FoonLudum Dare ExplorerUsers → HitchH1k3r

HitchH1k3r

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
202557Depths#Deepcompo1873.333.113.163.443.713.293.47
202353DeliveryLong Tailcompo553.983.944.223.203.963.582.523.70
202352HarvestPumpkin Paniccompo1213.583.582.874.263.543.132.703.25
202251Every 10 secondsπŸ‘₯Time Surge 3: A Giant Leap Too Farjam4593.633.423.573.263.443.083.58
202250Delay the inevitableπŸ‘₯Seven Seconds to Midnightextra
202149UnstableπŸ‘₯Bleeding Edge Softwarejam514.223.694.244.603.913.274.48
202148Deeper and deeperπŸ‘₯Deep in Wraithwood Forestjam7603.603.423.683.623.473.212.333.76
202047Stuck in a loopπŸ‘₯Time Surge 2: Clean Up Timejam6693.593.403.693.843.413.382.653.20
202046Keep it aliveπŸ‘₯Ages of New Earthjam6143.753.253.683.684.143.142.083.41
201945Start with nothingπŸ‘₯Unwrittenjam684.113.834.423.904.183.603.76
201944Your life is currencyπŸ‘₯Signaljam943.963.933.213.664.083.873.243.65
201843Sacrifices must be madeπŸ‘₯Sacrificial Samjam1253.934.003.563.203.453.833.193.62
201842Running out of spaceπŸ‘₯Gel Breakjam84.354.114.204.484.344.023.203.86
201841Combine 2 Incompatible GenresTextUnkown's AdventureGroundscompo6852.422.042.353.452.283.212.42
201740The more you have, the worse it isπŸ‘₯FriendSpacejam5103.503.343.904.063.773.502.93
201739Running out of PowerNeutron Escapecompo3703.253.203.003.553.402.902.60
201637One roomOneRoomGuild.orgjam414.103.793.934.004.143.783.8968
201636Ancient TechnologyAncient Akkadiansjam
201635Shapeshift Amorphous Space Widgetsjam4923.293.363.893.963.153.313.052.9154
201534Two Button Controls / GrowingExponential Cris(m)isjam5843.253.064.153.782.983.063.503.45100
201533You are the MonsterSweet Dreamscompo2413.432.954.103.513.733.092.803.40100
201532An Unconventional WeaponSoul Shutterjam2053.603.293.624.123.672.832.623.4476
201431Entire Game on One ScreenUnity Ascensioncompo7443.023.253.053.842.372.572.322.8775
201429Beneath the SurfaceAnimus Robotiscompo7542.972.622.142.613.602.892.432.8845
201326MinimalismSmall Talejam2223.283.063.032.743.712.902.442.9251

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by HitchH1k3r

LD26 — Minimalism

0 by Cosmologicon 2013-05-27T02:25:00

Great game. I wish I had seen this during voting. I played it all the way through, I can't leave a puzzle unsolved. The difficulty at the end was more then I had expected, but was still solvable. So again, great game!

Zero Zen by halogenica 2013-04-30T07:04:00

Played it two player, was very fun. Great job.

We found you could "game" the system by ramming and then shooting, doing all particles of knock back.

Music was crazy... crazy good. (Even though it was a short loop, because of the chaos in it we didn't think it got old, and if was a fun song)

We wish there was less time between matches so we could maximize fun and minimize waiting.

Yellow Space by Leginar 2013-04-30T07:28:00

Very readable colors, wish the faces of the yellow objects had some shading to determine where the gaps were.
Played it several times, and had a lot of fun. Very exciting for a minimal game.

Small Tale by hitchh1k3r 2013-04-30T08:42:00

-- PORT UPLOADED --

Anyone that has been having issues playing the game online, try the new Windows, Linux, or OS X compatible jar file. Hopefully that will fix all porting problems.

Small Tale by hitchh1k3r 2013-05-12T06:38:00

@Burnside Awesome work!

I sent a message to Solifuge (graphics guy), and he's starting on your trophy's graphic. I don't think we can award it until the competition is over though, (If you haven't submitted a game, I'm not sure we can officially award you :( but we'll defiantly do what we can, it's a very impressive feat).

The three of us were competing to see who could be Challenge Mode first... Solifuge won that, but I'm not sure his technique. I could only get the dragon down to half health, and then I'd get bored and make carless mistakes. Challenge Mode was added probably in the last couple of hours and wasn't properly balanced, but I think the challenge is a pretty good level, and provides a fair challenge for people that really want to beat it. I'd still probably change some things if we did it again.

Small Tale by hitchh1k3r 2013-05-24T03:16:00

@Burnside, I can't officially award you your trophy (I think you need to submit a game before you can get trophies), but that's not good enough for us. For now here's a thing, and if you post a game in the future or the site changes we'll officially award it to you.

http://dl.dropboxusercontent.com/u/82034266/LD26/DragonPuncherAward.png

LD27 — 10 Seconds

Time Surge by Solifuge 2013-08-28T03:11:00

Okay the applet is done. I forgot what all I had to do to get it to work last time, but I finally remembered... Link should point here: http://hitchh1k3rsguide.com/projects/ld27/

LD29 — Beneath the Surface

Digging up Daisy by Cake&Code 2014-04-29T21:10:00

The gallery at the end was a nice touch. I particularly liked ET, and the art was great.

Maybe being able to buy upgrades with the treasure would have improved gameplay a bit, but over all it was a very good entry.

Seafloor Defense by Zathalos 2014-04-29T21:10:00

This is amazing, I have no idea how you made such a smooth playing RTS is such a short time. The only featured I'd like to have seen is hotkeys, to build things faster, but I suppose that wouldn't work so well on Android.

I had fun playing this one and wanted to see how big the waves could get... a submarine strategy seemed to work well, and I got to wave 39.

It Came from Beneath the Surface of the Sea! by JavadocMD 2014-04-29T21:10:00

There aren't enough games where you get to destroy cities as a giant monster! This was a very enjoyable game, and great work with consistency in the graphics.

The gameplay lacked a bit, but the game was short enough that it didn't become an issue. Overall a very solid entry.

NanoDog by mechabit 2014-04-29T21:10:00

Why did I have to kill the robot? Didn't it just want hugs?!?

Overall a very silly game, and I liked it. I didn't read the controls first so it took me a little bit before I released I was supposed to shoot with the mouse.

It would have been nice to see what else could have been added if you had more time. It still managed to feel complete, just short.

Frack You by Candyhandy 2014-04-29T21:10:00

There was clearly a lot of work put into this game, and there were a lot of things going on.

It makes me sad that it was so easy to game (placing pipes disconnected from the main line). If you ever update this game, maybe consider having pipes cost some money, or requiring new pipes to attach to previous pipes. After a while the game started to become a bit tedious (especially since it was mostly throwing away pipes), so I only played until level 14. Overall well done.

From Below by TyrusPeace 2014-04-29T21:10:00

I like the graphics and audio in this one. Everything exploding when thrown was funny, but a bit odd. Overall I'm very impressed with the amount you got done in such a short time.

Down by Lost King 2014-04-29T21:10:00

The art was great. I especially liked the use of varying vignettes for different parts of the cave, and the backgrounds were very well done.

I'm not sure if I got to the end or not, but I was stuck in a room with a guy. Overall it was a solid game, but a little confusing.

Note:
To get it to work (on Mac OS X Mavericks) I had to rename the native file "liblwjgl.jnilib" to "liblwjgl.dylib" maybe this will help someone else.

LD31 — Entire Game on One Screen

Blobbit - A Disaffected Squirmy by Wampus 2014-12-11T22:09:00

The graphics, concept, and music behind this were awesome. Personally I found it overwhelming at first. After I figured out what I was doing it was fine, but by then I stood no chance against the Squirmies. I finally figured out that I could use action points to hurt them and that helped a lot. Perhaps it would help if the game only showed the menus that were available, as to not frighten the player. Also maybe the enemies could hold off on taking over until the player has done enough things to prove they know what they are doing. Overall amazing job, I really liked this entry.

Hectic! by zakchaos 2014-12-11T22:09:00

Good work finishing this game, and following the theme. I feel it was a little too hard, and I'm not sure if there was a huge amount of depth (not a lot to learn). I liked the music in the game, it fit the overall feel of the game well.

GAMER TOAD* by Fonserbc 2014-12-10T03:25:00

This is one of the better games I've played so far. Nice art, sound, and clever use of the theme. I found that there were enough minigames to keep me playing and happy. It took me a minute to figure out what I was supposed to be doing, and I could never figure out how to feed the cat... Overall this one was a great, very well rounded game, good job.

Zombie Maze Escape by Thepattybeast 2014-12-10T03:24:00

It's nice to see another Java entry. Good work, you clearly put a lot into this. I find it a bit frustrating that I keep walking into walls that I can't see and having to restart. Also the new release is working fine on OS X Yoesmite + JRE 8.

The Swarm is All by Jyrkface 2014-12-11T22:08:00

I liked the graphical style of this. The gameplay was unique, and was never sure the best way to proceed. I think this was a well rounded game, however it wasn't my personal favorite type of game... but that's just my preference. Good work on this.

Snowman Survival by CoderDozer 2014-12-10T03:24:00

Very hard game, but I liked it. I really like the music in this, and I agree with you that the locking onto resources is a bit annoying, but that was definatly my biggest concern. Maybe try letting the arrow pass though the snowmen so that a well placed shot can take out two or three (you could always limit the number it can pass through). Good work on this one!

Dark Matter by donan 2014-12-10T03:25:00

I really like adventure games... thanks for this one. I enjoyed how you put the entire game on a single screen to fit with the theme. Some of the item combinations were a bit confusing, but that's to be expected in this type of game. I did get stuck on assembling the machine for a moment, but not so long as to actually impact my enjoyment of the game. Good job on this game. You did a good job with the graphics.

Space Dwarves by CMWeissMedia 2014-12-10T03:25:00

The first three time I played there was acid everywhere I looked, but finally the third time I got to the gem easily. There may have been a bit too much random variance in the level difficulty, but it was a very good game, and a very good start to an even better game. If you're going to keep working on this I'd suggest improving the dwarf path finding (so you can say mine to this, and they will path to the nearest location before digging), adding a difficult curve (start easy and then add more hazards), and purchasable upgrades (spend gold on increased vision, or a laser drill that mines multiple blocks). Gret job, you should keep working on this one.

Slime Ball by naali 2014-12-10T03:24:00

Definatly a fun game, my record is 20... and that took more attempts than I'd like to admit. Good work, I can find no faults that you didn't address above. Good job!

Dead Pixel by The Jahn 2014-12-15T01:21:00

Simple concept but fun and challenging. I liked the double use of the theme. I also though the audio fit well with the game. It was a little challenging for me, but that would probably change with practice.

Tiny's Adventure in TV Land by Kate Kligman 2014-12-10T03:24:00

Short, simple, and good. I liked that you had us collecting things for the end, but we didn't know it. It would have been neat if the wind pushed you back more when you jump. Overall, nice work!

Spacey Trail by Jacksendary 2014-12-10T03:25:00

It seems several games have tried to bring the Oregon Trail idea to space. This was a good attempt, especially considering the time frame. It would be nice to see more consistance in the graphics. Graphics don't have to look great, but in this game they seemed to be scaled to different resolutions which bothered me. Overall good work, and with a bit more work and polish this could be a pretty great game.

Dartfield Basegolf by Andy Gainey 2014-12-10T03:25:00

This game was pretty fun, but I don't have the patience to make it all the way to the end of a game. I liked the idea to set proprities, very original. This game kind of reminded me of an older LCD handheld game (back when thouse were a thing), good job on this. The graphics were charming.

DotKeeper by Fera 2014-12-15T01:22:00

The first sound effect that played was louder than I expected and slightly late so it startled me, but that's probably an issue with libGDX/HTML5 not preloading the sounds. I managed 4 minutes 58 seconds, and it was very challenging. I liked the game, good job.

Comet Blaster by Skills641 2014-12-10T03:24:00

A nice take on a classic game. I really liked the number of lasers in this one, and the title music was nice. ^_^ My only critisism is that my hand got tired from mashing after a few levels, holding space for autofire would be a welcome change. Good job on this game, I had fun playing it.

Super Resizer by foolmoron 2014-12-10T03:24:00

I tried it in Safari first and I couldn't make the window narrow enough, but like you said Chrome worked fine. Very cool game, I couldn't get past the second level, and wasn't sure exactly what was expected of me... but interesting idea, and a unique take on the theme. Good work!

Kevin's uncommon story by Zimennik 2014-12-15T01:22:00

The graphics were very good for the time you had. The audio was good but I'm not sure if it fit with the overall feel of the game, the seemed a bit more puzzling then the music... that could have just been me though.
I really liked the gameplay, and the levels you included were good. I played through twice, the first time I didn't notice each lever had a bit of story at the bottom, and I wanted to read it all. Maybe try drawing the players attention to it either through color contrast, voiceover, or maybe have it appear in a moment of darkness between levels. Overall I enjoyed the puzzles very much, but the story could use some work... and of course more levels would be great. You should keep working on this for sure. ^_^

Trench War by rjhelms 2014-12-11T22:08:00

That was an enjoyable game. With a little bit of polish it could be a pretty awesome game. I spent my time building something mostly for fun, but confused how I was supposed to win I just started spamming the charge button until the "Troops to victory" dropped to 0 and I won. Thanks for making this.

Disco Kitty Nightmare by Alendro 2014-12-10T03:25:00

I liked the music, well done.

Terra Kata by jmborden 2014-12-10T03:24:00

It took a while to get the hang of it, but I got 690! I feel that a lot of this was up to chance though, some times it would go from a ramp to a high cliff, and I had a really hard time jumping up... other times it was mostly pits that I could jump easily. Maybe you could figure out a way to generate progressivly harder terrain. Nice job on this, the gameplay is simple and fun.

Escape The Abyss by Paperscraps 2014-12-10T03:24:00

Playing this has been the most fun I've had in a game so far Ludum Dare 31. When you die do you turn into a pile of bloddy fingers? ^_^ You put a lot of levels into this, and there were a fair number of different mechanics, this game was really well done. Good work!
PS. I found that the third to last level was very hard (the bottom part), maybe too hard.

Swotch by Ulydev 2014-12-10T03:25:00

I liked the slowmo feature, I found super gravatron way too hard, but this is a game I can actually play. When it gets overwhelming you just slow it down. Good work on this game.

Horde Mode(s) by DefectiveMelon 2014-12-11T22:09:00

I liked the different levels, each was a bit different and offered a unique challenge. The red room may have had the easiest layout, but when the red guys got near you there were hard to see, I liked that. I think sounds would help a lot with feedback, it was hard to tell when I hit someone and when I was being hit. Even simple sounds made with BFXR would got a long way I feel. Good work on this game, and I hope to see future entries from you.

Layerd by nuno 2014-12-10T03:24:00

I liked you use of the theme, it was a good idea, but probably needs a bit more time. The begining started off very well, and showed what was going on nicely. I felt that later where you were supposed to go next got a bit confusing. I couldn't tell where I was going or where I had been, and I kept dying and had to reset to a significantly old check point. Maybe some color hints or even a bit progress arrow that showed the direction to the newest platform would have been good. I really did enjoy this idea, and feel like it could be really good with a bit more time put in. One last small nitpick: the graphics were very small and I found it hard to see some of the details/tutorial in the early game. Keep up the good work!

Oceanite by Yazara 2014-12-11T22:09:00

Good game. I liked how the music fit the overall feel of the game. Also the graphics were some of the best I've seen this competition. I found the controls a bit hard at first, but once I started looking at the square without the green lines it become easier to judge where I was moving. Great jump fitting so much game in a single screen.

Starring Annika by makebabi.es 2014-12-15T01:22:00

This was a well made game, needs more polish, but good for 72 hours of work. I really liked the graphics and audio. I found in arcade mode that you could lure all the monkey things into a corner, jump on their heads and repeatedly do the hammer spin to kill them all and they couldn't do anything about it.

Ferchault's Island by SushiDestroy 2014-12-10T03:25:00

I love the graphic's style you both went for in this. It would be very cool to see a finished and polished version of this. As it is I found it a bit too hard. I kept trying to save up money for the bigger ship, but never could get enough and ended up loosing the ships I had while waiting. I'd also like to see the ability to zoom in, because sometime the action is focused in a small area, but I suppose that might fit the theme a little less. Good job on this game.

pOp by UlydevSecondGame 2014-12-10T03:25:00

I like the gameplay in this one, I tried to play it alone so I really couldn't get tyhe feel of it... I bet this game would probably play really well on the Ouya though (maybe with a few other similar games), maybe look into that if you haven't already.

Play Space Outvaders by woodecker 2014-12-10T03:24:00

Nice take on the theme, I also thought about interpreting it as an anti-theme. You did a good job putting the games gimick at just the right stop, not so soon as it wouldn't have suprised me, not so far that I might not have gotten to it. I did for some reason think it would keep going though and was sad when it stopped. Nice job on this one.

Snowman's Land: SNOVERCHILL by RHY3756547 2014-12-11T22:09:00

Amazing game, there are too many good things to say about this. I like to leave some criticism on the games I played but you stumped me.... ummm.... maybe it would be nice if the zoom level saved between rounds (I'd have to press w at the start of each round). The game is not only fun but very well rounded, I'd be surprised if this doesn't get a high rating.
It seems you interpreted the theme the same way I did, but your implementation is much better. Good work on this!

A Place in Space by lokijki 2014-12-10T03:24:00

Good use of the theme, this game was very fun. The laser was my favorite weapon, and I really dug the visual style, though it started bothering my eyes after a bit (that might have just been my crazy bright monitor though). A text popup or something when getting a powerup to explain what it is would have gone a long way. I had my audio turned up, and didn't expect it to start playing when I opend the page, that startled me... ^_^
Overall, great job!

