Storm Warden by FlashViper 2020-04-21T19:36:36Z
Cool game. Good visual style and presentation. I wasn't crazy about the sound effects, the random clatter of thunder didn't sound good to me, maybe just needs some mixing/balancing.
Foon → Ludum Dare Explorer → Users → Ismael Rodriguez
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| 🥈 | 2021 | 48 | Deeper and deeper | Below the Ocean | jam | 4.61 | |
| 🥇 | 2020 | 46 | Keep it alive | Keep It Alive by Ismael Rodriguez - Ludum Dare 46 | jam | 4.60 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥈 | 2021 | 48 | Deeper and deeper | Below the Ocean | jam | Fun | 4.58 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Mr. Signal | jam | 199 | 3.89 | 3.78 | 3.78 | 4.23 | 4.02 | 4.13 | |||
| 2025 | 58 | Collector | Past Due | jam | 120 | 3.92 | 3.85 | 3.05 | 3.82 | 3.50 | ||||
| 2024 | 55 | Summoning | Wonder Whistle | jam | 58 | 4.21 | 4.07 | 3.81 | 3.66 | 3.81 | 4.00 | 3.56 | 3.92 | |
| 2023 | 54 | Limited Space | Troglo | jam | 113 | 4.09 | 4.11 | 2.97 | 2.85 | 4.19 | 4.04 | 3.48 | 3.94 | |
| 2023 | 53 | Delivery | Special Delivery | jam | 8 | 4.48 | 4.51 | 4.38 | 4.61 | 4.45 | 4.34 | 3.25 | 3.97 | |
| 2023 | 52 | Harvest | Howdy Boy Harvest | jam | 189 | 3.82 | 3.85 | 3.72 | 4.20 | 4.05 | 3.90 | 2.86 | 3.87 | |
| 2022 | 51 | Every 10 seconds | Hourglass Outlaw | jam | 119 | 4.01 | 4.01 | 3.88 | 4.25 | 3.93 | 3.85 | 2.69 | 3.53 | |
| 2022 | 50 | Delay the inevitable | Untitled Zombie Shooter by Ismael Rodriguez | jam | 1158 | 3.11 | 3.16 | 1.96 | 3.40 | 3.47 | 2.75 | 2.25 | 3.10 | |
| 2021 | 49 | Unstable | Hazmat Magic | jam | 19 | 4.38 | 4.43 | 4.13 | 4.20 | 3.82 | 4.11 | 3.48 | 3.80 | |
| 2021 | 48 | Deeper and deeper | Below the Ocean | jam | 2 | 4.61 | 4.58 | 4.45 | 4.23 | 4.51 | 4.45 | 4.53 | ||
| 2020 | 47 | Stuck in a loop | Wizard Recurse | jam | 10 | 4.42 | 4.23 | 4.16 | 4.34 | 4.30 | 4.36 | 3.39 | 4.27 | |
| 2020 | 46 | Keep it alive | Keep It Alive by Ismael Rodriguez - Ludum Dare 46 | jam | 1 | 4.60 | 4.40 | 4.35 | 4.45 | 4.59 | 4.23 | 3.88 | 4.18 | |
| 2018 | 42 | Running out of space | Running Out of Space LDJ42 | jam | 107 | 3.92 | 4.12 | 3.89 | 4.10 | 3.72 | 3.77 | 2.55 | 3.05 | |
| 2018 | 41 | Combine 2 Incompatible Genres | Rapid Bullet-Hell Blitz Chess | compo | 184 | 3.64 | 3.85 | 3.00 | 3.45 | 3.57 | 3.81 | 2.85 | 3.36 |
Cool game. Good visual style and presentation. I wasn't crazy about the sound effects, the random clatter of thunder didn't sound good to me, maybe just needs some mixing/balancing.
Good entry. Very hard to get into because of the unforgiving difficulty. I'm a dog person, but I wish this was a cat game so I could get some more lives lol!
Funny entry! I liked how the news effected the bubble at random, which allowed you to sneak in some jokes in the headlines and develop a narrative. I didn't like the random music, sorry to say. I do appreciate how it fits into the overall theme of random wonky-ness, but just isn't enjoyable to listen to (for me). Congrats on your entry!
Interesting idea. Could use more juice and player feedback. Good entry.
I really like the visual style and overall mood of the game. Music compliments well. Some control options for look-speed and Y-Axis preference would go a long way.
Congrats on your entry!
Cool game. Seems like you ran out of time. Not much to do beside run and shoot the ball back and forth. Very nice visuals.
Great game. Nice and juicy. I'm impressed by the upgrade system, and overall presentation. Ends pretty abruptly, but that's to be expected for a jam game. and I kinda wish you had some artwork for this so-called fountain of life.
Your take on the theme was very similar to mine, you should check out my game ;) I really like your zombie's walk animation.
Words are written and sent.
Good entry. Visuals and the mood are good. I liked the WASD to move and arrows to shoot.
The game design is simple, which is cool. Its good to start locked in a room with nothing to do but figure out what the hell the buttons do and how to get out of the room. Good job there.
The design of the bigger maps with the darkness makes it easy to get lost, which isn't fun for me. I did manage to find a terminal to turn the lights on, which drained my battery and got me killed, which was a bummer. If you keep the full darkness mechanic, I would prefer smaller areas. Congrats on your game!
Well done, simple little clicker game. Good game feel.
Solid jam game. I can nit-pick some level design choices (checkpoint frequency/placement, transition placements, and leap of faith elevator room), but it's a jam game. Physics and controls are iffy, but it's a jam game. I like the art style, perfect for a jam game. :P Good work!
@itsandyjones Well, I managed to break that for you. ;)
Also, I brought you a cupcake...Untitled-1.png
I'm a terrible firefighter, but this game is awesome. Lots of potential.
Cute game.
Game feel is really good, very well made audio and visuals.
The enemies feel unfair, they're fast and relentless, while my character is slow and clunky feeling. I can't outrun them, and trying to stop and shoot doesn't seem effective either. It's like you wanted me to used the baby as a meat shield lol WHY!
Cool visual style. I wanted to try hand drawn art but chickened out and stuck with what I know. The platforming needs some tuning to tighten up the game feel.
When art imitates life!
Congrats on your entry. Good game. I like the movement, but there's a weird feeling delay on the jumping.
Very good visuals, I really dig the run animation and BG artwork. Music gets a little repetitive, but at least it's not overwhelmingly loud or active.
I liked the touch of naming the dead and alerting the player, but I don't know if it did anything other than that. Maybe if there was some kind of connection between the player and these characters it could carry more weight.
Maybe I missed it, but I feel there wasn't much to do or accomplish beside stomp on the viruses and bring the serums back to the hospital, could use a little more depth. Maybe more variants of the virus, or some kind of power up, deploy-able turrets, airstrikes?
@catalystl that link worked for me.
Intro is great, cool funny/silly artwork. Game is interesting. I like the little touches you have like the fireballs popping out the of the lava.
BUT... Fumbling around with the keyboard keys was tricky. the 1 key, to the e key, to the 3 key, to the r key, to the enter key.
I think it would be better to have on screen buttons to select your inventory and such, right click to rotate objects. I hit a point where I know what the solution is, but I fumble around trying to learn the keys rather than getting into a flow. I wanted to continue playing and see more of your humor and cut scenes, but I can't get past the frustrating controls.
Congrats on the entry! I like the graphics. the hard shadows. I read the opening message so I understand it was rushed, which is unlucky. Good job getting it up though!
My suggestion would be to speed some things up. Make the player faster, make their bullets faster, make them reload faster, make them auto reload, etc. Things already in the game just needed to be tuned up!
Really cool to play an indie NES game! Feels super authentic as retro game, so everything as far as quality goes is more forgivable. Good job putting this together. My 1 wish for this game, is for the sprint button to be replaced by a "strafe" button, so I can hold the strafe button to sidestep and back-peddle while shooting.
Pretty solid game. I like the speed of the character. Level design is good for such a simple little game, though I do have a couple nitpicks. My 1 suggestions would be to try to keep the scale of all the graphics 1:1, rather than having pixel art with a variety of resolutions.
Nice art. Neat game. Good entry!
