Foon → Ludum Dare Explorer → Users → Hempuli
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| 🥉 | 2009 | 16 | Exploration | Apocalypse Adventure | compo | 3.94 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥇 | 2014 | 31 | Entire Game on One Screen | Where They Once Were | compo | Mood | 4.61 | |
| 🥉 | 2014 | 31 | Entire Game on One Screen | Where They Once Were | compo | Graphics | 4.72 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Po | Cm | Te | Jo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | Feast Thine Eyes On Flowers | compo | 76 | 3.71 | 2.97 | 3.92 | 2.40 | 4.27 | 3.27 | 2.42 | 4.10 | ||||||
| 2023 | 53 | Delivery | Message Engraven | jam | |||||||||||||||
| 2021 | 48 | Deeper and deeper | Keke in the "Caves of Peril!" | jam | 339 | 3.87 | 4.01 | 3.72 | 3.57 | 3.67 | 2.74 | 3.18 | |||||||
| 2020 | 47 | Stuck in a loop | Kekes' Underwater Adventure | jam | 2.75 | 2.00 | 3.25 | 1.50 | 3.00 | 2.00 | 2.00 | ||||||||
| 2018 | 43 | Sacrifices must be made | Ludum Dare Simulator | compo | 58 | 3.85 | 3.68 | 4.02 | 3.57 | 3.43 | 3.38 | 4.06 | |||||||
| 2018 | 41 | Combine 2 Incompatible Genres | Super Metabolism Bros | compo | 4.12 | 3.87 | 4.62 | 4.62 | 4.00 | 3.87 | 3.50 | ||||||||
| 2017 | 39 | Running out of Power | Sublunar Vessel | jam | 4.33 | 3.83 | 4.16 | 4.00 | 4.28 | 3.40 | 2.75 | 4.40 | |||||||
| 2016 | 37 | One room | Salvage Star | compo | 218 | 3.48 | 3.10 | 3.31 | 4.24 | 2.63 | 2.28 | 3.32 | 51 | ||||||
| 2016 | 35 | Shapeshift | Cavern of Flight | compo | 47 | 3.94 | 3.61 | 3.18 | 3.33 | 4.44 | 3.54 | 4.38 | 100 | ||||||
| 2014 | 31 | Entire Game on One Screen | Where They Once Were | compo | 10 | 4.19 | 3.77 | 3.40 | 4.28 | 4.72 | 3.31 | 2.65 | 4.61 | 80 | |||||
| 2014 | 30 | Connected Worlds | Badland Quest | jam | 10 | 4.24 | 4.18 | 3.52 | 2.52 | 3.82 | 3.88 | 3.54 | 4.25 | 59 | |||||
| 2014 | 29 | Beneath the Surface | BactoCo | compo | 89 | 3.84 | 3.75 | 4.18 | 3.09 | 3.84 | 2.88 | 3.95 | 3.34 | 53 | |||||
| 2012 | 23 | Tiny World | Cloud Realm | compo | 34 | 3.93 | 3.46 | 3.56 | 3.07 | 4.37 | 3.32 | 2.42 | 3.87 | 14 | |||||
| 2011 | 22 | Alone | Incomitat | compo | 34 | 3.63 | 3.21 | 3.17 | 3.58 | 4.17 | 1.47 | 2.00 | 3.24 | 4.08 | 50 | ||||
| 2011 | 21 | Escape | Bountyhunted! | compo | 157 | 3.16 | 3.19 | 2.69 | 2.06 | 3.06 | 2.35 | 2.50 | 2.95 | 4 | |||||
| 2011 | 20 | It's Dangerous to Go Alone! Take This! | Officer Alfred | compo | 4 | 4.15 | 3.96 | 4.23 | 2.59 | 4.23 | 2.74 | 2.44 | 3.27 | 6 | |||||
| 2010 | 19 | Discovery | It's A Frickin' CAVE | compo | 28 | 3.60 | 3.80 | 2.54 | 3.26 | 3.89 | 2.79 | 2.77 | 3.76 | 6 | |||||
| 2010 | 18 | Enemies as Weapons | Doors and some other stuff | jam | 5 | ||||||||||||||
| 2010 | 17 | Islands | Paradise Fort | compo | 5 | 3.97 | 3.62 | 3.88 | 4.00 | 3.90 | 2.80 | 2.67 | 4.14 | 64 | |||||
| 2009 | 16 | Exploration | Apocalypse Adventure | compo | 3 | 3.94 | 3.68 | 3.47 | 4.15 | 3.56 | 2.63 | 2.42 | 3.76 | 100 | |||||
| 2009 | 15 | Caverns | Excavatorrr | compo | 34 | 3.41 | 3.38 | 2.73 | 3.59 | 3.20 | 2.70 | 2.85 | 4.09 | 100 | |||||
| 2009 | 14 | Advancing Wall of Doom | Snap To Grid | compo | 16 | 3.68 | 3.33 | 3.94 | 4.16 | 3.53 | 3.00 | 1.88 | 3.72 | 3.22 | 1.29 |
Could it be possible to provide a zip for those who have the frameworks and such installed?
I found it a bit hard to grasp the way the tractor beam worked. The engine was rather solid, though.
This requires quite a hassle to get running.
Very cool and ambitious idea! It's a shame that the implementation is a bit awkward. I'd really love to see this to be worked on!
Huh, I had to dig rather deep to find the executable. The game is fun, but the second level has really annoying background effects.
Oh, I thought I prevented one from doing that. Haha, thanks for noting, gotta fix it. Of course, bringing doors through doors might present some rather cool puzzles, but also a lot of hassle.
Alan Lynn: I'm not sure which way you got to the top, but can't you throw a door up there before getting there yourself? There's the springboard and all!
It's back up now.
You have to use other means than doors to get up there.
I utterly love the animations of the old guy! If you had had more variation in the surroundings this would've been a lot more addicting! Still, I did find all the treasures.
The gameplay was quite fun at first but the lack of content made it quite dry quickly. Great job, though!
Easily the best musics in the whole compo!
I'd play this for hours if you added the possibility to walk on the planets! Or fly around them.
Excellent fun! The sound effect kind of broke the rhythm at times, though, and the positioning of everything could've been better. Still, great fun!
The controls are really awkward because the blob starts turning when you hover over the buttons, but MAN this looks great! I also sense some nice potential in this, if you manage to fix the controls!
I think this game has a really nice original idea, but as some others have said, it wasn't very intriguing to play, partly due to the gameplay mechanic.
Excellent stuff! I was surprised of how well the diving worked! With some more stuff to do (dangerous fish? Kraken?) this'd be a sure hit!
Wow, really ambitious! I liked the turret mechanic a lot, though it'd strike me as more logical if the event turrets activated to shooting, and if the turrets were colour coded.
It's a shame that a lot of people probably wont play this due to the required framework.
A tip for later games: You can usually achieve the atmosphere and feel you're looking for in a much smaller area than you'd think!
Hmm, that's unfortunate, but I must say that it has been only twice or thrice that has happened to me. I'll look into it in case I release a post-compo version.
whoops! I forgot to re-add it! Doing that right away!
devinmoore and Starspell, I agree with your points. Shall edit the game thusly in future.
Fixed the light circle and removed the ghost altogether.
In case someone cares, you can play the in-progress updated version anytime at www.hempuli.com/rogue2.html
I'm not totally sure what bugs you're referring to in this case, apart from the occasional inside-walls spawning.
Interesting concept! But what purpose do the mushrooms serve?
Dude, be a man and remove those useless exclamation marks! It's quite obvious what you're trying to achieve here.
Nice music and pretty nice graphics. The game is a bit ridden with bugs, though. At one point my sword attack didn't work anymore, and I was still moving with 0 health. The light orb thing is neat-looking but the mechanic it provides needs work; it's hard to predict, not very strong nor gives any strategy. Nice try, I hope you do a post-compo version!
Interesting idea, but as others have said, not all too innovative. Fun for a moment.
I couldn't really understand this, either...
Instructions related to the controls would be cool!
Great graphics and solid gameplay! I wasn't sure how to use the cat, though; the robots were lured to it but still shot at me!
No Mac here.
The NON-STOP RAPE -signs look ominous.
The graphics are great! However I was slightly annoyed by the engine; the jumps felt a bit too quick and the walls were a bit arbitrarily defined, which combined with the jumps and the jumpy scrolling made reaching some platforms a bit flimsy. Also even though it's a grand achievement to get any story at all to an LD game, I felt that the story was rather cliché and expectable, thus making it less dramatic and interesting. The twist at the end is a nice touch but hardly anything new. Overall I'd say that the graphical style is the strongest point of the game. This is not to say that the overall game isn't good, of course; I'm sure even the number of ratings this has tells enough.
Aww, not working here either! :(
F-Secure marks it as 'harmful'. It gives me a warning on every GM game, but this is the first time it has outright rejected a GM game. I'll give you the community rating, but it'd be really great if you could look to this!
I get a warning of malicious software as well. F-Secure, Win7 32-bit.
Yeah, definitely tricky. Nice concept, though.
Haha, cool idea! Quite a gimmick but works well.
Great narration, nice idea, decent audio...
...But absolutely horrendous controls; the player moves really fast but rotates really slowly, thus leading into some really awkward maneuvers.
Haha, fantastic concept! Some art to accompany the text could've worked.
I made a really small visual bugfix to make the laser/crate part easier. Bad design to have the threats out of your vision, huh?
Thanks for the compliments. :)
I guess the room with the two cannons is a bit too much for most. It's the penultimate puzzle, though, so try to understand! I think I'll make a new version with a better difficulty curve later.
In fact, getting to him is possible. Count that as an easter egg. Thanks!
superflat: The particles are 100% unable to kill you, time stopped or not. I wonder what it was that killed you, though! I'm not sure how it would be a bug that the create only respawned when time wasn't stopped; seems quite logical to me.
I agree with all the difficulty/bad puzzle feedback, though! Try to understand. I hope you can appreciate the game despite those design flaws.
Quite bare-bones, but I find the mechanic intriguing. Now just to add more stuff and nicer graphics and you'll have a neat game.
