Scavenger by TentacleMax 2020-05-09T00:36:02Z
I really like the pixel art/shading! Moving around felt really responsive. Similar issues to the above comments. Good game !
Foon → Ludum Dare Explorer → Users → Hydezeke
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| ๐ฅ | 2019 | 45 | Start with nothing | MINUTES TO SHIP | jam | 4.48 | |
| ๐ฅ | 2018 | 43 | Sacrifices must be made | F R I E N D G U N | jam | 4.52 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| ๐ฅ | 2021 | 49 | Unstable | LCD DREAM ESCALATOR | jam | Mood | 4.63 | |
| ๐ฅ | 2020 | 46 | Keep it alive | PLATEAU MELODY | jam | Audio | 4.83 | |
| ๐ฅ | 2019 | 45 | Start with nothing | MINUTES TO SHIP | jam | Humor | 4.57 | |
| ๐ฅ | 2019 | 45 | Start with nothing | MINUTES TO SHIP | jam | Innovation | 4.65 | |
| ๐ฅ | 2019 | 45 | Start with nothing | MINUTES TO SHIP | jam | Theme | 4.63 | |
| ๐ฅ | 2019 | 45 | Start with nothing | MINUTES TO SHIP | jam | Fun | 4.42 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 54 | Limited Space | ๐ฅ | ROOMGUN | jam | 20 | 4.37 | 4.41 | 3.91 | 4.39 | 4.08 | 4.16 | 4.58 | 4.35 |
| 2022 | 51 | Every 10 seconds | Choo Choo Crossing | jam | 10 | 4.40 | 4.27 | 4.21 | 4.13 | 4.61 | 4.59 | 4.43 | 4.36 | |
| 2021 | 49 | Unstable | LCD DREAM ESCALATOR | jam | 25 | 4.34 | 3.99 | 3.95 | 4.01 | 4.43 | 4.55 | 3.66 | 4.63 | |
| 2021 | 48 | Deeper and deeper | Little Lost Sheep | jam | 65 | 4.22 | 3.62 | 3.81 | 4.07 | 4.08 | 4.45 | 3.50 | 4.51 | |
| 2020 | 46 | Keep it alive | PLATEAU MELODY | jam | 18 | 4.37 | 4.09 | 4.09 | 3.15 | 4.33 | 4.83 | 3.77 | 4.50 | |
| 2019 | 45 | Start with nothing | MINUTES TO SHIP | jam | 2 | 4.48 | 4.42 | 4.65 | 4.63 | 4.25 | 4.08 | 4.57 | 4.47 | |
| 2018 | 43 | Sacrifices must be made | F R I E N D G U N | jam | 1 | 4.52 | 4.32 | 4.26 | 4.58 | 4.46 | 4.30 | 4.38 | 4.37 |
I really like the pixel art/shading! Moving around felt really responsive. Similar issues to the above comments. Good game !
Where do I start! The game is so smooth and enjoyable. I love the constant background music and overall the concept is really dope. Gonna play again later for sure.
This has such nice game-feel. Really juicey! I really love the way that objects bump/move in general. The gameplay was amusing and I had a lot of fun through the havoc of it all. I really liked collecting people choplifter-style, with all the little sound pings and nice feedback. Great game!
@smitto @marco-marchitelli Thank you so much!! @smitto yes big brain boy will help - did you get the bells/use them?
@exkilu There should be a windows version download at the bottom of the itch page!
@garymarance There's no fourth instrument! But the 'square'-ish shape of the tool really suggests that, sorry! I was gonna add percussion but other things had to be done before deadline.
@notan-lemon That's really great! Thank you!
Also my bad on the windows versions - I took it down to 1.
My changelog is basically I just added shadows back into the game (I took them out day 1 because I thought I had screwed up webGL performance, but it turned out that I just had chrome configured wrong).
This is so cool! Waiting for the timer was a bit rough when I accidentally gassed myself-but! This has a really intriguing mood! I like the heavy cinematic feel of it. I'd love to see more.
This was really cute! I lost a lot, but the checkpoints were much appreciated. Nice work!
Is there a way to get chocolate through the swarm things without getting hurt? :open_mouth:
This is great- the overall aesthetic stands out a lot. Big fan of the music!
