FoonLudum Dare ExplorerUsers → incobalt

incobalt

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCmCo
202250Delay the inevitableDog Days of Summercompo2503.543.064.004.262.953.372.683.78
202148Deeper and deeperThe Cavecompo6013.232.943.283.363.073.012.453.65
202046Keep it aliveSunset Directivecompo5963.363.173.093.302.703.152.763.51
201944Your life is currencyCoins for the Ferriercompo
201843Sacrifices must be madeThe Cold Equationscompo1903.562.903.304.163.483.544.18
201842Running out of spaceBrightly-Wrapped Boxescompo5043.142.903.143.983.032.852.512.70
201841Combine 2 Incompatible GenresThe Sparrow Served Dangercompo6952.322.072.422.661.922.532.482.51
201739Running out of PowerMy Kingdom for a Rabbit!compo2353.472.833.503.723.162.813.203.41
201738A Small WorldPhaetoncompo3.002.002.663.332.332.003.003.33
201637One roomEmilycompo4483.002.602.734.332.933.5317
201534Two Button Controls / GrowingIt's Full of Starscompo4563.262.503.683.052.953.571.753.5745
201533You are the MonsterAround the Waterfallcompo3543.253.003.133.002.803.273.0730
201532An Unconventional WeaponCharged With a Missioncompo8372.862.382.902.752.673.0537
201328You Only Get OneFollow the Suncompo7792.652.222.222.262.742.3245
201122AloneInto the Dark for Youcompo4352.502.152.652.902.052.951.932.583.0859

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by incobalt

LD22 — Alone

Into the Dark for You by incobalt 2011-12-19T17:52:00

@Cell Thanks! :D

@nate427 Yeah, I was worried about how punishing it was for the player, which was why I put in the light things. If I'd not have spent so much time messing with the sound stuff, then I would have tackled with some balance issues like that.

Into the Dark for You by incobalt 2011-12-29T17:09:00

Thanks everyone!

@Manoloko I know, it's the worst part of the game. I really should have done something like what nate427 said. The torches were a last minute addition, because I thought the game was too punishing.

Into the Dark for You by incobalt 2012-01-10T02:08:00

@rawbits What OS are you using? No one else has reported any problems with getting it to run, so that puzzles me >.>

Comatose by Jawdropgames 2011-12-25T04:16:00

I kept running into dead ends. The first is at the bedside table, you can't seem to get out of it, the second at the locked door E and N from the corridor outside your room.

Underlight by Diventurer 2011-12-25T04:22:00

For me it always crashes when the spike just to the left of the pickaxe hits the floor. I'm no where near the spike when it happens.

Limbus Kitten by scgrn 2011-12-25T04:26:00

I get the same as Daz.

And Into The Night We Go Together by nikolaiwarner 2011-12-23T07:21:00

Safari 5.1.2 on OS/X Lion also doesn't seem to be working with sound.

AL One - Artificial Lifeform #001 by s0ulcrusher 2011-12-25T06:34:00

I get the same as CplMustard, sadly.

I Need Someone by Tony Coculuzzi 2011-12-25T10:14:00

Easily the best I've played so far :D Although, after I got the heart, I didn't know if there was anything for me to do. Still, I'm amazed that you managed this in two days!

LD28 — You Only Get One

Magpie by Vadinci 2013-12-17T01:15:00

I had to click the box to get it to load, but otherwise this was a fun game. The swords and such seem rather like dangerous weapons to use, really, and I didn't find anything else.

Charcoal by IonProgramming 2013-12-17T04:09:00

Sadly, the game crashes rather randomly (Windows 7). It could just be Java. I had it crash once near the beginning of the game and once later on (I saw the exit!).

Monorail by AaronGordon 2013-12-16T23:42:00

A simple concept, but actually quite fun. Closing out of the main window (in Windows) is strange and just opens a new instance of the game using the batch file (just had to close the cmd.exe to get out).

To the Moon! by Pickens Inc. 2013-12-17T00:08:00

I was only able to figure out how to get one kind of block (it seemed like I was just destroying the other blocks) so I ended up with a spaceship of just one panel. I also destroyed the bottom layer underneath me and fell under the stage, unable to get back out.

YOGO Letter! by hbocao 2013-12-17T00:24:00

I ended up with some very strange words, like cwms and erer. On the plus side, it taught me what a cwm was, but I still don't know what an erer is supposed to be.

Process Journey by Lissar 2013-12-17T07:24:00

I really enjoyed this. I think I managed to find five endings. Two of the endings were called "Betrayed". Also, if you say you don't know what species you are then she will say that you are an Unknown, which sounded really strange.

Onestrike the assassin by eerongal 2013-12-16T23:56:00

I managed to actually succeed once, but it was really difficult even with headphones. The sound doesn't seem to change position in my ears, just get louder when I'm closer. For example, I was hearing the coughing coming from the left when I was on the left edge and all the people were to the right.

Follow the Sun by incobalt 2013-12-17T22:02:00

Hey all, thanks for the comments. I'm actually laughing, reading the comments about me knowing how to draw, because it's probably my worst skill :P It's really just basic shapes and then some paint.net filters (mostly noise + crystallize in the first areas). By if you like it, then yay!
I want to apologize for not having it go back to the main screen. I really intended to, but I just ran out of time to go and figure out which static variables I needed to reset, and I didn't want it to behave strangely, so I just had it quit.

Follow the Sun by incobalt 2013-12-20T05:52:00

I made a version that no longer boots people to the desktop when an ending is reached. It is obviously not for rating as the booting to desktop is merely an annoyance, rather than a game-breaking bug. There's a lot more that I want to do with the game, so this was just a hotfix for all of you who wanted the game to return to the title screen.

LD32 — An Unconventional Weapon

Her Majesty's Apathy Bomb by ianburnette 2015-04-20T23:28:00

I kept having problems with the controls, like I was constantly bumping into something. At one point, descending the stairs, it actually turned me around entirely (it's also easy to just fall off the stairs, if you're determined). Still, I enjoyed it enough to get all the endings :)

Charged With a Mission by incobalt 2015-04-21T04:28:00

Thank you all for playing! I'm glad that some of you are enjoying it and that it's making some of you think. My entry is a bit of a frustration with the theme and an attempt to make the theme my own kind of thing. For people frustrated with the controls, I understand. When testing, I actually used two controls at the same time (there's no check for it, so it doubles the speed of walking). If I'd had time and wasn't struggling with my terrible mission system at the end, I would have spent time refining the controls a bit. Anyway, seriously thanks for people who have played the game, and Phil, you may not be too far off with your assessment, but I assure you the theme was heavily thought about :)

Charged With a Mission by incobalt 2015-04-25T05:29:00

Thanks! Love that you do this for people :)

LD34 — Two Button Controls / Growing

It's Full of Stars by incobalt 2015-12-14T14:57:00

Thanks for the feedback! I've adjusted the description to address the situations you both are experiencing (one zoom controls, the other rules for connecting stars).

It's Full of Stars by incobalt 2015-12-27T08:32:00

Unity's WebGL implementation is spotty. Sometimes Chrome will just freak out about it and it will keep telling you to use Firefox. This one also takes quite a bit to load. As for the hover descriptions, they always do work, but if you get a star with no description, that's because of various generative fails (it tried to generate a used word too much, the list it's pulling from ran out of words, or other things). I decided to leave the empty star in, but connecting to an empty star doesn't add more stars.
Finally, the other line is randomly generated, and happens more often if you are connecting far away stars. I'd love to let it be other players interfering, but I wasn't about to figure that out for Ludum Dare.

It's Full of Stars by incobalt 2015-12-30T03:10:00

Hmm... That sounds like you didn't allow it to disable the mouse cursor, or you clicked the x in the corner (perhaps inadvertently). But it might just be something about the actual request on certain browsers. As a side note, if you see your system cursor at all, then the disable didn't go through (I think clicking inside the webgl box will trigger the logic for recapturing the mouse cursor). The system cursor and the in-game cursor are unlikely to match up at all, so I had to disable it, but this is annoying on browsers since it (very properly) makes sure you want to be deprived of a mouse cursor. Without making my own cursor, I couldn't reposition the cursor after rotate or zoom, and such actions would be limited by the window size.

LD37 — One room

Emily by incobalt 2016-12-15T07:07:00

Yeah, to both points, there was a lot of lazy, quick writing in this one. There's basically not much of a narrative, just quick decisions made on the fly, with no real idea of what the arc was going to be.

Emily by incobalt 2016-12-15T21:18:00

I was really worried about that, and I'm sorry that it caused a problem for you. I am pretty ignorant about how calls are made outside the US. If you have any tips about what is confusing, then let me know.

LD38 — A Small World

Phaeton by incobalt 2017-05-04T23:18:11Z

Thanks! The flicker is simply from lighting and the fact that everything is on the same plane, so everything gets in the way of the lighting (and there's 2000 asteroids, so...). Glad you liked it :)

MORE by beta 2017-05-04T23:44:07Z

I made a solar system planet game too, so I had to check it out. I left the planet too quickly to realize what I was supposed to do at all, so I ended up way out in the middle of nowhere looking for Pluto. The background being so stationary doesn't give much sense that you're moving sometimes, but I did like that the background stars were animated a little. It's a bit unintuitive that you can pick up things bigger than you, and the sudden expansion of the planet just made me feel like I was getting smaller, for some reason. Overall, I liked it :)

Sim Sperm by nbilyk 2017-05-04T23:26:40Z

This was such a good take on the theme :) I got really confused with where I should be going at first, but I got it eventually. The music was really nice!

Invasion by mmKALLL 2017-05-05T00:09:40Z

A pretty good game, particularly since you weren't sure about JavaScript beforehand! One thing I note is that I didn't really find a need to ever choose anything other than energy recharge.

LD39 — Running out of Power

AI-Bot Problem by Neon 2017-08-02T00:39:25Z

This was really cool! I couldn't get past one of the levels, the bot wouldn't go to a red light that seemed like it should have. Even still, this was a great take on the theme, and the feel and mood of this game was really nice!

Recoil - Mike Said No Short Titles by Cynical Monkey 2017-08-02T21:51:24Z

This was a really complete looking game. I'm impressed that you did this all in 48 hours! I couldn't figure out a solution to level 4, but sometimes I can be dense about these kinds of puzzles. The left/right mouse thing always rotated the opposite way than I expected, but this isn't a thing you can probably satisfy everyone with. The game looked polished and sounded great. You even had sound options, which is something I never find time for >.> A good entry!

Mystic Power by seurimas 2017-08-01T00:12:03Z

This is interesting! It took me way too long to realize that your basic power just slows enemies down, and that you select new powers on those blue squares. I can see real potential for a game like this. I really liked the blue trap power, when I finally got it. Felt good leading enemies into the trap. The game is a bit too hard for my tastes as is, but it's a good start!

Torch Out by Ieyfo 2017-08-02T22:46:58Z

I'm not actually sure I understand what you're supposed to do in the game. Am I supposed to be avoiding lights? if I touch them, I start a timer and then sometimes a dark circle shows up and stops the game. It doesn't seem related to touching lights, as it hits me when I'm on or off lights. So I'm not sure. I like the idea, though!

On/Off by ThePelranthean 2017-08-02T00:28:32Z

Nice mechanics! The game looked good, too, especially when the power's turned on. Get some levels that let you have the power on a real long time so we can enjoy that :) I liked that this was more of a puzzle game than an action game, like a lot of the others that are using the power collecting mechanic. It was a nice change of pace!

My Kingdom for a Rabbit! by incobalt 2017-07-31T22:59:16Z

@h-attila Thanks! The game of information is a bit too random and not deterministic enough, but it's what I have. The music thing is a bit that I accidentally had my volume up a bunch when I composed and put it in the game (and I've always overzealous about making sure it's not too loud) that when I built it and noticed my volume it turned out being really soft.

My Kingdom for a Rabbit! by incobalt 2017-07-31T23:58:22Z

@furkanfs Oh no! Well, the hares will probably be good rulers. It's artificially long, since it's just a loop that repeats the same gameplay 15 times, but you're kind to say that!

My Kingdom for a Rabbit! by incobalt 2017-08-01T03:46:37Z

@seurimas There were plans for events like that and for special things to happen during the tests (like one rabbit sabotaging the other), but those got scrapped for time. Technically, the message about the week being too quick is an event, but there's just only one event to show.

My Kingdom for a Rabbit! by incobalt 2017-08-01T23:27:42Z

@Devastus A lot of people really seem to like Cabbage and stick with her, I've noticed. The music is definitely there, though! At least, I can hear it in the browser version on my non-dev machine.

My Kingdom for a Rabbit! by incobalt 2017-08-01T23:53:08Z

@krish8l Don't tell anyone my secret, the art is just a smudge tool and an oil-painting effect from Paint.Net. The backdrops were made in about an hour on Sunday :P

My Kingdom for a Rabbit! by incobalt 2017-08-02T00:22:05Z

Thanks @mspawa, @ModalModule, and @Zelos! There's a lot more I want to do with this concept (see the postmortem), and hearing how you all enjoyed it really helps!

My Kingdom for a Rabbit! by incobalt 2017-08-02T00:44:22Z

@KunoNoOni The font was ["Titania"](http://www.dafont.com/titania.font), and I really liked that it had a medieval storybook feel to it. @joe-miller Unity font sharpness is my bane and I spent at least two hours trying to tweak it for readability. The f in the font looks a lot like an i (I had trouble telling sometimes). @milano23 Thanks! The music is there, just really quiet. Unless there's a browser issue with WebGL that I don't know about (which is entirely possible!).

My Kingdom for a Rabbit! by incobalt 2017-08-02T19:36:45Z

@jay-valencia Can you explain? All the pictures were taken from in-game. @good-enough Yeah, this is my one sticking point with myself. The game isn't deterministic enough at all. Could have made it a straight comparison, fairly easily, but decided to do a die roll check instead. Much more is planned, and it's going to be logical, rather than guesswork. @michael-feldman Thanks! I'm glad you enjoyed it! @cnoble I agree, except that you need to test rabbits multiple times to really get a good feel for them. I did give you the ability to stop early, though!

My Kingdom for a Rabbit! by incobalt 2017-08-02T23:24:18Z

@varelsegames Thanks! I'm glad you enjoyed it :)

My Kingdom for a Rabbit! by incobalt 2017-08-03T01:40:47Z

@simonlary Thanks! That's the kind of feel I was going for with this game. I wanted it to be a kind of fun, storybook kind of game that you enjoy even though the ending is uncertain. In a future version of this game, I would like it to feel like you're along for the ride and, even if you want the rabbits to succeed, whatever outcome happens feels enjoyable and worth your time.

My Kingdom for a Rabbit! by incobalt 2017-08-03T05:01:42Z

@BeamKirby Hopefully, in a future version there will be less need of an external spreadsheet (though there might be an internal one!).I'm glad you liked it :D @philip45 Your suggestions are absolutely something I wanted to incorporate, but I had to cut for time. Technically, there is no perfect ruler in this one, either (no rabbit can have max stats, and a rabbit with a low stat can still be a good ruler), but I'd like to make it where we see the highlights of the heir's rule based on their stats, similar to what you're saying.

My Kingdom for a Rabbit! by incobalt 2017-08-04T04:33:24Z

@randomphantom There will be more intrigue in the future, but I'm hoping to keep the fairy tale feel. @somnium Thanks! I don't think I quite accomplished this, but I did what I could in the time I had. As for the random elements, that was a split-second decision that I should have done the other way. Oh well. The next version will be different.

My Kingdom for a Rabbit! by incobalt 2017-08-05T22:10:55Z

@ethan-kennerly The best I've heard was 4 weeks, and I've done it after one week (but I wasn't trying to get a good ending). Your methods are probably sound, but they are operating on flawed data. I intend to have a breakdown of rabbits that you can optionally check at the end, so you can tell how well you did in a more statistical way.

