Planet CLTV-8 by graebor 2017-04-24T14:32:44Z
@jk5000 nope, there's no real win or lose state, we didn't quite get that far :P
Foon → Ludum Dare Explorer → Users → graebor
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| 🥉 | 2015 | 34 | Two Button Controls / Growing | Sort the Court! | jam | 4.43 | |
| 🥈 | 2015 | 33 | You are the Monster | A Crown of My Own | jam | 4.57 | |
| 🥇 | 2013 | 27 | 10 Seconds | NXTWPN10 | jam | 4.41 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥈 | 2024 | 55 | Summoning | A Tale of Six Rites | jam | Audio | 4.64 | |
| 🥈 | 2019 | 44 | Your life is currency | Fehu | jam | Audio | 4.65 | |
| 🥉 | 2019 | 44 | Your life is currency | Fehu | jam | Mood | 4.63 | |
| 🥉 | 2017 | 39 | Running out of Power | Saturnalia | jam | Graphics | 4.86 | |
| 🥉 | 2014 | 31 | Entire Game on One Screen | Tower Trasher | jam | Fun | 4.29 | |
| 🥉 | 2013 | 27 | 10 Seconds | NXTWPN10 | jam | Fun | 4.20 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Twilight Beacon | jam | 33 | 4.22 | 4.27 | 4.04 | 4.43 | 4.60 | 4.25 | 4.25 | |||
| 2025 | 58 | Collector | Vault of Stars | jam | 36 | 4.18 | 3.73 | 3.75 | 3.20 | 4.76 | 4.36 | 2.63 | 4.48 | ||
| 2024 | 55 | Summoning | A Tale of Six Rites | jam | 38 | 4.27 | 3.88 | 3.95 | 3.50 | 4.61 | 4.64 | 2.40 | 4.54 | ||
| 2023 | 54 | Limited Space | CrystalLine | jam | 50 | 4.22 | 4.29 | 4.59 | 4.31 | 3.59 | 3.81 | 2.81 | 3.35 | ||
| 2023 | 53 | Delivery | Parcel Blaster 2099 | jam | 117 | 4.10 | 4.19 | 3.60 | 4.18 | 4.21 | 4.03 | 3.50 | 3.63 | ||
| 2022 | 51 | Every 10 seconds | Crowding Cavern | extra | |||||||||||
| 2020 | 47 | Stuck in a loop | 👥 | Cycle of Pawmerce | jam | 180 | 4.00 | 3.73 | 3.84 | 4.03 | 4.66 | 4.13 | 3.94 | 3.90 | |
| 2020 | 46 | Keep it alive | The Messenger Assist | jam | 180 | 4.03 | 3.62 | 4.12 | 4.05 | 4.78 | 2.81 | 4.17 | |||
| 2019 | 44 | Your life is currency | Fehu | jam | 23 | 4.19 | 3.61 | 3.86 | 3.60 | 4.76 | 4.65 | 1.80 | 4.63 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | Block Drop Monster Chop | jam | 4.50 | 5.00 | 5.00 | 5.00 | 5.00 | 5.00 | 5.00 | 4.50 | |||
| 2017 | 39 | Running out of Power | Saturnalia | jam | 123 | 3.85 | 3.03 | 3.48 | 2.84 | 4.86 | 4.16 | 1.70 | 4.34 | ||
| 2017 | 38 | A Small World | Planet CLTV-8 | jam | 537 | 3.10 | 2.54 | 3.15 | 3.90 | 3.90 | 3.00 | 2.06 | 2.84 | ||
| 2016 | 37 | One room | Decade | jam | 627 | 3.08 | 2.78 | 3.61 | 3.38 | 2.74 | 3.63 | 57 | |||
| 2016 | 36 | Ancient Technology | SUNWARD | jam | |||||||||||
| 2016 | 35 | Shapeshift | Polydrone | jam | 31 | 4.10 | 4.00 | 4.08 | 3.71 | 4.47 | 4.04 | 2.64 | 3.75 | 49 | |
| 2015 | 34 | Two Button Controls / Growing | Sort the Court! | jam | 3 | 4.43 | 4.19 | 3.81 | 4.46 | 4.46 | 4.29 | 4.44 | 4.25 | 57 | |
| 2015 | 33 | You are the Monster | A Crown of My Own | jam | 2 | 4.57 | 4.33 | 4.17 | 4.27 | 4.57 | 4.50 | 4.30 | 4.61 | 44 | |
| 2015 | 32 | An Unconventional Weapon | Miroir du Mort | jam | 5 | 4.37 | 4.24 | 4.17 | 4.46 | 4.63 | 3.48 | 4.32 | 66 | ||
| 2014 | 31 | Entire Game on One Screen | Tower Trasher | jam | 21 | 4.08 | 4.29 | 3.13 | 3.96 | 4.21 | 2.65 | 3.75 | 26 | ||
| 2014 | 30 | Connected Worlds | APOLLO | jam | 8 | 4.29 | 3.71 | 3.74 | 4.01 | 4.48 | 4.33 | 2.46 | 4.27 | 85 | |
| 2014 | 29 | Beneath the Surface | I am a Mole | jam | 19 | 4.11 | 4.06 | 3.51 | 4.21 | 4.09 | 3.71 | 3.82 | 3.98 | 79 | |
| 2013 | 27 | 10 Seconds | NXTWPN10 | jam | 1 | 4.41 | 4.20 | 3.93 | 3.69 | 4.55 | 4.10 | 2.87 | 4.17 | 41 |
@jk5000 nope, there's no real win or lose state, we didn't quite get that far :P
This was quite neat! The inventory/upgrades are simple and snappy to use and the overall feel is good. The randomized layouts helped keep things fresh as well. On the critical side, a couple of small things that bugged me: - In rooms with numerous enemies they would all fire at the exact same time, so the sound effects all playing at once was a bit jarring. - Getting to the end of the levels and going through the portal there was some text at the beginning of the next level but it seemed to immediately disappear before I could read it, I think because I was holding the movement button. - The first time I died I hit some spikes but the ending screen came up so abruptly I didn't realize what had happened at first, it would be nice to have a bit more breathing room before game over so you can see more clearly how you screwed up :)
Nice job, I dig the visuals. Using chess pieces is a cool twist on the format and it's certainly addictive!
Nice job y'all! Awesome that you made the root growing parts and the dungeons distinct but clearly connected - the transition effect into dungeons is great :)
@cheese-team Sorry about that! I've updated the Mac build on itch to hopefully resolve the issue. If you're willing to give it another shot please download a fresh copy and let me know if it works!