Hilarious, and now I have legitimate feelings for a virtual goat. The church/comedy club scenes didn't feel crazy necessary, but the writing for the main plot was really the hallmark. Loved it!
This was awesome! Breathtaking visuals and audio for a game jam. The models and animations are super fluid, and I love the aesthetics. The concept is awesome too.
I think the level design could be tweaked to be more forgiving- some short ledges look like you can jump up them (saving on fuel) but are /just/ high enough to require the jetpack, which is sorta frustrating. Level design is hard to pin down in such a short dev period, so this is completely forgiveable though.
Good job !! !
This is one of the few LDJ games with a tutorial, and it's very helpful! It's even optional! Thanks for putting that in. I think what I like most about Istenek is that there's a lot of sound/visual feedback. I'm glad time was put in to make the interactions more 'juicy'.
The gameplay was simple, but I did have to employ some strategy to make sure I was progressing.
For me (100% personal opinion), the game would be more fun if the demon attacks took longer to happen, but were more devastating. The attacks happened so often that it didn't feel very 'intense' (even though the visual is /very/ intense).
The visual aesthetic is top notch in my book. I really really liked it.
I wasn't entirely sold on the idea (the houses you deliver to have smoke coming out of the chimneys- why can't you stay warm that way?) and there weren't very apparent consequences for burning the packages (so it didn't feel like a real sacrifice).
The art is absolutely wonderful for such a short time period. Big kudos to the artist! I think the gameplay needs more direction. Music/audio in general would be really helpful - without it, it feels a bit boring. I got stuck out of bounds a couple times, too, requiring a full restart.
I played a full round of this and I really liked it! I liked methodically updating my frontline. I think it could do more to make the 'sacrifice' part more front-and-center. Still, it was a fun time for me.
Fits the theme really well! Didn't get very far but enjoyed my time so far. The spritework is gorgeous and I love the music!
Hey, this look like it took a lot of work/effort, kudos! The sheer number of features and options is awesome for a jam game. Great job.
I think it feels a bit sloppy presentation-wise. No audio, some misspellings, no transitions between things, etc. I think given some work on that stuff, it'd be a really kickass conquering game. I'm impressed with what you have in such a short time, though!
@zaza Technically the lose condition is running out of bullets.
I considered having the enemies attack you (the player), but I worried about whether people would feel too rushed/endangered to pay attention to any dialogue.
@jeplmr Thank you! That means so much, aaa
@mattwagar I'll give you the run down!
1. Friend scripts determine which Friend (bullet) if any the player is close to/looking at. 2. Each Friend keeps track of their dialogue progress (number of characters so far in current string as well as which string we're on). The focused Friend gets to progress these numbers. 3. The UI detects that there is a Friend in focus, and asks it for its current 'display string' (a subset of the current dialogue)
This ends up making it so each character keeps a bookmark on its dialogue basically- hope that was helpful!
@swanijam Aw sweet! I appreciate it!
@pandan Ah!! That's definitely where I went wrong! Thanks for the advice!
@elven I'm SO happy you found #2!
@disperse Thanks so much!
Really love the idea and want more. I love the visual style too. Would've loved more abilities/enemy variety, but what you have so far is top notch for a game jam.
Top notch mood/audio/graphics. I love it. What am I sacrificing though?
Played this for what? An hour? It was great! The art is phenomenal and the game is really juicy and full of great action feedback. Me and my roommate really liked the music (and he's a huge music critic). The game was crazy long- and the puzzles were really well designed. Did someone spend the whole jam designing the puzzles?
Overall wonderful job. The fact that it saves your progress is amazing (and feels necessary because of the length -thanks for including it)
Oh my god! Thanks so much, everyone! @soyrandom @seankennedy @sageware @wreel @james-dunlap
Thanks for all the comments everybody. I'm beaming right now- I was so worried the premise wouldn't land/the game wouldn't work, haha. I'll be trying to come by and rate all your games this evening/tomorrow.
@chorizo I'm super duper into that idea! I've also had a few playthroughs that I wish I had been able to save/load. I'll probably get it to work with standalone (win/osx) version.
@welshdivision That sucks! Thanks for letting me know!
Thanks for playing everyone! I'm so overjoyed with my placements! See yall next LD
@ruthiepee Thank you! Wow! Good job on Sticky Fingers!