Very well done. Hard to believe you did so much in such a short amount of time. It's missing an objective, which I think is nice to have for a game jam game to feel "complete".
This is the kind of game I imagined when I first saw the them; something on life support needing constant maintenance. Well done, good presentation!
1 wish; keyboard support. With the screen-size being so small, and also having so many buttons to manage, I wanted to be able to try and use the keyboard to manage at least 1 button with the keyboard, and the other buttons with the mouse.
I had more fun than expected. I like how you gave the fire a personality, with goals and aspirations lol
I ended up spamming every attack to win. Need to stop people from doing that somehow.
Solid jam entry, very juicy. A couple suggestions, tone down the screen shake a bit, and reconsider the color of the enemy corpses, because the ground becomes the same color as the approaching enemies and makes the game a little harder to read...but great job overall.
Nice visuals. I like the run animation. Physics are wonky, but whatever, it's a jam game.
I'm not crazy about busy-work nature of the game play, just not my cup of tea. I would have liked to see a more action based or strategic approach.
Action: Maybe you're a crew member for "Bubba's Delivery Service", and instead of unloading boxes like a human, you have a guy just throw them out the back of the truck into the windows of houses like a twisted version of paper boy.
Strategic: Maybe the boxes are color coded, the player gets 3 different color boxes to 3 different locations, and they need to figure out the most efficient route.
Thats just me though :)
I think the easiest thing you could do to improve what you have; is making sure the player knows EXACTLY what to do, specifically when it comes to button presses. What is the interact key? How do I get out of the truck? Maybe I missed those instructions, but when it comes time to do whatever the game is asking, the button should appear on screen.
Good work putting this together!
Love the graphics. Love the dinosaur theme. Game is simple fun, and "complete" as a jam game. (funny ending!)
@catalystl Thanks for the detailed feedback. The stop/brake speed is somewhat by design, I could make it instant, but I like how it feels, gives the character "weight", if it lead to frustration I would start with the level design. Either way, chalk it up to game jam constraints ;) Could definitely use some tuning.
@blabberf thanks for the feedback! Great minds think alike *wink wink*
I considered tuning the hit boxes, especially on the Scientist, but it was good enough, especially with time constraints. If my wife would have complained or showed frustration with it, it definitely would have been fixed lol
@stabalarash I knew about this one x_x I thought I fixed it before uploading but I guess not lol Tip: You can actually walk backwards from there back into the death box.
@canonicalfunctor did you ever get past the R screen? Try reloading? Or it just never progressed? Don't know whats going on there.
@disperse thanks for the detailed feedback. I actually have plans to build an android version. It's actually very playable with touch controls.
@mlho7 Thanks! Puzzle platformers seem to be a good genre for game jams. I do have ideas for expanding, but I'm not sure I'm ready to jump into this one full time. I have a "main" project I've been working on for the last couple years and I'm committed to finishing that first.
@thelemba thanks! I'm glad you enjoyed it. Not sure what NES game you're talking about though. :)
@ramonsimarro Thanks! I'm proud of this entry. I don't really think about "winning" the jam, I just really like the feedback and score system of Ludum Dare. But more than anything I'm glad I've created a new game for myself. I'm glad you like it too!
@no-grapes-games Thanks, I appreciate your feedback. Checkpoint frequency and speed was key for me in the level design. Glad you liked it, thanks!
@canonicalfunctor cool, Thanks for trying again. Glad you like it!
@god-colo & @ege686 thanks yall, I appreciate the feedback!
@adamv @kaappis appreciate the feedback! I did blow up the click box a little bit post jam. it helps, it is what is is though. Glad yall liked it!
@sibi @physiker2001 @karas thanks for the feedback! Much appreciated! @karas that sticky block bug is the hit boxes getting stuck on the corners of tiles, Im pretty sure I fixed it in the post jam.
@vl12345 Not sure what that is. Try again in another browser? Firefox is best for these Unity WebGL Games. Are you able to play other Unity web builds?
@disthron Thanks for playing! I appreciate the feedback, glad you liked it!
@dis0rder Thanks for taking the time to write up such detailed feedback! I'm glad you liked my entry!
I don't know if I would have the patience to work out an actual NES homebrew, but that would be really cool! The space bar button suggestion is actually a good idea i never considered, maybe right click would work too. I had ideas of using right click for other things. I should try to find time to make some other builds so others can play, it's hard to go back into this project because it really is a side-thing to break up work on my main project. I suspect the pink screen bug is related to the camera-render-to-texture technique used to downscale the resolition for the pixel art, not really sure how to fix that for you without knowing more about shaders and such. Someday :(
@edalbung wow thank you! "blown away" is quite the compliment. Glad you like it! @ausstein @catalystl @magus77 @alchemic Thanks yall!
@shreyasrao-ts Thank you! It's made in Unity. I tried my best to make the game intuitive, starting the player in the dark helps us feel smart when we can figure things out for ourselves ;) more "ah haaaa" moments!
@mika-la-grand Thank you. I thought the bubble-gate puzzle thing would be tricky, but I trusted people could figure it out. Glad you liked it!
@nova31 Thank you! Maybe you saw my twitter post, but I can't help but think about all the reasons I don't deserve this. I played and seen SO MANY other good games, they're more innovative, look better, sound better, etc... I just made another little pixel art puzzle platformer, doesn't seem like anything special to me (I also get the feeling other people will feel the same). Based on the feedback I guess it it came together well enough to edge out the 1st place finish. Thank you for your kind words!
Very interesting game. Please accept this as friendly feedback, I don't mean to be harsh.
I was wondering why this needed to be a platformer. The process of tuning the signal to activate objects feels a bit "tacked" on and unnecessary for a platformer. Reading your comments about the incompleteness makes sense, as some of those ideas seem cool - and I wish you were able to focus more on how the waves could be used in unique ways like tuning the oscillation speed of platforms or spikes, or slowing down the speed of a laser wave so it was safe to walk with.
When the signal tuner popped up my first thought was "great *another* signal tuning game" lol... but your system was actually among the better built systems that I've encountered. It was a little weird to reach for the mouse at first but it does feel natural as an input method for tuning waves. Without the 2 little hit waves was really struggling lol - good job with that!
Visually it looks good, and movement feels good enough, but also a little rough.
Overall a good entry :thumbsup:
Great job on the entry!
The audio works, but sometimes a little "grating" - bfxr sounds are fine, but try pulling them into Audacity or other DAW and tweak them a bit, play with EQ, reverb and delay.
Try something like this on your particle system for enemy explosions, just play with the start speed.
tip1.png
Very good mood/atmosphere, love the visuals. I too couldn't figure out how to pick up resources, but discovered we need to hold left click over them and a timer starts to pick it up. I travelled about 300 meters and the engine broke down - I was surprised to see buyable buffs. I wish I knew exactly what causes breakdowns and had some hint that it was going to happen besides doing the busy work of checking every resource (this isn't really my kind of game so kindly take my feedback with a grain of salt). I think what few sounds you have are good, but it really feels like its missing audio for all the different interactions.
Great job overall!
The frequency mechanic is cool.
It's fun to just pull your mouse around to mess with the frequency - but in the heat of battle it feels like don't have strong control over it (maybe it's just a me problem). My idea: mid by default, left click is high, right click could be low.
Overall, great job! :thumbsup:
Great artwork. Level design is good, but I like the puzzles more than the platforming; the physics didn't feel great for precision type platforming. I did push through to the ending, it was a great idea to hint that the final stage was the last push or I might have dropped out and missed the cute ending. The sound effects volume is a bit high and I ended up lowering the volume for the SFX to near zero and putting the music all the way up to try to balance it out. The music is good, reminds me of Kirby :smile_cat:
Great job overall.
I'm not sure how to judge a "game" like this. It's not really my style or the type of game I play. I do appreciate the visuals - the overall mood and feeling it gives me is hard to explain :sweat_smile: Good job!
@sqqqwer @lectvs @vlaflya @pixel-studios @googlefrog @oadt @badpiggy @wdebowicz Thanks for playing yall! I appreciate your feedback and glad you had some fun!