What remains of Project 424 [HTC Vive Only] by Yaroslav Kravtsov 2017-08-01T00:05:19Z

It looks cool and I'm sad that I won't get a chance to play it since I don't have a Vive. I think this should be in the jam if you used Asset Store, even if you disqualified the graphics ratings.

Faade by Ace17 2017-08-02T00:10:29Z

This really worked for me. The atmosphere was way up at the top the whole way, with the visual effects and the music. I'm really glad I played this one :)

Power Stationed by ReboundGames 2017-08-02T22:28:07Z

This was so tough! The theme kindof lost its way here, but generating power is at least connected and you tried something different. For what it was, though, it was a good version of this kind of game, and it might have worked better for me if it was a little slower-paced. The game looked good and simple, just what I would expect from something like it. The sounds were simple, but they helped communicate what was going on.

Star Power by Simon Millard 2017-08-01T21:13:21Z

I found myself constantly discarding cards since I couldn't go forward. I could never get up to speed, as it would just slow down after a few turns, which seems fine in gameplay but didn't make sense in a space setting (where you would have no resistance to slow you down). Even still, it was a good little game and I could tell with more work it could be even better!

Kit Rocket by Ethan Kennerly 2017-08-01T22:58:02Z

This was fun! I managed to get it to go negative distance once, and another time I landed in the air. LDRocketReport.png My best was 7981. I found gunpowder to give the best results, which seems odd compared to the much more expensive fuel. Also, I had no idea how to use the nozzles. I played all the way to every upgrade and then some, though, so it was fun :)

PowrConnectr by JOrbits 2017-08-02T22:19:32Z

This is an extremely well-polished game for such a small amount of time. I'm impressed! Some of the levels seemed a bit out of order (one introduced linked paths after I was required to do a very complex linked path puzzle). Overall, a quite good game. I was very surprised how many levels there were, and they got a bit complex after a bit.

Power (for) the Flower by Poller 2017-08-02T20:59:15Z

With some polish, this could be a really nice, caring game about holding on to the last bit of beauty in the world. I thought it was a good take on the theme. I'm glad for the fact that you had music, but try to make a longer, slower loop to keep it from being too repetitive. If you like this one, then keep working at it and make it something special :)

Power, MT by PhilStrahl 2017-08-08T07:37:05Z

This is really nice, and it's refreshing to see interactive fiction in Ludum Dare! This had quite a bit more writing than I expected at the outset, so congrats on that! I think, as a result of so much story you wanted to give, there were times when I didn't really understand what to do or why I would choose any particular thing. With some things being timed, I would be places occasionally without anything I could do. Perhaps simply having a wait option on any passage would have helped let me know that sometimes I might be too early for something to happen. Also, since you're using Sugar Cube (which is my Twine format of choice), I would want the phone options to appear in the sidebar. That way, the player can always toggle their phone options and have more control over the power consumption. This also would clean up the passage space for when you simply always display it (the display looked quite nice, though!). Finally, the random starting power was a bit odd to me. I got lucky with a 92%, and that just told me to leave everything on the whole time, which worked fine (particularly with the recharge). I ended the game with 30+%, which makes me wonder if conserving power is even important.

Away Team by Joe Miller 2017-07-31T23:56:11Z

This was good. Got me playing for a good half hour. It tended to be that I just sent the same people on missions, but that's probably just how I played it. I would have liked to know more about what the specs did. It seemed like they were giving me extra points?

#MaybeMyPresident by shubshub 2017-08-02T21:13:32Z

I really liked this, but for some reason, every decision I had increased crime level. I didn't see any cards that I thought would reduce crime level. Having some kind of explanation of the policy's effects might be helpful. There were also plenty of times when it told me I needed to do something, but I had no policies that I could enact. There were a few times, too, when I was short a card, for some reason. All in all, though, I really liked the game (and I enjoyed hearing about its development over the weekend on the Discord). I like the take on the theme a lot, and am happy to see people play around with the theme a bit more.

Ludum Kingdom by lukbebalduke 2017-08-01T22:27:14Z

This was a lot for 48 hours! You and I had similar takes on the theme, but you went the route that I cut from my game. This looks good and sounds good. My only quibble is that it didn't seem like I spent money, even though I immediately raised investments for a bunch of things. I also immediately defunded the church by half and they didn't seem to like that too much :P

The Berserker by PlexusDuMenton 2017-08-02T23:22:44Z

This was a fair game that I just didn't think fit the theme in a way that I could understand. The loss of health seemed to be what you were going for, but that seems rather arbitraty. Why are we losing health? What is that other bar for? I quickly found that dashing seemed to do nothing, other than get me hit by the enemy. I think this game would work with some story and some variation. I liked the visual effects, though, and I can see this as a good start for something!

rop by cyfixus 2017-08-02T00:03:26Z

This almost seems better suited for another theme, but at least you had a different take on it than others. I never managed to finish. The random level generation doesn't seem to always make fair levels, but that's always a danger with such things. The sounds and music worked well for me.

Olafshot by SirOlaf 2017-07-31T23:31:33Z

I found that enemies didn't drop enough batteries, so even if I killed them all, I would lose. Also, they dropped something else that I don't know what it was. A good start that could be expanded upon.

Zombie2: Electric Boogaloo by LexiChan 2017-08-01T22:02:01Z

An interesting idea. At first, I didn't even realize the batteries were depleting. I encountered a problem after a bit where my character was drifting downwards. I also found resetting to a neutral stance to be somewhat difficult to play (I had to move towards a zombie to fire at it.

solar avenue by wareification 2017-08-02T00:19:01Z

I kept having an issue where I would stop dead in my tracks when rounding a corner, though my car was nowhere near the wall. Perhaps a collision box is too big? Other than that, this was fun, though the lowered top speed for lower energy wasn't as clear at the start. Still, I knew what you wanted me to do right away. It looked good!

A Robot's Final Stand by Demandooda 2017-08-01T23:49:34Z

Good job on submitting! It was fairly understandable to play, though I didn't get at first how to recharge. The instructions are practically impossible to read. In future games, make sure that people playing in fullscreen can exit your game!

Pylon Defense by Doc ill 2017-08-01T00:20:52Z

This ramps up a bit too quickly for me, but I generally don't much enjoy tower defense games, anyway. Still, the generator thing is an interesting addition to the genre. Looks good, though!

Don't Get Fired! by Lazzor 2017-08-01T23:20:17Z

I love console puzzles, and I'm so happy that it randomizes each time. I almost wanted more buttons, but it might get a bit too tough for people.

The Political Juggle by Phlip45 2017-08-02T22:37:37Z

Tough, but a good idea! I really liked the take on the theme! Though the gameplay was simple, I think you nailed the inspiration you were going for. The graphics were simple, but they communicated everything they needed. I had a bit of trouble because the game expected my screen to be taller than it was, but I still managed to get it. Perhaps have the game fade out over a little bit on game over? I was in the middle of clicking rapidly, so I don't know what the end screen looks like.

Save the Artifacts, Save the World! by Owen Davies 2017-08-06T02:01:26Z

I wasn't able to find any artifacts :( The premise you put up front seemed interesting, and I would have liked to see where you went with this. I know from the Discord chat you had very little time to do this, so getting this up and running was a feat unto itself. Hopefully you'll have more time in December!

Power Hungry Robot by Edmanbosch 2017-08-02T21:59:20Z

You may want to ease off on the initial difficulty, I found it just too hard and frustrating. Still, I recognize that that's a feature of games like this. It looked and handled well. The batteries didn't restore enough power for me, but they respawn if you fail, so that's not so bad. Even still, it looks like a good entry that could be good for the right audience.

Fast Fission Reactor Simulator Playground by stackboot 2017-08-01T22:08:18Z

Please include a flashing lights warning for this. I couldn't finish the game because I couldn't look at the screen anymore! It seems like the game is impossible to beat, since the rods descend too slowly to be able to react to the neutrons, and only one rod can be on the screen at a time. For any who is confused when they first load the game, you have to hit 'Run' above the code to start it.

Light Box by Apace 2017-08-02T23:12:01Z

I am terrible at these kinds of puzzles, and the time limit is very harsh. The idea of the connected lights adds to the original game, but it still requires a lot of knowledge of the original idea as well. I noted that it hits all surrounding lights, rather than just the adjacent ones, which is a bit different than I'm used to for the lights-out style game. The game looked good, though my computer chugged a bit with trying to display the game, which I thought odd for such simple graphics. There was a slider on the front of the box that I didn't know what it was for, and didn't seem to do anything.

Ultimate by OnlySimple 2017-08-01T23:07:03Z

This was good, though I noticed some lag on changing directions that didn't work for me. It looks and sounds very good, though! I had an early strategy of just sweeping back and forth and firing that worked for a bit, but then waves got too large and I got engulfed. Oh well!

Battery Low by Freedom Is Slavery 2017-08-02T21:22:32Z

A simple game that works well! I think I encountered a bug at some point none of the phones were powering down (even disconnected). It seemed like phones were only starting to lose power if I moved an appropriate charger. I had no idea I needed to submit phones, so I never got any points. All in all, though, the game concept was good and it was nicely executed. The look of the game was nice as well, and the sounds helped keep me informed of play, even when I was looking somewhere else.

They Attack At Night by randomphantom 2017-08-02T23:04:10Z

I found this game to be a bit difficult, and I didn't understand what I was supposed to be doing with the buildings at first. I will say, though, that I got farther without using the buildings than I did with them. The turrets didn't seem to help as much as it seemed like they would. Still, it was an interesting idea, and it looks rather good for so little time!

Titan LD39 Compo by NamInUz 2017-07-31T23:08:53Z

Interesting idea, but I think that there's just too much space between stations. I felt it was a bit odd that there didn't seem to be a station for repairing. That would have helped to buy time to get back to power. It looked interesting, though my attention was pretty firmly locked to moving and not on the rest of the game. Still, nice look, and with some game balance this could be a fun game!

Satellite Suicide Burn by Kimitama 2017-08-02T21:37:41Z

This game is hard! Did you manage to beat it yourself? Either way, it seemed like a really interesting idea and was a nice take on the theme. I will say, though, that I didn't even recognize that the bar above was a power bar at first (even though it's clearly labeled as such). The story was nice and refreshing, and it was delivered rather well, in my eyes. Overall a good start that probably needs a bit more mechanics tweaking.

Tin Man's Dilemma by cpelichek 2017-08-01T22:28:48Z

It doesn't look like we can access the game! That's too bad, as I love to play Oz games :(

The Wiz by Michael Feldman 2017-08-01T21:25:43Z

I ran into some technical issues, but it was interesting, to say the least. The UI was not expecting me to be at the resolution I was at (Unity UI scaling is always a challenge). There is also no fullscreen close option (had to alt+F4). The ending was a bit abrupt and I didn't realize I was there until it happened. The music was amazing. I loved the cymbal crash for the lightning. It really added to the atmosphere and helped keep the music from becoming monotonous. The theme felt arbitrarily placed in, but I still liked the game overall :)

Power Home by sgame21 2017-08-01T21:43:24Z

I think jumping might instead give you energy, rather than take it away. I couldn't figure out what to do to make energy after building everything, then I just jumped a few times and was up to over 100%. Take some time with it and work out the bugs, and you'll have a nice little game :)

Deliverer by bunrun11 2017-08-01T22:36:07Z

There are unfortunately some issues with the game that make it difficult to play, but it looks like the skeleton for a fast-paced game. The movement was the big issue for me, as you can't move left or right at all unless you're moving forward. This makes maneuvering around blocks very difficult.

Mysterious Spanish Gentleman by Netrunner Nobody 2017-08-02T20:40:31Z

Th UI was really off for me and I couldn't quite get the mechanics to work, but it looks like an interesting game! You might want to explain the controls in the post here, it would help! Right-click to jump was a little unintuitive.

Power Run by Blankspace720 2017-07-31T23:23:24Z

I'm really terrible at endless runner games, but the game communicated what it wanted quickly. Some of the text was a bit small on the screen. Congrats on your first Ludum Dare! Take what you learned from this and maybe we'll see you in December :)

LD42 — Running out of space

I Saw Him Today by MikomiKisomi 2018-08-16T23:58:32Z

I was really expecting a choice at least at the end, but it just didn't come. I think it's a good story that people will relate to, and it was an interesting take on the theme. The art was very good, and I think I remember that you submitted pretty early too, so that's some quick sketching!

Storage Corp Ltd. by PixelFormedStudios 2018-08-14T00:28:44Z

This was really fun, though it's really hard. I would have loved an end game statistics screen that told me how I did or why the game ended. The game seems to have a hard cap of how long it can go on for, since the files still take up space even if they're compressed. It would be nice to see this game fleshed out in a kind of Papers, Please fashion where there's a day to day progression and perhaps there's something going on in the files that you're cleaning up.

Brightly-Wrapped Boxes by incobalt 2018-08-13T02:58:09Z

@evanm Which version are you using? The movement system and the placing system are completely independent. Most of my testing was with standing still while placing, so I haven't seen that behavior. The only thing that would affect it is if you were in a menu or some such.

@ex3d0 Thanks for the feedback! The PoV issue is one I'd definitely tweak if I'd had more time. Perhaps moving forward and back would be more helpful than looking up and down. What would feel better as movement than moving around the table like I have?

Brightly-Wrapped Boxes by incobalt 2018-08-13T03:49:20Z

@evanm Maybe you should try the 32-bit version? I just tested both of them and they work identically and with no problems, but I am running a 64-bit system.

Brightly-Wrapped Boxes by incobalt 2018-08-13T23:41:04Z

Testing on a laptop, finally, there definitely seems to be something going on with taking and placing objects. I'll have to double check when I get home to see if I can do something about this. Perhaps some sleepy coding caused the wrong function for input detection or something.

Brightly-Wrapped Boxes by incobalt 2018-08-14T00:30:06Z

@314owen Thanks! I wanted to give the player a little something for doing all the hard work :)

Brightly-Wrapped Boxes by incobalt 2018-08-14T02:19:20Z

Alright, I fixed the bug. It was a silly error that would have cause a bunch of people frustration. @evanm this probably fixed your problem!

Brightly-Wrapped Boxes by incobalt 2018-08-15T22:14:10Z

Thanks for the great feedback everyone! I enjoyed making this game and I'm glad a bunch of you are liking the idea.

@nickthesic @ossi I'm glad you liked opening the presents! I wasn't sure if it was going to be a good effect or not, but I really wanted to give players *something* to aim for. Feedback for a good job and all that.

@andy-d I keep brainstorming for a good way to warn people that they're running out of time that won't seem arbitrary. Stacking on the stools seems like a good way to go, but that means that the gifts all *have* to be boxes. And they'd start obstructing vision, etc. It's a tough problem. I'm not sure I like the delivery of the boxes as they are anyway.

@nam-nguyen The camera is done via an animation loop that I'm playing with a speed of 0 and just setting the time via a parameter. It worked out really nicely, I thought. I'm glad you enjoyed the game! I agree with the numbers. I *wanted* to have the boxes stack up, but I was running out of time and energy at that point, so I went with the easy solution. Box snapping would be cool, but it would also be pretty tough to implement!

Brightly-Wrapped Boxes by incobalt 2018-08-16T00:03:37Z

@nicksmaddog Yeah, I think I'll just remove that entirely. It causes more problems than it's worth, and you can see the box size and shape when you mouse over the table anyway.

Brightly-Wrapped Boxes by incobalt 2018-08-16T08:24:59Z

@bitdecay Yeah, I've noticed that sometimes they jostle a little when you pick them up and I don't really know why. The collider is disabled before I change its position, so it shouldn't be able to affect anything.

@mike-inprinciple Yeah, the stacking thing is what I wanted but cut because it had so many potential issues that I didn't want to tackle in the time left.

