Super 1-Bit Space Arena by Orni 2013-05-03T22:59:00
A whole bunch of awesome in just two colours! Reminded me a little of Cannon Fodder.
Foon → Ludum Dare Explorer → Users → garethiw
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 44 | Your life is currency | π₯ | Blutgeld | jam | 373 | 3.61 | 3.50 | 2.84 | 3.42 | 3.68 | 3.34 | 3.21 | ||
| 2018 | 43 | Sacrifices must be made | π₯ | Sacrilicious | jam | 50 | 4.11 | 4.12 | 3.27 | 4.40 | 4.20 | 4.39 | 4.04 | 4.20 | |
| 2017 | 38 | A Small World | π₯ | Cathode Way | jam | 8 | 4.36 | 4.00 | 4.42 | 4.02 | 4.40 | 4.02 | 2.76 | 3.86 | |
| 2016 | 37 | One room | Cervidae | jam | 177 | 3.75 | 3.08 | 3.77 | 4.18 | 4.17 | 3.79 | 4.26 | 64 | ||
| 2015 | 33 | You are the Monster | Daikaiju | jam | 139 | 3.74 | 3.74 | 3.29 | 4.23 | 3.60 | 3.59 | 3.68 | 3.88 | 36 | |
| 2015 | 32 | An Unconventional Weapon | Get Off My Land | jam | 89 | 3.86 | 3.82 | 3.49 | 4.08 | 4.43 | 3.42 | 4.04 | 3.55 | 94 | |
| 2014 | 31 | Entire Game on One Screen | Santa's Seasonal Slayfest | jam | 219 | 3.58 | 3.54 | 3.05 | 3.83 | 3.72 | 3.21 | 3.79 | 3.45 | 100 | |
| 2014 | 29 | Beneath the Surface | Aeronautical | jam | 71 | 3.75 | 3.89 | 2.86 | 3.37 | 3.88 | 3.07 | 2.09 | 3.25 | 84 | |
| 2013 | 28 | You Only Get One | Going Down | jam | 10 | 4.13 | 4.13 | 3.71 | 4.22 | 3.28 | 3.34 | 4.11 | 3.39 | 100 | |
| 2013 | 27 | 10 Seconds | Spatium Secondorum Decem | jam | 28 | 3.88 | 3.48 | 3.27 | 3.36 | 4.23 | 3.69 | 2.52 | 3.29 | 89 | |
| 2013 | 26 | Minimalism | Other Space | jam | 112 | 3.58 | 3.29 | 3.04 | 2.64 | 3.89 | 2.97 | 2.27 | 3.32 | 76 |
A whole bunch of awesome in just two colours! Reminded me a little of Cannon Fodder.
What can I add that hasn't already been said? Your artist is channelling early LucasArts with this one, and that alone makes this a winner.
Yeah, neat mechanic! Added a lot to the platforming gameplay. Cute graphics too!
Interesting ide :) Fits the theme very well!
Charming game, left me wishing there were more levels!
Made it through to the end. I think I got lucky on the last room as I went straight into the correct pit on my first go :) Only thing I'd suggest is putting some slide into the collision detection as you get stuck on blocks too easily.
This was a pretty ambitious game for a jam, so congrats! I enjoyed what I played of it.
Great idea, pretty fun aside from the slightly janky stomping. Would like to play a polished/full version!
This had a lot of polish for a Jam game! Very enjoyable and the last two rooms made me chuckle :)
Loved the drawn art style! Two things I would change: Make the cursor an actual fan, and give the balloon a little more inertia. Other than that, good stuff!
Once the gem mechanic clicked this got pretty good. The platforming itself needed a little tightening (collision detection was a little unforgiving), but that aside not bad!
A little slow to get started, but not bad thereafter!
Hi notepid, I have re-uploaded with a (possible) fix. Let me know if you see this and try it again!
Also, I think the bug was due to system locale settings (number formatting to be precise) - could you let me know what your region is set to in Windows?
Alright, I managed to reproduce the above issues by setting Locale to French. Have uploaded a fixed version. My apologies!
BrainSlug: Nothing special to do there ('tis just a homage to the theme that wasn't), the second teleport will send you on your way.
Frustrating collision detection, but I liked the idea and story :)
Pretty much a complete RPG in 48 hours? Hats off to you, sir!
Hahaha, love it!
Wonderful art style and atmosphere. Not entirely sure what I was meant to be doing, as the only item I found to interact with was the ball. And then the ghost kid got run over. Would definitely play the finished game!
Nice little puzzle game!
The lighting was nicely done, disallowing a player from seeing the way through a maze before going through it naturally maintains the purpose very well. I would say having some shorter levels at the start to give players a sense of achievement might fuel them to conquer the larger mazes. Nicely done though, oddly flavourful.
Really fun, loved the pixelly art. Collisions were a bit sticky at times.
Great concept, actually quite atmospheric for such a simple game!
Nice little game. I expected something to appear at every window I walked past :D I missed the bats as well.
Excellent! I needed a bit of cheering up and the intro had me belly laughing. Then I was just stunned by all of the tile descriptions. All of that, and it was quite fun to play too :)
RUN!
Wow, that was ambitious! I love that LD throws up really cool stuff like this, well done :D
Extremely retro in-game and on the boxart! I found the green ships to have too high a rate of fire though. Either that or I suck.
Not having an avatar as such didn't really bother me. Fun game!
Really fun! Would play a full version of this with a gentle difficulty ramp ;)
A surprising little challenge for such a simple concept. Moments of satisfaction from chaining a few jumps together to moments of self-loathing when a botched jump lands you two floors down. Lovely stuff.
For a harder difficulty (if you wish to further polish) you could add a mode where the sides of the tower kill the player, requiring them to jump the floor gaps too.
Nice engine. I had a hard time trying to kill the bad dudes, after Mal ran out of mana there was no way to do damage!
Movement was a bit off, making the jumping/platform tricky. But the art was nice.
Really cool! You've got a nice engine that could be turned into a great full game.
That gave my brain a good workout. I wasted way too many dudes on the first puzzle area, and ran out about level 6. That first puzzle did seem quite a lot harder than the subsequent ones, so maybe a difficulty curve tweak needed? Great game apart form that!
That was pretty damn fun, would play more! Pesky bird!
Confusing at first until you realise you just need to get to the end without getting buffeted by your clones... then it's kinda fun. Jump sometimes seemed unresponsive, but that might have been from getting pushed about by clones.
There's a lot of content in there for a weekend! An intro, a hub world and the battle arenas themselves. Not bad!
Only 5 hours? Great effort!
Those are some awesome pants!
I'm a sucker for kittens. This put a huge grin on my face at the end!
Haha yes, a nice punny take on the theme. One thing I would say is that I ended up not looking at anything aside from the icons. Maybe the icons could be nearer the runners, or maybe not have icons and make it easier to tell which runners are behind/ahead by looking at them?
Beautiful!
Yes! The audio track is so atmospheric! Took me a couple of goes before I "got" what was happening, but the fact it wasn't explained made it cool.