Nice music! I think the game could've benefitted from a few more hazards; currently the game gets a bit tedious quite quickly.
Really great dialogue! Better than what I see in LDs usually, for sure. The idea is nice but quite simple. Timing became a bit aggravating at places, especially with the double jump, due to the awkward way double-jumping early gives you the biggest boost. I quite liked this one!
I found the game a tad boring, but the graphics are neat and the music is very nice if a bit unfitting. Solid entry.
Very nice graphics and music! The dialogue was a bit hard to read due to the background being so bright. Also I had serious problems with the movement; it was very slow and slidey, and combined with a curiously high jump made dodging traps a chore. Really nice overall.
Crashes on startup, with no warning whatsoever.
Runs fine here. What we have here is basically a skeleton of a TD, but the engine is solid and works well. Played to the end, too.
Sweet idea but not explored far enough if you ask me. A similar game with more interaction would be very cool! I really liked avoiding the red dots while navigating the maze.
Ughh, please no installers. They're such a hassle to handle!
F-Secure warns that the game is harmful. I know that some older versions of GM trigger this, but usually GM games give me just a 'suspicious' -warning, so I'd like to hear more on this.
Heh, I liked watching those cavemen jump to their deaths. The game over taunt was neat as well. The platformer engine was a bit annoying due to the sliding and floatiness of the jump.
The idea is actually quite neat! The graphics are understandably very rough and such, and I had trouble getting back to the main menu after looking at the help screen. I hope you'd work on this more!
There's not much gameplay here, at the moment it's more of a story narration. I like the idea behind this, though!
Nice idea, but way too unpredictable and hard to keep under control. Also it's a bit weird that there's seemingly one way out (through the yard), but the patients can apparently escape through any border.
Sweet camera movements! The player was very very slow which made maneuvering a pain, and the game itself wasn't all too interesting in terms of gameplay, but I really liked the lights of the alarms.
Really sweet! My only problem is that several tiles resemble a tad too much ones from La-Mulana.
Now if I could figure out how to get that orb/coin in the belltower...
Had great fun, completed the game a couple times and I'm now trying to get a 100% run.
Figured it out literally seconds after posting that!
The car seems to have a lot of health; had hard time losing! The controls are great, I really like how the steering works.
Looks amazing! However, I couldn't really play because most of the graphics were bugged, including the main character being completely invisible. Also the bomb timer was unreadable. For another thing, please, *please* allow WSAD movement for a game with mouse aiming!
Indeed; most users can't really play this as of now.
F-Secure gives me a 'harmful' -warning for this. I'm aware that it warns about every GM game, but usually it's just a 'suspicious' one, not outright harmful. Could you look into this?
Haha, fantastic startup! The actual game is very tedious, but man the visuals make up for it!
Neat graphics, but there were a lot of little bugs and then gameplay got quite repetitive later in the game. It seemed to me that the guards couldn't hit the protagonist at all, and it was impossible to predict their movements. Using the buttons to change the active barrier was a bit annoying because standing on the button made the barriers toggle very fast, thus making it impossible to be sure that the desired barrier is on when you leave the button. I got nearly to the end, until in one room trying to leave through a door made the character fall off the world instead.
No Windows build. Gave you a community rating!
Unfortunately I am unable to open this source. :(
The hit detection is kinda cruel! Those crushers killed me quite a few times in situations where I was on a ladder and they were on my sides, one tile down or up. Otherwise fantastic, as I said earlier.
Uhm... I'm quite sure that I encountered a bug - in the room with the 4 white guys who turn hostile, I kept trying to jump over them (x did nothing), until suddenly I teleported back to the beginning, after which they no longer became hostile and I was able to finish the game.
Really nice presentation! You got a good amount of content in such a short time.
The movement is really strange; the cat accelerates so slowly that tight places are really difficult to maneuver in. The engine solid, but it might need some more work to work well.
The game was really simplistic, but I quite liked the concept. With some work this could be a pretty neat game.
Really solid stuff! I played some 14 levels before realizing that it doesn't ever end. The engine is good fun, and I like the idea.
I'm quite sure my game bugged in some horrible way - I could walk through walls and none of the items I picked up did nothing. 32-bit Windows 7 here.
Works now. Thanks for the fix!
Easily the best implementation of the theme I've seen this far, haha. This is so much my life right here.
There is a sort of a boss that you can beat, but since finding it is extraordinarily unobvious, it could be said that the game can't be beaten!
Thanks for the compliments, and I mostly agree with the criticism - too ambitious for LD and thus lacks content to make it interesting. I'll also need to tweak (or remove) the hunger system.
I was actually a bit surprised about the inventory bug stuff - hadn't noted them myself! Thanks for telling, and I agree that the inventory is horribly unintuitive atm (it doesn't help that my mousewheel is partially broken).
Heh, the ending was pretty neat. Kind of minimalistic.
Quite conventional; but very polished and solid. Really shows what Stencyl can do. :) The asteroids got kinda lost in the starry effect, but otherwise it was cool.
Unfortunately XNA don't seem to work for me at all. :( Gave you community rating, though.
Well, really simplistic, but at least it does look good!
The concept is fantastic! With a bit more solid engine this could go so very very far!
Hmm... Have you played Fly Guy? http://www.trevorvanmeter.com/flyguy/
I really loved the ghost-like movement of the character, and the game was really interesting. I just started getting heavy dejá vus at the point where I got to the sea.
When no-one was looking, Object404 made one really interesting article. He made 1 really interesting article. That's as many as one one. And that's pretty cool.
The controls felt really finicky, otherwise grand!
Really funny, though the fish last such a short time that I seemed to need at least 2 to get any cats at all. Maybe I was just bad, though!
I like the gameplay, but the game is so frustratingly hard that I gave up before getting to the very end.
The engine is indeed quite glitchy, and the presentation doesn't quite grasp the theme. I really like that you can stomp enemies while dying, it's a neat touch! Also what is there is mostly quite solid.
Eat a raper?
You could at least have acknowledged about using sprites that are either not your own or made before the compo. I'll hold my vote for now.
I completely agree. I couldn't figure out a good way to show your movement speed that would've seemed logical given the setting.
It was a bit annoying that the initial gas tank would often go under the waterscooter, thus making it very hard to get a good game going. Overall I think the game was a tad unforgiving with the gasoline distribution. Otherwise, a solid game, the control felt very natural!
I like the idea of exploring a large area for ponderous creatures, and once I got the idea of the screenshake it added some neat atmosphere; I just wish there was more to find and look at while playing.
(Also, what antivirus program are you using?)
Whoops, comment is not same as rate!
@xhunterko: I sent BitDefender mail about that and according to VirusTotal they've cleared the malware rating after a re-analysis :) Thanks for telling me about this!
Unfortunately no OSX here :(
The game's controlling system feels very archaic and thus makes the mission the player is on feel very overwhelming; I think I'll play again later. I really wish you had had time to visualize the areas more :) a very ambitious and interesting concept.
The idea was interesting but I wasn't sure if the story was supposed to continue; I stopped after 8 or so days because nothing seemed to change between rounds. Also at times the day would end without letting me eat. Trying to leave the game area through the top of the screen caused some really cool stuttering effects! Overall I liked the concept.
Indeed very hard, but I loved the weird record-rotation system and the general gameplay. Really atmospheric even if endless arena shooters aren't really my thing; the controlling system made the shooting much more interesting.
Really neat graphics! The gameplay felt a bit slow, but the engine was nice and solid; I liked the shark-luring gameplay.
Really neat! I loved the soundwork and the tension in the atmosphere, but the jokes the characters told me felt kind of weird considering the overall atmosphere.
A very interesting concept with nice graphics! When going right, I had to click a pipe twice to get it to turn. I would've loved to have some time-manipulation tools, such as pausing or speeding up the game.
The attack style is interesting; there are some bugs that make playing somewhat annoying, such as both horizontal & vertical movement stopping when touching a wall. I'd love to see you make a full game out of this!
I really wish you'd used a different sound effect for the fish building the iceberg. Fun and rather difficult; I like it when you can actually beat a game even if they were about hoarding as high a score as possible!
The controlling system seemed to have some problems; I liked it at first but it appears that the fish drifts out of the camera after a while; I ended up out of view and above the surface. The other aspects are very neat, though, and I like the serene atmosphere.
A very solid and fun game! The menus are rather confusing but the game itself is well done.
Neat! At first I didn't realize how the bone system functions, but after I got the hang of it it was pretty interesting and fun! The slow acceleration felt a bit weird and the music felt a tad repetitive (although obviously mad respect for composing music in the first place!)
A really neat idea! I think you should make a full game out of this :) the platforming engine was a bit glitchy and would send me inside walls sometimes, but the concept is very strong.
The concept was very fitting for a score-hoarding game, but I would've wished to see mor graphical effects.
I liked the general feel of it, and loved how the arrows bounced off the main character. The musics and graphics were also nice. The dash felt slightly buggy in that oftentimes if I had performed a couple jumps, I couldn't dash at all while sometimes it worked without problems. Also the player character seemed to slide around on its own at times. A neat game!
A nice, simple idea with neat graphics. Non-SFXR audio would really improve the atmosphere, I think. By the way, there seemed to be situations where Willy changed directions after leaving a ladder, which caught me off guard.
The movement felt a tad unnatural, but I liked the bomb-throwing mechanic. I hope you'll work with this conept more in the future :)
It took me a bit to understand how to move the bee, but once I understood the way to play, it was fun to play. I liked the way the covers moved away to let you rotate/move the platforms.
I liked the atmosphere, but there didn't seem to that much to do.
It took me some time to figure out how to rotate; the game was interesting but I didn't know if the blue rings really affected anything; were they just for the player to use as a reminder?
xhunterko: you could have told what antivirus software you use :( I've checked my site with several different programs in the past and I think there's one that for some reason marks it as harmful (might've been called bitguardian or something like that).
Thanks for the compliments!
The shadows looked amazing! At first it felt like the enemies were too tough, but once you started inroducing new weapons and enemies it got rather interesting! A tiny bug, I think: the enemies kept rotating slowly instead of looking at me when attacking.
Hahah, amazing! The gameplay is rather simple, but the graphical style, theme and the wonderful music really made up for it!
