Randomly Relentless Rumble by Frederika 2017-12-07T03:11:01Z
Hey I thought the platforming aspect of your game was really fun! Level design was pretty solid too. Good job!
Foon → Ludum Dare Explorer → Users → Gizmolo
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | π₯ | Trainsmission | jam | 471 | 3.52 | 3.28 | 3.41 | 3.30 | 3.95 | 3.82 | 2.93 | 3.45 |
| 2025 | 58 | Collector | π₯ | Hatterdashery | jam | 525 | 3.33 | 3.22 | 3.19 | 3.70 | 3.42 | 2.93 | 3.31 | 3.24 |
| 2025 | 57 | Depths | π₯ | Is it Wrong to Try to Lay Pipe in a Sewer Dungeon? | jam | 198 | 3.85 | 3.40 | 3.55 | 3.60 | 4.59 | 3.65 | 3.63 | 4.02 |
| 2024 | 56 | Tiny Creatures | π₯ | Tiny Turf Tussle | jam | 108 | 4.05 | 4.15 | 3.46 | 3.71 | 3.92 | 3.67 | 3.42 | 3.56 |
| 2024 | 55 | Summoning | π₯ | Veiled Ocean: Echoes of Nautical Grief | jam | 944 | 3.24 | 3.13 | 2.84 | 3.12 | 3.51 | 3.26 | 2.89 | 3.25 |
| 2023 | 54 | Limited Space | π₯ | Raft Blaster! | jam | 487 | 3.65 | 3.39 | 3.65 | 4.31 | 4.02 | 3.54 | 2.89 | 3.32 |
| 2023 | 53 | Delivery | π₯ | Grav Garb | jam | 687 | 3.49 | 3.09 | 3.62 | 4.06 | 3.78 | 3.65 | 3.20 | 3.61 |
| 2023 | 52 | Harvest | π₯ | Herogatchi | jam | 545 | 3.28 | 3.16 | 3.89 | 2.62 | 3.55 | 2.87 | 2.86 | 3.14 |
| 2022 | 50 | Delay the inevitable | π₯ | UPDOG: The Ascension of 180 Sadie | jam | 648 | 3.55 | 3.46 | 3.50 | 3.59 | 3.85 | 3.64 | 2.98 | 3.69 |
| 2021 | 49 | Unstable | π₯ | Moonbound | jam | 1171 | 3.18 | 2.84 | 4.00 | 4.18 | 3.15 | 3.26 | 3.50 | 2.92 |
| 2020 | 47 | Stuck in a loop | π₯ | That Time That Me And My Friends Got Stuck In A Time Dungeon | jam | 1264 | 3.16 | 2.94 | 3.82 | 3.51 | 3.17 | 3.08 | 3.05 | |
| 2019 | 45 | Start with nothing | Space Base Continuum | jam | 3.25 | 3.08 | 2.58 | 3.75 | 3.50 | 4.16 | 2.20 | 3.58 | ||
| 2019 | 44 | Your life is currency | π₯ | Mr. Bees Wild Adventure: Buzz Off | jam | 986 | 2.92 | 2.78 | 2.76 | 2.95 | 3.23 | 3.54 | 3.00 | 2.85 |
| 2018 | 43 | Sacrifices must be made | Creatures of the Night | jam | 817 | 3.05 | 3.02 | 3.00 | 3.27 | 3.52 | 3.37 | 2.44 | 2.90 | |
| 2018 | 42 | Running out of space | π₯ | Rey Trace | jam | 327 | 3.63 | 3.39 | 3.95 | 4.09 | 2.92 | 3.37 | 3.24 | |
| 2018 | 41 | Combine 2 Incompatible Genres | π₯ | Unholy Holes | jam | 615 | 3.42 | 3.42 | 3.69 | 4.15 | 2.60 | 3.06 | 2.79 | 3.00 |
| 2017 | 40 | The more you have, the worse it is | π₯ | Drunkest Dungeon | jam | 587 | 3.44 | 3.51 | 3.19 | 3.86 | 3.13 | 2.96 | 3.80 | 3.22 |
Hey I thought the platforming aspect of your game was really fun! Level design was pretty solid too. Good job!
