Foon → Ludum Dare Explorer → Users → good.enough
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | Runestone Alchemist | jam | 684 | 3.00 | 2.72 | 3.30 | 3.48 | 2.91 | 3.04 | 2.86 | 2.94 | ||
| 2024 | 56 | Tiny Creatures | 👥 | Firefly Girl | unfinished | ||||||||||
| 2021 | 49 | Unstable | 👥 | Almost Okay | jam | 3.00 | 2.50 | 2.00 | 3.00 | 2.00 | 2.00 | 1.00 | 2.00 | ||
| 2021 | 48 | Deeper and deeper | Jackhammer Uncle | compo | 2.80 | 3.25 | 2.85 | 3.85 | 2.70 | 4.00 | 2.90 | ||||
| 2020 | 47 | Stuck in a loop | Curse Escape | unfinished | |||||||||||
| 2020 | 46 | Keep it alive | Rescue Mission | compo | 312 | 3.65 | 3.68 | 3.45 | 3.78 | 3.57 | 4.05 | 3.78 | 3.55 | ||
| 2019 | 45 | Start with nothing | 👥 | Origamijin [Finished] | unfinished | ||||||||||
| 2019 | 44 | Your life is currency | 👥 | Dissuasion | jam | 988 | 2.92 | 2.58 | 3.14 | 2.95 | 2.75 | 3.14 | 2.07 | 3.30 | |
| 2018 | 41 | Combine 2 Incompatible Genres | Code T | compo | 553 | 3.03 | 2.63 | 2.84 | 2.61 | 2.58 | 1.83 | 2.47 | 2.55 | ||
| 2017 | 39 | Running out of Power | Pogo Stick Granny | jam | 506 | 3.24 | 3.29 | 3.47 | 3.43 | 3.24 | 3.10 | 3.95 | 3.26 |
good.enough leaves an average of 13.7 feedback comments each event.
this game was not verry fun:/
I got stuck at the bottom of the level unfortunately. Looks fun to play if I knew where to go.
The movement was a bit clunky and I fell off.
GO TEAM FIREFLY!!!!
So that was mildly horrifying... in a strangely mesmerizing way. I wanted to light buildings and trees on fire which would then spread to other things/creatures.
I lost twice. dang mafia. I only managed to capture a few animals.
Sorry, I didn't play it all the way through. We're doing our post jam play'n rate, and it's a bit depressing for the vibes here. However, I loved the art and sound design!
Its definetly a fun game but tbh I didnt realy understand it.
This is such a cute game,I realy enjoyd it.
You made it! I'll be playing this as soon as I get done with mine!
This brings back memories. During the rate and review my little brother got stuck playing this game and couldn't put it down. And now he's gone. I mean, not gone gone-he's in Texas-but we used to hang out all the time, and I haven't seen him in months.
hahahahahahahahahahahahahahahahahahahahaaaaaaa......
At 25 laps, I set the limit to 30, while my little sister was begging to see the secret ending.
I don't know why she liked some poems, and why she hated others... girls...
Fun Game! Those low beams come up so fast, though! I managed to save four miners, at least.
Screen Shot 2021-04-26 at 7.19.08 AM.png
I'm mainly left confused, however, at why there would be daylight at the end of such a deep mine shaft..
I beat it! This was super cool, and was like you stuck the character from the classic Snake into the world of Floating Point. Some of the levels were pretty difficult, but that's the way to maximize play time in Ludum Dare, so it was fine.
If you do a post-jam version, I think that it would make the game funner to have larger levels that are easier to progress through. The movement mechanics can be really smooth and fun when you can avoid obstacles, and jumping through the air is fun as well, but if it's super hard to reach the next point, it kind of breaks the game flow.
Although I would say that this is more of an experience than a game, it was very enjoyable for me, and I thought the tree chopping animation/sound effect combo was quite a nice touch. Some atmospheric music would have been nice, but overall, this is a great thing you have made!
This is the kind of game that made me hate platformers... Pixel perfect timing just isn't my cup of tea.
That said, it is a great work! The graphics are lovely, the music is catchy, the movement is snappy and fun. For those who love frustration and pain, this could be a really fun game! ;)
Nice! Really neat graphics, and the mood was great. Even the quirky soundscape fit well, and didn't ever get too annoying. The intro was good as well, and if you made this longer, it could be a really great narrative game.
Well, first off, I love this style of game, and I couldn't stop playing! I triggered the geistmother pretty quickly though, and defeated her. There are still more things to investigate, but I should probably play some more of the endangered games before the time runs out.
Loved it, although I wish that there was a way to fully recover health besides using the first aid kit, because that's a waste of time.
I agree with madbarron. When I jumped in, I had no idea what to do until I had lost half of the crew, and then nothing else really happened. I enjoy this type of game, but I was kind of disappointed that it isn't really done.
Nice graphics and general idea. I'd suggest 2 things to turn this into an actual game.
First, choose a decent endgame scenario. You don't want to just die and that's the end. One option would be to go with a level based approach and build like 5 small levels to progress through with more/stronger/faster enemies in each level. Another option would be to go with a high score based approach, and have the enemies ramp up in difficulty over time.