Original Windows version worked fine for me on Windows 8 64. Great game, lots of fun. Loved the 10/10 second idea and the variety of upgrades!
A fitting tribute to all the window cleaners that fell to their deaths.
Lovely art and gameplay. I noticed some kind of unresponsiveness on the jump sometimes (played the updated version). Still, good job!
Wow, creepy and amusing in equal measure.
Excellent use of the theme, cool mechanic. Wheeeee!
Exceedingly well polished, lovely art and all-round mood.
Thanks for the report. I'll fire up my Linux box tomorrow and get a handle on which version of mono I'm running, and what is required.Pretty sure Mint has 2.10.8, but maybe the game requires something from 1.x
There are no enemies in the first room, subsequent rooms are either clear (green) or have enemies in (red). If you wander through the rooms and never come across any enemies, then something is wrong for sure!
For you guys with Windows issues - I've uploaded a standard XNA build which should be more compatible. I've included the XNA redist installer if you don't already have XNA installed.
Stylish and moody. I encountered a bug with the door between the second and third levels where I'd keep going backwards and forwards between them even though I wasn't pushing up.
Lovely art and a nice idea with the put-down/pick-up time orb mechanic.
The concept is really awesome, I'd consider shortening the paradox death screen though since it increases the time the player must wait between attempts.
I love point 'n clicks! I got the slavery ending which I guess is maybe about the best you can get(?). Good stuff!
Simple but fun!
Absolutely amazing.
Good stuff indeed, some ingenious puzzles and mechanics. A lot can happen in ten seconds!
JESSE, WE HAVE TO BAKE.
Clever idea :)
Going from a run down a corridor with a single sentry gun to having to hop across platforms on top of lava whilst two sentry guns fired at me did seem like a bit of a difficulty curve.
Once I had got the hang of the gravity and found a good method for getting over the lava, it seemed that the goal area would always kick me back to the first level (I checked the guns weren't killing me before landing).
Is there only two levels?
Got stuck at 4! Neat idea :)
A beat em up is a refreshing change of pace! The jumping felt a bit weird and the dino's melee attack wasn't obvious, but overall it was fun. Cool music and sfx!
I must confess I too didn't really notice that the enemies and such were what changed every 10 seconds, I thought the element shot was simply random and the waves of enemies were simply, waves of enemies.
In any case, for a Jam game this is really well done. I'm not the greatest Shmup player, so the amount of projectiles I had to dodge did seem pretty intense at times. But it did also make the experience a lot more engaging as it kept me on my toes.
It is indeed a nice lil roguelike. It's pretty intuitive how combat works when you pick up a sword with no action button. I STAB AT THEE, MINIONS.
Fun, fun, fun! Thoroughly enjoyed this and echo everyone else in saying that I'd buy a complete game of this.
I did enjoy the fact someone clearly said during this game's development "What if people don't want to read all that intro text?" :>
Nice style though, I'm always a fan of good pixel work.
Not bad, would have been great to have a visual indicator of the rage time.
Really nice idea, I don't know if the checkpoint not working was simply where you got to in the development process but nevertheless it's a clever mechanic you've got going on.
I'm liking the entries where something odd happens every ten seconds. Not bad!
That background sound really adds tension, great stuff!
I agree with making it slightly more mouse-friendly at least, but the idea behind it was awesome.
I have no words.
Hahaha, great fun! I enjoyed the part with the burrito.
Equal parts bizarre and awesome. Great fun to play and the music is addictive!
Quite addictive! I enjoyed the countdown music :)
It is a very clever game which requires you to come up with a strategy to beat a level rather quickly. The idea that I am my own enemy was awesome.
It was a clever idea with the theme, I liked the approach of telling a short story over any serious game mechanics too.
Cool idea, cute graphics. Nice ambient soundtrack.
Ship movement felt a little off - needed more inertia maybe? Agree with the others that it needed a score/wave counter and also a game over state. Pretty good for your limited time though!
Got Master! A simple but original idea, well done!
Very well done - a platform brawler with AI in the space of a weekend, great stuff!
This is a serious game.
A bit of level variety in terms of layout would have been lovely, but otherwise it's nicely put together. I must follow suit with others and tip my hat to the music choices.
Really nice. Despite jumping directly into the game, the controls were easy to figure out and the mechanics became quickly apparent.
Definitely build it into a post-LD game :).
Haha, short but nice looking :)
How the heck did you do this in three days? You've got a world, characters, some fantastic artwork, dialogue, storyline and some simple but fun gameplay to top it off. Great job!
Great use of the theme, good platforming physics and lovely graphics.
I'm not good with bullet hell, but I made it with a score of 3! Loved the two-colour art, took me right back to my BBC micro days!
I have absolutely no idea what just happened, and I like it. For anyone else as confused as me, press enter to start the game.
It could do with some more variance between mages as others have said, I think what would benefit it most in its current state would be to have you playing through a level or series of levels with a win condition etc. Perhaps having a unique setting/pool of enemies for each mage?
The idea seemed a little ambitious for only a day's work, so you did well to get that far! I did like the theme idea though - getting locked in to one particular path.
Managed to get 5000 points after I stopped knocking the tree over :) Good fun!
Scarily we had a similar idea before ending up with our plane idea, awesome that someone made it happen! The only gripe I had with it was that the music was pretty loud and didn't overly fit well, audio is often a last priority but it'd be cool for each game to have it's own unique simple music.
Amusing game :) Quite a lot of content too, as far as compo entries go!
I really enjoyed this. Great art and animation, and while the one button controls were tricky to start with, it soon became second nature. I liked the design decision to start off with all controls before disabling them.
You got a lot out of so few pixels. Looks really neat, nice animation and smooth controls.
Much nicer than bog standard arena shooters. Fairly weak use of the theme however.
Simple and fun, and with lots of juice! Felt really nice to play.
Yeah that was really cool, it had a nice feel to it and the mechanics were interesting. 3 was definitely my fave sword.
Well, aesthetics wise this game looks awesome, has a lovely Japanese retro vibe going for it. The music is well done too. It's a shame there's not much to do but explore in the Jam version, but nevertheless it's a solid start.
Super hard, but holy shit such a good idea.
I got addicted to betting, good work!
I liked the one match idea, and the HUD items were pretty novel. Game was good.
I really enjoyed this - played through with each of the characters. I loved that they all played differently.
Boss was hard and the controls were a bit "floaty". I noticed the arrow being a "1" too, was that intentional? Good use of the theme.
Fantastic concept, could definitely benefit from some improved physics, but I can only imagine how tight for time you were on this!
Quite fun, amusing translations!
Oh man, a multiplayer version would be fantastic. Perhaps we should add a couple of cabin crew to make it 4 player? :)
This was a really cool idea, went straight for the safe and ended up scoring just over 3k on my second run. Nice.
Good game! I only managed to score 53 (third try). Those yellow dudes are tricky!
Fun take on the theme, and feels great to play as well!
Great spritework and music. Gameplay was enjoyable. Bonus for kitties!
At first I thought I was too dumb... but then I made my first orbit and after that the game just pulls you in. Great job!