Very neat concept that fits the theme well! The turn based combat with the timer reminded me of Final Fantasy VII. I giggled when I just started racking up the debt and my debt level was "Too big to fail" lol
Don't forget to use spacebar to punch the elves away!
@kirun Haha good! I purposefully made the elf/gnome sounds annoying so you would punch them in the face more!
Like everyone else, I liked the art a lot! I think there are some interesting ideas going on with the combat system and would love to see if ya'll spend anymore time on it to flesh it out. Good job.
I thought this was fun. Controls felt good and I liked the robot sprite a lot.
Thought controls were a bit rough but it was fun and made sense with the theme. Sound track was really stellar!
Really like the game. I think the concept for it is great! The instructions do need to be more clear. I think the dog does not need a hitbox, unless you can utilize him somehow but I haven't figured that out. Plus some starting resources for the soldier and the sweeper would be nice for us players. Also, is the goal of the game to flag each mine like in the regular version, or is it diffuse/shoot each mine?
Grappling towards a space octopus and shooting it to death at the same time is definitely the coolest thing I've done all day lol. Great job ya'll!
Wow this is a tricky game! I wish there was a line connecting each block to the tetromino they belonged too. It *seems* like you need to leverage those connections in order to get a chain going, but I'll be honest, I was having trouble just getting a single combo chain. Oh well, I'll try again later. All in all, great job!
Ok I've revisited your game and I'm finally getting the hang of the combo system. It definitely takes a new line of thinking playing tetris this way! I wish you could save a piece or at least see what the next piece is going to be, but you probably purposefully left that out since you already have the added benefit of the extra tetromino busting system. Also, this is the first time in any tetris game I've seen where spinning an "O" piece actually matters haha. 5 stars for innovation!!
Love the aesthetic. I like this game because you could easily build upon it and turn it something really neat. My strategy was to slash the single letters and block any incoming groups of letters. I got to about 40. Maybe I'll try get all 100 later on. Good job!
Favorite game this jam so far! Got 33 on my first try and I fully expect to crush that score later on. Always love the games you put out (I still play Cardhoard from time to time and am looking forward to the re-release of that game!) Awesome awesome job, 5 stars from me :)
HAHA I was cracking up while playing this! Great art and great music! I did lose control of Smoke a couple times though, once after talking to the fish and once after eating the honey. Other than that I had a blast playing! :)
I absolutely adore this little game! It reminds me of Lovers in a Dangerous Spacetime, but underwater! The concept is nice and has me wanting more. There's so many directions you could go with a game like this and this is a good start. I hope ya'll will release a version 2.0!
This is a really cool game! The feel of shooting the shotgun is just fabulous. Gotta kill all those piggies haha! Good job!
Love the design of your little goblin and the two frame animation for him seems to work well with the aesthetic. Also, I really dig that tune! Good job guys!
@bobgar woah 75k is insane! Haha yeah I'm having to ice my wrist after all that testing this weekend. Thanks for playing!
@netguy204 @seannewman22 @greenboxgames Thanks for the feedback. We're considering revamping the game post jam so we need this kind of critique if we choose to move forward!
@andreww Thanks for playing and thanks for your kind response! One of the ideas that popped up during development was to have the stage shaped like a big circle and do exactly what you said, have squares spawn radially from all directions rendering the darkness to close in all around the player. This idea proved to be too mathematically challenging to solve in a single weekend, but currently we are in the process of refactoring some of our ugly code to prepare work on version 2.0. So be on the lookout for that! :)
@sciman101 Thanks for your feedback! We realize the shooting design may have been a bit shortsighted. As we've discussed post-jam, we certainly should've implemented a "click & hold" shoot mechanism. Oh well, it wouldn't be a jam if we put out a perfect game, thanks for playing!
Woah you nailed the theme, running out of space is an understatement! Great job on the graphics and sfx too! I will say that I found myself just deleting the memory of the most previous room instead of actually doing any real memory management. That did hurt me in the long run as I quickly forgot which way I was coming from, but I do feel that there needed to be a less *demanding* way to manage memory. That's my only complaint though, good job!
I absolutely loved the aesthetic in this game! Reminded me a lot of Space Station 13 and I love that game. The gameplay was pretty interesting, but I will say the difficulty cranked up WAY too much in the 2nd level. I was not able to beat it. Too bad because I wanted to see the whole thing through!
