break; by SelfTitled 2020-10-06T21:58:37Z
Tried really hard but can't find a way to use all the shortcut . Smashed my keyboard but nothing seems to do jump or interact. Nice music though.
Foon → Ludum Dare Explorer → Users → HerryFabien
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | Call Inc. | jam | 437 | 3.55 | 3.25 | 3.77 | 4.38 | 3.69 | 3.22 | 2.33 | 2.97 |
| 2025 | 57 | Depths | 👥 | Potato Planet Driller | jam | 467 | 3.50 | 3.50 | 3.63 | 3.20 | 3.50 | 3.54 | 3.34 | |
| 2024 | 56 | Tiny Creatures | 👥 | Corgis Heaven | jam | 768 | 3.32 | 2.90 | 3.00 | 2.72 | 3.72 | 3.17 | 2.72 | 3.60 |
| 2024 | 55 | Summoning | 👥 | Arcane Dungeon | jam | 466 | 3.67 | 3.60 | 3.72 | 4.32 | 3.87 | 2.81 | 3.60 | |
| 2023 | 54 | Limited Space | 👥 | Medieval Estate Manager | jam | 1036 | 2.94 | 2.81 | 3.26 | 3.73 | 3.10 | 3.13 | 2.83 | 2.60 |
| 2023 | 53 | Delivery | 👥 | Kingdom Post | jam | 697 | 3.47 | 3.09 | 3.42 | 4.18 | 4.00 | 3.31 | 2.75 | 3.40 |
| 2023 | 52 | Harvest | 👥 | Corpse Dealer | jam | 564 | 3.25 | 3.68 | 3.14 | 3.70 | 2.64 | 3.75 | 3.16 | |
| 2022 | 51 | Every 10 seconds | 👥 | Purple Legion | jam | 644 | 3.46 | 3.48 | 3.34 | 3.87 | 3.14 | 3.05 | 2.98 | |
| 2022 | 50 | Delay the inevitable | 👥 | Sprout | jam | 1314 | 2.83 | 2.58 | 3.06 | 3.52 | 2.91 | 3.13 | 2.60 | |
| 2021 | 48 | Deeper and deeper | 👥 | The Way to Survive | jam | 1665 | 2.97 | 2.71 | 2.74 | 2.32 | 2.90 | 2.11 | 2.95 | |
| 2020 | 47 | Stuck in a loop | 👥 | Psychopath Basement | jam | 534 | 3.67 | 3.41 | 4.12 | 4.01 | 3.30 | 3.42 | 3.63 |
Tried really hard but can't find a way to use all the shortcut . Smashed my keyboard but nothing seems to do jump or interact. Nice music though.
The lack of context at the start make you feel a bit lost. Exploring for mechanics is fun but the first instant could use some sort of hook. Overall it's a really good use of standard mechanics in a fun and interesting way to make nice puzzle.
"War WAR NEVER CHANGE" it's really fun but having a way to quit after meteor would be nice
The lack of ANY progression (even from the day counter) really impeded the experience. The train felt a bit slow to react and ennemy come to close to plan any positioning so you just go full throttle . The base mechanic is still quite enjoyable.
Well your lucky i like cookie :).
Some part are really hard but just because of the camera. The first dart throwing at the end you can go away without dying avoiding the floor trap but that require you to go close to the wall and touching it kills you. If it was not with angled camera it would be WAAAAAY nicer and that make dying more than once to that trap frustrating as you did something harder and are not rewarded quite the oposite.
Would love a small time to make your team of hamster at the start cause changing during game is a bit to hard
Really rewarding game look like a procedural version could be REALLY intersting.
I was sad that hiding in bush did nothing :'(
Chrome is black screen and edge is lsd pixel madness with only border visible. The art was pretty nice and the audio cool and shill without being overbearing (only took notice of it when i had to give it a note ^^) the ends are wild
Really loved the ambiance and the art ! Took some time to understand how camp worked .I also had a bit of a hard time getting around and understand where to go so i didn't felt like i was going anywhere. Having a quick way to dismiss pop up so it stop you less in exploring could be nice.
