Foon → Ludum Dare Explorer → Users → Human Writes Code
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | LEFT ON RED | jam | 340 | 3.68 | 3.67 | 3.68 | 4.16 | 3.70 | 3.37 | 3.96 | 3.74 |
| 2024 | 56 | Tiny Creatures | Little Summin' | jam | 309 | 3.78 | 3.53 | 3.68 | 3.43 | 3.45 | 3.25 | 2.94 | 3.34 | |
| 2024 | 55 | Summoning | 👥 | Streets of Mage! | jam | 498 | 3.63 | 3.56 | 2.85 | 3.45 | 3.87 | 3.98 | 4.05 | 3.41 |
| 2023 | 54 | Limited Space | 👥 | Going Up | jam | 63 | 4.19 | 3.95 | 3.67 | 4.48 | 4.16 | 4.25 | 4.40 | 4.17 |
| 2022 | 51 | Every 10 seconds | Kill Team 10 - Badasses On Patrol | jam | 678 | 3.43 | 3.12 | 3.72 | 3.83 | 3.52 | 3.50 | 2.85 | 3.41 | |
| 2022 | 50 | Delay the inevitable | 👥 | The Last Days of RIPLEY 9000 | jam | 394 | 3.75 | 3.30 | 3.55 | 3.87 | 4.17 | 3.63 | 2.97 | 3.39 |
| 2021 | 49 | Unstable | Path of the Pogo | jam | 731 | 3.53 | 3.13 | 3.66 | 4.07 | 3.63 | 3.46 | 3.81 | 3.35 | |
| 2021 | 48 | Deeper and deeper | 👥 | Get Rich or Dive Trying | jam | 633 | 3.67 | 3.44 | 3.25 | 3.11 | 4.04 | 3.78 | 3.34 | 3.75 |
| 2020 | 47 | Stuck in a loop | ME! vs the unrelenting alien invasion | jam | 366 | 3.81 | 3.76 | 3.22 | 3.75 | 3.54 | 3.65 | 3.94 | 3.48 | |
| 2020 | 46 | Keep it alive | 👥 | Doomsday Deliveries | jam | 1764 | 3.25 | 3.04 | 3.32 | 2.98 | 3.40 | 2.93 | 2.58 | 2.81 |
| 2019 | 45 | Start with nothing | Eventualities | jam | 505 | 3.50 | 3.19 | 4.10 | 3.81 | 2.74 | 2.98 | 2.29 | 3.72 | |
| 2018 | 41 | Combine 2 Incompatible Genres | Body Counter | jam | 686 | 3.36 | 3.60 | 3.76 | 4.16 | 2.29 | 2.60 | 2.62 | 2.60 |
This is great. Tight controls, some good little puzzles and nice art. It has a cool story that I was just getting into when I reached a point where I didn't know where to go or what to do. Not entirely sure how well it fits with the theme but still a really good game!
I love farming games so this scratched a bit of an itch, that said it was kind of hard to know what you had done and what stage the plants were at. Eventually I got a stack trace bug when I went to buy a snake. Unfortunate since I wanted to see how the snake competition worked!
This is great. It definitely is Totally Not Settlers. Obviously there's a little bit of influence from Settlers but the defense building and multiple worker aspects make it a completely different game imho. And it's really good! The only think missing was some nice relaxing music. Great work.
A beautiful looking game! The sound design was quite nice. I'm not sure if I was playing it right as nothing seemed to happen after I achieved the first "distraction". I really like the interpretation of the theme, though.
Wow. Pretty ambitious project! I think it's great. I cruised around. Tried to buy some stuff. Had no money. Picked a fight with some one. Won! Felt like a true space pirate. Picked a fight with some one else. Lost. Good stuff! The controls took some getting used to and the space battles are super hard (it's hard to aim, generally). But there are so many nice little features in here! Great work.
Oh lord. My arm is sore now! That was a great game. I got to 75m before I realised that the monkey was actually climbing behind me! After that it was just furious mouse waggling. It was great fun. I completed it with a score of 36872. Well done! Loved it.
Very cool! A really interesting idea with really nice mechanics. I must be a complete scrub though because I really struggled to eat enough bugs to keep my energy up. Nice music and feel to the game, too.
I liked the story. A nice little narrative experience. If only there was some great music to go along with it. Good job with a cool idea!
This is really satisfying. I built a house on a lake with a tree house beside my windmill and just watched the money roll in! Graphically beautiful. Game play was really relaxed. The only things I noticed was that sometimes you would try to put, for example, a bush in front of a tree and the tree would end up in front of the bush. The music was good, but I'm not sure it was relaxed enough for this particular game. Overall, though, I really enjoyed it! Good work!
This game made me laugh when I told the warring folks on the Blue Planet to "just sort it out" and they all started apologizing to each other :laughing: There is a bit of a bug when you play through a second time (events from the past game happen automatically and old text layers over new text). I really like the interpretation of the theme. A few people did the "create a universe" theme, but this has been the most fun one I've played so far.
This is a quirky game. Fighting giant chickens, moving caves, sacrificing tiny red dudes - you're right, it is an experience. I quite liked it. The music is chill. The way the little guys move around is pretty charming. Tbf, I'm not sure what to make of it because it's a pretty left-field concept. I did enjoy it, though!
Cool concept. It's part Agar.io and part Tetris with some nicely implemented physics thrown in. The addition of the orbital defense objects gives it all an element of strategy, too. All it needed was some soothing background tunes. Good job!
@apace Yeah. I underestimated the scale of the dialogue needed - hence the looping nature of the game dialogue tree. I would have implemented a save mechanic for the solution had I realised the need for it early on... but sadly I didn't. Thanks for playing!
@rolly Those are all great suggestions. I probably won't add more content to *this* particular game (seriously, you do NOT want to see the code base) but it certainly stimulated some ideas for building something very similar but more substantial and... well, better coded. :laughing:
@laegoose Thank you! I can totally see how ramping up the speed would be of great value! Cheers for playing!
@baktillus Thanks for playing. Yeah, I kind of knew that the loop around of the dialogue would be a bit of a pain. It was a stop fix measure that I used because I was running out of time to implement the dialogue tree. Using a binary response approach means that you end up with 2 to the power of however many levels of dialogue. As I came to realise - that's a lot of dialogue to write :laughing:
@kirke Thank you!
@givit-game-studios Thanks! Finding the full solution is hard and you have to play though a lot of dialogue branches (one of the things I would change if I was to redo the game). A lot of the solution items are kind of half right, which makes it pretty tricky. Thanks for playing!
@khorm Thanks for the feedback. I agree wholeheartedly with the negatives you pointed out. Glad you liked the experience (also, it's not the kind of game I would usually play, either).
@swanijam I wasn't familiar with the AGP game so I went and had a look - very interesting! A lot better looking than my game obviously but I can clearly see the similarities. Thanks for playing!
@kleinzach Thanks for playing! A message history was on the feature list but I never got around to implementing it. Definitely would have been good to include.
Thanks for reminding me that I'm still just as bad at these kinds of games as I always was. :laughing: Seriously though, this is nicely polished and well executed. Great job!
This is really good. I love the humour in it and the graphics, music, sounds and voice acting all work together. A cool simple concept that is well executed!
Great atmosphere. Nice controls. I was really getting into the whole thing when I spied the police station! Sadly, when I went to enter the station it threw a stack trace and that was that. I really loved the sound design in this and the color palette that you used. When that church bell went off, I legitimately jumped in my seat. Nice job!
I love the idea of the game but I failed to make a single potion. The art work is great and the UI is intuitive. The music and sound suits the style perfectly. I do have to echo the other comments regarding a little bit of feedback/hints about what may or may not combine. Otherwise, good job!
This is hard! I really like the style of the game and the satisfying "crunch" when you eat the enemies. Those red asterisk guys are hard as nails though. My best score was 23. I think I'll settle for that. Good work!
Just came from your video about the jam experience. I think you were way too critical of what you achieved in this jam, dude! You have a functioning inventory and crafting system, a resource collecting system, some nicely animated pixel art and quality of life stuff like muting, exit menus etc. I actually think you did a great job with this!
Four hours left in the jam and I'm looking to shoehorn in some innovation by building a procedural generation system? It's like this game knows me on some metaphysical level. Great work!
That's a cool idea. I like the mouse only control and the challenge of the game. Some nice little features with the colour changing and the way that little blobs are both keys and also change the world palette. Well done!
I really liked this one. Such a simple concept but really well executed and a LOT of fun. I made the mistake of playing this on my laptop - not sure that the trackpad is ever going to fully recover. Love the humour of it, too. Great stuff. P.S The double castle and dragon build is the new meta.
I like the little banana dude. It felt bad when he died...... sooo much. That's just because I'm bad at games, though. I managed to get the shoes and the duck, but that's as far as I got. I wish there had been some cool background music but aside from that I liked it!
Okay. That was spooky. Great atmosphere. I felt really uneasy from the beginning. It was a touch easy in the end but it looked great and I think you nailed the mood.
This is slick. The controls are so responsive and the physics feel great. If you spent a bit more time building on this, you could have a super addictive rage platformer. I absolutely LOVE the music, too. Best chippy music I've come across in LD45 so far. Great work.
This is really nice. The controls are responsive. The music is great. It has a nice level of difficulty. It would be cool if falling to the ground wasn't an insta-death, though, since you kind of need to take a leap of faith sometimes. Overall, great job!
Nice little game. I got a Corgi named "Butt" who remained unhappy despite being fed about 40 bones a day and spending approximately 12 hours playing with the ball. Butt was a miserable little sh*t just like my real dog. So 10/10 for accuracy. Nice pixely art and simple but effective music and sounds. Sometimes the ball was a bit unresponsive to mouse clicks but that's about it. Good work!
Good idea. My mouse clicking finger almost fell off. Also, I'm not good at multitasking so my plants died a lot. Just like in real life. Fun game with a good sense of humour! Well done!
Not going to lie, the first time I captured a knight, the sound effect scared me half to death. That said, this was a fun game. Love the AI, love the dice physical rolling dice, love that you included a CPU vs Player mode, and a cool game concept. Great work!
Beautiful game. Really nice movement and feel. Love the idea, too. Great work!
@euix Thanks for the feedback. I agree with all of that! Thanks for playing.
@slimbun I did try to put together a WebGL build but it just didn't want to cooperate unfortunately. Thanks for taking the time to play anyway!
@iferit @maindric @khyrgrim @lukas-shiley Thanks for playing! Yeah, I agree that finding a better way to describe, display or highlight the target houses would be a big improvement. Sadly, I left the quest system until the end and just had to go with a rough text description. Also @maindric, right clicking with the mouse allowed you to pan the camera around but in general the controls needed better explanation, I think.
@noel-widmer Yeah, the rockets could definitely have been improved. Some kind of radar warning or something would have helped. Thanks for the feedback and thanks for playing!
@thooom Yeah, there isn't really a "win" condition. It's more just a matter of how long you survive. So a clock of some sort would have been good. I agree. As for the radio voice instructions - we also talked about adding something like that if we decided to keep working on it in the future. Thanks for playing!
@shaolin-dave Thanks for the heads up. We had no way of testing the Mac or Linux builds and just put them up to give people a chance to run them. If it isn't working though, I'll take it down.
@shaolin-dave Thanks for taking the time to make a fix for the Mac build. I've downloaded it now. If you could point me at some reading about how to solve the build issue, that would be much appreciated! And cheers for the feedback, too. All of those points are completely valid.
@bulle Thanks for playing. Yeah, some sense of progress/score was definitely needed.
A well presented game but I don't know if I was playing it right or, like an original tamagotchi, I just had to wait a very long time for anything to happen. Perhaps more visual feedback or queues would have been handy or some instructions early in the game to get us started? Either way, it looks good and has snappy interactions and nice pixely animations.
Great game. Very well presented. Beautiful colour palette, nice models and very well done simple animation. I wish there were more levels and that I could rotate the camera vertically, too, but that's all minor details. It's just a really great game!
Cool idea with some good art assets. I found it a bit frustrating that I couldn't throw blocks to the left and I couldn't jump the tanks, so when a tank spawned behind me, I could never kill it. Great music, btw. Good work!
Made it all the way to the end before I realised I forgot to grab the alien. Once I realised that I had to push the rocks around to reach the end, it made a lot more sense! Great job for a first submission. I got stuck in a few walls and I feel like there needed to be some music or sounds, but the graphics were good and the puzzles and overall concept were good too! Well done.
Wow. Great game! Simple idea but really, really well executed. Great art, cool little puzzle/challenges with a nice balance of difficulty, excellent feel. This is a really good one. Great work!
