Dark Space 8 by SaraJS 2017-12-12T21:57:57Z ♥ 0
Balancing aside, this game does feel remarkably polished for a Jam game! It was a ton of fun to play this. Great job!
Foon → Ludum Dare Explorer → Users → Grentacular
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 47 | Stuck in a loop | 👥 | Leopold the Lich | jam | 625 | 3.62 | 3.76 | 3.08 | 3.12 | 4.00 | 3.94 | 4.06 | 3.65 | |
| 2020 | 46 | Keep it alive | 👥 | Job-Changing Janitor Fights Off Zombies And Tries To Save Patients At A Hospital | jam | 1017 | 3.57 | 3.43 | 3.46 | 3.73 | 3.66 | 3.50 | 3.45 | 3.37 | |
| 2017 | 40 | The more you have, the worse it is | 👥 | Stealy | jam | 185 | 3.83 | 3.65 | 3.26 | 4.12 | 3.74 | 3.30 | 3.68 | 3.55 |
Grentacular leaves an average of 65.0 feedback comments each event.
Balancing aside, this game does feel remarkably polished for a Jam game! It was a ton of fun to play this. Great job!
If you hit the fullscreen button, it increases the play area but doesn't change the size of the map, allowing the player to wander off into the nothingness.
I liked the core concept of the game. That being said, I think a 3D implementation in Unreal was a little excessive. I think this would have worked at least as well as a two-dimensional puzzle game (or maybe a 2.5D game since your 3D assets do look rather nice). I also had trouble at times figuring out what would appear or disappear by taking crystals; I think you should find a way of showing that more clearly (or include your current identifiers in an instructions page with what each crystal's purpose is). Finally, rather than instantly respawning the player when they die, I would add some identifier indicating cause of death, because sometimes I couldn't tell what actually happened to me.
Overall, you have a solid start to a game here, and if you want to make it into a full game I think there's enough material here to work with, provided you fix some of the more glaring issues (and get better music). Good work!
A fun and funny game, but a bit short to be satisfying. I'd like to see a full version someday!
It took some getting used to but in the end the controls were perfect for what you were doing and the game was challenging but not overly difficult. Nice work!
Like others said, using the keyboard to control the aim seems clunky. Also, the perspective makes it harder to tell where you actually are aiming on the y axis. I'd say either restrict things to a two-dimensional plane or maybe aim from a first-person perspective. I did like the interaction between the elemental orbs, though. Nice work overall!
A good take on the theme. I would have liked to have the option of picking up the powerups or not, so that I could weigh the advantage of me getting the powerup against the disadvantage of the enemy getting the powerup, but other than that it was fun. Good job!
The hitboxes were a little weird in that I couldn't always tell what square the game thought I was in, and I would have liked some indication other than the music as to when the stage reverses so that I can play without sound, but overall I had fun playing the game. Nice work!
Plays more like an engine demo than a proper game, but I like what you've done. I'd love to see a full game made with this! It would be nice to pick where to drop items instead of just having them appear in the middle of the room and fall, getting lost behind the table. Other than that, I like where this is going. Nice work!
I liked the minimalist vibe. The area was a bit large and I had trouble finding "C" as a result, but I got there eventually. Nice work!
Wonderful mood, good graphics and audio, but like everyone else said, it needs some gameplay. On the Windows build, the collectibles following you eventually started to glow so bright it was difficult so see what I was doing, though. Also why would you invert the mouse controls for the vertical axis?
I had a lot of fun playing this one! I played both the original Jam release and the updated version, and you fixed most of the problems I would have mentioned about the Jam release. There was one issue during the final escape sequence though: I seemed to get caught on an invisible block or something that I had to jump over to continue. It was right at the end of the hallway just before the entrance room.
This was an excellent game. Nice work!
The trolleys are super slow and hard to control, even before your children start slamming into them. Also, it's possible to clear a level simply by having one item (any item) in your trolley and going to the checkout. Also regarding trolleys, if they're in contact with just about anything when you let go of them, they go flying in a random direction. Sometimes even up.
Still a fun game to play, though! Nice work.
Great atmosphere and sound design! I wish there had been a little more substance to the gameplay (and that Lovecraftian horrors had easier names to spell, but that one's not on you), but you did a really good job of creating tension with mostly just sound, and that's amazing. Great work!
I like the graphical style because it creates a really cool vibe, but it also makes navigation somewhat confusing. I also think it contributes to some issues with the player hitting tiny bits of the level that are sticking out. I also couldn't tell how much health I had at a given point. Not sure if that was represented on the player in some way I missed or what, but it would have been nice to have a more obvious HP indicator. Overall fantastic work for the time given. Great job!
Overall a fun game, though I did have a few problems. First, the bus takes forever to stop when empty. Stopping is actually one of the things seemingly made easier by having too many people on the bus. Second, you seem to be scored based on the number of passengers but I didn't seem to have any control over that? Finally, the biggest issue I had was with the other cars. There's not really any way to avoid them. They just drive in straight lines and make no attempts to avoid the bus whatsoever. I noticed that you turned off damage while the bus was being loaded, which was nice, but I would have preferred that cars at least try not to hit the bus in the first place.