This is really ambituous, and controls like a charm! Regardless of how far the concept is taken in this version, I'm really surprised by all the quality of life stuff already here. The automatic gathering and the game speed buttons were very very helpful, and made it a real joy getting to a large number of villagers rather than a slog. Good work! !
Nice game! As already said, it's a lot of cards to go through. I think a small visual effect for when carnivores eat herbivores, or an animal dies, would go a long way. I love the concept, and would love to see more.
score.PNG
@fireslash I hadn't even noticed the particles colliding with the platforms - that's now maybe my favorite part of the game mechanically.
It's a bit clunky, but really impressive as a first game, wow! The concept is really solid and the game shows the concept really well. Good work !
The game has a great aesthetic/style and great sound design too. I admire the great lengths you've gone to make it so presentable. The concepts are very very interesting. The only weakness really is the unreliability of the physics system, which I think is hard to figure out in just 3 days anyway.
The concept is great, the game feels and looks great. Great job ! !
> Be careful how deep you dig at a time as you can only jump up two tiles.
Ignored this, immediately dug down and lost hahaha. I liked figuring out how to safely get to minerals while making sure I can get back up! And questioning 'is it worth using a ladder here?' The ambient music was really pleasing too. Good job!
This was really enjoyable- the presentation especially is super high quality. The game feels super crisp and juicy so it feels good to play. I'm really wowed by the quality of all the assets, and the enemy battles especially.
After dying to the boss, it was a bit of a grind to find my way back to them. Still, on the first go I had a really good time with the minesweeping. Loved it.
Hi i rly liked the game gj Got stuck in NASA - I see the lil green boy up there but cant move anymore. I really liked the humor and the neural segments. universe brain/10
This game has incredible audio+visuals for a three-day project! It plays super well too. It's a really satisfying experience. +1 again to the audio - best audio I've heard so far during this jam.
This was really good! And 20 levels is really incredible for a 3-day project. Fits the theme well too.
Nice work! I appreciate the multiple endings. I think 'envy' was a little unclear (though tbh 'envy' is kinda hard to implement in a game).
I really really dig this game's aesthetic. I love god games too- being able to destroy planets with a single click was deeply satisfying to me.
I like the details put into each species' art/story/etc.
I ran into a small bug where, when holding right click to pan around, I clicked on a planet which kept my mouse from becoming visible/unlocked again.
Good work ! !!
Agree with everyone on the parallax - really liked that effect. I also found that I could easily get away from everything, haha. Still fun though.
Cool effect and graphics (love the way the UI expands). I don't know what I'm doing, though. Tried it a few times to see if I'd get a result. Don't know if I missed anything.
This is so impressive! Wow !! I love the mechanics and the race against time. I really like how there's a separate timing to moving the gems/breaking bricks, so it's best to do both at the same time. The music and art is really nice. I have no complaints really. I guess I never felt a need to use bombs/planks, but I feel like they're a nice addition if I find myself struggling on a level.
Awesome game!
This was fun! I found that for me, the warrior class was much easier than the other two. The spike level was very difficult, not because I ran into spikes, but because the spikes blocked my bullets, which was a bit frustrating. Fun game overall!
I liked this a lot- especially how the music amps up over time as the action gets more extreme. I was sad when the upgrades ran out- I was honestly hoping I could grab the whole screen eventually, haha.
The system is really cool and clearly took a lot of work. I agree with Hruhf: I would've had more fun with some guidance. That said, the game has a lot of features- cool stuff!
This is so cool! The game has a great atmosphere and feels very consistent throughout. The gameplay is really interesting, though it confused me at times (I believe it was a bug causing jittering). Love the momentum in the swinging gameplay, and the thematic dialogue was a nice touch.
@shaolin-dave On itch, there should be a Windows build -download- button I think.
@slowfrog-again Thank you! No base game, but I do have a boilerplate character controller I work with- somewhat similar to the Unity Standard Assets first-person controller. I should publish it! (once I get rid of all the spaghetti I added to it this weekend, oof)
@zondarg Thank you @zondarg! Sprinting is possible via left shift, but unfortunately that tutorial never triggers. :')
Driving the car and shooting feel really good- I'm also astounded at how many assets (visuals, audio, etc) are in this ? ? ? Wow! When playing, I felt more like driving for long periods of time than stopping at every ? mark. My game unfortunately crashed at about 1900-2000 m
This is really cool! I like the graphics and the control scheme mixups. I had a really hard time understanding what is collideable - which, as the pressure mounted, got more and more frustrating. Does the sea grass do damage?
