Foon → Ludum Dare Explorer → Users → gagapete
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | Hoopf | jam | 591 | 3.22 | 3.17 | 2.47 | 2.72 | 3.30 | 2.00 | 3.05 | |||
| 2023 | 53 | Delivery | 👥 | Aunt Emmas | jam | 723 | 3.45 | 3.06 | 2.97 | 3.78 | 4.11 | 2.25 | 3.88 | ||
| 2022 | 51 | Every 10 seconds | 10 Secs Snakes | compo | 365 | 3.15 | 3.09 | 2.34 | 3.42 | 2.92 | 2.44 | 2.09 | 2.50 | ||
| 2021 | 49 | Unstable | 👥 | Astronaut Gary Inc. | jam | 358 | 3.80 | 3.46 | 3.76 | 3.50 | 4.50 | 3.19 | 3.48 | ||
| 2021 | 48 | Deeper and deeper | 👥 | No Way Up | jam | 1058 | 3.44 | 3.37 | 3.83 | 3.81 | 3.31 | 2.58 | 3.04 | ||
| 2020 | 46 | Keep it alive | 👥 | Mampfred and the singing, tingling tree | jam | 1195 | 3.51 | 3.19 | 3.31 | 4.17 | 3.57 | 3.04 | 3.06 | ||
| 2018 | 43 | Sacrifices must be made | 👥 | Salty Horde | jam | 842 | 3.00 | 3.00 | 3.08 | 3.41 | 2.59 | 2.55 | 2.61 | 2.60 | |
| 2018 | 42 | Running out of space | 👥 | Sauber | jam | 1153 | 2.76 | 2.40 | 2.77 | 2.17 | 2.93 | 2.44 | 2.42 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | WarCard | compo | 328 | 3.40 | 3.15 | 3.21 | 3.31 | 3.36 | 3.40 | ||||
| 2017 | 39 | Running out of Power | The Defective One | compo | 559 | 2.85 | 2.48 | 2.92 | 3.88 | 3.51 | |||||
| 2017 | 38 | A Small World | The Bugs World | compo | 362 | 3.10 | 3.05 | 3.00 | 3.21 | 2.78 | 2.40 | 2.50 | |||
| 2015 | 34 | Two Button Controls / Growing | LOW MEM | compo | 260 | 3.53 | 3.47 | 3.91 | 4.13 | 3.41 | 2.00 | 2.72 | 50 | ||
| 2015 | 33 | You are the Monster | Underbed Monster | compo | 365 | 3.24 | 3.26 | 2.87 | 4.05 | 3.53 | 3.00 | 3.24 | 65 | ||
| 2015 | 32 | An Unconventional Weapon | Dungeon Master | compo | 1008 | 2.59 | 2.05 | 2.43 | 2.57 | 3.14 | 2.27 | 1.69 | 2.24 | 36 | |
| 2014 | 31 | Entire Game on One Screen | Skyfarms | compo | 1135 | 2.44 | 2.21 | 1.85 | 3.58 | 2.71 | 1.92 | 2.27 | 50 | ||
| 2014 | 29 | Beneath the Surface | Go Below | compo | 203 | 3.58 | 3.40 | 3.86 | 4.26 | 3.71 | 2.24 | 2.63 | 3.27 | 61 | |
| 2013 | 28 | You Only Get One | Dumb Treasures | compo | 901 | 2.45 | 2.30 | 1.85 | 1.70 | 2.69 | 1.83 | 2.39 | 2.27 | 56 | |
| 2013 | 27 | 10 Seconds | The Run | compo | 758 | 2.86 | 2.70 | 2.79 | 2.35 | 2.53 | 1.91 | 2.50 | 75 | ||
| 2012 | 25 | You are the Villain | Space villains | compo | 701 | 2.25 | 1.65 | 2.75 | 2.90 | 2.15 | 1.36 | 1.79 | 35 |
The controls are kinda buggy, I get stuck every now and then. And there are to less tasks to accomplish. The knights are to weak. But it makes fun for a few minutes. And that is all that matters for a game. :)
Thanks for your feedback.
I know that the game progresses to slow. First I wanted to implement a fast forward function so that the player can control time but I ran out of time so I skipped that feature.
If the canvas is too big, try resizing the window a bit. I can't get that bug fixed in time. For some unknown reason the window isn't calculated right on load.
Okay, since this is the main complaint here is a "cheat" to make it more interactive. That's more or less a bug fix but I'm unsure weather I could fix this based on the rules.
javascript:g.speed=2;g.hero.health=13;Hero.prototype.health=13
There is a simple word for games like this: Amazing :) It is fun to bring death to the world.
Good job. Except it is really hard to follow the buddy.
Nice subtitles and funky graphics but battle knights should be harder. :-)
Nice idea and game is fun but I had problems to understand how to get stars.
With only one decition point (and alternative endings) it could've been a game :)
Get stuck sometimes in the mountains and the cities but nice idea.
A very nice and polished game.
Nice idea and well done.
Wow, that's crazy. I really thought about giving up when I first played bug after going two or three times back to the start screen I got it. It's really well made and I had fun but I really missed a overview map to find back to the den.
Great game, but I think there is a lack of cows / goats in the second level. :)
Great game. Fells like a finished game, not just a prototype like many else (incl. mine). Played on my phone and didn't beat your highscore. I'll keep it on my phone for whenever I have a few seconds spare. :-)
Is it just me or is there no hint on what blocks can be moved and what not? Otherwise nice game, best graphics & sound combo I've seen so far.
Nice mechanics that fits the theme perfectly. The game is a little bit too hard for me. Stuck at level one. :)
The background and tracks are looking nice, the entities are not matching their style though.
Just another nice comment. A really well done game. The only thing I didn't got was the last, the grandpa room.
This game looks awesome but it trading simulations isn't really my genre. Another point is that the theme is quite hidden.
Very well done game. I love this tower defense stage, even if I have no clue what the turrents to. I like the mechanics and the graphics are awesome. Why is there no fullscreen option? :)
A very simple game mechanic but well done. My favorite part is the controls, as movement is crazy.
One thing on the art, I think a colored cube or circle would have made the game more consistent.
I love the soundtrack, it is very, very well done and a small earworm.
A neat concept, this really shows whats possible in modern web development. I like how you integrate the web into the game. Hope there will be a "battle-a-friend" style game mode where two players can draw with one category and others can then vote. :)
Thanks, I'm quite sure I'll add some polishing (and more levels) next weekend. But I'll leave the original intact and link the improved version on the page. Just to comply to compo rules.
@SmudgedCat: You mean this, "stick to ceiling when leaving there is no ground below" behavior in one height tunnels? That bugs me as well but I ran out of time before I could fix it.
Thank you all for your feedback. Now I'm sure I'll make a second ("full") game out of it.
@Jupiter_Hadley: May I'll use your fuse idea for hard levels :D
@davidwparker: Comparing my small game to these two masterpieces is a huge compliment. Thank you.
@Pinktreeleaf: SPOILER: Stand right on the platform, jump left. :)
@Diventurer: The only level that is you can not fully comple after the spikes are out is the third one where you have to get the bottle in time. The other levels can be beaten after 10 seconds fully (tried myself). Sadly there is no restart at this point. May coming releases will completely reset the room on death.
The bottles are sadly more decoration since I haven't finished their use. More in a blog post later.
@Zerot: I know, I'm kicking myself for not taking time doing any sort of soundtrack. The countdown was displayed in the left corner of the screen first but got lost while making the menu and help screens. When I got aware, I thought making these little displays would be nice.
Just because I'm curious, to those who played trough, what was your time?
@Makio: Not atm, I'm thinking about implementing this as a fix fot a win condition bug. Otherwise levels are possible to finish after time (except for the bottle in room three) so I'll probably delay this function for a post-compo version.
@klianc09: I've seen this bug in the IE as well. I'll look into it later. The game is probably initalised twice by accident. Thank you for telling me. Oh, and your time is nice. Happy to see that it is beatable for others as well. :)
Thank you for the kind words, and big thanks to Antidote. It is always better to see the problems others have with the game. May I'll start doing video feedback for the next Ludum Dare as well.
I see now what the problems with the controls are and will use this information for the post-compo version.
Jumping is awkward, first I wanted to abandon the game and go one before I read lekochens comment. Then it gets fun. The art is typical programmers art and that is okay. It was very simple to play through the game. My favorite mini game was the balance game.
Gameplay is kinda simple and contains a lot of trial and error but this has definitively potential for a full game. Had a good time playing it. The soundtrack is nice and the graphics are not a bad choice for this kind of game.
The graphics and sound are awesome. Best I've seen so far. The gameplay is very simple and uninteresting. The theme is integration only in the story but that was okay. I hoped I'd to go for the room and get a short summary of the events of the 10 seconds.
Well done, nice sound (even though the music for the "peace time" is a little bit too happy).