Second, like the first, you don't want to just kill your player without a real struggle. The player has invested time and effort, and if they just die, it's anticlimactic and leave them going, ..wut..? I'd put in some sort of respawn mechanic that keeps the game flowing, while still allowing for eventual defeat. One idea would be to use some of the crystal's health to respawn you when you die. That way, every time you die it has a real negative impact, but there is still hope. That hope is what will keep your players playing.
..haha, I ramble. unfortunately, this is all from personal experience, and my own jam games suffer from these same issues. :P
L. O. L. The graphics were pretty great, but I see that you didn't make those. As far as the driving mechanic goes, it's hilarious, and I would have kept playing, but my eyes are hypersensitive to first-person cameras, and I had to quit after rescuing one guy.
Ouch, I suck at this genre, but the graphics were really great! So many enemies though. I couldn't survive for very long at all.
Meeoooww! Great graphics, idea, but I kept dying! I'm not sure how I was supposed to defeat the nightmares.
Nice! I didn't know what to think at first, but it turned out to be a fun experience! KIAyy404score.png (on a side note, I just noticed that KIA could be keep it alive or killed in action.. kind of dichotomical if you ask me :P)
Well, I ran out of time, so I wasn't able to explore the game fully, but what I did see was pretty nice. It looks like a complete game, not half-baked like mine end up being so often.
The world was put together nicely, and the controls were nice and simple, however, I was unable to find any more fuel containers after the first one, and firing my shotgun didn't always work.
This is an interesting mechanic idea more than a game, I'd say, but it is pretty neat, and I'd love to see it used in a more fully fleshed out game! Great job on making something playable!
Hahaha! Great setting for a fly swatting simulator! The music was great, and the art was well done, but ctrl on my keyboard wasn't working for whatever reason, so I ended up losing. EDIT: Nvm, I just hadn't picked up the swatter.
This was pretty interesting. I couldn't quite figure out the controls, but I didn't really look at the how to play section, so it's my fault probably.
Great game! It hooked me, and I ended up playing past the time I had intended on spending. I'll definitely be coming back to finish this game! I got stuck with a big purple flower right after Miggs died, which I came up with at random. The game thought I was further through than I actually was, and I ended up being stuck.
Great game! I enjoyed the non linear story, and reading it backwards was just as good as forwards!
The mood was a little reminiscent of ori and the blind forest, which I love, and the slingshot mechanics were interesting, but I felt that they were underused for the most part.
Same.. I enjoyed the experience, but the only thing changed what I was seeing was the next day button and the water trough which made a swooshy noise..
The audio and visuals were great! If you do a post-jam version with working mechanics, I'd love to try it out!
Love the art. Also, the game played well. I'm a fan of tactical and turn-based games, so I jumped right in and had a great time. I abandoned unit 21 and found a mine. I kind of felt bad, but hey, I got away and lived happily ever after in my underground dwarf fortress.
STOP RIGHT THERE! -and read my comment! :P
It was just the right difficulty. I had to restart from the checkpoints several times, and without the minimap it would have been much harder. The sound track fit the vibes, and the robotic voices were great! For some reason the movement felt constrained, and I think that the walls had too much friction, but over all, it's a great game!
..hard..
The maths greet with joy!
I beat it. I had to start over though because I got stuck in the attic. The song had elements of studio ghibli which was nice.
``` walkAnim.SetBool("walking", true); print("...woah, duude..."); ```
I loved the graphics! Truth is, I only came here for the shoji and tatami, but I enjoyed the calligraphy idea as well.
I could only stay in the game for a couple of minutes though, because of the extra wide FOV and the way-too-wide weave of the tatami that were messing with my eyes.
To resolve the issue of the brush mechanic that everyone seems to be complaining about, you might check out a game called Okami. *queue echos*
When you go into brush mode, the camera look control switches to brush control, which allowed for a much more intuitive feel, and if you do need to move the camera, the regular move controls are dampened and used to pan the camera around a bit.
¡Jajaja! ¡Qué chistoso! ¡Me estaba riendo en cualquier dimension no me importa! Me gustó ese enigma de colores, y los mensajes de debug.
¡Very wonderfull game and like more coding!
Hey, interesting game! I think I lost because I didn't get the answer correct, but the result was satisfactory for me, I guess. I'm going to go play it again.
EDIT: Okay, I got it right on the second try. I like how you play as a different suspect every time.
AMAZING! I am only finding this now, but I really enjoyed this game! It was creative, funny, and really quite interesting to play! I did glance at the first couple of comments before I downloaded the game. My antivirus was all in a huff, and I wanted to see if it was going to be worth the trouble, but they didn't really give much away.
I used powershell, which really made it less of a drag. Lol, that thousand log puzzle was the one I solved the fastest. I looked at the first file and realized that I only needed to search for the line that didn't have the word "OK".
The puzzle that really stumped me was the password creation one. Yeah, I'm an idiot. I spent half an hour trying to look for clues as to what password I should be putting in before finally going to the source code and realizing that I just hadn't been creating a strong enough password. Duh.