Stunning! A really nice soundscape and graphical style. The gameplay was interesting albeit it's a bit hard to rate that properly because I didn't have anyone to play with! When I pressed escape, the game told me "(A) to quit", and (A) turned out to be space.
It seems to be a bit finicky with vertical sliding; I felt that the game often thought I was trying to move a row when I meant to move a column. I hope you make a game out of this!
Lovely writing! The game ran a bit too quickly and in tit for tat the diamonds suddenly disappeared, but otherwise it's a nice solid entry.
Very beautiful. The concept is cool, but it's a bit awkward that the game needs a separate tutorial video to be played. After I beat the first few levels by trial and error, I understood the logic, and I think that it's easier to understand how the game works in systems with more planets, because in smaller systems you have very few choices and the other planets are more passive. A really interesting take on the theme and I like your implementation of a trading system - maybe couple it with space exploration?
Really neat! I love the art and the music, and the gameplay is very slick. I was a bit saddened to find that the area loops and there's no goal to speak of, especially considering that it's pretty easy to never die just by running away. Still, a very very solid entry! I wish the enemies were a bit weaker, because I seldom felt attacking them was a better option than just running.
A couple bugs:
- The enemies in the dark world tend to get stuck inside walls
- I can hear enemies out of the screen shooting; this got pretty distracting in the dark world
- Google Chrome marked the game as malware; however, virustotal.com gave me 0/55 warnings.
Really cute and interesting :) Unfortunatelt after exploring a bit, the game gave me this error: http://i.imgur.com/35wMhLQ.png
Very enjoyable and solid! The controls feel good and the laser bullets have a nice impact to them; generally a very fun game. :)
The tutorial was great and I really like the game concept - it's an interesting mix of timing and strategic thinking. However I felt that at least with Hard difficulty I didn't have much problems defending a level 1 line at all times, so the two more powerful line types saw less use. Maybe some lines transfer different goods, and certain planets prefer certain goods? Also it'd be nice if you could see the cost of a line between two planets by hovering over them. :)
Nice! The exploration of morals was interesting, although I was a bit sad that I wasn't given a choice to refuse. The player's collision box seemed pretty weird, but otherwise it was smooth and nice. The ending was also cute :)
Enchanting, and very beautiful! The game concept was cool and intuitive, although after finding my first light I had to check that there's more to find. The ending was also very cool-looking. Ambient sound would work great with this, methinks. :)
Google Chrome marked it as malware; I assume it might be a false positive but could you check it with something like virustotal.com?
Neat! The game seemed a bit overwhelming at first due to the high number of goods and the size of the map - the game screen was too big for my laptop. Had fun playing it, though, and you have made a nicely complex system in such a short timeframe.
Nice idea! It's a bit troublesome to get the animals over the bridges due to how the planets' borders warp them around, but I found it very enjoyable and relaxing.
A solid entry, and the music is neat! I didn't really enjoy the trial-and-error nature of the mushroom world, but did beat the game.
A neat concept and I really like the artstyle! I found it a bit hard to consistently damage the enemies, and when one of the dudes got stuck in a corner and once the others died, the camera didn't return to the alive one. Still, very nice!
A really cool idea! The graphics were a bit hard to read at times, which felt a bit problematic due to having to follow four windows at the same time. The puzzles were interesting, and the checkpoint system was really neat and fair-feeling. Also nice music!
Really liked it! I suppose the red things should attack the player but even as it was I found the game very enjoyable and relaxing. The only thing that annoyed me a bit was the collision code for the player. Amazingly beautiful!
Easy and fun to play! The gameplay is surprisingly tactical, although I couldn't figure out how to approach the shooting enemies without getting hit. Nice!
A cool idea! It was fun to play the game, although I wish there were on-screen instructions. You can get points even after losing by dragging your mouse from the middle to already-connected planets.
Amazing idea! The stream was somewhat laggy so playing the game wasn't all that exciting, but the concept was superb!
I love cardgames! There were quite a few stats to keep track of and sometimes I didn't understand completely why my character died; I think the races added a relatively unnecessary layer of complexity to the gameplay. Still, very nice, and I enjoyed playing it a lot! Maybe give the player the ability to choose whether they want to draw from the "discard 1" or "discard 2" pile?
Oh, by the way - F-secure gave a malware warning about this; I ignored it as a false positive but I suggest running the game through virustotal.com!
Impressive but very difficult, at least for me. It was fun to try to align the jumps just right, but I do wish the planets were a bit larger...
Simple but very enjoyable; the game wasn't too hard and the controls felt good. It was a bit disorienting how everything on the screen flew in different directions, so it was hard at times to tell whether my ship was moving or if it was just stars/fuel/meteors floating about. Also a possible bug - the meteors collide with my exhaust fumes and the stars, which looks buggy and makes it very easy to avoid them.
Such a large game! I loved how different the minigames were, and the difficulty was really spot-on. I wish some of the planets didn't require you to spend a certain time on them due to the time limit (the lava planet is especially troublesome since it's an instant loss of at least 50 seconds).
(Sorry, forgot to vote)
Chrome marked the game as malware; could you check it with Virustotal.com or other such service?
Interesting concept and neat implementation! It seemed that after a certain point closing the doors no longer prevented people from migrating? I'd love to see this expanded upon!
A neat take on the theme! I liked the idea and the gameplay, but I wish there were a bit fewer buildings; it takes a long time to make all the "transfers" :)
Thanks!
@mrspeaker: the game was made using Multimedia Fusion 2, and .mfa is its "project" file. I'll add this info to the description, sorry about that!
Naah, they're just a's and o's with dots. :) I'm definitely going to work on a post-game version once I have time. I'll be sure to contact you once I do B)
(You can actually just take the motorbike without any consequences (this is silly))
Really nice dynamics! I wish there was a clearer goal in the game, but it was fun to manipulate the alliances; in general I really liked the organic feeling of the game.
Very very fun to play, pretty addicting as well! It took me some time to understand what to do and at times it took a couple tries to get the next tile to be placed, but overall I liked this a lot! The audio & art is great and the intro made me laugh, haha. Nice!
A very interesting take on the theme; I liked the minimalistic style and colours. At some others have said, it took quite some time to "get" the gameplay, and even afterwards the game was pretty difficult. Otherwise really neat!
There were some nice jokes in there :) simple but works well.
A very interesting concept! The lines looked nice and the gameplay felt refreshingly different. I wasn't sure what the percent above my health meant, and once an enemy spawned on top of me, but otherwise things worked really well!
Fantastic art and gameplay! I really enjoyed playing it, although it's a shame that the map's unfinished. Still, you managed a lot in a very short time.
From what I read it seems like this only runs on OSX?
Hahah, really interesting! The game's pretty simple but the sound effects are cool and big kudos for making a GB game!
On a 32-bit machine :(
Seems to crash as soon as I open it :( Windows 7, 32-bit
Very nice for a first try at game development! :) It was pretty funny to have the AI players rush me to get the star, only to transport me to it instead. It was a bit weird how the vertical movement seemed to be 'dominant' in that if I held UP & LEFT, I only moved UP.
32-bit Windows 7 tells me I don't have sufficient rights to run the installer :O
Couldn't get it to work :( Windows 7, 32-bit.
Wow, the game starts moving really quick really fast! That's not a bad thing, though, the sense of movement feels great! It took me a bit to realize that the axe animation had just to be playing to deal damage, I thought at first that the axe itself should hit the reindeer.
KERFUFFLE
it a game
Cracked me up :D
Really solid game! I like the art and especially the music. I didn't have anyone to test with, but after playing around a bit I felt that the game might benefit from the players being obstacles to each other - as it is it's easy to get into a situation where players just run into each other.
Simple but effective; I liked how even with multiple scenes, everything happened on a single screen.
Wow, this is really beautiful, and it's simplicity the gameplay is really fun (and hard!) and works very well. I kind of wish this could be played with just the mouse, but otherwise everything is superb! The otherwise high quality makes the music's simplicity stand out a bit, though.
Simple but effective idea! I wish the tail of the player was a bit more elastic (and visible), I found it hard to intentionally use it to attack the enemies.
Really nice 3D art! I also liked the meta-jabs at running out of time when developing a game :)
Plays really nicely and the gameplay feels compact and solid.
Ahahah, this is the funniest and most absurd game I've tested this far! Wonderfully nonsensical and the music fits really well. Also liked the reviewer-specific noises :)
Wow! Too bad about the bug, but the story is amazing and the dialogue feels very very natural most of the time - I felt that usually the response to what I said was exactly as I thought it'd be. Wonderful! A post-compo version with the smartphone look to a T would be great :) Also incredible use of the theme!
The game was interesting and I liked the changing level; the feel is nicely old-school. I couldn't figure out how to reliably attack the zombies without taking damage, though!
Interesting idea! I found it a bit annoying that my grip of the items disappeared as soon as I gained height; made my plan of creating staircases etc. impossible.
I wish there was a quick way to restart. Interesting idea and a cool take on the theme! I went looking for new channels and died due to not finding my way back, which was interesting although a bit frustrating. Great job!
Really cool! I like the art, the music, and the gameplay. Clicking away the screams of pain felt kind of useless since my mouse was on the wound all the time; also the game was so hectic that I didn't really have a clue of when or why to send people away untreated.
Simple but effective! I liked the visuals and the gameplay was solid.
I found the gameplay really enjoyable, even surprisingly so! The little particle effects were satisfying and reminded me of many old classics like Spheres of Chaos. Those red enemies are really mean! With more varied level designs and some side goals this could become a really wonderful thing :)
Very difficult! I like the concept, but at times it's hard to judge how close the colours are to each other; I think a less varied gradient could've worked better :) very solid and nice, still!
Nice atmosphere! The problems looked pretty creepy; I found the mixed art styles with the walls/bullets a bit jarring. The dialogue was also cool :)
I wish there was more of a goal, but the fighters were really interesting to watch and trying to keep a good balance took surprising amounts of work. Interesting idea and a very nice implementation :)
Very very difficult! I couldn't get past the green lights. Still, a very interesting concept.