This was super hard :sweat_smile: It took me a solid 2 minutes of trying before I could grab my first box - though I think the main thing throwing me off was that since it was a plane I expected the y axis to be inverted. But I powered through and managed to deliver a couple of packages regardless :)
Love the visuals, great execution! The problem I ran into most often was that I felt like roads didn't exactly build how I intended to most of the time - especially when connecting 2 existing roads, but in general it was totally workable. Really impressive how much you managed to put together in such a short time :)
This is great! The control you have over the phone, the blur while the phone is up, the little alert icon, and the way the scene is nicely arranged with the light all work together to make this very charming. The only thing it felt like it was "missing" was a sound effect or two for messages coming up on the phone - overall I really liked it though!
@junebug you thought of everything, haha - I guess my speakers were too quiet, my bad!
Love it! The visuals and motion of the dog are so charming :)
Nice job, though I definitely agree that at certain angles it was hard to see the holes in the track as they came up. The pseudo-3D is a neat method :)
Top notch atmosphere and visuals :) The only thing that bugged me was I wish I had a bit more mass to push the lights around - I had a couple of cases where I knocked one over and blocked myself from entering a doorway :P Great work though, you ended up adding so much over the course of the jam!!
I found this really funny and charming - I definitely agree that it was quite hard to hit the fish, but I got a laugh out of it anyway just because of the absurdity of running around with the tiniest cup ever trying to keep things under control :joy:
This is really cute - I got a chuckle out of it when one of the "bad" endings took me by surprise, so I had to play again to see the others!
Congrats on your first LD submission! Your twist on Life is cool and comes across well even with "simple" visuals :)
Wow, really nice puzzle design! The difficulty ramped up just perfectly imo, the mechanic of pushing buckets against each other really makes you have to stop and think. Graphics and sound are simple but they totally work, since it's all about the puzzles - and I do always appreciate a good pun title. Congrats on your first LD entry, it's really clever!
Very nicely done! My best run was 152 but since I was hitting keys in desperation right at the end it returned to the title screen before I could grab a screenshot :cry: The visuals and music are excellent, I love the stylized motion of the car when you're turning. And the turn signal idea is a great variation on this type of mechanic.
At first I assumed getting coin high would make me invincible - lesson learned! In reality, it actually seems like a punishment rather than a reward, since it speeds you up and you then have less time to react, but as far as I can tell you're not getting more points or anything? Maybe I'm missing something! :thinking: All around, really solid entry, congrats!
Really liked this! It's an excellent result for only 12 hours :open_mouth: I enjoyed figuring out how the ? blocks work - the fact that they can only be used in the middle adds some nice depth, and the result is a board you actually have to analyze a bit instead of just scanning for obvious groups of duplicates. And I can see how with more time you probably _could_ have integrated the theme like you mention - but it's fun regardless :)
I was wondering if I'd come across a signal flag game! Fun interpretation of the theme - I'm _extremely_ bad at it, but was neat to stare at the tutorial for a while and try to learn something :sweat_smile:
Cool puzzles, I enjoyed the escalating complexity. It took me a bit to realize the little pairs of dots act like bridges to form crossings - it made so much sense once I realized, but something about the art made me assume they were just endpoints. I liked that the signal was a cool visual thing rather than just a meter ticking down, gave it a bit of character. And the starfield is very satisfying and smooth to watch :sunglasses:
Nice entry! It was a bit hard to figure out what was going on at first tbh, I was expecting there to be more than one signal or something, but once I realized I was just moving one thing around I was able to progress. I also assumed the little ships were missiles based on their appearance, and thought I had to aim their trajectories using the signal.
WOW! This was so cool. Beautiful art and sound, the whole thing has such a great atmosphere, and so much emotion comes across with such simple interactions. The crossover between stories was so well done, this was an instant favourite - congrats on a fantastic result :heart:
It was pretty tricky to keep track of all my target combinations in the corner and also keep up with the speed! Like @helslo I also assumed you could grab individual bits from the groups by just touching the edge of them, that was confusing for a while. I also found myself wishing I could move with the mouse so it was a bit more responsive.
Cute art! All the movement and little bits of polish are nice. I like that you can't tell exactly where the cosmic horror is but you know it's closing in, it adds some good tension/suspense.
Wow, you got a lot done in 48 hours! Nice job putting together a cohesive experience with some good bits of polish. The length of the reload animation was pretty punishing in the bigger encounters :open_mouth:
Signal is saved! That was cute - cool idea for a puzzle. I can definitely see how this could be expanded in some interesting ways. I just wish you could click and drag to nudge through a bunch of tiles at once! A click counter like you mentioned would definitely be a cool touch, too.
FYI, not sure if it's just my browser, but the build embedded here on the LD page got stuck when the loading bar filled up and wouldn't start - but it worked fine when I went to the link for the web build.
This is awesome! It was so relaxing and fun to "paint" with the probes, and it's a great idea for a puzzle. I really enjoyed messing around with the gravity of the planets to try and get into tricky spots and cover more area than I'd be able to normally. This is really clever, well done!
I also eventually realized you could launch multiple probes at the same time and control them all together - it's a bit silly but it can make for some fun shapes :)
This was neat, the atmosphere and presentation was cool. I liked begin able to fidget with the satellites as I worked out what was going on. Ironically I found the later levels easier, I guess since there were so many elements that _could_ line up, it seemed more likely that things would accidentally line up! I kept clicking check and expecting it to not be close enough, but I'd pass anyway. So there were some cases where I felt like I hadn't really figured out the gimmick of the planet yet but the game handed it to me. Solid entry though, nice job!
The initial twist got me good, that was very cool! I think it got stuck though, after I flew through the layers, I ended up in this broken-looking state and I could hear shooting sounds (I think?) which made me think maybe there's more but it's not working.. not sure!
stuck.jpg
@binroot oh geeze, I don't know why that didn't work before! I'm glad I came back to see the rest, there was a lot more chaos beyond that point :sweat_smile:
I won! Took me a sec to figure out what was going on, and I don't think I ever understood what moving the drones was doing, but I managed to stumble through.
I don't think I've ever come across a clarinet-based soundtrack on an LD game before! The only thing that felt missing was some kind of cooldown for the sonar, once I realized I could press it as often as I liked it removed a lot of the challenge (plus performance gets a bit rough if you spam it quickly!) Nice job tho :)
I was confused why I couldn't discover other planets/moons even though I had the >300 resources the window was asking for, but once I figured out the signal range mechanic it all fell into place. (I ran the game without reading the description first, to give it a fair playtest) It's a cool idea for an incremental game, despite the UI/UX being a bit rough.
So simple but the execution is just perfect! What a great concept. Loved the flag selection, and the fact you get to see other's results playing out "live" alongside you. I tried so hard to be the fastest Canadian but I just can't get any higher :joy: Very well done!
The atmosphere/visuals are cool! Nice animations and cinematic style. I found the inverted attack controls confusing, but I get how it kinda makes sense with the animation, in a way. Just a bit odd!
