Trapping Circles by Rialgar 2017-12-04T04:35:39Z
Dang, it felt like I was reliving my 1980s youth (and, I mean that in a good way!). The game just feels so very fluid. I just wish it had some quality retro sounds to go along with it.
Foon → Ludum Dare Explorer → Users → FussenKuh
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Square Diver | compo | 391 | 3.53 | 3.75 | 2.68 | 3.54 | 3.09 | 3.59 | 3.00 | 3.18 | |
| 2020 | 47 | Stuck in a loop | Knock, knock... Boooooo | compo | 407 | 3.24 | 3.08 | 3.38 | 4.03 | 3.43 | 3.42 | 3.86 | 3.07 | |
| 2020 | 46 | Keep it alive | Turbine Troubles | compo | 625 | 3.33 | 3.10 | 3.67 | 3.64 | 3.20 | 3.48 | 3.11 | 3.22 | |
| 2018 | 43 | Sacrifices must be made | Space Virgins... In Space | compo | 176 | 3.58 | 3.66 | 3.25 | 2.77 | 3.33 | 3.70 | 3.91 | 3.13 | |
| 2018 | 42 | Running out of space | Space Equations | compo | 437 | 3.25 | 3.13 | 3.57 | 3.45 | 2.89 | 3.07 | 2.16 | 2.67 | |
| 2018 | 41 | Combine 2 Incompatible Genres | S.M.A.R.T. | compo | 289 | 3.48 | 3.46 | 3.12 | 3.76 | 2.75 | 3.19 | 2.45 | 2.72 | |
| 2017 | 40 | The more you have, the worse it is | Tri-Angle | compo | 211 | 3.61 | 3.81 | 3.01 | 3.22 | 3.08 | 2.96 |
Dang, it felt like I was reliving my 1980s youth (and, I mean that in a good way!). The game just feels so very fluid. I just wish it had some quality retro sounds to go along with it.
Maybe because it's early and I'm only half awake, but, I have to admit I was briefly annoyed/confused when I couldn't read instructions for a level because there were medals in the way... then I realized "duh, the more you have the worse it is!" I had to face palm once I realized how slow I was to pick up on that.
Nice simple little concept. Personally, I enjoyed when I got a box constantly bouncing on a spring in the level from your screenshot and medals just kept popping out. Though, it would have been even better with some sounds. Good job!
p.s. I got a kick out of the 'attempt' to hide 'Mario' in your title :)
lol. I'm amused that it literally took me less than 2 seconds to lose the first couple rounds I played :) I quickly learned how not to play! Once I gained a bit of self control, I had a lot of fun. Also, you weren't lying about the music. It might be idiotic, but, now it's going to be stuck in my head for the next hour or so. Great job!
Gotta make sure I __never__ accidentally subscribe to that service. The whole game was very cohesive. It certainly lived up to the theme and had a very good old-school 8-bit implementation and had me laughing from the get go. Though, I did feel a bit overwhelmed as it seemed like everything was thrown at me a bit too fast. Also, I think I would have preferred to use two hands for control. Let my left handle movement while my right picked up, fed, purchased, etc. Overall, great job!
Just as a 2nd data point, I didn't notice any lag or choppiness.
Nice first Unity game! The concept simple but that makes it easy for the player to grasp which I think is perfect for a LD entry. My only real issues with the game were that I couldn't tell how close I was to dying and it was a bit difficult to tell which way I was facing. Also, I noticed that the game over screen was a bit out of whack. If I had to guess, I'm assuming that's because you didn't set your Unity UI canvas scale factor correctly. Overall, good job!
Really liked the graphical aesthetic of the game. Additionally, it was really easy to understand how to play. As others noted, I had fun watching the cars after I lost. Though, I wasn't as compelled to play many more rounds since I didn't notice any type of scoring system.
Wow, you made yourself a fun, fully fleshed out game that fit the theme well! I even think the programmer art actually makes the game more amusing. Seeing Unreliable Eddy drag across the screen (instead of trot) made me chuckle as did reading the instruction screen. I thought the music fit the western backdrop and I appreciated the little detail that it changed when the cops saw me.
As for the bad, I did encounter a bit of clipping around doors, but nothing too evil. Also, I kind of wish those instructions were forced on me the first time I tried playing. Going in blind it was easy enough to figure out what to do, but, it would have been nice if I knew where to take my loot once I had it. Or maybe I should have just read your full LD blog entry, lol
Overall, great job!
Interesting take on a clicker game. I like the little details like the freeze columns, the slow but steady zoom out, and the columns shrinking as they get closer to death. Graphics look nice and everything was buttery smooth. Great job!
Well executed. Just about everything is tuned perfectly. Awesome Job!
Honestly, I had no idea what I was doing... but, still had fun doing it. I think the rad 80s music and silly looking graphics had a lot to do with it.
I had a difficult time figuring out what, if anything I could do to get past the cyber squirrel. From what I gather, when the squirrel goes blue, I can punch him a bunch. If he's not blue, I'm not sure what I can do. I then have yellow orbs being shot at me, but, I'm not quite sure how to deal with them. For a while, I tried clicking my mouse on them, but, that didn't seem to do much :/
Well made and well done! I like the visual style you chose and the day/night effects not only look awesome but they also give the perfect excuse to introduce more danger/difficulty to the game. I also appreciated how smooth the controls felt. As others have pointed out, sound would have made the game even more enjoyable. Great job!
Lol... the music is priceless. It might not be the most original idea, but, I like your getting fatter twist. I was rather amused by the bird slowly getting fatter and fatter as I ate sweets. I actually didn't notice it at first, and was caught off guard when I noticed that he got freaking enormous. Good job!
Lol. One more reason to not become a hoarder! Definitely nailed the more is worse theme. I never really was good at finding Waldo and this game just reinforces that... well, except for level 2. For some reason, I found all three items in 15 or so seconds. Round 3, not so much. Nice work!
You had me at pancakes! But, then you kind of lost me at the difficultly level. I shed a tear when each of my pancakes hit the ground :( In the 10 or so attempts I tried, i think I caught a single pancake. That said, I did have a fun time attempting to catch the flapjacks. And, I was amused with what looks like a hinge joint for the pen pivot. I actually had a good time trying to hit the falling pancakes back up in the air once I realized the pen/plate would rotate around. Nice meta game, that ;-)
Very nice! From the music to the graphics to the difficulty ramp to the instructions, everything just fits so well together. With each new level I felt compelled to get to the next one to see what comes next. I do think I ran into a bug though. At the least, there was a green blob that I couldn't pick up (the one that is right next to where you spawn to start the level). Thankfully, I was able to complete the level without needing it. Great job!
Interesting take on the theme. Using the FoV as your enemy is something I've never considered before. I'm going to have to explore that idea in one of my future games :) It would have been nice if there was a way to bump the camera back out by collecting something like pacman power pellet scattered around the maze
Very polished and a great mood. How can you not smile when the happy cupcake shouts "yea" when you complete it? I really appreciated the small details like the option to remap the controls and the buzz/screen shake when you don't complete the cupcakes. I'm not sure if I would have known exactly how to play if I didn't read your description so a tutorial or in-game instructions would be helpful. Also, I was briefly thrown off by how to handle two numbers. When I first saw them, I thought I needed to press them simultaneously. Of course, it was easy to figure out that I had to press them in sequence. Great job!
Nice take on the more is worse theme. I enjoyed the graphics and sound. However, I think it would have been easier to understand the different types of treasures if they were actually different shapes. Overall, good job
Nice well rounded game considering the 48-hour time frame. The concept fit the theme rather well and the game mechanic was easy to figure out. I'm sure you have many ideas and concepts you would have loved to work into the game if you had more time, but, what you have is a very solid start to something that would be a blast to play on my phone :)
That said, there are two quick things that I think would immediately make it better / more amusing: (1) I would have loved it if the cats would meow (normally or in weird and funny ways) (2) it would be nice to have a level number in the level itself so I could know which level I was on.
Good job and feel free to check out my entry :)
@raziyya - That's 100x better with the cats meowing! The funny thing is that I actually went to the options screen before I played my first game and bumped up both the music and effects volumes. I heard the music, but, apparently didn't have the SFX cranked high enough. Well done :)
Just barely cracked the top 10! I enjoyed the choice of grabbing coins to make my life harder. It's an interesting take on "more is worse." My only beef is really with the problem you're already aware of, lag in the WebGL version makes it less than ideal to play. Otherwise, great job!
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You are a BAD BOI. Poor Doggo :( I gotta say this is an impressive entry for a first jam. While playing, I was reminded of and old game for my ancient Palm Pilot coincidentally enough called "Herdin' Cats." I think you nailed the theme. But, while well done, I was a bit put off by the mood. Set in a kind of creepy dark alley, I kept waiting for something terrible to happen to poor Doggo. I kind of felt bad for Doggo and wished he was back on the farm herding sheep.
@pixelome - a'la Benny Hill would have been awesome!
Fun flocking game! Adding the colored sheep was a nice bonus to game variety. I was quite amused when the sheep baa-ed "Yoooooou Suck" when I put him in the wrong pen. Well done
I want to roll Fat Cat around and see him grow. The art was nice and the music fit the mood. Unfortunately, after a few minutes in the kitchen, I grew frustrated with trying to eat sausages. It certainly makes sense that the food needs to be near my head, but, it seems like I spent too much time fighting to get positioned exactly right which means I never really had an opportunity to explore more of the game.
Very zen. The mechanic couldn't be easier to grasp. The visuals were pretty to look at and it was satisfying to watch my orb grow larger while I tried to collect the other wisps of light that were orbiting around me. I couldn't come close to your 182 high score though. I topped out around 80.
LoL! I was greatly amused after I ate one too many burgers :) Though, I almost wish I could then play the game as the enemy I turned into!
@fiakaiera did a great job summing up all the little things that could be improved in the game. But, I just want to reiterate that you make one heck of a game for only starting programming 2 months ago. I'd say most people wouldn't have even ventured an attempt at LD so quickly. Kudos to jumping into the deep end!