Yep, I can't even type the first number. But I really loved the idea, the atmosphere, the artwork and the audio :)
I'm pretty sick of zombie games, but this was incredible. Well done.
Burninating the countryside!
In ur game, clickin' ur minerals!
A good use of the theme! Physics need a bit of work, but did the job regardless. Kudos for C++ :D
I didn't really know what to do, or if there was anything to do besides just walk around the house. Either way, it's a great foundation for something awesome.
Almost like a lo-fi Hotline Miami :)
It really does have a nice aesthetic to it, after getting a few pieces of my friend however, I couldn't work out if the idea to get to higher platforms was to stack the random items scattered around or if they all combined or worked with each other in some way.
Something to make the gameplay a little less linear would have been swish. Enemies that move differently or fire in different patterns would have added an extra element of challenge.
So many women's bathrooms!
Really lovely game, I adored the mixture of sprites and 3D objects. A nice bit of background music would have added to it nicely but nevertheless it's a solid game.
Physics were super frustrating. I thought the visual effects of the sand and thirst were cool.
Great art and interesting mechanics. Reminded me of Bastion a little, which is a good thing!
Agree with the above, had to buy the example every time. Interesting to see a word game in LD though!
The animations and style of this game is excellent, getting back to bits that you're stuck on can drag on slightly, but all in all I highly enjoyed playing it.
Nice solid game, I played the post-Jam version as I couldn't figure out the first level of the Jam version. But it's a lovely made puzzle game, which you don't see too often in LD.
Controls are kinda odd, but I really like the idea. I thought it might be good if you could "catch" the shot again and re-fire it. Great spritework!
Agree with the first comment - what you've got is alright, but needs more work on the actual fighting mechanics. I did appreciate what you were going for with the overworld and the on week theme though.
Lovely hand-drawn look to the art, and some nice gameplay to boot.
Certainly a refreshing concept for a game, makes the player think ahead at points before wildly charging into the fray.
Outstanding visuals over a fun puzzle game with a new twist on it.
Difficulty ramps up too quickly, physics are pretty bad, but otherwise quite fun.
Struggled with it until I came back to read the instructions (RTFM!). Lovely graphics and atmosphere!
Bleak seems like a fitting word to describe this one. You certainly got the message across!
It was certainly a different experience to most games, it had a nice serious message whilst also being a nice game to help explain said message.
I laughed!
Great to see a traditional point'n'click in LD, even if I completely fail at it :D
As others have said, the lighting did make it difficult to spot who the target was. Added to the fact I'm colour blind amplified the difficulty significantly. But the concept and execution was still nicely done.
Simple game, nice consistent pixel style. Loved the christmassy vibe!
The game rewards patience, it all becomes clear once you figure out the first section.
Cute, and the puzzles were a nice twist on the usual sliding block kinda thing.
A superb dose of melancholy.
I'll go with what people have already said, given the player stops to shoot it's very hard if you don't utilize an exploit to kill the enemies. A quick win condition/level reset upon completion would have tied this together.
Kudos for making a point n click for LD!
Art and animation were pretty damn great. With some tightening of controls and collision detection it could be a really great game!
I liked it, perhaps showing us what's in each chest for 1/2 a second/a second longer so we have a slightly better chance of knowing what we're going for would be nice. Since if you're low on health and you get a monster chest it's effectively a game over. Fortunately the penalty for a game over isn't too strict.
This was a really interesting idea. Would play more!
Lovely mood. A few sound effects would have helped even more. Jumping was a little "touchy" at times.
Lovely art direction and animation. I can easily imagine a larger version of this as an exploration/survival kinda thing.
Interesting concept, pretty fun!
Lovely graphics, would make for a good geowars type shooter if it weren't for the theme limitation!
That was fun to play. I think it needed a health meter, unless I was missing something? Liked the idea of the one chance to set a high score. Risk vs reward.
Also had the win8 issues, but very much enjoyed what I could play of it. Lovely spritework!
Hahaha, worth it for a giggle. Shame you didn't have time to make the actual game ;)
I liked the cack-handedness simulation system.
I also found it quite difficult, until one retry I just held down the up button and fluked a score of 11!
I'd suggest maybe having the player respawn at the bottom of the screen each time, rather than a random Y position (still keep the random X position).
Good choice of music too.
BUSINESSMAN FOOLGARBAGE
After establishing I could destroy projectiles, I found the only real glitchy aspect to be the collision detection, but given the nature of LD such a thing can be forgiven and it didn't really impede me at all.
Overall it's a nice solid platformer, you managed to get a nice amount of gameplay in for the time given and I was compelled to finish it. I also like how you don't explain the hair, always keep them guessing ;).
Controls are a little tricky, but once I got used to it I was swinging between buildings and flipping out! Love your art style too.
96 litres. This was really fun, and always nice to play a game by a fellow XNA developer :)
Hooooooooly fuck mateys! Also, muff magician.
Extremely difficult, but the controls feel great, it's really atmospheric and the visuals are excellent. Would be less frustrating if you respawned outside the dungeon you died in.
Possibly my fave so far, truly addictive right to the end.
Really great concept. Platforming felt a little fiddly at times as far as collision detection goes.
In ur shop, stealin' ur samples.
Underground as feck
Absolutely charming game!
Astounding look and feel!
Awesome job, the surfing mechanics are highly entertaining.
Ladies and gents, we have a winner! I didn't make it out from under the surf ace, but I got pretty close!
I don't know if this was "fun", but it was definitely an interesting experience and take on theme. I drowned the first time, and the next time I cheated a little - I have a mouse that lets you disengage the clickyness on the wheel and scrolls freely for ages ;) That time I got the stay afloat/fade to black ending o/
56000 woop! Music sand sounds were excellent, controls could have used some more physics to increase the feel of it being a sub. Good work!
Very topical, and extremely well executed.
I had to play this as a fan of ICFTD. I'm not sure which is scarier - rats or ants! Fun game.
A thoroughly accurate simulation of diving, very nice!
Great job with the art, it really brought the world to life. Highly recommend getting it to a finished state post-LD!
Brutal is about right... my best was 675m but that fire section is a killer. Fun game!
Flappy whale?
I found it difficult to get going again after being knocked out by a jellyfish, ended up making it less fun that it could have been
Less a difficulty ramp than a brick wall. Couldn't get past 666 which is a shame as I really like the controls and artwork. I just suck at timing based bosses.
Really neat idea! You should totally work on this a bit more - the engine is working well, just needs more game!
What a sense of speed! Amazing music and visuals with lots of juicy effects. I found it hard to get to grips with exactly how to use the grapple, but the jump/divekick combo felt good.
107m! Nice and relaxing until you get past the ~70m mark! Also, good to see some people still flying the XNA flag ;)
I've just added a stack dump messagebox to catch crashes. If it crashes for you, let me know what the first line of that says and I'll get fixing!
What a wonderful idea! Beautiful art.
Trippy! Didn't have a touchscreen at hand to play it properly, but still had fun once I got a handle on the controls. Nice models.
It looks great, though even though I was digging when the detector was beeping as rapidly as it could I only ever found one battery :(.