Nice and concise! My oxygen level was my biggest danger- the obstacles and enemies weren't much of a threat. I like that the game has a lot of audio for everything. Feels very complete.
This was really fun! I was really impressed with how balanced the game felt. The scoring was really fair as I got to more and more difficult mazes.
I really liked switching up the controls I use to attack. The game's instructions are unclear, but I did feel clever when I figured out 'purple' on my own. The scene transitions were confusing (felt like a bug). Fun concept though!
This game has a really compelling atmosphere. I was initially annoyed that mining took so long, but it ended up being an important mechanic when enemies started appearing. It was very cool how after zone 2 or 3 the game started occluding enemies outside the vision cone!
Didn't realize this was procedural until I tried again! It was fun, though there were some weird things going on with sound. Left-side music, and the ladder sound effect appears to be many seconds long? Or looping?
Anyway- cool game!
This was really awesome, and so polished! I loved looking back through the level with new parts of the spectrum unlocked to find new things. Great sound and atmosphere too.
Hi- I think the Discord invite has expired. (Says 'invite invalid').
This is really delightful to play! The music didn't really connect to the gameplay, but I still liked it a lot for the soundscape and mood of it all.
I think I placed my platforms really well, but some of the jumps were still rather technical for only having played the game for a few minutes at this point.
(I had to use dash a LOT on the first level, before I really understood it. Later on, I had to do several jumps that would not have been possible if I hadn't noticed that the dash also resets my falling velocity- these were very very tight).
I had fun! The aesthetic is super cute too.
Really cool game- I like others had trouble with the 'bounce' the buildings had. I loved the dragon. It was the highlight of the game for sure. I really enjoyed how it had its own theme music, and weirdly enough I found the burning of my structures pretty...satisfying. Thanks for making this!
Really cool game with a lot of content, wow. I like the clean minimalist look-- you all clearly made a ton of cool assets for this game. My favorite levels were the ones where I was only given items with short time limits. In other levels I found that I could hit space really fast and use one item to escape quickly.
The only thing I really want is a downward shadow or indicator of where my item is relative to the floor. In this perspective, flying items became really hard for my brain to locate in space. Thanks for making such a cool game!
Cool adventure game! I liked the applications of each spell. The hand-drawn artwork was charming as well. I liked when it 'clicked' for me to use invisibility. Thanks for making it!
The energy in this game is really great. At first I was annoyed that the shots were so hard to dodge, but then when I learned the patterns of the guns, that felt like the 'real' game (not just dodging). Fun music/sfx, no idea why the army is so desperate to kill this horse, but I love it.
Wow, this has some really cool level design ideas!
The sounds/fx are satisfying and I had fun overall. Momentum made it hard to turn/do finite movement, which was frustrating, but it felt intentional. I love the fast pace of the game.
Fun new take on the diner dash genre. I liked keeping track of my workers to make sure I wasn't doing the same job as them. I think I found it less fun when the cleaning robot couldn't work quickly anymore. But just like other diner games, I think stress is part of the experience. I liked the theme- thanks for making it!
This is really cool! Like bougiebirdie, I found a strategy that worked and stuck with it. I wasn't challenged much, but I still enjoyed the experience of mowing down waves and obtaining tons of money along the way. Thanks for making this!
Really great art style and music, wow! The game is simple but delivered really well.
The post-jam version especially had some really cool audio ideas. But I was happy to see the 'audience reaction' to jumps was already there in the jam version (visually)- it's a really immersive touch. Cool game!!
stabilized.png
Can't believe I did it. The wire loop game was so difficult on my trackpad but I did eventually succeed.
Very cool game. I LOVE the ambient music track in the background after the tutorial section. I really didn't like the O2/CO2 level game at first but it ended up being my favorite as I got better at it. I love all the FX in the game- the microscope laser, the hologram bar graphs on the middle table. Really cool space.