Still, this was a fun game to play and it captured the theme pretty well. Nice work!
Some of the sound effects were jarring (the "not a word one was the worst), and I see above that you've weighted the spawning of letters, but I still feel like vowels weren't weighted highly enough. Also, as others mentioned, having unused letters fall down means you get a lot of hard-to-use letters towards the bottom, with few vowels. Maybe have new letters spawn in place rather than at the top?
Overall, though, a pretty fun game. Nice work!
I love it! The first couple of levels are a little slow and I could do with a map, but the art is stunning and the gameplay is one of my favorite in the jam. Great job!
So the first thing that should be addressed is that "cargo run" only works if you have Rust installed on your Linux box. I did not have it installed on my virtual machine. Second, I know we're developers here but you have to remember a lot of people are using things like Game Maker and may not be used to compiling on the command line. Third, "just install raylib" makes it sound a lot easier than it is. Getting raylib to work knowing nothing but the name a massive pain, because it seems to be primarily designed for Windows (ironically enough). Glut is a little easier because I can apt-get it, but still annoying. Basically what I'm getting at is *always ship an executable*. Even someone who knows what they're doing will have trouble compiling your code if their system is too different from yours, so just send something out that they can run.
Quite frankly, I feel like I'm putting too much work into getting this to work at the moment, so I'm moving on for now. I may come back to it later.
The fact that the player starts pretty slow is a little frustrating, but the smallish levels make it okay. Unfortunately, what really makes the player's speed annoying is the glitch where you don't advance to the next level and have to refresh the page. Having to do the levels over again at the slow pace the player moves at is really unfortunate. Aside from that, though, this is a solid game and I liked playing it. Nice job!
A fun game, but I found it a little confusing that all copies of a letter were removed when pressed once, especially when zombies frequently had duplicate letters in their "words." Overall very impressive given how quickly you had to pull it all together. Nice work!
I tried to plan to win, but the random events put a stop to that pretty quickly, so I then tried to lose, but that was slow, so I filled my house with canned soda and that was satisfying. Nice work.
This was a really clever idea and a great use of the theme! One issue I noticed though was that if you're using arrow keys, it seems like the amount each press of the key moves you increases with each reset, to the point where on like the 5th game I was moving over half the width of the screen in one press. Still, this is an amazing product in a single jam. Great job!
A nice simple beat-em-up that had a combat system much more sophisticated than it looked and a surprisingly deep story, even if neither was apparent before the final fight. I really enjoyed playing this game! Great job!
I liked the sound mechanics a lot! I would have liked a little more information on enemy sight ranges before they came charging at me, though. Since you asked, the way I handled level 3 was flash grenades. Used like 3 of them (probably could have done it with two but I timed the first poorly). Walked out while the enemies were stunned. Anyways, nice work!
I was a little disappointed to find that the time it took for me to actually get the thing running was shorter than the time it took to actually run through the story. I also had hoped for some interaction beyond pressing any key to continue. It was a pretty decent story, though, for its length.
Since you seem to have plans on making this into a "more full" game, I have a few suggestions: * Have the bullets make some kind of noise or particle effect when they hit something. It was hard to tell whether I actually hit a target sometimes. * Your AI likes to run into the walls. Not sure what's up with that. * The music got a little old after a while. A second song (or just a longer first song) would help. * I don't know if keeping the game running while you're in the shop is intentional for difficulty, but you probably shouldn't be able to look around in the start menu. * You should probably have a proper health bar in there if you have HP upgrades (instead of or in addition to the increasingly unhappy face)
Good luck with your post-jam work!
I liked the core concept a lot! The need to see weighted against the danger it posed is a good implementation of the theme. I wish you had more time for polish, such as adding sound effects and some sort of actual weapon to show what you're killing the monsters with other than playing what seems to be sudden death hide-and-go-seek, but for a compo game, this is great work!
I'll admit I wasn't expecting this kind of thing! I really liked the interactive nature of the stories. I do kind of wish there had been a more interconnected narrative, but then again, part of the charm was that I never quite knew what was going to come up next. It's not a normal game but I think it's great all the same. Nice work!
I had a lot of fun with this one. I would have liked Greed Mode to have functioned a little differently, making it harder to not pick up gold but still possible rather than automatically sending the player towards gold. It was already getting difficult not to pick up the gold bags before my first Greed Mode triggered, and if I still had a chance not to collect the bags, it would have felt like more of my fault as the player for inevitably hitting a few of them. Overall though I really enjoyed this game and will probably come back to it later. Nice work!
Not sure if this is just on my end, but the game seems to be freezing for me periodically. I'll get through two or three conversations, the person I'm talking to will leave, and then no one else will show up. Am I missing something?
Pretty goofy, but I enjoyed it. It was fast-paced enough to hold my attention, and the ragdolling of the enemies upon death made kills really satisfying. I would have liked a more gradual increase in spawn rate, but overall great job!
