Foon → Ludum Dare Explorer → Users → Rolph
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | 👥 | Cullbot 56 | jam | 632 | 3.46 | 3.15 | 3.16 | 3.94 | 4.16 | 3.11 | 2.99 | 3.31 | ||
| 2021 | 48 | Deeper and deeper | 👥 | Vertigo | jam | 860 | 3.55 | 3.42 | 2.95 | 3.89 | 3.97 | 3.63 | 2.86 | 3.47 | ||
| 2020 | 47 | Stuck in a loop | 👥 | Loop Frogs | jam | 196 | 3.99 | 3.88 | 3.91 | 4.18 | 4.17 | 3.31 | 3.64 | 3.50 | ||
| 2020 | 46 | Keep it alive | 👥 | For Ducks' Sake | jam | 583 | 3.77 | 3.81 | 3.13 | 3.79 | 4.06 | 3.54 | 3.92 | 3.52 | ||
| 2019 | 44 | Your life is currency | Liquify Bo! | jam | 412 | 3.56 | 3.54 | 3.51 | 3.82 | 3.25 | 2.39 | 2.68 | ||||
| 2016 | 35 | Shapeshift | Shiftah | jam | 598 | 3.19 | 3.12 | 3.03 | 3.01 | 2.93 | 2.72 | 67 |
Rolph leaves an average of 51.5 feedback comments each event.
Nice graphics - I liked the pixel art and parallax backgrounds... Gameplay is simple but effective. I think it could have done with a bit of polish - specifically a death animation for the spiders and indeed a death sequence for the player too... restarting instantly is a little jarring. I also thought it was a little too easy, primarily because you can destroy the projectiles coming from spiders, so there's not really any jeapordy from them as enemies. Nice little game though. I liked the difficulty ramp up toward the end with the falling objects too.
Nice graphics, great sound and I like the core mechanic. I did find it a little random though - it seems that the gems and the fuel appear randomly, so there's not really much skill involved in a play through. After a while it's a little like pulling on a slot machine, not knowing what you're going to get.
Really cool... I love the graphics and the layered scaling effect you've got going on there. Along with the music it's a pretty trippy experience. I like the slow acceleration of the player, though it wasn't always clear where a collision would occur - I had to just get used to how close the obstacles were going to get to gauge where I needed to be. That said, I actually think it may have been a little too easy... that let me play longer which is cool for the vibe of the game, but it may have had more of a 'one more try' impulse if the gamplay was a little more frantic. Loads of fun though, great entry.
I couldn't download this - Windows Defender keeps deleting it.
I really liked this! The mechanic of only temporarily having vision in order to work out where obstacles are worked really well. The game felt very atmospheric with the music and the changing volume, as well as the effects indicating obstacles. I had a few collision issues in places, but other than that my only complaint is that the controls are a little unintuative. Control to crouch feels a bit far away from the WASD buttons I'm using, and originally I found myself using the right Control button - until I discovered I'd also need the mouse. Then there's R for the light and E for the absailing... Feels like it needs a bit of a rethink. I'd have preferred jump on W, crouch on S, and you could have doubled up the left mouse button so that it takes place of E when absailing - just leaving the R for light, which I think could have been the right mouse button - since the mouse is used for the glow sticks anyway.
Still, that said, great entry. Nice work.
Awesome graphics and setting, but like some others I found it way too dark to really see what was going on. The enemy sprites are lovely, but so dark against the background I usually couldn't see them until I'd run headlong into them! Movement feels nice, fast paced and fun. I think you could probably expand on this with some bigger levels and a story line. In terms of the level construction, I really had no idea where I was going, other than that I wanted to go _down_. Often I found myself just falling into the unknown abyss, with a view to randomly double jump a bit further down in the hopes I'd hit a platform. It seemed to work, but didn't feel intuitive. Perhaps a mini-map would be helpful? I found the boss way too easy - though I was glad of it, since I didn't much fancy having to start again at the very top! I don't know if the boss marked a continue point, but that would have been a good touch. All in all, a great entry and worthy of spending some more time on.
I mean, I love Puyo Puyo... so I kinda love this too! The digging aspect of it is a nice take, as it kinda makes it into a survival mode / endless digger... Adding a leaderboard is a great touch and definitely made me want to play more. Other than that, I straight up _loved_ the music. The only negative is that found the controls a little sticky. I would have liked to have been able to hold down a key.
It took me a while to realise what I was supposed to be doing here. I think it could benefit from a bit of visual feedback. For instance, the red ore - not entirely sure what it was! - seemed to give me extra pipe pieces, but it wasn't untile around my tenth run through that I realised that!! Otherwise, it's a nice take on the Snake mechanic. I like that the pipe you laid down in the previous run allows you to dig down further on your subsequent runs, and the collection of multiple ore to get powerups is pretty cool. It's not dissimilar to a Snake-like game I worked on a while back, but never finished... makes me want to pick that up again!
Well, this was pretty amazing... You most certainly get top marks for mood and audio! I found the controls extremely difficult - but I think that's probably the point. I suspect it's quite realistic and having had no training, I found it tough to get my head around this kind of manoeuvrability. I do agree with a previous commenter that the main character in the scenario would have extensive training, so it would make sense to have some kind of documentation for us as players that in some way provides the information that an astronaut would have received. Trial and error makes for realistic gameplay if _I'd_ found myself in that situation though!
So, I really wanted to persevere and make it back to the station to see the ending... It took me about 2 hours to finally get there! I'm not sure what kind of average you'd expect. I'd spent the first part of the game orienting myself with the station dead ahead, and then firing my thruster to move toward it. Once I became blinded I found that heading toward the station (i.e. with the light indiciating I was facing the right way) wasn't as useful as just paying attention to how the stats changed as I used the thrusters. I'm pretty sure that I came in backwards and upside-down. ;)
I have to say, I was a little disappointed that there didn't seem to be much to my ending... A beautiful shot of the ISS to be sure, but given all of the audio clips and the picture I'd built up of the main character's life and relationships - and given the amount of effort that must have gone into all that - I was surprised there wasn't any payoff and continuation of the story as it were.
You've mentioned different endings... I'm not sure what others there may be. Though I did note down a code that I found no use for. I couldn't see how the code translated to co-ordinates and I'm not sure what else it could be.
Anyway... an impressive and undeniably immersive experience. I'd love to see it in VR. I'm not sure how you could expand on it beyond the jam version, but it could certainly be a part of a bigger narrative game. Great entry. Very well done.
I really like the Spectrum-esque graphics and the excellent music, but I'm sorry to say that I gave up on this pretty quickly... the controls were kinda difficult to master and it was hard to predict where my character would go when jumping. I'm sure with enough practise I could have gotten used to the physics, but the thing that stopped me playing was how long it takes to die and restart... On the jam version, you have to go through the tutorial jumps every game too, which adds to the time taken before you can get into the action - and in the case of the tutorial jumps, they seem to set you up such that more often than not I hit the first obstacle on each run though... then have to wait to die, restart, go through the tutorial jumps again and then, well... hit the first obstacle again!!
I had a bit more luck with the post jam version and actually got to collect some of the gold - I can see how with a bit of tweaking this could be really addictive. I think you need to play with the physics just a little, perhaps a more obvious bar for the powered jumps, but most importantly when I die, I wanna be able to restart within 5 seconds max!!
Wow. Ok, so first off - this game is _legitimately terrifying!_ I mean in a good way... it's beautifully unnerving. I noticed a content warning saying there are no jump scares, but I tell you - playing in the dark at 2am with headphones, in the spider maze, the first time one of those women saw me and turned into a screaming banshee I damn near jumped out of my skin. One time I had one of those chase me for around 3 hours... well, I mean it was probably only a few seconds but _felt_ like hours and by the time I'd gotten around a corner she was still in line of sight and, _oh. my. god._ So yeah... that's a top mark on sound design there!
But yes, the art is lovely, the writing is wonderful, the comic relief of the rhyming birds... Oh and the _dancing mini-game_ was great fun! This has to be one of my favourite entries. If you fleshed this out into a few hours of gameplay and exploration, I'd buy it. Well done.
Fellow Phaser dude!! this is _fantastic!_ I love the lighting effects, the graphics are great and the mechanic is really nice... I feel like you could do a lot with this if you wanted to continue with it. I had a quick scan through your code too - I'm pretty sure I'm going to come back to it in future to take inspiration. I've yet to use an FSM but I think I've probably reached the point where I need to. I don't use TypeScript though, so it's a bit harder to get my head around.
You and @shawn-moore mentioned handling input and I wondered if you'd come across a plugin I wrote to normalise the handling of gamepads/keyboard/pointer? It's really handy for allowing the user to remap keys and handles a bunch of fringe cases for gamepad support. It makes multiplayer _really_ easy to set up too. It's not perfect - I end up updating it a little after every jam - but saves me a lot of time: https://github.com/GaryStanton/phaser3-merged-input
Anyway... really impressed with this, especially as a compo entry.
This was great - simple but compelling gameplay. Great sound and while the graphics are obviously very simple, I like the illusion of movement from the particle trail. The time slow-down is a nice touch. I couldn't get past the second level I'm afraid... I'd have liked a couple of seconds of invincability after crashing so I can reposition - I found myself crashing into two or three blocks in quick succession, ending what would otherwise have been a pretty good run.
This was really good, atmospheric and moody. The graphics reminded me of 90's photoshop texture filters! The music was very fitting and I liked the lighting effects too. I would have liked to be able to shoot in all directions, but other than that it was pretty great.
Genius. ;) Impressive in 4 hours, too.
I really liked the mechanic of having to sparingly use your light to navigate as you went deeper into the cavern... man, that's some punshingly difficult collision! I made it to the loot in the end but as far as I can tell there's nothing more to do. Someone else in the comments mentioned beaing eaten!? Didn't happen to me unfortunately. This is really fun and moody - I'd have loved a bit more to do. Some more levels perhaps? A way of restoring health might have been good, perhaps when you return to your ship. Then again, being a billion dollars richer, perhaps there's no need to keep going! ;)
Very cool! I loved the music. The physics were a bit crazy, but that made it kinda fun trying to get around. Sometimes the files would knock into each other setting the velocity of the other off and making it slide across the screen. The only thing I'd have liked to see is some logic to stop cache files getting sandwiched between or underneath normal files, meaning that I couldn't get to them without taking damage. Still, fun entry and very impressive for 48 hours. Well done!