Here is my solution. I cleaned it up a bit. If somebody wants to use it, just remember to run it piece by piece as you solve the puzzle, not all at once.
``` #Directories $downloadDirectory = "C:\User\Downloads" $documentDirectory = "C:\User\Documents" $encryptedLogFile = "C:\User\Desktop\computers_in_a_nutshell.enclog" $thousandLogFormat = $documentDirectory + "\computers_in_a_nutshell_{0:00000}.log"
#Run The Game cd $downloadDirectory .\Computers.in.a.Nutshell.exe
#The Encryption Puzzle cd $downloadDirectory .\Computers.in.a.Nutshell.exe --decrypt-log
#Find The Encryption Key (Get-Content $encryptedLogFile -Encoding UTF8 | Out-String) -replace '\s+', ''
#The Thousand Log File Puzzle 1..1000 | ForEach { $thousandLogFormat -f $_ } | ForEach { Get-Content $_ } | Where-Object { !($_).Contains("OK") }
#The Gamma Correction Puzzle
cd $downloadDirectory .\Computers.in.a.Nutshell.exe --fix-graphics
#The Password Puzzle (Note: You must achieve a "Very Strong" in order to progress.) cd $downloadDirectory .\Computers.in.a.Nutshell.exe --gamma=1.72,-0.246,7
#The Final Round (It's the home stretch. You can let it all out; tears, laughter, roars, etc...) cd $downloadDirectory .\Computers.in.a.Nutshell.exe --version=0.0.12.43785634 ```
I wish I had found this while voting was still going on, it is quite a gem. My favorite mechanic seems to have been an unintended feature; that of the coins sticking around and colliding with each other and the pigs.
This was great because at higher levels you can use them as a barricade, but at the same time, you have to be careful not to hit them because they are your currency after all. This causes you to exercise self control and take time to aim rather than just blast away.
In the first game, I prioritized fire rate and movement speed, but I quickly realized that that is not the optimum strategy. On the second try, I got Damage up to 60 before putting anything anywhere else, and that was the ticket to success.
Great game, and this is a reminder to me to play test. Often I go into a project with a fixed idea of what it should be, code the whole thing, and then fix bugs. If I'd take my time and play the game as I go, buggy behavior could lead to great ideas for game mechanics. Thanks for the inspiration!
Okay, I've been playing for a few of hours, and I'm still only a tenth of the way to the goal, but I'm going to rate it now anyway.
Slavery really is the first idea that comes from "your life is currency", but I find it interesting that in many of the games that went with the slavery topic, the player isn't the slave, but rather the slave owner, or trader.
Anyway, it's a great slave trading simulator, and I love the mechanic of being able to train the slaves' stats. It adds a layer of strategy to an otherwise rng driven game. Two things I amn't sure of is how the aging system worked; when do slaves age, and the HP system; is it affected by training?
Edit: Also, I think that the hidden data age and hp should be somehow reflected by the characters at the market.
Hahaha! This was so great and sad!
It was a bit difficult for me to target the enemies. I'm on a PC, so maybe with VR it would have been better, idk.. Also, why do you have to stare them down for so long? It felt like shooter mechanics without the shooting.
Summary: I enjoyed the story, but the gameplay mechanics were unrewarding, and kind of felt unnecessary.
I made it! However, I lost about three million all over the streets. That type the code to close the door mechanic was a great idea though; it really helped to relieve the monotony of driving around the city for five minutes. Speaking of monotony, it doesn't help that the best way I found to survive is to drive around a city block over and over again. Also, it seemed somewhat unrealistic that there was only one cop car chasing you the whole time.
To make the game more interesting, and to have the difficulty ramp up over time, it might have been better to add another cop every minute, but make their cars be less agile. Also, to give the illusion that they have some sort of strategy without having to code an advanced AI, you could give them something similar to what the pac-man AIs have. https://gameinternals.com/post/2072558330/understanding-pac-man-ghost-behavior
All in all though, great game! P.S. I especially liked the voice-overs. I really wanted to do voice-overs in my game, but I just ran out of time.
brrrr, I don't like horror games! I went into the castle, but ran right out and closed the game as soon as I saw the first warewolf! 🏃🏽🏃🏽🏃🏽🏃🏽
Me enchanta! This reminds me of one of the first games I made, called *Boat Battle*, or colloquially, *Zane and Lord Garmadon Fight*, and based on the Ninjago TV show episode where Zane fights Lord Garmadon on their skyship in a dream. My game was a three lane, 2-player pseudo infinite runner/~~bullet~~shuriken&energy-ball hell.
Okay, sorry for the reminiscences, but the invoked memories are what I enjoyed most about playing this game. Second most, was the art; really nice looking! I loved the mountains in the background, and the vehicle and prop art. The firing mechanics worked great, and the missile was a stroke of genius! Dodging enemy bullets and other obstacles was fun to plan, and I got to over 3400 in distance on my best run.
Thanks again, this inspired me to revisit my old game again (I've already tried thrice 🤦, but who knows, maybe the fourth time's the charm!)