@echo-team It's certainly possible for me to ramp down the delay. It's set to a one-second delay at the moment. I just didn't want the sound to hurt any ears or anything by doing it all at once. Even I get impatient with it.

@schizoid2k I'm glad you enjoyed it! It was a lot of fun to make :)

Brightly-Wrapped Boxes by incobalt 2018-08-16T22:25:13Z

@bismark Yeah, that's something I could have done. I probably could have just put a UI element at the bottom that popped up when a gift was opened. Then I could have the player click to open gifts as they wanted so that they could read what's inside, rather than going on rails.

Brightly-Wrapped Boxes by incobalt 2018-08-17T00:01:56Z

@fwuffy13 I'll give that a consideration! It's funny that you mention placing gifts at angles, because all through the project I was telling myself that I needed to put in gift rotating controls, and just kept putting it off until it was too late. I was sure people were going to say they really wanted to rotate the gifts, but you're the first one who mentioned anything like that.

Brightly-Wrapped Boxes by incobalt 2018-08-18T00:27:25Z

@swordfish If you could hear the actual, undistorted party chatter track clearly, it would be pretty funny. Recording fake party talk is a very weird feeling.

Brightly-Wrapped Boxes by incobalt 2018-08-22T00:48:20Z

@quorusa I am not very much of a musician, so when I get something that doesn't sound absolutely terrible, I just go with it :P

Huke by Hegemege 2018-08-16T23:37:57Z

This has early portal vibes and I really like it. I think that if you really worked on this, you could have a great game! One nitpick: this is a puzzle game, but the ball distribution seems a bit random, so you can easily get frustrated by randomness because the balls just decided to launch a little to the left or right and make progress impossible. I know that the point was to have so many of them that they crowded your space, but I didn't really feel like that made for good gameplay. The rest of it was good, though :)

AQUATIC SUBGAL by neontropics 2018-08-13T23:25:48Z

It's got just the right atmosphere for me and the visuals communicated the game well. That said, I found this to be just too hard, couldn't progress fast enough with the controls. Perhaps if gravity weren't a thing it would make moving manageable. It felt really weird to point my ship up and thrust just to escape the gravity. I noticed a lot of skipping when I was going faster, which encouraged me to slow down, but zone two really seems to want you to go fast.

Setting Soul by Omniorcus 2018-08-17T22:13:37Z

I really wasn't actually sure what to do in the game, and didn't have a clear path forward at times. I think, perhaps, it would be good to have a kind of introduction to all of the mechanics. If you have jumping and moving, then introduce those first before turning off the lights. I don't really know what the right mouse button did much of the time, other than put me back at the arrow (often facing the wrong way). Was it supposed to add light? In Unity, if you want to add a lot of lights, then you have to use deferred rendering, so maybe that would help if you're not already using it. Oh, also, please make sure there's a way to exit the game from inside the game. I Had to Alt+F4 to get out of the game.

The TV Install Man by doomshmuck 2018-08-15T23:17:50Z

This was a cool puzzle game :) It got really confusing when we switched to needing to expose a lot of wires. Those were the toughest levels, but I felt it was really a strange thing to be doing. I think, though, with some work, you could generate these puzzles, rather than make them by hand. That might extend gameplay. If you did that though, you'd probably want a kind of grading mechanic rather than a target percentage, so you could advance even if you're not perfect.

Warehouse Rush! by DanielLeeMeeks 2018-08-14T00:17:02Z

This game is very hard! It's the same concept as my own entry, basically, but it definitely communicates its lose condition better. The import side of things just seems really too fast to deal with. You definitely will run out of space with how slow the export happens, and there doesn't seem to be anything you can do about that. I did notice that the exports happened in the order of imports, which makes the game into an interesting planning situation.

Claustrophobia by EX3D0 2018-08-15T22:49:31Z

I know you had a ton planned for this, but sometimes less is more. I was sad that the game ended so quickly. I would have liked to see more scene setting in the dialogue. Why are we here? The bathroom is a smaller space, it would be a good place to talk about claustrophobia. But I know that doing a lot of dialogue and writing in 48 hours can be really hard (I've done it before). That's part of why I wanted to make a game this time with almost no writing at all :P You should finish what you started here, though. Had I thought of claustrophobia as people feeling like they're running out of space then I'd have probably done a game about that instead! The music on the title is really heavy, but then it just cuts to silence, which I think cuts off a lot of your tension.

Circle Swarm by tutelagesystems 2018-08-14T00:07:54Z

The game was a little too big for my screen, but I'm used to that by now. It was a good, simple game that could definitely use some polish with music, better graphics and spawn balancing. I was left wondering what I was protecting and why, but not everyone needs a reason to play.

The Screen Saver by SvartTand 2018-08-13T23:22:09Z

I like the idea of your screen size being linked to your health, though it's definitely a negative feedback loop (if you're losing, you're likely to lose more than win). I don't know if it's because of my touch pad or what, but I couldn't look around while moving. Also, clicking to fire seemed really delayed, by more than a second. I don't know if this is intentional, but it makes it really hard not to get hit when trying to fire. The sound was pretty simple, but it worked for the setting. I couldn't get to a point where a boss spawned, but I did get to the point where everyone started shooting really fast and at the same time. Oh, and the screen starts out bigger than my actual screen, but that's what I get for a weird resolution laptop I guess.

Roops by Lipsch 2018-08-17T22:46:37Z

I have a bug to report: When you restart the game, the price to unlock doesn't reset, so it became impossible to reasonably buy spots after I restarted. That aside, I think the visuals look nice and the sound was clear and fitting. I liked the mechanics, though I do wonder about what's going on here. People seem to drop off their cars to be parked at a place here. This makes sense for the mechanic and the car wash, but for food, do they just not want to deal with parking?

High Castle by Wheffle 2018-08-13T23:20:11Z

I don't think this game is well-suited for laptops. I eventually learned how to rotate with the keyboard. The game gets very frenetic very quickly. I couldn't figure out if I could remove stuff to place down, and the cursor seemed off half a block so placing was really awkward. All of that said, this looks pretty good for 48 hours and I bet people who really like tower defenses would enjoy this game. It definitely has the siege feel to it. Also, was this a nod to Floating Islands? The theme didn't strike me very much here, though perhaps it's just too slow a build for me to have noticed.

Precious Things by Patrick Woodcock 2018-08-13T23:27:09Z

This is a pretty simple game that communicates what it wants well. It's a bit hilarious (who has that many toilets?) but it's not really that different from my own entry when you get down to it. I would have liked to fullscreen the game (it was bigger than my screen), but I managed anyway. It also sometimes seemed like the pieces were jiggling a bit, which is probably my imagination from the background moving. The tables are really good for holding bears if you can get them on the ground right!

The Big Crunch: Cosmic Horizon by Daniel Alhadeff 2018-08-14T23:56:35Z

I couldn't seem to finish the second level. The asteroids kept immediately zooming into the wall of doom and I couldn't dislodge them, so I couldn't get behind them to shoot them into the sun. Even still, it's a good game that I can tell would be better with an actual mouse rather than a touch pad.

Vain by Tudvari 2018-08-14T22:30:12Z

I really like the feeling that you're building up here. I think that, perhaps, the theme isn't doing your game any favors. It's almost a game where I want to slow down and explore. I like seeing weird, surreal games. Turning into a bird, obeying the tempo, the strange creatures, it's all very good feeling to me. The constant threat of needing to move forward added a tension that I don't think the game needed.

ReMind LD-42 by EvanM 2018-08-15T22:39:20Z

This was really touching and nice to see, thanks :) I love seeing narrative games in the Dare. Too often we get a lot of action-oriented and skills-based games, but we don't see a lot of story. It's hard to do in 48 hours (I know all too well). I think that there's too much time between the lines, sometimes you need more than ten points it seems, and that really calls attention to the fact that there aren't many different kinds of memories. I don't really see the theme represented in this game, other than as a fictional construct that bad memories take up space in your thoughts. It didn't have a real mechanical use here. Perhaps if there were a kind of capacity that gets filled up by bad memories but not by good thoughts and when that capacity is reached then you have nothing but bad memories in your thoughts and have to get rid of them by thinking good things or something.

Ninja Escape by MRUniverse 2018-08-14T22:08:06Z

There seemed to be a few impossible situations going on, but the game does what it advertises. It took a little while for the theme to be made apparent, so it caught me off guard. As others have said, the movement needs to be tighter, but that's what polish and testing is for. Particularly, a way to detatch from the wall and just drop would be nice. It took me longer than it should have to realize that I could jump between the two walls when they were close enough. There was a bug I got where sometimes when I was near a wall that had just moved I'd gets stuck and would have to jump my way out. Oh, another thing, make sure you like helpful feedback! It helps the people get noticed on the games page.

Grocery Runner by roberth332 2018-08-15T00:36:47Z

So, sometimes when I picked up items I got multiples at the same time, but not always. I think there's a bug in your collision code somewhere that's triggering multiple times for the same item. For example, I picked up a pile of rocks (which is what they look like to me) as the first item, and suddenly I had three. This occasionally lost me the game because I would have too many things in my cart trying to pick up just one of them to finish out a quota. Anyway, I think this was a fun little game that had an interesting take on the theme that feels all too familiar from when I go shopping myself :)

Warehouse Simulator by Haloreach252 2018-08-17T22:28:40Z

Many people have mentioned a few things about needing more direction and not being sure what's happening, and I agree. Here's some more technical stuff: If you want players to click a button after you've locked the cursor (for a first person view for example) then you need to unlock and show the cursor again so they can click on something. Also, rather than making the aim reticle a 3D ball, you can just add a UI element in the center of the screen, it generally looks better. The biggest problem with games like this is that spawning a lot of objects can cause a lot of slowdown. You'd want to make sure occlusion culling is happening if you're going to rapidly spawn a bunch of objects. Since they're physics objects, I don't know if that will be too helpful though. When making an FPS camera controller, you should limit the up and down angle so people don't get stuck looking at the ceiling or floor. Even if you have the limit at 80º it helps a lot with not getting the player lost.

I didn't notice any audio. Was there sound and I just couldn't hear it?

O² Space Salvage by OrionDark7 2018-08-14T23:40:20Z

I had a really hard time controlling the ship. It seemed to bounce around occasionally in directions that didn't make sense to how I was pressing. When time ran out, it also just kind of ended, and I didn't really know if I won or lost, or how well I did. I think the concept is really cool and would love to see this polished into a full game. The very idea of a whole profession that just cleans registered pathways in space is pretty cool. Also, as a side note, make sure you like good feedback you get (press the heart). It helps people get their games noticed on the games page!

Dungeon Faller by nicksmaddog 2018-08-14T00:01:07Z

I couldn't seem to shoot at all (web version). Clicking didn't seem to do much. There was also a lot of sprite jittering that was difficult to look at, I think when new holes were added (which was very often). I also had problems that sometimes a hole would spawn underneath me and that caused the game to lock up indefinitely. Sometimes the screen would also just flash really rapidly.

Dungeon Faller by nicksmaddog 2018-08-14T23:49:09Z

@nicksmaddog Just Chrome (v. 68.0.3440.106, which is probably the latest).

Beaver Pitch by Andy D 2018-08-15T00:11:14Z

So, I think my playthrough created some kind of beaver paradise where I was happy to let the beavers take what they wanted because eventually they put some back as well. I'm pretty sure this is a bug. It seems like when the beavers can't find a log but know that one should be there, they go some place and create a log underneath them. I had a bunch of phantom logs, that the beavers clearly didn't think existed but were showing up. And one of the beavers had created a log station in the lower right corner. I had walked well off the screen by now to just let them do what they wanted. It was interesting, even if it wasn't intended. Perhaps if you bop a beaver when it's stealing a log, that log gets flagged as being used and never gets flagged as being unused (maybe, I'd start looking there first). I had really wanted to see what happened when I ran out of logs, but apparently I'm just a conscientious log provider with magical logs of ever-growing :)

Gretchen's Head by gamebuilder 2018-08-14T23:03:44Z

This was, very weird. I think there is some interesting design space with the idea of a maze that grows before you like this. I don't think there's enough information to make strategic choices about how to move, you just try it, fail, and restart, which feels a bit bad to me. I'd like to have some information about how fast the blocks will move so that I can figure out and plan the puzzle beforehand. Then you can have more levels that have failure states, and maybe work on a little bit of puzzle generation instead of static puzzles (though I know that's asking a lot!).

Dat Der Sidescrulluh Game by Rayaarito 2018-08-14T23:30:35Z

I had a lot of trouble firing the gun. Sometimes it responded, sometimes it didn't. I did enjoy crushing the tiny humans in my tank, which seemed much more effective than trying to shoot anyone anyway. I think a lower rate of fire but an explosion radius would make it work better for the game. Side note, make sure you like good feedback on your game (press the heart on the comment). It helps people get their games seen better!

Unfamiliar by Kovakomes 2018-08-17T23:40:22Z

Wow. First off, this was so emotional and raw, and it hits you like a sack of bricks after you start realizing what's going on. You try and fail to keep things on track. I worry a lot about this kind of thing, always having issues with memory in weird ways. It's terrifying.

This game is doing things I'd love to see in more games. The interaction was great. It really felt like I was engaged in the story, embodying the main character and fighting against her own struggles. There are so many little details and fine touches to this game that just pulls the whole experience together. The art is amazing, kudos to Virgil. The music was exactly what I needed for this experience. The writing was so so good. It was short, but not too short. I would have loved to be able to learn more about Charles, but it's clear that this story is focused on Sarah and Abigail, and how they react to your difficulties. I really just want more from this experience, but I think that it stands on its own as it is.

Garbage Collector by bitowl 2018-08-16T22:59:15Z

This game looks pretty good! The sound seemed fitting as well. I found the controls to be really tough to meet the demands of the warehouse, but maybe it's just too hard to play with a touch pad. I did have a lot of trouble picking up objects though. Sometimes I had to click two or three times to get them to pick up. When I did lose (which was pretty inevitable) it seemed like there was a fade out that took like ten seconds or more. I didn't know what was going on, especially since I could still move around. You have a lot of mechanics in this, though. I'd like to see those mechanics be really useful. Nice use of diegetic UI, too!

Spider tank by Blight Radiance 2018-08-14T22:51:45Z

This looks and plays pretty well! I think this could be the prototype for a bigger game that just builds on these mechanics. I did find that jumping was pretty much the best thing to do in most situations, and when I discovered that jumping pushes as well, I almost never fired. The field got a bit hard to see in the later levels.

The cutest garden by Quorusa 2018-08-16T22:44:00Z

This is a solid first entry, especially for using monogame and not an editor! Take a moment to write down what you'd do differently next time, so you can start to make good Dare habits :) Don't let any of this discourage you, but here are some things I noticed: The weeds can sometimes spawn on top of flowers. I don't know if this was intentional, or not, but it looked a little strange. Also, when the game resets, I don't think the day counter is reset at the same time. When I looped from the end of the game to the beginning, the day 1 field had a lot of weeds, as though it were still the last day. I also think there's something off with the hitboxes or hit detection. I could only collide with the weeds at their top and bottom borders, and only with my top and bottom borders. I eventually got the hang of it, but it seemed wrong. The art was very cute and the sounds were good (though some variation in the picking noise would be nice). The music was pretty repetitive, but I think you know that.

Protect the Core by Samuel Kriman 2018-08-16T23:21:07Z

This game is pretty tough with a touch pad, and I'm not very good at this kind of game anyway, but it's a solid entry! It does look really good. The softness really adds to the game, and makes the enemies stand out. Though it was hard to tell where you were. I tried using the laser and it didn't seem to do much, but I might have just used it wrong. I was sweeping like you mentioned!