Interesting simulation. Balancing the various activities in life was a bit of a challenge. It's also not often that you hear an original acoustic guitar song in a LD Jam game, either - so that was interesting.
This was fun but man it was hard! Took me a couple of goes and two readings of the tutorial before I understood how to play - although I never did figure out how to turn on and use the gun on top of the ship. A lot of really cool features here: the minimap on the bridge, the different objectives requiring different tools/tasks. There needed to be music, I think. And it wasn't always clear what the current problem you needed to fix was but, overall, great job!
Maybe I was missing something but I couldn't find a memory. I killed dozens of those little purple headed enemies. Am I just dumb? Eh, probably. This music and lighting added a great atmosphere and mood to this game. The UI design looked pretty nice, too. The movement was smooth and responsive. Overall a cool game! Well done.
Love the art style in this and the general idea is good, too. Unfortunately, my greed got the better of me and I worked so much that my dog died. I feel like there's a lesson in that for all of us.
I really like the colours and lighting effects in this one, it really adds to the overall feel of the game. Once I got used to the keys, it was perhaps a little to simple - although I did freeze to death on the third day despite standing right beside a well lit fire. The only thing that I felt was a little annoying were the collisions between the character and the environment. Overall, a very nice looking game with a solid game loop.
Cool concept with cool atmospheric music and lighting and great voice-acting in the introduction. It is really hard though because the enemies are super tough and accurate. Having made an FPS style game for LD in the past, though, I know how hard it can be to make balanced enemies (there just isn't enough time for sophisticated AI).
Overall, good work. How was the big team experience?
A clean, simple but responsive game with some nice enemy behaviours to add a little challenge.
I feel like some music and visual effects would have sold the concept a bit more, but, overall good job!
An absolutely beautiful looking game. The art assets are brilliant. The music adds a nice vibe to the whole thing and the story is good.
It would have been nice if you could press a key to skip through the text a bit quicker and I'm not 100% sure what the ghost mode did because I seemed to ghost through one purple barrier and then I completed the game.
Overall, great work on a really great looking game!
Very impressive game. The visuals are amazing and the concept is great. Really atmospheric sound design, too. So much polish and cohesion from the menu to the game to the credits. Just great stuff!
I would have love a bit more variation in the puzzles, but... it's a jam game so you can't ask for too much!
Just FYI, though, I think there's a bug where the door opening sound is multiplied by the number of ghosts/iterations in the room, maybe.
Overall, fantastic work! Love it!
This is a really well polished game with some cool features to it. I like the cave in mechanic because it created a good combination of strategic decision making and urgency. I definitely should have read the instructions first because it took me a while to realise that making paths near ores increased my income.
An impresive, consistent art style, too!
Well done!
Super polished game with a fun art style and really clean, user friendly UI. This is a great spin on the "Simon Says" game mechanic and I love the story to it. The music suits the game perfectly, too.
Unfortunately, it proved to me just how bad my memory is but that's the only criticism I have.
Really impressive work!
Clean and clear concept that has been well executed with simple but well made art assets. A good amount of challenge (not too easy, not too hard).
I think some jaunty background music and sound effects would have greatly enhanced the mood. Also, perhaps starting slower and increasing the speed of the wheel over time might have added a little variation.
Overall, great work! Good job.
Some apples just WANT to be eaten!
Cool idea with really nice clean art. I loved the minimalist, moody music.
It gets pretty hard when you choose not to eat the apple.
Great work!
I like the idea of a penguin gladiator finally getting payback on a bunch of walruses (walri?). I found it quite fun and challenging, too. I could never seem to save up enough to buy any weapon upgrades because I bought HP or died before I had enough money.
I kept wanting to move the camera so that I could get a better view of things. The fixed camera meant that some enemies were difficult to target (and it always seemed to be the ones with the automatic weapons). Still, having a locked camera meant that you had to be pretty careful just running around which added to the challenge.
Overall, good work!
Wow, there's a lot more to this game than you originally expect! At first, I was thinking "Nude guy whistling simulator? I can get down with this!" but then I started discovering the puzzles! I think you did a great job encouraging the player to explore and try new things without giving them any instructions.
Really simple idea that is very well executed. Great job!
@aterlamia Unfortunately, nothing disappoints Bob quite as much as the destruction of the planet. Thanks for playing!
@pixelmoose-studio Thank you! And thanks for taking a look at my game.
@alkarym Thank you!
@guilherme-rampelotto-rodrigues Poor old Me. He was doomed to orbit forever from the very start!
@bradyg Thank you very much for the kind words. I really tried on the art but I am not an artist and I was learning as I went. I'm glad you liked it!
@dxk2294 The fact that you said it felt "juicy" makes me very happy! That's definitely one of my big weak points as a hobby game dev!
@yellowsalamander Thanks for your feedback and thanks for playing!
@dark-prince-zen Don't worry. I'm sure the moon had it coming. Thanks for playing!
@alarianngames Thanks for playing! Yeah, I wish I had some kind of artistic ability haha...
@swiftvector Wow! That's a weird bug! Thanks for letting me know. TBF, the dialog system was pretty last minute work so I'm not surprised. Thanks for playing!
@mumaitron Hey. If you go your whole life without destroying a moon, have you really lived? Thanks for the feedback!
@kaisenthegreatone HAHA! Bob is like a cockroach. Somehow, he always survives. Thank you for the kind words! Glad you liked it.
@fadrikalexander Yeah, the dialogue loop was not intentional. That whole section of code is a nightmarish hellscape of event handlers and callbacks. I blame Bob.
@rudrac I'm glad you enjoyed it! Thanks for playing.
@duke I agree with everything you said. Thanks for leaving such detailed feedback and thanks for taking the time to play the game!
@shaolin-dave I am going to try and put together a WebGL build on the weekend. I'll tag you in another comment if I have any luck!
@eden-shazar Thanks for playing. Yeah, the fact that enemies stopped spawning for you at level 15 is a bug. They should spawn indefinitely. I like the idea of just toggling orbital direction. Originally, I wanted to implement more "upgrades" than just the shield and also more weapon options than just the missile but never got to it. That would have, hopefully, helped with the problems caused by clunky mechanics (they are meant to be a bit clunky but not frustratingly so). As for the dialog system, I put that together in the final couple of hours of the jam. The code is barely hanging together for that :laughing: I'm glad I got it in there though because it makes the whole thing a lot better.
@kr4ft3r That's weird. I made it for 1920 x 1080 so I'm not sure what's going on there. If I get a web build together this weekend, I'll let you know.
@eskooh Definitely could use a volume control. I had the audio system set up to implement that but ran out of time to put the UI and game state management in for it.
@kr4ft3r Out of interest, are you running the game in Windows native or via something like Wine on Linux?
@shaolin-dave & @kr4ft3r I've linked a web build on the game page now. Let me know if there are issues (or maybe don't... I'm so tired... :smile: )
@natethegreat Thanks for playing and giving feedback! I'm glad you liked it.
@criggles Thanks! The rockets use a simple but relatively subtle algorithm to accelerate towards their target. It's an idea I picked up from the "Juice it or lose it" video (linked below). It's not the same algorithm they use for motion/momentum but it's the same idea. Also, that video is well worth watching.
@king-cacti Thanks!
https://www.youtube.com/watch?v=Fy0aCDmgnxg
@m0dsat Thanks for the feedback! I'm glad you found it funny.
@gonzalol Yeah, there are definitely issues with the difficulty spike. Still, level 15 is probably further than I ever made it :laughing: Thanks for playing!
@kr4ft3r Thanks for the feedback. Yeah, that was a bug you experienced at the end. Some one else reported a similar thing but it happened at an earlier level. Not sure what's causing that! Still level 23 is impressive... I think everyone is better at this game than I was in play testing!
@neontropics Thanks for playing! Yeah, I got a bit carried away with the text.
Beautiful game! Clever puzzles that scale with the right amount of difficulty, too! Excellent overall polish.
It would be nice if you could rotate the camera to get a different view because sometimes levers get hidden when gates open or paths towards the back of the level can be obscured by foreground objects.
Overall, amazing work! Great game!
Absolutely fantastic game! Took me a while to get my head around what the core mechanic was but once I figured that out - wow!
Beautiful to look at. Awesome music. Really clever and challenging gameplay. The only thing I would have liked is the ability to move the camera because I tended to waste lives looking around the level to figure out what interactables there were.
Great work!
Cool game. The floaty movement really adds a degree of complexity to an otherwise simple concept.
When you push that key off the ledge and miss the rock by a few millimetres, though........... :angry:
Love the music and art. Good work!
Interesting concept with a spooky feel to it. I wish it was a bit longer because I was just getting into it when it ended. The mechanics for solving the puzzle were good even if the puzzles were a little simple. I feel like you could have increased the puzzle difficulty if you expanded on the game.
Overall, a unique and interesting game!
Such a polished and beautifully presented game! Very atmospheric sound and music with absolutely gorgeous pixel art!
The gameplay was a little simple and I kind of wish there had been a bit more "story" to it, considering how well developed the other artistic aspects were.
Overall, amazing work! Loved it!
Absolutely fantastic game! Such a simple concept but really well executed, funny and fun! Well done!!
I like the idea. It's unique and clever. The game is actually pretty fun and nerve-racking at the same time.
I think, however, that it really needed some sounds and music to sell the experience a bit more.
Overall, well done!
I love it. Such a well written game. The Evangelion references are great and made me laugh. I like how the core mechanic is literally just "somthing to do" while you enjoy the story.
It's just a straight up good game (the original tune by Denki is a great jam, too!). Well done!
@730 Ignore me. I meant N1RV Ann-A. My brain just malfunctioned and I typed Evangelion because I was thinking about the similarity between N1RV and NERV.
Love the art style, music and sense of humour in this one.
Day 1 - Killed every single person riding the roller coaster. Customer rating? 128%. Must have been the Masochists Society Annual Fair Day.
Unfortunately, I could not for the life of me find the hitbox for the guard rail so I kept losing people.
Overall, fun game. Good work!
Nice work for your first jam!
I would have loved to be able to restart at the room where I died. That room with the fireballs was the bane of my existence.
Cool graphics and a good idea. Overall, well done!
I love this idea! And the character and planet designs are great.
The game play is very hard. I couldn't pass the first level. Getting between the two asteroids to hit the ship was impossible (for me).
It is a great concept though and had a cool vibe to it.
Nice art and snappy movement controls. I've never clicked so much in my life. I also now have a fear of brain monsters.
I did get stuck in an actual loop while playing, though. The game clock kept resetting every 60 seconds so I couldn't progress.
Great work for your first LD Jam. I hope you had fun!
Also, since it's your first jam and you may not know how this works, you will need to play, rate and give feedback on other peoples' games if you want to get more feedback (and a score) on yours - otherwise the site basically makes your game invisible in the Play and Rate list. You need 20 or so ratings to receive a score.
@king-cacti All good! I just didn't want you to miss out on getting feedback. I didn't know about the play+rate thing when I did my first LDJam and I was disappointed no one played my game.
I really like the idea and it's well presented with some funny dialog.
It is SO hard, though! It would be good if there was a way to pause the game while you queue up your next set of moves because calculating how many steps there are before the next action while entering commands as the robot simultaneously executes commands is super, super difficult.
Of course, it may very well be hard by design and I'm just bad at it! Good job!
This is certainly the most unique game I've played this Ludum Dare. It took me a while to figure out how to play it but once I understood that, I was interested to see where the game would take me. It's unfortunate that you ran out of time to implement an ending.
The art style was really interesting and impressive!
I'm not sure if the game was meant to have audio, but I didn't get any sound.
Good work!
Really cool idea. I think it has great potential and is probably worth developing further after the jam. Give it a graphical facelift and I could see this gaining some traction in the mobile market.
I made it to level 6 before my inherent dumbness prevented me from progressing.
I did have some issues with sound (some sounds panned hard left and other sounds playing back a bit glitchy, but that could have been a WebGL issue).
Overall, Great work! Well done.
Great job! You've made a lot of progress for 3 weeks of game dev learning.
The art looked cool and the game concept was clear.
There were a couple of issues with the hit box for enemies being a bit unforgiving and the audio being panned hard left (not stereo), but I think you should be proud of what you achieved.
Good work!
Simple concept but well executed. It's actually quite difficult as you have to be strategic but you also have to rush a little bit. Desperately trying to dig a path while a whole stream of bad guys are chasing you is pretty challenging. Great job!
Wow! One of the best games I've played this LD! So polished. It is fully fleshed out, the music is great, the movement is responsive, and it has so much game juice. This is amazing work! Well done!