I first thought it is too easy but the wires make the game really tough. The last level is kinda crazy but luckily I made it on the first run.
Great game. The time mechanic is very well done. Graphics are a little bit inconsistent but the sound music is supporting the gameplay and keeps me focused on the game.
What is the issue with chrome? DOMException 18 sounds like you access canvas pixeldata after drawing external (local) images onto it. Hosting the files directly on dropbox or any server should fix this bug and make this game playable for all those who are interessted. Had the same problem in my LD #25 game. Some can not use Internet Explorer (Linux) :)
Now I could actually play and it is really funny. Good job, especially the art is pretty cool.
Nice work, I love the level design. Very varying. I loved the minefield level.
Very well done. Had to disable sound due to sitting in the train so a visible indicator should be implemented.
Game doesn't start sadly. Get a log message "soundManager2 did not start" on the console.
As many others already said: This game is fun to play and the levels are well design. It's most impressive that failing doesn't frustrate at all but is actually fun.
Very nice, only the short pauses between tracks disrupt a bit but very funny otherwise. Something different. I like it.
Very pretty but too static graphics/art. The sound is fine, the music a bit annoying after a while. The gameplay and mechanics are to frustrating for me.
All in all a very, very diry game :D
Well done, the mechanic is nice and the gameplay fits the theme. I'll probably bookmark to play when I have some time to get rid of :)
Very pulished game, love the gamepad support in the HTML5 version. With 3 more players it would be really fun, I'm sure. :)
No 10 second time limit. I love this entry. No but I really like the gameplay. The puzzles are really challenging.
Very nice game. Looks and feels pretty polished. The only negative is that the controls sometimes don't recognize jumps.
I like the art and the overall appeal but have the same critic as anyone else. Getting the timing right required more luck than skill. Good game though, love you blog. ;)
Stage 5, I'm proud. Pretty hardcore though.
Very well done. The art style is not completely consistent (the font is to smooth) but I like the game play a lot. Very tough though.
That would make a nice time-waster on mobile devices.
Well done game, graphics are quite good. The one sound is okay :) and the gameplay is very nice, except a fast forward-button for the times waiting for platforms or for lasterrays to pass would be nice. To wait and the sometimes unexpected detected collisions are the only negative points I see. Oh, and I love the guillotines.
Great job. A fun game, it would be nice if there would be leaderboards or other ways to challenge a friend. I'll keep it on my device until I run out of storage space again. ^^
@Tanner To start the game, you have to press X. I accidentally removed the message short before submission. Added a hint to the notes. Thanks for pointing that out.
Thanks for your feedback. After I submitted I had a bad feeling about this game but I think I can turn it into something interesting. In the end, it is a web game and short web games aren't bad games. Sure, currently it is too short but I can improve that for sure. Hope I'll find some time after Christmas.
@thatwhichtis
Thanks for the hint, that was totally unintentional. I think I'll integrate that as an easteregg. (may typing your nick to unlock it? I donno yet :)
@Kyatric
I'll probably add some kind of difficulties to the game at some point. Not sure if an moving enemy (may an animal) or simple time consuming traps. Currently the difficulty is the time. What was yours? :D
@Erkberg
I like the idea of stone puzzles, may I'll use that in a later version to make some harder to reach bonus sections. The idea with hidden treasures came to my mind as well. I'll totally to that.
@Xaychru04:
Ouch, I hoped this would never happen.
Yeah, I thought I catched all cases in tiling but when I started generating the maps, I found the ugly bits. I'll fix this in a post-compo version.
Very nice game. The gameplay is a bit repetitive but the graphics are awesome.
I love it, the cat game is funny and the most challenging mini game. The visual style of the game is great.
Amazing game art. The game plays great but I miss a goal aside "kill-them-all".
I like the style. The gameplay is not my taste but still well done.
Oh boy, lost at the first jump. Expected the square to move slower. Like the soundtrack :)
Nice little game, but I got a bit sick while playing.
Nice game, I love the graphics (have to take a look at how you've done the glow effect) and the game is actually fun, got to wave 16. Only the sounds get quite repetitive over the time. May you should provide some alternating shot sounds.
Nice music, very simple graphics but a fun as hell gameplay. And the most creative take on the theme I've seen yet. Well done, sir!
Like the idea, some of the puzzles are more about luck than everything else but utilizing the walk through it is quite cool :)
Nice take on the theme but frustrating if you get UP only once and the keys never came down to layer one. You may should change the action selection to some pseudo random decision.
Like the game, I only got debug output on the game screen that looked strange.
A nice little puzzle game. Bookmarked =)
Music is nice but doesn't loop well. The gameplay is kinda dull, since you only can smash one button but it's a fine start. :)
I really like the idea behind this. Very well done. There are some technical difficulties (play z before the animations are displayed results in instant loose) but that"s fine for a result of 48 hours.
Hitting the space key over and over again - fells like Paige Norris :D Great game!
I like this game. Even runs fine on mobile (Chrome for Android) though I haven't checked sound yet. If I could only retry by tapping/clicking... :-)
Won :) I like it. Controls are a bit strange, may keyboard controls would work better. Some background audio (waves, noise) would be nice.
After a few tries I got it. But I've found no "end"? Otherwise nice little game that uses a lot of brain. :)
Nice, damn mother-in-law!
Fine game, controls are sadly kinda annoying. But nontheless a nice game.
To you theme note, I kinda liked the previous theme since a good theme has to be restrictive. Nobody is forced to create a small game out of it. This time nobody stops you from creating a massive RPG about the journey to find the ONE, like seven seasons of HIMYM. Just my humble opinion, though.
PS: Please give the Android build a nice name :)
Best snowball fights ever. Very well done. :)
Nice game. My record 77600 :D
A solid basis. A little bit to hard for me though. :)
Pretty intense game. While I wrote this comment I switched the tab to the game to play again five times. Awesome game, nice music and great graphics.
Nice concept, but controls feel strange to me.
I played it and won it only using towers, since I had no clue that I can "produce" new units. A help screen would be awesome and a "throw the next wave at me NOW" button. ;)
Like this game. The controls on Android are a bit wonky though.
Nice game, awesome music.
I've played on Android and had fun. Good work.
At first I had no idea about what to do, a help screen on the first start would be helpful.
Thank you all for your interesst and for the kind comments.
I'll fix Chrome and IE when I'm back at my own PC.
@ShivanHunter You probably did it right. I am not very comfortable with this part of the game but I'll shorten the dull walking parts if I do a post-compo version.
@shubshub Think beneath the surface, there is a way to pass this wall. But thanks for the video, it is pretty helpful. Noted that I need to keep the backtrack parts in the viewport to be more obvious. At least for the early stages of the game.
@Crawler Studios, @lonewookie If you mean you fall into this shafts, this was intentional. The game is meant to be partly trial and error. I may should indicate this or provide some way to escape such places for a timecost.
Nice game, awesome graphics.
Very polished game, after playing a bunch of minimalistic games it is nice go see such a detailed pixel art. Currently at 213 meters but I will work on it.
The skip sound is a bit to loud, had not heard the ambient first since I had to turn volume down.
Combining these two games creates an pretty nice game game mechanic. 151 seconds and 941 points.
In the beginning, I had no idea what to do but after reading the entries description I got it. And it is pretty funny. Not sure though what the goal is.
On the one hand awesome but on the other hand disturbing as hell. Feel bad now, even though I tried to kill not a single one. I would give 6 out of 5 for mood.
Pretty solid game, lovely animations and a nice background music. As the others have said, a little bit to easy.
It would be nice if every now and then a boat or a island would pass by.
If you want to continue work on it you could create unlockable accessoires and clothes. :)
This has been created in 72 hours? Incredible!
Nice take on the theme, it is pretty fun to be a dogefin.
The game looks very polished even though I had to play a few times before I understood, why the sand-piranha needs longer to jump on some tiles (need to dive through sand). Oh, and the texts in the window don't show up here.
Feels very well done but should have crying babies for more realism.
Very unique gameplay.
The game is way too slow sadly. Would be better to shoot new balls even when the previous one is still on the screen.
Oh, and the game doesn't run in FF 25. All you see is a black screen and the console reports "ReferenceError: FlurryAgent is not defined".
Simple but fun gameplay. Looking forward to the shark control thing, I'd love to play a 1on1 multiplayer match. :)
Played the game for ten minutes. Had to abort at level 13, the game gets boring very fast. Some deeper gameplay, like the key and door thing and less dumb searching would be great.
But I like the color choice, though I try to walk on the walls at the beginning of every stage.
Played on Android, I don't see the depth and score displays. Looks like they are placed below the screen. But nice game overall. Pretty intensive when you are near a fish and can't do much to prevent the collision. Like @NoorStudios said, feels like the next flappy bird (a.k.a. include an Android share intent to share the score ;))
It is a nice start. Needs a lot of polishing though.