Got a crash after losing and trying to get to the menu but overall pretty sweet
Really fun game and the different mechanics where pretty sweet : the grappling hook feeling if a bit weird at time (no control over pull and pull coming strong a bit delayed) was fun to master , the weapon recharge while anxioulsy looking at those dino head flying closer and close , the explosion of monster from crystal causing instant panic in front of the swarm realeased ect ect .
Having TONS of ennemys spawn can be interesting , having recharge pad for ammo can be interesting , having no health regen and be pressure that every hit taken is really impactful can be fun . The combination sadly feel to mo as to much. The fact that the health don't regen really impede on the fun aspect of it and would be the easiest fix to boost enjoyement . Maybe easing the player into the dinoplosion when you destroy the crystal , having more and more spawn in.
Really nice game all around ! Pretty hard to know what is doing what : how much is healing costing and giving who is doing dommage to what what ennemy you are gonna face next to prepare some shield for exemple The skeleton hunched forward seems to make the party bug and not attack as often so they take forever to kill
The first time you go in mission was a BIT to hard after the tutorial but that nice to have one ^^
Monster and gas two of the most dangerous hasard of a cave for sure ^^
Pretty funny combination of base shape (alcool and what i think is red cell in the lungs) and nicely animated doctor .The mechanics where super simple and old as the world i even think i know how you did some things; i'm talking to you the capsule collider with a rigidbody with pretty high mass to fall slowly while providing dynamic platform (quite a nice find there) or you the switch a lane that existed when my grand parent were young ^^. But using that simplicity and trustworthiness to make a lot of mini game is quite ingenious i must admit. There is a few game were i don't have any real advice because it's so nicely complete.
really enjoyed the game the features are so nice and the control innovant love the reference and the sound. The only down side is the length that feel a bit short and the gems that are not really implemented
That a really stunning entry . The music and the art complement each other SO well it got a tear out of me . The lack of interaction was a bit of a down side . I would love if you could have interacted with the environnement like the squirrel to
"Bro that not cool bro !" Loved the game and the simplicity but dunno if it's me as soon as i hit the dirt explosion was messed up and i could only destroy a block at a time . Still finish ! ^^
The art was really amazing the hook especially . The combination of gameplay was intersting and the sense of progression pretty nice. Failing a key is way to punishing resulting in almost always a snapped hook. The spawn chance could be weighted toward the card you need to complete so as to not have to wait to long for the single animal you are missing.
@mudlee Yeah the fact that they have the same name and the same appearance is a bad case of features missing ^^ That was part of the plan but unforeseen problems kinda forced us to cut in the project ! We are making a post jam version where we include those features actually
Efficient and intersting . The water effect was pretty nice if a bit confusing at first
The sound usage was really .I know that you didn't make it but it was nice to hear those dynamo lamp sound again ^^ . The comment and the fact that you can flash yourself was nice details. Almost missed on one fish but managed to get 7325 point and all fish would be curious how much you can get maximum ^^
Pretty interesting visual , having random placement of sigil would have been nice
@iuunno trying to get as fast by slithering my way through only the speed sigil was cool but not extremely addictive ^^
Coudln't play the game at all sadly i can move the player but it keep returning to his original position
Oh man ! Oh man ! I loved this despite ,or because , the feels. I loved the inescapibility of the story , the snippets of memory ! And the graphics simple but just enough to support the immersion. Congrats you made me truly sad when a triangle with a weird symbol in the middle had to die ! :S (Still don't know what is suppose to be xD)
You first broke my child hear popping my balloon then you lighted up my competitive spirit ! I WILL GET YOU JAMJAM !!