Lovely artwork on this, shame I'm not able to give a rating for it. I enjoyed the gameplay, but I think some of the collision detection is a bit off - I wasn't able to fly underneath the large platform in the middle a lot of the time, and the bird moved off to the left a lot. Still, it was a nice mechanic and a good entry. Well done.
Excellent entry. I was sucked in for a good while, trying to find a pathway through. I failed, in the end... but I loved the sense I got from the experience - it was genuinely unnerving to have the orbs get dimmer when I'd gone the wrong way... after falling. I think that was a great design choice - the deed was done and I would have to start again, but making me walk toward ever dimming orbs a few times to do it, felt like my life force and/or my _hope_ ebbing away. Brutal.
The audio was fantastic. Lovely visuals. I didn't really get much from the story I'm afraid, and would have liked more to do.
Excellent graphics and audio. I really liked the pixel art... and the picture of your cat for reference. That's a good likeness!
Interesting and unusual mechanic, though I would have liked a bit more clue as to how to achieve the colour I was looking for. It seemed a bit trial and error. More levels would be nice of course, and I found a bug whereby I wasn't able to get out of the water sometimes. Seemed like a collision issue. I actually kinda liked how high the cat jumped - ridiculous though it was, I assumed it was a reference to the real cat on which he's based who, I assume, is able to launch himself many feet into the air at will?
This was good fun. Great graphics and I like using the mouse for restricted movement, that gave it an interesting mechanic to get around. I'd like to see a bit of progression as you get further in - even if it were just a speed increase the further down you get, because once you've got the hang of movement, it's really just luck of the draw in terms of fuel and health appearing, that dictates whether you can just keep playing forever. I'd also like to see a respawn rather than being knocked back by boulders. It seemed quite easy to get caught between them so that one mistake ends up taking most of your health bar. Still, great entry - I enjoyed it.
I love a shump and this was pretty cool. Good dialogue. ;) I had a couple of notes - firstly, it seems that the ship moves slower when going diagonally than left and right. I've had that problem with movement myself in the past... It does add another element to gameplay in that it makes sense to move horizontally and work out the best order in which to destroy ships - but I'd rather be able to dance about all over the place! Second, I think the collision boxes are a bit on the big side! Third, the bullets are so close together that it doesn't seem possible to dodge them. This may be by design, but I think it reduces your options.
Still, lots of fun and very difficult.
I appreciate the lo-fi aesthetic, and while the wall jumping was a bit fiddly, it was fun to get around. I must admit that I found it a bit frustrating once I had the orb. It kept jumping out of my hands and firing lasers at me, and I found it tough to get up small ledges when I was holding it. I didn't make it to the end, though I loved the effects as the player drowns!
This was pretty cool. It took me a few tries to make it all the way to the bottom. It could be frustrating having to wait for the energy to regenerate as it seemed to happen very often. I found I was best off searching for food most of the way. Also, the crafting seemed to require dirt, and there didn't seem to be any more after the first bunch near the top. Still, I enjoyed this - the audio was great and that child's voice is _creeeepy!_ Good entry.
Nice job! The gameplay is very simple, but there's just something about each upgrade allowing you to get further and faster, that just kept me wanting to keep going. The jump physics were a bit crazy, but all in all I had fun with this. Oh, also - I really liked how the music changed and became almost muffled as you got deeper into the planet. Really nice touch.
Excellent entry - I love a point and click and this was really solid. Only having a single command made things nice and easy and I didn't find myself endlessly clicking on background items trying to find the next thing with which I could interact. Good story, writing, graphics, music... just really solid.
Good fun! I really enjoyed the sound effects, and while the premise was fairly simple I found myself pretty engrossed in getting all the way through. My only complaint is the lack of an ending... I wasn't sure it was over when I reached the key, so I ended up going all the way back up and out. You missed a great opportunity for an easter egg there!! Nice work.
Very very cool... (well, _hot_, to be fair). Loved the graphics. Fun gameplay. Became a little repetative after a while, but then I was probably taking too long to get through the levels. I'm afriad I couldn't make it to the end - I became stuck at a point where the fire kept regenerating from what looked like sparks on the floor - it meant I couldn't leave. I'm not sure if I was supposed to simply do it fast enough, or if there was some level element I could have used to stop the fire respawning. Still, it was loads of fun. The only complaint, other than sound, is that the collision on the platforms felt a bit off when jumping. Solid entry, well done.
Absolutely brilliant. Unusual mechanic, perfectly executed. I loved the little sounds the character makes as she vaults with the sword. I couldn't get past the final stage however, tried so many times but just couldn't make it across the chasm... Ahh well. Great entry.
Amazing. I loved everything about this. The music, first of all, is absolutely fantastic... Now, I would originally have said that it restarting after every death was a bad thing, but after a while I realised that one of the things actually keeping me playing, was that I wanted to get further in the level to hear more of the music!! The level design was great and my word... _punishingly_ difficult. I made it to the end out of sheer unwillingness to be beaten. It took me hundreds, maybe _thousands_ of retries... I've no idea. Hours.
hell-deep.jpg Just to prove I made it!!
I agree with other comments that it would have been nice to have some kind of ending here... I feel like I went through so much to get to the end and at each stage I thought I'd probably give up, but the 'one more try' factor with this game is strong. When I finally made it to the end, I guess the relief of having done so offset any frustration from lack of ending - but still, it would have been nice to have a bit more of a reward for my efforts.
Nevertheless - this was fantastic. Easily one of my favourites in the jam... Very, very, very well done.
Ahh, sweet, sweet dopamine... ;)
What a delightful entry! The graphics were lovely and cute, the gameplay really fun. My only complaint is having to go right back to the beginning every time I died was a bit unforgiving... perhaps some checkpoints along the way?
Fantastic. Just brilliant. I wasn't sure if there were two endings? I couldn't get into the 'not' version. Either way, this was so cool. Stellar job.
Oh man, I'm sorry to say I found this really difficult to get my head around. The graphics are really lovely and the music sets a really nice tone - but the gameplay was difficult to penetrate. So, I got to the lake and first off I found that I couldn't do anything to adjust the strength bar... so every cast was the same length, right near the bank. Eventually a fish would come and a circle would go around my float, but pressing WASD didn't seem to have any effect on it. I played for about 20 minutes and eventually managed to catch one fish. I tried for a second and the fish came all the way to the bank, but the circle and fish became stuck and all I could do was move away and cast off again - while the circle and fish remained. I also managed to get the circle to stick around a few times, while I casted off again. I'm not sure what I'm supposed to be doing here.
I've played some of your other stuff and watched you on stream, so I know you put a lot of work and thought into what you produce, it's a real shame I couldn't figure out what's going on here. If you can give me some clues I'd be very happy to try again. Meantime, I hope you do some streaming for this jam, I've found your feedback really helpful in previous jams!!
Good fun! This is very similar in concept to our game, but I love that you got the different types of platforms in there - the bouncing and spinning & spikes... we didn't get time for that in ours. The dragon is a great addition. Could probably have started a bit quicker as it felt sluggish after playing through and dying at a much higher speed.
Cute game... I liked the sound effects and the idea that our rabbit _really_ doesn't like onions! ;) Sometimes the sound disappeared for me, but usually came back after a refresh.
Like others I think the carrot hit boxes could be a little bigger, and due to the speed I found it a little unintuitive as I had no idea what was coming up next.
Overall the gameplay is a little unforgiving. I think the carrots and onions spawn randomly, so it's luck of the draw how many I'll see - but it seems even when I have a good run with lots of carrots and few onions, the game is still over very quickly. It doesn't seem like eating carrots replenishes the meter by a great deal. I wonder if it might be fun to have a predetermined run that you could try to master through a lot of playthroughs and trial and error?
I loved this... You got points straight off for the purple tentacle in the opening screen to be fair. For the first minute or two I wasn't really sure how this fit into the theme, but as the visuals became more and more trippy, I realised what I was going deeper into was some kind of drug induced psychosis! Really, really beautiful to play through. Like others, I wasn't able to collect most of the collectables, and wasn't really sure what they were for - like whether they'd have any effect on the gameplay. Seems the crouch doesn't really do anything either... but no matter - like life, it's about the journey.
Excellent! I thought the physics were really nice for this and particularly appreciated the slippery and bouncy platforms. Nicely polished. I'm guessing the platforms were random, as there were a few instances where it would have been impossible for me to continue. Our game is very similar and we had the same problem. The only thing is that when you lose a life, the bounce is rarely enough to get you back onto a platform, so essentially if you die once, you're likely to die all three times. I think you should respawn from the top instead. Solid entry, well done.
First game I've played of LD48 and it's great! Loved the mechanic, very fun.
I think I broke the game... you can just leave your rock where it is, jump over and race to the top! Eventually the game just goes blue. ;)
Basically everything that @duke said! ;) I liked the audio but just lacked something to _do_ really. Initially I couldn't remember which bird corresponded to which key, so I reloaded to remind myself. It might have been good to have that information to hand when playing... but eventually I realised it really didn't matter as I could just spam buttons.
I really liked the music, but the game needs a bit of work as I'm sure you know. I've done some stuff myself with radial movement and having that work regardless of whether or not your pointer is in the hit area can be tricky - but this is working ok here. Unfortunately I came across some bugs with the bullet pooling, my shots would stay at the edge of the circle and often no bullet would be fired at all... after a short time no more enemies were generated. Still, anything playable in 48 hours is a triumph, so well done and keep at it. ;)
Nice game. The physics were a bit off sometimes, but it was fun to play and the soundtrack was great.
There's some really good level design in here and some of it is pretty brutal... fun to play. It could have done with a bit of polish - I'd have like to see some death animations, a bit of movement from the enemies, and the physics seemed buggy at times... overall though, this was great fun.
There's a lot to love about this game. The puzzles are great, the art style is really cool and I _love_ the music. Nicely done.