LD32 — An Unconventional Weapon

Soul Shutter by hitchh1k3r 2015-04-21T04:41:00

Whoops, I'm too late to join the top comments... ^_^

My Current Highscore: 4213

Favorite Photo: http://hitchh1k3rsguide.com/files/hitch/LD32/HITCHS_FAV_PHOTO.png

Cortex Control by Smokeylope 2015-05-09T20:02:00

The gameplay reminded me a bit of Hotline Miami, it was an enjoyable challenge to attempt overcoming each level. Because the player dies so often though (at least I did), I'd suggest shortening the respawn time, that way you can immediately try again.

LD33 — You are the Monster

Escape From Twump Tower by 01010111 2015-09-03T17:06:00

One of the best entries I've seen, I really like how the gameplay supports the implied narrative (ex. standing on people to reach the top of your tower).

The physics are a bit buggy, but that should be easy enough to fix. I'd consider tuning the controls if you want to keep working on this, I was never really sure what I'd throw and/or where it would go.

The artistic consistency was another high point of this game. Well made music, sounds, and graphics (and animations) that all fit within a retro style. Thanks for making this!

The Monster Files by Literal Games 2015-09-02T16:34:00

I always like when a game subverts expectations. When I first got into the combat part though I found the controls (mostly hit detection) to be off putting, I think it's important to have a well polished second part when you pull a switcheroo like that. ^_^ Once I got the hang of it though, I finished all three chapters fairly easily. Nice work on this.

Monsters Under The Bed by Interface 2015-09-02T00:29:00

I started to make this very idea. ^_^ I decided to go a different but similar direction though. Well done, I liked the sound hints and overall idea of this. It felt like it could use some additional challenge, but for a core game idea it was very well executed.

Monster and Hero by MSiddeek 2015-09-02T03:19:00

I wish I could have rated Fun and Innovation! Nice job on this game, I always enjoy a good puzzle game, and in 12 hours... very impressive. My only criticism would be that it's often hard to move on the conveyor belts, I had to learn to hold the key I wanted to use down, and as soon as it could trigger it would. That's a polish thing that I'm sure you would have noticed given more time. Again, good job!

Woustal by lonkost 2015-08-24T03:22:00

Nice graphics, and a strong start to a puzzle game. I think if there was going to be more puzzles you'd need to switch up the core mechanic a bit (maybe a tile that skips a transformation -- essentially inverting the implied checker pattern).

LD34 — Two Button Controls / Growing

Exponential Cris(m)is by hitchh1k3r 2015-12-15T04:39:00

@broiledvictory Yes, the story grows as more and more people play it ^_^

Exponential Cris(m)is by hitchh1k3r 2015-12-16T19:36:00

@DinnerInTheDark It's okay, we expected that ^_^ We tried to make seed content that would guide people a bit, but are more interested it what and how many people do what. There is a content warning, so as long as things don't get too offensive I shouldn't have to censor anything.

Nomads by Solifuge 2015-12-15T03:49:00

I has trouble figuring out what did what, and couldn't really remember the instructions in the splash screen during the game. I assume part of the challenge is intended to be figuring out how to play though (what items do what). The graphics were very nice, and the hollow ambient noise added to the overall atmosphere very well. One criticism: the icons are hard to read. Without knowing the entire set of items, I could not really tell what was what. Nicely done!

LD35 — Shapeshift

Boxey by ShadowBrain 2016-04-27T17:58:00

I'd like to reiterate above comments about the humor and "metaness" of this game. Good work and very well polished. I found the game simple enough to figure out without more instructions, thought the in-game desktop preview screen to be nice. The music was fun, but while the game didn't really give me an issue orienting myself, a hum on the conveyor belt could help anchor my position a bit better.

I played this twice and still have no idea how the score is tallied, I'd guess it's by count and damage to boxes. Maybe if the truck left behind a manifest (or something) you could pickup and read breaking down the score it would help teach the player (they could then ignore future breakdowns or read them all to see how they compare).

All in all, great game and good work. I particularly liked being buried in boxes while I had trouble keeping up.

PS. I guess I could see the boxes "translated" onto a truck, and bent when smashed... but it's not a great use of the them. :(

Quandary by TeamEagle 2016-04-27T18:13:00

I hope this gets fixed... as is it crashes when the button is pressed.

Quandary by TeamEagle 2016-05-09T20:53:00

I had to move my Vive setup to the living room to get this working, but it was a fun experience. I'd like to commend you all on such a complex project. I really like the idea of a VR changing maze using the non-Euclidean style movement in games like Antichamber.

Some audio would have been nice (a happy chirp each time you press the button would be a nice micro reward). I noticed a lot of bugs when playing (the curse of an ambitious project), sometimes the doorways would show me strange geometry (walls that go past the floor, or dead ends that open up when I walk up to them), also sometimes I'd walk through a seemingly open door to have the world change (a button disappear). The text above the button would display above the eventual position of the button even if it wasn't visible, and eventually I found out I could press the button even though it wasn't really there.

Additionally I found the fact that I need a rather large (3m x 3m area, while minimum size is 1.5m x 2m) to be a pain. I had to move my computer and base stations to the living room, and hope the tracking would be good. I understand that the way the game works you need a large space, but it would be nice to see some work around. The first thing that pops into my head is a "Doll House" mode, where you could crawl around the maze... maybe that's not the best solution though. ^_^

All in all, this was very impressive, I liked the strange patterns I could see in the walls, and the color choices were pleasing. It also had a good (multi-layered) use of the theme. I think this game could be a lot of fun(!), if some of the bugs get worked out of it,

Shadow Morph by DavidErosa 2016-04-27T15:48:00

It didn't seem to work on Vive, I've only had it for a few days though so I'm not really sure if there is something more I could do to get it working though. I ended up playing it in "Desktop Mode".

The concept was neat, It took a while to figure out exactly how it all worked though. Top and side shadows being from the same object, and the fact that the object was moving differently from how it did on the pedestal threw me at first.

Good work on this! I liked the feedback on your answer: particles, sound effects, and light colors made it pretty clear if you got the answer right or wrong.

There Are Monsters (Vive) by kvanderlaag 2016-04-26T17:31:00

I can only find a download for the .exe, and when run it, I get: "There should be 'ThereAreMonsters_Data' folder next to the executable" Am I missing a download link somewhere (The sketchfab link didn't seem to have any downloads)? I will check back in a couple days, I'd like to play this before voting is over ^_^

There Are Monsters (Vive) by kvanderlaag 2016-05-09T20:39:00

The graphics and level generation in this were pretty cool. I really liked that the grip buttons were used to place towers... it made me feel like a giant picking up and moving them. It was a unique idea, and tower defense are a pretty fun game type.

The five tower limit seemed to limit the games growth though, after each wave it was more of the same, just a bit harder. I also wasn't sure about the central mechanic of trying to detect what the mobs were, it was a unique/innovative idea, but made the whole tower defense thing feel more tedious than fun.

I ran into a bug where the spells stopped working after I lost and tried to play again, but given that you made so much content some small issues are expected. In all, good work, I enjoyed playing this, and it had a lot of neat VR mechanics.

The Bloobs Army by Lezardong 2016-04-26T17:51:00

Nice game, I liked the cheery music. It would be nice if the game drew a bit more attention to the newest blob(s?) that spawned. You only have a second or so to see the new them, which was pretty confusing at first. I don't know if the score was displayed anywhere, but it would have been nice to see a score each day (maybe it should have been more conspicuous). I think a score would make the game (which is endless) feel like it has a bit more progress. It also took me some time to figure out what the booing and cheering meant; the beginning said the blobs would get closer, but if they did I couldn't notice it (maybe if I could see them move that would help).

All in all good work! Pulling off a VR game that doesn't make people sick is a feat on it's own, and you guys managed to do it in a weekend.

Hole in the Wall by David Ballo 2016-04-27T18:17:00

This was fun to play, I found myself pretty tired after jumping up and down for 15 minutes.

I couldn't get the controllers to start the game (I had to press space on the keyboard), but once it started everything worked fine.

All in all, nicely done this was a clever idea.

Shiftposting by PomeroyB 2016-04-27T18:12:00

This game was pretty funny. I liked the "trolling" culture, and background dialogue was amusing.

The audio was way too loud, I had my volume set for other games around 50% and had to turn it down to ~5% for this. This is a bigger issue than in non-VR games since I had earbuds in, and a cumbersome HMD to take off to set the volume. Also I had a hard time getting the wheel to stop right where I wanted it, keeping me from getting through many letter. Combined with only sending one letter at a time (I tried to send two but it failed :( maybe this is because sometimes the letters shoot eachother across the room when they collide, making them out of bounds?) I had a lot of letters backed up on the floor. A final critique: The timer was very out of the action (smaller timers around the room, Stanley Parable meltdown ending style could keep the tension up). As it was I rarely looked behind to see the timer, and had no idea how long I had.

All in all, good work, and I liked that the internet is tubes... just like in real life ^_^

Anti-Laser-Beam-Shapeshifting-Cube VR by fuzzywobs 2016-04-27T14:59:00

The idea behind this one was pretty unique. When I was dodging the lasers with the "Companion Cube" it felt like I was in a Mission Impossible type movie. It would have been nice to have the "Shapeshifting Cube" need to change it's shape more (maybe the holes for each cube are different and it would have to match it's shape to the hole)? When the shapeshifting cube was needed to open the door I found that pretty confusing, I at first tried with the other cube and had to bring it back through... maybe the door could have opened itself (and created a checkpoint, when both cubes reached the door?) Also I found that when I was moving the world around (like most Vive games this started out much more disorienting then it was towards the end of my play session), the button would often double trigger jumping two chunks ahead and then I'd have to go back one.

All in all a great entry, I really like the environment and mood this one created. Good work!

PS. Some looping laser sounds could have added some nice 3D anchoring to the world.

Sidewalk Empire by TTLabs 2016-04-27T15:29:00

I never new I liked running a lemonade stand for pandas so much. The town and movement created a very compelling environment.

The first time I played I cut the lemon into pieces smaller than I could pick up... and I had a hard time figuring out how to juice them. For some reason even after cutting another lemon I couldn't pick it up (I played a second time and was able to get everything working). I think the white controller model didn't write to the depth buffer and some parts of it rendered through others, which was pretty disorienting to look at closely. My biggest issue playing this game was the bounds though. Right now I have a small setup (near the minimum size), and I'm not sure if you setup the stand to have all the objects just outside the border or if it was set to a fixed size. Either way half the time when I was reaching for something I would crash into something on my desk, or shelves, or wife, all while there was this wide open space for me to walk around between the stand and the sidewalk. The lower border seemed to float slightly off the ground too. If I dropped my knife, because it lies flat and was just under the real floor, I was unable to pick it back up. I did enjoy the tart/sweet-o-meter, but with a system that cool it would be nice to see it elsewhere (maybe the Pandas could have a taste preference to match). Lastly I think some audio would have really helped this game. I believe that 3D audio + head tracking will probably be one of the coolest VR features that not a lot of people see coming. Hearing pandas grumble and lemons squash would have added another layer to this already rich game.

All in all, great work, I really enjoyed playing this.

PS. I really like the liquid cubes and how they stay in cups, but "melt" on other surfaces! ^_^

LD36 — Ancient Technology

No Mario's Sky by eigenbom 2016-09-03T18:57:00

Congratulations on having your game get such a big response!

You guys really went for something technically challenging, and clearly put a lot of work into it.

If you had more time the controls could use another pass, probably polishing up each aspect one at a time. The air control was very slippery (I believe real Mario has that problem as well), but with the modern platformers we've been playing and nostalgia goggles on, I think the air movement needs a bit more control. Also the space ship jerks a lot as it goes slower and faster, some acceleration would really make the movement seem more dramatic.

The art, sound, and ambition of this was really excellent. Thank's for putting it together!

PS. I'm looking forward to Moonman!

105.2fm by Verz 2016-09-17T18:46:00

Good job creating a sense of monotony, to the point that the gun starts to seem like the "best" way for you and your character to get their jollies.

I refrained for a long time. Just threw the yo-yo, and learned to improvise some tunes with the Ukulele and the few good chords that came through on the radio. I like how they were tuned to the same key!

The denouement at the end was interesting in how it got every bit as monotonous as the gas-pumping. I stopped paying attention to their stories and carefully picking "deserving" targets, and just shot anyone. The faces blurred together. And then the actual ending just accentuated that.

Just for personal preferences in games (not really relevant to this as an art piece), I'd like to see more feedback for making the Ethical choice, beyond getting egged on by the Temptation Vulture. Something like how Papers Please handles moral choices within a monotonous-seeming game structure. Without an option to make a lasting "good" choice, the decision to start going on a killing spree feels forced or artificial. It's the only meaningful way the game leaves us to interact with it, you know?

Anyway, this was a solid, evocative piece. Thanks for putting it together.

54 Years of Hatchets by SuperMsp10 2016-09-16T20:32:00

I found it frustrating and gave up early, but after reading the above comments I decided I'd give it another go, and try to give you some constructive feedback.

First off, you should know I am not in your target demographic (I don't really like micromanagement or even RTS games much). ^_^

Some good things:
- It works with the theme really well.
- A more modern crafting system was unique to an RTS (I'm not sure how well it played -- it's hard to tell with so few things to craft, but nice innovation).
- The fast-forward feature was smart.

Some things that could use more work:
- The graphics style was inconsistent... I'm not one to conflate graphic fidelity with quality, minimalist "grey-box" assets can be used to a good effect, but when you mix resolutions, styles, and polycount as wildly as you did it has a negative impact on the games aesthetic (unless you want some sort of surrealistic or dadaist style, but I don't think you did).
- The input. This is very hard to do well in an RTS, some features that I really wanted were easy deselecting (deselect when starting a new selection, shift select to add -- this uses the affordances of modern operating systems and RTS games -- Shift + E was a bit cumbersome), relevant selections (if you box select resources and people, only select the people),
- The wall of text! A lot of reading scares away some players (myself included). Because the gameplay was complex there was a lot of help text, ideally (if time permits) a tutorial (of some sort) is a better way to teach the player about the game.

Some bugs?
- There is a lag spike when selecting a large box (I think it's selecting resources far away, but I'm not really sure how you did selection code).
- The selection box doesn't select correctly towards the end of the camera. (I ran into a lot of problems with calculating what was in a sub region of a perspective projected camera in a previous Ludum Dare game, so I know how hard it can be. An easy fix would be to raycast to the ground plane and then have a selection box that moves only in the X-Z plane, and hovers a fixed Y off the ground, then just check the entities X and Z verses the bounding box).
- The objects have "(clone)" at the end of their names in the menus. (You could fix that by setting the name in the instantiated prefabs to the name of the original object something like `Instantiate(prefab).name = prefab.name;`)
- When fast forwarding there are errors or something. If I get arm my people and then fast-forward when they are attacked they don't seem to do anything. If I slow down time, they take a while before they start to respond again. I tried to right click the enemy tribe, and a lot of the time they would just stand there being attacked.

Sorry for the "Wall of Text" ^_^ But I hope some of it is helpful to you, and good work!

Merlins Dungeon by friedfishstudios 2016-09-16T17:41:00

I really like the stone brick texture, I'm not sure exactly why, but I find it very pleasing. The gameplay could use some more polish, but the idea was straight forward enough to be played by anyone. I would first focus on the collision detection. It's a bit frustrating to be killed by a wall or the dragon, when I can see a large space between us. Then if you still had time next you could add more mechanics (ex. buttons and button controlled walls). But for the time you had it was a good work!

PS. I get that a "mechanically enhanced dragon" fits the theme, but the game doesn't really feel (to me) like "Ancient Technology."

Stones versus Blasters by SteampunkIslande 2016-09-16T17:18:00

I generally liked the graphics. The outlines made a lot of the details pop, but it would have been nice to see a bit more texture consistency. (The grass is very bland, but the rocks and ships are very detailed). I'm not sure if this was a bug or not, but I found that once I placed the first tower I could no longer move the camera.

The usage of the theme was apparent, but in my opinion could have felt a bit more "Ancient" and a little less "Technology" ^_^ Good work one this!

Cavey by ShadowBrain 2016-09-03T19:04:00

What a fun idea. I enjoyed playing around with the different objects, trying to see what I could put together. It did take me a few restarts to not destroy the starting stick before making an axe though.
It would have been nice to have some coherent goal other than exploring the world and combining things, but with a project this ambitious I'm guessing that would be beyond your scope.
Good work on this, I really enjoyed the experience.

PS. I don't know if it was intentional or not (but it was fun to do), I found that you could grab a tree to climb up it, and once up in the air throw the tree backwards to fling yourself though the air.

Desert Strife by HuvaaKoodia 2016-08-31T20:28:00

Pretty neat concept! I've got a soft spot for barren post-apocalypse worlds and forgotten technology.

The whistling wind sets the mood well, and the audio design is pretty nice. The interface explained itself pretty well, but the tutorial was nice. The combat pause was a little tedious sometimes, but not too bad.

Wish there had been a few levels in succession, playing with the existing mechanics. Maybe a level where you have to attack an opponent who was pillaging a rich region of ruins before they got too strong. Maybe even a level with a far-away opposing team with a tank, and you with many ruins to sift through hoping to defend yourselves.

Thanks for putting this together!

Ancient Akkadians by hitchh1k3r 2016-08-31T22:48:00

@SuperMsp10 Click the Worker icon on the right, and then the building you want them to act on in the world. Each building will cause them to do something different, and some have passive abilities.

Too Late by alfie275 2016-09-16T17:13:00

Interesting experience. Getting out of the starting pen felt a bit like breaking the game, but I think that is a good thing. It would have been nice to see the graphics developed a bit more, but I know that's difficult on a solo weekend project. ^_^

I found the slow walking speed frustrating, but at least I could guess where I had to get to right away, and reached the end before too long. I think a faster walking speed might have ruined the effect you were going for. Good work finishing this!

cognizance by managore 2016-09-03T18:45:00

We come to expect good level design, and unique ideas from you, and you did not let us down. The level design is both extensive and well polished. The core idea is unique, and explored really well. The amount of work you put into this in only two days is astounding.