Sometime my attack is not launching making an easy ennemy WAY harder but i had so much fun try-harding for the golden ninja that it was unintentional difficulty spike in the end
Quick enjoyable game AFTER i stopped myself being to impatient ! Well to be honest i had three phase : At first i was "With isn't it MOVING i have NO seed!!! Nothing is growing!!!" then after i realised that it just take time i was "Okay this is a chill game we must just be patient and enjoy the vibe it give ... Oh WAIT my bar is almost full *Panic* ... Oooooh it's just one of many bar okay ! Everything is okay let's make a field" but night came and two roses for defense ... Well doesn't cut it ! "Oh some car that nice go my roses gooo ! Oh wait there is a LOT ! TO MUCH !" Well in short the game is nice and polish but there might be a confusion as to the pace of the game : does it want to be a chill game where you plant and wait for water and the growth of plant to gather and you enjoy the relaxing and the constuction of something OR it's more of a fast pace game where you build an economy and destroy wave of ennemie after the other with impending doom at your door.
So if it's the first then maybe going easier on the ennemy and give indicator of growth would probably be beneficial. If it's the second then resolving the first shortage of seed at the start of the game before your first plant grow AND the trickling amount of water would give a more hands on aproach.
But to be honest having this kind of question just shows how polish and "complete" your game already is ! Good job ;)
If you think you are safe you are not ! ^^ Really funny game
Really inventive take on the theme ! The poor control only break the "ideal" way to play and give you a bit of chaos that is needed. I can only be sad about the forced multiplayer that feel like you are missing something where a singleplayer that just count time or tile drived on would have been a decent enough challenge!
Really fun concept . Kind of hard to judge the force you are flapping and staying on a flower seems to be less efficient while the opposite would promote you flapping around the flower rather than just jumping to it. Adding a tiredness meter to force you down would really sell the humming bird feel of rushing to a flower float next to it and then go to the ground to recuperate then do it all over again.
Some Change to the background would have been nice to at the end i was kinda dizy with the repeating patern
Just here to say that i just adore the end music it's strangely nostalgic after all the fun the game was
Really funny graphical choice but to be honnest i CAN'T get what you are supose to do
@codeforjoycaro Yeah took some time but i entered and then i didn't find ANY rabbit
Really fun game but it kinda lack the part that feel inevitable. Maybe everytime you do a quick repair it consume the max value would have push the feeling of : you can't maintain the ship this way. And maybe a loan taking your money away to force you into harder contract
@rbn Yeah it's litteraly a single variable change! Might put a more balanced version to download next to the jam version @rashcan I didn't do it but from what i understand/remember we have a one dimensional array simulating the life level of each section (growing on each Update and spreading to it's neigbours) as well as a general life level (used to make structure ect). Then for each point of a texture we calculate it's "section" that correspond to a entry in the array and it's "position"/distance from the center. We then draw the life of the corresponding entry. We added random surface level and plant level to hide a bit the roundness of each planet. The setting of each pixel is a bit low because it's done with the CPU ! You might see the update of life on planet moving up if you look closely ^^
@nosleepjf @stefan-laimer @steffo @aka-black-dog @andrewkennedy @rbn I uploaded a post jam version : No more abillity when you clic on button , x3 to ressources generation , x2 to the height of life and finally life level start at more then the minimum on the starting points. Sadly it was only a few variable change :S This is available to download and resolve most of the problem cited making the game probably WAY more enjoyable
Well can't says it was fun but hey the animation are really nice at the end
It kinda confusing for a azerty user to navigate in the hexagonal grid to be honnest ^^ But i love the graphical effect
Really nice gameplay ! Adding an hardcore feel by giving one or two life at best would have been nice especially since you can just finish and win the game. Or make ennemy comming from multiple gate so you are FORCED to take a hit
A really solid entry here there is a few bug and improvement i have seen but has been previously told : 1/No money generation after the first game if you start again 2/Road are not visible imediatly 3/tutorial cannot be skipped (and that is only a real problem because you want to play it more than once) 4/kinda hard to see if you are winning or losing as the top bar just get dropped with the mid game rush
Something to choose what weapon would be really nice because picking up a knife really feel like a punition