This is great, I really liked the puzzles and level design. I think the physics could do with a bit of tweaking though. Also, I didn't like that I had to use the mouse to initiate the loop when it's not used for anything else in the game, especially since I have to use space to jump instead of W (I'm sure lots of people prefer this, but it feels odd to me). I think it would be better if you could loop with the keyboard too so you don't have to move to the mouse.
These are easy tweaks though, the game design is solid and it was really fun to play. I'd have definitely continued if there were more levels. Good job. Great music too!
I liked this. It's a neat idea being in a snake's stomach and I laughed when I first started the game and realised that's what was going on. The controls could do with a bit of tweaking and the collision detection is pretty brutal, but overall I enjoyed playing.
Sorry, I had absolutely no idea what was going on with this, it seemed really buggy to me. I found a box a couple of times but it kept disappearing. The only enemies I could see were the hourglasses, but dashing at them did nothing. It seemed like I had a timelimit and the level would reset when it ran out, but levels also reset seemingly at random. I thought I'd have to take the box to the pressure-pad/button-like thing, but that didn't do anything. Sometimes I fell through the floor. Kinda like the graphics.
Nice game. It's a great idea and really fun to play, though once you get into the swing of it I think you can probably just go forever... needs a bit of a difficulty curve and perhaps something to shake the gameplay up a bit. Really nice entry though, good visuals and physics. Well done.
So, so _so_ cool!!! Great idea, unique mechanic, murdering little employees and passers by with reckless abandon, and vehicles... Love it.
I loved the art style. Great puzzle idea and lots of fun to play. I'd really have liked a restart button though, the moment you realise you've messed something up, you just have to sit there waiting for the loop to finish. Music was great, though it does feel a bit incidental, in that it's not really needed for the puzzle. I agree that some rhythmic element would be great. Lovely entry in any case.
I basically love everything about this! Level difficulty increased nicely, physics are nice and it's a really fun mechanic. Great Micro Machines vibe! I loved the added detail of the controller, and the fact that it moved out of your way if you got too close. The only thing I'd like to see is slightly bigger sprites, perhaps with a camera following rather than showing the whole play area. This could easily be fleshed out into a larger game. Love it, well done.
Fun mechanic, great audio. I found it a little too easy tbh, but it was pretty fun nonetheless.
I love games that mess with you like this... The physics could have done with a bit of polish though, the slow accelleration was a little frustrating and pressing E didn't work most of the time, until it suddenly did. Fun looping though and I enjoyed exploring it.
I think I may have missed something here... I couldn't tell which order the buttons needed to be pressed in without trial and error, one way would open the door, the other way wouldn't. The music was nice, but the loop didn't seem to build very much for me and seemed to keep going back to the basic beat - which made me think I'd done something wrong, but the doors kept opening and I kept progressing. I like the look of it and I'd like to see how it builds, but I'm afraid I've just come away a little confused.
Fun game! I loved the quirkly little sounds, and it was punishingly difficult... I don't think I managed to get above about 45%. It made me keep playing though!
Unfortunately I struggled with figuring out how to get where, just when I thought I was getting the hang of it, I'd find out I was wrong! Nevertheless, it's a nice entry. The graphics are great and it has a nice feel to it. Well done.
WOW!!! I can't believe you guys got this done in 72 hours. There's so much to it!! The movement of the ship is perfect, the enemies and bullets insanely chaotic to dodge and hit. I love the upgrade mechanics spanning multiple playthroughs and the graphics are superb - they appear lo-fi, but really good use of dithering & flashing, particles, etc. The whole thing is so well polished, I'm really impressed. Oh, and the music is fantastic. Did I catch a nod to the Hitch Hiker's Guide to the Galaxy theme tune in the boss fight music?
I don't know about the difficulty curve though - the game was basically impossible until I had enough points to get the 'points > scrap' powerup, and as soon as I did I could just buy all the upgrades and keep myself alive... I went from not being able to beat the first boss for the first few games, to completing the game on my next turn. Then again, that may have been deliberate since you want people to get through the whole thing in a fairly short time. Other than that, this game screams out for controller support.
One of my favourite entires so far. Nicely done. I hope you expand this into a full game. I'd buy it.
This is magnificent! My only complaint is that it was a little too dark for me to see my way around... Alas, I couldn't get past the hi-hat puzzle... which was really frustrating as I desparately wanted the next part of the loop!!
Oh, yes, one other thought: In the sandbox, please add a CONFIRMATION BEFORE RESET!!!!111one My first composition was much better... ahh well. _Loved_ this entry. Well done.
Nice mechanic and great graphics... I too found it a little difficult to understand what was going on and how the mechanic worked, but it was pretty cool once I got my head around it.
This is, wonderful. A really fun mechanic I've not come across before. I particularly like how there's no specifc way to finish the level, if you can mess around with gravity there's any number of ways to reach a platform. Great fun.
Very cool... played well and I always like a twist. ;)
Great graphics and really well polished. I could have done with a bit more gameplay, but for a jam this is an impressive entry. The difficulty curve was pretty good, with the icons getting more and more similar. Very nice.
Really slick with lovely graphics and sound. It's a really neat mechanic and fun to play. Obviously this was done in a jam but with a bit of expansion, a little more gameplay, you could while away hours on this!
This was beautiful... The graphics were lovely and the ambient soundtrack fit it perfectly. Really good take on this mechanic I think. Our game is very similar conceptually, but I really like how you're limited in terms of how long you can record a loop for, and love how the length can be dictated by gameplay itself, rather than just letting the player arbitrarily decide (e.g. using the mirrors to bounce the portal around longer, giving you more time to record). The physical window in which the recorded player can move is a nice touch too... this is all just really damned good. Well done!
This was super impressive... I love the art and animation, great music, interesting gameplay mechanic... I loved it. I'd love to see it expanded, but this is a really solid entry. Well done!
Excellent all round. Interesting mechanic, beautifully simplistic graphics and gameplay - the sounds of the flying passangers made me giggle constantly... this was just a joy to play. Well done!
Vey nice guys... I really liked the little character animations and sounds on picking up an idol, and on the various types of death. Lovely little attention to detail there. Fun to play, though I'd have liked to have been able to move the camera around. Really good overall.
Oh man, I _love_ this... I really can't fault it... the pixel art is beautiful, there's loads of good humour in there, the puzzle is solid and intuitive, and there's plenty of moments where something unexpected made me smile with delight. I just wish it was the opening puzzle for a full length point and click adventure game.
The music speeding up gave me that same sense of anxiety I get in the last few hours before the deadline! It felt really odd having to code to someone else's syntax style on the keyboard minigame, kept making mistakes because... well... so many spaces. ;) Good fun.
Maaaan that was difficult... the only way I could get through was to stock up on shields! One thing I would have liked is to see the stats of my ship... as I was buying upgrades I couldn't tell what I had. A bit of visual feedback would have been good there. And as others said, something to indicate what is clickable would be handy. Fun game though.
Nice idea, beautiful artwork, perfectly executed... Well done!
Lovely graphics and fun sound... it's a great idea, but I found it difficult to get the hang of. That's more my lack of ability than anything else though!
Very cool. Simple idea very well executed. Solid entry.
Great graphics and sound. I can't say I managed to get too far though... I did find that if I stayed on a platform, the enemies would try to jump up to me and I could just pick them off from there, which was pretty cool!
Wow, it's amazing what a good comical, somewhat meta commentary can do! The gameplay was of course, a little repetative, but just as I was beginning to get bored with playing, the audio _literally told me_ I was probably getting bored about now... I had to keep going just to reach the end of the track! So, I ended up with a little over 14,000. I think it could have been improved just with a gradual speed increase - but overall this was a really fun entry.
I had an issue inside the house - it seems I didn't catch anything on the camera and the game told me to go back and try again, but at that point I couldn't hit the button to take a nap, so I was stuck. I ended up watching the rest on the playthrough instead - and noticed you moved a lot faster on that than I did in game! Good work on the voiceover - nice touch for such a short amount of time.
This was pretty amazing... and disturbing... I'm very impressed by how the game was able to evoke emotion. I read on the itch page that it explored dementia, and I had that in mind as I played. Wow. The sense of loss of self is really quite palpable. The sound design really made the whole experience for me - as it glitched and as the malevolent voices encroached. Also: No windows in any of the rooms, made the whole thing feel claustrophic, lonely and oppressive.
Really well done!
Nicely done in the time... I particularly liked the rewind effect with the music and what I assume is some shaders. It's a nice mechanic, but could do with being expanded upon I think. There didn't appear to be any lose condition, and as the ships die they're only really allowing you to progress just a little further - so with each new wave of enemies you have to die a few times until you can build up enough glitch ships to get past that wave... Could have done with scoring too obviously!! I got to the end though... fun to play.
I had no idea what I was doing, until I realised that finding out what I was doing, was sort of the point. I think the player should move a little faster, given how long it takes to navigate the maze multiple times, but overall I liked it.
Shame it was so short! It's a nice mechanic but would have liked a few more puzzles. I played it through twice - on the second occasion I had the 'past' and 'future' sound effects from Sonic CD in my head every time I touched a clock. ;) The music was excellent and the death animation cracked me up!
This was a nice puzzle mechanic, though I once I'd got the hang of it the solutions were pretty easy, so I can't see how you'd make it more challenging without, as others have said, adding to the mechanics. Perhaps circles that can only move in one direction, immovable cirles, a larger loop, even multiple loops with a point of crossover - that kind of thing. I think if you built on it, this could be a great full game.
The music is awesome. Really nice idea for the theme.
Really polished entry. I used to love these kinds of games when I was a kid, the aesthetic reminds me of the old Tomy viewfinder game. I didn't really see it as a rhythm game - I can't be sure if the obstacles were passing you in time with the music, but it didn't seem like moving on the beat had any correlation with the collision. Nevertheless, loads of fun to play and really slick.
This was on difficult - I think I managed about 140s on easy, but the faster speed was way more fun.
Excellent! This was a really fun idea and great to play. I tried a few different tactics but found what worked best was taking the same route each time and trying to establish a crossfire zone to steer your enemies through. As others have said, the jumping could be improved. I didn't mind the floatiness, but it was quite easy to get stuck on the edge of a platform, not quite landed but no longer falling - thus you're not able to jump again until you slide down the edge to another platform. It didn't take away from the fun gameplay though - good entry.