I enjoyed the game loop, and it's cool that the progression keeps continuing for so far. I was disappointed I wasn't under much pressure while scavenging. But in another way, that makes the game somewhat relaxing, which is nice. A few items disappeared while I was moving them. My favorite part was the sales screen after you return- that was really satisfying.
Thanks for making this!
I like the visuals a lot and the game is very fleshed out with mechanics and audio/fx. It feels really complete. I think the tutorial was a bit long given the simple mechanics, but I was intrigued by the lore! I think I would have enjoyed longer platforms/running segments between the fights, because I felt somewhat slow. Really cool universe you've made here!
@sylvain Game's not done! I was editing the page yesterday and clicked 'publish' ~30 hours too early!
@all Thanks so much for the sweet comments!!
@unclemitch911 funny enough we were just talking about this today- sounds fun, so probably!
@sakura-magika HI! You may have found the warp in there correctly. You didn't lose. But the end comes later.
I'll forever be afraid of the louder and louder *chakachaks*.
-It took me a bit to figure out what the sewing machine did.
-Not sure why, but toward the end I got stuck on the ladder. No way off in all 4 directions.
I love the concept- a lot of games have been making the 'horse escape' pun but this game has finally given me a true understanding of "the un-stable". The "anti-stable" if you will. Thank you.
I got really into this! The most fun part to me was reading the map and trying to figure out which side was getting too big/too small. It was fun to formulate a strategy for how to manage prisoners- I did a lot better when I made sure I always had prisoners ready to put back in.
I really wish everything was easier to click/maybe there was some audio feedback. I don't think anything about the core design needs changing- it's a very fun and complete idea. Thanks for making this!
THIS is an instant classic. What the heck. Favorite game I've played so far. Probably won't be beat. THANKS FOR TAKING THE TIME TO DO THIS
Game is dripping with style. Definitely one of the more striking visuals of the jam (in my opinion). I love the takedown art especially. The unordinary presentation and movement system are both inspiring. Really cool game :)
The shifting of the maze walls themselves was my favorite part (though I had to wait a long time to figure out my path sometimes). The whole process of seeing a guy in office mode, then waiting a few seconds so you can /kill/ them is kinda hilarious.
Cool idea! I really liked the circle mechanic. I had a hard time circling so closely without knocking the spirit around (which is part of the challenge of it I guess!). Would love to make other shapes too. Thanks for making the game!
Really cool game! The box moving mechanic is really satisfying- I like the sounds/fx and how quickly you can move the boxes (which becomes pretty important later). I was sometimes frustrated when the rotation of the box made me lose time (and I had no 'rotate' key). The game was a really thrilling experience, and I really loved the style of it! Thanks for making
It was fun figuring out the systems of the game and how they interacted. It took me a bit to understand that I could only target nations based on public opinion. I must not have noticed that the win condition was a certain income level- I kinda assumed that as Crotia, I could eventually attack Kosovo (my main rival), but that time never came. Cool idea for a game- I liked the explosion noises and the fact that I could take turns very rapidly if I so wanted.
Loved this concept- I like how the base mechanics stayed the same, but the ways in which I had to be resourceful kept changing. I had a lot of trouble on level 5 (but it is the final level, after all) but I really got a lot of enjoyment out of these shifting limitations. Really cool game!
This game was really thoroughly beautiful from front to end. The writing was great and the multiple pages were really innovative. I loved how many different ways this game could deliver a story. Thanks for making this.
Very very addicting game. It wasn't very difficult (the enemy teams were always behind) and I didn't use the unstable rabbits very offten. Still, it was really exciting to see my army get larger and more powerful. I really liked the art and sound design- it has a lot of polish. Thanks for making this!
Congrats on your first entry! Neat idea and has a lot of content. It starts very easy and becomes quite difficult (the many-fires level....wow).
Screenshot 2021-10-08 092654.png
I think I found that I had *too much* freedom with the boxes/boulders. I went back after finishing and found I could do this elite strat: lemin.gif
The gameplay itself was interesting, and the presentation was really great. I have to love anything with a wobbling UI. Super polished game feel/art/sound it was a joy to play!
I like the minimalist style/color palette a lot. It was actually pretty difficult to come up with a strategy to both build and protect myself. As ubershmekel said, jumping up as fast as possible on new blocks works pretty well (no reliance on the stability of the bottom blocks, haha). Fun game with a really interesting concept, thanks for making it.