Nice challenging game. Played on Android and the controls are pretty frustrating. :)
Nice start, not much of a game though. I had fun hanging on the boats. :)
Cute game. I love the mechanics but it is hard to identify the firefly that you need to meet. May it should start each round by first blink the player, second the muse and then the random pattern.
Very nice, polished and addivtive. A fullscreen mode would be awesome.
Pretty cute game. Like some of the graphics. Pretty good take on the theme.
I was a little bit confused about what to do in the beginning but figured it out. Would be worth some polishing and then make some money with it. Basic game free and level packs for sale would probably work well on mobile.
The game don't run on my PC (got some weird rendering issues directly after the "Powered by Unity"-splash. It looks impressive from what I can see on the screenshots and read in the comments nontheless.
Very polished game. The amount of levels is incredible. The art style is perfectly fine for this kind of game, buttons don't match the style though. No suggestions (aside from lowering the asset size, 13MB is a lot :)).
@All of you ;)
Thanks for your feedback. I'm going to implement some of the features in the next days (I hope).
I think it may be possible to implement some kind of trader for upgrades and a score counter. I hope I can bring in some kind of meta-game, so that the name skyfarms makes any sense.
@Elemental Zeal Games Studios
True, I meant D. Fixed the description accordingly.
Awesome experience. I feel like a real social media expert now. Gimme some Twittas! A usual great thatwhichis product. A little bit short though.
Best game I've played so far. Fits the theme nicely. I had quite some fun figuring out the connections between the rooms and how to progress. This game has a impressive amount of content and a pretty good level design.
I only got lost once: When I used the teleporter, I landed on one of the statues.
Followed you on twitter for news about the post-compo version. ;)
By the way, the game produces some weired graphic bugs (gray boxed in the game viewport). Played on Linux at Full-HD.
Awesome game, feels like a real gameboy game. Got a bit easy when I learned to double jump. Game sometimes responded a tad too late when I tried to attack.
I hope for a version with more levels and gamepad support. I have this cheap SNES like gamepad that would work like charm with this game. ;)
Some things are pretty funny. Got the problem that multiple spoken tracks where played at the same time and I have the feeling that I missed some story part.
But it is incredibly funny.
Screamed at my screen when those sneaky wolves changed direction and ate my sheep. Well done.
This game is really tough. I like the graphics (and the sounds). With a little bit more polishing, it would make an awesome mobile game.
Nice game, took a minute to get the game mechanic though. May it could be supported art-wise. The current action as an icon in the game background maybe?
The game art itself is awesome, the UI not so much. :)
Very nice game though. I think it could become a funny little mobile game.
Great game. Controls are a bit weird on mobile (Kindle Fire) so I didn't get very far (Level 3). The ghost AI should be more predictable and less random. But nice game overall.
The dog is running in circles and I can't control it. Played in a new tab, so no scrolling issues. Tested in Firefox and Chrome.
Firefox console says: "TypeError: event.keyIdentifier is undefined"
Nice game. Very polished graphics. The gameplay itself gets a bit repetitive after a few minutes. But I think it may be really funny in 2 player mode.
You should use another hoster. The current redirects to a porn site when visiting from mobile, even in the iframe...
Nice game, music is lovely, graphics are nice and the game runs nice. It is just a bit too easy I think.
The text rendering seems to be broken on Kindle Fire so it is unplayable. Will check it tomorrow on PC.
Lovely game. Nice graphics and animations and a pretty nice gameplay.
Nice interpretation of the theme.
The funny ingame critics are awesome. Had a good laugh. :)
Well done, nice graphics and mood. Connection to the theme is not totaly clear, though.
That you for checking it out. I think I've fixed the performance problems somewhat by embedding it in the page, so it runs with a smaller viewport.
This speeds up digging a lot as I didn't fixed my timestep this time.
@Horsed
You need to mark a valid digging path. On the walls, may you clicked the floor tiles?
@ehtd
But it is there, just checked it twice. No request reached my server at that time. Maybe some bad proxy / firewall?
The skeletons are actually hidden on the 4 edges of the world, so the game is pretty easy to beat. It lacks any challenge, so I'm not too sad for those who exit early. I would've done the same. :)
I still have to look into the availability issue. I guess it is caused by a DNS change I did a few months back.
@inappropriatebeeguin:
I implemented a minimap but dropped it, because it felt useless. May with 4 markers for the skulls, it would've helped.
@Larry:
I think I'm going to write something about in in the entries post-mortem. The current behavior is pretty simple. When no task is assigned, each minions iterates through the list of open tasks and search for one it could reach (pathfind to), then it assigns itself to this task and start moving towards it. Since it doesn't search for the closest one, this could lead to interessting behaviors.
This is awesome. At first I missed the hint about collecting DNA but as I made my first fusion I was like "Whaaaaa?". It is impressive and has so much potential.
Online-Coop- and Versus-Multiplayer would make me pay 10 bucks for this.
Very well done game. The graphics are simple but very polished. Took a second to understand the controls though.
Pretty simple but a lovely interpretation of the theme. Got to 3 after figuring out what to do.
The controls are strange but the graphics are nice. You should really wrap it up (link the libraries statically) and upload a zip.
Looks like it was your first LD so be proud on your result and learn from your mistakes for the next time.
Like the graphics style. I'd love to rate for theme, since a aircraft hangar door is a pretty unconventional weapon your opponent uses. :D
I was expecting mode of a sandboxy games (possess what you want to kill anything else to see what happens) but a cool implementation nonetheless.
PS: Music works on Fire OS (Amazon Kindle Fire)
Nice game. I think it should progress stages faster though (every 500 points?)
First of all, thank you for playing and for all the comments. It's nice to know the game is enjoyable not only for me.
@Suese @LastLeaf
Music was a thing I tried to include, but everything I created was more annoying than helping the mood so I got rid of it.
@thatwhichis
But my graphics are bad compared to yours. ^^
@dos @Infininete
The game normally should just restart the current level but it seems like I somehow introduced a bug in the final hour that slipped through so it resets the game at any failure. The game should end if you get under bed in the fourth level.
@ChaosCult
Yepp, that is a thing I still think would be great. This and @Infininete's suggestion about more enviroment interaction would make the game more "tactical".
I promised a post-compo version the previous times and never delivered so I won't this time but I really want to expand the game with a few more game mechanics and a lot more content / levels.
PS: Man, I really need to write a post on this game before LD34 starts. Still have the draft for LD32s in my post-list. :)
Sh**, the bug is worse than I thought as it looks like it only occurs under certain circumstances.
The game actually has 4 levels, looks like it only let's you play two of them in case of failure. I'll later take a look and try to fix this "win condition"-bug!
I love it. I love the physics affected dead bodys!
I love that humour. Got the good ending. That was the real day of the tentacle! xD
This game is too much fun! Love the graphics.
I almost cried. 6/5 for mood. Well, one can not miss the message of the game.
Repitition on failure was a bit annoying but the game is pretty polished.
A nice little building game. For a sim, I feel like it lacks of difficulty. I'd like to see taxes that gets more the wider your tower gets and caretaker / craftsman costs on a per-room base.
First I was like "What? A turn based snake clone?!" but then I realised the twist in the game mechanic (the splitting).
The graphics and the interface need quite some work and the game needs a short ingame tutorial but then this could be turned into something impressive. You've created promising groundwork :)
PS: VIM > Emacs :P
This game is innovative but frustrating. I never know if I'll collide it not. The lasers in the latter levels move a bit to fast. You should give the player a second to realize what is going in in the level.
This is hilarious. Arts and sound are awesome. Some background melody would be awesome. 109 points so far but the game will stay on my device for a while. Let's see hohe Mann points I'll get.
*how many
Damn you, German auto correction!
That was hilarious. I actually thought the comic was over after five panels when I read your comment, pavel_insight. Lovely whatever this is. The ending was great, earned you another humor point :)
Multiple endings based on decisions would be a cool addition to make it more gamey, though.
I'm not yet completely through the game so I can't rate on the theme. Need to revisit later. But I really, really like the style. The game delivers this mood nicely.
I like this games, turns into a tap-ssacre fast. The laser eye animation is pretty cool.
Lovely interpretation of the theme. It is so much fun. And the graphics are awesome.
I just got the timer after reading the comments, I thought it was a countdown and you get X seconds per proper fun-ed child but it is actually a lifetime counter.
Nicely done interactive story.
A pretty solid base. You should continue working on it. ;)
Thanks for creating a Linux build of your game. Unfortunately I can't get it to run (64bit Arch Linux). After pressing any key in the start screen, I get a Invalid Memory Access error.
But the startscreen looks awesome, so do the screenshots! I may can't rate the entry but still, thank you at least for trying.
Like the concept / idea of the game. Some levels felt a bit misplaced (e.g. the labyrinth) but overall a nice game. Got to level 8 or so.
The performance wasn't great but since that is the second game in a row I have this problem with, I may should check my pc now. ;)
Played this game while my cat scratches on the kitchen door. Time to get a point...