Interesting mechanic and fun to play. I found it a little difficult to distinguish between enemies past and present... good fun overall.
I like the graphics, and the music. I found it a bit buggy though... sometimes objects wouldn't respawn, and I was unable to go back outside if I went into the castle straight away.
Nice take on the theme, it's a great idea. I liked the graphics and enjoyed the gameplay, but it felt to me that I had just as much success shooting indescriminately and waiting for the objects to make their way into the void by chance, as when I carefully tried to set up angles and time shots. Rail gun.jpg
Very nice... I've been keeping an eye on the screenshots you've posted to the feed over the weekend and was looking forward to playing this. It works really well. The ability to adjust the loop time is a nice touch. I'd like to see some more obstacles and level progression, as far as I can tell each turn is randomly generated with the same number of things to do... but it's very cool. Would be nice if I could enter the codes in via the keyboard rather than having to click them - since time is of the essence!!
Such a good take on the theme, I loved this idea... I have to say I found it really tough, what with the only way to get more health being the 'old reliable' weapon. It may be how I'm playing it personally, but I found that rate of fire was far more important to me than the power of the projectile, and as such, I had better runs when I ignored any module that had a rate of fire over 0.5s. I think the balance could be tweaked a bit there - but I loved that each module had its own rules and that some of them interacted with _other_ modules to increase their power and such. Maybe if some of them could increase fire rate under certain circumstances?
It's really tough, too... I played about an hour (excellent 'justonemoreturn-ism') and couldn't reach the end - if indeed there is one? Also I found sometimes I was very unlucky with module dropping... not getting any new modules for the first few rooms.
Overall, this is solid as hell. It looks great, plays great and is such a cool idea. Very, very well done.
Pretty much as above... I found it pretty buggy and not too easy to control. It wasn't bad, but needs a lot of polish. Also, quite jarring how the collision between enemy and fire results in immediate gameover screen and no other feedback to let you know what's happened - especially when you're not actually facing the fire! Keep at it.
Solid entry! I really enjoyed this. Such simple gameplay and graphics, but I don't think I've ever come across a mechanic quite like this. Loads of fun to play. I'm not sure if it was intentional or not, but it seemed like the music was getting more complex with each new level. I got to level 4 with 1810. I'd have like to have seen some more complexity as the levels ramp up, maybe some poweups, etc. Overall, great game.
Feels nice to play - I liked the speed of the player and the momentum of the physics. One thing to note is that I found moving diagonally is quicker than moving UD/LR - you probably want to constrain the speed there. I made it to about 230 seconds before I gave up. I didn't need to use the boost at all, so I really think there needs to be a difficulty curve added here. Another nice idea might be if you could push the artifact around to move it out of the way of enemies.
Not bad... I got 9960. I like the gameplay and the cute graphics and sound. I think the difficulty needs to ramp up a bit quicker as there was a point at around 1,000pts where things were just happening too slowly and it was a little dull... Once the arrival of the bombs got a bit quicker it was a lot more fun. I'm not sure what the foxes were about... also, I found I could push the bombs around a bit sometimes. Could have done with a few more elements of gameplay, but a nice entry and I enjoyed playing.
Wow... that was superb. I guess you had a fairly large team, but even so the amount you've done in 72 hours is really impressive. The graphics are absolutely beautiful, nice puzzles, great soundtrack... This could so easily be a full release if you were willing to put the time into developing it into something with a few hours gameplay in it. Well done.
Super impressive that you wrote this from scratch, but it needs a lot more work.. I can't say I enjoyed _playing_ the game! The controls were really tough, I think it desparately needed a strafe. Collision detection seemed off too. All that aside though, you can't have had much time to work on the game itself if you were building the engine from nothing in 48 hours... Certainly gets top marks for innovation!
There doesn't seem to be any ramp up to the difficulty, so I think the game would be better with more buildings and a slowly increasing speed. Cute dino graphic and good music. As previous commenter said, the physics could be tuned a bit so the dino isn't jumping quite so high, though I liked that he jumped higher with a longer keypress.
I really like this. Nicely polished, the controls feel great and the graphics are brilliant... The sound effects were the icing on the cake though, the different noises the enemies make as they move around were (oh god, I'm gonna do it... I'm sorry...) 'Puurrrfect'. ***hangs head in shame***
Well I guess... I got to the end. That's pretty dark! Took me a few tries too. Nice graphics and the sound, especially during the phone call... very good.
Not bad for your first jam. I kinda liked how slow the planes turned, made me try to think ahead a bit and also gave a sense of panic when you realise you're not gonna make it... like watching a slow motion car crash! I think the collision boxes seemed a bit big, and it could have done with some feedback to let me know a bullet has connected. Perhaps some kind of energy bar for the enemies.
This is really cool. It's fun to play for sure, but more than anything I was impressed by your breakdown of how you achieved the 3D in a 2D engine. Very cool!
This was great! I couldn't get the gamepad to work, which is ironic since you had gamepad problems on _my_ game, and we're both using Phaser! Still, the gameplay was fun and got a bit frantic after a while too... the sound effects are fantastic. "Why didn't you protect me mummy!?" I literally did a spit take at that! I'd like to see some scoring on this, and there didn't seem to be any penalty for charring the meat with a second fireball. Good fun, nice entry.
This is excellent... graphics are great, and I love the little touches like bouncing off the buildings, etc. Gameplay was really fun... though I also quite enjoyed the emergant gameplay - e.g. LET'S CAUSE UTTER DESTRUCTION!! Solid entry, well done.
Graphics are kinda nice, though as someone else mentioned, the bloom could do with toning down a bit. Overall I like it, but I found the physics were a bit off - and damn, that fox can jump insanely high! The collision boxes between box and owl were a bit unforgiving too! As a lot of people have mentioned with my _own_ game, I think this could do with an aiming pointer. I'd also appreciate some kind of indication as to where the fox is at any given time... an arrow or a minimap or something. @
I love, basically everything _about_ this game. You made me laugh, I gasped when it said my name, I got annoyed when I died in the void and spent ages grinding upgrades so I could beat the boss... I even got annoyed when I pressed E too many times and missed one of the lines of dialog. Which, was, _gold_. Good game guys.
As others have said, this is beautifully polished. You certainly score high for innovation here, it's a lovely idea and plays well... but wow, the difficulty! I think labelling the crowd with their corresponding letters would make a real difference to the gameplay, as it feels a little panicked when the active crowd members change and you have to try and work out which keys you need before the wave begins... you probably played this to death during development and have a feel for which is which, but I found that pretty hard going. You could have the labels removed either as a difficulty option, or possibly during one of the in-game wave changes.
By the way, I love the in-game wave changes! Breaking up the loop with the wave cam and the car park call is a really nice touch - and the point where the entire crowd becomes active and you just slide across the whole keyboard like a piano feels somehow celebratory. Very nice entry.
Nice. The levels were well designed, but I found the controls a bit difficult in places. Overall it kept me engaged though.
God DAAAAMN!! This game is better than at least 80% of the Gameboy titles I played as a kid. I'm glad you put in a level skip, or I'd never have seen all of them... Fantastic level design, but I got stuck on about half. Had a blast finding the secret easy route to complete level 6 though. ;) Of course, if I'd had purchased the game I'd have played it to death getting to the end rather than skipping and that would have been just fine - I think the difficulty is exactly right.
Which brings me to the next point: This is practically a finished game. Seriously, all that's missing is some sound effects, a timer and some scoring. Maybe a few more levels... Then slap it in a cartridge and start working on some box art - you're done.
Very, very very well done.
Oh man, this ia beautiful! Really nice mechanic and the atmosphere is spot on. Shame it was so short, but we can get the idea... So, I basically jumped over the spider and ran for it. Would have been nice to have a few more places that I could have paused and maybe required me to throw things in order to distract teh spider and get to the next 'safe' area. There's so much potential with this though. Hope you do something with it.
I have to applaud making your game from scratch with no engine... that's pretty hardcore. I'm not sure if I got to the end or not - after the firewall level, the game simply closed. I can't give the graphics a good score, as there kinda aren't any... but that _does_ fit in with the theme of the game, so feels a little harsh!
As others have said... graphics and atmosphere were great, but I had very little idea what was going on.
I walked over a bunch of runes, ended up with tons of deer, made my way over to the octopus... but shooting light seemed to have little to no effect and I was dead within seconds.
It's not clear why the deer are there... I kinda like that they're following you around and stuff, like you're amassing an army... but the instructions say you need to stop them going astray and it's not clear A) If they are going astray, and B) What I would do to stop them.
The shooting light mechanic doesn't seem to have any clear feedback as to whether you're hitting anything. I thought I saw bits of the octopus light up, and assumed I was hitting that bit... but again, nothing much happened aside from instadeath.
Overall: Beautiful, promising, but ultimately confusing.
Good fun... I grew up playing games like this on pocket LCD games and the like. I got 3239 on my first play... I think it was a little too easy. I'd like to see either some levels, so there's a goal to reach, or for the game to get increasingly faster and more difficult. (I think it _may_ have been getting faster, but if so I think that needs to ramp up a bit quicker) Graphics and sound were great. Well done!
I really liked this. The atmosphere was great and I loved how the audio responded to hitting obstacles. I'd have liked to have a better idea of how many more hits I could take before the light was destroyed. My main problem though was that moving the obstacles was a little hit and miss... sometimes it seemed that the game hadn't registered my mouseclick. It's probably that I missed the hit area, but perhaps if there was a subtle highlight on the obstacle when the mouse is over the hit area that might improve the experience. Solid entry though, very good.
Ahhh, clearly those posting about difficulty didn't grow up during the era of home computing... I actually found it kinda easy - certainly I think the levels could have been a bit longer, but these would have been great as starting levels. It's a fun game. I thought the controls were good on both keyboard and gamepad, and I thought the gravity was set well to give a nice sense of speed as you progress. Would have been nice to have had more levels and perhaps a survival mode - with no lives, progression from one level to the next and see how far you get. Also I can always appreciate a HHTG reference. ;)
I like that the goblin dances when he gets to the end... waiting for the others. Nice game.