I thought at first that I was supposed to be hitting the ball projectiles back at the enemy with my attack like a baseball bat (maybe because of the way the weapon looks?) so I kept dying by trying to hit them back before I realized I wasn't supposed to do that - I thought my timing was just always off :joy:
Once I realized what was going on, it still felt super difficult - since enemies take 3 hits and I only have 3 HP, it's nearly impossible to take down more that a couple of them.
This is a neat puzzle - it's cool that you managed to add quite a few variations on the core idea. The mechanic of going around corners allows for a lot of neat gimmicks. I really liked the polish of the heart transition between levels, and being able to skip ahead is a nice idea to make sure people who aren't great at puzzles like me have a chance to see everything :sweat_smile: The fact that it's a set of "like, hate, and _BLAST WAVE_" made me laugh. The super sharp high-pitched noise when shooting was brutal though!! :skull:
A little too cryptic for me, I think! I kept clicking the triangle until it disappeared, but I didn't understand what I was supposed to be doing, or if I was doing well, and none of the text was legible. I assumed it was over when the triangle disappeared and nothing happened for a while.
I tried playing a 2nd time and that time realized I could click + hold for a while to get a bigger reaction, and I thought that would let me progress, but after doing that a few times I just ended up back at the same ending. I thought (based on the feel of clicking + holding) that maybe I was supposed to be performing some kind of alien CPR technique on this triangle to revive it? No idea!
This is awesome, and quite well balanced! Once it picks up and you're getting a lot of conflicts it's really fun to try and manage. The fact that the driving behaviour actually made sense was impressive :joy: Nice satisfying blips and chill music.
When I started just messing around I kept trying to flick lights back and forth to get cars to hit each other but they've got some quick braking reflexes! The explosions were hilarious too. Great entry!
Cute art style! I like the wonky shapes, and it was fun to drag stuff around and make a mess while trying to progress. Nice job putting this together in only one day :open_mouth:
Super cute! The momentum of the drone makes it so charming when it flops down dead - but then it becomes so frustrating when you have to intentionally use the momentum in just the right way! I feel like I was able to cheese through a couple of spots by resetting the drone, and I found it weird that it couldn't otherwise cross the bridges - but overall this was really well done. Nice job!
This is quite neat, it's hard to control but in a fun way! The art style is cute too, only the SFX felt out of place - especially the coin pickup sound was pretty jarring. Getting a bunch of traps going and balancing using the signal with running around yourself is a cool chaotic experience. Nicely done!
Voice acted cutscenes?? Wild! I enjoyed all the different enemies/characters, especially the sideways wavy flying one :sweat_smile: and the boss fight was cool, well done!
Interesting idea! Once I realized what was going on I liked this. In practice I found it super difficult though because you have so little leeway, and it can be hard to get the relays to actually connect. I wasn't sure when they were out of range or just not working sometimes, there were lots of cases for me where they were very close together and still not creating a line.
Graphics/FX are nice but it's super hard to tell what's going on, I kinda had to just keep clicking and hope for the best.
Wonderful art and music!
Nice job putting together so many assets in a cohesive style. There's clearly a lot of work put into the UI and menus as well which is something you don't often see in a jam. The gameplay itself I found a little difficult, the health drops seemed pretty sparse at first so I died a few times without really knowing what I could have done better.
This is really cute, and a really creative use of the theme! It took me a minute to get used to the controls, but once I did it was reasonably snappy and responsive. The little defeat animations are a nice bit of polish that really completes the package imo. Well done!
I like this concept and the way the gameplay's really distilled down to a simple form, it was just hard to grasp what was going on at first. With some visual polish/sound/feedback I think this could be quite cool :)
The animation is very nice for having been made so quickly!
The music is great, and cute art! Trying to work out what all the different numbers meant and how things affect each other definitely took a while, I eventually had to come back to the game page and read the description to figure out what was going on. A little bit of in-game tutorialization would go a long way, but this is a nice project regardless :)
@jjjjason Thanks! Yeah for the audio everything was just recorded using a Rock Band mic into Audacity and effects added there. Mostly just gratuitous amounts of reverb and Paulstretch :wink: The main music is primarily made from drumming/tapping on the side of a guitalele.
Really loved this. I tried making choices as I have in real life so and was surprised to see several events come up in response that have actually happened to me! The presentation is fantastic, and I really appreciate that you implemented controller support. This is maybe my favourite entry I've played so far! My only gripe is that the music, while well made, got pretty repetitive.
Fantastic audio and visuals, I really enjoyed just sailing around in peaceful mode and taking in the scenery.
Absolutely love it. As others have said, needing to deal with overpopulation makes this feel unique for an idle game. My only wish is that the sound for clicking the statue wasn't so screechy :P
Super cute art and audio :) The time limit seemed pretty unforgiving at first and I had to scramble to figure out how things worked, but once I got into the groove it felt more balanced. If it started off a bit more forgiving and ramped up over time this would be perfect!
Congrats on your first jam submission :) Any kind of feedback when getting hit or having one of your shots hit the enemies would improve this a lot, since that's essential gameplay information.
Nice art + sound, it's impressive that you built out the tutorial and leaderboards that much within the time limit, nice job!
Since there are so many moving parts to this, it would have been nice to have at least some basic prompts for what to do ingame, but it's totally understandable for a jam that you didn't get to that :) One bug I noticed is I pressed all the buttons on the sorter without it having a box inside (while I was trying to figure out what to do) the buttons just stayed pressed down so that when a box went inside later I couldn't press anything to sort it.
I was not expecting space bears! The movement was pretty sensitive and taking damage seemed to throw me into the air in unpredictable ways, but overall it was charming and got a couple of laughs out of me. Love the rocket takeoff sound effect.
Awesome amount of polish! Love the battle music, and the UI on the loop is great. The only thing that bugged me about this was that turning left/right felt a little touchy, I think it would have felt a lot smoother and easy to control if turning was just bound to mouse movement instead (I didn't find myself needing to turn the camera independently at all)
Great job y'all! Top marks for presentation on all fronts :)
Simple and fun with some unique visuals and funky music! I think some juicy sound effects when you switch loops would have helped a lot - since the music has such a strong beat and the game is so focused on timing and rhythm I actually found that my timing would get thrown off when a beat landed close to the time I was intended to jump (as if my brain wanted it to be on the beat but it was juuuust off). It would be nice if switching loops had an effect to it and a sound associated with it to really drive home when you nail a transition.
@tree3 oh, I see! Yes, I was definitely seeing that bug on each level I tried.