From what I saw, Graphics looked nice and I enjoyed the catchy tune. Sadly, I couldn't get my controllers working correctly with my computer so I couldn't check out the gameplay :( Also, the game didn't quite render right on my 1080p laptop screen. Even in full screen mode, I couldn't see the whole title screen :/
@blackatlas - Thanks for the feedback. Knowing my limited time, as much as I wanted to, I tried to keep requirements creep to a minimum to ensure I had something to submit. Generally, I'd agree with your back boost assessment. I had an idea to add a 'speed up' button once they kicked in, but, didn't have time to implement and test it.
@scriptorum - Thanks :) I'm glad to hear the instructions were clear. It's something I tend to struggle with when making games. It looks like I might have succeeded this time. As for the planning, I was hoping to implement something that let the player scroll through the level (or maybe just zoom way out) before shooting, but, didn't have the time to work it into the tight schedule.
@el-pepi - Thanks! I may have to experiment with your camera comment idea. That might be a nice change!
@snipera - Glad you enjoyed it! I was wondering if anyone would note that I didn't actually make an equilateral triangle. Truth be told, I'm not really sure why I didn't. I'd love to actually get an online leaderboard going to make it easier for folks to compete with friends.
@tomas-selmeci - Ha! That's awesome :) Thanks for playing! For a while, it was really easy to fling yourself backward. Now, it's certainly still possible, but, you have to work a little harder for it.
@ohmi - Thanks! Glad to hear you enjoyed the game... and the sounds :)
@navot - Thanks for the kind words and the feedback! You're not the first with the camera criticism. I'll definitely have to revise that once the voting is complete. And, I contemplated a 'fast forward' or 'restart' once the player felt like the round was lost. But, ultimately, time didn't allow for it. Finally, dang good job on the 326m! I've been testing all weekend and my max 327.21. You practically bested that in just a few attempts ;)
@nick-rafalski - Thanks for the kind words! Ultimately, I decided to make the trade-off of keeping it simple and polishing it up vs. implementing more and more ideas... as much as I wanted to keep implementing.
@raziyya - Thanks for the feedback! The camera definitely seems to be a sore point for a lot of folks. Once the compo rating period passes, I'll definitely be updating and adding to the game. I'll have to seriously look into tweaking the camera.
@rialgar - 219 is pretty good! Thanks for checking out the game and the feedback!
@smilewood - Thanks! I was trying to interpret the theme as something more than "throw more < insert bad thing > at the player" :) I figure mobile has a terrible barrier to entry for LD, which is why I made sure the web version played well, but, ultimately, I wanted to create something that I would continue to play on my phone once the Jam was over.
@srabatata - Anything above 290 puts you in a very elite scoring club! Well done! Thanks for checking out my game :)
@antoine-vion - Thanks! Glad you enjoyed it :)
@edmond00 - Thanks for playing! 280 is pretty good. Luck definitely plays a roll (pun intended). Once the LD reviewing wraps up, I'm considering various options on how that might be reduced.
@oxrock - Yeah, there are definitely levels that spawn with some crazy amounts of back arrows. As I didn't have additional time to tweak my procedural spawning, for now, I'm considering them 'difficult' levels ;)
@jain-nykanen - Simple and enjoyable were exactly what I was hoping for! Glad you enjoyed the game!
@rolle - "stuck playing it" is music to my ears :) Thanks for checking it out and for the feedback!
@faloon - Thanks! Glad you enjoyed it :)
@peachtreeoath - Thanks for taking the time to provide such awesome feedback! Being my first game jam of any kind, this was a great study in 'crunch time.' It's amusing (and scary) to see just how many hacks you'll employ just to make sure your product is done on time!
@rprint - Thanks for play! Adding a restart mechanism is certainly on my TODO list once the review process wraps up.
@snipera - Wow! I'm really freaking glad to read that you're still playing from time to time! Getting people to actually want to come back and play again is something I strive to do but seldom accomplish ;) On top of that, breaking 300 is quite the accomplishment!
I've actually been refining and adding new features to the game since the compo ended. There have been some major changes (for example, levels). None of the changes will see the light of day until the LD review period is over. But, be sure to check Itch.io in a few weeks for the update. Or, better yet, if you have an Android device, install the game there and watch for the update on Google Play!
920 for me! Good work on your first physics game. I'd say it met the theme rather nicely and it was easy to figure out. That said, for me, I found the music a bit annoying after it looped a few times. Though I did like the ball hitting sounds Overall, nice job!
Liked the general concept. As others have noted, I think it could definitely grow into something. As it is, there's no real win (or lose) condition as far as I can tell. Perhaps make the levels timed?
I love the concept. It's simple, but, rewarding. With the score growing faster with each new split, it makes you have to make an interesting risk/reward decision.
Obviously, the graphics leave a bit to be desired and I didn't hear any audio. I wasn't expecting sound, but, seeing that you have your Audio rating enabled made me wonder if sounds just weren't working for me for some reason. Great work!
Wow... simple concept implemented very nicely. The music set the mood well and the horrid baby crying was perfect. Doesn't really sounds like a baby, but, it certainly cashed in on the annoying sound factor! I couldn't get past 6 babies in the handful of rounds I played, but, I liked seeing the different random baby facts when I lost. They actually got me to lose early just to read them. The only thing that seemed a bit odd to me was that the graphics for the baby needs (food, love, poo) didn't really mesh with the rest of the game's graphics. Great job!
Took me several tries to understand how the scoring worked. Even reading your LD description didn't overly help me figure it out :/ Once I understood, the game was actually quite enjoyable, but, until then, it was frustrating. Some sort of tutorial or clearer instructions would have helped. Also, not sure if it's just my browser, but, the game was running rather choppy. None the less, very good effort for 8 hours of development!
Fun little game. I was amused by the medals filling my screen concept and listing to my ship shoot was kind of hypnotic . Though I never really got them to fill past half the screen and ultimately, it didn't seem to really matter if I couldn't see what I was shooting. I just kept the spacebar held down weaving back and forth. I did appreciate the variety of the wee little and big fat enemies once they started appearing. As others noted, I think I would have been more engaged if I could die.
Overall, good job!
Fun game. I applaud your full definitions of space, space and more space. That's rather clever. I also appreciated that this wasn't a time-based 'fill things up game.' I've played a bunch of those now and your game was a breath of fresh air where I had more time to think about the moves I was going to make. Well done!
Interesting idea! Now I gotta get a buddy online to give it a go. Just reading the initial instructions screen, it sounds like it's going to be quite interesting.
While the graphics are simple, I appreciate the small details like the parallax background and overall level indicator line at the top of the screen. Nice work!
Pretty nice for 22 hours. More impressive is that you actually came to grips with the fact that your 1st game wasn't going to work and you quickly pivoted to a solid "Plan B." Most people would be too stubborn to do that ;)
I had a fun time blowing up sharks with rocket launchers and really enjoyed the music. I think it fit the game nicely. Great job!
Ha, I love the literal keyboard interpretation of running out of space! I wish I had thought of it ;) Also, I think your art style is fantastic. The animation looked so smooth and natural. Well executed!
Dang... you created this whole thing in 48 hours? There's a LOT of game packed in here. I'm going to have to take a bit more time, and maybe read your tutorials to figure out how to lead myself to victory. Great job!
Very well executed. I really enjoyed the calming music. It kept me relaxed as I fought with making every cube placement count. This is a game I could see myself playing (and enjoying) on my phone while waiting around for an oil change, or doctor's appointment or whatnot. Great job!
Nice and simple game. The controls were smooth and I enjoyed the look of the dude I was controlling. The only real problem I ran in to was when I failed to complete a level, I was greeted with a "Press Space to Try Again" screen, but, no matter what I tried (including pressing 'space') I couldn't get the game to restart. Good job!.
Kudos to everyone on the team! I had a lot of fun playing several rounds of the game :) The concept is nice and straightforward, but, I still have to think about slashing vs shooting while avoiding stuff. I though the sound was excellent and the graphics really worked. The only real issue I had is that, to me, it seems like the green fluff balls sometimes appeared out of nowhere and at times it seems like I was taking cheap hits. That said, well done, everyone!
@bluemirror - Thanks for the reply. At times, I did notice the shadows before the enemies appeared. I think my issue might have been a combo of (1) the shadows were sometimes difficult to see (but maybe that has more to do with my display rather than anything else?) and (2) if the creature is just off screen, I don't see the shadow, but, when the fluff generates he moves so fast that it basically seems like the game has cheated.
@justin-largo - Thanks!
@simplepotential - Thanks! The equations should always be solvable with the numbers on the screen... with one potential flaw. It's possible that the roaming numbers were hidden under a Red Box. Personally, I've never experienced that issue. But, due to time constraints, I didn't get to test all possibilities.
@phlip45 @simplepotential - Ahhh... I think I understand the potential misconception now. The 10 numbers never actually go away when you click on them. i.e. You can reuse any number multiple times. So if you see any equation along the lines of "__ - __ = 0" All you really need to do is hit any number two times in a row :)
Thanks for playing and for the quality feedback!
@mathstr0fficial - Thanks for taking the time to play and for the quality feedback. Seeing other's comments, I think I fell into the same trap I always do, I keep ramping up the difficulty throughout development because I'm constantly playing/testing the game and, thus, it keeps getting easier and easier for me... one of these days, I'll remember to do a better job thinking about the actual players ;-) To your box size point, early versions of the game did have much smaller boxes, but, I decided to increase their size in the hopes of better fitting the Jam's theme. And, ugh... you actually looked at my code?!? You're a brave soul! I always have the best intentions with keeping my code sane. However, without fail, by the time the Jam ends, I've taken every shortcut in the book to just will my project to work. Thanks again for checking out my game!
@jcmonkey - Thanks for the feedback! The 6 and 9 are probably one of the most difficult parts of the game. It's not made any easier by the font I chose. And, just think, my original prototype didn't even have those bars!