This is the first time I've actually enjoyed this genre of game! Because I don't play this type of game very often, I'm guessing that's why I didn't really use the changing strength mechanic, but I think it was a great idea.
Great art, and great timing on the bomb-duplicate thing. Not too long, but long enough that you can get out of the way. I can see this being the first part of a really great game!
10/10 would blow up my front yard again! BlownUpFrontYard.png
I think that the tools should be automatically re-purchased when you are out, or there should be an option to turn on auto purchase.
I'm not sure if I beat it, but a robot got stuck in a tree.. RobotOnTree.png
And a giant angry sheep came out of the tube and roared. WrathOfTheSheepLord.png
Good game, nice, simple visuals, and great game-play (especially the orbital mechanics!)
I agree with @drtizzle that instead of clicking, just have the attractor always moving towards the mouse position on screen. I'm guessing that you decided to use the method you did due to intending to build for android. I'm not sure which engine you used, but if it was Unity, you can add in some relatively simple code to see which platform you are building for, and change input handling based on that. Another way would be to just check for the pointer position each frame that the pointer is down.
Nice rage simulator! For your next ludum dare, you could make a game where you play as a failing student who can't stand life anymore. You go around and gun down people to get revenge for your terrible life! You could get 5 points per student killed, and 10 for each teacher, and you have to commit suicide before the cops catch you, it'd be a blast!
Edit: Okay, that may have been a bit harsh. Sorry. But the graphics and movement mechanics were all great, as well as the music.
Hahaha, I love it! I jumped right in without reading the instructions, and I coudn't figure out what to do, but I still had fun running around in a big world. After I read the instructions, I came back and saved one lady, but all the rest failed.
So good. Everything except the ship control was amazing! I liked the concept of the slaves literally being your life as well as your currency. It's a call back to more ancient times where the crew of a ship was comprised of slaves. You had to treat and feed them tolerably well, or they'd become sick or die, and you'd be stranded without means of travel. If you had gone with galleys for the ships' designs, it would have reinforced this idea.
The slave ships used to transport people to the americas were quite different. Terrible conditions, and very high mortality rate, they were only interested in how much money they could make by packing as many slaves they could into each trip.
I made it to level 2! I like it so far, and may come back to it later.
The graphics and sound was great, as well as the lighting, effects, all culminating to make a great feeling game! I also liked the blood trail, showing where you have already been; that was helpful!
It's kind of a pain to have to keep clicking back and forth between the seed bar and the field, but besides that, it is a great, polished, balanced, inspiring game that adheres well to the theme, causes one to ponder their life decisions, and stands out in the crowd.
Aaagh! Okay, this is a love-hate relationship. I love the graphics, animations, music, "yipeee!"s, the way you copied the player motion instead of just having them follow the player, and the 2.5 camera style.
I hate it when I rescue 6 out of 7 1ups, only to die by accidentally letting my hair brush the giant pounding machines of death as I pass under!
I don't know. Those red tipped arrows from the pit of hell sure are a pain... But this game gets a good rating from me anyway! Keep up the great work!
**Edit:** P.S. The source code isn't up on your google drive. I'd like to see just how you implemented that player motion copy for the 1ups. Can you @me if you get that up? Thanks!
How interesting! If I waste a single shot I don't make anything back, and that timer forces me to stay close to the minions, but the minions attack me if I get too close. I kept getting up to $0.17, and then not being able to recollect the coins I shot because of the number of minions.
Ha, this is generally the part of my comment where I leave criticism, but honestly, this is a really nice little game, without any glaring flaws in design. A couple of things to add might be some game music, and staff/wand upgrades that allow the coins to stay on the floor longer, greater AOE, maybe value multiplier for each unmissed shot, etc...
So fun! I loved the controls, and the stabilize function was priceless! Amazing graphics, and really, it's hard to believe you made this in 72 hours! Your team must have a lot of experience, I'm jealous, hahaha.
Since you were going for more realistic controls, I would have liked pitch and yaw control. This could be achieved by using the arrow keys as well as the QWEASD controls. The right mouse button is alright, but the correction is way to fast to be realistic, so I feel weird using it.
The use of grapples is interesting, but I was wondering if it wouldn't be easier to control if you had arms that could grab onto the things you're transporting, or at least a magnet, or something. I had issues where I would grapple onto a spaceship part, and as I fly back to the base, it crashes on a rock and breaks.
Anyway, I'm glad I found this one, and I'll be giving a good rating!
Edit: I forgot to mention the sound, which was great as well!
Built by hardcore platformers I guess; I couldn't beat level 3.
However, I did really enjoy the visuals, and the sfxr sound effects were great. I've never played a platformer as a fox!
I did really like the fact that the moves, rather than the time, are limited. This lets you sit and figure out how to achieve victory. I also enjoyed the short and concise levels. This almost made the difficulty alright, since you didn't have to go back as far as you might have in a different game. However, a difficulty setting which slowed the moving items down would have been really nice for casual gamers like myself.
For some reason, whenever I spawned to the left side, they would run to the right side. Because of this, I was forced to use spells to defeat the enemies on the left side. However, I did succeed in beating the game after I upgraded all of the things in the upper right hand corner.