Uh-oh I think you linked the edit page and not the game's page!
I like the old school art style and the level design. I would say the game play was a little lackluster, but I can see ya'll put a lot of hard work into the overall game design. Also, there's much to expand on here if ya'll choose to work on the game post-jam. Good job guys!
Woah fun stuff! I got 45! I thought the controls were clean but I did get annoyed because I kept trapping myself in the fire after killing enemies. I guess I should've been killing the enemies strategically but I sure wish there were more frequent water drops!
That game was simply crisp! Loved the highscore tune, great work!
Hey guys good job on the game! I wasn't able to play with anybody so I'm sure that would've improved the experience, but I'm surprised how much ya'll were able to put into this game in a single weekend! It is almost unbelievable. I really liked the music in the background, but some of the sfx got a little annoying (like navigating the menus). Anyway, good job!
lol this game is hilarious. Great sfx, great art, and great mechanics. Very original for an LD game and I like to see that. 5 stars!
Lol this is definitely my new favorite LD game. It seems like your game suffered a bit of what my game suffered from which was, a lack of time to tweak mechanics. For one, it seemed like some levels I was able to just one shot the villagers since they weren't able to build anything in time before I was able to punch. Also, on some of the hard levels they were building WAY too many fire towers before I could start knocking them down. With all that said, after several attempts I was able to complete your game! This is a great concept and there's lots to expand on so I hope you continue to work on it post jam!
This was too fun! I need to get a friend to play against me now. Also what did you use to make it? Engine seems really good.
@acr515 @flatgub Thanks for your comments. Yes, I pretty much ran out of time to do any "tweaking" and had to keep the spawn rates pretty much where I set them at for testing. In hindsight, I probably should've had civilians walking from the left to the right that you could use to make more skeletons. Oh well, there's always something to improve on. Thanks for playing!
@honey and @tabitha This was the first jam I did entirely by myself and was out of town for the first half of the weekend so it was a real challenge getting everything I wanted in the game. After I submitted my game and the deadline hit I realized that my game would've GREATLY benefited from a splash screen on the home menu giving the player visual cues on how to play. I've seen other games actually have their entire first couple levels dedicated to teaching people how to play, which is ingenious since they are incorporating learning to play the game as part of the game play experience. I realize LD voters don't really like to sit and read a game's manual anyway, so thank you for your sage advice. At the very least, for my next LD entry I will have a splash screen, and if I can add it, having a tutorial level would be ideal. Thanks so much for playing and your constructive criticism!
@bj-pucci Ahh glad you liked it. Thanks for playing!
@knightsunder Haha no it was not! But now that you mention it, he kind of does! And I love Monty Python and the Holy Grail! Yes, my framework code didn't really have an API to handle specific hitbox sizing or placement, it pretty much just set a hitbox to match the size of a PNG file. I recently re-worked that section of my code so I can now make the hitboxes much more tight in future game jams. Thanks for playing!
@shakedimus Hey man yes everything you said was spot on. My friend actually caught on to those "cheese tactics" soon after the jam had ended and it was too late for a patch. The lasers actually are programmed to come from a random distance from the knights, anywhere from 0-500 pixels to left of them... but because there are so many knights, it's hard to tell, plus, like you say, there's not enough graphical information to convey that to players. Thanks for playing!
@cg-fred Yes, unfortunately I literally had ZERO time to tweak the game to adjust for these imbalances. I had the spawn rate for knights set high for testing purposes, but decided to keep it that way since I was afraid the game would've been too simple if players were never dying. As far as your last comment goes, this is true if you don't "send" a skeleton to attack, but they are still susceptible to getting destroyed by the rays. The only time a skeleton can collide directly with a knight is if you send it out by pressing "X" (Edit: plus you get 250 points for each Holy Knight you take out, so there is an incentive to not let your skeletons get taken out by the Holy Blasts). Anyway, thanks so much for playing!
@ratherjolly Oh man you're too kind! Thank you so much! I really just picked a random palette from lo-spec which I guess set the atmosphere (my pixel art skills definitely need work). The music wasn't directly composed by me, I just threw some samples together using Logic Pro. But I am so glad you enjoyed it as much as you did. Thanks so much for playing!