This is a really unique idea and well executed. It's a bit frustrating when you reach a point where you just don't have enough health to really progress. But that's probably just me being bad at games. I've never really seen a game like this and I think it's very well made. Good work!
Nice game. I like the art and the sound design and music. I found the controls a bit counter-intuitive (which is a problem everyone had with my game, too). It was quite hard to aim at the fish, in my opinion, and a little bit of magnetism to pick up the gold would have been a nice improvement. Overall, though, this was a great entry. Good work!
This is so addictive! What a great idea and really well executed. I don't even know how people come up with these simple, yet challenging and fun puzzle game ideas. I began playing and next thing you know it was 2 hours later. Amazing work!
Super nice art style and gameplay. Really polished visuals, UI and mechanics. I did run into an issue where it crashed to desktop a few times but there didn't seem to be any pattern to it, so I'm not sure why. A bit of music would have been nice. Overall, though, great work.
Fantastic! Absurd and funny but also graphically brilliant, unique and an interesting left-field interpretation of the theme. Music and voice acting was great, too. Excellent work!
Super impressive graphics and animations. Love the sound and voice lines, too. I did find that I just could not supply enough fuel to last very long (when I deposited the fuel, the gauge didn't seem to move). I don't know if I was doing something wrong or missing something. I probably was. Great job!
I like the idea. It's a nice little puzzle platformer. The only thing I don't really like is that you don't know what the level looks like, so you're forced to fail just to learn the whole level. The puzzles were good enough that I feel like you could have let the player scope out the whole level and come up with a plan before they began. I liked the animations and the art and music. Overall, great entry!
@bw-devel Cheers. I'll put a web build when I wake up tomorrow if you'd rather wait for that.
@kustav Thanks for playing!
@yword That was, at one point, going to be the control system but... time happened. Thanks for playing!
@patsu Thanks for playing. We are probably going to keep developing this one. It'll require a full rebuild and we're hoping to incorporate feedback from the players here.
@fabighindaru People seem a bit divided on the control system. Don't tell anyone, but we were divided on it, too :laughing: Thanks for the feedback!
@atosgame Thanks for the kind words. Yeah, the cam could probably be a bit more zoomed out in retrospect.
@patomkin We didn't want the camera to totally fix the boat in the centre of the screen because you lost the "drifty" sense of sailing. We definitely could have made the "free sail" area in the centre of the cam a bit smaller though so it started moving when you were further from the edge of the screen. Thanks for playing!
@merdeboi Ah, that sucks. I thought I'd managed to fix that bug. :frowning2: Thanks for playing, sorry that it bugged out.
@jokubasg Yeah, good point. A tilt-shift style would be super nice! Thanks for playing.
@vrerabek Nice one! I particularly like the momentum, too. Congrats on winning the game! Thanks for playing.
@goblinkingmatt Thanks for all the feedback. The controls will definitely be revised when we start working on the game again. We have a few ideas for improving them. I think you are right in suggesting that we expand the management aspects of the game - there is a LOT we could do with that concept. Thanks for playing!
@sigmath-bits Yep you are 100% right about balance. Unfortunately, it came together too late to do much play testing and balancing. We chose to focus on bug squashing rather than balancing with the limited playtesting time that we had. When we work on this game further, we'll probably change a lot about it and the current balancing issues will transform into new, different balancing issues :laughing: Thanks for playing!
@redspine Quite a few people have mentioned the controls (and we agree). The idea of controls relative to the ship orientation is a good one and I think we'll probably try that out first when we make changes. Thanks for the feedback!
@effarek Thanks for playing! Sound effects were on our list of things to do but ended up getting dropped as the deadline drew closer. Definitely needed, though!
@bradur Well done! Enjoy your newfound wealth :grin: Thanks for taking a look at the game!
@flipsy Thanks for the detailed feedback! I'll have a look into the issue with the web build - that's sure to frustrate players. I'm glad you found it chill (we wanted a pretty casual experience) and we completely agree about the controls.
@bonsai Oh... *nice* find on the recruit refresh issue! I never even considered that! Thanks for playing.
This is a really interesting game. I struggled so much with the challenge of it, though. I liked that you have to keep a manual open as you play. Very creative! Well done!
My best score was 817 metres. My reactions are just too slow :laughing: Although, it does prove that the 9 lives thing for cats is wrong... my cat had about 100 lives. I did feel like occasionally I clipped platforms that I hadn't actually hit. That could just be sour grapes, though. It would have been nice if the came increased in difficult the further you fell. Sometimes you get a super easy start, other times it's super hard. The sound and music was cool. I like the art style and the general idea. Overall, a great little game!
I was quite impressed with this one. The gameplay graphics are polished and cohesive. The mechanics are clean, smooth and responsive. It's pretty hard but I think that's fine for this kind of game. Great work!
I love this game! Really unique idea and very well made. Despite the simplicity of the mechanics, there is strategy to it and at times you feel a bit of pressure as enemies and bombs come at you from all directions. I like the way that the level's set up so you have to hunt down power ups to progress. The only criticism I would have is that I feel like the music didn't really suit the vibe. That's a pretty subjective thing, though. Overall, excellent work! Great game!
Wow a game with historical backstory! That's pretty rare in a game jam. It was a very ambitious game to build in such a short time but the fundamentals are there. It was good fun charging into enemies and cutting them down then commanding your troops to capture points. For me the audio was a bit glitchy (could have been a web build issue, maybe). Overall, good job!
Haha! This is great. Made me actually chuckle to myself as I played. It took me a while to figure out the scream deeper minigame (but I got there eventually). I love the creative take on the theme, too. A bit of music (at least in the montage scenes) would have been nice. Overally, great entry!
Really interesting game. The graphics are great and the idea is both "out there" and intriguing. The music is super chill but is counterbalanced by the gameplay which is surprisingly tense. The "omm" voice line in the title screen scared the crap out of me :laughing: Super unique game. Great job!
Great idea and beautifully presented. The music and sounds fit well. The one extra click when mining ore is deadly. I really like this one!
You know, I don't know what I expected when launching this game, but fish-based-bullet-hell was not it. It actually has a super satisfying game loop and is a lot of fun to play. I feel like the collisions could have been a bit tighter but overall, great job!
I'm not sure if I understand the game. I think I get that you're supposed to keep falling, but I always just woke up at the same point. Is there a way to extend your sleep time and I'm just too dumb to see it? Probably. Anyway, I like the effects you've added and the old school graphical style. The music is suitably haunting. Let me know if I missed something in the gameplay and I'll have another go!
Man, I did not even get *close* to some of the other players who have commented! I really liked the game, though. I did run into a section where it seemed like no hourglasses were appearing (but perhaps I just didn't see them). I like the style, it felt responsive and I enjoyed playing it. What more can you ask for in a jam game?! Great job.
Great idea. Very chill... at least until two sharks see you at once. The music suits it well. I really liked the schooling fish design and the general environment that you built. It had a nice atmosphere. Good work!
What a great looking game! Love the music, too. The controls are really tight but I might be too old to play at this speed because I only made it 5 levels or so before dying :laughing: Great work!
The pixel art character was cool. Making massive leaps off of cliffs was super satisfying. The music was fine but I feel like some sound effects would have been nice. I didn't really get a sense of the theme and things like gravity and wall collisions when jumping could be improved. Good job in getting it done and submitted!
There is something inherently relaxing about the RSI-inducing experience of a clicker game. This one was good. It was accessible and had a good number of powerups for the various components to keep things interesting. I did reach the final upgrade relatively early and I would have liked some more automatic ways to influence the engine cooling, but overall this is a very good entry for the jam. Well done!
Considering that you didn't quite get the game finished, I think what you have done is really impressive and quite fun. I like a card-based battler and the minimalist art style is also very appealing. I'm not 100% sure how it fits the theme but I'm sure that would have become clearer once you fleshed it out more.
There's no real point in criticising an incomplete game and I'm sure I wouldn't tell you anything you didn't already know, so I won't bother with that. I'm glad you have a plan to finish it off and I'll be interested to see it once it's done!
What a wonderfully infuriating game you've made! It looks amazing and is highly polished. I would have liked a little music to accompany me as I slowly grew angrier and angrier at the very concept of reversing, though. In all seriousness, excellent work!
I have never been so infuriated by a cute flightless bird in all my life. Best I could do was 187 points. What kind of mid-90s hellscape have you created here? :laughing:
In all honesty, it was great. Super simple idea that was executed really well with a cohesive art style and good level of challenge! Well done!
It's certainly a beautiful game. The colour palette, the lack of text and the squawking of crows gives it a definitely unsettling feel. I am not 100% sure I really understood what the pictures/icons were telling me to do but I still managed to complete the puzzles. I'm kind of sad that it was so short because I was just starting to get into it when it ended. Overall, a gorgeous game that left me wanting more.
I DID IT!
win.png
I love this game. It's funny, creative and suits the theme well. At first, I didn't see how it related to "unstable" but then I started stacking power plants on top of houses like some dystopian nightmare... and then a tsunami came rolling in.
I feel like a bit of music and some sound effects would have added a lot to the game but, overall, I really enjoyed it!
I've played a few of these stacker games this LD and this is definitely one of the very best of them. The physics feels right and the way the gameplay is designed totally fits the theme. It has a consistent art style and the controls make sense. I just really like it!!
Man, I'm dumb. I really liked the game but after a long day at work, my brain was not up to sliding those blocks around. My poor little guy probably ended up more fragmented than before I started! :laughing: Actually, it was quite fun and a bit of a challenge. I did find myself running out of time trying to find the next puzzle. Overall, great game!
It took me a while to figure out how to build a weapon but once I got the hang of it, I had a great time. A nice little Binding-of-Isaac-esque dungeon crawler with a good sense of humour. Very impressive that you wrote this in Vanilla JS in just a couple of days! Well done!
This is FANTASTIC! It took me a few attempts to get the timing right but once I did I became.... a FORSE to be reckoned with :laughing: The music is great. The animation and art style suits the game idea perfectly. I love that the little babby horses sound like puppies barking for some reason. Just a great fun game (although my top score was 229... which I probably pretty bad)
@zarkonnen Yeah, I tried that out to save some time animating the player death and liked it so I kept it. Glad you liked it, too. Thanks for playing!
@indiemoose At some point in development, I decided to make it particularly difficult. Does that make me a bad person? The answer is... probably. :laughing: Thanks for playing!
@secretrobotron Yeah, there is almost certainly a "spinning" mechanic that could be leveraged but you need god-like reflexes to make it work. I like the idea about increasing stability based on performance! Wish I had thought of that! And, surprisingly, Commander Keen was not an influence! (I'm ashamed to admit that I never played the Commander Keen games). Thanks for checking it out and giving awesome feedback!
@peace-of-cake-games Me during development of this game:
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Thanks for checking it out!
@jammygunns Ah, that's no good. I'll see if I can replicate getting stuck on the ledge. I assume you mean you were stuck under a ledge? I can imagine how that would be possible.
I did consider "R" to restart run (probably should have implemented it) just because you die so often that that 5 second wait to respawn could become infuriating.
Also, I play tested this a fair bit and about 70% of the time I died in that first lava pit so don't feel alone in that.
Thanks for the feedback and thanks for playing!
@jammygunns Huh... that's a weird one. I'll see if I can come up with a fix.
@cagibi Glad the audio fixed itself for you! Also be careful what you wish for... adding wildly overpowered rotational forces to pogo sticks *could possibly* have unwanted consequences!
Thanks for taking the time to play my game!
@westmave Thanks for playing. You're probably right about the starting section. Jumping to that first platform is super dangerous.
@alareo Thanks for playing. Yes. It is extremely hard to beat... but just imagine the feeling of unmitigated joy once you reach the end and get to see your game stats on the final screen!
@japayne Getting Over It was a loose inspiration. Thanks for playing!
@bridgeonastick Thanks for giving it a proper go! It was designed to be frustrating and stupidly hard and, almost certainly, unfair. Is that good game design? No. Not at all. However, I had originally intended to work subtle references to making the players "unstable" through playing the game. Never really got around to putting in the elements that sold that idea, though. Glad you found some enjoyment in it!
@svemir I will take a look at this issue with getting stuck on things when I get some free time as a couple of people have reported it. There are probably a few things that might be causing it. Thanks for playing and giving it a fair chance despite the issues!
@destroyertech Yeah, fun is kind of subjective. As a developer, I found making the game hard to be quite fun. As a player, I think the game would just frustrate the hell out of me after a little while. Some people love a ridiculous challenge, though. Thanks for playing my game!
@cakts Thanks for checking it out!