Flying was a little clumsy and it felt like you rather suddenly became unable to do anything after grabbing 5 people rather than having it be a gradual decrease in effectiveness, but I had a lot of fun playing this game, and I'll admit the dance at the end got a chuckle out of me. Nice work!
This game does have some issues with mapping 3D information onto a 2D interface, but more often than not, that works in the player's favor, allowing them to "dodge" bullets that pass right over them. I was slightly bothered by the red and blue circles on the top and bottom of the box that inhibited movement, but ultimately it just meant I stayed to the "walls" of the box instead. I had a lot of fun just hopping about firing bullets wildly about the box. Nice work!
Great music, great graphics, and a great core mechanic. I had trouble steering at times, though; is there a way to maybe give the players some feedback on which direction they're actually going? because it doesn't always seem to be the direction the boat is facing. Anyways, great job!
Great work for 3 days! I would have preferred space as the jump button (might just be me on that one), and I felt like the AI was really just random movements with constant shooting, but that did certainly keep things chaotic. Nice job!
I was actually surprised to find myself enjoying a game about collecting garbage! There is a lot of depth in this game that isn't apparent at first, but I really liked it once I got into it. I especially liked the music! Nice work!
Ultimately for a game entitled "coffee break," the coffee didn't really come in. It was too easy to kill yourself with coffee, and it didn't drop the sleep bar enough to be useful. Plus, there was plenty of time on the game timer to harvest all the necessary materials without a drop of coffee. I also would have liked for there to be more sounds beyond the simple footstep noises. I think if there had been background music or other sounds, the footfalls would have been fine, but as the only sound in the game they got kind of annoying. Still, a good effort for a solo comp game. Nice work!
The graphics and audio were great and worked well together. As others mentioned, though, the gameplay was a bit disappointing. There really wasn't any reason to not spam the spacebar at all times. Still, pretty good work for a game jam!
Your biggest issue at this point is really a lack of polish. Your walking animation is well done and the movements feel smooth (the jump feels a bit floaty, but not frustratingly so). It feels like with a little more time you could have fit sound and music in to make a pretty well-polished piece. As-is, you've still got a pretty good game here, and I enjoyed playing it. Nice work!
I'm going to level with you: this game is a slog. It takes forever to do anything. Walking was slow. Running was slow. Dying of thirst was slow. Maybe that's the point, but it didn't make for a very fun game to play. I will commend you on your good use of graphics and audio; they set the mood and worked very well together.
Good stuff! Often I feel like people use pixelated graphics as a cop-out, but you clearly put real time into them, and it felt like a genuine artistic choice instead of laziness. The puzzles were fun and interesting, and the ghost slingshot mechanic was original but still straightforward enough to get the hang of quickly. As others mentioned, the main issues with the game seem to be the large amounts of backtracking, and the ease with which you can accidentally use ghosts. I also would have liked to have seen some sort of animation when using a ghost for a double jump to indicate that's what it was being used for, since it took me a couple times of doing it to realize what was actually going on. Overall, I loved the game and I hope to see more! Great job!
Like other said, the camera was too close and too low. Going to the top bit of the map was basically a death sentence because you couldn't see anything below you. Also, I'd recommend either a twin-stick shooter approach to shooting where you can move and shoot in different directions, or at least have eight-directional shooting so you can shoot diagonally. Also, it looks like there was some hit detection in the ghosts so that they don't occupy the same space which is good, but this causes them to go careening off wildly at high speeds when they spawn in the same space. I was killed a few times due to high-velocity ghost spawns and it didn't feel very fair.
In spite of my criticisms, I did have some fun playing this game. It was lighthearted and simple, in a good way. Nice job!
This was certainly different! I liked the graphical style and the sound design; reminded me of old Quake-style shooters. It was a little hard at first, but then I figured out that I could send the big guys leaping off the edge. That first corridor was pretty brutal, though; even after I was used to it, I'd still get hit like one in every four times I spawned. I liked that the respawn was quick since dying was a frequent thing, though it did mean sometimes I wasn't quite sure how I actually died. I think I beat it? I killed all the things I could see, bu there were so many skulls that some may have gotten lost. Ultimately I feel like the level design was kind of weird and hindering to play. The fact that some platforms only rendered from one side was annoying, and the one platform that was exactly at eye level (the one on the right when looking from spawn) was impossible to see until it was already blocking my path. The "shoot the ground to be propelled" mechanic was fun to play with, but I didn't get much use out of it while actually trying to stay alive. Finally, There definitely needs to be some kind of ammo indicator, because I often ran out of ammo at rather inconvenient times (though there was plenty of gore to pick up, so finding more wasn't usually an issue).
I did like everything else about the game, especially the lighting (and how it changed after you killed the first two enemies). This is quite a feat for a 72 hour jam. Nice work!