@wo-ri-gou-le Thanks for your feedback! Glad you stuck with it and able to finish - Everything beyond Mars is super rushed and I didn't get to test with anyone or I probably would have made those sections and little easier. I was working on level design right up to submission time. The camera angle thing was something I wasn't able to solve during the jam, the post jam version adds camera roll inputs to help with that.
@marudziik Thanks for sharing that link, I didn't realize there was a loading issue. Glad you enjoyed it! :smile:
My game also lets players "explore" the sun, so I was attracted to this :smile:
The tech of being able to dig into the sun is impressive. As others have mentioned, its a bit difficult to orient and explore with everything looking the same - some texture or a type of compass might have helped. I pushed through and imploded the star! Great job!
A masterclass in how to make something simple into something awesome. My only nitpick was being annoyed with the boss lingering at the bottom of the screen and throwing away all the bolts.
Great job overall!
Well done. Directing traffic as the primary attack method is very creative, I love that. I felt it was a little clunky to hold the button then push a direction, I wonder if a twin stick/arrows/ ijkl or mouse-point&click would have worked better. For me, I also feel like I intuitively wanted to send cars in the direction I pressed, instead of the direction they were coming from.
Anyway, I thought it was really fun and unique concept and always appreciate your style! :thumbsup:
tip1.png
I think the minimalist instructions experiment is double edge - In one hand it creates curiosity for exploration, but I have no idea if there is anything worth exploring for (seems like it's just collecting currency for upgrades). The overall visual style and effects are great though.
Fantastic work, everything is amazing. I played this for longer than I want to admit, especially because I'm terrible at it lol. I never figured out how to produce soldiers fast enough to keep my village safe, but it was a lot of fun to try! Great job everyone!
Very cool cutting mechanic. The things creeping towards the base look very cool. Good use of sound. I was eventually cutting everywhere like a MAD-MAN lol good job!
Very good. Amazing visuals, animation and presentation, everything is very good, that hit effect with subliminal messages is very cool. The IK walking hands very cool and creepy but needs bit of fine tuning.
I wish it was a lil easier to get bullets because of how fun it feels to shoot :smile:
Great job overall!
@superpokeunicorn Thanks for your feedback! I had much bigger ideas as always! Sorry about the control thing, I actually added a bug fix for that. Thanks again!
@fosf0 Thanks for your feedback! Shooting stuff is almost always fun! Did you play on Web? If you play on Web and click Exit it will stop the game, thus stopping the buttons from working. I'll have to fix that. Thanks again!
@jesus-gonzalez There was a moment I considered quitting when it was obviously not going to be my best work. The idea that I have some kind of reputation to worry about did creep in a bit, like maybe i should just keep the game to myself.
I seem to ALWAYS have some kind of self doubt to overcome during LD lol, but its definitely rewarding to have pushed through! Thanks for your feedback!
@surr-sloidah Thanks for your feedback! I wish the Spawn rates were better balanced lol, consequences of having to rush in the end sorry 🙃
@j0ye & @bangkerpow Thanks! Glad yall liked it :smile:
@witchgf Thanks for your feedback! Def wish I could have more audio in there. Also too bad about the balance, I think something broke with the spawners and mobs just explode in size lol. Good point about the stylization, I think I need to learn harder into the Zombie's style! Thanks again!
@cameron-paxton Thanks! I appreciate your feedback! I wonder what kind of 2D platformer I would have made if I gone that direction :thinking: :smile: A radar is def on the way, along with some other much needed tlc!
@hawke-games Thanks! That is an incredible score! lol
@quite-good Thank you! Glad you had fun!!! :)
@agent-peterson Thank you! I'm already working on some more mechanics, I actually added a speed boost to the power up already so we're on our way!
Very nice... Only constructive feedback I have is the font is nice, but is a bit hard to read for dialog. Everything else is great, I love the ending. Beep boop.
ps (I like Y-axis inverted :wink: )
Beautiful! 5/5! I love the 1-screen survival thing, but I also think this could be expanded into linear levels where you try to shepherd your bros to the promised land passed all the different types of lights. Seems like a really cool universe/idea to explore. Great job!
It takes a little while to figure out and get used to the controls, but it gets pretty engaging when it clicks. The time control mechanic was great! Good use of sound, Visuals look good, but it looks like I could drive through some objects and I'm not sure if it was intended or not. Overall good job!
Very good entry! Presentation of everything is solid.
Constructive feedback: I feel like the gameplay of gathering supplies was a bit of a chore, the walk speed feels appropriate, but also kind of slow, sorry if that's confusing lol. Maybe a sprint mechanic w stamina would help that and keep movement a lil more interesting and engaging. The wolf interactions were the most fun, and I really liked the pace change at the end where we need manage carrying the girl but also fighting the wolves, even though it's kind of easy to just drop her and take care of business, it was a nice touch.
Good job overall!
Solid TD Game! A great foundation to build on!
It took a little while to get used using the keyboard to select my abilities, I still occasionally wasted money trying to click the UI on the screen. Might be nice to just use a mouse. The money mechanic is definitely fun, but I still wish it was less of a chore, because I'd often get fixated on watching the critters on their path.
The impending doom of the spider is very impactful and nails the theme perfectly. Good job overall!
Cool game! Art and music is really good. I ran into a handful of bugs I needed to alt-f4 away from, but typing and arranging the words was an interesting story telling mechanic. Good job!
Very fun Wario-ware-Like. Music was great! Crazy being able to make so many games within a game while the rest of us struggle to make 1 lol :smile: Great job yall!
Very cool! Visually cute, love the style. Sounds appropriate and the game pace is nice and speedy. I don't know if I was doing something wrong, but the big meat men who shake the trees didn't seem effected by my tossing bananas (or any of the fruits) into their face.
@jefvel GOT IT! Much better lol
Very cool asteroid/defender type game! Artwork is great, music fits the aesthetic, very nice. The gameplay was interesting, not sure about the sprite flipping thing, feels weird. I'd also like to aim with the mouse, but using the keys is also more challenging. Good job!
Great job! Looks good, sounds good (deceptively catchy tunes), Very innovative!
The only nit-pick I have; The shape and color of the objects getting squished while dropping introduces some confusion because the urn and the teapot look a little too similar and makes me thing they can match, but they don't. Maybe the plates should also be purple?
Unsolicited Ideas: Would be cool to see some kind of power ups. Clear all your china, put the bull to sleep, maybe even something that makes it go into rage mode!
Anyway, great job overall!!!!
Very cool entry! Everything is very good! Looks and sounds good! Artwork/Animation is fantastic! The gameplay and narrative are fun and engaging!
*(A/D did feel a bit bugged/sticky, like it wasn't reading my inputs after dialog or something, but I managed to fight through with extra clicks)*
Great job overall!
Looks and sounds very nice. The gameplay was hard to get into. I wish the pedals had different colors or auras or something, and even with all the sign posts it's a little hard to figure out where to go.
Great job on the visuals and overall mood.
Fun game! I think it could be bit more engaging with a clear goal, like "save 100 people to win", or something like that. Just a thought!
I like the visibility of the meteor on its collision course.
Great job!
What a cool idea, I'd never think of something like this! It looks good, and sounds good, plays well! There's an unfortunate bug that allows me to drop nothing and get points, but the main idea is super cool! Good job!
Very cool. Looks amazing, sounds great. The gameplay is a little difficult for me to understand. I won a couple times, but I'm not sure what I was doing to win. I think it might help to have descriptions for what's happening like "you used boost, enemy used shield", then see the result, I think it would help on-boarding faster. I think animations are trying to communicate that, but it's easy to miss. Overall a very good entry! Great job!!
Also, I won in just 3 turns so that has to be a record or something right?
win.png
Very cool idea. First off the visual effect on the dash is very cool, and it feels fun to zip around! I did that for a good 2 minutes before actually trying to play. I think a little "on-boarding" moment would be nice, just make sure the player understands all the buttons before the platforms start falling and such. Great job overall!
Very cool! Love the pixel art, the especially the flame dude! Simple but fun mechanic, jumpy-ness felt pretty good but the wall jumps were a little unforgiving sometimes. I couldn't figure out the boss fight. Good job overall!
Love it! Overall very good, among the best I've played! I liked how you used progressed the objectives for each car, and the ending was perfect! My only (super minor) complaint is the input scheme was kind of weird for me and I never really got used to it. I'd like to WASD Space + JKL or something like that.