Interesting concept ! Sadly the control are a bit lacking to be able to figure out what you can and then do the thing in 10 second. The location transfert for exemple. Figuring what you can do in other location just take to much time because it's hard to even send people there
Pretty cool visual and feedback on the hit of every ennemy. Would love for more difficulty and for the ennemy to not spawn on top of you
@tosk3 I must admit doing it without realising at first ... Now i can empathize with CNN somewhat sometimes it hard to not shoot yourself in the foot when you don't even know what your foot is XD. Really funny but i really don't understand much of it
Really Impressive take on hard to implement mechanics. It's nice to see in a gameJam. It does suffer from a lack of progression into the systeme or real feedback on what is happening but i'm impressed by what is already there
ToFar.png Forgot i had the game running xD . Anyway really interesting and would really love to have so info on the combat statistic . Like how much time spent moving how much dommage you are doing ect ect
Nice graphics ! The mini game can be quite frustrating with the back and forth happening
Visually pretty good. The problem i had is the lack of ressources and the weird wall making it really not obvious where you are supose to go
Really love the humour but the platform was a bit lose the fight was really clunky and the switching bloc really need to be indicated. The art style was pretty neat and the mechanics opened choice to platform. It's a solid entry
@amarokczukay You can use maj and use more than one if you have a bunch of spell in stock. Didn't had time to do a player feedback on this one.
@lunkums Well it IS the power of the sun after all ^^ . But yeah this kind of power with this small of map and slow ennemy is a bit strong
Really fun and immersive the only down side is having to use the mouse to select menu before playing with keyboard
Nice tower defense game. The idea of having to go out to get is an interesting twist but would have gained from bigger map and the gem not spawning at the same space everytime making each trip length a choice and maybe a gamble. Also the ennemy being able to hit the drone could have been good forcing you to avoid them. The balance is really out of wack but that to be expected with little time to delve into it. The machine gun range get insane pretty fast and the missile behaviour really hinder it : it fire a missile that take time to get to the target but if the target is dead it just explode where it is doing no dommage. I also never ran out of ressources to spend on upgrade
That a great game but clearly not fitting the theme AT ALL !!! I don't really like the idea that the only move that can change the board is so punished (diminishing combo and remaining move) but it fit a puzzle game where the choice you have must be though out a long time in advance. BUT that not the theme here it's every 10 secondes so going the direction of a changing board every 10 secondes would have hindered the puzzle aspect for sure but be more dynamics. Maybe having gems do effect at the end of the 10 second or even SOME doing that
Classic gatcha game but with a tamagochi vibe. I like it ! Could use more interaction with the creature like being able to move to see them roam around or clicking on them to see from wich egg they came and hatch only the cutest
The illustration and background art are really good. The story presented feel intriguing and the game art are cute if a bit rough. But the gameplay really suffer from weird choice : Why melee being more risky is not more rewarded with more dommage and is actually punished since the CD is longer ? Why the small indicator on the character himself making it hard to see? Why using different control when we could use the same one ?and most of all ; Why did we change weapon in the second fight? Are they different? Almost as intriguing as the story of this mystical kingdom that has centaur knight and medusa queen. It does stay short and sweet and for me that a good point
I dunno how to feel about the game . I'm sorry if i sound a bit critical , i know that it's hard work especially as a solo team. But the game really felt aimless to me! The different asset clashing with each other , the horror first presentation but arcade mechanics of world wide event the arena of ennemy the puzzle platform being made almost impossible with the wave of ennemy , the health being weird and the combat being awful with either the animation launching way to often or the attack not having cooldown but at the time having such a weird hitbox that it's hard to even hit anything. The horizontal attack when a lot of ennemy are using verticality. And we are playing an undead robot tv collecting soul for the ghost of mari-upol ? It really feel like a game that tried to include everything popular without being anything. The missile effect was really cool but it couldn't shine. I think i would have rather play a simple 2D arena fight with crazy effect happening every 10 secondes around (maybe a single one at a time) and ennemy comming at you from a direction you can actually hit.