@tree3 I was originally playing on web, but I just tried the download build and I still get the issue there. The download build is noticeably better (some beats line up), but most are still off. Also as an aside I'd highly recommend hosting your downloadable build on itch as well, since you've already got a page there - it's much easier for folks to download and manage through the itch client than to get a loose file from Drive :)
The art definitely has charm, nice work completing your first jam - you should be proud! For some crit: as other have said, a bit more feedback on what's happening with attacks would be helpful. It would also improve the experience a lot if you didn't have to play through the whole intro again after dying.
Love the effects, the loop itself feels really unique and organic. It was pretty frustrating when enemies would flip over onto me, or if I timed a flip badly and ended up inside an enemy - even beyond that it's just fairly difficult overall, but that's not a bad thing.
Very cute visuals, love the consistency and level of polish throughout the art/ui. Your focus on polish definitely paid off :) Only thing that felt missing was a little bit of background music!
Very impressive! I really enjoyed the music, and how much work you put into polishing things like the menus and transitions between phases.
Really clever design, and lovely art!
Pretty tricky! I quite enjoyed the visuals and the music.
Nice job for your first entry! The idea of reducing the space after each round to increase the difficulty is cool. I found it hard to understand what to do at first, since in the first wave the shooting doesn't actually do anything, and I didn't understand that some pickups were safe and others weren't. I'd suggest focusing on making sure it's obvious what each part of the game does so that folks don't have to read the description to understand if they're doing the right thing.
Nice effort! It would benefit a lot from bits of feedback when you do specific things imo, like sounds when a slot becomes ready or a new item appears. I also agree the difficulty curve was a little wonky (I was wondering if something broke due to the large gaps of nothing near the beginning, but then things got super busy very quickly)
What a great idea, to just focus on a specific mechanic like that! At first I was confused about not being able to move but once it clicked what was going on, I thought it was great.
Cute! I couldn't get more than about 2000. My one suggestion would be that I wish the numbers stuck around a little longer after the stab so you could see how well you did more clearly.
Great work, loved all the fun details in the art and little things like the hard drive space indicator counting down in the clippy part.
Impressive! There was a LOT of information and text to take in all at once which was pretty overwhelming, but it's a cool idea and you were able to include quite a bit of detail in just a short time.
Nice job, it's pretty tricky once you get a bit deeper in! The only thing that tripped me up is that I didn't understand why putting a box on the button in the first level (instead of standing on it) didn't count.
Cute project! I found all 16, there were a couple I got stuck on for a while then thought "oh of COURSE"
Neat idea! would have been nice to have a bit more instruction/feedback in the game itself to be able to intuit what you're supposed to do. At first I didn't realize you had to approach the ghosts while sucking (the fact they were putting their hands over their eyes made me think I was doing something wrong - despite it being a cool animation detail). Once I quit the game and read how it was supposed to work I went back and things made more sense.
It seemed a little intimidating at first, but once I realized what was going on it was a fun little puzzley experience. Nice job!
The atmosphere is great, excellent audio and visuals. I'm kinda embarrassed to admit it took me a couple of minutes to realize you were supposed to click the little arrow to plant something, I thought I was missing something to be able to do it. Works great once you figure that out, though!
I enjoyed my tiny expedition :) The atmosphere is really nice, and I like that you included details like the changing footsteps and swimming.
Cute! As others have said, some tweaks to make placing tracks a bit more comfortable would go a long way, but this is already a solid and complete feeling little experience. Well done!
Cool idea! I also got stuck at number 7 but it was fun to discover the stuff leading up to that.
The music is a vibe :joy:
Neat concept! At first I thought I was controlling where the attacks go with the cursor, but it makes more sense with the theme that you're just collecting everything. The UI for the upgrades was a little overwhelming but everything was easy enough to figure out just by playing the game.
This dog can really move!!! I have to shamefully admit, I misread the description and for some reason assumed the goal was to knock all the sheep off the edge :joy: So I did quite a good job of that and rescued 0, only realizing that wasn't actually the goal once I stumbled across the farm. Maybe I'm a bad person, maybe my brain is still not working right after losing sleep during the jam. Either way the sounds gave me a good chuckle though.
Dang this is hard!! Great job though, and the music rules.
I died a few times before I was able to beat it, but managed to get through in the end. The drag-and-drop for abilities was a little odd but it was cool that it let you autoattack one enemy while using abilities on another. Nice job!
Nice atmosphere! I found it quite difficult to make progress though, I thought there would be more sacred fire hidden in the level that I could run to, but it seems like the only option is just to backtrack to the start. If there were other little safe spots in the level, or some mechanic like fear not going up if you break line of sight, maybe it would be more possible to strategize and gradually progress.
This was so cozy! Great job putting in a lot of fun details. I love the little carrying animation, and the puzzle-y moments were very clever - enough to make you think a bit but not so much to spoil the mood with frustration. You made something really nice :)
This was cute, I found it pretty difficult after the first few levels! Love that you can still try to move back and forth after you fall in a hole :joy: Having lots of moves makes it quite hard to think that far ahead, but it also makes for some nice head-scratching and "aha" moments. Good job!
The main thing that felt off to me was that when you click an option, your mouse is already highlighting an option for the _next_ choice - so you end up reading that before you actually see what the choice is, making the transition feel a bit clunky. Cool that you put together a system and loaded it up with a lot of content like this though, nice job.
@blue-pin-studio Thanks so much for playing and commenting! It may look impossible at first, but some of the stars are linked together in a way that makes them rotate, not just move :eyes:
Dialog gave me a couple chuckles. The battling itself took me a while to figure out what to do since there wasn't much visual feedback, and I couldn't tell who the enemies were, but once I went back out of the game to check what I was supposed to do things made sense. It goes pretty smoothly once you know what you're doing. Nice job putting this together, I feel like you don't see many tactical/SRPG type games in jams.
Got a good laugh out of the progression of gimmicks. Definitely felt dizzy by the end!
coincollector.jpg
Fun idea, cute character, funky music, this was great - I made it all the way through but I was definitely stressin out by the end! magnetboy.jpg
I made it to the red boss and just barely lost there! The idea of managing a shared resource pool with the enemy is a cool mechanic, I can see how it could be used for some neat strategic choices. Some of the math felt a bit off though, for example I could still consume 15 will if there was only 5 left in the shared pool. Overall its definitely impressive how much you were able to put together in a weekend, nice job!
Congrats on your first game! Making something playable with a complete loop in a weekend isn't easy, but you did well.
The visuals and atmosphere were cool, but it was very hard to figure out what to do without reading the description on the itch.io page. Even once I figured out how to look around, I didn't quite understand what I was supposed to be looking for on the items, so I couldn't really make informed decisions.
Really top notch visuals and sound, the atmosphere was fantastic. I was a little confused at first since I got 10 coins from the first tutorial pull and thought I was already "done", since it said I only needed 10, but as things progressed I realized how the loop was actually working. Nice job, it feels very polished!