Cool game! It was a fun take on the theme! I like looking up and seeing the moon falling down lol cool detail. Visuals look good, it plays smoothly and feels good overall. Nice touch of humor too lol Good job.
Very interesting delay mechanic. Gets a hard to understand but has a lot of potential.
Funny lore! Not sure why you opted out of humor. I kind of like the auto aim thing, the upgrade mechanic is great but the attack speed upgrades don't feel impactful enough. Eventually the zombies were giving each other piggyback rides and I couldn't jump over the conga line lol
Good job overall!
@gord10ahmet ah sorry lol I think the colorful unicorn juxtaposed to the scary zombie things threw me off :sweat_smile:
Solid and fun hyper casual experience! Very good job!
Everything looks, feels, and sounds, good. Great job! I'm not crazy about stamina mechanics because it doesn't feel great to press a button and not do the thing you wanted to do. Doesn't effect the rating at all, just wanted to share my lil peeve lol :sweat_smile:
The rewind mechanic is very cool, reminds me of Tracer in Overwatch. I like the little touches too like the blood spatter and the way the crystals coalesce. Good job!
Very good entry! Everything looks feels and sounds great!
I wish hazards were a lil more visible. While most areas are nice and simple, that down attack section seemed especially brutal while introducing a more complicated maneuver. The fading light mechanic looks cool and is appropriate for the theme, but also feels a little cheap when it gets too dark to see anything I just have to wait the next few seconds to die and try again.
Very good job overall!
Very cute! I'm a terrible caretaker lol
I really like the cute characters. Keeping your room for each new Beeple is a nice touch of progression.
My biggest suggestion would be to try and make the visuals a little more consistent. There's a variety of pixel sizes and even different fonts. I ran into a bug where adopting more people through the camera's position out of whack. I'm sure we can chalk it up to jam time constraints.
Unsolicited Idea: Randomly generated Beeples!
Good job overall!!!
Weird little game thing... I like the idea of making things happen in the environment, reminds me of pac-man adventure.
Artwork, music, mood, thumbs up!
This is a really cool game! I like the gravity effects, and the visuals. This could be built into a full game.
Thanks for the great feedback everyone!
@Brent This is actually the first game I made into HTML5, which could have something to do with the performance. I also didn't spend any time optimizing, I just used some "best practices" that i've used for mobile dev. Deffinetly a learning experience. Next time I'll have HTML5 in mind.
@Serious07 I think it has some opportunities tho ;)
@gonutz Yeah, I haven't really learned to loop music perfectly yet, but I also could have composed it a little better to help the flow/loop. I also had an idea of how to help distinguish the gold pawn from enemy pawns. I had it glowing in a circle at one point, but just didn't go through with it. I should have though. The mouse lag has more to do with design, I didn't want it to be 1-1 with the player's mouse speed, and also had some ideas of maybe leveling up movement speed though power ups.
@zoglu I kind of got lucky with the equation that determined the elo score, it seemed to work pretty much with the first try. I was afraid I would have to tweek it a bunch of times to get it where I thought it should be.
@Potondo & @superpokeunicorn I thought about this problem too. I had those green enemies as red at first, but didn't like how they looked with the blue background, so I went with green hoping the player would understand to avoid them. I guess the gold pawn kind of makes things even more confusing. I think a simple way to solve this would have been to use the black bars on the side of the board to explain the gold pawn was a power up, and everything else as enemies. Kind of like how an arcade cabinet explains controls and point systems and such.
@mrspeaker haha, I had some times I let it run for a few waves to see how long I would survive (in the middle of the screen). I figured this was a safe way for the player learn. I considered having enemies that directly attack or shoot bullets so you couldn't sit in one spot, but decided against it.
@TheMadPangolin Thanks, I should have done a better job conveying the power up's difference from the enemies.
@blubberquark @CaptainPilot @FabianLC @Willops @Sintel Yeah the theme of mixing 2 incompatible genres was challenging. I struggled with the idea of trying too hard to make something "incompatible" actually compatible. I felt like there was enough ambiguity about the theme that simply applying some basic elements of chess into a shooter; the main things being the pieces and their movement, would fulfill the theme's requirements.
At the end of the day, I decided to take the safe route and make something I knew would be fun/good, and something I knew I could make within the timeframe, rather than experiment with mashing game mechanics together or trying to reinvent a wheel, and potentially not finish, or be unhappy with the result.
I knew it was a safe choice, and being my first game jam game, I think I made the right decision. I think I'll be more willing to take an experimental risk next time! Thanks for the feedback!
I played without reading the description... Had no idea what was going on :( Nice idea though. I would suggest communicating the controls in the game!
Funny little game! Nice voice acting ;)
I wish there was a little more!
Cool idea! I like how the moves are on a cooldown. I wish the pieces were more recognizable. The place pieces are hard to see and they're all hard to distinguish. But it's still a cool game!
I also made a chess mashup! Check it out! https://ldjam.com/events/ludum-dare/41/rapid-bullet-hell-blitz-chess
Took a while to figure out the ball had to hit a wall to kill aliens... Cool idea.
Wow this game is cool! Great presentation! Cool idea, tricky, and challenging! I'm amazed you were able to put this together in such short time!
I was drawn to your game because I also made a chess-mashup, though mine is a little less creative than yours! :)
Cool game and idea. The roll animation is great, the feel is good. I didn't understand that i had to color the heart, but i figured it out pretty quick. I wish there was music during the action.
I can see how this can be expanded simply by adding enemy types, colors, and different shapes/ pictures to fill in. Like maybe 1 enemy works like a paint bucket that fills, and another erases your progress! What if you could spill your own blood for some kind of bonus!?
HARD! I think the paddle should be mouse controlled, and the cat can be arrows, but trying to do both was too much for me. I like how you explained the rules every try, because it took a few times of reading to understand lol.
Nice idea, just too hard for me to play.
Nice little addicting game here. Simple to learn and play, hard to master. My nitpick is ; I wish I could change direction with a mouse click. This would work great as a mobile game!
Cool idea, first 3d game for ld41 i played.
I like the visual, the idea.
The first level where you change the colors was kind of trolly because i didn't understand the mechanics and the solution was hiding to the side. I think that idea could have been saved at least 1 level, just teach me i steal colors from the blocks first.
I got stuck in the first level with glass and couldn't figure out how to restart because "back" or "home" is not on my keyboard... maybe that's my fault.
But overall a cool game!
I like the idea, and the visuals... I wish there was sound, and more intuitive controls, maybe mouse support, and maybe show the rules/controls if the player scores 0 points. Overall, pretty good for 9 hrs!
Cool game, I love the music and the feel. I had fun spamming eggplants. I learned I could hold down space to clear the hearts, which made it easy, but it's a cool idea!
Cool presentation. The title screen got me hyped, then the intro-story was awesome and funny. I actually thought about doing some kind of "Running out of outer space" kind of thing, cool to see others had the same idea. I was thinking "man they did this in 3 days?!"
But the actual game play was disappointing. Sorry...
I wish the planets worked like Mario Galaxy, I found it odd to fall off to my death. I was expecting humans to be a threat. I only played a couple levels.
Why no run animation??? The art style is cool, but the lack of animation for the main character really let me down.
Overall solid Jam Entry. Title screen and story slides shine!
@iamsodarncool Thanks for trading feedback, I appreciate that. I definitely don't want to hurt your feelings or discourage you, just sharing what I think could be better, what stood out to me. I understand Jam games are just a rush to the finish, so a lot of things get left on the table and the most important thing is having SOMETHING, ANYTHING playable. You guys got it done!
@brooke
I think a few key-frames would have been enough to satisfy my thirst for animation. Megaman NES has 3 frame animation.
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I think I was expecting it because the dancing title screen, and the game being about "running" out of space. Overall great job on artwork though!
Pretty much a masterpiece. Cute story, solid mechanics, good puzzles, charming evolving music.
If anything could be improved I would say it's the visuals and overall presentation. They get the job done, but it's just the weakest part of what you have here. Possibly some kind of sound effect or "yay" when completing puzzle.
Overall AWESOME Jam game.
Pretty much a masterpiece. Cute story, solid mechanics, good puzzles, charming evolving music.