The game ran at about 3-4 FPS for me, which made playing really tough; possibly due to this it seemed like I had little control over things happening on the screen. That said, the art is nice and I really like the visual effect of stuff breaking down into pieces!
Pretty fun! The screen shrinking and moving was really cool, and they way destroying enemies healed me made the quickly increasing difficulty more manageable. Once I had damaged the enemies enough, they were so small that seeing them among the other visual effects was a tad frustrating.
I don't have a controller :(
There seemed to be something weird; I couldn't see anything but what I assume to be blood splatters in different colours? My ship & the enemies were invisible. Windows 7, 32-bit. The idea seems really nice :)
Sadly I don't have a controller :(
Very impressive considering that it was made from scratch! I liked the art. It took me a while to realize that all the attacks and actions have a delay, and even after that I was left wishing that the punches etc had more reach. Very nice, anyhow!
32-bit here :(
Interesting idea! I like the variety in the enemies, but I found it very hard to predict where I'm going to place the box. That combined with some collision box issues made playing the game a bit hard at times. Some kind of a score would be cool, even if it was just 'time survived' :)
The music is great! I couldn't really notice any structure in the wave mechanic, and the game got harder pretty slowly, but after wave 10 or so it got very interesting. I couldn't see my score after dying, though?
Unity crashed as soon as "BIG BANG IN " appeared :(
I really like the concept; hopefully the game can be played later :)
Nice concept! I liked the variety of enemies present. I think it might've made the game more interesting if new enemies were introduced over time; after round 6 I felt I had seen pretty much everything.
(Also an instrument with 1 HP but 3 DMG would be cool!)
Interesting concept! I found the sword a tad too unpredictable at times (it seemed like it would randomly jump towards the boss even when in the "attack enemies" mode). I also wish the boss moved, it'd add a lot to the atmosphere. Still, nice art and an engaging concept!
A nice concept! Clicking on the enemies felt strangely unresponsive, sometimes I could quickly destroy a snowman with three consecutive clicks, and sometimes I needed to click 3-4 times for one hit to land. This made the game a lot harder, but also somewhat frustrating.
Wonderful art and music, but as with others, even after minutes of trying I couldn't figure out how to play. I found that you can drag black circles to other black circles, but this didn't do much.
Liked the first puzzle but couldn't solve the anagram, English not being my native language. Really nice concept and atmosphere!
Couldn't get it to run :( Windows 7, 32-bit.
Very very beautiful - the audio and art are both amazing! I also liked the way the game played; the spikes/walls growing looked really cool. However, the overall high quality made some problems stick out more. For example there were quite a few typos in the intro, and the spikes were slightly misaligned so that the player could get hit by them when walking along a wall. I also got once into an impossible level layout. Still, very impressive!
Simple concept but it's enjoyable! Some more visual effects might've added a bit to it :)
Interesting story! I liked that it wasn't immediately apparent exactly what the player was :)
Plays smoothly! It was a bit hard to tell when the King was attacking without any visual indicator, but after a while I got the hang of it.
Augh! Nice catch, haha :D
Glad you enjoyed it. Endings 1 & 2 are pretty mundane in comparison, there isn't really that much into the weirder stuff since I ran out of time :)
LostTrainDude: yeah, noted that earlier today as well. Oh well :/
Thanks for the comments! I'm going to enter the same game to the Jam, but this time with a fourth ending and sound effects. :)
Uh oh, I should've made the initial lighting brighter. Oh well :( There's a matchbox on the right side of the fireplace.
@borgi: I didn't have time add anything but ambient noise
@pavel_insight: I made a Jam version with sound effects and a fourth ending which could be considered 'happy' in some sense. You can find it here: http://www.hempuli.com/blogblog/archives/1200
Thanks for the kind comments, people :)
Works nicely! I wish I could shoot with left mouse button, and the jump/land sounds are a bit hard on the ear, but the graphics are nice and it's impressive that you managed to create such a fun multiplayer game in such short time!
I wish the installer wasn't the first thing I see when opening the game. It was interesting and the tests were nice. Having to restart from the beginning made replaying after dying really frustrating, though. I liked the story, although the AI was definitely very very GladOS-y. Good work overall!
Gets really hard really fast! The visuals and enemy designs remind me a lot of Spheres of Chaos, I like the glowy overall effect a lot! Very solid and enjoyable.
Very enjoyable, even though I didn't have anyone to play with. The enemies had a good balance of being hard to avoid but also maneuverable. Good job overall!
What a fantastic game concept! I haven't seen a game like this before and the puzzles were extremely well-designed. I could definitely play a full game designed around this idea. Got to level 9, the only thing I found kinda illogical was how I couldn't push two boxes together.
Very enjoyable! I completely overlooked the shapeshifting feature the first time around, and I'm not totally sure how useful it is in general, but I had good fun playing this. 44 seconds!
I had fun watching the little creatures scurry around. The game is fairly slow-paced which makes have to retry a bit frustrating, and I felt like my options were pretty limited most of the time. Still, a very enjoyable little building game! :)
Nice idea and solid execution! I got stuck in the first level with all four shapes because no matter what I did my triangles and circles kept erasing each other. I wonder what I did wrong? A nice challenge.
Loved how the hat fell off as I changed my rotation! Also a very neat concept. The sound was a bit loud and the press-type obstacles didn't seem to do anything?
Nice idea! The collision detection wasn't quite as precise as I would've hoped which made climbing the stairs in the second level quite frustrating, and it would be nice if I could stop being an anvil by pressing space again instead of waiting. Still, very neat!
Unfortunately I lack both VR and a smartphone :(
Sweet! The combat was very hard because of how fast the enemies are and I ended up cheesing a lot of the encounters with the turtle power, but the graphics were wonderful and I loved the sounds as well. Really nifty!
Wonderful! Amazing graphics and very solid gameplay. The theme song is absolutely fantastic and the game has a good sense of nonlinearity. I had some bugs appear + the ghosts are really tough enemies, but all in all really really good.
I ate a lot of cows before I realized what I'm meant to do with them; also the lack of a radar system along with the turning speed of the UFO made playing very hard. I love the look of the landscape as well as how imposing the turrets are!
Amazing concept! The platforming physics were a bit awkward but that didn't matter most of the time. Some really sweet ideas here and I could definitely see this turned into a "full" game! Good work.
Pretty tough! I didn't find changing shape very useful but the colour-changing mechanic saw great use. I really liked the rotating stars and the fact that the boss has multiple stages!
Reminds me of olden days of klik; amazing stuff. The enemy animations are wonderful and the amount of combos is sweet. I really wish there was a save function because beating the same fights again felt a bit frustrating, though!
A very very novel idea, executed really well. The good graphics add a lot to the mechanic, too. Extremely polished, really gotta beat this at some point. Good work!
A very ambitious idea! Keeping the people happy was relatively easy and I seemed to be doing well until a single overleveled rebel leader came and wiped all my units. I'm not totally sure how I could've avoided that since I can't directly attack a given rebel leader. Also once a level 1 unit of mine beat a level 4 rebel, I wonder why that is.
The game was fairly tough but luckily the enemies didn't respawn so I could keep trying until I got past the levels. I felt that all the different forms were fairly weak against the enemies because of how aggressive they were, so in the end using the fast-moving form at all times felt like the best option. Still, you have a very nice engine here and it'd be neat to see the game worked on some more! :)
A very interesting concept; I really wish there were tutorial levels because as is I found it very hard to understand how to efficiently get the colours where I want.
The feel of being in a battle of hundreds of ships was very strong, and I loved that! The enemy ships as well as the player ship felt like they had a bit too much HP, but that was mostly fine. I feel that this could be huge if the ships had a bit less health but conversely it was a bit easier to avoid enemy shots. Nice work!
At first I didn't understand the concept, but once I found out you can shapeshift even in midair the game got very fun. It's rather easy but I like how gravity prevents you from just teleporting to the top instantly. I could see a puzzle game made out of this!
Very cool! Initially it seemed really simple but the camera movements etc really amped up the difficulty. I also liked that you could play a kind of a tune with the buttons. Very smooth.
Very nice idea! I enjoyed solving every puzzle a lot, and the concept of the pieces keeping their orientation was neat. The game could've been a bit harder and sometimes it was easy to tell which piece went where based on small seams in the shadow, but still, very solid indeed.
Very neat! The browser version lagged a bit for me and that might've made the game harder than intended, but I found it pretty tough to avoid the birds. I really liked the Proteus-ish graphics and would actually really enjoy a game where you fly among the birds!
Nice idea! I really liked the minimalistic aesthetic. Somehow it felt like the game got easier the further I progressed, because there were long patterns of the same shape instead of the faster changes. Still, very nice!
The game crashes on startup, and I'm fairly sure I have all the required programs installed. :(
The game crashes on startup, and I'm fairly sure I have all the required programs installed. :( Running on Win8.1, 64-bit.
Chrome doesn't support Unity Web Player anymore so I couldn't play it; it'd be sweet to have a downloadable version available!
The idea is neat but I had a very very hard time wrapping my head around how to control the shape!
A neat take on a serious concept. The musics really complimented the story!
Very nice! I couldn't figure out the hitboxes of the powerups, but otherwise it was simple good fun. The shapeshifting didn't seem very integral to the experience but the visuals were top-notch!
F-Secure warned me about the Windows version being on a malicious-rated website; I didn't have an android phone to test it on, either. :(
Love the graphics and audio! Even though it was hard to figure out my orientation a lot of the time, it wasn't really a problem and puttering around inside the fruits was nonetheless a lot of fun.
Very nice if very hard. The narration was really neat, especially in the very beginning! Also I liked how versatile the various forms were. The levels get pretty long in the end and having to restart the whole level felt a bit frustrating.
Whoa, this is fairly tough! At first the idea seemed a bit too simplistic to be very fun, but the difficulty ramped up fast enough that the concept really worked and kept me thinking. Couldn't beat it, though! It'd be nice if there were no more symbols appearing towards the end of a level, there were several times where one was just about to be "registered" before the level changed.
Despite the simplicity of the idea, the game was really tough! The darkened squares were a bit too hard to differentiate from the normal ones on my screen but the game was fun to play. Good work!
