Insect Inferno by ImNotVegan 2024-10-13T05:36:33Z
Added dropbox links for those whom google link doesn't work
Foon → Ludum Dare Explorer → Users → ImNotVegan
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 66.6 FM | jam | 704 | 3.12 | 2.70 | 2.80 | 3.90 | 3.32 | 2.78 | 2.00 | 3.62 | |
| 2025 | 57 | Depths | Mindlayers | jam | 770 | 2.97 | 2.31 | 2.84 | 3.39 | 3.15 | 3.30 | 2.44 | 3.52 | |
| 2024 | 56 | Tiny Creatures | Insect Inferno | compo | 3.50 | 3.37 | 3.50 | 3.87 | 4.33 | 3.83 | 4.00 |
Added dropbox links for those whom google link doesn't work
Well polished and fun game, It would be nice to be able to restore health
I completed the game without using research, but it was interesting.
I liked the mood of the game, but I would like it to be more clear how the deck works, otherwise it is not clear when you lose, is it purely because of randomness, or are there some rules that need to be followed
This idea has a lot of potential
It would be nice if the game explained the difference between the different submarine release powers better
Also, there was a lack of explanation of where to move underwater and where I am at the moment, sometimes collectibles stopped appearing
Adding obstacles to the submarine's operation underwater and upgrades that affect the bypass of these obstacles and the behavior of the submarine would greatly improve the game, a good idea would be to implement the use of constantly accumulating fish and cargo for these upgrades
It would not hurt to add victory conditions to the game, at some point the game turns into an endless descent down
I am surprised by the amount of content in this game and I think I found a hole in one place that allowed me to get to the end of the level by falling through the ceiling haha
Cool game! I won with a stick.
I think the swinging should be more controllable, when I tried swinging I couldn't hit the enemies, and they easily hit me. Once I stopped swinging I easily beat the game.
It is a funny game, but very difficult to finish, the character is too difficult to control
The idea is not bad, I wish the game had more content.
With such visuals, the game idea has a good chance of becoming an atmospheric pixel art horror.
If the game had some supernatural evil force threatening the player, it could have been very scary.
Good art and style!
As the previous ones noted, the game lacks options to choose from other than which door to enter, a good solution would be to add a regeneration potion that restores health until the player leaves the room.
The game needs a smarter room generator, too often the player is not given any chance to leave the room alive.
Good graphics of the ship and special effects!
The game needs better explanation of how to control, after I figured out the controls the game went too fast.
A good improvement for the game would be to more clearly indicate from which side the asteroid will hit.
I liked graphics but I didnt understand the goal of game and I think projectiles dont work
Very cute and calming game!
There are problems with the camera, sometimes it goes behind the mountains or the ground and it becomes impossible to see where the character is going
could not start game, error after I press "play" button I used command to start game: java -Dorg.lwjgl.system.stackSize=128 -jar game_win2.jar screenshot.png
@kartoffel-licht I have GPU RTX 3080 12 GB and latest graphics driver I get error messages in console: ``` C:\Users\dimac\Downloads>java -Dorg.lwjgl.system.stackSize=128 -jar game_win2.jar WARNING: A restricted method in java.lang.System has been called WARNING: java.lang.System::load has been called by org.lwjgl.system.Library$$Lambda/0x000001c35100d100 in an unnamed module (file:/C:/Users/dimac/Downloads/game_win2.jar) WARNING: Use --enable-native-access=ALL-UNNAMED to avoid a warning for callers in this module WARNING: Restricted methods will be blocked in a future release unless native access is enabled
WARNING: A terminally deprecated method in sun.misc.Unsafe has been called WARNING: sun.misc.Unsafe::objectFieldOffset has been called by org.lwjgl.system.MemoryUtil (file:/C:/Users/dimac/Downloads/game_win2.jar) WARNING: Please consider reporting this to the maintainers of class org.lwjgl.system.MemoryUtil WARNING: sun.misc.Unsafe::objectFieldOffset will be removed in a future release Resetting.. Added new input Method: class Kartoffel.Licht.KeyboardInputMethod2 Added new input Method: class Kartoffel.Licht.KeyboardInputMethod Starting Run... java.lang.RuntimeException: Failed to submit Draw Command! at Kartoffel.Licht.AGGraphics.AGDrawer.submitCommandBuffer(AGDrawer.java:284) at Kartoffel.Licht.AGGraphics.AGCanvasDisplay.submitDisplay(AGCanvasDisplay.java:180) at Kartoffel.Licht.Main.main(Main.java:525) at Kartoffel.Licht.Main.main(Main.java:46) Warning, unclosed AGVGraphics-Object! Kartoffel.Licht.AGGraphics.AGVGraphics@1b0375b3 Warning, unclosed AGDrawer-Object! Kartoffel.Licht.AGGraphics.AGDrawer@5f375618 Kartoffel.Licht.Main.main(Main.java:325) Kartoffel.Licht.Main.main(Main.java:329) Kartoffel.Licht.Main.main(Main.java:46) Kartoffel.Licht.Main.main(Main.java:46) ```
@kartoffel-licht, thanks for fix, the game works!