Cute art for the creatures - it was fun getting a great big chain of em together.
So cute, it's simple and really well executed :) Congrats on a great result!
Extremely satisfying to play, love all the visual polish. Great job and thanks for the dopamine.
GO BARNABY GO Very satisfying, and it really makes you want to push your luck each round :)
Definitely very hard! lol
This was awesome, the style is really cohesive and well done. The only nitpick I could think of is that it felt weird to use the mouse to select cards since I usually had both hands on the keyboard. Overall though this was one of my favs so far!
Fun little project - it's neat that you don't reveal which ones you got right so that you have the opportunity to try again to do better. Although on the other hand I found myself wishing there was a way to see whether the clues I was using were suspect or not after the fact. Nice entry though it's a fun way to learn a thing or two.
So much juice that I was onboard even though the experience started with being handed literal garbage multiple times. This went so many places so quickly and it was a really fun journey :)
In only five hours?? Nice job! Cool idea and the execution is very slick.
Funky project! Loved the music and the creature designs. I made it to Pro level, but it was a little disheartening to see the values change so drastically on their own - I felt like there weren't really any strategic choices I could make other than continually opening packs and looking for high numbers (and hoping they stayed high). Something like being able to choose between different packs with a risk/reward tradeoff or something would have gone a long way, but even without that it's a nice little experience. Well done!
The music is very relaxing :) and some of the dialog gave me a chuckle. Nice job!
This was so addictive! How dare you introduce me to such a cute slime and immediately ask me to kill them :cry: Overall this was really fun and satisfying, one of my favourites this LD so far! The only thing that really felt "off" is that it seems like the optimal way to play is just wait until the max number of slimes have spawned before doing anything, which kind of messed with the pacing once I realized it. Loved the variety of upgrades and the extra weapons - I laughed out loud when I first saw the laser in action, it's so extreme :joy:
I couldn't seem to click the dialog options, except once I may have told somebody to move, damnit! But 99% of the time clicking them seemed to do nothing. Then I pressed space thinking I'd jump and accidentally punched somebody in the face. Cool that you did this with your own engine!
The idea is fun! In practice, I couldn't really figure out how to drive so my ship just ended up spinning around endlessly and the only thing I felt I could actually control were the lasers. The difficulty curve was quite steep, cause as soon as I started shooting asteroids they multiplied like crazy and killed me :joy:
Nice job, the effects are cool. I felt really powerful once I got a couple of upgrades working together :)
Oh wow, I wasn't expecting to come across a game inspired by Sort the Court :eyes: Thanks for making my day!
I enjoyed playing through this, the character designs were fun and you came up with quite a lot of scenarios. I lost on my first attempt cause I was going after the gold too aggressively, but I got it done on the 2nd try. Even if you missed the Compo deadline you did well to get it done for the jam as a solo project. Cheers!
crownandtaxesx.jpg
Cool idea, I got a laugh out of the text for a couple of the items :)
For those wondering, the look is achieved by using solid colour unlit materials (I made a quick solid colour shader in strumpy), and some Unity image effects: Glow, Vignette (for chromatic aberration), and Fisheye (used with a negative value for x and no distortion on y). The text and anything un-distorted is rendered on top using a second camera. Thanks for all the feedback! :)
Really hard game! Good thing it's funny just to watch the character awkwardly fling himself around.
Solid game, the voice telling you the weapon's name is cool, and the Pacifist "weapon" is a nice touch :)
Yea
Outstanding visuals and atmosphere, dude. Cool shadows and depth, good balance of detail/vagueness... really enjoyed exploring the space! Would love to play a more meaty/lengthy game in this style :)
Really enjoyed this! Even though the controls were very simple I liked being able to change up the pacing/tempo/mood by delaying my presses. Interesting way of presenting music/a story.
Really liked this, but I was expecting it to continue when I got to the surface. Ending the level there felt abrupt to me.
Pretty cool game, definitely feels quite polished for a 72 hour project. I like the look of the environment and the small details like the periscope facing your direction of movement, and the leaks/drips appearing inside and being visible through the windows. Good job!
This was really cool! Very simple mechanic of drawing the roots, but it hooked me right away.
Cool game, but the sound effects and flashing when you get hit were really aggressive for what otherwise seems like a pretty calm game.
Took me a bit to figure out what I needed to do, but once I got rolling it was really enjoyable :)
Really cool game! Nice art, and the physics of jumping/diving felt awesome. Very satisfying to play :) Only thing I didn't like was that the voice samples when you resurface got very repetitive and seemed to be mixed quite loudly compared to the music. Great job, especially for 48 hours.
Really solid, nice presentation.
Awesome level of polish and atmosphere, but making me go through the lengthy intro sequence every time I died kind of soured the experience for me. Great effort overall though :)
Cool audio, seems pretty polished overall. Good job :)
Really really hard to control, but the atmosphere was quite cool. Nice lighting.
Really polished looking! My only complaint is that the effect when you get a +1 feels like you got hit/took damage. I thought I was screwing up for a while at first.
Cool idea, I found it really hard though, even with just the one ball.
Being presented with all the attributes was a little overwhelming, but overall I quite like the idea.
Took me a second to figure out what was going on, then after killing 3 skull icons my entire browser completely locked up.
It got a little repetitive feeling around level 5, might help to make the increase in difficulty more extreme. Levels 1-5 I was able to make $1500-$2000 each with ease. It's super hard (impossible?) to return the drill to a straight direction once you turn.
With some polish and audio this could be a cool little game, good work :)
Quite liked this one, just really wish the ship controls were snappier and more responsive. Movement felt much too floaty, slow and loose, even for sailing. Audio would have helped too, of course, 48 hours is not a lot of time!
Really fun, cute aesthetic. Great job guys! :)
Really clever puzzle game, nice artwork too. I enjoy how simple the controls are (basically takes 2 seconds to learn how to play) but there's still a lot you can do, especially with a complicated table. A little weak on the theme, perhaps, but super creative nonetheless.
Great job, digging the visuals and audio, especially the very satisfying shooting sound effect. Going through the entire intro again after you lose is pretty long though, needs a quick reset button!
Whoa, this is really neat! The first thing I did was shoot an arrow at a bird and to my delight it flew away. Love details like that!
My biggest complaint is that it was hard to tell when I was hitting the bosses. Some kind of obvious hit effect/red flash/sound effect to let you know you're doing damage would have been nice.
Overall great work, it was a fun experience :)
This is sweet! Love the simple visual style. Fun to fiddle around with.
The UI is a bit confusing but once I figured out what was going on it was pretty enjoyable. I like the somewhat offbeat descriptions and details - like "milk planets"
The feel of moving through clouds is pretty cool :) Nice visuals.