An interesting take on the theme. Also fairly well written, although I did note some typos here and there. I like your use of metaphor!
The idea is neat and the presentation is cool, but the delay between input and the character changing their posture makes it really hard to react quickly enough. Also it took me a lot of time to remember the cotrols; especially the square I nearly never managed to do in time. Still, a solid engine here.
Really loved the feel of the car, going over a hill a bit too fast and then flying felt very impactful. The game's pretty hard, though, and I wish there were levels.
A simple idea executed really well! The game gets very hard very fast, but the jumps are very forgiving and the idea is very neat! I just wish I didn't have to do the first tutorial-ish obstacles every time I lose, because the actually tough bits start only when I get the third pastry and that's pretty far into the game.
Even after multiple refreshes I couldn't get the game running. :(
Wow, that was much more gruesome-feeling than I would've assumed from the beginning! It was interesting to try to solve the puzzle of how to get various combos of limbs onto particular characters. The only achievement I didn't manage to get was Conference. Interesting if a bit cruel!
Very minimalistic, and it took me some time to understand what was going on, but in the end I really liked it! Especially the audio grew on me; I really like how the music makes a kind of a melody as you shift and carry on.
The idea is really sweet! It took me some time to realize that the player can move even if I didn't shift the column/row they're currently in, but after that it was fairly trivial to get to the end. Having stuff to pickup in a roguelike-like fashion could turn this into a real gem!
The title screen music is great! Also loved the sound effects. It took me a bit to figure out how the enemy-freezing worked but the game was fairly enjoyable to play. I kinda wish it ramped up the difficulty a bit faster, though! Good work.
Thank you for the kind comments!
@El Cabaro: Fixed it, sorry about that!
The save file is located in <username>/appdata/roaming/MMFApplications/Hempuli_LD.txt. I didn't have time to implement resetting, sorry! :(
The art was neat! The gameplay itself could've been a bit more involved but I enjoyed trying to max my percent for some time.
The resolution was large enough that I couldn't see some of the screen which prevented me from playing. :(
The level design was at times mysterious but I feel that gave them some nice extra atmosphere. Also a surprising amount of content to be done in such a short time! I encountered some bugs but managed to beat it nonetheless.
Very cool graphics; the console-style text logs add a lot to the atmosphere along with the harsh lighting and sepia tones. I got somewhat lost after seeing the anomalous black holes but had good fun.
It took me time to understand how it works but I found the command-carving system very cool in the end! You definitely need the list of available shapes to be able to beat this, though. Good work!
I also had to move the files around a bit to get it working. The game was interesting although I wasn't very certain about the logic behind certain puzzles. Still, a very neat thing you have here.
Very nice! The puzzles were fairly straightforward but the relaxing pace and sleek look held the game together really nicely. I could see a more complicated version being made out of this.
The shifting mechanic was cool on paper but felt pretty frustrating due to the way it always centered me when changing planes; this caused a lot of frustration. The graphics and audio are extremely sweet. I got to the first boss.
Very interesting! The controls felt a bit overwhelming and binding anything to Alt feels pretty awkward with the WASD controls, but once I got used to it the game was very interesting! The wizard hats were a nice touch. The quick-bar on the left felt a bit useless, because I did just fine just using the waste-paper bin.
Very cool concept! The idea is neat and it works flawlessly. It feels like the player who starts has a very noticeable advantage, though, because you can change four squares every turn instead of just one.
The idea is very neat and I liked the ability to plan forward; however, the way the game's perspective works made some part more frustrating than they'd need to be because of how the spaceship obstructed parts of the screen. Also it was hard to predict the velocities of the ball, which made it tough to aim the slanted surfaces. Still, a very cool concept and I nearly beat the last level!
Very interesting and I love the graphics! The gameplay was also solid, but I felt that the collision detection made things more frustrating that necessary at times; there were multiple situations where I estimated my jump based on the visible edges of the player sprite only to realize that their hitbox is actually a full tile, causing several accidental deaths-by-spikes. Still, very solid and pretty!
I couldn't figure out how to effectively dodge the homing missiles; the robot form also felt a bit useless, but it was nonetheless fun to shoot around and I especially liked how you could spam your own missiles.
Nice! The levels were interesting and the difficulty curve was fairly even. The shapeshifting mechanic could've been explored a bit more thoroughly but even as it is it was an enjoyable game.
Extremely pretty! Also I love metroidvaniaish platformers so this was perfect for me, despite the slight collision bugs here and there. Great work!
A very ambitious idea! The game was fairly straightforward and I had some trouble with the collision detection, but overall a very neat thing.
Wonderful! I laughed out loud at the premise and the couchman song. The discrepancy between the overall atmosphere and the couch action is a fantastic touch.
The shooting enemies were much harder to avoid than I first anticipated. Good fun!
Neat idea! I liked the little character you gave to the characters with the dialogue. Managed to get both endings!
The link leads to 404! :(
I love how hectic this is! Also the insane AI cars moving around, crushing each other. Some extra instructions might've been handy because I didn't figure out how to lure enemies to the chasm. The game is also very tough! The mouse-rotation was disorienting in a great way.
Very cozy and enjoyable! Pretty easy too, but I seriously enjoyed the depth present, what with the different tiles affecting each other and the dragons and wolves ravaging cities. My score was 190. I'd love to see more of this!
Very tough but very enjoyable as well. I like that the number that I need to press is written on the shapes!
Very tough! It took some time to figure out the controls and even then I had a hard time getting to where I wanted, but once I got a bit more used to them it was fun to do some crazy jumps! I'd love to see this worked on a bit more. :)
I think I've seen the same idea implemented before, but this was nonetheless a very solid game. I loved the little touches like the golems climbing the tower, the umbrellas, the tower being shown crumbling down and the little dynamic outline on the tower. Very solid!
I definitely wouldn't have figured out what to do without outside advice! That said, once I did the game was very interesting and I enjoyed just making weird gestures with the hands even without a definite goal. The graphics are also really sweet!
It took me some time to figure out why more robots kept spawning. After that the game felt like a pretty neat puzzleish game, although I'd suggest lowering the colour-swap time from 10 seconds. It was cool how the music changed with that, though!
Nice concept! I liked the werewolf-turning animation a lot, as well as the little screenshake when you catch one. It was a bit weird how I died when touching a person who wasn't in werewolf form; were they just about to turn?
Nice idea! It'd be nice to see you elaborate on this a bit. :)
Very nice! Finicky with keyboard arrows, but to be honest that made succeeding feel even more satisfying. The music wasn't really my jam but I loved the visuals and gameplay. High-score 21!
I liked the little quips from the doctor. It was sometimes hard to see how many enemies there were because of all the rubble on the floor, but the gameplay was solid and the various items very helpful. I want to beat this at some point!
Fantastic! The game mechanic was really cool once I fully understood how it works. The graphics were also very good, and I liked it that you actually took the time to make completeable levels instead of making the game go on endlessly. Got to the third level!
The mechanic is very solid; it was fun to plan my way through, although sometimes it was a bit surprising to have enemies shoot at me off-screen. The detection on clicking on enemies felt a bit harsh at times, too. Still, very nice!
No VR, sadly :(
Amazing! I loved the "YUMM-M" sound effect and after some initial confusion the game mechanic itself was really solid and interesting. I'd love to see a larger game made with this mechanic!
I laughed out loud when I realized what the moon was, as well as when the boss just instantly keeled over. Great stuff, and easy enough to play through without frustration. Nice!
Pretty neat; the controls were easy to learn and the gameplay was enjoyable. It didn't seem to get much harder or otherwise vary over time which is something I'd love to see. Still, very good work!
I really liked the idea here! Also there were some neat little touches, like the crosses having their own dash attack. I kinda wish the keybinds were something else than control and QWER, though; they were a bit hard to reach with one hand. My score was a measly 950.
Interesting mechanic! I found it mostly useful when encountering pitfalls, but the idea is cool. Got to the boss but died, it'd be nice if I could restart from that level.
The puzzle mechanics are cool and more forgiving than I initially assumed. I really like the concept and the visuals of e.g. walking around as a pot are great! The platforming physics are a bit strange at times, though.
Very cute! The shield didn't seem all that useful and I wish there had been some use for the platform in the first level because that was the best fun I had! The punch sound is very satisfying and I really like the general concept here.
I don't have a controller handy or anyone to play with. Sorry about that :(
Pretty nice! It took me some telling to get the idea wasn't to just shoot enemies, and once I did I had hard time dumping any bodies. Nonetheless, the gameplay was fun! Also it was fun using the weapons in rhythm with the music.
Pretty sweet! The graphics looked great and I liked the little interactive bits. The ending was kinda abrupt, though!
A nice idea! I kinda wish I had hotkeys for the various transformations. Also the first level felt very complicated for a first level. Still, a very solid effort.
I love the sounds of the angry blob! The controls and platforming were pretty finicky and tough to use, but the level design was interesting and I ended up beating all 5 levels. This could be very very nice with a little more solid physics engine. :)
As others have said, even after moving files around the game complained about a missing data folder :(
I liked the surprise squid attacks and the fact that you can do little jumps at slopes with the circle. I wish the triangle was utilized a bit more, though.
Very polished! I liked how all the characters were formed of the same set pieces. The game idea is relatively simple but gets tough really fast, and especially the fish was the bane of me. Managed to get 30 points, though!
Very interesting boomerang physics! I had hard time trying to get it to go where I wanted, though, and it was hard to say how the shapeshifting affected the gameplay. Still, very nice!
I liked the perspective effect and the smooth enemy patterns. The game felt like it had promise but it didn't really get harder so there wasn't much to do after the first impressions. Still, very neat!
I liked the voice-acting! The game was very hard and I found it easier to avoid all enemies instead of fighting them; also felt a bit unsure on what to do once I was pointed towards the planet. The starry sky was cool!
Really neat! It was fun to play the game and the visuals were really pleasing to the eye, but I found the jumping to be extremely precise and thus didn't really want to use it. My score was 30500.
The physics-based collisions with the furniture along with the oddly happy background music made the atmosphere really unique; I quite liked that! Also I liked that the zombies actually took knockback from my punches; it made fighting them more manageable and impactful. Short but sweet.
