FoonLudum Dare ExplorerUsers → HAUO

HAUO

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
201944Your life is currencyBet Lifejam2773.713.653.423.684.103.68
201842Running out of spaceCluttered Mindjam1003.943.554.003.244.553.843.014.09
201841Combine 2 Incompatible GenresAliens, Minigolf and a Spaceshipjam4933.533.373.944.323.083.603.003.10

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 HAUO

LD42 — Running out of space

Hey, Hugo! by OddballDave 2018-08-17T13:20:34Z

Very "Locoroco"-ish :) very charming game, LOVE the music, did find the "controls" a bit frustrating at times, feel like you where almost to "sticky" for the rather limited tilt angle, making doing forward be rather slow-ish (especially crawling past the rotating faces took a bit to long). Never the less! Very nice game all-in-all.

Hose Moose by StabAlarash 2018-08-14T21:15:44Z

The style is what makes the game really shine, it looks awesome and personally I relly love the "billboard" stype 2d/3d graphics.

The sound is actually rather good, if unpolished. I cleared the levels rather fast, so I never got the feeling of losing space, but I get the idea, and feel like it fits the theme very well.

In the end a very classic feeling game! with solid, clear game-play and levels. Great work.

Play Not With Food They Said by axoona 2018-08-29T21:31:01Z

Kind of like a "toy"-game! I like that. Nothing that you really play for a long time but can appreciate for the art, absurdity and/or strangeness. Not a bad entry if a bit small, would have loved a bit more types of 3d-objects, even simple ones, and maybe even a few more interaction types then just the ball popping.

Get Comfortable by mcccclean 2018-08-14T21:25:07Z

What a odd but lovable game. The concept is very straightforward with a very fun "quirks" when the limbs cant move any more. Perfectly fits the theme, with a very relatable bed issue between two people :) Love the style and sound are kept classic, and fits with a gameplay which reminds me of a more complex multiplayer snake-game. Great work.

The Not Very Golden Age of Piracy by nuclearfriend 2018-08-16T17:55:37Z

A very solid entry! It's basically a fully finished and polish already. All in all, great take on the theme, it plays like a odd strategy-puzzle-sport game, odd but I like it.

A WEEK IN THE LIFE OF A VALET by VikFX 2018-08-15T17:36:51Z

Was not very interesting I'm afraid. It has some potential, but its a rather strait-forward "You work as a Valet" game with no twists or surprises, that with also the complete lack of any sound effects or other feedback effects just does not make it very interesting or fun to play.

Also, as at-least the first "day" (was all I played) does not manage to show the theme at all, as you have way to much parking space compared to cars that arrive, the parking space itself is also just a large box, making it not very challenging to just park the cars in a good spot.

Needs more work! Its a game, think what you could do more, like odd cars, cars that cant steer left/right, alien spaceships etc. anything is possible!

Panic Dungeon !! by ArnoChux 2018-08-15T14:42:37Z

Really enjoyed the "Swarm-control" idea! Was fun moving them around, if a bit to hard to keep any larger number alive, but that's the point i guess. The art is very well made, with walking animations and trap effects, the music sets a nice tone as well. Would have liked to see another level, or maybe even a "gauntlet" type game-play style where you have to get to point A to B with as many surviving as you can.

All in all, a great small game :)

Running from ⭐⭐Space⭐⭐ by sobakaduka 2018-08-18T15:26:51Z

I like this. I'm not a big FPS fan, but I really enjoy the way to gives a strange kind of spacial personal freedom (you can look around at anything, and move around where you want), that just does not feel the same in any other perspective. Even better then, that you explore a way to move very differently with the grappling hook, that frees you even more and creates a really nice sense of momentum. I think that's the main strength of the entire game, and all other aspects should support this. The level design mostly support this, with quite a nice progression of asteroids to grab, also really like that you can grapple the aliens themselves! Making you able to pick unexpected paths on the fly. However, I don't believe the shooting/battling part of the game adds anything to what's fun about it, at-least not in its current form.

First of, the core of the gun-mechanic goes completely against gaining moving and gaining momentum, and to be honest it just always felt like a bad idea to shoot! While shooting you need to stop focusing on where your going, therefore increasing the risk of losing you momentum. If you lose momentum you increase the chance of getting shot by the aliens, and on top of this the only way to gain more ammunition is to COMPLETELY stop your momentum, preventing you from progressing (against your target goal) and become a very easy target.

And I just now realise after reading Diablo's comment that I'm basically saying the same thing as him, but I guess it's worth repeating. I really like his momentum-gain-by-shooting idea. Another idea would be to focus a lot more on the level-design and make the challenge focus more on GOOD movement and momentum control (maybe only having aliens as only a selective hazard). Make the level feel more alive by having you fly through a active/moving asteroid field, locations that open/closes and you need to time yourself to get thought (or take a longer way around it, I think you should always keep the SPACE aspect) etc. In short: Let me be able to see a hazard further in-front of me that needs to be "solved/overcome" with movement, not guns.

Another small detail I thought about was a bit on the presentation. Don't get me wrong, the game looks great! Some really nice 3D-assets, but I would have liked to see more details in several ways. For example: The shooting feel very bad at the moment... The laser shoot is tiny with a honestly irritating sound effect (Edit: Now that I look at it again, maybe it's actually not a laser gun, ops. Still don't like it however). Make it a bit thicker, add some particles to the beam/shoot and a nice IMPACT! etc. Make it FEEL like a epic laser gun rather then a pea-shooter (the same can be said about the grappling gun). I also found it rather irritating not to know when I was in RANGE of anything to grapple, maybe add a indicator (like the nice visual ammo counter on the gun) that tells you how much closer you need to get to hit the target, or at-least a on/off light that tells you when you can hit something.

Do think about redesign the sounds... Its just not that great, and sadly removes mood rather then setting it.

Overall a great entry. Had fun playing it. Managed to win on my second try :)

Capacity System by ToadieTechnika 2018-08-29T21:41:34Z

Presentation wise one of my favourites so far! Love that you managed to pick the style so well, but still keep it rather focused. The mechanic is simple and well presented, you quickly understand what your suppose to do after just a few tries. I really like that you kind of started and ended with the same challenge/action (the final one was a bit to long however). A very good length for a jam-game of this type and mechanic. Great work!

SANDSTORM by Lucien Catonnet 2018-08-15T18:23:48Z

Good thing I checked the comments! as I had the same vulkan dll error because I had not updated my drivers. Got it fixed!

In any case! I give it a try, and it's a very nice "race & evade" type of game with potential! It is missing a few things game-play wise to make it more interesting, but the core is there. The environment is very repetitive and static, and there does not really not seem to be any danger in going "slow" while racing. It would have been nice to see the effects of the "danger-zone" while racing and not only on the world map. The game itself reminds me quite a lot of Race The Sun, I would recommend checking it out, as it really does something special with the environment while you race.

The style itself is great! really like the low-polly look and solid colors of the ship and world. However while the 3d stuff is good, I think the background really should be improved. At the moment it's just a flat background and the issue with that is that you can FEEL it while racing. You lose a lot of the depth and the feeling of speed because there is no background parallax.