If anything could be improved I would say it's the visuals and overall presentation. They get the job done, but it's just the weakest part of what you have here. Possibly some kind of sound effect or "yay" when completing puzzle.
Overall AWESOME Jam game.
Hard to know what to do and what is happening...
Great visuals! Cool little game, fits the theme. Could be a good mobile game.
Cool idea... Not totally sure where we're "running out of space".... maybe when planets collide.
I think the controls and goals of the game should be built into the game rather than on the description page.
Good entry!
When theme was announced I googled "Running out of space", orbital debris was all over google images. I thought about using this idea, but would never have been able to execute like you did.
Game mechanics are functional, and fit the theme. Visuals are very good.
Could have done more to establish goals. Maybe have different types of satellites that have abilities like clearing debris, or being invincible.
Also, objects are not to scale. 1/10
lol jk
Overall good entry.
Cool idea. I like the way it looks, the effect when moving to new planet is neat. I thought shooting across the black hole would kill me at first.
Really good jam game!
Camera angle is holding this back! I like the style, you hit the theme perfectly, but we can't see where we're shooting!
Funny concept. Simple but Solid game play. I liked the music!
@superpokeunicorn @otmani-yacer @andrey-ugolnik & Everyone, Thanks for feedback!
@mark-usmiani Controls were pretty intuitive to me. Was it the mouse and keyboard? Or lift and throw being 1 input?
@balka Yeah the walls on the sides are a problem. I had some ideas on how to fix it. Pistons that pushed them back in, or special explosive boxes, or even allowing the screen to wrap.
The speed the boxes dropped was just because I didn't think people would play more than once or twice anyway. I just wanted to get the idea out there, probably could have balanced it better though.
@jamison Thanks for playing. I have another project I'm working on now, this was a nice Jam break. I may return to this idea after though. I did make the music too! Glad you liked it!
@iamsodarncool Yeah I thought about adding ability to drop boxes down. Just one of those things I had to leave out to meet the deadline. Something I'll add if I return to the project. Everyone knows coming up with a title is the hardest part of game-dev lol
We couldn't find your page
This game looks really good! I really like the art style and animation. The exploration and Majoras Mask schedule mechanics seem really interesting, but the move speed is painfully slow! I suggest a run button or increase the player's move speed.
I couldn't figure out the spikes, and the re-spawns are so slow it's hard to keep trying. I'm bad sorry.
Tried to hide in the corner. died. Tried to sword them, died. Tried to sword the fence/bad guy. died.
The dialog skip being K and L is weird for me, I feel like any button should work. Good presentation. I like the music shifts, and the animations.
Hard for me to speak on this as it's not really my cup of tea. I guess I would like to progress quicker, let me fill out the party right away rather than needing to watch the game run for x minutes. Show me the oncoming wave of enemies and let me try to pick against it? (kinda like plants v zombies)
Very good compo game.
I like the game-play, squishy pixel artwork, thematic music, and boss fights. The helicopter ability was pretty clever. I like how the rope plays into the recoil, giving the pistol a strong sense of power/knockback, while also creating recoil conditions and preventing rapid fire.
Weakest part is probably the sound effects, they all make sense, but they're recognizably bfxr. There's also a couple times I tried leaving areas, but not through doors, through those open areas at the edge of the screen/map, it was kind of jarring that they weren't actually transition space, but it's a game jam game so whatever lol
Good job! Very good game!
We had some similar ideas! I wish I got a little more out of my mechanics though. You had some ideas I thought about, like aiming at a target while loop-falling, but I never go around to building that level :\
I like your presentation, falling between stages, the floating in a bubble thing (I actually thought of a bubble mechanic too lol, not for respawns though)
I do wish the respawn was a bit quicker, but besides that it's a great entry!
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Art is good, music is good, idea is good, gameplay is good, but I'm **bad** at your game lol
Good job!
This is a cool game! Great art, good idea that fits the theme. Would work perfectly on mobile!
I like the wall-jump mechanic of this game. But I feel like many times when I hit a wall-rock, there wasn't much else I could.
Like I would see the rock, and know before I pressed jump that I'm going to hit it, but it's not like I could actually see that rock before I landed in that position. Or the climb speed wasn't fast enough for me to bypass the rock then jump. So it's either jump into the rock or get chomped. It's especially problematic when the speed picks up. It turns into spamming jump and hoping the hearts and rocks just spawn in such a manor that I can survive.
Maybe If I could hold the button to oscillate a trajectory, then release to jump I'd feel like I have more agency. I also wonder if you're better off keeping the speed low, speeding up the wall climb a bit, and just introducing other mechanics/obstacles to keep it interesting. Maybe falling shouldn't be the risk, and just allow it to be an endless runner with 2 tracks. Just some things to think about.
The sound effects were pretty simple, and could better. I actually prefer the absence of music, but then the sounds need to carry!
Overall it's a good game that just needs some fine-tuning! Good job!
Love the art, love the idea. Good job!
Friendly criticism: I got pretty frustrated by the level design when I fell in a hole and had to start over, I gave up. I struggled and became frustrated with the cool-down mechanics. When I would know what to do, and try to execute, expecting to be able to jump or fireball but it being locked out and on cool down was pretty awkward and I wonder if that restriction needs to exist; maybe not so long? maybe the completing the loop should reset the cooldowns?
The jump required here combined with hitbox and sprite mismatch added up to feel quite unfair. hitbox.png
This problem happens again later in the stage with a death pit below it, which is where I quit.
The designer in me wondered what this would look like
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A HUD like this would keep our eyes focused closer to the character, rather than needing to see my available move all the way up in the corner of the screen. Something to consider. The drawback being that it also looks a little cluttered.
I'm afraid of sounding mean with this feedback, but please understand that is not my intention.
I don't know what to do. Is this a shmup with no enemies? I guess the tapes are our weapons, but there's no enemies to use them on? (Soundtracks as a weapon is actually a really cool idea!) Are the green things good or bad? Maybe the I'm supposed to grab the blue squares, but they seem to appear randomly and too fast for me to react. Maybe it's just the WebGL version? Nope the Windows version is the same.
I guess you ran out of time or got stuck somewhere?
Cool FPS puzzle thing. I gave up at the second room for 2 reasons.
1. I play with inverted Y and I couldn't find the option to flip it. :( 2. Picking up objects was finicky, but also super important!
I used a countdown timer in my game too, I think it's a hard thing to try and manage player frustraition if the game just fails on them while they try to figure something out. I didn't really enjoy running back into the elevator and cycling through rooms to avoid failure.
Overall good job on the entry.
Definitely fits the theme!
Friendly criticism: -I think control instructions should always be in game and not rely on descriptions outside the game. I'm a gamer so wasd is easy enough to figure out, but a nice and simple addition would be to display the controls in the game on the screen until the player proves they understand how to move.
-It IS fun to go fast, but the turn speed is kind of hard to control, maybe the turn speed can be slower at slower forward speeds, and higher at faster forward speeds?
-An easy way to make this more compelling/interesting would be to put up some silly billboards around the track. Maybe something like "How do you keep an idiot entertained? See the next sign ->", and then the player just keeps seeing the same sign on every lap lol (I stole that joke from a t-shirt, all credit to the t-shirt joke writer)
Good job on the entry!
I like pixel art and the mechanic of planting stakes and making these rope line things. Feels good, looks good. It took a while to understand what I was supposed to be doing though. "
I though I had to corral the enemies, but it turns out your ropes/lines are actually the path your dash attack will take.
Good entry! Some potential here.
Good game, I didn't find more than 1 card per run (played like 3 runs). Visuals are good. I like the random elements. Controls and movement are solid. The camera smoothing threw me off sometimes. Had to lower my volume :wink: The rapid fire bots didn't give me many counter play options, just shoot until one of us dies.
I don't think the theme was well represented, but the gameplay is solid! Good job.
Elite!
Not much to critique, this is better than anyone should expect for a 72hr Jam Game!
-kicked out of full screen mode when I enter a portal (windows) :( I want to see all the shine in full screen!!!
-the cards are cool, but the random de-buffs don't feel good. I pick a card that makes me stronger, but then the enemies get more defensive? Maybe it would've felt better if a few de-buffs were presented and the player had to try to pick against those tactically?