I really liked the minimalistic sci-fi style of the interior
Very addictive game!
I reached depth 202
I liked the cute pixel art and 8-bit music
At a certain point it becomes too difficult to move forward and progress slows down a lot, it would be nice to add more rewards for killing lower creatures
Use itch.io link, for some reason ludum dare link doesn't work and I don't know how to fix it
I added a second link, it works for me
@holyblackcat linux build is in itch.io link
at one point the crafting stopped working, I pressed E and nothing happened, I had enough resources
Very scary horror atmosphere, but the main menu could be scarierscreenshot.png
Very good idea but I couldn't complete the game
I think the numbers don't work with ore tiles and I didn't understand how to buy, I pressed the right mouse button while aiming at the tile and nothing happened even when I had enough money but I could destroy the buy tile
The game lacks quality of life features like being able to aim at a tile that is 2 or more tiles away from the character if the path to it is clear and being able to mark tiles that may have mines
I wish I had to release Shift button to release zipline, I thought I need to press shift to grab zipline and died many times
It is hard to get off the rope, I don't have time to let go of the button before he grabs it again
I liked that the player has a lot of platforming options
Very addictive gameplay!
Sometimes chunks stop generating on the sides and the player can go outside the play area
Screenshot 2025-04-24 211016.png
I didn't understand how to launch this game, I didn't find a main file that can be run, I use windows
The game has a very unique style
But I would like more player interaction options
I like the consistency of the game.
It would be cool if you could buy health, because I constantly fall on enemies and my health runs out.
I really enjoyed the core gameplay loop! The 'mine, upgrade, repeat' cycle is very satisfying and addictive. Being able to actually control the drill after launching it is a great touch that makes the mining feel more active and fun. The scanner mechanic also fits the 'Signal' theme quite well as you hunt for those hidden treasures.
One major issue I encountered was performance. Once an asteroid gets filled with too many treasures, the game starts to lag heavily and eventually froze during a transition to the next level. It looks like a performance bottleneck, possibly due to the number of active objects. With some optimization, this could be a really solid title! Great job on the upgrade system!
Congrats on finishing your first game! Thatās a huge milestone. I liked that you created three distinct characters with different responses based on their personalities!
My main feedback would be about the presentation: adding some visual or audio cues would help to break up the long pages of text and make the experience more dynamic.
Such a fun and quirky concept! Playing as a traffic-controlling rat is definitely original and fits the 'Signal' theme in a very creative way. I liked the 'Satisfaction' meter mechanic and the fact that it recovers over time ā it's a good way to give the player some breathing room.
However, I found the game to be extremely difficult. Managing 200 cars with just one stopping zone feels a bit overwhelming, especially since the car AI is quite clumsy when trying to overtake. They often crash into each other in ways that are hard to prevent. Adding more control options or refining the cars' pathfinding would make the challenge feel more fair. Great effort on a unique idea!
Solid core mechanics! The card-based spawning is intuitive.
The game feels a bit too easy because the AI is very predictable. It would be cool if the AI saved up cards to launch a massive 'Charge'. I also noticed some pathfinding bugs on medium level where the Mazard gets distracted by enemies on neighboring lanes and starts walking backward. Adding some upgrades or defensive structures for the castle would add much-needed depth to the gameplay. Great job on getting a working strategy game done for the jam!
Great concept for a puzzle game! The progression system is a great way to keep the player motivated. The 'Signal' connection is very direct and works well.
My main feedback is regarding the car AI and the restart logic. On Day 3, the traffic jams became permanent soft-locks where cars wouldn't move regardless of the signal. Additionally, losing purchased abilities after a failed attempt feels a bit too harsh and makes it hard to catch up. Fixing the car pathfinding and letting players keep their power-ups on restart would make the experience much smoother. There is a lot of potential here!
I really liked the minimalist wireframe aesthetic! The 'vector line' style gives the game a cool retro-tech vibe that fits the submarine setting perfectly. The sonar/scanning mechanic is a great way to interpret the 'Signal' theme.
My main feedback is regarding the multiplayer mode: I tried to jump in, but the world felt a bit empty and I couldn't find any obstacles or other players. It would be great to have some AI enemies or more visual feedback when scanning in that mode. Also, adding some more detail to the submarine and obstacles while keeping the line-art style could really elevate the look. Great technical effort on trying to implement multiplayer!
i dont see the link
A very solid and polished arcade entry! Using a lighthouse to guide ships is a perfect fit for the 'Signal' theme. I especially liked the particle effects for the waterāeven with simple graphics, those small details add a lot of 'juice' and make the movement feel more dynamic.
Iād suggest expanding the reward system. While chasing a high score is fun, adding some unlockable ship skins, power-ups, or different map layouts would give the player more long-term goals. The difficulty ramp is quite steep, but it makes for a very intense experience! Great job on the core mechanics.