@andresbochi Thanks for playing! I'm glad you found it hard to control and frustrating :laughing: I am starting to think that maybe I was a little bit *too* unfair now, though.
@peterfiftyfour :laughing: Ah, that gave me a good laugh. Thanks for playing!
@fabdynamic Thanks for playing my game! Yeah, if I was to visit the game again after the jam I'd probably build the movement mechanics again from scratch. There are some fun aspects to the current system but if control was a bit more predictable then it would give the game some much needed depth.
@rolly Yep. Most of my play testing ended in that lava. I have only finished it once and I feel like it was mostly just dumb luck in some parts. I'm sorry to hear you got the bug where you stick to the ground... I still haven't been able to replicate it while debugging (but I've triggered it in the final build so I should be able to fix it for the next build I do)
@willoxs I, too, am not made for rage games. Making rage inducing games turns out to actually be kind of fun, though! Thanks for playing!
@sarah Don't worry. I'm really bad at it, too. Thanks for the feedback about the jumping noise... I think you're right. I guess it's just one of those things you add in early and tune out. Thanks for playing!
@vphyre Thanks for the feedback and thanks for playing!
@ebp9000 Thanks for playing! I, too, have spent a lot of time in the lava. Sometimes I forget what progressing in a game even feels like.
Beautiful looking game with some really fun mechanics in it and a very polished feel. I loved the animations of the little people running around on the planet surface (but felt kind of bad for harvesting them as currency). The art style was really cohesive and the UI was intuitive. It would have been good if it was a little more difficult, but balance is hard to do in a game jam. Overall, excellent game!
That is one slapping tune! Also a fun game which fits the theme perfectly. My general approach was to just crash into obstacles and spam the space bar, which worked pretty well! It would have been good to have a bit more variety in obstacles or some different block behaviours (such as exploding blocks or sticky blocks). Overall, though, I really liked it. Good job!
This is really nice! I don't think I've seen a platformer where the levels swap as you play them - great idea and really well executed! I was utterly hopeless at it, unfortunately. The art was excellent. I wish it had some music to amp up the intensity of it all. The glitch effect and the way that new levels painted themselves in was also fantastic. Really impressive!
Good game idea. The art and music really did a great job of establishing a mood! Unfortunately, I got to the final day and simply could not put my the chair in a position to pick something off the wardrobe in one of the bottom right rooms. However, up until that point I was really enjoying it! It feels like it has a good level of challenge and is balanced. I wish I could have seen the end!
Excellent work! Great game with a lot of polish and some real value adding details (such as prop damage). I was absolutely terrible at it. I loved the Seinfeld-esque intro music and enjoyed the game overall!
I was hoping some one would make an unstable economy game. I really like this idea. It had all the crazy unpredictability of the real stock market and just like real life I lost a lot of money! In the end, I had success just by buying when a stock went super low as they always bounced back (unlike IRL).
Some controls for the sound and a way to restart/replay would have been good (unless there was one that I didn't see). I liked the art style and the UI was pretty intuitive.
Overall, good job!
Great game. I love Keep Talking and Nobody Explodes so naturally I was pretty into this game. Using the 'bad signal' mechanic and text messages to reveal the puzzles was good but I think it would have been nice if new texts became available after you completed the puzzle. My fingers got saw from cooling down the bomb while waiting for the next text.
I had a couple of issues at the start because the character got stuck on the walls and I didn't think I could interact with the bomb but once I got past that, it was good!
Well done!
This is great! I just *could not* beat the boss but I tried so hard! I love the humour in the dialogue, especially in the boss battle. Visually very unique, too. Great game!
What a fascinating game! I have a real soft spot for these kinds of thought provoking ambiguous narratives. The concept itself was also quite unique and fit the theme perfectly. Well done!
It took me a little bit to understand the mechanics (i.e how to plan/charge your meter for the upcoming level) but once I did, it turned out to be quite fun and challenging. I feel like the game has a pretty sweet message about managing your love/expectations/relationships. The music was good but I would have liked some game sounds, too. Overall, good work!
Absolutely fantastic game! A truly innovative take on an established genre of game with heaps of polish and an excellent progression of difficulty! I thoroughly enjoyed that! Well done!
This is a super polished, beautiful game! At first I felt sorry for the poor schmos that got burned to death the first time I took off but then I reached the end of the game and... well... maybe dead is better? The presentation, controls, music and just general idea of the game were so well done! Literally my only gripe is that the sound was probably too loud and drowned out the music when you were tearing through space. Other than that, it's just an amazing game! Great work!
This is a great, simple idea that has been executed very well! It has a good level of challenge, the art looks great and the music is awesome! The only thing that could perhaps have been improved is the UI but even that wasn't too bad anyway! Great work!
A fun little game with quirky controls and a good level of challenge. I loved the animations and the music. It was hard (I was bad at it) but fun!
Interesting game! I really liked the ending.
~spoilers below~
I wonder what happened to Grace's girlfriend seeing as she promised to go to the end of the world for her, yet she also signed up for a mission which, if successful, would see her return to Earth thousands (probably millions) of years into the future. It's a cool little mystery.
It would have been nice to have more little tasks to stay do while cruising through space. Perhaps the option to turn on some music (or turn it off if you just want to listen to engine noise) would have been good. Overall, though, I quite liked it!
Interesting concept and I like that you interpreted the theme as "civil instability". The game idea was quite unique but I did find that I struggled to come up with a winning strategy. Some chill background music (or maybe not-so-chill seeing as it's about riots) would have been good. Overall, great job!
I feel like this game is a metaphor for my 2021 except I have a broken up key. Nice to see video used in a game jam and an interesting little microgame.
Nice game! I found some parts of it quite easy but other parts of it super hard (which is probably how a platformer should be, really). It all ran smoothly and there were some cool ideas in there. I think the axes were swinging too slowly as you spend a while waiting for them to get out of the way in some parts. Also there's a slight bug where you can infinitely jump against moving platforms but it doesn't really help the player much. Overall, well done!
Excellent! It's like a cube-based Mount Your Friends... but more difficult. I like how you've balanced this game, no pun intended. It's very simple but also very challenging - which is difficult to get right! I would have loved some funky tunes to accompany my block stacking but, overall, this is a really nice game!
If this game has taught me anything, it's that I should not under any circumstances be either a furniture removalist or a tightrope walker. I was SO bad at this. It was a great idea though and a challenging but fun little game! Those L shaped blocks can burn in hell.
Great work!
You should be really proud of your work given that this was your first game ever! I liked the idea and the general mechanics. The movement was smooth and responsive. It was a good idea to have multiple different endings, too. Nice work, I look forward to seeing more of your games in the future!
You've built an atmospheric, dystopian world here through great art, cool music and excellent dialogue/descriptive text. The core game play loop is very good, too. It was a significant undertaking to get a game of this kind of scope done in 72 hours and I think you did a pretty amazing job with it. It would be good to get a little more feedback from interactions (selection clicks, movement animations etc) but in a game jam that kind of thing falls into "nice to have if we've got time" pile.
I think there is a lot of potential to grow this out into a bigger game!
I made it to just under two minutes (yeah, I have almost zero reaction speed and negative accuracy). The difficulty really ramped up quickly. Good game, though. The movement felt good and the sound effects were super satisfying. Perhaps the music could have been more intense? Or maybe that would have been too over-the-top. Overall, a fun game!
Absolutely fantastic game! It looks beautiful, the sound effects and music are perfect, the controls feel very snappy and the shoaling is very impressive (especially when poor fish friends get left behind). A really innovative take on the infinite runner idea!
Excellent!
Ha, I love the ending!
This is a great looking game with a clear idea behind it. The art assets look great and the tilt-shift perspective is really cool. The only issue I had was with pathfinding. The little dude just loves to run into fences and got stuck in a house at one point. Overall, though, great job!
I really, really like this! The space combat had a really good feel to it. It gave me big Battlestar Galactica vibes. And the narrative was really well integrated and paced. Clever use of graphics, from vast gaseous emptiness to massive planets, made the game world feel expansive. And the sound and background particle movement made the ships feel really fast. Subtle but very effective game juice.
You did a great job with the friendly and enemy AI, too.
Great work!
This is such a great game!
The art style is awesome. The game play is unique and interesting with a good amount of challenge. The music is a real bop. The only thing that I feel was missing was some UI interaction sounds. At first, the text heavy tutorial scenes had me concerned but playing the game feels pretty intuitive, I think!
Also, it just seems so polished! Great work!
This game is so hard!
I love the idea, it's very unique and it looks really great! I'm just waaaay too uncoordinated to get very far. Seriously great looking game. The mechanics are very intuitive - you can immediately understand how the game is meant to be played. The music and lute sounds fit perfectly, too. I'm just so bad at it, though!
Well done!
@christian-zommerfelds Thanks for playing! That's a weird bug (although I guess bugs are weird by definition). It's not like anything we saw in testing but I'll see if I can reproduce it and make a fix for a more polished version we'll upload some time after the jam ratings period is done.
@ilikescifi Username checks out.
@trev3lyan Do you have any info on when/what you were doing when the bug happened? Just looking for a way to reproduce it. And thanks for playing! We have discussed developing it a bit further to put in a lot of the ideas that were left on the cutting room floor.
@alurian Thanks for taking a look! @lenny-rudeberg and Tegan really did some great work on the graphics side of things! We probably needed to increase the resource consumption rate to provide more of a challenge. Also, having the robot be able to run but increasing the energy drain while doing so could be a good idea. Thanks for the feedback!
@xparker Thanks for the kind words. Yeah, the ambience audio was a late addition and could have done with a bit more love. Thanks for playing!
@taran95 Thanks for playing our game! Poor RIPLEY 9000. Little known fact - it stands for Resource Investigation, Procurement, Lasering and Extraction by Yutani. Gotta love a backronym.
@willoxs Browsers, what are they like?!?!? Yeah, the mouse sensitivity is a bit of a crazy bug. It's only an issue in the built game so we'll try to do a bugfix for it. Thanks for playing!
@real-flamingicecubegames Thanks for the kind words and thanks for playing. If only we could have had a LEGALLY DISTINCT alien fight! We did have a plan for enemies but they we knew we couldn't do them properly in the time available. Maybe we'll add them in a future release.
@stupidhobbit Thanks for checking it out! There will definitely be a future version where RIPLEY can run (but it'll consume more power).
@thecoconutdream Wow! Now that you mention it, I can absolutely see the comparison between this and NMS/Satisfactory. Oddly, neither of us took inspiration from those games (at least not consciously) but the influence is clearly there! Thanks for playing.
Just a heads up for @trev3lyan and @christian-zommerfelds - I did a bug fix for the laser problem that you both ran into. Thanks for letting us know about it!
@skylife Thanks for playing! We think it has some potential, too, so we're going to add a few more things in the future to more fully flesh it out.
@sayurinyooko Thanks for playing and thanks for the kind words!
@cievers The remote charging stations were a late addition to the game. We didn't think it would be very fair if players were punished for venturing further out (which is kind of necessary in the late game anyway). Thanks for taking a look!
@jesse-martin Yeah, upgrading the robot was an idea we had on our "nice to have" list but we never really felt like we could implement it in the time frame in a way that was satisfactory. Maybe we'll put that in version 2. Thanks for playing.
@tekniqau Thanks, mate!
@martink Stockpiling resources is a great idea and would allow players to venture further away (and we could put some more interesting stuff near the edges of the map). Thanks for playing!
@albionbrown Thanks for playing. There was a bug like that which I patched yesterday. I tried replicating your issue in the current build and I couldn't do it. It might be still there or you might have been on an old build (I know that comments seem to appear quite a long time after they were posted for some reason). If you could provide any more info on what/when the bug was triggered, I'll take another look.
@re-lo Yeah, we intended there to be a certain stress and risk with inevitably having to wander further away to get resources. The robot speed was supposed to be part of that. Clearly, though, we need to add a second speed (a run speed) so that players feel like they have more agency. Thank you for your feedback!
@brainwavecreations The cursor locking issue sounds frustrating. It was built and tested on machines with multiple monitors, but clearly there are some conditions we missed where the mouse can lose its lock state. I'll look into it. Thanks for your kind words and feedback!
@riyadazo Yeah, there are some things we can do to improve the experience for players who are sensitive to motion in 3D games. We'll have to think about that for future versions. Thank you for playing!
@elvinn Thanks for playing!
@woahitsjeff Yeah, we should probably turn the footsteps down lower or add some variation. Thanks for taking a look!
@bios3008 Great ideas. Probably a bit too much to get done in the jam, though. Thanks for playing!