The difficulty ramps up pretty quickly as the blobs multiply way faster than the planets regrow, and I would have preferred the blobs actually be the color you need to use on them rather than simply having it above their heads, but overall a nice game. Good work!
Mouse movements were exceedingly, frustratingly sluggish. The graphics and audio design were spot on, and as strange as the instant-turn mechanic was at the beginning, I did grow to like it. The camera lag was just painful, though...
Still some good work, though!
I liked playing this game! The art was fitting to the style, and the music was cheery enough to fit with the game.
A few suggestions: * Sometimes I would press the correct button and it wouldn't register. It sounds like other people had the problem, so I don't think that's on my end. * The dining room felt cluttered and I was constantly running into things when I was trying to get places. Maybe shrink some hitboxes? * It was really hard to get to some tables on time, notably those on the left. I would have really liked a space on the left side of the counter to be open.
In spite of all that, I did have a lot of fun with this. Great job!
Very impressive work for the timespan! The controls were occasionally frustrating: accidentally moving the wrong line could spell disaster for your solution, and it was really easy to grab the wrong one with so many close together. An undo button to correct these mistakes would have been super helpful. Also, it seemed like you couldn't click on the end of a line if it was behind a moving piece, like a saw, which was also annoying sometimes. Overall, though, it was a fun physics puzzler and I enjoyed playing it. Great work!
A great concept and magnificent use of the theme. My biggest problem is that respawning took a long time. In a game where you're expecting to die so much, death and rebirth need to be swift so the player can get right back at it. Also, it was cool to loop back to the beginning of the game only to be able to progress further, but I fell down the hole and, while it was possible to get back up, it was pretty hard to do so. I also had a little trouble with the physics. The player was really slow and slid around a bit. This isn't inherently bad, but your game requires a certain degree of precision, and the player physics weren't really helping.
In spite of all my criticisms, though, I'm really impressed at what you've put together in such a short amount of time, and I had a really fun time playing your game. Great work!
The simple and kind of cheesy graphics work really well in this game! The controls are smooth and though the audio was repetitive, it didn't really get annoying or anything. I noticed that when you collected a star, all of the currently active monsters would disappear. This this was an interesting gameplay mechanic that did kind of change how I played; I knew I could run into closed corridors without worrying about getting caught by the horde of monsters chasing me as long as there was a star at the end. In fact, the corridors were the ideal place to find stars, as there was a smaller chance of a monster spawning an instantly attacking you (which was an annoying occurrence at the higher spawn counts, maybe try to give the player a "bubble" around them where enemies won't spawn?). All said, my issues were minor and I really enjoyed playing this game. Nice work!
I liked the graphics and the audio separately, but it was a little confusing to hear soothing musical tones I more associate with samurai combined with a robot with a laser sword. The gameplay was fun and the controls were tight (when using a gamepad as suggested). My biggest issue with the game was that the sword slash felt too slow, and there was no way to upgrade it to make it faster. Even with the few minor issues I had, I did really enjoy this game and I thought it was a good take on the theme. Nice work!
I had a lot of fun with this game. Occasionally the physics would bug out and either the player or some loot would get stuck on or in a wall, but there was enough time for everything to work out... barely! I finished the game with literally no time remaining. Anyways, good job!
Definitely one of the funniest games in the jam. Movement felt a little clunky at times, but not enough to make the game not fun. Great job!
Aside from the issues mentioned by the other comments, this game was pretty smooth and fun to play, even if you didn't manage to make an ending for it. Great job!
This was a really fun game! It was tough, but the fairly frequent checkpoints and relatively quick turnaround time between death and revival make it fun instead of frustrating. If I could change one thing, I would like for your energy not to be depleted simply by standing. It takes away a little bit of the challenge from the game, but it would make me feel less bad about sitting and waiting for the moving platforms instead of jumping at the wrong time and dying. Nice work!
Your models were simple but your effects made for graphics that felt super polished! I feel like this game would have really been enhanced with some sound effects, although through my own sound effect experience I know that's not always the easiest thing to do on a time crunch. The gameplay was really fun, although I did get screwed a couple times by the fact that the squad doesn't necessarily aim at the closest enemy. I enjoyed the game overall, though! Great work!
Great use of theme and a very original idea! If I could change one thing, I would have had it so that the keys you had to press didn't change when you went out of range and then back into range, but that may have been something you did on purpose to keep the challenge up. Excellent job!
I agree with the other commenters that the walls were a bit of an issue. And any game with physics can be a bit frustrating at times. Still, it was silly in a fun way. Nice job!
I enjoyed playing this one! The slight puzzle elements really brought depth to the game. i liked the notion of the snowman getting his arms back by picking branches off the ground, too. If I could change one thing, I would like it to be clearer when you save another snowman. The little "ding" sound effect lets you know when you do save one, but in a group it can be hard to tell *which* one(s) you saved, since they look more or less the same before and after you save them. Still, I had fun overall! Great job!