Thanks again to everyone for playing, good luck to your games in the final rounds of voting, and God bless!
Haha this is the first game that made me smile while playing (and definitely my favorite so far). The polish in this game is insane: screen transitions, screen shake, particle effects, good music, it's all there. AND it's certainly believable this was all done in a weekend because of how simple the game was. THIS is how you do a game jam. Good job team!
Aww making the bunnies commit suicide is so depressing :( I guess that's what samurai's have to do some times. Great job on the theme, very original. I liked the artistic style and simple animation that went with it. The controls felt very smooth too. Good job!
I figured out the strat. Just sit in the middle of the screen and launch a guy towards a mine if it's gonna hit you. Got a 2626 lol. Good job!
Other than not knowing exactly what all the things did in the upgrade / sacrifice menu, I had a lot of fun with your game. With a little more polish this could be something special. Great job!
Hey good job on first LD entry! I liked the idea for the hand drawn art, I think if you worked on that skill more you could get a really nice aesthetic going for a game. The upgrade system was cool and evident as my gun was getting bigger, and I started to run a lot faster. My only gripe would be that it didn't seem as if I could "lose" and I ended up just going running around and stumbling over my yellow people that didn't need to be sacrificed anymore because I had max upgrades. All things considered, this was a good little game and has potential since it's a neat idea.
I like the idea, I think with more levels you could really flesh out the mechanics. Although I thought it was a strange game at first, the tutorials were really helpful. Good music, cute art, and a fun mechanic. Job well done.
Very cool mechanic! I did get frustrated at times cause after I split my snowmen I would want to control one ball and the game would give me control over another ball instead. Because of that there were more than a few "snowcrifices" that needed to made. Haha good job guys!
Hey I can tell this game has a lot of potential! You should keep grinding it out and make a version 2.0!
Awesome game! Could easily seen this being turned into a mobile game of some kind. Played for over an hour, no doubt the most time I've ever spent playing a game jam game haha! The only thing I'd say is it'd be nice if there was a lose state and different levels / variations of waves. Maybe you could make it where each level you have a certain number of total "adventures" you can attempt, and a certain number of wave completions it takes to beat the level. So maybe this first level you get 10 attempts, and then you have to go through and beat the wave 3 times. THEN for the next level you start fresh with your adventurers. At some point I had all the money I needed and all the adventurers I needed that it got boring. Oh well, fun game nonetheless!
party.PNGI continued playing after my workout tonight lol. Here was my party. Was never able to get more than 3 waves completed. Hermit dude and his 3 big boars always popped my fighter in wave 4. MAYBE 4 waves is possible if fighter was lvl 11, but damn y'all made leveling rough haha. Not about to grind to 11. So addicting! I hope y'all flesh out the idea and have a full mobile release! (Anyone get more gold than me? lol)
@archimagus perfect! thanks for the update :)
newrecord.PNG Do I hold the new record now? Haha. Awesome game jam game! Love the mechanics on this one. Always being locked on to the boss is a great way to weave in the stuck in a loop theme!
@badpiggy lets goooo!! That was only my 2nd attempt too :)
Music was on point! Mechanics fit the theme really well. Great little jam game!
Woo! Got 5054 meters! I finally started figuring out the strategy in my 2nd play through. You don't necessarily want to race through the level as fast as possible. Just go at a fast enough pace and try and rescue as many passengers as possible! Really love the aesthetic and camera movement. The visuals alone are impressive for a game jam, and I think the mechanics are really neat too. All you need to do is add more levels and have them balanced towards the existing core mechanics and you could have a really cool game on your hands! Great job guys!
Very simple but a joy to play! Love the little people and the little girl's voice was a great addition to make it an adorable little game. 5 stars!
Very funny game! I like the cat stacking and falling physics. Feel like this could get turn into something really special with a bit of polish!
Fun little nugget of a game! My best score was 7073 with 12 kills. Fits the theme well and the graphics are cool looking. This could definitely be built out into multiple levels with different playable characters. Great jam game!