The music and art style are pleasing, and I like the way the life swims around in the current for a bit before moving on.
I can't get past the third level though. I'm putting three lives into the current on the right, and then waiting on the second until the instant when the second life comes back to me. I throw two lives in that, and rush/walk maddeningly slowly to the exit. I always get there just after the door shuts.
I'm bankrupt, my tenant kicked me out. Game over.
I wasn't sure if the options reacted to my clicks, or if I just had to wait. Loved the cat, what's its name?
No build? After reading the 'making of' post, I really wanted to play, but I'm not going to download the whole project...
I'm a bit confused... All I had to do was replicate the objective shown on the right, and I won.
From the instructions, it seemed that there would be a lot of trial and error and logic trying to create a counter molecule to destroy a dangerous molecule, but then the answer is just given on the right.
Edit: Okay, this worked on the easy and normal levels, but not on the hard. I actually had to play the game instead of just copying the thing on the right, which didn't help at all.. I am still confused as to why it is even there...
But yeah, despite the confusion, I thought this game was interesting and fun, although my mother watched for a while and then said, "That looks incredibly boring!"
I liked the graphics, and the concept is pretty neat.
The ticking was on and off sometimes..
Here is my score: The Clock of my Life.png
Hard... I'm never good with this type of game, but I played it several times, dying before I ever got past x2 damage..
I can tell though, that if I was more skilled, I would really enjoy it. There is an element of strategy with timing the attacks, and which enemies to target that kept me trying to do better. Great visuals and music too!
Great job on the graphics, although the character art style doesn't really seem to match that of the environment too well.
I died too many times trying to cross that bridge thing, and I couldn't hit the enemies.
Lol, I loved the little roman guys! I played for a long time before finally quitting. There were so many objects on the screen that the frame rate was terrible.
Besides the frame rate issues, great game!
I thought it was pretty good, I've always wanted to do an endless runner type of game, and this fits the bill. However, there really wasn't much variety besides the height of the obstacles, and the placement of the fruit.
Obviously, being Ludum Dare, the amount of polish you achieved was really great, and you did well not to overscope, but like a lot of people are saying, because the difficulty doesn't ramp up, the lack of variety is really emphasized.
Overall though, it's a good game!
Pretty interesting idea! I really liked the flashlight avoidance mechanic and the ability to hide behind obstacles. It was a bit easy for me, but that made it nice. Also, I'm not sure why, but the top down camera didn't really seem to fit the game too well..
Oh, and the web format really helped!
I love the movement mechanic! However, it is sometimes really difficult to use the tongues to move how I'd like to. There's this game called Floating Point that I used to play a lot. This kind of reminded me of it, but it wasn't smooth enough, and frustrated me a bit.
Aarrggh! I really liked the idea of the game, but that camera made me so sick, bleh. I'm a big fan of ship games like Windward, so this was a good find, and I wish I could have played it longer before I got to the I'm-gonna-throw-up-any-minute-now point.
Like @mharring, I enjoyed how the enemy ships' cannons fired directly from the front, while the player's fired out of the side. It was a pretty good move for designing the AI, and it made fighting more interesting.
I like it! From the very beginning, it had me rubbing my hands and cackling with glee. Okay, maybe that's a little bit of an exaggeration, but it was pretty cool, and I played through to the end. I wish I was able to make something this cool.
The ice was the best part! I also am playing on a laptop. Everybody, it's just physics; take away the friction, and you're not going to stop. The trick is to add force in the opposite direction, and never add get going too fast.
I really enjoyed the barter mechanics, though with the time limit, and so many robbers, I wasn't able to advance very far.
I'm no good at this type of game, but it was alright. I did like the growling.
What's the deal? I keep having my memories erased before the investigator reaches me! At first I thought I was mistaken, but I've sunk two hours in this game, only to die unexpectedly..
"YIIIEEEAAAAAOOUUUUGHHHH!!!!!" *I roar, as everyone stares at me,* "I BEAT LOLA LUNG LADY!!!"
Super fun, though at first I was very tentative, and almost didn't play it. Turned out to be a blast, though, guess I'm just weak to puzzle games. Thanks for stealing half an hour of my day, Doctor Ectomy! :D)
Wow, you must have had some pretty competent folks on your art team! The whole thing is too beautiful for a jam, congrats!
The gameplay was a bit lacking, with events repeating more frequently than I would have liked, but the fact that they had a few of different results was quite a clever way to reduce the monotony.
Speaking of the results, I agree with @menen and others that the results went away too fast. You could have had it wait for a click or something.
Overall however, the graphics took the game past where I would have otherwise rated it. Great Job!
I and my siblings played this, and here are our thoughts:
Nehe: "It was really good, I loved the way the story unfolded."
Elsi: "Didn't get to play it, but I liked the art, and premise."
Lazu: "I liked the graphics, and it was very interesting."
Good: "All of the above, and the music was catchy and fun."
This is why I use CCleaner. No hard choices, just a death robot that destroys.
I loved the spaceship-ey feel of the movement, and the basic core principles of the game like the ability to take out other racers, the upgrade system, the grass(ugh), etc.