Hmm. I really like the basic idea, and the gameplay works! However, having to restart from level 1 every time makes it very frustrating to learn how the game works, since there's very little time to experiment with the mechanics before you get bumped back to the tutorial. I'd love to see this idea get developed more!
The chain reaction system felt very innovative and while it felt like the game didn't require much in terms of strategy, it was a lot of fun to pull off a long chain reaction; similarly, while it felt like I had no real control over it, seeing the cockroaches suddenly fill the board with a lucky chain-reaction was very interesting. Good work!
Very nice! The puzzles were logical and the game felt mostly very coherent and neat. I got 2 endings!
Couldn't get it to work! The graphics seem to bug. I'm running Windows 8.1 with GeForce 820M.
A fairly melancholical experience! It was interesting to realize that I was exploring the developer's own room, and listening to your occasionally witty descriptions of things there was nice, especially after reading your foreword in the description. It took me some time to realize how to get forward from the title screen.
I needed a hint to figure out how the vending machine works, but it was kinda enjoyable to see how many bars I can pump out before I time my click incorrectly. Feeding the creature felt interesting at first, then a bit scary, then nice again. A very interesting experience!
Hahah, I loved the chaotic atmosphere! The gameplay was fairly simple, but the fact that the lonely santa was soon drowning in orders (and toys/wrappers) made the whole thing feel hilarious. I also really liked the music, although I kinda wish it played a bit louder while in-game.
Very polished! I liked the upgrade system and the look of the game. The combat system was also in-depth enough to keep the game interesting, although it would've been neat to have the game ramp up difficulty a bit faster. Ended up getting 110% research before quitting.
That death sound was wonderful! I could see this become a much larger game, the fan system seemed to have some nice potential! The controls felt really sensitive, though.
F-secure flagged the game as harmful; I'm fairly sure it was a false positive, but wanted to be sure.
Very nice! I don't usually enjoy the genre, but this one had a very nice mood to it and I had good fun playing it. The difficulty ramps up a bit too fast for my taste, though; I would've preferred a slower pace.
I liked how santa looked when I got the cocoa right! I wonder if there's a logic as to what information santa omits from his description of the drink?
A very unique and interesting puzzle mechanic! It took me some time to understand what was going on and the controls felt somewhat awkward, but once I got the idea I found the gameplay very interesting and fun! The game's really hard, too, which is a good thing imo since it's a deterministic puzzle game. Very good work! I hope you keep working on this :)
I really liked the transforming room system, visually and mechanically; also the player's walking animation was really great! The enemies felt like they had a bit too much health, and the lack of knockback along with having to stop while attacking made me a bit unsure about how to effectively handle the threats. Good thing the game's very generous with HP restoring points! I got to the boss and got it below 50% HP, but the monsters that spawned ended up being too much for me to handle.
Managed to beat it! It took me some time to realize the game required me to solve puzzles, and I didn't quite understand the mechanic behind it, but it was interesting to walk around the rooms and read the surreal descriptions.
Very nice! I like that you're not killing monsters but are instead just fighting off some moving furniture. The upgrades feel very meaningful (except for speed, maybe?) and I like that the game has a definite ending. Ended up maxing all the upgrade options. Having a post-compo version with a boss fight at the end would be cool!
The graphics were pretty neat! Q and E seemed to be difficult to utilize, since the green mana recharges very slowly, the enemies take a lot of hits and the shield lasts for a very limited time. Still, a solid base for a game.
Nice that you included a shop with such varying weapons! I kinda wish I had had more to spend money on such as upgrades, and there could've been more enemy variety, but overall very neat!
I like that this wasn't just an endless shooter, but instead there was a proper ending and even a boss fight! It was quite difficult to tell when a guard would be shooting, making fighting them feel quite random at times.
The basic gameplay is pretty simplistic, but the powerups and such add some nice extra strategy and polish to the experience! Got to wave 9; I kinda wish there had been a visible crosshair and a bit more enemy variety. Still, good work!
Got out! I felt a bit bad helping a murderer escape. The game didn't seem to recognixe my mouse-clicks occasionally and I kinda wish the game had had a bit more in terms of puzzling, but all in all it was a fun little puzzle to solve. Only now do I realize that I probably missed a hint.
The mechanic was very interesting! I liked how it allowed me to play the level pretty much how I wanted; versatile powerups like that are always welcome. Unfortunately the collision detection seemed not to work at times, and I had to restart the game once after falling through the floor. Ended up beating it, though!
The "keep-your-upgrades" -mechanism was fairly interesting, as well as the way you had to defend both yourself and the fridge! The player's hitbox seemed really large, which made judging if I'll get hit difficult at times.
Very neat! As it is, the game feels rather impossible due to how slow the towers are to react; however, I liked the crusher block trap and tried multiple formations of them in order to try to find one that works! Hopefully you'll keep adding more to this!
That was some good fun! I wish the powerups had a bit more strategy related to them, as it is I felt that only the bomb required some thought on when to use it. Still, it was interesting and fun to play and felt surprisingly even!
The idea is just to get deeper; I didn't have time to properly clarify a lot of things (this is a common theme in my entries). Thank you :)
Interesting! Always a fan of a nice puzzle game. The concept was a bit brutal for my tastes, but the puzzles were nice in a Chip's Challenge -esque way. Very solid!
Really ambitious! The amount of information to take in is a bit overwhelming and it took me some time to figure out how the capturing, attacking & tech level systems work. After that it was smooth sailing. The game is very polished, and I really like the look of the map and the transition between different vantage points. The fact that the map hexagons are vertically very thin made accurate mouse clicks tough at times, though. I didn't have a friend to play with but it was fun and satisfying to move around and test the gameplay on my own as well. Overall very polished and sweet!
Very nice! The system seemed frighteningly complicated at first based on the description on this page, but turned out to be fairly simple and manageable. I'm glad there was no time limitation, so I had time to learn to understand the system. It was a lot of fun to play and I wanted to complete every task. My main issues were the labels of the potions/slimes, something you pointed out yourself, and the fact that it was (for me) often difficult to notice if an order was referring to a potion or a pet. Because of the latter I made a pet with 16 in everything for the final task, only to realize that the request was for a potion instead. Still very very solid, definitely one of my favourites so far.
The dog sounds were amazing! It was fun to capture the dogs, but I think there was something slightly wonly with the hitboxes; I couldn't collect some stunned dogs at the edges of the screen and ultimately the Smog Monster got me even though I don't I was very close by. Still, good fun :)
Cool! Very nice atmosphere, especially graphics- and audio-wise. I liked that going outside (and freezing) were neither insta-death conditions (although I only realized the latter too late and ended up spending my fuel unoptimally and thus losing.) There could've been more dangerous things to do, because as it was I could keep everyone at pretty good health since fixing the filter didn't require much. Similarly, the "set a character in motion while you control another" -style control wasn't really necessary, although I'm somewhat glad this was the case because utilizing it was a bit fiddly. Using a ladder while moving made the character float through the air (and floors), which broke immersion a bit. Still, really inspiring in concept and very nicely realized! (Can you find the key to the hazmat suits? I hoped it'd be behind the books or in the coal pile.)
Very nice! The sacrificial system wasn't especially fair towards the player, but I really liked how extreme it was! The game did a really good job in making the various gameplay changes amusing. After losing control of the robot I wanted to see if I could still beat a level (and this ended up happening!) - the cheese system complimented the "malfunctioning robot" aesthetic very well, along with the audio. I also liked that you can walk on the UFOs, even though that caused me some trouble in a couple spots. Solid!
Very nice! I'm genuinely curious what would happen after waiting the full hour - that bit was very cool. In general this was an extremely solid game; the gameplay worked and wasn't too hard, the bosses were interesting and the graphics very good. The story was also very interesting even though a similar system has appeared a couple times over the years. Great work!
Hmm, F-secure reported the game as potential malware, with the ID: Suspicious:W32/Malware!DeepGuard I'm pretty sure this is a false positive but wanted to report it before playing in any case. I recommend running the game through https://www.virustotal.com/ to be sure :)
Well, that's a lot of content in a single entry! I really liked the way you had incorporated mechanics into the house, from the credits and the computer activities to the mobile phone. I didn't notice a timer for the end of the jam & I couldn't figure out how to "validate" my art, but otherwise it seemed to be fairly smooth sailing apart from some of the humour not quite landing for me. The art was very nice and the minigames were good fun, not too hard but still keeping me occupied!
Very cool visuals and sound design! The game was pretty simplistic (I assume it keeps going forever?) but it was neat to hover around and watch the cube-collecting effects. The game seemed to be pretty heavy, though, and the sound started tearing pretty badly by level 4 or so. Good work, nonetheless!
Very interesting! The concept was fairly brutal for my tastes, but any kind of autonomous AI shenanigans interest me so playing this was neat. I liked how I could see massive fights in the horizon, and it would've been good to be able to rotate the camera to better find where opponents are. The fighting was simplistic but the aforementioned grouping behaviour made it much more interesting. I think the enemies possibly favour getting more HP too much, though, because it was easy to become an unbeatable monster. Also the ability to see in some way your power level relative to an enemy would be sweet. Still, nice!
Sweet! My computer wasn't really up to the task, but it was interesting playing the game in any case. Some of sacrifices caugh me off guard, very creative work there! Some of the levels feel like they have a lot of empty rooms and some dead ends. They're very pretty tough. Good work!
The snowman moving around by rolling is a great touch! The enemies were a tough lot - it's easy to get into a very bad situation. There were also some low-ceiling jumps that felt hard to work with due to the way the platforming engine works. The snow-gathering mechanic was very neat, it's cool that the snowman changes size based on available snow!
I got pretty far! Managed to craft the item after pickaxe. I wasn't completely sure how to chop down trees - pressing random buttons on the keyboard and clicking wildly seemed to do it well enough. Perhaps the hitbox is smaller than I expected? It was fun running around dodging enemies and collecting berries so as not to starve to death. Neat!
Thank you very much for the kind comments!
Yup; every hour of livecam roughly corresponds to a square on the grid, from left to right.
Again, thank you for the very kind comments!