Impressive work getting this put together for the jam! The art, aesthetic, music and sfx are all FLAWLESS! I see major Kingdom Hearts inspiration here which definitely makes it the type of indie game I would buy and play. Getting ticky-tacky, but the end lag on the dash as well as the length of time on the hitstun is painfully long. A little more tweak here and there and a few more levels and I could see myself sinking some serious time in this game. All in all great work. 5 stars!
What a creative twist to the rock paper scissors formula! I was struggling at first but finally got the hang of it. It seems like the "Help" button in game didn't seem to do anything? But I was able to refer to the manual from the LD page. Great work!
I got 18 tea leaves! I'm impressed with that considering I got 0 my first few attempts haha. I love the little monkeys, their art and animation is fantastic! Music was really good too and fit the game well. Thanks for making this!
Screenshot 2023-01-11 130839.png
Woo I completed it! I really enjoyed that! The UI, SFX, and music was so engrossing. Even though the gameplay was pretty basic, I found myself really engaged because of the craftmanship all around. I figured there was some sinister element at play with the narrator... and then I got the goat. I tried to place the goat to graze my crops but no... I had to... well I won't spoil things for the other players.
All around great experience and impressive work for a game jam! 5/5 stars!
This game is awesome! Perfect little game jam, and suits the theme so well. I've been able to beat every difficulty except for hard, earmarking this so I can come back and beat it! Great work!
@glaikunt Hint: If you feed your Herogatchi boots and then harvest it, your attack speed will increase and significantly reduce the startup and end lag time of attacks ;) Thanks for your kind words and for playing!
Thanks for playing @chompdev! I really enjoyed working on this game and would love to do a more fleshed out release. At the very least we have plans for a 1.2 version so we can tie off the loose ends and complete the gameplay loop. Maybe you can help me convince @wiredoverload and @alchemic to do a 2.0 version as well hehe
@sakura-magika Yep that's the idea! A micro "meta-progression" game. It wasn't well explained in our description, but if you "harvest" the tamagotchi hero after you train and / or feed it items, you will control a new hero in explore mode that's stronger, faster and beefier (depending on which stat gets trained or fed the most before a harvest will determine which new hero you get to control). Thanks for playing and thanks for your feedback!
@j0ye Thanks for playing and thanks for noticing the depth to the game! We all put in long hours and serious effort to try and make our vision for the game come to life. And! We even had additional heroes that didn't end up making it in the jam version! Keep an eye out for our post jam version coming soon (tm)
@mika314 Aww thank you :)
@tobius Hey thanks for playing! Those are all really good ideas that I'll bring up in our next post jam meeting :) Consistency of aesthetics between the two modes is great advice, we definitely had 2 different artists going at it - so we did what we could. We actually did have audio for the Tamagotchi section but couldn't get it in due to time constraints :(
@chase-of-bass Thanks so much for playing and for your kind words! :)
@lomby I watched your whole playthrough and I was dying laughing at a few spots haha! Impressed you were able to power up your Herogatchi strong enough to beat the dragon! Don't know if anyone else has done it yet. Also you encountered a few things we want to resolve in the post-jam version. For sure dodge roll shouldn't be impacted the way it currently is by raising agility, and there needs to be more clarity around stats and how your Herogatchi is improving. Also, at one point you referred to the game as "Hero Harvest" which is interesting because that was our original name for the game! We ended up changing it to "Herogatchi" during the submission window at the last second lol. Your "compendium" idea at the 6:11:40 mark is really thoughtful and that may just be something we have to implement! Thanks again for taking the time to play and giving us such good feedback! Cheers :beer:
Neat little game! This takes me back to the flash era / Newgrounds days when things were more simple. Burning the little humans to a crisp and destroying their towers was a lot of fun! Great jam entry :)
This was a fun and relaxing game! Reminded me of Mario Party a bit with the 3 mini games. I appreciate the attention to detail, like the sound of the text displaying, and the sound the tractor makes when it's slowing to a stop. The audio was great, controls and mechanics were good, and the graphics were okay. Great jam entry all around!
Super fun! I can see inspirations from games like Warcraft and Tooth and Tail! I did find a bug where I was able to upgrade the buildings ad infinitum without having the gold resources. Outside of that I can see this being a really addicting game!