@nick-girardo - Thanks for playing and taking the time to comment! In the early stages of development, I actually had the idea that the Red Boxes would have the equations written directly on them, and, thus, would never change. But, truth be told, when it came down to implementing the equation generation, it was just easier to constantly generate a random equation for the player to solve that wasn't directly tied to the Red Boxes. Do to my tight time constraints, I took the quicker way out.
@tontonpizza - Thanks for checking out my game and for the idea! I like the concept :) Whether it's a color difference on selection or maybe just the symbol directly on the boxes, it would make the player's life a bit easier.
@phlip45 - Haha! Considering you're not the only one that came to the same conclusion, I certainly wouldn't beat yourself up over it ;-) The way I see it, if multiple people have the same problem, then I've failed to do properly do my job as the developer. Thanks again for the feedback!
@hakro - Thanks for playing and the kind words! To echo your words, I'd say I brushed up on my simple math skills quite a bit over the course of making/testing this game.
@btiers - Thanks for the feedback! I'm glad you enjoyed your experience :)
@agecaf - Thanks for playing and the feedback! I think it's a fair point to say it's more of a 'time' vs 'space' scenario. I had grand plans to amp up the space angle, but, the early experimenting I was doing wasn't panning out, so I went with the much more simplistic 'Plan B' that made it into the game.
@matt-tuttle - Thanks for playing and for the great feedback! You're certainly not the first one to mention the 'click the same number' thing, and, I'm sure you won't be the last ;) I'm honestly surprised at how many players have noted that as a gotcha. But, what it really means is that my instructions should note that, or, I should have a legitimate tutorial that demonstrates that.
@garygreen - LoL, thanks for playing!
@boltkey - Thanks for the feedback! I agree about the 'pop' sound. So much so, that when I posted the mobile version a 1/2 hour or so after the web version, I actually updated the sound to something a bit more pleasant.
@skyrex - Thanks for the kind words! The game definitely was created with mobile in the forefront. Mostly because I find that I waste far more time playing random games on my phone than on my PC. As a result, I make sure that most games I create are mobile friendly.
@historymaker118 - Thanks for the honest feedback, it's much appreciated :) The game concept certainly isn't for everybody. And, I'd agree that, given more time, I could have designed something that would do a better job of easing the player into the mechanics of the game. As for finding the right numbers, all digits 1 - 10 are always present on the game board. However, if you're unlucky, there's always the rare instance that one of them will decided to hide behind a cube or get stuck under a cube which would make them difficult to find. Again, something that could be addressed had I had more time. Again, thanks for playing!
Interesting concept, rather cerebral. I enjoyed the graphics and the attention to details like seeing the town occupants' eyes in the inky blackness. Nice job.
Dang! I can feel your pain with your project being wiped out. That's always a terrible blow :( But, in 12 hours, I'd say you put together a pretty fun game. Obviously, in such a short period of time, I'm sure you didn't get to polish it nearly as much as you'd like. But, I enjoyed the concept and could see this turning into a fun 'time waster' game on my phone.
I enjoyed how the black balls keep growing, but, as a bonus, I was greatly amused how they keep growing even after I die until they eventually get too big for the game area and blow themselves off the screen. I'm sure that wasn't intentional, but, I earned you a higher 'humor' rating... even though I actually couldn't rate you on that :)
Nice job for your first LD game! I like the overall idea you were going for. In particular, I liked the slight twist of having to actually return the cubes back to the center in order to collect your points. That said, I think it would have been cool to have your guy slow down a bit the more cubes you collected. The payoff for collecting more boxes at a time could be something like the walls get pushed back a bit or something.
At any rate, great job!
Nice entry for your first Jam! Everything played smoothly, which, in itself, is quite a win. I like the idea of collecting fins to upgrade stuff. It's a nice game loop that encourages me to play again and again. Great work!
That was quite the fun puzzle platformer :) It took me way longer than I'd like to admit to get my two hands working in sync to lower platforms and move/jump. Also, I loved the art style. Fantastic job!
Interesting concept. Though, I was a bit confused about the controls as I got to run left and right as well as rotate the whole level as well as gravity that seems to push me to the bottom of the game area. That said, it IS a fat guy's dream so who am I to say what's right and what's weird. Good job!
Seeing as all of my Ludum Dare entries have had the option to play on Android, once I saw you had an Android build, I felt extra compelled to try out the game. There's so few of us that seem to submit Android games. Anyways, it ran great on my Pixel 2XL and was quite fun to play. The concept is simple, but, executed rather well. Probably my major gripe is that there's no 'fudge time' between when you collect a colored shape and when the other shapes go black. I died several times picking up a shape to be instantly killed by a black shape that changed right next to me. Though, I suppose that's really just supposed to be part of the game play mechanic. Good job!
Also, yes, I did mash that font button long enough to finally get my new font. Nice bit of humor, that.
Can't say I've ever played a proper forklift game until today! Controlling the forklift was more fun than I was expecting. As for the color issues, I still had a bit of trouble distinguishing between some of them. Then again, I'm also a bit colorblind ;) A future consideration might be to add symbols of some kind along with colors. But, overall, nice job! Keep up the good work.
Nice cohesive design. The art, music, effects and overall mood really felt like they were meant to go together. I had a fun time blasting demons back to where they belong! Fun game and great job!
Nice game concept. I like the balls-o-space twist with the gravity, very clever. It made a standard platformer game far more unique and enjoyable. The audio was quite nice too. Well done!
Poor Teddy... no matter how hard I tried, I couldn't save him from the black hole :( The game is actually more compelling (and difficult) than I had initially thought. The simple concept of hitting those arrows worked quite well. The only problem I had was that I wanted to read Teddy's talk bubble while playing, but, I didn't dare take my eyes off the arrows. Also, I think I'm going to have your music stuck in my head all day now. Great job!
(1) I've never seen a grave digger game concept before, so way to innovate there! (2) Great work for your first jam game! I had fun burying the dead :)
Fun little "shitty" game you got there. For just a few hours of work, I'd say you accomplished quite a lot! The controls are smooth and I enjoyed the sound effects. It's certainly nothing I haven't played before, but, anyone that can publish a game in under 48 hours has gotta be doing something right. Great job!
LoL... How much time did it take you to virtually create my old XP computer?!? Your graphics are awesome and Clippy is far more amusing when he's in game form than in real life. There really shouldn't be anything satisfying about reliving my XP nightmares, but, I got quite a bit of satisfaction out of clearing all the viruses from my desktop. Great job!
Disappointed that I couldn't play the game. The concept sounded rather unique, but, sadly, I don't have a proper controller to play :( Best of luck to you!
Kudos to whoever on the team created the green dancing alien. I actually greatly enjoyed that piece of spam. The game put a smile on my face, which, I think means it's a job well done. Great work!
Fun concept, guys! I liked the idea of the turn-based friends challenge. Unfortunately, I didn't have anyone around to play with so I took the AI for a spin. As others have already pointed out, it was a bit confusing to see when/how the AI moved. But, I had fun playing and beat the AI :) Great work!
Killer job on the artwork and audio! Like others have mentioned, I just wish I had a better understanding of what I was doing :( The tutorial suggestions still left me a bit confused.
Interesting concept. I would have probably played a bit more, but, I wasn't a fan of the controls. I felt like my guy moved around and rotated too quickly which made it difficult to both navigate and aim my critters. Also, I really wish those critters made some amusing sounds when I hurled them ;) All that said, you accomplished quite a bit in such a short time! Good job!
LOLed at "I'm a cop, you idiot!" Sorry, officer, I was saving a fire engine. Nice interpretation of the theme along with some enjoyable low-poly graphics and sounds. I'd like to think that, if I just let enough cars drive into the river, I'd have that 3rd bridge that I'm lacking. Great job!
One request... that goat has to bleat! This game would be so much more awesome with that, even if there were no other sounds. Ok, so, really two requests. I couldn't find any 'restart' button once I died. I was forced to reload the whole web page which made me not want to play it more than twice. That said, I got pretty far in my 2nd run and had a fun time doing it. Well done!
Alrighty, maybe I'm just slow or maybe it's because I'm running on no sleep after 48 hours of coding, but, I've tried and tried to make delighted faces and I've yet to get a single one, let along 7. I'm going to have to pop back after I get some rest to give it another go. Thus far, all of my experimenting has amounted to a whole lot of nothing :/
Hmmmm... unfortunately, I had no idea what I was doing after the intro scene. The dude I was walking around as looked pretty dang cool and eventually I got an icon to use the left mouse button. But, I walked and walked and never found anything to use the mouse button on :(
Time to beat the dead horse. One more "link isn't working" comment :(
@nick-rafalski Thanks for the kind words. It's certainly simple to grasp the concept, but, I'm happy to see that you found some extra depth in how to optimize your play!
@rolly Thanks for the feedback! I figured that the sound effects might not be for everyone, but, I'm happy that you were able to soldier past them and still found the rest of the game enjoyable!
@arkinrev Thanks for playing! I had grand plans on making a more friendly difficulty curve, or difficulty level selections or whatnot, but, alas, I didn't have time to implement them. As a result, the game is a bit unforgiving. Glad to see that you still had fun!
@jakobthequizguy Glad to read that you had fun :) Thanks for playing!
@no-nate-november Ha! Thanks :) I figured the voice 'acting' had the potential to be real hit-or-miss with players. I'm glad to see that you thought it was a hit!
@nkrim Thanks for the constructive feedback, it's very much appreciated! It's definitely much more stealth than action ;) I really wish I would have been able to present a bit more of a difficulty ramp-up rather than just throwing the player right into the deep end. But, I'm happy to see that you persevered through to the extraction zone! And, for what it's worth, that 'B' rating is quite impressive! Thanks again for playing!
@wongkongphooey I honestly don't think I've ever heard the phrase " Hilariously good fun!" used to describe any of my games! You just made my day :) I'm glad you enjoyed my entry. Thanks for playing and the feedback!