Inventorium by Ramanujo 2018-08-15T23:44:55Z

This isn't bad! You should explain the actual game a bit more in your description. I didn't know what controls to use at first! It can be tough to scrap work in the middle of the compo, so don't let that discourage you. You made something, and under a larger time crunch than a lot of people!

Cure Your World by teo989 2018-08-15T00:28:32Z

The car moves realistically (turn only when forward) but that is a tough control scheme for how fast the floor shrinks. There's not much room for correcting your movement. I thought it was fun, though it could use a bit more variation in the music and a bit more scenery (though I know that things like that get cut when doing the compo).

Side note: You should @ people when responding so it shows up in their notifications feed even when they have comments hidden. You might get more of your questions answered that way :)

Book Crook! by Ossi 2018-08-15T23:38:46Z

This was a nice idea, but I really felt it needed a little pressure on the player. I can just mouse over every book and take the best ones. Many times, my stash was too big for the shelf, so I had to load up on cheap books I didn't want just to get more books. This game would be really good with like one or two mechanics more :)

Give Me Space by annoyedCactus 2018-08-30T05:21:36Z

I liked the idea, but I think things needed to slow down for me to make any real decisions here. Most of the time, I was faced with planets and moons whipping about with no way to see them. I was playing the web version, and my cursor was clearly not where the planet placing was happening (having dealt with weird offset cursor issues in multiple resolutions on another project, I can absolutely sympathize with any frustrations related to this). I like orbit games (I made one a few Dares ago) so I can appreciate the math that goes into this :) The planets were also very expressive, which was great! The music could have used a bit more variation, but it was there at least.

Running out of Space by 314owen 2018-08-15T23:00:40Z

This was really cool! The music really set the mood. It was overall a pretty simple game, but the mechanics were interesting. Not being able to move a block off-screen almost got me stuck, though!

Never run out of SPACE: a ZIP folders journey by Swini 2018-08-15T23:30:56Z

This looked really good, but the controls were so slow to respond. I didn't feel like I had much control over the character at all. Also, at the end, I caused the virus to jump off but then the game didn't advance at all so I had to restart the level.

Stock Up! by DriagonV 2018-08-14T23:13:42Z

I don't think you can beat winter mode? I grabbed literally every food that showed up and put it in and still needed four. I think some of your food is spawning on the walls and destroying immediately. Also, the good/bad food seems rather arbitrary? Why are oranges not good food but doughnuts are? The art and sound was pretty good, though all the art seemed very out of place with its hyper-realism in the drawn world. In any event, good job!

Stock Up! by DriagonV 2018-08-14T23:46:30Z

@driagonv Don't be discouraged! I had serious SimAnt vibes while playing it, and that was nice :) I didn't know that about oranges, though I wondered if something like that was the case. I guess ants don't really swarm our grapefruit, either. Never thought about that before! It was a good idea to put the food legend up, then, for people who don't know better like me.

One Man's Trash by mike_inPrinciple 2018-08-13T23:18:38Z

I had to alt-F4 to close the game, please make sure there's a way to exit the game from inside it! This game is good, looks nice, and plays well, just not for a laptop. The waves seem too close together to really pay attention. Rotating the box never seemed useful to me, and taking time out to save junk seems detrimental since you could be using that time to remove junk and the precision needed to save junk is just too much for me. I noticed that there was no penalty for clicking, so the best strategy I came up with was just rapidly clicking and moving my mouse around. This got plenty of hidden junk. I feel like there might be some merit in making accuracy be important, but if you do then you'd definitely want to increase time between the waves.

f by Koal Robertson 2018-08-17T00:24:59Z

I actually rather liked this. Going around gathering resources would be a boring mechanic if that's all you were doing, but the upgrades and the encroaching collapse make it meaningful and nice. I thought your sounds were effective at communicating space and the impending danger. The planets were drawn well enough to explain to me what they were and what I might find there. I didn't manage to win, but I was working on the time jumper at the end when I just ran out of things to mine in what was left. It felt a bit like I could have done better though, not that it was unfair in any way. One nitpick: make sure there's a way to exit the game from inside the game. I had to Alt-F4 to get out!

Also, if you want to get enough ratings to see a score at the end, you should rate games yourself! Your game will float up the games list if you rate more games, and I totally believe that the game deserves ratings :)

Compressor by Austino Bobino 2018-08-16T23:13:19Z

I like this take on the classic game. I think this is actually a pretty solid entry, especially for your first jam! The sound was fitting and didn't feel repetitive. The graphics were good, though the pieces felt very small. The time crunch is there, though I think that maybe the walls shouldn't start closing in until you select the first piece (just to give people time to study the board). Oh, also, I managed to get -3023400 points:

Bug.png

Crowded by Simone Cicchetti 2018-08-17T22:36:30Z

It was really hard to control. Since you slid to a stop based on your speed, you could build up a lot of momentum. I couldn't seem to shoot while I was moving at all, which made the game very tough. If I did manage to slow down and shoot someone, I'd probably end up with a green box spawning on top of me because I lingered there too long.

Running out of S.P.A.C.E. by Frank Gevaerts 2018-08-13T22:37:56Z

It's so great to see an Inform game! I like how you bait with a false sense of this being a mere nod to the theme, but then deliver with the theme when we don't expect it. I think this game would be harder, and a bit more engaging if the space was scenery and described innocuously in the room descriptions, so it's not obvious that the space is a thing you can pick up right away. This game has some of the problems that most inform games have (find-the-verb, needing more scenery, etc.) but that's more a problem with the genre than anything else. I enjoyed this game, and I would love to see a bigger, more fully-realized version of it! One nitpick: Simulated Authentic Perspective Creation Engine does not spell S.P.A.C.E. it spells S.A.P.C.E.

Running out of S.P.A.C.E. by Frank Gevaerts 2018-08-14T22:18:46Z

@frank-gevaerts The problem with interactive fiction is you have people who know how to work these games, and you have people who really don't, and it's a huge divide. The trend right now, though, is to be more accessible, and to break out of the shell of ultra hard puzzles and adamant verb choices (or even no verb choices at all with choice-based stuff). I'm not saying your game was too easy. It had puzzles, and they made sense. I just thought that it was too obvious that the space was an object you could pick up because of how Inform shows non-scenery objects in the room. I think it looks better and flows better as scenery instead, like with the button (that I pushed at least 20 times).

BugStorm by leon75 2018-08-14T22:40:21Z

I couldn't figure out how to collect credits. I made bridges over to the node, but I don't really know what to do. It has some really good, sounds and the graphics are good. The theme is there, but it's only barely. I can certainly see this going somewhere with some polish. I do think it's not for me though. I'm just not an RTS player.

A crash I encountered trying to build a golem after they had all blown up: ``` FATAL ERROR in action number 1 of Draw Event for object obj_playercontroller:

Unable to find any instance for object index '6' name 'obj_golem' at gml_Object_obj_playercontroller_Draw_0 ```

LD43 — Sacrifices must be made

Battlecraft : Orcs and Famine by SoKette 2018-12-08T18:11:56Z

I survived for 30 days, but I really wasn't sure what lead to the slave revolt. I took very few actions against slaves and only ones I was forced to do (or when the only option was slaves or "lies..."). I felt there was information that wasn't being given do me. Basically, I would have liked more feedback about my actions. Even still, this was a great game. The audio was great, although the feast audio clip sounded a bit... lewd. I enjoyed the writing as well.

A side note, make sure you like good comments on your game! It helps the commenter's games be more visible for voting!

Pit of Zavghul by quadtree 2018-12-08T06:06:01Z

I was impressed to see a functioning roguelike in just 48 hours! This was great. The balance was a bit easy, but I think it's very refreshing to see a roguelike that doesn't just go for difficulty first. It was hard to tell what weapons were better than others, and once I got the bow it was all over for everyone. I like the tease of having magic books but no Magic or SP to cast them. The game ended rather abruptly, and I didn't really know what happened, but I imagine I might have gotten fairly far, perhaps to the end of the game.

ShotLight by Galan 2018-12-08T05:46:56Z

I think a slower ramp up would be better for someone like me, but I could definitely see the appeal of a game like this. Plus the look and sound of it was pretty good. I did wish that I didn't have to exit the game and relaunch it to replay after dying, but that might be a limitation of the engine you were using.

The Cold Equations by incobalt 2018-12-04T03:24:39Z

@jeplmr I wasn't going to do Ludum Dare this time, but I saw the theme, had **just** talked with a friend about this story on Thursday, and it just fit so well I had to do it! I'm glad someone who played it knew the story :) As for the hover lights, I could have done that. There was a point where I made the decision not to, consciously, and I probably should have done it. Would have taken ten minutes, I just didn't do it this time (I had this reasoning of the pilot wouldn't just run fingers over all the buttons to make them like up, but accessibility should always win out with something like this).

@firebug The short story is even more gut wrenching than my rendition. The 30 kg is the right number, and it's a guess, but I'm pretty sure that having only 22.1 kg of extra weight would make it possible with some speed throttling. Glad you enjoyed it!

@zanagi I knew that the immediate jettison was going to be a possibility (and I coded in a response that should suggest that something more was there), but I wanted it to be possible. The short story can't really explore those kind of gut reactions in the written form like we can with a game, so it was interesting to put in all the parts that didn't happen in the short story but certainly could have.

The Cold Equations by incobalt 2018-12-05T02:08:55Z

@frank-gevaerts @hilvon Sorry that it brought you down, but I guess that emotional punch was just what I was trying to take from the original story.

The Cold Equations by incobalt 2018-12-06T01:57:08Z

@arkinrev Thanks! I think this is my moodiest entry yet.

@nkrim The time scale settings are honestly a debugging tool so I could get the time out endings (the game times out when you're forced to decelerate to .2 gravity). I left them in there, but there's no real reason to use them. In the short story, there's a period of waiting that happens where the girl can talk to her brother before he goes out of range, but I cut it due to time and complexity.

@velvetlobster You're right about the soundscape. I chose engine noise just to have some ambient sound in the background, but since I wasn't prepared to do Ludum Dare at all, I was really not prepared for making music.

The Cold Equations by incobalt 2018-12-07T14:52:01Z

@etdofresh @christina-antoinette-neofotistou @awix Thanks for playing!

@mruniverse I should have put a message up when you jettison. That happens if you time out, so there's no reason it couldn't happen then too. I think I also want to make sure people turn around before they can jettison (something about protocol is to check that it won't harm the ship, or something). The short story is a very good one from the 50s. It has some annoying 50s style ideals that I tried to massage out in this version, but it's otherwise good writing. It will make you cry.

@jupiter-hadley Thanks for playing Jupi! You're doing the good work :)

The Cold Equations by incobalt 2018-12-08T02:31:32Z

@arvejeitor Thanks for playing!

@captaindreamcast I hope that there isn't a way to get through without going through with it, but many of the numbers are guesses that seemed to work out. I managed to get up to 18:23 once by adjusting the speed, but I didn't have enough time to stress test it.

The Cold Equations by incobalt 2018-12-09T06:50:21Z

@candlesan Thank you! I know it's a terribly sad story, but I had to pay homage this time around.

@pkenney There's something about giving people a bunch of functionality that seems like it should create a path to victory, but is instead useless. If I'd had more time, I'd probably have made even more things to fiddle with to impress the inevitability of the decision that much stronger.

Slithering Dark by pkenney 2018-12-05T03:40:24Z

I enjoyed this! I think it's easy to go along as just one human, but trying to get more than one at the end seems tough! I had 3 at one time, but they got quickly eaten. I wonder what a multiplayer version would look like. The revealing darkness felt very good. Sometimes I found myself just barely tapping along.

Cave of Eternal Happiness by FerraWare 2018-12-08T06:43:15Z

Someone else with a story-driven game! This is great! The ending is really nice, and the way the mechanics progress through the game really fits the narrative. You can escape through any ceiling, though, and completely circumvent the story, which I imagine isn't intended. I loved the art style. Did you use MagicaVoxels for this? It really fit. That bird at the end, too, was a great sound to hear. Thanks for making this!

Entry for 43rd Ludum Dare by burnedkirby 2018-12-05T03:18:26Z

When the title was "Entry for 43rd Ludum Dare" I got excited that this was going to be a kind of meta joke about having to sacrifice features the further into the Dare you got, but that's not what was delivered. What WAS delivered was a nice little game that slowly made the mechanic clear over time. It didn't become apparent to me until I died and then was too small to continue through a screen I'd passed before. I wish there was a kind of restart level mechanic in place, since dying became a huge deterrent to continuing the further you got. Also, that music was great!

On a side note, please like good comments that you get on your game! It helps those people get their games seen on the games page (which means more votes for them)!

Hello operator. by cowa 2018-12-06T02:36:34Z

This was very tense! I got a very Papers, Please feel out of this one. I felt there was too little time to make good judgments, though, and I started just connecting everything I could because I didn't have time to pay attention to everything. But I suppose that's how this kind of game works.

The greatest sacrifice by xesenix 2018-12-04T03:13:52Z

This seemed brutally hard, or else I was missing something with the way the game worked out. The growth of the attacks seemed too aggressive to me, and I could do nothing but fail after a certain point. Walls seemed to have little impact by the time I could afford them, and the weakness sacrifice seemed far too expensive to take any time I considered it. Even still, it's a good game and I'm sure there's a thread of success in a strategy somewhere!

Quest For Gory by Erasmus Crowley 2018-12-04T02:46:19Z

This is very short, but I'm impressed at having a point and click in the Dare, with nicely animated models, too! I'm not sure I get the QfG reference, but maybe my brain's being fuzzy about things. The hotspots are definitely too small sometimes, particularly on objects like the metal rings. I also had trouble with it registering clicks sometimes, but that might be a physics thing.

Price of Power by Hilvon 2018-12-05T02:24:40Z

Like others said, it was a bit tough to figure out what was going on at first, but once I got it, it was better. It is kindof like a real board game in which you have a set of rules and you have to figure out how the pieces go together to make up the actual game. That said, this game is a bit in the vein of Slay the Spire, where you have a deck of things you can do, and you're trying to defeat the big monster with that deck as your resource. I like the sacrifice mechanic, though I didn't realize that was happening for a bit. That's actually the same kind of mechanic that I prefer to see in trading card games (and the one that Duel Masters uses, among others) and it's a good mechanic.

Fenik by Kataware 2018-12-06T04:30:23Z

I'm impressed you managed to do this much in 48 hours! The art and music are great! I will say that the game becomes a bit broken at 14 dexterity. I think your calculations for attack speed don't work at that number, as the basic attack basically became lightning fast. Everything dies immediately. And sometimes after that you'll see damage numbers on yourself from no cause. I think you also might get multiple XP drops from things, too. I ended the game at something like level 74, which seemed excessive. Although the gameplay was simple, it's not really that different from MapleStory, which is how the game felt a couple times. You seem to have a good engine and framework going on, though. I hope you extend it and make more!

Blight Tower by jeplmr 2018-12-04T03:35:34Z

I'm not sure why, but it seemed like the capsules randomly would start attacking me. It sounded like that happened only after a wave from the tower, but perhaps that wasn't actually when it happened? The game was easy to understand otherwise. Although you mentioned things were still very placeholder, I thought everything looked like it fit, even the capsules.

Spirit Desperate by zanagi 2018-12-04T03:43:43Z

This is a bit too hard for me. I often lost the mouse, so I had a really hard time aiming. It looked quite good, though, and the theme shows through as well. Overall a solid entry :)

Mr. Fluffer's Big Day by CaptainDreamcast 2018-12-08T02:47:24Z

I don't know. If you squint a little, that cat might look like a dog. 5/10 for cats masquerading as dogs but 10/10 for dogcats standing up for themselves. The writing was good in this. The music was too repetitive for my tastes, but you did have some, so that's already a step ahead!