Great art. Funny concept and use of the theme. I made the guy's head 'splode, but my co-worker didn't seem to notice, and I'm really curious about what is in the locker lol
Good job!
Cool idea, it was fun to jump around with the gravity effect. I like the game-boy-ish visuals.
Friendly criticism: I struggled with the controls a bit, flipping upside-down messed with my left-right orientation enough that it never really settled in, not sure how to solve that problem, you may have the best set up for it and this just be a monster problem that doesn't go away due to the nature of constantly flipping upside-down.
It would also be nice to let players decide between wasd or the arrow keys. Due to muscle memory, it's easier for me to handle movement with my left hand, so I ended up crossing my arms over my keyboard.
Design; I think it would be a great idea to make the first area with no enemies. Just let the player have fun jumping around between the planets, trying to get a hang of the controls and game rules (in Mario 64 you start in the castle yard with just a simple goal of going to the castle, nothing to kill you but drowning in water or rare fall damage)
After the first level introduce enemies (one new enemy or mechanic per level). This would help hook a player's attention because it will suggest that the game is opening up to them with progress. "If level 2 introduced bats, I wonder what level 3 will be?"
I played 3 levels and got bored because I felt like I had seen everything there is to see. Level 3 looks and plays just like level 1. Did I actually make progress? Is it just pseudo random? Is there an ending?
The slugs are annoying because the gun mechanics! If they're in the zone between planets we have to try to jump back and forth into a sweet spot to land on their head and get them out of the way. The bats are a little cooler because of how the gun works. Maybe allow the player to charge up a shot that will orbit the planet to clear slugs, or give them a melee that kicks them off the planet, possibly infesting another planet!
Overall it's a great entry with a lot of potential!
Good job on the entry!
The jump physics are kind of float-y, could use some tightening up. I wish the bullets were faster.
Cool idea with the boss rush mode combined with the time paradox clone things.
Music is.... not enjoyable. Sound effects are okay.
Graphics are okay. I wish you chose some better colors for the BG's and Tiles, maybe each room has it's own color? All the gray just doesn't present very well.
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Nice game. The story fit the theme. I never ran out of time to suffer the consequence of the time loop. Honestly that's probably good because I probably would have just quit lol.
I liked the visuals, and the weird walking. The combat mechanics reminded me of tank combat.
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Fighting the snowmen was kind of funny. Audio was okay, the bg music was fitting and not over-powering.
The shooting sounds are good but could be better. Good job on the game!
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You should drop some screenshots into your LD page.
Cool game! My first impression was "dammit, I don't want to do math" lol But it gets really fun when you can look at the while loop, then look at the level and try to calculate what needs to happen before even pressing an input key. And these are pretty simple math problems, but there is potential here for these puzzles to go CRAZY with some more complicated math problems.
Like other's mentioned, an undo would be nice, because we'll know the solution at one of the last steps, but a whoopsie would force a full reset. Then setting everything else back up just becomes a chore. IT does make it more of a game though, because even when you know where the blocks need to go, you need to figure out HOW to get them there without messing it up. So either a limited "undo", or just a pull option would work. Maybe some levels just say "no-undo available". A few ways to play with that rule.
I muted the music, because I needed to concentrate, and the upbeat techno isn't MY kind of homework music lol But it is a good song!
My wife was watching me play, she's not a programmer or math person, so she checked out immediately, but this would be a GREAT educational tool that would fit perfectly in a classroom.
Audio and visuals could be stronger, but overall this a great game!
Good job!
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@balance686 :blush: pfft, no masterpiece over there lol, it's just as rushed and incomplete as everyone else lol
You got a lot of potential with your game! For real, good job! Sell it to a school!
Decent entry! Movement feels good and responsive (I think shoot should be left click instead of right click). Look good. Sounds good. A good a mount of juice.
I only ran around the island twice, there wasn't enough variance to keep me interested after I died on my 3rd try around, so my top score was 2.
Yall should play some games and leave feedback for others and the algorithm will bring you more players to gain some important feedback for your future projects!
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score.png Top 10 in the world!
Interesting idea. Movement controls are a little weird. I pretty much just ran forward the whole time. I liked running around the screen, that was a neat idea. Picking up and throwing the blocks was neat too. Displaying "You're now number X in the world" was a nice motivator to keep playing and see how high I could rank. I didn't quit mid game, but there wasn't enough there to have me try more than once (once figuring out movement).
Good job!
@lenophie Thanks! I appreciate your feedback.
@connormck - You're supposed to keep shooting the hourglass to reset the timer? Was it not working?
@no-grapes-games - Thanks! I was actually aiming more for NES but didn't really commit to all the limitations lol :)
@krapht - Thanks for your feedback! You're right, I kind of ran out of time on the level design. I had more ideas for expanding on the mechanics but probably spent too much time on things that didn't really matter as much. Game Jam problems. I was a little worried about longer timers causing frustration, but the smaller ones may actually be worse lol
@vegatss - Thanks! I worked pretty hard on it! I could have managed my time/tasks better, but I'm proud of it.
@kaganobik - SPOILER ALERT LOL - Thanks for your feedback!
@archimagus - Thanks for your feedback. I worked hard on all those little things. The cutout sprite animations were a huge time-saver! I did have some other struggles with time management; I may have wasted some time on corners I could/should have cut; like that house tile set in the intro, and the coins. I should have just squeezed everything out of the hourglass mechanics.
@smoothie - Wow thanks for the feedback! I didn't think the ending was all that amazing, but I guess it works lol Glad you like it!
@tengusheath - I have a lot more ideas I did't get a chance to squeeze in. Time management LOL
@wallaby - Thanks! I'm glad you like it!
@layne-stokes Thanks for your feedback! Dang I wish I did more to convey the objective there. You're supposed to keep shooting the hourglass! Did you understand that? Or was the timer too short?
@layne-stokes aha the arrow threw you off!!! That makes sanse.... yeesh. I had my wife Playtest for me and she got stuck in there Before there was text. So I put "keep shooting" up there because I didn't want to be too obvious like "keep shooting the hourglass to reset"....
Oh well, thanks for your feedback and trying again 😁, glad you liked it 👍
@dvdfu Thank you for the feedback! I wish I could have done a little more with the mechanics in time. I got caught up in some things that I don't believe were as important now (pause menu, exit screen, coin system, ignorable bits of polish).
@mrtroy REALLY? I'm glad you liked it! I think most people will make the one go through and call it lol I did think about ways to motivate more runs like a speed run timer. I figured one go was enough ;)
@mrtroy haha cool! I guess its better than I thought. Thanks!
@spice-cabinet Thanks for your positive feedback! That dang arrow tricked you too?!!! Yeesh lol wish I had a chance to play test with someone besides my wife cuz she got stuck there and inspired "keep shooting", but I didn't realize that arrow would throw people off. Oh well, game jam probs lol
@awesomearcade365 Thanks for your feedback! Glad you like my game! I was inspired by Yoshi's Island's cutout sprites and animations. I've been seeing some of the Nintendo leaks where they were experimenting with it and I guess that was on my mind. It makes animation super easy since I didn't need to draw every animation frame by hand. Once the sprites were there running around it just felt right to let him throw bouncy projectiles like Yoshi's Island!
@charlotte-raymond Thanks for playing, glad you liked it!
I knew that room would be a little tricky, just gotta shoot straight up into the purple corner!
@aimainiac Thanks for your feedback! Glad you like it!
@sandpile Thanks! I appreciate your positive feedback! Glad you like it!
@manusaiz Thanks for sharing your feedback. I didn't expect anyone to try and play with a game-pad, but I could probably add that functionality later. Although I do think it would make aiming harder because the mouse is going to be much more accurate and forgiving.
@tutoa Thanks for your feedback! I'm glad you got some nostalgic feelings lol. I'm inspiired by a lot of classic games. This project takes some from Yoshi's Island & Kirby.
@hjalte Thank you! I'm glad you like it! A lot of people got stuck in the "keep shooting" room because of the little blue arrow sending the wrong message lol, I guess they were trying to throw stars through the door.