@dileriuml Yeah it's a common pitfall to bite more than you can chew on game jam ^^. Oh okay well that another pitfall : If you don't have playerfeedback then the mechanics is almost as good as not present
The art style is minimalist but really pretty ! I have seen a few "bug" : pumpkin isn't giving any seed , apple tend to randomly stop whenever it want and the aiming is all over the place. I don't know if it's a bug but the sunflower does a knock back effect the apple and corn doesn't Now i have a few gameplay opinions : 1/ having a auto-shooter is a choice but the randomly selecting target take from what you can do with your placement 2/ The ammo producing plant is a cool idea but since you don't have an increase in shooting rate one or two plant is WAY more than enough to have all the plant you need 3/ the upgrade proposition are all over the place sometimes giving you 3 health when you are full sometimes giving you three new plant or upgrade. Having a dead weight pumpkin isn't helping either.
Having a manually control could have been a good idea with a decrease in ammo production and enemy making you choose to shoot a gameplay choice !
As for the upgrade either a reroll option or fixed slot , like left is for new plant middle is for upgrade and right is for health.
But all in all i enjoyed the game played a few session and won !
dommage upgrade wasn't supper usefull since blue ennemy died in one shot after one or two upgrade ! Area being tied to it is weird to. Speed was already extremely fast making me feel like it didn't needed it
My only problem : it's to short ^^
@stejkrobot Harvesting organ is indeed a bit more ... extreme than harvesting potato but in between the two choice the more ... original won ^^
@unentokku Well yours is the only gray one ^^ As for the bug it's a good catch ! It came when we expended the map and that was your previous home look like we didn't transfer it totally
I really don't like horror game and yours hit all the mark ^^
The CD for snipping it felt really long especially because you had no feed back on it.
I had so much fun but i'm not sure it's the intended way ... :DTopRoofSoil.pngSoilBottom.png
The idea is interesting but a few easy to fix problem here : What is the point of stacking since it doesn't give you more point if you do should ABSOLUTLY give more point The randomness of ennemy dommage is WAY to vast and break a bit of the idea of combining ect transforming it in a pure game of luck and how much you want to need to restart/ how far you want to go having random result on the card you buy reduce already the capacity to manage what you are doing
And also i guess it's probably a time constraint thing but having attack and defense is weird when they are the same thing practicly
I like the ideas here ! The combinaison of puzzle and random drawing is perhaps not the best idea and not having score or time to do action tend to just find a safe place and then stack ressources
Needing to be out of all type of action to harvest was a bit weird ! Would have loved really expensive thing to reward you at the end
Love the style of the ennemy
The duck felt a bit unfair and don't know what the deal with the fish i though they would block projectile but they didn't
You made the 3d version of our tri-jam game and in one level you used the music of one of our ludum it's really trippy :) Really cute art for the succes of a level and the sheep being little oval jumping up and down are really cool ... wait is this sheep doing break dance ? SheepBreakDance.png
didn't expect a typing game when the theme was delivery xD
It got really fun once i got used to the control trying to get steak cooking leaving the wheel while zooming through the street but i think the truck control aren't totally disabled when you are inside as it acted WAY different when i got inside while it was still moving . The waypoint felt a bit buggy and sometimes i was totally inside but couldn't deliver. The minimap was really nice but having it totally dezoomed to get an idea how far each deliver is gonna be to know when to put the burger on the grill would have been good.
Man they had way bigger family back in the days it look like hahahaha. The placement of obstacle can get really weird sometimes.