Just kidding, nice game. I was a bit confused when I was kicked out of the tutorial and thrown into the menu screen.
Gameplay support and an online scoreboard would make this game more awesome.
A bit too easy for my taste. But lovely graphics. The intro should be part of the game, feels a bit seperated from the game.
I'd like it more combined like you have to free yourself by pressing left and right, then you become the monster and then the level immediately begins. :)
I love it but the controls feel a bit wonky. After kicking the controls feel strange.
Interesting game. May could've used more effort in the AI since key are pretty simple targets when they flee to the edges but tough game nontheless.
Nice game, so far I had two positive endings. But that were surely not the only playthoughs I'll do. I just hope there are no bad endings.
I just noticed some bugs and flaws. The time to answer the questions is too short. No time to read the questions properly before deciding. At the first run, I never met Charlotte, but the only options were "Yes, I have" and "Lie" (so basically the same). And whenever I try to play another round the game breaks and I have to reload the site. (Chrome)
It's a cool game. The music is awesome. The battle system feels strange though. I've no idea how to fight the ducks.
Love that "Terminal Feeling" of the hud. Graphics are awesome sounds are nice. Pretty hard game.
No audio in Chrome but in Firefox it works flawless. Great execution, lovely music. I like that experience. I guess you should try to make the result sharable on Twitter or alike, so people could share their "drawings".
Also it sometimes don't let you grow a pixel directly between two black pixels, that makes it hard to create really great art. :)
I love that art. The gameplay is pretty cool but a bit repetitive. The game should not force you to play the tutorial, as long as the info isn't stored across sessions.
A bit more enemy variation for a postcompo version would be great. May with their own special abilities.
Nice game, the graphics and the audio are awesome. But ven after reading the instructions and playing for a few times, I'm not entirely sure about how to play. But may that problem is caused by the disappering enemies.
Very polished game with a lovely mechanic. The gameplay and graphics are well done, but I needed to lower the volume. The music sounds a bit to "aggressive" :)
Nice simple but very polished game. May show the previous grown cactis in the main menus background with a scaled height?
Nice economic simulation. Needs a few more strategic factory like police awareness or something like that. :)
Controls don't work for me (Samsung Galaxy S3) so I don't rate it but the graphics are cute. Love the humor (of the fail screen :).
Just like the others said. A nice game, I love the posters, but the collision detection feels buggy. Got stuck at the puzzle after the "Two Button is watching you" poster.
The introduction of this game is hilarious but as others pointed out it lacked a clear stating of the games goal. The graphics are very simple and could be improved. I managed to get a score of 320584 somehow and now I'm proud of my planets SIZE. :rofl:
Cute little game. The asteroid defense minigame is pretty hard. :)
I like the graphics but the controls are aweful, like @huvaakoodia said. Also the buttons were almost too small to tap on my 4 inch phone.
I guess if you'd invest some time and with fixed controls the game could be fun for a few minutes. Maybe make the levels bigger and spawn more viruses when you ate all viruses? :smiley:
The screenshots are looking awesome. I'd love to throw myself into battle but sadly I can't due to the lack of a Web- or Linux-build. I understand that this is not always possible so nontheless congrats to a awesome looking game. :penguin:
Great game. It was pretty rough to get into but once I memorized the shapes the levels became challenging but not impossible. I like the graphics but noticed some strange "flickering" when moving the cursor. It looks like it's some rounding error issue. The background music is nice.
I keep an eye on it for further updates. :smiley:
The HTML5 build don't run really playable on my laptop and the code repository is not public (gives me a 404) so I can't build it for native to help performance. I like the graphics and the music but I don't understand the gameplay. Some ingame tutorial would probably help.
The graphics are very well done and the music fits the game, it almost feels like a Gameboy game. My only problem was when I tried to figure out how to proceed after the first flag as I haven't recognized the tablecloth as a solid object to walk on. The walkthrough video helped. Overall a great game.
Polished, solid game. The graphics, music and effects are fitting the game nicely. The gameplay is confusing at first but once I got into it it was awesome. I got stuck at level 8c but I keep it on my phone and I will play it again to solve the remaining puzzles.
Cute little experience. Lovely art style. :)
The .apk link results in a "Page Not Found" error. :(
The hammer looks great. With some animations and all graphics in the "hammer" style, the game may be fun for a few minutes. ;)
Great but shortlived game. The graphics are nice and the music is relaxing. I had no clue what to do but after reading your first comment I got it. I survived my first wasp attack but then I somehow managed to get a negative bee count. I hope I stumble about a post compo version of this game at some point. :smiley:
Just like @bog13 mentioned I also got stuck on the main menu on the Linux build as clicking the buttons don't work.
Unfortunatly I can't check your game as I'm on Linux but the screenshots are looking great. A god-sim is an awesome interpretation of the theme.
Nice gameplay and an awesome soundtrack but the quirky physics kill some of the fun as you often die just because you run out of air after getting stuck at some edge or after moving one of the crates accidentally when attempting to jump on it. I played the HTML5 build on itch.io.
Looks like I failed explaining some of the core concepts of the game so I'll add an explanation to the description. Thank you all for playing and for giving feedback. I'll check yours later if I haven't already.
@arcticmattekar @nilead To win you have to defeat your enemies bugs. You need to collect a lot of food to grow your stock, otherwise you stand no chance.
@jupiter-hadley Thank you for playing and for all the efforts you put into your videos. :smile:
@diegoctorguet I've just seen your comment. Yeah, I failed to explain the core mechanics. I attempted to explain the gameplay by showing off the AI players fighting on the main menu, but to understand what happens the player would need knowledge about the inner workings of the game like the spawning behavior of the nests. A true tutorial or tutorial styled level progression is necessary.
@zebrainflames Thank you for your feedback. The instant killing kills some of the fun and I'm disappointed that this bug made it in the final entry. The bugs were intended to have 100 health and should get 10 damage per attack. The code that is responsible for that calculation instead sets the hp to -10 resulting in instant death. A bugfix for this is already on my list for a post compo version.
Thank you all for your kind feedback. :blush:
@loveapplegames Well, it's technically not a game breaking bug as it's possible to win the levels with this bug. But a post-compo version is about to follow.
@inventroom I love video feedback. Especially as it looks like you invested a lot of time. Thank you.
@x1212 Could you please be more specific what is hard about the controls? I'd love to improve what I can.
This is a well done Factorio clone. An impressive game for 48 hours. The graphics are not beautiful but practical. I had fun for a few minutes. But I didn't get very far as I couldn't figure out how to use the assembly maschine. Some help about how to use the various items would be nessesary I think. Do you plan to continue development?
Great little game. Even though the graphics are simple they fit the overall appearance. I played on Android and had some fun. The only problem is that the theme is integrated weak. :)
Nice gameplay. I would've expected to see gravity affacting the ships and projectiles movement a bit more. With some work this could be turned into a nice, small shooter for couch PCs.
Enjoyable game. The graphics are awesome. Navigating the "dungeon" section was a bit annoying due to a long delay between the tap and the show of the new screen. Played the Android version on a Samsung Galaxy S5 mini. !> Got the "Discover your death" ending so far, will keep it on my phone to reach the other endings.
I love this game. My first attempt lasted 20 minutes and I need to play again as I haven't finished yet. The graphics are great, only the shop and the player sprites don't seem to fit yet. I had to tune audio down pretty quick. I was able to plant trees besides the house where I wasn't able to interact with later. I also ran into the issue that I didn't understood how to get stone first. You have that "+1" effect when interacting with the shop, may add the same effect when interacting with the mine?
For [Ludum Dare 31](http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=16147) I had a similar but way less complex and exciting idea and I failed horribly to deliver. So congrats to finish such a nice and complex game.
Aweome game, but like @breno-m said it is too short and ends when it starts to get interesting. I follow you on itch now in case you add more content later. If you continue working on it please consider adding some background music, I think that would add something to the game.
At least for me this is way too much "code and art reuse" if you basically change colors of the godot demo (haven't compared the levels though). https://github.com/godotengine/godot-demo-projects/tree/master/2d/platformer
The sprites of the insects are nice except the legs that are almost invisible because their color matches the background. That shooting sound gets pretty annoying after a few seconds. I'd prefer if the game would allow me to control shooting and movement direction separate. And gameplay-wise I'd love to kill some boss bug at the end of each wave (if there are any then I haven't played as far, sorry).
This game is awesome. I love the pixel art and the gameplay. It took me a couple of attempts to grasp what the game expects me to do but then I had lots of fun. It's quite challenging though. I'd like to see more rescue missions with Robot and Timmy. Daylight and radiation were a bit hard to see sometimes, some animation like dust particles may would improve visibility.
**Arch users beware:** I had a problem starting the game on Arch Linux. To fix it I changed to the extracted directory and then ran `ln -s /usr/lib/libpcre.so.1 ./libpcre.so.3`. Then I could launch the game with `LD_LIBRARY_PATH=. ./LD39`. :smile:
Wow, I just played through the whole game. I's addictive and a true challenge. Yeeeeas!