Strangely compelling... I think I broke it eventually - my phone stopped doing anything, my perpetually angry wife stopped talking and my tamagotchi was relentless in its needs... I got to the end though and didn't get fired or dumped. Well, on my second playthrough anyway.
Fun game... I really liked the sound, thought it fit really well. Feel like the game cheated a bit, sometimes I would lose even though I did the right thing. Fish said nothing? Stoopid fish.
You read the words in the comment section. They are obstensibly about the game you created, but also not _quite_... They mimic other comments you have read, each attempting in its own way to continue in the style of the game. "These people get it", you think. "Or, they like to _think_ they do". Perhaps however, they only wish to appear clever.
Only the clever ones found the easter egg. The writer of _this_ comment however, could not figure it out.
Sad face emoji.
Fin.
Liked the graphics. Could have done with the camera following the car a bit though, had to very carefully use the mouse to see what I was doing. Not sure what the aim was - I kept earning money for destroying cop cars, but that also hurts _my_ car.
Wow, this is a real contender for my favourite game of LD46... I loved basically everything about it. The dialogue was fun, the graphics beautiful, the gameplay engaging... Either I wasn't great at it, or I was just unlucky with the level generation, but it was really difficult to get to the end - I kept at it and played for about an hour. Rare for an entry to keep me engaged that long. I'd love to see this expanded into a full game... more enemies, bigger levels, perhaps some kind of room/door/key mechanics, etc. Also, I _hate_ mayo. So that was fun. ;)
This is pretty stunning... The graphics, sound and feel of the game are all pretty perfect. I loved the way the phone moved around on its little cart, I love that your dude is so small that the phone is big enough it has to _be_ in a cart, it's just a lovely style and I like everything about it.
Graphics are lovely, and I like the little details like the pen, rubiks cube, and the fact you can get completely wasted from a single beer... but the controls and physics of the ambulance are horrible!
Nice! Took a while to get the hang of it - ended up at 52 seconds I think. Always appreciate a game made for an old system. Learning NextBASIC at the moment for the new ZX Spectrum.
Wow, you're 11? This is impressive work... I think it's a nice idea for a mechanic. It needs a fair bit of polish, but really at your age and with the time you had to make it, I'm taking all kinds of hats off to you sir.
I let her die. I guess that's just the kinda guy I am. Somehow I ended up giving the thirsty dude some water though... didn't mean to. Actually really liked the graphics. Reminded me of Archon on the Atari 800. ;)
Oh. My. Word. This is simply _delightful_... and I mean that in a very literal sense... the game _delighted_ me. I've never seen a mechanic like this, though it's possible it's been done before and I've just missed it... but either way, the level design is excellent, the graphics beautiful, the whole feel of the game... I love it. Very well done.
Nice artwork, I can see the game being fun but to be honest I found it a bit difficult to guage whether I was doing it correctly... I kept putting out fires and catching sheep and thought that was all going well, and then suddenly game over with no explaination.
This is lovely, I really enjoyed it. The artwork is great, the tone and the story is poetic... the mechanic is interesting. I'm not sure how you'd flesh this out into something bigger, but as a stanalone piece of art, it's quite beautiful. The only issue I had was that with the colour pallete (which I like, by the way), the walls weren't always visible... after shooting the stag, I didn't realise that I could continue forward, and I ended up going back around to the beginning. It was only on a second playthrough that I caught the actual ending! Glad I went through it a second time... great entry.
Wow... this is astonishingly good. Probably the most impressive entry I've seen, and not just in _this_ jam either! The graphics as has already been mentioned, are just _beautiful_. You really set a nice tone with the audio and the space, the quiet serenity that's juxtaposed with sci-fi obstacles and peril. Frankly, I loved it. Obviously it's a simple mechanic and the controls aren't easy to work with, but that's on point with the setup. I think you could flesh this out into a longer game with multiple environments and an arching storyline, but the challenge would be to stop the single mechanic getting dull over time. In any case, absolutely top notch work. Very well done!
Pretty impressive for a jam entry... graphics are nice and it's a cute game overall. Pretty harsh ending, considering I'm all race-blind and that! ;) I'm not sure if you intended it, but the game kept trying to run on my Oculus headset... in fact it _did_ eventually. It worked ok, but the I don't think the controls were really set up for that, and the HUD is just out of view in VR mode. Purdy though. I had fun with it, though the core loop gets repetative pretty quickly.
Top score, 1519. Really nice take on a simple mechanic... having to use the mouse to draw barriers is a great idea and I particularly liked that you often need to use them to _direct_ the powerups toward the eye rather than simply remembering not to block them. Good entry, I liked it.
Oddly enough, this is exactly the same idea as a game I never managed to finish for a Ludum Dare a few years back! It took me a while to realise how much better it is to play using the mouse. I think you need to speed up the movement when using keyboard. Other than that one gripe though, it's great fun to play. Really rather difficult. I enjoyed it.
Really pretty artwork and a nice atmosphere with the audio and the feel of the whole thing. I must admit I didn't really _get it_ though. There didn't seem to be any rhyme or reason to the spawning of the mushrooms and whether or not I was able to pick up the firewood. So, specifically the red shadow shroom at the top most often stayed there after I'd killed the mushrooms and it was just pot luck as to whether he'd disappear long enough for me to collect wood. I ended up with about 8 seconds left I think, before the fire went out.
Really liked the core mechanic and the graphics. Looks like it'd be a fun game, but damn... I genuinely couldn't get past the _second_ level! I tried for a good while too... it's kinda infuriating. I don't know what kind of nanosecond timing you're working to there, but I may have to find a video of a playthrough just to see the other levels! I like it though. Looks like it'd be great fun if you could address the difficulty curve a bit there.
Excellent game! The pixel art is just beautiful and I love the little details. Fun gameplay too, though I couldn't manage to keep mama alive. I actually went back and played again after reading the comment about the hidden stash area!! Great fun, well done.
Gotta be my favourite entry so far, just on sheer gameplay. I couldn't get past the first sniper level, but I kept at it again and again... sometimes it was hilarious just watching what the heart could end up doing. Really solid entry. Only thing of note is that you can start moving your drone before the camera has tracked back when restarting a level. Although that had some funny results too. Great game.
This is really nice... I know you didn't create the graphics, but it's really pretty and that's as much to do with the physics as the graphics themselves... I do have some issues though, and they've already been mentioned. Particularly, being able to restart the same level without going back to the beginning. This is a showstopper for me... the mechanics are really fiddly, which is great, it makes me want to keep trying until I get past a level - but having to begin again just kills the repetative gameplay of it. Make that one change, and this would be a great game. Also pressing E to finish a bit jarring. I'm sure gamepad would have been better, but the game wouldn't recognise my 360 pad. Music was excellent.
Nice idea, fun graphics and I loved the way everyone bopped to the music! Could have done with a few more levels.
Damn, that got dark pretty quick... I hope everyone plays to the end!! It was kinda fun anyway, but when it switched, maaaan I was _not_ expecting that! Very nice work.
Really nice entry... the dialog was great and made me chuckle. I played through a bunch of times to see what else might happen, and I liked that taking people along for the ride often resulted in more options at a given town. Alas, I never managed to keep my dragon alive. :(
Very nice! I think it would have been good to add extra points depending on the number of bugs squashed in any one swipe.
Looks really nice, but I have to say I really couldn't understand what I was supposed to be doing. Could do with some instructions really... I just clicked on the souls a bunch of times, but I don't know what differentiates them or what effect that might have.
Oh maaan, this is awesome! Really difficult, both because of the level design and the controls. This feels like a level that would be a good way through a larger version of the game. I really like the mechanics of it. Though I do think it would be nicer to not have to click directly on the character. In fact, I don't see any real reason to use the mouse at all... just directions for the camera and 2-3 buttons, (you could force the camera to focus whenever the character is moving, and otherwise in free mode) I think this could be be a very good and much longer game all in. Nice graphics and sound too. Very solid entry - well done.
Nice! This is a pretty similar idea to our game as it happens. Fun to play, nice pixel art too.
Looks nice, but I found the controls a bit difficult. I couldn't find any food, but I had a cop chasing me around all over the place. Would be fun if you managed to implement some of the missing bits.
This is great... love the pixel art and the music. It's a nice idea, I like how you can progressively fortify your position. It's a nice take on the theme. I did find it difficult however, that if you get hit at the same time as your pet, it takes so long for you to get back up and into the fight, that your pet can lose its remaining lives before you can get up! I'd also appreciate a way to skip through the prologue as it takes a while to get back to playing and it's one of those games that you want an instant restart!
Nice pixel art... animations are good. I found it pretty difficult as the butterflies don't respawn, so you have to go further and furthr away. It seems that you can still feed a dead bird, so if you hit it whilst trying to get to the other one, you've wasted your butterfly. Also, I think the camera should keep the player in the middle - as it stands you can't really see what's coming as you're scrolling forward.
Wow, dude... Since I enjoyed your LD46 entry so much, I had a look at this game too. This was incredible... not least because I had a very similar mechanic for LD44, but mine landed a little flat - this _really_ shows how it can be done. Bravo.
Very cool... I played this for quite some time, though I didn't notice there was a stats screen! I did feel a bit OP quite quickly, and found it rather difficult before getting the auto aim powerup. I also at one point managed to get stuck in a wall that spawned over the top of me! Bombed it away though. Could have done with a bit more variety, but that's to be expected with a jam game. Overall, very very good.
I feel like I may have enjoyed this, it looked pretty cool - but it was really difficult to control for me. The collision on the scenary seemed buggy, I found myself inside rocks and things fairly often. The whole of the first level started out upside-down and took me a while to get it to sort itself out.
Very cool... nice idea and fun little minigames. Would have liked some sound, and basically just a bit more of the same.
Brilliant, brilliant, brilliant. Really nice, simple idea, excellently executed. Can't find fault with this at all, it's lovely.
I really liked this... a great interpritation of the theme and I enjoyed that I was searching for meaningful words amongst the distracting currency... quite effective. Great soundtrack too, relaxing and unnerving at the same time. Nice job.