@ugly-robot Thanks for playing our game! We're really happy with how it ended up looking. In the future, we'll release a more fleshed out version that adds a bit more of a need to plan your route, too.
@aka-black-dog Yeah, movement speed seems to be a common issue especially if it's stopping you from exploring. Thanks for playing!
@muriel Thank you for your kind words and thanks for playing our game!
@specturnal Glad you liked the look of the game. We agree with you wholeheartedly about the other issues. We have plans to add more to the game and improve on the balance. Thanks for playing.
@skleembof The things that you commented on are all things that we hoped players would see and experience! The score tracker idea is a good one!
@angiemon Thank you for the extensive feedback! We love your suggestions, too, they would really add some (much needed) variety to the gameplay experience. We'll keep them in mind as we work on the game a bit more. Thank you for playing!
@slecornu Wow! That's very kind. We've played some great games this LD but I think we've all been impressed by a 3D game called Moth. You should check that one out: [https://ldjam.com/events/ludum-dare/50/moth](https://ldjam.com/events/ludum-dare/50/moth) by @beefsock
Excellent game! I absolutely loved the art style. The world and the character designs felt really cohesive. The controls were snappy and responsive. The game itself has just the right amount of challenge. It's hard, but not completely impossible. Great work!
~~Unfortunately, the game doesn't load past the title image for me. I get a "Uncaught (in promise) DOMException: The element has no supported sources" and a "Failed to load resource: the server responded with a status of 404 (Not Found)" error in the console.~~
~~It looks to be related to sound effects, so I think maybe you're trying to play sound via a script before the user interacts with the page. But that's just a guess.~~
~~If you manage to get a fix up, just tag me in the replies on here and I'll come back to take another look.~~
Tried it again the next day and it is working. Not sure what caused the error the first time around. See my actual feedback in a lower comment.
A funny (although pretty dark) game. How many drunk partygoers have to die before I realise that there are flippers off to the right of the screen? Four, apparently.
Great art style, cool music and some genuinely funny dialogue makes this a fun experience! I did find it a bit tricky to control the women when they were swimming and the got a little stuck on some rocks but, hey, they were drunk - what do you expect?!
Good work!
Really good concept. It took me one "death" and a re-read of the instructions before I really understood the gameplay but from that point on I was a shoe-grabbing, child-helping, granny-walking, creep-evader of the highest order.
I do wish that the difficult scaled a bit more and perhaps some colour cues on the icons flowing toward you would have helped with split-second decision making. Overall, though, great work!
@alurian I was thinking that it should start a bit slower with fewer icons, slower creep speed and slower guilt. Then steadily ramp up to a more frantic pace and higher difficulty. I think the current difficulty is fine but maybe starting easy and increasing to impossible would "feel" better?
I am utterly awful at this. However, it is a great game. The controls feel tight, the music is perfect and the graphics are really good. I did find it a bit difficult to distinguish the mines/bullets and feel like they could have been a bit more obvious (just a colour that stands out more would be enough).
Overall, great work especially considering you had such little time.
Ah, this one made me laugh. Sure, the jokes are all pitched at the 12 year old audience but I remember being 12 and my sense of humour hasn't really changed much.
The gameplay was fun. The art style was consistent. The music matched the feel of the game. My only criticism is that the font was hard to read.
Despite the fact that I died to an actual butt, I still think you did a good job!
This game made me laugh out loud a few times.
The dialogue was just fantastic and really gave the characters some life. It was also a really original take on the theme. I thought the controls and the character movement were really good (up until I had to crawl upside down on that board in the second level... that broke my brain). Incidentally, I was playing on a controller.
Great mood. Great look. Original idea. Thumbs up from me!
The graphics look great and the knockback when you shoot enemies and asteroids gives the bullets/rockets a real feeling of force. Like some others I thought I was stuck on the initial cutscene because I don't think I've ever used J as a fire button (also, I could progress the cutscene with K but then got confused when that wasn't fire in the game).
All that aside, I think this is a really fun game which looks and sounds great. Good job!
Well, this was terrifying. Great job!
The core game loop was good. Rushing madly from one end of the ship to the other with just non-stop chaos all around you was fun. I liked the implementation of the directional indicator arrows! All that was missing was a little haunting background music.
Well done.
Nice work! The art assets look really nice and the music and sounds really fit the style. The finite points to mount lasers and the cap on rockets means that, ultimately, you really are only delaying the inevitable. So nice work on fitting the theme.
I did encounter two bugs. If you are playing the game and the asteroids have reached a higher level of difficulty then you restart the game from the pause menu, the first asteroids that spawn have the same difficulty as the previous game - so you can't destroy them with a single laser. The other bug comes later in the game when you have a bunch of little asteroids colliding behind the main asteroid - I think they are generating thousands of collisions among themselves and the game really lags out.
Overall, though, I really enjoyed playing your game. Well done!
I love that you made a game about the eternal snail that will follow you forever and instantly kill you if you touch it. It suits the theme very well!
The gameplay was fun and the levels were well designed. The movement controls felt pretty good (though perhaps a little bit floaty). The audio was a bit glitchy for me, though.
Overally, I enjoyed this game a lot! Well done.
This game puts an interesting spin on the theme! I love the concept of it and the general gameplay loop. The idea of having to work but finding dealing with people to be anxiety-inducing is one that I'm sure many people can relate to.
There were a few issues where I walked over a bag but it didn't pick it up. Also I had to turn down my mouse sensitivity a lot (that's not too unusual for me). Aside from that, I think you did a good job!
Well done!
Clever game and well made! The mechanics felt very well implemented and intuitive. I did find that the RNG seemed to hate me, but randomness do be like that. The game felt very snappy and well-optimized. The music and sounds suited the visual style, too.
Incidentally, I don't know how I'd feel about living in a town were every single house was just metres from a train line.
Great work!
25 seconds. That's how long I lasted. And I'm proud of that. PROUD!
Fun little bullet hell game with tight controls and a good variety of enemies/attack patterns. The music really adds to the sense of urgency and I liked the 3D animations.
Overall, good job!
You have developed a great mood in this game through the use of lighting and sound. It feels bleak and cold and worrying. The animations and graphics and controls are all well done.
Interestingly, this game is conceptually similar to my game though the setting and presentation are entirely different. A game about supplying resources to something that will eventually die. I think it has a similar flaw to my game in that there is probably not enough variety of things to do.
Overall, though, you did a very good job!
Well. You did it. You made me install Java again. I swore I'd never go back but... here I am.
Anyway, this is a great concept (although it's bleak as hell when you think about it). I had fun playing it. The sounds were cool and the art style, although basic, has its charms.
Good job and congrats on your first LD jam!
This is great!
I love the student protestors chanting "No more school!", haha... that's awesome. The difficulty felt like it scaled well. You also did a good job of making some relatively complex interactions clear in terms of the effects that they were having. The only issue I really had was that selecting different troops felt a bit awkward and unintuitive. To be fair, I think a 230 second career as a dictator is about all I deserve anyway.
Good job!
Graphically very nice and the controls felt responsive and tight. The physics felt a little odd to me and I found myself slipping off the swinging bar a bit but teleporting back on at the last second. Still, a fun and very challenging game with a great aesthetic!
Great simple game concept that has been executed very well!
I love the art. It looks gorgeous. The doggo sound effects also brought a smile to my face.
I feel like the difficulty ramps up enormously once the second balloon appears and I never made it much past that point.
Overall, great job!
Fantastic game! I really enjoyed that. A great amount of strategy and paths to optimize. Good scaling of difficulty and great pacing so that you always feel like there's something that needs attention. I love that, at the end of a level, you just end up with a node graph. Very satisfying! Well done!
Amazing looking game with great voice acting! Love to see these narrative driven games come out of a game jam - super impressive! My only critique was that the theme made me feel rushed when I want to engage more and dig deeper. Excellent work!
Beautiful graphics and the death animation (which I saw A LOT) was really cool. It was a bit difficult to control on mouse and keyboard because left didn't align with the isometric-ish view. I didn't have a controller around but I imagine that it would have been easier with that. Took me a minute to realise that the orange switches turned green when you got closer (I'm dumb). A cool idea and a fun little game. Well done!
Love the idea. The sound, art style and general mechanics were great! The only problem I had is that it is brutally hard (or I'm just awful at games, which is brutally confronting for me!) The UI could have done with some improvement but aside from that, this is a great entry. Good job!
What an amazing game! Turns out I made some music with a few bad notes, my art was awful, my code was barely completed, there were quite a few bugs left, I could barely play my own game and I got awful sleep... and that was before I even played your game! :laughing: Honestly, this is so polished and clever. Love the art style and the general mood. Great job!
Love the pixel art and the idea of the game. My best score was 108. Not sure it's human to keep sheep in a meteor prone area with deadly electric fences but I did my farm dog best! The sound and controls were also very good. Not sure whether I was using the bark correctly but the sheep didn't seem to respond to it. Overall, great work!
I really liked this. Like @alphabetasoup said it was more of an experience but it was well done and had a very ominous feel to it. It took me a couple of goes to realize that left was yes and right was no but once I understood that I played through a few times to see where the story went based on my decisions. The art and narrative were very good. Great job!
@mpk90 Well done! Thanks for playing!
@gapagames @nash @lbrande Thanks for the feedback. Faster movement seems to be the order of the day. I thought I'd squashed that dead player selection bug but I guess not! Thank you all for playing!
@vivyhasadream Yeah, Every 10 Seconds seems like a theme to encourage fast paced games but in game time - 10 seconds is ages. As it turns out, I really should have upped the pace of this game (based on feedback) but... hey, you live and you learn. Thanks for playing!
@liii22 I agree with your feedback. I had some other elements that I wanted to add to the game but, as is always the case in game jams, they ended up not making it in due to time constraints. I'm not an artist/animator, so that took up WAY more time than it should have. If I had been working with an artist rather than solo, I may have been able to add more to the dynamic elements that you mention. Thanks for playing!
@kenneth-augestad Thank you for playing! Poor Vasquez, she will be missed.
@sean-esopenko Tbh, switching between people and cameras and managing who was playable at any given time took way more dev time than it should have. Being new to using Godot I was doing a lot of learning on the go. Thanks for playing!
@kaech Thanks for checking out the game! You are 100% right about the speed and map size.
@roroto-sic If you're looking for badasses, how can you go past Aliens? As it turns out, integrating Alien movie references into my LD games is becoming something of a tradition. Thanks for your feedback, I agree!
@chartle Thanks for playing. Yeah, if you're shooting when you switch then the character will stay shooting. The idea was that they would still have a chance to survive if they were in the middle of fighting an alien.
@artofluba Thanks for the feedback. That's a good idea. It wasn't a bug that it kept showing up it was just overly obnoxious handholding game design :laughing:
@frozenfire92 Thanks for checking out my game. I'm glad you found it fun!
@urggann I'm surprised the arrow keys worked at all because I never set them up as inputs (must have been some default Godot settings). Thanks for playing!
@jaked Pick-ups and boosts were an idea that I had but ran out of time to implement. It definitely needs that. Thanks for playing!
@lomby All great ideas! I don't know if I will work on it more as I have some other projects on the go but maybe inspiration will strike! Thanks for checking it out.
@rosypenguin Thanks for checking out the game. Yeah, reviving would be good... as would faster movement speed. Initially, the idea was to move people into positions were they were safe before you were forced to swap but I'm not sure how well that panned out in practice.
Good concept. I loved the character art style but I feel like the heavy post-effects took a bit away from that. The effects were good (esp. the speeding up of the horizontal static when you fast forwarded) I just think they were a bit to heavily applied. I liked the puzzles but input lag on the web added an extra degree of difficulty (which is obvs not you fault). Good music and sounds, too. Good job!
Edit: Also the web build on the LD page isn't working. You might not have renamed your html file to index.html if you've uploaded any bug fixes.
I like the art style that you've gone with - minimalist and clean but it feels right. I especially like the inversion of the colours when the level changes. The puzzles are a good level of difficulty. Having to wait for 8 or so seconds at the start of a level every time you mess up is a bit frustrating but I can't think of any good solution for that aside from fast forwarding time (which would cause its own problems). Overall, good job!
Great game! Really impressive that you built this in your own engine, too! I have to say, those fire rate upgrades were just the greatest thing in the world to collect. Music, art style, controls - everything fit together perfectly. My only criticism would be that sometimes you shift to a new level and instantly get hit by a red dot without having enough time to react. Other than that, this was an excellent entry. Great job!
Interesting idea. The art style and music gave me Sid Meier's Pirates vibe. I'm not sure I was very good at it because I couldn't figure out how to return fire! The turn-based hex movement was fun but I feel like the oranges just added frustration more than any thing. I suppose they were necessary to limit the number of moves you could make in 10 seconds. Overall, a good game!