It's a shame you didn't get to make more content in the time, would have liked to have seen more!
Weird trippy exploration game, I liked the aesthetic. Once I figured out that void mode was activated only with a full mana bar, the rest was pretty simple.
Wow, that was uh.... wow. A couple of amusingly unexpected twists there, I liked!
Pretty pretties, shame there wasn't more game.
Fun game Kyle, almost reminiscent of Gauntlet for me. Got to the boss twice but completely failed to gain vengeance!
I won, but it seemed kinda random? Ship 33 said they passed Big Island, so I typed 33 in the target box then clicked the radar dot closest to the big island and then got a victory screen :)
Oh my that ending - I did *not* see that coming :D
Wow, that's fun! Excellent graphics, great use of theme, nice music and solid gameplay. Made it to wave 23 before I accidentally collapsed my mine :[
Holy wow, so much graphical goodness for 48 hours! Great stuff :)
Controls are a bit troublesome, but the game is still very atmospheric, nice job!
Shame you didn't get more done on this, looks like a nice base to a full game!
I *totally* empathise with the girl. Nice game :)
Fantastic presentation. Was expecting a puzzle game from the screenshots, was pleasantly surprised to find it wasn't.
I feel creepy now.
I didn't quite get the locking-in chests/high score mechanic, unless I just didn't collect enough coins to do that. I had all three chests lit up - only scored 35 at maximum though!
Simple, fun, hard. Nice visuals!
Haha, this was great. I thought there was going to be some huge pay-off while I was watering all those plants but you actually made us finish the job :D
Pretty good for a beginner! Keep doing the one game a month thing!
I won with a score of 3130! This was a feel-good game. Cute sprites, but overall really easy to finish, especially as you regenerate lives after each gem.
The sand worms could do with being a little slower, but it's a neat idea nevertheless!
Not a bad little runner, nice visual style. Did get an unpassable level twice though!
Neat little game. The key bindings were a little strange maybe, and the acceleration of the dude felt a bit floaty, but the concept was good.
Trial and error gameplay without any kind of clues really doesn't work, sorry :(
Great idea. Caught the thief on my first go, but failed the next three tries, so it must have been a fluke!
That was a laaaaarge download and a lot of hassle for a game that was ultimately just okay. Are you sure you need everything in that 600mb pack file?!
Man, this game really gets addictive after you get used to the slightly janky physics. Are the holes randomly generated? I played for a good 20 mins without seeing two the same!
Managed 221m! This is a lot of fun, feels good to play and has simple but good looking 3d work. Only suggestion I'd make is to have the camera pan ahead of the diver as you speed up, but I guess that may have been a concious design choice. Good work!
I agree with trying to avoid the player trapping themselves where possible. Having X out of Y artifacts only to have to restart interrupts the flow a little. Nevertheless, a nice game.
Whale of a time!
This was good, I liked the minecraft elements while being a totally different game :) Nice pixels. I found some mineral (silver or iron I guess) but ran out of fuel trying to get back up - doh!
nicely done and well put together.
This was really cool! So much stuff in here for a jam entry. Like others have said, the late-90s aesthetic is great and that opening sequence is awesome :)
lovely graphics and animations.
I liked the minimal graphics and tone/atmosphere.
-C
I couldn't stop painting and now my eyes are all boogly! 31 seconds remaining :)
Such a great game! Made it to round 5 on my third playthrough, but didn't quite get enough cash to try out the Slap. Was really surprised to see the powerups when I died, kept me playing for ages!
Ahahaha this was rather silly fun!
The assorbing energy of certain colours is a nice touch. It could do with some more sound effects though.
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This was really good! Just needs more things to destroy!
nice idea.
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It took me awhile to work out what i was doing but good once the penny dropped, well done.
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Great idea, good use of theme. You got the feel of space being huge while keeping it to one screen.
I like the music and graphics, Good game!
very cool.
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couldn't play it :(
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quite fun , but could have done with some sound.
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Nice implementation of the theme. Well done.
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Simple concept but well implemented. Fantastic !
nice artwork, plays well.
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worked fine with IE 11, nice graphics !
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Looks nice, not a fan of the arrows keys for shooting though, the movement seemed very slidey.
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I got to the end of level 1, but didn't get any time added - is that intentional? Either way, nice mood.
My brain hurts, but this was enjoyable. So much stuff here for a compo entry!
Such short, very WIP, much cool!
I really like the graphical and audio style.
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Gorgeous little game, great art and animation. Scored 1900, wave 9.
Well done
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Really cool,good to see an educational game. Shows how bad my memory is though :(
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really nice.
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looks really nice and plays well, reminds of an old 360 tank game.
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That was fun, it really ramps up once the holes appear.
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Nice game, well done !
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Not quite sure what was going on. The explosives did not seem to do much.
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Still not entirely sure how I'm scoring! Is it a simple game of keepy-uppy? Great audio and graphics!
that was fun :)
I liked the background music.
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This was surprisingly addictive up tot he point where my base was saturated and I was earning 500cr/s :)
Really like this. The graphics and puzzles work well.
nice tone and atmosphere, It could do with more background information and details of story/plot.
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Not quite sure what i was doing but a vnice use spin on the theme
Nice play on the theme. Stopped at an empty dialog.
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Found the way out, but I don't think Fido and Fiona helped :) Great concept!
Nicely drawn.
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Nice, I could loose hours to this !
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Controls were kinda floaty, but it kept me playing. Got stuck on the second burning balls level.
Quite ambitious for a jam game, which is cool. Took a little time to figure out the crafting bit but other than that was straightforward and quite fun
Bwahaha, poor kitty! This was good fun
Crazy !
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Reminds me of Space Harrier :)
Nice spin on a classic game style,well done.
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This was most excellent. Highly unique and with a great atmosphere. Could be developed out into something bigger!
Most of this looks like it came from the Asset store, but you are still entered for the categories...
Nice idea and engine, but the unique control scheme was really hard to get used to.
It clicked what I was doing on the second play, I enjoyed it after that. The disc mechanic works well.
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Oh wow, this is fantastic! I've got two of the endings but I'm not very good at being mean to virtual people!
I really like this - a cross between a dual-stick shooter, tower defence and a farming game!
Plus it has snowmen, carrots and flamethrowers, like ours!
My liberal sensibilities got me assassinated by day 3. I'll take it :)
Very pretty! I think it would have been more fun if it was continuous forward movement rather than needing to navigate around and platform jump.
looks nice, to hard for me though :(.
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nice idea, joypad support would be cool.
-C
The explosions were fun for awhile ,but I was hoping for something circuit board orientated.
-C
Nice, The in game dialog works well.
-C
Web player would not work.
Tried the windows version and it has a really nice creepy atmosphere and the torch light works well.
Love it! Great theme use, cute graphics and music.
nice Neon graphical style.
-C
Hahaha, it's IK-QWOP :D
Hahaha, yep! The only annoying thing is that a fire can spawn without warning right on top of you. My suggestion would perhaps be a patch of smoke that turns into a fire after x seconds.
Not bad for 12 hours! High score was 5560. Nice particles. A bit sketchy on theme.