I was playing on a new computer, so this could easily be my problem, but it's the first time I've noticed screen tearing and sub-pixel blurring in one of your games. It could be a feature of the library or engine you are using, but the 1-bit graphical style would look a lot better with some pixel snapping, and the fast moving and jumping sections would benefit from some vsynch.

This is a great entry, and I really liked how the wall jumping was sticky enough to be accessible to players that aren't the best at twitch platformer games. Thanks for giving us another world to explore, and really nice job on this one.

Cavemind by shimage 2016-08-31T20:29:00

What a neat concept for a puzzle game! I liked this quite a bit. Took me a few tries to get a village, but once I knew the mechanics I could figure out a path to victory.

There were a few interactions that didn't happen as I expected them to. I expected fire to burn trees and logs (that might have made things too easy though!) I thought a hammer would have more uses, I expected multiple houses to make a village, and I expected a fire would be needed to make them complete.

Thanks for putting this together. I had a fun time playing!

MistIslands by tmpxyz 2016-09-16T17:34:00

The graphics were very charming. The water texture and movement reminded me of The Wind Waker, which I think has an excellent graphical style.

I found the amount of information the game was asking me to process at the very beginning a bit daunting (though a lot of people seem to like that in games). It would have been nice if you could have boiled the choices down to something simpler, and then built them up over time.

There were a lot of features in this game (card choices, movement, battling), personally I think it might have been too much, but it must have been hard to get it all done, so good work!

Dont Get Eaten by Dinosaurs by Garrett Hoofman 2016-09-16T19:07:00

This game was super charming, I liked the graphics style, and the general notion reminded me of Joe & Mac.

As popular as it is in media to put dinosaurs and people together in the same place/time, it's always bothered me (what with ~60 million years between them). That being said you total prepared for that (maybe intentionally?) by having chickens in you game. If I were to say, "Why are there dinosaurs and people in the game?" You could just reply, "Because people love chickens." ^_^

The recharge time made dinosaurs difficult to attack, and since they could kill you so fast it often felt pretty unfair. It would have been nice to have increasing challenges before the dinosaurs, and maybe some checkpoint to give the player a sense of progress. Attacking trees and chickens was a lot of fun. You did good work on this!

ArsonVille by Graham Weldon 2016-09-16T19:25:00

Burning down a village is surprisingly fun! The graphics look nice, and the fast forward feature is great.
My critique is that after placing all the "fire proliferating goodies" you have to wait for the timer before starting the fire. The timer is encouraging you to go fast, but then essentially punishing you if you go too fast. I wonder if the timer is even necessary. If there was no timer you could just place things and then start the fire right after. There would be less pressure to act, but I think the bulk of the game was in watching the village burn.
Certainly fire is an ancient technology, but I don't really feel this relates to closely with the theme. All is all, you did pretty well, and good work!

Siege of Scarborough Castle by masterkrepta 2016-09-16T17:23:00

I do enjoy Rail Shooters, I think the fact that the game can better predict my experience (by controlling the pacing) is one of their greatest strengths. Turning seemed a bit slow (especially on turns where the cart was spinning my away from where I wanted to aim). As others have mentioned the aim felt a bit off.

I really enjoyed watching the towers crumble, it was made extra satisfying from the aim making it so much harder. Good work on this one! (It makes me think of rail shooter+tower defense, which could actually be a really neat mashup).

poramid by unphook 2016-09-16T17:28:00

This was a lot of fun, good job. I think I liked everything about it! I especially liked the different audio vignettes that played on each of the "job" screens, so much that it would have been nice to have them somewhere else in the game, just so I could have listened to them more.

It would have been nice if some of the jobs would require (or gently encourage) the use of the other building tools. I tried them all but found them less comfortable then the basic one, so I just ended up going back to it. The spaceship was perfect though. Good work, I look forward to seeing more from you!

Ancient Heritage by indieyp 2016-09-16T19:37:00

I liked the simple graphics style, and figuring out what to do was fun. I liked that after connecting a few pillars your temple can take a few hits before the game ends. This gives the player some time to fail (maybe dying the first play through), before starting to pick up pace and move towards the ending.

I didn't like that the player moved so slow, and at an off axis (up moved up and to the right). I didn't enjoy finding the last few temples (maybe each time you connect one the camera could zoom out a bit making finding the last few more easier). And I really didn't enjoy instantly dying when you pickup too much energy. I understand that is keeps the player from gathering all the pillars and hooking them all up at once, and means you have to make tactical decisions when you pick up energy, but it punishes the player very bad when they are wondering through the forest and can't even see the node they pass over.

In all I think you did very well, I like that the game let me discover how to play it, and did some unique things. Good work!

Echo Through the Aztec by Pikby 2016-09-16T17:54:00

I can tell you put a lot of effort went into this, it seemed to have a lot of content for a Ludum Dare game. Good work!
The artwork looked very nice, but as said before the text was hard to read on a light background. I thought the teleport mechanic was a unique idea, and wasn't sure how it could be used meaningfully, but it seems you found a way. I found that the game's difficulty spiked a lot once I was expected to do precise teleporting. Good work on this!

LD37 — One room

Red and Blue VR by Beep2Bleep 2017-01-01T16:50:00

Interesting twist on The Lab's "Xortex" mini game. It's an innovative idea, but I'm not convinced the two colors adds much more then cognitive load to the game... but perhaps that's because it was too much for me. The trail renderer was nice, but I think some particles could have helped give it a bit more of a polished look. Also the shooting sound effect was too loud, and being (one of?) the only sound(s) in the game it may have detracted more than helped (though I guess it let me know I was shooting without a bullet or laser pulse).

My favorite part was when time froze after you lost, and you could walk around the level looking at it's current state from different angles. It did cause Unity's trail renderer to bug out though. ^_^

For 48 hours this was a colossal effort. Good job, and thank you for making this!

PS. I didn't notice any lag on an AMD FX-8350 (4.0 GHz, 8 thread) and RX 480 (comparable to a GTX 780).

Solitude (VR) by neon 2017-01-01T20:13:00

This is a really neat idea. With some iteration this could be really cool. I liked the graphics a lot (maybe the best looking pallet and paintbrush I've seen in VR). The waving trees were peacful... but when I painted myself into a forest they messed with my balance.

It would be cool if the direction of the paint stroke could somehow control what you create. For example dots of blue paint make lakes, but a blue line is a river.

For 48 hours you got a lot done. Good work! And thanks for making this!

PEUVR - Punch Em Up VR (HTC Vive) by RamonRed 2017-01-01T20:39:00

This was fun and frantic. It could really use some indicator to where the enemies are. A sound or arrow pointing to the enemy closest to the core would really help. Ultimately I settled into the strategy of frantically waving my arms around the core while holding some larger boxes. The entire level was a bit low to the ground... idk if you were going for the "gods eye view" or just didn't have the tech to tell how big things would be in VR. As it is the top of the core doesn't even come up to my waste, meaning I had to reach down to hit many of the enemies.

One bug I found: When you use the pull objects towards yourself, the cylinder is rendered only in the right eye for the right controller. And the left and right are are swapped for the left controller. Made telling where I was pointing them a bit challenging.

Good work, especially working relatively blindly. Thanks for putting this together.

Botanic Balcony by pmarincak 2017-01-01T20:51:00

The graphics you made were really nice, and it was a unique take on the theme.

I would have liked some feedback that I was performing an action. The watering can and seed packets could have particles fall out when you are using them. I really liked how you telegraphed how to "order" more pots.

Good work on this, it was an enjoyable experience. Thank you for making it.

One Room With Ladders in VR by kmausser 2017-01-01T21:00:00

Flinging yourself around took more coordination then I have. I liked the head mounted spotlight. I noticed the torch's flare did some stranger billboarding. Rather than being projected towards each eye, it was projected to some point maybe relative to my head... I didn't look at the desktop, maybe it was projected to a 3rd person camera.

Good job on this, and thanks for making it.

Goat and Gold VR by channie 2017-01-01T21:18:00

There are a lot of good ideas here. Probably too many in fact. I liked having a watch in VR, I liked a lot of the tools, I liked all the things I could find a collect. It was just too much to take in all at once.

You got an incredible amount done in 72 hours, reducing the scope of the game would have really help though. I didn't really know how the tools worked (until I read the description), and there were a lot of things to look at making it hard to figure out which things go together.

Good work on this, with some more time some of the things in here could turn into something really cool. Thanks for making this!

Feng Shui Deathmatch VR by Alex 2017-01-01T18:34:00

I've never played anything like this... I really like how the projectiles break into chunks that mess up our rooms. With a bit of iteration there might be a really cool gem in here somewhere.

The graphics were super charming, even if some parts of the level felt a little incomplete. It would have been nice if, when you were teleported to the viewing platform, the camera would be spun to face the world. That way I wouldn't have to spin around looking for the rooms. Also an audible beeping for the last few seconds so I know I have to place whatever I'm holding. I loved the music, it was pleasant and fit the game really well. A Way to sell items and/or a way to get more money would have really helped with gameplay after the first projectile launch. Good thinking with the door knob to end the round early (since there was not a lot to do once you sent your money). At first I didn't realize you could use left and right to move within a category. Something like a tutorial level could require the player to place specific items, and insure that they understand how to navigate the menu (I did figure it out eventually though).

There we some bugs I found (you probably know them all):
- Items could be carried past walls and then dropped out of the world
- Some overly energetic physics collisions when dropping an item on another item
- The counter stops counting after the first volley (I think it still might be running though... and the doorknob works)
- You can use the DPad to navigate the menu even when it's not open

This would be a great Jam entry... the fact that you made it alone in 48 hours is incredible. Good job, and thank you for making this!

Squiddey (VR Only) by ShadowBrain 2017-01-01T18:53:00

Graphics were great, the UI and UI polish was great. I like how you can use the application menu button to press a UI button repeatedly. The first time I tried (10 rooms) I couldn't play (FPS of around 2-5), but when I put in 5 rooms it played just fine.

The bats death animations made me feel bad for killing them, idk if that was intentional or not... but it made we sad to see them in pain with their eyes closed.

I really liked the grid based teleportation system... it allows for some classic tile based navigation in a VR space. Very clever.

Good work putting this together. I enjoyed playing it, thanks for making it!

Dolled Up (Vive) by James Wood 2017-01-01T19:13:00

I think there was a voice but I couldn't understand what it was saying.

The dark lighting, creepy music, and setting gave the game a very unsettling feeling. The parts came out too slowly for me to finish any dolls though. When I saw the flashlight I though there might be a mystery somewhere but after looking for a bit I didn't find anything. It was an interesting game, and with a bit of accessibility polish it could be pretty fun.

Interesting twist on the them (you are in one room, making one room at a time). I liked the game. Thanks for making this!

OneRoomGuild.org by hitchh1k3r 2016-12-14T06:01:00

@slimabob @mirta000 Whoops, I fixed the issue. Sorry about that, and thank you for pointing it out!

@bplane2 Thanks for the feedback. Recettear was one of our inspirations.

Plumber VR by Zetym 2017-01-01T19:22:00

I tried to play the PostJam OpenVR version, on an HTC Vive. It started and I could move the hands, but no combination of buttons would grab things. If you fix it @ reply to this and I will try it again. (I know it's late notice for the official Jam, but maybe if there is an unofficial vote on the new site ^_^).

FIIL Mark 37 by martincohen 2016-12-29T19:24:00

I think everyone here can appreciate trying to feed themselves while obsessively working on something.

The ending caught me off guard, and I was confused until I saw the tie in the the title. I liked this game a lot, and it's hard to find anything to be critical off. I guess the gameplay felt a bit flat. I was constantly running back and forth doing the same actions, but that was what created the games feeling of incessantly working on a project. Great job!

BottleFlip! [Vive] by Drumsmasher17 2017-01-01T19:29:00

I was tricky to get a bottle to land upright. Total worth it though.
I really liked the bottle with trails.

That ever you did to get the bottle to wobble around seems pretty realistic, so good work!

Welcome to My Room - VR by xanderhd 2017-01-01T19:41:00

You gave us one of your rooms for "One Room," neat. Good work learning how to put all this together. I found a weird set of "bugs?" I was able to walk out of the portal with the arm swinging system. When I tried to go back in it detected a wall and pushed me back. I tricked the game into letting me back in by pressing the Steam Menu button, moving IRL, and then switching back to the game. I had never though about teleporting like that until now, but it seems like something VR game developers and tool creators might want to address.

DecoVRation (VR Only) by Darkfrost 2017-01-01T16:28:00

I like that VR is still novel enough that doing mundane tasks is fun (to be fair a lot of games have you do mundane things). I enjoyed decorating the rooms, but wish the robot understood personal space. ^_^

The game speeds up quite a bit after the tutorial... it was hard to get much done, and as previously stated the robot getting in the way made the game feel crowded.

Some Bugs I Noticed:
- Paintings could get stuck to each other (you can spend some time wedging them apart... but it's a fast paced game)
- When there are two paint brushes (and you are mixing colors) only the brush attached to one of the controllers will have it's color updated
- Nails could be "hammered" into air

Good effort on this! I could tell there was a lot of work put into the game, and I had fun playing it. Thanks!

Mischievous Room VR by chinnie 2017-01-01T19:53:00

Flying around a giant room was fun.

At first I though it might use the direction the controllers were pointed, but then I realized it must have used the relative position from the camera. Because flying up requires you to hold your arms above your head, it could be tiring after flying for a while.

The other thing I noticed was that I could fly close to the ground, but once I stopped it would push me up. This was especially jarring when I was standing near the contents of a treasure chest. If you stop flying anywhere near them the player character is launched backwards, which is probably something that should be avoided in VR.

Good work on this, and thanks for making it!

LD39 — Running out of Power

Neutron Escape by HitchH1k3r 2017-08-01T15:00:31Z

@zchen Thanks for the feedback! I agree about the charge jump, I actually tested out hold space to charge jump, but it meant that a normal jump wouldn't trigger until space release also, and that made it feel unresponsive. It's a problem I'd still like to solve, but I'm not sure the best approach, I will have to research more platformers. ^_^ As for the climbing bit, in my mind it was the only challenging bit (I had been running and jumping around for a while at that point) so I wanted it a bit hard, but I probably should have tweaked it a bit.

Assault//Battery by tuism 2017-07-31T15:20:21Z

Very fun difficult to control smash-stuff game! I really liked that time slowed down during targeting, that mechanic always makes targeting so much more fun. I also liked watching the giant robot (was it supposed to look a bit like a battery?) trip over the tanks that I missed.

The targeting seemed a bit off on some of the swings (particularly downward), making it difficult to hit the enemies, unless I aimed in front of them. This added to the general feel of a difficult to control robot, so could be a good thing. You could try out different targeting display though (something like showing the arc of the arm instead of a straight line). The other thing I noticed that may have benefited from a bit more time was grabbing the nodes. That's a bit trickier to fix though (I guess a gamepad could enumerate the part to specific buttons for a console release).

Overall I found this game very enjoyable, thanks for making it!

High Score: **665**

Unplugged by Sheepolution 2017-08-02T02:13:40Z

I'm really glad that I happened to try this out on my laptop. Without reading the description I started it up, and discovering the gimmick was a big aha moment ^_^ thanks for that.

:star: Your use of the them is great! The graphics are wonderful, and this game feels very well polished. Idle games exist in a weird place between wasting time and commenting on games that waste time. I feel like you found a gimmick that did something new in that space (maybe pointing out the waste of time and energy?), good work (and showing a battery % at the end fit right).

Overall great job, this was a very nice entry!

Mining Brothers: An Energetic Tale by bakudas 2017-08-03T13:42:48Z

A beautiful game reminiscent of the 16 bit era, in both graphics and gameplay. Well done. This game is very difficult, I died many times, and finally set the goal to get at least one generator part. At first I though you had to jump the electric gates, then I figured out you could power them down, that made it a bit easier. ^_^

:star: The graphics were excellent, the colors were appropriate, the pixel art well done, the menu screen looked very nice, and the post processing shaders looked very nice. I also liked the music quite a bit, especially the title screen song. Well done! :bug: A couple "bugs" I noticed: I also ran into (-_^) the physics bug other people mentioned where you can get stuck on edges until your power bar decharges and you fall away (most of the time). Also the power bar seems to decharge passed 0 and causes you to roll backwards, maybe not a bad thing, but I got the feeling that wasn't explicitly intended. :point_right: The noise postprocessing shader was a nice CRT throwback, but I feel like the screen wobble may have been a bit too much as it made the text very hard to read. I think screen wobble is a lot like screen shake, it can make something feel a lot more powerful (breaking out of the game almost), but if it's overused it loses it's power, and even worse could cause a negative effect instead.

Overall great job, this was fun to play. Thank you for making it!

PS. What does "auto run" mean? If I mashed A and S enough it popped up, but I couldn't figure out what it did.

The Nuclear Age by foxor 2017-08-02T01:15:20Z

A neat numbers puzzle that I haven't seen anywhere before! It wasn't immediately obvious that each power plant provided less power than the last, but once I figured that out I understood the depth of the puzzles.

:star: I liked the retro-futuristic aesthetic, and thought the puzzle was very unique. :bug: I'm not sure if it was a bug or not, but on level 6 (I believe) if you place a power plant next to a city next to a power plant it doesn't seem to transmit power, but if a power line is added between either plant and the city then the city conducts power. This might be by design but I couldn't figure out the rule. :point_right: You might consider telegraphing the countdown a bit better (maybe put the power number on each placed power plant).

Overall good job, thank you for making this!

Ministry of Synthesis by impbox 2017-08-01T12:26:11Z

:zap: **The Reactor Has Been Reactivated** :zap:

Whew, that was very difficult.