The simple but straightforward nature of the game made it. I especially liked the music! After a certain point the additional shapes started appearing on the opposite side of the screen; I think it would be better for the player to show them all on the same side of the screen (while there's room, at least). Also, I would have appreciated some way of going backwards in the shape order, though that may have been an intentional part of the challenge. Overall, I enjoyed my time playing this! Great work!
I loved the artwork, especially how some of the things changed over the course of the game when you got closer to them. I kind of liked the mechanic of not being able to go into certain areas until you had enough light, but I would have preferred some way to indicate how many more Wisps you needed before you could enter a given area. Also it felt a little weird that the "monster" could walk through walls, but it moved slowly enough that it still worked.
All in all a fun experience. Nice work!
I would have liked to see the choices actually mean something, but I'm impressed with what you did in so little time. I liked the optional clicks that expanded the thoughts of the harpy, sort of like thoughts being refined in one's mind. Solid work!
The art, sound, and gameplay were all top-notch! I felt like the last guy was mostly impossible due to the RNG, so that didn't feel super fair, but I still enjoyed trying! Excellent job!
Slow to start, but the idea of you slowly gaining more responsibilities as everyone else dies was not only a funny one, but a good one for gameplay. Regarding the boss' tutorial, I think it would be better if there were subtitles to it, since you can't always have sound enabled. Also, I'd prefer that he not take up the full screen while talking to you, since in many sequences you can still move while he is speaking. Allowing the user to play while being spoken to would quicken the pace of the game significantly. Still, a fun experience. Good job!
Great gameplay! Simple, but effective. Good music and sound design! The graphics weren't super high-resolution or anything, but they were charming in their simplicity. I liked how each type of box was distinctive enough to tell apart at a glance, and that the color coding made it pretty easy to remember once each box did once you learned them all.
Since you asked for ways to improve the game: * I think having some informational screen before the game starts about how each box works. There were a few times I didn't understand what the tooltip meant and accidentally screwed myself. * The range for dropping boxes felt really small. Sometimes I felt like I had to be standing practically on top of the spot I wanted to drop a box on. * Hitting ESC takes you directly out to the main menu. There should probably be a pause screen or something instead of just completely booting you. * When taken back to the main menu, the mouse cursor doesn't reappear, so you can't click "New Game" again. * Sometimes trucks will put a box "inside" another box, so that two boxes occupy the same slot. I only saw this happen with the first slot in each row, but I'm not sure if that means it only happens to the first slot in the row or if it happened by chance.
Pretty much all of this stuff was understandable given the time constraint, but it's stuff I would expect to see fixed in a more full game, since it sounded like that's what you were aiming for. All-around a really fun game, and something I look forward to seeing the "full version" of!
An interesting take on the theme! I think it would have done better with more slots for trees, but it was still pretty fun to play. Good work!
This game is very well-polished! I love the art! The hitboxes felt a little big, but not to the point where it was too frustrating. Nice work!
Good work! You've got a lot of space on the screen that you don't seem to be using, though, since there's only one level of platforms to jump to. I'd suggest some way to use all of that space, either by making your HUD bigger or extending gameplay into those regions. Still a pretty good effort all the same!
The funniest game I've played so far! Simple, but in a good way. Needs a couple rounds of play so that you actually know what you're looking for (the bagels/donuts thing definitely got me the first time), but once you get the hang of it it's great, silly fun. I loved it!
This was fun! Things got out of hand pretty quickly, but that was part of the charm. Nice work!
I like where you were going with the plot. It felt a little rushed (understandably, since this is a game jam) but the concept was good and the gameplay worked pretty well with it.
A bit of a learning curve to it, but I had fun once I got the hang of things. Nice work!
A fun little game. I really liked the way all of the animation worked together with the in-game movements. It all felt very smooth. My big issue is use of the spacebar; for some reason, Firefox doesn't allow proper focus on HTML5 games and will scroll down when the spacebar is hit (in addition to actually rolling).
Aside from the spacebar thing I think you did really well! Great work!
Really funny! I wish the text would go a little faster, but maybe that's the point? I appreciated the game nonetheless. Great job!
I remember seeing your blog posts as you were working on this. It's cool to see the in-progress work and then the final product! I was very impressed with how well the controls worked. It seems like they would be a very easy thing to screw up, but you nailed them! Great work!
I liked this one! Very clever! It started to run slowly for me after a while; not sure if that's a local problem or something with the game itself. Still fun to see things from the merchant's point of view! I truly understand how annoying I'm being when I dump all my useless monster parts into their shops in a game now.
The art is nice and the core concept is pretty good! My biggest complaint is that sometimes spiders will run under your feet and die all on their own.
I liked the light effects and the tone the game set. I played the web version and it was a little dark when played on a white background, but making it fullscreen helped. It did bug be a bit that people could walk through closed doors, however.
I love how silly this game is! It's really fun to play! The graphics and music come together really well with the gameplay to create a well-rounded experience!
Aside from the resolution issue you already know about, I did have so.e trouble later in the game launching bears fast enough to not die. Also, the fact that bears explode on already defeated enemies made things a little more difficult than they needed to be.