I considered a charge shot ability, I think I just skipped it because I didn't think of a good reason to use it, and I was afraid of over complicating things. The functionality to hold down your "draw back" is there because it just felt like it should be :)
I have some ideas for a post jam version, but I think I'm going to wait until after voting is complete.
@cyborgx7 Thanks for you're feedback! Glad you liked it enough to play twice. My wife suggested using w for jump. I think it would have worked fine I just kind of shut it down, but I should have been open to it because w is not used at all. And s or down-arrow should be all you need to drop, rather than down and jump, because there is not really reason not to. I just stuck with what I thought would work.
I think worked myself into a weird flow state where I was just like, "I gotta add this feature, and then the next feature, and then the next feature, and the next, and the next", and somewhere along the way I just stopped polishing the things I made and really getting the most out of them.
Even with all the positive feedback I know I could have done a better job with the level design, which is where I'm most disappointed.
As far as escaping the loop, that was an early question during brainstorming. I guess the theme just told me to keep him "stuck" lol
@dongle Thanks for your feedback, I appreciate it, and I'm glad you liked my game enough to play through it a few times :)
Maybe it should have just said "“shoot the hourglass to reset the timer”... but I wanted to leave room for players to feel like they discovered something. Got to think of a better way to convey that mechanic or just tell players exactly how it works.
@echo-gameworks & @thewustache Thanks for your feedback!
*"I like that it is never explicitly explained, only through level design."* I always trying to keep dialog and explanation to a minimum. Letting players discover the game rules on their own is important to me.
@alexunz Thanks for your feedback. The only think not pixel-perfect is the UI. As much as I would love for the UI to match the pixel-ness, I didn't have time to figure it out at jam time and just let it roll.... Celeste got away with it lol, and I don't think it *really* takes away from the overall experience, maybe just graphical cohesion. It is something I would like to figure out for future projects though.
EDIT: Figured it out, Not sure I like the lower rez text lol.
@yhy-games Thanks! Based on the other's feedback, I guess I'm pretty good at "polish", what that really means is; I don't try anything I don't already know how to do! I'm that guy that makes all his music with the only 4 chords I know lol :laughing:
@noakishere Thanks for your feedback, glad you like it! I didn't have much to really balance the game and sharpen the game design mechanics during the jam, the spam the hourglass thing came about naturally, and I just didn't get passed that as a mechanic. I have some ideas on how to make a better game and expand on it, but I'm not touching it till after the jam, and some other projects are out of my way. :wink:
@balance686 Thanks! I appreciate your feedback, I'm glad you like it!
@thebooksnail thanks for your feedback, glad you liked it. There are a couple extra lines for collecting all the coins, that's all :)
@ale Thanks! Glad you liked it!
@skleembof Thanks for your feedback! Fun fact, I wasn't sure how to use the theme until bedtime Friday-night/Saturday-morning. I had the player just throwing stars around, and it just came to me that they could shoot an hourglass and get stuck in a time loop. After that it all kind of clashed together. I think I could have done much better on the level design, but I'm proud of my entry.
*"I would totally play a full game that looks and feels like this! Amazing work man!"*
*"I would love to play a full version of this"*
Wow thanks! I would love to make a full version of this :wink: I have a bunch of other ideas using these mechanics....
Maybe someday :upside_down:
@jjoeyay & @zoomer Thanks for your feedback! Glad you like it! A little secret to good audio is.....DRUM SAMPLES! :) Hitting the hourglass has some kick drums and cymbals layered with strings :wink: Then all the music and any sounds with a tone are all in 1 key :slight_smile: Simple little trick that makes all the audio and everything "gel". It's kinda like limiting a color pallet to complementary colors.
@vphyre Thanks for your feedback. I'm considering an expansion but I'm committed to other projects currently. So maybe in the future!
@sakura-magika thanks for your detailed feedback! Much appreciated!!! Glad you like it.. Definitely some potential here! Maybe someday I'll expand on this! 😎
Good entry. The perspective reminds me of this retro shooter. https://www.youtube.com/watch?v=haehLgNNB4c Makes me wish I could shoot.
The jumping mechanic was interesting, but hard to handle because of the perspective. I pretty much ignored the rings because of the risk.
Great compo entry!
This is really good! Art, sound, story, all very nice! I'm excited to be in here early lol This game should be getting more ratings, make sure you're playing more games, giving ratings and providing feedback!
I was surprised at the amount of systems in here; The level select thing, the party organizer, the amount of characters and enemies. I probably spent more time "playing" this game than any others just because I wanted to see how OP I could make my party (pretty damn OP lol)
Friendly criticism; I wish there was a little more strategy involved. My first run felt like I was just at the mercy of RNG (maybe thats the point). I got to the first boss and lost, and I'm not sure what I could have did better. The next run I got a bard and a cleric, which seems like THE "win". I guess it's like Solitaire, sometimes the deck is winnable, sometimes it's not?
Once I got enough money I didn't need to choose party-mates at the wanderers, I could just buy them all and stack my deck.
It would be awesome to have a fast-forward button, especially when the party gets larger. I think it would be really fun to just see it spin fast and just unload on enemies!
Overall a very nice game! A lot of potential!
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@flazone Maybe it should be unlimited lol, or at least have a pretty high number, it was fun to overload my party! If only the enemies could keep up a bit ;)
Great game! One of my favorites! Everything works, theme fits, mechanics are good.
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It's possible to bounce up and down here forever (or a really long time). No big deal because R resets.
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I'm not crazy about these spinning walls, feels a little random trying to wait for the perfect moment to escape AND land.
The audio on the spinning can become a little much, but it does add to the mood, not sure what to do with that other than mute.
Overall it's a great game! Good job!
Nice simple game! Simple but good visuals and audio.
It takes a couple spins to get the hang of it.
Friendly criticism: I always skip game descriptions and jump right into the games to see how well the games convey their rules and controls.
I think you should try to find away to explain/convey the speed mechanic in game. Once the planet started erupting I died thinking there was nothing I could do. So I read the description and found I could move faster on the inner ring and slower on the out ring, that wasn't clear to me without instruction and changed how I played for the better. Maybe a speedometer, or just some arrows or something?
The other thing I would suggest is different buttons for try/retry at the game-over screen, since they're the main 2 buttons of the game it's easy accidentally hit them and miss your score.
Great job on the your game!
Nice game! Player movement speed is perfect, nice and fast. I like the pixel art. The use of the theme was perfect, and almost exactly how I used it in my entry. Good job creating a lot of checkpoints because long resets are not fun.
This game has all the mechanics it needs to be a great entry, it just needed a little more polish to really make it shine.
I recommend taking a look at these videos
Jan Willem Nijman - Vlambeer - "The art of screenshake" at INDIGO Classes 2013
https://www.youtube.com/watch?v=AJdEqssNZ-U
and Juice it or lose it - a talk by Martin Jonasson & Petri Purho
https://www.youtube.com/watch?v=Fy0aCDmgnxg
**FRIENDLY CONSTRUCTIVE CRITICISM:** First thing I noticed; the bullets are REALLY SLOW. Speed em up. Maybe the enemy bullets can be slow (but not that slow), but the player bullets should deff move faster than the player. The player's yellow bullets are not easy to see against the white floor tiles. The bullet sprites would also look better if they were bigger.
Is it me, or is the bazooka super under powered? I was expecting a huge one-hit-kill explosion? The SMG fires semi-auto like a pistol?
Something else that would help is visually distinct areas or a map system, it's easy to get lost when everything looks the same. Maybe zoom out the camera or, or make the rooms smaller with more distinct shapes if you don't have the time to make extra tile sets, maybe more wall decals or blood splatters. OR have more unique enemy waves; this room has 3 zombies, this room has 2 zombies and a shooter, etc. Persistant dead bodies could help, or bloody footprints? (red blood not slang blood lol)
Just something to consider.
I got the 3 key cards and couldn't figure out where to go, and everything looked the same so I gave up.
Overall Good job on yall's entry! Congratz!
What a cool little game. I liked how the pills would load up in the stomach. I think it would be neat if there was different types of pills which interacted with each other in your stomach and made up different kinds of attacks. Like, you eat a normal pill, and a 3X pill, and it makes a shotgun blast, or 2 + 3X pills = a lazer beam.... Like bullet crafting system!