I really like this. Simple concept but well implemented. With a bit of a graphics overall, I could see this doing well on mobile. The only issue I had with it is that the sound of balls spawning which indicates the rhythm clashes with the sound of kicking so it is hard to track the rhythm - I just focused on the red circle and ignored the sounds. Nice work, good game!
This is the best I could do on hard mode!
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Good concept and no doubt challenging to create. I made it through quite a few levels but I don't think my brain is capable of thinking far enough ahead! The controls were snappy and responsive and the design was simple and clean. It could have done with some music. My main issue was that it was too easy to get stuck on walls (and the sides of blocks) which made it difficult to execute the perfect sequence of moves. Overall, good job!
This is such a cool idea and great use of AI image generation for a video game. I think my magical dragon story ended up missing one thing (unless the dragon is just pretending to be some leaves)
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Of course, it was the AI that was wrong... that pink scribble was CLEARYLY meant to be a dragon.
Love this. Great job!
Congrats your first game. I lived the art style in this and the controls felt snappy and responsive. It was a little bit too easy to clear the ring almost immediately after the next wave arrived. Increasing the spawn rate and randomizing the spawn location may have helped. Some kind of stamina bar or something that limited your ability to grab enemies for long periods may also have helped. Overall, it's a stable, well made game with plenty of potential!
Cool idea! It is very hard. I feel like it would have been better if the wave enemies were quicker to kill early on so that you had more time to play the minigames before the difficulty ramped up. I enjoyed playing, though! Good work!
For some reason, the main character loaded as a black square for me on the web build (which made the game incredibly hard as you can imagine). So I downloaded the windows build and it was a better. I mean... it was still hard but only because I'm bad at games :laughing: I liked the music and the art. The controls felt tight and responsive. The concept was good, too. Overall, good job and congrats on your first LD game!
@sean-esopenko Browser: Chrome (Version 105.0.5195.127 64bit), OS: Windows 10, Specs: Intel i7 7700, 32G RAM, GTX1080, MSI B150 motherboard
Interesting idea! I liked the character and the music was really good. Since timing is key, I was always going to struggle :laughing: Overall, great work and congratulations on your first LD game. I sympathise with @kaech - game jams are pretty punishing! But you should be proud of what you achieved in such a short period of time.
Love the minimalist art style and the game idea was really fun (and the final level was challenging). Not sure how well the theme was integrated and it could have done with some music/sounds to add to the mood. Overall, great job!
Interesting take on the puzzle platformer. Great art and great music and sound! It was hard but doable which is a nice balance. Clever integration of the theme, too - collecting 10 seconds to progress was a good idea! I feel like the enemies maybe could have broadcast their attacks a bit more to give you more of a chance to avoid them but, overall, excellent game!
A challenging game! I liked the idea and the sounds and the controls were snappy and responsive. I sometimes felt a bit cheated by the hit boxes which seemed to extend around the mushrooms a bit. The change in timer sound when you get closer to 0 and the the death sound were nice additions. The instruction text was a bit hard to read but I could make it out. Overall, good compo entry. Well done!
Beautifully presented with great atmospheric sound design and satisfying switches. The constant bleeping was too much for my taste. I wasn't very good at the game but I did quite like it. Great work!
I like the quirky idea of hiding objects with a teapot in some kind of 70s dining room complete with Mondrian painting. It is essentially a memory game (which is fine by me) however I found it very easy because the newly added item always had a darker green base than the previously added items. Not sure how or why that's the case for me as no one else seems to have mentioned it, so I guess it only happens on my browser/machine. Overall, well done!
This game actually made me laugh out loud. From the dopey expression on the pink hat witch to the various deaths that Martha experienced - it really tickled my funny bone. In the end though... you don't mess with Martha. I liked the way that you used the theme by making it a narrative element rather than a game mechanic. The music and art were also very fun. Good job!
Nice 3D rendering and kind of a conceptual anti-game but, what really is a game anyway? The fact that this is built on your own engine makes it a technically impressive achievement but hard to rate in accordance with the LD jam rating categories.
This is like a hallucinogenic fever dream... in the best possible way. I imagine if H.P. Lovecraft took a lot of mushrooms and designed a video game - it would be this one. The story alone was a trip! I loved it. The controls are responsive (although you move so damn fast), the music and sounds were great and the aesthetic was garish but eye-catching and consistent.
I starved a lot, but I really enjoyed it!
I love a tower defense game and this one looks great considering it was made in such a short time. I didn't have any issues with performance despite having an old PC but I did run into the issue of losing the ability to mouse look after tabbing out.
In terms of gameplay, it was fun and had some good depth with the range of weapons and their different abilities. I feel like it could have scaled a little faster in the early game because it took too long to acquire new gear. Just making sandbags cheaper would have been good, so I could start dictating pathing even though I was broke.
Overall, a nice fun game!
I read your post-mortem post and thought the idea sounded cool so I checked it out. I love space trading games and this was a fun one! You can definitely see the FTL influence but it's clearly an entirely difference game at the core.
The music was cool, though it got a bit repetitive, and the simple graphics in game did the job. The UI was functional but could have been a bit more styled to suit the style of the game.
Overall, I enjoyed it! Good work.
A fun little asteroids/nova drift style game. Getting upgrades made ALL the difference but it was brutally unforgiving if you died later and respawned with absolutely nothing. Basically a death sentence. I liked the art style but feel like it really needed some hi-octane tunes to accompany it.
I didn't have any trouble running the game on PC/Chrome. However, other people have had issues running my Godot game on their Mac, so I'm kind of in the same position as you. Doing a Mac build is such a pain in the arse.
Great character design and a cool concept. I have to admit that I got stuck at the first wall jump and just could not get past it. After a LOT of attempts I had to just reconcile myself with the fact that I'm bad at games. It's unfortunate because I really wanted to see what the rest of the game had to offer.
I love the art style and the effort put into developing a narrative context for it. I found it very hard to do any good. Shooting down to jump just made everything far more difficult and I'm not sure it adds much since shooting the blocks to position them makes it hard enough already.
I do think it is a really well made game with excellent music and great visuals, though. Well done!
@cymusi Thank you for playing (literally 11 minutes after we put it live!) I'm glad you found it funny. Thank you for your kind words.
@frogman Believe it or not, we were going to colour the squares just like you suggested, but we dropped the feature because we were running out of time. Thank you so much for playing!
@nash Thanks for checking out the game! It seems like needing clearer registration for the spaces that characters occupy when they're placed is something that a few people noticed. I'm glad you found the difficulty ramp to be decent, because that was honestly the hardest thing to objectively test. When you create the puzzles, it's really difficult to know how hard other people will find them.
@voidred Thank you!
@triangle-point I'm glad you enjoyed it. Thanks for playing!
@andrei-gusan We're happy that you found it humorous. It was fun to make, too! Thanks!
@a327ex Thanks for checking it out! Of all the LD jams that I've done so far, this is the one where we spent the most time planning out the idea before we started developing. It helped to shrink down the concept to something manageable which made it easier to actually implement.
@netrunner-nobody Wow! Thank you so much for the kind words. We are so happy that you enjoyed it. It was fun but a lot of work!
@subsage We found ourselves laughing at the voice lines quite a bit in testing, too. Even though we made them, they still occasionally caught us off-guard. Thank you for checking it out.
@tekniqAU Cheers, mate.
@thomas-bringer Thanks for playing. Making the audio assets was fun, too. Very easy to lose a lot of time doing that stuff because of how fun it is.
@olenikimid Yeah, those are "illegal" spots but, hey, who am I to tell you how to stuff people into an elevator?! In retrospect, the system I wrote to evaluate placement in the grid relative to each person's shape and orientation could have done with some refining and a few more iterations - but there wasn't enough time. Your example makes me wonder if certain issues are worse on certain browsers, though.
Thanks for playing and I'm glad you liked the audio stuff we did.
@decentsauce Thanks for playing. Yep, we had a great time doing the voices!
@jammygunns Thanks for checking out the game. It was really hard to know how difficult the puzzles would actually be for other people. When you make the puzzles, it's hard not to know the solution. Hence, why it may be too short. Making new levels is pretty simple but we figured we'd stick with just six since it's a jam game and we wanted people to be able to play through the whole thing without eating up a bunch of their time.
We have some other ideas that we'd like to put in, if we decide to build the game out further after the jam wraps up.
@agrmayank Haha, yeah. They're poppin' and lockin' - gotta entertain yourself somehow in an elevator.
dance-dancing.gif
@crispypear Thanks for you feedback and thanks for playing. Yeah, highlighting squares was planned but we ran out of time to implement it.
@juliofesch Thanks for the kind words. I'm glad you liked it.
@metagen @cawfee-art Thanks for playing. We're glad you liked it!
@destroyertech Thanks for the feedback! I don't know if we'll do much development of this game post-jam, but I think I might rework the placement system anyway because I've seen a few similar games this jam that use a much better approach than what I used :laughing:
As for the music, we considered making more tunes (one for each level) but decided that we would be better off putting our efforts elsewhere since making more songs would eat up time that we didn't have. We also wanted to have each level play out on a different floor of the building (so the scenery and view out the window would change) but, again, we just didn't have the time to build all those assets. Would have been nice, though.
@burchyn Well done on making it to the end! We were going to make more levels but it was really hard to judge how long it would take people to play through the ones we already had. As it turns out, we probably should have added a couple more. Thanks for playing!
@smdaniels Oh, I've been there! Thanks for playing!
@very-dark-lord Thanks for checking it out. We had a couple of ideas for mechanics and progression (more characters and types of obstacles, too) which ended up being set to one side in favour of delivering a more polished core game. It would have been good to have that progression. If we continue to work on the game, we have a few ideas about different directions it could be taken and a general narrative thread.
Awesome game! I'm a real sucker for these survivor-like games. This was super polished and had a perfect amount of challenge. I did die/get hurt a couple of times because I was by the wall and something spawned off-screen beside me which was a bit annoying, but that is my only gripe. Overall, it is an excellent game. Great work!
Fabulous looking game with great feel that takes the theme in a unique direction. I absolutely love the art style. I did get stuck at the start of the third level. What am I supposed to do here?
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Either way, I think it's great. Good work!
Ooo-weee, we gon' have ahselfs a good ol' fashion frawwggg hunt! Although, they should probably not recruit me because the best I could do was 15 frogs. This is an excellent concept by the way and fun to play. I'm not even sure I understand how you went about technically implementing it. Very impressive and a unique spin on the theme!
Well done.
Great game. The dialogue is excellent and the character art is very funny. The music suits the epic space fighting perfectly. I have to admit that I was pretty bad at the game and, yes, I am responsible for the destruction of Earth through my poor in-game decisions. But, I had fun in the process, so that's something!
Great job!
I LOVE THIS GAME! It's so good! I love the concept and how it fits the theme. Most importantly it is super fun!
I'm not sure what the scoring system is based on, though, because I consistently scored less than 5 with life-changing philosophical arguments such as these:
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What do you mean you can't play bagpipes in a jazz song? Outrageous!
This was a fun concept and it had a good amount of challenge due to the various skills each performer had and the range of instruments to choose from as well as needing to interpret the description of each performance. I'm interested in how you constructed the composition layers to fit together (or clash) based on the selections whilst still sounding like they were _trying_ to play together.
Great game!
The 3D assets and writing for this were great. Like a few other commenters, I had a bit of trouble with the camera but it wasn't a huge deal. The music suited the game play perfectly.
Good job!
Really polished and super responsive. The overall look of the game is great. I love the overall minimalist black and white design but your choice of colours and when/where to use them was excellent. It just felt really fleshed out.
I'm going to check out your source code to see how you implemented the block placement because it's clearly better than the approach I used in our game.
Very nice game!
Cool idea! It is really hard, though. I don't mind that, necessarily, but it is complicated by the fact that when you drag your mouse to or beyond the edge of the game window in the browser it doesn't let you release your shot. Perhaps if didn't make the game fill the browser window and let people put it in full screen mode themselves, it might be better... maybe? I had to F11 my browser then press play on the game to fix the issue.
Anyway, I think it was a good idea but could have benefited from some audio. Good job!
Cool idea and nice graphics. The early game is very hard when you first start playing because you don't really have the chance to learn the controls before you die, which is frustrating. After dying early on a few times you get the hang of the controls, though. It would be nice if you didn't have to manually drop an item before you pick up another item - pressing E when standing over an item should just drop your current item and pick up the other one (just my opinion).
Overall, though well made game and a strong concept!