As others mentioned the game gets hard fast once things get complicated. The three oscillator modulation puzzle was they first place I got really stuck at, and I'm still not really sure I have a conceptualization of what modulating a wave does. I had to restart once and pay more attention to what the early levels were trying to teach. It wasn't immediately obvious what that there were two blocks "X" and "+" or what they did, but the second time though I figured it all out. It was clear that you put a lot of effort into this game, it seems you tried to make things as accessible as possible (audio feedback to listen for frequency similarities, visual feedback to teach and show how close you are, and I really liked the green bits on the bottom that showed where the waves matched!), it's just that the game deal with a complex subject matter.

:star: The graphics were awesome! :star: The background music reminded me of Myst, and layered well when an arbitrary wave was played over it. Even after an hour of playing, the music didn't get too repetitive, so very well done there! :bee: A small platforming bug I think I found: As far as I could tell you are supposed to hang onto walls slightly, and fall when you move away from them. I noticed if you hang onto a wall, and slowly fall, but don't move, you will drift down even if there is no more wall to hang onto. ^_^ :point_right: In innovation this game really shined, I really loved the idea behind it. I feel like it falls behind in theme though. It felt a bit more like "Signal Lost" than "Running out of Power" (power signals I guess, but it feels like a stretch).

Overall amazing work for 48 hours, and I really enjoyed this. Thank you for making it!

Programmer Energy by sn0uk 2017-08-01T21:06:19Z

This was a neat meta-Ludum Dare game. I really liked your use of a blurry version of the first screen as the background for Unity's new splash screen, I'm going to have to remember that. ^_^ The overall look of it reminds me a bit of Quadrilateral Cowboy, but higher fidelity.

:star: The sound effects were all well made and seemed to fit the actions they were for. I enjoyed the "rage quit" animation a lot, and I think it's really smart to give the player a good last impression of your game (and completely unexpected ^_^). :bug: Maybe a sound or input bug, but after drinking tea the first normal key press(es) don't seem to be registered. reading the above comments this probably isn't a bug, but I was also under the wrongful impression both tea keys needed to be pressed together, but when you get double of the same key it feels like a bug. :point_right: I found the background music got a bit tiresome after several loops.

Overall good job, and thank you for making this!

High Score: **4403**

Zombies and RVs by pixelgriffin 2017-08-02T13:31:42Z

A nice shooting game, I enjoyed getting to upgrade at the end of the level.

:star: The art was well made, the audio fit very well with the overall aesthetic. You also managed to create a nice feeling of dread with the zombie wave. The jumping around had a nice tension that underlined the "hopeless zombie waves" feeling. Good work. :point_right: The platforming felt a bit slippery for the importance of each jump, it wasn't a big deal if you don't fall off an RV, but once you did it was hard to get back up sometimes. Did you use the theme? I tried to think of how this game could have interpreted it, but it doesn't seem to have any "Running out of Power."

Overall you did good work, thank you for making this!

Voodoo Lockdown by Antti Haavikko 2017-08-02T13:11:37Z

I figured out the 6 computer room... eventually, after managing to bonk my head on the top of the screen. ^_^

:star: You have a neat puzzle-esque platforming mechanic here, I liked it, and enjoyed playing this game a lot. The graphics were very clean and consistent! Good work! :point_right: The music, and graphics didn't really signal abandoned ancient ruins to me. The limited respawn per checkpoint definitely felt like running out of lives, but not power... even just juice up the respawn a bit could make it fit better with the theme.

Overall good job on this game. Thanks for making it!

Power Necromancell by e9aru 2017-08-01T20:28:17Z

This was a very clean idea and execution, and there is a lot of room to expand on the idea. Good job.

:star: I liked the clean graphics aesthetic, and the music seemed to match it quite well. :point_right: It would be nice to have a bit more control over our undead battery army, they did well enough for the puzzles in your LD entry, but I could see it being finky if you had more involved puzzles. I also found the controls a bit hard to remember. Space did one functions, enter another, and I'd occasionally switch them, to ill effect. ^_^

Overall great work. Thanks for making this.

Powersnek by Aarneus 2017-08-01T20:46:42Z

This is a very neat idea, and I like that you explored multiple puzzle components rather then focusing on one.

:star: Puzzle games always benefit from more levels, but I think what you managed to get done in 48 hours is impressive. There is even some variety in the levels rather then just stretching the mechanics you had implemented out into boring levels, you keep it short and to the point. I think that was a good decision. :bug: I think I found a bug, or at least a questionable design choice. It seems defense and the benefit numbers both max out at 15. And that if you attack a planet at 15/15 you can consume it for free no matter what your current health/power level is. :point_right: After saying that you did well to get what you got done, I feel a bit silly for my criticism. The game felt a bit one note. The puzzles were fairly simple, and the game didn't offer sufficient musical, graphical, narrative, and/or mechanical depth to keep me engaged. This game could easily be turned into something great, it just needs more... everything.

Overall great work. Thank you for making this!

LD40 — The more you have, the worse it is

FriendSpace by HitchH1k3r 2017-12-10T16:13:32Z

@arrigo "I just beat the game! Wasn’t expecting it to end honestly, I would’ve kept going! haha"

I am a proponent of "ethical" game design (whatever that means ^_^), and as such wanted the game to have a few features, namely: __natural break points__ (the next year screen, it should also save your progress there, but that doesn't work on my desktop... strangely), and __an ending screen__ that suggests the player stop playing if they've been going too long. I'm glad you liked the game!

---

@papaver "What would you think of displaying the bar of what they think of you above there heads? Or should I remember it for all my friends?"

This was something we thought about a bit while making the game, but **didn't have time to test much**. Ultimately I think our idea was that to fit best with the theme **it should get harder and harder to manage**, and maybe you could try to remember special instructions for a friend or two, but for the most part just ignore individuals as your friendships become less personal.

"I still don’t know how it affects what they think of me if I give hem nothing or the wrong color." - **no present hurts** your friendship - the **wrong present** has **no effect** - the **correct present** has **positive effect** on the friendship - and of course a **_lava lamp_** will **grow it even more** ^_^

---

**Ending Hint:** It doesn't have much to do with your friends, if they are getting to be too much to manage. ^_^

FriendSpace by HitchH1k3r 2017-12-10T16:17:27Z

@sgadrat "Some clearer instructions would be welcome."

We went for an **explore to learn** style of tutorial. The key piece is that you can go back to your house, and **sleep in the bed**. That will advance the game to the next year, where you will get presents from your friends, and more friend requests. When the timer reaches zero the store simply stops making presents which makes it harder for you to manage large friend lists!

Thank you for your feedback though, it helps us to find points of friction for players. ^_^

FriendSpace by HitchH1k3r 2017-12-11T19:24:39Z

@lautregars "So I tryharded : and honestly, the 2 last years were a real struggle, as an factory worker simulator, I didn’t even looked at the price of the gift."

Yea, in testing I rarely got above 100 friends, and when I did I typically skipped buying the bulk of them presents. Good job being a good friend ^_^

"Edit : goddammit I didn’t put my ludum username, I won’t even be in the highscore after all this endeavor"

Thanks to your highscore picture I was able to add you Ludum Dare name to your SQL rows in my database, I hope that's okay!

Cherry Creek by SecondDimension 2017-12-12T01:04:17Z

This game was awesome. I really like puzzle games, and this one was a lot of fun. The music added a relaxing feel that fit well with bringing water to trees. I did not have a good intuition about how many rotations it would take to lock a piece in place and often found myself spinning past where I wanted to go, this was a bit annoying since the high score is based on rotations. Maybe a right click to undo mechanic could have helped me. ^_^ I'm amazed by the number of levels you guys finished, good job!

Money Is Everything by Jani Nykanen 2017-12-10T15:28:03Z

This game is very nice! You had an interesting take on the theme, and the graphics are wonderful. I know other have mentioned it, but the enemies felt cheap. I found the jumping follower-things particularly frustrating, as I could never tell how high they were going to jump. I did like how gathering more coins makes the game faster, giving the player more practice avoiding enemies, and eventually making it easier to avoid them when also avoiding coins.

All in all great work, the places this game does well at it really shines, and I feel the rest could be polished up nicely.

Maurim: Unepic thief by bakudas 2017-12-28T16:22:26Z

You game was a very nice take on the theme, and the graphics looked awesome! I noticed the occasional texture seem in the world (I think they sometimes happen in Unity when you have pixel snap on and two adjacent sprites snap to pixels leaving a one wide gap, if you turn off pixel snap and make sure the vertices are touching it's not usually an issue).

Great work on this game, I had fun playing it!

Samurai Shaver by DDRKirbyISQ 2017-12-28T15:50:41Z

Awesome music, and a funny game. I had a lot of fun playing through all of the levels. It perhaps could have used a bit more theme connection, but it was clear to see how the theme inspired it. I think my favorite part of this game is the unique twist on the rhythm game genre! Good work!

America 2018 by Antti Tiihonen 2017-12-10T16:37:44Z

I don't remember my highscore, but I remember it hitting 4 digits, so probably ~1000.

:thumbsup: The music and visuals fit together very nicely. I really liked the spark/light beacons that showed you where the stars were, it kept me from wondering aimlessly, but didn't feel out of place like the FPS go to follow the compass needle.

:point_right: The framerate seemed a bit lower than it should have been. If you had had some time to optimize things I think the game (WebGL) would have ran a bit smoother. **Edit:** I think the usage of the theme could have been improved, since it is fairly standard for FPS monsters to get harder as your score increases. ^_^

:bug: I'm not sure if I had to reload or something, but on the WebGL build in chrome, on my laptop with a touchpad, I would occasionally lose the ability to shoot. That was alright though, it just caused me to run around without shotting much, and it was an avoid the guys game.

:star: All in all, great work, this game felt very coherent!

Overpopulation by julianeder33 2017-12-10T15:53:22Z

:thumbsup: I absolutely loved the intro menu ^_^ flaying around the solar system and mounting the camera to different planets was awesome. The graphics were great, I liked to see all the different planet styles, and even wish I could have seen them in a bit more detail. **Edit:** And the news ticker was great too!

:point_right: The game could have used better feedback, I could hardly tell what mode I was in (lighting up a button the entire time that mode was active would have gone a long way). It was also hard to tell if I had clicked on a starting planet and the interface was ready for the second. This mental and actual disconnect about the current mode lead to a lot of confusion for me. ^_^

:bug: I think the high score query is selecting the lowest (or maybe first) entry of a given user name. (if using a SQL-like language and "GROUP BY" you may need to return something like "MAX(score)" instead of "score")

:star: All is all, great work, I really enjoyed this. With a bit more polishing this could be a really fun game to compete for the high score over!

Business Value: Going Agile by Matthew Traylor 2017-12-12T00:44:04Z

I like the idea behind this game, I got to the end and then realized it wasn't finished. I like what you have done though. Jumping on the platforms was very hard... . . until I realized I could jump in mid air. ^_^

For a moment I thought maybe the game was buggy at the start, and would become more "fixed" as I played. This was a cleaver use of the theme, good job!

Clean this mess ! by Diblow 2017-12-12T02:33:14Z

You had a nice take on the theme, and the graphics were awesome. I found the things in the room were a bit too small to click and move very accurately. The realistic physics on things like putting a chair back up right lead to more frustration, it would have been nice if the rotation was locked until the objects fell back to the floor or something. At first I was confused as to why I was getting "stinky plates" and that I could not wash them. In all good work team, this was a very polished game!

Armed Descent by Acr515 2017-12-12T00:15:45Z

This was really fun. The upgrade store was a nice surprise, and made collecting coins a bit more fun than simply a high score thing. Your take on the theme was interesting. Good work on this game!

LD42 — Running out of space

Gel Break by HitchH1k3r 2018-08-20T02:39:48Z

**Thank you everyone for the valuable feedback!**

@stevenjmiller **Nice score!** There was a reset key (in fact 'R'), but it's disabled in the public release... I thought it wouldn't be needed with most of the levels that made it into the final game, but I'm thinking I was wrong. ^_^

@astralore (Don't tell anyone, but you got the 100% score! Good job, and **thanks for playing!** ^_^)

@balance686 I think my Build and Deployment script might have a bug (the builds were made on macOS). I was able to confirm this issue on both Windows and Linux, but it looks like the game runs without the files (I'm not sure if there will be any glitches, but I got the game to start okay on Windows by **clicking "skip"**). I will try to figure out the root cause and fix it soon. **Thank you so much for finding this! ^_^**

Disaster at Starbase 7 by rjhelms 2018-08-22T02:31:07Z

:thumbsup: I enjoyed playing this (my final score was 52800). It was nice to discover new things about the game, and not have it completely wreck my play through. (It was a while before I realized that the corruptions were damaging me when I touched them, but I noticed in time to find some healing items and be on my way, with no long term harm).

:point_right: I understand Unity makes working with pixels a chore... but it would have been nice to see the pixels a little less distorted.

:bug: It seems like the player moves left and right faster than up and down. Maybe this is intended, but it feels strange. It might also be that the entire screen is squashed a bit, but I can't tell for sure. There is a Unity preview package (in the new Package Manager) for a pixel perfect camera, I haven't used it yet, but it would probably help a lot with this type of game. https://docs.unity3d.com/Packages/com.unity.2d.pixel-perfect@1.0/manual/index.html

:star: Overall good job, and thank you for making this.

Disaster at Starbase 7 by rjhelms 2018-08-30T02:57:44Z

@rjhelms Oh! The first computers I can remember using ran windows 3.0, and I never payed enough attention to C64 screenshots to notice rectangle pixels. Now that you mentioned it though, it does seem familiar. I will adjust your graphics rating accordingly. ^_^ (PS. It seems the pixel perfect plugin should let you do squished pixels).

CRAMMM: Totally Accurate Studying Simulator by tuism 2018-08-18T04:32:31Z

:thumbsup: This game had excellent (highly symbolic) graphics. I really liked all the animations, and how so much of the screen was moving and dynamic.

:point_right: Well the music fits well with the gameplay (frantically flinging unrelated thoughts out of your head), I find that is did not fit well with the overall narrative (In my experience studying it not a very frantic activity). The music loop was also a bit repetitive (though the mode switch crossfades were nice).

:bulb: I have not seen too many of these "word association puzzle" style games, so it's always nice to see what people come up with. I'm pretty partial to Little Inferno in this budding genre.

:star: Overall great job. Thank you for making this!

Bath Time by DDRKirbyISQ 2018-08-31T03:12:15Z

I'm glad I did not get to this game sooner (I would have missed out on playing it on my phone)! It was nice being able to tumble wash cats with one hand, while using the other to send the dried cats off to bed (I couldn't manage to tap cleaned cats while swirling though).

:thumbsup: This game was super cute! The graphics and sound effects created a very pleasant feeling. The music was awesome, and fit in perfectly, it was cute while I was relaxing washing some cats, and then got intense as I started **running out of space**.

:point_right: The gameplay was not super novel, as it played similar to the mobile game "ideal form." The victory image was a bit rougher than the graphics for the rest of the game, but I guess that's a good use of your time, since only a few people are likely to play that far.

:question: Will the Meowmies continue? (If so I hope they stay cute, this experience was a lot more rewarding than Goodnight Meowmie.)

:star: Overall great job. Thank you for making this!

Hivemind by Antti Haavikko 2018-08-17T04:16:44Z

:thumbsup: The Graphics and Audio here fit perfectly into the party quiz style. Even the animations are excellent, and very reminiscent of other games in the genre, well not being derived. The mascot fits in perfectly.

:point_right: You could argue some use of the theme.... maybe. It still feels like we got cheated out of the theme in this game though.

:star: Overall good job, and thank you for making this.

FixIt by Mr.WVJ 2018-09-04T18:44:08Z

You need to include UnityPlayer.dll in the build. I tried the UnityPlayer.dll's from the versions I have installed, but could not find one that worked.

Finite Factory by Astavie 2018-09-04T04:23:15Z

*This got a lot longer than I anticipated... I probably wont do this again for anyone else ^_^ ... I also ran out of space, and had to break it up into multiple comments...*

I enjoyed playing this. The last few lines of dialogue were pretty amusing, and you had a nice reuse of your mechanics to make a wide variety of puzzles (the "efficiency" angle was a neat take on the theme).

It's a shame it looks like you will probably not get enough ratings to be ranked, in that light I will let you know what ratings I gave this game, and why.

:full_moon::full_moon::full_moon::last_quarter_moon::new_moon: **THEME** * 1/2 merits *for clear use of theme* * :heavy_plus_sign: The theme was present in every aspect of the game * :heavy_minus_sign: It was a sort of "anti-usage" of the theme... where you had to go out of your way to fill the abundant space (a fun mechanic by the way). * 2/2 merits *for a unique take on the theme* * :heavy_plus_sign: Going with an "anti-theme" made this one stick out to me. * 1/2 merits *for the theme strongly influencing the games design and mechanics* * :heavy_plus_sign: The puzzles were deeply tied to how much space you had. * :heavy_minus_sign: The theme interpretation was not straightforward enough to really feel like it was a core part of the game.

:full_moon::full_moon::full_moon::full_moon::new_moon: **FUN (ENGAGEMENT)** * 2/2 merits *for my personal enjoyment* * :heavy_plus_sign: I enjoyed the puzzles. * :heavy_plus_sign: I played to the end. * 2/2 merits *for consistency of fun* * :heavy_plus_sign: Each level seemed to pose a good level of challenge for where I was in my understanding of the game mechanics. * 1/2 merits *for quality of content* * :heavy_plus_sign: I could tell you put some thought into the types and specifics of the puzzles. * :heavy_minus_sign: I wish there was a bit more content, either more levels (or even better) a few more interactive bits. * :heavy_minus_sign: I was a bit cumbersome to place the tiles.

