FoonLudum Dare ExplorerUsers → GuitarBro

GuitarBro

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202659Signal👥Out Therejam4293.563.323.263.873.973.633.69
202557Depths👥anomalous sourcejam2113.833.273.123.954.444.292.754.37
202455Summoning👥Blood From a Tomejam4873.653.373.003.433.823.432.973.40
202353Delivery👥Asteroid Outlawsjam4293.723.263.584.094.443.882.543.76
202251Every 10 seconds👥EX SOMNIUMjam1953.893.463.604.434.324.191.844.32
202149Unstable👥Nukaloidjam2283.933.463.533.514.314.052.943.72
202148Deeper and deeper👥DRYVERjam8483.553.383.133.074.123.892.143.72
202047Stuck in a loop👥Loop Lock Malfunctionjam3143.883.823.793.704.393.903.75
202046Keep it alive👥LAST HUMANjam4723.824.083.133.523.973.972.353.79
201945Start with nothingEnter the Abyssjam2283.793.562.703.304.343.902.074.20
201738A Small World👥Roguelike Onejam564.003.883.123.763.803.602.192.59

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by GuitarBro

LD38 — A Small World

Abaddon by Geckoo1337 2017-05-06T07:28:24Z

Not bad, the mood is excellent and the visual style is nice an consistent. My biggest complaint is knowing where enemies are coming from (perhaps a 3D audio source could help with this?) as it's easy to accidentally back into another enemy and take damage. The leader board is also a nice touch.

(ps: if you've got some time you should check out our game) https://ldjam.com/events/ludum-dare/38/roguelike-one

Until Tomorrow by MSiddeek 2017-05-11T00:29:12Z

Nice working with minimal resources. The little audio fit the mood well and the simple art style was consistent and well-done. The story was naturally a bit short, but still interesting enough to keep me playing to the end. I feel like it would make a great "chapter 1" of a larger game.

Planet Of The Precursors by ThatSnillet 2017-05-15T01:12:48Z

Not bad, while there are definitely things that can be improved, I actually played it all the way through despite dying many times.

I think the atmosphere of the game is done pretty well with the eerie music and the ruins, however the music loop is pretty short and gets a bit repetitive after not too long. Additionally, the models could obviously be of higher quality if you had more time to make them, but all things considered they work fine for the game.

Gameplay-wise, I really like the inclusion of the ledge grabbing; even though it was often somewhat unreliable, it made the platforming feel much more forgiving considering how unforgiving dying is. However, I felt like the kicking wasn't necessary at all as I played most of the game before realizing I had never used it. I would suggest either making some puzzles that put the mechanic to use or just ditching it and focusing more on the story elements.

One other thing I had a bit of an issue with was the creatures. If they kill you in 2 attacks, I feel like you need to be able to hear them walking or something so you know if one is right above you on a ledge (etc.). That plus some noise to indicate them becoming aggressive would be nice.

The graphics could also be cleaned up a bit as the light model placement seemed a bit haphazard and the rocks were of varying degrees of polish. Plus some materials had nice normal maps whereas some were simply diffuse and nothing else. Again, limited time, I know, but just for future reference.

All in all, a very nice little game that has potential.

Roguelike One by Chris Otey 2017-04-25T16:40:34Z

@turncoda Hey, thanks for playing!

Roguelike One by Chris Otey 2017-04-27T21:35:53Z

@@spinaljack Thanks, glad you liked them!

Roguelike One by Chris Otey 2017-05-10T18:32:44Z

Thanks @jordgubben ! It certainly wasn't easy. Good catch with the ESC key, we'll make sure to fix that.

Angery Ships Only by adrisj7 2017-05-13T18:20:58Z

Great concept of modular ship construction. The audio was pretty decent though perhaps the bullets could be a bit quieter (since there can be tons firing at the same time). The actual execution was also done nicely, having to balance quality and quantity, though it may help to make the "number of ships" a bit more obvious UI-wise. The main problem I had with the game was the difficulty curve as it seemed to ramp up a bit too fast. Obviously you can't expect perfect balance from a game made in several days, but just letting you know in case you want to revisit it. Finally, while the graphics were simple, they did do a nice job of making things look interesting without making them look messy. Just a suggestion, I think it would be really cool if they were actual 3D parts on the ships instead of just 2d sprites.

Still Waters by mihaylovartem74 2017-05-12T21:51:30Z

Great atmosphere and nice audio. My biggest complaint is that it's not obvious what to do. I had several people die seemingly out of nowhere (I realize now that they starved). Some more audio cues would help with that. Also, it's really hard to maneuver around the small boat with collision between characters (you probably want to turn that off).

Run the World! by Monty 2017-05-17T02:17:58Z

The cars seem to be off of the road (and sized really strange) for me. It makes it really hard to play.

Other misc. feedback: -Some music would be nice -More interesting scenery would be nice -The graphics are simple but the feel definitely reminds me of those old arcade games.

Ark Initiative by Teslov 2017-05-10T23:52:59Z

The graphical style and the procedural generation are very nice. However, there are virtually no instructions which makes playing the game somewhat challenging. I wasn't sure what the objective was, but I figure if that was made more obvious it would be a pretty nice little game.

A Small World (how original) by lilkrit 2017-05-17T02:07:19Z

Nice game. Here are my thoughts:

From an enjoyment standpoint, I liked playing. I could easily see this becoming a more feature-complete game with some more work. Gameplay-wise, you do need to balance it a bit better. Mana recharge is really fast which is cool, but given how long the 3rd spell lasts, it's super easy to just have all 3 towers constantly defend themselves with the occasional 2nd spell thrown in. You could also perhaps make the 1st spell consume less mana as well to make it more viable against the 3rd spell.

The graphics are relatively straightforward but could use a bit of polish to make them shine. Most notably the UI could use custom panels/fonts and the spell icons could look a bit cleaner (perhaps thicken the stroke on them a bit to help them stand out too). The ruins are a nice touch, but there could be some more detail models here and there to help set the mood. Also if the enemies were actual characters, that would be pretty cool.

The audio is nice in the sense that it's unobtrusive and clean, however it would be nice if the enemies made some kind of movement and attack sounds so you know where they are (I had no idea when there were ones on the other side of the planet). Additionally, UI sounds would add a bit more polished feel to the game. On top of that, the music was pretty quiet, you could probably turn it up a bit more.

Overall, a very decent start IMO.

RASHLANDER by ryguydavis 2017-05-16T18:26:06Z

Really difficult, but as your post said, it is clear that the game is "hard but fair".

Graphics are minimal but very consistent and likewise with the audio.

The particle effects and tiny collision objects are a really nice detail that add a sense of polish to an otherwise rather simple game.

Personally I do feel the learning curve is a bit too steep, especially given that you must touch down on the landing pad to win (as opposed to reaching a target area), but then again some people like that.

All in all, I think it stands as-is very nicely while still leaving room for further mechanics down the road.

FLUORIDER by anim_ace 2017-05-10T22:37:44Z

Very nice style you've got going on. Graphics are simple, but consistent and the audio is well done. My biggest issue is with the controls of the game as they are very unforgiving. The plaque (plaques?) have a very short period before they rot the teeth and some (the jumping ones in particular) are rather evasive on top of that. Combined with the long cooldowns on most of the combos, this makes for a particularly challenging experience. My suggestion would be to perhaps tone down the cooldowns and increase the period of time before the plaque rots the teeth, possibly ramping up later in the game (for a more gentle learning curve).

LD45 — Start with nothing

ASHES TO ASHES by AkirAssasin 2019-10-08T02:25:22Z

I like the idea, but the rules were a bit too much for me to discover on my own. It's a pretty unique style of game for sure.

Draconomics by CyberStarLight 2019-10-09T00:46:16Z

Excellent art style. Main menu UI went off the screen for me, but otherwise worked fine. The mechanic of getting gems faster (but also more garbage faster) from the mines is pretty clever. Nice job!

VOID by Almax 2019-10-08T00:17:53Z

Digging the minimal aesthetic. Felt like I wasn't getting quite enough attack cards, but I ended up winning on my fist try, so... good enough, I guess? The mechanics feel pretty solid though. With some more variation, you could make this into a really deep puzzle/strategy game. It would be nice if there was some background music, but given how clean everything else is, I think I can let it slide a bit. All things considered, it's a pretty good game. Well done.

Catachresis by Kyle Farwell 2019-10-09T01:59:34Z

"I don't have any dialogue anyways" killed me lol. A+ with the humor. I'm surprised with how many references you crammed in there. Some of the visuals felt a bit inconsistent with the art style, but it generally worked. I noticed you opted out of graphics and music so it's a bit hard to tell exactly how much content is original (I'm guessing the dialogue is for sure), but still seemed pretty nice overall.

Pocketon Peak by bwalter 2019-10-08T23:47:37Z

Not bad! I definitely get the aesthetic you were going for (similar to another certain game featuring a variety of monsters) and the music/art work great together. It was longer than I initially anticipated which was partially nice because it was more content, but bad because it was so slow getting everywhere. That combined with the fact that you can die and have to start sections over made it a bit less than fun to play, however the checkpoint system was appreciated that much more. :stuck_out_tongue: With that out of the way, here are my main critiques: - The dialogue could be a bit more... engaging? ("Oh you're not dead!" Thanks for noticing.) Not sure if this was a limitation of the dialogue system, the time constraint, or maybe both, but it would have been nice to hear a little bit more from the residents to fill out the story. - Having to use the arrows to turn in place felt pretty awkward. I imaging you intended it to be like the aforementioned-monster-game how you could tap and turn in place while still holding the buttons to walk, but ran out of time to implement it. If not, I would suggest that be the way to turn in place instead. :slight_smile: - The "puzzles" (more like fetch quests, I suppose) were at least generally pretty interesting and weren't too difficult which was nice, however given that they often involved risk of death, they seemed a bit uncharacteristic of the style of game. In face, the whole dying thing seemed a bit out of place for such an otherwise-relaxed experience. Personally I'd remove it and just let it be a walking simulator, but each to his own.

With all that said, I still think this as a pretty nice experience, even if moving around was a bit of a chore. I'd give it a 3.5 overall.

Styx by TolMera 2019-10-08T00:08:00Z

Very unique visual style! Also the fact that it's a pure HTML/js is pretty cool. It is a bit slow going from scene to scene with the long transitions, but you could make the argument that it's an aesthetic. Personally, I'd prefer them to be a bit faster (and perhaps remove a couple of the scenes which didn't do much other than bridge two other scene) but it's not a dealbreaker. On the plus side, it definitely fits the "start with nothing" theme. Ya don't get to take anything to the afterlife, after all. :wink:

Deboned by Sarah 2019-10-08T02:19:49Z

I like the animations. Having the objects sway to the beat was a nice touch and gave some personality to the (small) world. It would be nice if the ghost moved a little faster since you have to go back and forth so much, but it works. However, I did manage to get stuck when I sold some seeds I don't think I was supposed to sell, so now I had no pumpkins or seeds to buy lol. One suggestion: perhaps use a different sound for the "action" feedback noise and the background music's lead. It was a bit hard to tell when it was giving me feedback that I couldn't do something. That being said, the game does have it's charm and ain't too bad overall. Nice job.

StarLink Xpress by morrilet 2019-10-09T00:54:42Z

The physics were pretty fun (though a bit hard to control). Would be nice if there was some "out of bounds" detection that automatically reset you when you're basically out of range of everything. Not a bad game though!

Void Drifter by RampageBunneh 2019-10-09T05:59:43Z

Ooh, I like the art style. Got some nice gradients there. Gameplay seems pretty Astroids-esque with the controls and wrap around screen but still pretty solid. The sounds effects also fit pretty well. It's too bad you didn't get the upgrades screen in, looks like it would have been pretty cool.

Soulbound by ghost-in-the-toast 2019-10-09T03:51:36Z

Wow, this is pretty great! Minimal, but very well made. The voiceover is a bit quiet at times against the background music, but is an otherwise excellent touch and fits perfectly. The music itself is pretty solid (with a couple boss tracks I was really into) and helps make the attack system that much better since it helps you time the shots (assuming you line them up in some logical order). The graphics were nothing too fancy but were clean and consistent. There was clearly a good deal of attention to detail in order to make do with less.

Regarding the content of the game, I was surprised how much unique stuff there was. Item variety was probably the weakest aspect (everything was either +hp or attack variations) but still offered enough interesting possibilities I can't fault you for that. However the amount of enemies was very impressive (with multiple unique bosses!) which really caused this game to stand out to me. Even still, the game did feel pretty short which I have to mention. But hey, it's a jam game.

The overall pacing of the game may actually be one of it's strongest points as it felt very well balanced with clear progression up to the bosses. Even though the bosses themselves felt a tad on the easy side (considering they were bosses), the timing of every thing worked well enough that it wasn't too much of a sticking point.

Unrelated to the merits of the game, I feel like there's a pretty strong Binding of Isaac influence here with the enemy mechanics, general look of characters/projectiles even though the actual art style was nothing alike. Also had a similar flow of getting loot from defeating enemies (which is albeit a pretty common mechanic, but still).

Overall, I'd say this is definitely one of the stronger games I've played this jam so hats-off to you guys on that. Even made me type up this feedback essay here. :stuck_out_tongue:

Also, is that red skeleton who throws bones a Paper Mario reference?

Soulbound by ghost-in-the-toast 2019-10-09T04:09:53Z

@ghost-in-the-toast hah I could have sworn it was.

Logical by Cethin 2019-10-07T23:38:24Z

Those are some... uh, _minimal_ graphics lol (I kid). Of course, you don't play this kinda game for the graphics, you play it for the puzzle and it's definitely got that. It's ultra basic and gets by with few moving parts, but gets complicated fast. Definitely makes you think. It's also great how you start with literally no options and then work your way towards the next piece which you then unlock after solving the puzzle with the options you have. Sound works, but a bit of background music wouldn't hurt. :stuck_out_tongue:

Confused by Rombus 2019-10-10T00:01:04Z

Well... I am confused too lol. The boss was legitimately somewhat challenging so good job with making it feel like an actual boss fight. Definitely captures that retro "here's a game, just play it" vibe. My biggest complaint would be that it felt pretty short. The entire first bit of the game took about as long as it took me to defeat the boss, but given this was a compo entry, I'd say it was alright.

Vault 7 by Luk3 2019-10-08T03:11:44Z

A bit short, but I definitely got the vibe you guys were going for. One suggestion I have (aside from just "more puzzles" :stuck_out_tongue:) would be to reduce how much the character slides around. It's nothing major but just seemed a little like it was on ice or something. Did it ever explain why it was called Vault 7 though, or did that just go over my head? Would be a nice little touch if it didn't.

Enter the Abyss by GuitarBro 2019-10-07T23:12:50Z

@tolmera Thanks for the feedback! It was killing me that I ran out of time for more audio for the enemies, I hated to reuse sounds, but ya gotta do what ya gotta do to get it out in time. ¯\_(ツ)_/¯ If I ever return to this game I'll definitely be adding more enemy sounds.

@marc-grabow You hit the nail on the head with that one. :stuck_out_tongue: All the time I burned at the beginning without a concept cut deep into my actual balance time. My original goal was for 5 unique spells and 5 unique enemies (with different ones being better matchups than others) but obviously that got cut back a bit. Oh well.

@d4rkweasel Thanks! Glad you like it!

@arzi Yeah, I wanted to add some more "unique" bits to the map and perhaps a bit of environmental storytelling, but I had to settle for some rubble here and there just to get by. Do you remember approximately where the invisible was? Unity's composite collider on the tilemap was giving me some weird stuff at one point, I may need to check it out again.

Enter the Abyss by GuitarBro 2019-10-07T23:16:16Z

Yo thanks @vrerabek! Glad you dig the spawn animation (I spent longer than I probably should have on it lol).

Enter the Abyss by GuitarBro 2019-10-07T23:31:01Z

@arzi interesting, I'll take a look and see if I notice anything off.

@lonewolfdev Thanks! I wish I could add more (maybe we need a post-jam jam to respond to feedback :stuck_out_tongue:).

Enter the Abyss by GuitarBro 2019-10-07T23:59:38Z

@fre Hey thanks! Glad someone commented on the FX. Figured I may as well go all out on something since I can't make everything perfect. That's a good suggestion about map size. If I went back and did it again (in the same amount of time) I'd probably make it smaller.

Enter the Abyss by GuitarBro 2019-10-08T00:20:25Z

@shroudofdark I really wanted to add a projectile enemy, but alas... time restraints. :wink:

Enter the Abyss by GuitarBro 2019-10-08T01:10:23Z

@drums Thanks. Tbh I wish I made more content too. :stuck_out_tongue:

@webox I appreciate it!

Enter the Abyss by GuitarBro 2019-10-08T03:20:29Z

Hey @sarah glad you liked it! Perhaps I should have made it more obvious that clicking was involved in-game. Glad you figured it out eventually though. :smile:

Enter the Abyss by GuitarBro 2019-10-08T23:00:32Z

@hi-im-greg Thanks! Glad the tone came across well. That was a big focus (as you can probably tell).

@detectivelosos That's quite a review, lol. Really interesting how you enjoyed the defensive spells more than the offensive one since when making the game, I felt quite the opposite. It certainly would be interesting to push the game further in the defensive direction. Regardless, glad you enjoyed at least one round! :smiley:

Enter the Abyss by GuitarBro 2019-10-09T01:21:20Z

@cybikitty Thanks a lot! It makes me go :D when people go :O lol

Enter the Abyss by GuitarBro 2019-10-09T01:39:01Z

Thanks @morrilet! Wish I had some inspiration sooner so I could have beefed up the gamplay a bit more. Glad you liked the graphics though. :smiley:

Enter the Abyss by GuitarBro 2019-10-09T02:26:46Z

@smileyface Did you notice the shield deals damage as well? :wink: Excellent for getting out of a tight spot. I appreciate the play and the feedback though!

Enter the Abyss by GuitarBro 2019-10-09T04:26:56Z

@brallex Thanks!

Enter the Abyss by GuitarBro 2019-10-09T05:05:18Z

@jake-bekker Hey, thanks for the feedback. Interesting, that's two similar opinions about the defensive playstyle. Always cool to see how different people approach things differently.

Enter the Abyss by GuitarBro 2019-10-09T05:23:54Z

Thanks @benpeterson! Hopefully it wasn't _too_ scary. :wink:

Enter the Abyss by GuitarBro 2019-10-09T05:30:23Z

@pokenoufl And a thanks to you as well! I appreciate the feedback, even if it's echoing what other people said. Still valuable information to me.

Enter the Abyss by GuitarBro 2019-10-09T05:31:40Z

Ayy glad you dig the FX @rubixnoob13! Fun fact: a heal spell partially exists in the code but I didn't get to finish it in time. :frowning2:

Enter the Abyss by GuitarBro 2019-10-09T05:55:33Z

Hey, thanks, @nisovin! Good to know I hit my mark with the atmosphere.

Enter the Abyss by GuitarBro 2019-10-09T06:04:47Z

Hey thanks! Glad you like the look, @ninben!

Enter the Abyss by GuitarBro 2019-10-09T06:20:02Z

@falu @plazmaz thanks, guys!

Enter the Abyss by GuitarBro 2019-10-09T23:20:10Z

@baski Thanks, glad you like the graphics! @annie-owl Hah, yeah I wasn't a huge fan of this theme. But glad you enjoyed it anyways. @jake-marks Thanks again for the play! It was great watching you play through it.

Enter the Abyss by GuitarBro 2019-10-10T00:03:08Z

@jason-lothamer Woah, full game release? Let's not get too crazy here. :wink: Thanks for playing, and you're totally welcome for the Linux build (thank Unity)!

Enter the Abyss by GuitarBro 2019-10-10T03:03:38Z

Yo thanks @flashviper!

Enter the Abyss by GuitarBro 2019-10-10T22:52:50Z

@saintheiser Thanks for the play. I wish I could have gotten more content in, but unfortunately the time limit was too tight. :pensive:

Enter the Abyss by GuitarBro 2019-10-12T19:48:59Z

@cybersoftuk Lol thanks. That's a good way to think about dying. :wink:

@keppu Appreciate the review. Nodewerk is a node-based image generator (think like Substance Designer, but more generic) that has unfortunately been pretty much abandoned. Used to be Peacock by Aviary until Adobe bought them out, but luckily they were allowed to make it available to download under the new name. Unfortunately [the site](http://nodewerk.com/) is pretty much dead right now and the program no longer receives updates so it's a bit buggy. But I haven't found anything quite like it so I still use it. I _think_ it's portable, so I could perhaps send you a zip of it, if you're really interested.

@noobdev Thanks for the feedback! Scroll wheel to swap was planned but unfortunately got cut due to time. Nice to know someone else was thinking the same thing.

@shabbyrtist Arguably, it fits the theme greatly and the theme was trash. :stuck_out_tongue: But I do agree it's not nearly as creative as I would have liked. Regardless, I appreciate your feedback.

Enter the Abyss by GuitarBro 2019-10-13T05:39:27Z

@keppu Sure thing, you can find it here: https://mega.nz/#!eldTwQzK!2xwlhTR_a1WqbD_6d70Qv-hBVxnKcYRH7eKWhh_EwVI

You'll need Adobe Air to launch, but hopefully it runs fine.

(You may want to edit your comment so your email isn't public on the internet. :wink:)

Enter the Abyss by GuitarBro 2019-10-15T22:19:23Z

@raomer Hey, thanks for the feedback. Always nice to know someone enjoyed the graphics and I'm right with you on the wanting-more-spells-and-enemies thing.

Enter the Abyss by GuitarBro 2019-10-16T01:32:57Z

@chaos Appreciate the feedback! Would have liked to add a bit more variation in the monsters' noises (in addition to all the other things that had to get cut :wink:) for just that reason. Good to know I'm not the only one thinking about it.

Enter the Abyss by GuitarBro 2019-10-17T22:44:10Z

Thanks for playing, @paulhocker!

The Daily by huskitch 2019-10-08T02:32:49Z

I concur with the previous opinions; the art and music work well together. Also fits the theme quite nicely. The controls are simple and work nicely, though it's a bit hard to tell if you did something correctly (other than the sound of change). Maybe that's the point? Idk, regardless, I thought it was pretty well done.

DesertTamer by svyatozar 2019-10-09T05:39:29Z

Lol those graphics. Good effort, at least! Not sure exactly how the numbers are affected by your choices, but I like the concept even if it was a bit confusing. Not too bad for a compo entry!

King Conga by Tad 2019-10-09T06:26:27Z

Nice take on the snake genre (is that a thing?). The animations are simple but have a nice cartoony quality to them that works great with the conga theme. Framerate is a bit low on the WebGL version here but still playable. My biggest suggestion would be to add something a bit more interesting the longer you play since the game kinda stagnated. Overall, not bad, though!

Necrofenser Hero by Guilb 2019-10-12T01:51:41Z

Well, for some reason nothing I did actually seems to... do anything? Reread all the controls just to make sure I was doing things right, but pressing "e" didn't raise anything and mouse 2 didn't command anything. To be fair, left mouse did swing my staff, but I can't really play the game with just that. :stuck_out_tongue:

So I will give the benefit of the doubt that I encountered some weird bug and rate the other aspects of it. The graphics are pretty decent; a nice hybrid of "low-poly" and pixel art and the enemies and animals have a recognizable look that fits the style. The mood created by the lighting is excellent and the concept (even if I couldn't see it in action) was appealing to me.

If it was not a bug and I was just unable to tell what I needed to do, then my primary feedback would be to make it way more obvious (because it was not obvious lol). Some intro text like "do this thing to begin" would go a long way.

Necrofenser Hero by Guilb 2019-10-12T19:51:01Z

Ah I see @amigopadilha. Then yes, my feedback would definitely be something that says "kill an animal to begin" or something to make sure players don't make my mistake. :wink:

Barterin' Buckaroo by chelC 2019-10-09T01:09:45Z

The character design and general art style is great! Also really dig the play on words you've got there with Rick. :stuck_out_tongue: It was very interesting trying to figure out which items people would want, however I eventually ended up just guessing on a few of them because it was faster. The music fit well but was a bit repetitive and probably could have used a _little_ more variation. All in all, a pretty great little experience! Definitely captures that cowboy essence.

Draw Your Own Adventure! by detectiveLosos 2019-10-08T03:02:57Z

This is very impressive for a jam game! The voice acting was very thorough and the drawing worked flawlessly. Made for some great comedic scenes. The story was longer than I expected too which was nice. Additionally, the backgrounds and the music both fit quite nicely with the rest of the game, though the music did get a little repetitive after a while. All things considered, though, this is a really complete package and a pretty polished one, at that!

Sosig by Mors 2019-10-09T00:06:24Z

I dig the aesthetic (and the music), but unfortunately the game became unplayable for me early in the first level with massive lag spikes and stuttering audio. Not sure what's up, but I'm running an AMD FX-8150 with a GTX 1060 so I'm guessing there's some issue with the game. Wish I could have seen more, but oh well. I'll assume the rest is pretty good too.

Sosig by Mors 2019-10-09T00:18:00Z

@mors Unfortunately, no. I've played several UE4 games for this jam so far just fine (and I've even made a few games myself in UE4 on this PC). Wish I could give you some more information, but I've got nothing. Sorry. :/

Inspiration. by F1Krazy 2019-10-12T02:14:10Z

Similar problem to @stefanie-leitch but otherwise a really nicely done (and rather meta) game. Looks like you probably need to normalize your input vector since you move faster going diagonally than horizontal/vertical (though perhaps that may not be a trivial thing on the PICO-8. I haven't attempted to use it. :wink: ) The art was pretty well done given the limitations and my only real nice-to-have suggestion would be some background music, though being a jam game and all, I can totally understand why there is none.

Inspiration. by F1Krazy 2019-10-12T19:51:56Z

@f1krazy lol yeah, I don't blame you. Sounds like quite the challenge.

Soy Sauce Man by Memedev0 2019-10-09T23:39:09Z

Interesting style. It definitely has a "feel" though it's hard to describe. It was a little confusing at first until I realized I could walk up walls and not jump. The noise you make when you hit the ground/walls was a bit overpowering given how much it played and I'd recommend some background music to help fill the silence. The game progression was actually pretty decent up until the level where the boss goes left and right (and crushes you). For that one, I'd suggest leaving a little more room to jump over to ease it up a bit. Overall though, not a bad game.

Soy Sauce Man by Memedev0 2019-10-10T00:23:24Z

@memedev0 Got to that level that I mentioned. Couldn't beat it though. :stuck_out_tongue:

Peak Velocity by HarveyU 2019-10-09T01:18:52Z

Nice work with the atmosphere of the game and the general variety of models. Also holding space to jump higher was a nice touch. It was generally pretty decent, however I had a couple of thoughts on some aspects that could be improved: - Sometimes it wasn't obvious when you could run off a ledge and live or there was a gap. Perhaps a little :warning: sign when you need to jump would be helpful. - When you walk off a ledge it just keeps playing the run animation. Guessing you didn't have time for a fall animation. :wink: - Some footstep sounds (even quiet ones) would be a nice little detail to help ground you in the world. - A sprint button for the slow intro section would be nice since you have to replay it when you die.

All things considered, not a bad experience! Well done.

Zen Master by Onat Saygı 2019-10-09T05:53:22Z

Even though the graphics may not be super impressive, they're very consistent in style and fit the mood nicely. The background music was a solid choice given the theme and it was a good idea to make it really easy so you could focus more on what the game was trying to accomplish (meditation). It's simple, but effective. It perhaps could use some actual end condition (if there was one, I never hit it) but otherwise not too bad at all.

the shrine the monk and the minotaur by rosebucket 2019-10-09T04:55:29Z

Interesting aesthetic. The music/sounds are pretty nice and it looks pretty unique. Some of the art is a bit inconsistent in style, but overall it's not too bad. The walk animations are a bit jittery when the screen scrolls and it would be nice if there was a bit more indication of progress when walking on large stretches of ground.

Spirit Path by marcell-balog 2019-10-08T23:56:55Z

I like the minimal aesthetic. Glad you got checkpoints in there (I definitely needed them a couple times). I didn't realize initially that you needed to press space multiple times to free the flames so I had to backtrack a bit, but not too bad. I would suggest that you put some indication that you need to press space as well (and probably just make it so you need to press only once). Additionally, perhaps make the blocks fall when you're a bit less close to the edge. Really makes the cracked blocks nerve-wracking when you're trying to guess which side will have a platform before it falls. Regardless, I'd say it was an enjoyable experience.

Badwiches by Sollara Games 2019-10-07T23:56:02Z

I don't get it, but I like it lol. The music and art style are charming and there's just something great about feeding random kids garbage for profit (wait... that came out wrong). The help button didn't work for me, not sure if I missed something, but I got by. The physics were a nice touch and it really complemented the audio/visual feel. (Also the number of unique models is quite impressive.) The healthbar could perhaps use a bit more feedback to let you know when things are getting too bad (maybe turn it red below 20% or something), but the changing facial expressions are a nice touch.

CRAB GAME by zolothevulture 2019-10-09T02:29:37Z

Well, it's... an experience all right. lol

Cipher by TaqoShaq 2019-10-09T04:08:03Z

Took me a few levels to realize what was going on, but then it all clicked lol. Really clever minimal presentation and great aesthetics. Music is a bit repetitive until the variations kick in at higher levels (and I'm not sure it quite fits with the visual theme) but isn't unpleasant to listen to. I'm impressed with how many levels you've got though. It feels pretty complete for a jam game. Well done!

Agnus - Balls of Steel by fabrito 2019-10-08T23:24:01Z

Nice little game you've got there. I was a bit confused about the goal initially... nothing said the ball couldn't go off the bottom of the screen of you'd lose (unless I missed that), but once I figured that out, the rest was pretty easy. Not knowing what was coming next kept me on my toes, though I would have preferred a bit more consistency in how many times you needed to accomplish a task to progress (sometimes it was 5, sometimes 10). Some background music would have also been nice, but I'm guessing you guys just ran out of time for that. Such is the nature of jams. :slight_smile:

World of Nothing by DS Nahogara 2019-10-09T06:33:51Z

Interesting concept. Guess this is kinda a tower defense game? (Genres are hard lol) The sounds and graphics are pretty charming and I think it makes a nice contrast with the dark mood. I like that there's the ability to place the items all around the world, though the UI for buying things is a bit on the small side. Some background music also wouldn't hurt. I agree with the above opinions the screen shake is a little on the intense side as well. :wink:

The Singularity by spwizzard 2019-10-07T23:28:37Z

Nice stuff! The graphics are pretty clean and are pretty clear, even if there's a bit simple and the music choice gave it a pleasant, lighthearted vibe (though you should probably loop it). Controlling was kinda awkward though, as there's no real feedback for your input and it's kinda hard to tell how fast you're going when every other object is also moving. That being said, the concept of "space agar.io" is quite novel and fits the theme pretty well. All in all, not too shabby (especially given that your time was cut short).

Become Human Again by Cybikitty 2019-10-08T23:13:09Z

Excellent eerie atmosphere with the music and dark-ish visuals. The game was quite short but that is to be expected with a jam game. I have a few main suggestions that I think could improve the player experience significantly. First off, I believe the player collision should be tight with the circle, even if that means the particle effects go outside. I was frequently running into objects that I thought I wasn't touching (especially spikes :stuck_out_tongue: ) because I didn't know how far out it went. Secondly, I would suggest making the player not bounce when they fall since it causes there to be a couple frames where jumps don't register. Makes it difficult to go fast. Additionally, some background (other than just solid colors) would help it feel more complete, even if it's just a tiling texture. Speaking of the background though, the red flashing one was quite distracting. I _think_ this was intended though, so in that case... mission accomplished?

All in all, not a bad game!

Colorless by FallingFlatStudios 2019-10-10T00:42:25Z

Not bad! I like the concept of the color in the world around you and the art was simple but effective. It would be nice if the screen scrolled a little earlier though since it was hard to see where I needed to jump in advance. Additionally, making it so you could go to the next level with a keypress and using a different sound for touching the goal would be nice quality of life features. The game overall could use a bit more length (and some background music), but it was fine as is. All in all, a very decent little platformer.

Cyber Tails by ChivaTateo 2019-10-12T03:05:57Z

Really interesting concept. The minimal, but still pleasing visuals compliment the quick gameplay nicely. More levels would obviously be nice, but given it's a jam game, the current level count is totally understandable. My biggest suggestion would be to add some more feedback doing good/bad, perhaps some sound for winning/losing the level and one for killing the enemies/when the red ones take projectile damage? All in all, a pretty enjoyable, distilled experience.

Night Lights by archfan7411 2019-10-13T02:07:19Z

Hmm... I was unable to play this in Chrome for some reason. Firefox worked fine though, so I can still give feedback.

Nice choice of music. It fit the mood and the art quite nicely. The art itself was simple but got the job done and conveyed the mood well. It would be nice if there was a little more to it (I noticed your post-jam update added bats which was a nice touch) but I know the jam's time-constraint effects all too well. One suggestion I had would be to add some sound and perhaps some particles when you collect the fireflies to give the player some positive feedback for "doing good". Additionally, a highscore system would go a long way to help with replayability even if you added nothing else.

All in all, not too bad for a first jam game. Good luck with your future jams!

Memories of Eleph by Leandroc 2019-10-09T02:13:04Z

The art style here is great and fits nicely with the music. The sound effects were perhaps a little too intense though, in my opinion. The puzzles were pretty simple but still interesting. However I found that the limited time and fast enemies were very punishing, especially for what seemed like a more relaxed "artistic" type of game. Personally, I'd suggest that the enemies just send you back to the beginning of the room if you wish to keep it difficult (so you don't lose all your progress and time) or alternatively just ease up on the enemy speed and amount of "memory" (?) they consume when you get hit so it's harder to reset. Not a bad experience overall though.

You Broke the Game by OlegKlishin 2019-10-13T02:29:37Z

Those are some crispy pixel art graphics! Really nice job there. Having the hold-jump also was very helpful and much appreciated. The enemy variety was also pretty great for a jam game!

As for my more critical feedback, I felt that the cutscene bars were a bit extreme in some cases as the gameplay was going on behind theme (particularly the part where you fall down onto the breaking blocks right after the mouse). Additionally, I completely didn't notice the start button "breaking" the first time around (whoops lol) so perhaps something else to put a bit more emphasis on that would be nice. Maybe a "broken" sound and/or some sparks or something coming out of the button?

All things considered though, this seemed like a pretty polished entry. Well done!

Blank (Demo) by CatilianGames 2019-10-09T23:48:29Z

Those graphics are crisp! Nice and minimal, but charming nonetheless. Not really sure why I'm doing this (what's my _motivation_? :stuck_out_tongue:) but the gameplay itself was pretty fun, even if a bit short. The gradual introduction of mechanics was pretty satisfying and fair, though I would have likes to see at least one "culmination" of all the parts as a final level or something. Just seemed to end with no fanfare. But overall, I thought this game was pretty nice!

LD46 — Keep it alive

Keep our Mother alive by soyrandom 2020-04-22T01:16:06Z

Wow there's some good stuff here! High points for me were the art style and music which both worked well together. Kinda reminded me of some old flash games. The gameplay was pretty simple but worked well. The claws were generous enough that I pretty consistently felt that if I missed it was my own fault. However, one real complaint I do have is that by level 5, due to the randomness of which objects spawned it was possible to still lose even when playing perfectly. Caused me to have to restart that level several times which was kind of annoying.

That being said, the other levels played great and the introduction of the "fake" objects was really nice (my favorite was the nuke pig :stuck_out_tongue: ). Ironically though, it actually started to get a bit easier as it went on due to the fact that you could mentally block out a higher percentage of objects. If I could make a suggestion, it would be to add more difficulty through the speed of the objects and less through the percentage of fakes once it makes it to approximately 50% so as to not accidentally reduce the amount you need to concentrate. That would also help with my problem of losing despite playing perfectly. :slight_smile:

All things considered, I'd say this was a pretty solid entry. Well done.

Keep our Mother alive by soyrandom 2020-04-22T02:36:29Z

Hah, guess I'm pretty good at guessing, eh? :stuck_out_tongue: It works though.

Raiders of the Rural Realm by SpiRiTs 2020-04-23T04:03:18Z

Hey, this is pretty nice! I like the enemy variety and the input method support. The graphics are also quite nicely done, though I feel like a few of the sprites don't quite fit together (like the dragon with the environment). That being said, overall it works pretty well. Fits with the audio (which is pleasant).

My only real complaint is that the attack range seems very small and the cooldown when you miss is pretty punishing given how quickly the enemies cover ground. With a little tuning, it would be pretty solid though. Impressive how much you got done in the time limit regardless.

Wayward by ColeSlaughter 2020-04-22T01:55:39Z

As others have said, "unique" is a very good way to describe this game. The aesthetic is strong and it fits well with the message. Definitely more on the creative side. Bonus points for the way which you got me to play a 2nd time; going down the straight path then showing all the stuff I missed. Actually made me want to check the other stuff out.

If there was one thing I'd say could use improvement, it would be how you interact with the text circles (or whatever you call 'em :stuck_out_tongue: ). Having to get close enough, then right click was a little awkward. It would probably suffice to just get near them and then pop up the text without right click. But that's a relatively minor issue and all things considered, the game is pretty well made. Nice job.

LAST HUMAN by GuitarBro 2020-04-22T02:37:24Z

@slotha Oh no! Guess our room generation has a few bugs still :cry: Glad the rest of it was fun though!

LAST HUMAN by GuitarBro 2020-04-22T06:25:29Z

Thanks for playing! @ursagames

LAST HUMAN by GuitarBro 2020-04-23T03:41:23Z

@brian-teng Thanks for the feedback! The difficulty should be the same between runs (but increases per level). Sounds like the RNG was unfavorable, sorry to hear that. :confused: Glad to hear you liked the mods! That was one of our favorite features. I actually just fixed that bug you mentioned in 1.0.2 today, if you happen to want to give it another spin. There's also some other mods that were never getting dropped so there's new stuff to see as well. :point_right:

@lazzydev72 Thanks as well. Like I mentioned, I got a fix in for that issue just today in the event you want to see what you missed. Appreciate the positive feedback regardless.

LAST HUMAN by GuitarBro 2020-04-23T03:43:02Z

@shaolin-dave Hey thanks. Glad you liked it. We wanted to improve replay-ability a bit so we stuck with a hybrid approach: manually designed room layouts but random floor layouts to keep things interesting.

LAST HUMAN by GuitarBro 2020-04-23T03:51:38Z

Hey @graebor, thanks for the feedback! The enemies actually do randomize their initial firing times, but guess it probably isn't quite enough. :stuck_out_tongue: Good to hear the upgrades were snappy. We think they turned out quite nice.

The text was just the initial start room text since we reused rooms. Unfortunately, we didn't manage to hide it completely. But on the plus side, you didn't miss anything!

And as for the abrupt dying, that was one of the features we sadly had to get cut to get it out in time. :pensive: We know, we wanted an actual transition too. Appreciate you mentioning it though.

LAST HUMAN by GuitarBro 2020-04-23T03:54:14Z

@monado Oh no! I thought we squished those bugs. :frowning2: Might take another look at them later. Glad the experience wasn't tainted by it though. Thanks for playing and leaving feedback!

LAST HUMAN by GuitarBro 2020-04-23T04:05:55Z

@saltfactory-studio Wow we got a _second_ playthrough? Thanks! lol

Glad you enjoyed the music and gameplay. Getting the shooting to feel right probably wasn't the best use of time considering how long it took, but I'm glad someone noticed (so it was worth it, right? :stuck_out_tongue: )

Thanks for trying it out and leaving feedback!

LAST HUMAN by GuitarBro 2020-04-23T04:07:17Z

@perpetuummobile Yo thanks! I'm glad the experience was enjoyable in multiple ways!

LAST HUMAN by GuitarBro 2020-04-23T06:43:29Z

Hey thanks for the feedback @abyss! Unfortunately that would be a bug with the room generation. :pensive: Really glad you still enjoyed it though!

LAST HUMAN by GuitarBro 2020-04-23T20:32:30Z

@shadow30 Hey thanks for playing! Sorry to hear you hit some bugs still. Hope things were mostly fine despite the fact.

LAST HUMAN by GuitarBro 2020-04-24T17:51:45Z

Wow thanks @andre-fremaux ! We really tried to polish everything as much as time would allow, so I'm glad it shows. You're totally right about the mod descriptions, we had to cut that feature unfortunately (we hoped people would kinda just figure it out lol) but I would like more information to be included somewhere. Oh well. Thanks for playing regardless!

LAST HUMAN by GuitarBro 2020-04-24T22:21:41Z

@lairinlair Yo thanks! Glad you liked the music. There were 3 levels total, so you have to get in the teleporter 3 times to win. (Yes I know we should have made that a little more clear upfront :stuck_out_tongue:). But we appreciate the feedback!

LAST HUMAN by GuitarBro 2020-04-25T01:27:21Z

@artur-hawkwing hey, thanks for playing! Glad you found it _smooth_ and fun. :wink:

LAST HUMAN by GuitarBro 2020-04-25T01:31:40Z

Thanks for the feedback @lungtakumi! Always appreciated.

LAST HUMAN by GuitarBro 2020-04-25T01:41:19Z

Thanks @larsdu ! We tried hard to make everything feel really solid so I'm glad you noticed it! :smiley:

LAST HUMAN by GuitarBro 2020-04-25T20:08:16Z

@levlaj Hey, thanks for playing! There actually is a death screen, but there's no transition, so it's possible you just immediately clicked the "return to menu" button. We wanted to make it nicer but unfortunately time constraints hit us. As for the upgrades, you can right click them to remove ones you don't want (the text at the top of the inventory tells you about it :wink: ) Glad you enjoyed the graphics/music though. And you're right, the angle is just slightly off. Guess we missed that. :disappointed:

@gabrielh Glad you could feel the polish! More variety would have been great but, you know, time constraints. :stuck_out_tongue: Thanks for the feedback though!

LAST HUMAN by GuitarBro 2020-04-26T05:24:23Z

@seabirddigital Hey, glad you liked it. Thanks for playing!

LAST HUMAN by GuitarBro 2020-05-10T05:31:18Z

@hlo-world Thanks! Glad you had a good time.

ROBOTFRIEND by ReDDarKwh 2020-04-22T05:32:13Z

This game's got some pretty decent minimal aesthetics. Not a huge fan of the character/battery sprites but the background is clean! Also, having the robot that you don't actually control do the shooting was an interesting twist and I think it worked quite nicely. The shooting ends up getting a bit loud though, perhaps it would be good to turn it down a bit. Regardless, played pretty well and that music was nice and fitting. Well done.

Candy's Dream Egg by CosmicCrystalGames 2020-04-22T04:07:08Z

Very charming! Even though the game was very minimal, all the assets felt very consistent. I like how the palette changed over the game to keep things interesting.

And speaking of interesting, you managed to squeeze quite a few mechanics in there in such a short time. Kept me wanting to move forwards to see what's next (and glad I did because you even got a boss fight in there!)

I know this isn't supposed to be a difficult game, but the boss was a little on the easy side since you could just stand on the top buttons and throw the egg up while easily dodging the one projectile he throws. Perhaps if he stopped appearing in the place you last hit him, it would make the fight just a little more challenging without ramping the difficulty up too much.

That aside, the movement of the egg seemed a little janky. Sometimes it would come, sometimes it wouldn't. Sometimes I'd pick it up, sometimes I wouldn't. But you're probably aware of it, so I won't fuss too much. :stuck_out_tongue: All things considered, this game was quite nice!

Unended by slotha 2020-04-22T02:04:56Z

Nice little game you've got there. Really like the gradual introduction of mechanics as the level progresses. Starting out, the speed might be a tad on the difficult side (could probably start a little slower and ramp up) but otherwise not bad. The graphics are minimal but consistent and the intro cut-scene was a nice touch. As several others have mentioned, some background music would go a long way, but otherwise it's a pretty solid, condensed experience.

Dodo - A Dodo Game by theforceluke 2020-04-21T02:18:55Z

Nice art style and unique controls. Even though it was quite simple, it made for a decent amount of depth. Kinda reminds me of QWOP where the controls are what makes it both frustrating and fun. Audio leaves something to be desired, but overall doesn't distract from the experience much. The UI and art style were the highlights of the game for me as they have a pretty well-defined "feel" to them that really sells the game. Overall not bad!

My Friend Phil by Conroy 2020-04-24T01:09:12Z

Nice little platformer ya got there. :wink:

Definitely is challenging, that's for sure. Would be nice if there was perhaps a little ramp-up time instead of just throwing you into the deep end, but hey, it's a jam game. I did wish there was perhaps a bit less acceleration time, it kinda made it feel like there was some input lag (maybe there was some input lag, idk), but the rest of the movement felt pretty good. Wall jumping was smooth and throwing the fish was satisfying. :stuck_out_tongue:

Unfortunately when I restarted the game, the collision was busted and I fell through the walls and died. Not sure what happened there, but oh well. :confused:

Graphics-wise, the game's not super remarkable, but the visual style is very consistent, so props to you for that. Oh and the animating line under the menu buttons is a nice extra bit of flair that I like to see in jam games.

I'll be honest, these kinds of "hard platformers" aren't really my thing, but all in all this was a pretty solid entry. Good job.

CRASH OR LIVE (HTML5 & Windows) by woody_builder 2020-04-21T02:58:36Z

Really excellent music and a fairly nice aesthetic. Was a bit confused as to how the game actually was played since there appeared to be no instructions (other than to press space) but it was impressive you managed to get highscores in there too. If I could make one suggestion (other than providing more instructions :slight_smile: ) it would be to make the player a bit more detailed so they fit the environment more. Overall, nice work though.

tyle by jordantanner 2020-04-24T01:17:05Z

Very nice minimal aesthetic. Took a bit to get the hang of the mechanics, but once I got it down, it worked pretty well. One issue I had though, is that the white cursor kinda gets lost in the green tile. Perhaps if you added a darker outline to the circle it would stand out more. The music was relaxing which fit the style of game and the simple graphics didn't add any visual clutter. Overall, a pretty nice submission!

Frozen Skies by ThorPalsson 2020-04-23T03:14:40Z

This game is certainly engaging, I'll give you that. :stuck_out_tongue: Spent longer than I'd like to admit on it.

The loop of chopping trees and mining rocks then running back to stay warm and craft new things works really well. However, my one **big** complaint is that there's not enough wood before you build the bridges. Well, that's not entirely it. I also wish the bridges weren't at the far back of the island. I didn't even realize they existed until I had used up all the wood on the other crafting recipes. :slight_frown: I get that this may have been intentional (to give you a reason to go further) but without a hint that the bridges exist or the fact you need to go further in to find everything _before_ you use up all the resources, it just kinda feels bad to reach them and be like "oh, guess I'll slowly die now because it's literally impossible to continue".

That being said, I'm guessing this was probably just an oversight due to it being a jam game, so I won't hold it against you too much. :wink:

I liked that there was actually a day/night cycle though I do wish there was at least a _little_ bit of ambient light instead of pure blackness. The helmet helped mitigate this issue, but since it actually on the character's head, it was often pointing away from what I actually wanted to look at. A slick way to handle this would be to have the character look to the point that the mouse is hovering over so that the lizard tries to keep the light where the player wants it.

The graphics were alright, clearly not the focus of the game, but some more environment detail would have been nice. The snow particles were appreciated though. Not using the default Unity UI images would go along way to help in this regard as well.

Finally, I'd like to mention that I liked the inclusion of lore, but given that the font was hard to read and every action is time-sensitive, I found myself just skipping it as fast as possible. Might be a good idea if the time paused while the scrolls were open to give people an opportunity to read without feeling rushed. (Oh and a slightly simpler font would probably help too).

That being said, I think this was still a pretty decent game despite it's obvious shortcomings. Definitely playable and not boring. Nice job.

Life Light by Madbarron 2020-04-25T01:26:43Z

I like the aesthetics on this one. The 2d/3d style with the moody color palette works really well, especially with the music. Kinda reminds me of some shows like Camp Lazlo. The gameplay is pretty simple, but works well. Things just make sense (though it takes a bit to realize why the fire goes down when you add wood). The spotlight and helicopter sounds implying that help is out there was a nice touch. All in all, a pretty solid submission.

Keep It Alive (didn't find a better title, ah) by ThomasLebel 2020-04-22T06:34:02Z

I like the color palette you've got in your game. It's simple but feels really nice. Would have been nice if you have music but I get it, jam stuff happens some times. :stuck_out_tongue: Gameplay is pretty interesting though and the spell switching is a nice touch.

One thing that I'd recommend is changing the font to one with a bit more personality (or aesthetic, or style, whatever you wanna call it lol). It's a little change that goes a long way in helping the game have a unique mood.

Overall not a bad experience though!

Turtle Daddy by dummydojo 2020-04-23T03:26:52Z

This is a very well-rounded game here! Nothing unnecessary and straight to the point, but what it does have it does well. The style of the graphics is very consistent and the audio fits perfectly with the visual theme of the game. It reminds me a lot of the kind of game you'd see on Newgrounds back in the day.

Gameplay-wise the difficulty ramps up at a decent pace. I found it to be slightly on the fast-paced side, but nothing unreasonable. I liked that the enemies telegraph their actions somewhat, but felt that it wasn't always obvious at which point exactly they'd actually do damage.

The funny thing is, I feel like there's not much else to say since it's so well rounded. Things _work_ and it's enjoyable, and there's not much wrong with it. I guess if there was one thing I'd still like (aside from addressing my previous points), is some more replay-ability. Getting a higher score is nice, but some outer progression loop (getting an upgrade, unlocking a new area, etc.) would really take it to the next level. Totally unreasonable expectation for a game jam, I know, but I feel like I gotta mention it. :stuck_out_tongue:

Nice job though.

Keep a Plant by KDgame 2020-04-23T02:23:56Z

Lol, didn't expect the meteors to just fly in so fast. The audio combined with the timing and animations is quite comical together. Even though the game is really simple, it's actually kinda fun. Got me to retry a couple times.

If I could make one suggestion it would be to add a bit of variety though. Perhaps a powerup or something that helps you out? Would make it a bit more replayable. :slight_smile:

Spider's Food by 8BitCharlie 2020-05-09T05:23:58Z

Nice little game you got there, and just one .html file too!

From a gameplay standpoint, I really enjoyed the simplicity of it. Simply ramping up the difficulty by changing the pink pixel count/movement patterns worked surprisingly well and keep the learning curve nice and flat. If you had gone beyond 9 levels, I would have suggested you add some more mechanics, but with so few levels, the level variation didn't overstay it's welcome.

It would be really nice if you could have gotten some less-simple graphics in (and some audio obviously :wink:), but even the minimal graphics that are there don't look bad. Just a bit plain.

Overall, I had a good time with it. Nothing super fancy, but worked well and played well, so well done!

Tumbleweed by Brenan 2020-04-22T02:34:35Z

This game does quite a lot right (and it's obvious you guys know it) so I'll just highlight my highs and lows of playing it.

The mood of the game was really excellent, mostly due to the solid graphics work. The post processing was largely on point (even if the depth of field was a bit overpowering at times, guessing you wanted to avoid detailing the background quite as much :wink: ) and it complemented the sci-fi aesthetic quite nicely. I was surprised at the number of unique models you managed to cram in (though I guess you did have 6 people working on the game). Clearly it let you do a good amount of world building despite the constraints. Even though I don't know what exactly was "going on", I could feel what was going on.

I would have to say that the hard surfaces were superior to the organic ones, mainly due to the fact that dirt textures seemed a bit on the unnaturally-clean side and the rocks seemed a bit too... smooth? Perhaps too perfect. Obviously they're much harder to get right, but if there was one thing that would really take this to the next level from a quality standpoint, I'd say nailing the organic models/textures would be the main thing to focus on. That being said, they're not bad by a long shot, especially for a jam game.

One of the biggest weak points, however, was the font choice. The number of flourishes, especially on letters like "n" made reading quickly very difficult, which is unfortunate as the text didn't stay very long and I was mostly focused on the action and didn't have time to parse the text. Regardless, the text I did manage to read was pleasant and helped contribute the atmosphere in a meaningful way.

Another point I was debating about was the controls. In the end, I think they were probably a detractor, even though they were unique and thematically made sense. The amount of platforming and dodging required combined with the fact that it's not obvious that your cursor has to _touch_ the tumbleweed while dragging made the experience a bit more frustrating than it should have been. Missing what should have been a simple ramp jump and having to slowly roll back to try again was rather distracting. Of course, a "normal" control scheme such as using the arrow keys would probably have been less unique and interesting, but if this was a full title, I would probably give up if you stuck with the current input method. Given the length here, I think it manages to not lose it's novelty too quickly and thus I'll remain content with it, even if I think it was less than ideal.

_Whew._ All that being said, definitely one of the better submissions I've seen here. Hope you find luck with whatever your next project is. :thumbsup:

Vacuum Queen by Prof.Suarez 2020-04-22T05:44:16Z

Nice concept, but the controls were pretty difficult for me and there were quite a few times I seemed to die instantly upon trying to attack an enemy (not sure if that was intended). Regardless, could probably use a bit of balance tuning.

Also I think there's a setting in Construct 2 to render the sprites without interpolation (so they don't look so blurry). It's great for pixel art and I would recommend trying to use that for a better visual experience overall. Some tiles on the floor would also go a long way to help you know if you're actually moving or not once there are no walls on the screen.

CampFire by MatheusBorba 2020-04-23T02:19:10Z

Very nice atmosphere. Definitely gets the "cold" feel down.

As others have mentioned, it would probably be a good idea to ramp up the difficulty more slowly. I didn't realize that I could only carry 1 wood at a time (that might be good to put in the instructions) but after I figured that out, it wasn't too bad. I like that there's some variety in the environment, not just trees and only trees, which helps it feel more like an actual place in the world. However a little bit of "why we're here" would go a long way.

All in all, not a bad little jam project.

CampFire by MatheusBorba 2020-04-23T03:36:09Z

@matheusborba No problem. Hope it helps for future projects!

PRO DVD PLAYER by Brian Teng 2020-04-22T03:14:38Z

Now that was an interesting experience. Love the effort that went into the "documentary". The post processing was also pretty nice and helped set the mood. Wish there was perhaps a bit "more" to the game, but it was unique enough that I'll have to settle. :wink:

If I could suggest one thing, it would be to put the warning in-game at the beginning. I almost skipped over it and I'm sure others might too. But other than that, it worked great and was certainly memorable. Nice job.

Across the Lake by stephan steinbach 2020-05-01T03:32:40Z

Really dig the aesthetic here. The parallax water debris really gives the illusion of a reflection. The music was minimal but fitting and the controls were super simple but worked well for such a minimal game. It was still pretty fun for a few minutes, however I actually got to a point where I seemed to actually be _gaining_ height? Frame perfect inputs or something? lol

That being said, I found the "ping" sound when you hit the water to be a bit on the grainy side. I know that's a nitpick but everything works so well, that it stood out more. Might be a "hardware" limitation, but something closer to a sine wave sound would work a bit better imo.

I should also mention I like the font choice. Works well and look unique (and even has the reflection for the title which is a nice touch).

Overall, while not the most ambitious game, it's certainly really well-rounded. Well done.

LD47 — Stuck in a loop

Mr. Cheeks Sweet Dreams by MrTroy 2020-10-08T04:49:30Z

The graphics may not be the fanciest in the world, but dang are they well made. So far, this is actually probably the most fun I've had in a game this LD. The brilliance of it lies in the simplicity: the mechanics are straightforward and there's little visual clutter, but what's there all works together to create more than the sum of it's parts. Honestly, if there was some greater progression (more levels?) where you weren't stuck in the loop, this would actually make a great complete experience.

I will say, my one real complaint is that the audio is quite jarring, though I love that you included voice acting and all the little sounds Mr. Cheeks makes. A bit of time spent on audio mixing would go a long way and would really round out the package. Overall, really nice job.

Set in Stone by Sn4pi 2020-10-12T00:44:50Z

Really dig the aesthetic on this one. The reflections are a really nice touch and the movement is pretty responsive. The random powerup on death is also great for replayability. The weakest aspect imo is the audio since there's no music and the sounds get the job done but aren't super exciting or anything. Just adding some music and some cooler SFX would really enhance the mood. As @patrickrmc mentioned, it would probably be a good idea to make the camera a bit more quick to interpolate (perhaps even "look" ahead in the direction of the cursor?) but the smoothness is nice. Also good job on managing to get a boss fight in in time. Well done.

Set in Stone by Sn4pi 2020-10-12T00:53:33Z

Oh dang there was music? I used the web version (must have been something weird that happened). Sorry, please disregard that particular feedback in that case.

wipestuck by dokthar 2020-10-12T05:42:26Z

Really nice minimal graphics and music (which work really nicely together). Not sure if I was missing something but there didn't seem to be any actual, uh... gameplay? Pressing F as you mentioned brought up what looked like a play and obstacles which would be cool, but nothing actually did anything. Regardless, points for mood from me.

Hyperloop by R3L0ad1 2020-10-14T02:13:30Z

The audio is on point! Graphics are minimal, yet pleasing and fit with the intense mood. Fun to play, even if there's not much to do other than "go longer".

W.M.L.F by Webox 2020-10-08T02:41:45Z

Really interesting game you've got there. I didn't quite get the point was to loop around the horses at first but I caught on eventually. Would have liked a little more story or progression other than just "more horses" but what was there felt pretty nice. The sprinting was a nice touch too.

Loop Lock Malfunction by GuitarBro 2020-10-06T02:12:58Z

@riroriro Glad you liked the intro, at least. :wink:

Loop Lock Malfunction by GuitarBro 2020-10-06T03:02:21Z

@saltfactory-studio Glad you like it! We thought it turned out pretty slick. I agree, the mouse can be a little sensitive at times (wish we had time to add a sensitivity slider).

@supergamersgames Thanks! Yeah unfortunately WebGL has some stutter issues initially (think this might be browser-specific behavior) but they go away after a bit.

@rainyday2800 Glad you had fun! Bouncing off walls is a good suggestion as well.

Loop Lock Malfunction by GuitarBro 2020-10-08T01:44:09Z

Thanks @shortbread, glad you liked it!

Loop Lock Malfunction by GuitarBro 2020-10-08T02:12:21Z

@smiley Oh you noticed the portal vibes, eh? That was actually a totally unintentional happy accident that it ended up that way. :wink:

By the way, enter key works for the restarting, though you're right space would be another logical choice.

We fixed the lag spikes by reducing cases where Unity would attempt to use GPU instancing (which is _supposed_ to make performance better :rolling_eyes: ). Apparently some browsers REALLY do not like it and cause massive spikes. So we merged a bunch of our meshes together and used LODGroups to cull far away objects to reduce the number of rendered objects overall.

Oh, and thanks for playing!

Loop Lock Malfunction by GuitarBro 2020-10-08T02:19:54Z

@antihedra thanks for playing! Wish we could have a sensitivity slider, but unfortunately that got cut. :pensive:

Loop Lock Malfunction by GuitarBro 2020-10-08T02:42:58Z

@webox Hey thanks! Sorry to make you dizzy lol. Yes, all assets are indeed made specially for this project! Wasn't sure if I could pull off the models in time, but I went for it anyways and hey, we made it!

Loop Lock Malfunction by GuitarBro 2020-10-08T04:28:00Z

@charlotte-raymond Hey thanks! Glad the polish paid off. I can definitely see the room size thing; it's fun to just "go fast" and the rooms can cramp your style, so to speak. :stuck_out_tongue:

Loop Lock Malfunction by GuitarBro 2020-10-08T05:39:46Z

@ellladee Thanks! Glad you like the art/music and sorry, it is a bit on the challenging side, we know.

Loop Lock Malfunction by GuitarBro 2020-10-08T22:28:55Z

@tom-a Thanks for the high praise! We really pushed ourselves on this one, so I'm glad it shows.

@elpadlos Glad you enjoyed it!

@hyblis Thanks for playing and I'm glad the mood was good. :sunglasses:

Loop Lock Malfunction by GuitarBro 2020-10-08T23:44:17Z

@nekuake Wow thanks! Really appreciate the kind words. We're always open to the possibility of taking things further, but it _is_ a jam game after all, so we'll see. :wink:

@acuriosity Haha thanks for the _good_ feedback. :stuck_out_tongue: The camera tuning is definitely something that I'm not fully satisfied with, so I get where you're coming from. If we do something similar in the future we'll probably try some other values.

@eik0 Sorry to hear that, did you try a download? Those should work the best. But thanks for playing regardless.

@mackandrius Ah you noticed the music switch. Glad someone appreciated it. :wink: Thanks for the play.

@jammygunns Awesome to hear you could run it smoothly! Might make a patch with lower sensitivity since so many people are requesting it. (That's a bugfix, right?)

@flying-dog-fish Thanks for the kind words, sorry the controlling was a bit difficult. You kinda need to get into a rhythm or it can go downhill quite quickly.

@chispalbc Glad you got it to work eventually. Honestly the hitboxes really bother me too. The problem is that Unity's CharacterController only supports a capsule, which, as you can tell, is NOT the shape of the loop lol. We wanted to try and make some hybrid controller to have a more accurate hitbox but unfortunately we ran out of time. :disappointed: Thanks for playing though!

Loop Lock Malfunction by GuitarBro 2020-10-10T00:27:22Z

@graebor Thanks for the feedback (and for playing)! That's not a bad idea.

Loop Lock Malfunction by GuitarBro 2020-10-10T01:59:00Z

Thanks @somogy! Glad you enjoyed. :smile:

Loop Lock Malfunction by GuitarBro 2020-10-10T03:47:37Z

@michaelaranda Thanks! Sorry the camera wasn't your jam, hope you enjoyed regardless.

Loop Lock Malfunction by GuitarBro 2020-10-10T21:28:28Z

@jakob-reborn Hey thanks! Agree on the mouse/camera, if we had more time we would have loved to tune it a bit better. Thanks for playing though.

Loop Lock Malfunction by GuitarBro 2020-10-11T05:36:32Z

@mrbamboo Thanks! The hud was @cethin's idea. :wink:

Loop Lock Malfunction by GuitarBro 2020-10-12T06:00:17Z

Thanks for playing @snowinn! Glad you enjoyed the movement, but I agree the camera isn't ideal.

Loop Lock Malfunction by GuitarBro 2020-10-12T14:09:34Z

@cosmicpickle haha thanks. Yeah we'll probably spend a bit more time on it next time. Glad you enjoyed the other stuff though!

Loop Lock Malfunction by GuitarBro 2020-10-12T23:18:57Z

@trypants Thanks for the feedback (and thanks for streaming the game)!

@marc-antoine-girard Thank you! Would you believe that was our original intention with the rooms but it got cut due to time? :stuck_out_tongue:

@ryan-paton Glad you had fun even if it was a bit difficult!

Loop Lock Malfunction by GuitarBro 2020-10-13T05:32:33Z

Thanks @nicardo!

Loop Lock Malfunction by GuitarBro 2020-10-14T01:33:40Z

@week-of-the-agents Hah thanks. Yup we know about the camera stuff. :wink:

@grizeldi Thanks, though honestly you're probably better off just ignoring the mouse controls. We probably should have just left it out instead of giving people the option.

Loop Lock Malfunction by GuitarBro 2020-10-16T22:10:42Z

Thanks for playing @rubixnoob13! Wish we had time to get the minimap room indication in. Maybe next time we try something similar.

Loop Lock Malfunction by GuitarBro 2020-10-17T04:35:32Z

Hey thanks for not forgetting about our game @peace-of-cake-games :wink: Glad it was good enough for you to stick around for multiple rounds too!

Loop Lock Malfunction by GuitarBro 2020-10-17T19:28:56Z

@peace-of-cake-games lol at least too many favorites is a good problem to have.

@nsadie Thanks! Glad you liked it.

@dans17 Appreciate the feedback! Definitely agree on the points thing. We had originally planned on there being many more ways of getting points but they got cut due to time. The max health pickup giving health too is also a good idea. Thanks for playing!

TALLY MARKS by de3sol 2020-10-08T02:33:28Z

Really like the atmosphere here. The graphics were simple but effective and the music largely felt fitting. Camera controls were a little awkward, but worked well enough. My biggest complaint would be the setup for the story and then the lack of it. You had me interested. :stuck_out_tongue: Would have been nice if it had been a bit more explicitly related to the theme, but hey, it's a pretty decent game regardless!

Beyond Death by Trypants 2020-10-08T02:16:45Z

Great atmosphere and camerawork! The intro with the narration was a really nice touch. Performance was a little rough even on my GTX 1060 but totally playable. Oh and the environment changing over time was really nice to see! Really the environment in general was the highlight of the game. Perhaps a bit low on the "stuck in a loop" side of things, but hey, it's pretty good overall!

Hold "A" To Win! by 420blazeit 2020-10-12T03:54:24Z

Hah, I like the take on things with the "breaking out of the loop" and all. Wish there was some actual thing to do once you break free, but still, points for creativity.

Ringchaser by jordantanner 2020-10-08T01:43:25Z

Dig the minimal aesthetic! Everything feels very clean and smooth. I did have an issue running the web build in both Chrome and Firefox (on Windows) but the Windows build worked. I really like the concept, however I found that in practice, having the extra bottom two numpad rows made things really awkward since my keyboard doesn't have any bumps to identify which row you're on by feel. Even just using two rows would be better in my opinion, but honestly you could get by with even the top 3 only. As for the music, it was simple but fitting. I only made it to level 5, so idk if it changes at some point, but if it did change every X levels to show your progression, that would be really cool.

Oops Loops by michaelaranda 2020-10-12T23:16:22Z

The card mechanic is super cool, though as some people above mentioned, it would be nice to have some preview of what it's going to place when you get near an orb (or whatever they're called :stuck_out_tongue: ). Ended up softlocking myself twice which kinda stunk. Audio-wise the game is nothing special, but well made all around. Music was subtle but reinforced the theme and something about the footstep sounds was oddly satisfying(?) to me. Also, I'm pretty sure that intro serving as a tutorial was totally intentional in which case hats-off to managing to fit an "invisible tutorial" in a game jam. My one biggest complaint though, was that there's nothing guiding you in any particular direction and there's lots of branching paths, so even some indicator as to which general direction you need to head would make it considerably less frustrating to fail. Overall, nicely done though.

MONKEY BUSINESS by QuadApe 2020-10-14T02:00:08Z

Man, I'm super conflicted on this one. On the one hand, this game is _super_ addicting despite it's simplicity when it works. On the other hand, I find that it doesn't work all that well due to a few key (fixable) flaws.

My biggest issue is with the control scheme. On KB, it was pretty much unplayable with the right handed buttons (the ones using arrow keys to move, just to clarify) using your middle finger for jump so I ended up switching to a controller which was far more ideal, though Idk if it was due to me using a Switch Pro Controller or something else, but jump was B (which was acceptable) and slide was right trigger (which was kinda weird). Like I said, an improvement, but not ideal. If I was picking the ideal controls, for right-handed KB I would have made space be jump and maybe put slide on C or V or something the index finger could easily reach with the thumb on spacebar. For controller I would rather the slide just be on another face button that I could roll my thumb across. Oh and D-Pad movement would be really nice, but the stick works fine.

My second issue is more down to how the player controls. Now, I couldn't tell what exactly causes it, but it seems like either you need to be at a minimum speed or a minimum duration between slides in order for your next slide to register. I lost quite a few good runs to a single missed slide input. Guess I was too early one way or another. :stuck_out_tongue: But in either case, it would be really helpful if there was some little indicator that your slide is able to be used. Maybe have the player blink white or play a little "blip" (or both?) when they reach the speed threshold/cooldown duration/whatever. Just this little bit would go a long way to making it feel way more fair.

Now, those two things being said, the actual gameplay loop itself is great! Real fun to keep retrying, no distractions, and aside from the missing inputs, everything feels super fair (it's your own fault for missing a jump). The graphics are minimal, but they work (the color palette changer is a nice bonus) and the sounds are equally minimal. But all things considered, it really is a solid entry still, so good job on that.

GLASS CLEANER 2077 by 730 2020-10-08T01:30:52Z

Really unique concept, trying to turn a mundane activity interesting. The narrative, while simple, is a really nice touch that makes it more bearable repeating the same tasks over and over. I kind of expected the difficulty to increase at some point, but I guess being "stuck in a loop" it's fair to never go anywhere with it. :stuck_out_tongue:

Justin Time by pandepic 2020-10-10T01:57:57Z

I like the art style (especially the spawn animation, that's slick), kinda reminds me of some of those old games like Commander Keen. Music's also pretty good, though the sound effects are rather minimal. Would also be nice if there's more feedback for getting hit besides just a sound effect and a missing heart (camera shake would be cool, but even just a red flash or something would do the job). Overall not bad though!

I've Been Busy Being Dead by instrex 2020-10-14T01:31:18Z

What the graphics lack in fidelity they make up for in charm. Really dig the art style. The audio was uh, kinda harsh on my ears, but definitely fit the mood. Oh, and the gameplay was pretty unique, so points for that. One thing that would have been really nice is something that explains the mechanics in a bit more detail, mainly the fact that you need the number of scares in the bottom right corner _in a row_ to advance the level and the fact that haunting an object takes longer the more you have at the same time. But overall, really nicely done.

This House Looks Familiar by CesarGary_ 2020-10-08T23:30:00Z

Really interesting atmospheric horror you've got going on. The fog seemed perhaps a bit overkill, but hey, it worked. Definitely nailed the mood with the effects and music, regardless. Would have been nice if the settings menu actually worked so you could turn the volume down slightly. :stuck_out_tongue: I found some of the glitchy sounds a little harsh on my ears. As others have mentioned, the changing music over time was a nice touch and worked well with the environmental changes. This might just be my interpretation, but it seemed to be a take on someone dealing with alzheimer's? If so, that's pretty deep for a jam game. Well done, either way.

Looper by Shortbread 2020-10-08T01:53:18Z

Really clean, minimal look you've got! For some reason it kinda reminded me of the Untitled Goose Game's aesthetic (even if there's no geese here). The controls were a little awkward on keyboard, but that's not really surprising. I think it would play fantastically with an analog stick on a controller so you could tilt in the direction you wanted to move, though. The levels were enough to keep the game interesting, though the movement of the stars/spikes feel a little too unpredictable when combined with the moving paths. Overall, a really pleasant experience though.

Looper by Shortbread 2020-10-09T00:19:20Z

Sorry for contributing to the massive amount of tagging you needed to do lol

LD48 — Deeper and deeper

Deep Focus by StaNov 2021-05-16T20:55:18Z

Nice working song lol. Got all the way to 9x focus before all the stuff started coming faster than I could buy things. Overall, a fun little game.

Deep-fry Deeper by Ithildin 2021-04-29T03:02:41Z

Nice little minigame. Shame you didn't get time to put some fun music in, but oh well, gotta do what ya gotta do for the jam. The graphics are really charming and the gameplay is simple and quick, but fun to retry to get the perfect score. I could easily see this in a Cooking-Mama-type game.

Descending by khofez 2021-05-18T02:25:21Z

Definitely getting some Castlevania/Blasphemous vibes. Nice aesthetics and fitting music. The SFX were kinda cheesy but it worked well enough. The impact of the attacks felt great, I just wish there was a little more depth instead of just spamming X on every enemy (at least the boss fight made you jump around a bit).

Overall, pretty solid entry. Well done.

Below the Tide by Dustyroom 2021-05-15T21:53:52Z

Dig the aesthetics. As a shader guy myself, congrats on getting your compute shader meshing done for the jam and still having some time for gameplay :wink: The ambient music worked really well with the look of the game. My only critique is that the reversed controls really threw me off. Would be nice if there was an option to invert them.

Die in the Mine by Phyro 2021-05-01T22:13:34Z

Unfortunately I was pretty confused as to how to play (despite reading the tutorial on this page and in-game) but luckily I realized that once you rolled 3 times, you had to click the actions in the bottom right, THEN click the tile you wanted to do the action on. I also totally didn't realize the slider on the bottom was for rotating the camera until I saw the gif on this page lol. Perhaps add a little camera icon next to/above it?

Aside from that, I really like the idea here and the graphics definitely have a nice consistent style to them. The audio is pretty simple but fitting and the gameplay itself is pretty fun. Overall, not bad, just a tad confusing, imo. :stuck_out_tongue:

Monkey Quest by paulloz 2021-05-15T21:46:54Z

Simple, but very polished! Really like the inclusion of the shops between floors, could easily see it being fleshed out more for a full game. The aesthetic was very nice and the music/sfx fit well. Well done!

Sized Bite by davision 2021-05-15T03:45:27Z

Whew that messed with my mind lol. Not the most aesthetically pleasing game out there, but dang, that was a lot of content for a jam game. Really good reuse of assets there. The SFX were a bit wonky and repetitive, but it kinda worked for the type of game it was.

Not sure how many collectibles there were. I got 97 and I know there were at least one or two more I gave up on simply due to time.

Nice job!

Bunker Björn by phantom-lab 2021-05-15T03:13:23Z

Dig the aesthetics here, but man that depth of field is too intense lol. Made it pretty hard to see stuff at the top and bottom of the screen. Perhaps pulling the camera back a bit would also help with this. Also really like the world-space radial health bars.

The ambient audio fit nicely and the gun sfx were nice and punchy. Would be cool if there was more variety (maybe changing the music as you go deeper?) but I totally get it since it's a jam game.

Not sure if it's a bug or a feature, but it seemed like sometimes I killed an enemy and it would give me a line towards the exit. I kinda like it, so if it's not intentional, I'd say keep it. :stuck_out_tongue: If it is intentional: cool!

I appreciate having the difficulty ramp up as you go deeper, but would have been cooler if there was some additional motivation for continuing to play other than just "going deeper" (like upgrades and/or collectibles).

Overall, a really nice submission though!

Antrum by killthealias 2021-04-29T03:18:57Z

First off, let me just say that the mood was very good with the atmospheric droning music and the thick fog. The color palette worked well for what you were going for. Even though the graphics were pretty simplistic, they were pretty effective. The creatures were nice and creepy and made appropriately squishy sounds. :stuck_out_tongue:

One suggestion I may offer though: the creatures having a similar green glow to the health pickups was a little confusing as I'd often see one out of the corner of my eye and not know if it was good or bad immediately. It would probably be better to make them a different color to distinguish them.

Overall, a pretty solid game though.

Deep Words by 0x01F0 2021-05-15T19:33:37Z

Interesting concept, it was pretty relaxing. The words I got at the end didn't really make a correct sentence but it was still a funny result. The footstep sounds were a little strange imo, but it wasn't too distracting. I like the ambience with the lighting though. More rooms/objects to explore would also be nice.

Boombox by auxC 2021-05-01T21:58:11Z

Nice and simple, but effective. Controls were intuitive and worked well for the gameplay. The sounds/animations were really solid, especially for when you miss-click and it bonks against the box. The fuse volume getting louder the lower it was was also a nice touch.

Pretty impressive you actually managed to get multiple difficulties with meaningful changes to them (instead of say, just shortening the timer).

Graphics were somewhat minimal but consistent in style and fit the humorous mood of the game.

If I had one suggestion to make, it would be to add an "invert" option for WASD since my brain apparently wanted to rotate things the opposite direction a lot. :upside_down: But overall, a pretty solid entry.

Depths of Darvaza by ghost-in-the-toast 2021-05-16T21:21:56Z

Nice polish you've got with the voice acting! Found a way off the map and softlocked myself on level 3 (oops). Gameplay was solid though I felt the movement was a little on the slide-y side (perhaps that's just my taste). Graphics were minimal but pretty aesthetic and the music fit nicely. Well done!

GRAPPLE the Abyss! by lectvs 2021-05-16T21:32:26Z

Fun game! Coincidentally, very similar to this one https://ldjam.com/events/ludum-dare/48/grapple-tongue

The grapple movement felt good and the quick reset was nice. Music fit well and the graphics were minimal but conveyed the information needed.

Overall, a pretty solid little game!

Abyssal Lab by frankiesmileshow 2021-05-18T02:09:00Z

The most disappointing thing about this game is the fact that there's no actual "end" to it. Solid aesthetics, actually engaging gameplay loop, audio was a bit minimal, but it _worked_, and the uh... "creatures" were sufficiently terrifying.

Ending aside, the two biggest issues I have with it are 1) using the arrow keys + mouse (no WASD?) and 2) what to do is a bit unclear. Would have really helped if the buildings had tooltips that explained what they did, but I figured it out well enough eventually.

Really impressive it's a compo game and not a jam game, so I can't knock it too much.

DRYVER by GuitarBro 2021-04-27T03:21:16Z

@gonzalo-barrionuevo @supergamersgames Thanks for playing! We've noticed some issues with collecting parts and we're working on fixing them in an update, so feel free to check back later for the complete experience.

DRYVER by GuitarBro 2021-04-28T02:02:02Z

@bebadboi hey, thanks for playing!

DRYVER by GuitarBro 2021-04-28T02:25:06Z

@whysguy52 thanks, sorry you didn't find anything though. It's a pretty big world and the intention was that you'd take some time to just cruise around and explore. The parts menu (ESC) also has some hints for locations you're looking for.

@mhorth Appreciate the compliment! The atmosphere was done using a sphere with inverted normals that follows the camera (transparent, so you can see the skybox through it). It has two panning dust textures and depth fades over 100m so you can't see where it meets the ground. It also uses the dot product of the sun direction and the view direction to create a soft scattering halo around where the sun appears in the skybox.

The dust storm effect is actually pretty simple since most of the heavy-lifting is taken care of by the atmosphere sphere (heh), just a few world space dust particles and an animated sand texture on the terrain. It's surprisingly convincing for how simple it is.

DRYVER by GuitarBro 2021-04-28T02:39:46Z

Thanks @kr0s! Glad you liked it.

DRYVER by GuitarBro 2021-04-28T02:45:04Z

@flashviper hah sorry about the mouse. Glad it didn't hamper the rest of the experience, though. Thanks for zooooomin!

DRYVER by GuitarBro 2021-04-28T02:59:01Z

@ruruie Glad someone got use out of the options! That's exactly what they're there for. :wink:

DRYVER by GuitarBro 2021-04-28T03:18:39Z

@briibot Wow, thanks for the kind words and _great_ feedback! Really appreciate the detailed comments. Super happy you were able to put the god mode to use and find all the parts (even if one bugged out, oops). Don't worry, you didn't miss _too_ much, just a little victory animation of the ship taking off.

I agree completely regarding the escape menu. One of the AI's voicelines mentions using ESC to open it, but it would definitely be better if we reinforced it more.

We originally wanted the parts to have unique functions, such as a compass to help locate other parts, but that got scrapped due to time constraints and as a consequence the map is indeed a bit on the big side. Glad things worked out alright for you regardless with the god mode, though.

DRYVER by GuitarBro 2021-04-28T03:30:25Z

@jonathan-turner Thanks, glad you liked it! Sorry the camera controls weren't as great.

As for finding the parts, the parts list (press ESC) has some hints as to where they can be found. You were intended to just explore, looking for interesting objects on the horizon to investigate, but I agree that it's not as obvious as it could be. As I mentioned in my last comment, we originally wanted the parts to have unique functions, such as a compass to help locate other parts, but that got scrapped due to time constraints, unfortunately.

Appreciate the play/rate/comment regardless!

DRYVER by GuitarBro 2021-04-28T03:49:29Z

@valky Hey thanks! Glad you enjoyed them.

DRYVER by GuitarBro 2021-04-28T05:49:11Z

@crowvax Thanks! Glad you liked the voice-acting-on-a-budget. :wink:

@bmacintosh Appreciate the kind words (and the thorough comment)! Totally with you on all your critiques, we started with that "going between known charge points" idea but ended up reducing it to the current layout to make it easier to play since we didn't have time for quality of life features to make the _really deep_ collectibles not-impossible to find. And good feedback on the battery UI getting harder to see the further the camera is zoomed out, that's just a bit of an oversight from developing on big monitors (oops lol).

DRYVER by GuitarBro 2021-04-29T05:09:27Z

@kovakomes aw yeah :sunglasses: Thanks for playing!

DRYVER by GuitarBro 2021-04-29T22:45:37Z

@lostsense Thanks! That's a good point, it was more implied by the voicelines to find the parts than explicit. It probably would be good to add some more reinforcement to convey the current objective.

@amerigo-gazaway Thanks! Glad you liked it.

@ladycerberus Appreciate it! And I agree, I think going fast is pretty fun too.

DRYVER by GuitarBro 2021-05-01T21:45:31Z

@florianduf Thanks! Glad you enjoyed the atmosphere and sorry you had trouble with the mouse. The WebGL builds always seems to mess with the sensitivity. :disappointed:

@keppu Thanks for the detailed feedback! Yeah, we didn't anticipate the WebGL version to take so much longer to load since the Windows build loads almost instantly, hence why we didn't have a loading bar. Figured that was a "feature" not a "bug fix" so we didn't make an update for it. Sorry you also had trouble with the camera. We did want you to be able to look around all the way, but I agree, it could probably use some tuning to snap back into "forward" position faster.

You did hear correctly, the volume is dynamic when you go faster. Glad someone noticed. :wink:

Thanks for the heads-up on the collection bug, thought we squashed all of them but I guess one slipped through. Oops.

@steelax thanks, sorry to hear your cursor got stuck off the screen. Hopefully was still an enjoyable experience.

DRYVER by GuitarBro 2021-05-02T18:23:11Z

@bereg Thanks! And would you believe that was our original idea? Unfortunately we realized it wouldn't be feasible to finish with the time constraints, but we would have loved to make the different parts have meaningful upgrades.

DRYVER by GuitarBro 2021-05-04T05:47:56Z

@gorethumb thanks for playing! :smiley:

DRYVER by GuitarBro 2021-05-09T20:17:13Z

@someone @filgru @jrevel @radmccool @itsboats @skoopidy @liero116 @majadroid @srknvrnbskrt Thanks everyone for trying out our game! Appreciate all the feedback! :smile:

DRYVER by GuitarBro 2021-05-10T05:02:36Z

@scruffylooking2121 Thanks for playing! Glad you noticed the beacon, that was the plan. :wink:

DRYVER by GuitarBro 2021-05-12T00:52:11Z

@villanelle Thanks for playing! Sorry about the camera, WebGL seems to mess with the sensitivity for some reason.

all the king's men by otresnjak 2021-04-28T02:10:47Z

Really appreciate the storytelling here. Goes to show you don't need the fanciest graphics to have a compelling game.

My one critique is that it seemed like level 3 was disproportionately hard compared to the surrounding levels, but otherwise a nice little experience.

Grapple Tongue by Mors 2021-05-15T21:25:15Z

Ok let me start by saying that music slaps. Reminds me of the OG Monkey Ball games.

The mechanics are deceptively simple and the levels keep things fresh despite the simplicity. Definitely one of the more fun games I've tried this jam. Kinda reminds me of Celeste?

Totally didn't realize I could eat the (birds? bats?) for a while though lol.

Difficulty really jumped up around the lightning section. Might be good to ease the player into that a bit more.

This isn't specifically an issue with your game, but I noticed that my particular keyboard has an issue where I can't register up+left+space at the same time, so I decided to try my switch pro controller (which worked)! I know, I should get a more expensive keyboard with n-key rollover, but something to take into account. On the note of using a controller, it would have been nice to have d-pad support, but hey, glad it worked at all.

Grapple Tongue by Mors 2021-05-16T05:23:47Z

Oh awesome. Too bad I couldn't use the d-pad on my controller, would have been nice, but glad you thought about it.

Time to Sleep by Treeboater 2021-05-18T02:35:00Z

Nice little game! Super minimal, but I really like all the attention to the animations.

Cave Rider by Iker Díaz 2021-05-15T03:19:08Z

Really nice color palette choice. Also the parallax was a nice touch. Not a crazy ambitious submission or anything, but the gameplay was super straightforward to learn. If I could make one suggestion, it would be to give the player a bit more time to react to the enemies as they moved way too fast for me when they came from the front (though the top ones weren't so bad).

Chuck Yeager's Jet Janitor by Shawn Moore 2021-04-28T05:01:39Z

The effects really help sell this game. Makes things really satisfying. Also like how you explicitly put the theme in the intro so nobody can miss it lol.

FALL GUY by matthewrobo 2021-05-16T23:50:59Z

[2:45 and 125 jumps]

Despite being a pretty simple game, the gameplay is pretty enjoyable. The sounds are very (slappy?) pleasing to hear, though some music would go a long way. The gradual introduction of the environment mechanics is nice.

Well done!

The Bonekest Dungeon by Tricky_Fat_Cat 2021-05-15T02:43:44Z

Took me a while to get what to do, but after a little bit of wandering it started to make sense. The coins giving you extra ~~bonks~~ lives was a nice touch as it both helped you recover from your mistakes and gave you a "shiny" thing to keep you wandering around looking for more. It was a bit strange they were visible from outside the rooms, but it worked. The graphics were aesthetically pleasing (though the music didn't really fit the mood, imo) but all things considered it worked well enough. Idk why but I really like the triangular transition fade lol.

One thing I think would have really been beneficial is some visual representation of the rooms that you and the boss are in aside from just the numbers. Not necessarily a full minimap or anyhting, but even just an arrow pointing in the direction would be super handy. I got myself turned around a few times forgetting which axis was which number.

Overall, a pretty solid entry!

Deepenguin McPool - Wants a deeper pool by Bruyère Alice 2021-05-01T21:34:29Z

Charming art style and audio. The feedback loop of collecting the fish to go deeper was perfect for an auto-clicker, though I will say that I felt the balance was a little off (makes sense, since it's a jam game). Progress really seemed to slow to a crawl once I got further than 300 or so as the cost of the fish multiplier grew much faster than I could get fish. Perhaps increasing the rate at which swim speed increases would be a good way to compensate?

Regardless, it was still fun to play, so good job on that.

Dungeon Faller by SouthpawDevelopment 2021-05-13T00:08:30Z

Dig the music and the idea of expanding upon the plinko concept. The upgrades were a nice touch though the text overlapped (on my 1920x1080 monitor). I'd recommend having the obstacles spawn on a staggered (hexagon) grid instead of completely random to ensure there's enough space to avoid getting stuck (since that happened to me several times, I appreciate the button to free yourself though).

Aquanomicon by Briibot 2021-05-15T20:11:22Z

Yeah, definitely a bit on the hard side lol. There's so much reading, it would be nice if there was a way to pause to read things, though I guess that kinda defeats the purpose of the game. Really nice aesthetics though.

The Clownfish Home by crazyMouse 2021-05-16T01:33:02Z

Bit of a simple game, but good supporting a cause! The audio worked well with the gameplay and the graphics were a consistent art style with a nice variety of trash to avoid.

Asterisk by Crychair 2021-04-28T05:43:06Z

Great art style, simple but effective. The voice acting was an excellent touch and the gameplay was solid even if the scope wasn't crazy (but hey, it's a jam game, gotta keep the scope in check).

Also great job at coordinating such a large team. We did that a while back for LD 38 and I know it's not easy.

Deep Sleep by Link270 2021-05-15T20:42:39Z

Really like the atmosphere you have here. The graphics were relatively simple, but effective and were supported by the audio well. Good job tackling a difficult subject matter in a jam game!

Bug Well by Numex 2021-04-28T05:12:06Z

Nice little game, really like the atmosphere and the kid's facial expressions. Pretty minimal gameplay, but it's deceptively simple and the inclusion of highscores is a nice touch.

I did get some strange artifacts on the WebGL version in Chrome (Windows 10 PC), Idk if you can do much about it. tmp.png

Forbidden by aes 2021-05-15T22:02:58Z

Very unorthodox look you've got there. Curious how you pulled off the environment shader. Took a little while to get what to do, but eventually figured it out. Audio was minimal but worked pretty well. Nice work.

A Frogs Tale by Gorethumb 2021-05-04T05:58:32Z

Really dig the aesthetic you've got here, the graphics are simple in style but visually consistent and add an appropriate level of detail without cluttering the level. I like the combination of the platforming and turn based mechanics even if you didn't quite get to fully explore them. Sad that there's no audio and not much content, but what's there is a cool concept.

I'll echo what a few others mentioned about the wall jump: idk if it's framerate-dependent or something, but I found it dang near impossible to get the height to get on the key platform. I would also suggest adding a grace period timer for pressing the jump button while on the wall where it doesn't apply your horizontal input so you don't immediately re-wall-slide right after the jump. Nothing crazy, just 0.1s or something so you have time to roll your fingers to the other direction key.

Overall an interesting concept though, even if not explored fully.

Nautilus: Gestation by Perpetua Franck 2021-05-18T02:42:26Z

Interesting experience. The (dialogue?) was quite poetic. Very moody.

LD49 — Unstable

Unstable Reactor by Gale-swift 2021-10-12T02:35:20Z

This is a surprisingly complete experience (I know, that sounds weird lol). But I mean, you have voice lines for all the actions and the intro, a bunch of counter options to react to the enemy, unique models for the different ships... it all makes a very cohesive experience.

Gameplay was pretty fun, though my biggest complaint was that a lot of actions didn't seem to have much response. Ex: the shield didn't make it very clear when it blocked something. On the other hand, the main cannon was _very_ clear when it worked (and the sound was very satisfying). On that note though, given the use of Kevin MacLeod's music, shouldn't audio have been opted-out of? It was a good selection and I know effort went into the voice lines, but doesn't seem fair to rate that category. Wish there was a better way than all-or-nothing. :confused:

Graphics-wise, the ship models/vfx were the strong point. Saw your post about using the Substance apps to make them (*surprise*, I used Substance too lol), they turned out well in my opinion. However, the UI could use a bit of work since, despite being plenty functional, the presentation just isn't quite as slick as the audio/ship models/vfx. Regardless, the fact that it had the voice lines and charging sounds to go along with it was definitely a nice touch.

Overall, a pretty solid game!

Solar Disturbance by svntax 2021-10-14T02:37:08Z

Simple concept but clean execution. Movement felt pretty good and the laser was satisfying to use. I liked the glow around it. Would have been nice if there was a bit more replay incentive beyond just "get a better score" such as exploring more interesting formations, but it's not bad as-is. Overall a pretty solid entry.

Ziggy Bungus: Pizza Delivery Simulator by skippuku 2021-10-18T03:33:16Z

Lol, great sound selection. Definitely unstable on a unicycle. :stuck_out_tongue: The gradual introduction of mechanics was well done and the level design was rather solid (with those intentionally-placed acorns to hit you when you ricochet off a wall). The actual balance of the levels seemed a little iffy, but overall not to far off. Well done.

Fool's Paradise by ghost-in-the-toast 2021-10-14T02:44:40Z

Hah, what a bait-and-switch. Real shame the humor rating wasn't enabled. Voice acting was very nice and the intro music was solid.

A bad day to harvest by Webox 2021-10-12T02:01:28Z

_Survived for 97 days and got a score of 454! :smiley:_

This is a pretty unique interpretation of the theme. Mechanically interesting and thought provoking. Graphics were rather minimal, but aesthetically pleasing and fit the mood of the game. Similar story with the music. The different cards provided enough room for strategy without being too overwhelming, though the randomness of the crop spreading seemed a bit harsh given you're already fighting the randomness of the wind and cards. I think having that be predictable wouldn't hurt the gameplay and would eliminate one source of frustration for the player (but of course, that's just a suggestion).

Overall, pretty solid entry!

Nukaloid by GuitarBro 2021-10-05T02:00:13Z

@ache-games Thanks! Glad you liked them!

@cireneikual222464 Thank you! Sorry you ran into that bug. We noticed it during testing and thought we squashed it for good. Guess not. :slight_frown: Hope it didn't ruin the experience!

Nukaloid by GuitarBro 2021-10-05T02:05:45Z

@chelc Thanks! (I agree, the robots turned out really nice!)

Nukaloid by GuitarBro 2021-10-10T04:46:24Z

@jpgfg Thanks! Appreciate you taking the time to play. :smiley:

Nukaloid by GuitarBro 2021-10-10T20:04:20Z

@morepixels Glad you liked it! :smiley:

@maximbegunov Thanks! We're always happy when other people appreciate the details. :wink:

Nukaloid by GuitarBro 2021-10-12T00:55:46Z

@webox Thanks for playing! You are correct, though if an AI has moves left on it's turn (it starts with 3) it can theoretically spend up to all 3 on attacking (not really conveyed anywhere in game :no_mouth:). Therefore I _think_ that wasn't a bug, though if we were to do this for real we'd want to make that way more obvious. Super appreciate the kind words and the boost to your friends! I'll send a play/rate your way in a bit. :smiley:

Nukaloid by GuitarBro 2021-10-12T04:53:03Z

@svntax Oh no, guess we missed that edge case. :slight_frown: Hope everything _else_ was enjoyable regardless. Thanks for playing!

Nukaloid by GuitarBro 2021-10-13T03:12:29Z

@craigalancarroll Hey thanks! Glad you liked it!

Nukaloid by GuitarBro 2021-10-13T03:18:10Z

@fireslash Thanks! I agree there's more room we could have explored the instability. There's not a whole lot of time pressure urging you to take the risk, other than seeing how few turns you can beat the game. Some good suggestions though!

Nukaloid by GuitarBro 2021-10-13T04:29:40Z

@tom-kun Wow, thanks for the high compliment! And thanks for playing! :smile:

Nukaloid by GuitarBro 2021-10-13T22:43:33Z

@loiclegrosfrere Thanks! Glad you like the synthwavey-ness (is that a word?) of it! Yeah, if we had more time we'd totally increase the variety, just was low priority at the time.

Nukaloid by GuitarBro 2021-10-14T02:03:59Z

@papabirb Yeah we know, the text is overwhelming. :cry: It's hard to get people to read instructions before the game starts though so that was the best solution we could fit in the time limit, unfortunately.

Was hoping the bobbing idle animation would help distinguish it, though you make a good point aobut the face, perhaps starting facing the camera direction (despite needing to go up instead of down) so the face is visible would have helped players clue into that?

Regardless, thanks for playing!

Nukaloid by GuitarBro 2021-10-14T03:56:47Z

@papabirb good to know! It's always great to have record of player experiences since they often don't line up with dev expectations (as many of us here find out the hard way :sweat_smile:)

Nukaloid by GuitarBro 2021-10-14T23:51:13Z

@dock-frankenstein Yeah if we were to do a full game of this we'd probably add more depth to the movement system so it's not always risking instability when the room is clear. Being as it's relatively short with no need to kill the enemies at all, it seemed reasonable to just leave it as such. Some kind of auto-path-to-gate once enemies die might be a nice QoL improvement.

The recharge stations were intentionally a bit sparse to force the player to weigh making risky moves more heavily. Didn't want you to just breeze on through. :wink: Though I agree, they weren't explored to their fullest potential, largely due to the limited map size.

Your camera speed button suggestion is very good though, that would definitely be handy! I'm actually a bit surprised we didn't think of that as it's pretty straightforward to add.

And of course, thanks for taking the time to play! :smiley:

Nukaloid by GuitarBro 2021-10-16T18:08:20Z

@exmxpx wow thanks! Glad you liked it. :smiley:

Nukaloid by GuitarBro 2021-10-17T18:31:22Z

@ruruie wait, is that an actual thing? lol we just thought it would be a fun mechanic.

Thanks for playing!

Nukaloid by GuitarBro 2021-10-19T03:10:02Z

@adam-martin thanks, glad you liked it! :smiley:

00:00 (ZeroTime) by hope42morrow 2021-10-10T01:20:29Z

Really nice pixel art! Would have been nice if climbing the ladder played a climbing animation and more of the actions had contextual sounds, but not the end of the world. My biggest recommendation would be to offer more of an introduction as the gameplay isn't very obvious. Otherwise not bad.

鬼心伝 - A Story of Heartful Oni by kiririn51 2021-10-13T03:27:01Z

Unfortunately I can't read it, but I like the artwork and music! Not sure if I'm missing something, but I don't see a health bar on the right (using Chrome on Windows 10). Aside from the health bar, some feedback for taking damage would be nice, even just flashing the player's sprite or something would go a long way. Overall pretty fun though!

ENTROPY by egawag 2021-10-14T03:13:52Z

Minimal, but very aesthetic. I like the shader you used on the blocks especially. The music increasing in tempo each time was also a nice touch. The grapple was fun to use and felt reasonably easy to control, though it felt real back when lining up a shot only to have the block move away at the last few frames (perhaps check if the player is aiming at a block before moving it?)

Either way, this was a pretty fun, condensed experience. Good job!

There'll Be Hell To Play by Enya454 2021-10-10T01:30:56Z

Now this is a really interesting concept! Charming art and the descriptions of the plush you get is a nice touch. You guys even managed to get a boss fight in. Audio could benefit from a bit more polish, but you're probably aware of that already. Overall, pretty solid entry.

NEKONOVA'S NOT HOME by LeYamez 2021-10-10T01:40:22Z

A simple, but well-executed concept! I like the hybrid 2d fx with the 3d geometry and the color coordination makes it obvious what's good and what's bad. The sound effects are fitting and the music is well done (though I feel like it's a bit more of a "song" than a "soundtrack" if that makes sense? Kinda hard to explain the difference, guess it's also somewhat a matter of opinion). Either way, everything generally felt fairly polished, so nice job on that.

WOLFGUN by sodaraptor 2021-10-11T01:26:50Z

Quite a technically impressive game. Polished enough to add some planar reflections in the (blood?) puddles.

Audio was overall fitting; the music was solid and the sound effects were clear. However, I got to a point where I was shooting so fast the bullets were exceeding the max concurrent audio sources limit so they all got cut out (this was around round 12). That aside, the shooting sound was a little on the smooth side and could use a little more punch, but that's nitpicking.

Graphics were simple geometry-wise, but everything looked aesthetically pleasing. Not sure what the relevance was, but I like the movie set motif. Just seemed kinda fun.

Balance/power curve could obviously use a bit of tweaking, but it's a jam game so I can't fault you guys for that. More just mentioning for completion-sake.

My only real suggestions would be to 1) do something about the zombie spawn points and 2) make those invisible walls more obvious. There were quite a few times I tried to walk down a hallway only to realize it wasn't a real path and was blocked by an invisible wall since it looked the same as the other hallways (only with a fade to black at the end). Regarding the spawn points, there were quite a few times a zombie would literally spawn on top of me, resulting in instant damage. Perhaps it would be be better to check if a spawner is too close to the player before picking it as a spawn point? That would also incentivize roaming around the map rather than camping a known spawn point.

I know this sound like a lot of critique, but honestly the higher the potential a game has, the more detailed my feedback tends to be, so take that as a compliment. It just makes the areas a game falls short more obvious when everything else is held to such a high standard. :stuck_out_tongue: Overall, a really high quality submission though, so good job. :thumbsup:

The Dark Void by GullynGames 2021-10-13T02:58:30Z

Nice little game. The random generation is a nice touch. I like the concept but the controls are really difficult to use. I'd much prefer the mouse aim as well since firing in the direction of travel only is essentially suicide when things are firing straight back at you. The graphics were clear and straightforward, but could use a bit more visual flair to give the game some more identity. Overall, not a bad entry though.

DepressPnker! by SwimmableBee912 2021-10-14T02:19:45Z

Wow this is very unique! It definitely owns it's aesthetic which is kinda reminiscent of some animated cartoons. Also kinda reminds me of Viewtiful Joe's art style a bit. As others mentioned, the sounds are very crunchy and the controls (while a bit hard to master) are very responsive. The gameplay loop is simple but satisfying and it's very digestible, making it easy to replay quickly.

I wasn't entirely sure what the dots were on the side of the screen, though. I got that they correspond to the different things you can shoot/hit but didn't pick up on the color significance. A little in-game explanation would help with that. Also not sure I get the significance of the power ranger being depressed, but ok sure, let's go with that lol.

Overall a pretty solid entry.

Time Rift by Unrivaled Super Hottie 2021-10-14T03:03:30Z

Really nice presentation and slick glitch effect on the text. The models were a bit plain, but with the lighting things were fairly aesthetically pleasing. The music shifting with the time warp was a nice touch as well. The controls I found to be a bit on the "jank" side as the vault button felt sluggish and I was never sure if it actually grabbed or if I would fall. It also seemed like I'd catch the bottom of the collision on ledges when jumping over, so a bit of tuning the jumps would help polish that up (understandably, you guys probably didn't have a lot of time for that during the jam). Additionally, it was a bit awkward having the time pressure of the countdown clock and long straight sections to sprint full-speed down followed by precision platforming. Personally I think the fast-paced stuff outshines the platforming and I'd just nix it entirely to keep up the pace. Overall a pretty nice entry though!

Prodosia by Morhailen 2021-10-12T03:01:24Z

Now that's a unique entry! Very distinct art style and the fact that you got actual narration for all the voicelines is pretty great (even if I can't understand the Russian, at least there was English text). The music fit the mood perfectly and the story was very interesting to piece together.

The only thing that really confused me was the actual gameplay. Was there a way to know which one was the right answer each time other than taking a random guess? I feel like there was and I just missed it. Either way, I managed to lose the first playthrough and then get to an ending on the second attempt (are there multiple endings and I got a bad one? Or does it always have a bad ending? I won't spoil it for anyone scrolling through. :stuck_out_tongue: )

Aside from that, my only real suggestion would be to make the text not require so much panning up and down as I didn't realize I had to move my mouse down to see some of the things the people were saying.

All things considered, a really cool game! Well done.

Prodosia by Morhailen 2021-10-16T20:59:24Z

@morhailen ok that makes much more sense! Still impressive you supported more than one language in a jam game regardless.

Prodosia by Morhailen 2021-10-17T00:26:04Z

@morhailen lol making progress.

Shockwave Surfer by Tom Kun 2021-10-14T02:49:22Z

I like the idea, but _man_ swapping the controls permanently was pretty much insta-death for me lol. Really probably need it to be for a second or two before reverting to normal. Also the random platforms could use a bit stricter generation logic as there were a few times I got impossible jumps. Music was pretty solid though.

GUNSTABLE MAYHEM by cakts 2021-10-13T02:45:20Z

_Got 12934. :wink:_

Where to begin with this?

This game leaves me so conflicted. There's so many good things going for it: the graphics, while minimal, are still pretty slick with all the glitchy effects and particles, the audio fits great, the variety of mechanics is impressive for a game jam game, and you even got a boss fight in. Overall, it comes off as very polished (which is even more impressive given this is a 1-man submission).

However (you knew there would be a "however", didn't you? :stuck_out_tongue:), this game has a bit of an identity crisis. A lot of the elements scream "intense action run-and-gun", such as the bullet ricochet, the deathswap, and the grapple. But a lot of the map design rewards stealth and strategic planning over reckless action.

Often I was punished for charging ahead as I can barely see 10 feet to the right and shooting an enemy offscreen that is clearly shooting at me can sometimes be a fatal mistake (particularly during the car chase section) when you deathswap. This is probably easiest to resolve as you could simply zoom out further (when aiming the mouse close to the edge of the screen? Or just in general).

On top of that, the wall jump is super hit-or-miss (I think some grace frames when you swap left/right arrow keys would help avoid missed inputs) resulting in the occasional failed recovery when I misjudged a jump distance (prior to unlocking grapple), thus requiring me to take things slower as failure equals immediate restart to the previous section. Not sure what the best approach at rectifying that issue is, perhaps either an _"oops you fell, here's 1hp left and we'll bounce you high enough to recover from the missed jump"_ or simply more frequent checkpoints (not sure I'm a fan of the 2nd option, that seems to be part of the appeal of the game). Ledge grab may be another solution.

And compounding on all of that is the fact that a lot of the mechanics aren't really explored to their full potential. I know this is almost certainly due to time constraint, but I feel like I should mention it for completeness sake. I wish the grapple was one of the first things introduced since it's one of the mechanics that's both super practical _and_ really fun. On the other hand the core throwing ricochet makes for cool trick shots, but really can be disregarded aside from the fact that throwing the core regens HP. It would have also been a nice touch to have the core throwing have some callback in the boss fight (ex: a fight stage that has high walls so you have to ricochet from above) since it seems to be a _core_ (pun) part of the game.

On a lesser note, but still worth mentioning, the background colors and moving patterns behind the boss made it really hard to see the bullets which caught me off guard completely the first time. Simply making them like, blue or something would help that.

With all that being said, the game was fairly technically impressive with 2D reflections and the slick screen distortion transitions. As a fellow dev who's totally into that kinda thing, congrats, here's my official seal of "I like it :thumbsup:". :stuck_out_tongue:

If this was to be a full game, I definitely see potential with some of the rough edges polished out. One of the better entries I've played so far, despite all it's shortcomings, so well done, you got me to write a short essay lol.

GUNSTABLE MAYHEM by cakts 2021-10-13T03:29:48Z

@cakts No problem, glad I could help and best of luck continuing the game! I think you'll do great.

Toilet paper ! by Slavi 2021-10-16T03:34:00Z

lol well, I guess that's technically a game. Very funny even if it's short.

Unstable Aviation by IcedJaM 2021-10-05T03:47:11Z

Really fun little game! The powerup variety was really nice and added some extra spice to and already interesting balancing act. Graphics are simple but get the job done (it's an aesthetic :stuck_out_tongue:) and even though you opted out of music, you've selected some funky beats there. Perhaps lower the volume slightly though?

Fragments of Memory by SunnyRx 2021-10-10T02:02:49Z

Nice art and fitting music selection! The game played pretty well and wasn't overly difficult, though the it would be nice if you didn't have to rewatch the camera cutscene every time you died. Well done.

Apollo's Lab by Graylure 2021-10-13T03:11:03Z

What a surprisingly disturbing premise for such a lighthearted game lol. Echoing the above comments, the web version seems totally busted (first enemy never respawns you correctly) and I had a bug in the windows download where I got softlocked due to not respawning at either a glizzy or a dumpster. Perhaps related to shooting an enemy offscreen?

That said...

Really nice artwork, the intro animation is a nice touch and the sounds, while somewhat minimal, fit fairly well. Unfortunately I ended up not finishing due to the aforementioned softlock as it got me several times and combined with the unskippable intro I had to call it quits. However, I like where the game was going, so well done on that.

LD51 — Every 10 seconds

HAZCAT - Toxic Feline by johnnysix 2022-10-05T00:37:50Z

I like the aesthetic and the attention to detail with the turning transition animations was a really nice touch. I do have a few suggestions regarding the controls though, the first being that the friction is way too low (in my opinion, of course). After you land it's really easy to slide off the platform you landed on which feels bad since you made the jump. The second suggestion would be to have a jump input grace period, aka give the player a few frames after they've left the ground or wall to still press jump and get a jump as if they were still on the floor or wall. It's an easy way to make precision platformers feel easier to control (even if you're technically lying to the player).

Other than that, it would be nice to have some player SFX for footsteps and jumps, but you're probably aware of that. All things considered though, not bad!

EX SOMNIUM by GuitarBro 2022-10-03T23:37:18Z

@casualnothing Thank you! We did notice that during playtesting, but unfortunately ran out of time to make a more elegant solution than using the original lamp to reset. Figured it worked well enough and wasn't game breaking, so we left it.

(Also thanks for the being our first play :wink:)

EX SOMNIUM by GuitarBro 2022-10-04T01:14:24Z

@zankanotachi Oh, you're so close to the end! Thanks for giving it a try regardless.

EX SOMNIUM by GuitarBro 2022-10-04T02:22:04Z

@alexol Thanks! Glad you enjoyed it!

@destiny2028 Thank you, hope it wasn't too bad. We tried to tone it down a bit but 10 seconds is pretty short. :pensive:

EX SOMNIUM by GuitarBro 2022-10-04T05:42:49Z

@phantom49 Haha yeah, it is quite spooky. We decided against it though. :wink: Glad you liked it!

EX SOMNIUM by GuitarBro 2022-10-05T00:03:16Z

@kostas-nik Thanks, and yeah, honestly wish the theme was "every minute" or something a bit longer lol.

EX SOMNIUM by GuitarBro 2022-10-05T00:07:13Z

@foolmoron Yo thanks for the kind words. Syncing the music to the reset would have been a really cool idea, great suggestion.

@1minatur Thanks and those lamps are by design. Wanted to make multiple ways you could go so that it's harder to feel stuck. Just about every lamp you see has an intended route to it from where you are. :wink:

EX SOMNIUM by GuitarBro 2022-10-05T00:48:53Z

@bqq Thanks, it shouldn't be a soft-lock though the way to get out is a bit less obvious (assuming you're referring to the initial lamp hallway). Regardless, thanks for playing!

EX SOMNIUM by GuitarBro 2022-10-05T02:26:06Z

@bqq hey no problem, glad you gave it another shot. We were attempting to explain that with the wall disappearing on interact, but alas, it's not the most obvious.

@edgeboyo Thanks! Happy to hear you liked it enough to spend more time with it. :smile:

EX SOMNIUM by GuitarBro 2022-10-05T02:52:51Z

@hawkin wow, really appreciate the kind words! :smiley: Yeah, we timed everything very carefully, so glad you noticed it. While we were a bit haphazard with our initial level design (just trying to get the atmosphere down lol), we were super careful placing the puzzle elements as we started turning the level into individual puzzles. It's honestly a miracle how well it worked given the time restrictions. We may have just gotten a bit lucky. :sweat_smile:

EX SOMNIUM by GuitarBro 2022-10-05T04:29:58Z

@sinalize Thanks! :smiley:

EX SOMNIUM by GuitarBro 2022-10-06T00:13:50Z

@burst Thanks for playing! We tried to make it obvious by putting it directly in front of you when you spawn, but teaching puzzle mechanics without explicit instructions is a bit difficult. :disappointed: Glad you were able to figure it out though. :smile:

EX SOMNIUM by GuitarBro 2022-10-11T05:52:43Z

Sorry for taking so long to respond, everyone. I was away all weekend and then some, but I'm back now. :smile:

@icxon Thanks! Awesome playthrough vid. Really cool to see your thought process in real time.

@tanner-shelton Ah yeah, it _is_ a puzzle game so it's a bit hard to tune the difficulty just right, especially during a jam. There are no actual softlocks (that we're aware of), but some of the solutions can be a little hard to spot. Thanks for giving it a try regardless!

@link270 Appreciate the feedback. The emptiness was intentional since we felt that too much noise detracted from the puzzles and made it too difficult to play. The idea was to keep things interesting, but minimal so that players could focus on the few key elements that stood out more. Thanks for playing though!

@paulsams Oh yeah, I didn't even draw the parallels to Minit but it totally is similar. It definitely was more limiting trying to fit puzzles in, but hey, we wanted to try something different and I think we managed to do a pretty decent job. :wink: Glad you liked the music!

@itooh Really appreciate your feedback and I'm glad you enjoyed the core mechanic. We definitely went out of our comfort zone compared to our previous entries so I'm happy to see some people think it paid off!

@chocolat-endive Regarding the controls: thank you! I'll mention again just in case, but there's no softlocks as far as we know, just some less-obvious routes. Also I'm glad you mentioned the framerate, we didn't get around to adding an options menu so I didn't even think to add an option to vsync the game anywhere else. (Vsync was left off by default for people with low-end PCs, so the FPS doesn't get even worse for them.) Might do another build with an option to toggle vsync on a keypress or something.

And finally @ everyone so far, thanks for playing and rating! :smiley:

EX SOMNIUM by GuitarBro 2022-10-12T02:01:49Z

@chocolat-endive Glad you were able to work around it at least :sweat_smile:

EX SOMNIUM by GuitarBro 2022-10-15T21:52:25Z

@paveldlouhy huh that's very weird, that sounds like a bug. We haven't run into this before. Is your framerate very high/low? Not quite sure what would be causing that.

EX SOMNIUM by GuitarBro 2022-10-16T18:16:43Z

@paveldlouhy Great! Really glad to hear you were able to play it. :smiley: To be honest we didn't realize there would be a minimum configuration, we just kinda assumed the movement would "just work" since we never had FPS that low, but this just goes to show why you gotta test on a wide variety of hardware. :wink: Appreciate the kind words as well, and thanks for going to all the effort to give it a try!

Beardadette and the Eternal Hiccup by Honest Dan 2022-10-04T02:43:53Z

Really dig the Paper Mario vibes here. The hiccup jump is a fun twist on your usual double jump mechanic, though by the end it really did get annoying (hey, just like real life! :wink:). The good news is that it didn't overstay it's welcome and the game felt very well paced and not overly drawn out. The art is really well made (though there seemed to be a place towards the end with some slightly weird shadows) and I appreciate the cutout shader when you go behind the wall.

Overall very well done.

Neural Dodge by Foursay 2022-10-05T02:45:50Z

Very interesting idea. The music that's generated actually works surprisingly well and it's pretty intuitive to control. Two suggestions: 1) some indications as to whether or not there's an end. I made it to 121 seconds but other than things getting more chaotic, I wasn't sure if things were almost done or if it's just "get the highest score" and 2) I felt that the increased chaos from additional neurons was plenty and the screen zooming in/rotating so the whole board wasn't visible just felt more unfair (though the post process changing as it progressed was a nice touch). Overall very solid, especially since you did it in 24 hours.

Curse of the Wereburger by Brainloaf Studio 2022-10-04T04:05:28Z

Really dig the art style and the voice lines (er, if you can call them that?) They fit the ridiculous story quite well lol. The gameplay mechanic of occupying more space was pretty unique though it wasn't quite obvious at first that you always expand to the right and then top. Still, reasonably well made puzzles, especially given the time limit. The only thing I felt was a little lacking was the "seconds" part of the theme... the Moon Time:tm: was kinda taking some creative liberties. :wink: At least it definitely nailed the "every 10" part though.

Boss Wars by Zackary Bazzle 2022-10-15T22:23:41Z

Interesting twist on bossfights. The random events were a nice touch to keep things more engaging and the powerups were great to make it feel like you were getting stronger, though the lack of feedback for when you killed a guy detracted from it. It seemed like health bars persisted after they were dead which was kinda confusing. It would also be nice to have some timer or meter that helps you know how well you're doing other than just going on endlessly. Regardless, a fun little game overall.

10-Second Magic Artist by vivyhasadream 2022-10-05T03:05:12Z

Wow, I'm impressed you managed to integrate AI image generation for a jam game. Really cool idea. It's simple, but effective. Even if there's no particular goal, it's pretty enjoyable.

Delta Shift by BaKo 2022-10-06T03:13:21Z

Really like the idea behind this game, it's simple, but effective. Completed both the tutorial and level 1 in probably not a very good time (level 1 was like 1:33 lol). A few suggestions/observations I had in no particular order: - Wall climbing was cool, but the lack of feedback for when you started/stopped climbing made it hard to tell if you had fallen off the wall. Additionally, the solid color of the training map walls meant that when your face was pressed against the wall you couldn't tell if you were moving. Simply texturing the surface slightly and adding some climbing sounds would go a long way here. - I liked the future/graffiti aesthetic, it was vaguely reminiscent of some of those old skating/rollerblading games. The pipes were a nice touch over just having blocks, though it would have been nice to have a little more variety in the environment assets. - The rolling camera shake when you moved was uncomfortable for me and felt very unnatural, especially how it snapped back to the center when your velocity hit 0. It's more common to sway the camera location left/right at twice the frequency of a vertical bob (usually making a "U" shape) and having something more similar to that would probably feel a lot more natural. - I have a feeling the friction was reduced to make things more fluid (which it did) but it had the side-effect of making stopping/tight turns really difficult, which is unfortunate since a lot of the level design was based around tight maneuvering. This could probably be solved in two way: either scaling the level along the axis that you're going to be going so you don't have to be so precise and/or increasing the friction when you let go of inputs to make tight movement easier. Maybe both? - The music was nice and fit well with the rest of the game. - Appreciate the setting menu, nice touch.

Overall a pretty decent entry, even if it had some rough edges.

Paper Spirits by galaxybat 2022-10-04T23:57:03Z

Very nice aesthetic. Wish there was a little more to do, but perhaps that's part of the appeal. Only real issue I have with it is the "spirit leaving" sound's volume relative to the music... it's almost a jump scare lol.

Timeslime by asbjorn 2022-10-06T00:51:20Z

Really interesting idea, unfortunate that it's so hard in practice lol. I agree with the above comments that negative points for misses seemed a bit overly harsh considering it's so difficult to even stay alive past the first few rounds. Points for innovation though.

LD53 — Delivery

Orb on the Borb by someoneman 2023-05-06T03:54:55Z

Hah, very clever writing budget cuts into the lore to give yourself an out. :stuck_out_tongue_winking_eye:

I agree with the above comments that the sensitivity was pretty high and it would be nice to look up/down as well. That being said, I was able to get the hang of things without too much issue and it was nice seeing some level progression (at least while it lasted lol). Could really use some background music and just more content, but what was there was decent. Nice job.

Bad News Bear by CameronPenner 2023-05-06T03:28:16Z

Alright, that was pretty funny! Very expressive art style and great that you got actual voice acting. The gameplay was solid: just the right balance of thought required and ease of decision making and it didn't overstay it's welcome. Having unique characters for each round was a nice touch in that regard as well. One thing that probably could use a bit more work is making sure the things that can be interacted with stand out as interactable more (though the tooltips were excellent!) It just took me a while to realize you had to click the draw image in the top left since it didn't register in my brain as a button at first. Perhaps making it bigger, giving it an animation, or giving it a more contrasting outline could make it stand out more? And actually on the subject of standing out more, the tiny text on the letters is pretty hard to read which is a shame cuz it's pretty funny too. That could probably just use a simpler/cleaner font at that text size to improve legibility. Other than that, everything else seemed really well done. Good reactions to the good/bad news from the characters, an easy to read meter to convey the core mechanic, nice polish on the hover animations for the cards... a very solid entry overall!

Delivery Rock by geck0 2023-05-06T03:05:54Z

Now that's a silly take on the theme. :slight_smile: Fitting mechanic to go with it as well. Unfortunately I'd have to agree with the above comments that the screen space UI is desperate needed, too bad you weren't able to it in in time. I'd also suggest that perhaps the storage rock should decelerate faster (more friction, more mass?) since it often rolled out of control on me, costing more time than it saved. It would also just make more sense since it's a big rock so naturally it's not very lightweight. :wink: It's nice that you were able to get in a lot of level variations, though I think next time it might be better to worry less about quantity and perhaps spend a bit more time playtesting for balance since I'm not sure the last level or two are even possible to do perfectly (if so, it's beyond me! :hushed:) That being said, the art and music were equally silly to the premise and worked nicely, plus the character animation was fairly well done. Overall, not a bad entry!

D.I.Y Deliver it yourself by mechanicallife 2023-05-06T04:11:22Z

Very slick menu animations/transitions! This was a pretty fun one, though I do feel that the controls were a little too unforgiving as even the _tiniest_ tap of a key to turn would often cause my ship to overcorrect and send me straight into a wall. Perhaps it would play better on an analog stick, but even still, it's totally doable to make it less uncontrollable on the keyboard without reducing the skill required. Perhaps something as simple as reducing the angular momentum imparted by the keypress the faster the player is going? That aside, really cool you guys managed to get a level editor in! That's not something a lot of jam games have. Well done.

Asteroid Outlaws by GuitarBro 2023-05-02T03:48:23Z

@rohanmoon Hey thanks! Glad you enjoyed it. (And congrats on first comment! :confetti_ball:)

Asteroid Outlaws by GuitarBro 2023-05-02T05:48:09Z

@pete-valeo Hey thanks for playing! Really appreciate the kind words, hope you managed to get a hang of the momentum eventually. :wink:

@sweltj Appreciate it! Thanks for playing!

Asteroid Outlaws by GuitarBro 2023-05-02T06:38:19Z

@sweltj Probably not unless it gets wildly popular or something lol. LD is mainly just for fun. :slight_smile:

Asteroid Outlaws by GuitarBro 2023-05-03T03:43:23Z

@josh-bothun thanks! Looks like you found a bug with the rotation damping lol. Hope you were able to recover.

Asteroid Outlaws by GuitarBro 2023-05-04T04:49:03Z

@blank-3d Outer Wilds is a good comparison. :wink:

Asteroid Outlaws by GuitarBro 2023-05-04T05:11:20Z

@diego-teran Thanks! Glad you enjoyed them. :smile:

Asteroid Outlaws by GuitarBro 2023-05-05T23:21:24Z

@fupi lol, that's space physics for ya. :wink: Thanks for the kind words regarding the graphics/audio/humor and hope you were able to get the hang of it eventually!

Asteroid Outlaws by GuitarBro 2023-05-06T04:37:58Z

@yuriscat Glad you liked it! Thanks for playing! :smiley:

Asteroid Outlaws by GuitarBro 2023-05-06T19:56:14Z

@lonelygamedev Thanks for checking our game out! I agree, we could totally expand this concept with more content like that. Excellent suggestions. Regarding the rocks: they're there to be an obstacle, not for you to actually make a profit. :wink: The $1 is essentially a consolation prize for actually towing one back lol. And you're right about it being similar to KSP, that might have been an inspiration. :eyes:

@bmanstudio Thanks! Glad you liked it. I actually had your game on my list to check out, so I'll be getting around to it at some point. :thumbsup: We wanted to add a pause menu but ran out of time and figured you can just refresh the page like you did lol.

@meta-link Thank you! Hope you managed to the hang of it.

@torolchuk Thanks for playing! To sell you just have to come to a (near) stop over the pirate base ship. Holding spacebar helps with this since it cancels your velocity.

@arthur-sorignet-gautrot Appreciate the kind words! Thanks for checking our game out.

Asteroid Outlaws by GuitarBro 2023-05-07T03:41:53Z

Lol that's a new one. Hope you had fun regardless! @raptor851

Asteroid Outlaws by GuitarBro 2023-05-15T03:50:03Z

@john-kisner Hey, thanks for trying it out! Appreciate the feedback. :smile:

Mother's Day Rush! by Dan Davis 2023-05-05T00:43:53Z

This game is very chaotic lol. Art style was pretty unique, though once it got dark (at 1pm???? :stuck_out_tongue: ) it really started to tank my fps with the number of lights on screen. Music fit well and the gameplay loop was enjoyable. Had an issue a few times where it failed to upright my van when it got knocked over so that was a bit of a bummer. Overall a fairly enjoyable entry nonetheless.

oh no, you are the package by gn Fur 2023-05-03T02:40:32Z

Really interesting core mechanic! Really like the idea but could use some more feedback to indicate when you lock on to something (or even that something is an object to lock on to) as well as what direction you're supposed to be running away from. That aside, the art was minimal, but charming, and most importantly: used cool rendering tech lol. Could obviously benefit from some audio, but you probably know that. :wink:

Superstar Surgeon: a Sensitive Subject by Fupi 2023-05-04T04:46:54Z

Now that's some polish there! Seems you guys managed to keep well within scope and were really able to get some serious bang for your buck. Music was solid (great that you actually got real vocals too) and the "bad deliveries" got a chuckle out of me. Got 3 different endings (100%, mixed, and 0%), not sure if there were more, but it's always nice to see a jam game with some replay value! I think my only real suggestion would be to find a way to make some of the physics less uh... unpredictable lol. There were a few times that I got a level that was pretty slow and easy, only to have the same level on the next playthrough have _wild_ physics that were dang near impossible to snipe. Great job overall though!

Orbit Express by BmanStudio 2023-05-14T03:27:39Z

Finally got around this one. :wink:

I ended up delivering all the packages in the green zones of the planets it was directing me too but it still gave me a score of 0 at the end. :slight_frown: Oh well...

That being said, gameplay felt like just the right balance of tough and forgiving. Took a second to get used to but after that, it wasn't too bad. Music was pretty vibey and the graphics were pretty nice and very clear to read (not something to take for granted with jam games lol). Felt a little short and bare, but the fact that the planets had more debris to up the challenge was a nice touch. Pretty solid overall!

Orbit Express by BmanStudio 2023-05-14T17:53:33Z

@bmanstudio Pretty sure, though maybe I was slightly out of it? Unfortunately (or fortunately?) I can't reproduce it anymore. :pensive:

Delivery by Fragment Games 2023-05-05T02:20:50Z

Very moody, reminiscent of retro FPS games. It could really benefit from a sensitivity slider since the mouselook seemed super sensitive on my mouse by default, but luckily I could turn down my DPI so it wasn't an issue. I really liked the idea you're going for, just wish there was a little more to it since it mainly just boiled down to running at the nearest enemy, unloading an entire magazine into them, and repeating for the next one until I had a clear path for the delivery. Some more enemy variety would be nice, as well as ramping the difficulty since making them all take so many bullets to kill meant I was forced to approach slowly the whole way through. That being said, the enemy design was cool (and clever that they hover so you don't have to animate them walking or anything :wink:). Also, not sure if it was just me, but it seemed to be capped to 30fps for me no matter what cvars I tried (sorry, can't help but muck around with settings when given the chance), not sure if that was intentional or a side effect of something else.

A Bag by Zhiteng Chen 2023-05-05T01:12:44Z

Well. That was a thing lol.

Buccaneer Mail co. by ChanceA 2023-05-03T02:53:20Z

Nice pixel graphics! I appreciate the 2d shadows from the lightning as well. The background music worked well, though it took me a while to realize the bomb fuse sound was not rain (since it was storming, I put 2+2 together incorrectly). Also made it to the end, but apparently that platform has a gap in the collision between the ship and you can still die there lol. Overall not bad!

Last Stand Delivery by Sheng Mai 2023-05-06T04:29:07Z

Good stuff! The puzzles felt well thought out and the dialogue between the character was a nice touch. The variety of mechanics was nice and they were gradually introduced at just the right pace. Graphics and audio were both pleasant, if a bit minimal. Overall, a pretty nice game!

Fetch Quest Simulator by LonelyGameDev 2023-05-06T03:44:04Z

True to your word, it is indeed a fetch quest simulator lol. Having G be the key to press to use items was a bit inconvenient, maybe would have been better on spacebar or mouse click? Also there were a few times during the screen transition that an enemy spawned on top of the tile I was on which resulted in taking damage. All that being said, even though it's pretty simple, it still totally has Zelda vibes, so nice job in that regard.

LD55 — Summoning

You Are Gnome-Caller by uvwar 2024-04-20T03:39:53Z

The silly gnome designs are great, though the weird background music made it really difficult to actually perform the main (er, only?) mechanic of the game. Like the other commenters mentioned, it definitely tests your sanity. :stuck_out_tongue:

That said, once you figure out what you need to do, it's super straightforward. Would have liked to see just a little more... something to it, perhaps to make it so you don't have to rely purely on length of the patterns to introduce challenge since the guess-and-check does get a bit tiring.

Chicken Slayground by Zettelkasten 2024-04-25T03:18:21Z

This is a ridiculous concept lol. The gameplay loop was very engaging, kept me wanting to play till level 9 easily before I maxed everything except the bomb/shotgun runes (and then I played 10 anyways cuz I had to finish it at that point :stuck_out_tongue:). Even my beast of a PC was dying with all the explosion particles/lights going on by the end, but I managed to pull through. On a related note, even though the graphics were simple, the whole cardboard aesthetic was really well made, especially with the death causing them to fall apart. That said, the UI could have really used the same love. The audio was solid, only really bad aspect was too many sounds layered on top of each other in the later levels. Would have been nice to change up the background music loop over time or a different one while you're in the upgrade menu or something, just to lessen the repetition, but it gets the job done fine for a jam game. From a technical aspect, the rune drawing actually functioned surprisingly well most of the time, though I frequently ran into cases where bushes were in the way which was a little jank. From a gameplay standpoint, they could probably use a little more balancing since summoning additional chickens was by far the best way to go. (Yes, the complexity of drawing the runes scaled with the power of their effects, but it's pretty trivial to draw all of them even when surrounded.) Of course, ain't nobody got time for fine tuning balance during a game jam, but I figured I'd just mention for completeness.

Overall, definitely one of the more fun entries I've played, so good job there!

Chicken Slayground by Zettelkasten 2024-05-03T14:56:03Z

Nice! Good improvement!

daydream by Mathstr0fficial 2024-04-21T23:40:01Z

Definitely getting some LoZ/Binding of Isaac vibes here. Switching between cutscenes/gameplay was a nice touch and added a bit more substance to the game. The gameplay was simple but didn't overstay it's welcome and having two unique bosses was nice. That said, the sword swing was quite clunky since it had to actually rotate and make contact with the enemy to hit it. Additionally there were a number of times an enemy dealt damage to me after they were already dead which was a bit annoying with only 6 HP. Though the "rooms of respite" with the ponds felt very well paced and meant I never went too long with low HP. That said, even if the graphics were pretty basic, the vibe of the game with the atmospheric wind was pretty solid. Overall a nice little entry.

Split-Decision by ColeSlaughter 2024-04-18T01:54:44Z

Really dig the aesthetics of this game, but as other have mentioned, would really benefit from a tutorial (or at least some text instructions) since it's got pretty unique gameplay (which is cool). Music and SFX were minimal but fit well since it matched the aesthetic. The inclusion of leaderboard was a nice touch since it was pretty quick to complete. Other than that, my only significant critique is that I feel the connection to the theme of summoning is pretty weak which is ok, of course, just room for improvement in that regard. Generally, a very polished and unique experience overall (well done!), just perhaps a little lacking in content and connection to the theme.

Blood From a Tome by GuitarBro 2024-04-16T22:16:40Z

@greenradiation lol thanks! Sorry you had to play this version without some of the bug fixes (new fixed build in the works), but glad you liked it!

Blood From a Tome by GuitarBro 2024-04-18T04:00:04Z

@zhirui Thanks, glad you liked it!

@thesmellofoxygen Yeah takes a bit of figuring out at first. The AI can catch you unprepared, but hopefully it's not too much to pick up the second try if you fail your first run.

@rainbeau Thanks, yeah we really wish we could have expanded on this with more time. We had a lot of ideas that ended up getting cut simply due to us not being able to implement them fast enough. :smiley:

Blood From a Tome by GuitarBro 2024-04-19T02:26:24Z

@retrific Yeah we tried to squeeze feedback for as many things as we could in time, but uh... slightly misjudged just how many actions we'd need to communicate to the player lol. Thanks for playing either way though!

@aivaxela Thanks! Glad you liked the art!

Blood From a Tome by GuitarBro 2024-04-19T22:41:31Z

@shasaur thanks! :smiley: Don't beat yourself up though, a lot of LD games don't focus on the new player experience cuz that's not the fun part (and takes up valuable time you could be making pretty graphics lol). Glad you were able to figure some stuff out though, and appreciate the kind words.

Blood From a Tome by GuitarBro 2024-04-23T01:48:17Z

@puchkupyara Sorry you had trouble with it, we kinda ran out of time to get more tutorial in game (hence the guide on this page lol). Thanks for checking our game out though!

@creeper-nade Uh... well you're not _supposed_ to be able to sacrifice opponent cards lol. Congrats, you discovered a bug! :confetti_ball: I do not know how we never tested that. :upside_down: But thanks for playing!

@ilbini Thanks, glad you liked it! :smiley:

Blood From a Tome by GuitarBro 2024-04-24T04:36:14Z

@onqdll Ayy congrats on first proof of win! :smile:

And yeah, we didn't really add any safeguards, we just hoped the random chances were low enough to not have that happen much. Glad you were able to make it all the way through despite that lol. Thanks for playing!

Blood From a Tome by GuitarBro 2024-04-27T00:30:32Z

@smidgens oh yeah, a highlight would be a nice touch for sure. Glad it wasn't too hard, always difficult to balance for the diverse LD audience. Thanks for the kind words regarding the graphics and thanks for playing! :smiley:

Blood From a Tome by GuitarBro 2024-04-29T04:14:12Z

@furtive-pygmy Thanks! Glad you liked the vibes! :wink:

Blood From a Tome by GuitarBro 2024-04-29T23:44:01Z

@digital-bacon Thanks, hope you were able to get the hang of the gameplay without too much trouble.

@tpace Yeah, I agree there's a lot of room for more UI feedback (ex: hovering over interactable objects) that was simply out of scope unfortunately. Glad you enjoyed the creatures and mechanics though. Thanks for playing! :smile:

FRIED AWAY by Kyrios 2024-04-18T03:11:21Z

Really silly concept and great execution from an audio/visual standpoint. Music and animations (and the stretched chicken platforms) fit really well. Oh and the intro cutscene was a really nice touch. The gameplay was pretty enjoyable, enough for me to retry quite a number of times to see how far I could get, though best I ended up getting was 1820 since I kept dying either to unfair platforms or my mouse clicks not registering and drawing a platform (my guess is the ground collision sometimes extends beyond the visible pixels?) which ended up becoming a bit frustrating. That said, I still really like the game and if the jank was ironed out then the gameplay would live up to the quality of the audio and graphics. Well done overall!

Demanager by satacat 2024-04-20T04:23:51Z

Huh this is a pretty interesting take on demon summoning lol. Really like all the funny little details in the art, gives it a lot of personality. The inclusion of audio to help you figure out the correct demon was a cool idea, though in practice I felt like there were multiple times I had a perfect match with the audio and the items, but it was actually one that didn't match the description which was confusing. Not sure if that was a bug or intentional. That aside, the intro/outro movies and the demon summon animations were a nice bit of polish that were totally unnecessary but definitely puts this a step above the average submission quality. However, listening to the intro loop for the entire duration got a bit repetitive. :stuck_out_tongue: All things considered, I think this was a pretty short and straightforward, but very complete and polished experience. Well done.

(Oh and I did get #1 every day :wink:)

Tug Of Slime by Retrific 2024-04-18T03:31:06Z

A simple, yet enjoyable little game! Takes me back to the golden era of flash games. The gameplay, while minimal, was very satisfying. Ended up snowballing a bit and nearly covered the entire bar with my slimes before I beat it (3:46:233, 105 summoned, 72 defeated :wink:). That said, I didn't realize I had to manually unlock the big slime and lighting on my first playthrough. Having them illuminate more obviously when you can unlock them would be an easy improvement. Aside from that, I appreciate having both the scroll bar and A/D as options for panning the camera, that's a nice QoL feature. Overall a pretty good entry!

Cat-o-Conjurer by Aivaxela 2024-04-18T02:57:31Z

Fun little endless runner! The graphics were simple, but charming and likewise with the audio. I liked that you literally just chuck the striped cat at the rival cat lol. Other than it being a little short on content (par for the course for LD games :stuck_out_tongue:) I think my main critique is that having to use five number keys plus space to jump on one hand was a bit awkward, perhaps moving jump to left mouse/attack with right mouse or something similar would have helped. Also, I know it says you're "summoning cats" but I can't help but feel that's a little bit of a stretch to meet the theme lol. Regardless, I enjoyed it. That said, it _would_ be nice to have a score counter or something to give you an objective to shoot for. Maybe a leaderboard too? :eyes:

Obscure Proxy by Maks Night DLC 2024-04-20T04:46:30Z

Very moody art style, too bad you didn't really get much gameplay in, could have been cool.

Blood Rite by LetsSnack 2024-04-25T03:35:05Z

Really dig the aesthetic. The graphics and audio definitely helped to reinforce the mood. That said, while the graphics were pretty, I did sometimes confuse the hero with my summons since the color scheme meant that there was no quick way to distinguish them at a glance other than the shape (and the shapes are fairly similar).

Additionally, I did feel like some events lacked feedback for the player, like pressing the button to sacrifice rats for doesn't play a sound until after a while when it fades in. Also an indication as to when a new hero has spawned/old one died would be very helpful. Also Idk if you were testing primarily on gamepad, but the keyboard control scheme with E having to be held down _while_ you use WASD to move was uh... tricky lol. Personally I'd stick it on right mouse or something, but could work on space bar too if you wanted to keep it on your left hand.

Totally a nitpick, but some main menu/tutorial menu music would be nice as well. :slight_smile:

That said, this was still a pretty solid entry nonetheless. Nice job!

No Heroes Belong Here by Shasaur 2024-04-19T04:14:45Z

Really dig the minimalism of this game. Graphics were simple but clear, and the mechanics were quick to pick up. I did run into a couple cases where I got a game over due to pure bad RNG (literally did everything optimally but the hero took the most efficient path, the knolls moved to the wrong rooms). Not sure how you can handle those cases, but it works surprisingly well most of the time. It would be nice if the scroll wheel zoom wasn't all-or-nothing, but that's a pretty minor gripe. Well done, overall!

Cat Summon Simulator by mayitbeeld 2024-04-18T03:56:08Z

Very nice puzzles, surprisingly intuitive for a jam game (didn't even need the hints) and well balanced difficulty curve. Really liked the "oh no" moment when it introduces the inner slots, but didn't feel unfair. The graphics were simple but get the job done and it was nice that you managed to get all the objects to fit around the cat theme, though my one suggestion would be to pick objects that visually stand out a little more (particularly the gray ones) since I frequently grabbed the wrong one mistakenly. Well done, regardless!

LD57 — Depths

depth mapped by daniel 2025-04-12T19:16:28Z

Really interesting idea here, I can see the potential if you had more time to flesh it out. The graphics you did have time to make looked nice even if the level was still pretty much just white-boxed. I found the camera controls to be a bit awkward since it pivoted around the character's feet instead of higher up, but I was still able to complete it. Nice job overall.

DEEPLINE by designernap 2025-04-23T01:53:14Z

Really dig the vibe here, the audio really serves to enhance the feeling of desolation here. The "ping" mechanic was well done how it tied into both to the navigation and the interaction with the drones/doors. While the lighting was very well done, I do think that the texturing (or lack thereof) was probably the biggest detractor from the mood. On the plus side, it did give me Outer Wilds vibes, but on the flip side, even that game managed to make abandoned structs feel a bit less... "sanitary" even though they also had minimal texturing. The lighting is doing most of the work here so I can't knock the graphics too much, but if I had to point out the area that would give you the most bang for your buck to improve on here, that would be it (in my opinion). The models were nice though, good variety there.

Gameplay-wise, it was pretty straightforward, but that was perfect since the focus is on the player building suspense in the unknown (hey kinda like our game lol). My only complaint there was the downwards platforming really needed some more air control or ledge friction to prevent you from slipping off. I had to restart the last level way too many times because those little ledges you have to drop down made me go juuuuust a bit too far and fall and die. But I did end up completing it regardless, nice to see you had time for a bit of an ending sequence as well.

Overall though, really nicely done.

Big Boom Bob by indegame 2025-04-17T02:02:46Z

Kaboom! kaboom.png

I'll be honest, when I started playing, I wasn't super impressed. But I'm glad I played all the way through because it kept getting better. The dynamic music was a great touch and once I realize it was an upgrade _tree_ not just 3 things to put points into, the gameplay loop really clicked. I see the "invincibility" option and I'm wondering "huh, why would I want that?" then "oh that's why :smiling_imp::radioactive:". The graphics were fun and I'm impressed with how many unique types of enemies you got around to making. Honestly, most of the game was pretty great, my only real gripe is that it felt like the different elements lacked cohesion. Ex: the gameplay was cave/mining/exploration, the graphics were retro cartoon, and the music didn't really match the style of either of those two. Which, honestly for a jam, if that's the biggest issue then you're doing just fine lol. It just would have been the icing on the cake if they all clicked together. Anyways, really good job here!

anomalous source by GuitarBro 2025-04-09T04:45:28Z

Sorry @xorfe, unfortunately we're using features that Unity doesn't support in WebGL so it had to be download only. We tested on both Windows and Linux and both of those definitely work (though YMMV on OS X). Glad you liked the promo art at least.

anomalous source by GuitarBro 2025-04-09T05:27:40Z

@xorfe audio mixer effects for... certain atmosphere :eyes:

anomalous source by GuitarBro 2025-04-09T05:28:30Z

@yibirabbit007 hey, glad it was up your alley! :smiley:

anomalous source by GuitarBro 2025-04-12T02:38:15Z

@mrantoinest haha, thanks! Glad you liked it. :wink:

anomalous source by GuitarBro 2025-04-12T03:10:52Z

@floppynub Appreciate the detailed feedback! Totally agree on the music restarting, we had to make a last minute pivot to separating the levels for the sake of baking the lighting (it took too long even on my 4070 :cry:) so we didn't have time to implement it in a way that would seamlessly transition. Really glad you enjoyed the horror vibes though. (And yes, there may have been some Control inspiration lol)

anomalous source by GuitarBro 2025-04-12T03:30:57Z

@daniel Thanks! Yeah I can see how it might make you think that something was up with your GPU or monitor :sweat_smile:

anomalous source by GuitarBro 2025-04-12T17:58:36Z

Thanks @tetracold! Glad you liked it!

anomalous source by GuitarBro 2025-04-14T22:45:46Z

@artel Thanks, we thought they turned out better than expected lol

@silas-reinagel Glad you liked the mood/art/music, but yeah we did _originally_ plan to have more narrative stuff in the environment to try and give it a more concrete story. However it largely ended up falling through due to the time limit, so we just tried to make sure the most meaningful elements were present and leave the rest to the player's imagination. Thanks for playing though!

anomalous source by GuitarBro 2025-04-15T02:48:43Z

@batthecat Appreciate the kind words (and thanks for playing!)

anomalous source by GuitarBro 2025-04-15T22:16:04Z

@eugenik sorry we'll slow it down some next time :laughing:

anomalous source by GuitarBro 2025-04-18T01:01:02Z

@dandee Thanks! :smiley:

@i-pots Glad you liked it!

@a-bond Thanks. Yeah, we wanted it to get darker as you go deeper, but ran out of time to do another pass on the light bake down there to make it a little more navigable. Hope you were still able to find your way eventually, though.

anomalous source by GuitarBro 2025-04-20T20:04:33Z

@designernap wow, appreciate the kind words! :smile: And yeah, big difference when you've got 1 person and 48 hours vs 2 people and 72 hours. You got me curious about your entry though, I'll see if I can find some time to check it out. And thanks for playing, of course!

anomalous source by GuitarBro 2025-04-21T02:03:54Z

@catusfelony Ah, sorry to hear the ending didn't resonate with you. We thought it was pretty cool, but always a bit hard to judge for this kinda game (and on a jam time budget). :sweat_smile:

Thanks for playing though!

anomalous source by GuitarBro 2025-04-23T04:13:33Z

@stephenwhoskins Wow Idk if we deserve that high of praise, but I really do appreciate it! :smile: Thanks for playing!

anomalous source by GuitarBro 2025-04-23T06:08:53Z

@jamesdev Thanks! Glad you liked the atmosphere.

anomalous source by GuitarBro 2025-04-23T17:38:52Z

@nondev awesome, glad to hear it!

anomalous source by GuitarBro 2025-04-25T22:33:12Z

@dock-frankenstein yeah the mechanics were mostly just to serve the atmosphere and give you some reason to explore. That said, there are actually hints of a story here, but it definitely is subtle (and open to exact interpretation).

Thanks for checking it out though!

It's buggin' me by A.Bond 2025-04-18T01:03:36Z

That's neat. Would be nice if there was some gameplay, but I like the attention to detail with how the legs move independently of one another.

Coin Grind by jester1454 2025-04-12T02:28:22Z

Really liked the mechanics here, but felt it was a little too short to fully explore it's potential. Never really felt limited on resources since it was so generous with them. That said, it was really satisfying chaining explosions to blow up massive amounts of tiles. Would have been nice to have a little more variety to the music too, but it worked well enough. Pretty fun overall.

Antz vs Plantz by Blue Pin Studio 2025-04-12T01:35:38Z

An interesting twist on tower defense with some good stuff here. I'll echo the other comments here that the pacing was a bit off. Everything was brain-off easy until around depth 7 or so where suddenly things were very much not lol. Managed to hold out till depth 10 though before the big ants destroyed so much of my stuff that I got flooded with the smaller ones. It would have been nice if there were pauses between waves per depth (or something along those lines) so I'd get a moment to read the new plants as they're unlocked. Even though the graphics are pretty simple, they're got a lot of character to them which is nice to see. Quite an enjoyable experience overall.

Submarine Waffles by Eugenik 2025-04-15T00:15:04Z

Very silly with the sloppy liquid/softbody physics. Definitely getting Krusty Krab vibes lol

That said, I think the physics were a bit buggy. Often got things "correct" (when I totally didn't) and something got things partially wrong when I thought I actually got them right. Could use a little more feedback when a specific item is "good to go". The hand-painted graphics were very nice though and I liked the gameplay loop. Overall not a bad entry here.

Deeper into the Black Hole by On100Ruykajop 2025-04-17T00:42:28Z

I encountered the bugs the others mentioned, but I dig the aesthetic here. Simple, but very well made graphics. Also noticed that space bar moves your camera, not sure if that was that intentional? Congrats on your first entry regardless!

Abyss Prison by EpicGameFan 2025-04-23T04:12:13Z

Man, really like what's going on here, but it's midnight here and my brain is not functioning enough to complete the subtraction equations so I'm stuck there. :upside_down: I'll take a hint on those two if you'd like me to see the rest of it.

Obviously you're working within the constraints of the hardware, but you still managed to get some pretty nice graphics/music. I also like the premise, but it does feel like just a _bit_ of a stretch to connect it to the theme lol

Anyways, really good job from what I saw up to that point.

Abyss Prison by EpicGameFan 2025-04-23T04:34:36Z

@stephenwhoskins Ah thanks, I was _way_ overthinking it. Totally makes sense in hindsight (I thought it was like, custom binary logic or something). Easily made it to the end after that point (since I already got the last hint I needed), very nice puzzles!

Rapid Eye Microgames by Tetracold 2025-04-12T01:44:02Z

Ah, I see I've found some fellow WarioWare enjoyers here. Lots of creativity with the microgames, really nice that you managed to get so many in time for the jam. The graphics have lots of charm and I appreciate the variety of audio tracks, though it feels like it's a bit awkwardly quiet for the bits that don't have music. My only major complaint is that it felt like there was some mouse smoothing going on which made it a little hard to do some of the microgames that required quick mouse moves, but it's not the end of the world. Overall, a pretty enjoyable time though!

The Stochastic Abyss by Ezard94 2025-04-25T03:13:19Z

Really interesting concept, just wish there was actually some decision to make (as others mentioned above). The minimalist graphics worked great here, same with the subtle background music, though some sfx for drawing a card would go a long way to sell the fact that it's a deck of cards.

Flatline by Empyreans 2025-04-23T02:48:14Z

(This is reviewing the Jam Version)

I'm conflicted on this one. I **see** the vision and I want to enjoy it, but man there's a few things that just really detract from the experience here. The graphics are _clean_ and are probably the highlight (no pun intended) with the subtle eye candy and mechanically it's super intuitive and feels good to control... but the precision demanded of you, the back-to-back-to-back-to-back-to-back tight timings you need to execute (on top of the fact that these _are_ puzzles you need to solve) make this brutally difficult. Honestly I don't think the mechanics need to change, really I think you just need more playtesting to streamline the levels. Reduce the visual noise (way too many blocks copy/pasted everywhere to make what's effectively one long wall, etc.) and make sure the timings aren't _too_ precise and/or only require one really precise execution per level (rather than like, 6+ lol).

On the plus side, the music was a great vibe and the sfx of plonking against the blocks was sufficiently satisfying. And I really do applaud your bravery to attempt a voiceover, but... I would really prefer it without. :sweat_smile: Especially since you have to hear it over... and over.. and over again. I appreciate that you guys at least limited it to only repeat every 3 attempts, but uh... I'll be honest some of these levels took me 20+ attempts so I still heard the same line quite a few times.

The other thing that's a bit "at odds" is the fact that this looks, controls, and sounds like a casual game, but has the difficulty of a sweaty hardcore game. I already talked about the difficulty in the first paragraph so I won't repeat that here, but I figured it was worth mentioning explicitly that I felt a bit of a disconnect between the different elements.

Overall I think this really could have potential if refined, but unfortunately these issues did hamper my enjoyment of trying it out right now. That said, I'm really only being so critical because I do believe you're so close to having something excellent and hope that the feedback is useful to getting over those last few hurdles. Still a very solid entry overall.

INANIS INANIS by Samilon 2025-04-17T00:53:03Z

The controls were difficult to get used to and I wasn't quite sure what I was doing, but I get what you were going for here and the vibe definitely shines through. Unfortunately this kinda game really needs some "intro phase" or something to ease you into it rather than immediately kicking off the failure timer while giving you a bunch of text to read (yeah I died while reading on the first playthrough lol). Despite that, I can see the potential here. Not a bad jam entry overall.

GUTS! by Jack12342 2025-04-12T01:54:15Z

Well that's certainly a creative take on the theme. Is this implying the person is really into eating bottle caps and popsicle sticks??? :stuck_out_tongue: Really nice ambience you've got in the platforming section. The slide part was a bit difficult to control which was a little frustrating, but the checkpoints so you didn't have to replay the entire thing were a nice touch. Liked that the tapeworms jumped out at you too. Not bad overall!

. by protzz 2025-04-12T02:13:59Z

Really dig the vibes. Haven't gotten around to playing Balatro yet (I know, it's on my list) but immediately recognized the Inscryption influence. That said, I'm not sure if I misunderstand something or if there's a bug because I swear I lost like three times even though I followed the instructions, but I couldn't tell because it was over too quickly to process what it said. The audio fit the mood nicely, but I do wish the background drone wasn't quite so repetitive. I can definitely see the vision though.

Deep Truth by Emily C 2025-04-14T23:59:18Z

Now those are some wild theories lol

Even if the graphics were pretty simple, there was lots of charm on this one. The randomized "deep truths" were a nice touch to incentivize retrying to see what would come next. It did feel like sometimes you just got unlucky with the obstacles and they all lined up in a way that you couldn't avoid, but it wasn't too much of an issue since it was so quick to retry. Also the 3D perspective made it a bit hard to tell where you were in relation to the obstacles as they were coming at you... some kind of distance lines or something similar to help gauge the depth (no pun intended) would be pretty helpful. Overall, a very fun entry regardless!

Blurred Escape by pizzabudet420 2025-04-17T00:26:04Z

Really dig the vibe here. Using depth of field was an interesting mechanic, but apparently it's not scaled with the viewport size so it was way easier to see the numbers in fullscreen (and harder to see in the LD web player). The ambient audio was really nice and tense, I just wish there was some build up as you get closer to "game over" so you know there's actually time pressure here. Regardless, this was definitely one of the more unique interpretations of the theme I've seen so far. Not a bad entry overall.

LD59 — Signal

Sky Lanes by designernap 2026-04-22T23:19:07Z

I do like the minimalist art style, though considering they're supposed to be sky _lanes_ it would have been nice if there was some visual indication as to which lane the other ships were in (since it's hard to tell when taking corners). Music was pleasant and similarly minimal, but I think it fit the vibe well. I think I got stuck in an infinite loop with no exits at one point, but overall I can see the vision here.

Out There by GuitarBro 2026-04-22T00:12:37Z

@oasiss Thanks! I literally just realized I uploaded the wrong build for the 1.0.1 bugfixes, the real one I just uploaded (like a minute ago) addresses the ore issue. Building is definitely still a bit jank though lol.

Out There by GuitarBro 2026-04-22T00:30:28Z

@aj-atkinson ah dang, sorry to hear that. We're investigating the remaining bugs as I type this. Feel free to check back later, we'll hopefully have the worst of them resolved within an hour or so.

Out There by GuitarBro 2026-04-22T01:54:40Z

@oasiss @aj-atkinson Just uploaded a 1.0.2 build that should fix the placement of objects on the heightmap and has some WebGL performance fixes, if you're interested in checking it out again.

Out There by GuitarBro 2026-04-22T22:24:22Z

@fadex thanks! Good to hear the WebGL build runs a bit better now. We did want to add some sort of gimbal to the camera but ran out of time and had to cut it. :sweat_smile:

Out There by GuitarBro 2026-04-25T00:41:05Z

@norseone thanks! Glad it worked well!

@justinmullin That's a good suggestion about the indicator. Originally we wanted you to be able to move the relays so they wouldn't be quite so punishing but uh, ran out of time on that one. :upside_down: Thanks for the kind words about the aesthetic though, and thanks for playing!

Out There by GuitarBro 2026-04-25T02:37:10Z

@camden-obertop this is a totally 100% accurate simulation :laughing:

Out There by GuitarBro 2026-04-25T19:00:39Z

@marks huh, didn't realize some people would have input delay on webgl, but I suppose there would be some if this was really on Mars lol. Glad you were able to still experience it as intended though. Thanks for playing!

Out There by GuitarBro 2026-04-25T20:56:15Z

@bumble thanks, and yeah, that would definitely make placement a bit easier. Glad you enjoyed it regardless!

Out There by GuitarBro 2026-04-27T06:11:44Z

@picross Thanks, glad you liked it and managed to make it to the end! :smiley: Was hoping the glow effect would make the ore obvious, but uh... I guess not lol. Thanks for playing though!

Out There by GuitarBro 2026-04-28T03:22:52Z

@eloc Appreciate it! Thanks for playing!

Out There by GuitarBro 2026-04-28T03:49:16Z

@ljol3 Hope it wasn't too distracting. I mentioned it in a previous comment but we originally wanted to add some kind of gimbal to the camera but ran out of time to add it. Oh well. :upside_down:

Thanks for playing regardless!

Out There by GuitarBro 2026-05-01T04:45:56Z

@hagamosvideojuegos yeah, restarting is a bit punishing, glad you were able to enjoy the rest of it though! Thanks for playing!

Out There by GuitarBro 2026-05-05T23:04:20Z

@ty1rl Thanks for playing! Glad you liked the graphics/theme too. :smiley:

Out There by GuitarBro 2026-05-07T06:18:52Z

@artur-hawkwing Thanks! I'm guessing you missed that you could place new bases (using left/right to change what object to build) instead of always going back to the first one though. :sweat_smile: Glad you enjoyed it regardless!

Out There by GuitarBro 2026-05-07T22:46:25Z

@venomousmouse sorry about the camera motion, but thanks for playing!

Parasignal by HagamosVideojuegos 2026-04-28T03:25:46Z

Really dig the vibe you've got going on here. Honestly, my biggest disappointment is that it ended without going anywhere spookier once I made it to the end. :ghost: Really nice job on the background props and interactive 3D elements, though the dial was kinda jank to turn for some reason. The music was quite fun as well and contrasted nicely with the eerie static. I could easily see this being the introduction to a larger horror game. Well done!

Fission Quest by Jahwffrey 2026-04-25T00:38:04Z

Hah, really dig the humor in this one. The FMV and point/click style is very charming and reminds me of some of the old Lucas Arts point and click games from back in the day. I did some stuff out of order by pure accident which was kinda confusing (at least until I figured it out). It would be nice if there was some kind of hint system or checklist or something that could tell you that X needs Y to be done first. Additionally, the grassier areas were a bit hard to navigate since there was no map and the camera angle kept rotating so it was hard to keep track mentally. That said, the variety of scenes you implemented was very solid and really helped flesh out the world and I liked how you implemented items to fetch for people/receive from people to progress which added to the immersion. I didn't see a reason why you could drag/drop the items though, and it would have been nice if they grayed out or something once they served their purpose. That said, overall I think this was a pretty solid entry and definitely the most unique I've seen so far! Good job!

What's Up? UFO! by picross 2026-04-25T03:23:20Z

Really dig the innocently twisted premise lol. The gameplay, combined with the UI and music, (plus a bit of cosmic horror?) really gave me Pikmin vibes. Speaking of the UI... _hey that's my font!_ :smiley: I made Two Weekend Go (er, remixed Two Weekends Sans, if you wanna be a bit more correct) for personal use a few years back and figure I may as well toss it online for others while I'm at it, so I'm glad to see someone else getting use out of it. Funny to stumble upon it being used in their LD game, but it feels like a very appropriate choice for the tone of this game. Mechanically, I really enjoyed the simple satisfaction of the physics elements, embracing the jank of abducting the aliens and the upgrade loop was decently satisfying to repeat, though some of the upgrades didn't feel very impactful. Also... was I missing some plot or why did [redacted for spoilers] appear and require the laser? I thought it was cool, but not sure why it existed since it didn't seem to have much relation to the rest of the game. Only real complaint gameplay-wise was that it was easy to get lost on the other side of the planet without a directional indicator (funnily enough, Roguelike One, the very first LD game I contributed too, we also made a sphere-planet game and found that to also be an issue players had until we added an indicator). Audio was pleasant, if a bit minimal, and the Roland JV-1080 was a nice period-appropriate choice given the rest of the game's early-2000s-Nintendo motif. Overall, one of the better Jam entries I've seen this LD. Well done!

What's Up? UFO! by picross 2026-04-26T22:38:43Z

@picross I see, that makes sense about [redacted]. But yeah, glad you liked the font and feel free to tell others about it. I'm sure you saw how atrocious the license costs were on New Rodin/Shin Go, I figure being free makes my amateur kerning job not all that bad in comparison lol.

(Side note: who would have thought that a guy who spent his free time making a font would pay attention to small details? :stuck_out_tongue: )

Smoke Show by Crygos 2026-04-24T23:59:11Z

Interesting interpretation of "signals"! The gameplay is definitely Guitar-Hero-adjacent, but I like the way you used the six fingers to draw the signal patterns. Definitely a bit jank, but it was still enjoyable to try to get a high score. Honestly, I think the biggest detractor in it's current state is just how similar all the tracks are, since that really is the key focus of the gameplay. At least changing up the synths and percussion would go a long way to making each one unique to go along with the different shapes that each level has. That said, I feel like they were all reasonable lengths and didn't overstay their welcome, and the level sharing is a pretty cool touch for a jam game. Overall, a pretty solid entry!

Signal Sweep by Archaeognathus 2026-04-28T03:09:05Z

Made it all the way to the end! I do like how the puzzles ramped up in difficulty as the game progressed. The last one actually stumped me for a little bit (but I eventually figured it out). I like the premise, but it did feel like cleaning up the litter and resetting the lasers didn't really have much impact on each other since you could often just do the cleaning completely before focusing on the lasers. That said, I do appreciate the variety of litter objects since it adds a bit of charm. Overall, not a bad entry!

Federal Bureau of Dance by drainkid 2026-04-28T02:52:13Z

This is a really novel idea! It's a bit difficult to do everything in time since there are so many controls, but the concept is quite straightforward once you get the hang of it. Nice that you managed to fit in 4 tracks and were able to figure out how to tempo sync them well. The art also has quite a lot of personality and works pretty well, even if it's a bit minimal. The 2D-in-3D kinda reminded me of some early playstation/n64 games that did a similar technique. Overall, a pretty solid entry!

Untroubled Bliss by Gamayun.Games 2026-05-05T23:41:21Z

Nice and straightforward text adventure! I managed to get all four endings without too much difficulty, felt like the options provided were interesting and I was able to figure out what was needed to accomplish the different endings. I did enjoy some of the humor in the writing. Nice job!

Dicebound by Derly 2026-04-22T23:49:02Z

I think this game has a lot going for it: fun gameplay loop, punchy effects, and lots of "big number" dopamine hits. The idea is fairly novel and pretty clearly communicated. I do wish that the dice actually physically rolled onto the board rather than them simply spawning in though. The audio was a bit minimal which at least had the benefit of allowing the impact SFX to stand out more, but it could really use some music instead of just the rain ambience. Gameplay-wise, I think the idea of different kinds of dice works really well, but I couldn't really find a reason why you don't just "buy as much as possible" every round. Had a bunch of legendary dice at one point which got me nearly 10k in "signal" in one turn (which did feel pretty good, but not like I really did anything smart). On that note, I couldn't tell if the "signal" actually served any purpose. I played for quite a bit, but it didn't seem to indicate there was an end (was there an ending I missed?) so I just stopped after a while. If that's really it, then the theme did feel kinda tacked-on, but if there _was_ some reason for the signal that I missed, then sorry... it could use some indication that I was progressing lol. Honestly, this is a really good foundation for a larger game that would have some macro progression (and some story around the "signal" perhaps?), just felt a little empty as-is. Overall, a pretty dang solid entry though, so well done!

m01d by gujiufeng 2026-05-05T23:23:43Z

This is a very interesting game concept. I like the minimalism from the graphics/audio standpoint, but my brain has a hard time with the minimalism of the controls. I get what you're going for with it being a binary signal, but I kinda wish at least the direction was still input via the arrow keys and it only appended the correct zeros and ones to the final signal code based on which arrow key was pressed. It's just really hard to map the desired direction to the buttons I need to push to accomplish it. It might also help to extend the time before the mold dies at the beginning and only speed it up later on once you've got the controls down better. Regardless, it's definitely a unique experience!

Bash and Gash by Rezervold 2026-04-25T01:03:24Z

lol that's a LOT of ~~particles~~ zombies. Very satisfying to plow through them and watch them fly. The little bit of story was a nice touch and it was nice you could upgrade the car, but it felt a little under-explored. Would have been cool if there were more levels to drive in (other than the single alleyway). It's nice to see that you got to implement the horde physics in a way that still runs well in a compo game. Definitely has potential. Nice job.

Red Light Green Light With Teeth by PastMoments 2026-05-05T23:49:46Z

Really like the vibe here, nice and minimalist horror. The red light/green light mechanic was very intuitive, only problem I had was the parkour section which seemed a little unnecessarily jank to perform. Overall not bad though!