones to separate effects.

I wish I was good enough at this game to play it. 😆

Type n' Jump by Richard N Silva 2018-04-25T18:26:59Z

You really managed to combine two *incompatible* genres here. 😆 My fast-typing ability is pretty bad, I kept also hitting the 'o' when going for the 'p', and *jumop* isn't a word. D'oh! I failed a multi jump section four times, dropping a good chunk of progress and almost quit in frustration.

But I persevered, and completed the game in a no doubt pathetic 7:57 with 186 commands.

The art, while pretty minimal, is cute and well done. The idle animation for the player is nice and bouncy. The music got a little repetitive, but suits the vibe.

Overall I am conflicted a little, because it was frustrating on one hand, but really pointed out the incompatibility very well. My frustrations are subjective in this regard, though, so I will score objectively. Nice work!

Death Road to McGamkedonald's by Chikoness 2018-04-28T18:33:13Z

It feels a little like two separate games rather than a *combination* of two genres. The food you pick up enters into the pong game, but that's where the gameplay crossover seems to end? I would've liked to have seen more back-and-forth between the two games. I also got stuck on geometry all the time, without visually touching it, and it required full backing-up to get out of it again.

The art looks pretty good, and the music sets a good amped-up atmosphere.

Bubblin' Cauldron by Tamino Laub 2018-04-29T17:45:03Z

A pretty clear concept, though I was just winging recipes without a clear idea of what I was making. I did also keep accidentally throwing potions at my feet. Picking up with LMB and aiming/throwing with RMB would've been more instinctive to me. The witch moved kind of slowly.

The art is pretty bright. There's so much vibrant green. My main advice there is work on the colour scheme. The music is pretty cute, you might have discovered a hidden talent.

It's good to see another game featuring frogs, though our own was more of a cameo. :smile: Nice work!

Helsing by davidsheadgames 2018-04-25T19:47:38Z

The genres seem pretty compatible the way you made this game, which is a good thing. You managed to keep the atmosphere creepy but still supply the tactical turn-based elements.

The atmosphere is very solid, both musically and visually. The art is nicely oldschool, though there is some blending of colour values though. An outline, shadow or greater contrast in colours would help there. Audio-wise, I missed some sounds for the monsters and one weird personal irk was how each movement only has one footstep sound instead of two. That's just an objective thing, I think.

Having to start the level over after dying is what kept me from completing the game. A waypoint on each door or something in that vein would've kept me going longer.

Nice work!

Typer World Cup by YuukiMakoto 2018-04-27T21:54:28Z

I am conflicted on this one. On the one hand, it feels solid. The art looks good, and influenced by some old school football titles, and the ambient sound was spot on.

But I only switched between looking at what I had to type and down at my keyboard, so I missed the actual game. I wish there was different audio feedback on typing the correct or incorrect letters. I had to look up to check, and would then make mistakes as my hands drifted to the wrong letters on my keyboard (I cannot type well without checking in on my keyboard visually). The actual football events also didn't seem to have audio feedback, so I was just left hearing typing sounds.

I think there's potential in the concept, but I am subjectively bad at it. 😆

Sound Space by GoodKenneth 2018-04-26T19:41:53Z

A clever use of the theme, and a recognizable interface that immediately conveys how the game works.

Like others have said, the window in which to hit a key seems really narrow sometimes. I felt like I was hitting keys spot on sometimes, and nothing was happening. It got repetitive after a while. I wanted to score combos or something. 😉

Art is basic but that comes with this kind of game. I would have welcomed some additional effects when things go well or bad.

Nice work!

Elemental Monk by Biterkid 2018-04-29T16:14:31Z

A pretty interesting concept, but I kept having to check what element beats the next one. With some UI work, this could be pretty cool.

I enjoyed the simple graphics and music/sfx. Nice one!

Late for Love by Gaze Team 2018-04-29T15:09:13Z

A very pretty narrative-driven (geddit? :smile:) game. The character and backstory between her and the player comes across very naturally. I was also very happy that I did not have to start over when I crashed late into the third section. I played the game twice, once saying all the right things for love, and once all the wrong things. I *was* a little disappointed there weren't two clear resolutions, and that a narrative choice seemed to only affect what was said directly after the choice.

The art is pretty spectacular. The character looks great in all expressions, the light fading in and out is an excellent effect. The reflections on the car are also a nice touch, and the backgrounds are all solid. I felt it was a little odd that my headlights had no effect in the tunnels, but maybe the darkness was meant to represent a darkened surface over the tunnel? The headlights are the only real thing I felt could be improved - light reflection effects on the cars you pass, for instance.

I'm very impressed!