Slime Venture by MRUniverse 2018-12-06T02:14:54Z

There was a lot of friction with starting moving and not as much when stopping which made the controls a bit hard for me, but I did like what I saw. I was glad that you had a level select, since I failed a lot in the later levels. I discovered the backspace key for restarting a level eventually. Level 5 was very confusing for me, though. You set up this idea that green slimes make you bigger and blue slimes make you smaller, but all the slimes at the end killed me, regardless of their color. I found that jumping over them was easier than running under them, though.

Battery Blitz by CeeJap 2018-12-06T04:01:39Z

This is a cute little game! The theme got lost a bit for me, but it was still enjoyable. I don't know if I was just lucky or what, but I was safe when I wedged myself into the lower left corner. I got over 1200 points doing that, and could have gone longer if I had stepped out to manage my overheating at the end.

Honey for Aponuo by Frank Gevaerts 2018-12-05T02:48:26Z

This felt a bit more polished than your last entry, though it did feel like there was less to do. The sacrifice mechanic in this one shines through, and I ended up with having two honeycombs for Aponuo, so I felt like I did a good job of managing the bear (though I did abuse undo a bit to try some various things). I want the version where I get to the temple, eat the honeycombs, and renounce my faith in the oppressive wax sculpture, but perhaps that's asking too much.

Just delete them by Dock Frankenstein 2018-12-08T03:19:35Z

I really enjoyed this! I tried my hardest to save the soul at the end, putting in button 61 from a previous play, bringing the souls along to the finale, and pushing the lost soul into another directory. It seemed like it would work, and I'm sad my ingenuity wasn't rewarded. But I guess sacrifices have to happen somewhere.

For those confused, the game will tell you which folder to open. It's (probably) not where you installed the game!

Sons of Vanity by nkrim 2018-12-05T03:05:52Z

This reminds me of the genetic algorithms section of a PCG class I once took, but you did far more with it than anyone in the class did. It was amusing to see the facial features get smaller over time. I got to 60 generations before I started to lose interest, but it's a nice take on the spot the difference kind of puzzle. I wonder if the sacrifice mechanic could be made more impactful by using animations or maybe having PCG data about each child (like "likes kittens", etc.), but that's just me thinking wildly about things. Good job!

The Six Chambers: Compo by MajorPest 2018-12-08T06:31:19Z

This needs some more work, but I think you're on the right track! The art is very promising, but there are bugs everywhere (missing collisions, lower jump heights at higher positions, etc). I think if you spent some time with this idea, it would be something people would really enjoy. Especially if you make a bunch of charming animated people in this style!

Pigheaded Pirate by Shawn Moore 2018-12-06T02:28:10Z

This was interesting! I think I had a bug where the pig never spawned in happy after a few times. I also found that sometimes you could shove the pig into an enemy instead of throwing and that seemed to do little damage to the pig. I was a bit frustrated at needing to destroy enemies to progress each time, as it felt like I should have been able to just run ahead, but that is probably my perception of the level design (the platforms in the levels looked like ways to avoid enemies).

Rablat by Sodaro 2018-12-05T03:28:02Z

Those poor rats. What did they ever do to you Rablat? This is a good start, but I really want a more complicated machine to go through. Drug the mouse, carry it off, and onto the next screen. Of course, I'm not sure I would want to play a game where we process mice into drinks, but I was disappointed when the second rat just came on screen. Even still, I like the blend of genres, and I was delighted by the slow movement at the start.

A Prisoner's Decree by ETdoFresh 2018-12-06T03:49:48Z

Interesting game! In the early levels, it didn't feel like I had much choice in whether people died or not, I was mostly at the mercy of the flocking algorithm or whatever you were using. The theme became more apparent later on, but I feel like it would have worked well if I could have directed them one at a time rather than as a group. Then I could face the reality that I'm sending one off to die so the others could live.

Sacrifice For The King by Radzios 2018-12-08T18:22:08Z

This is a great little game, and I love that you made an android game for the Dare. That's gutsy! There's some balance issues. I got to the point where I needed a lot of gifts but the game just didn't give me enough gifts the King liked to even be possible to progress. I think there's a lot you could do with calculating an expected time for interactions and making sure that good gifts are distributed instead of just purely random. I also think you could do with having a longer round, and maybe play around with the timing that potential gifts appear. That way early rounds are a bit longer/slower, and you can create a solid difficulty curve as the game goes on by adjusting the values of gifts needed, delay to spawn, and overall round time.

For You by FireBug 2018-12-04T02:33:25Z

I'm glad to see a Twine game at the Dare! The writing was very good, and there's a fair bit of it, which can be touch in such a small amount of time. It does end a bit abruptly for me, but that's probably personal preference. I will say that I didn't get the theme as much as I'd have liked in this. I get that I gave up things along the way, but I wouldn't have said that I sacrificed anything. But perhaps the sacrifices would have been bigger if I'd chosen differently. I feel it would have been more impactful to have died after the journey, sacrificing myself so my siblings might live. It felt like that's where it was going, but it didn't deliver.

A side note, it works better if you @ people when replying to them in comments. That way, they get a notification :)

Laser Pit by Digx7Studio 2018-12-08T06:12:48Z

I rather liked the hand-drawn style, and the music (though loud) was quite nice. The gameplay was very simple, of course, but I think it fit. I would have liked for there to be some sound effects. As the other person mentioned above, you should polish up the other areas of the game to match the niceness of the hand-drawn style you have. Keep going!

LD46 — Keep it alive

EMIAOWGency Room by geeitsomelaldy 2020-04-21T21:20:44Z

This seems like a well-polished pico-8 game! I felt really powerless to keep patients from getting bored, while prioritizing vulnerable patients. I didn't even know I could solve any problems for anyone who didn't have the flu, for a while. At the start, it's very unclear how the doctor operates, and I think that, perhaps, patients come in too quickly (but that might be intentional to capture a certain mood that this does well).

Sunset Directive by incobalt 2020-04-21T02:29:31Z

Hi @gaz-ireland! The collection bin is with the provisions. In order to leave, though, you must present the bin at the screen of the System Admin. Admittedly, the mechanic is under-explained, which is why I added a note in my description here about it:

`A note on mechanics. Casement has a system whereby you can use items that you’re currently looking at (context-sensitive). Sometimes you might be asked for an inventory item, and you’ll need to select it in your inventory. It doesn’t come up too often, though, so I hope it isn’t too confusing!`

Sunset Directive by incobalt 2020-04-21T06:06:19Z

@sayumeki I'm glad you enjoyed it! I always worry about readability with my colors, especially when I go for something like orange text. There's a lot of work to be done with Casement, and this proof-of-concept worked, but really highlighted the things I need to change to make the system friendly to authors. I spent way too much time generating JSON for conversations :P

Sunset Directive by incobalt 2020-04-21T22:52:29Z

@tigerfinch You might be experiencing what @pjnovas is, with the start link being below the screen. You should be able to scroll down the page, though. Zooming shouldn't be needed. I tested a lot with small windows (although I admit I threw the image in rather last minute).

Oh! It's apparently a problem with how I set it up on itch. It's not allowing scrollbars! I just changed that setting, so now it should work. How terrible! I'm sorry about that.

Sunset Directive by incobalt 2020-04-26T10:05:46Z

@yodog Oh no, does the music not loop? It was supposed to, but honestly I've never added music to a Twine before, so I was bound to botch it. I don't think the music really fit the game, it was just the kind of thing I was listening to during development. I wish I were better at sound design.

Sunset Directive by incobalt 2020-04-27T22:04:32Z

@abdurrahman-khallouf It's very sparse as far as narrative goes, but it's all I could manage in 48 hours. The text is about 9000 words (including some scripting here and there). The better plan would be to have a lot more in the world to examine and gain more of an understanding of the world and the situation.

The Apocalypse by jondalnas 2020-04-21T21:52:15Z

Great start! I thought the parkour mechanics were interesting, but it didn't seem to reinforce the theme very much (e.g., it could have been any game). There were also some areas where I got stuck and had to wait out the timer to restart. I know how hard it is to make a platformer controller, so I'm not surprised with how short the game is. I will say this, though, when you make an executable game, make sure there's always an intuitive way to exit your game! I shouldn't have to know how to alt+f4 a game to exit it.

Magnetic Angel by damdoshi 2020-04-21T20:41:22Z

Hi @damdoshi! It looks like the links to your Windows and Linux versions aren't working! The top-level domain exists, so perhaps you uploaded them in the wrong place? Are the filenames case-sensitive? People can't rate your game if they can't play it!

Croze's Moving Castle by croze 2020-04-25T02:19:02Z

As others have indicated, the movement was so slow for me. Compared to the dash, I never thought I was in control of my movement too much. I did notice that the large logs seemed to slow me down even more, and that was a good touch! Also, apparently there's no sound in the web version?

Cytokine Storm by Gurbx 2020-04-21T22:59:54Z

This is pretty good! The randomness made it really hard to find a solution sometimes, though. Also, this is your reminder that you meant to populate this page with information!

Herding sheep by stupidpawn 2020-04-21T22:37:00Z

I was unable to save any sheep! I think they were against me, which makes me wonder how terrible a shepherd I really am. I don't think there's enough time to react to situations, and I think sheep try really hard to fall off (which is strange because sheep are pretty surefooted!). By the by, I was able to repair multiple fences at once by right-clicking new ones before my shepherd arrived to fix it. I'm pretty sure it's unintentional. The best I managed was 4 at the same time.

Hell's Desk by nate_wec 2020-04-24T22:27:19Z

I liked how this played out. The optional dialogue is nice, but I think it would have worked better if there was one more puzzle involving the end. Since you can easily just skip to the end, it feels like the characters about are completely pointless (but they aren't you're doing world building with them). They just aren't being given the chance to be a part of the story. The writing was good (though I struggled to figure out the themes of the various types of demons). I did fully expect the ending to be that we actually belonged there, though.

save president Target by rubens13 2020-04-21T20:50:30Z

The slow-motion bodyguard moment is a cool idea! The jumping seemed a bit harsh, though, as often I would get stuck on the president or else I would over-commit to a jump and not have enough time to recover. I think you have an interesting idea, though, so with more polish, it could be a fun action game.

By the way, if you want to get more people playing your game, you should have one link labelled as a Windows link. Although your source code link goes to a place where you can download the game, you should have a non source-code link too, even if it goes to the same place! My game does just that, if you need an example :)

Saving Sunny by atDJDeWitt 2020-04-21T21:01:15Z

This is very cute and the graphics are nicely polished! The mechanics are really solid. You could make a bunch of levels with just what you have so far. It's simple, but really interesting. I would die for Sunny (and did twice!).

Also, it looks like this might be your first successful Ludum Dare submission! As a point of advice, if you want to get enough votes to be in the rankings, you should play and rate other games. You usually get about one vote per game rated, so try to play at least 20 games. The more entries you rate, the more visible your game becomes.

Keep Coron Alive by Qux 2020-04-25T01:47:46Z

This is an interesting way of approaching the jam, by using a negative mechanic. You're telling people to do something that they don't want, and are using that as a platform. Reminds me a little of Nicky Case's games :)

Ballistica by SimonBeats 2020-04-25T01:56:18Z

Although I think the manual turning is interesting, there's too much going on too fast to really be able to respond and play as efficiently as the game wants you to. If the point is that it's a futile endeavor, then you've done a good job! Overall, I think the game looks good, though everything is so tiny. I need more feedback about what I'm doing when placing, I think.

Fiery Glutton by TommyN4tor 2020-04-21T22:28:29Z

This has some good starts! I found some real inconsistencies with how high I could jump. If I was ever on the bottom, I had to just give up, since there was no way to get back up for me. Holding shift sometimes gave me more height, and sometimes didn't. The overlay also made it hard to find a way back up. If the goal is to just make the player feel hopeless, then you're achieving that mood here, I think. With some level design polish, I think you could make this into a fun little game :)

Valley of the Dying by Echo GameWorks 2020-04-21T22:20:21Z

A good game that I think needs more polish. The units move so slowly to be able to travel so far. The gameplay loop becomes ultimately tedious, but that's a thing you get with repetitive games like this. Still, I think the concept is good. The escort quest style game is a somewhat obvious interpretation of the theme, but not as obvious as it could be. I think the thing this game is really missing is some variety, really.

Happy_or_Dead? by Asain 2020-04-23T22:33:10Z

Hello @asain! You've submitted a compo game, and so you MUST include your source code! People cannot positively rate a compo game that has no source code in it. This is a Unity game, so your source code includes the Assets folder, the Packages folder, the ProjectSettings folder, and the .sln file. If you can't do that (e.g., you're using a proprietary package, which I doubt) then you cannot submit as a compo game.

Daughter Saver by HUGETUBE 2020-04-23T22:09:42Z

This is short and simple, but it works! I would say that there should be a little more work behind logically releasing new zombies. The game's randomness makes it almost impossible to catch up over time as it is, but that's what post-jam polish is for. The animations are really good! I was impressed :)

Oh, also, even though your link points to your source code as well, you should have a second link. It can link to the same place (see my entry for an example). People may be reluctant to rate a compo game that doesn't have a source code link!

Pray by jarreed0 2020-04-21T20:36:31Z

Hi @jarreed0! It looks like your itch page might still be a draft. When you create a game on itch, it always starts as a draft. You must go in and set it to public so people can view the page. You can see the page because it's in your account, but no one else can!

Chains by Rendow 2020-04-25T02:09:04Z

It would be nice at to have at least something else to do than click one button all the time. Some feedback about what you're about to fight also. Otherwise, I was impressed by the graphics. I didn't hear any sound, though, was there supposed to be?

The Moon's Florist by JohnMakesGames 2020-04-21T22:44:55Z

So, something about this didn't work for me. For some reason, I couldn't move towards the flower at the start. Then I tried to go around the planet the other way, and I ended up way off the surface. Fuel never seemed to go down for me, and I exploded from energy while there was still some in the bar. This was an interesting concept, but unfortunately, it's not really playable in this state. Keep working on it and you'll end up with a cool little resource management game :)

Protect the Keep by Donaldw112 2020-04-23T22:23:19Z

Hi @donaldw112! You should make sure you rate other games so your game becomes more visible! You need at least 20 votes in order to be ranked, if you care about that, and it gets you feedback too! I loved the sounds in this, and even with extra sounds being played for each instance, they didn't seem to get over-loud. The controls took a long time to get used to, and I eventually found a strategy where I only needed to adjust my left and right, so I could avoid remembering the controls. Additionally, the UI ran off the screen in a lot of places for me. Make sure you're testing UI at different resolutions (I have a 16:10 monitor, for example!). UI wrangling is always a huge undertaking, so more experience will help! I don't know if this was contributing, but I also didn't know how much health was left on my keep. Keep it up :)

The Monk and the Child by Mila1004 2020-04-21T20:38:14Z

Hi @mila1004! It looks like your itch page might still be a draft. When you create a game on itch, it always starts as a draft. You must go in and set it to public so people can view the page. You can see the page because it’s in your account, but no one else can!

Bulletpaint Artist by phiskits 2020-04-21T22:06:03Z

This is really good for such a short development time! It's terribly frustrating, though, so I hope you tune that when you work on it more. I like the idea of being able to paint the canvases, but I couldn't figure out if that was a goal or just an option.

As a side note, since this is your first Ludum Dare (congrats!) make sure you rate other games! As you rate more games, your game becomes more visible, and you'll get more votes. You need at least 20 votes to get a ranking, so you should rate at least 20 games, if you can!