Such a cool lemmings-like. I like the added resource mechanic. I often felt like I wanted an indicator of where the objects were going to be placed...but weirdly enough, I never once placed an object in a mistaken position. Everything snapped really well and the whole game was really satisfying. I thought the level design was really fun too.
This is so freakin cool! I'm astounded at how much functionality there is in this game after just a weekend. I was hurt that 'Reset' erases all my parts, but it did get me to experiment more. The whole thing is so well put together and I love the art and assets in the game!
Fun idea- I like the aesthetic a lot. I had a pretty hard time stacking some of the pieces (mostly the plates). But I was really pleased when a weird shape actually did stay put. Thanks for making this!
I was initially confused by the concept (the camera movement, and that blue blocks *unfreeze* after the timer expires). But after I got that, this turned into a really interesting construction game for me! It's a pretty unique experience compared to other bridge-building/truss-based games because of how frantic and quickly I had to throw things together-- no planning time. Watching the tower struggle after the timer is over and just crossing my fingers...really rewarding.
Got pretty invested in the strategy of this game. I thought I had lost, but ended up fighting a llama guerilla war for several minutes. Unfortunately llamageddon mode made it impossible to hold out after that (shear firepower overtook them). I'm not sure how the physics factors into the game- my second game immediately ended because of the map falling apart. Fun idea and I enjoyed running some little llama tactics.
I spent more time on the ceiling than on the ground. Truly a game about a cat.
Really difficult but I think that is :star: very cool :star:. I liked the cat's little legs and their little running sound. Thanks for making this game. :100:
Secret ending: I shot myself up into a corner for a while and then through the map, now I fall forever.
I enjoyed this mechanic! At first I was frustrated when the spawner would create a tower on the edge, on one side. But then I started using the pin to 'topple' those towers before they got too tall. I could see how this would be frustrating if I had an equal tower on the opposite side, but it was interesting in my scenario at least.
Fun game!
Just the art alone is far and beyond what I'd expect out of a 72 hour game jam. What the heck, this is gorgeous. The story and characters are great. Just a super beautiful thing all around.
This was really cool! I'm really impressed by the Cuphead-style bosses- I noticed some frame-by-frame animations in there. Jason especially had a lot of personality. I loved the variety of attacks from each boss. It also seemed like the squid had a new attack it pulled out around half health? It was exciting, cool game!
Legitimately so scary hahaha I found myself planning out routes during the day, then doing them at night- fun mechanic :)
I was also confused at the start but it was really rewarding to find the different recipes! Really great time management game! Good job adding so many art assets too
Love the art and the random events. This game is absolutely brutal- I tried my best to survive/find a strategy that works, but to no avail. Wondering if there's a safe way to circle the mass and attack without getting blasted ๐ Likin the music and colors on the sprites too ๐
The way the pace changes through the different phases is so fun. I LOVE what you did with the look and especially sound of the game. The little vocodery voices when the enemies explode is really satisfying- it's all just really satisfying in general. ๐๐
I had a quick thought about a 'weapon shoots every 10 seconds' mechanic when the theme was announced and it's so cool to see that in action here! The visuals are gorgeous, especially the lighting and the laser/flamethrower effect. I also think the title music is kind-of a banger. Nice game :)
This was really great :)
Radical. I could really feel the effect of each buff though it wasn't always what I expected from the text. The glowing particle effects were especially nice :)
I love all the little animation touches for everything. So polished!!
@joeshanahan re: time of day - Aaaa I wanted that too!!!! I originally had this plan for a clock that would pop up "hourly" in the top left:
clocky.png
and then you would hear a station announcement (which would just be me rambling about ducky ponds etc) hahaha
Edit: here are [some of my](https://vocaroo.com/1cNfkeUC8jpa) dumb [announcement](https://vocaroo.com/1iRkX0S04IB2) voice lines that got cut ๐ญ
This is **such** an interesting mechanic! A traveling save point is such a cool idea... ๐ฎ Good job!
The style of this is superb and I love love love the music and sounds when the coins drop. It is very addictive but somewhat slow to get started (not unlike...well, a coin pusher at the arcade). It is so freakin pretty too- nice game!