:full_moon::full_moon::full_moon::new_moon::new_moon: **INNOVATION** * 0/2 merits *for landing one "new" mechanic (or attempting two)* * :heavy_minus_sign: The mechanics themselves are not new. (The first instance of hit all the tiles in a path I can remember is from "TLoZelda: Link's Awakening") * 2/2 merits *for subverting an expectation I had* * :heavy_plus_sign: The twist "you have to fill all the space" was a surprise, and I was very happy it could detect when I tried to cheese it. * 0/1 merit *for flipping it's genre (failing to be categorized)* * :heavy_minus_sign: I'd say this is a clear puzzle/engineering game. * 1/1 merit *for being the first time I've seen this specific combination* * :heavy_plus_sign: I've seen "fill the space" and "build a factory," but never this specifically (typically factory games are about building small).

Finite Factory by Astavie 2018-09-04T04:23:48Z

:full_moon::full_moon::full_moon::new_moon::new_moon: **GRAPHICS** * 0/1 merit *for my personal appreciation of the graphics* * :heavy_minus_sign: I feel the graphics exist in an akward state between minimal, and detailed. Some things like the bumpy edge of the conveyor belt bother me. * 1/1 merit *for consistency of a style* * 1/1 merit *for consistency of presentation (resolution, menu layout, ...)* * 0/1 merit *for quality (how technically good is it in it's style)* * :heavy_minus_sign: It would have been nice to see some animated tiles. * 1/2 merits *for having the graphics be deeply integrated into the game* * :heavy_plus_sign: The tiles showed the grid lines nicely. * :heavy_minus_sign: Some tiles did not convey their purpose clearly graphically.

:full_moon::full_moon::full_moon::new_moon::new_moon: **AUDIO** * 1/1 merit *for having sound effects* * 0/1 merit *for me personally liking the sound effects* * :heavy_minus_sign: There were only a small set of sounds, and they were pretty basic. (I did like the "talking" sound ^_^) * 0/1 merit *for the sound effects fitting well with the game* * :heavy_minus_sign: It would have been nice to have many more sounds, playing for various in game events. * 1/1 merit *for having music* * 1/1 merit *for me personally liking the music* * 0/1 merit *for the music fitting well with the game* * :heavy_minus_sign: It was mentioned above that a different genre of music would fit better with the gameplay and atmosphere of this game.

:full_moon::full_moon::full_moon::last_quarter_moon::new_moon: **MOOD** * 2/2 merits *for narrative (explicit of implied)* * :heavy_plus_sign: HAPIS let me know what was going on. * 0/2 merits *for being emotive (making me have a feeling)* * :heavy_minus_sign: I enjoyed the puzzles, but didn't have an emotional response to anything in the game or narrative. * 2/2 merits *for settings (making feel like I was somewhere)* * :heavy_plus_sign: I could feel the hostile workplace...

:full_moon::full_moon::full_moon::new_moon::new_moon: **HUMOR** * 1/1 merits *for not taking itself too seriously* * 1/1 merits *for making me smile* * 1/2 merits *for making me laugh (on the inside)* * :heavy_plus_sign: Some of the dialogue was pretty funny. * :heavy_minus_sign: Sometimes HAPIS was a bit cringey. * 0/2 merits *for making me laugh out loud*

:full_moon::full_moon::full_moon::last_quarter_moon::new_moon: **OVERALL** * Overall is a weighted average of what I feel is most important in a Ludum Dare game: * 3 parts THEME * 2 parts FUN (Engagement) * 1 part INNOVATION * 1 part GRAPHICS * 1 part AUDIO * 1 part MOOD

In general, fairly high marks from me, I really enjoyed playing this!

Viral by BigBossErndog 2018-08-18T03:44:23Z

:thumbsup: I really liked the minimal OS aesthetic. This was a very good take on the theme, it's a bit obvious, but you realized the idea very well, and added a nice spin on it.

:point_right: It could be that I was playing on a trackpad, but I found the actual gameplay a bit frustrating. Maybe some hotkeys could help when the player doesn't have a mouse. It's clear you put a lot of work into the mechanics, but I think it could use just a bit more refinement before it gets players like me (bad a twitchy games) to get into it.

:bulb: The pseudo-genre of "Computer OS Games" is growing nicely. I could see some of the mechanics in here mixing nicely with a game like Kingsway.

:star: Overall good job, and thank you for making this.

Herding Humans by MWB 2018-08-18T04:07:39Z

:thumbsup: Excellent double use of the theme. It's nice to see the theme influencing the game throughout.

:point_right: It's been said before, but it's quite upsetting that this game could have been so much more fun to play if the character didn't get stuck in LITERALLY EVERY DOORWAY, AHHHH!!! ^_^ Sorry about that... throw out realism (let the arms clip into the walls), and use a capsule collider, we will all thank you.

:bulb: The robot gave me a bit of a Rumu vibe, of course the narrative is completely different. ^_^

:star: Overall great job. Thank you for making this!

Petra by cassowary 2018-08-17T02:50:37Z

:thumbsup: The visuals and audio were great. I liked how consistent and well integrated they both were. The music really set a calm puzzle solving atmosphere.

:point_right: It would have been nice to see some sort of narrative. The text that told the player good job after each level could have been used to build a silly little block world in our heads, probably boosting this games Mood and Humor ratings.

:bulb: The graphics style (and maybe the block pushing and running around the outside of the level) reminds me of Baba is You.

:star: Overall good job, and thank you for making this.

LD43 — Sacrifices must be made

Sacrificial Sam by HitchH1k3r 2018-12-17T19:41:32Z

Thanks for all your feedback!

@chaosed0 I was going to have the number keys switch directly to the characters, I guess it didn't get done because I ran out of time, and we didn't know how many characters would be in the game when we finished. I wish I had had time!

@lmb @tornoz The Lost Vikings defiantly came up in our brainstorming session, for a moment we considered arrow traps and a character with a shield that could block them, good observation! ^_^

@generictoast @haustgeirr I bet you got the "good" ending (it's pretty hard not to if you had the "secret objects"). Regardless of the ending it's just a credits screen, but (**spoilers**): !> In the last level you will have to sacrifice each of the heroes unless they are holding their matching doll, on the credits screen it shows the heroes or "ghosts" depending on if they survived.

In retrospect players that play the game the most, get a less satisfying ending, which was a mistake. Thanks for playing to the end!

@wiredoverload It sucks that you can leave the first level before getting the artifact :cry: I had programmed doors that open once an object was picked up (intended for the "treasure rooms"), but they did not make it into the levels. Thanks for letting us know you got bite by this!

Zeus Needs Omelettes by rjhelms 2018-12-19T04:48:16Z

My high score: 266

:thumbsup: This was a cool take on the theme, and pretty funny. I felt completed to beat my highscore a few times, to see how good I could get.

:point_right: At first I could not break 100, but after failing twice I read the controls and found out you could double jump. Knowing that helped a lot!

:star: Overall great job. Thank you for making this!

Revolver Curse by SkullPixel 2018-12-22T03:18:20Z

I reached the cross thing.

:thumbsup: This game was a lot of fun, and the music was really cool (the loop was a bit strange though).I really liked the graphics (mostly, see below) I really really liked the slow falling and tumbling on the bullets, it created a cool slow-mo feeling with out changing the timing of the game at all.

:bug: You could leave the last boss room without killing it. ^_^

:point_right: The graphics style was cool, but I'm a bit conflicted on the downscaling/rasterizing effect. some of the animations felt too smooth for pixel art and it was particularly jarring when the stretch/squash caused a pixel to double, and then as the character slowly moved back to regular size the pixels would return to normal at different times (interestingly the entire thing looks pretty good at lower framerates -- like in gif's ^_^).

:star: Overall great job. Thank you for making this!

Key to Failure by Sheepolution 2018-12-21T04:10:05Z

:thumbsup: Interesting take on the theme, the computer sacrifices some letters. I also like minimal aesthetics.

:point_right: The game went very fast (too fast for me), maybe if it started slower and then speed up it would have been more enjoyable. Or if there were words we had to type, rather than just falling letters.

:star: Overall great work.

People/Power by SecondDimension 2018-12-22T06:19:19Z

:thumbsup: I was going to say Lemmings before I read your description... since The Incredible Machine was also taken I guess I'll say the guy kind of looks like the Lode Runner guy. ^_^ I liked the flavor text on the victory screen (it helped to create the game's world).

:point_right: The game could use a bit more to keep me engaged... it's fun playing around, but as you stated, it's mostly a physics sandbox.

:star: Overall good job, and thank you for making this.

Effigies by Geckoo1337 2018-12-09T03:22:29Z

I thought this game was plenty hard before the snakes showed up! ^_^

:thumbsup: I like how the tile graphics helped us line up our sliding effigies. I also really like the gameplay idea here, it's a nice twist on sliding puzzle games (particularly the boxes).

:point_right: I could only get to the 6's level before the difficulty became too much for me.

:star:Overall great job. Thank you for making this!

Good Intentions by gogo199432 2018-12-28T05:19:37Z

I'm surprised how much the first set made me want to play the second (the description seemed like it might be a bit dry).

:thumbsup: I was very surprised when the game went from a silly premise to dropping in a couple choices that made me think... that was really cool.

:point_right: It would have been nice if the choices were used for something in the game.

:star: Overall great job. Thank you for making this!

BlΓ³t by Imphenzia 2018-12-19T05:20:32Z

":thumbsup: The graphics looked very nice, and I really liked the clouds and lightning chasing the player. The music was dramatic, and the sound effects were well produced.

:point_right: At first I tried the WebGL version, but it ran painfully slow, so I switched to the downloaded version. I found the head bumping jumps troublesome, but I'm not sure there would have been too much timing testing in the early jumps without them. I eventually gave up on the spike hop section, after dying to the first skip a couple dozen times (jumping out of the world shows the reset dialog much faster than getting impaled :frowning2:). I would have liked to see the end, but I didn't have the patience.

:star: Overall good job, and thank you for making this."

GunGuy by Luis Giron 2018-12-13T03:41:32Z

I beat four levels, that is the end of the game right? ^_^

:thumbsup: Interesting use of the theme, I liked the graphics style, and the colors used.

:point_right: I found the game to be pretty easy, you could simply avoid enemies to get to the end, or shoot guys from a decent range. The one bit with tricky platforming was a bit hard, but I think I hit the lava/water there and did not die... so maybe I took damage, but it was the only damage I had taken.

:star: Overall good job, and thank you for making this.

Expendabots by dalbinblue 2018-12-17T19:10:59Z

I have reached the end of the dungeon!

:thumbsup: I really enjoyed the puzzles, an the unique mechanics they created. The three variants on the three buttons were really cool.

:bug: I was able to push a sliding metal block into the same tile as a robot (while it was alive, deactivates robots blocked the block).

:point_right: The levels were fewer robots were needed were more fun (and probably harder to make), since they involved less repetitive setting up of many robots.

:star: Overall excellent job, I really enjoyed playing this!

TAMUTU by dietzribi 2018-12-22T02:03:13Z

Just beat the final boss, now let me write this up with the countdown is going...

:thumbsup: This was a lot of fun, and the difficulty progression was perfect for someone of my skill level. The narrative was very dark and well written, with enough left ambiguous to make me think.

:point_right: I'm generally not a fan of this genre, but I think this is a bit easier, because I was able to beat it. It would have been nice to see the theme/narrative tied a bit stronger into the game.

:star: Overall excellent job, I really enjoyed playing this!

TAMUTU by dietzribi 2018-12-22T03:35:39Z

PS. ...neat. (**spoilers?**)

!> The last boss' "innocent" graphic's seemed a bit more rushed, which makes sense if you anticipate most people will not see it. !> It was really cool that there was some payoff ^_^ thanks for that!

Colors of Your World by DDRKirbyISQ 2018-12-18T03:39:23Z

I have gone beyond.

:thumbsup: I like the unique take on the theme, and especially how it was used to reduce the initial complexity of the game. The music and art were awesome, and the game was rather moody.

:bug: I think the players hit box grows (or shifts forward) when you jump, sometimes I would stop right in front of a spiny death star and jump straight up, and it would hit me even though it did not before the jump.

:point_right: The first zone reminded me of Sonic & Knuckles' Mushroom Hill Zone. I'm not a fan of masochistic platformers, you struck a good balance here making something fiendishly difficult with out going overboard... at least until the last level that was too hard (I had a lot of trouble with the last jump and there was no way to practice it until I got all the way back there)! ^_^

:star: Overall excellent job, I really enjoyed playing this!

Antibody by crazyrems 2018-12-13T03:13:26Z

It was interesting to use a health bar for the second stage.

:thumbsup: I liked that the graphics (specifically the triangles) cued the player into where they go. The fizzle effect when this "dissolved" was very nice.

:point_right: I had a really hard time getting the triangle through the tunnel (particularly on a keyboard with only 8 directions, and the difficult bend was not 45 degrees).

:star: Overall good job, and thank you for making this.

Super Sellout by Moski 2018-12-22T07:18:35Z

My highscore: $6902

:thumbsup: The graphics and post processing effects were awesome. I liked how each type of intractable object had a different border color. Also the chromatic aberration near the borders created an effect of "oh no I have to get back to the middle of the screen!" (of course all the stickers kept me from actually doing that)! The gameplay didn't have as much depth as it could have, but it compensated for that by not stringing the player along with only a handful of sponsors each round, and instead dumped big selections on us each time, this was great since it keeps the player engaged.

:point_right: Sometimes the animation for jump would not play when crossing gaps. It was odd to see Super Sellout slide across a gap (though it kind of make sense).

:star: Overall excellent job, I really enjoyed playing this!

Miko Quest by Sun-Wukong 2018-12-28T19:44:58Z

I was able to beat the game, without a crash or getting stuck.

:thumbsup: I really liked how the game added a second pad and gave it unique properties, and let the player figure it out. (I wish the game could have been longer so I could have figured more things out ^_^).

:point_right: The graphics look awesome, but the changes are very abrupt, both the screen transitions, and also tree/mushroom and grass/dirt.

:star: Overall great job. Thank you for making this!

Serpent's Souls by impbox 2018-12-09T04:55:57Z

I used 111 souls to summon my serpent god!

:thumbsup: I really liked the pacing of learning in this game (I wish there had been more game so I could have learned a bit more about armies, after beating it the first time I started a second game to experiment with moving people around the map).

:point_right: This game reminded me a bit of [Royals](https://ashervo.itch.io/royals), but of course had a different way of managing followers.

:star:Overall excellent job, I really enjoyed playing this!

The Sacrificial Trail by PhilStrahl 2018-12-18T05:33:32Z

I reached endings #5, #4, and finally #1!

:thumbsup: It's really neat that the game starts with all the information on the table, but manages not to be overwhelming (you can delay your understanding of the various elements), and also manages to not be boring by the end... the choices and data provided are enough. I really liked that the game-over screen gave hints that helped you get further in the next play through.

:point_right: Audio, and/or graphics would have added a lot to the overall feeling of the game. It would be nice if there was a bit more flavor text while on the road.

:star: Overall excellent job, I really enjoyed playing this!

Altitude Sickness by Antti Tiihonen 2018-12-08T06:02:13Z

The last level was pretty hard, I ended up spamming people until I had some crazy physics bugs whizzing around, then round that tornado of frozen body parts to the end (I was surprised it worked ^_^).

:thumbsup: Either I need to turn up the heat, or you are very good at conveying a feeling. The wind sound, cool colors, and frozen bodies... good work.

:point_right: The game has a really cool and unique take on the stacking people games (I'm particularly interested in how they "decayed" over time in this). It strongly reminds me of "We The Giants." https://www.youtube.com/watch?v=wSG2iYU8vIc

:star:Overall excellent job, I really enjoyed playing this!

Sacrifices Must Be Maids by Quarter Up Studios 2018-12-18T04:48:28Z

Is 50 points a good score?

:thumbsup: I liked that the game highlighted the cards that could be interacted with during each phase of the game.

:point_right: I& tried to play the game blind (hoping it had some sort of tutorial), but when that proved impossible I read the instructions and probably understood 80% of what I was doing. I stumbled through trying to collect the large cards, but the random numbers drawn did not add up for me. :(

:star: Overall good job, and thank you for making this.

Stranger by salyon 2018-12-28T04:08:55Z

After that ending, I'm still not sure what the strange creature is. ^_^

:thumbsup: The graphics were awesome, and created a very strong atmosphere (which unfortunately made the lack of audio much more jarring). This game feels very much like the modern environmental exploration games with rich visuals.

:point_right: The actual gameplay was a bit tedious, compounded by running at a low FPS on my laptop. It typically involved going back and forth over the level a number of times, this was of course partially mitigated by the slight changes to the level (if you survived the trip). The big changes at the end were cool. ^_^

:star: Overall good job, and thank you for making this.

Sacrifish (Local multi-player) by Papaver 2018-12-22T02:27:05Z

:thumbsup: I liked the difficulty select. It's neat that the target can change, forcing you to make sacrifices. The animations (screen shake, getting and losing plankton) were smooth. This reminded me of a Mario Party minigame.

:point_right: It would have been neat to play against an AI so we didn't have to find a partner in order to play.

:star: Overall great job. Thank you for making this!

Unnamed Game by Zirrrus 2018-12-09T05:56:35Z

I tried to create a backup on the belt, so I could smash a bunch at once... but the smasher didn't quite have the control I needed.

:thumbsup: I really liked the dripping down juice graphic... and of course all the fruits and veggies were charming.

:point_right: If this was a game, I think it could have been fun, but as it is there is very little to do.

:star: Great work, it is clear you've put a lot of effort into the graphics.

Blood for Magic by julianeder33 2018-12-08T04:57:37Z

Neat sacrifice/god game (but from the reverse perspective).

:thumbsup: It was nice that you gave the player more weapons and instructions over time, rather than all at once.

:bug: When on a laptop I was unable to change the weapon I had selected (the game did not detect a two finger swipe as the mouse wheel).

:point_right: The music was pretty intense, to the point where I noticed every loop. I missed the 'E' key and hit 'R' a few times, it mgiht have been better to split the sacrifice and reset keys a bit more ^_^ or make it so 'E' is not needed at all.