@daniel-abeleira Thanks! Glad you liked it :)
@marcellus Thanks for playing and for taking the time to leave some feedback! And, holy crap, 15 minutes of game play! I must have done something decent enough to keep someone playing for that long :) You're not the first one to note the steep difficulty level. It's something I was hoping to tweak by at least giving the player some difficulty options. But, alas, with 48 hours, that tweak never got implemented :/ I will point out that, as far as I can tell, you're one of the very few people that found and used the 'wrap them around you' technique. That little gem got me out of many a bind during my tests. Again, thanks for playing!
@akros Thanks for checking out my entry! Glad you enjoyed it :)
@seed42 Ha! If I get at least one person to laugh at my silly voice overs, then I consider the Jam a success. Now, I can officially say I've succeeded at LD 43 :) Thanks for playing!
@sirnovahc Thanks for playing and for the feedback!
@drikdrok Thanks for the kind words :) Glad you enjoyed the game!
@marcellus Holy hell TMNT! I most definitely did NOT have the patients in my youth to playing that game. I'm mostly surprised that I didn't break anything the way I chucked that controller on the ground, LOL
@rolly Ha! I completely mis-interpreted the start of your comment. Thanks for the clarification :) You invented a meta game in my game... I love it!
Simple and straightforward concept... once I figured out the controls. Like a few others have pointed out, things were a bit confusing at the beginning and I had to sift through the LD comments to figure out what things like the lines over the cards meant. Fun game though. I could see playing something like this on my phone.
Great job on the graphics and sound. Mostly, I just wanted to pet the corgi ;-) As qtm noted, the cards, along with knowing how/when I ought to use each one to get an optimal payout felt a bit confusing. But, regardless, I still had a fun time playing. Nice work
I like how I could split/join the blob to get through tight spaces. However, I got hung up on level 4 or 5 (something like that) the one where there was a button for a door that I then had to get both blobs through. I couldn't figure out how to keep one blob on the button while having the other one get through the door :/
Ha! I really enjoyed your game! Physics puzzles are always fun :) Though, I'm quite curious, how many levels did you make? I sacrificed over 100 blueberries across something like 7 or 8 levels. I particularly enjoyed feeding the king and, intentional or not, on more than on occasion, I moved the bouncy thing around on the fly to keep my berries bouncing in the right direction. Well done!
As others pointed out, clicking "no" in webGL locks up the game. I had to reload and hit yes. Good job at creating something, even if it's not super long or difficult to beat! I also enjoyed the stickman animations when they were punching
Cool concept, even if it is only a single play through game, it could always be expanded with new girls with new clues, etc. :) Thankfully, I saved my daughter. I did encounter a glitch though. When I was down to two girls, when I brought up the letter, one of the girls kept drawing over it and obscuring most of the writing. It made my final choice rather difficult :/
Great job!
I really like the concept. Though, I only made it though 18 generation before my bloodline ran out :/ It's kind of awesome that with just a few different permutations on face features, you could generate so many different heads. I also liked the subtle touch of the photo fading away as the generations went by. Great job
LoL... I like the prolog! To go along with that, I think the music and sound effects fit the game perfectly. After a couple rounds, I sacrificed the wife... after all, one of the negatives was "she's your wife" haha. I really like this concept. Perhaps my only real gripe is that it's a bit too easy. Perhaps, the difficulty really ramps up had I played a few more levels, but, from what I played through, I never was really put in a "you must sacrifice someone" situation. Great job!
First up, thanks for the tutorial! It really did make my life easier. The little 'one-step' bomb guy is, well, da bomb. Though, I did enjoy zipping my 'bishop' around to collect those gold points more quickly. If you refined this a bit and pushed it to Android, I'd probably be playing it for quite a lot of time. Well done!
Fun game! Sad to say, I died rather quickly on my first attempt. However, the next go around, I slid close to 800 tiles and sacrificed 10 tasty, tasty penguins. Like someone earlier said, having a better indication of how close the whale is would be nice. Though, I'm kind of torn. The whale art looks so awesome, I kinda want him to always be on my screen.
Got through to the 7th wave, but, couldn't pull out a victory. But, holy crap, I had a lot of fun trying! I really, really, really want those little cute creatures to have some awesomely cute noises coming out of them then... BOOM! detonate and watch the bad guys go bye-bye. The difficulty ramped up nicely. The first couple levels, I didn't really move from the spawning spot. But, on maybe the 3rd wave, I got completely swarmed, That's when I had to rethink my entire strategy. Great job!
Interesting concept. Makes you really think about each and every little jump you make. It can be rather punishing though, if you fail to make a long/high jump (like on level 3) and fall back to the bottom. There's basically no point in continuing... you just have to hit the "R" button and try again. It does give you a nice sense of accomplishment, though, when you do complete a level. Good job!
What the Hell, Dodger?!?!? Don't chase after that car! Or, that car! Oh, come on now, don't go strolling into the water next to that shark. I gotta say, I had a fun time attempting to keep Dodger out of harm's way... even though I mostly sucked at it. Thankfully, the sound effects kept me entertained. Wait, should I be entertained by a shark eating my dog? Great job!
Not sure if it's a bug or not, but, on the 3rd Day, I had a car veer off the bridge heading South East. It actually kind of looked it it was trying to dodge Dodger. Is that a thing?
Game of Life. Keep it Alive. Could there be a better idea for the theme?!? I really love this kind of puzzle game. I could see myself playing something like this on my phone to pass the time. Great work!
Just over a hundred fish for me... seems fairly decent :) The tunes were catchy and the graphics were crisp and easy on the eyes. Fantastic job!
You packed a lot of game into a 48 hour development time span! I like the balance needed between gathering stuff, feeding your needy monster baby and fending off baddies. There was always something to keep me occupied, but, I always had to worry about what was happening to my kid when I wasn't around. Nice work!
Interesting concept. I had fun trying to keep Earth alive. I played it a few times with a high score of 136... I want to know how you got 19000+ with over 15k money!! ;)
Cool concept! It's a simple game, but, it was quite satisfying to see the effects of my policy choices. Being thrown immediately into the game was a bit overwhelming at first, but, then again that's pretty much reality in a real outbreak situation. Great job!
Wow, you accomplished a heck of a lot in 48 hours! I love the graphics and sound (though, I wish the unicorn would have made some noises). The controls were tight and intuitive. Fantastic job!
I NEED alpaca sounds!!!!! Seriously though, a wee bit 'o sound would have made your implementation so much more awesome. That said, I enjoyed the unique game concept as well as the game play. I thought it was cool to have both a spitting option and a ramming option. The other thing that it was missing was a "launch my alpaca into the stratosphere" option. I would have loved to see that (especially with crazy alpaca sound effect)... but, I suppose I found your game too late and this 'bug' was already removed ;)
Well done!
@nick-rafalski - Thanks! Glad you enjoyed it :)
@dave-follett - 230 is quality score! Thanks for playing!
@maxflav - Dang, 302?!? That's most impressive! Simple and hectic, eh? I'm going to say I accomplished my mission ;) Thanks for the feedback!
@sayumeki - Thanks! I'm always tempted to attempt something far more grand. But, then I remember I only have a couple days to actually build it ;) I'm glad you enjoyed the game and thanks for the feedback!
@blackopsben - May I ask if you were repeatedly clicking on a windmill to shoot it? You only have to shoot it once (a single click) to start repairing it. Once it starts getting over-repaired, you have to shoot it once again (a single click) to stop the repair.
@blackopsben - Thanks for the follow up. It'll only let you target the windmills. Clicking anywhere else will be unresponsive. The idea being that you wouldn't want to fire repair robots out into the sky for no reason, right? Those things are crazy expensive! ;)
A new windmill pops in ever 6 seconds or so. But, that does mean that, at the beginning, there's not a whole lot of clicking to be done.
Thanks again for playing!
@sacrface - Thanks for the feedback! The Robo-Launcher 2034 definitely could use a face lift... or two ;) Graphics definitely aren't my strong suit. But, that just means that they're also the thing I ought to be able to improve the most!
And, yes, I was actually hoping to have a mobile build in time for the Compo. My previous entries all came with accompanying Android builds. Turbine Trouble will hopefully have its own port soon!
Thanks again for playing.
@onesvenus Thanks for the feedback! Once the screen starts filling, it's definitely a bit difficult to tell what's being repaired. The two visual cues are (1) the windmill spins clockwise and (2) a blue 'spark' effect sweeps around the windmill. Even with those cues, it's difficult to tell ;) I like the alarm idea on the launcher. I had plans to add some effects and/or sounds, but, ran out of time. Thanks again!
@joskerdu - Thanks for checking out my game and for taking the time to leave feedback! I rolled the dice with the typing audio hoping people would enjoy it. I'm glad it's found some fans :) Given more time, I would have liked to make the difficulty ramp up a bit slower.
@bmacintosh - Ha... now you've planted the idea of adding multi-player co-op support! Thanks for playing and for the feedback!
@kerri - Thanks for playing and for the feedback! I'm glad you enjoyed the game (and the sound effects!) :) In hindsight, I really should have pushed myself a bit more to add some additional visual and/or audio cues for the Robo-Launcher getting low on health. Alas, time got the best of me.
@zzox - Thanks for playing and the feedback! I'm glad you appreciated the launcher delay. It's one of those things that I hoped would make the game slightly more unique.
@kevinworkman - Thanks for playing and the feedback! You're dead on about the scope. With only 48 hours, as much as I want to create a larger game, I resist the urge. I'd rather produce something small and functional rather than an incomplete opus. Also, I'd agree, even though there's a couple signals that the windmills are on the verge of blowing up, they're not nearly obvious enough. Definitely something to address in version 2.0.
@thedoctoroftime - Glad you had a fun time! The game definitely runs at a hectic pace. Thanks for the feedback!
@emmanuel-gaillot - Thanks for the feedback! I'd agree that it does get too difficult too quickly. If there were a bit more time, I definitely would have attempted to balance the difficulty ramp a bit better.
@wassim - Thanks for checking out my game and for the kind words!
Wow... at first I was like, WTF. Then I was still like, WTF. THEN, I figured out the simple control mechanics and found my self thinking "dang, this is pretty neat!" Then, I got to Stomach II. Ouch, that took a few attempts before I finally succeeded. Great job!