The controls felt really tight and the presentation was awesome! I especially liked how the screens reflected the power you received.
just blown away by the art and also the grenade
but actually, what an amazing game. Hard to even put into words
The atmosphere is absolutely top notch, wow
Really fun package of minigames presented as a really challenging gauntlet. It's so polished!! Really impressive especially for compo, wow
Wow the graphics and ambience are really nice! It took me a bit to figure out that I was pushing the box (since I initially pushed it and failed in heartbeat mode). The voice acting and overall sound design was super great
This is really lovely :) The pacing of 'every 10 seconds' works really well for this game, but the addition of the fast forward button makes it perfect. Thanks for adding a level select too! I got a little stuck after 'box tower' and still got to experience all the content right away! Also the OC is kinda cute :eyes:
I, being dumb, thought for far too long that the shuttles were enemies too. It was /so/ satisfying to upgrade my weapons and gear. I quickly outpowered the enemy waves and I would /love/ to see them match my firepower quicker. Really cool game ๐๐
I really enjoyed being trolled a bit by the sabotages, thanks for this experience ๐ :) I need to figure out a way to protect against bombs.
I love the way the enemies show up- the waves feel really exciting and aggressive. The way the target icons ~face~ the sunflower (due to the screen warping effect) makes it feel especially foreboding.
Love love love the art style so much...great monkey animation and such nice polish in general. I had to play it on emulator (have yet to receive my playdate) but using the crank physically must be really fun!
Hi- just wanted to mention that the Itch page is hidden or down! Will come back later to give it a shot (no big deal if it's just download-only).
I'm so interested in this concept!! The characters and sounds were so charming and it was fun trying to experience as much of the writing as I could in so little time, hahaha
This was an absolute blast- learning to avoid major car buildups (that I caused) was so freakin fun. What an impressive concept, loved every second. The audio and overall polish is great too.
Cool game! After a few tries I understood that food is precarious and focused on it first. I think with the rate of resources/no other time pressure, the game can become a lot of 'waiting/dismissing' without doing much. I had some fun later in the game just letting rooms collapse while making me soul dust. I think the UI showing characters/rooms' alignments was the coolest/most interesting part of the game. It was also very moody ๐๐
The music really drew me in before I had done anything. ๐ I enjoyed the sandboxy physics though pushing a zombie down a long hall did get tedious. I'd love to see more levels! I was excited for what kind of demanding craziness was ahead. Killing zombies at the right moment to solve a physics puzzle is a super fun idea
This is really cool! I didn't realize at first that I couldn't drop items, but that created kind-of an interesting conundrum. I looted too many antidotes, and so I actually started hoping my passengers would get infected so I could free up some inventory space, haha. I like the seamless road encounters and the presentation of the whole thing.
I didn't quite figure out how to interact with things / find a bigger shell. I like the art though!
Making it to a new room to see the new cat sprites was a big treat. At first I was losing my mind at how hard it was to fit the cats together, but now I see that I can figure them out over many replays. I got got by the jump-dive after the 4th (?) room too many times and gave up. Really really like this game ๐๐๐
This is cool! Congrats on your first LD. I love all the little dudes and punting them off the saucer :))
Cool avoidance game! I had a hard time predicting how the small fish would block me (and sometimes they would move the big fish around really quickly which was terrifying). It was fun to learn and get better at ๐. I like how the random food placement forces you to take new routes around the big fish
Cool game! I restarted a couple of times and ended up having a fun time just dodging the enemies instead of fighting them. I like my little goose guy. I think the effect of bullets hitting the wall is much more noticeable dramatic than the sprite changes when you hit the enemies. I agree with the point @phillips-albright made that an effect when you get hurt would be helpful. Cool goose game!!
This is so so cool! I love how all of the menus are based around the rotation of the game. It's a unique language for this game. I had a super hard time feeding my people ? 1 house produces people so so so quickly ๐ต
Cool RTS controls! I found it a bit easy (zombies can't pathfind). More zombies (or more difficult zombies) + less time would be a pretty fun tradeoff for this game. Trying to zip past them in tight corridors was the highlight of the gameplay for me.
Interesting puzzle game! I feel like I was starting to wrap my head around the process of getting elements from one end of the board to the other, and then the god mechanic showed up. With the added time pressure, I started giving up on learning the system, and started mashing the rotate buttons as fast as possible instead of thinking too hard about it.