Pounding Guns by named_name1233 2020-04-21T20:34:23Z

Hi @named-name1233! It looks like you've uploaded only the source code for your game. You should export your project so people can play it! Check out this page for help exporting your project: https://www.construct.net/en/make-games/manuals/construct-3/overview/publishing-projects

LD48 — Deeper and deeper

Sea of Lies by Erkberg 2021-04-29T03:13:43Z

A very strange game. Gives me art game vibes. Obviously it's a game with a message (and a good one at that). I'll be honest, I didn't quite get it at first. When I accidentally grabbed a thought and the bar started to fill up, I wondered, "Oh, am I supposed to be collecting these?" But of course, that's part of the message, perhaps. I think it's a bit too far down to reach those endings. I'd gone down for quite a while before I decided that I wasn't accomplishing something by doing so. I did like how some of the thoughts chased after you, while others just floated by. I think I might like this a bit better if there were some "good thoughts" intermingled, allowing me to pick and choose what I grabbed. I also rarely had time to read the thoughts as they passed. A smaller playing field, a higher density of thoughts, and maybe a pause? Or maybe things don't move unless you're moving? It was interesting, anyway!

Project Orpheo by zondarg 2021-04-28T02:19:14Z

This was quite a nice little package! My only complaint with this is that the curved walls don't match their collisions, but otherwise it's very nice! Excellent music and the gameplay felt very expected. I got Jetpack vibes for this, but underwater. I liked how you say you can't walk, but you can shimmy very slowly, which felt expressive.

The Cave by incobalt 2021-04-28T01:43:01Z

@srrinio I was lucky to get what I had in just under the buzzer! I spent (probably too much) so much time on getting Unity to make light bounce well enough that it wasn't too bright and wasn't too dark that I just ran out of time making puzzle areas. I don't pretend that my game is very challenging or that it has a lot of variety. It was more a proof of concept :) Thanks, though :D

The Cave by incobalt 2021-04-28T04:13:51Z

@robinfaury I wish GI was easier to work with (and that I knew more about it), but it seems rather limited. I don't like how bright I have to make the lights just to get a little bit of lit distance. And it didn't work perfectly here because I couldn't accurately predict how far the light would travel. Is it so wrong to ask for volumetric lighting?! (Ye, yes it is :P) As for that texture, I can't claim much for it. Paint .Net has a "Crystalize" effect that makes the Voronoï look. But I like using it :) Thanks for playing!

The Cave by incobalt 2021-04-28T08:58:36Z

@labete Thanks! I am not, and never will be, a great musician. I just wanted a descending musical tone and maybe some wind vibes? What you name the torches is up to you and totally fine :) I didn't want to make it very directed or incredibly heavy-handed. I think it's cute that a bunch of animals helped you navigate the darkness :D

The Cave by incobalt 2021-04-29T01:11:39Z

@zondarg Thanks! I really liked the addition of the grates. I think they added quite a lot more variety to the gameplay. This game is a bit like a game I made a while back where I try to get the player to explore something about themselves, but this one felt more like a game and less like a reflexive tool (like my earlier game was). Glad you enjoyed it :D

The Cave by incobalt 2021-04-29T08:11:48Z

@syndakai Thanks! :D I wanted the player to always be thinking, what could it mean? I love games that invite interpretation and meditation. I would love to do more with the concept, though I would need to figure out a better solution for the lights. The Global Illumination I'm using was a good solution for the jam, but it's unreliable and it just doesn't work the way I'd like. I'm glad you enjoyed the mood of it :)

The Cave by incobalt 2021-04-29T11:50:35Z

@wolderado Thanks! The camera background *is* black, what you're seeing is probably light bleed from the torches or some such. Honestly, I don't know how to combat the problem, which is probably from seams where the tiles line up. The tiles are one unit in size and are one unit apart, so really I don't know what you're supposed to do to keep the seams from showing sometimes. I've always had lighting problems in Unity. I don't know what possessed me to make something that was lighting-focused! :P

The Cave by incobalt 2021-04-29T23:32:09Z

@scalphamission Thanks! :D

@wolderado Oh! Gosh I'm embarrassed. My main camera does have a light blue background on it from when I was trying to figure out how I wanted to do the cave mouth effect. When you mentioned a directional light I was like I *thought* I removed that (was trying it as a darkness correction for a bit), and I thought to double check my camera and there it was. It was fully transparent, so I think I just grabbed the wrong slider when I thought I was changing it back to black. Oops! Oh well :P

The Cave by incobalt 2021-04-30T08:14:41Z

@caeonosphere Oh no! There was an option for improving the dark areas in the options menu. Did that not help enough? Shezz, Bast, Roob, and the others are legends! :)

The Cave by incobalt 2021-04-30T23:17:26Z

@videt Thanks! I know it's really short and limited. I didn't have time to make it more complicated and such. I spent too much time fiddling with lighting trying to get it all working properly (and probably fussed too much over it!).

The Cave by incobalt 2021-05-01T23:09:55Z

@supersammy00 Thanks! I was going somewhere a bit psychological with this one, but if it doesn't hit, then it doesn't. I think it won't for some people. Glad you enjoyed seeing them again at the end :) @bodaciouslycrazy Yeah, there's more I could do with this, but I couldn't get it all together with the time I had. And I'd want a better system for lighting than I have at the moment. It's a bit of a hack, relying on the GI system here. Naming the torches has a symbolic meaning in this game, and I don't expect everyone to get symbolism. Remember, though, that the game is very explicit about not being about a cave. It's not really about lighting torches, either. @wiredoverload I hadn't thought of it that way, but I suppose that's true about the theme. Thinking about it, I probably should have had the game in reverse, starting at the mouth of the cave and going until you find "your light". Oh well, there's still a lot of "deep" theming I'm trying out here, though :) @mighty-mufflon-games Thanks! I'm not sure I quite understand the "twist" unless you've managed to read into it well and are referring to the last line of the credits. Either way, glad you enjoyed it! @lazzor In a more fleshed out game, you'd probably have very few torches to name over the course of the game and you'd have torches recur that were already named from previous puzzle chambers. Having so many all at once is a bit tedious and it doesn't make sense at the time. Glad you liked it, though :D

The Cave by incobalt 2021-05-13T08:25:47Z

@radmccool Thanks! I wanted a nice emotional touch to the game, and I'm glad people are catching on sometimes. I also wanted it to be that you couldn't move on without the torch because a) you might get lost and stuck, and b) the darkness really isn't an actual physical darkness but something that's holding you back from being able to reach the surface alone. Thanks for playing, and I'm glad you liked it! :)

Dukes of Debt by binroot 2021-04-30T23:29:49Z

I managed to get every little critter and not lose a single one! The overall game was simple, but well executed. I feel like if there's a way to tell what the opponent is going to select, then I couldn't figure it out. The game is somewhat easy if you start by taking some heavy hitters and then attacking the ones with small stuff to pay back the debt right away. That said, I felt like there was some strategy to it, and I also felt like this game was reinforcing some good ideas about debt (pay it off immediately, don't borrow more than you need, etc.). I was frustrated that I couldn't dethrone my debtors, but I suppose taking the 10s and then attacking the guy who had them would be a bit too easy. I like this interpretation of the theme, and I'm glad to see a game that did it!

Pool Trouble by kalgynirae 2021-04-29T01:50:36Z

When I looked at this, I'd been reminded of an old NES game called Lunar Pool. A bit sad there isn't a pool-style movement, but you don't have a lot of time to work out pool physics. The game was short, but the music was excellent! Some notes here: Good job learning and applying Godot! It's tough to work with a new thing right away (I did that for a jam a couple years ago, and appreciate Godot more for it). Second, for jam survivability, always make sure you get enough sleep (as you did, don't think that you have to burn the oil to make a good jam game!). Third, you should add a cover image to your entry so it has something to draw people in!

Anyway, about the game itself. Music was great, graphics were good and conveyed most of the information. I didn't quite understand the difference between the up-only and the up-and-down squares when I was encountering them. At first, I thought I was stuck on the bottom layer. I would have loved some sound effects, but if you don't have time then you don't have time. I felt that the theme was a bit flat on this one. It wasn't a bad interpretation, or anything, it just didn't feel like an exciting interpretation to me. (I had thought of a kind of marble drop maze idea as a potential for my entry, but it just didn't feel like it did enough with the theme, so this might be why I'm thinking this way.)

Pink Grey by ccglp 2021-04-28T04:09:32Z

This is a cute little game and it has a very pleasing color palette! I think you were going for relaxation, and it would have worked if it weren't for these camera controls. Use a negative mouse y for standard controls with the kind of setup you're using. I also can't tell if you're using a camera mount setup or not (camera goes in a nested object and you use that for up/down look, but the main object for left/right look). There's something funky going on when looking at your feet. I also got the glitch and was amused by the achievement! I couldn't find a way to progress from there, though. I would have continued to play the main game but the sensitivity and the inverted camera wasn't working for my brain and I started to get a headache!

Well Darn by ick 2021-04-29T02:33:00Z

I'm getting Mountain vibes out of this. The "whispers" to me sounded like rats in the well and I was happy to have some friends down there at the bottom :) This is a very simple concept, and I think it's beautifully executed. The light shining on the side of the well as the sun goes just overhead is excellent. You got that effect perfect for the mood you were looking for. The music is quiet and contemplative. I know you probably weren't quite going for this, but the overall experience feels very relaxing to me. I really wish there was a moon that changed phases or some such. I also kindof would like there to be a kind of seasonal shift, as one might expect, since the sun isn't always directly overhead. I think it could make for some nice daily variation. The stars probably should also move, and if we had seasonal stars then we'd have occasional constellations. Also, have you considered saving day progress to PlayerPrefs so that when you open it up later you'll be right back where you were?

Pet Peeve: There's no natural way to exit the program. At least escape should close the program or something. Alt+F4 isn't something everyone knows about, and it feels like a slap in the face to have to use it. I can get wanting to not have a way to exit, since you can't exit the well, but it's a bit too invasive.

Lost Core of the Underworld by wisedawn 2021-04-28T03:15:50Z

I did a Twine for my last LD and I'm just so impressed at how much you managed to write in so little time! How did you manage it? The fights were interesting, though I don't know if I really cared for them (but kudos at doing a fighting system in Twine in a small amount of time!). I did really enjoy the science fantasy style of story, slipping in words occasionally that signaled that this was about a future Earth rather than a fantasy D&D thing. I think there might be many references I'm not getting, but I get a feeling that ancient stories about D&D have become historical ideas in this world? It's a nice touch. The society felt like it really had some substance to it. Good job!

Beneath by Rewzu 2021-04-29T01:16:58Z

This is simple, gets its point across, and works well. The game looks great! I assume this is made using a noise generator to build the levels (with a threshhold for the empty areas?), which works because it doesn't need a more complicated generator. Really, a great job. And the music was excellent!

The Red Crystal by Bastienre4 2021-04-28T02:37:17Z

I love me a narrative driven game. Good job! You're quite talented in the art department! Also: thank you for not relying on a silly jumpscare. I like the way the monster was presented, and it felt very atmospheric. The creeping dread is much more interesting to me than the sudden shock, so thank you! I will say that I was frustrated that I couldn't pick up any pickaxes. I'll also say that some of the notes in the second notebook are just too out of place for the mood you're going for! The music and the sounds were wonderful. It's short, but you built up the atmosphere so well that I didn't mind that (and short is good for compo anyway!). Pet peeve: Make sure there's a way to exit the game! I got to "Thank you for playing" and had to Alt+F4 to get out. It really frustrates me when people do that.

The NYPD Shaman by WongKongPhooey 2021-04-28T00:26:24Z

This was rather interesting, and very cute. I'll admit, I really had no idea what the shaman was trying to convey with his arm directions. I would follow them and then it would seem like it was just in a goose chase. So I just followed the other clues instead. I'll also say that the map is so tiny that it's a bit of a strain on my eyes to see where you're at, but I know that you're really limited with Pico-8. I was impressed by the music and art (especially the animation!). So simple but quite good. I'll admit that I didn't quite get the theme in this one.

Wisdom of the Ancients by Frank Gevaerts 2021-04-29T02:16:33Z

Always glad to see Inform represented :) I am convinced that the "ancients" are a bunch of teenagers having a lark. Considering some of your past entries, I was surprised this had so few puzzles in it. It's a nice little story, but I didn't really find anything difficult here or even hardly an obstacle. I'm also somewhat questioning this archaeologist's scruples. I ran into some small issues during play: I tried to pick up all the scrolls and had the damaged scroll before the "a scroll" and couldn't get it to refer to the other scroll so I could read it. So I had to drop the damaged one in another room just to do it. It's a problem with "a scroll" not having a unique descriptor to go by. Also, after standing on the cube, I expected to be able to "climb rope" but I got the rather silly message of "Little is to be achieved by that." You just need an understand rule there or something. Anyway, good showing! A nice little story :)

Smooth Debug by FabiGhindaru 2021-04-28T01:19:46Z

I really rather liked this, though man those bullet hells were frustrating to someone not good at reactions. Honestly, I liked the game without them more than with them. I couldn't find the secret, though I finished every objective. I assume that the "white barrier" was the thing near the tile puzzle, but I'd done everything up to then and it was still there. Anyway. I love the separate window being used and the added "watch this video" was a great touch. I *do* wish the debugger were more of a debugger, but I recognize that it's tough to get inter-app stuff working in a short time. As it is now, the debugger just seems to operate as a hint guide and manual.

20,000 Leagues by marcmagus 2021-05-01T00:10:01Z

I love seeing full tabletop games, and thank you very much for the video as I don't have a working printer at the moment! I love the concept and think that the game would be a lot of fun to play. It's simple, but for a card game like this, you don't want it to be that complicated. The art on the cards is charming, (and look like I drew them!) so that's a big plus. I'm not sure I like the use of 2^x, since that amount of math often is too much of a barrier. I think the eels should just display the values on the card (like with the fusilier, coral, etc.). Overall, I quite like this, and you should develop this into a professional form! I haven't played Sushi Go, but it seems like the play style is a bit different, and it's different enough that it forms its own game :)

Deirdre & Pedro by Frogravity 2021-05-01T00:25:24Z

I don't think I have enough attention for this game! I think this is a well-done entry, and it shows signs of polish. I love that you had time for an intro :) The graphics were cute and to the point. I did find the music a little annoying after a while, and the threshold transitions needed a bit of work. The first few times the music changed I thought I was doing something wrong! Once you get the speed changer, there's almost no reason not to hold down all the time. I don't know if you were intending it as an emergency button, but it's more like just set the speed slower since it doesn't really have any kind of cooldown for use. In any event, a good entry!

Soul Catcher by DragonsBeardGames 2021-04-28T04:27:50Z

This was a really unusual combination of game elements that I felt worked well. It was fun at least. I do feel that the bodies are a bit too hard to predict, but maybe that's ok. I think you may have a bit of an attention problem with this game, since I mostly focused on the bottom and didn't really care what my recruits were doing. I don't know how you'd solve that, but it's something to think about! I did, often, notice that some bodies just flew off to the side and couldn't be caught at all. That felt frustrating, and if I were playing on a harder difficulty, I wouldn't have enjoyed seeing that. Still, overall interesting :)

Deeper by robinfaury 2021-04-28T01:38:06Z

It's quite a feat to get a working gameboy game in a jam, so good job! I definitely would have liked some sound, but I don't fault you for skipping it. I didn't get to the end, apparently? The game just restarting when you get to the end was a bit off-putting. And since it didn't match the graphic you had above, I thought I didn't finish it (but now I see it spells out "End" in the grey blocks). They grey potion changing your orientation was interesting, but a little weird since none of the others did that. Of course, you need something like that so that it's not just the same columns, but if you can eventually, make something like that be an obstacle, rather than the potion (so, when you pass this you rotate twice or something like that). I think this has potential!