However, there were two things that stuck out to me, and those were the fact that the map never changed; even just some randomization in the checkpoints would have made a big difference, and also the AI cars seemed to operate much differently than the player; no drifting, and the only upgrade they get is speed.
I think that having a couple of maps with randomized checkpoints, and giving the AI access to the upgrade system would improve the gameplay by quite a bit.
Okay, so I tried it with my sister, and thought it was really funny until I stabbed her in the eye. Then it was like, "Agh, what is this?"
Besides that, the mechanics were a bit unwieldy, but the graphics and music were great.
I was expecting fireballs or earthquakes or high winds... but you know, peaceful apocalypse is a good thing too... That camera though... yeah, this is why I can't play 97% of games with a first person camera. My poor, poor occipital lobe :( :P
No, it was great though, and made me want to go play some minigolf again!
Ha ha ha, nice! It is very true; vector rabbits do not belong in pixel worlds. ELIMINATE THEM ALL!
What a great idea! But the crop counter doesn't reset from the previous day, so you can't really lose.
A great little game, it could be the perfect platform for a longer story-driven adventure game!
I successfully got to the planet without overshooting, but I didn't get any success message. Did I run out of oxygen too soon, or is there not supposed to be a victory screen?
Regardless, I really liked the green line, but the engine blocks were annoying to turn each one on and off. It would be much more intuitive to "paint" them on and off by clicking and dragging the left and right mouse buttons.
I had a lot of fun with this one! I played for 11 waves and 107100 points before I stopped. I wish the beat of music lined up more with the timing of the key presses; my foot was tapping to the music and throwing off my timing on the keyboard, ha ha
So cool! Not really sure how diametrically opposed turn-based and shooter themes are, but it was interesting that the shot on the second move wasn't a guaranteed hit. And for bots that apparently took over the facility, they are pretty dumb... They kept moving directly into my line of fire... But really cool anyway!
Pretty neat, but there was a couple of "wut?" factors like can I not actually move forwards? Also, why can't I connect wires directly from the output to the input without any logic gates?
Something that really bugged me was that it was really difficult to get the guns firing precisely in the right direction. Perhaps larger colliders on the enemy ships, or some kind of subtle aim helper would improve this.
At first, I thought that only being able to connect one wire from the output was annoying, like with the railgun's overheating sensor. However, having that limitation actually lends to the feeling of an emergency fix, which is pretty cool.
I like it! The art style is really neat, and the feel of the game reminds me of Chateaux en Guerre.
Yay! I managed to beat the game before falling asleep! I enjoyed the casual and rhythmic feel, but I didn't really notice anything other than movement being affected by the beat. It would have been cool if your precision affected other aspects of the game.
Mediafire won't let me download unless I upgrade to a pro account...
This was an interesting idea. The UI is a bit difficult to understand, and I kept guessing the wrong word.
Hey, I enjoyed your game, it reminded me of a couple of games I made in the past as well as my favorite arcade game of all time, Super Puzzle Platformer.
It is a bit buggy as expected of a jam game, and sometimes the generation of the blocks makes a guaranteed death, but over all it is a great little game!
I love it! I like the interesting movement mechanic!
Interesting idea, but it is way too predictable, and there is basically no way to lose as long as you can count to ten. I think that having more types of candy, having the effects work together in different ways, and confusing the path by putting in extra candies that lead nowhere would add a lot of depth to the game, and make it more interesting and fun.
Great game, I enjoyed the dialogue! I thought that the UI could have used some improvement, like showing the amount of unrest, where the troops were, etc.
Agh, I got to admiral V on easy, then it suddenly got very hard, and I was being hit every couple of seconds till my hull was breached. I agree that the puzzle was involving enough that there was no time to look at the log. If, instead of the log, or in addition to it, you had crew members' voices coming over the intercom, it would be a lot more immersive imo.
Lol, way too fast! I totally lost. I agree with the opinion that you should be able to type whatever words you want. Also, it would be good to have a difficulty setting, as a lot of folks can't type that fast.
Ha ha ha, I died so fast! Great game, It was really deep for such a simple game, with interdependent mechanics that made it a lot more than just a simple enemy evasion game, good job!
There was no way to refresh your energy =( And because of the no-retreat mechanic, the game was less tactical, and more like, "AARG!! My stupid archers are dying and I can't do anything!" =P
Lol, cool though anyway.
Okay, so I was going to really like this game when I thought it would be a logical mastermind sort of game where you have to find the best rabbit using logic and clever choices, however, I discovered soon enough that it seemed to be fairly random, and you couldn't really trust the test results. I get that that is how life is, but it kind of dampens the fun.
I did successfully choose the right rabbit, and the rabbitdom did very well, but it was still disappointing that the rabbits' performance wasn't steady. For a test, I took four rabbits, and had them take the same test five times. Jaja failed all of them, Trin passed all but one, Dalsop failed all but one, and Kalsedon failed three and passed two.
It is really great that you don't have to finish all fifteen tests before you choose an heir. And I do like that there seem to be three levels of proficiency, which helps with the realism. Also, it isn't necessary for the best rabbit to be perfect in all aspects to be a good ruler.