A solid puzzle game with a clear connection to the 'Signal' theme. I liked the concept of the cleaning robot on a space station!
To take this to the next level, Iād recommend focusing on 'Quality of Life' features, specifically an undo button. Repeating the same steps after a mistake can pull the player out of the experience. Also, even some basic ambient sound or 'beeps' for the robot would go a long way. Overall, a clean and functional entry. Well done!
Nice job on the jam! The police AI adds a nice layer of tension to the street crossing.
Iād suggest adding a shop where we can spend the money, as it would give the player more motivation to complete tasks. Also, the cars on the vertical road don't seem to stop for red lights, which makes it very risky! Adding some textures to the buildings would also help the visuals. Great start, keep it up!
Great work on 'Tunnel Vision'! I really liked your take on the themeāusing the mole's antenna as a signal-based 'wallhack' to locate the eggs is a very clever and intuitive mechanic. The title is also perfect for this setting!
Iād suggest looking into the game's balance. Since the mole is faster than the snake and it's easy to hide in dead ends, the tension drops once you figure out the pattern. Adding some environmental obstacles or making the snake faster/more aggressive as you collect more eggs would add a much-needed challenge. Itās a very solid and functional foundation for a stealth game!
@cazik21 i exported mac build but i have no way to test it.
@cazik21 I don't know exactly why it doesn't launch, but you can try the command in the terminal - ```chmod -R +x "Mac.app"```
The atmosphere in this game is incredible! The scale of the warehouse is truly imposing, and you nailed the 'liminal space' vibe. Starting the game with Lacrimosa playing near the entrance was a brilliant and haunting choiceāit immediately set a very eerie tone. The scanner mechanic is also well-implemented and makes the search for artifacts quite tense. Iād suggest adding more audio cues to the monsters. Because they are so quiet, they lose some of their scare factor. A very moody and promising SCP entry!
I really loved the Frutiger Aero aesthetic! The glossy visuals and the overall vibe of the fish tank are very nostalgic and pleasant to look at. Buying different items, from coral to sharks and even plastic bottles, is a fun idea for a tycoon-style game.
I ran into a physics bug where fish started teleporting outside the tank when it got too crowded. Also, I wasn't quite sure what the purpose of feeding or using the vacuum wasāadding some UI hints or a simple tutorial would help! Lastly, I'm curious about the connection to the 'Signal' theme, as it wasn't very clear to me. Great job on the visuals!
Great interpretation of the theme! Road signs as enemies is a very clever idea. The animations look professional and fit the art style perfectly.
Feedback: The game needs more content and sound to feel complete. Currently, the two attacks feel identical, and the ability to skip all fights makes the level feel too short. Adding some obstacles or forcing the player to engage with the 'sign people' would make it much more fun. Overall, a very stylish and creative entry. Well done!
A very literal and solid take on the 'Signal' theme! The military bunker setting and the technical terminology (Azimuth, Altitude, Beamwidth) create a realistic atmosphere for a signal-hunting simulator.
However, I found the controls a bit frustrating. The scrolling on the knobs felt unresponsive at timesāit felt as if the input was being handled in FixedUpdate instead of Update, which led to missed mouse wheel scrolls. Also, finding two 'No Encryption' signals in a row felt a bit discouraging after the long tuning process. Iād suggest making the tuning faster or adding more immediate feedback to keep the player motivated. Good technical effort!
This is a very clever take on the puzzle genre! I loved the meta-mechanic of having to deduce what each symbol means by observing the square's movement. It felt like I was decoding a secret language, which perfectly fits the 'Signal' theme. 'OBEY THE SIGNAL' is a great atmospheric hook for the intro.
One suggestion for improvement would be the 'onboarding' or tutorial phase. I initially struggled to realize that the levels must be completed exactly according to the sequence at the top. Providing clearer feedback when the player deviates from the sequence would help avoid confusion. The graphics are quite minimal, but the core logic is very strong. Great job on a unique concept!
Interesting puzzle-platformer concept! The core mechanic of moving platforms with the mouse while the player is stationary is a clever idea that has a lot of potential for complex puzzles.
However, I encountered a few issues that made it difficult to enjoy. Level 2 seemed impossible to finish because there were no movable platforms close enough to the yellow square. Also, the jumping feels a bit too unforgivingārequiring pixel-perfect precision for double jumps can be very frustrating for players. Lastly, the WiFi icon at the end is a neat nod to the 'Signal' theme, but I'd love to see that connection explored deeper in the mechanics. Keep up the work on refining the game feel!
Cool infinite runner and nice work on the parallax effects! The mechanic of random game shifts via the '?' blocks is interesting.
For future improvements, Iād suggest looking at the 'pacing.' Sometimes the '?' block takes a long time to appear, making the slow sections feel a bit repetitive. Speeding up the interval or adding more obstacles during those gaps would help. Also, adding even a simple 2-frame run animation for the boy would make the movement feel much more dynamic.