In spite of the few minor issues, though, I really enjoyed your game and couldn't help but play it with a smile on my face!
The mood is great and the gameplay is really fun, if difficult. One issue: the skulls disappear when you drink, but it seems like you're not any further from dying. I'm definitely going to keep playing, though!
A great example of how a simple mechanic polished well can be very fun! Bouncing about is amusing, and the animations and audio give it a nice humorous effect. Good work!
Very simple, but I think that's one of this game's key strengths. Though the gameplay was pretty light, everything was polished to the point where it was really fun to play! I loved the voice work especially.
The biggest change I'd make is to use a different button to start the game. In a browser, the space bar scrolls the window down in addition to starting the game. Not a big issue, just mildly annoying.
Fantastic game! I'm really impressed you got it all together in 48 hours! My one complaint is that I wish that "drop bunny" and "pick up bunny" were different buttons, so you could leave a pile of bunnies in the same spot instead of having to space them out a little bit. I kept accidentally picking bunnies back up because I wasn't putting enough space between them, but I wanted to keep them as close as possible so I could defend them all from the birds at the same time. Still, the puzzles are designed with this in mind, so the game is still fun to play!
This is a really clever idea! I feel like rhythm games in general are very versatile and you used the idea well! I liked the puzzle elements that evolved from slowing down each time you picked up an orb.
My biggest complaint (like a lot of commenters) is the alternating background tiles. I like the *idea* of the effect, but I think there's too much contrast between the colors and it just confuses the player. Still, overall a great game!
LD46 — Keep it alive (39)
Guardian Lich by svntax 2020-04-27T21:33:30Z ♥ 2
Nice and simple, but well-executed! I really liked the concept of having to defend something stronger than you in almost every way, except without immortality. I really enjoyed playing "tennis" with the mages lol. Great work!
DirectX Dorito Simulator by ImmortalityBH 2020-04-27T21:26:49Z ♥ 0
Words cannot convey the emotion I am feeling right now.
Heart Break by gnx 2020-04-25T07:36:21Z ♥ 2
I'll admit, when I first started playing, I wasn't expecting much from this game, but the gameplay is surprisingly addictive! I would have preferred maybe a little wider angle of view so you could see ghosts and blood coming from further away, but it plays pretty well as-is. Love the choice of music, too! Nice job!
Dragon Egg by Heiach 2020-04-25T07:32:21Z ♥ 1
A solid idea that needs a little more polish to be great. In terms of controls, I would have used a different key other than Z for the flamethrower (or used arrow keys for movement). Also I died several times on Level 2, sometimes before the level even fully loaded. I would consider maybe making it so that you can't be hit until you move the egg slightly? Anyways, all-in-all not a bad jam game. Good work!
Rusty by Primum Ludum 2020-04-25T07:26:47Z ♥ 2
Really impressed with what you guys did visually in such a short timespan! Gameplay was well-polished for what it was, but I was of course disappointed that the game was so short. With a few more gameplay elements and some more levels, I think you could have a real game going! Great work!
Torchbearer of Love and Passion or something by CaptainDreamcast 2020-04-25T01:52:40Z ♥ 1
Me: There's no way this guy actually made a Dreamcast game for this, but I have to try...
Me, 20 minutes later: Well I'll be damned.
The game itself feels like it tries too hard to be funny and not hard enough to be a game, but overall I did enjoy it (and I admire the dedication to the Dreamcast). I did rather enjoy the losing condition.
LifeForm by grug 2020-04-25T01:30:52Z ♥ 2
An interesting series of minigames. I didn't particularly care for whack-a-mole but the others I felt were pretty fun. I loved the graphics!
Miscen...AGAIN!? by itsdanidre 2020-04-25T01:21:06Z ♥ 0
I love the idea of a "find the cat" game with all of its antics. I found the riddles a bit obtuse at times, especially considering there are multiple chairs/cacti/beds/etc. in the house and how much time you lose for each wrong guess. I also accidentally pressed the button twice on the same object a few times which caused the penalty twice, so I think it would have been helpful to prevent the player from guessing the same object twice. Overall, though, an enjoyable experience. Nice work!
No crime will happen here! by landosilva 2020-04-25T00:48:13Z ♥ 3
I love the twist on the Clue idea! I think when I played the game glitched out and I couldn't look under the chair that had the murder weapon (it was always highlighted but wouldn't let me interact) but I was able to solve the case by process of elimination. I would sometimes get annoyed by the other guests blocking my way through doorways but otherwise I appreciated that there were more people than just the 6 suspects present. I also was only able to solve the case by reading the spoilers in the other comments and I think it would have been helpful to have some sort of information other than "wrong accusation" if you make a guess incorrectly. Overall, though, wonderful game. Nice job!
Manual Breathing by legavroche 2020-04-25T00:28:44Z ♥ 3
Fun and quirky! I feel like the art didn't really fit together, but the gameplay was solid and the concept was pretty amusing. Good job!
