JustPressSpace by rainssong 2023-10-02T23:10:25Z
dude i burst out laughing so hard when my car crashed into the wall
Foon → Ludum Dare Explorer → Users → imontheweb
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 54 | Limited Space | SokoSnake | jam | 350 | 3.79 | 3.75 | 4.29 | 4.42 | 3.56 |
dude i burst out laughing so hard when my car crashed into the wall
yeah that bug got me many times. it is very hectic once you're in the inventory management state and i enjoy that a lot, but the movement does leave quite a lot to be desired. the stealth didn't engage me much
fun game! i don't think it ties in with the "limited space" theme all too well though, many platformers already out there where the screen scrolls up and/or have similar hazards
this was fun! only thing i can mention is really what's already been said, the time is definitely too high. the music is very well made and i'm always a sucker for small games with their own tunes.
audio design is something to mention also, the feedback for selling your cargo is great and the effect it has on motivation to keep going should not be understated!
this is really well designed! i got a little chuckle at the victory toot (it's very cute) and i had a blast with the cool mechanics that tied in very well with the limited space aspect. sokobans really were a prime genre for this theme. big big fan of this one of my favourites so far
this is EXTREMELY FUN! can not believe how polished this is and sucking up enemies is genius. this has entire game potential
i am a sucker for idle(ish) games and i won't pretend i didn't fall into the feedback loop again. played this for longer than i think any jam so far. what stopped me from getting to obama was the pace - felt too slow (at least, for too long. if it speeds up, it took too long before i noticed a shift in the pace and my assumptions led me to believe it wasn't going to happen . i think indicators of what's ahead for incremental games do a huge sum of player motivation)
fun though! very nice looking game - i am a fan of the ui (it's clean!) although one nitpick would be that having explore and build both beside each other wouldn't have taken up too much space i think
i escaped the darkness by randomly finding a raft and i have no idea what happened
this was extremely cosy, yes! i loved how silly the little bird is cramming so many things into his apartment it's very endearing! very fun use of the theme
wow, this is fantastic! so much possibility here. i loved the target-priority system that you'd sometimes accidentally throw out of wack by picking someone up, throwing them into somebody else and then forgetting they're still alive. very good sound design and the visuals are fantastic, in the top 3 games i've played so far!
wow. i am stunned at this.
i can tell there's a real musician here instantly because holy shit this music is phenomenal. i'm extremely picky with music as i've been listening to about every genre under the sun for 4 years now, and my taste is getting real niche, and it's taking a lot to impress me now. i've got my own favorite video game osts after hearing many, and my absolute favorite two retro soundtracks are both by the Follin brothers, the silver surfer ost and the plok ost. this music reminds me of them, but modernized in the absolute perfect way. the diversity in the sonic palette for the drums and how they pierce through the mix is fantastic, the mix altogether is amazing. the progression through the track is perfection. main motif holds the exact amount of weight it should, euphoria every single time it came back in, especially with the lead-up to it adding so much tension. the amount of pieces that get taken out and put back in adds another layer of dynamism to the track that i adore. i've heard a gigantic sum of video game osts. hundreds and hundreds listened to outside of their respective games, and this is one of the best video game tracks i've ever heard. if this was in a big game? it'd become a classic without a doubt.
the funny thing is too, that this music is paired aesthetically with complete cohesion to the rest of the game. the constant dodging and weaving, the ethereality of the unknown of the space was clearly something you all understood as it is only enforced by the random switches and reverb-laden spectator shout-outs that happen alongside them. you know when you play a game and it feels so magical you start to genuinely get a little emotional? i had that happen here, it's hard to explain why. in a way it feels as if you captured something really raw in this, something that correlates to the natural human struggle of fighting against every unknown constant to keep yourself as stable as possible, feeling like everything is swallowing you. etc. might seem like over-analysis but if i felt it whilst playing then that's what i'm taking from it
gameplay is great. really really really fun.
game looks absolutely amazing, every sprite and effect is perfectly tailored to the aesthetic.
i rated every single thing 5 stars and i've only given out two single 5 stars throughout every game i've rated so far. for a game jam? this is a masterpiece. can't imagine it getting any better than this.
i've been listening to the music the whole time writing this dude i don't wanna stop listening ever
this is amazing! the progression is very smart, i'm a big fan of the final piece of depth adding specifically to high-score seeking, via making you sometimes have to have the opposite of lighting-fast reaction time. the artstyle is very pretty and the music is so so so comfy and fits the lounge aesthetic great. super endearing game and one of the best takes on the theme
very fun game! good take on a classic genre and the spins thrown at you are very interesting. good use of the theme
very repetitive gameplay takes away from this the most, but the visual design alongside the audio and music are great! just doesn't truly make up for the gameplay imo
this is a great one! i actually thought of something alike to this when the theme first got announced, but unlike me, you have got great talent for making things POLISHED . the ship movement animations (tweens? kinda) are SUPER smooth and the feedback for hitting things and getting hit were spot on . really good side-shooter (forgot the genre name)
my only complaint: i only realized that the arena was shrinking about 4 stages in because of the bars being the same color as, well, space . the white dots not being there didn't click in my brain, and i think a tad more visual indication would have helped with that ? or i'm just blind, could definitely be that lolol
great game big fan
yeah the disappearing blocks mostly had that lack of clarity because of the fact they had a fade in and out i think, very hard and not rewarding to figure out the exact moment you're able to actually land but this would be fixed with some audio. the level design here is very very good though! i had a huge blast playing this game (the polish is insane) and i loved the way it made you wait at times, very good for tension. i personally liked the somewhat brutal lack of checkpoints in the end stretch, made it feel like a real challenge. level 14 into 15 was a little silly in my opinion though, mostly because the block timing felt a little unfair in how hard it was to exactly pinpoint their timings, and that into the first jump of lvl 15 being pretty finicky and random feeling and very very easy to mess up alongside how quickly you have to do it made those two levels not the most fun to do over and over. outside of those two though, the rest of the level design was fantastic. the controls did feel a little unresponsive at times, but i can't say if that's due to the actual way they work or not teaching the player enough about how they do. really great game overall though!!! my heart was racing at the end stretch since i did it all without dying and i love that
not sure why but i loved this!
i think this needs somewhat better steering as it doesn't have that specific type of clunky that turns into funny and challenging, it just feels like i'm fighting the controls a little .
interesting take on the theme though! i can certainly see this idea in a whole game, there is a lot of potential depth here.
this is fantastic!!! i love non-euclidean stuff so much. got very invested discovering the optimal play-style for this world-bending adaption to the snake formula. extremely engaging and one of the best i've played
oops! on that right now
should be fixed, if this still is an issue for anyone lmk!
html compatibility added . will run in itch (or should. works for me)
the goal is to fit all the pieces into the stone tiles . i realized after publishing that i didn't exactly make that clear . my apologies! it's already been added to the itch.io page, updating here too.
and yes, the difficulty scaling is not the best . i only started designing the levels about... 3 hours before the deadline (i set harsh limitations onto what i could use in godot to make this, as a challenge . indeed ended up being so challenging i barely had any time to make levels!)
the bug is fixed! everything should work now. so sorry smtn like that made it into the final thing godot messed up on me and deleted the entire script for one of the levels and i had to rewrite it w all my terrible programmer tweaks from memory 30 minutes before the deadline lol