The game definitely needs to explain that you build links by clicking the lines, I didn't figure that out until I came back here to read the comments. Otherwise it's a cool little game, good work!
Cool idea and nice visuals. It would have been nice to have some visual indicator of how far away from your body you're allowed to move, I didn't understand why I couldn't go farther at first.
Cool game but the graphics flickered like crazy for me, couldn't seem to fix it on my end. Playing chords gives a cool effect though.
Great job! This has quite a good level of polish for a jam game. Easy to learn, easy to control.
Neat little game. It would be really cool if the speed of the player was timed in such a way that the blips when turning synced up with the music, but that's just a random thought I had while playing :)
Very cool concept. Took me a few minutes to get the hang of it but once I did it was a good "aha" moment. Audio fits, controls are simple, great job!
Love the different weapon effects, very satisfying feel!
Great work, the visuals and the overall experience are quite polished. Options and remappable controls aren't something you often see in jam games :0
The gameplay is cool, I just happen to be terrible at this kind of puzzle, haha. Definitely appreciate the inclusion of speedrun mode, it allowed me to fail at a much more comfortable pace. A quick 'reset level' key would have been helpful for sure. Nice audio treatment. Solid output for 48 hours!
Awesome! My new favorite! Really slick visuals, fitting audio, controls feel perfect, and it's quite an original idea (at least to me). I just wish the debris was either less bright or cleared itself away quicker, it got kind of distracting as things picked up.
Congrats on pushing yourself to learn during the jam, good work :)
Love it, nice zen feel, easy to pick up and play. Beautiful.
Movement was pretty floaty, and I didn't realize the yellow circles could be destroyed at first - seems like they take tons of hits to destroy. Otherwise nice job :)
Definitely agree that you should be able to hold down the mouse button. Great job with the feel/polish/effects, it's quite satisfying. The text between waves is also a nice touch, I think it actually adds a lot.
Nice short and sweet experience, but it definitely would have benefited from a touch of audio.
Cool, short but sweet experience. With some audio this would be really neat!
Awesome! The movement when you are on a beanstalk is a bit jittery but the visuals are super charming. Great work! :)
Got to 78 and then died chasing after the space pizza guy, thinking he would give me bonus points or something. Cool little game, simple but effective.
REALLY liked this one. Took me a few playthroughs to figure out the strategy but felt very rewarding. Nice graphics. Great job overall :)
There's promise in the idea, but the actual gameplay here is honestly not a very fun experience. The timer feels arbitrary and unnecessary, and the piano loop is super annoying.
Nice effort on the visuals :)
Great concept, even with the simple graphics it had me hooked pretty quickly. Definitely potential for further development here :)
Oh man, this is cool. Fav entry so far :)
Great mechanic, lends itself to some interesting puzzles.
At first I thought this would be a management-style game where I was choosing which members of my crew to send on missions, but then when I actually started a mission and got dropped into it myself I was like... whoa, that's cool. Nice work dude! Main thing that bugged me was just that the music didn't really fit, especially when you're in a mission.
Good work, the music really gave it some atmosphere. My only real complaint is the wall of text at the start was really hard on the eyes. Would have probably been much better if you displayed one paragraph at a time to make it more readable.
Cool concept but the pace is suuuper slow. It took forever to thaw a single planet, even when I was sending all 12 fire towards it. I think the idea has some potential, though.
congrats on finishing your first game! :)
Cool, haven't seen a mechanic like this in a tower defense game before. It adds a neat layer of strategy and there's plenty of potential to use the switching to make things more interesting :)
Nice job, especially for your first time! :)
This is great! Building huge ships out of the wreckage of your enemies is really fun. Good job with the AI as well, I found the balance of difficulty to be right on. I got schooled on my first playthrough, then came back with a vengeance to win the second round. One of my favs so far!
Nice art, interesting concept though I don't really see how it relates to the theme. The descriptive text at the end for those you rescue was a cool idea.
Super hard to tell which platforms/parts of buildings you're able to jump on. More visual clarity would be my #1 suggestion for this game.
Good work! The main annoyance for me is that the context menu comes up when right clicking in the web player. I don't know if it's possible to restrict that or not. Anyway congrats on finishing a game! :)
Cute! The game over screen is a nice touch.
Cool, enjoyed trying this. I like how fast things go. It took me way too long to find the science window though!
Congrats on making your first game! :D
The solar system display is really slick, love it. UI presents a lot of information which is a bit overwhelming at first, but at least the slider controls are pretty simple and easy to grasp. Congrats on a good result!
A suggestion would be to have the 5 cannons not all perform the exact same function. For example, the one in the middle could fire a spread shot but take a long time to reload. Ones on the ends could fire lasers that pass through multiple enemies, etc. Just needs some more variation and difficulty to it to make it engaging, IMO.
Good result for a weekend of work! Movement actually feels pretty good once I invert the mouse, though it would be nice if the cursor locked to the center of the screen instead of being loose.
I played with mouse controls and thought steering/shooting felt pretty good! Just wish there was a marker/guide so I could see exactly where my shots would go.
Some fun strategy in this, it really hooked me for a while. Good work on making competent AI for it as well! Just wish it had some audio, but this is a really cool concept.
Launching between planets is quite fun once you get the hang of it, though some additional visual to help make it obvious that you're "charging" while winding up I think would help. Solid result for 48 hours, good work!
Looked it over for a few minutes but couldn't glean any clues about how to actually play it! You should at least put some instructions on this page so people know the rules and what to do.
This was awesome! The pace at which things escalated was just right to keep me interested enough to find out what would happen next.
Interesting way of doing a simplified battle system, I like what you were going for. Congratulations on completing your first Ludum Dare! :)
Cool concept! I just wish there could be a bit of warning somehow when the tile you're standing on is about to change. I felt a bit cheated when I thought I was doing ok and lava just appeared under me and killed me. Just a little too unpredictable for my taste.
There's a cool game in here, the parts I didn't like were all non-gameplay related: UI is pretty cluttered, and the tutorial at the start is a pretty huge raw info dump, etc. Obviously it's a bit silly to look for polish in a jam game though, so good work!
Awesome, your art is just beautiful! I found the controls a little bit awkward and was fumbling the keys fairly often, but the game is super charming and has a good amount of polish, great job!
Very cool, love the concept! Constructing little poems in this way was a lot of fun, regardless of whether or not they were "successful". My only real complaint is that it's a bit hard to read small white text on that part of the background.
Cool concept, cute artwork! The mechanic has a lot of potential for cool puzzles, and you did a good job showing off some of those ideas :)
Nice game! The feel of shooting is nice - it's just a bit of a bummer that when you run out of arrows you're basically just stuck and have to manually refresh the page :\
Had a lot of fun with this, especially once I realized I was actually /supposed/ to be hitting people. The look of it is really cool, too, especially the truck. Very neat style.