Error code: 107222 by emil0227 2020-04-25T00:26:57Z ♥ 2
This looks like a really interesting game, but unfortunately I don't really know Chinese so I feel like I can't give a game that appears to be pretty plot-heavy a score when I can't understand it. Let me know if you do get a translation done and I'll check it out!
Trail Blazer by Teo Yong Jie 2020-04-25T00:19:32Z ♥ 1
I like the idea of trying to keep the flame alive with logs, but I feel like this game kind of just scraped the surface of the concept. Physics (specifically jump height) seemed a little random at times, but overall controls were tight. Some of the level transitions were jarring (notably before and after the rooftop sequence) and the levels were short enough that you probably shouldn't have restarted the music after each level/death.
Fun little game! Nice work!
The Dark Cave by Tom Stephenson 2020-04-25T00:10:11Z ♥ 1
This is a really cool concept that seems like it would make for a great game with a longer development cycle! What you made in 72 hours is impressive, but I think you could take the concept a lot further than you were able to in that short of a time period. I absolutely love the mood and the spider animation! Excellent job!
Blooming with You by Junebug 2020-04-24T21:04:12Z ♥ 1
Cute game! As a completionist, I had to get all 3 endings, but I really didn't like trying for the bad one. I felt like some of the responses were not taken the way I would have expected ("Watch out for dangerous crabs" felt like a joke to me, but the SO seemed to take me seriously) but overall it was a nice, chill experience. Great job!
Protectors Of The Core by Dryden 2020-04-24T20:52:24Z ♥ 1
Oh my goodness, everything is so fast. I would have preferred more time to react. I liked the graphical style, though! Not half bad for a couple weeks in Unity!
Death's Compass by dikkop 2020-04-24T18:55:25Z ♥ 1
As everyone else mentioned, the controls are fun but can be "slippery." It was too easy to grapple to something and then go flying far past my target, which in a floating city was super terrible. In addition to tightening up the controls, I think it might be better overall if the game was on just one large floating block rather than several smaller ones. Further, there wasn't an indicator for how much longer the game would continue. It seemed like it was based on kills, but I'm not certain. I would have liked some kind of indication of that.
Overall, I still had a lot of fun with this game, and I thought it was great for a solo project. Nice work!
Pitcher and the Whale by sjandybae 2020-04-24T18:42:15Z ♥ 3
Remarkably well-polished for a Jam game! The platforming felt good and there were a ton of little touches to make the game feel better. I would recommend some way of retrieving the bucket if it gets lost; usually you can go find it, but occasionally you can throw it somewhere you can't get to (someone up above commented with a picture) or you can accidentally throw it under a spider and just not be able to get it out: BucketPlz.png
I also found myself wishing there was a way to deal with enemies more permanently. It felt fair that since you couldn't really die, the enemies shouldn't be able to, but in certain cases (see aforementioned bucket trap) I really would have preferred a traditional health bar and bucket-based murder.
Definitely one of the best games I've seen this jam! Great job!
Dance Dance Unicorn of Magic! by Kagerowo 2020-04-24T05:24:41Z ♥ 2
My first playthrough, I thought this was a pretty basic, very slow defense game. Then I read some of the other comments and realized there is actually a decent amount of depth in the gameplay between the ability to move the unicorn to higher scoring zones and the weapon upgrades. Then the game was much more fun. I agree with the other commenters who suggest that you make these features a little clearer.
I'll be honest: I really hated using the starter pistol. Weapon upgrades felt less like an exciting bonus and more of a strict necessity to succeed at any level in the game. I'd suggest making the pistol better, to the point where you can reduce the number of upgrades so that they feel more special.
Also, I noticed a small bug: when your cursor is close enough to the character that it's on top of the gun (past the point where the bullets come out), the bullets go backwards. I keep my cursor pretty close to my character in these kids of games so I can change angles quickly, so this did mildly impact gameplay for me.
All in all I did have a good amount of fun once I realized the various other things I could do in the game, so again I'd say make those clear, if not in the game itself then in the description. Beyond that, nice work!
Biohazard by JamesV 2020-04-24T02:30:01Z ♥ 0
I see you're using a top-down based control scheme, but you seem to be using an over-the-shoulder camera, which makes the player character extremely difficult to move. I feel like if that were fixed, this game could be a lot more fun, as I had a decent time shooting zombies anyways. I also would suggest that, if you're using a top-down system, you allow the player to shoot in directions they are not currently facing, since top-down can be a little restrictive.
Lamplight by StirStir 2020-04-24T02:19:13Z ♥ 0
I like the mood, but I'm not quite sure what to do in this game. I can find arrows to progress, but I just end up getting stuck on the screen with the circle of toilets. I feel like the lantern's "health" goes down too quickly to get an idea of what's in the surroundings, so I can't quite tell if there's something I'm missing. In the 4th area the shrine/gravestone thing is highlighted like I can click on it, but when I do, nothing seems to happen. I really enjoy the aesthetic, I just wish I knew where to go and what to do!