Really pretty, loved the mood of it... but like the others I didn't really understand what I was trying to do. I started by trying to get the power nodes in as few moves as possible, then trying to light up the entire board before connecting the power nodes. Didn't seem to make any difference how I played - so I'd like a bit more feedback on what I'm doing... but other than that, it was beautifully designed.
Fun take on a classic mechanic... Nice work.
Liked the graphics and the gameplay. Thought it was a bit slow to start with though, takes a long time to get any cash to buy buildings. Fun though.
Oh wow, I thought I'd had fun with this game after somehow spending 18 minutes clicking about and getting the cash out (unique concept, cute pixels, strangly addictive), but then I saw the screenshots people have posted above and... _boy_ have I been playing it wrong! New aim of the game: Allow no floor pixels to remain!!!
Really good entry. Nice work.
Great pixel art... I would have liked some visual inidication as to how many hits I could take, and I found it hard to tell if and when an attacker would hit me, collision-wise. I didn't get any audio either, not sure if it should be there?
Very nice... looks really good and plays well. I'd have enjoyed a bit more variety I think, but then I didn't get too far before being blown up. It was handy that my ship could take a bit of damage, but I could kill other ships with a single shot! I too would have liked to see energy regenerating over time. Could see this working well multiplayer too... perhaps with a set time, respawns and the winner having the most energy at the end of the round.
Oh man I love the artwork on this... feels really fun to play, but I wasn't able to keep hold of enough spheres to buy any upgrades. :(
Love the artwork. Found it kinda easy to get to the end, would have liked to have seen more... also felt like the actions I took (buying armour plating, slug, etc.) didn't seem to make any difference in the encounters I had... so say I'd bought amour at the beginning and again from the robot on the first encounter, when I later encountered shots fired, I would have expected that the armour would have protected me, but I sprung a fuel leak just like the first play through when I didn't buy any amour.
Anyway, still a solid entry and I enjoyed playing.
Very well designed and polished, but I found it a little too easy. I think it could do with requiring a bit more strategy - I'd like to have to really think about the moves I make, but in its current form it seems difficult to fail. Still, nice concept and really well executed.
Nice take on Tetris, could be really fun but I think it needs a bit of polish. I found that I could make some of the blocks disappear by pushing them over to the wall and rotating them off of the play area. Still pretty cool though.
Nice artwork and I enjoyed the dialog. Think there's an issue with the math minigame, I'm pretty sure I got it right but it wouldn't accept the answer. Fun though.
Took me a while to figure out what was going on here - I think it doesn't work properly in Firefox, as I was unable to respawn (and since the only feedback on death is the colour change, I didn't realise I was dead... only that my weapon no longer worked!) Once I played in Chrome it all made sense and I got to the end. Would have liked some visual feedback that the upgrades were working, as I didn't immediately notice the stats changing. Looks pretty though and was kinda fun to play through.
May just be me, but I couldn't figure this out. Nothing I said to anyone seemed to have a positive reaction and every attempt seemed to reduce their heart level. Looks nice though.
Very cool indeed... took me a while to realise I could destroy trees though!
Wow, this is pretty... just loved the art style here, and the singing mechanic really made me smile. Spent half the time just composing music with the mouse. Beautiful, well done.
Looks great, fun to play. I struggled a bit with the controls, sometimes hitting C when I meant to jump, teleporting me back half a screen or so, but other than that it's pretty solid.
Pretty cool... loved the soundtrack, fun to play. I too would have liked to skip the intro, also I found I couldn't click to start the game on the second run through, I had to reload.
Love the artwork on this, but I found it really difficult. Either I could get good power but would always hit the gutter, or a decent aim but only enough power to knock down a single pin.
This is simply wonderful, I can't find a single fault with it. The art style is really impressive too. Top work guys.
Graphics and sound are great, gives the game a good atmosphere. Only thing is I found it difficult to understand exactly how my choices affected the stats - particularly as there were so many other random things happening that seemed to also affect them.
Lovely artwork and I liked the sound... I liked the gameplay concept too, but I have to say I found it very difficult. Main thing I'd change is the amount of time the game over scene takes! When you're dying all the time, as I was, it's very frustrating to have to wait so long before you can hit restart.
Love the gameplay idea and the graphics, but I too found the combat to be a little difficult and it felt a bit random. I think it needs a bit of fine tuning, but other than that it's a solid game.
I loved this! Played through a bunch of times, but never really managed to end up with much - maybe that's the lesson... Appreciated some of the choice / consequence combinations. ;) Lovely artwork, audio suited perfectly and overall just a really enjoyable experience. Nice work!
Beautiful. I loved that it was on the NES too, but in any case it was a lovely interpritation of the article. Glad you added the easier mode - not sure it should be too difficult to stay afloat!
I'm not sure I really understood how the points worked - I thought I was selling the parts and people were coming in to offer an amount, so I'd accept any offer over the price displayed. I also didn't realise what I had to click on at first... For a first game it's pretty good work though. I liked the graphics and the little animations.
This is a _great_ game! The physics are pretty difficult to master and it'd probably be a bit better on gamepad, but I loved the mechanics of it. My game is similar - spawning platforms to get to the end... but I love the blood loss mechanic too. Really cool. ;)
Perfect. I think this has to be the best I've played so far. The graphics are beautiful and I love the attention to detail. The mechanic is brilliant - I had a similar idea originally and I'm really glad I didn't go ahead with it as your game would have outshined it easily! Level design was great too. First 5 star rating I've given. Really think you should flesh this out into a bigger game. I'd buy it.
Great little puzzle game. Love the graphics - especially when you stroke the kitty. ;)
Liked the style of this, and I can see lots of potential for a fun 2 player game with some of the things you've mentioned in the comments - speed boosts, fuel and the like. I too found the collision a little jarring, especially when hitting up against low bushes that I think I should have been able to fly over... but either way this is a solid game even in its current state. Sadly, I too played alone. :( AI would be awesome. Or online play?
Good gameplay and liked the graphics and sound too. Would have also liked a way to restore health... ideally as part of the potential reward - bet health to get cash, or don't bet health and get some back as a reward instead of cash. I liked the big spike machine enemies too. ;)
Fun game... I couldn't get to the end though. :( I couldn't see a health bar anywhere, that might have been handy. Feels good to play anyway.
Nice... could see this working really well on mobile, seems begging for touch input. I liked that there was a win condition, it meant that I could strategically ignore a few complicated potions at the end, concentrating on easier ones for the win. Could do with some more levels though!
I found it quite satisfying to circle round the zombies for a bit until they're in a bit of a clump, then see how many I could take out with each shotgun blast. Needs a bit more... enemies, waves, levels, etc. But pretty fun to play. Nice work.
I lived!! (Took a few attempts though)
Great artwork and interesting mechanics. Nice.
The artwork is great, and aside from the actual gameplay the little touches make it so much fun to play. I loved the sound effects... honestly this is the first game I've played from LD44 that really made me laugh (at the sounds of the little humans falling off of the planet). Really slick presentation... loved this.
Fun game... took a while to get used to the physics and the height of the jumps - makes it quite difficult to dodge the enemies, but that's a good thing. Music was really cool too. ;)
Heh! This one made me smile. Lovely graphics and soundtrack too.
Good fun and cute graphics. Only thing is that sucking blood slows down your run through the levels, which when you keep insta-dying somewhere near the end, can break the flow a bit. Enjoyed it thoguh.
Good fun to play, though I found myself getting impatient with the stealth and ended up trying to run the gauntlet, which worked surprisingly well!
This is broken for me. Looks beautiful, but I can't pick up drinks at all.
I couldn't get this to run. Says it's missing: "/res/files/audio/EP.wav". Windows version.
Yup, that about sums it up. It took me a few attempts to finish my game... just like in real life. ;)
Excellent... played all the way through. I liked how each new world had a different mechanic and the later puzzles were perfect. I agree with some others about the difficulty curve though, there were a lot of really easy levels in there. Still, great game - would definitely like to see a longer version.
Great graphics and I loved the simplicity of the mechanic. Nice work.
This looks great, and I love the music. I think it's a little too difficult to kill enemies with the original gun, especially since you need to time a jump for each hit and they seem to take about 8 to die. Much more fun when the other weapons come out. Graphics are really pretty.
I really like the tongue swinging, reminds me a little of the ninja rope in Worms... I think it needs a bit of tweaking though, it wasn't as intuitive as I'd like. Perhaps it'd work better if it were aimed with the mouse?
This is awesome! I really like the core mechanic. I found I was able to move across the raised areas, I'm not sure if they were supposed to act as boundries? I did find it fiendishly difficult, but definitely has the 'one more go' factor. Excellent all round.
This is simply, lovely.
Fun to play... for me I think the first minute or two are a bit slow, before the number of enemies starts ramping up. I managed 4:50.
This is great! Loved the graphics & quirky dialog. Gameplay is good - only gripe is that the dialog is unskippable even on subsequent playthroughs. I could skip the initial meeting, but not the dialog about buying more spells.
This is fantastic... loved the minigames and the strategy. All really good - except, I played a few times and on each occasion the game would just freeze up at around 5 minutes in. Shame, because I reckon I could lose a couple of hours on this!
The music was brilliantly creepy... Not sure I really understood how my actions would effect the game - but I _did_ manage to get the 'good' ending.
Very nice... I liked the style and it was fun to play. I'd have preferred 'up' to jump and space to reap as the X button was a bit akward. The collisions could do with a little tinkering, and I'd have liked to see a different frame to indicate that the player was clinging to the wall - until the second level I thought that was just a problem with the physics! Overall though, very enjoyable. Well done!
Wow, this is lovely. The artwork is great, I love the mechanic and _really_ liked how the game experience changes depending on which parts you sell... When I sold my language chip and the text went crazy, I literally giggled with delight. One of the strongest entries I've played - well done!
Nice... Took me a minute to relise I had to hold left click down to get the hoover to work, initially I was jusing the right click as left didn't seem to do anything. I got into it though. The only issue is that sometimes it seems plants and bandits aren't being generated and the level is kinda empty.
This is strangely addictive... couldn't get past level 3 though.