I enjoyed this! Died on the 5th patch of mushrooms. Also took the time to wander around your whole map as I really liked the low-poly aesthetic. Pretty good for a solo effort :) Oh, nice audio as well.
This game really had me hooked (:D) until I got stuck in a wall. I had the large bag and was well on the way to getting the drill, but had no teleporter to help me out :[ Still, great effort!
REALLY nice gamefeel on this one. Quite challenging, but also very rewarding when you get a chain going. Bonus innovation points for using GLBasic D:
Alright, this was fucking amazing. I think the logic might have gone a bit screwy on the launch panel part (after the fire), but I still managed to get the launch light green and win. Super, super cool entry.
Amazing art, animation, music and sound effects.
I'm bad at games and I found this especially tricky even after I had got the hang of how to dispatch enemies. I'd suggest a longer pause before thawing, and a longer stun time after dashing.
Still, a really solid entry! Good luck!
Okay, you *have* to make this into a full game. The platforming and unresponsiveness of the attacks needs improvement, but as you say it wasn't your main focus. Nail that and you could have a winner. \m/
This was an outstanding entry. Audio, art, mood all top notch. Very relaxing to just explore, and I loved all the little touches with the background elements. Thank you!
nice graphics and original idea.
The game stopped on level 5 so I guess I won :) Really cool game once I figured out that the explosion radius was quite high and that clones would blow me up. Get that down, and the game becomes a lot of fun. Would definitely play more!
Really polished entry, great graphics and mood. I didn't have any issues with performance. I kinda wanted the gun to fire a bit faster, and I think I glitched through a wall and got stuck once. Great use of the theme!
That was one tasty burger
I have *no* idea what just happened, but I think I liked it :O
Seemed to be a lot of shooting but not much hugging...
CH
Goddamn I wish there were people online, this would be amazeballs. So much going on here for a jam game - always ambitious to put in online stuff. Looks great, sounds great.
If you find the web player crashes for you, the native build should work fine.
Sorry to hear that. Huge apologies to anyone that can't get the game to run. The crash is completely random and doesn't produce a meaningful error in the player logs, so I'm unable to fix. Really, really frustrating.
My Mac Mini does seem to run the executable build without issue though, so maybe try that if you're on a Mac.
I have managed to run the WebGL build in FF, Chrome and Safari on Mac, and Firefox and Chrome on Linux Mint 14. It's really not reliable though :(
Gah, webplayer version fixed - although it'll more than likely still crash on the mac due to reasons explained above. The WebGL version behaves oddly, sometimes it loads instantly, sometimes it takes a while (like 30 seconds) after the bar has filled. Sometimes a ctrl+refresh moves it along.
Bad camera has been mentioned a few times - what do people dislike about it? Too fast? Too springy?
The idea was to have it move ahead of the player so you can see more in the direction of travel. Perhaps it does that too quickly? What about jumping, is there too much camera follow there?
Obviously I won't fix this for the jam submission, but would be nice to sort for a post-jam version.
What do people think about fixing the camera on the jam submission? Would this fall under a valid interpretation of the "fixing" submission faq?:
"MY GAME CRASHES, IS UNBEATABLE, OR I MADE A TYPO: We allow you to fix crashes, win condition, or tiny bugs after the deadline. In a sense, this is like βportingβ to support more players. We leave this open to interpretation, but generally speaking your game should be identical to the game you submitted. No new features, just fixing mistakes you should have caught had you been better rested."
Agh, never known Unity to have so many compatibility issues!
All I can suggest to those having issues is to a) try a different browser or b) download the standalone builds if you're on Windows or Mac.
Haha, that sure is a hot kitty right there. Meow!
Well played, fellow Islander :) I belly-laughed at MENAGE A TROIS, but didn't quite manage an orgy :D
P.S. If you're on twitter, hit me up @garethiw
Fun! Challenging but not frustrating, you just gotta stay calm and line up the shots to conserve blood! Good use of the theme :)
Really atmospheric , the combination of the torch, weather and sirens works really well.
-CH
Yeah, you really needed to play with the settings on the controller there :) Nice idea though, and some interesting level design. Good luck with Cadence - played it at EGX Rezzed, it's cool!
I laughed at the race selection, and then even more at the combat. Great idea!
Nice Audio, a little bit Linear for me.
-CH
The spitting sounds were truly something... I could feel it right in the back of my throat. Yum!
You've got all the mood going on here, I want to know what happens next!
Solid feel, addictive gameplay, nice level generation. Had me hooked for a while there!
Nice.
-CH
Shaved dat baby. Always love wario ware-style minigame entries, and this one was super fun!
nice idea. Do do with an ending and tidying up but nicely done.
Good use of theme, fairly straightforward puzzles but I can see how they could have got more difficult. Would play more!
What a great idea! I loved the effect while trying to recover your brain. Solid platforming controls too.
Had a lot of fun with this, made it all the way to the spawn point by mostly shooting the commanders. Solid entry. I liked the contrasting palette.
Congrats on your first LD! Controls were a little janky for a platformer, but it was playable and not too hard to finish.
I particularly enjoyed running from end to end of the room and letting rip a maximum trumpet.
Even though it isn't finished, you got a ton of stuff done here that sets up the premise of an interesting game. My advice: keep at it. Don't let your lack of code knowledge be a roadblock, learn your way through it!
Fun! Difficulty ramped up pretty quick, but I managed 1200 points. I liked all the animations - made the game feel "alive". Also, nice to see a game build with Godot.
Quiet like the art style, Well done.
CH
That was fun ! I kept crashing but Fun !
-CH
Were those bunnies.... ejaculating?! Definitely unconventional alright :D Game wise, I'd say a crosshair is needed.
Really enjoyed the art, mood and the interesting weapon idea. Got stuck at the second gate and frustrated with a checkpoint that was a fair way back.
Lovely, lovely art and sound. The intro was funny :D I wondered what I was doing wrong until I figured out that up re-opened the umbrella. All made sense after that and made for an interesting gameplay dynamic.
Nice, plays well although I died lots.
nice job, plays really well.
-CH
Good use of theme. I didn't really find a use for Reveal (or Slow, really) but I'm guessing you had more ideas than you had time for :) Good effort!
I like the weapon idea, and sure it was a little easy once you get the mechanics down but still, good effort!
From one farm game to another, that was pretty cool!
This was great fun! High 5 cows-as-weapons buddies!
Cool use of theme, nice art!
This was really great, played all the way through. You crammed a lot into those 48 hours!
Ridin' bikes and joustin' with baguettes - what's not to like?
Kinda janky controls-wise, but it had this trance-like effect on me that made me keep playing until I cleaned up the town. Took me 10 minutes to win though!
Really fun to play, and an original mechanic. Theme doesn't seem to play much of a part though?
Interesting idea. - CH
Very nice, I kept wanting to draw Zorro signs !!
It's like joust, with space slugs! Really polished entry, would play a full game of this with my friends!
Really nice idea, but I feel the ship moves and fires too slowly compared to how quickly harmony goes down. Would be good if harmony was rebuilt while stable as well?