Tower Defence of the Heart by terry 2020-04-24T01:45:12Z ♥ 1
I dig the graphics and I will admit, the music got a laugh out of me. I like the simplicity, though I found it kind of difficult (granted, I'm awful at tower defense games so that may have played a part). Definitely something I enjoyed playing all the same!
Faith is alive by malobil 2020-04-24T01:20:11Z ♥ 0
Not a bad concept, but I think you need to explain how to play in a little more detail, if not in your game, then in the description. I had the vague notion that I was supposed to keep resources up, but I wasn't sure what was important in what way, and it seemed like the resources hitting 0 didn't necessarily have an immediate effect?
Genki by GOD COLO 2020-04-23T21:18:21Z ♥ 1
Not bad for 7 hours! Controls were smooth and responsive, and the premise was easy to grasp. I wish I could have seen what this could have been with more time!
Keep Hope Alive by keybol 2020-04-23T07:28:48Z ♥ 0
Very cute game! My biggest problem is I wanted more! I felt like the game ended right as I was sort of getting the hang of it. Still, nice work!
Giant Blobs From Mars by Almighty Games 2020-04-23T07:18:10Z ♥ 1
While I really enjoyed the music, I felt kind of like it didn't fit with the sci-fi premise. Also, on the gameplay side of things, I would have appreciated a way to skip to the end of a level once I'd taken over all the tiles (I'm actually typing this as I wait for the last few bits of blob to finish their thing). That being said, I thought this was a creative take on the theme, and was a good way to keep the theme in mind while not necessarily emphasizing the pressure that a lot of other games have with the same theme. Nice job!
8-Bit of Farming by StinkyKitty 2020-04-23T06:33:52Z ♥ 2
I feel like the theme for this game jam encouraged a fairly frantic rate of play from the player, so I'm glad to have this change of pace. It was pretty simple and straightforward, but I found it quite relaxing!
The Last Cactus by HomunculusGames 2020-04-21T20:36:30Z ♥ 1
You guys really nailed this! You took a fairly straightforward concept and were able to polish the crap out of it in your 72 hours. My only issue is I wish it had been more obvious at the beginning that there were barriers for how far down the train you could go. Overall I think this is my favorite jam game I've played so far!
Ducky's Day Out by Kosmo 2020-04-21T19:58:03Z ♥ 2
This is really impressive for a game jam! I wish resetting didn't take so long or I could reposition animals after I placed them, but this is seriously one of my favorite games I've seen so far. Great job!
Critical Freight by Nathan Wiles 2020-04-21T04:26:58Z ♥ 1
It takes a while to wind up, but when it gets going it ramps up quickly! I kind of wish the beginning didn't take so long, but I did like playing this game! Nice job!
AC âš¡ DC 🔋 by SparkDrago 2020-04-21T04:15:40Z ♥ 1
I liked the graphics, but like the other comments suggest, the game feels kind of empty. I also had a hard time figuring out where the enemies were going to come from, although maybe that was part of the point?
Hikikomori Simulator by yeojoey 2020-04-21T04:09:10Z ♥ 1
Pretty difficult, but I liked the cute art! Probably shouldn't stick to a diet of just ramen and snacks, though...
Lights Out by Aspect11 2020-04-21T04:02:39Z ♥ 1
I like the horror vibe from this game! I think the audio could have used some work, but otherwise I thought it was pretty cool!
ADRENA-LINE by managore 2020-04-21T03:18:18Z ♥ 1
It's funny, I was actually thinking the other day about how I wanted to play more of these slide puzzles, and here you've given me as many as I can handle! Simple but incredibly well-polished, and the procedural generation is amazing! I'm really impressed!
Keep Running! by SebaPerez2304 2020-04-21T03:06:33Z ♥ 2
I agree with the other comments that it wasn't always obvious when I was supposed to press the button, but I thought the game was pretty fun and funny!
Beeeees by Corporation 2020-04-21T02:53:51Z ♥ 1
I like the clever take on the theme! The notion of defending a balloon from bees made me laugh. That music though... it got old pretty quickly. Overall a good experience, however! Nice work!
Solais by dragonxvi 2020-04-21T02:42:02Z ♥ 1
Really well polished for a jam game! I found the platforming pretty tough and I would have liked either more checkpoints or fewer things that killed me, but overall I enjoyed it!
Remember, Apollo by AdamCYounis 2020-04-21T02:30:07Z ♥ 1
I found it difficult to get a handle on precisely how to aim (even by the end of the game) and I missed some of the memories by overshooting, but overall I enjoyed playing through this! The graphics were unique and the gameplay was thematic to the overall story. Super impressive for a Compo game!
Like&Subscribe by Time Loop 2020-04-21T02:18:22Z ♥ 5
I really dig the atmosphere! It's a shame you couldn't get it where you wanted it, but I'm looking forward to more!
Super Realistic Parachute Simulator by hamrathdoesldjam 2020-04-21T02:13:18Z ♥ 1
Simple, but well-executed! I had a lot of fun with this one!