Lovely art style. I started the game a few times until I memorized where all the info is and then managed to get 11 points in "Game" before power ran out after I found all the informations. I guess with more content (I imaging more people in different situations, may a clique?) and more time to discover everything on the phonethis could become a nice game.
Only thing that bugged me is that the anroid version can't be played in portait mode while the ingame phone clearly is. It'd be nice if the ingame screen covers the whole screen on mobile. :)
A great little puzzle game. I finished it in around 20 minutes. Level 15 was quite difficult. The game was hard but never felt unfair. The amount of levels is great for a game made in 48 hours but I'd love to see more. :smile:
I didn't make it through winter but from what I've seen it's a nice, difficult game. The thing that confused my brain the most is that for every bar higher is better except for hunger. May satturation could've been an easier to understand option.
@somethinboutgames Was about to give it a try but I guess you messed something up with the Linux build. :smile: Looks like the data files are missing in the archive. > error: Couldn't load game path '.'
I can verify the Linux version is working now. :penguin: I noticed your downloads are no longer tagged by platform on itch. This makes it no longer possible to install the game with itchs client.
A fun little experience. As others mentioned some secrets would be nice like randomly swapping the bulbs shape after it leaves the visible area. The timer may be replaced with some kind of power measuring display.
I tried to play it on Linux with love 0.10.2 but it doesn't work. It reports: ``` Error: table index is NaN stack traceback: lib/hump/gamestate.lua:89: in function
The gameplay in the gif is appealing.
That was aweful... No, not the game. It is nicely implemented, makes lots of fun, the movement feels great and the graphics are well done (okay, the menu may needs some polish). I meant my lack of shooter skills, I didn't survive longer than a minute, no matter how hard I tried. :head_bandage: All I really missed was some kind of health indicator to see how close death is.
I love the graphics and the audio in this game. It took me a couple of rounds to understand how the actions affect the values. May the changed values could flash shortly to be easier noticable? I tried some ways to play the game but from what I tried the most successful way is the one the other commenters wrote before.
Nice groundwork, reminds me a lot on Reigns. I had some fun managing my country but the dialogues and events repeated early in my first playthrough. But I guess producing content for such a game is taking some time. May we'll see an update at some point? :smiley:
I like the idea of this game and I love the incredible graphics but the controls are not my cup of tea. I often accidentially disconnect the upper socket when trying to attach a different wire to the lower socket, may it could default to free sockets?
I haven't finished the game yet but I will hopefully. If the game would only save progress. :wink:
Great game, got to level 3 in 20 minutes. The humor in the dialogues is great and I love the puzzles. Sure, I needed to restart the levels a lot as my bones flew away (twice they completely disappered?) but I had fun nontheless. The graphics and the physics could be improved but the great soundtrack contributes much to the atmosphere.
I tried playing your game on Linux but it doesn't start. I've downloaded it with the GameJolt client. Starting it with the client fails silently, starting it manually shows the following message:
> There is no data folder
After renaming the test_Data to Data it fails with the following message:
> Unable to load mono library from /home/gagapete/.config/game-jolt-client/Games/DeviousPlantCommando-XXX/default-XXX/Data/Mono (x86_64) > Failed to load mono
If you need help testing and/or debugging feel free to contact me on GameJolt.
@marcenat According to the rules, a fixed upload is ok if you don't add any new features. > Certain Bug Fixes are allowed. You can’t add new features, but if something broke or didn’t work correctly as you were finishing up, you can fix this after the deadline. You are asked to highlight the changes you make in your submission (a short change log). You probably wont get a 2nd chance with some players, but at least it wont be a problem for future players. > ([Source](https://ldjam.com/events/ludum-dare/rules))
@marcenat I just noticed you put up a fixed Linux :penguin: build, thank you. I like the game. The graphics and the music are great and I like the idea of the permanent need to switch weapons so the plants don't get resitent against one weapon. I actually noticed it while playing as the pistol + shotgun brought down enemies faster than only one of them.
I reached the boss but ran out of ammonition before he was down. I guess you can rush through the levels without shooting most of the plants to keep enough ammo for the boss? One thing I disliked was that picking up ammonition automatically reloads the selected weapon, resulting in accidentially picking pistol rounds when I needed the shotgun. :smile:
Like you mentioned a pretty easy game but I think it's an enjoyable experience in it's current form. Some obstacles, maybe day and night cycle and co-op/versus gameplay, that is all the game would need to get a place on my Steam Box. :smile:
Thank you @marcenat, @vegevan, @davideperozzi, @zedutchgandalf and @mwcz for your feedback.
I see how the missing visual and audio hints for power transfers are hurting the games overall experience. I wanted to implemented those but unfortunately I ran out of time. Those would've helped a lot explaining the game mechanics, like the possibility to shut down turrets and other drones by basically drawing "100 power units" out of them. It's not even possible to make it through the bottom right screen without knowing this.
The slow movement speed is a decision I made to allow finer control for some sections of the game that require precise power management to reach the next power source. I guess I could raise the speed a bit. I also like @mwcz's suggestion to get rid of the complete reset, may instead resetting the current screen would've been better as the slower movement wouldn't affect the experience that bad then.
@zedutchgandalf I've seen the post but didn't responded yet. I guess I'll do it now. :)
Thank you all for your feedback, I appreciate your feedback. It looks like the game is difficult. I guess the game should progress slower (while the gameplay needs to get faster :grin:). First a drone, then a turret and then maybe both I guess. Also physics need to be improved so that drawing power from moving drones gets more reliable.
@joskineide Making it possible to draw power from drones from above would remove the difficulty of having to move into the drones line of sight. At least considering the way drones are implemented at the moment.
@ganbaregameskyle I tried but had some sound issues, thus I didn't uploaded the HTML5 build.
@jupiter-hadley Thanks once again for including one of my games into the series.
Thank you all for your feedback. Sorry for the steep learning curve in the compo version due to the level design. The first screen is based on the screen I used while developing the features. Thus it was too bloated.
I released a modified post compo version yesterday (for PC, not Android ATM) that addresses the sluggish movement and tries to solve the difficulty problems. If any player who had problems with the Ludum Dare version could leave me a comment if it improved things I'd appreciate it. Next on my list would be the visualisation of power drawing.
But please rate based on the Ludum Dare version!
I like the game, it's a challenge to play with a laptop touchpad though. :smile: The music loop is nice but the graphics are a bit too simple.
*Sorry for the doublepost, accidentially clicked "Publish" twice.*
Played a couple of rounds. The enemies are pretty cool and the graphics are well made. My highest wave so far was wave five.
I have to admit I noticed the fact that enemies movement is locked to players movement in your video first after a couple of playthroughs as I simply tried to shoot everything. That knowledge didn't helped though, my results didn't improve afterwards. :sweat:
I have to agree with @vkmicro that the camera movement is weird, it made me a tad seasick.
Lovely but (too) short game. The gameplay is great and could be expanded. The graphical style isn't really consistent and could be improved.
The graphics are great and so is the audio. The gameplay is fun and entertaining for a short period. I don't get how people manage to get sores above 20 points! I guess the game would profit a lot from online leaderboards.
I love the art style but I only managed to get to the second level as I didn't managed the jump upwards after the "Down here?" text. I needed three attempts to get over the obstacle in the tutorial section. The fact that I can trap myself by doing a single wrong move also fells unfair. If I fail, please let me retry fast. :wink:
Played on Android by the way.
At first I didn't understood what I'm supposed to do but once I understood how to draw land it was fun. I guess some tutorial and a slower start would be helpful. My top score was around 2k.
I played a couple of rounds before quitting. The graphics are well done each piece but don't really fit each other. The sound is well fome.
From what I understand about the game the guy slows down each time he hit a bird. But if I don't manage to get hin kill some birds in like 200 meters, the game is basically lost as I have no chance to slow down enough to really hunt for birds and I need to wait and watch that guy drown.
May make the game over scene more satisfying, add some splash particles for the water or something.
Played the Android version by the way.
Nice little puzzle game. I played it through, though I think I may take a shortcut in a level due to the game not registering that I crossed a tile.
This game has a pretty interesting theme interpretation. I had a hard time to figure out where the middle of the plane is, some helper lines would've been nice. I think this game could use a global scoreboard to make it more interesting. Some hosting platforms like Gamejolt provide a simple usable API for this. :slight_smile:
This is a short and enjoyable experience. I was about to comment that some kind of distance counter would've been nice when I reached the end of the universe and survived.
Funny little game. At first I was confused when I tried to delete that special app in the second stage but then I chuckled. Nice, short experience.
Nice game with a very atmospheric interface. I would love to see a version with spoken voice.
A little hint: itch.io allows to add the entry url to the game page. I bookmarked the game there and had difficulties getting back to this page to rate. :smiley:
First, thank you all for your feedback! It helps us to recognize some of the main issues of our game. We'll plan to release an update for some issues once the rating period ends.