Nice, very stylish. Wish the menus and popups between levels had controller support too though.
I got 292 :) Nice little game, the fact that the menus are also driven by the typing system is a cool touch.
Cool game, dude! The mechanic is simple and easy to understand but a lot of fun. Love the style and the glitch fx. Only thing that bugged me was how the aiming line didn't follow my mouse 1:1. I understood how it was working, but I think it might have been easier to have the plane the mouse was casting against at the same height as the aim line. Nice work though, solid entry :)
Cool little game, though very very slow paced. I played as aggressively as I could, finally destroyed the graveyard and thought I had finished it, but it was just the first level! Would definitely benefit from a much quicker pace.
Nice artwork, but the keyboard controls made it pretty difficult. Would have been nice to have a way to suck up some ammo but not immediately fire it - I ended up just running around helplessly a lot because it was too hard to line up a shot and have ammo behind me at the same time while trying to flee.
I dig this control scheme, and dropping flying enemies for combos is a cool mechanic. With some art and a bit of polish this could turn into something really neat :)
Good amount of polish! I got out in 125 minutes - I feel like each item I placed didn't really affect my hose stats that much. I ended up placing everything on the far left end in an attempt to make a noticeable difference in my attributes between rounds.
These people sure love their hot dogs! Nice bite-sized (no pun intended?) jam entry, just could have used some audio and maybe a bit more visual polish.
Nice title, nice graphics, nice fart sounds. A+ would fart again.
Very nice! Cute art style and satisfying explosions.
I agree with everything Andy mentioned above - sums up my thoughts on your game as well :)
The idea of integrating cleverbot is a pretty hilarious concept. Perfect for a jam game where you just want to try out something weird :)
This is a really fun little creation! The generated names are a nice touch, and the visuals and UI are simple but effective. Great work :)
Cool idea. Would have been nice to have more indication of which way your ship was facing due to the tank controls when using a keyboard. It also didn't seem like there was ever a reason to /not/ be using your tractor beam, other than holding space seemed to screw up the steering? Not sure if that was intentional, but the keyboard controls seemed a bit clunky overall.
Found it pretty hard to actually kill anyone in most levels - and there was a brutally loud sound on starting the game that really freaked me out, I guess all the traps resetting on the first frame played their sounds at once or something? Nice concept though and cool art.
Quite hard but enjoyable, great level of visual polish :)
Adorable! Even though it's simple I enjoyed scaring chickens :)
Interesting chess/billiards mix.. I like how when you move a monster past someone else they sort of shove the other out of the way. Would have been nice to have more than one action per turn, maybe, so you could set up more complicated strategies?
Love it! Nice visuals and very polished. I appreciate the thought put into details like the fact that you not only have to touch the skier's hitbox but stay on him for a split second to actually eat him.
Awesome graphical style. Had some fun getting the hang of combat and then got absolutely decimated by the big guy :)
Cute! I like the use of the bard as a tutorial you can skip/kill whenever you want. Nice audio work :)
Simple but quite fun. The animation and sound of the monster have a lot of personality!
Nice visuals, but I just couldn't get past the third level, the controls on the ice were just way too touchy for me to deal with.
I was excited about this being an actual tamagotchi but what you made was so much more cool! Cute characters and lots of little things to find, one of my favs so far, good job! :)
Dang, that issue with the wizard is really going to bug me, I can't figure out what could be causing it... If anyone else notices it please let me know what was happening/what you did right before and what happens after, hopefully I can track it down!
Thanks for the feedback, all! People who have seen the dialog get stuck, can you provide any other details about exactly when / what you were doing when it happened? Also what OS/browser are you using? I have played the game tons and watched others play it a lot and still have never seen the issue myself so I'm at a total loss as to what to do about it...
The text sticking bug should be fixed now thanks to hyperscope's help with tracking down the issue. Let me know if anyone still encounters the bug after this post :)
It's a really solid puzzle game with a great difficulty curve, but what makes this game shine to me is the way the mechanics, music, visuals, and narration all mesh together into one coherent piece with a strong mood. Great work!
This is incredible! It was a lot of fun to play, and I was amazed at how many minigames you were able to get done, not to mention the menus, music, and details like the jukebox. One of my favs so far for sure, great work! :)
Game ran fine for me without any problems, and I quite enjoyed it! Touches like seeing the eye blinking in front of my field of view and the fact that the arms intentionally don't precisely follow the controllers actually made me feel like a human wearing an alien suit, stuck on some planet where I can't communicate, trying to figure out what people want - like I was infiltrating their society. Great idea to have the non-VR camera pointed at the shop from outside, so much of the charm comes from having another person able to see you flopping around as the creature. Also, showing the actual vive controllers transparently was a very good call, I felt comfortable with my "body" being bigger than me since I could still see a representation of my real hands.
I know how difficult room-scale VR stuff can be to work on, and it's so rad how much you got done in only 3 days, so forgive me if you've already thought about this stuff but just didn't have time to implement, but here are a few crits that came to mind:
- It was difficult to know when I was able to interact with something because at first I didn't know if my tentacle had to be near it or my actual hand.
- I would highly recommend highlight states for when interactable items are in range so you know when pressing the trigger is supposed to work.
- It took me a while to figure out that you had to give them the right thing before the money even became interactable. Some way of visually differentiating "static money" vs "money I can pick up" would have helped.
- When I threw objects they always seemed to leave my hand awkwardly and fall short of the velocity I expected.
- Being able to smack the cash register drawer closed with my tentacle made me expect to be able to smack the buttons as well, just a weird inconsistency.
Great job on keeping all the interactivity to in-world items rather than tacking unnatural UI stuff on top of your art. And great job overall! Awesome to see jam results from a vive dev! Sorry if this is super verbose or rambly but I figure not many people will be able to try this without the hardware so I wanted to dump my thoughts to try and give you something useful. Cheers!
Great job on visual polish.
It felt pretty weird to me how the atmosphere and music was so relaxing and peaceful but mechanically I was super on-edge, frantically trying to avoid a brutal death.. aside from that strange juxtaposition this is a very cool result :)
I managed to reach warmer lands :)
It's a cool mechanic, my only gripe is that my inventory would fill up so randomly I would get into situations where I had a bunch of bones I couldn't do anything with yet which would block me from stockpiling as much food as I would have liked to. With more time spent on the crafting system I'm sure you could resolve this slight frustration. Overall it's a really neat little game. I enjoyed the fact that when people slumped over I didn't really know whether they were tired or hungry or both, in a way it really made me feel like I was taking care of them, trying to figure out what was wrong. Also really like the simple way you used the bar to show the cold. Very nice result!
Very pleasant little experience, really love the art! I do agree with others saying I wish the character moved a little bit faster, though I get that you were probably going for a slower more contemplative pace.