Overall, I think this has great potential, but I think that you took it in a bit of the wrong direction with the unpredictability. There are just not enough weeks, and too many candidates to have the rabbits go through enough tests to have statistical proof of the right heir. It should be assumed that the tests are accurate measures of the rabbit's ability in that area.
I think that difficulty is a must with this game. You can upgrade your firepower by abducting soldiers, but the humans never get upgrades, and there are always a civilians to capture.
Soldiers should try to stay out of the beam, and could grow in number over time, and the civilian count could go down over time. This way, the game would get more difficult as you progress.
Also, capturing scientists and scrap materials might better go toward the number of abductions in progress you can have at once, as speed isn't really a factor in game play, and the battery capacity is fine as it is.
Overall however, this is a neat idea, and a cool game.
So hard, but really great! The stress level was just right. I died all the time, so it kind of seemed not too bad to die... I respawned in a different room every time I died, so it was really difficult to figure out where I was, or if there was even supposed to be a static map.
I survived 100 seconds! It lacks depth, and finding batteries is pretty random, but the controls were intuitive, and the mood was great. The music was a little on the slow and peaceful side, but it was fine. I really liked the way the flashlight dimmed as the power ran out, and how the battery glow grew brighter. It was as if, even though in real life the battery glow wouldn't change, in the character's desperation, they seemed to shine brilliantly.
Graphics and Audio are really great, and I like the interaction with the bots, but yeah, it is a bit difficult to collect the fuel. Part of the problem is the control method, but also, it is difficult to get each fuel chunk, as the truck is pretty small, and the fuel rolls around a lot.
It might be a good idea to have different attachments, like perhaps a magnet, or a big shovel, or the ability to steal fuel from the bots. Also, it could be cool to have more trucks per rocket, and maybe only two or three teams. That way you could also have ally interaction, and the game depth would be increased.
I'm not really sure how to play this. There is no .exe or anything, only .class files and a few images.
Ha ha ha, this is really funny! The boss fight was tough because there was a very specific place you had to be when shooting at the puppets, probably due to their colliders not being tall enough. Great music too!
Hey, this game was really interesting! The camera clipping was annoying, but using the batteries to power the world instead of to power the player was a cool twist. It was especially cool how the world seems to come alive when it's powered. And my brother says the dalek is cool.
This game is really neat. I enjoyed the movement mechanics, especially that the power consumption forces you to slow down and think about your movement. It actually felt like a big ship in space, instead of an action-y shoot-em-up style spaceship movement.
However, having to turn the whole ship in order to get sideways thrust was a bit of a pain. I think it would be better to have wasd be forward, left, back, and right thrusters, and q and e be for the gyros.
Haha, I got a C+, so at least I survived the jam! I liked the idea, but there needed to be more variables. There seems to be basically one set way to play, which is a little restrictive.
The art is really great, but the game got a little boring after I figured it out... And those little critters are kind of pointless as long as you send enough rocks down the chute for them to eat. Maybe they should turn into coal when they eat enough rocks. And another critter type can go for just the coal. You could also be able to throw the critters into the fire, producing different results depending on what they've eaten.
I guess I'd die in a dungeon with a plug-in lazer blaster... I am super impressed at the amount of detail in this game for a 48 hour jam! Audio is great, as well as great graphics and fluid gameplay, and an overall cohesiveness that is really fun to play. Great job!
Before I played the game, I didn't think it would be very good, but as soon as I opened it up, I couldn't help saying, "Ooh, I like this!" The music is intriguing, and the minigames are really unique and challenging! I really enjoyed how they all reacted to the mouse in such a simple, yet frustrating manner. I just wish the collisions were better, as the ball kept going through the paddles.
Lol, nice use of the chess pawns, I didn't notice until about three levels in, but then it gave me a good laugh. Overall, it's a great game, and I am curious to dive in to the source to figure out how you made the map generation. The soundtrack does get a bit repetitive, but it's a nice backdrop to working the puzzles.
Great job combining several simple mechanics! The game as a whole wasn't very fun on to play on a laptop and track pad, but the graphics are elegant and the sound effects are great! The idea is pretty interesting too, and I like the two-part gameplay, but I wanted to see the collector side expanded a bit.
This was pretty cool to me, even though it was buggy and I never did figure out how to survive... But nevertheless, this must have been a lot of work, and I congratulate you!
Haha, a little laggish, but fun and funny.
I love it! Using the mouse position directly without any restriction on your planet's movement speed was a great thought. It has that feeling of freedom that is difficult to achieve in designing game controls. Instead of needing to focus on navigation so much, you can experiment with playing the game against itself. Great going, you have my vote!
Lol, this is really funny to play, I love the sonic leap function!
The concept is pretty interesting, but it gets repetitive after five minutes or so. One thing that I found fun was to try to have the asteroids fall all in only a few piles, so that I could grow more flowers. However, the asteroids come in too fast, with no warning, and it is difficult to remember which button to press to turn the world the way you want.