@jammin I'm looking into possible solutions for that problem. This happened to me as well but at some point I got used to it.
@jupiter-hadley Thank you as always for your time and efforts. :)
@hugonun I remember coding the logic for that but it's probably stuck in one of those post-ldjam branches. If your curious follow my itch profile.
@kerdelos That strategy shouldn't get you to the credits screen but thanks for the heads up on the missing second gameplay element. May we can add something at a later point, but we'll absolutely keep that in mind for the next ldjam.
@samh Thanks for this detailed feedback. I hope we can improve at least on some of the given aspects.
Nice game, the graphics are lovely. You should add the link from the itch.io page to this entry. I found your game there with it's search but couldn't rate it easily. :smile:
Nice game, but I guess I'm awful at the game or I missed something but the people in the village didn't make love fast enough for me to attack the dungeon. Cool that you found time to create the tutorial, but I almost skipped it as I expected Yes to start the tutorial. :smile:
Great job, the art and sound underlined the rush of the game nicely. Pretty intense gameplay. It feels like the game is a bit unbalanced though, as I got to level 39+- or something on the first playthrough with a score of 473118.
Interesting game. The intro-scene is great and the end (when playing a perfect round) unexpected. But when tried playing a non-perfect round I somehow broke the game. The timer got stuck at 0 but the game continued until the driver died too.
Unfortunate that the gamepad didn't work on the web version and a middle mouse button is missing on my laptops touchpad. Thus I played through the whole game without moving the camera believing that is how it was intended to be played. Nice short experience.
@twopm No worries. I found it quite interesting to need to memorize the room layout and I actually thought it was intended like that. I had fun playing the game that way. :smile:
That was hilarius. I love the overall feel of the game, it's fun. The music fits the game but gets a bit repetitive after a while.
I played on Android and would've prefered some colored buttons to trigger the actions instead of touching the objects as I sometimes hit the wrong object.
Very clever puzzle game but it's pretty random based as you need to rely on the movement behavior. I'd prefer having more direct control.
A very polished game, the graphics are great and the sound okayish.
I like the art style but I was expecting some challenge. I think even the need to press multiple buttons in parallel after a while would add something to it.
The graphics are cool, love those thin lines. Unfortunately I always died in stage three for no obvious reason (or did I won?).
I also ran into some technical problems:
In Firefox the game doesn't run at all (`InternalError: too much recursion` after 999 reports of `SDL_SetRenderTarget: That operation is not supported`). Firefox don't support WebGL2 on my hardware, may it's related to that?
In Chromium the game runs but without sound. When started from the itch-page it don't register key inputs so I needed to go to the iframe content directly. May the game somehow prevents the IFrame window from receiving focus?
A very cool and very polished game. I love the art style and the humor in the level decoration.
At my first attempt I encountered a Bug: I was stuck in a wall directly after spawn so I almost quit.
@onury Yeah, it should show the _interact_ icon icon_interact.png there. I just pushed a bugfix for that. Thanks for pointing it out.
@kagerowo Thanks a lot for the valuable feedback. :slight_smile: The first two pages of the "How to play" was intended to be lore along with a subtle hint of what the gameplay loop is like. The third page contains tree specific instructions. Did you went back to menu before reaching it or wasn't that text helpful? Would like to improve on accessibility next time.
@senokos Thanks. I'm sure our graphics artist @sedna will love your feedback. :wink:
Thanks to all of you for the kind words. @sedna and I really appreciate your feedback. I'd like to address a few more detailed comments specifically.
@vivek-sharma20 Changing the items over time would be pretty cool and help with the games repetitiveness. Thanks for the idea!
@vernalbehemoth Thats true, the game doesn't offer a lot of challenge once you know the optimal strategy. We were trying to make the learning curve as fun as possible. May random events could help prolong the playtime.
@siliel Dropping items never made it into the game. To get your hands free you need to use the item in hand. But I agree that feels weird.
@very-dark-lord Thanks for reporting that bug. It didn't occured at my playthroughs before but at the first playthrough after your report it did. I have an idea why that bug occurs and will see if I can push a little bugfix for that.
I just pushed a bugfix for the edge case bug @very-dark-lord reported. Thanks again!
@dedicave You're right. During the jam I thought about adding an Android build as the inputs are pretty limited.
Conforming with the rules I just added a very basic port for Android. The only changes implemented are support for touch input (touch and hold on the right screen side to move, touch left to interact) and a separate _Controls_ page explaining those controls in the _How to play_-guide.
That was unexpectedly good. Great graphics, good music, awesome gameplay.
Cute little game. The art ist gorgeous. Will keep in my phone for my kid to play.
Cool short-living tamagochi clone. Would have prefered if the rooms would've had WarioWare-esque minigames. Was there any use for the money?
Played on Android and it worked great.
Best interpretation of the theme I've seen so gar. Played the Android Version for a while. The graphics and Sound are nice but the gameplay rocks.
I'd recommend making restart easier (see Super Hexagon) as searching for the restart button drew me out of the flow a bit each time.
I just played the Android version but without my cardboard as I don't have one with a trigger.
The graphics are cool, the sound is great and the gameplay itself ist okay but gets repetitive after a few minutes.
Great game. I love the visuals and the sound work, gave me some nice retro vibes. I was too bad to stop the fire but I had a great time watching the fire spread on _high cpu_. :smiling_imp:
Clever idea and a nice take on the theme. I played on Android and it took some time to understand how to manage shooting and catching the pod. The graphics are awesome.
Very polished game. Needed a moment to understand how to play but then it was fun. Only the playthrough duration seems a little bit too long to me. I hope you can cross compile a Windows or HTML5 version so more people can try your game.
Great card game. The enemies, submarine and cards are well designed. The balancing seems to be a bit of as I won all levels in a few minutes except for the last one. That one was manageable only with a little bit of luck in the cards I got and a little bit more strategy.
Just one thing: For the first couple of rounds I thought that the volume slider was a (somewhat broken) healthbar. May something could be changed to clarify what is what.
I hope to find the time to address all this valuable feedback at some point, but for now I spend my evenings rating your games and trying to provide helpful comments for your games. But there's one comment I'd like to address now.
@webox Thank you for pointing out the debuf type cards. One card was actually implemented with that effect but due to a bug :bug: it wasn't handed out to the player. I fixed it now so the player can access that card as intended. Thanks a lot!
This is a cleverly designed puzzle game. I was expecting some digging games when the theme was announced but this is a really unique gameplay. The graphics are simple but beautiful and the music fits the games ambient very well.
I put the game in my _Play later_ collection to finish it at some point.
Clever concept. The music and graphics really support the space game :space_invader: mood. The gameplay felt off a bit in comparison. Fighting the enemies isn't exciting in the current state. Give me more to do, let me fight patrolling enemy groups or something like that and give me more freedom/challenge in battles over _spamclicking until I've destroyed the enemy_.
The enemies are cleverly designed. I like the idea and the graphics and music were fitting for this kind of game. It took a few kills to realize that the attack hits all directions and I didn't need to _aim_. May that could be visualized somehow.
One aspect of the game killed the fun for me though. The controls felt clunky as I got stuck on edges very often and needed a moment to squeeze through. This always killed any flow that may set in.
So I'm happy with my 700 meters and leave the content of the remaining 300 meters to my imagination. :slight_smile:
Nice polished game, the graphics are great and the music is fitting. I expected the ship to use tank controls when I started the game and it took a bit for me to understand that the ship accelerates with some delay in the direction I'm pressing. After that the gameplay was smooth and I got some treasures, repaired my ship and lived my happy treasure hunter life until I became too greedy and failed horribly.
Nice experience, but felt a bit unfinished storywise. The game should've somehow hinted that you can get over the hole with a helping hand. The mood was absolutely there, the ambient track sounded pretty threatening.
Nice, minimal game with a great overall art style. A little bit more color underwater would be great. The audio was broken on my system so I didn't rate it. I chuckled when I reached the end. :smiley:
A really polished experience. Great gameplay that needs some balancing as it was pretty chill when I understood the games ruleset. The art is great and so is the music.
If I haven't missed anything there is no goal for now? That would be a great enhancement. Even if it's just a simple highscore.
Nice game and pretty well balanced, after a few deaths I grasped the gameplay and manged to finish the game. The graphics could use some love and some variety like sunk ships or so.
Emerging from the sea kinds buggy and almost killed me once.
The music tracks are great, the graphics are also well done and the gameplay is very well executed. I was surprised when the second _section_ started and the music changed. So much love for details. The only thing I'd change is the dead of Travis, that felt somewhat disappointing comepared to the rest of the game.
Nice game, I would love to play this with some friends but the AI is a well balanced alternative. Due to the speed it seems to be impossible to use the _fall on opponents head to stun them_ efficiently.