Like when they bombard one of the outpost and you are told "your brother died in no mans land" . Also the bombardement is slowing you down BEFORE they appear when it is still just a target
Really like the game with it's slay the spire vibe . The transition animation and the art was really nice. I don't understand if physical and magical had much difference but i won nonetheless. Maybe having the possibility to keep one of the card would have been nice
@kuggenhoffen @wolfier @paul-avallone @kierogi Yeah UI in management game are trully a different can of worm and since you could send expedition to explore you COULD go in a mission without mail
@michael-darling The gameplay has a bit of a lump before trully expending out of the first farm but it get better after getting the first city and the street urchin that where so usefull before become quite useless. Sadly we didn't had time to implement objective to amass tons of money so you can easily end up with thousands of gold piece. Guess you are putting money on the side to retire :)
Funny idea for the theme. It get really annoying when your colleague tell you that the shape is wrong and ALL package are rectangle ... Also "the package is green"
ItsGreen.png Really usefull ... So yeah i can tell you... it's mostly accurate xD (if you replace colleague with people)
Interesting mood for a game ! The control being kind of slow is adding to the mood but since the screen is so limited you can't go very fast at all and it become a patience game
Well that escalated
I loved the art style and the idea . The physic didn't work perfectly for me and i got stuck at the latter level because they where to much thing around so it didn't let me put a package on the truck
Pretty nice game ! There isn't much difficulty but a lot of mood. The only advice i would have is to give some sort of indication you can interact because a bunch of time i tried to interact and was just a bit to far so i just dropped the letter
It feel like i should be paid to play this game xD Played just after a Roleplay session so it was smooth transition.
The control where so hard to use. If you could have a snap function so that passenger automaticly get a seat and that you just need to clic on them to get out. Also having a timer to see since when they are waiting
It was to zoomed and i got shot at from outside the screen. The positioning of weapons was really weird. And it would have been nice to have a feedback for if the laser did dommage or not
It would have benefited from a bit more balancing and way to make the player want to interact with the sytems
@savolae HighScoreLD54.png I don't know if that fair since i made the game but :)
Really liked the game. A way to move building would have been nice so the early placement when you didn't know what would happen don't punish you to much
I just couldn't see much with all the effect but really good game
We had really similar idea on the theme ^^ And we both got into the pitfall of having to balance and present the rules of such a complex system in a limited time! The way it is balanced mean that you often gonna lose by a really small margin and sometimes even while sending all your monster. So it's quite frustrating to have to go through the entire animation while being powerless to change the outcome. Also i love the animation and drawing style
One of the few game that made me says "it's already over ?" ^^ It has this kind of retro feeling even into the difficulty where a lot of thing are just expected to be hard but are still leading you toward progression
@jahwffrey We indeed bit WAY more than we could chew with a dual system game ^^ (Especially in the UI) A lot of the ground work to have saved up "recipe" have been made but the lack of time to do the proper UI behind it and was therefore not implemented
Nicely executed idea i feel like having some sort of cost for the different item would be nice to prevent you from just doing massive amount of portal
Fun game it get chaotic really quick
Pretty quick and fun game ! Would have loved some numerical value so i could know what +2 sword is compare to +1 heart and +1 feet
Really nice and polish game. I don't see a reason as to why not take the highest card every time . Maybe adding more elemental rule or rule change like the making the lower card the strongest. Or maybe if you win by to much it destroy both card. Winning and by a lot always felt the best option
Really nice and polished game even if not in the theme at all but would have benefited from a first mission being less grindy. Especially since the AI isn't acting so it isn't making itself vulnerable if he has the same range as you
Don't understand what half of the effect where but still finished the game ^^
Great game would have loved to see how many little minion i sacrificed to do my petty 6 deliveries xD
My hero just went left and disappeared :wave: goodbye my friend goodbye my lover
The concept is really nice ! Would have loved to see my final score
Was really impressed by the quality of the UI and the entire concept i know how annoying webGL can be. And if you don't count the start where i probably clipped during the introduction and my camera was stuck jittering it was pretty smooth. It was a bit confusing how to gather bloc