This is genius! I'm playing alone, but I can see how it would be a whole load of fun with some friends... The physics are a little buggy - I managed to ragdoll up in the air and land behind the bank and couldn't get out for a while... but actually I think in multiplayer couch play this just adds to the fun. Really enjoyed this - are you continuing development?
Really liked this one. A little difficult to control on the keyboard, and I would have liked the buttons swapped over (but that's personal preference). I can imagine it'd be much better with gamepad and full screen... but I can't fault the game really. Solid gameplay, lovely artwork. Good job!
Looks great. The balance could do with some tweaking, I was able to essentially play forever by just working, buying life and burgers, working some more, and repeating the process. Pretty good for a weekend though!
Very nice... reminds me a bit of a game I used to play where you had to crash a car and cause as much damage as possible. Would be nice to have some combos for hitting multiple cars and such.
I didn't get a donut. :(
I liked this... the idea is solid. I'm with GabrielH on the trial and error to take the right upgrade path. I think it'd be good if the powerups were temporary, and the game had multiple levels with predictable obstacles, so with each level you'd have to work out when to buy certain upgrades... One thing that could really have improved this for me though, is a score or timer or some way of being able to tell how well I was doing.
Nice! The physics messed up a bit and I could walk through walls on the second level, but other than that I liked it. Music was great and I found myself clicking in time to add an extra beat with my sabre. That might just be me.
Daaaaaamn dude... Really impressed that you coded this up for the NES in a weekend.
Heh, I enjoyed this... It's pretty difficult at first as those old dudes are quick! I got the hang of it though. I kinda liked messing with the physics and the AI - if you hand about in the middle of a ladder you can get an old dude stuck on another ladder, and the police can't reach you. Made me smile. ;)
This was delightful.
Literally, I was delighted many times whilst playing.
I found myself giggling as I discovered each new part of the experience. The sound effects were perfect too, really fit with the childlike gleeful mood of the game.
Overall, I really enjoyed playing. I'd change nothing. Just lovely.
I like the idea of using the music to dictate time and weapon changes, but I couldn't really see how the changes were related to the music.
As with other comments, I found the enemy attack was a bit arbitrary. The graphics were lovely though and I could see this being a lot of fun with a bit more time spent on it.
Very enjoyable, rather frantic! I was playing with keyboard and mouse, which seemed to work pretty well - though my scores were much lower than some mentioned here.
I think the difficulty curve could be a bit more friendly, it seems you can be overwhelmed with enemies pretty quickly, but still it's a lot of fun to play.
Excellent work - as others have said, the level of polish here is exceptional. I enjoyed the gameplay and found the whole thing rather amusing. Well done!
This was fantastic! It took me a while to get the hang of it, but once I did it was very frantic, addictive and lots of fun.
I particularly liked that I could contiue to move the player whilst jumping, or could go small whilst in the air to prepare for the next obstacle.
I would have liked to have seen a scoreboard though... I found that the moment I died, I would hammer the button in frustration to start again immediately, but would always miss the chance to see what score I'd achieved!
A tutorial would have been nice too, as it took a while for me to understand what moves countered which obstacles.
Also, the randomness of the level generation meant some games were just 'luckier' than others. It would be nice to have a bit of a difficulty curve.
Overall one of my favourite entries though.
I thought the moving platforms was a nice enough mechanic on its own, so when the colour switches came into play it was just awesome!
Loved the feel of it, though sometimes wished the character could move faster.
I think this could be made into a really nice full length game. The playable levels are fun, but quite simple - I'd like to play some levels where it's possible to make a mistake that requires a restart, or were taxing enough that you could get stuck for a while.
Really nice! I could see this being fleshed out into something bigger with more levels and such, it's great fun to play.
I found that the guards could get a bit confused at times, though it was enormous fun running around them and ending up with three guards all chasing me as I raced toward a terminal! I also found that sometimes guards from other areas that had come to catch me stayed in the same place when I respawned, and instantly saw me.
All in all, very enjoyable entry. Looks lovely and plays well.
I liked this. Graphics are nice and the gameplay is fun. I too could have done without the enemies respawning right away too - especially on the fire dungeon where I ended up surrounded by lesser enemies whilst fighting the boss, and then went back to my original form when I died.
Still, enjoyable gameplay.
Good fun and nice graphics.
This is fantastic. It's really fun to play, graphics are great, sound was excellent.
Literally the only thing I'd change is the boxes - the player can walk through them, but can only smash them from the sides, which means if there's one at the end of a wall, you tend to walk into it. You hit Z a couple of times to smash it and nothing happens, so you have to walk back a bit and try again. It's the only thing that broke the flow of gameplay.
Astounding.
Graphics are lovely, gameplay is orginal and challenging.
Very cool. I love a bit of point and click.
Really well done!
When I was desperately trying to decide what game I was going to make, one of the things I had in mind was exactly this mechanic - however I have to say you really nailed it far better than I would have! I wouldn't have thought to make it so hypnotic and atmospheric. I really enjoyed playing.
Wow! This is a fantastic game. Really original mechanic, and kept me playing and exploring. Loved it.
Couldn't get past the second boss level though - the slowly shrinking window really fosters a sense of urgency!
Really enjoyed this.
Beautiful.
The music was absolutely perfect. This was a brief and lovely experience.
Very nice, and astounding for 12 hours!
I found it quite addictive, but also very random. The only rule for when fires should break out seemed to be 'whenever it looks like I'm doing well'. A lovely game though. Would very much like to see how this would play once you've had more time to work on it.
I like the idea, deliberately not explaining the rules is an interesting way to go and it has potential - but I found it too easy to just get through with gut feeling and trial and error. I got to the end without ever understanding how...
Really liked this... really nice take on the theme, difficult and fun.
This was pretty fun... loved the crazy graphics and it's a pretty unique mechanic - hitting the blocks to stop stretching before an enemy gets you. Cool.
I couldn't figure out how to get past the teleport blocks on section 3 though. :(
Very nice... Like how it looked and played. Only issue is the controls. I found it very difficult to remember which way the block was going to move when I pressed a button, which meant that I very often pushed two blocks together without meaning to!
I enjoyed this, but mostly because I wanted to create amusing answers to the questions, and the game got me to spend time thinking of them.
I'd been hoping the answers were recorded and something clever would happen with them afterward - perhaps a bit of data mining to show some funny stats or something; so I was disappointed when all that happened is I didn't get the job and was asked to play again.
As someone else pointed out though, when I played the second time I realised there was a bank of questions which is pretty cool.
I guess I just wanted something more to happen!
I couldn't figure out what I'm supposed to be doing here. Looks nice though.
Liked the graphics, and the humour. Didn't really feel that there was much skill involved in attacking the enemies though, whether I got a hit on them or they on me felt a little random.
Still, good fun.
Nice work! Felt a lot like Portal, but that's no bad thing. This could be fleshed out into something pretty substantial I think.
Only annoyance is that I have to hear the voiceover repeat the same thing again and again... but only because I can't figure out the damned puzzles!
I actually think this is *superb*. It's a great interpritation of the theme and seems pretty original to me. The physics, speed and difficulty are all spot on! It's loads of fun, especially once you realise you can play the shapes off against each other.
I love the pacing too... It's really quite difficult at the start because of the amount of shapes on the screen, and as the level continues it gets easier and easier; but if you make one little mistake at the last second, it's back to the start again - and the restart is just quick enough for you to go 'ARGH!' and frantically start trying to clean up shapes again.
I could lose hours to this... Really, one of the most enjoyable entries I've played. Nice.
Really pretty graphics! Gameplay was fun, though I wasn't sure about the attack, it seemed in wolf mode I could just run through the enemies without taking damage. Also, I think the transformation needed to be a bit quicker. Took me a while to realise I can jump farther as a wolf than a man, so I couldn't reach a platform for a while!
Love, love, LOVE this!
I couldn't figure it out at first, playing with the keyboard I was unable to shapeshift, but once I connected the gamepad it all made sense.
When I got to the end, I carried on flying around firing bullets everywhere, just because... pretty. ;)
Excellent. You should keep working on this!
Oooh, this is good. I can see this being fleshed out into a full game. I agree there could be some scoring based on number of moves. Perhaps levels of completion for each puzzle... gold/silver/bronze for completion in fewer moves, etc.
Nice work! I found it a bit too easy to hit the baloons, but a fun game all the same.
*EXCELLENT*
This game made me smile, made me laugh in places. Really good take on the theme and the gameplay is just superb.
The only thing I'd change is that it seems your little pal needs to be quite near to you before he'll move, and as you move quite quickly it'd be nice if you didn't have to go back to make him move again.
I liked this, especially when speed became a factor.
I like the style, but then I'm a fan of chuncy retro. I'm not sure the collision is working too well though and could do with a bit of feedback when you get shot.
Promising though...
I liked the look of this, but I found it a bit difficult to play. I couldn't get to grips with the physics when using the rocket armour - it seems that sometimes it would allow me to fly up and across the screen, but other times I could only go a little bit off the ground.
The artwork was nice but the background colours mixed with the player a bit so it was a bit muddled.
I enjoyed this! The slow momentum of the shots vs the speed of the enemies actually made it quite easy to miss, then run out of essence and have to reload without being hit.
Would like to have seen more screens!
I really like the graphics and I can see how this might have panned out into something quite fun, but for the moment there's nothing much I can do!
This is excellent!
LD56 — Tiny Creatures (35)
Shrink by Halogen 2024-10-25T12:28:51Z ♥ 0
It's a nice idea for a mechanic, and the graphics are lovely. As everyone's said, it's too short to really explore the mechanic - I got through it the first time without even realising that I was getting bigger, or that the potions were shrinking me. The first screen's exit requires you to be small enough to get through it, but you can't actually see that - so on my second play through as I got bigger, I was just stuck on the first screen.
With some more levels, this could be really fun.
Carnivorous Corpse Aquarium : Feed & Thrive by Adrien Tremblay 2024-10-16T00:14:06Z ♥ 2
Nice idea... Could probably do with a bit of balancing - as once I'd got enough money to get a lot of plants, I became an unstoppable corpse-disposal juggernaught! Lots of ways you could expand this. Good fun.