I pwned this game! Great mechanic, nice feel on the bow. Awesome artwork too :)
nice, clean graphics, I could not jump at the same point on the second sliding bridge though :(
CH
I love pinball and hate zombies, so this was great! You really got a good pinball feel here in such a short space of time. Nice models, lighting and mood as well.
Nice
I like that the aliens are saving people for once, instead of being the bad guys! Quite tricky though, I only managed to get to 4/4 once!
Wheeeeee! Flying voxely sheep. My highscore was 12000 after a few attempts.
Needs a little more work on the game feel. I mean, I know the weapon is a cannon, but some faster fire rate would have been nice. And faster movement. Art was great!
Nice, I didn't get very far but it was fun while it lasted :)
Nice, I like the graphics.
-CH
Well done, nice use of the theme.
Fun! Would have liked to have been able to aim better (guy gets in the way). In the end I had a flight wing of about 8 compadres and it had gone dark a long time ago! Kudos for own engine and day/night cycle.
quite fun, music was cool
-CH
Hooray for family-made games! The cute art and sounds really made this one.
Great art, feel and mood. I found melee combat too risky so ended up using specials throughout. Almost made the game too easy. Nice puzzles with the water wheels. Died at boss and didn't feel like playing through again, a checkpoint would have been good there. Great job for 2 days!
Nice art, mood and sounds. Quite simple gameplay, and I felt the weapon maybe wasn't all that unconventional. Also, I managed to die and win at the same time - just as I was going up the ramp, some debris landed in the middle lane :D
Thsi was really fun, cute graphics. I liked the little jiggle when you drive near someone.
Very creepy, great audio design!
nice, an interesting spin on break out !
-CH
really nice idea.
nice, love the low poly style.
-CH
Looks really nice, it would be nice to see how the completed game would have turned out.
- CH
Love the idea and art, was very easy to win once I understood the mechanic.
Woah, you get really huge later on! I enjoyed smashing the buildings and having people pop out :D
Really nice the Jelly Baby style monster and animations.Being able to nudge a building and it not fall works well with the game play idea.
- CH
The video is a nice touch (Robocap fan ?)
It a pitty the gameplay was missing some components :(
- CH
Lovely pixel art and fitting Audio.
Great art and mood. ME NO MONSTER
Really nice looking game and Audio. Found it easier to play after reading the Help but still a little chaotic.
Nice looking game, well-presented. Controls are a tad frustrating (having to right-click to pull the weapon out seemed unnecessary) and the pistol felt way underpowered (5 shots to kill a zombie).
It would have been nice to get to the next weapon, but it would have taken ages at only $300 a wave. Needed a bullet counter too, as I ran out without knowing it.
All that said, great first attempt at LD, hope you come back for more!
nice idea, the pre game story made me chuckle :)
Looks nice, I although found it quite hard to aim / control.
cools lovely and a nice relaxing game to play, well done
I found 6/8 memories but wasn't sure where to go after that.In full screen mode i had to Alt-Tab to get a cursor to interact with the buttons. Nice to see a story and atmosphere.
Nice graphics and atmosphere, the puzzle was beyond me though :(
Really nice, the shader made eyes feel a bit weird after playing :)
very well done environment and humour, reminded me of what a Sirius Cybernetics Company Device would be like.
Seemed to freeze or be unresponsive after pressing Enter to play (Windows 10)
-CH
Nice concept, might benefit from a tutorial or instruction.
That's really nice and a great foundation to build upon.
Feels really good to play, a few tweaks and it could be a hit! Addictive!
One suggestion would be to have the random seeded so that you could play the same course each time and improve. Sometimes I'd get a really easy run of several jump blocks in a row, other times i'd get two long green ones straight away.
It took a few deaths, but I figured out what to do eventually :D
Lovely graphics and overall style, well done.
i'm glad that isn't my living room, nice take on the theme!
Nice idea, annoyed i could only get a few rooms complete though!
really enjoyed this. The graphics, story and mood work really well. Well done
The audio sets a nice tone for the game, could do with some events or encounters while wondering around.
My best run was 6:56. Really great idea for the theme, and a fun game once you get used to the controls.
One big frustration was trying to move about inside the capsule then accidentally exiting the hatch when what I wanted to do was store something. A few small interface refinements and this would be really good!
Well now, this was excellent! Super cool aesthetic, lots of juicy screenshake and particles (without being overbearing) - and even online highscores!
Great game feel, though maybe the ship rotation was *slightly* too slow, and overall speed was *slightly* too fast, making it tough to finely adjust the laser angles.
Only improvement would be some kind of powerup system, but you already did a lot for a compo game, so well done!
Once I got the hang of navigating around this became eerily enjoyable! On my fourth try I managed to find my child, which was cool. But then I ended up in a forest and when I eventually got back to the ship I was eaten. Which was a shame.
Woo! Mission complete! Playing this was really relaxing, I kind of zoned out there for a while. Lovely art and shader work on the planet, the background music was nice and ambient and I liked the sound effect for when a plant seeded.
Only bad thing I can say really is toward the end the collisions were getting annoying, I think the game would have been better without them as you still had the radius check on planting so colliding was essentially unnecessary.
Great entry!
I had some fun with this. It's certainly well-presented. Nice art, decent UI.
I'm no CS grad, so I was a little scared at first but I managed to get to the point of clearing the board with all water.
This may defeat the whole point of the Turing Complete thing, but I feel like in order to do anything more complex in 2D, you need to at least be able to reset and check a cycle counter. That way we could do rudimentary positional checks. But then I guess a *counter* isn't a *state*, so it doesn't enter into it being a state machine?
For instance, I wanted to try and do a checkerboard pattern, but because the board positions wrap around, I couldn't figure out how I would move up instead of across once I had completed a row. Maybe another option would be to not wrap around, and have a check to see if you *could* move in a direction. But again, that wouldn't be a state so I dunno.
Lots to think about, which is great for an LD entry!
This was fun to play, and I loved that it has online scores! Great work on the visual effects.
I echo @zenmumbler though in that you should indicate if you used assets or not. If you made the models and music yourself, then it is indeed a great achievement.
Awww, that was a sweet little story with a nice message :)
Would have been nice to see what you would have done with more time, but to submit a thing is better than not submitting a thing! The music and the slow fades did make for a good bit of atmosphere as well.
What an excellent idea for a game. The cell growth mechanic and the way the entire playspace floats around puts an original twist on the 'ole twin-stick shooter formula. Could definitely see this as a full game.
One negative would be moving through the connecting pipes was tricky especially as they're growing. And I wasn't sure I saw any benefit to generators? I assumed they powered turrets, maybe they increased turret rate of fire?
Edit: Just read up^^, I was half-right on the generators :)
Anyway, really interesting entry. Oh, my best score was 250 seconds!
@kate-kligman Mac build now up on [Itch](https://gareth.itch.io/cathode-way). Kinda slow on my old Mac Mini, but YMMV.
I do love a puzzler, and this one was fantastic! Cute art, great presentation and challenging levels. I managed to complete all 8 and actually had the most trouble with number 4.