This is an awesome concept and a mechanic that I haven't really come across before in a game. An excellent treatment of the theme, too! I love the minimalist art style - it's really well done. The game has a good level of challenge to it. Baiting enemies into position and then thwomping them with a wall is super satisfying. Really, impressive that you put this together in just 24 hours.
If you had the time, it would have been nice to have some music, I guess, but it is a great game even without it.
Well done!
The "boing" sound of the jump was quite fun and I love the decision to provide the controls as a voice over. I might try that myself in the future. When the rockin' music started it kind of drowned out the voice over for me, so I'm not sure what was said there but I figured out I hit the grade sheet. And I took that sucker DOWN! A+.
Good job!
Nice graphics and responsive controls. A little bit of coyote time on jumps would have been appreciated because they are super easy to miss-time. The music suits the vibe of the game and a space-restricted platformer is an interesting concept.
Good job!
I like the idea and the music/sound is cool. It would have been good if there were levels of varying degrees of difficulty (just narrower view, I guess).
Overall, an interesting and unique take on the theme. Good job!
Well done on making your first game! This is actually really impressive for a first effort. The little pixel dinos look good and the controls are responsive. As a game, it's a bit bare bones but it has all the essential elements. The difficulty curve was good.
At higher speeds, the waves of dinos become kind of mesmerising.
Really great looking game that plays very smoothly and has a nice amount of difficulty to it. The music and sound effects fit the look of the game perfectly. I have to think that it's probably not healthy for that slime to live on a diet consisting of only fruit and vegetable juices. I also hope the long green vegetable was celery rather than leek... because I'm not sure how I feel about leek juice.
Overall, great game. Good work!
I like the concept of needing to acquire resources as your space becomes more and more limited but the interactions between objects made that a bit more challenging than it needed to be. You had to be in just the right place to throw the rock onto the stick which you could waste a fair few seconds getting right. Being able to lose the resources needed to progress can be super frustrating and should probably be a game over state when it happens, otherwise you just have to jump to your death.
I think the game has a lot of potential. It has some nice animations and a good camera. Overall, nice work.
Firstly, you already made me laugh in your game description with:
> Have you ever been in the place of our protagonist?
> No? It’s not a game about you then.
Besides that, this is a really polished game and a pretty good representation of how the supermarket is whenever you are in a hurry. Just a million people pushing their trolley in the way and blocking your path constantly. The idea of a 1.4kb shopping list also terrifies me.
Overall, this is a really well made and funny game with great animations and a good game feel! Well done.
Ah, this one made me laugh.
Although it doesn't seem to relate to the theme of Summoning, I feel like the fact that it is a game about your experience while working on a game for the theme of Summoning makes it relevant to the theme anyway!
I love the art and the general style of the game.
And for two hours work, I'm actually pretty impressed.
Good job!
I really like the game play concept and it's well implemented, however, it ramps up in difficulty really quickly and I wasn't able to make it past more than a few levels. It took me a little while to realise that holding down the rune button for longer meant I could summon different defenders. Once the enemies were able to shoot at me, though, I was too busy running for my life to hold the button down that long.
Aside from the balancing issues, I actually really like this game and think you did a great job!
Cool game. Once I realised that different chefs were good and bad at different recipes, it made a lot more sense I didn't get better at the game, unfortunately, but at least I understood what I __should__ be doing. Sometimes you get a bit screwed by RNG when you have 4 cakes to make and you don't get any pigs, for example.
I like the art style and the music adds some nice energy.
Overall, good work!
Great idea and fun to play but super hard! It gave me anxiety watching those evil circles floating toward my base while my card timer was just super slowly counting down and there was nothing that I could do.
Love the art style and the music and sound suits the game well. It could probably do with a little balancing but overall, I think it's great!
Look... I'm not trying to make excuses... I'm just saying that making it to level 3 is pretty good for a guy who holds the gun with his face :laughing:
Seriously, though, I think this is pretty fun! During the first level, I was thinking that it was way too easy. Once more than one boss was spawned at a time, I changed my mind.
Adding something like a dash that allowed you to dodge the bosses' projectiles would be good, because they are very hard to avoid once they get close. Also, some intense battle music would have been nice.
Overall, good job!
I'm a sucker for a survivor-like game. This one has an interesting mechanic that I haven't come across in one before with the lenses and the colour-classing of enemies. It plays smoothly and the controls feel responsive.
I think the lens mechanic was a little difficult to use effectively. Perhaps placing coloured "zones" which allowed your weapon to do more damage to that colour enemy inside the zone would have made it more impactful? Or maybe just letting the lens last longer? I found myself placing a lens but then being quickly chased away from a location where it was useful. I do really like the concept though and I think it is a mechanic that is well worth developing further.
In general, the game would have benefited from some music and general design stuff like a title screen. Overall, though, great work! Well done and congratulations on getting it completed this time around!
@enad96 "GRR... ARGH... UNF" (Thanks for playing)
@thinkwithgames That was a bug that was introduced/discovered late in the jam. It is open for abuse but, as you discovered, it doesn't really benefit the player to roll off screen for ages since it will put them back on screen when the stop spamming spacebar. And by then there'll be a lot of enemies. I suppose they could just spam space for the rest of their life and... uh, beat the game that way?
Anyway, yeah, 1000 dudes is a lot of dudes. It was meant to be hard to actually achieve. I think, it's probably WAY too hard to achieve though, especially when the spawn rate ramps up later in the game.
Thanks for playing!
@tekniqau Tenti loves you, too. Just don't eat his rats.
@bzoo345 Thanks for playing. And you're right... the really "unreasonable" person is the one that decides to ignore or complain about a request from an eldritch god. That never ends well.
@westeaststudio Thanks for playing. The red orbs were health (healed you only if you were hurt) and the blue orbs allowed you to summon Tenticlor by pressing E.
@tracex Thanks for checking out the game. That's a new bug that we weren't aware of. Thanks for letting us know.
@telo-philippe Thanks for checking it out! Tenti waves a benevolent tentacle of gratitude in your general direction. Yeah, the difficulty gets pretty insane later in the game. Some might say the difficulty gets too insane. (Me... I'd say that)
@sampai I agree 100% with all of your suggestions. We had plans to include more variety (and a bunch of other things) which would have given the game more depth, however, as you said... limited time-frame. We had to leave a lot of ideas on the cutting room floor. Thanks for playing and thanks for your feedback!
@lisek-gagatek Thanks for your feedback. Yeah, it's becomes too much later in the game. Also, those symbols were meant to be arrows but they're borked for some reason.
@derlie Glad you liked it!
@cats-in-jackets Hmm, that's weird. We haven't seen that before. Perhaps you can try refreshing the browser window and reloading the game? What browser are you using?
@smoky01 Thanks for playing and thanks for the kind words.
@remhill Thanks for playing. @lenny-rudeberg will be happy to know that you enjoy his animations
@linky439 After the feedback we've received, I think I can confirm that the game gets a little bit too hard over time. :laughing: Maybe 1000 dudes is an impossible goal? Thanks for playing.
@pres2300 Thanks for checking it out! I'm glad you liked the damage feedback. A little bit of screen shake goes a long way.
@digital-bacon YES! Wiping out a screen full of enemies with a single summon is pretty satisfying. The game is 640 x 480 so I can imagine that it's pretty tiny on a 4K monitor. Perhaps I can enable fullscreen on itch.io? I'll check later. Thanks for playing!
@cymusi Making this one did not come easily but I'm glad you can see some of our style still shine through. Thanks for checking it out!
Making a deck building rogue-lite in a game jam is an ambitious undertaking, but I am impressed with what you managed to achieve. I played through and managed to defeat the boss (the convert gold to damage card is very overpowered :smiley: ). The game logic for room progression and battles works well. I also really like the art style and design.
The only issue I had was that it was hard to keep track of what was happening because of the lack of animations for visual feedback. Given the scale and complexity of this kind of game, though, I can understand why it wasn't there. Music and sound would also have been nice.
Overall, good job!
I did get stuck quite often (I'm dumb, what can I say) but I think it was a cool puzzle concept. Having to experiment to find the correct solution was a fun idea but did become a bit laborious - more positive feedback cues and clues would have been nice. From a technical perspective, I found the mouse sensitivity to be very high (not sure if it was just an issue for me specifically).
Overall, well done!
This is a BIG game for a jam. The mood and atmosphere in it is excellent due to a great colour palette and choice of ambient sounds.
I enjoyed the puzzles, however, I have to admit that I found you could grab the wood planks then jump repeatedly to levitate yourself into the air, then you could just run over the walls and doors etc. That was also pretty fun to do, but probably not intended.
An impressive achievement in such a short amount of time!
It took me a while to get my head around how to play the game but once I understood, I found it to be a pretty clever idea. I like the way you used the theme and the writing was good. As another player commented, it would have been nice to have more interplay between your card choices and the narrative development, but that is a LOT to ask for a game jam game.
Overall, good work!
This is a great looking game and an interesting concept. I tend to agree with some of the other comments regarding the WAS controls but I can also see your intent in making the controls just a little cumbersome - after all, you are just a floating eye trying to push stuff around. Floating eyes are probably not the most nimble things.
The sound was great but I wish there had been a little bit of music to accompany me as I floated about breaking vials.
Overall, good work!
@cymusi I totally understand. It was a super chaotic jam for me, too. Much more stressful than usual.
The art in this game is really good! It's also a pretty relaxing game when you're just combining random things and seeing what you get. I expected it to have more of a puzzle element to it.
I liked the introductory dialogue section and the descriptions of the things you summoned made me laugh.
Good job!
Great looking game. I ran into the blue panel bug on the first play through but refreshing the browser window fixed it.
I liked the idea of moving the panels of the image around to find the puzzle elements and influence the narrative. Very innovative!
Overall, a really interesting submission!
This is simple but really well executed and very fun puzzle game. Despite being a simple mechanic, I think the puzzles that you put together actually presented a good level of difficulty. Honestly, I'm always really impressed when some one is able to come up with such a clever, straight-forward idea and then make it fun and challenging.
It looks fantastic and is very polished with fun music and sounds. I think it's a really cool interpretation of the theme, too!
Great game! Well done!
Cute game. I like the concept of basically supplying resources for your little towners to go and douse the candles of their arch-enemies. It took me a little while to realise I could cue up more than one water resource at each well as long as I took my mouse off the well then put it back on it to click again.
The music and sound fit the style well (although the extinguishing sound was a bit loud, perhaps).
Overall, a fun and good looking game.
This game is awesome! Just a really good puzzle game that makes a great use of the theme.
I love the art style and the music suits it very well. You even included a tutorial! That was super useful.
Of all the games I have played so far, this one feels the most fully-realised and "complete".
Great work!
This is an aesthetically beautiful game. Realising that I could hover over elements in the game to get a tooltip was a game changer (pardon the pun). This mechanic should really be highlighted for future players as I was quite confused until I discovered it.
The music suits the art style perfectly. I feel like it could have benefitted from some further sound design, though.
Overall, a great submission!
The art style and music gives the game a great mood and vibe. I have to admit, even though I was able to play cards and the number went up and down - I'm not exactly sure what the rules of the game were or if I was playing it properly. I __think__ I was trying to play a better card than my opponent but I'm not sure what made one card better than another or if I am just completely misunderstanding.
Anyway, I liked the pixelly graphics and the general feel of the game.
Good work!
An interesting, artistic game. I actually found it quite unsettling and... sombre? As a result the ending felt quite cynical. I'm not sure if that was the intention. The dialogue populated a bit too slowly (as others have mentioned) but that also contributed someone to the mood of the game, so maybe that's fine for a small experience like this one.
Overall, a very interesting submission.
Thanks for providing an English version! The dialogue was funny and the background art was great. I feel for the kid, just trying to get better but old ghosts are throwing stuff at him. It happens.
Good job!
Really cute and polished game! I love the character design. The controls are simple and intuitive but also provide some good challenge when deciding how to navigate the map. The traps are super punishing (especially the sea anemone / spike traps) but nothing felt unfair. Overall, great work!
This is a fantastic looking game. Great art and animation. The music suits it perfectly, too. It's also really quirky which is fun. I'm not going to lie, aside from feeding the little guy random horrible stuff until he died I'm not entirely sure what I was supposed to be doing. Which just makes me think it's a metaphor for life... most likely my life.
Overall, great job!
Nice work! I particularly love the little game design elements you added like the ant whistling for their friends when they finally get to the end and the way that they all come running through the maze after them. Overall, a well made little game.