LD58 — Collector (15)
Save the ocean by Linky439 2025-10-11T22:42:34Z ♥ 1
Loved the secret tunnels! This is my sister's favorite game now.
Familiar of Cards by Mynespyro 2025-10-11T22:19:01Z ♥ 2
Got stuck and ended up in the water. Super interesting concept, but I felt like there needs to be some kind of additional movement option.
HATSTACK by deadjolly 2025-10-11T22:00:05Z ♥ 1
Dang. I wanted to play this, but my computer thinks there's a virus and won't download it.
..maybe provide a virus-free version? Or an html5 version?
John Highland and a Special Golden Crown by VladImperator 2025-10-11T21:55:41Z ♥ 0
Huh. Won't run on my computer for some reason.
Loot Lagoon by ChuChuGeralt 2025-10-11T21:50:07Z ♥ 2
I ended up getting three mountains, maxing out my boat, and still not having enough to retire! XD XD XD
Definitely my favorite game so far! I feel like the timer extension gets too pricey too fast, and it would have been cool to get another ship upgrade which shoots down the tentacles when they get too close.
Last walk in the forest by LooksLikeSomething 2025-10-11T21:19:06Z ♥ 1
So.. I'm a bit confused about whether or not I ascended.. I got attacked by the purple things several times, and at some point they stopped eating all of my antlers and I was able to grow the full rack. But then nothing was happening when I got the lights and it finally went to white..
Confusion aside, the graphics and music were great! I really enjoyed just walking around as a deer.
GeoGather by Lianyi 2025-10-11T20:52:45Z ♥ 0
I'd be interested in a post mortem for this game. It seems like a compo game rather than something created by a team of seven people. I'm curious as to what problems you had to solve, and what constraints you were working with.
Supergalactic Trash Collector by 7uc4s 2025-10-11T20:47:14Z ♥ 6
It's a full game! Congrats! Music, visuals, level design, the works! I loved it! To be a bit more picky, while I appreciated the controller support, I think that while turning with the left thumbstick felt intuitive, I kept engaging the main engines accidentally. I'd have much preferred forward and backwards to be right and left triggers, with the grapple on A or X. Also, I found it a bit odd that the left and right didn't conserve momentum, while forwards and backwards did.
I loved the asteroids being moveable with the grapple. I thought that that was a great mechanic, but I wish that there was some kind of repeller in addition to the grapple. It would have been really cool to be able to grab a bomb with the grapple and then throw it. Also, I enjoyed the conservation of momentum of the various moving objects, but I kind of felt like it should have been greater. There's no air friction in space, so while it might make sense in terms of mechanics to have things slow down, it seems kind of odd...
Runesmith by Baturinsky 2025-10-11T20:10:41Z ♥ 1
So, I don't really get the game part, but I love the idea of getting into the nitty gritty of rune carving! The idea of the enchanter class is compelling to me, and I like getting into it a bit.
Still, this feels like more of a sandbox than a game, and while I enjoyed it, I just really want something like this in a full adventure game.
It's not that bad by Loulou 2025-10-11T19:23:08Z ♥ 1
This is a great jam game! Just enough scope to make it interesting without going crazy, and it doesn't seem like some half baked tutorial. It's just a nice little experience that leaves you looking around your home in real life going: "Huh, it's not that bad!" roompic.png
Spells and Dwells by Wishes 2025-10-11T19:06:19Z ♥ 3
Unfortunate lack of controller support, but whatever. It feels like an extremely condensed version of an epic tale. Like each collected item could have been its own saga. I like it! Narrative games can be difficult. Since there's a story progression, you need a bunch of dialog and new places and people to meet. Every time I make a game with any dialog, I want to do a full Ink integration, but end up just doing a simple prescripted thing.
Step-racing by okEly 2025-10-11T18:47:21Z ♥ 1
Sucks that you didn't have time to iron out the bugs and at least restart the scene after game over... I really liked the concept, and would love to play more if you decide to work on it a bit more and fix the main problems.
To The End Of Time by Kepsert 2025-10-11T18:36:34Z ♥ 2
Ouch... I really suck at bullet hell games. I had to play it on easy, and I died like 20 times. That said, I'm really impressed! For a jam game, this is polished and is quite fun to play!
Fractal Collector by Tesseract 2025-10-11T18:08:52Z ♥ 1
Ah. I can see why you're the only one who's played my game so far. :P Figuring out how to combine squares in different orientations to amazing fractals is kind of similar even if objectively more beautiful than combining runestones to get other runestones based on some really hacky prime number logic...
Loved it btw! I played until I got bored, lol! I finished 8 levels. The 8th was my favorite, and I figured I'd end on a high note.
Archive of Memories by Síria Games 2025-10-11T17:43:05Z ♥ 2
Nice start! I appreciate the amount of 3d modeling here. I stick with 2d in jam games because I'm a terrible artist, so I definitely have respect for folks who venture into the third dimension! Looks like you now have a bunch of great assets to use in future projects. It does seem more like a tutorial level than an actual game, but that's often what jam games end up being anyway. I haven't seen many .blend games here in the past. Reminds me of my first time getting into Blender. :)