Found four of the five ruins and I have no clue were the fifth one is or if I missed one of the others. The basic idea of the game is cool, I like driving that submarine through the depth to find remains of an old civilisation. The art direction has it's own charm, I like that ruins dimly appear when you reach a ruin.
The gameplay was a bit disappointing to me as finding those ruins had no effect on me as a player or the world I've played in. Some effect, may even something small like a fish swarm that of ruins when getting close could've helped.
Very short game. I'm curious how you did the vector art in Godot.
Played a few rounds and got to about 35k points pretty often. The graphic style is pretty unique and a welcome change to the average entry. The music does also help to get me in the right mood for this game. Some of the levels felt unbeatable before I understood that I can press even after the tongue is already on it's way. I was expecting more of a minigolf like control.
To me it looks like the gameplay and controls should fit the mobile platforms well, may you should try exporting your game to Android.
Nice first steps. The graphics are very cool. I'm curious what kind of gameplay you had in mind. :slight_smile:
This game was so hard, it took me 61 minutes and 15 seconds to beat the whole thing (according to the speedrun timer, so probably more as that pauses when dead). This surfing on spikes level was f***ing frustrating that I almost threw my keyboard on the wall but so satisfying when I beat it.
I love the way story was told in this game. Please put up some more levels and a save system so I haven't to play through the whole game in one run and I'll throw some more money on it.
Super cool game. Pretty chilling. At my first run I missed the voice announcing my victory so I was confused whether I made it to the end. Some visual indicator would be great.
That was hilarious! I litterally made me laugh out loud!
The game is not necessarily deep gameplay-wise but the puzzles were quite cool and well designed nontheless.
The gameplay is not exactly my cup of tea (I couldn't even finish the credits successfully :smile:) but I really like art and music of the game.
This was interesting. I agree with the other commenters that the waiting time is a bit to much but I really love that art style for some reason.
It took me a few minutes to get how the game is supposed to be played, at first I randomly clicked cards. But now it's really clever, I love how this simple game contains that much strategy. The only problem is that I sometimes missed the disaster text, may you could give damaged buildings some animation before being destroyed so that it's easier to see what happend?
Nice game. The art and animations is awesome, especially the one when the player wins. I actually beat it the first try with button mashing so there is still room for improvement. I'm looking forward to any potential postjam version, which hopefully contains a round of Go after beating the main game. :grin:
Nice minimalistic game, had a couple of playthroughs and got to wave 32 before dying. I can imagine some enemies that have different move patterns or something to give the game more variation in later stages. Uh, and some kind of (local) highscore would be great so I can play towards beating my own score as a long term goal.
The games speed was fine for me, probably because I use a 60hz screen. I liked many of the minigames but gave up at diving as I couldn't manage to solve it in time.
Thank you all for the positive feedback and kind words for my little entry. I couldn't comment in time but I've tried to play all your entries if the platform requirements allowed it. Some of you really achieved impressive scores. :smiley:
@sneakylemon and @yngvarr Thank you two for pointing me to that mistake. I did develop the game with my headphones in one ear only thus I didn't noticed the bug myself.
@tanis Thanks that you've replied to @itshornunicorn about the Godot engine.
When I played the game I was under the impression that the hitboxes are off. Now that I read that the daemons have health points and don't die because of that things make much more sense. Aside from that it would be helpful if the attack range would be visualized somehow.
A great result taking into account that it's written from the ground up in JavaScript. I remember the struggles with my earlier games written in pure JS. :sweat:
A very nice warioware-esque game, the audio and graphics are very well done. The minigames are simple but lots of fun. I would have preferred if for example shopping and all-you-can-eat would differ a little bit gameplaywise, for example by giving the player an intolerance for specific food. Aside from that I had a lot of fun (even though I didn't get any more than 11 points). Also some more juice (screenshakes, particles etc.) when failing a level and local multiplayer would be great.
I played the game without reading it's name and I was impressed about the criticism on the modern trend for household robots. I guess I was wrong. :sweat_smile:
The game really suffers from the clunky controls. Either better controls or more space to maneuver could help the game a lot. Also I'm glad that I've read in @nikola|s comment that the baby remains okay and healthy. I was a bit concerned about it.
I like that you use the assigned tasks to enlarge the playing field by making the player remove the door.
Played through a chunk of the game (had 2 crown-pieces missing) but I have to stop for now. The core mechanic is clever and so far the most fitting implementation of the theme. I love the use of audio effects in the gameplay. The graphics are simple but gorgeous, especially the walking animation.
The QR codes are distracting though, may it's due to the app I used to read them but those always got me out of the game. I'd be curious what you intended to achieve with this mechanic.
The idea is nice. The graphics are nice but the camera is in my opinion too far away from the gameplay. Flipping the game and making the car go sideways could be an improvement (if you don't want to target mobile later).
The first few runs I didn't even realized there is text in the upper right corner. Due to the focus necessary to control the car I never found the time to check for the timer or the multiplier even after I noticed it's there. May you could make this two values more visible to the player.
Also it's quite hard to catch up if the car crashed into a wall, due to this I basically stopped playing and waited for the game over once I crashed.
Looks like I've mastered the challenges. :smile:
The gameplay is a pretty clever use of gravity. The graphics are nice and well fitting, the audio supports the mood.
I didn't understand that the ship could shoot at first due to the small text in the embedded game, I noticed that far into the game after I triggered fullscreen to check if it shows the level / progress anywhere.
Aside from that it sometimes felt _wrong_ when I managed to solve the puzzle but then missed the goal by a bit.
Nice game, most of the later rounds I had the _problem_ that I could simply play all cards since I had more mana than needed. The character art is really fitting and the music is great.
Got stuck at level 4 where I found two of the _pranks_ but no goalpost. Nice game, controls are a bit off (sliding off the edges) but other than that I like it. I put it on my _Play later_ list so may I'm going to revisit it sometime.
Nice game, for some reason the tile sometimes got stuck, overlap and sometimes weren't treated to be on the position they were. If I'd need to guess I'd say this happens when the sideway shift animation and the falling animation occure at the same time. The gameplay is fun and kept me playing for around 10 minutes straight. After a while it got repetitive though.
PS: Your ldjam.com-Webbuild seems broken.
I like the music. The complete playthrough took me around 12 minutes. I like the concept and the puzzles but disliked the waiting for the right effect if I already knew the solution.
May you could change it so the player can change the current effect somehow or make it a weighted random so the next effect is more often the necessary one than not. You could also shuffle the puzzles around a bit more so the next effect is the needed one if the player makes a _perfect_ run. But maybe I'm just way too impatient. :smile:
In level 6 I've gone to the lower "trap-path" twice because the portal switched the second before I went in. Some indication of the upcoming switch or maybe the synchronization of all state changes could help getting a feeling for the remaining time.
Nice game. I love the simplistic graphics and the clear description of the games main goal. The sounds supports the mood pretty nicely. The UI is simple and self explainatory. Well done.
When it comes to gameplay I don't get why their interests change seemingly whenever they talk to one another. The symbols often change right before (or after) pairing them up. Did it missed something or got something wrong?
This doesn't feel like a jam game at all. Sure, you could improve the graphics a bit (mixing different pixel sizes feels wrong to me) but aside from that I don't know what you could change about it to make it any better. You could add a highscore, upload it to some of the webgame portals in the internet and profit.
Nice little point and click adventure. Took me a couple of attempts before I could make it to the party, in 37.85 seconds. I wanted to skip to the next text bubble in the intro with a click or so. I read faster than the game expected but didn't want to skip the rest of the story.
It's pretty impressive what quality can be achieved with GDevelop. I consider using it for next Ludum Dare as I may team up with my oldest child.
Nice game, the music is thrilling. I like the gameplay with the pauses to calm down. My only complaint is that the difficulty curve kicks in a bit too late and a bit too hard. I got through the first ten or so stages without taking a single hit and then died two stages later.
Heaven feels a bit empty, may you could add some non aggressive NPCs roam there, or you could add a big bearded man looking through your documents while you're there.
The graphics are nice and consistent except for the logo and the music is nice. It would be great if the controls would be listed somewhere in the main menu or on the game page on itch, I haven't noticed them here when I went to play the game.
I had to skip the second and the last level as I couldn't do the walljumps. I wonder if I'm just bad or if the game (purposely?) lacks some kind of input grace period for the jumping.
Nice game. It's noticeable you really cared for the details. I tried heading back to the crossing to deliver the other road and noticed that the delivery checkpoints there were gone, no way to deliver everything.
I always expected some kind of jumpscare when playing though due to the dark atmosphere.
Interesting concept. The logo looks awesome! The gameplay lacks any real challenge but may it was the intention to be a feelgood game. The music is cool for a playtrough but gets a bit repetitive after a few minutes.
I'm not exactly sure if I played the game the right way. I drove the car to the topmost shown person, pressed E and the person smiled. Is the sender of the kiss who is shown in the level screen is irrelevant?