Wow! This has a lot of cool stuff going on. The use of scaling is awesome and suits the theme really well. I love the tyre tracks from the car, too. I have to admit, I only managed to find the first tiny creature. I guess I'm not a great tiny creature hunting agent. I'm also an absolutely awful driver.
Good job!
I really love this idea, it suits the theme perfectly. The art and animations are really nice. It kind of gives me Sokpop Collective vibes (which is a good thing). I have to admit, I killed a lot of good guys before I realised my mistake... such is pot life, I guess. Good one!
I like the animation and the colours. I sure squished the hell out of the poor little fellas though :(
I also had very little time this jam, so I know how that goes. Your game looks much nicer than mine, though.
@danoka @baturinsky Thanks for letting me know. I'll see if I can do a bug fix for that tomorrow.
@danoka @baturinsky I changed a few export settings in Godot and some itch.io options. I think the issues with scaling and bad mouse click registration when maximized should be fixed now.
@bogden Thanks for playing and thanks for the kind words. I reexported it from Godot with a couple of different flags which should allow you to scale it up now. Although, the fonts don't scale so well.
@sviborg Cheers! Thanks for checking it out.
@fractal-flower-girl Thanks for playing. Yeah, if I was to work on it a bit more, I would make it so that every time you ate a worm a new worm would appear rather than having to clear the board to make them respawn. To be honest, it would be about four extra lines of code but it's not really in the spirit of the jam to make the change now.
@joer Thanks!
@garys Yeah, I agree with your suggestions. I was thinking that having different mathematical operations could be fun, too. In general, more gameplay mechanics are required but it is what it is. I'm just happy I got the chance to make something. Thanks for playing!
@tiberiusuciu Thanks for checking out the game. Yeah, after about level 5 it gets punishing. The amount that your new target value can differ from your current value increases with each level. But sometimes the RNG is kind and sometimes... well, you have to subtract 100 or so. There is definitely some things I would do to balance all of that out if I had the time to work on it more.
@leeway Haha, thanks for playing. The way worms walk all over each other was intentional but I swear they know just which number you need and make sure you can't get it.
There is something tremendously satisfying about leading these little guys around and making them grow. Really chill little experience!
As some one who has played a lot of Frogger in my time, can I just say that it's nice to see the frog finally get his revenge. I think this game looks good and the idea behind it is cool. The music suits the vibe of the game well. Also, the frog clearly hits the gym. Overall, good work!
Well, if I ever wanted to know how I'd perform as a Five-Star General for fleas... I guess, now I do. SO MANY fleas just died on my watch.
Great work! I think it's a fun and surprisingly challenging game. The musical loop did start to grate after a little while, but that's my only complaint. Good one!
Cool game. I love the art style and the little three pixel humans wandering around the city. Adding the tanks forced a bit more strategy into the gameplay and I could see this becoming much more challenging if you were to develop it further. The music suited the gameplay but it did get a bit repetitive after a while. I ran into a bit of a memory leak issue (I think) at the end of the third level and the game froze up but I had a good time playing it! Overall, good job!
It's a hard roach life. I have to say, though, old Francois Ratatouile must be really good at getting the herbs and spices off the highest shelves... look at the arms on this guy! This was actually a lot of fun and the music suited it perfectly. The difficulty scaled nicely but I only managed to get a high score of 41 :(
Great job!
Look. I'm a man who loves his grapes. I won't apologise for that. And yes, yes I _did_ smash literally thousands of ducklings to death with a giant hammer just to protect my single bowl of grapes. I admit it. And you know what... I don't regret a single thing. Those little duckers were after my grapes! MY GRAPES!
Also... great game! Really fun and well made. Perfect balance of cute and unhinged. Great work!
Buying new ants and immediately getting steamrolled by one of those grey bugs... name a better duo. Ugh. Anyway, this is such a great game! The little ants look awesome and the enemies present a good level of challenge so you have to be careful. Really good concept, too. And the music is perfect. Great work!
I am so glad there's no timer or lives in this game because I was really not good at it :laughing: It was surprisingly challenging. I think the hand-drawn aesthetic was really great and probably added to the difficulty in pattern matching. A simple game but well made. Good work!
Despite all my rage I'm still just a rat in a... maze. On my first attempt I thought I'd absolutely smashed my way through the maze but then I realised I'd just gotten turned around and had exited through the entrance back to where I started. Eventually I got the hang of it, but I was just hopeless at avoiding the ants. Overall, a difficult but fun game!
Nice one. I really like the difficulty scaling. The controls are simple to understand but difficult to master. I do feel like it would have been better if the dash went past your cursor rather than stopping at the cursor if it was too close - but I also understand that would have been hard to get right from a gamefeel perspective. Overall, great job!
This is a cute take on a hidden object game. I really liked the little bit of polish with the animated polaroid photo popping up when you snapped a fairy. The music was super chill and suited the game really well. Good one!
At first, I thought I was protecting the creatures on the ground from the falling things but then they rose up and killed me. After that, I actually played the game properly and it was fun! When you start, it seems so easy but the difficulty ramps up pretty quickly. The chain reaction strat is the best and feels really satisfying - the little screen shake with the explosion is a nice touch! Good job!
Great art and music combined to produce a really cool atmosphere. It took me a lot of goes to get past the first enemy but I'm glad I did otherwise I would have missed the different environments and challenges you created. It would have been nice if there was a clearer indication of your "light" level and when your "hide" ability availability. The darkening of the screen was a bit too subtle for me. Overall, really impressive game!
This is a great looking game! The music is awesome, too. It's super hard, though, and I'm bad at games... so that's a rough combo. I feel like it would have been better if the first wave was slower and/or had fewer enemies. Overall, good work!
Really beautiful looking game. I love the firefly trails effect. The mood of the game is really nice. I'm not sure if the music 100% suited the vibe but I can see what you were going for and it is probably a personal preference thing. I think you got the difficulty just right! You have, however, given me a lifelong hatred for frogs now. Overall, great job!
It's so hard to find good help these days. Everyone needs to be micromanaged! :laughing: This is a visually impressive game and a unique concept. The music and sound complemented the artstyle well. I found controlling the followers quite difficult - they always seemed to lag too far behind so I was always waiting for them, which made dealing with enemies really hard. But, what can you do? When you're the little guy with the hat, you just have to learn how to lead! Overall, really nice work!
It's a real pity you weren't able to finish this one off because it has the makings of a great game! The art is great and the idea looks really interesting, too. The scope does seem pretty huge for a jam game but it's impressive what you managed to achieve in the time you had. Good effort!
The character designs are very nice and well animated. The colour palette for the game was also well done. It's unfortunate that your music corrupted because it needed some sound to support it. Overall, I think you did a great job. Congratulations on your first jam!
Really well made, challenging and fun with smooth controls and an overall polished presentation. Very nice!
Well... went better than most of my dates. I love the sense of humour in this one. Also liked the climbing mechanic and the sounds. Nice work!
I could see myself playing a lot of this with a friend. Sadly I didn't have a friend to test it with. That said, I like the feel of the movement and the effect of the blast radius on the ball. Also, rocket jumping ftw!
Definitely one of the best games I've played in LD41. It has a real challenge to it when you play it on hard difficulty and the racing concept is really clever and well implemented. Great work!
Controls worked for me but I did get stuck on some collisions. Not sure if it's a related issue.
I like the idea behind this game. It's a clever combination the design is pretty intuitive, although it wasn't immediately apparent how to fight (I had to recheck the controls) the combat proved to be pretty good actually. Nice one!
Not a bad game. I really would have loved to be able to scroll the screen left and right with A and D, rather than click and drag since I was using the mouse to select and place contraptions. Still, a cool idea and well put together!
Really needs an epileptic warning at the start. Nicely made game tho!
Nice game. I found the handling a bit difficult but I got the hang of it eventually. Overall, pretty polished!
@Andreadbx You didn't miss anything, I ran out of time to get the health stuff implemented. Had to upload it and get ready for work tmw. Glad you liked the quick maffs.
@superpokeunicorn Thanks! Tbh, I was surprised by how much value the calculating-on-the-fly aspect would add to it. I'm a very slow worker and I was solo, so I feel like I didn't really give the gameplay the best opportunity to shine due to a lack of visual cues (i.e I wanted to make the function of each gun more visually obvious but I ran out of time and I wanted to add a "health bar" component too). When I actually played it myself, I was totally surprised that the mathematics aspect actually added something of value....... and to think I originally disliked the theme!!
@Kensou Game is endless but I had a few ideas on how I might build progress into the game if I decided to work on it further (which I may when I get time).
@dmanzano101 I agree with everything you said. It's pretty basic in its current form.
@Phil-Busuttil Yeah, that was by design because I was originally going to have the range of possible numbers gradually grow as the game progressed. So you might play 3 rounds where your target number will be 0 to 100, then the next 3 rounds the target number would be 100 to 500, and so on... Like many plans in Ludum Dare, that ended up not being implemented.
@BauBau I'm sure you're right. I tend to play games with high sensitivity so I never noticed. That is something that my friends complain about whenever they use my PC, though, so I should have considered it.
@kabucha I'm assuming you mean the mouse-look movement? If so, I have to agree that I was not happy with it. I tried a different approach to what I have done in the past. It didn't really work how I hoped but, ultimately, it worked enough to move on to other stuff. Unfortunately, I never got the chance to come back and make it better. From my perspective, implementing the mouse-look as I did actually taught me some stuff that I can build from and (despite this instance) I think it is a better approach than what I had done in the past.
@gonutz I'll see if I can get both of those things done today.
This was really polished and played very well. Pretty addictive, too! Nice work.
Took me a while to find the grid but once I did, it was pretty fun. I liked the dialogue between characters, too. Good one!
As an office worker, I can confirm, myself and everyone I work with both looks and acts like these NPCs.
Technically very well made and graphically really great, too! Congrats on a sweeeeet game!
I really like the audio in this game. Helps with the feel a lot. Also, nice colour palette and beautiful, simple UI.
It's a pity you didn't have more time to put into this since it has some really good groundwork laid down. A lot better than I would have made in 3 hours but still pretty bare bones.
Great game! Really cool art style it reminds me of the card game Munchkin. I have to admit, I took me a while before I realized that you weren't supposed to drag the units onto the field, you had to click then click. Once I got my head around that, I didn't die (as much). Really good job and a cool take on the theme.
@zimennik Thanks for playing. Sorry to hear you ran into a bug, that's not one that we came across in development so we'll have to do some figuring out. And, yeah, we had grand plans for the victory conditions which got dropped as time ran out.
@spliddo Thanks for checking it out! Those are all great ideas. We were going to do more with the ball thrower behaviour but got bogged down in some other issues and ran out of time. That's the game jam way!
@eugenik Glad you liked the concept, that's exactly what we were going for. Clearly, there's plenty of places to improve things but we feel like the general idea is there. Thanks for playing!
@makintosh That phone bug is a weird one. I'm guessing you somehow got stuck in or on the phone model. Glad you liked the visuals! Thanks for checking out our game.
@jo-bettaque @pavel-goncharov @universeflow Thank you all for playing the game. I'm sorry to hear that you are getting stuck. We appreciate the kind words, too!
Very cool! This is a great, straight-forward concept that has been executed very well. The art and the music complement each other and it feels like a fully-realised game. Well done! Unfortunately, it turns out that I have no rizz... but I'm not that surprised.
I really liked this. I was fully invested in the story and the way that having to decode things ended up drip feeding the narrative was really cool. Also super impressed that you built a windowing system where you can drag and position stuff. Good job!
I really like this game. It looks great (the models are cute, too), it plays smoothly and the concept is unique. It does ramp up in difficulty and I feel like clicking to cycle through waveforms would have made more sense to my brain (rather than scrolling through) but that's probably just a me problem. Overall, great job. Loved it.
Fantastic game! Great idea, well executed, looks great, sounds great. I really enjoyed this one. It's such a simple idea but the puzzles quickly become challenging. If you juiced this game a little more and fleshed out the narrative, I could see it expanding to a full release project. Well done!
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Very satisfying and highly addictive, just like Balatro. Great implementation. Looks beautiful, plays really well and the music is perfect. My only criticism would be that once you make it past the first two rounds, it becomes a bit too easy. I feel like the upgrade cards should have pros and cons to balance it out. Overall, though, excellent game!
Great work after only a few weeks in Godot! Very impressive effort. I have to admit, I never found my way home. I lost many good ants, however, and ended up going full one-ant-army on those spiders. Nice game!
I'm a big fan of He Is Coming, so this really scratched an itch! Great work, too. Looks and plays really well, though its pretty brutal early on. There's something satisfying about leveling up and beating down the bigger enemies. Beautifully presented. Great game!