:star:Overall great job. Thank you for making this!

Diaball by Antti Haavikko 2018-12-09T06:37:35Z

I really liked the level with no hearts!

:thumbsup: The graphics in this were awesome, and the sound too. I like the style, effects, and animations (especially the level to level transition). The puzzle tended to be thought provoking, and I like that they taught me with out telling me anything directly.

:point_right: I felt the pacing was a bit off... slow in some parts too fast in others. I think it is more that the pacing was slow, but that is okay as long as I can solve the levels... but sometimes once I saw the solution it took me several loops before I could execute it. I felt the theme connection was pretty weak.

:star: Overall good job, and thank you for making this.

Sacrificial Run by Cosmic Adventure Squad 2018-12-21T03:52:05Z

If I saved the world for 4 years twice, does that make the world safe for 8 years?

:thumbsup: I really liked how the people were very high contrast with the rest of the terrain making it easy to spot them, when you are in need of frantically moving them around.

:bug: During then ending -- before the doors open -- you can send you followers off of the bottom of the screen and they will die. (it will still count them, so it's a pretty low impact bug... maybe a good sped trick ^_^).

:point_right: I was very hard to manage more then a few people (maybe just on a laptop trackpad, a mouse or ideally a phone might have made it easier).

:star: Overall great job. Thank you for making this!

Sheep attack by Cristi Mihai 2018-12-21T05:52:23Z

:thumbsup: I liked the articles of clothing the wolves left behind.

:point_right: Aiming was very difficult, and the sheep regrew their wool much slower than I needed it, missing as often as I did.

:star: Overall good job, and thank you for making this.

Card Grangers by verysoftwares 2018-12-09T05:45:45Z

I played through 2, 3, 4, and 4 monster waves... and I kept hoping I'd level up or something. ^_^

:thumbsup: I did not mind the keyboard to move the mouse, it gave me something to do while the sound effects were playing, and I found it fun to watch it skate around the screen. The audio style and graphics style meshed super well into a retro theme.

:point_right: Having to wait while it played a (fairly long) sound for each monster that hit be was a bit tedious. Eventually I had to stop playing because it didn't seem like anything was going to change (engage me), and I was pretty sure I had seen all the enemies.

:star: Overall good job, and thank you for making this.

ALL HE CAN EAT by rehawk 2018-12-21T04:50:59Z

I was pretty sure the idol... (**spoilers**) !> ..was going to ask me to jump in at the end, but then he didn't, and I was a little disappointed.

:thumbsup: I really liked how the idol gave more clues to the items as time went on. The graphical assets were a perfect fit for the theme.

:bug: The idol kept asking for a lute (I think -- brown, music, lute shaped) but I could not find one, so I had to reset until he did not ask for it.

:point_right: The movement felt a bit floaty, and picking stuff up didn't feel like it always worked when it should have. The keyboard controls were also all over, which made it a bit hard to place my hands. Sometimes I would throw something and it would go out of the world, or get stuck in a tree.

:star: Overall great job. Thank you for making this!

On a Cultist hill by Kultisti 2018-12-08T20:36:16Z

I managed to survive the kill screen for a bit over 16 minutes, but my clicking finger started to hurt so I gave up.

:thumbsup: I liked how the game introduced new mechanics every level, and even let you pick what type of difficulty you wanted to take on (most of the time). I also liked that the title screen had options to make the game easier in specific ways, to help get through it if you had trouble on your first go. The "out of your control" (horror?) and trippy aesthetic was heightened by the slightly awkward control scheme.

:point_right: I found it difficult to click on the minions, and at first I thought the click them and then a separate sacrifice button was a pain, but after losing color vision I appreciated it. I could forgive the UI being a different resolution, and even though the eye was neat... but the people/house/some other entities being of higher detail than the hill and clouds bothered me...

:star:Overall excellent job, I really enjoyed playing this!

Msitu by SaRNEh 2018-12-21T06:17:16Z

I have found the totem!

:thumbsup: The audio and graphics fit well together to create an atmosphere of ritualistic sacrifice, which really invoked the theme. The idea is really cool, and reminds me a bit of We The Giants:

https://www.youtube.com/watch?v=wSG2iYU8vIc

:bug: I noticed you could cancel the sacrifice animation by jumping during it (or jumping and triggering the sacrifice while in the air). I also ran into the invincibility bug, I triggered it by jumping on spikes and sacrificing myself in the air, when I hit them the character died with the spike death animation, and spawned a platform (and all my hearts were gone).

:point_right: I thought it was strange that death triggered the platform, but thing could also hurt you... maybe it would have made more sense if every time you died to had to start over (now with a new platform), and every death would trigger it (not just a sacrifice).

:star: Overall good job, and thank you for making this.

Fruit Shake by ToxSam 2018-12-19T06:33:19Z

:thumbsup: I liked the build grid graphics. It highlighted where could be built in a nice looking way, and it would be a big help if there was more importance in where the fruit had to go.

:bug: I placed a block, removed it, an then placed a block there a second time and it appeared near the camera.

:point_right: It was a bit annoying to have to click a button, and then click the grid for each block I built.

:star: Overall great work, it is clear you've put a lot of effort into this.

Sacrificio Inc. by Reality Blind 2018-12-22T06:49:37Z

:thumbsup: The graphics were very well done, they looked great and made what the player had to do easy to understand.

:point_right: It would have been nice if the game had another mechanic... as it is only level 13's switch at the bottom engaged my thinking as a sliding puzzle, and the conveyor layout was trivial. Sliding the pieces around was a bit difficult since they could only move one tile per click.

:star: Overall good job, and thank you for making this.

Queuest by MateusBoga 2018-12-19T06:09:14Z

:thumbsup: I liked that the highly tiled floor made it very easy to tell where you and the enemies could move in the next turn. It would be nice to see this game with a bit more time and content!

:point_right: I don't think I ever survived the room with a bunch of spiders, it was too difficult to hit a single one (maybe if I had the bow), but after they were dead I was surrounded and taking too much damage :cry:).

:star: Overall good job, and thank you for making this.

I Am Bird by Acr515 2018-12-21T07:11:50Z

Beware my bird army! Highscore: 55510

:thumbsup: This game was so much fun... and I usually don't like scrolling shooters like this. I think the sacrificing your birds, and growing crazy powerful (before a squirrel or drone comes in and wipes out your fleet) made this feel really good.

:point_right: The music was really cool, so I was sad when it was drowned out by a bunch of multi-shot birds. Also it seemed the bird type upgrades made the game harder since you started later, with a smaller fleet of birds. The bird count upgrades were great for farming the coins to get to the last level though! At first I thought I had a bird army going up against airplanes, then I read the description and was a bit disappointed. ^_^

:star: Overall excellent job, I really enjoyed playing this!

PS. My highscores each game: 36 330, 13 880, 3 340, 9 360, 2 950, 2 130, 1 190, 830, 2 620, 2 740 (reset) 11 820, 6 460, 15 580, 13 860, 15 940, 17 300 (all upgrades) 55 510

The Offerings by BlackShadow1Games 2018-12-28T03:41:25Z

:thumbsup: The intro story was funny, and the graphics definitely supported the silly nature of the game.

:point_right: This game was rather hard to play on a laptop track pad, I imagine it would be much easier to click my animals if I had a mouse. I could not figure out how to eat animals to hear (the help suggested I could do that). I found the hit-boxes on the enemies to be a bit big, they tended to kill me while I was trying to skirt around them.

:star: Overall good job, and thank you for making this.

Astronaut's Journey by Radical Dog 2018-12-18T04:05:08Z

Yay, I'm a space cowboy! ^_^

:thumbsup: I really like the science look to the game, and the way you introduce new content through upgrades was nice.

:point_right: The random wobbling was pretty off putting, It's the core of the game but I did not enjoy when it felt like the game just flipped my ship with no hope to correct it (good for the theme though ^_^). I ended up getting lucky and reaching the moon with only the first and 3/4ths of the second stage (after not reaching it with all the stages).

:star: Overall excellent job, I really enjoyed playing this!

Blueberry Bounce by Ian Kettlewell 2018-12-19T05:46:02Z

I always knew blueberries were affiliated with a demon king!

:thumbsup: It was very cool how the king told us game mechanics, both trivial, and secret. The game never added new things, we just learned more about it! I liked that the demons would eat the bouncers.

:point_right: The textured graphics had a very blueberry/painted style, it would have been cool to see similar textures in other places.

:star: Overall great job. Thank you for making this!

Shepards Island by Zhorky 2018-12-28T04:58:12Z

Beware my army of spinny backed, horned, winged sheep!

:thumbsup: I liked the color shifting of the sheep to highlight how fast and far they have drifted genetically. The game presents everything all at once, but the mechanics can be explored in isolation, so the player is not overwhelmed, but instead gets the pleasure of finding out what everything does (It was cool to see that the lower the population the higher the mutation rate... or at least that's what it seemed like to me).

:point_right: I would have liked to see if there were more sheep beyond wings, but when I tried to breed them the game would crash. :(

:star: Overall great job. Thank you for making this!

For The Greater Good by Eddie Li 2018-12-13T02:48:39Z

:thumbsup: I liked the minimal aesthetic that ran through out the game, and you use of the theme was great. Puzzles are always a lot of fun to work out. The way the game thought the central premise was very cool.

:bug: I'm guessing this has to do with your changes to floor detection (I played on the newer WebGL version), but I found that occasionally the player could jump off of the walls, I was unable to reproduce it consistently, but I would guess that the floor detectors got moved to the edge of the character and for a frame the player is slightly clipped into the wall, and can jump as if they were on the ground.

:point_right: I had issues with jump timing when playing. I think the jump detection only tested immediately if the player was on the ground, so I would walk off of ledges a lot (trying to jump at the last second). This is probably a framerate bound issue too :( I feel like you are moving the player and then checking the jump also (occasionally I would hit A and W at the same time -- or close enough -- and would still end up walking off the edge). If you haven't seen it before, I'd recommend looking into "[Platform Ledge Forgiveness](http://kpulv.com/123/Platforming_Ledge_Forgiveness/)." ^_^

:star: Overall good job, and thank you for making this.

Ancient Offering by vbn6732 2018-12-19T07:05:34Z

That golden guard is difficult.

:thumbsup: Great work, it is clear you've put a lot of effort into this.

:point_right: It took me a while to realize I had to aim at the enemies feet to hit them. When clicking the sacrifice button many time the sound effect for it stacked in a crazy sounding way. The game was almost 1GB uncompressed, it seems like you should have been able to get it smaller (I'm not familiar with Unreal's export process).

LD44 — Your life is currency

Signal by HitchH1k3r 2019-04-30T13:28:14Z

@matank Thank you for you comment, I'm glad you liked the game! I think we did a pretty good job for the scope of it.

My Life is Not Currency by rjhelms 2019-05-18T05:22:48Z

Funny take on the theme. I beat it with a score of 9600. I think it is best to never shoot the bad guys (since they get after a short time anyway, and if you miss it could be worse than getting hit), so I just avoided them after the first or second level.

The camera snap movement made it hard to see when there was someone just ahead of the player. Overall great work.

Mr. Bank's Journey by Sheepolution 2019-05-18T04:59:58Z

I really liked the weight puzzles. I also liked (after I figured it out) the "piggy bank" mechanic of not knowing how much money you have, until you try to spend it.

The upgraded pigs were so fast I couldn't lineup with the bridges all the time (and once I clipped through a fence into a lake). I didn't buy many shoes, and the pig that started to fast ended up too slow... but I think I preferred that to overshooting things. ^_^ Overall great job!

Seize the Clay by SecondDimension 2019-05-18T05:13:45Z

Nice visual style, and the music supported the relaxed mood of the game. I really liked making pots, and figuring out how to make them better (figuring out I couldn't paint the tops... which leads me to understand which color clay I have to pick ^_^).

I'm disappointed that the theme couldn't have been worked in a bit more. Sometimes the rating system was a bit questionable. The game loop was a bit too slow for my tastes, I'm not sure how it could have been ramped up, but the top-down + doing a job makes me think of Diner Dash and I want to play frantically. Overall great work, but I wish there had been more theme.

STR!PES by Geckoo1337 2019-05-18T05:19:51Z

It is nice to see someone taking on a technical challenge. I am also a big fan of Coroutines/Lazy Functions/C# Enumerables. ^_^

I tried to use the speedup and slow down, the lines on the battery looking thing changed, but I didn't notice any difference in the game. The music kept going so it seemed like it got out of sync with the game, or maybe it never was synchronized (I feel like it was in Super Hexagon, but I don't remember). It took a while to get back to the place where I died (which could be the cost of dying I guess) so it was difficult to get better at. Overall great job.

Catiro by Riftpoint Entertainment 2019-05-18T04:48:19Z

This game looked and sounded very nice, and the concept behind it is good.

As others have mentioned it was very hard, I'm not very good at rhythm games, but the ones I have played generally give you a larger window (and optionally reward you for optimal timing). Good work!

Inflate Me to the Moon by DDRKirbyISQ 2019-05-18T05:04:21Z

I'm glad I waited for an iOS build (again ^_^), I imagine it woul dhave been much less fun with a keyboard and mouse. I got SNES vibes from this (and recognized the Mario Kart references, but there definitely could have been more -- I didn't have a SNES as a kid). I had a feeling it would be three rounds (and even guess the name of the last one), but am glad you put "Final Round" at the outset, I could see players falling off especial if they were using a mouse.

It would have been fun to see a new mechanic or two worked into the second and/or third days. Overall great job, I enjoyed playing this!

Mr Moneybag by managore 2019-05-18T04:44:37Z

Very fun game, and an interesting take on the theme.

I managed to get stuck: Stuck.png

Try to live by Remicy 2019-05-18T05:08:29Z

Cool concept and nice take on the theme. I found the game very moody, and mysterious (why is the player stranded on the moon?!). After exponential growth I made it back!

I found that if you buy enough blood bags the numbers on the blood-o-meter would disappear. Overall great work.

Memorandum by PhilStrahl 2019-05-18T04:50:10Z

Nice take on the theme, I liked how it was a thematic wrapper around the straight forward hitpoint's interpretation.

I got the second best, and worst endings. I tried a few times to get the best ending, but found it frustrating to get hit halfway through the game, and eventually gave up. Overall grey work!

Courage, My Knight by sparewizard 2019-05-18T04:56:22Z

I think I got to the end, there were a few lose ends though. I really want to know what the Wizard and Forest Satyr do, so you've managed to make something pretty compelling.

It was a shame there wasn't a bit more content, but what you have is really good.

Overall great job, I really enjoyed playing this!

Does Money Grow on Trees by Antti Haavikko 2019-05-18T04:54:28Z

It was a frustrating when my plants died, but once I figured out how they worked I felt very accomplished. Nice double (at least) use of the theme. The concept of a farming simulator where the plants simulate is odd or interesting ways is really cool. The graphics and tweening were very nice (as always).

When I went to close the game (WebGL) it froze my computer, but it may have just been too much game for my laptop. ^_^

I noticed the player could still walk while using the computer, which while consistent with the other dialogue where it made more sense, didn't feel right. Overall great job, I really liked this.

LD45 — Start with nothing

Lost in Translation by Sheepolution 2019-10-26T16:43:34Z

_Franti! Bis fraks/fraks. Pu disul Lost In Translation. Nadrem._

Good job, I really liked the idea, and it was scoped very well (not too much to learn at once). The silent movie style was very well done too.

There was next ot know friction when I first played it, but I tried a second time, armed with more knowledge, and I kept confusing the characters with simple sentences. And Jacob would not sell me 2, 3, or 10 apples. ^_^

This was very well done, good job, and thanks for making it!

This Is The Police by Geckoo1337 2019-10-15T19:27:19Z

I never really realized how much dialogue trees are like mazes. ^_^ The story was very engaging, and had me playing several times until I beat the game (the dialogue callback at the end was funny).

Others have said the text prints out too slowly, I mostly agree with them, but I imagine it could be done okay. The problem is that the game kills us a lot (almost every choice has one or two that ends the game, sometimes they are not obvious -- ex. the codes in the elevator) and we have to restart and play the same content multiple times. Some of the messages were long too (especially the players, maybe the players could print out immediately, and the NPCs could print out slowly). Or you could just go with the simple fix (especially if the slow printing isn't used for something else -- time based puzzles?) and have a button to skip the slow printing.

Good work!

Unlock Everything by DDRKirbyISQ 2019-10-26T15:02:31Z

Cool idea, this was a lot of fun. The graphics and narrative reminded me a bit of Cave Story, but it was clearly way more inspired by Megaman.

I liked the graphics (and music of course). I liked that the player respawns at the start of each screen, so the game wasn't too hard.

The enemies could have used some feedback when taking damage, and some of the jumps were pretty tricky.

Comment to be continued.... (when the game is ^_^)

Thanks for Nothing by PhilStrahl 2019-10-26T17:43:23Z

This was fun. I was able to find 1/3 and 3/3, but couldn't get 2/3. The theme interpretation was nice, and it was consistently funny.

Well done.

Isan Omi by Rankaquion 2019-10-26T14:40:22Z

The thumbnail looked pretty good, but it doesn't look like you finished. The uploaded game was just a mario that falls and cannot be controlled by the player.

I'd be interested to see what you were trying to make at some point.

Ad Infinitum by 6smith 2019-10-15T19:49:21Z

Cool game, it reminds me of Peter Molyneux's [weird cube game](https://en.wikipedia.org/wiki/Curiosity:_What%27s_Inside_the_Cube%3F).

I like the interpretation of the theme, and the idle game/incremental game mechanics were a nice touch. "Salvation" was good to have too, I may have keep playing (I got to layer 18) if not for that, so thank you!

There was some humor ("Better Friends"), but it would have been nice if the game had a bit more narrative (maybe some footer text that changes layer to layer).