Fear of the Ungnome by Scott Steffes 2024-10-15T18:11:46Z ♥ 2
Absolutely loved this! The art style is brilliant, the puzzles took me a while to figure out, but I made my way through in a few minutes. Wasn't sure what to do at the end, but found the 'The more you Gnome' panel and jumped through that. Really good entry, well done.
Small Problems To Grapple With by Tetracold 2024-10-14T16:50:14Z ♥ 2
Brilliant!! This was really fun, but made even more so by the excellent art style. I got around 52cm, at which point it became really difficult, being swamped (see what I did there) with enemies. Some way of killing enemies would be good. Great entry.
Candyween by Megurt 2024-10-14T16:32:10Z ♥ 2
This was lovely! Beautiful graphics, fun mechanic - though it took me a while to get the hang of it. Very cool.
Hamster Shelter by Doonutsaur 2024-10-14T16:23:22Z ♥ 0
Mars.JPG
Didn't take me long to get to Mars!! This was really fun though... tinker around with the numbers and it could have real longeivty. Nicely done.
LEAF SLURPERS - tiny creatures by Tankou 2024-10-13T19:20:33Z ♥ 1
I really liked this. It's an unusual gameplay loop and was pretty fun. I could have done with things getting significantly more difficult as we progressed, maybe some new enemies or obstacles - but I had fun trying to get a high score.
Shrimpy by Kultuk 2024-10-13T19:03:58Z ♥ 4
Nice. Simple gameplay, but nicely executed. I too had a couple of runs where the only available platform was too high to get to. Would have been nice to have a bit more variety in the gameplay... faster over time, perhaps some penalty for leaving bits of food, the occasional power-up etc.
FrogScape by Jiri_One 2024-10-13T16:33:04Z ♥ 0
freed.JPG This was great! I'd have appreciated a way to switch between the characters and/or skip the turns of players I didn't need to use, as it was a bit cumbersome having to move them around for no reason. It was a solid experience though. Could see you building on it for a larger game.
Mouse House by johnnysix 2024-10-13T16:01:38Z ♥ 1
Beautiful graphics and audio. I love the death animations and the gameplay is good - but I couldn't figure out how to use the rope. Or indeed... if there _is_ a rope? It's mentioned in the instructions and the comments, but nothing I pressed would make it appear. So, yeah... I couldn't finish the first level. I'm guessing I need to get the red apple over the other side of the level somehow?
Tiny Taunters by ssiannas 2024-10-13T15:50:21Z ♥ 1
Good fun! I managed to chase a kid into a corner and give a plague doctor the run around, returning to the corner to scare the kid again and again. Perhaps it shouldn't give more points once the kid has fainted. Enjoyed this though.
Squabble Snooker by bzoo345 2024-10-13T15:42:23Z ♥ 1
I liked the idea, and it's pretty cute... but I couldn't really control it. I couldn't 'kick' the ball at all, clicking or holding the mouse didn't do anything for me, so I just had to walk the ball to where I wanted it to go.
Sweet Home ? by Oduvan 2024-10-13T15:38:05Z ♥ 1
A tutorial would have been good! I thought I got pretty far, but then looking at other scores on here... perhaps not!
A Bug's Maze by Linky439 2024-10-11T23:23:20Z ♥ 3
I liked this a lot. The maze was pretty difficult, but well thought out - and I felt like I was making progress most of the time.
I only had two issues: Firstly, the timer felt unnecessary. I'd have happily continued to work my way through for as long as it took to find the solution, but I had the added pressue of knowing that if I took too long to find the next path, I risked having to start again. And that's exactly what happened. I eventually gave up as the timer was running out on my second run through, so I never got to see the end. Then... Then I read the instructions and realised I could turn the timer off!! Wish I'd seen that earlier.
Second, I felt that moving around corners was a bit too unforgiving. I had to be exactly over the correct tile to initiate a turn, while I wanted to move at speed. I could have done with being able to hold keys diagonally and having it register the turn when a space was available... similar to pacman.
Other than that, this was a solid and enjoyable game. Nicely done.
Tara by sbeif 2024-10-11T12:56:29Z ♥ 2
Love it!! Just my kind of game. Actually reminds me of our own game, Loop Frogs, primrily because you're controlling multiple characters and using them to traverse the level. So yeah, this is great. I don't have any criticism at all. Hope you expand on it and release a full version.
Red Planet Reclaimers by Tudvari 2024-10-10T18:53:27Z ♥ 2
Very cool. I love a twin stick shooter - in fact, I'm working on one right now. This was great for such a quickly made game. The only note I have is that there really wasn't much point not holding the mouse down at any point - so it may as well have been automatic.
Humans left by JulienLussiez 2024-10-10T18:31:54Z ♥ 1
Oh man... what did I just experience? I don't know what to say. The futility of trying to save the humans as they relentlessly try to plummet to what I can only assume is their doom - only for the reward to simply be a statement of fact. Now there are... fewer.
Second play through I helped them on their way... except the last dude. Held him over the pit right up until the last second, like Atropos. I let him perish in the end.
Now I need a lie down.
Bee Bop by Madbarron 2024-10-10T18:23:45Z ♥ 3
This was a fun idea! I sometimes found it wasn't as responsive as I expected - or my sense of rhythm is off! Still, great graphics and audio and a neat take on rhythm games.
Fry Quest by Togis 2024-10-10T18:11:33Z ♥ 3
It's pretty cute... I _loved_ the potatoe song. Not much gameplay, but was an enjoyable story.
Blob, To the Top! by MetRiko 2024-10-10T17:14:36Z ♥ 2
As others have said, probably takes a bit too long to charge up the flinging mechanic. Also I wasn't really sure of when to use the attract instead of the fling. That said, it's super fun to play, well done.
Whistleberry by ghpxi 2024-10-10T00:23:12Z ♥ 1
Very nice. Loved the art style and the atmosphere. If anything it was a little too easy, but I enjoyed playing.
Jelly Gang by Split82 2024-10-09T23:35:49Z ♥ 2
Perfect. No notes. Only critisim, is that I really needed to get to bed about half an hour ago, and this game kept me playing! I love a good puzzle platformer, and the controls are a really fun mechanic for it. Honestly, this game is basically perfect as is. Add some more levels, maybe some new obstacles, and just release it.
Ludum Dare 56 by Mantsje 2024-10-09T23:17:31Z ♥ 2
Looks absolutely stunning and it's incredible how much you got done in the time... unfortunately I couldn't get the hang of the gameplay.
Maratus In Love by robin_schmitz 2024-10-09T23:08:34Z ♥ 2
Nice idea. I struggled to get the hang of the movement, but it was fun to get around. I did get stuck fairly often though, wedged inbetween rocks and such. Good game tho.
GLOW by Fenix131113 2024-10-09T22:25:25Z ♥ 4
This is so beautiful. Great atmosphere and the timing challenges were just difficult enough to keep me wanting to play thorugh until I completed it. Nearly gave up during the prayer section before I realised I could pause behind the pillars. Only note is that I'd have liked more of an ending - unless I accidentally skipped a longer sequence, it seemed to just happen instantly at the end. Really enjoyed this.
Quantum 47x by jordantanner 2024-10-09T22:06:33Z ♥ 0
Loooooved this... Great idea, well executed. I had a bunch of tries and came third. More levels, change up the mechanics a bit as you progress - could easily make a full game out of this. Nice.
Apex Elysium by Bogden 2024-10-09T00:47:50Z ♥ 1
Seemed simple enough, until I started trying to beat the high score and found it was really a challenge to avoid the red ships... Best I could get was 211. May come back to it though! Really rather fun to play. Excellent soundtrack too.
apex.JPG
Little Summin' by Human Writes Code 2024-10-09T00:30:09Z ♥ 2
5 hours?? Damn... This is great. Honestly I think I could play this for hours. No notes. Simple and fun. I'm sure you could add in more features and modes, perhaps some bonus items that freeze the timer, or maybe a wildcard number that lets you choose or something like that to mix it up a bit - but in any case, it's great as is.
Flea Patrol by Sviborg 2024-10-09T00:21:36Z ♥ 0
Nice idea for the theme... the physics were fun. Would have been nice to have some more jeopardy, perhaps a target time to complete the level. Loved the art.
Re-Bot by Iluvatar 2024-10-09T00:12:51Z ♥ 1
Lovely art, very pretty... good feel to it too. Would have enjoyed more!
One of us will make it by Arkatme 2024-10-09T00:01:46Z ♥ 1
Oooh, this is really nice. I do like games like this, and I think it could be really good with some more levels and some thought put into the puzzles. I particularly enjoyed the last level, where it the path forward was less obvious, and yet the order of critters led me to the solution. I also liked the level where you had to time a jump while the first critter fell towards the button. Playing with the mechanic like that is very cool.
Overall, great entry.
Head'quarters by YogurtTheHorse 2024-10-08T23:49:08Z ♥ 3
This is absolutely stunning. Graphics are fantastic, the _audio_ is just perfect, and the gameplay is just right for a jam game. It got quite frantic... The only issue is that I couldn't see my own time when I got to the leaderboard.
Sewer Tales by Matthieu Riboulot 2024-10-08T23:28:04Z ♥ 2
This looks and feels lovely. I struggled to get anywhere though. My main issue is that I couldn't disengage with enemies when my rats came across them - and that became a real problem when I didn't have many rats. As soon as I found some food or a bag, my small number of rats would be destroyed by a nearby enemy. I need to be able to run away from them until I've built up enough of an army to fight them off! It also felt like there wasn't much of a difference between the commands - get behind, or go over there... they both kinda did what they wanted either way!
Other than that, it's a really nice entry... beautiful graphics, sound and mood.
Checkmite by Roitchie 2024-10-08T23:12:14Z ♥ 2
Really nicely polished and a great idea. I struggled to understand what was going on during the battles though - I read through the instructions, but I think we need some more feedback as to what moves are being made and potentially _why_. Agree that it would be nice to see the abilities of a new fighter when you get to choose them.
Duck Rescue Patrol by rkhadder 2024-10-08T23:03:40Z ♥ 1
Took me a while to realise that the ducks would stay with me if I kept them close. I like being able to throw them over obstacles... this could be fun with a bit more work on it.
Lots of duck games of late... I like ducks.