@simonhutchinson Sadly no, I use a lua plug-in that to my knowledge hasn't been ported on the tool I'm using. :( It'd be sweet, though.
@call-me-nutty (& others commenting on the balance) Yeah, the "Overall" score and standing are affected purely by your score total and I underestimated the scores you can get pretty heavily, resulting in it being easy to win (while getting very low scores in some categories). Also Fun/Innovation/Humor scores are kind of arbitrarily calculated - maybe for a post-compo version there could be more clearly related systems :)
I really like the delayed stamina system! Also the way the ghosts have been changed into halloween-y monsters is a nice touch; do they have different AIs, like in Pac-Man? The difficulty could've increased a bit more quickly; by level 6 I hadn't needed sprint much except for some quick diamond nabs. Nice work!
Well, that was brutal. The wait between the character walking to the clicked place and dialogue appearing felt somewhat slow, but I got used to it. Good job animating 3D characters in such a short timeframe!
Very metal! While the sacrifial system and normal lives being one and the same felt thematically appropriate, it kind of created a situation where I wanted to restart from scratch if I died without using the ability. That said, there was a very interesting logistical challenge of deciding which pentagrams to destroy and which ones to leave. Good work getting a boss in, too! Good work :)
Hmm, I wasn't sure how not to make my villagers die of hunger, even though I put several on the job. Do sacrifices help with food production? There's potential for a fairly interesting card game with some added depth and cleared links between events.
Excellent sounds! Despite the simplicity of the concept, it was a lot of fun to push people around; I got to wave 8! The controls felt a bit sluggish in that I had to hold a directional button for a bit for the character to start moving, and I couldn't really find any use for the dash or jump, but otherwise I had a very good time.
It was interesting how the power-downs actually felt like something I want to make a "build" with; for example, stacking multiple rate of fire power-downs changed the feel of the game very heavily and I liked that. The enemies attacking from off-screen was a bit mean, but the explosion they made together with the sound felt very satisfying. Nice!
Interesting idea! It was interesting trying to figure out mnemonics for items (I stored them alphabetically and ran into trouble with letters that had multiple item options!) That said, the time limit felt very strict, especially since I had spent more time arranging the items than going through them. It'd be good if the game told the time limit (apologies if it did and I just didn't notice!) The art was very nice!
I think I ran into a bug: I held right mouse on a box and midway changed boxes; the "opening" text from the original box stayed floating in midair and after that every time I started opening a box, the timer jumped to 8, meaning that I could leisurely open every box.
Really sweet! It took me a moment to realize that the Hadouken-like attacks were indeed my "basic" attack, but after that it was smooth sailing (apart from testing it on my own.) The voice acting adds a lot to the game, and I really appreciate the mechanical differences between the two characters. Being able to stand on top of the other player was also a great detail! Good work :)
Very nice story! I liked the writing, and it was interesting to see where the story went. For a moment I was expecting a twist ending, even. Good work!
There was one sentence I didn't know how to parse, though: "Then hear hurry off to relay the information" What did it mean?
Interesting! It was fairly hard to keep in mind that shooting also reduces HP; I think all my deaths came from trying to fend off against a horde and destroying myself as a result. I wasn't sure at the end if there's a balance to it all, because the more enemies there are on screen, the more damage you take but the more hp you also need to fight them; the ship's hitbox felt quite large, which increased the difficulty quite a bit. That said, the idea was very novel and the gameplay felt very solid. Nice work!
Whoa, really nice! I like autonomous units in games and watching the gif above really sold the game to me. It felt that the beginning was the hardest bit - after wave 4 or so I started getting enough new ships that I could destroy my entire fleet and still be fine later (in fact, I did beat one wave without any ships left; I like that that can be done). The larger alien ships destroy my units so fast that later on it becomes a bit frustrating to try to find the correctly-facing small ship before it's decimated; having a slightly higher capability of steering the smallest ships could help a lot. Still, very solid! I liked the bip-bip-bip sound of counting my remaining fleet after a battle :D
Fairly interesting. It was interesting to puzzle out how to use the watermelons in a given level, but it felt like the real-time nature of the game came into the way of the puzzle-solving in certain cases. The carrot projectiles are very fast, and that together with the carrots being able to shoot in any direction made approaching them feel slightly too frustrating, namely in situations where the carrot was at the end of a tunnel and I had to hope that they don't get to shoot again before I reach them. The visual look was very nice! The explosions especially.
Interesting! I like that some levels went for a more puzzley direction, but not in an overly punishing way. Still, there were a couple levels that stumped me for a bit. I really liked the background art - there was a surprisingly large number of different environments present. Good work!
Very interesting! After playing for a bit and going back for a battering ram, it was neat to see the whole "team" in action. The shotgun enemies felt very hard to dodge, especially the one right after the first door. Also since the best character costs so much, the beginning of the game got somewhat slow since I had to wait for the enemies to go away. Still, interesting take on the theme!
Super nice! I really appreciate that the game is much more of a pure puzzler than a tricky dexterity platformer. The sound design added a *lot* to the feel and I had a very enjoyable time getting through the game. The credits were a really nice touch, as well.
Very neat! The presentation worked really well, and once I got used to the controls the gameplay felt nice. I especially liked the boss - it didn't feel unfair but added nice variation to the combat. Also the sounds were appropriately otherworldly. Good work!
Interesting idea! The randomness of the "enemy" slime jumping made some levels more frustrating than they need be, along with the inability to restart after losing. That said, I liked the puzzle elements of having to figure out in which order to eat things. Eating a larger green cube causing me to be eaten instead was a neat touch although it took me a bit to realize what happened.
Interesting system! It took me a moment to get the idea, and the spear felt very weak in comparison to the other weapons, but otherwise it was a very nice experience. I especially liked the way the shadows fill the entire screen when you lose. I think I saw a blue-glowy shadow at one point - did I imagine that or are there multiple enemy types?
Interesting! That's a nice theme to pick, although I'd disagree with the final statement :') Kind of I Wanna Be The Guy-ish, generally not too mean although the "Sometimes you have to find new paths" level took me a bit. It felt that the platforming engine could've been more forgiving regarding jumping when next to the edge of a platform - I fell of a couple times in situations where it felt like I was still safely on ground. Still, neat!
Extremely good! At first I was fearing that the game might go for something too Cultist Simulator -like, but this turned into a whole thing of its own. The writing was very good and the choices were presented well, although definitely more in the form of "I wonder what this does" than "I can figure out the 'correct' solution here". The art was also very nice. Excited to see where this goes!
Unfortunately I'm on Windows, too. :(
Interesting! I liked the way the scythe directly shows my power. Hitting the enemies without taking damage in return felt fairly tough - it'd be nice if the scythe had a little bit more range. Still, very neat!
Nice! Even on easy the game was fairly tough; it took me a couple tries to realize at which point I can no longer win due to my sacrifice count increasing slower than I could take care of the enemies. The gameplay loop was pretty classic but very entertaining and made me want to finish the game properly. It felt nice to play a Tower Defense -style game again :)
That was nice! The different sacrifices were nicely balanced (apart from maybe the time slowing); by the end it was definitely much harder to decide which one to give up. The levels felt a bit on the long side in the beginning, but possibly my experience would've been different if I hadn't held on to flight for so long. The ending was very nice!
At first the game felt very hard when played against 3 AI opponents - it takes a bit to get to the control scheme. Once I "got" it, it was interesting to maneuver around the enemies and bump them off the nest. I liked the detail of the birds growing in size over time; it made watching two AIs battle more exciting. Good work!
Interesting! At first I was afraid that the game would require very specific timing, but in the end it turned out to be a pretty relaxed experience. I wish the game would have told me more clearly when I could move again - as far as I could see the only indicator was the movement X, and that was mostly under the player character. I liked the puzzle elements; perhaps this could work as a turn-based optimization game? Nice work!
Pretty nice! I liked how many different powerups there were for the player to lose. The controls seemed intimidating at first but the game is forgiving enough that it didn't ultimately become an issue. The platforming engine struggled with some platform formations, but again, it could be overcome. Losing the suit was a great touch :) Good work!
Interesting! It took me a moment to realize that the moving hands and whatnot weren't actually dangerous, but they were a neat graphical addition! The monochrome style added nicely to the concept. The player's hitbox felt a bit hard to read, which became an issue to an extent in the later levels due to the one-hit-kill nature of the game. Still, very nice!
Really liked how the centipede feet (and the creatures in general) look! The player's hitbox was large enough that combined with the high, unadjustible jump, I didn't feel like I had much ability to dodge enemy bullets, especially when it came to the four-legged onion-like monsters. That was ok because experiencing the leg system was fun in itself, though. Good work!
Very slick and pretty! The visual look of the game made it seem very in-depth, but my planet trees were always identical (two branches at first, no branches after that) and there didn't seem to be any place where I could've sold my cargo so ultimately my options seemed fairly limited. The amount of traits was very interesting but the lack of choice between events & the uncertainty about my goals made it hard to know what to do in given situations. The Brain Parasite seemed a bit of a bummer because it overwrote other traits and once someone contracted it, there didn't seem to be much to do to prevent it spreading other than luck. Nevertheless, a very cool experience! I could see this expanding into a very interesting game.
A neat sokoban-like. The levels weren't overly complicated which was nice, but the fact that several levels had people to push over immediately available confused me a bit; I assume they were more of an atmosphere thing? Anyway, a solid puzzler!
Hmm! I really like the idea and there were some neat touches like the radio! However, I couldn't figure out how to fix the leaking pipe and every attempt ended inevitably with me running out of water. I couldn't place cords nearby nor find other items that could've helped. Still, a really interesting take on the theme! I'd like to play it again once I understand better how things work. Good work :)
Haha, that was amazing! I was scared at first because stacks are not my strongest suit, but the trick ended up being really fun. Didn't finish but had a good chuckle at some of the later tricks. Super neat!
This was neat! I like that the game was beatable, and the gameplay was surprisingly exciting. The lenient collision detection was also very nice because it allowed some tricks for faster coin-collecting.
Haha, I liked the soundclip the sharks were accompanied by! Nice little exploration game, it was a cool detail that the oxygen tanks and chests weren't always 100% upright but actually positioned based on the ground shapes. Got a high score of 190!