Ad Infinitum by 6smith 2019-10-22T18:33:25Z

@6smith Oh cool, I totally missed that the first time (I thought it was just a subtitle)... I played it again, this time without any sacrifices, and found a bug/probably unintended ending, it was pretty cool though:

**Edit:** maybe a spoiler... !> Hmmm.... on second though (given the game text, and title this may be an intended ending... nice job ^_^). I can't put an image in a spoiler, so [here is a link](https://static.jam.vg/raw/16/z/29c95.gif)!

LD47 — Stuck in a loop

oddpum by dietzribi 2020-10-21T03:15:12Z

This was very fun. It took me 14 loops, but it felt suboptimal. Once I discovered the "map" key, I just played zoomed out the entire time, but it was nice to learn the game with less stuff on the screen.

You did a very good job.

Stagnatum by Cosmic Adventure Squad 2020-10-23T15:02:47Z

This game has the best graphics I've seen so far. I liked the general idea of the game, and the way progress is show as markers in the middle (it's also cool that you don't have to do every loop the same direction).

Groovy B and the Great Cownundrum by 6smith 2020-10-21T03:48:51Z

I managed to uncover the cow-spiracy. Others have mentioned the controls being a bit funky: slid-y, super power jump (I particularly felt the ceiling bonks), and interaction being ahead of the player was not expected.

I liked the humorous story, and felt I got to know this little world while playing. Good work.

LD48 — Deeper and deeper

Deep in Wraithwood Forest by HitchH1k3r 2021-04-29T17:48:22Z

Thanks for the feedback everyone!

@dzefris

**Hexagons are pretty great**, this is our second game using them, and first that actually has the player moving around. I don't think I could have pulled it off if it hadn't been for [this advent of code problem ](https://adventofcode.com/2020/day/24), and [this hexagonal tile math primer](https://www.redblobgames.com/grids/hexagons/).

---

@mika314 @whysguy52 @evannex @rhoff95

We **didn't know how to do controls** for a hexagonal game with tile quantized movement. All the examples I can think of let the player click any tile and then move there (with path finding) over a number of turns. The standard control scheme of up/down and left/right breaks, and using **the 6 key layout** we ended up with **takes some getting used to** since it's not at all typical. For most of the development I used a gamepad, but it has it's own problems (6 directions instead of 4 make incorrect input much more likely). Ultimately **we ran out of time**, so features like hold a key to repeatedly move got cut... I also really **wanted the mouse movement to change the cursor** into an arrow indicating the current direction it would move the player, but ended up just **rotating the player** to face the mouse cursor (mouse input isn't tile based, but instead based on the angle of the cursor around the center of the screen).

---

@singrid @crychair

You can **pickup sticks** to extend your torches life, and **light camp fires** in the wood to create a permanent source of light.

---

@hcs-hades @sockpuppetcow

What parts of the game were the **most challenging** for you? We set out to make more of a **survival game** and it **slowly turned more "puzzley"**, so there is some questionable design (it basically turned into solve this puzzle in limited moves, with limited visibility, and also you don't know where your objective is). In **hindsight** it probably would have been **better to stick to puzzle _OR_ survival** centered mechanics. PS. **rune stones cannot** be **pushed on** to **stone path** tiles, I also put up a 12 minute walkthrough video that I believe covers everything in the game (**including secrets**) if you are interested in what's **deeper** in the forest.

https://www.youtube.com/watch?v=9uUEcpXeUsA

---

@lumous

The games a bit non-linear (12 obelisks and the can be gotten in several different orders), so I wonder **which one did you do last?** There are a **few fairly fiendish** ones I can imagine people struggling with.

---

@daveroony

**Lag** is a **big issue** with this game, but I think it can be **partially mitigated** on many computers by **giving the game a bit of time to stabilize** (and probably download the large sound files). Some assets are unloaded when off screen, and the game should be making use of frustum culling to draw only what is visible. **WebGL is so performance critical** it would have been nice to have some **time to optimize the game**.

---

@arthur-porto

There was a **planned feature** to **pitch the camera down** more when the player was obscured by tall objects (trees, obelisks, ...) this sadly was **cut due to time** constraints. The sticks' graphics were also randomize with only minutes left for changes, and that sadly had a negative impact on the ease of finding them (they do look a bit better now though ^_^).

---

@nyanpierre @matt-swieboda @lb01 @phil-lesnar

**Thanks for the kind words**, with **no dedicated artist** we did the best we could graphically, and some things really suffered (the player character doesn't fit in at all, and I wish I could have made more decorative elements).

---

PS.

I **accidentally** (*read: sleep deprived*) **opted out** of some of the **rating categories**, it would be **awesome** if some of **you could go back and add the missing ratings**, I'm interested to see what the community thinks of our sound and art (it was a real crunch to get it all made).

LD49 — Unstable

Take Your Meds Darling by Geckoo1337 2021-10-04T22:33:22Z

The shaders in this were amazing! It reminded me a lot of Antichamber. It would have been nice to see a more exciting ending, but I guess the game is a slow decent into madness.

Well done.

Wordquake by phi 2021-10-14T03:56:47Z

This was an awesome use of the theme, I really like the idea of rebuilding words from previous rounds. Unfortunately I am very bad at word games. I liked that the music could be used as a timing cue, so I didn't get half way through a word before a quake. It would have been nice to have some way to select letters and more importantly place them, that didn't involve the mouse (maybe using the keyboard numbers to pick the column) so I didn't spend so much time moving the cursor around. I'd really like to see someone good at word games play this. ^_^ Good job!

Chickie Catchers by DDRKirbyISQ 2021-10-17T02:10:04Z

Very good in all aspects. The graphics were cute, the audio was as good as I've come to expect. ^_^ I did find this one a bit frustrating to play though. Maybe with two players we could have adjusted the balance a bit faster, but alone I had a hard time moving the board around. Awesome game, and good work!

QA - The Game! by Chartle 2021-10-15T21:52:42Z

7 / 16 / F :slight_frown: This is a neat idea. I liked searching for issues, but it was hard to tell what I should report, a cubical on a balcony is strange, but is it an issue? It also might have been nice to do two or tree smaller levels (or more practically variants/versions of the same level), so that the player can learn the novel mechanics from the feedback the game gives at the end of the level (as is it's hard to learn and improve). Well done, on this game!

Schrodinger's Cat by jeroenpx 2021-10-13T19:09:51Z

This was a neat puzzle game. I liked that the game used unique mechanics for each puzzle, rather than doing uninteresting puzzles using the same techniques repeatedly. It would have been nice to see a bit more depth to the puzzles, but that's a big ask for a weekend project. The part of the game that really threw me off was the camera controller. I was on a trackpad and that did not help, but it would occasionally flip upside down, and in some cases start rolling the camera (at first I thought it might be intended, it's hard to tell with a theme like "Unstable," but it made the game really hard, and I'm sure it must be a bug).

A Turtle's Tale by SirMichel 2021-10-15T21:52:45Z

Wow this is a lot of content! Good job getting what is here done in such a tight time frame. It's amazing that this game has so many features (large worlds, falling tiles, inventory, voice overs, and combat is a lot), if your goal was to get a bit into all areas a commercial game would go to, I think you've done that. I do think the game suffers from the amount of content though. I'm not sure it needed different enemy types (especially if they act the same). The large worlds give me something to move around, but not really much to look at. The inventory was difficult to manage while being attacked or falling to my death.

I am amazed by what you were able to finish, good job!

PS. Hexagons are cool! ^_^

Crumbling Down by JustCallMeBB 2021-10-15T21:52:40Z

This was awesome! The same basic game design came up in our brainstorming session, but you did it so much better (the glue is a great idea). We determined that these puzzles can be mapped to the hexagon pickup puzzles in The Witness, but the glue adds a really cool complexity. I found a bug, if you press to directions at once you can move over tiles without them cracking (I may have used that to beat one of the puzzles I got stuck on)...

The puzzles were really well crafted. Good job!

Lost In Time by Westmave 2021-10-14T04:09:38Z

This was really cool. It reminded me vaguely of Quantum Leap ^_^ I played it a few times to navigate the dialogue with "Unknown". I liked the idea of a dialogue tree with a correct answer, but wish the text would have printed out faster/been skipable. Good job.

Junkbold by Wolfox121 2021-10-14T03:27:41Z

Well I'm now the proud owner of a shiny rock! This was an interesting game, it reminded me of Garry's Mod. It would have cool to see some of my contraptions in use (though I have no idea how you could do that with the variety of uses I was hearing about). It was fun being randomly launched into the air while digging through the junk pile, and I appreciated the out of bound box, that kept me from going too far.

Decommissioned by T90. 2021-10-14T02:50:00Z

A game with a moral: "do not play with decommissioned subatomic manipulating devices, especially when they say DANGER DANGER DANGER and DO NOT USE"

This was an interesting game. I played through twice to see if I somehow messed up the first time. I liked that the display on the right gave me a basic idea of what I was doing, even though I was not sure exactly what I was firing and at what.

Biodiversity For Beginners by Mr_DanH 2021-10-14T03:39:57Z

This was a neat game. I liked that the randomized food chain required experimentation, and it was a really unique take on the theme. I got a high score of 11. It was a bit of a shame that shipping off all of a species counted as an "extinction," but I guess that prevents players from waiting to buy the exact number for a shipment. The art style was very nice, and I liked the gentle spinning with the billboarded sprites.

Life Gives You Lemons by Chairshot Games 2021-10-15T21:52:38Z

You've got to love HappyFun cultists thinking that metallic foot fungus is a hoax, lemons will cure it, and not wanting to where shoes. I'm sure any similarities to reality were purely coincidental. ^_^ I guess the good news is there is no way they can keep up with us if they are barefoot. This was a neat game, maybe a bit too much text for my taste, but the writing was funny. There were a few places where the theme seemed present, but it would have been nice to see it a bit more. Good job!

Diamonds in the Rough by animawish 2021-10-15T21:52:43Z

Cool idea, it's nice to see a card game style video game that uses mechanics that could not work with real cards. I tried a bunch, but the highest score I could get was 41/62. The magnifying glass was a good touch, and balances well against trying to get the bombs away from the diamonds as quick as possible, with snakes thrown in as a penalty for blindly guessing. Good job!

LD51 — Every 10 seconds

Survive Another 10 Seconds by crotonyl_alcohol 2022-10-19T05:02:37Z

HS.PNG

Decrypt by Gabriel Chan 2022-10-10T20:51:45Z

This was awesome! I am terrible at word games, so it was nice that the game gave me a few to chew on at a time, and when I was really struggling it put me out of my misery pretty quickly.

Everything about this was very polished, the graphics are very clean (I wonder what a light version would look like). The music was intense and thoughtful (something about it reminded me of "The Forbidden Tower" from The Talos Principle).

Once or twice it seemed like I had a word that was not accepted, but it was probably just me spelling poorly. I wonder if it would be more accessible if score was saved up and could be spent on permanent upgrades.

https://www.youtube.com/watch?v=aAOCy_1zNMw

* Did some words have more than one solution, did any valid word solve? * Did different color words mean anything, it seemed like the green/blue ones where easier than the redish ones?

I got to stage 3, I think that all I can manage (**My highscore: 41 000**)

Spooky Glitch by nicorm 2022-10-10T20:39:33Z

It took me a bit to get the controls (having a pumpkin cursor threw me off ^_^). I really liked the subtly different music for each of the games. It would have been nice to score points on the witch jumping game. It was very clever to go with a "glitch" theme, so any bugs in the game could be plausibly denied; for example I'm not sure if the parallax in the witch game was supposed to be messed up or not.

The ten second time limit meant I had to wait for the games to warm up a bit before getting into the action (that's good for some heavily reaction based games). It would have been nice if the games "prewarmed" -- simulated a few seconds before starting -- OR if each minigame saved it's state and you resumed from where you left off.

https://www.youtube.com/watch?v=EHqzC8k6URA

* Where there any mini-games that were cut? * Is there a longer version of the background music (or did you wisely only write 10 second versions)?

Some more ideas for a polish pass: - A longer music, which jumps between the different styles without starting over. - Sound effect for firing in the "Galaxian" minigame.

Good job, I had fun playing this! (**My high score: 56**)

LD52 — Harvest

Pumpkin Panic by HitchH1k3r 2023-01-08T22:06:43Z

@rjerez192 Good idea, unfortunately my build setup would make it very tricky to do. An HTML build would require me to link raylib with emscripten (and I have not been able to get that to work for this setup). A macOS version would be much easier (the game does a few Win32 calls, but I could probably take them out or replace them)... unfortunately I don't have any computers that can run macOS right now, and I have no way to cross compile the game. :cry:

**If there is significant interest** in a macOS port I could possibly setup a VM (if you are an Apple lawyer VM stands for "Voice Mail" -- as in I will have my friend compile it and they will call me to tell me about it).

Pumpkin Panic by HitchH1k3r 2023-01-09T20:12:07Z

@vinzbad I think I must have added a bug at some point, I swear the seedlings used to be bigger (it was probably a camera change). I agree that the tilled soil and baby pumpkins look too similar though. Yes, the ending screen was intended to be frightening (it doesn't actually do anything, and pumpkoins were a gag of my own creation)... I was trying to do a few even scarier things, but I struggled to get them working, I do not think I would be a good malware author.

@gcake I'm seeing a lot about finger pain, so I guess my plan to make a Cookie Clicker inspired game was a success!

Pumpkin Panic by HitchH1k3r 2023-01-14T04:29:30Z

Thank you all for the feedback!

@oliver I am glad you enjoyed the progression of the farm and the simple graphics.

@island-jam-2-group-3 Sorry about that, the game currently does not have the option to be maximized. I was originally going to do the game a bit different (more pixel art) and I out hard coded screen size in the source. I will definitely consider changing that in any future updates.

@ayperosia If I do any future updates, I will look into adding a way to get the game into full screen and making a clearer indication that the pumpkins have been planted verses tilled soil. Now that you mention it I don't think I ever added the code to count pumpkins planted and watered... It slipped my mind in the bustle of the jam. I apologize for the confusion.

@phibian I apologize for any hand pain caused by playing the game. ^_^

@lzxh The flicker on your screen could have been a bug in my code (I think I may have seen it a few times in development -- when harvesting a pumpkin), I will look into it. I am glad you enjoyed the newspaper idea and the game overall.

@matank I apologize for the timing of the reaper upgrade in your game, it is mostly random. I did think up a better way to do it after the compo. (using a shuffled "deck" of upgrades that gets drawn from, and then reahuffled). If I do any future updates (and in future games) I will look into implementing something better.

Pumpkin Panic by HitchH1k3r 2023-01-14T04:30:59Z

@sirlich Thank you for the feedback on the game. I apologize if the end screen caused any confusion or concern. The commentary on analytics in games was intended to bring attention to the common practice of data collection in games, including Unity's use of analytics in both paid and free versions of their engine. I understand that the use of these analytics without consent can be uncomfortable, and I share your disgust with the practice. The "pumpkoins" were also intended as a playful comment on the issue of crypto mining in the background of applications. I apologize if the inclusion of this element in the game was perceived as inappropriate, and I understand if it detracted from your overall experience. Thank you for understanding my intentions behind the game and for giving me your feedback.

Fairy Feeder by recursiveanomaly 2023-01-14T19:51:59Z

I absolutely loved this game! The chill background music and cute and charming graphics really set the mood for an innocent fairy garden. Even though there was a bug where occasionally when clicking a button to buy something, it would instantly place it in the top left corner, it did not take away from my overall enjoyment of the game. I can understand why some players found the frantically clicking and moving the mouse around to be a bit painful and not necessary for the game (I think even if the berries were still placed manually, having fairies automatically placed would have been a nice addition). The frantic part of the game did not mesh well with the otherwise chill gameplay, but it was **the only part** that didn't fit well with the relaxed innocent feel of the game. Overall, great job on this game and I can't wait to see what you come up with next!

PS. Does that say "**Flarvless** Harvest" FlarvlessHarvest.png

Feast of GΓ©vaudan by hunttis 2023-01-09T05:49:13Z

I must admit that it was quite challenging for me at first. It took me many tries to get the hang of it, but that only made it all the more rewarding when I finally succeeded. One thing that I didn't realize until much later was that you could attack the peasants who were running to sound the alarm. Once I figured that out, it made things a bit easier for me.

I did find the screen aspect ratio a bit frustrating at times, as it felt unfair when I was moving up and down and a cleric would suddenly appear on top of me. The background music was really nice and kept me motivated as I played. I also liked the way that the peasants fell to pieces when they were attacked. The smooth movement of the player character was a bit strange, but it didn't take away from my overall enjoyment of the game.

Overall, I had a great time playing this game. It was challenging, but that only made it all the more rewarding when I finally succeeded. Thank you for creating such a fun and engaging experience!

Screenshot 2023-01-09 004208.png

Avian Reaper by MaximBegunov 2023-01-14T20:51:34Z

Great job on this game, I briefly considered a "Harvest of Souls" game for the jam too and you did a fantastic job implementing it. I really liked the ideas in this game and the various god powers I could use were really cool. It was great that you included breeding, converting, and "harvesting" mechanics, where breeding and "harvesting" have to be balanced. The background music was nice and the graphics were novel and fit the aesthetic of the game well. Overall, great job on this game and I look forward to seeing more from you in the future.

HarvestOfSouls.png

The Wheat is Yellower by js_ 2023-01-08T21:03:31Z

First of all, the graphics were absolutely stunning, and the music was enjoyable, if a bit repetitive at times. The damage effects on the harvester added an extra level of immersion, and the strange lighting change, while a bit odd, did help me to keep track of my character's health status. The "you died" sound effect was a particularly nice touch, as it reminded me of the game "Papers, Please" and added an extra layer of emotion to the experience.

While I did enjoy the gameplay, I must admit that I found the time limit to be a bit of a challenge. I couldn't help but wish that there was a way to extend it, even if it was just by a little bit. That being said, I understand that you imposed a 5 hour time limit on yourselves as developers, and I think you did an amazing job given that constraint

Score.png

Alice Redux by gamebuilder 2023-01-08T19:41:22Z

As I played this game, I was initially a bit confused about where the music was. But then, I had a breakthrough and was able to beat the game. And when I finally heard the music, it was such a satisfying feeling! The graphics in this game had a really cool "Alice in Wonderland" aesthetic, and while the way they scaled was a bit unusual, it ended up fitting in perfectly with the theme.

One thing that was a bit challenging for me at first was figuring out how to get seeds. But then, I noticed that the first tree always gives seeds, while the later ones do not. With this discovery, I was able to come up with a strategy: I would plant one tree to the left, then plant a grove to the right. I would then harvest the left/seed tree, replant it, and add to my grove on the right. It was really satisfying to come up with this solution on my own and see it work successfully.

As I played, I couldn't help but feel reminded of the game "Starseed Pilgrim." Both games have a peaceful, meditative quality and involve strategic planting and harvesting. It was a nice feeling to be able to draw a connection between the two.

Overall, I really enjoyed playing this game. It was a fun and unique experience, and I appreciate the effort that went into creating it. Thank you!

Screenshot 2023-01-08 143505.png

Midnight Harvest by SirLich 2023-01-14T18:34:31Z

I am so impressed with this game! At first, I had some trouble getting it to run because of a Vulkan error, but after updating my drivers I was able to play it. I was expecting it to be a card match type game, but I am so glad it was something different. The idea of using a procedural graphics generation system to drive the gameplay is so unique and I can see it having a lot of potential for other types of games as well (you read a book to get the info about 3 mushrooms for a healing potion, then forage and cook up a potion.... then pray you didn't make a mistake). The audio was okay, it didn't detract from the game but it also didn't add anything. The game was very challenging, even when cheating (always take photos of mushrooms folks, it's never a good idea to take chances with potentially poisonous culinary delights), I couldn't get through every round. Overall, great job on this game and I look forward to seeing more from you in the future.

MushroomMaster.png

7 days to harvest by fallcresthero 2023-01-13T21:14:23Z

"Ma, Pa, I have to do another 30 days at Crunch Berry Farms, I ran over one of my coworkers because they were deliberately making my job harder."

I really enjoyed playing this game! The concept of encircling crops and having to avoid NPCs breaking the line was really unique and reminded me of Snake and Tron's Light Cycles. While I found the NPCs walking over the line to be a bit frustrating at times, it added an extra level of challenge to the game. The sound effects were great and I particularly liked the talking sound effects. I did have some trouble with the loop not completing sometimes when it looked like I had created a circle, maybe the lines radius could use some tweaking. Overall, great job on this game and keep up the great work!

CrunchBerries.png

Barvest: The Iconic Bug Harvest of 2005 by picross 2023-01-14T21:24:55Z

This game was amazing! The spider model looks great and is very well animated, it has a lot of life to it and it's a cute spider, which is no easy feat. It was really cool to learn the controls and become a better spider, more able to traverse the world. The game was very well done and felt good to play. Some of the wall textures were a bit odd, but they didn't look bad. The music was nice, but I felt it didn't fit quite as well with the gameplay, but I can't quite put my finger on why. The sound effects were well done. The level design was good, but the cameras field of view and the fog made it a bit hard to tell where I was going. I would think a spider would have a larger than normal field of view with all its eyes, right? Overall, great job on this game and I look forward to seeing more from you in the future.

Bugs.png

Harvest Harvest Crush by rjerez192 2023-01-09T06:04:52Z

I was really excited by the unique twist of adding consequences to a connect 4 game. It was such a cool idea! In practice, I did find it a bit hard to focus on both the plants and the falling blocks at the same time, but I'm sure that with more practice I would get the hang of it. It might have been easier for me if the falling speed didn't ramp up so quickly.

One thing that really stood out to me was the subtle difference of being able to go 4 across instead of just stacking blocks in a single column having such a big impact on the second layer of the game. It was a small change, but it made a big difference and added an extra layer of strategy to the game. I also enjoyed the music and found it to be quite charming, although I can see how it might become repetitive after playing for a longer period of time. The graphics in this game were all very cute and added to the overall appeal.

Overall, I had a great time playing this game and appreciate the creativity that went into its development. Thank you for creating such a fun and engaging experience!

Screenshot 2023-01-09 005726.png

Rollin' by Spaint 2023-01-13T20:39:51Z

Wow, this game was amazing! I had so much fun exploring the world as a hedgehog and discovering all the different foraging spots. The upgrades were really cool and I loved how the world seemed to shrink as I bought them. The graphics were great and the variety of music was a nice touch. I was a bit disappointed that the seasons didn't change and the food didn't become more scarce as the game went on, but that didn't take away from my overall enjoyment of the game. The level design was awesome and I even found a partially built area in the foggy distant terrain. My only suggestions would be to make it a bit easier to pickup food in the early game (maybe give player the player a slightly larger collection radius), and either give the game an ending or make the game get harder (faster growth of the daily food cost and more food scarcity over time). Overall, great job on the game and I can't wait to see what you come up with next!

Maxout.png

It is not time to harvest by Wolfraam1974 2023-01-14T20:26:31Z

I really enjoyed this game, the intro graphic and story idea behind it was really interesting. Although the controls were a bit floaty and the traps were not always predictable, it added an extra level of challenge to the game. The variety of traps in the game is impressive. The background music and sound effects did not detract from the game and the graphics style was clean and nice looking. I would typically suggest keeping active elements more distinct from static/background ones, but since this game is about avoiding hard to spot traps, it was well done. Maybe arrows and extended traps could be a bit visually separated from the rest, but even with that I didn't have any trouble reading the game. I'm curious to know what happens if you reach the end but don't have all 12 crystals, but overall great job on this game and I look forward to playing more from you in the future.

DeathsBackdoor.png

CrapCirclz by Francois Dervaux 2023-01-14T17:07:52Z

I absolutely loved this game! The idea of creating art in corn fields is so unique and I had a blast playing it.

At first, I had some trouble getting a decent score but after a few tries, I was able to improve. I had some issues with the WebGL build (control + WASD, my gamepad seems to be broken) and the downloadable version (starting on the wrong monitor, but I was eventually able to get it working correctly).

The audio was nice and ambient (with a good alien vibe to it) but it could be a bit louder. The graphics were really good, but I thought the aliens were a bit too wobbly. The idea of a co-op art game is really cool and I wish I could have played it with someone to make crop circles together. I really liked how the newspaper reinforced the score in a fun way. Overall, great job on this game and I can't wait to see what you come up with next!

BestCircle.png

LD53 — Delivery

Long Tail by HitchH1k3r 2023-05-10T17:10:16Z

@benjamin Thanks for the kind words. I noticed when testing out the game once it had a complete set of mechanics/rules that most of the puzzles could be cheesed. The one you got stuck on was one of my favorites, and I think there is one tricky bit to it that all possible solutions have in common. -- I actually made the larger runes first, I was making them blocky and didn't put much thought into it (even when making smaller versions). You are right that they read as upscaled though, and mess up the resolution consistency.

@vidarn Thank you so much for your detailed feedback, I wish I had more hearts to give your comment. -- I was not too happy with the walls/ceilings, I pushed making a graphic for them until the very end, the walls should definitely be much brighter.

Strange Zoo by khaotom 2023-05-11T16:25:06Z

This was so strange, you got weirdness exactly right. I liked the drastic shifts in the audio moving from area to area, and the creates "voices" as I moved around. I managed to escape, but I did use the first hint...

Mail owl by vidarn 2023-05-08T13:35:06Z

This was very nice looking, and the sound effects were nice to. I don't think the music detracted from the game, but I liked the sound effects much more. The art was certainly the strongest part of this game. The characters were silly (in a good way), and the mirror room was very inventive. Good job!

Mail owl by vidarn 2023-05-10T14:23:28Z

@vidarn I was trying to do the same thing with music this jam (well a track that gets added to over the course of the game). I did it once before (with a teammate dedicated to making music). I'm not sure what technology you developed or used, but for me one if the big issues was keeping multiple music streams synchronized, even a small drift can cause nasty dissonance over time. Please do try it again next jam, I'll be sure to checkout your progress.

Continuous Factory by congusbongus 2023-05-07T18:49:28Z

This was super fun. The puzzles were well done, and paced out well. I got very stuck in level 7, but suddenly it clicked and seemed so trivial ^_^ the last few levels each had a unique trick to them making the puzzles in the game very well done. The music was also well done, and the graphics fit in well with the overall aesthetic. Good job! (Edit: I played on my phone and could not right click to erase tiles :( so I would reset the level of I misplaced something, once - I'm not sure how - I reset the level, and one of my conveyor belts was converted into a logic gate - on level 7 I had 4 belts and 2 gates... I'm not sure what happened, I reset the game to fix it).

Brass Monkeys by johnnysix 2023-05-12T23:55:11Z

The graphics are very good. The first time I failed despite what felt like a good effort, but I was able to win the second try.

Delivery Shift by saikai 2023-05-08T13:09:36Z

This was a very cool puzzle idea! I have always been bad at rubix cube type stuff, and this definitely felt like that sort of puzzle. I did like it. And really wanted to solve them all, but I cannot see how I this one is possible: Screenshot_20230508-085533__01.jpg My understanding of the rules: - I will only ever be able to move the tiles in blue (and I could **not** shift a free tile into a red positions, so the puzzle should always be solvable) - I have to start and end at the orange arrows - I cannot rotate anything - I cannot move the "blocks" - The truck cannot move over the "blocks" - The truck must stay within the 4x4 grid

With this understanding, I don't see how I could beat the level, as there is no way around the block to the immediate right... But assuming the truck could travel over the "block" I could get closer, but I think I am then 2 tiles short of the goal... I really liked this game though. The puzzles, visuals, and audio were all very well done.

Fast Cat by Terry_Crow 2023-05-06T15:28:27Z

Wow, this is very difficult. I did not Get Over It, and I could not deliver a package to an owl :( after a half hour I could only manage to get to this ledge: Screenshot_20230506-111747__01__01.jpg ...and then fell to the bottom three times. This game was very funny, and frustrating. The sound effects were silly, but a bit repetitive as I did short hops. I really like the use of a laser pointer to direct the cat.

Lucky Lefty Loves Letters by TheBookSnail 2023-05-07T18:24:16Z

I tried 3 times, and this was the best I could do: Screenshot_20230507-141510.jpg The game was very fun, the sounds and background audio were fitting, the graphics were probably the weakest part of the game, but I did think it fit together well, and I liked the background graphics (a bit of parallax would have been awesome though).

Jiji: The Skateboarding Postcat by Connor Magson 2023-05-11T03:25:51Z

This was great, the audio tracks were very good, and I particularly liked the dramatic shift between the menu and gameplay using the same motif. The graphics (especially the colors) were well done. The cats tail was nice and fluid (except when it isn't). My biggest issue with this game was the highest delivery on the last level, you have to do a jump into a bunch of spikes, and if they deploy before you can jump again it feels unfair (I also managed to clip through the right spring up there somehow). Thanks for making this!

Devil's Corp by Neobit 2023-05-13T19:32:09Z

I managed to get a score of 102, but once there were so many invisible demons it became too hard to not run into someone... This game was very neat. On my first playthrough I was trying to avoid the demon essence (thinking it was a bad thing -- I did not realize it was a delayed drop), and I was very confused when I died and the game did not reset, eventually I understood it though. The second time through I ran out of ammo, and wasn't sure what to do, so I just avoided the demons for a while and made the game harder on myself... I'm not sure having limited ammo added anything to the game. The art, audio, and gameplay where all very very well done.

Purrfect Delivery by Mashiro 2023-05-04T04:53:28Z

The graphics were incredibly well-done and added to the overall immersive experience. I found the game to be quite difficult and the theme to be very silly. The whole fake virus angle and the abundance of cat-related elements felt very silly.

I appreciate the added difficulty the pop-up ads provided, but I found them to be a bit difficult to close. Eventually, I started shoving them off-screen to get back to the game quicker. What inspired the decision to include pop-ups during gameplay?

I enjoyed the challenge of the last two levels and was glad that I was able to finish the game. However, I was left wondering about the sad-looking cat that was pointed at after completing the last level.

Mt. Deliverest by QwillaK 2023-05-04T03:47:45Z

I had a great time playing this. The hazards and obstacles added an exciting level of difficulty that kept me engaged throughout. It took me many tries to make it to the top, but I eventually got there! I found the camera scrolling to be a bit problematic and sometimes made it hard to keep a grip. I wonder if you could have implemented a cursor that scrolled with the camera...?

I particularly enjoyed the second level, despite the fact that the blizzard was tough to navigate through, the moment where a rock drops as soon as the blizzard was over felt like the game was being mean to me! However, I was able to learn from my mistakes and eventually got better at dealing with it.

As for the graphics and ambiance, they were great and really added to the immersive experience. The ambiance (visual and audio) of the second level was impressive, it made me feel like I was really there. What inspired the game's visual and audio ambiance?

Overall, I had a fantastic time playing this game, it was a fun and challenging experience that kept me engaged from start to finish. I would love to see more games like this in the future!

Fate of The Deliveryman by ELLISBUG 2023-05-06T15:49:51Z

I ate a fish, and got a paycheck... Interesting game, I liked the music. It would have been nice if there were more hints for each item, so I would still have to solve it after I had seen a few hints.

Something Something Delivery Something by fodi 2023-05-12T23:38:17Z

This was fun. It took me a long time to beat it (the ending surprised me, on my phone the entire game disappeared). I would like to see a more polished version of this, I think there is a lot of potential for an upgraded flappy bird type game.

LD57 — Depths

Fia Fuel by Jim jagers 2025-04-25T15:50:17Z

I managed to finish it, but did not get any gems on my final attempt. It took me several attempts, and could really benefit from some quality of life stuff (like a minimap). The game as it is, is very punishing, but with some more time you could probably turn this into an engaging metroidvania.

Deep Delivery by BhanosTheGameDev 2025-04-25T16:12:26Z

This was very difficult, after many, many attempts I got a score of **19%**. The graphics were really good, but I still have **no idea** how the fish work.

Core Breach by joniv 2025-04-23T18:08:20Z

Difficulty ramped up pretty sharply towards the end ^_^ I managed to escape in **11:37**

HMS Lumos by Helagos 2025-04-25T17:05:19Z

I made it 38297m. It would have been nice if there was special/more/any treasure down there, but I guess that would allow you to dive indefinitely on just treasure air, making the other upgrade less important.

Fish's Tresure by JonaGameDev 2025-04-23T18:31:03Z

It took me a while to realize the icon on the weapon swap was tab (it also wasn't mentioned anywhere outside of the game that I could see). It was a neat idea, and pretty satisfying to finish (it would have been nice it the chest had a health bar though, the first time I got there I ran out of ammo, and was not completely sure how to proceed).

LD41 — Combine 2 Incompatible Genres

TextUnkown's AdventureGrounds by HitchH1k3r 2018-04-21T13:44:17Z

@davethedev

Thank you so much for the feedback!

I agree with the status screen bit... I was tweaking screen resolution and text character size, and ended up with those hard coded values before really playing the game.

As for the gameover text gag, the length was part of the joke... I’m not sure it was a very good joke though ^_^

The Ultimate Magic Duelling Tournament VR by gyfis 2018-05-15T05:10:11Z

The tutorial was very nice.

as space-man said, the shape detection was a bit off sometimes, and I also found myself spamming the circle attack (and when it occasionally detected as a triangle) I was happy that I had some variety in my attacks. ^_^

This was a really cool idea, I liked drawing, and I liked the rock/paper/scissors aspect... I'm not convinced it's possible to recognize an attack, draw the correct symbol, and then cast the barrier in time though... maybe if the shields were a bit easier to cast my slow acting brain could block in time. ^_^ Good work!

Cardey (VR Only) by shadowbrain 2018-05-15T05:22:14Z

This looked awesome. The gameplay was rather fun too, one of the best VR games I've seen in the recent Ludum Dares. I must be out of shape though, because it was not long at all before my arms started hurting. ^_^

Ultimately I had to give up on hole 8 after 1025 throws... but I saw the final one in the video (a skip level button, maybe after ~100 throws, would have been nice).

This was really fun, but maybe should have been named "Cardey-O" ^_^

My favorite feature was probably rotating the starting pad, it allowed for me to change the world a bit to get more comfortable with the throwing angle (important when your bad at disc golf like me, and have to throw hundreds of times ^_^). Good work!

Calculator SWEAT! VR by ruthiepee 2018-05-15T05:26:41Z

This was a clever combination of genres. I found getting a workout playing with a calculator pretty fun... I wouldn't want it to replace my desk calculator though. ^_^

I looked for easter egg numbers (I remember planting those in my first calculator program), but didn't find anything. The teleport mechanic was strange (and felt like an unrealized feature), I ended up in the corner with no was out that I could find.

It could have used more button feedback, maybe a sound when the input was received, at first I did not realize the buttons were triggering. Nice theme usage, and good work!

Doesn't Add Up by Virtual Window 2018-05-15T04:58:48Z

The graphics were really nice, the shooting and reloading very felt natural.

It was not immediately obvious that it was a math game... finding myself in a field with guns, and being set upon by plants I naturally shot at them indiscriminately.

It was a fun game, unique concept, and awesome graphics! Good work!

Voxel Tactics by Bartol44 2018-05-15T05:18:14Z

Tactics in VR is very cool! I've never been into the turn based strategy games, but being put into the characters shoes was awesome. I liked the idea of FPS mechanics mixed in too, where I had to try dodging the enemies shots... it made it feel okay if someone managed to sneak up on me. ^_^

The game needed a bunch of the gameplay elements still (player health), bullets not wondering off forever, a level progression... but as a core idea this was very cool. Good work!