Didn't understand at first how the queuing of my input was working, but once I noticed the rotation of the antenna it made sense. Since it's such a vital thing to the control scheme I would have made that effect a lot more apparent. Good work overall though :)
Hello! Cool to see some vive games popping up in the jam. I've got the hardware to try it so I'll give you my thoughts.
The short of it is, I couldn't play this game for more than a couple of seconds. The space environment looked cool at first (though my fear of heights kicked in straight away) but as soon as I clicked on something and started moving I had to take the headset off immediately due to completely losing my balance and getting motion sick due to hurtling through space.
Sorry if this comes across as harsh, but I think subjecting people to locomotion like this in VR is really really not a good idea. Artificial locomotion in any form just does not feel good in VR, especially while you're standing up. Maybe you have extremely high tolerance for motion sickness, but I'm certain 99.9% of people who play this will get uncomfortable real fast and not be able to continue - this type of jarring movement can even sour newcomers on VR in general which would be super unfortunate.
My advice for you in your future VR projects is to think about comfort first (what immersive things can you do in the VR space without breaking the player's 1:1 agency over their own body/position/orientation?) and then figure out your mechanics from there. This game feels to me like a non-VR game concept haphazardly attached to a VR camera rig, with nauseating results.
Again, sorry for the harshness but I think with new tech like this it's really important for VR devs to be honest and up-front with each other so we can all learn and improve. That's my brain dump, hope it helps you. Cheers!
Very cute art and music :)
This is amazing, it feels so completed and polished for a jam game. The progression through the seasons is beautiful, and there is enough going on with the mechanics for it to be fun to play a couple of times through. Really great work!
Pretty cool! Glad I kept playing long enough to see the level design switchup.
love the music + sfx :)
It seems like this is a bug, but each time you retry the shapes start spawning faster and faster to the point where after a couple of retries it's completely impossible to play. Barring that it's a cool simple game - first thing on my wishlist would be keyboard controls.
Very simple and clean, nice work. I got 660 :)
Nice art! Found it very hard to attack + jump both with my left hand however. The spikes were also super unforgiving, which may have had to do with the feel of the jump.
Wow, amazing level of polish. Love the controls, the levels present just the right amount of challenge to be intense but not too frustrating. Fantastic job!
I found this quite fun! The difficulty ramp on the first level was a little bit intense but I did end up beating it :)
The art style is very cute! Really enjoyed the character creation and was looking forward to unlocking more parts for my creature but the "walking around" phase just didn't feel right to me. It was really hard to catch anybody and overall didn't feel nearly as polished as the character creation - but I still enjoyed this game simply because of the creation part!
Wow, definitely the biggest team I've ever seen in an LD before! I found it a little frustrating that the movement of the character was so fast but the temperature change was so slow. I wanted to keep zipping around the level but felt inconvenienced by having to stand around waiting for my state to change.
Nice graphics and audio, found it pretty difficult even on easy mode :)
Wow, I am in love with the art style. This is super impressive, my favorite entry so far!
First time I played I was frustrated that I died and didn't understand why, then I read your description and tried again and noticed the subtle differences. It's a cool little experience. Very nice job as a first attempt at making a game!
Interesting concept, though I wish I had a better understanding of what the things I was saying to my pet were doing to it and why. Also I got tripped up on the fact that I couldn't use Ctrl+C and Ctrl+V to put in the codes, I had to right click and do copy/paste. (I am using Chrome)
Very good work, especially for your first jam game!
Good result for your first LD! Scope can be tricky to figure out, but you'll get better the more you jam :)
Love this, what a great way to make old-school point and click stuff accessible. Details like being able to rotate your view (and the flavour text that appears when you do), and the visual placement of items when you take/exchange them make this a solid entry.
I agree that the jump felt quite floaty. A little more work on the feel of movement would go a long way.
Congrats on your first LD entry :)
One suggestion is that it would be nice to have a visual indication of the 3 second cooldown, that way you could strategize a bit better.
Nice music! I found the hit detection on the light to be pretty unforgiving, there were a few times I dashed through and it visually looked like I cleared it fine but I still died. Pretty difficult to play, but still a good entry :)
Beautiful! Those particle effects are soooo nice! Fantastic job on this :)
Wow, there's a lot in here! Nice visuals, just wish it had some audio to fill out the experience.
Cute art and sound, nice job! It was pretty fun getting some combos going after a few waves.
This is a neat concept, it does a good job of generating a lot of relatable feelings. The mechanics very nicely complement the idea behind it! The only real issue I had with it was a technical one, when I was prompted to play again I pressed a key, a new map loaded in but I just died immediately and my score from the previous round was re-tallied again.
I agree that this is quite a complicated concept for a jam game, but good effort! The thing that bothered me most was the behaviour of the UI. Navigating/learning menus and trying to issue commands while simultaneously dealing with attacks and progressing the tutorial was pretty cumbersome.
Found it pretty difficult to jump onto stuff - I think this would benefit a lot from some movement polish like wall jumping or the ability to grab onto ledges. The jump felt pretty loose and floaty too, but I did like how you could over-collect in a given level to give yourself a head start. That gives just a hint of strategy to it which is a welcome addition.
Nicely done, the art is charming.
Found it pretty frustrating to play, since there's not really any warning about when walls are going to move or where the danger spots are. Dust effects or cracking as a precursor to walls moving would help a lot I think, and it would be very nice to have a quick retry button instead of having to hit F5 and click to play again.
Kind of a confusing entry, trying to click on objects while also using the mouse to look was quite difficult. Would work much more nicely using a crosshair in the center instead of relying on the un-locked cursor.
Cool idea - I wish the character had a lot less lift though, because it was very easy to unintentionally fly off the top of the screen while trying to douse an area.
I'd also recommend really simplifying your ingame instructions as much as possible. Even having to read just a couple of sentences can make players lose interest quickly, when the game could just as well be described as "Use your jetpack to put out fires! WASD + Space" Better to let the player figure out the details through the actual gameplay imo
Cool idea, but in practice I found it super hard to actually take advantage of the color-matching mechanics at all - it was enough of a struggle just to manage my own ball. Congrats on your first LD entry using Unity :)
It's cool that you implemented a legit leaderboard. One thing that would make this much nicer is a quick retry button!
Nice, simple, and short, well scoped for a game jam :)
The main thing that bothered me was how I had to walk quite far offscreen in order for the doors to trigger. It would feel much snappier if they triggered much earlier imo
Cute, only thing that frustrated me was not being able to rotate items.
It's super difficult to win, but congrats on finishing your game :)
Really neat idea, once I got a hang of the controls. I definitely agree with the need for a quicker retry option. I think having it so you could also double-tap a direction to do a quick dash would be fun.