I greatly enjoy the hoppy cubes! So simple yet expressive. I quite like the horn sound effects as well. Overall, I appreciate the simple/straightforward concept as well as the randomness that comes with each new restart of the game. Well done!
I couldn't help but laugh as my heart container was doing 360s around my drone while I fought to avoid pigeons! Fun was had. A few of my hearts were successfully delivered. Pigeons are my new worst enemy. Great job!
I love when I stumble across a simple concept executed well. Granted, the presentation can use more 'juice' but, I greatly enjoy the idea!
This has the making of an addictive mobile game! Great work!!
For the last year or so I've been telling myself I should make a game whose controls rely on Unity's 2D Point Effectors... after playing your game, I'm even more inspired to give that a go. I **really** enjoyed the 'you don't quite have control' control scheme!
I think you have a great concept for your game. The graphics were crisp and controls responsive. However, I would have a wider field of view or maybe a dynamic field of view; if the ship is moving faster, you see more of the screen; slower? less of the screen. That might make the game feel a bit more dynamic. The game would have also benefited from audio. But, like all jams, there's only so much time available to do everything. Overall, great job!
@gallahron Holy hell! You made this without point effectors?!?! That's even more impressive! Kudos to you!
Nice ominous background music and an amusing narrative to go along with some mindless grey orb shooting. I'd call this a very successful first published LD game. Well done!
Kudos on the art. It would take me waaaaaaay more than 48 hours to create anything that looks like this. Overall, you've got a neat concept here. My only real beef is that the balance control seems real touchy, not sure if that's intentional or not. At times, it seems like I barely tap an arrow key and the balance meter moves from the middle to an extreme where Joe falls over. Other than that, well done!
Reviewing entries, I've played several games of this style now. One thing that I found interesting and unique about yours is the need to feed your alien **specific** foods. I enjoyed that extra challenge. Also, you get bonus points for good ol' "programmer-making-crazy-sound-effects-with-his-mouth" effects. Those always make me laugh. Well done!
Damn... to.. many. knives. Too. many. dead. babies.
I enjoyed your morbidly humorous take on this kind of puzzle game. Many babies met their deaths before I called it quits. Lets have a moment of silence, please.
Loved the voice over and TP collection. Bonus points for Elvis hair zombies :) Well done
Between the music and story between levels, you really captured the 'mood' for this game! I wanted to do everything I could to make sure Circle was safe. The difficulty ramp up was well paced and made me want to keep playing 'just one more time' to get through each level. Great job!
Fun little game you got here. Like others have said, I like the two types of snow concept. It brings a bit of unique play to the game. Also, the music is gonna be stuck in my head for at least the next hour. So, good on that! Great work :)
A rogue-like where I get to play as a treasure chest? Sign me up! It looks like you packed a lot of content into such a short development time. I enjoyed my time roaming the dungeon eating elves and knights trying to get my precious treasures! I wish there was some audio though. I would have loved to hear the knights scream as I chomped on them ;) Great job!
Simple concept but fun to play. I greatly enjoyed watching my rag doll body flop around while attempting to avoid getting my head smashed in. With a bit more polish I think this could be really cool mobile game.
I like it... well worth staying up until 1:30am to create it! As you noted it needs a bit more polish and balance, but, I think it has the makings of a fairly fun game. Also, nice work on the music. The loop is definitely too short, but, it's very relaxing to listen to as I'm jumping all around trying to find Alan.
I noticed an oddity. At times (maybe when Henry hits a platform or something?) Henry would seemingly do a 180. Instead of reading 'Henry' he'd be labeled 'yrneH'
Great Job!
Wow... You NAILED the mood for this game. Your art design is fantastic though like sbug noted, it is a rather touchy subject which might shock some folks. That said though, kudos for creating this art.
Short of clicking to buy a potion, I couldn't determine if there were any other controls :/ Still, I enjoyed watching my dude get smacked in the face over and over again by the giant pink head. Much better than a generic pink box! Overall, I'd say great job for 24 hours!
Ha! So simple and stressful (in a good way) at the same time! I love your l**it**eral take on the theme.
I qu**it**e enjoyed my time playing **it**. The tutorial came in handy since I did not think to look for i and t separated by other letters. The sound along with the rotating made the game feel more **i**n**t**ense.
Great f**i**rs**t** jam entry!
Interesting idea. With a bit more polish, it seems like this could be a rather fun time-killer
Fun game that let me test my typing skills. I wasn't expecting, then appreciated it, when I started seeing capital letters. And, I certainly wasn't expecting to see $!@#&* symbols... those things are *still* the bane of my everyday typing life! Overall, I had a fun time playing your game. Great job!
Oh geez, now I know why you shouldn't fly a plane without properly calibrated controls! You've created one heck of a difficult game, but I love the graphics which made my frustrations attempting to fly through those circles passable :) Great job!
Thanks for allowing me to relive a little piece of my childhood. This game smacks of the 'good old days' of the SNES/Genesis era. Everything from the music to the sound effects to the graphics screams 90s console system. As a bonus, the game was fun as well ;) I destroyed that AI good and proper. Great job!
Fun concept. Rolling a see-through ball around obstacles made me want to dig up my old copy of Super Monkey Ball! I'll echo what others have noted, it would have been great to have some sort of scoring system, or at least a clock telling me how long I've been rolling. Nice job!
Wow, this game feels so polished for such a short development time frame! The game is simple, but, in a good way that kept wanting me to just try one more time to beat a level. It took me 27 loops, but I got through all 10 'story' levels and escaped the monochrome aliens. Also, nice work on the audio. The variety of 'mouth' effects and pots and pans(?) clanging made for an amusing soundscape. Also, I quite enjoyed the 'bendy' guitar track on level 4 or 5. Great job!
Well done! The concept is so straightforward and implemented so well. I think your audio and visuals pare well together and I think your interactive title screen is fantastic! I got my bone collection into the mid 20s, but with a bit more strategy and patients, I'm sure I could grow it much larger. I also liked the fact that I could time my shots to kill two skeletons with a single shot. Great job!
Folks have already said what I was going to say, the audio and visuals are pretty awesome. Personally, I enjoyed the micro 'games' that I got to experience, well, with the exception of the one that looks like there's a head or rock or something on top of a plateau. I liked the music on that one, but I could never figure out how to get the game to progress. Pressing left/right arrow appeared to fast-forward/rewind, but that didn't seem to help my cause :/ None the less, well done!
These types of opposite movement puzzle games always muck with my mind, yours is no different. Mind mucked with :laughing: I like the graphical style and soothing music. Nice job.
I quite enjoy this type of puzzle game. With a bit more polish and a mobile build, I could see myself playing this to pass the time. The puzzle difficulty ramped up at a good pace and I appreciated the link to the puzzle solutions for when I got stuck. I was able to reference the solution to get on and enjoy the next level. Nice work!
That was quite fun! As others pointed out, interacting with the various puzzle pieces was a bit frustrating at times. However, I enjoyed getting through all 6 levels... then creating the 7th level because, apparently, you're too lazy to do it yourself ;) I didn't expect that I'd be getting a coding lesson built into a puzzle game. That was an unexpectedly fun twist!
Overall, I enjoyed what you've created from beginning to end! Great job!
@nikos - Game play lacking? GAME PLAY LACKING!?!?! What more do you need? There's something you can click on and... ummmmm... you can then click on it again... and again!!! That's top notch game mechanics, right there! :wink: Seriously though, thanks for playing and for the feedback!
@nethead - Glad I could make you laugh. Thanks for playing!
@tulipekoni - Mission accomplished! Thanks for playing!
@apbakeware - Thanks for playing and for the color blind feedback! The orange square does have an "O" written on it to make it stand out a bit more.
@wakobu - Thanks for playing! The game definitely doesn't have much replayability :laughing:
@fabdynamic - Thanks for playing and the feedback!
@minibobbo - LOL! I apologize for robbing you of 114.89 seconds of your life :wink: Banana and Orange are most certainly the classic duo for this joke. But, drawing a banana is far more time consuming than drawing a square :laughing: Also, it's fantastic to hear that this 'joke' is still alive and well in today's youth! Thanks for playing and for the feedback.
@dudum-lare - Thanks for playing and the feedback! Truth be told, green was a late addition to the game. To the point that @minibobbo made, the original color was yellow to represent the classic banana/orange version of the joke (though, I still had no intention of drawing a banana). The yellow and orange squares were a bit too similar in color for my (slightly) color blind eyes. Thus, green stepped up to the plate!
@frank-gevaerts - Thanks for playing! It's definitely not quite a game, more like a mildly amusing thing to do on a loading screen for a game :laughing:
@lyje - Thanks! If I had more time, there may have been some extra time to make it into a more proper game with maybe a puzzle aspect or two :)
Sure, maybe similar things have been done before. But, you've made it your own. The game fits the theme well and I quite enjoy the art style. Nice job!
Count me as another person who enjoys a good planet gravity-based game. You have a rather interesting and, for me, almost-satisfying to play concept. I really like the idea, but, personally, I felt that there wasn't enough feedback. I greatly enjoyed trying to get my ship to land on each planet in a solar system. However, once I landed on all of them, there was no satisfying feedback along the lines of "Mission accomplished in ___ seconds! Hold on, we're heading to a new solar system!" That lack of feedback caused me to lose interest in continuing to play. Reading other comments (and your description), it looks like after I visit enough solar systems I get a final score, but I was looking for more frequent feedback.
All that said, if you continue developing this, my two cents would be to make it level-based where each solar system is a level that a player can 'beat' and receive that reward. I think it could be a really enjoyable game if you implemented something like that.
Overall, well done!
Just reading your description and seeing roundabouts popping up all around me IRL, I couldn't help but laugh just reading your description. Bonus, the game is quite fun, to boot. Thanks for making me laugh and well done!