I'd be tempted if I were making this into a full product to put in an "undo" button to go back a turn if you die, though I guess part of the challenge is remembering how you got to a point if you do press the wrong direction arrow as you're two moves away from winning ;)
Great entry!
Great idea, well implemented. The faces on the asteroids totally made this work!
Can't really add much more than has been said. Audio, healthbar and edge wrapping or collision would have been nice but it was fun regardless.
Woah, those are some cool retro effects you've got going on there. Managed to beat it after I realised the last few enemies come at you really fast, so it's better to run and jump backward and get them to line up for you. Speaking of jumping - I really liked how cool the jumping looked and felt due to the lowish gravity. Wheee!
The only thing I didn't like was the shooting sound effect, far too loud in the mix! That was it though, nice entry :)
I'm not much of a fan of card games, but I enjoyed playing two rounds of this. I skimmed the bit in the tutorial that said the blue star icon is the number of cards you could play, so I was confused til I realised that. Also, when I played Bribe I was expecting to get +2 to the number of cards I could buy, but instead it seemed to either buy 2 random cards or draw 2 from my deck (wasn't sure which).
Still, this was a lot to do in a weekend I imagine, and you had a lot of cool stuff going on here with the card animations and UI. So, well done!
Woooow, I haven't had to use telnet since back in my MUD-playing days, so thanks for the nostalgia blast!
Alas, I think I'm destined not to see the end of the game though. Here's my first run on the 5th job:
putty_2017-05-15_11-35-11.png
I couldn't get to Skele-1 due to the collision boxes.
putty_2017-05-15_11-42-19.png
This time I came back through from D6 and spawned outside of the playable area? I couldn't move left or right from here.
Bugs aside, bonus points for innovation for the BBS-style game. Plenty of humour and mood, too.
Edit: I just went back for another try (I *will* get to the end). Broke it again!
putty_2017-05-15_11-53-16.png
Edit 2: Yay, finished it on the 4th try :D
Wow, this was incredible! Played it until I finally managed to get the ending, like a Zen master pruning a bonsai tree. Just needed an equally zen soundtrack.
I saw your ivy growing tech posted on Reddit, very cool :)
This was pretty good, fam. I liked the part with Rude Bear.
This has more of a difficulty cliff than a ramp, but it was really pretty to see all the patterns the bullets make before dying :D
I managed to survive a bit longer by simply trying to go full speed and steer towards the health, but then aiming took a backseat and the world quickly filled up.
Neat little game though, especially as a compo entry.
Best art of any game I've played this jam. The fog and the background ambience combined with the tileset and lighting make for a great atmosphere.
The puzzles themselves were fine, but most of the challenge came from the timed pieces which often felt hard just because of the slightly twitchy character movement. I think the problem stems from having to wait until Mike stops moving before the next key will register, which means sometimes you feel like you can hit a move before you can, and then end up hitting it too late or twice in a row. Just a little tweak there would make the gamefeel a lot nicer.
Other than that, very nice entry!
Fantastic game, lots here for a weekend's work. Absolutely bonus points for the humorous AI narration - we've been wanting to do a narrated game for a while now :)
Managed to survive a bit longer on my second runthrough once I realised I had to turn the light + water on and off! Became quite hectic keeping all the plates spinning, so to speak.
Well done!
That was trippy. Excellent art and shader work. The mechanic was pretty good, felt like walking round in an Escher painting at times.
I'd say a little work was needed on the character controller to improve the feel, it was both floaty and too sensitive. Footstep sound was pretty loud. Music didn't really fit the vibe, mood would have been better with something more ambient I feel.
Still, quite enjoyable and I played until the credits scroll, so nothing put me off that badly.
Adorable! Congrats on all your #1s, well deserved!
Lovely artwork and an interesting idea to have a torus as a platfield. I found it quite risky to move around the side as the camera took a while to catch up, so I could never be sure if I was going to hit something. Movement was a bit floaty but okay once I got used to it. Would have liked a faster fire rate purely for gamefeel, but as all the enemies were one-hit-kill it didn't matter too much.
Highest score was 26. Solid entry.
Player #00549 stopping by to say hai! Please don't die, little game.
Yeah this was a really addictive combination of tower defence and clicker. Had to tear myself away to write this.
I think there's an issue with infected cells appearing off of the top of the screen that you can never get to, unless I'm missing something and the green or pill-shaped things are also infected - my number of infected missed seems way too high?
That aside, nice art and audio. Good depth of field usage. Enjoyable.
This was a really fun puzzler. After reading through the above comments, I don't have much else to add. My two negatives were the mouse pointer being hidden during editing and I also crashed when finishing the level mentioned above:
chrome_2017-05-15_10-30-42.png
Which was a shame as I only had a couple left to do!
Bonus points for having several different in-game audio tracks so the music didn't get old too quickly.
This was an excellent entry - reminded me a bit of Super Stardust. Great feel to the controls, aiming had a bit of a challenge "bending" the bullets to hit the flyers felt good.
Powerup system was nice, sound effects were simple but functional. I liked spinning round to the dark side of the planet and seeing everything light up, witht he sun on the horizon. Great art and mood.
Nothing bad to say about this one. Impressive compo entry!
I never knew I wanted to know what life was like as a dung beetle. Turns out, it's quite enjoyable!
Don't htink I have much bad to say about this; yes, the dung would slip out of your control when strafing left and right, but if it did stick with you as you turned there wouldn't be much of a challenge. The dung felt like it had the right weight to it and didn't go rolling off with low friction as you might expect from lesser-polished games.
Art was good, the music was enjoyable. I laughed at the wind sound effect :) Overall, great humour and mood!
This was a really cool idea, and I liked the basic mechanic of creating torches and expanding the play area. Obviously you didn't get the chance to finish, but that could be the basis of a pretty good game with some more stuff thrown in.
I won! With a score of 3000. That was quite fun, and I imagine that you had a bigger overall idea for the game before you ran out of time. Took me ages to find the last can until I stopped and thought "where would *I* hide a fuel can?" :D
The movement and combat was floaty but serviceable. I liked that I could break boxes for points. Art was excellent and made for a nice mood.
This was a really good idea, so bonus points for innovation. I felt the flippers rotated too slowly to provide the necessary accuracy. Maybe consider using mouse left/right axis to rotate them around?
Haha, this was cute and great-looking. I quite enjoyed the mechanic of saving the molemen - really nice idea.
The movement was a bit too fast and floaty to be entirely accurate, especially when it came to the holes and trying to stop just on the edge in order to save as many as possible.
The effect of the fire sweeping across the level looked cool too. Great art!
I love voxels, and the art was really cute. Good mood overall.
Sometimes the slap didn't seem to register when I expected it to, an animation for that would have really helped here.
Sound effects were well-chosen and added to the atmosphere, and I really liked the wobbly arena too!
As a huge fan of The Witness, I found this very cool. It's a shame the hint for the last puzzle didn't quite match up to the solution (mostly because I was impressed with myself that I worked out how the hint and puzzle related!), but I enjoyed what was there!
The final room was a tantalising look at what might have been coming :)
Lots of work here for a compo game, so well done! I like that the art is consistent, nice low-poly models and colourful too.