Drills and Gadgets by RNGames 2021-04-29T01:35:40Z

Hey, this is fairly good! I think you could turn this into a polished packaged game if you wanted to! I will say that the game was a bit long on my screen (I guess you're intending it to be played on a phone?). The gameplay is a bit solid, though I was hoping to find some ship powerups along the way (stronger laser specifically!) Maybe they're there and I just didn't find them. I ran into two bugs. After I blew up and restarted once, my ship was entirely white for the next attempt. The other bug was that I had discovered you could move your ship on accident, and the next run the ship moved into that position. Something's not getting reset between runs. (Side note: there doesn't seem like a compelling reason to ever move your ship, so I don't know why that's an option.)

GodMode by Landerack 2021-04-28T00:41:36Z

I don't have a controller setup so I tried my best without it, and didn't really *get it* until I saw the video you posted. You should add the video to the game entry up top, in case others don't have a controller! The movement looked really cool! I did notice that there was no fail state (nothing happens when you run out of health). I also noticed some shortcuts you took, but I don't mind them because I'm surprised you managed all that art in such a short time! You've definitely got something here. You probably *do* want to make something for keyboard and mouse (aim and click or something like that) if you decide to take this further.

The Deepest Space by Robotex 2021-04-29T03:01:46Z

This is a pretty difficult game, as many others have stated, but I will say it feels rather right. The slingshot effect you get off of gravitational bodies feels good, even if I don't feel I can control anything effectively. It's a nice little game. I didn't have any sound whatsoever when playing (web version) so I can't rate audio. You seem to have audio in the video, but that might just be something playing alongside it. In any event, good job!

CAVE CRAVLER by NoobHereo 2021-04-29T02:34:31Z

Your itch page is probably still in "draft" mode. Make sure you publish it so people can play the web version!

CAVE CRAVLER by NoobHereo 2021-04-29T23:39:33Z

For an actual review: this is a bit too difficult for me! This had a bit of a Realm of the Mad God feel to me, including the art style. The graphics are great! The audio works, though the music felt very repetitive to me. Overall, good job!

Help Bunny by amaro 2021-04-29T02:47:29Z

I found this exceedingly charming. It felt a bit... Frog-Fractions-y? Getting blindsided by the woods and mountains sections was amusing. I am sad that we cannot jump in the forest. Also: bunny is huge. I was expecting a water section, but I suspect you just didn't have time. The music comes in sudden and loud! You might want to quiet it down a bit, but I did enjoy it. Overall it was fun. I would have liked a bit of a barrier in the forest so you can't just go way out. The turn speed in the forest is also way way too much.

Some notes for previous commenters in case the developer can't take the time to comment: @konect There is plenty of audio, did you try interacting with the game at all? @secret-magic-404 Don't stray too far from the start. If you're red-green colorblind, you might have some issues there.

Deep Undercover by CrocodileTuesday 2021-04-30T23:36:55Z

I can't quite figure out what I'm doing, but this whole thing feels a bit too real. Maybe I am just an eel in a flesh suit. It sure feels like it sometimes. Good job stepping out of your comfort zone to do something you're not used to doing! By the by, I think the web version has the wrong size, or some such, since I don't think I can see all of the playing field. (I don't see the left button, and the screen is harshly cut off). I think the idea is wonderful and the wiggling is out of control (in a good way).

fallen_down by iuunno 2021-04-28T00:09:26Z

Good job with Godot! I did a jam with Godot a few years ago, and found it pretty robust, but I still prefer Unity (too much time sunk, I think!). This is an interesting experiment. I didn't really know what was going on at first, and then it was so fast that it was a little difficult to look at. Is this implemented as a texture manipulation? (i.e., you're not actually falling, just scrolling the texture so it looks like you are?) In any event, I would like to see this connected to something larger (like you talk about in your last comment).

Go up, Fall Deeper by DoctaDragon 2021-04-29T01:22:53Z

Good job on this! I didn't get hardly anywhere, though. The game is just too difficult! The physics on your movement is just too hard to control for me. And the jumps on the lower level are just too precise. I don't play many platformers for just these kinds of reasons, so I can't say that I enjoyed myself, but I can see how others might like it! The dialogue was a nice touch, and the music and graphics seemed appropriate!

LD50 — Delay the inevitable

Dino Might by SoKette 2022-04-05T01:33:45Z

This game is a bit too hard for me >.> I never got to the point where I could place a turret, so I don't know how that works. Does the music generate on start, or is it something you generated and then put in? It seemed like the same every time I played. I felt that it took too much time for the waves to reach Earth, and that going out to meet the asteroids was a mistake, so I ended up waiting a lot in this. The fact that there's a prepare stage before the first wave is particularly frustrating with this, because you can't really do anything. As with the other comment, I found it strange that you launched missiles only in one direction, though that they homed kindof alleviated that. I did find that you could stack missiles up on Earth, but I was sad they didn't shoot off towards an asteroid if it got near. (That's really a bug, anyway, but it would have helped me!)

Dino Might by SoKette 2022-04-08T02:52:27Z

Echoing @cppchriscpp's thing about wolfram's annoying license. I was excited when it came out, but the license basically allows you to download and listen to it and almost nothing else. Maybe it's changed a little, since it seems like it can be noncommercial now, but they don't allow derivatives (for no good reason, honestly). I'd generally steer clear for safety's sake!

Dealer's Trick by ninjacreeper47 2022-04-08T23:32:57Z

I'm not sure I got the theme in this one, but it was a good attempt! The controls were a bit unintuitive, but I can understand why you would do it that way. It baffles me a bit that you put the rules in a PDF rather than in the description, but the game was easy enough to understand. My winning strategy ended up being to load the key role up with stars and the rest up with anything else. A second play showed that this isn't always possible, but I still ended up with 8 points anyway.

Dog Days of Summer by incobalt 2022-04-04T22:51:19Z

@wren-erickson The gameplay was *very* simple on purpose, because I knew I couldn't make it more complicated. Case in point, originally I had intended for friends to, maybe, not like outdoor activities, but I shelved it. It was late Saturday when I finally got the game loop working. I spent too much time on effects and icons! Also, I know that there's a lot of icons on screen. It's a game of information in that way, but it's a lot to take in at first. I think this could be solved by maybe having fewer traits on actions, maybe just having a love and hate trait for the friends, and showing less of the calendar at once.

@mook You know, Al is probably only there for the free food on taco nights. It's not always possible to make everyone happy, but the goal is put out there for you. It's probably a bit of information overload getting in the way (see above). Glad you enjoyed it!

Dog Days of Summer by incobalt 2022-04-05T01:50:28Z

@danashrulez Thanks! I think it's a really simple game that could be made more complex and interesting. I've stared at it all weekend, though! There's so much I'd like to do with it, but time is a fickle thing. I'm glad you liked the music! I threw it together in a few hours just before the deadline. I wasn't sure I was going to make it. I really wanted it to be a cover of "Dog Days are Over", but Florence Welch's vocals are too much for LMMS to handle. I took a variation of the base beat and the clap rhythm and added some clarinet to even it out. It came out ok, and better than some of my past entries' attempts!

@darandin Yeah, sometimes the algorithm makes friends who just can't stand the things that others like. It tries to even out the likes and dislikes, I think, but that might just be the deck building. I can't remember anymore :sweat_smile:

Dog Days of Summer by incobalt 2022-04-05T22:10:35Z

@dzejpi @orangedragon Thanks! There's a lot that can go into making this a much less cluttered game. I had so much trouble with getting tooltips to work because Unity is... set in its ways when it comes to size fitting. I could also imagine this as a kind of desktop interface game where the information is in different spots and such. Then it becomes even more about planning ahead and such.

@dzejpi It's interesting that you mention card games, because the concept, at base, is a card game. I generate a "deck" of activity "cards" and that's what you use. I just kindof took all the card game terms out of the game, so it was a little more natural to the setting.

Dog Days of Summer by incobalt 2022-04-05T23:21:11Z

@pkzinpo Thanks! I wanted to have that tooltip to help with the screen clutter. It was frustrating to put together, though!

Dog Days of Summer by incobalt 2022-04-06T22:00:09Z

@mrevilguy Thanks! I really wanted a simple game to drive home the mood I was going for.

@adam-gould That is a great idea that I wish I had thought of when I worked on it. It would have been really easy to implement that too, maybe only five minutes since I could just reuse what I'm doing on the calendar to highlight. Next time, I suppose!

Dog Days of Summer by incobalt 2022-04-08T03:19:36Z

@rowlna @frib Apologies about the music! I'm not a talented musician, and I had very little time to throw it together. I *wanted* it to be a cover, but I just couldn't do the vocals, so I did some tritones to back it. I'm really bad at melodies >.>

@frib @angelicad @corporation I would definitely have loved to have highlighted the people on the days. If I could make a more reactive, uncluttered UI.

@pkenney This is very kind of you to say! My Cold Equations entry from LD43 was the game I most enjoyed making in the Dare. I'm always looking to bring a narrative to my games. They don't always work out. This one just hit me like lightning and I ran with it. I do think that highlighting the profiles would help, but there's a lot of UI that would help *and* reinforce the work of balancing schedules.

Dog Days of Summer by incobalt 2022-04-08T09:21:26Z

@caudatecoder This was so fun to watch! Thank you so much for sticking with it to the end! I love that you shared the playing experience with your wife. You puzzled through the information really well. There were some clear rough spots, and some things I noticed that I'd change now. I thought the group of friends you got were a funny set, and I kept laughing at how much they just didn't go together sometimes. I hope when you get back from your vague, unspecified job, Brent will be there to welcome you (and clearly something is going right between you, so maybe Staci isn't the one, after all!).

@frib I compared mine to the song, and there is a softness to the backbeat that I'm not capturing with the instrument, you're right. I think the tempo is also off, so that probably doesn't help. It's honestly one of the best bits of music I've probably ever made with more than one instrument in it, which probably says a lot about my music skills 😂

Dog Days of Summer by incobalt 2022-04-09T22:17:48Z

@gandelianna You're going to do great things! The summer may have ended, but the rest of your life is in front of you!

Dog Days of Summer by incobalt 2022-04-12T05:16:24Z

@suchista Thanks! Theme and mood are my categories. I have a tendency to go for the less fun but more thoughtful games. There's a melancholy to the ending, but there's this thin line of hope there.

Dog Days of Summer by incobalt 2022-04-19T02:26:19Z

@twistedhawk Thanks! It was a fun thing to make!

Putyn Invaders by Pio 2022-04-07T02:16:55Z

I'm not particularly sure that I get the theme in this one. Good entry, although I don't feel great about making light of a real world major event affecting millions of people.

A Drag on Chaos by pkenney 2022-04-07T03:32:38Z

I managed to get double center and nothing else, but I had a blast doing it. The friction on the cursor made this a bit of a workout compared to many other games, and I often found my mouse pad drifting! This is such a simple game, but it has just that right feel for what it's doing. I'm glad you got music done this time around, and it was great! I enjoyed all of the audio, but the music, I think, made it a deeper experience. Great job!

Become a Guardian Angel by Vegevan 2022-04-08T23:52:26Z

Echoing the previous comment, I think that the game is a bit too difficult with the slowness of the humans and the ability of the demons to just sit on the cathedral and prevent saving anyone. That said, hey the music and sounds are great and the concept is cool. There do seem to be some logic problems though. I waited out the timer and I seemed to get a good ending after saving only two humans and losing 20 or 30 of them.

Climbrr0 by awsumpwner27 2022-04-05T01:19:14Z

Nice little entry! The platforms feel very slippery. I couldn't figure out the double jump you mentioned, but it didn't seem needed. I'm not sure if you had any sound, but I didn't hear any. I'm also not sure these graphics are... correct?

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Calcarus I by oller125 2022-04-08T23:14:10Z

Great entry! I wish it were faster or easier to get through this to the choices. After a few attempts of blunders, it became too tedious to go back through the game to try again. I get the feeling that there's no way to make them "share" or to deny it to either side, though. Regardless, it's a very thoughtful game and I like the idea of negotiating between sides. The graphics and audio were great, even if I occasionally wanted to wipe that smile off Hadoran's face. I think some companion information would help this game out: information on what each side finds offensive, the laws surrounding it. I mean, I don't even know if claiming a holy site is a valid argument, and I want more information on what a "self-sustaining" settlement even is. Further, it pains me that I cannot make the Cephalons make restitution for their obvious war crimes. But all of this is a credit to the story you've presented. I really got into it :smile:

Zom-Beware! by adam-gould 2022-04-05T00:57:57Z

I feel like this is an excellent entry. The simplicity of the graphics really worked for me. The music loop was a bit short, but it didn't get old, even after listening to it for over ten minutes. I enjoyed the board game aesthetic. I completely goofed the first game I did, and then I gave the complex a try with the realization that I could probably survive for a while. I never needed more than four builders, and honestly managing four was often that one was walking to a place while it was being completed. I ended up with six warriors and seven archers, and that got me to almost 20,000 points!

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ReactorWrangler by Edmanbosch 2022-04-04T23:57:43Z

I'm still not sure if I was playing this right, but it fits the theme if I was! It took me a while to realize what everything did. At first, I didn't seem to be able to refill anything and then I realized there was some gremlin or something sabotaging? Then I didn't understand why I died, and then I realized that's what the other button was for. I'm still not sure what the x is for. Even still, it works and has a very creepy vibe to it. Nice job!

Flamekeep by ArBe 2022-04-05T01:13:45Z

Did you intend to have a windows build? I'm only seeing the mac one.

Desertification by iamseahawk 2022-04-04T23:48:54Z

Congratulations on making your first game! In Java no less! It's a tough undertaking to build a game in 48 hours, even if it isn't your first game. Now that you've had a taste, keep working on it!

Some tips for future jams: I didn't hear any audio, so you'll want to remove yourself from the audio ratings, just to make it easier on your raters. If it's supposed to have audio, then this is a bug report :) If you have time on future entries, it's a good idea to make some kind of start screen that the game can go back to when the game is over. Speaking of game overs, a little bit of feedback about the game ending would be useful! Just a box that says "you hit too many tumbleweeds!" or something. The way the game just *closes* when you lose all your hearts is abrupt and looks like the game crashed.

For others trying to play the game and getting an error, you probably need an updated JDK. Get one over on Oracle's site at: https://www.oracle.com/java/technologies/downloads/ (I was a few versions behind!)

Delay the Invasion by Corporation 2022-04-07T02:28:41Z

This is a solid entry, and I think it just needs more tuning and balance for it to be really great. It felt strange sometimes that one of my warriors just didn't do anything while the other warrior was getting killed. The amount of money you get didn't seem to be fast enough for me to make decisions other than "plop another guy down as soon as you can afford one". Something I'd like to have been able to do was move my units around, which I think might have offset the cost being so high for them. Overall, very good. The looks and sounds were great and appropriate to the game, and everything seemed like it went together well!

Ludum Dare by She Wrote 2022-04-07T02:08:48Z

I enjoyed this. It told a bittersweet story, which can be hard to pull off in a jam. I'll admit the gameplay felt very repetitive, and after a few days I "got it". Then I got myself in a situation where I didn't really have to do much and made it to day 18. The blink is the thing that gets you in the end. One thing that was really well signaled was the heart. I noticed it was sticking around, and was happy to see it in the end.

I would have liked there to be a kind of closing screen to this. It's a bit unintuitive to just hit escape at the end, especially since it doesn't close the game before that. Also, while it fit the game, the loop on the music was just a little too short to be listening to it for several minutes. That can be a tough task, so keep practicing with it and you'll get faster at it!

Last Person in Chernobyl Simulator VR by Legolula 2022-04-04T23:03:02Z

What little I could see looked cute and the audio was nice. Sad I can't play it without VR. You might consider putting up some boilerplate next time that has VR + mouse and keyboard hooked up so you can get the ground running if you do VR again!