Interesting idea. I like the concept of needing to balance fuel and cargo to ensure that my rocket reaches the stars. The music was soothing if not a bit repetitive and I enjoyed the effect when my rocket came crashing down to Earth. Personally, I felt more reward in watching my rocket come crashing back down rather than making it into space since I got to watch the rocket plummet and explode vs. just sort of stopping in space when I succeeded :laughing:
My main recommendation is to let the player hold down the button to increase fuel (or allow me to buy fuel in larger quantities). I wanted a lot of cargo and a lot of fuel and my finger got tired real quick when I had to keep mashing my mouse button to add one unit of fuel over and over again. Other than that, well done!
Funny take on "stuck in a loop" :laughing: That said, this game is *hard*... at least for my lack of skill and patience. That said, I quite appreciate the graphical style and overall mechanic. The wall bouncing was an interesting twist. I also appreciated that you had an easy mode option enabled by default. Nice work!
I second the comment from @mikoziq. Win 10, Chrome. The loading bar stops with just a wee bit to go :/
Interesting concept and nice intro. Unfortunately, like some other people have reported, I couldn't get the 3 items on stage one to combine. The mattress and bed frame combined, but then just disappeared. I then had Bobby, a sheet and different(?) mattress falling. The sheet and mattress wouldn't combine and I could do nothing to save Bobby. Also, Bobby had over -100 mental health, so I think I must have gotten the game into some sort of broken state.
Also, I just have to say, while sad to hear over and over again, I appreciated Bobby falling scream. Nice work.
@james-joubert Thanks for the quick bug fixing! Just played it again. It's much more satisfying when you have a fighting chance to save Bobby! ...Also, I saved Bobby! :) Nice work!
Simple, but interesting. I'd agree with the 'creepy' label you put on it. The sound effects really added to the mood.
I liked the graphics/art you've created. The lighting also added nicely to the game's mood. As even you noted, the controls are a bit twitchy and take some getting used to. But, alas, there's only so much time in a game jam to get everything configured the way you want it. Nice job!
I'm going to echo what the two previous comments noted. The game doesn't fully load :(
This is a rather well rounded game considering the time constraints and the fact that it's your first jam entry! There's a clear mechanic, clear risk/reward system, clear goal, and difficulty ramp. Developer 'mouth sound effects' always make me chuckle, so, in my opinion, you have yourself some pretty good audio as well. Great game!
"You caused an accident!" "Accident ahead!"
I feel like I'm in my own personal rendition of that classic scene from National Lampoon's European Vacation :laughing: It felt satisfying that I could push traffic cones/barrels(?) out of the way and that oil slicks (I refuse to consider them pot holes!) caused me to lose control. I also quite liked the radio. Great job, especially for learning Unity in 48 hours!
Congrats on submitting to your first jam! I had a good time playing your game. As you pointed out, the text speed was a bit slow, but the text typing effect you've created is freaking awesome! ...which makes up for the slow text ;)
Keep jamming!
I was far more amused at the simple beaver running animation than I have any right to be. Also, I had no idea how important beavers were to our water cycle! #TheMoreYouKnow
I'd say you made yourself a nice little game within your 12-hour time span. Nice work!
Interesting concept. The top-down shooting gameplay, itself, doesn't really fit the theme, but your 'rat race' narrative converted me into a believer that this game does, indeed, qualify for being stuck in a loop! You've made yourself a quality game in a short time... especially with this being your first solo creation. My hat's off to you! Great job!
Fun concept and well implemented! I, too, immediately thought about creating something related to coding loops, but do to time constraints, my compo entry is more of a code-related joke than an actual game. My hat's off to you for coming up with something code-related that was enjoyable to play! Great work!
I agree with the previous comment, the portals/blocks fly at you so fast, there's basically no time to react. That said, I like the concept. With a bit more polish, a slower fall rate (maybe it gets faster the longer you play or the more portals you fly through) and some sounds and you could probably turn this into a nice 'pass-the-time' mobile game that I would happily play on my phone.
Ha! Interesting take on the theme. I think I'm most amused with the fact that the hamster is wearing 'nerd' glasses. Come for the smart hamster. Stick around for the splat! I was amused while playing your game. Well done!
Having an amazing time is what this Jam is all about! We all have a long list of "nice-to-haves" at the end of the 48 hours. For me, that just means I take what I learn from this jam and inspires me to squeeze in more features during the next jam!
You've implemented a very nice Jam game with a thought provoking message. Well done.
I wanted to press the elevator button just like the other delivery guy wanted me to. I get an "interact" cursor when I hover over the button, but I click it and it does nothing :(
It seems like you might have an interesting game here, completely voice acted none the less. I wish I could experience more of it :/
Ha. I really enjoyed your artwork and animations. While short, the game had a very succinct story from beginning to end. Well done!
I was going to comment on how satisfying the slap sounds. Then I read the rest of your description. Way to give up your face for the love of the game! Well done in creating an amusing, slapstick game in 48 hours!
As others have mentioned, the graphics are VERY well done. I also quite like the music. It's relaxing. I think my main confusion is that I neglected to read the word IDLE in your description so I spent the first several moments trying to figure out how to control the platform at the top of the screen :laughing:
After playing for a bit, I have to say that being an idle game seems to have the implication that I have to wait around for a while before I can actually do much :/ I've not been patient enough to get past the first 10m level so I feel like I'm likely missing out on a lot of the game. Which is a shame because it looks like you've put a bunch of thought into crafting something that's pretty cool, but I can't get far enough along in the game to see it.
Dang, this game is tough! I REALLY wanted the ability to kill the slimes. Or, at the least have my "speed burst" push them out of the way without me taking damage. It would have added an extra dimension to the game. I also wish that "speed burst" button was mapped to my mouse button as I found that I wasn't using it much with it being mapped to my pinky finger.
None the less, you've made a hell of a thing in 48 hours! Great job!
p.s. I quite enjoyed the sound effects.
The web build not working is unfortunate :( The Unity progress bar almost fills completely then just hangs there forever :(
That said, the concept sounds enjoyable. And, having tried to create "good" random level generation in the past, I know what a bear it can be. Kudos to you for working that out!
Kudos for thinking outside the box on this game! It's quite refreshing to try something well out of my normal gaming comfort zone. I know nothing about meditation, so I honestly can't say if you've just B.S.'ed your way through this advice ;) But, with the pleasant birds chirping and the breathing the game did make me feel more relaxed. Well done.
Nice, simple take on the theme. If there's one thing I've learned from your game it's that there are a LOT of jellyfish in the ocean! You've created a well balanced and nicely polished game in 24 hours. I appreciated reading your Jam story. I greatly enjoy getting insights into developers' development mindset. Kudos to you for realizing that your LD 48 story was going to be one of learning about new tools and planning your time accordingly. Great work!
Nice job understanding your time constraints and scoping your game appropriately! That's always a difficult task to pull off and I think you accomplished it nicely. I enjoyed the game's concept and the lasso mechanic is an interesting twist that I've not seen before. However, ultimately, I felt that the 'better' path forward was to concentrate on repelling the 'bad' thoughts and basically ignoring the 'good' ones. Overall, well done!
Ha... interesting interpretation of the theme. I'm happy to say I chose correctly AND I raced my way to be first to the egg (woohoo for me!). My biggest beef is that the movement is awfully slow. Picking up the pace would make for a more enjoyable experience. Though, I did enjoy the music on my journey. Well done!
Like @kernon I still have no idea how to know when my game is going to end. Though, like others have said, even if I'm not quite sure I know what I'm doing, it feels good to watch a big ol' chunk of color disappear from my browser.
I didn't think I'd be compelled to plow through all 10 levels... I was wrong. You've created a solid puzzle game with a few simple concepts executed very well. Integrating new devices (TNT) and rock types felt very natural and opened up the puzzling nature of the game a bit. Great job!
You've created a well polished proof-of-concept here! The mole (and his animation) were adorable and the dig/jump out of the dirt mechanic was fun to use while solving the puzzles. The controls felt a little twitchy for my tastes, but were still quite functional. Overall, I had fun. Well done!
Geez... you made this in 48 hours?!? The level of polish (graphics, sound, etc.) is quite impressive! Granted, I suck at it, but I still had fun playing. Well done!
Looks like you and I (and I'm sure many others) had the same idea :laughing: There's just something satisfying about squares falling! Comparing it to my game, I see at least two ideas that I would like to steal.
* The screen shake when hitting an obstacle is so freaking obvious. I'm not sure why I didn't think of that * The level break after you've fallen for a while is a nice touch. It gives the player a bit of a reward (and break) after staying alive for so long
Overall, I quite enjoyed playing your game. While it's the 'same' as mine, it's also completely different (if that makes sense). Well done!
@fabighindaru - Thanks for playing and for the feedback. Given the limited time I could dedicate to the game, I couldn't add additional mechanics. But, believe me, I wish I had time to add another layer or two of tactics!
@tescoone - Mouth sound effects for the win! Thanks for playing!
@tad-i-guess - Thanks for the kind words. It's great to hear that someone noticed the past deaths! It was the last concept I managed to squeeze into the game before I had to return to my "normal" life. I'm glad someone noticed it :)
@fargred - Thanks! I'm glad you enjoyed it!
@airwaffle - Nothing wrong with constantly slamming into things. If nothing else, you're stacking up a bunch of dead yellow bodies to see on your next play ;)
@vasco-freitas - In hindsight, I probably should have had some sort of health indicator in the game. But, I was shooting for a minimal UI. As it stands, the indicator of "you're dead" is after you impact a 3rd obstacle hard enough, time slows down for a bit and your Yellow Square has the ages-old sign of 'dead X eyes.' Not the most obvious signs of death, to be sure. Thanks for playing!
@neonjeff - Thanks for playing and the kind words. The music is from my mind brought to life by my '96 Fender Toronado guitar recorded with Audacity
@trabitboy - Haha. Thanks for playing and the feedback :)
I've participated in 7 LD Jams now and I can honestly say this is the first entry I've ever played that was fully voice acted! That, in and of itself, deserves a round of applause! Overall, I quite liked your concept. It's basically a simple choose-your-own-adventure story. While I wish there was more to this adventure, I think you created something fun in the time given. Well done!
Ranked 8th in the world! ...For now. Honestly, adding in that high score table is a genius move It definitely kept me playing for a few extra rounds. High score aside, I quite enjoyed playing your game. It's a simple concept very well executed. I appreciated the extra layers of gameplay that popped up when I dug deep enough to get to the water and heat depths. Great job!
Nice concept. I think you fully succeeded on your quest for quality audio (especially the original lyrics song at the end of the game). Controlling Super Red was actually sort of Zen-like without the worry of things attempting to kill me. It was a nice change of pace from the other games that I've played thus far. Well done.
The random-ish levels kept the game interesting... however, it also meant that I never really got the opportunity to learn from my mistakes which makes them a double edged sword. The constantly dropping spiked ceiling always kept me racing to drop deeper into the game, which fits the theme rather nicely. Good job!
Still no itch page :(
Totally, 100% worth it to play this game until the end. That "song" is epic! :laughing:
You've taken a very different approach to the theme that I've not seen anyone else do yet. That's quite inventive. The mini games reminded me of WarioWare. The simple one button 'micro games' were enjoyable and the game went on just long enough to keep me playing to get the big payoff at the end. Well done!
Tato only got to Potato Layer 3 and only at 8 chips before she starved. She subscribed to the philosophy of live fast and die quick! That said, I had fun eating stuff while Tato was alive. Nice job :)
I think the link is working now. The game loads and I can read through the "How to Play" section. However, when I actually try to play, I believe I'm now looking at a cropped gameboard :/
I have a message at the top of the window stating: "Screen resolution is smaller than the reference resolution. Image may appear stretched or cropped."
I then only see a couple grey squares and a couple cards, but I can't interact with any of them.
Hahahah... stupid poop humor with a bit of nerd humor on the side?!? What's not to like! I never thought I'd be so amused searching through a pile of dung. The audio searching was a nice touch. Well done!
Reading the other reviews, I think I must be in the minority here... I can't get past the first jump w/o dying :( The graphics are very nice looking, I enjoy the catch background music and the sfx fit the game well. However, my timing apparently sucks. I'm either jumping a fraction too early or a fraction too late and I simply just watch my guy die at the first set of spikes. I cleared them once, before dying on the 2nd set of spikes. Sadly, I spent more time at the loading screen watching it count down my depth than I did actually playing the game.
Again, it looks like it's just me and my apparent lack of jumping ability, but I was hoping to be able to play further into what looks like a fun little game.
The concept is very straightforward and the controls are easy to understand. Though, to me the cursor looks like crosshairs which means I kept wanting to shoot the obstacles as oppose to dodge them ;) Good job!
What @vrerabek said. I'd love to take your game for a spin.
Decided to play Two Player with just one person... it was a blast! You've made a very nice twitch/reaction game. I played a few times on Single Player, but, it wasn't until I switched to Two Player that I reached the first planet. Alas, I died before getting to the 2nd planet. Good job!
Nice spin on the endless runner concept. The sound effects and visuals are very satisfying. That said, I could never quite get far enough along to get to "full darkness" ...which, I think, would be quite difficult, but fun. Well done!
The chill music kept me playing for longer than I figured I would. I like the concept of this game, but after several minutes of digging around, I started to lose interest as it seemed like the best tactic to take was dig down for a bit then backtrack back to the surface when you got roughly 10 more levels deep. That meant I spent a lot of my time just backtracking rather than exploring which frustrated me a bit.
That said, I thought the game was nicely polished and I'm very thankful for the in-game tutorial. I'd much rather read something like that then have to pull up the LD page or read the Itch website to understand how to play the game. Nice job!
Ditto for me :( I want to fish... crazily!!! ;)
Really, after playing the game for a bit, I think the comments from @the-neon-shark mirror my thoughts. I really like the rope concept (even if ropes are a bear to implement nicely in video games). There is a rather satisfying rewarding feeling when you connect the dots with the rope. I think you've created a nice proof of concept in 48 hours. It would be awesome to see you continue to refine what you have. Well done!
@robotex, despite your comment that it's "not very hard," I have to disagree... my ship keeps crashing into planets ;) Though, I'm sure with a bit of practice and following some of your tips, I could get the hang of it. You've packed a bunch of neat concepts into a Compo game and, despite my lack of flying skill, I had fun playing it. Side note. I didn't hear any music/sound effects while playing the game. Am I supposed to hear things or is my computer acting up?
@robotex That's the problem with these jams. There's always so much we all want to do and never enough time to do everything ;) That said, there's always next Jam!
Quite an interesting concept with some quality art and sound. With those tools, you've really done a good job creating mood in this game.
Your game is like a nightmare... in a good way! With the 1st person perspective, I feel like I'm having one of those "falling" dreams where you just can't wake up. Mixed with the music, it definitely starts to get intense. The only real beef I have with the game is that sometimes I found it hard to know if an obstacle is going to hit me. Being 1st person, I have no idea if I'm a fat sumo wrestler or a bean pole, so I never quite know if I'm going to live or die. Other than that little nit-pick, I think you did a very nice job!
This game reminds me, once again, why I should never play stupid prize games at any carnival. I just paid $275 for a silly panda bear!
Your game is very well polished. Would I spend a bunch of real $5 bills to get that panda? Nope. But, I felt compelled to keep pushing and pushing (and pushing) to get my panda through 5 machines and into my grubby little hands. Nice job!
Interesting... I've participated in 7 LD Jams now and this is the first time I've come across a non-Video Game. Just skimming through the PDFs, it looks like you've put a lot of thought into what looks like it could be a fun little board game. I may just have to find a couple friends, burn though some paper and take this physical game for a spin. Nice job thinking outside of the box!
Very nice! You've taken a simple concept and gave it a very appropriate skin to match this Jam's theme. I'm quite impressed with your art and laughed at your audio. Ultimately, this sandman failed to keep Ron asleep for very long. But, then again, who really needs sleep? Right? Well done!
Apparently, I'm stalking @the-neon-shark in my game playing choices. This is the 2nd one that I've stumbled upon, played, skimmed the comments, and have seen his very useful feedback :laughing: Again, I think his points are spot-on.
Personally, I really like the idea of allowing the player to upgrade the running speed. I think that was my biggest beef with the gameplay. I'd see fish, but it felt like there literally wasn't enough time to avoid said fish. If I could move faster, I would at least have felt like I had a fighting chance. It would have probably been nicer if my sub was a bit higher up on the screen. Because, again, that would have given me more time to react to the fish.
Simple gambling concept that'll surely tap into people's greed. Not necessarily my kind of game, but I'd be lying if I said I didn't feel compelled to play "just once more" in an attempt to bring home the win. My biggest suggestion would be to explain how the game is played (i.e. you pick a cell in each row and press [leave] when you want to stop pressing your luck). It took me a hot minute to figure that out as it looks like your only two interaction options are [go] and [leave]. Additionally, it would be great if there were some sound effects for picking up gold and being blown up.
Good job!
You have a lot of polish on this game. Very nice first entry into LD. Congratulations on that accomplishment! I really liked the feeling of moving the sub around. The floaty-ness of the controls felt spot on to me. Given more time, background music would have been nice. Overall, great work!
You've made a fun little retro game that fits the theme well. The loading screen, sounds, and "8-bit" graphics bring me back to fond memories of my childhood. So, you get bonus points for that. While the overall gameplay mechanic is simple, the implementation is nicely polished which made for a pleasant gaming experience. Well done!
Looks like you and I (and I'm sure many other entries) had the same basic idea when it comes to theme. I too created a falling simulator. However, I'd like to call yours a "Tactical Faller" since you had the brilliant idea to add those power-ups at the beginning. That's some real genius-level thinking, right there! Though, ironically, I got my highest score (463) when I neglected to pickup a power up. Perhaps because I didn't have one, I was paying closer attention to my surroundings. Good job!
You've made one heck of a polished puzzle game in a VERY short amount of time. I quite enjoyed trying to get deeper and deeper into the pit. That said, my biggest beef is that I wish the camera was more zoomed out (or I wish I had the ability to zoom it out). On many of the puzzles, I was working blind. Other than that, very well done!
Thankfully, I enjoyed the calming music because my trip through the brain was anything but serine :laughing: I enjoyed your take on the theme. You've pieced together some nice graphics, sounds and controls and made an enjoyable, if not stressful, game. Nice work!
Very well execution on the theme! Never in a hundred years would I say to myself "Hmmm... you know what I want to play? A sperm themed roguelike!" Yet here I am upgrading my fleet in the hopes of reaching the ultimate goal: Creating life.
I know some folks have commented on the repetitive nature of the music, but I find it weirdly hypnotic, even if it is repetitive. The upgrade mechanic was a fun addition. Though, it felt a bit to grindy to get enough protein to purchase new upgrades.
That said, I'm quite impressed with what I played. Very well done!
Congrats on publishing your first "complete" game and for participating in your first LD! Completing a game (of any size) is an accomplishment that most people never achieve; it's certainly something to be proud of.
As for the game, itself, it's freaking difficult (especially if you don't remember that you can 'jump'), but I still had fun trying to get through the levels. Good job!
I though I was in good shape when I snagged a trout and showed a tuna who's boss. But, noooooo... the carp would have none of it... until I Swished him into submission! Though my line was on the verge of breaking, that carp was mine! Now you need to come out with a fish cooking sequel ;) Overall, great job. The whole ascetic, from the graphics to the music, brought me back to my childhood spent wasting way too much time with JRPGs
That's one scary looking clown with some ominous music to match. You definitely have a nice creepy mode going on. After playing the game, my biggest suggestion is that it would be nice to know how close you came to beating a level. There's no feedback until the time runs out at which point you either win or lose. I would have loved to know if I was only a ball or two away from moving on. It would give me more motivation to try again. Good job!
Fun times! Everything from the art to the sound effects to the fonts was well thought out and meshed great together. The only real criticism I had was that the final fight with alien boss queen was a bit of a let down. But, the journey to get there was super fun. Well done!
Baaaaaaaaaaaaaaaaaaaa! 200 clicks and my fingers couldn't manage to click any more. I guess there will be no subscription for me :( Nice job on the graphics and, even though the music wasn't yours, I really enjoyed its jaunty feel... it's one of the reasons I kept clicking for as long as I did.
Aaaaaaand... now I've confirmed that not only do I have trouble walking and chewing bubble gum, but, I also suck at doing independent keyboard hits with each of my hands. Playing your game made my brain hurt, but, in a good way :) The idea is rather clever and, my lack of skill aside, I think you did a heck of a job creating it. Great job!
Two Words: Very. Cool. That's such a fun concept and such a hectic game! I'm not sure how you could get the moving controls to work on a phone, but, if you could, I'd probably be playing this game all the time. Great Job!
Ha... great concept! I haven't felt compelled to type so quickly in quite a while. RUN RIGHT! JUM...
Hard to believe this game was created in 72 hours! Your entry really shows the quality and attention to detail that a small team of devs can put together in such a short time. Great job, everyone!
Wow! It's hard to believe that you packed this much content into a 48 hour deadline! Sure, it's a bit rough around the edges, but, what you've accomplished in such a short period is pretty impressive and could likely be polished into a quality game if you so desired. The concept is rather cool.
Personally, my two favorite things are the big freakin' "blow everything to hell" laser and, the surprisingly amusing sound effects, as basic as they are. Other's have already commented on my biggest complaint which is all the waiting I have to do after I play a card. Removing that downtime would make the game much more player-friendly.
Overall, great job!
Gotta say, this is the first of such odd mash-ups I've come across. So, kudos for the original idea! My Mona Lisa ended up looking like complete crap after the timer ran out, but, it was fun to try to recreate the painting. That said, I would have loved to see what the 'correct/ideal' paintings are supposed to look like after I get done with my attempt to paint them. Well done!
Great fun! And, apparently, I'm not terrible at typing, so, that's a plus to know :) I really enjoyed your art style. Great work
Interesting concept. I could see how something like this could make for a fun interactive experience. The only real beef that I have is that the timed interactions aren't really obvious (or maybe have just really short countdowns?). Often, it seemed like I didn't have enough time to even read the choices before the clock ran out.
Wow, really inventive! This has to be one of the best mash-up games I've played in the Jam. Both the quiz and shooting elements felt fun to play and the graphics and music/sound were top notch. Great job!
Really makes me want to paint a Happy Little Tree or two... in monster blood! Very cool concept! The game ran very smoothly and I appreciated the art style (no pun intended). Though, I'd recommend that you make it a bit more obvious when the player completes the level. It took me longer than I'd like to admit to realize that I beat the first level. Great Job!
I really like your concept. I've yet to see something like this from any other game submission. I'm impressed you got the game a complete as you did given the complexity and 48 hour development window. I won't rehash any of the similar issues that folks before me ran into, but, I will take the time to re-thank you for the tutorial... granted, I didn't realize I was in a tutorial when I started the game, but, upon reloading, I much appreciated it. Great job!
Quite impressive! It's hard to believe that this was made in just a weekend. Everything is so well polished and there's attention to detail everywhere. Kudos to everyone on the team! Well done!
Wow, pretty impressive mash-up. The graphics, music and sfx all fit nicely together and I think this might have been the most fleshed out typing interface I've played with in this Jam. I appreciated that each new level introduced some new commands and I was a real fan of the queuing of commands. I also thought the random letters to shoot was a very nice touch. While adding an extra layer of difficulty, it was a unique design choice that kept me on my toes. Well done!
Fun little god racer you've got here. I could barely get to first place on easy. I shudder to think how I'd do on difficult. I am, indeed, a weak god :/ Great work!
Pretty cool idea. I've not played a turn-based sports game before, but, I think this game definitely shows that the concept could work. About the only thing that could immerse me further into the game is if there was some awesome hockey rink organ music rocking in the background. Great job!
I found your game... oddly addictive. There was something compelling me to earn myself an electric sheep. Then, once I had one, I felt compelled to get another... then another... then some solar rabbits. Well done!
Well... now I know why text-based action shooters never took off! This game is tough... at least for me with my slow reaction time ;) My lack of skill aside, I think you did a great job smashing two incompatible genre into a working game. I would have loved to hear some sounds, but, other than that, well done!
I should have read the comments before loading up your game. I was disappointed that I couldn't play without a controller :( That said, I liked the way the game looked and I LOVED the catchy/funky music!
Interesting. Took me a few attempts to actually figure out how to play and I was handicapped by the fact that I couldn't see the whole screen at the same time thanks to my crappy screen resolution. But, none the less, I had fun once I figured out what I was doing!
@SuperTibbles - Thanks for the feedback! It's actually available for Android! Just follow the link in the description or at the end of this comment and it can be yours for the low, low price of free! p.s. I'm not sure I've ever had any music I've written be described as 'catchy' Woot :)
https://play.google.com/store/apps/details?id=com.FussenKuh.SmartLD
@john-darrington - Prepare to blow your son's mind, there's a link to a free Android build in the description, or follow the one in this comment! I can relate to the whole 'feedback' thing, but, what's there has put a smile on my face. I may just have to give this idea a bit more than the 48 hours it originally had. Thanks!
https://play.google.com/store/apps/details?id=com.FussenKuh.SmartLD
@badical - Thanks! I'm mostly an acoustic player these days, but, with the feedback I've been getting, I'm glad I took the time to dust off my Toronado for this one :)
@alans-antics - Thanks for the feedback! In hindsight, it probably would have been a good idea to state that the game plays out in real time. Might have to make a quick update...
@mao - Thanks! It would definitely be improved with more modes. As it currently stands, it definitely is lacking in content / replayability once you beat all 3 (short) modes. I had grand ideas to add more, but, just didn't have the time to get 'em implemented before the deadline.
@aaranos - Thanks for taking the game for a test drive and for the feedback. I'd agree that the racing, itself, is much more passive element in the game. Given more time, I would have probably tried to do something more strategic with the card matching that more directly maps race actions (move left/right, speed up, etc.) with finding similar pairs.
@@saoi-games - Thanks for streaming S.M.A.R.T. and for the feedback! I didn't get a chance to watch it live, but, I checked it out this morning :)
@aplite - Thanks for the feedback! You're the second person now that's noted that something like this might be great for elementary school aged kids. I might just have to look into making this a bit more legitimate game :) And, yeah, I agree with the lack of racing feel. I had hopes to, at the least, pick up the pace of the music (a la when you're running out of time in Super Mario Bros.) as you complete laps, but, ran out of time. I also like the idea of adding more cards to up the difficulty.
@jangamesdev - Thanks for checking out the game and for taking time to leave feedback! "Two" would, indeed, be a worthy 'T' word for the sequel :)
@seaham - Awesome! Thanks for playing :)
@thelucky - Thanks for playing and for the feedback! I'm glad I took the time to re-record my match/miss sounds. Up until an hour or so before the compo deadline, I had some really generic placeholder noises.
@@nilstastic - Thanks for checking out my entry and for the feedback! The simple graphics certainly could use a boost to make this game shine.
@nidup - Thanks for kind words :) I'm glad you enjoyed the game!
@nannah - As I tend to spend most of my gaming time with my phone, I always try to gear my entries to something that can also be played on a phone. For better or worse, that usually does lead to more basic/focused game play. And, I think you're right, the game would be all the better with a bit more graphical polish and better race integration. Thanks for playing and for the feedback!
@mrnyarlathotep - Thanks for the kind words. I completely agree with your points about working on the 'racing' element. If nothing else, even with my total lack of artistic ability, I could have probably come up with car shapes to match.
@durgan - Thanks for playing and for the feedback! It definitely could benefit from some art that wasn't created by a programmer with (very) limited art skills ;)
I think the folks before me have pretty much summed up the general issues I ran into while playing. The controls were a bit fiddly, etc. But, I had fun playing :) Though, I wish it had some nice (or crappy) music playing in the background. Well done!
Fun game. Without reading the instructions on the LD page, it took me a minute to figure out what I was doing and, more importantly, why I died. Once I read the instructions, things made more sense. The game has a very nice overall retro theme in both the graphics and simple sounds. Great Job!
Ahhhhhhhhhhhh... so many red and brown balls! Though, I guess that's the main point of the 'FPS' shooting aspect. Overall, clever idea. Oh, and I agree with @corbak, I enjoyed javelin throwing pasta into the pot.
You've found a way to keep me interested in soccer... or football, or whatever. For that alone, you've won! I liked the attention to detail with things like the halftime cleanup and end game screen. Though, I was a bit disappointed that I couldn't see the final kill stats at the end of the game like they were listed at half time. Overall, great job!
Ha! I greatly enjoyed the simple humor in your game. I got to be an emu and a cow and a jackass (of course) and so much more. You succeeded in putting a smile on my face with such a simple concept.
There's no logical reason why this game should have amused me as much as it did. By your own admission, this was "a little thing to dust off the cobwebs." There really isn't much game here, yet, I probably 'played' it for a good 5 minutes while chuckling at the hand gliding raptor. Bonus points for you!
As others noted, I had myself -357 gold, which made it tough to buy stuff. But, I got a kick out of the rest of the game. It's easy to see that you gave the game a lot of attention to detail. With the 3 unique people each with their own abilities and XP/level up there's a lot to do which added to my enjoyment. But, dang, my finger got tired quickly having to smash that mouse button so often. Well done!
My first thoughts when seeing your game... intimidating! So. Many. Letters. Then I got really worried when I thought that I could only kill a target when it passed over the correct letter's path. I was glad when I found out that was just a bonus. It was fun to try to get all the bonus points, but, I had just as much fun randomly smashing keys to make a wall of symphonic alphabetic hell-fire. Great job!
Hmmm... I gotta say, your 'music' quite amused me. However, after picking my player (Ryan), I wasn't able to do anything else. I tried all the commands listed in the help (kick, punch, etc.) but entering them did nothing :/