Also, while there are some great details to be found here (like the crash effect), one thing that annoyed me a bit was how jarring the speed-up felt, when i pressed the forward key camera made a instant jump! Do add some slight Tween effects between transitions like that, even if its just a millisecond, as sudden jumps just does not feel that great.

Other then that I think the danger-zone should be shown while racing, I do like your take on the theme! With the danger-zone and getting a choice of where to go next is a nice detail and creates a great logic to why you race.

Lastly the music was awesome! Also, the crash/hit sound was really spot on!

All in all, great job! Had fun playing it.

Little Shop of Junk by auxC 2018-08-16T17:40:56Z

Love it! By far one of the most fun and definitely most good looking games I have played so far. The presentation, both visually and audio, is really fitting and just fun. The physics mechanics are in for-front, and a is bit wonky at times (especially when trying to sell 3 items at ones), but adds to the charm. If anything, its that the difficulty ramped up a bit to fast in the from the fourth phase onwards. Never the less, great game.

Flat Builder by Drauthius 2018-08-18T17:45:59Z

I really like the idea. Sadly i found it unplayable as the joints broke instantly as soon as I started the simulation (even without any buildings, and just using very simple patterns). Tested the Web and Windows version and had the same issue on both.

Flat Builder by Drauthius 2018-08-19T10:00:35Z

Good point, should have added a view of what's actually happening. I don't think I'm doing anything odd with my building, but you can see my issue here:

bridge.gif

Using the Windows version on this one.

Ultimate Cave Of Dangers by gaspard 2018-08-21T10:55:44Z

Have the same issue as batmanasb, i have around 160 fps and the character is crazy fast. Using the Win-version. It looks like it could be rather fun, but at its current state is almost unplayable.

Triple Tribble Trouble by freso 2018-08-17T17:55:06Z

A platformer, with a twist! Nothing wrong with that, easy to understand, easy to play! Not much more to wish for when you play quite a few games through a jam :smiley: The art good and got some nice sounds!

I think the theme is rather well represented. However, that said, when the theme "kicks-in" (the enemies start having many, many clones), it becomes impossible to complete at times. I'm thinking of level 3 specifically I think, got stuck there several times because the enemies kept blocking the door! and just spawning more and more. It might fit the theme, but sadly rather boring that it's at the cost of me being able to continue. I like the spawning mechanic, but maybe don't have them spawn when you jump on them/are close too them? otherwise you will continually find yourself in impossible situations.

The platforming itself is also a bit imperfect, was possible to kind of "stick" to edges, something that just does not feel right in a platformer, the controls must feel "tight". A side on feedback as well, I would have liked to see a bit more detail on the actions, you already have some! like the death animation for both the player and the enemies, but nothing more then a sound-effect for the jump, and you jump a lot! Just a simple scale-bobbing would have worked.

With that said, great effort. Cheers!

Skipping Cats by Lovro Kalinovčić 2018-08-15T12:55:50Z

Love it. The idea is just so dumb, it's like the perfect poster-game for what Game-Jams can create. Very impressed by the shear number of puzzles and there mind twisting solutions. The presentation is great, with the stiff cats, the mannequin character, even there "holding" the cats makes it all more fun. The music is also really good! Smooth and very nice to continuously listen to, a necessity for a puzzle game as you usually just sit and think a lot, and good fitting music helps with that.

Will try and finish all the levels :) Very fun.

Loot Keeper by outstar 2018-08-16T19:58:50Z

A great game, well made, got some really nice style going with a cool mix of pixel-art and high-res images. While I personally did not find it that fun (based on a few things), I can see the charm in it and why others might really like it.

The theme is represented well, with the inventory being the main focus of everything. I think it was a good idea to then take everything else (like the looting, fighting and progression) automated, as it would have become to complex with having a complete regular RPG system ON TOP of the inventory, and would have made the inventory just feel like a gimmick rather then the game-play. Good design choice!

Now a few of my issues with the game:

First of, the sound was not that great... The music just felt off and out-of-place, the camping music was the worst offender of this and completely destroyed the otherwise cool "dungeon"-mood for me.

There is also an issue with the pacing. While the looting and managing parts are fine and has a quite nice stress factor to them, its just way to much down-time in-between those parts, especially while fighting several enemies in a row. The complete lack of interaction in-between does become rather boring as you just wait for the next chest or fire. It also took quite a while for my inventory to get full, and actually have any inpact that I got new things that started to fill the space, especially as its so easy to get rid of the most worthless stuff by just stacking them in a corner during the campfire.

And the combat is... soso, as mentioned I have no problem with it being automated! (it is however, way to slow... it should at-least be interesting to look at). But the main issue I have is really one of information (or the lack there of). I have no clue of what decides who wins the combat. Obviously larger stats are better, but compared to what? I cant see the enemies stats, so I have no reference to what the numbers on my gear actually does. Also, do I need more armour then attack? Can i focus in only on attack and make a "glass cannon"? If not, then there really is NO choice but to try and always keep the stats at the same level, and I am suddenly very much at the mercy of the random loot drops to be good.

Also I side note: why could I not drop and drag? Really felt like the game should have been played with only the mouse.

With that said! A solid game with a lot of potential. The bonus is the really solid tutorial, showing really how much effort was put in to the details! Great job.

Cube Disposer by sh1rogane 2018-08-15T11:04:34Z

I like the simplicity of the game, just a top-down twin-stick wave-shooter, classic! it works. With the prescient corpses making the space more limited and that you now have to manage your shooting time and clearing time is a nice twist, and fits the theme! nice. Love the corpse grinding idea (would have loved to get some points for doing it.)

The graphics are a bit on the simple side with just basic shapes, but it works, and there is at-least some good visual feedback. I had to almost play without sound however, as they where not that great.. the shoot-gun blast was alright, but the grinding noise was hard to listen too.

I think the game sadly takes a bit long to "get-going", especially as the shooting mechanic is as simple as it is, and with the enemies just ignoring the corpses while moving really limits how many enemies you can spawn at ones before it becomes impossible, you missed a perfect opportunity for the player to use the corpses to create there own "level"/defences if the enemies had to go around them.

Not a bad concept! Good work.

The Flesh Pit by frankiesmileshow 2018-08-15T09:43:27Z

Love everything about this game! The strange story and theme, the art that reminds me of simple claymation (a old cartoon the be exact, Trap Door I think it was called) that just breaths personality, the silly simple sound effects, the overcomplexity of the controls and weapon types for a game this size, even like the rather dodgy controls! it all just melts in to this strange experience that's just fun to play.

Great work!

A Bunny's Tale by undefinist 2018-08-17T15:26:34Z

Such a troll game :P Still cant but like it, even completed it! Where is my carrot?

The presentation is very well made, and completely blinds you to what is to come. I do think however its almost to clearly evil, and most ppl will most likely just turn it off as soon as the generator part starts. I feel it would have been a better idea to make ppl at-least think its not that big of a deal, by for example: Making new jumps rather cheap at first, then increasing there cost as you go along, having more carrots to collect so you think "if I only take those carrots ahead I might not need more", then hit them with the hard reality of the game later on.

Crystalmancer by Crowno 2018-08-15T17:24:26Z

Not my cup of tea, but i can appreciate it for what it is. It's very charming with the Game-Boy like style and sounds!

20000 Leaks Under the Sea by webthingee 2018-08-16T20:36:23Z

A lovely tiny arcade like game! Was great fun to play, even managed to win :)

Bunny Bazooka by MZA 2018-08-16T13:38:20Z

The best thing about this game is the presentation! Silly and "so-bad-it's-good" (its hard for me to describe), but it becomes something special with all the details and sounds, love the bazooka BOOM. The gameplay itself is solid for what it is, a nice logic for your extra lives and a rather good difficulty ramp-up. Extra props for the start tutorial!

doof by JonahSenzel 2018-08-17T15:33:23Z

I kind of like the very odd physics behaviour and high speed in this, at first it felt strange, but started to grow on me as I played along. You just naturally start playing with the odd physics rules as part of the game. Not to say it did not get frustrating at times however, but the levels where generally very small and it was very quick to restart, a fair solution.

The style itself is lovely! The "real-hand-drawn-on-real-paper" style really takes it somewhere else, and would really not have been as enjoyable without it. It also helps, I think, forgive/make sence of the odd physics.

A great entry! Thanks for making it.

Follow The Light by DraperDanMan 2018-08-15T11:29:54Z

Very enjoyable! Love these types of first-person challenge games. The idea is there, the movement is alright, could be a bit less "floaty", but it works well. At first you don't notice the walls that much, but later on they really start making you feel almost a bit claustrophobic. It would have worked very well as a endless procedurally generated challenge!

The presentation is simple, but it works, could have gone with a bit more colour. One thing that I would have liked to see however was a greater focus on the light effect. The game is called "Follow the light" but the light source for the next level is not very noticeable, only if you where behind a objects, and saw the shadows did I notice that there was indeed a light source on the hole. I would have liked it if the rooms where a lot darker, and the light source "popped" a lot more.

In the end a nice concept! Great work.

The Subway: horror within by Bibilega 2018-08-18T18:35:26Z

A strange management game in a sense, with some really, really excellent art and quite odd premiss. Different, yet simple. I like it! Also managed to beat it :smiley: Do like that you made the timer go DOWN instead of making this an endless challenge, I like when games actually have a "real" end, even if it's a simple one.

It took a while for me to understand the relation between the skills and the passengers (what's good against what, what they do etc.), but I actually managed to figured-out myself while playing (the only thing I missed what that the big guy pushed you more then the others). That's very good! You can't always rely on a player actually always reading or checking a tutorial, so having a strong visual logic is very important and I think you nailed it with the character designs.

At first I was rather sceptical if there even was any tactical way of playing this, as the passengers seem rather random, but after a while I felt it worked. Seeing who is coming and using the correct cooldown at the right moment to get the best possible result was rather satisfying, and there effect and cooldown was well balanced. The ultimate ability a nice "work-towards" bonus goal as well, with a really nice effect, breaking away from the otherwise rather repetitive action pattern, giving the player a bit of respite. However, the feeling of risk losing because of randomness was a bit high, and something you could keep in mind.

That said, there are a few things i missed. While really good looking, a bit more passive movements could have made everything feel a bit less "static" and more alive. An easy way to do this is to add simple "bobbing-tweens" to otherwise static characters to hint on there movement, instead of just sliding and fading them.

Also, the gameplay is what it is, there really is only one best pattern/choice at any given time, and you cant really develop your own play-style. I would have liked if my ability choices actually was not so rigid and instead have a bit of a progression element in the game. A basic thing would be to have a upgrade-system, so I can improve the stats of the abilities, or even let me unlock new ones (I don't necessarily even have to start with all of them at the get-go). Also having a level-progression could have been nice, where passenger types are introduced over time.

Great job overall! Cheers.

Misadventures of Crowley Flatcheeks by detectiveLosos 2018-08-17T14:08:55Z

Lovely game! The mood was spot on, was surprised that in the end it was a game about meeting characters and doing very simple "fetch-and-use" adventure-mechanics all while seeing the very world crumbling around you, making you have to not only focus on the "puzzles" but also where to navigate. It was a good balance and logical solutions to everything, making you always know what too try next.

My only dislike was that the dialogue presentation was a bit messy, I basically had to zoom in to even see what they where saying, at the same time the choice menu was still the same size, just did not look "right". One solution would have been to have the camera auto-zoom so that the dialogue-bubble become the same size as the button-text then zoom-back out, or just increase the size of the dialogue-bubble if zoomed-out. I like the first idea better, as then we also get a better LOOK at the characters themselves, I was always zoomed-out so could not really see there design that well.

Was very fun to play. Hope to see more :)

Volka by Cisco 2018-08-16T13:49:50Z

A very nice arcade like game! As mentioned it gets rather addictive and fits the theme well. I like that it allows you to think-out different tactics, my favourite was pressing several times quickly in a row, the stop and turn on red made you able to remove almost all circles before, but it's difficult to time it correctly.

Great job! As a small game there is only so many things to improve, I found the sounds a bit jarring, and there is potential to make "levels" to progress where spots on the map is already block, but its not truly necessary. Great work!

Spiritship by velvetlobster 2018-08-19T10:43:55Z

I have to give you all props for at-least showing what you managed to make, rather then not submitting anything at all! The art and style shows potential for a sweet adventure game, it kind of reminds me of Machinarium a bit. Keep it going and aim for a full game next time :smiley:

Space WithoutSpace by CrawlingRevo 2018-08-15T17:18:07Z

I have no idea how to play this. What are the controls?

ShortServe by G4MR 2018-08-15T12:38:07Z

Very lovable. Such a simple concept, with great music, a very minimalistic presentation and awesome pixel-art. I do however, suck so bad at the game, I found that the items just became so cluttered that I could find any good combinations and got rather stressed :P While it's not my type of game, it has a great design and I can see a lot of people loving this type of game. Really fits will with the theme. Great work.

Pipe Dream by JavaSaurus 2018-08-15T09:27:53Z

Really like the style of the game, the SteamPunk theme really shines with the awesome art and some fitting sound effects, also with a surprising amount of enemy types! However, gameplay wise it was not my cup of tea, and could not get very far before I was to frustrated to continue.

Found the controls way to floaty, and felt very punishing as it felt as I was sliding and hitting ceiling/edges made me miss jumps all the time. Its worth nothing that I'm that good at platformers to begin with, but I have enjoyed games like Super Meat Boy before. I feel the controls must feel tight at all times if the focus is precision platforming where one mistake can mean instant death, something that's missing here.

Also, while the theme is well represented with the rising oil (a classic!), I cant help but feel its a bit of a boring way to do it. Remove the Oil and you still got a rather solid platformer (you even have spikes as environmental hazards). Would have liked to see it represented in another way that made it more of a integral part of the gameplay, maybe something the player could directly control? Have the procedural level be effected by it? Have the player pick up parts that attaches to a limited amount of slots on the robot? Just some random thoughts.

In the end a game with great potential! Great work.

Running out of Space by digital bacon 2018-08-18T17:58:46Z

A simple game with easy to understand-gameplay and a fitting theme. What's missing here is testing and polish, it's sadly way to "raw" in it's current state. The largest issue is that sometimes you just lose without reason. Secondly I would have liked a bit more "style" to the art and presentation! Take some time and add a few fitting textures or try your hand on some nice pixel-art. It does not need to be anything complex, but right now it has no personality, it would really help with the mood and feel to the game without even changing the gameplay.

Demonic Digestion by DodoIta 2018-08-19T10:25:06Z

Some of the best mood and style I have seen so far. The gameplay is basic, but has gets you rather hooked on a nice flow after a while! Happy that you did not make the skulls way to fast so you have some time to react and move around them. Really love the small details that all make everything feel more alive, everything for the particle effects to the simple animations. Great job!

Totally Slammed by FireHawk 2018-08-15T12:22:50Z

A game reminds me a bit of "Papers, Please", with the work setting and game-play. While it has none of the story elements that's special for that game, I think this is not a bad take for a "do-things-in-the-right-order-fast" type game, and i found myself going in a quite nice Flow sorting the papers at times. As the games only focus is the paper sorting, all its parts must be fun to do, sadly, especially on the later levels with several stamps, it got tiresome instead.

I feel the game suffers from having too many steps that takes away from the game-flow. The dragging of the stamps felt like a step to much, even forcing me to re-drag it when there where several stamps of the same type was very frustrating and it just became tiresome for my wrist/arm to move around the mouse. I would have much rather have it auto-stamp just by pressing on the correct stamp the right number of times, or at-least have a select system, where after I have selected a stamp I can stamp any number of times by clicking. This can be balanced with having the papers stack faster, if it then gets to easy.

The idea for the presentation is alright, with a lot of details, however it's all a bit sloppy. Like the text's being extremely blurry, the main-menu tutorial image was tiny etc. the music was also on a way to short loop... It made it almost painful to continue playing after the first set. I also feel that the theme could have been represented a bit better, the table at the moment looks a bit to big and even with 3 stacks of papers I could still see more space, making it odd that the table was now "full". Made replace the table with a more narrow/cluttered desk to make it more clear that there is a limited amount of space?

In the end, not a bad! Great work.

Slow Access Memory by Odin 2018-08-15T10:20:04Z

A very nice concept. The style is spot on, and love the Diorama like level presentation. It really helps with the auto camera to create a nice, calm feel of a puzzler. The theme is represented well with the disk-space of the robot, a nice take! I like where this is going, as you mentioned its only a prototype, and with only one level there is only that much to say more then that it has a lot of potential for some awesome challenges.

Some thoughts however: The entire puzzle design so far is based on that the player having to walk A LOT between terminals to change to the correct load-out. This has a risk of becoming a rather tedious task, and start to feel likes its all about "just" back-tracking. It is therefore necessary that the controls and movement of the character is spot on, and that the actions feel "quick" to preform. However, at the moment, its all bit iffy. Sometimes I felt the robot almost got "stuck" or at-least had issues going where i clicked, and (for me at-least) the menu-buttons where very off. For some reason the hit-boxes where not aligned correctly with the visuals, and had to press multiple times to get them to trigger.

Also would have loved to see a bit more character to the level design. Like blinking lights, smoke/steam coming out of a pipe etc. Something to make it more a joy not just to play, but to look at.

Hope to try it again with more level! Cheers.

Underground Trip by ALKubo 2018-08-21T09:07:10Z

It was actually not that bad! Got a nice flow after a while when you move around, searching for the buttons and avoiding creating impossible locations. The combat did however feel very unnecessary, I dont think I hit a skeleton ones, and it just did not feel very effective to begin with, especially as the "removing-island" mechanic also doubles as a way to remove the skeletons. Would rather see just a slight improvement of the controls and hitbox of the character to make the movement a bit more smooth. Great work! Might give it another try later on.

Cluttered Mind by HAUO 2018-08-14T21:20:27Z

@mattincho Thank you :) Well, my thought was for the visual/puzzle space to get very cluttered, as nothing is every removed, but I would have liked to have a few more "layers" to make it a bit more packed, so I can see if the theme is not really shining through.

Cluttered Mind by HAUO 2018-08-15T14:31:48Z

@biebras Thanks :) Was fun to make.

@d954mas Thank you.

@nillard Thanks! Was a bit worried it would be to unclear at times.

@tacohej Thank you. Thinking of making another, do like the idea of these "visual-puzzles" even if there not very challenging to play.

@d954mas Thank you, bet you have already found several that's better ;) are a lot of good games this jam.

@bluemirror Thank you! Put quite a lot of effort in making it all. If you want to give it another try I can give you the solution, was the very last part so its basically only the end-screen after it.

@jcmonkey Thanks, happy you found it enjoyable :)

@azathothep Thank! Glad you enjoyed it! Wanted to create something small and unique, that you can kind of just go through, experience, then move on. Hope to create a longer experience later on based on the same concept. Sounds in general is my weak point :P can see your point, but wanted at-least something to set a mood in the background.

@lucien-catonnet Actually wanted it to be longer, maybe even 3-4 more "stages", but time constraints and all that :P Glad you liked it! Thank you.

Cluttered Mind by HAUO 2018-08-15T18:47:24Z

@bluemirror Combine the two Pupil/iris's, place the egg at the tip of the fingers, click on the hands several times.

Cluttered Mind by HAUO 2018-08-16T14:23:16Z

@thedouche It's more represented visually then in the gameplay, I did want both, but I did not have the time to fix that properly without destroying the game flow.

@zozol Thank you! Happy you enjoyed it. Happy you got a feel of the theme, don't know if I succeeded that well, but it's something I think is rather unique at least :)

@isubka Thank you :) wanted to try something new to me.

@zayah0-0 "Smartest" might be a bit of a stretch, but I will take a compliment when I get one :) Happy you enjoyed it!

@rob-parker Thank you! Was rather fun to draw and record. Got the idea from some other drawings I made.

@le-slo Thank you! indeed, actually wanted to do both (visually and mechanical) from the start, but had to prioritize. Still very happy with the result.

@lyxil Thank you, it's represented more visually then mechanical :)

@vikfx Thanks! Wanted something unique and hoped the "puzzles" where easy enough to solve with-out help. Hope you enjoyed it.

@jorge-baptista Thank you! Love your game as well! Really want to try using claymation myself, think it would fit my style of games quite well.

@draperdanman Thank you! Really tried to focus on the details, having small movements and sounds and setting a mood through out the experience. Wanted it to be longer to be honest, but I wanted to focus on getting a high polish of what I had first. Thinking about making something similar in the future :)

Cluttered Mind by HAUO 2018-08-17T11:30:49Z

@mateusboga Thank you! glad you enjoyed it.

@nam-nguyen Thanks, tried to keep the puzzles rather easy, as I did not want the player too get stuck/frustrated to fast and miss later stages. Is a difficult balance as you get rather design-blind while making it if a puzzle is actually easy or not.

@anstabo Thank you! Means a lot to know it "works", especially as it's almost not a game? More of a visual experience, but I think it has its place :)

@oneiros Thanks! Really wanted it quite lot longer to be honest, but time constraints and all that.

@m2u-84 Thank you!

@icxon Sweet! Thanks, did not think about it, but might help some people in case they get stuck and just want to see the end :)

@estudios-y-producciones-gusa I plan to, have quite a few ideas following this one. We will see where it all takes me :)

@jonahsenzel Thank you. Spend quite some time with it, have a few other art-pieces I did before that inspired me to make a "game" out of it. Glad the video helped you to see the end! might be something that I should include from the get-go in-case some get stuck, or maybe ad a skip-system, as the main point is really not to spend way to much time on the puzzles.

@erikiene Thank you! Might start a Twitter then just to have something to dump my newer stuff at :) do have a blogg at the moment at: https://hauo.tumblr.com/ that I have stated updating again.

@undefinist That all it needs to be :) thanks for playing.

Cluttered Mind by HAUO 2018-08-17T17:00:14Z

@annie-owl I really like that description :) Glad you enjoyed it! Was hoping that the sound would add a bit more, was rather uncertain if I achieved a good effect as I'm very new to that area. Hope to create more "strange" places in the future.

@oddballdave Thank you! Happy you like it, will hopefully create more. Old towlr games? Don't think I know about those, do you have a example? Always nice to see what's been done before.

@webthingee Thanks for playing!

@andrei9 :eye: :eye: :eye:

@daria-s Thank you. Was fun to try and put everything together, was very nice to see all pieces fall in-too place :)

@wejna A odd thing I myself haven't really figured out what it became... Thanks for playing! Annnnd that's a bug! Ops, maybe should have added some edges to the play area to prevent such actions from happening. Thanks for the heads-up!

Cluttered Mind by HAUO 2018-08-22T10:53:26Z

@detectivelosos Thanks for the tip on Hidden Folks, really like the look of that game. Thanks for playing! As you mention, it's not a game to be enjoyed for its mechanical complexity, but rather a short visual experience. Its always nice to hear a more detailed view of how someone else playing it, as you get quite "design-blind" after working on it yourself.

@zicboy Thank you!

@killing-kitty Thanks :) I did not realise it got rather unsettling in till long after, it was honestly not something I was consciously aiming for, rather happy with the result nevertheless.

@velvetlobster Thank you. Returned to the teeth part several times during the making, as at first it felt very problematic to solve it, as had no real visual clues on what tooth goes where. So I added the rotation and proximity lines to make it at-least a bit less frustrating. Also one of my better "solve" effects I think! With the sound and particle-effect.

@ithildin Thanks! At first I had some ideas to make a bit more complex puzzles (that was more "puzzle -like" to begin with), but I felt It would really just take away from being able to explore the visuals at a good pace. Happy to hear it might have been the correct choice. The sound was quite a challenge as I very new to it, and is, as you say, rather a lot of repetition, but it's great to hear it seems to work :smiley:

@digital-bacon Thank you! :smiley:

@peachtreeoath Thanks for playing! Never heard about Grow, so shall take a look, always fun to see how similar games that have been done. You kind of hit the nail on the head what I hoped this game to become for this jam. For jams I have felt there is just that much time to create something, and I think a lot of ppl just wont take (or have) time to test a game for a super long periods of time (as well as the games themselves might only scratch the surface of what they can be, many use a very similar base-mechanics etc).

So my main aim was a game that can be fully absorbed as a complete experience in one sitting, thus I came to make something: short, rather easy and a "mechanic" that did not require you to learn anything more then doing (somewhat) logical observations and actions, all with (obviously) a more visual focus. I do like the result, and doing some plans for another game of a similar nature.

Dungeon, Demon and 2 Walls by Yulia 2018-08-17T16:29:48Z

Not a bad game! Kind of like a continues boss battle, had fun playing it. Got some nice presentation and enemy designs, the controls work rather well, if a bit iffy knowing how far you can hit and you seem to only attack in the horizontal direction? seems like a odd choice for a game that has a lot of vertical space.

As many has mentioned, could do with more feedback. Things like enemies spawn location, weapon attack range etc. Also would have loved a bit more "softness" to the animations, at the moment you only use very strait-forward frame-by-frame animation with no other added effects, try adding some distortion to the sprites on attacks, spawning or other actions to make them feel a bit less stiff. For example: When you hit a enemy or an enemy hits a wall, make it "bounce" by animation the scale, let it blink red or white, add some particle effects when flying away/spawning or killed etc. It's all in the details!

Great effort. With a bit more polish it can easily go from good to great!

Mindlapse by Vulture_42 2018-08-14T21:50:02Z

When I saw a inprogress-update that someone was doing a claymation game, I just had to find and try it! And I am not disappointed! The style is great! Very solid work with the figures and the animations, good idea too keep them simple but expressive. Very impressed with the enemies, that have a very spooky feel to them. The sound, if a bit un-polished, works well in my opinion. Its all in the details, and like that most things have a sound or effect.

I do also like the game-play, for what It can be at-least. I found that it got me in a very good flow after a while: Shoot while moving around, collect bricks, repair, preemptively shoot the ghost before the arrive, repeat. A fun balance for otherwise very simple gameplay.

However, the problem became that I could never lose and the largest issue with the game is a extra feature that should NOT be there: the ability to repair already broken rooms. It makes it so that it gets very hard to lose, and also, sadly, takes AWAY from the theme. And even aside the thematic issue, I just feel like the permanent loss of a room needs to be there to END the game at some point. A important part of "endless-waves"/survival sort games is prioritising and resource management, but if I have endless resources there is really no urgency (I also count rooms as a resource).

All in all awesome work! I hope to see more claymation games. Might actually give it a try myself :)

Little Bear Planet by gudval 2018-08-21T11:31:56Z

Very cute. A game that really would not feel out of place right on your phone or tablet. I really enjoyed the characters and the mood they invoked, making it just not just another "face-less" puzzle game.

That said, Its kind of what I expect a puzzle of this kind to be and if there is anything to criticize is, that while nice, it did not really offer me with any surprises or something that challenged my expectations. That's not necessarily bad, but personally I cant play more then a few levels before I find it a bit much (the characters did help however).

I also find there where a bit to many controls (a nice touch to be able to rebind them). I don't really get why i need four buttons to rotate! Why not just have one for Left and one for Right rotation? I could see the use for four if you can rotate more then one step at the time, but at the moment you cant.

Great job! Cheers

Little Bear Planet by gudval 2018-08-21T12:34:52Z

@marcenat Good point. I guess what I did not like about four buttons is that you always get one that does nothing. I was thinking more of the controls of a top-down car i guess, where you should look at it from the perspective of the bear, so one key is always rotates him clockwise and the other counterclockwise.

You have tested it so I wont argue with that, it just feels a puzzle game of this type has to many keys. Another idea would be to use a "rotate-mode" button maybe? So you ONLY use the arrow keys for movement and instead change there behaviour between walking and rotating. This would bring you down to 6 keys instead of the now 9. Don't know if it will feel very intuitive however.

Space Farmer by TalesOfPixelia 2018-08-15T13:43:38Z

I got to Earth! And only 1000+ people got eaten! Not that bad if I say so myself.

I kind of understood what I needed to do? To be honest I just planted at random and got the food, and as soon as there was no more water I was off to the next planet. There is some potential here, but I felt like I did not need to spend very much time on a planet before going to the next so I never really slowed down to take in anything else. I did win at least.

The theme is well represented and the idea is quite unique. There are quite a few things that needs improvement: like a more clear tutorial, the music was a bit glaring, the UI was a bit scattered and unclear and the list of planets was very low-res. Also not a fan of having the "logo" of the game right smack in the middle of the play-screen... Feels a bit out of place?

Still! It's a full game, so a great effort!

LD42 - GraveWorld by Azo 2018-08-15T12:29:21Z

A bit lackluster, with no sounds and missing a lot of visual feedback on the hits etc. and rather unclear game-play, so I cant really say to much about it. I do like the circle world, and the 3D models are not bad! The glowing and bobbing hearts are very cool. Needs a bit more work to reach a state where it can show its potential.

Office Panic! by Killing kitty 2018-08-14T20:32:00Z

A rather classic take on a "quick-typing" game! I do like the presentation, it suits the theme, also really like stack of papers making have a sort of in-game progress-bar (I would have liked it to reset however, or at-least not have a limit to how much could be stacked).

I do feel however, if you are only doing the basic type-gameplay there must be more focus on the smaller details. The words on the papers could have been placed better instead of always to the left, the papers could have been dropped down instead of teleported in, a bit more feedback on the typing (maybe having a old-school typing sound in place). Maybe even have other hazards that drop in making it all the more difficult to read the words? You could play a bit more with the space of the desk itself.

All in all, a nice game that can be pushed a lot more. Good work :)

Crumble by anstabo 2018-08-16T20:19:24Z

Give it a go! Not bad, you have nailed the mood and the setting that for sure! Love the low-polly style when done well, great colors and effects! Really like the silly character design too. It does not need to make much sense if it's just fun :)

The game itself is fun to play, but as artish357 mentioned above, the best tactic is really just to take it very slow, and is rather boring. Love the cannon! But it does not really force me forward very well. Maybe implement a waypoint/pickup system? Or have stuff you stand on start to get more and more unstable so standing still becomes a real issue.

Hope to see more! Cheers.

CrumbleDungeon by Celdur 2018-08-15T17:10:31Z

Not bad! I really do like these turn-based dungeon puzzle crawlers, and you have managed to fit the theme in very well! The controls could however been a bit better, felt like i was missing a bit of precision with my mouse clicks as everything was so small, the inventory itself should have been larger (as in, visually, not more slots).

I really like the simplicity that 1 Weapon == 1 Enemy, making you have to plan your way. Was however not that fond of the random movements, it adds a bit of unpredictability I don't think gives anything good to what is basically a puzzle game disguised as a dungeon crawler.

A good game! was missing some nice sound-effects and music however, really makes a difference. Also think more about the small details, like some nice feedback when killing a enemy or picking up a item.

Stuck! by chkkll 2018-08-14T20:41:59Z

I really enjoy the theme and style of this, you have really nailed down the "feeling" of a packed subway, I could feel myself pressing harder on my keys to try and move faster :) very effective. The style is really where it shines, with the small details like the window light, the great perspective view, and the contrast between the player and the others. Great work.

The gameplay itself is extremely simple, but was a great use of simple physics objects to create a thematic challenge! I would have liked to see a bit more directivity in the following "levels", maybe have some static ppl or objects etc.

All in all, a great entry!

LD44 — Your life is currency

Once Upon A Plague by icxon 2019-05-05T10:15:29Z

Great mood and a very nice presentation. Love that you went with a RTS style control that's rather rare for a Jam-game of any kind. You managed to cram so much content in this, several enemies (with some great designs), several weapons etc. The slow-mo function works very well with making me actually use the rts control somewhat effectively, without that it would have been way to fast for that type of control. The theme itself was represented rather strait-forward, which I have no issues with, and while the balance at the moment is a bit iffy (its very easy to out-run the enemies), you can feel the trade-of being there "Do I want to stay more safe? or do I want more firepower?". Would have liked if the blood-orbs did auto-collect at the end, that was a bit irritating to pickup after the later blood-baths :) Great work!

This is your life now by reuno 2019-05-10T07:15:24Z

Great game! Hits you harder the longer it goes. It feels so simple, but with just some small descriptions and reactions combined with the great representation of the events/people makes you strangely attached and regretful when you don't get to keep certain aspects. It becomes a strangely effective overview/history of a potential life. Love it!

Digital Gray by fusionnist 2019-05-05T14:41:44Z

One of my favorites so far! Its just a awesome package. The mood is great, great art, and especially love the voice recordings really just puts it one level higher. The controls are tight, and the pace is also great. You also managed to add the power-ups at good intervals before the combat started feeling boring, giving me new options and basically changing how you play at every step. Really just a fun jam-sized experience all around.

With that said, while I really like both the mechanic and lore of becoming more robotic, the "price" that needed to be paid to essentially level-up was with-out much choice and it did not really feel like a currency? I think I would have liked to have a bit more control over how my health is spent. At the same time it's difficult, as more choice would slow the game down, something I don't think would do it any favors, so I'm uncertain of my own critique.

In the end, I like how "compact" it is, and has a good feel of "speed", the lowering of the health is a great representation in the end of both your humanity and keeping the game hard even with the OP-weapons you gain in exchange.

Great work!

Deadline by Evan Minto 2019-05-10T07:00:27Z

A rather fun strait-forward idea, keeps with the theme at all times. Something I like on jam games.

While overall simple game-play, there where a few areas that just felt quite unfair, as the enemies where placed in a way that made them almost impossible to avoid. Still, lovely retro style game!

Knock Knock... The travelling soulsman by Angry Squirrels 2019-05-18T18:19:46Z

A great production! Felt a bit harsh at times when first coming to a door, as if you mess up the question they just close the door with no way to correct it, felt a bit cheap in a game that's otherwise rather linear. The selection of contract was also odd, accidentally took the wrong one as it switched at the last second. Other then that, the game shines with personality, the arm/poke interaction is awesome and brings again a great feel to the character your playing. Great work!

SACRIFIGHTS by Lumpy 2019-05-18T18:06:20Z

Talk about an awesome production. While rather simple at its core, its just so well made. The attention to details is great, and with the added apartment selection/choices really adds a great pause in between the fights. Seriously great work.

Beyond the Slot by Beebo Studios 2019-05-18T17:34:25Z

Love the literal interpretation of the theme and the extremely silly story, it fits well! While the movement was good (love the dash move) the combat was really quite lack-luster, you could also basically just run though everything as nothing really challenged you if you did.

Bet Life by HAUO 2019-05-03T23:06:42Z

@loveapplegames Thanks. Ya, really ran-out of time on this one and was never really happy with the end result. More of a short concept and went on just doing another game after this. Very much might be a bug, will check it out.

Bet Life by HAUO 2019-05-10T06:29:46Z

@icxon Thanks for the kind words, was really not that happy with the result personally but it's great to hear that the potential can be seen at-least :) I enjoyed parts of it, the art is always fun to do etc. It did give me something in the end and I am happy for that at-least. Thanks for playing!

Bet Life by HAUO 2019-05-18T16:59:11Z

@purrseus Thanks, from the feedback so far it might not be as bad as I persive it myself, I do think it had potential for something more :)

All You Can Eat by Joshua W 2019-05-10T07:22:51Z

The main interesting part is that you can shoot the corpses preventing you from collecting them, adds a great layer of strategy, good take on making a otherwise very straightforward approach to the theme more interesting! However, at some points there are just so much spawns, that it becomes impossible to actually safely collect anything, and you just die. I don't know if the difficulty is auto balanced for the nr of player or always the same, otherwise that might be something to think about as playing alone makes it very hard. Also a big fan of the monster/horror presentation, always fun to play as something unexpected.

UnderBreak by MlleAB 2019-05-05T10:31:46Z

Awesome mood and a great feel throughout, personally the demon interactions with the voice-lines really sold it in the end. My largest complained is while the 3D is great, the main combat section really lacks impact and juice! I dont mind simple animations, but everything at the moment just feels very floaty for one (like om walking on ice), and none of the impacts feel like they have power, there are no knock-backs or other effects to make me feel whats going on. The demon power themselves where also hard to actually notice (with the exception of the space-ability). So the transition from the talking part to the action is rather meh, and needs some work. It's a game with some great assets and great presentations, with sadly lack-luster game-play, but honestly nothing that cant be fixed rather easily, whats there really shows potential. Great job!

Blood and goods by selewi 2019-05-05T09:05:22Z

Lovely thematic game. The style is great, and the mechanic is in the forefront of the game, with everything having a cost you really need to think whats worth to pay life for. The difficulty might need some tweaking, but honestly, can works well as it is, every Rogue-like have runs that just wont work based on luck. Also really enjoyed the combat system, a rather elegant solution to add a more "active" combat for static encounters! Great work, one of my favorite games so far.

LD41 — Combine 2 Incompatible Genres

Bob Ross Adventure by Goutye 2018-04-26T15:02:46Z

Agree with many above, a very good puzzle game with a nice mechanic! Not a super fan of the levels with you had to collect so many brushes, as they took almost a bit to much time to complete, however it did make me have to think about the map structure more so in the end a good choice! Also liked that some of the puzzles let me solved them in different ways as its physics based.

A very nice thematic game, and who does not love Bob Ross? :)

Astral Fantasy by PowerSpark 2018-04-24T16:05:17Z

Very neat. Love the visuals, the presentation is spot on. The one thing missing is the combat-style FF-music, but I cant fault you for that.

The gameplay is overall interesting, if a bit slow (as the nature of these games are) but I felt sometimes quite lost and not overly motivated to continue on, might need a bit of a motivator to move the player forward. One really also needs to use the quick buttons, otherwise it takes way to long to play in any meaningful way (lucky you added that). A great combination of games!

Shootanoid by drludos 2018-04-24T19:11:07Z

The idea is solid, but it was very difficult to control the balls direction with it. I also don't feel like the very high rate of fire helps, as I just made me create a "wall" of bullets to try and move the balls. Having to use my bullets more carefully would feel more rewarding. All in all, a good combination with potential!

Wordelicious by ludipe 2018-04-24T13:42:49Z

Was great fun! Writing is not my strong point, the game naturally makes you want to try and figure out a good word. Love the style & sounds as well, sets a very nice tone.

Toodee and Topdee by dietzribi 2018-04-24T22:38:23Z

Great mash up, a very literal combination with the story, the "switch gameplay" is classic in a way, but using two different genres in this way was innovative and made for some really interesting puzzles. Played it all from start to finish, never got to hard, but still had some real challenges. Great game!

FetchQuest Rally by nuclearfriend 2018-04-24T22:21:32Z

Such a great production! The story/premiss is so dumb, I LOVE it! The presentation is very well made, love the combination of simple 3d, the detailed outside and the "low"-res art, it really all adds to the style of how the story is told. Love games that uses a narrator/dialogue as a active part of the game-play with out taking me out of it. Also such a odd combination of genres, and you made it work! great addition to the theme.

EXTREME EXTERMINATION DEFENSE by chaoclypse 2018-04-24T20:06:36Z

One of the best tower def combo games I have played so far! The idea of taking a third-person view of a tower-def game have been done before, but it feel very fresh with the car idea! and the decision to be able to one-shot all enemies by driving on them feels very very good.

At first I thought I would only build damage towers, but by making them rather underwhelming and more of a "last resort" feel and the car so "OP", you naturally become more inclined to use car related towers. Also to have "Towers" that only effect your car in interesting ways is brilliant! There is so much potential in that.

Loved it from start to finish, also, great presentation all around. A good menu system when building tower, good sounds etc. Was a blast.

SKYWOOOD PIER by designernap 2018-04-26T12:04:43Z

Very odd, but the mood was great! Really enjoyed playing it. It was only after I read your description I realised it used a procedural system. It kind of really shows what is important in "walking-simulators": something that makes you constantly move forward, and constant bits of information given in a way that does not stop the exploration. Having a procedural part of it also makes you able to play it more then ones. A experiment i fully enjoyed, also helped that the voice-over was very good.

Rythm is Lava by egordorichev 2018-04-24T13:48:49Z

That was difficult! Was not that found of being able to go "backwards" in the levels. Other then that, very nicely made, very challenging later on and hectic! A bit to much all at ones for my tastes, but the entire design otherwise just feels, as @vilix64 said, very smooth. Great work!

Netcrawler by impbox 2018-04-24T19:38:13Z

Very fun! Its such a great take on deck-building combined with tower-def, love both and this combo just makes so much sense when you try it out. Will be sinking in more time in this just to try and get a good score! The design/style fits very well, and while it was a bit difficult to read the text for me, it was nothing that got in the way. The tactical balance of when you want to start the new wave/reset your stack is a brilliant! And really makes you have to plan ahead in a game-type that otherwise can be quite random (cards). A great entry to the theme.

Cat Kingdom Defence by waterytart 2018-04-24T15:13:59Z

Good job! Gave it a spin. While i usually like tower-def like games I sadly cant say this scratch that itch. My largest issue is with its controls, it just became rather irritating to control the cat as the jumps where very low and the "drag/roll" move seemed unintuitive. The gameplay was also a bit unclear, I had the top-bar that showed me who was in the lead but i found it almost impossible to gain more ground then the green balls. I think the game could have done better with a "round" level design, so that if I fall to far down, I end-up at the top again, as jumping higher up was way to difficult while at same time as trying not to die. In the end, you have a solid theme going! It just needs more play-testing. The style is very nice, and love the ball-cat. It needs more games!

Feed the Beat by Benstar 2018-04-24T22:10:51Z

Rhythm game, a cooking game and a fighting game all in one... It sounds so dumb, but the result is so awesome! Presentation wise one of my favourite games I have tested so far. Also love the music, really spot on and makes the game, very impressive for the time.

Turn-Based Invaders from Space! by HacksawUnit 2018-04-24T14:58:11Z

Love this mix. Always been a sucker for turn-based games and feel this proves you can combined it with just about anything if done right. From the visual to sound design its sets the mood extremely well. Love it! Keep up the good work.

Woodsy by ghodan 2018-04-26T14:02:57Z

Not a bad game! The mood was really nice, and the character design was really spot on! I feel however, the hole "jump-scare" thing sadly only work ones, and after you "get-it" so to speak (that the jump-ups has no effect/consequence), makes it more of a very easy adventure-game with a spooky mood. However, that in itself is not bad, but I think there could have been more tension to be gained adding a bit more scary-type moment, like a hunted-sequence or other.

Great job! Was more fun to play then i first thought it would be. Cheers

Love is not bulletproof by Emery 2018-04-26T12:30:19Z

Such a odd game, great combination! I liked that the "date" part was almost a bit puzzle like, that you had to try and figure out the correct response for what mood the bullet/missile had, it's presentation is also very good! Definitely my favourite part.

It all falls a bit flat however because the "bullet-hell" section is rather shallow. The controls very restrictive, if your using a top-down type shooter I think a mouse aiming control would have been better, as for now its almost impossible to aim or hit anything without getting completely swarmed. Also, the point of a bullet-hell is usually that you can "swim" in-between constant waves of bullets, your game sadly does not give you that option (especially with the heat-seeking missiles), making any tactic other then "running-away" non-viable in this mode. I would have liked it more I think if you made the bullet-hell part more of a traditional top-down-space-shooter, with the player at the bottom and bullets raining down from on top.

All in all a very fun entry and very fitting of the theme!

Grid Gunner by SuperTibbles 2018-04-24T22:00:11Z

Great entry! Love turn-based games to start with, when you get use to the controls it has a really nice flow, the music and sound-effects the style of the project all helps with that.

Check, Please! by swav_gav 2018-04-26T13:08:01Z

Its a bit short, the concept is ok, but as you only have 3-tasks to preform before its over it never have time to develop into more bizarre circumstances. Every solution also feels like it should have a bit more freedom to be preformed, to present it feeling extremely linier.

However, that said, It is a solid base. It's very nicely presented and has a great mood. Just needs a bit more time and basically a story that develops as we go further in and makes this date as "great" as we can. It kind of reminded me of the game "Dinner Date" from 2011, where your stood-up on a date at your home, getting more depressed as time goes by, would recommend check it out.

Shake'n'Shoot by WilloXs 2018-04-24T19:26:53Z

Not bad! The dancing part was actually quite fun when you got in a grove, and the balancing of where to stand, how long you can dance and switching colours all kind of fit together. The dancing animations are great!

If anything it got quite easy be the end as you can almost just avoid the robots stacking up bullets to take care of them in one swoop. However only got around 1000 points so might get very difficult in the end if the spawn rate goes up linearly. A good combo!

SAVE THE TURK by N3K 2018-04-24T13:55:41Z

Great job! Love the sounds. The controls where a bit iffy for me, but like the theme overall :) Favourite part was the Hero-Landing entry! Really love that feature and something I would like to see in more games. Made the "transition" from the top view and hero-view a tactical choice.

Cauliflower Power by Librorumque64 2018-04-24T19:52:02Z

Not my type of puzzle game, was very bad at it but enjoyed it in the end! The stealth aspect was quite fun, and love the small details like them getting a exclamation-mark and running towards you when they see you and the small references.

Where's Waldy by Dartictheunic 2018-04-24T14:22:55Z

At first I was not that positive. Did not get the controls at first, and with a bit of lag I lost just seconds after starting. However must say that it was rather fun after the second try when you get the hang of it! The setting is great and so ludicrous with you being a evil Knight that gets "undetected" in a convention is brilliant. The mechanics themselves work well, your character is itself your "enemy" as it makes it harder for you by killing everything automagically, so you have to work kind of "against" the typical hack-&-slash mindset (kill everything on sight) to not to attract to much attention and find the princess. It really embodies this Theme for Ludum Dare so well because of that. Great work! Hope to see more. Also a big plus for the very nice graphical style and ambience sounds.

Where's Waldy by Dartictheunic 2018-04-24T15:18:53Z

@Dartictheunic Np, was a fun experience :) Also wanted to point out I liked the "emojis" that pop up, really adds more to the feel to the location itself, and how out-of-place you really are.

Haiti Kitty by Beebo Studios 2018-04-25T09:42:14Z

I like the concept, but the different parts could really do with some instructions. Also, the second part feel like one of the only ones you can "fail", making you constantly go back to the fishing-part that really had no challenge at all compared to the rest. Could use some balancing-out. Love the presentation and the music fits well! Very funky. Also, thanks for the fish :)

BIRKANOID by MateCziner 2018-04-24T14:05:19Z

My first favourite game of the Ludum Dare 41! The card game with a breakout like game is just genius. The slow-motion feature makes it all still feel player in real-time instead of doing a hard-pause, avoiding the "turn-based" feel of a cardgame. There are a lot of cards with interesting and fun effects! This could be made further where you make your own deck etc. The style is spot on for the a more classic arcade-feel and the cards have very easy to understand symbols even with the pixelated graphics. Love to see more of this! Going to spend some more time playing it.

OldIsWin by BetaCat 2018-04-25T10:09:53Z

I like most other things, the idea itself is good! That you can shoot anything and effect the world is fun, and by making you have to go UP you cant cheat the system that easy as you need platforms to progress. The art is also very fitting and it has a general good mood.

However, the jumps... I don't mind the floaty controls, but when I'm standing on the ground and press space I want to jump! Especially when a missed jump could set you back so far in the game.

All in all, not bad! Cheers

Dungeon Exploder by wizard sino 2018-04-24T15:36:06Z

Fun take on the theme! Works well, the style is quite on point with a voxel style and nice explosions. While the voice-acting could have been done with a better mic, the content itself makes the game. The Zelda inspired fairy that follows you around is what makes you want to continue and explore so hear what comes next. Love it.

The camera could be a bit more zoom-ed out however, as I sometimes missed dialogue because I just kept shooting, killing stuff to far in front of me and triggering the next dialogue part. Also, my biggest gripe: I don't mind at all that the game is a bit long (and is rather repetitive) but why is there no floor check-points? As mentioned you play because you want to hear the next part of the fairy, but if you die have have to hear it all over again! Not that fun.

In the end, a great way to give me story bits without stopping the gameplay, the theme itself works well, and the humour is rather on point. Goof job!

Dunk Four by edj99 2018-04-24T21:51:58Z

I cant say its a great game, but its a great combination :) The best part of it is just the thought of combination the two games! Well done.

Siege Of The Cloud Empire by HailBurns 2018-04-24T13:36:17Z

Great work! Was a blast playing it. Love the almost ice-climber feel that the side perspective have.

Vyperspace by iLKke 2018-04-24T14:54:25Z

Love it, such a odd mix. Really embodies the theme. The sound effects fit well, and really like the small details. The "shadow" of the last movement makes you able to plan easier and it transform a otherwise rather hectic and reactionary game to a planning game.

Guardian of the Depth by Animaster 2018-04-25T11:24:33Z

@visumecadroide Seems to be: z - to Talk, x - to Fish (and the rest of the fish interactions), b - for Bait.

I enjoyed the game for what it can be! It was a great base: The style is spot with its simplistic pixel style that feels a bit "soul-like" (also with some really good animations on the main character when you charge the rod etc). A good "combat" mechanic when you try and pick-up the fish, it would be great if you add different challenges depending on what fish you catch etc. and some interesting characters.

It does need a lot more work, some sounds etc. more content. Hope to see a finished version of this! Great entry.

Typerider by Sun Parlor Studios 2018-04-24T15:50:37Z

Great idea and great execution! Did not think about combination of a typing game with a platformer-action of all things. Also love that you took it the ENTIRE way! Not only using the typing input for the character/gameplay, but for even the menus etc.

I am however, a very slow typer, and I got completely stuck on a level because i could not Turn then Jump to get to the next platform. I would have liked a setting to slow down the robot, or maybe be able to type what speed I want to go at any one moment.

A very nice looking game as well! The sounds where a bit repetitive and loud on the robot engine, but other then that It all fits very well with the style. A great entry to theme! Cheers.