KEEP THE POWER by caudatecoder 2022-04-07T02:45:22Z

This is a cool way to send a message and I support that. At first, I didn't want to play because I didn't feel comfortable with contributing to the despotic image, but I saw that there was a message at the end. All in all, it gets the point across. Touching and heartfelt in a way I didn't expect this game to be. I played it a second time just to crush the police and let all the journalists through, and it was satisfied to get kicked out of office. Overall, this game is pretty simple, but it all ties together well. The gameplay was unexpected, but it works for what you're going for! The audio felt appropriate and the loop was good and unobtrusive.

Smog by PKZinpo 2022-04-04T23:18:03Z

This is incredibly-well put together! I'm not sure how you managed to get all that art and music AND a smooth message box coded in just 48 hours! I love the silence at the start that leads to the music swells and the painful ringing of the bell. Honestly good job!

Side note: Hitting play the second time after completing breaks the walk animation and then the game hangs on the screen transition with just black. Something's not getting reset between plays!

D by DocStep 2022-04-05T00:30:44Z

Congratulations on making your first game! Sounds are rough, I don't discount you there! My first few LD entries didn't have sound at all! Next time, you could try using something like bfxr to generate some sounds, or recording something with your phone if you have one. That's what I did for mine, this time! For a fist entry and a first game, it's pretty good looking! I'm impressed at the emissive lighting and the way the force fields look!

Atomic Force by robojeb 2022-04-05T01:07:22Z

It took a long while for me to figure out what was going on. I also really don't know how to... avoid the quark pairs? They're all around the atom, so they're likely going to hit something eventually. The way the movement controls, it feels more like I'm spinning the atom than I am controlling a ship around that atom. Maybe it's the direction of the movement or some such. Either way, it was a fun entry. Quite a bunch of levels there!

SILAS by googlypoo 2022-04-07T03:09:36Z

I really enjoyed this. I kept encountering a bug on level 2 where I would get "caught" on a square that was empty (one south of death). If you're using colliders to do this, then they might be too large! I think this looks fantastic and has a very moody vibe to it. I enjoyed the music as well. The second decoy on level 3 seems like a trap, since using one overwrites the other one, and I couldn't see a good way to use two at different times.

Eggs? by mikaelDev 2022-04-08T23:39:36Z

I only got up to five points, but I enjoyed my time. There was one egg spawn I couldn't get to. When it spawns below the left upper platform. I can't jump high enough! Were those top ones supposed to spawn on top of the platform? This is an impressive little game for only a few hours and in a language/codebase you're not solid on. Great job!

a PNP game - break the kindom before the brave defeat you by Long_voyage 2022-04-08T22:48:40Z

I love seeing non-digital (or close to it) games in the Dare! This is very simple, and since there are no random elements, it is a solvable game. I think having some element randomly key off of the unrest would help with this. For example, if you rolled a die for each level of unrest, you might lose a point for every 1 that you roll. This makes your turn to turn decisions matter more, and creates risky decisions. Even still, I think there's a solid base for a game here, and it seems balanced enough with delaying revolution and gaining points. Keep at it!

@ukulelefury The center box has the rules for the game, though I had to expand the cell contents at the top to read all the rules, as it didn't seem like my system could load the right font.

Time is the invent by GameCode 2022-04-08T22:40:57Z

In addition to the others notes, Compo rules require you to submit your source code! From https://ldjam.com/events/ludum-dare/rules:

1. You must work alone (solo). 2. Your game, all your content (i.e. Art, Music, Sound, etc) must be created in 48 hours. 3. Source code must be included.

Orb Sort by Squidmobile 2022-04-05T00:10:39Z

This certainly got the theme! It was interesting because I was doing well at the start but as soon as yellow came up it was all over for me. I got to round 7. I think a sneaky thing you could do is say that the black orbs shouldn't be sorted, but there could be something you could use them for. I tried sorting it into the space in the bottom :P

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Not Today! by AlexDaCxt 2022-04-05T00:18:55Z

Very crunchy entry, and I love the presentation of it. I can't get very far, though. I don't have the reaction time, plus the delayed movement is very tough. There's a lot of little details that make this very nice. I enjoyed being able to walk off the screen at the end of the round. The little quips were a nice touch, as well!

LD41 — Combine 2 Incompatible Genres

ULTRA BAE by Jezzamon 2018-04-23T23:52:07Z

I'm... not sure I know what to do. After going to the site nothing seems to happen.

The Fast Dating by jk5000 2018-04-25T00:07:58Z

Somehow the game felt both sluggish and too fast, so I don't know what to say about it. I think this could do with a lot more content, but it does work.

Sleeping Cat Drumkit Defense by iMer 2018-04-23T23:36:41Z

I like the idea, but I'm just terrible at rhythm games >.< I feel like I want to be able to pay attention to the tower section, but can't because I'm doing rhythm stuff. I also was uncertain how the two systems interconnected.

Sleeping Cat Drumkit Defense by iMer 2018-04-23T23:37:52Z

Oh that... published a lot of those all at once o.o I'm sorry about that. I think my touch pad messed up over the public button >.<

Hug Me While The World Collapses by Luke Parker 2018-04-25T23:00:49Z

I'm sorry, but I just can't figure out what's going on at all. There's a sink coming and the controls don't seems to make much sense for me.

Quest for Gold by Mordokay 2018-04-24T23:54:28Z

This was really cool, actually! This was a compo game? There's a ton of good art and music, plus the ghost player? I don't know how you managed it. I just barely managed to beat @Linkwin :)

Falling Rooms by ThePelranthean 2018-04-24T23:22:21Z

I was really excited to play this, but it crashes at start for me too. No log gets generated. Windows 8 64-bit. I suspect a missing .dll, since there are none at all.

Not the Pixels! by erikkire 2018-04-24T00:04:16Z

The game window is actually too tall for my screen, so I can't properly play the game :(

Snoodoku! by Laaph 2018-04-25T22:55:32Z

First, I cannot run the game as it is. On itch, there's some kind of option for embedding an HTML5 game in a web page. You should do that. Second, you have a team listed. Compo games are solo only. Please move your game over to the jam (you can do that by editing your game).

The Sparrow Served Danger by incobalt 2018-04-23T04:01:40Z

@pandademic42 You need a dish stationed where you're selecting ingredients. I'll add that to the description. I know my game doesn't explain itself well, sorry about that!

The Sparrow Served Danger by incobalt 2018-04-23T21:56:41Z

@Memedev0 Yeah, this was a case of "I'll balance these mechanics later!" and then never getting to it :P

The Sparrow Served Danger by incobalt 2018-04-23T22:07:22Z

@fashionbatman Yeah, I way over-scoped for this one =/

The Sparrow Served Danger by incobalt 2018-04-23T22:16:41Z

@John-Darrington There was one point I became aware of the fact that I was making people play with a tough time-management mechanic right after they made a game in tough time-management situation.

The Sparrow Served Danger by incobalt 2018-04-24T22:02:58Z

@TheGreenMan Trust me, I wanted to put more feedback into the game, but I just ran out of time at the end. I was already dreaming up sounds for each of the stations. It's a wonder I managed to even get music for the game this time.

The Sparrow Served Danger by incobalt 2018-04-25T21:47:41Z

@fazz This was definitely a case of me getting an idea in my head early on and just not being able to think of anything else after it. The weird thing was that this time around I wanted to make a game that wasn't all narrative and was based on the gameplay for once, and I ended up mostly doing narrative stuff anyway >.> Then again, I *did* decide to mash up thematic genres so I guess narrative was going to be there anyway.

The Sparrow Served Danger by incobalt 2018-04-25T22:51:27Z

@Hilvon There's very little feedback and the whole mechanic is silly and doesn't fit anyway. This game has a clucky self-check system where I had the player check off tasks as they happened, but a better backend that automatically checked off things should have been in place. I wanted to simulate an uncertainty of cooking under a time crunch, but it just made for bad gameplay and there wasn't enough time to put a proper system in place at the end. The music is a bit inspired by Iron Chef America which has this tense strings feel, but I made the music in about an hour so I didn't capture it as well as I'd have liked. Oh well. At least I managed to get the spy feel down for it. Also, there were plans to make the opponent move around that kept getting pushed back for time, so I'm with you there!

Rocket Punch by piscythe 2018-04-24T22:58:05Z

This works pleasantly well. I'm terrible at these kinds of games, though.

Foos Fight by jimmothysanchez 2018-04-23T21:55:02Z

The ball moves very slowly for me most of the time and it's really hard to tell where the ball is depth-wise. A shadow might help. Playing this with a touchpad mouse is also a bit difficult. It looks nice and conveys the idea really well, though!

Zap Herder by foolmoron 2018-04-24T22:11:13Z

Short and to the point. That's nice. There's a bit too much randomness in the arcing, though. It's hard to tell if you're going to hit something or not.

Space Mechanic by petmonkey 2018-04-25T23:28:46Z

You should probably remove yourself from audio voting since there's no sound! I enjoyed the concept and realized immediately that it would be too difficult for me, but it was great to have gameplay both outside and inside the ship. Really divides your attention in a way that would work better with just a little more tuning to the difficulty.

Neural Network Ratatouille by polegar 2018-04-24T22:52:54Z

It took me far too long to realize I had to click the train button even though it was written right here >.< This was cool and very innovative! I do wish that it was attached to a more drawn-out game, though.

MyTurn BR by outbreak 2018-04-23T22:34:08Z

I couldn't play your game! None of the keyboard controls responded. I did manage to hear the music and start the game, but I got to the grid (after the instructions zoomed by too fast to read them) and then no amount of clicking or button pressing did anything.

Pvp - Puzzle by Poller 2018-04-25T23:21:38Z

This is a very simple concept and it's executed alright (though the controls for player 2 are wrong). It could use with some background music, though.

LD 41 - A Bite of Profits by Angelbait 2018-04-23T22:43:05Z

The music was a bit too fuzzy for my taste, but I'm impressed with how you put it together! The instructions don't stay on screen long enough to read, so I didn't know what to do at first. There were also some issues with the UI, the health bars were way larger than they should have been. I can see that you wanted to put a lot more into the game, but the concept was interesting!

Simon Throws by tbeakl 2018-04-25T23:05:47Z

The simon says part of the game doesn't seem to accept my answer. It highlights the same key in green, but then just says round over and sends me to the angry birds section. This might have been better if the two sections had anything to do with one another.

Arbust's Revenge by sirikan 2018-04-23T22:26:52Z

I couldn't figure out where the wizard was to fight them, and I didn't seem to have lightning to do it anyway. Still, I enjoyed the game :)

Groove Chase by Matt Pattabhi 2018-04-24T22:31:00Z

This game is too hard and I'm terrible at rhythm games! I could see this as a mini-game in a larger game about racing or evading someone, but right now it's just about rhythm.

Electrical Jumper by ckRobinson 2018-04-23T23:57:03Z

This game is a bit too fast for me, but the concept is good!

Rock Reach Flag by willowblade 2018-04-24T23:16:06Z

The text was very hard to read, but it was a fun game. I liked having the replay at the end of a level. There are some problems with clicking and I'm glad you put wait on the menu because my touch pad doesn't register a mousewheel when I scroll with it.

Rock Reach Flag by willowblade 2018-04-25T01:37:23Z

@aplite @willowblade I experienced the same thing in the tutorial (Chrome for me). I had just thought that the tutorial ended early for some reason.

Project T.A.R.D.I.S. by Matoux42 2018-04-23T23:46:55Z

There was a problem when I went into the simulation a second time. The ship moved on its own and didn't respond to controls! This game has a clear progression, and I like that the difficulty is gated by earning money and researching enemies.

Furlong Fracas by fazz 2018-04-23T23:26:58Z

Woah, those hoofbeats really made the game present, good job on that! I think the card balance is a bit off. There are games where you play your best hand every time and just get beat out by someone who keeps getting 10s. But it was fun :D

Rami Ichi-gō by bhos01 2018-04-24T00:21:47Z

I admire your bringing a physical game to Ludum Dare! This game seems a bit too complicated, though, and I don't like the major and minor indices thing for something that very clearly is already solved by using card colors.

Miss Priss by jfraser314 2018-04-25T22:30:52Z

Hello, please move your entry over to the jam (you can change it when you edit the game).

Quiz Racing by mAnimal 2018-04-24T22:39:49Z

For the longest time I didn't realize how to move the car. The questions are also very... arbitrary. But with a larger question base it could be fun! It would have been nice to see a bit more of a reason to answer questions, though.

Factower by Plastacier 2018-04-24T22:24:09Z

Perhaps it's just that I don't like tower defense games, but I didn't find this to be very different from a standard tower defense game. You're still using resources to build towers, so I don't find these genres very incompatible or even very different. That said, It's an effective tower defense game. I do wish there were more explanations of things. I thought the saws were bows at first (and the stone mining looks like a catapult)!

BouncePUNCH by wsKilljoy 2018-04-23T22:13:50Z

It looks and sounds great! That opening music made me hoping for more in the maps, but I didn't hear anything bust the bouncing there. Oh well. I don't really know what you were going for with the theme here, though.

Know thy Grammars by TommyN4tor 2018-04-25T23:10:34Z

I am, uncertain what I can do. I can see people walking around and wolves, but I don't know what to do with them. They don't respond to the text input when I enter their names or anything. At some point there was some sound, but I have no idea what was causing it.

Karma Plane Simulator by 2bam 2018-04-25T23:12:59Z

Your links do not seem to work. They all go to a "Contact Support" page that is blank.

car-defend by zzz 2018-04-25T22:35:43Z

The controls are a bit too sensitive. It's a good concept that could use a lot more polish.

Fridley's Turn-Based FPS by Fridley 2018-04-25T22:45:27Z

You might want to mention that "k" starts a turn, for a bit I thought it was just frozen! Also, I couldn't seem to fire a weapon at all. Good first attempt, and remember next time that you want to make something small that works as soon as possible, then add other things like level design and other weapons :)

Fishy by ProWolf 2018-04-26T21:23:53Z

I really felt this captured the tedium of fishing. It would have been even better if you had to wait some seconds before catching a fish. Events at sea and on the shore (with the one you supposedly love but never spend time with) would have made this better.

Underground Tractors by Aerosavior 2018-04-23T23:10:11Z

I played this for probably too long >.> I think you might need to rebalance some of the numbers. Once I got into sugar cane, the game was all over. I was hoping that the racing portion of the game would be more fleshed out and feed back to the growing part of the game. You can entirely play the game without doing the racing portion, it seems like. Just bet nothing and lose and corner the market with plants instead.

Crescendo by VivianMochi 2018-04-24T23:05:15Z

This is a really cool concept and I like how you managed to mix a loud genre with the quietest without making it seem tacked on. This concept fits and it seems like the mechanics belong together. I think this did a really great job!

The Alphabet Farm by Hedgy 2018-04-23T22:06:09Z

Whoops I bought seeds on the first day thinking I didn't have any >.< The game was very hard to read for me. Green text on light grey background doesn't have enough contrast! The theme didn't work for me on this one, but perhaps that's because I'm old enough to remember when all games were like this. Good job though!

RPongG by Nick Page 2018-04-24T00:09:14Z

This is interesting, but I can't predict where the ball is going since it changes angles randomly.

Avenue Zed by kohqctps 2018-04-23T21:34:13Z

I didn't quite understand what was going on at first, and didn't even notice the towers until later. At first I thought I had to time to avoid hitting the dots >.> With some balancing and polish, this could make a good little game!

Avenue Zed by kohqctps 2018-04-23T21:38:13Z

@morphine You have to get your trip time down! I thought the same thing, but it eventually ended when I got the trip time under 15s.

monoPlatform by TheGreenMan 2018-04-23T21:22:24Z

I kept wanting to hoard coins to see if there was anything else I could do with them, but since you have to land on your own obstacle to upgrade, it didn't happen very often. Even still, it was a good little game :)

monoPlatform by TheGreenMan 2018-04-23T21:36:37Z

@TheGreenMan I never had the option to do that, but maybe I didn't have enough coins.