Very neat! The graphics and effects were excellent. The levels were large enough that I felt somewhat disincentivized from fully trying to solve the puzzles present in them; I feel that shorter levels with less space between the puzzley parts could work better. Still, it was good fun!
A really cool concept well explored! I really liked the puzzles and even though I couldn't see the states of the other "rooms", the game was intuitive to play. Great work!
Nice! I enjoy these kinds of digging games a lot and the simple controls were nice to use. The copper was *very* hard to see initially and I wasn't sure if the tech in the top-right was something that actually improved my vessel or not; especially the "slower digging" felt a bit curious (I realize now that it was meant to help with collisions, though). I could see this being extended into something very nice :)
That was fun! I like how quickly the powerups pile up; the gameplay was also simple but interesting. A checkpoint at the start of a level would be *really* good; the gameplay is somewhat slow initially so being thrown back to the beginning at death really hurt. Also I feel that the enemies could have a bit less HP. Still, the game was good fun and I especially liked the presentation!
This was a wonderful idea! It's a shame that scrolling was really hard on my mouse; I liked the concept and everything else about this a ton but the need to keep my mouse still and scroll really hard made my fingers hurt. I'd really like to see a more polished take on this idea!
Amazing music! The gameplay was also fun, I especially liked the chase sequence and the ending! Excellent work from your team :)
This was really cool! I was a bit too tired while playing to get through it all and the shortcut issue was there, but I had a very good time with it otherwise. Very inventive!
Really nice! I liked the relaxed, puzzle-ish take on the genre. Realizing that I can upgrade fish farms was a important thing, I wish the game had told me that directly. Otherwise the logic was understandable and fun to play with!
Really sweet! The rules are quite complex but it was fun to figure them out and try to maximize my score. I found it quite hard to remember that only the bottom row is meaningful in terms of scoring. I really liked the way you used sound and little movements to really portray the pieces as physical objects!
This was amazing! Great atmosphere and art, and I liked that the pacing was based on my lab expanding and not time; I was afraid that I'd suddenly get attacked by some huge enemy force that I couldn't handle because I didn't optimize enough.
Very neat! I was expecting a much darker pondering, so it was nice to see that the character's thoughts ended up positive. Very wholesome and nice :)
This was a lot of fun to play! I really like how the TNT system makes the normal Tetris gameplay much more lenient. I still couldn't get all that far because I'm not very skilled at Tetris but it was a great time! Also the explosions were very entertaining to look at.
Very cool and ambitious! The collision system seemed a bit unpredictable compared to the precision needed for some jumps, but otherwise the puzzles were interesting and the game didn't try to go for anything too complex for its own good. Great work!
The sound design was the highlight here; the party pipe and FWOOSH from the fires were great, haha. It seems like the game crashed at the end, but I'm unsure if that was intended?
Very cool! I like the idea a lot. The fact that the numbers are always safe spots made playing the game maybe a bit too easy; I think shrinking the level a bit but e.g. making mines possible to be on top of numbers could be an interesting thing to test! I could also see this being extended with some new tile types and such.
Interesting! I liked a bunch of the effect names; RTX ON was a funny reference. The mouse sensitivity seemed *really high* somehow, which made getting through a lot harder than it would otherwise have been. Also I wasn't sure if I had to collect all the chocolate bars and what the red bar depleting actually caused. Still, very nice work and good art!
Very impressive, considering the time limit! The controls were a bit clunky and the music stopped working after I refreshed the page a couple times, but I had a good time once I figured out how to play better. I tend to be awful at these kinds of games, though, so I only ever made it to the second floor, haha. Great work!
Great work! The audio & graphics were neat, and throwing the ball was nice & I liked the way you could get multiple balls along! The high gravity made it a bit hard to see where I was falling, which caused me to fall right onto enemies at times. I think some new enemy types could add a lot to this.
Hahah, that OHH YEAHH was excellent! Simple but effective!
Haha, this was excellent! The ocelots were excellent little trickster and there were several exciting moments even though the game as a whole was quite laid-back and unstressful. Great work!
Very polished! I was initially scared of how complex the deckbuilding aspect might be, but ultimately it was very manageable. The difficulty seemed to ramp up quite quickly, though! Very ambitious and cool!
Neat! I liked the simplicity of the controls and the fact that you could still see something even without the light item. I died to the boss and was sad to find that I had to start from the very beginning; a checkpoint at the boss would've been great. It was nice to find out that the game involved finding items and not just going forward, good work on that!
Very clever! I liked the a-ha moment in the third level a lot. This'd be neat to see expanded a bit, although it'd be nice to be able to see the full room structure in levels with more of them. Great work!
This was really clever! I liked how the levels didn't become massively complicated here; you explored the concept very kindly. The final level was a great stumper, I liked it a lot! The controls felt a bit sluggish; I often tried to move again without the game letting me. Still, very very cool!
Nice work! The controls felt much more intuitive than I initially feared; I liked that the enemies had quite generous hitboxes so even if my aiming was perfect, I could get somewhere. Moving the submarine felt definitely a bit slow once the enemies started piling up more, though, so ultimately I think the game could benefit from mouse aiming. Nevertheless, it was good fun!
What a unique gameplay concept! The slo-mo made it very hard to actually lose, but I enjoyed the gameplay thoroughly; jumping from enemy to enemy was very satisfying. Could definitely see this extended to a larger thing with some more complex enemies and such!
Really good art and audio! I was surprised at how well the non-tile-based pushing system worked - that seems like something that could easily go wrong. I like that the spikes were quite forgiving, but it was a bit hard to tell exactly when they were a danger and when they weren't. Still, very good work!
What a very ambitious game! You aimed to tackle some very heavy topics via the theme. I like how the "gamified" approach was involved in the story at the end. Nice work!
Really cool aesthetic! The gameplay was simplistic but fun and the attention to detail with the faux desktop etc was superb. I would've happily fought a couple more battles!
Interesting! I understood the game as a criticism on the influence of social media/internet on one's self-confidence. The music was really nice and I liked the art!
Very cool art and music! I managed to get to the end. It was somewhat hard to tell where the enemy projectiles were going and the mouse sensitivity was quite extreme, but I had a good time. It was nice that the enemy turrets activated slower than my bullets could reach them, so the final corridor was very interesting to me!
This was excellent! Very cool graphics and audio, and you managed to make a pathing-based puzzle type (which often tends to involve a lot of really complex hidden rules) quite intuitive to grasp and not overwhelming. Excellent work!
Nice! Very satisfying to play, although it feels like there might some really long-winded optimal strategy that I wouldn't be able to figure out. Got to depth 7 on normal mode on my first try.
Very cool! I wish jumping hand been an option, but the sonar system added a very interesting element to the gameplay, especially once I learned that the mines will explode no matter what once revealed. Managed to get a bit over $12k, I think! The art and audio was great!
Nice! The gameplay was quite simple but I kind of liked that because it meant I could more easily see the entire game. The underwater visuals were the high point of the game, I'd have happily watched some more whale silhouettes glide underwater! I wish there had been some deeper ambient sounds to compliment the deep-sea atmosphere. Good work!
This was a lot of fun! I didn't get to 10k points, I think my high score was slightly above 6k. The mechanics were a bit too precise for my tastes, but I found the grinding very enjoyable once I got the hang of it. I also appreciate that you didn't make this an endless runner! Great work.
It feels like the game definitely nailed some of the atmosphere the backstory set up! The enemy sprites were also really nice. Good work!
Interesting! I liked that you could set up proper orbits in the planetary phase, although it took me a bit to understand what was going on.
Very good! Also very hard, haha. I got to the fourth level. The graphics are really nice, as is the music! I also appreciate the fact that the medusa heads don't instantly kill you! I wish the movement had maybe a little bit more deceleration when on the ground.
I really liked that even though the game was procedural, there was a way to win! Also interesting that you've done a multi-Ludum-Dare storyline here (that'll seemingly continue in the future!) Good work :)
A very nice, laid-back little game. It took me a moment to understand the logic of the yellow orbs, but I liked creating neat little root systems and I really appreciate that you show the full root at the end!
That was really neat! I'm not really good enough at logic gates to fully utilize the options at hand, but it was still very cool to toy with!
Really interesting! Seeing where the roots go was oddly engrossing even though I knew they were mostly random. The resulting web of flowers and vines was also fun to look at. The Plantasia music was also a great choice, haha.
The gold sticking from the walls was really neat, and digging it out was really really satisfying! I could easily imagine this being taken further, with gemstones and whatnot. Good work!
Yeah, the intention is that that move would be invalid :)
I'm not hugely into clicker-type games, but the water level being visible measure of your progress (+ there being an actual ending to go for) made this a lot more enjoyable! I liked the visuals a whole bunch, too. Great work!
Untitasfasfled.png Very fun! I liked the quacking face on the other commentator. The gameplay itself was quite simplistic, but the presentation elevated it a lot. The song's great!
Unfortunately this barely ran on my old laptop. The visuals were neat, though! I wish the fire made more of a sound.
The idea was very neat in its simplicity! The 5th Circle defeated me, but I had fun playing until then. Being able to deflect spikes with the sword was neat!
I had a good time! I like the presentation a lot, and the mechanic was neat. I also appreciate that the difficulty was quite a bit lower than I initially thought. It felt like the screen transitions had a bunch of buggy behavious when throwing the teleport past a room boundary, and I wish the checkpoints had been telegraphed better, but overall it was a fun short challenge!
Solid implementation of a classic idea! I got to 2.3 kilometers. The wooden floors turned out to be the most difficult obstacles for me due to how much they obstruct your view. Good work!
Sadly this run quite poorly on my laptop, so the gameplay was a bit more frustrating than it probably actually would've been. Still, a solid implementation of a classic idea!
This was interesting; some of the fakes were really hard to spot. Ended up being a couple dozen bucks short due to some expensive oversights.
Really solid! I ended up dying by not realizing how the Hammer Harpoon works with mines. I really wish this had checkpoints, because the slow gameplay, while fun in itself, makes restarting feel very punishing. The graphics were superb!