Nice game, I really like the graphics and the gameplay. Based on my awful results playing this game it looks like no military in the world should hire me but I'm fine with that.
I played the browser version over at itch and noticed the game gets stuck when pressing quit. I usually give quit-buttons in Godot a little script so that they remove themself when `OS.has_feature('web')` returns true because of that.
Took me 25 minutes with pauses to finish and to deliver the "meal" as I got stuck in one room and forgot that I could reset the current room. I love the art and the mood, both support the mood very well!
Great game. I haven't finished level 10 but had lots of fun while playing. The graphics are basic but the music is really nice.
Cool little game. The graphics are very well done. I stopped playing at the level with the falling platforms that's also in the description above because it felt out of my control if I could or couldn't make the jump. But it's also possible I'm just bad at platformers. :smiley:
Played the web version on mobile. Fun short experience with nice graphics. You should probably hint somewhere how many endings exist. I saw two.
This was sooo cute. Not too much, not too little.
Nice game, I like the upgrade system but it feels wrong to me you have to die to be able to apply upgrades. The game was pretty laggy on my rather low end system so I haven't made it very far, unlocked some turret upgrades and a cargo container. It would've been great to kill bats with the driller too as well and may some _total gems collected_ score. :)
@keyjale and @dis0rder It seems you both share the total highscore for my little LD entry, congratulations! :tada: I spend a few minutes today improving on my own highscore and I just reached 38 points in the release build. Seems like I was too optimistic with the difficulty curve. :smile:
Thank you all for your feedback, while I didn't reply to many I read and appreciate each comment. I really want to work on this little game further, so this will be of use. Time will tell if it works.
I never learned morse code so I had to use a online tool to translate the signal I heard to letters. The fact that the letters appeared where nice to check what I've misheard. It's a great concept to build upon, with unlocking the letters one by one and leaning morse code along the way.
Short but well done minigame. I was so focused on finishing the game I tried over and over and over again. Some way to compete against other players would be a great addition. :star2:
That general idea is pretty cool and fits the theme nicely. I had fun planning out the perfect route but sometimes waiting takes way too long. I guess some animation could carry the excitement over that time. An art style inspired by Prison Architect would fit that game nicely. :smile:
Nice game. The pixel art is awesome, I didn't hear any sounds though. The gameplay is funny, but rather luck based. I'd love to be able to throw something at Marcus to slow him down. :smirk:
Moving with A didn't work for me, WSD did but the arrow keys were all fine.
Playing the web build I had a couple of problems controlling the game but I got a good first impression about the gameplay, managed to kill the first wave at least. The idea is simple but very funny. From what I've seen some more player agency deciding would be great but may I've missed something.
Played the game in fullscreen mode in Firefox but couldn't move my wizard and had to hope for the best. I like the basic concept and the fact it's a game in the game. The phone is a nice touch. I could see some nice features coming out of that. A great starting point to improve upon. :v:
Music and audio is not my strong side so I only managed to capture one bird but the concept is great. Listening to bird songs, attempting to recreate their sound is such a cute way to interpret the collector theme. The graphics are abstract but very well done.
The idea behind this game is great, the graphics are nice and the music is pretty fitting. Only downside is the enemy AI, may it's the game balance. After the first two levels the AI was almost exclusively deployed defense units which made the game easy. After unlocking the mouse I only needed to deploy a single one of those to win the round and unlock the next unit.
Lovely graphics and the music is well done. The game itself was a bit confusing at first (felt too simple until I understood the boom bugs are... dangerous) but waiting for a chance to catch those blacked out bugs was quite some fun. Scored 185 and still have a few bugs to unlock.
I tried to parkour my way through the world before getting stuck in the door of the starting house after a couple of deaths. Got a good glimpse of the game, or that's what I hope. I really love the ambient the controls, gameplay and especially the music deliver. Feels like a fever dream.
Impressive to see something like this being done in Godot, would love to see more. :smiley:
You applied some good polish with that intro and menu scenes. The gameplay itself is simple but good fun for a short while. The only real downside is that for me it's sometimes difficult to estimate whether I'm on path to collide with an object or not.
I don't really get what the left mouse button should do, collecting works by colliding with the shards?
Played the game on my phone so the fonts were a tad to small but I really like the art style. It took a few attempts in which I seemingly ran into a deadlock but once I managed to beat the second enemy group the game went smooth. I can really see that game grow into something cool. Good job! :thumbsup:
That was quite an interesting experience. After the camera change I was expecting the character to be gone at some point and so I was somewhat happy when I reached the end screen without looking into an empty room before.
The game would've gained a lot from a walking animation that would show off the decline of energy the character still has. May the chore you have to take care of could tell their part of story about the changes in the characters life?
Just finished the game. For the first stages I had to read the manual but the later stages where easier to solve. It would've been great if one would have the opportunity to make more useless research, basically the games turned into a _try every matching data with every appropriate commands and see what fits_.
Okay, so I use every weapon to hurt the enemy, every food item to heal myself and everything else to sell to death itself. I guess you'd have to use the end turn option strategically and burn card is useless?
I really like the art style and the mood the game generates the the clock ticking but it's too hard for me.
I really tried to get all 9 plants but couldn't make it. Bad luck probably. :sweat_smile:
The game really transports it's mood and the graphics are very well done. I have to say the game is pretty stressful when waiting for Bumk to finally bring over some pots while the seeds are stacking up.
Heavy content. The graphics and the atmosphere are awesome, the monster lost it's scare though when it became clear it will only be triggered upon specific progress.
I wasn't expecting that! This graphics are great, the gameplay is fun and the theme interpretation is... unique. The level of polish is incredible. A true gem! :gem:
Nice game. I encountered some bugs that somewhat killed the fun but the idea is great and the colors are well chosen. I think aside from the bugs one of the main problems I had is that the blocks most of the time don't build paths to escape the lava. But may I missed something.
Great game. I love the graphics and the voice acting. In comparison to the voice the music was too loud so I had to tune my speakers down and thus had problems understanding the voice.
As I want to play more Rex McFury I really hope this case isn't closed yet. :smile:
When I tried to start the game I got a black screen after the Info-Window. The console of Firefox reports the following: ``` Error: WebGL warning: linkProgram: Programs with more than 16 samplers are disallowed on Mesa drivers to avoid crashing. Error: WebGL warning: useProgram: Program has not been successfully linked. Error: WebGL warning: getUniformLocation: `program` must be linked. ``` The last message then gets continuously reported.
I try it on a different system tomorrow as my PC is running on integrated graphics at the moment but may it's something simple to solve.
@Yngvarr No problem at all. I used another PC to play and finish it. That's a great implementation of the theme very well executed. I hope to see more levels in the future. :smiley:
Great game. Those is the most hilarious entry I've played this Ludum Dare. With couch co-op and a few more levels I'd pay for it.
Such a great game. Took some attempts to really understand the gameplay rules but then I couldn't stop until the malicious packages stopped me. I will absolutely replay it when the rating period is over.
I like the theme interpretation in this game. Sadly I have a pretty loud mouse so I didn't understood a lot of the poems (that's probably where the headphones would be handy :smile:). I made it to the end expecting a surprise and I wasn't disappointed. Those eleven minutes were well spend.
Thank you all for your feedback. I added some hints to the description as an attempt to help with some of the flaws.
@JCMonkey The game is designed so it can't be won by just using one card type. You need to figure out what cards work best against or to support others. If a tank looked more powerful than yours it was probably the case that many tanks stacked and overlapped so they looked like one.
@Yngvarr I think your camera solution would've been way better than the one I implemented. You currently need to manually move the camera by moving the cursor to the sides of the window.
@Fylipp Sounds would've been great. I tried to implement sound but didn't knew the engine well enough to get it working so I needed skip that sadly.
@mAnimal Glad you like it. Those took some time to get right.
@deepnight I agree, there still are a lot of things to improve.
@Ananace I tried to add those hints when I wrote the previous comment but it looks like something went wrong. Thanks for the tip! I added them now. Also thanks for the graphics suggestions.
The original idea sounds nice. Unfortunate that you couldn't realise it. I hope you can realise your vision next Ludum Dare. :smile:
Pretty good platformer with responsive controls. The shooting aspect is a weaker but it's a nice combination. The music is nice.
This entry has a crazy level of polish! I was expecting it to be a jam entry when I found it on itch but for a compo entry it's impressive.
Cool game with a nice graphic style. The music in the menu is nice and I was a bit disappointed that it stops when entering the game.
I found the game directly on itch.io and the description there lacks the hint to use E to plant and collect so it took me a few rounds to figure the gameplay out.
I like the idea of the game. I love how this game forces me to multitask. When playing the game the first time I was expecting the car to move automatically as well but after reading the comment I got it and had fun. Sadly the questions repeated pretty quick. Especially the math questions should be easy to automatically generate.
I was expecting that the car would slow down if I don't answer the question fast. Maybe that's something for the sequel. :smile: