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honey

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Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202047Stuck in a loopLasso'em up!jam12983.143.053.153.673.832.462.72
202046Keep it alive👥Hatching Dragonsjam19393.173.152.863.763.453.362.502.95
201843Sacrifices must be made👥Ronin Sacrifice: The Tale of the Last Rabbitjam2733.703.433.104.113.873.442.953.64
201842Running out of space👥Captain Graphitejam8073.192.902.652.673.913.352.493.49
201841Combine 2 Incompatible GenresTour de Arizonajam6043.433.413.133.433.773.363.563.50

Performance over time

overall score (left axis) percentile (right axis)

Correlations

Feedback left by honey

honey leaves an average of 40.4 feedback comments each event.

LD47 — Stuck in a loop (42)

Loop around in a cycle by fraanns 2020-10-24T15:56:56Z ♥ 0

Awesome take on the theme! And pretty well done too! It was bit hard for me to control how and where I shoot the blue/yellow arrows as I still didn't get how it works precisely, but apart from that the game plays extremely well and intuitively and the concept is great! :)

West by ursagames 2020-10-21T19:19:06Z ♥ 0

I have an issue with controls - anytime your character changes direction, he does a turn with more than zero perimeter, which made me bump in to door frames or walls repeatedly. I think you should just allow the character to turn in place, even when lacking the proper animation, the controls would feel much better.

Otherwise it's really promising concept and great game for a game jam! Congratulations!

Shunk Stark by MS ANNOTATION X 2020-10-21T14:17:13Z ♥ 1

I have to disagree with all the positive feedback about controls. Both the ground drag and air drag felt nice, the character wasn't floaty at all, but you're still stuck halway to "feel good." The game felt as it is ignoring my input at times.

This has one common denominator - too precise ground check. You're not allowed to jump when you're just a tad bit on the edge of the platform, and then you're allowed to jump again only when you're back on the ground. This means that if the player hits the jump button just a little bit later, still on the edge of the platform, but out of range of the ground check, or just a little bit sooner, a frame or two before the ground check returns positive, the character just won't jump.

That is perfectly alright, it's not a bug, it works as intended, but it FEELS wrong and frustrating! So what you do when you want the player feel good is you actually cheat the physics, you record both player input and player ground check and do the action as long as those two overlap each other, but not necesarilly when they happen simultaneously. As I did to many other platformer devs this jam, I do recommend to you as well these videos which are just great both as inspiration and as knowledge base https://youtu.be/yorTG9at90g https://youtu.be/8QPmhDYn6rk

Unlike some others, I like the artstyle very much, especially the animation work, which is like the artstyle itself very subtle but works well enough and makes the game feel more alive! Also the colour scheme worked well for me :)

What I didn't get was the last level - I left only with one heart and only then I realized how I lost the other hearts (some feedback is missing) and I was unable to finish the last level - is that the intended behaviour? Should I have just more hearts to spare? In levels before I encoutered many deaths that lead me to abovesaid - I didn't jump off the edge of the platform or was unable to do a fast land-jump on a platform and just fallen to my death.

But the foundation is really strong, the movement feels really tight otherwise which usually isn't the case with Unity, so you did a great job! Congrats!

INSIDE THE LOOP by aerloth 2020-10-21T12:55:15Z ♥ 2

This is great idea! The controls sometimes confused me, not sure why though. During the first or second level a bookcase was obstructing my view, but I zoomed out and managed to get to the end. I loved the last bookcase level, it was pretty hard, but tapped the true potential of this concept! Maybe the controls confusion was caused by the camera position, or maybe the controls just bugged out. Have you thought about fixing camera to player or to gravity or have you tried that?

Awesome game, great artstyle, subtle moody audio direction, very interesting concept with great potential! Congratulations!

Wild Loop by Cerebral Bore 2020-10-17T17:58:48Z ♥ 1

I'm sorry to inform you that your character's walk seems to be rather silly :) Very interesting concept, very interesting ending (though not very obvious). There's not much one can say about gameplay. I like you kept the loop around the town pretty short, so the player can talk basically to everyone on his way, but it doesn't feel very tedious.

What I don't get is the key binding - why can't I continue in conversation with space as well? What's wrong with it? Why so many keys for such a basic few functions? I'd suggest to go with even more keys but with equivalent binding (e.g. space, enter, f and LMB all do the same, so the player can decide what to use according to their taste), this is not confusing, but unnecessary :)

I like the art very much, the parallax background looks like a paper diorama, very nice art direction indeed!

Nice entry!

Curse of Huh by JagsyFox 2020-10-17T17:08:01Z ♥ 3

At first, I expected more smaller levels slowly introducing new mechanics, the one huge level is pretty novel in this kind of game. It added an interesting challenge with space getting slowly cluttered with yourselves, so you have to carefully plan your route, but still be fast enough to fit within the time limit.

There's one minor issue with colliders that are bit strict when walking through the doorway, BUT otherwise those colliders are awesome, are forgiving enough when colliding with spikes or your past selves, but they're HUUUUUGE when stepping on plate or pushing a crate, so it won't become frustratingly fiddly. And also saved my playthrough few times :) Big thumbs up for that, really, this is done incredibly well in my opinion!

The level design is very clever and the challenge is certainly there with all the bottlenecks, a good amount of waiting and timing. Still I think the game could benefit from smaller and more dense levels - there was pretty much always enough empty space to wait in, so the tight spot was only in bottlenecks, which you could avoid by waiting in an empty room before with a bit of planning. Shrinking the level a bit would also shorten the pure waiting time, where you literally do nothing but wait for your past selves to move.

Overall really great entry! Had plenty of fun, finished the game and seen the credits till the end (of the music loop at least). Considering the amount of work you all had to done during the jam, those credits were well deserved! :)

Eloi's Adventure by Convg 2020-10-17T12:37:45Z ♥ 1

I see someone already pointed it out, but in one level, I exploded the enemy (right on my checkpoint/spawn point I lead it, clever me) and the box nearby flew over half the map and fell down to spikes and kept me from putting it on the button completely :)

The concept is pretty interesting though, and the gameplay feels good. I'd say a little coyote time would help as well as recording jump before hitting the ground, so that the player doesn't need to be as pixel precise as the program is, otherwise it feels a bit unfair, feels like you hit the right button on the right time but the game just dumped your input :)

But those are little details that need lot's of tweaking to get it feel right in the context of your game. You laid the foundation very well, the robot doesn't feel floaty nor it is impossible to control, all the basics work well. Give it some care and polish and it could really be great!

Nice work, wish you the best in further dev work! :)

Samsara Safari by jelch 2020-10-17T12:15:42Z ♥ 0

The last wheel also didn't show for me, though I'm pretty sure I collected all of them on my second playthrough (the monkey wall one was by far the trickiest, but also the most rewarding one). The game is pretty robust, so all the issues are pretty minor - sometimes the monkey would wall grab even where there's apparently nothing he should grab at, it did it on the column in the background (darker part of actual platform) and also to the tree in the background near the wall wheel while facing the wheel. Also the wall jump was a bit fiddly to my liking, as you had to press the opositte directional key with a split second timing, but that might've been intentional. Even the monkey controls were pretty consistent though, so there was no cheap deaths, just getting to know my character. The human jump felt a bit off, bit floaty or something, but still was consistent.

Using the same levels for multiple different characters is an awesome idea that deserves to be explored further and more often! The game wasn't much difficult, but the wheel challenge was nice, the last human wheel was pretty interesting and way to reach it was pretty unexpected!

I'm not sure if the lo-fi cutscene matches well with the levels artstyle, but both were really interesting artstyles. Also kudos for the characters and animations, that must've taken a lot of work in such a small amount of time!

Overall very solid game, plays nicely, works well, very good job!

Dance! Dance! Dance! Dance! Never-ending! by Egan Henderson 2020-10-16T14:04:19Z ♥ 1

Very interesting choice of background for the arrows to go on. As it was pretty noisy and colorful it was kinda hard to see the arrows (btw. google and then try the "squint test"). Also I couldn't tell how well am I doing as the only way to tell was the score counter and there was no time to look at it. Usually the rhythm games have lots of flashing, particles, text bubbles and so on to let the player know. Also the timing wasn't very in sync with the music, but wasn't terribly out of sync either, which is kinda strange, but worked somehow :)

Also I think when the loop is endless, there should've been some losing condition, so you could actually beat your own records, if not highscore table of other users. This way it is just about how patient you are.

Solid entry though, you can definitely build upon this! Best of luck in future development! :)

Purgatory Hospital by riwmd 2020-10-15T20:59:54Z ♥ 2

Interesting concept, very atmospheric game, well done!

Line of Attack by dans17 2020-10-15T20:41:00Z ♥ 3

Have you considered pausing or slowing down time when drawing the line? Or limiting the max length of the line? I agree with @invixel that movement of the enemies was too complex to plan for, also the visibility wasn't the best. I think that little zoomed out camera and slow-mo would allow the player just storm in instead of carefully waiting for the right setting of enemies. But maybe you went for the slower pacing, I don't know. Maybe I'm shooting off target, but something just felt a bit off and kept the game from reaching the maximum potential.

That being said, general concept is a cool as heck idea and you've done good job. I personally like the 2D/3D visual mix very much! Congratulations on this, it's very well done!

RingCastle by tomcooper 2020-10-15T19:10:24Z ♥ 0

The artstyle and overall mood is definitely the strongest part of this game, but still I feel like you could use a bit more of LUT or some tweaking of it. The sound design is great and puts in really deserted, lost feel, very moody indeed. I don't quite get why are you able to pick up and throw object when there's no need for it during the whole playthrough? I was constantly picking up stuff and expecting I could use it somehow, but never did. Still had some time throwing stuff around, but I didn't know how to add some force to throw, so I couldn't throw those lizards of the roof. Why the mechanic was there?

Anyway, cool project, I'm really interested in what comes out of it!

Ace of Rope by cagibi 2020-10-15T18:56:07Z ♥ 1

Awesome! The premise is silly, turns out even sillier with the boat part, post signs are funny, the gameplay feels very good and the last boss fight is really satisfying! On of the best experiences of mine this jam. The artstyle is also great, the shooting knockback mechanic which could sometimes accidentaly hit you as well is genious. Great job! :)

Hang on, Bill! by zanzavar 2020-10-15T18:34:37Z ♥ 1

Oh, THE HAT! I didn't realize I can click the hat! Maybe some highlighting of stuff you can click on when mouse is over would've helped me. I noticed that the text is changing, but somehow didn't pay enough attention to it so I thought that the hat and the guy are one object. Apart from that, I had an awesome time, the game is clever and funny and the art is great and also you picked awesome music so the spaghetti western mood is really strong! Great entry, congratulations!

Trials of the Twisted Timber Land by Enad96 2020-10-15T18:10:46Z ♥ 1

Took me a while to realize that the stone head is not a boss fight, very clever of you! :) Also I noticed that the torch is still in your inventory after you die and respawn. The key is not however, so I had to walk for it everytime I died because of that weird spawn of slimes that spawned basically on your position and almost immidiatelly hit you four times behind the lock. I think that spawning enemies out of nowhere in the visible area feels very unfair, especially when you spawn them very, very close to character. Combat mechanics aren't very deep so I guess you had to raise stakes somehow, but still this feels unfair. I also kind of expected that I could use the torch to fight slimes as well, like the fire damage kills them faster or something. That would actually deepen the combat mechanics a lot without much effort, just with different coloured stone slime immune to fire damage or something like that :)

Music felt a bit not as strong, and the player getting hit sfx is way too much for my liking, but it gets the job done.

Otherwise it's an awesome game, very robust, lots of content for a jam game, nice artstyle, everything worked bugless it seems, controls feel good. Very solid work! I would definitely play more if there was more to it! :)

EDIT: I forgot about the destroyable grass with lives in it - that was a great touch that I liked very much!

Loop Run by Iron Leonem 2020-10-11T17:41:47Z ♥ 0

It felt like the character is increasing and decreasing speed at random, or at least going faster when airborne, which makes little sense to me. That also made controls unnecessarilly tricky, as your jump distance varied greatly and I sometimes jumped way over intended platform to my death.

The idea of looping runner is very clever and you managed to add mechanics that go well with the concept and improve it well! With a little more work this could be very addictive experience! Congratulations!

Hung On Justice by Raphiell 2020-10-11T12:17:05Z ♥ 1

I didn't figure out that you lasso yourself further when running, I noticed only in gameplay gif on itch.io, so that way I realized how to get over the canyon. Still the execution on it's own was pretty difficult being it the time you just introduced the mechanic (or at least made the player use it) and the stakes were pretty high as well. So I'd say the difficulty curve is bit steeper than it should be.

But on the other hand, controls are precise and consistent enough so that the player actually can git gud :) That depends only on their will. The gameplay feels good and the game is not long enough to start to feel boring or lacking new mechanics. I am not sure if the arcade style lives to go through the whole game is a good idea, but you compensated very well for that with lives getting out of enemies that dealt you no damage, if I noticed correctly the rule, which is very, very clever and I like this idea very much! :)

Sometimes the enemy placement and their AI didn't feel much fair on the first go as enemies were seen last minute and there were pretty fast on the draw, but then again you could memorize position of every one of them, so it compensates with time. Still I would at least reconsider it once again, especially the very first enemy in the game, which again, like the long lasso jump, is introduced very unclearly and the stakes are very high, giving the player little to no chance to prepare. But it would be more of an issue in longer game where you could better keep the introduce-reinforce-challenge mechanic loop. Since the game isn't that long, it is not that big of an issue, but definitely is something to consider in the future :)

The artstyle is great and visuals are close to perfect, I find the audio part unfortunately much weaker, which weakens the mood a bit. Also the volume levels of the audio I find very all over the place and I think that overall volume is pretty low.

Overall I had a lot of fun with your game! Thank you and congratulation!

Evo-loop-tion | Ludum Dare 47 by MrchickenBoy 2020-10-11T10:12:19Z ♥ 1

Does your brother have a name, or does he have "mrchickenboy's brother" in his ID? :) Considering your workflow, it is actually rather an achievement that you have at least something playable, when you went with a new engine just for the jam :)

Getting platformer feel good is a lot of work even for skilled masters of craft developing full length game, so at least for me the platformer, though very popular, isn't an easy go-to genre, just because though it might seem simple, the proper, or at least plausible execution is pretty difficult. On the other hand, you have to start somewhere, you have to start somehow, what better place than here, what better way than LDJam :)

For further research I recommend GMTK's video about Celeste https://www.youtube.com/watch?v=yorTG9at90g (but the whole channel is just superb).

As my playthrough went:

I was pretty confused what was going on in the beginning, as first I couldn't jump over the spikes, then I realized that there's a lever I can pull with mouse (that is not very common in platformers, mostly you have to get your character to the lever), so I pulled it, but it was too late and me and the box disappeared in the middle of the jump. Then it took me a while to get in sync with the timer, so I looped in the middle of the jump a few times over. But I calmed down, waited a bit and then got the timing right. Still I felt a bit confused, as the loop wasn't signaled in any way except for the change of the position. Some VFX would really help with this in my opinion.

As the first level was a pretty rough practice, I had no problems with succesive ones. I got stuck in the last one, where I thought there was a bug that I looped back from the maze, but soon I realized that the level is a tad bit different and that it is supposed to happen, then I waited again to get in sync with the timer and finished the game. What didn't cause me a problem, because I read the instructions, but cannot understand the reasoning behind, is why you have different control scheme for platforming and different for labyrinth?

Once it occured that the timer went to negatives and nothing happend. Also the character is able to do a wall hang, when you cannot make the jump on the first try, and then kind of wall jump again on the platform. As the character is lacking any animation, I couldn't tell, if it is intended behaviour, or just some weird physics/collision bug. It helped me to finish the game though, so I went with it :)

Solid entry, congratulations!

Ouroboros by JoeDev 2020-10-10T20:42:46Z ♥ 1

Awesome interpretation of the theme! The hitboxes on tower enemies are very counterintuitive though and caused me a lot of frustration :( But overall this is very polished experience, congratulations on that!

Snake Loops by Ividusk 2020-10-10T19:26:59Z ♥ 1

It's incredibly cute! I feel like the game area is unnecesarilly big, lots of hopping here and there, much of the time the visible area is just grass and flowers, which also doesn't help orientation. Maybe even increasing the hopping speed (I used shift hop) would help as well. Very good idea is that the berries grow again once picked but in different colour. You hop faster diagonally btw., that's probably unintentional as it used to be :) Very cute stuff, good job! :)

Stuck in the Luntic by Harrm 2020-10-10T19:14:29Z ♥ 2

I got what you're going for, I actually recently played another jam game with similar idea, but still this is pretty unique. What they did a bit better was that they had distinguishable central hub, so once you went straight south and arrived to the hub from north, you realized what was going on. So in your game I expected it's gonna loop, but I couldn't tell wheter it already happened or not, cause everything looks the same. I noticed the loop only when volvox globator pushed me down some corridor and suddenly disappeared and some torches appeared instead. Still, when everything looks the same, it's close to impossible to figure out where you are and how things loop and work. So my suggestion is basically to add something distinct to the maze, so that the player can tell how the loop works and where he is. In your case, it'd probably be different flooring in different areas, maybe different torches and so on. The creatures themselves are too sparse and shapes of corridors aren't unique enough. Also I'd cut on the dead ends - you're looping, you don't need any.

The lighting was very nice and the normal mapped ground looked awesome, sometimes corners didn't cast shadows though. The creatures were interesting, weird in a good way and enhanced the atmosphere. What I absolutely loved was the graphic of the crack/hole in the ground. Maybe I'd consider more coherent artstyle though as the character, creatures and the hole didn't really match the flooring. I think you can make handdrawn flooring looking as good with normal maps and lighting.

Overall great idea with impressive graphics that's missing a few bits of work that would make it really fulfilling experience.

Stuck in a (Time) Loop by staircase27a 2020-10-10T18:21:56Z ♥ 2

Despite a lot of issues that are not perfect (or even good in some cases, unfortunately), I enjoyed the playthrough very much and do like the game. You came up with solid puzzle mechanics, clever twists and interesting levels, which during a game jam is not easy at all! And I'd actually play more if provided :)

What nearly made me quit in first level though is the movement. Haven't I found out that you can also control the character with mouse, I wouldn't continue, the keyboard movement was too floaty and unprecise to be at least plausible and was downright frustrating to keep losing just because the weird momentum of Unity physics. Don't do that next time, please, it would be shame if you'd lose players of good puzzle game because of bad controls. You're making a thinking game in a first place, the execution shouldn't be this difficult.

Minor stuff is that sometimes collisions won't trigger, so you have to wait for third or fourth bump to cause paradox, which with missing "R to restart" is causing unnecessary delays in play when you know you already messed up and there's nothing you can do. Also the graphics could use a lot more love, but since you made it all by yourself in 48 hours, I'm glad that you rather spent the time to actually think through the concept and some level design and I can totally go with the looks, as the core puzzles are fun enough :)

So overall I'm very, very glad I accidentaly discovered the mouse control which allowed me to have a good time, but please, be careful with your controls next time!

Also I think that what you have is good foundation for further development! Congrats, good job! :)

Hold on granny by Anrewqa 2020-10-09T21:10:47Z ♥ 3

When you get me stuck in a time loop, just make it looping, please. The most annoying thing I can imagine is getting back to main menu and having to click two buttons to get back to game :) The gameplay is designed the way that no one ever could complete the game first time, so you should've designed the fail state apropriately. This way it makes no sense and doesn't even go with the "stuck in a time loop" thing.

But apart from that, the amount of work is amazing, character controls felt really good, the circle for looking through buildings you're behind is a nice touch, and even the story is pretty functional. Some sfx would help a lot, but hey, time's low, right. And the overall artstyle, environment and models...wow!

If you're planning on further improvement (which you should, everybody would love an interesting twist to Sexy Brutale), I think that most important would be to have things loop seamlessly, so that the player knows when time loops back, but he can investigate at his own pace, se how things unwind and what changes with his actions.

Great piece of work overall!

TRAM OF WISHES by katamary 2020-10-09T20:42:58Z ♥ 1

@maliyshock @katamary I'd like to know what @vivien-fargette wants, say we took all the passengers with a star through the depo and miracle happened, will it ever stop happening or finish in some way, or is the miracle looping forever and the miracle itself is the end?

Also I though that miracle happening was the last stop and I'm supposed to open the door and let them out. And I'm still pretty convinced that this is what miracle is about, though maybe that wasn't your intended interpretation. If it was, maybe you should allow them to get off the train after miracle happens, that would make nice though bitter ending.

Anyways, this was amazing and the (at least percieved) depth of so simple game is breathtaking, the artstyle is beautiful, I love it! Do more, more like this, more of this, more whatever, just please do! <3

Loopbot by ctpeepee 2020-10-09T20:09:56Z ♥ 1

Very clever idea! But I struggled to practise the beat without metronome and knowledge of the level/beat. Also it felt like there's some lag between hitting the key and the sound effect, which was pushing me out of rhythm. Are you sure that there's no silence on the beginning of your sfx or something like that? Still I liked the game very much, picking up notes that play into the track was great detail! Good job!

Looping Gazelle by Maxime Cyr 2020-10-09T19:49:39Z ♥ 2

Awesome atmosphere! And also great take on the theme, I haven't encountered any like this so far, and I'm actually pretty interested in some post mortem explaining how it was done!

Minor annoyances - I feel like the torch was really unnecessary upgrade as there should've been bigger visibility radius from the beginning, the atmosphere would have been as dense in my opinion (and the boots of faster movement are pretty questionable too, as it adds nothing to the actual gameplay). The smaller visibility circle just made it more unpleasant than moody. At least there could've been as big circle, but more of it would've been lit just more dimly without the torch. Still the lighting work was really well done and helped the overall atmosphere a lot!

Second minor annoyance is that entrances felt too tight, sometimes I got stuck on the corner, so maybe smaller colliders or some way of letting the character sort of flow around the corner would have helped.

I would suggest (in case of further improvements, as there was probably no time for that during the jam) to make areas more distinct. I get that player is supposed to feel at least a bit confused about where he is and how he's looping around, but then he should also be able to wrap his head over it and get to learn how the stuff works, which is close to impossible with all the same corridors everywhere. So maybe some different carpets, wall paint or style or even some pictures hanged, so that different corners of the manor/maze are recognizable, so that the player would get even more "aha" moments than he got from seeing the gazella in really unexpected place for the first time. Oh my, there's just so much space for pushing this concept further that I'm bit jelous of you! :)

I really enjoyed the game, the spider spooked me properly, and also addition of checkpoints before points of probable death (or other fail state) was very clever from you and saved many players from some serious frustration, myself included! And the concept is really clever, can provide many exceptional puzzles on it's own, as few games explore this idea! I'm glad I found your game and I wish you keep going!

Escape the Loop by magnusfurcifer 2020-10-09T18:36:34Z ♥ 1

I was getting stuck here pretty often, even the slide didn't get me through, sometimes it helped to "jumpslide" or any other button mashing

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The arrow keys to move, space to jump (not being able to use WASD) felt a bit unintuitive and caused me a bit of trouble. Also I felt that the cleaner moves a little bit too fast to actually collect anything. Still interesting idea, making a feel-good platformer controls within three days is hard :( Still good work, you definitely have something to build upon!

LDJRodeo by Oinktato 2020-10-09T18:25:05Z ♥ 0

It's clear that you are currently learning the engine and how stuff works, so there's a lot of things you will learn, that will help you next time, but if you carry on, I bet you'll surprise yourself soon enough with how big of a progress you've made :)

For the game, I'd say that you should've at least tweaked the physics, the cow felt more like a ship than an animal, also the cow started rotating after I hit the fence once, so maybe freeze z rotation on rigidbody component next time. It is also probably better to learn to code actual movement instead of using Unity physics, as you have both better control over the movement and less cpu overhead.

With controls this floaty and objects randomly spawning and despawning, it was actually unnecessarily hard to collect points, as when you finally manipulated the cow in the right direction, the object just despawned right in front of you, which was a bit infuriating, and it also took away any planing and strategy.

Also some at least basic animation would improve the feeling of the game.

It's good you managed the lasso loop to follow the cow tightly enough that it was actual threat, but not that tight that it was unavoidable. I'd be proud of that if I were you and I think it's definitely something you can build on!

Keep it up, I'm looking forward to see you next jam!

Cattle Ropin' by nandelind 2020-10-09T18:11:55Z ♥ 0

I'm glad that someone went the same way as me with the loop theme :) It's quite challenging to hit the cow, maybe some more feedback would help. But it is simple and very functional concept! Would be nice to have a highscore table to know how am I doing :) Big plus points for cow-nter!

Knights of the Holy Loop by RenD 2020-10-09T17:08:20Z ♥ 1

Oh boy, this is a great amount of work incredibly done for a jam game! The concept is awesome and pretty well thought out, and definitely something worth expanding, especially for mobile platform. I agree with guys above that the combat phase is very passive, which is a shame, especially during boss fights, which plays basically the same as normal enemies.

Also it is prone to optimalization - I set up the best circle I thought possible and change it only when new heroes arrived. Maybe it would be worth trying allowing the player to change the circle between each round of battle, so that they could react better to boss's moves.

Is the game endless? I finished five worlds and am not sure whether to carry on, as I got more gold than I could ever spend and things started to drag a bit.

Still the first few levels, characters and discoveries were awesome! If you could keep that tempo, shorten the game or change things around a bit, it could be an impressive full game.

So basically my biggest problem with the game as it is and considering the jam character of it is that you just made it longer than it could be, which made the experience fade unnecesarilly.

But that cannot change the greatness of the idea and the execution as well, awesome artstyle, atmospheric music, juicy enough, both visual and sound effect are good. Great work!

Journeys to the Spire by C0nt 2020-10-09T13:06:52Z ♥ 2

I have no idea what's going on, but that actually made for very calming experience. I love the elder naming places thing, it actually makes lot of sense, no matter what is going on :) I had no sense of orientation though, the game started with zoomed out, but zoomed more in eventually, so most of the time, I saw just green grass and my character slowly heading to demise. So even when I tried just to name stuff with elders, I didn't know where to go or what to do. Also I didn't know how or where the babies were born, so lot of confusion. But it was being lost in a pleasant way, somehow :) Good job! :)

Time Crash by Gonzalol 2020-10-09T12:55:07Z ♥ 1

Really polished game, but I think the gameplay is really hit or miss here, people with a thing for a memory games will be very pleased, others not so much, because there's not much more to it. Is there a highscore table? Or is there an end game screen?

But it is clear that you know your craft, it is really polished, smooth, bugfree experience of very high quality!

Ticket to Loop by Rost 2020-10-09T12:20:20Z ♥ 2

In the html5 version, it gets pretty laggy when you have lots of cars and therefore lots of bullets in game, I guess some pooling and GC issue, but that might be the limitation of html5 platform, dunno :)

Also why mouse to aim, space to shoot? Why not LMB? Maybe even RMB to pick up passengers, scroll wheel to increase and decrease the speed? It could've been all mouse controls, but keyboard is okay except for space to shoot, that doesn't make sense to me :)

Still I had fun, even with the minimalist artstyle and sfx it felt suprisingly good to shoot the enemies, their popping/clicking sound felt so good! I couldn't see much of a challenge or change in a gameplay, but still spent good amount of time just riding around and shooting those skeletons! And the graphics, though minimalist, is very good, the cloud shadows are an awesome touch! Very good work!

Lost Caravan by spacecadet 2020-10-09T12:06:36Z ♥ 1

I kept getting lost and got frustrated that I couldn't find a way to prevent it. First I thought that the level stays the same, so I have to memorate it, but that didn't happen. Then I thought that maybe water is only on the right path and I should follow it, but the the water lead me to the wrong path again. Also I thought that I'm far enough from the snakes and hyenas but still they got me. Also the gradually increasing the speed felt bad for me, I think that linear would control much better, either you go or you don't. You only have two directions, so that inertia doesn't feel right for me. Also took me a while before I realized that I take damage when not hydrated, cause there's no visual cue (red overlay would have sufficed I think).

What I expected was that the game plays in kind of lanes, and that enemies can hit you only when you're in their lane. When I realized that the movement is smooth all around the vertical axis, I expected that the colliders would be something like on the picture. scr.png

Still I kept playing for a while cause I really, really like the graphics, and also I wanted to know if I'll ever reach the caravan or if I'm just stuck in a loop of procedural generation. I like the enemy variability, even though there's just two of them, they're very distinct by their behavior as well as player reaction to it. You got some good stuff going on, some neat ideas and very interesting art direction which rubs me the right way, you definitely should keep it up!

Traveling the Wild West by Cwazywierdo 2020-10-09T11:47:42Z ♥ 2

Lots of people here seem to have been confused by the lasso mechanic and so was I. I know that you put the techniques in description, but I think we're a bit past the "game manual" era :) As my experience goes, I first succesfully lassoed the rocks, so I just expected that everything gets thrown in the direction you move the mouse into after relasing, but that didn't work much. So then I had to rtfm :) I feel this a bit shame, cause that didn't make me feel very clever for figuring out myself what to do, and also I don't think that I would've ever guessed that the right direction to the carriage is up (not even mentioning the bisons). I sort of expected that the direction would be towards the carriage. But once I've been told what to do, I got a hang of it and it worked pretty well, though it was a bit difficult for me (got to about 150 gold).

Still nice entry, very clever take on the theme!

GitGood Dungeon by Quoclon 2020-10-09T11:33:07Z ♥ 1

I tended to hit enemies going vertically, which didn't seem to work, which bothered me a bit. Also, as pointed above, the mouse controls seems to be pointless, and maybe full keyboard binding would prevent me from trying to hit enemies above or below me :)

Apart from that, it is a solid work!

Loopy Shooty by JaTDev 2020-10-09T11:23:58Z ♥ 1

Pretty neat entry! It got me a while to get used to the camera movement, I think it's a good idea that it shows you where you aim, but maybe there're still some numbers in need of tweaking? I'm not sure, cannot put my finger on anything specific, just that it felt a bit off.

The difficulty curve was pretty good and also the enemies variety was there, so it really kept you playing! Good job!

Souless Loop by craftwill 2020-10-09T11:03:47Z ♥ 3

Hey, I know the time is tight and it probably took lots of it just to get this up and running and it's still a great job from you guys, but the point of the jam is feedback, isn't it? So take this as a suggestion for improvement, not dissing your effort!

I had fun from the beginning, but then the gameplay got a bit samey. You know - your attack frequency stays the same, even when upgrading your shield, the basic green enemies still deal you the same amount of damage, and most importantly, all the enemies are the same. They may have different animations, but mechanics wise they're the same - they aim at you at constantly, they attack at the same distance just directly forward, they just deal less or more damage. Once you realize that, the experience turns from fun to grind.

I think that there're basically two ways out of this, depending wheter you want more diablo-like aproach or more souls-like approach. The first one you should vary your gear - different attack timing, different area of attack, and spice it up with some skills and magic, that can help you in a tight spot. That way the player always have some interesting decisions to make.

The latter one needs more thought out movement patterns of both enemies and the player. You need more visual/audatory hints - that the player is ready to attack again, that the enemy is going to strike and so on. For this to work, you need to "dumb down" the enemy, or better said not make the enemy so perfect - the enemy has to have some chance to miss the player and the player has to have some chance to dodge the attack (or block or parry it). Give the enemy some rotating time instead to snap-aim it to the player, some decision making time, some stun. Give it predictable but still challenging enemy attack patterns.

Right now, you stuck somewhere inbetween, so once the player realize they can't even properly dodge, nor do anything except for sword swing, then it becomes just the game of grind and rising numbers, and there's barely fun in that, unfortunatelly. As for me specifically, I prefer the player-skill based design as opossed to in-game-skill based, but the choice is yours in the end.

But all of this probably is way over the scope of game jam game, at least for me would be for sure, so it's more of a "dig into this in the future" suggestion, which I feel is a strong part of a game jam :)

Apart from said above, I never got lost, confused or anything, so you did a pretty good job with overall design. Only thing that lacked information for me was the player animation - I would like to know better what is my weapon's reach as well as when I'm ready to attack again. Without it it's just spamming LMB and hoping for the best. Still, no bugs, no getting lost, well done.

I died a first few times before the timer ran out, so when I finally reached the end of the timer, it scared me for real! :)

Overall you did a great job!

Asteri by Wyatt 2020-10-08T13:46:26Z ♥ 2

Just started the game and went here to give you five stars for the audio instantly, that music made my day!

The gameplay took me a while - I somehow get that I'm supposed to be collecting those bubbles, but I didn't know what to do with them (I didn't read the description), so I first tried to put one over the other, which didn't work, so I took it to the ship, which did work and I was very happy about myself being so clever :)

It took me a while to understand the gravity of the situation, but then controlling the astronaut felt pretty good and satisfying, in a souls-like manner all the damage taken was totally accountable to me :) I experienced a weird glitch, when my astronaut just disappeared on the left side of the screen, in still visible area where there was nothing apparent to collide with, so I assume that was a bug? Or an invisible black hole, as both space and black holes are black, so it cannot be seen? :)

Also I somewhat assumed it's gonna be endless but then my spaceship just flew to the right and left and I was brought to the main menu again, so I suppose I won? Didn't see any lives count, so I must have won, yeah? :)

And once again, THAT MUSIC MAN! You're awsome!

Caught in the Sheriff's Loop by Kassie Kitsune 2020-10-07T21:16:03Z ♥ 1

Guys up there are totally right, the lasso feels so heavy it's hard to believe it's really a lasso. Still great idea that it actually loops around, so you have to think where to go not to cut your reach. What I don't get and hopefully is a bug is why would you obscure so big part of the game with a wall? I was expecting the front wall to disappear or get at least transparent as soon as I enter the corridor, but none of that happened, so I just guessed where stuff was and the gameplay felt rather frustrating in there (the level on the picture). Also I managed to escape through the wall in the level before, where the guy is patrolling outside, through the bottom right corner of the sheriff's office. The artstyle is pretty good though and the idea is really clever and surely looks like something that could work well with further improvement :)scr.png

Amusement Shark by No Grapes Games 2020-10-07T21:02:01Z ♥ 1

Those screams will haunt me in my dreams!

Very impressive. I'm not a big fan of this "all around the place" artstyle, but I enjoyed that one bit of the story, the premise is really lovely and over the top :)

The gameplay itself sucked me in and some levels felt really great when you got the timing and movement right (I think that level 5 really hit me with this feeling first and I got really into it)! I really enjoyed the playthrough, like really :)

Great work!

Hilda is the good Child by TheRoflcopterist 2020-10-07T20:33:01Z ♥ 1

Chrome works fine for me.

[SPOILER ALERT] Is there actually any way out? I tried to click everything in every level, but the loop went on and on. [SPOILER OVER]

Neat work, a bit obvious take on the theme, but the art direction and music made dense mood, levels are interesting enough, though there're just a few, but hey, it's three days :)

At first I was afraid to move through the black spinning thing as that looked like it's gonna kill me. Also I had a minor confusion with the first encounter with movable wardrobe. I noticed something's wrong with the flooring (great job with environmental hints!) but I was too focused on the spinning thing and what I'm supposed to pick up and so, so I actually realized I'm supposed to move the wardrobe just as I moved it by accident. I was on the left side of the wardrobe though, so it was pretty difficult to move (and judging by the night stand, it was not supposed to be moved from left side). Next "playthrough" a moved it from the right side and that felt good.

Good job you guys!

LD46 — Keep it alive (29)

Protect The King by Schwarcraft 2020-05-11T19:50:52Z ♥ 1

Very nice idea and great artstyle! Really finger breaking key binding for me though, would appreciate to have charge on space or something. Even though it was fun to play! Every action felt responsive and juicy :) Good work!

Firekeeper by Minrato2 2020-05-11T19:44:33Z ♥ 2

Pretty fun! Managed to get all the badges without feeding the campfire though, not sure if it is intended. I very much like the character graphics. Also the platforming was nice, though it could use some coyotte time :)

Nice entry!

Metagame by itsonrandom 2020-05-11T19:29:39Z ♥ 1

Very nice and funny idea! It might not be necessary to allow the player to see the level beforehand, I think it would be sufficient to have level checkpoint, so that the player won't have to play all the levels again when they die. That was pretty annoying for me at least.

But overall it is a very good game, stylish graphics, music fits the style! Good job!

Runaway by HackTrout 2020-05-11T18:55:47Z ♥ 1

Is there a goal of the game? Any ending? I tried different approaches and found out that staying in an engine room is pretty safe tactics, police will come, but it takes a long time and there's no cover for them. Got bored before anything happened though, optimized the fun outta game again :) Also I had no idea where am I shooting, why am I missing or hitting what I was aiming for (I was pointing to policeman with my cursor, still particles spawned on the roof, except the times they did not and I actually hit for no apparent reason). Reload button would be nice.

I'd suggest the game starts in the engine room so that you know it is somehow important - I didn't notice it at all on my first playthrough (I usually go in blind first, then read the description for the other ones) - and have finite amount of coal and have it spawn in the train somewhere so player has to go out there.

The cover mechanic is pretty neat and I like the idea that you can gradually get into and out of cover, that it is not instant, sure can be built upon! Also when stuff worked (like hitting enemies) it actually felt pretty satisfying!

Nightmare Knights by Low Mana 2020-05-11T18:36:50Z ♥ 1

The bears are just wondering around while your child is being eaten by those monsters! Evil little swines they are!

Petra by vDovah 2020-05-11T18:29:15Z ♥ 0

Checkpoints would help very much, repeating once solved puzzle is no way fun. Also the room with golden rods didn't react even though all the pillars were turned correctly, possibly a bug. Sometimes the preassure plate turned the pillar twice though.

Impressive amount of work for a jam!

Colonize by lovetocode999 2020-05-11T18:02:06Z ♥ 0

Some visuals for gun cooldown would help, but still there was too much going on in my opinion and nothing was clear enough to make any sense of it for me, so I was overwhelmed by meteorites pretty quickly and died before I got to know how to control all the stuff. The pacing and learning curve is the culprit here I'd say.

Crank-Light by Quillwerth 2020-05-11T16:58:10Z ♥ 0

The flashlight charge mechanic was a great idea! Also the atmosphere was pretty dense! The combat lacks a bit though, it's hard to say when wolves attack.

The Wait by devilqube 2020-05-11T16:52:18Z ♥ 1

It is obvious that you took a big bite, so many things stayed half-way done. I'm not sure why you went 3D when on tight schedule 2D would done fine if not better, but maybe you just wanted to, and that's alright, that's what jams are for :)

Weirdest thing for me was the movement, but you can eventually get used to it. Still for this kind of movement (and possibly any kind of it) the collision boxes were way too small, so that made it really frustrating, especially when picking up food. Also weird glitch is when you stop moving but the run animation is still playing, as well as playing animation for putting the log into the fire while character can move again all around the place. You really should've checked for that!

Still pretty solid entry, random world generation is interesting addition!

THE SECRET FLAME by Thomas Lean 2020-05-11T16:24:52Z ♥ 2

Beautiful and atmospheric, 5/5 graphic and mood without hesitation! Also love that sound your flame does when you bury it in the snow, that was a splendid touch!

What was not that good - collisions were bit weird, it seemed like there's enough space to the edge of a cliff or between the trees to squeeze into, but suddenly the path was blocked for no visible reason. Also the last puzzle felt a bit trial and error more than actually learning something somewhere, but maybe I just missed something?

And the text speed mentioned above - that was definitely by far the most annoying thing, and it is not that hard to implement second E press to uncover the whole text, which is also kind of a standard nowadays I'd say. Devil's in the detail I guess :)

Still AMAZING game even for much longer than 72 hours, you guys surely know how to do stuff :) And the game actually left me both wanting to play some more and uncover more of the story of the world and the characters! Great job!

Keep Sweep by Invixel 2020-05-11T08:53:58Z ♥ 1

Awesome! :) The aiming mechanic is interesting and I got into it pretty quickly. Also the number of upgrades is pretty amazing! It seemed like the arrows were pretty inefficient in the beginning in comparison to just stomping on everything, but with later upgrades it was really fun to throw stones around :)

What I think is a bit off is the directional arrow when aiming, I think it doesn't set the expected direction properly, so it takes some time to get used to where you should actually aim. Also I think there could be better indication both of you dealing and getting damage.

But overall I felt preassured enough to actually think what am I doing, I was using everything you provided and all the hitting and stomping felt pretty good! Nice entry!

A Tale of Freedom by sohakes 2020-05-11T08:36:09Z ♥ 1

Hey, nice entry, lots of work making all the stuff stick together. I don't know exactly if your constraints were lack of time or lack of skills graphics-wise, but both could've been at least partially solved by switching to 2D and using some zelda-like or similar projection. That would achieve very similar experience with much less effort. But if your goal was to try out 3D then ignore it completely :)

The camera work was really good and I never encountered any view obscuring glitches, well done! What I'm not sure is the overall speed of the game, it is much faster then your common stealth game, but also it is not really that hectic or preassuring. I cannot put my finger on it precisely, but I think that there's definitely room for improvement. Maybe also give the player more viewspace? Not sure, should it struck me later I definitely come to tell you! :)

Overall pretty solid entry, everything worked well, controlled easily, camera felt nice, and I like the take on the theme! Thanks for this game, I enjoyed it!

Unfurmiliar Territory by marumaroo 2020-05-11T08:21:54Z ♥ 1

Really nice graphic style! How do you replenish your ammo? I thought that the fish skeleton does that, but it doesn't seem like so (and it took me while to get what they're really good for :) ). That confused me a bit. Also the audio is way too quiet, had to crank up my volume significantly to hear anything. It is good audio though! :) Love that you can skip the dialog in the beginning for all but the first time, but maybe let player skip it even the first time, cause you know, they might not care or they might've just reloaded the game, so they technically read it already but you cannot check for that. And it doesn't explain the gameplay in any means, so it is not that important either.

Very nice entry! Thanks for that!

Shadow of the Elm by Plasmonic 2020-05-11T07:18:44Z ♥ 1

SotE.png

I really expected that something is up there since I went so far away from everything else :) Otherwise pretty neat, jumping felt good, controls felt responsive, never encountered any weird behaviour.

I sometimes felt that platform colliders were a tad bit too small, like I was supposed to land on the very edge but fell through it instead. Also I'm not sure about the platform graphics, the title screen and the character is beautiful, but the platforms themselves are just... well, they're okay, which is a high contrast to the title screen :)

Good one, short fun, perfect jam length, pleasant experience!

Welcome Home by Iak 2020-05-10T22:03:09Z ♥ 1

Very nice, controls pretty intuitively, the voice acting is great and hilarious!

Campfire in the dark by rayriver 2020-05-10T21:50:47Z ♥ 0

It was hell of a fun! When's the dawn? Always died at 5:00 :( It felt fair though, I feel like I could do better next time - that is one hell of an achievement for you!

What bothered me a bit was campfire collider, I got stuck where I felt I should "float" around the round campfire, which cost me few deaths. But apart from that the gameplay felt very cool, very responsive, hitting the foes felt very satisfying and the challenge was there!

I enjoyed it very much, thank you!

Will of the Wisp by johnfn 2020-05-10T15:16:52Z ♥ 2

Uff, it runs incredibly slow on my notebook, gotta play it again on desktop PC. Wouldn't do that if it wasn't for the music and art that is so good that I want to experience it properly!

Chaleace Tournament auto-battle by lythom 2020-05-10T14:36:19Z ♥ 1

Very interesting idea and pretty impressive graphics for one person in 72 hours! What bugged me a bit was the UI. When all my interaction with the game is just drag'n'dropping stuff and thus changing stats, it would be nice to be able to see better which part of equip would be enhanced, or at least have the UI better structured. In this kind of game, I think it is crucial. It was kind of bothersome to having to remember all the stats and stat changes, when there could (and should) have been UI that showed you the information for you to dig into and think and plan.

Also I would like to know at least something about the next encounter, so I can pick the right equip for it. But still it is pretty neat idea that could be build upon!

DI(e)NO(t) by Thibaud Ligneul 2020-05-10T14:22:38Z ♥ 2

Made it to the end! Played few times, the initial runs were pretty challenging, the latter ones though I kinda optimized the fun out of the game, herded all my dinos to the corner and survived there throughout the history :) I'd say a little less randomness for the next strike would be better, so that nobody can live peacefully in the corner like me :)

I love the artstyle and the idea you went for, dinos are cute and their personalities in different periods are fantastic :) Also the mechanic that all the area gets more and more cramped and navigation is more and more difficult is pretty well thought out! Graphics of meteorites and volcanos are also great and the impacts and erruptions do feel good!

I would prefer better control over the dinos (maybe more stamina, faster replenishing, faster dinos or something like that) so that there were a bit more interesting situations like hitting volcanos when running from meteorite, which rarely happened to me because I rarely run any greater distance due to low stamina. I found myself in what I thought to be the optimal strategy (even before cornering dinos) when I move the dinos only as little as possible, which meant not moving at all for some time.

Still great few minutes spent with your dinos, overall it was very, very uplifting and pleasant experience! :)

Keep Them Away ! by SpaceStrawberriesStudio 2020-05-07T19:40:46Z ♥ 1

I don't think there's any point in adding power ups and enhancements before the game core loop is fun. I don't mean to be mean, more of pointing out the stuff that I think you should focus on next time for your game to be much better.

First - you should actually take the time to prepare your sprites so that they'd face the mouse (and enemies face whatever they heading towards), which was not the case in my playthrough. In Unity, the sprites need to be facing certain direction or need to be rotated inside parent object, which is then rotated via script. Aim would be and feel milion times better had you taken the time to do this.

Also the pacing is very weak. You should never make your game fun by buying upgrades - nobody gonna want to buy them unless they already like playing the game. You should make your game fun without upgrades, and then make it even fun-er with them! The arrows should fly fast from the beginning, the shooting should feel responsive and snappy.

When you get aforesaid right, then try to add some visual feedback - how do I know if I can or cannot shoot right now? By just clicking and seeing what happens? Is there a better way? You don't need to have complex animation, maybe have just two or three frames with ready and recovery poses, or maybe just change the color somehow. Just let the player know, they need to know, it is crucial!

When you done that, focus on enemies - are they fun? Are they ACTUALLY a threat to a player or are they just a cannon fodder? Some enemies can be just cannon fodder, but some need to be actually threatening to the player, otherwise there's no challenge, no preassure. Then you can mix and match enemy types, so that the player actually has to prioritize which one to shoot first, e.g. low threat enemies and high threat enemies.

After you have this kind of game, that is actually fun to play on it's own, then you can ask yourself "what would make this game even more interesting/fun?" Whatever you try and find good you can make as an upgrade. But never put all the fun somwhere in upgrades, nobody is gonna play that far (at least outside of game jams).

BUT!

This was your first jam, and you actually finished a game that has menu, some content, is playable, isn't broken somehow (didn't find anything at least), stuff just works. That is a huge thing and you should be proud of yourselves! You tackled all the different parts of game development and struggled through it and finished your project. Next time you'll be better, faster, smarter. Work on what you did, build on the good, improve the not that good, carry on! See you next jam, looking forward to what you can do next time with all the feedback you got! :)

Herding sheep by stupidpawn 2020-05-07T19:05:06Z ♥ 0

Why my fence is degrading on it's own and this fast? :D But in the end, I was okay with just watching the sheep falling out of bounds of the game and screaming to peaceful sound of your guitar. Very zen experience :)

Icy Mountain Hot Potato by Turncoda 2020-05-07T18:57:33Z ♥ 1

Hey, very nice game, although pretty difficult. Your tips helped me a little, but still the struggle is real! :) Not the bad thing though, definitely keeps you playing much longer just because you feel getting just slightly better each try!

What was a bit weird was that game didn't end when my character fell down off the screen, was that intentional? Sometimes I found myself watching bouncing potato for a while and unable to do anything :)

The mechanics mashup is awesome btw., had it been the "combine two incompatible genres" theme like in one of previous jams, you'd have definitely won the theme category! :)

Véia Defense: Aliens Attack by Arthur Silva 2020-05-07T18:43:02Z ♥ 3

Hey, nice entry! At first I didn't exactly know what to do, I thought I just need to shovel the middle tree for it to grow, then tried few other things. After I read the tutorial, things started to be more interesting, cause killing aliens on was pretty easy on it's own.

I often struggled to guess both attack and damage distance to enemies though, as well as recovery time of the shovel swing. I also noticed that you move faster diagonally, which was probably not intended and due to non normalized movement direction vector :)

What struck me immediately as a thing I would do is that when carrying the bag of tree growy thingy, I would put it physically in my character's hands, so it could not attack and carry the bag at the same time. This way it would not only indicate that you already carrying one bag much better than in the UI panel, but also it would add another depth layer and increase difficulty in terms of decidion making, which is alawys a good thing, according to people of the internet :) But that's a design decision so that depends on what game you want to make.

It seems that we both went the kind of same-ish way when tackling the theme. We actually did a lot of decisions (like the four way movement only and some AI behaviour) just to avoid some pathfinding and other AI difficulties like enemies getting stuck behind the wall (which happened to me a few times when playing your game). Maybe consider that next time, pathfinding is better avioded in tight schedule :)

I very much like the hero of your game as well as graphics in general, it feels really refreshing and positive! Also great you managed to do pretty good menu, adds a lot. Overall there were some minor issues that bothered me (see above) and I could handle a bit more preassure, but still playing your game was very pleasing and fun experience! Thank you!

Deer Quest by Brachistosauro 2020-04-24T21:54:34Z ♥ 1

Nice one, very funny! You somehow managed that I never got lost in the samey forrest, that's great. However I would love to have some checkpoint in the game, it's still plenty of going back and forth through stuff you already know and did. Also it seems to me that the difficulty spiked a bit too much. The combat would very much benefit from some audio and particles.

However I love the 8-directional movement and the artstyle is simple yet expresive and very neat and nice. The player character feels very good to control, which is superimportant! Overall I had fun, thanks for that! :)

DANGER! Alien Cow Thieves! by Shredmer 2020-04-24T21:34:40Z ♥ 1

There's not much of a feedback you can give to a game like this, you clearly got your stuff together :) Fun little game, feels good to play, everything's crowded just right, highscore table is a neat idea. I wasn't particularly good (scored bit under 2000) so maybe I just didn't grasp the mechanic fully, but - is there any reason not to mash the attack button like crazy? Jump felt pretty useless to me, as you could attack bounce all around the place, which was super fun, so that's what I was doing. Was it intended? Not much of timing, just bouncing around like crazy? :) If so, well done, if not, well done anyways! And thank you, I really enjoyed playing your game! :)

do not go gently by nsadie 2020-04-24T21:20:57Z ♥ 2

Did I win?

Bez názvu.png

For the whole time I just got bit low on ammo, that was about it. Just when I started to think that maybe I'm in a bit of a pickle. But then the screen came (played web version in Chrome on win7, in case you decide to find a fix). So definitely not challenging enough for me to feel that I cracked the code and outsmarted the game.

As I was writing this I realized that maybe the player hasn't really got a viable option. You either pick a good/bad card or pick whatever is hidden, it's just not really interesting decision making I'd say. You're not making trade offs, you just avoiding what you think would be worse. If you can see monster card, then the other one is probably not worse, most likely better, so what you even should think about? Maybe you just need to give player more viable options, so he can make tough choices and feel under preassure, but also rewarded afterwards?

I don't really think that stretching the game would help much, cause the core loop stays the same. Maybe you should give it one more go to see if you can patch it up somehow? Just for practise's sake? I'm not the best when it comes to designing card games, so I cannot put my finger on it precisely, but there's clearly something important missing in the game core-loop-wise. So take aforesaid with a pinch of salt, maybe the problem is elsewhere, but I'm trying my best to point you in the best direction I can provide.

That being said, you all (your wife included) did a great job on the game, the artstyle is atmospheric and moody, it fits well together, and also the blend of turn based combat, cards and the iso/3D background feels pretty nice. Also I didn't encounter any bugs or problems (except the text one that apparently goes with webGL build), so I'd say everything worked.

You should've totally made some audio though, these kind of settings cannot go without one, even if it's just night ambient insect noises. You need to hear to fear! :)

Still good job, very nice work! Hope you find the right loop and feel soon, I'll be back! :)

A Walk In The Park by ion-programming 2020-04-24T20:40:37Z ♥ 1

Hey guys, pretty nice game for this little time. What bugged me was that in slower speed (until I realized that I can "sprint" with shift) the character couldn't overcome some stupidly small barriers like first step of steps or the plank around the playground, so I had to circle around to find basically a ramp spot, where I can actually go in. I also think that you could've done much better with smaller and more dense, cramped game space.

It's clear that you didn't have nearly enough assets to put in and that's definitely okay, it's just 72 hours, so just go with it. The sprint was too slow anyways and traversing the same patch of grass again and again gets frustrating even in decent atmosphere. So I think that your game wouldn't be worse but even better if all the stuff like bbq and fireplace was there only once and the space was much smaller overall and everything was closer together. Don't go with "my open world is much bigger than yours" insanity that flows these days :)

What is totally great design is that you put more than one "quest item" in the level, so player can reach his own and also there're higher chances that player reaches at least one of them :) That was very clever and it slightly reduced the uncomfortability of decreasingly enjoyable traversal.

So I had pretty good time with your game, but I think that the game could benefit more from realizing the scope and make the experience a little more compact and denser :) Still thanks for it, it was most pleasant and I definitely agree with all those guys above about the humor, atmosphere and the underlying idea being very soothing and enjoyable! :)

Chasse Gardée by FrancescoPanini 2020-04-23T21:47:54Z ♥ 3

Nice game, digging the turkey sound. Obviously the game could use some more polish, but hey, it's only 72, we didn't do much of it in our game too. But graphics is nice and gameplay feels responsive, interesting enough for the scope and also challenging enough.

What bothered me a bit was hit testing for the turkey. It feels like the hitbox is reacting even when you hit just its corner, so no visual part of turkey, is hit, e.g. when you stand right behind the turkey, so the gun is way above it's head and should not hit it at all. That part felt like the game is cheesing you, which didn't feel very good.

Also once or twice I found myself in situation that felt like it should have been last minute save, where the enemy was really close to turkey, but visually not close enough, when I hit it, but then hitboxes just collided and enemy killed the turkey, so instead of that "wow that was close, but cool as hell" feeling I had just "damn, that shouldn't have been so close!" I think you always should allow your player to do this kind of last minute save, it feels really amazing. Even when you need to bend the rules to not be completely fair :)

So better turkey hit testing and allowing player to kill the enemy in the very last second and feel tense but also great about it, that would be my suggestions :)

Overall it's a very solid game, managable scope, fun mechanics, neat execution, looks good, has style. Totally would play again! :)

Fire Up by oscarglo 2020-04-23T21:19:52Z ♥ 3

Hey, pretty neat idea, but maybe too big of a bite for 72 hours? I mean - awesome to have an editor, but I don't think that people gonna use it much if they have problems grasping basic gameplay loop as I had :) Did I win? Did I lose? Was I supposed just the start the fire or could I feed it by clicking or something? How do I know if my destruction was better then the previous one? At least score counter would be very nice, maybe some score bubbles poping out of the buildings? More of the stuff like that so people actually know what they're doing and whether they're any good at it.

By the strong foundation you clearly put in the game I'd say that you just overshoot the scope massively and didn't have time to finish most of it the way you wanted, which totally fine, but also a real pitty as you are clearly capable of doing some interesting and complex stuff have you had less complex and more achievable scope in mind.

At least some basic sfx and/or music would be great enhancement as well. I really dig the artstyle though, it is simple yet clear and effective, it matches all well together both style and color wise! Definitely strongest part of the game in the current state. Still it's clear that there's some strong foundation for future game that could be pretty fun, so wish you good luck with that!

LD43 — Sacrifices must be made (45)

Soul Crucible by Eli Delventhal 2018-12-30T01:25:54Z ♥ 0

Very fun game, though very grindy. Maybe if at least some of the crafted progress can be carried through then it would be less of a grind. But the premise is great! Should you make it less grind heavy and more progress heavy, then the idea of elements and battle preparations is awesome! Also the artstyle is great, audio is nice, the overworld map, though not really good for anything, is awesome touch that hooked me in the first place! Add some story here and there and I'm in! Overall pretty solid entry!

We The Believers by kiv 2018-12-30T00:54:26Z ♥ 1

There's absolutely no need to feed them nor give them water, just waiting game for power bar to fill in. Miracles and words are both awesome though, and so is the graphic style! It's not easy to grasp and I don't think it works like you intended, but there's something appealing about it and I had fun while both losing and winning my playthrough!

Useful Corpses by Zanzlanz 2018-12-30T00:37:14Z ♥ 1

Hey, nice entry, fun idea. Those side spike colliders were pretty harsh though and it was often very difficult to spike the soldier where you needed it.

Lastcrifices by Cerebral Bore 2018-12-30T00:24:43Z ♥ 0

Very nice entry! Great visuals, nice idea, gameplay is fun and challenging enough! Though I agree that "coin-op" style difficulty is very artificial and not really pleasant in modern game design. I liked the game very much though! Keep it up!

ANGRY MOUNTAIN GODS by ted 2018-12-29T23:52:13Z ♥ 0

Hey, great concept, awesome graphics!

NoooooMan by anidealgift 2018-12-22T22:21:28Z ♥ 2

Great idea, great visuals, simple yet effective gameplay! The "noooo" altough superfunny, got a bit annoying during the game and sometime it is hard to get the bullet trajectory and timing right, but not sure how to implement it better in this kind of projection. But even though, I had plenty of fun playing that I must say! :)

Stand On Dignity by pndaa 2018-12-22T21:54:28Z ♥ 1

Amazing idea! As guys said above - if there was more to play, I definitely would! I also very much liked the mixed graphic style! Hell of a fun, sure wish there was more!

The Treachery by Tosunami 2018-12-22T19:45:24Z ♥ 2

Nice one. Graphics sure need some polishing, but the gameplay is pretty huge for a jam game. Nice work on bossfights. Still I didn't always get what part of the boss to shoot and also the shooting speed already felt sacrificed from the beginning :( Still cool foundation, with some further work and polishing, it could work pretty great! :)

Dark Villagers by AwiX 2018-12-22T19:29:57Z ♥ 1

Needs a restart button, I managed to summon a lot of powerful demons but then a run out of food (I didn't build anything) so it took a while until I lost the game... Very nice entry, well thought, looking good, nice sound and music, plays well! :)

Battlecraft : Orcs and Famine by SoKette 2018-12-22T19:21:54Z ♥ 0

Wasn't very clear what does what, also I had no sound (a bug or is there none?). The guessing game was fun, many different ways to die enlighten the point in micromanaging those numbers. Once you actually get the game then it's pretty fun :)

Creepy-Crawlies by KaunisPoika 2018-12-22T18:52:39Z ♥ 0

Very solid entry, nice artstyle! As said above, it definitely needs better learning curve and also to be better adjusted for different resolutions (I too couldn't see the resources panel). But still, very solid base!

Revolver Curse by SkullPixel 2018-12-22T18:41:08Z ♥ 1

Pretty fun and challenging game! I don't get the point of the floaty jump, but otherwise it feels and plays great and looks awesome! Enojyed it very much! Thanks!

Zoe and the Polypantheon by Carraka 2018-12-22T18:34:16Z ♥ 1

Very nice game, nice idea with the textbooks about the goods helping you through the game!

The Pursuit of Profit by jcroisant 2018-12-22T18:02:39Z ♥ 0

The artstyle is great, well picked colour palette, well drawn, well thought out characters, very nice overall Metropolis feel! The gameplay on the other hand is bit on the weaker side, the monster ate babies left on the floor behind his head, jumping felt weird. Also was the level randomly generated? I ended on the gap that I think is impossible to jump over. But most importantly - I think you are unnecesarilly pushing that "social commentary" stuff too hard. I think that you should think more about implementing that social commentary to game mechanics so players will notice and percieve it on their own. Having it as subheader of your game steals most of its magic. I think that for example this one https://ldjam.com/events/ludum-dare/43/santas-list have strong social commentary without needing to be that explicit about it. Subtle is better, let your player translate your game on his own :)

Rogues Like Beer by NickZangus 2018-12-22T17:41:14Z ♥ 1

Great game, lots of fun. What keeps it from 5/5 fun rating for me is the mouse sensitivity as pointed out above and mostly that when one buddy dies and you are switched to another buddy (e.g. already standing on the button) I'd very much prefer that the switch-to buddy will ignore any input for a little while so I won't keep running off the switch into the water, sometimes even before camera is fully adjusted on switch-to buddy. Not sure if it was on purpose, but I think that at least wait for the camera to move would be a large improvement.

I also finished the last level only with two planks each on one side of button pillar because I've thrown both of the tables in the water and couldn't pick them up or move them so they were totally useless for me. But still I was able to finish the level, so I guess you achieved some non-linearity, whether you wanted or not. This is great, I felt really smart when I managed to finish the level even when I wasted both tables :)

Your game is great all around, was really fun (and challenging enough) to play, the graphic style and models were just stunning and animations were full of character (especially that dance at the end!). Really great work!

H E R D by King Kujito 2018-12-22T13:44:20Z ♥ 1

Stunning graphics, really! The course was too long, at least for beginning, and the sheep were as stupid as real sheep are. But the graphics stole the show!

Neon Tank Warrior by wolar 2018-12-22T13:32:52Z ♥ 1

Hey, smooth gameplay, nice graphics, solid game!

Cowboy Hell by dk5000p 2018-12-22T13:25:40Z ♥ 1

Hey, nice work, the voice acting was a great idea! Still needs a bit more polish - your cowboy comments on shot missed even before the shot reach the enemy, the voice of enemy plays simultaneously with your cowboy comments, it's just all over the place sometimes. If you manage to make some timed queue of events, then it would be at least 20 % cooler ;) The graphics is what it is and I kinda dig the MS paint style, but I'd spend more time on polishing UI, as much of it is often hidden behind enemies or at least cannot be read properly. The idea is pretty fun though!

Elon Musk Simulator by boxerbomb 2018-12-22T13:10:58Z ♥ 0

Even the standalone is incredibly laggy on my laptop. Many full fledged 3D jam games, even AAA titles run smooth, but your jam game in UE is downright unplayable. I'd suggest picking your tools with more care, the same game could have been done in Game Maker, even in Flash, and could've run smooth even on much weaker machines than mine. Many of the UE jam games share the same problem and I don't think that there's much time for optimisation during the game jam. So either focus on optimisation or consider using different engine. I'm sorry I can't give you anything better than this :(

Creatures of the Night by Gizmolo 2018-12-14T09:29:01Z ♥ 1

Great job on this project! Especially the artstyle feels well thought, well picked colour palette, very promising! As most of commenters already pointed out - next time you should definitely try to tell as much information about the gameplay actually in the gameplay. That's what game designers do anyway :) Give your player chance to learn about your game playing it, keep them away from putting it down in confusion and never to come back to read the manual (no rtfm with your players). You should incorporate that in your game-developing mindset rather than it being an afterthought. Try to ask yourself "how will the player know this?" I know that time is short, but with this in your mindset, you'll be able to finish maybe smaller project but with much clearer vision both for you and your player!

In the means of your current game it means that nobody really knew where skeletons are coming from unless they read the manual. I wasn't sure what the skeletons are doing or how they work until I read the manual second time (some visual clues of skeleton attacking knight, knight dying, particles, screenshake... would help). Even when hit with the beam, lowering your HP bar is not enough to get the information through! On the other hand, you really did nail the beam telegraphing! Sure, be there more time it could've been something more in theme visually, but still, the beam felt pretty well! That definitelly is the way! Remember that your player is like John Snow - he knows nothing. It's your responsibility to teach him how to play your game!

I like the overall idea of your game and it's microeconomic system and after reading the manual, it was actually rather pleasant experience! Thanks for that, keep it up!

Sacrifice Pit by folex70 2018-12-13T23:08:45Z ♥ 0

Hey, pretty interesting take on the theme! We went for similar concept and tried to lower the repetition using really short one screen levels instead of one huge open world you have to walk through everytime you die. The controls are very floaty, but you probably know that already. I really liked the artstyle, that has a lot of potential when used properly! Overall solid entry by yourself in 48 hours! Keep it up!

EDIT: I forgot about backstory - how come you come to live again when you die? That would help with immersion I think!

De-Railed by OccultOne 2018-12-13T22:39:44Z ♥ 2

How come you have so little ratings? Very solid entry, my highest ranking in mood so far! That snow stepping sound was exquisite! Apart from stuff that can be blamed on 72 hour timespan (a bit samey environment, unpolished or underexplained UI etc.) what really bothered me was two things - first there's no reason for me to track shooting and melee to mouse buttons when you don't use your mouse to aim. I had to play on touchpad and it was really weird. Button bindings would work much better (and if I just missed them, then I swear I tapped all the common shifts, controls and alts, so they must be well hidden). Second, there was no way to tell how many enemies I am attacking or are attacking me - the sprites aligned perfectly, so it could've been one or thousand, nobody can really tell. Also I had a weird camera bug - sometimes the camera did not follow me, but just let me run close the screen boundary and then it started moving (like it was a screen to screen camera, not follow camera), but that wasn't a real problem for me. Still one of the most feeling heavy games I've played so far! Gonna check some of your work if there by chance isn't a game like this! Thanks for this game, it was a pleasure to play!

Mary had a sacrificial lamb by Nikolaj 2018-12-13T21:27:07Z ♥ 1

Very interesting idea, but still a prototype, I would say, for it lacks plenty of polish. If you ever wanted to expand on it, here are few things that crossed my mind - the sheep reaction was a bit unclear, maybe stronger push away from zap would be also more fun as they would build a momentum harder to control. Also - randomness is your friend when it comes to making lot of content in short amount of time, but enemy when it comes to controlling the experience - sometimes I there was no zapping needed the whole time, much less a sacrificial one. Very good was the visual feedback of zapping itself and also hitting sheep with it as well as the telegraphing of the wolf's next position, that made the game feel really thought through and also made it feel like you really know what you doing and what you going for! Overall pretty solid basic playability with a huge potential (especially for mobile platform!) to work with!

GET OUT of bed..... by Abso 2018-12-08T16:13:50Z ♥ 1

Interesting idea! I was kind of expecting some classic clicker mechanics to develop, but sleep reaper twist was pretty interesting as well! :) I too finished the game first try without any problems (actually noticed the reaper in second playthrough because I was clicking to sell all the stuff as soon as it got available just to know what it does). The artstyle is very stylish, and that animation is very on point! Fun little thing, thanks for that!

Suicidal Knight by Corbak 2018-12-08T16:04:04Z ♥ 1

I was getting stuck in motion as well :( Also agree that there was not much of a choice sometimes - lose heart anyways. I don't know if the stucking was the problem, but sometimes I wasn't sure which direction I attack or wheter enemies can reach me and I can reach them or not. Still pretty strong foundation, when not bugging, the movement felt pretty nice, sfx were good, graphics really stylish. Overall good fun for a while! Thanks for that!

Welcome to the North Pole! by fre 2018-12-08T01:40:04Z ♥ 1

It's positive and beautiful and cute and funny. Really great 9 minutes and 31 seconds of my life! :) That music with the snowball pushing face - amazing! Even though, the door opening mechanics is underexplained I think, it took me some time as well to notice the paintings on the ground and to get which snowball size they are reffering to. But I got it eventually and it was mostly pleasing experience. Thank you for this, really!

Buki Nashi by saucygames 2018-12-08T01:20:24Z ♥ 2

Picking up abilities after first wave, when I only discovered the throwing daggers, wasn't very informed decision on my side. Also I didn't quite get the graphics of skill menu, those orange and black lines, what do I do with them? Couldn't really make sense of them. But apart from that, the gameplay feels very tight and polish and the graphic work is really neat, even the subtle animations, attack has nice feel of impact, very pleasant to play! Thanks for the experience!

Deadline of the Dead by _for_science 2018-12-08T01:11:09Z ♥ 2

Not sure how (and if) it fits the theme, but... I don't care honestly. This was awesome! I think it is a simple and short game by it's premise and it probably would not be fun stretched to something bigger, but that makes it even better - perfectly fitted for the game jam entry. Humor is strong with this one, I like it very much! Also the technical side is interesting, if you decide to post some post mortem blog, I'd like to read that ;) Thank you for bringing me joy and entertainment!

MARATAKA by Vodzik 2018-12-08T00:57:51Z ♥ 2

Guys above picked already the most painful points - laggy movement, unclear path on the volcano - that was it at least for me. Otherwise very pleasant experience, lots of character, lots of funny but fitting sfx, nice work done on graphics. Overall I had fun playing your game, thanks for that!

Lanternal : A Mage’s Sacrifice by Liz Cooper-G4G 2018-12-08T00:49:20Z ♥ 2

I bet nobody has ever told you yet that you did an amazing job on the artwork and animation, did they? But yeah, it really is that great! Apart from that, I'd like to highlight a bit more that twist on leveling "up" - it was really unexpected and really well played, for me, that was really the best part of the game - the most clever toying with our expectations :) Sure, there's some ballancing issues (at least I felt it that way), but that won't take away the positive feeling your game gave me! I'm glad I get to play it, it was a great experience, thanks for that!

Horny Demons by Team Infernus 2018-12-08T00:32:35Z ♥ 1

Totally need some UI improvement as guys above mentioned, especially when there's card game going on, so there's very little visual clues what does what. I played your last jam game and very much liked the artstyle and overall adult direction you took. This one did not let me down, very nice take on the theme, I didn't even mind that consequences of some plays weren't really clear from the beginning (looking at you, Search Warrant!), that made the exploration part possible and fun. Well, I guess that the Cultist Simulator is fair comparison. Of course the realization of the implicit drawbacks of some cards set the theme nicely. I will remember to keep an eye on you for the next jams, so far you keep me interested and entertained! Very much thank you for that!

The Temple of Cipactli by bluziDev 2018-12-07T23:55:14Z ♥ 0

I think you fitted the music very well to your chosen setting, as well as graphic style. Unfortunatelly I didn't quite get the proper timing and rhythm of combat, probably more visual and sound clues could help with that. I also was getting stuck between serpents and on the corners more than I would like to, but maybe that was just design decision that did not resonate with me. Overall very solid entry!

PS: If you make a webGL/HTML5 build and put it on itch.io, you probably will get lots more ratings as it will be less complicated for people to try your game ;)

Vampyre by SandPile 2018-12-06T20:37:35Z ♥ 1

I did not get the mechanics - why are the fangs transporting me? I was unable to run post jam version and the original one was pretty bugged, still the graphics is amazing and the few sfx (except touching light) were pretty spot on! The game was fun before it started to be too buggy, so thanks for that! P.S. The bat vertical movement - didn't get that either, but maybe it just needs more time to get it. Also the animation! Cute as heck!

Vincent's Sacrifice by Honest Dan 2018-12-06T20:26:20Z ♥ 2

Beautiful art, very interesting mechanic as when being noob, the game gets even harder! Also the game is very polished, tight controls, felt great, so there's basically nothing that bothered me big time. Little stuff was not that consistent projection or empty feeling rooms. Overall great experience for game jam, especially with all that time the intro sceen must have taken! Very much liked it, thanks for that!

Samurai's Legacy by Simone 2018-12-06T19:32:24Z ♥ 1

Hey, great idea! Just jump up and fall down should be much faster I think, left/right movement is alright, but overall platforming experience is quite laggy and weird. That being said, I very much appreciate the work you spend on modeling - you've done a great job and the visuals are pretty impressive! Looking forward to your next projects!

The Questiest Quest of the Intertwined Feast by Stending 2018-12-06T19:12:19Z ♥ 2

Did I save the planet? Did I? I need to konw! I am not very keen of rhythm games as well as I'm not very good at them. Fortunatelly yours is very forgiving so I always won the match even though I shouldn't have. Still some parts of the battles were nicely sync in a way that made sense to me and actually felt satisfiying, not chaotic as the games of this kind often are for me. I love the rest though, weird game, weird premise, weird characters, I like that very much! Interesting experience, thank you very much! :)

For Brain ! by nolifedev 2018-12-05T23:36:14Z ♥ 1

Hey guys, very neat idea, even though we apparently had very similar! My zombie was dying even when touching horizontal spikes from side, which is not very desirable I'd say. I liked the visuals and the overall feel with music and sfx, it seemed all very coherent and well thought to me. I think that more sense of progression in terms of increasing dificulty of levels would be great, it seemed to me even less difficult as I progressed and actually learned the controls. Overall, though short, still pretty fun and enjoyable experience! Thanks for that, keep it up!

My best friend by ShenDev 2018-12-05T23:04:11Z ♥ 1

Hey, very solid entry. Collisions definitely could use some fiddeling - when I went too close to wall (or Henry), I wasn't able to jump. Nice touch with the story, though you probably should have been less explicit about what is going to happen with Henry. Or not, depends what you were going for. Still pretty solid basis for next jams, definitely keep it up! Looking forward to next submissions of yours!

Catch the Llama by gustavo.christino 2018-12-05T22:18:22Z ♥ 4

Since it is basically a board game, it would help to explain some more of the mechanics, when there's no visual feedback in the game. I like the backstory and also the graphic, even though they're simple. The music is also spot on. Overall it is very good submission! :)

Santa's List by koltzow 2018-12-05T21:56:09Z ♥ 1

Strong experience, I like it very much like it is - bit repetitive, bit upleasant, not that fun after first few slaps, but just something that must be done within a deadline to please the boss. The only thing that kills it form me is the music, it should have been all the happy sang orchestral songs about hapilly making and delivering all the presents and happy children and stuff, just like those typical in authoritarian regimes, with radio effect on it, that's what's in my head. But still, very dark and great experience, really! Don't add anything to make it traditionally fun - that will half kill the point - you work for Santa too, as well as they do! No fun for you, just productivity! Love it! Seriously!

Pyrrhic Victory by Kroute 2018-12-05T21:38:12Z ♥ 1

Great music, great visuals, but controls are pretty unclear, together with no restart/replay button means a lot of annoyance. However the core concept despite being very simple is great and the gameplay is solid! Thanks for the experience!

Sons of Vanity by nkrim 2018-12-05T21:32:05Z ♥ 1

Impressive idea! However I did not manage to crack the way it chooses the closest ressemblance. A bit shame that there wasn't enough time to add some sound, but the art very much compensates for it - it is very nicely made, on point and hilarious! I enjoyed your game very much, thank you for that!

Space Goat: Coast to Coast by Stevie Bushman 2018-12-05T21:14:18Z ♥ 1

You have it all, you have it right. I had fun and had to talk myself out of playing your game more and more so that I could also play something different. Great flow, splendid work. Thank you for the experience!

My First Ludum Dare Game! by SirNovahc 2018-12-05T20:58:10Z ♥ 0

I accidentally jumped off the village platform and then I was falling eternally - guess some sacrifice has been made :) Well, you know it is not particularly excellent in any area, but still - you pushed your first project to publishing - took me more than ten years to finish and publish my first game (you can find it here). That is something. Key things I'd focus on - go even smaller, make more condensed experience, and also work on your presentation - even with stick figures some colours 101 and animation 101 would do one hell of a difference. But still, your idea behind the game is very good and your skills will only get better, so keep it up! Looking forward to your next jam entry! EDIT: Also I very much agree with dk5000p.

Vikrifice by Lucidus 2018-12-05T20:32:58Z ♥ 1

Nice entry, smooth controls, pixel graphics definitely the strongest side of the game. On the other hand, even the first level felt pretty long, which isn't that good I'd say. Also I think that environment would be much better if it was more in the viking theme, this one, though very nicely done, felt just a bit generic. Music loop is bit too repetitive for my liking, but I totally get that the jam schedule is harsh. Still, cute kitten as a bait is genuinely genious! Overall the game was beautiful, with tight controls and it was fun to play it! Thanks for that!

LD42 — Running out of space (33)

BulletJam by C.Even 2018-08-18T09:21:52Z ♥ 1

Great concept, unfortunatelly the jam version is lacking any UI and game info, as well as sfx and stuff. However, it's very fun to play, control scheme is pretty intuitive, so it doesn't matter that much. Artstyle is also great! Very fun experience, thank you for that!

Climate Change Simulator 2018 Chinese Hoax Edition by smbe19 2018-08-18T08:52:36Z ♥ 0

In web version after I clicked start game, the screen just started blinking and nothing seemed to happen. I'm using Chrome.

Spiritship by velvetlobster 2018-08-18T08:50:15Z ♥ 1

The music didn't work for me, ther was some blinking of menu screens in the beginning and then just me on the planet. Still, I would play this game much longer, if there was at least a bit of gameplay. I would find something to do. Its artstyle is amazing and I hope you guys make something out of it!

Don´t Hit The Ducks! by Joloujed 2018-08-18T08:42:10Z ♥ 0

This game would be hell of a fun if you could control where you shooting! I know you've already addressed the issue, but still... Even though, the game is fun, artstyle is very spot on and I like it very much, so is the music in my opinion. I would just reconsider the gun sound, which is pretty uninteresting to me. But overall great experience for me, thanks for that! :)

AL - A Choose Your Own Adventure by starvingindie 2018-08-18T08:31:13Z ♥ 2

Great job! Funny premise, well told, great visuals! Very good one!

Triple Tribble Trouble by freso 2018-08-18T08:18:54Z ♥ 3

When the furry creatures started to replicate, soon the game became laggy and unplayable (in html5 version). Apart from that, the game was really fun, the controls were okay, even though I agree that they could be more precise, overall I had a good time with this entry, thank you for that! :)

Pole Volt by tacohej 2018-08-18T08:06:43Z ♥ 2

Hey, very good one. Gameplay feels tight, graphics are nice, the audio is spot on! Was fun playing, thank you for that!

Not Enough Room in this Space[bar] by fakefirefly 2018-08-18T07:35:33Z ♥ 1

Very original idea!

Literally Running Out Of Space! by Kromzem 2018-08-18T07:26:24Z ♥ 2

Hey, very nice experience! Plays smooth, plenty of power ups, enemies, all works out pretty well! Thanks for that!

Void Knight vs PEST by Memel06 2018-08-18T07:19:57Z ♥ 1

Very atmospheric! It feels very good, lots of juicy feedback really takes you a huge leap forward! Just when you die, it would be better not to jump right into menu, but also burst player into some particles and wait for a while and let the player contemplate her mistakes ;) Apart from that, I had more fun than I expected! Great job, thanks!

Get To The Airlock by Dan Davis 2018-08-18T07:13:33Z ♥ 4

Hey, very good one! Nicely balanced difficulty, fun concept, great execution! The only little drawback for me is absence of feedback when you hit a cave wall, your air depletes, but that's the only way how to tell you hit something. Probably the bouncing mentioned above? Apart from that, I had plenty of fun, thanks for that! :)

Deadpan Gulch by dwemthy 2018-08-18T06:48:35Z ♥ 2

I haven't discovered any deeper mechanic apart from choosing which tile to step on during my playthgrough, which is a shame, I think it would help the game a lot. Also the duel would be much better if there was some more feedback apart from (not so well readable) UI, but I get it was probably out of time scope. The artstyle is however really stylish and animation is well done, so my overall experience was definitely positive! Thanks for that and keep it up!

Space Invasion by Nam Nguyen 2018-08-17T20:00:59Z ♥ 1

When you don't want players quitting your game, be careful of those difficulty spikes. NO ONE will ever rather skip level than quit the game. First you can expect the next level be even harder, second you're a proud player, you either beat it or beat it! ;) The game is very interesting though, very nice effects and mechanic, what keeps me from higher rating is very steep difficulty curve, but overall I had fun (though a bit of frustration as well :) )

Box Bonanza by PatrickRMC 2018-08-17T19:42:36Z ♥ 1

My playthrough went goat simulator all the way :D Not a bad thing though, physics is fun even like that! I had fun, and that counts! Thanks for that!

Throwing Science Out The Window! by SimplePotential 2018-08-17T19:37:13Z ♥ 1

The car was a little bit too floaty for my liking, but I very much liked the bouncing "science" when your truck was fully loaded, overall I found your idea very likable :)

Don't mess up by LeoDESIGAUX 2018-08-17T19:19:10Z ♥ 1

First the negative stuff - the footsteps are too harsh, to sharp, too loud, too unbearable, really kills it. Which I'm very sorry I have to say, because apart from that this is one of the best entries I have played so far. The mechanics are great, interesting formula, you really have to think about the puzzle, and also the visuals are super cool. But would love the game even more if the footsteps could be a little more subtle... Still, thanks for making this game that kept me having fun for a quite while! Good job!

Hyper Dash by tgiant 2018-08-17T18:22:17Z ♥ 0

This deserves much more ratings as far as I'm concerned! Definitely a great one, though not very "in theme." But feels tight, it's fun and challenging and it messes with my brain :)

The Hero's incredible Chronicles by Gaming Night 2018-08-17T18:15:58Z ♥ 0

Very charming artstyle - if it had a little more frosting (like making that grass move in the wind and when player is moving through) it would be totally stunning, but still, very awesome. Music was very well chosen to this kind of epic adventure. I think that even in this kind of game, the movement controls should have been tighter, it nearly drove me away in the beginning, but I'm glad it eventually did not! Overall, this game is a piece of a art! Still want to play more!

Chadwick Cave Chronicles by nerdyHerbivore 2018-08-17T18:03:56Z ♥ 2

One tip - set your particles to world space, it would be a huuuge improvement :) The game never allowed me to third level, don't know why :( Also part of the book is offscreen which makes it a bit difficult to read. I liked the visuals and also movement felt pretty good, and very underwater! Keep it up, and thanks for the experience!

Rude Bear Resolution by alexrose 2018-08-17T17:52:08Z ♥ 1

Got stuck under the elevator! :( Apart from that - great one - very good idea, very good execution, felt very good to play! Thanks for that!

Project Breathe by Hoffschir 2018-08-17T17:44:46Z ♥ 2

The mouse control doesn't work at all, at least for me, somehow it only turns left or goes forward. Also the azerty layout isn't very accesible to me. But the dragon was so beautiful, and so was the universe, that it made me to go and get my gamepad :) thanks for the experience, I really enjoyed it!

Too Many Harlots by Team Infernus 2018-08-17T17:21:12Z ♥ 1

Is there a way to fire any of the current hookers and hire new? Or what's the whole point of new applicants? However, still spent much more time playing this as I probably should have. Maybe even thanks to your writing :) But I must agree, that this was basically just matching numbers. Graphics would work very well both gameplaywise and kinkdywise :)

BOMBER WONDER by JesusAcHe 2018-08-17T16:55:36Z ♥ 1

Great entry, really! I found it a bit unclear where the collision box of jetpack enemy is exactly, but still really had fun. Hope you get enough ratings, this is very polished!

No Space In My Stomach by Roman Petrov 2018-08-17T16:46:11Z ♥ 4

Interesting take on the theme! I found it pretty unclear which seeds turn off which platforms (not all red seeds turn off all red platform, there are also multiple seeds of the same colour, you get it), so it's a bit trial and error, you can't properly plan in advance in your first go through a given level. Also the seeds sometimes blended too much with background. Apart from that playing it was very comforting and calming and smooth experience, maybe thanks to graphics and music it felt nice. Thanks for that!

NO MORE ROOM IN HELL by panurge 2018-08-17T16:31:46Z ♥ 1

Very condensed, very funny and most pleasing to play, lots of juicy feedback, great entry! I would just suggest a bit faster spawning, but on the other hand, the bat animation is super sweet! Overall very well done!

EPIC THEATER by filgreen3 2018-08-17T16:20:53Z ♥ 1

Pretty deep and interesting concept. However, I can't see why there's a time limit still running when I'm waiting for the queue to move on and for the seating interface to show? That's not me who is wasting my time, it's those lazy visitors (and menus). That got pretty irritating, but maybe I overlooked something? Still a fun game, graphics was very neat and the little snippets of character of visitors, very nice touch :) Thanks for the experience!

The Flopp by Sanguis 2018-08-17T15:42:50Z ♥ 1

When my character was in "out of memory" state, it was falling through the moving platforms, was that intended or is it a bug? Made me stuck :( Apart from that, the platforming mechanic was pretty neat and felt pretty tight, so I enjoyed playing your game, thanks for that! Also the graphics and idea both pleased my heart!

Penguin Voyage by guladam 2018-08-17T15:31:00Z ♥ 0

Pretty high production quality for a jam game! I had fun and there's basically nothing that bothered me or seemed to me like it could use some improvement. Tough job when trying to give a quality feedback :( Thanks for the experience, definitely glad I played your game!

Castle Crabers by Greet 2018-08-17T15:22:29Z ♥ 1

Hey, pretty cool, though it took me a while to get a grasp of controls, numbers shown on your "instruments" would definitely help to inform the player. Also the web version lagged a lot when the water level was rising. Graphics are pretty strong, I like the artstyle and the palette, music is well chosen as well. Thanks for the experience! :)

Falloor by Madamin_Z 2018-08-15T10:38:32Z ♥ 2

I'd say that it would feel better, if you evaluate player position strictly on one tile at a time, so there won't by two rows/columns falling simultaneously. But maybe it'll grow on me like it is, I'll give it one more go :)

Little Planet by PlanetGames 2018-08-15T10:08:43Z ♥ 1

Art was very cool, also the minigames (flying rockets, shooting asteroids). I think that it would be really helpful (it would be for me) to know incoming asteroids and also the Sun position before you mount the gun/rocket (allows for better planing). To me, asteroid always spawned on the exact opposite side of the planet than my gun was, so my planet was always destroyed before I had a chance to destroy the asteroid. Is it intended? Also would be very nice, if asteroids were stopped during the time you are flying the rocket, otherwise there's no way you can protect your planet.

Overall I like the rocket flying minigame, bit neutral about the crafting part, felt frustrated about the shooting minigame, cause my gun was always on the "dark side of the planet."

Still thanks for the experience, keep it up! :)

You May Live (YML) by SachaY 2018-08-15T09:53:34Z ♥ 1

Guys, I can't see any papers in the itch.io version, which makes the game unplayable, unfortunatelly :(

Bez názvu.jpg

Groundfall by Arcus 2018-08-15T09:34:38Z ♥ 1

I really wanted to play your game, but I won't download a GM2, I'm sorry, just to far beyond the point of inaccessibility for me :(

LD41 — Combine 2 Incompatible Genres (53)

Numbness by Velocity7 2018-05-15T17:32:06Z ♥ 1

Nice one! Though the platforming feels a bit floaty and also has the unity well known "wall stand" issue (just literally try to stand on the wall and you'll see), still the music set pretty good mood and some visual effects were very well done! Overall I enjoyed the experience, thank you for that! :)

Witch's Escape by cristiano.m.garcia 2018-05-04T10:24:07Z ♥ 1

The spike pit never stopped me even when I didn't hit both the spells in time. But great experience overall, very nice effects, nice artstyle, fun gameplay! In the first run, it caught me totally by suprise that more spells are needed for obstacles, so maybe I would introduce double spell obstacles sooner in lower speed so it breaks a bit the boredom with slow coming one spell obstacles in the beginning (didn't seem that long to me, but some guys actually pointed it out in comments) but also informs player that the difficulty will be increased also in this way. Overall I enjoyed it very much! Thanks for that!

The Ace by MacBernik 2018-05-04T10:12:28Z ♥ 2

Great visuals and overall artstyle!

I'm Not a hero by Guillaume Gomez 2018-05-03T10:43:30Z ♥ 2

Very nice idea, would be great to see what you can develop it into! About more critical feedback: that background might be great, but that dimms a bit the foreground where the action is, so I think it'd be great if you reconsider balancing your contrasts and palettes, so that it will be more balanced (That doesn't mean I didn't love that background sunset stuff, sure I did!). Also part of the problem, look up something called "the squint test" - basically it is very difficult to distinguish which objects should be avoided (or are in any way important for the gameplay) when they're the same visual level as everything else, so the crates or barbed wires should stand out instead of blend in (as they pretty much do now) so they can be distinguished even when player squints her eyes. Besides, the position of the crates relative to player's looks like they're not even in the player's way. Player always needs to be sure which objects are just background and which should she avoid or interact with.

Overall I liked your game very much, I think the idea could be expanded to a great game and also it looks like your team is capable of very neat production quality, but still you need to keep an eye on very important aspects of the gameplay that could potentially harm the outcome! Good luck with it and thank you very much for the experience!

FPS - Fugly Puzzle Shooter by Fedor 2018-05-01T19:48:52Z ♥ 1

I probably shouldn't mention the controls when it was already pointed out in every comment here, but I don't want to break the combo and also the controls are pretty bad, renders shooting with mouse totally useless, it would be much better if you'd be shooting with space or whatever, then maybe it would work better. Apart from that it's very cool idea and pretty good start of possible future project!

Cooking Mecha by Franin 2018-05-01T19:28:35Z ♥ 0

How do I do like... anything?

Office Tactics by Move127 2018-05-01T19:25:11Z ♥ 0

I have no idea why boss was angry, all the work was done :(

Robozes by fanakito 2018-05-01T19:08:21Z ♥ 0

Is it just tetris or have I missed something?

Type Hero Adventures by Adriano Verissimo 2018-05-01T19:03:44Z ♥ 2

This is genuinely awesome! You should play and rate other games to make your game more visible, because it would be shame if you couldn't make it to 20 ratings or just if people would not know about your game!

Crafty by Brackeys 2018-05-01T15:43:32Z ♥ 0

Definitely needs to put discovered items right into inventory and items should swap in the crafting boxes (the dragged one should go in, the previous one should go automatically back to inventory). That's kind of basic UX. The idea is very clever though, interesting storytelling indeed :) Not sure how to go about the trial and error proneness of this concept :(

Soccer Fight by mic_matrix91 2018-05-01T15:00:16Z ♥ 1

Pretty fun game, but I don't quite get why the ball doesn't bounce more, instead just stays in place of last hit enemy? I think that more bouncy ball would really add a bit of frenziness, one shot could bounce all around on multiple enemies, but also player would have been more careful about where he's shooting and with how much energy not to completely lose control of the ball. Anyways pretty nice entry, thanks for that! :)

Elaab Bark by Zlabya 2018-05-01T14:47:11Z ♥ 1

The mouse sensitivity was damn too high, the jumping mechanic not very well done - the jump should allow you to hit the button in the very last moment, maybe even a bit after that (meaning when you already a bit off the platform), also you should always keep in mind how high and long your jump is when designing levels, otherwise the game would feel frustrating instead of fun. And dude, the pendulum, that's not how swinging works, go out to see some kids in the park ;) There's really lot of stuff you have to get into when making games, even when it comes to basics, but you never learn if you never try, so I think it's great you joined and I'll be definitely looking forward for your next jam (or any other) game, where you use all the stuff you've learned from this jam and from feedback :)

Peculiar Adventures of Dorothy Hops by detectiveLosos 2018-04-29T22:31:45Z ♥ 2

Actually suprised I didn't notice any Kingdom reference throughout the comments, the water striked me with it, even though it could use a bit of a displacement map :) Still like the game very much, very dense atmosphere, great art style, well chosen palette, super sweet gameplay with tight controls (I mean - you surely know your stuff with that jump allowance <3 ) and the game over screens made me smile when it insulted me with drowning in a puddle :) Glad I found this game and I'll be definitely looking forward to more of it!

pressspace by Michael Arcadi 2018-04-29T15:12:47Z ♥ 1

Great idea, really! Even the presentation, dropping pieces of a story! Really clever and fun! Thank you for the experience!

Rose-Coloured Dungeon Life by Junber 2018-04-29T15:05:40Z ♥ 2

I don't really get how the combat system is supposed to work or to be any fun :( Close-to-impossible to hit what you want and avoiding hits is nearly the same. Maybe some introductory enemies that let you know the combat system better without killing you in instant? Besides that I very much like the fluffy lion taco and the work you actually put into the characters ;)

The Passage by Vodzik 2018-04-29T14:55:40Z ♥ 1

Dude, pretty difficult right from the beginning! But seems to me that it has potential if you work on it and think it through. Right now it took me pretty while to even realize what to do and what not. Even though - very interesting experience!

Scarry by Memel06 2018-04-29T14:42:32Z ♥ 2

Great idea with that microphone stuff. I just roamed around for a while and nothing was going on until I found the first whatever you collecting, and then it happened! But man, what have the world ever done to you to deserve invisible walls around the game space? :( Nevertheless, very nice game!

Midnight Thief by Deadly Apps 2018-04-29T14:21:10Z ♥ 1

Harder to get into, but great idea, great execution!

Roulette Knight by Finlal 2018-04-29T14:12:00Z ♥ 0

I found what seems to me as bug - I bought something in the shop, equipped it in my inventory, when suddenly my money went to zero and stopped increasing. Very beautiful game, great sounds and brilliant mash-up idea!

Lost Without You by jackrugile 2018-04-29T13:59:29Z ♥ 1

Two things on my mind - I would suggest making the firefly snapping stronger, sometimes I had to go back chasing firefly that i missed just by milimeters because it couldn't catch me. I don't really see the point to be able to escape the firefly you wanted to hit. Second - it's kind of luck game, you just have to hope you hit the right turn (or have I missed something?), so it would be great if there was something you had to actually think about more than just roaming randomly. Second one is minor for the actual rating because of the time constraints, but maybe for the future development I think it'd be great to think of something like that.

Apart from aforementioned, I loved the experience - the idea of time dependent changing is really clever, visuals are great and audio really helps to set the mood, which is overall very strong! So thank you for that, I really enojyed playing this game!

Super Slime Slasher Ultra by sebastianscaini 2018-04-29T13:45:27Z ♥ 3

Dude, the mouse control is bug-level broken, I don't think it's against the rules to fix this kind of problem, it's not like enhancing the gameplay, it's more like making it controlable. Besides that, the idea is great and the artstyle is cool and cute, audio is good as well, so playing on controller is actually pretty fun! Congrats on that!

Pieter Post Apocalypse by maxartz15 2018-04-29T13:34:18Z ♥ 2

I don't know, I really didn't like the car movement, felt too floaty and slippery. But I loved the artstyle and idea as well as setting in that war zone! Very well done!

Last Man Green by ded 2018-04-29T10:19:41Z ♥ 1

Awesome work! Idea, graphics, sound effects and that very familiar but still unexpected ending! Enjoyed it very much, thank you for that!

Dainty Deprivation by NickMarcha 2018-04-29T10:11:49Z ♥ 2

"So I'm supposed to drive or... Oh, what are these cute little creatures? What am I supposed to do... oh no, why would you do that? Why would anyone do that? They're too cute and too young! They don't deserve it!"

Nice work, great artstyle, cute little fellas!

TwoForOne by Zer0Kelvin 2018-04-29T10:04:48Z ♥ 0

Playing on keyboard is really complicated :( still an interesting idea and pretty good execution in five hours :)

Claude Van Clam Presents: Roberto Fishermun's Horrific Fishing Adventure 2019 by The Enigma 2018-04-29T09:49:55Z ♥ 4

Sometimes towers can't be placed on some spots without any noticable reason. Also the fishing on/off space key thing doesn't always work precisly, no idea why. Although very nice game, spend a while playing it and would probably be still playing, if it weren't for the last boss wave that ended my experience. It seemed to me that money was never enough for upgrades and renewing your towers, but I know that balancing economics in such a short time isn't the easiest stuff. Also agree that music does exact opposit of supporting mood and theme of your game, which is a shame, the rain was very nice touch and had it been accompanied by proper music or sfx and maybe a bit of lighting/color change, the mood could have been pretty dense! Still I had fun for a pretty while, so thank you for that!

Road Pump by SubZtep 2018-04-29T09:24:27Z ♥ 1

Man, I suck in this kind of games! But still I agree with @Flaterectomy - the notes don't match the beat (at least not all the time) which is a big shame in this kind of game. Also some penalty for randomly mashing buttons (like multiplier for precise streaks) would help to avoid button mashing issue. I hade a similar issue as @jcwelgemoed with the car blocking notes, even worse, from the beginning I expected that the car should hit the notes, not the bumpers down. Maybe it would work that way too? I however very much like how (even when not in the precise rythm) notes change with music pretty joyfully and the song itself matches the game very well! Overall I enjoyed playing it, thank you for that!

Sumbot Fighting! by blu3bird 2018-04-29T09:08:53Z ♥ 2

Got to go back and read the comments to actually understand that I have to hold space to move the parts unless I wanted them to disappear! Which I instantly forgot after I succesfuly made first command plate so it disappeared soon after I let go of space after I picked it up and then the basic plate dispenser (dark green) bugged out and stopped working - it only gave me glitched half plate which could not be picked up and also never gave me another working plate. Besides that, the controls feels a bit floaty, I think that is partly on purpose (as the ride on that little wheel), but still think it is a bit too much for my liking. The idea I find briliant and with more precise control (and few debugging rounds, but hey, 72 hours) bursting with potential. The game is fun when you finally get what you need to do and the artstyle is really cute and awesome! Thanks for making this, enjoyed plaing it!

Crystal Library by Goplite 2018-04-28T22:16:54Z ♥ 2

If more time was put into the sprites and lighting to be a bit more atmospheric, it would be definitely "sleeping with lights on today" stuff, but still the mood is strong with this one, and the audio is very guilty of that. If you're gonna expand this into a bigger game, do some more work on the sprites and lighting, and (most importantly?) let the player explore some lore or story (in the books?) to hopefully find out what the hell is that librarian creature and what the hell happened in this library, then I'm so into your game! Controls feels smooth and comfy and librarian navigation feels very good, like you do have a chance, but still there's pretty strong sense of threat. Great work, thank you for that, I really enjoyed it!

The Fast Dating by jk5000 2018-04-25T14:42:08Z ♥ 1

Really great idea and great concept! :) However, I noticed the same issues as guys above - jumping is unresponsive, the obstacles are kind of blended into the road and the waking up after hitting anything is wayyyy toooo sllloooooooowwwww. On the other hand your voice acting is funny as hell, so if that was your focal point, I can get why :)

Hadecken by La mecanique du plastique 2018-04-25T14:14:30Z ♥ 2

Is there anything you wanted to do differently or didn't make in time? Cause it doesn't seem like so to me, feels pretty much finished and pretty deep and complex gameplay :) Just had some trouble controlling it on keyboard (block sometimes doesn't get noticed, no idea why), but apart from that, I had some serious fun! Thank you for that!

PS: Maybe just one thing - allow player to rebind keys, a bit uncomfy playing on qwertz keyboard with Y down the left shift ;)

Goal Defense by Mau 2018-04-24T20:54:45Z ♥ 1

Nice idea, just the goalie feels a lot floaty, I don't find that very good, but maybe it is on purpose?

Puck Off by Matthew Roelle 2018-04-24T20:49:52Z ♥ 1

Great idea, great execution, really fun game! Thank you for that! :)

A Knight's Bounty by DarkAnice 2018-04-24T20:38:12Z ♥ 1

I actually had fun for that little while between I found out how to play it and when I won the game, so that's happy me it happened and sad me it didn't last longer (don't get me wrong, I'm not complaining, 48 hours is not much).

In the game current scope I would definitely say that the biggest issue are those invisible walls - better graphical representation is neither hard to implement nor it is anyhow time consuming to do so, so that is wholly up to your head that you're confusing your players.

That being said, the rest is quite tight and good feeling and looking, so that's why I had fun, even though I first had to learn that things are not what they look like :) I also pretty much agree with @Richard Weug and @TwinGhosts with their pros and cons, although I don't think that lack of features or enemy types is that big of an issue when you make your game during a weekend. Thanks for your game, it was a very intense experience :)

A Fistful of Shrooms by gdort 2018-04-24T17:05:34Z ♥ 1

Actually pretty clever genre mixing, too clever to get it at frist glance it seems :) I played only on gamejolt and all the enemies were getting pretty quickly down the bottom edge of the game screen. Also there's no way to resize or fullscreen (properly) the game, which is a shame. Don't know whether or how you can adress it, but it would be appreciated :) Also seemed like enemy hitboxes are not up to their "heads," but maybe the reason was also gamejolt.

Praxre by cenullum 2018-04-24T15:44:34Z ♥ 0

Bizzare stuff, love it! Especially fishing music after what goes on previously, pure gold!

Bouncy Bullets by Rohan 2018-04-24T15:35:11Z ♥ 0

Great one, only thing that really bothers me on this game is there aren't more levels! Good work!

Slide or Die by Zeriver 2018-04-24T15:14:53Z ♥ 1

This is very unusual! Like what you did both with the theme and with the time!

Sneaky Dancer by 5targuy 2018-04-24T15:06:30Z ♥ 0

Why have you opt out of humor category? I found your concept extremely funny! And execution as well, like it very much!

Space Pong Invaders by MrMordem 2018-04-24T14:56:59Z ♥ 0

Awesome, there's never enough local coop games, especially interesting ones! Wouldn't say that it strongly fits the theme, as it is more of a combination of superclassic, than incompatible genres, but doesn't really matter to me when it's fun! :)

Top Hat Defense by MrSnake 2018-04-24T14:52:25Z ♥ 1

Good looking and smooth feeling game, very polished, finished game. Unbelievable :)

CDR the game by Feel 2018-04-24T12:57:02Z ♥ 1

It works well, looks good, plays fine, it just feels like there's not much to it. Great work though, keep it up! :)

Alida of Arx by jsmars 2018-04-24T12:27:49Z ♥ 4

It's beautiful and despite it's flaws it's much more than anyone can expect from a 72 hour game jame :) My personal pet peeve - dialog should end/continue automatically after a certain time, not just after click, that stuff annoyed me a bit, but not like quitting annoyed. But I'm sure that and plenty other things is that polishing you don't have enough time for in game jam, otherwise amazing work and I like it very much! :)

Also thanks for playing and rating my game to @svdvorak who brought me here in the first place!

EDIT: Oh man, and that classroom! <3

No longer available - too bad quality by TheKaijuGirl 2018-04-24T11:41:22Z ♥ 0

Great concept! Very slow and with not very good controls though :( But love the idea of color mixing potion brewing! Definitely work on that more! :)

Dual 'Em Up by Xenation 2018-04-24T11:32:59Z ♥ 0

I have no idea what to do. At least controls would help very much. But looks good, so it's a shame it's that messy :(

Nightmare in the Woods by Kejlynda 2018-04-24T11:27:00Z ♥ 1

The jumping feels very bad - that was the leaving point for me, you float in the air for an uncertain amount of time and sometimes cannot jump again after landing for a while. Should you make a platforming mechanics, you definitely should make it feel like player is in control. A bit shame, I like the artstyle and mood of the game and probably would enjoyed it much more if it weren't for the frustrating jump :(

Reverse by MrJake7X 2018-04-24T11:13:30Z ♥ 4

Everything was already written, I think. It's beautiful and can be even more given a bit more polish. But the gameplay isn't much fun when you have to run twice the same long and uninteresting way. Also the camera is bit awkward and so are animations, but I guess that happens in game jams and is pointed out just because the beautiful graphics of yours promised something of much higher production quality.

On sidenote - I thought it was a local coop game until I realized how to switch between players. If you consider that as an opportunity and try to rethink level design and point of view (or at least camera manipulation), it would make a great and beautiful local coop I would definitely play with my gf ;)

BoomBall by shrinjoy_fox 2018-04-24T11:00:39Z ♥ 1

Thanks for commenting and rating my game, played your as well, it's very confusing in a very fun way :) not sure if my ammo is limited or is it resuplied during time? Had fun playing it! I agree that it is really difficult to predict any exact outcome, but for me it was actually part of the fun, just flying around and trying to manage it a bit. I would just like to see other players thrown around as well, to make it a bit more chaotic :)

Last Stand. [Web Play] by Darkwing00Duck 2018-04-24T10:45:28Z ♥ 1

Man, this is just the "why haven't I thought of this" kind of game! It was fun playing this! Maybe I would just make the shooter part feel more "heavy" - more bullets, more rapid fire, more zombies (one-shot kill?). But still the best LD game I have played so far.

Dungeon Drifter -- A roguelike racing game by Triceraptodactyl 2018-04-24T10:33:06Z ♥ 2

I just couldn't get into it, I'm sorry =( Maybe some greater allowance in the begining, or hitting the walls not being instakill, just rises damage bar? Just any sort of "getting used to" level. As it is, it was too floaty and incomprehensible for me, so I put it down pretty soon :( But that's pretty subjective I guess, hope someone's gonna have great time with it :) But I very much like the steampunk-ish setting!

Bloody Battle by dib 2018-04-24T10:21:48Z ♥ 3

Good one, man! Movement sometimes feels a bit floaty (should it?) and most of the weapons (or have I just spawned only the bad one?) are irritatingly slow in fire rate. On the other hand I very much like the body immune system (?) theme. Think weapons should be a little more abstract to fit it, but that's really subjective. Of course absence of SFX is a big downer in overall feeling, but given the time... :)

RogueNite by KarMaPlaYzz 2018-04-24T10:09:15Z ♥ 0

I'm sorry, but I quite didn't get what am I supposed to do :( I found bouncing blobs, ran from them for a while, couldn't locate a weapon (or key to use any) then found out blobs were instakill. Hope you can avoid it next time and our next game will be less confusing and more fun ;)

El Sniffo by Ewolind 2018-04-24T09:59:19Z ♥ 2

Did you spend all the time making environment graphics? Kind of worth it though, looks really good. But I got stuck in the second room, other were unaccesible. Also definitely any sfx would be much better, or actually attacking enemies or chance to quit the game. I know it's hard given the time, but should it been a smaller environment, it would be much better game I bet.