Cool game! My only complaint is that I would expect tile "actions" to happen at the same time. For example if the red light monster's light is in the tile in front of me, currently if I move to that tile it would catch me, but I would assume as I move, he moves his light out of the way at the same time. Of course this is just my opinion, you may have your own decisions around why you designed it this way! Outside of that, music and SFX fit the game well and the graphics were cute and fun. 4.5/5 stars!
Thanks all for playing! Appreciate the kind comments and feedback! A few responses:
@furtive-pygmy @jp-design @slimefriend @triangle-point I agree with y'all. Controls need some tuning, I think a redesign of the player ship could go far, both aesthetically and kinesthetically.
@tycoonbelle @aplovestudio The most important part of this game, naturally :nerd:
@pazzi Spoiler alert: moonrats rule the universe :grin:
Awesome compo entry Kirk! This seems like another one of your classic jam entries: a unique control scheme / gimmick that you could easily build into a commercial release.
My first attempt was 4 min 15 seconds :grimacing: but now that I've figured out how to dash I'm gonna finish way faster next time haha!
There seems to be a little jank when you land in the lava for example and get stuck for a bit, I think that's the intended mechanic but it didn't translate well for me.
Nonetheless very impressive entry for a compo, would love to see this game expanded out to have more levels. I'd pick it up on Steam like I did with Cardhoard too!
Love the SFX on the submarine btw.
Great job Kirk :D
Hey team, impressive entry! Also, Squidly, I recognize you from Renaine game, been following that project on Twitter! Cool to see the team competing in game jams.
Really love the pixel art (nice chunky outline and color scheme) and the music. The SFX and environment all felt compelling, especially with the little villagers having dialogue after you delivered a package, reminded me of Animal Crossing a little bit and thought it was really cute :laughing:
As mentioned, I did struggle with the controls a bit. Doesn't seem like I could drop down through platforms when I sorta expected to given the nature of it being a platformer. Also, the overall movement seemed a bit laggy. I sense there is some mastery to be gained, so I want to come back and try again with a gamepad soon.
All in all, really solid entry and I imagine your team will rank really well. Good work!
Screenshot 2023-05-04 170746.png
Just getting started on my games rating sweep and had to start with the illustrious Jeremy Ryan AKA plasmastarfish!
Solid entry dude! The pic is from my first attempt, guessing there is no end game? It was frustrating to have to wait on hold (of course!) but I thought your spin on the delivery theme was pretty unique! I am a HUGE fan of Enter the Gungeon so as soon as I saw your entry I knew I had to give it a try.
Impressive balancing from what I could see too! Definitely going to play again and see if I can beat this score (also, I think I've figured out the strat but I won't spoil it hehe).
As far as the cat ears on inanimate objects I could find: the reticle, the coffee mug, the phone, the headphones, nametag, window, and floor tile... I guess I'm missing just one!
Game seems super polished from the perspective of movement, kinesthetics, sound effects, varying music track and simple controls that have the tutorial lying on the floor, how creative! I know this is a compo entry so the only thing I have to critique is that I wish there was more!
Great job again, excited to see how you rank up this time around. Peace out :sunglasses:
I figured out why you need the ball... xD was wondering why I was haulin' that hunker up the tower! Also, I'm glad I can hop up the wall decently fast while I have the ball - that was helpful :D Fun entry as always @hacksawunit 5/5 stars from me :)
Yo this is crazy close to the original idea our team had for the jam! We somehow pivoted to a match 3 puzzle game, but if we kept up the original design I Imagine it would play similar to this. I especially like the canon tile AND how you can move the whole ship. Did y'all have additional plans for "interactable" tile types?
Screenshot 2023-10-10 220205.png
Oh no I've fallen in the water and I can't get out! Haha this was a fun one. I tried not to breed too many wolves early on so I wouldn't lose my cargo, but gosh darnit - I lost my cargo! I like the iso vantage point and I feel the controls worked well. A little polish and I think we could have a compelling animal merchant sim here :)
I figured out the strat: H bombs and F bombs XD! Awesome entry as always Jeremy.
@jazzydingo the battle system has some "depth" to it (get the reference? :smirk:)
The die have symbols on them that represent various effects like: damage dealt, damage defended against, healing, and other status effects.
Please see the "How To Play" section in game accessible from the Main Menu to access the full guide to interpreting all of the diverse sigils & glyphs found in the game :thumbsup:
@scoobysnacks hey who are you calling a gooner here, friend :angry:
@mdsalomon thank you my friend! The team is working on a post-jam version 2.0 as we speak and we're scoping out a Steam / mobile app store release as well! :nerd:
@mistagiggles Hey thanks for playing and for the feedback! We just pushed up a patch with some critical bug fixes so hopefully that crash is resolved now :)
This was an impressive game to put together in a single weekend! I love the aesthetic and the driving mechanics of the car. I had a lot of fun just drifting around and seeing how long I could stay airborne lol. It took me a while to understand I needed to take the bugs back to the garage as I was wondering why they were dying after a while haha. And I think the performance issues were mentioned already, the web build was completely unplayable to me but it was able to run pretty well natively. Great job!
Awesome job! Loved the artwork and the music (duh!). I may be in the minority here, but I do wish you had to play the music on beat, b/c it sounded a bit weird when I was just mashing the arrow keys as quickly as possible and the rhythm of the song was completely different. Just my 2 cents. Anyway, 5 stars from me!
Alright this is probably my favorite game of the jam so far! Who knew something so simple could be so fun! Did ya'll have to write special logic to decide what options to give the player? Or is it completely random? My high score is 359 so far :)
@gi11 yeah I basically scrambled at the last hour to get the levels put together. I wish I had more time to make more levels (and design them better) but that's the way it goes during a game jam! Thanks for playing it :)
Hey I actually played your game for a while! I kept losing b/c I was trying to manage the virus and not let it spread to the edge, but then I realized you had to kill the center in order win. Once I figured that out it seemed pretty easy as I could just shoot in the same spot and pretty much win every time. This game could you use some polish and some variability to the different types of viruses. All in all it was an enjoyable web game! I liked the doctor's character and the set up for answering questions.
Oh man, as if clicker games weren't addicting already just add a galaga aspect to it and I'm hooked! I do wish there was more of a challenge, but then again, that's not really how the clicking genre works. All things considered, very good job!
Haha this is an interesting concept. There are some ridiculous girls that can get generated lol. I wish there were more questions though, and it seems like what they liked or didn't like wasn't always consistent (I do get that it's a roguelike though). Anyway good job!
Ooh man I learned something from this game, don't walk up to a group of people and just start punching people haha. Loved it!
Great job! This is one of the more creative entries I've seen so far. Wasn't able to beat any of the bosses, but I'm going to come back and get all of those keys! 5/5 rating from me!!
Haha I think I see what you were going for here. Don't be hard on yourself! It's hard enough to get ANYTHING on the screen when you're making a game from scratch in a single weekend. And now when you participate in the next Ludum Dare you'll have a better idea of what to expect. Good try and keep up the good work!
Also, c'mon people we need to get @royur more ratings!!
Very interesting concept. No doubt 5 stars for innovation and theme. I would like to see this game fully fleshed out!
Controls took some getting used to, but I really liked the idea. I wish you could jump on the blocks! Anyway, great job!
Really cool idea! Think with a couple tweaks this could be a really fun mobile game :)
Very impressive to get all this done in a single game jam! If only I was better at tetris... lol great job guys!
Awesome game! I was getting seriously spooked as I got deeper in the water. The sound effects and music were amazing! 5 stars!
I'll tell you one thing, I'm never going to misspell "jump" ever again! Haha that was too much fun. Very impressed ya'll did this in a single weekend. Perfect ratings from me!
I'll tell you one thing, I'm never going to misspell "jump" ever again! Haha that was too much fun. Very impressed ya'll did this in a single weekend. Perfect ratings from me!
Haha that was a lot of fun. I didn't save the kitty but I'll be back! Also what's the point of shooting the toast? lol
Awesome, I love the pixel art! I was much better after I hooked up my mouse to my laptop lol. Now that I've rated it I'll try out ver. 1.1. Good job!
Interesting take on a "real-time turned-based" game. As others were saying, it took me a while to figure out that I needed to press space to roll the dice AFTER I ran out of AP. Also, I liked the tagline when your character gets caught, "Live by die, die by the dice" haha. Overall, very creative game!