I actually liked the camera angle, it has a cinematic feel but it does leave you at a bit of a disadvantage to enemies coming from the lower right.
I think all of my deaths were due to falling off of platforms because I was shooting in midair and got knocked back by recoil. But that was just me being dumb. Still had plenty of fun with this!
Hey Paul!
This was super fun, definitely a seed of a great game here; getting the angles and boost *just* right for slingshotting feels really good.
I understand the walls being there for providing a path so to speak, but feel maybe they were a bit too close to the play area at times, especially as you have the mechanic where you explode when you run out of fuel.
Perhaps also an arrow pointing to your destination would be good.
Apart from that, great mood and graphics. Always enjoy seeing folks use PV in their games :)
Wow, this was a bizarre little journey that I'm glad I went on. Lots here for a jam game. You crafted a great atmosphere with the lighting, art and audio.
I like that I'm left to decide the meaning of the story. Something to do with being stuck in the grind of today's modern life, with news and emojis and lots of depressing travelling on underground trains.
Great entry, well done!
ππ°
This was quite difficult, but addictive. I had to double-read the instructions before I got that contact while on the ground = bad :)
One negative I'd give is that the dashing sound started to grate after a while. Might have been better if it was quieter or had a pitch shift on it.
Feel like I'm kinda echoing some of the above comments, but the gameplay didn't click with me. I mean, I get you're on a moon and it's meant to feel floaty, but sometimes the jump didn't register when I feel it should have, and the terrain got in the way of the action. The shooting felt unsatisfying even after a few upgrades.
That said, the art, music, sound effects, humour and especially that intro dialogue were all fantastic.
Well that was creepy!
The standout for me here was the sound design; it went a long way to enhance the atmosphere you set up with the visual post-processing.
I'm actually glad there wasn't a jump scare at the end!
The first time I dropped a foot and the screen shook and the hyoomins screamed - I laughed out loud! Great little idea for a game. My best was 18 seconds with only 1 pesky hyoomin killed *right* at the end before the score screen :[
Cute little platformer. Finished all three levels. Took me a little bit before I realised I had to kill all the things to proceed :)
I think the only thing that annoyed me little was accidentally going through the doors when I didn't want to, and having to remember to jump over them. Especially on the last level when on a timer :) Maybe a button (like up for instance) to go through doors?
Nice style and mood. Had fun!
Played until my mouse hand hurt and still couldn't beat level 4 :) Really like the idea and the control method.
Things I would change: - Have a crosshair/circle that represents the centre of movement. It seemed like it was off centre to the ship, so you could incorporate this into the ship if it was aligned exactly to centre. - Slow down the acceleration just a touch. I know this was part of the challenge, but it seemed overly twitchy! - Reduce the hitbox size/make the hitbox more consistent. Sometimes the nose of the ship could be inside the wall, but if you spun round in the opposite direction, the rear of the ship would hit the wall.
That aside, great art and presentation. Solid entry!
Seriously. Wow. Congrats on your first LD, and a super impressive entry to start off with!
The art and audio combined to make an impressive atmosphere. The screams from the poor guys running away... hahaha! I enjoyed the little puzzle bit at the end to get them to open the door.
In a way, this reminded me of Inside a little, it has the same darkness to it. A full game of this could do really well.
Game has some serious aesthetic going on. Love the bright colours, cartoon faces on things and the wavy streamers.
Also, having that reverb really helps to up the mood, which is kinda strange as it's just an effect but it's super effective!
The gameplay was a little unforgiving, but nevertheless a solid, fun entry.
This was really fun. Full marks for presentation - the screen wipes, confetti particles, little incidental animations all make for a high level of polish!
I managed to get up to door tagging, and it got real hard with 10 possible culprits and 3 possible items.
Well done!
A lot of these choices were hilarious, but I really didn't need so long to make my decisions!
I hope you were collecting analytics to present in a hilarious post-mortem!
This game gave me the "just one more go" feels. I really wanted to finish it but I couldn't only because the controls (jump/fire) didn't register sometimes. Are you by any chance polling for input in FixedUpdate? If so, moving your input calls to Update will solve that problem for you. Then again, it may just have been a webgl problem.
Seriously neat idea, and quite addictive. I mostly tried using only jump/left/fire and it seemed doable, but I only made it to level 3 once. I refused to make it any easier for myself :D
I made a game! But at what cost?
Lots of truth in here.
Excellent art, animation and sound effects. I like the risk/reward element of the gameplay. I only wish that you couldn't hurt Oskar yourself :D I managed to get right down to the last lamb and was backing off and accidentally swiped Oskar of his last remaining health :O :sheep: :sheep:
Great looking and sounding game, with neat mechanics to boot. When I realised I needed to throw the unwanted sacrifices *away* from the fire I was like "oooh I see what you did there!". Very cool.
Hahahahahaha!
Hahahaheheheheheaahahahaee π€£π€£π€£
ππ
Thanks Steven Dimble!
This was fun, loved the voice work and mood. The offerlings were very cute! I imagine you had plans for a lot more offering types and scenarios, but there was enough there to get a feel for the game :)
Love the mood on this one. Shame you didn't get to explore the mechanic further, it was nice and simple to play which I love!
Faster?! But lord, my finger is reeeeally tiiiiired!
Nice little clicker, I managed to complete the raid and defeat the demon \o/
Art was nice. Platforming a little floaty, but manageable. Rocket turtles were cool!
This was a cool idea,and was fun to play. Well done for just a single day!
Welp, that was a bit dark. In more ways than one.
Like DDR and Smash had a baby. Cool idea. Like others mentioned, it's a little tricky with keyboard on the summoning bit, and it could have used some more feedback for getting the sequence right/wrong. Brawl part was good.
Characters are fun and I liked the animation. I didn't find the controls too bad, I just had to be gentle with the mouse movements. Having no lives/death makes for a relaxing game, but I feel like there should have been more of a penalty for Big when managing to shield Small from a bomb. Maybe a knockback?
I now realise why Bennet Foddy used his nice relaxing voice-over for Getting Over It. Seriously, that music could be used in an interrogation room ;D
Other than that, a good take on the theme. I found the best way to move was to hammer jump to build up momentum, trying to move slowly was painful. Oh, and the second checkpoint that bounces you away really should have been a checkpoint as the stairs just before it were horrible!
Oh, and I checked out your photography, which is seriously good!
Great mood, simple to control. I like me a nice booster/gravity style game.
My biggest gripe is that it wasn't at all easy to make out which direction you could travel in, and experimenting usually ended up with crashing into a wall that wasn't obvious.
This was a really good idea and use of the theme. Also well, done on your first jam game!
This would have been a lot easier to play if you faced and moved in the direction of input rather than rotating and moving forward. That's probably the biggest issue to be honest.
Lots to enjoy here. The art/animation/mood all very good. I used a joypad so had no issue with the controls.
The only negative I can think of is that I didn't feel the game got harder because of what I sacrificed (I went with sword mostly, and just used dash+laser) but simply because the bullet-hell got harder and the explosions more frequent.