Like others mentioned, there should probably be a reason to close your mouth. I thought eventually there would be bombs or something you don't want to eat.
See Kirby's Adventure NES -> https://www.youtube.com/watch?v=O1DGx_IfTLM
I don't know how to fix the issue of taking damage from 2 different directions. You could make all the nurses fire from the bottom of the screen up to the top, rather than all around you. Then you could introduce bombs or poison pills to force you to close your mouth/defend yourself. Or let the player move.
Good job. I think the stomach mechanic has a lot of potential!
I like the minecart theme. I feel like that's something I should have thought of lol.
I usually use my left hand for directional inputs and my right for actions, so I played with my arms crossed over my keyboard. I would have liked an option to use wasd or arrows + space or mouse clicks, that may just be me though. wasd + space would let me play with 1 hand which would be nice.
I wish there was a way to know what the switches would do. The trial and error situation is not very fun.
When the switches are too close it leads to even more frustration. [gam.png](///raw/cdb/31/z/39d72.png)
I kind of wonder what it would feel like if we just stopped at each switch instead of needing to get the timing right on the hit. I feel it would make things a little more deliberate and calculated. It would also reduce the frustraition of having to wait to go all the way around if I hit the wrong switch. Just a thought.
Good job on your game though!
I was expecting a rhythm game, so I was a little thrown off at first.
Then this happened....lol
simon.jpg
(Not trying to be mean; my game is pretty much a Yoshi's Island puzzle platformer, nothing new there lol)
Great presentation! Good artwork, funky music and sounds, fun/silly take on a classic game.
Good simple game. Nice colors, I like the background effect when down to 1 heart and then losing. Damn hard (but I'm bad lol, best score is like 700). Best part, juicy screen-shake and scoring system. I think the weakest part is theme representation. It technically fits, but I feel like I'm stretching to see it. Still a great entry though!
Congrats on your entry.
First though; Visuals are A+, 5 stars
Gameplay: What do I do? Uh... I guess I have to read the description.... Okay rules are in the description.... I personally don't like it when the game itself doesn't explain how to play.
Critical Feedback: I think you could have skipped the stat system and spent a little more time on presenting the game rules to the player for a more "complete" experience.
You could have had a shadowy figure explain it. Maybe let the player try to figure it out, and then have an shadowy observer make a mean joke like "Why isn't he clicking on the lighter parts of the wheel?"
IF you want to keep it simple, just put the text on the screen at for the first few clicks; "click on your character when he is over lighter (cyan like color) part of the wheel".
Humor: They're making em eat poop? lol
Overall: Good job!
I couldn't figure out how to play. I think it's too hard too soon. It looks good though, I like the color pallet.
Cool idea, reminds me of the time level in Titanfall 2, classic level btw if you haven't played it!
I wish dying just brought you back to the time machine, rather than resetting all progress. No one needs to be tested again and again and again on the same puzzles. Especially after entering the blue-key area, and then dying to an invisible land mine. So yeah, be a little more "forgiving" as other have suggested.
Audio is probably being overlooked, but I think it was good audio, sets the mood and nothing seemed out of place or overpowered.
Visuals were decent.
Good job overall!
Pretty much a perfect puzzle game.
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FYI, UI Is bugged on fullscreen mode
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Cool reset animation, but kinda long, wish it was quicker or skip-pable. I tried to just eat and sleep but died from the flu. So I tried to eat sleep and clean but died from poverty at 55? Is there a way to win?
Interesting entry. I like the fps mario idea. The visuals look pretty good. Good job on getting in your entry! I think a couple simple things would have made this much better/more-fun.
***FRIENDLY CONSTRUCTIVE CRITICISM BELOW***
-Communicate game rules IN GAME. I often skip descriptions to avoid spoilers, and to test/judge "conveyance". To me, this is KEY to game design. Does your game work without words? Even BETTER! If not, you better explain what to do!
-Lower gravity. Jumping isn't as fun as it should be.
-Should breaking blocks really cause damage?
Since I didn't read description or comments untill after, I didn't see there was a shop in game. I didn't know I could buy the bridge, and it looks like that was a bottle-neck/deal-breaker for a few players.
Unlucky you didn't finish. Seems like a great start. The controls feel nice and tight. Juicy game-feel like hitting enemies stops time for a half sec, then launches them up. Seems like you weren't too far off from a really good entry. Music is good! Character art is good!
Cool graphics! Tight controls, even though I'm still bad, especially when boosting lol Kind of interesting to make a local-multiplayer game for a jam game, maybe a simple AI would have been nice for all us lone gamers. I like the touch of seeing the pilot get launched from the exploding ship. Good game!
Cool game, too short! I just powered forward until completion, not sure how to work the respawns on the second level, just killed myself until it went back up to the top one. I like the obstacles changing around with each death, that could be expanded on a bit, but some combinations were a little frustrating, like the first level's spikes and gun was pretty brutal.
I think a simple way to improve this would be to include a death counter just to keep score. Maybe the levels can score like Golf where you only want to die a certain amount of times!
Overall cool idea and good job, just needs a few more interesting levels!
BTW It's possible to jump over this wall and break the game :wink:
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Nice creepy little game. I think... I saw something in the corner? Am I losing my mind?!
Constructive feedback: I wish there was mouse sensitivity and y-axis invert options. Not really needed because aim isn't important, but still nice to have.
The stand-on-platform-then-land-on-a-button mechanic was a little weird. I was trying to press Q to answer. I eventually started to spam answers waiting for something to happen.
I wish there was some kind of ending, or something to let me know I completed the intended loop. I answered 40 questions and figured there was no end. I guess it plays into the "question my sanity" theme. :smile:
Good job on your game, and lowering all of our sanity along the way lol
Cool game. The visuals and the sounds all work well to create a good feeling mood. I especially like the bell changing tune/note.
I agree with almost all of what @toccio94 said. The UI could be more clear, because I did the R to restart before pressing anything, but then I had to do it again because I didn't really understand what the menu was doing. Maybe a simple check mark would have worked better than an X, color also could have helped (grey to keep the mellow vibes?). That's a pretty small issue though.
BUT, once the player understands the basic mechanic they can figure out everything else without much thought, which is why the restart time being so slow is such a bummer. The slower transition may help the mood a little at first, but it also takes away because eventually it just makes me feel like "okay, I got it, just let me do the thing, why should I have to read this message again and again and again"?
BTW it reminded me of this game, another LD game from a few jams ago.
https://www.youtube.com/watch?v=-rImVSHhDEo
Over all it's a great entry, good job!
Good entry!
Some thoughts/feelings/friendly-criticism;
First, no variable jump height is recipe for frustration if the level design isn't accommodating.
Worse than that was the SPIKES blending in with everything else. I think they should be bright and different colored from everything to they're easily visible. I walked into some like a dunce.
The ending being a 1 shot try is brutal and unforgiving. I gave up after I walked into the spikes on the ground RIGHT BEFORE the last gem, ugh how could you do that to ME! lol
Visuals were good, except the spikes were hard to see. Sound was decent. Music was good. Design was okay, playable, which is important, but that unforgiving ending is...unforgiving.
Very hard to figure out what to do. Not sure what I'm doing wrong. I defend from the insects, but I don't understand the water section, or the sun section. Music is nice, art is okay, not crazy about the different sized pixels. You should just write the game rules in your description.
Great artwork. Cute story. Game play is unique, but level design is kind of repetitive. I felt like each level could have done a better job at trying to present a new type challenge, rather than just the same "wait for the thing to spin into the proper angle so I can move through this corner". The spring was one way to do it, needed more things like the springs (maybe there was more but I gave up at a later level, feeling like I had seen everything.
Overall a good entry though! Congrats!
I couldn't get passed the platforms, and I didn't enjoy running back to them and needing to get passed the hammers again and again and not have a place to really practice the jumping physics. I like how the theme was used and how the fall pits brought you back seamlessly, but I'd prefer checkpoints for each obstacle because I'm bad at games :sweat_smile:
I really like the artwork, the character design is very cool, I like her animations. Movement is fluid and snappy, and space jump blur is a nice touch (though I think it should spin faster). The cave of eyes was cool. The slugs seem to kill me really quickly, and snapping back to life without the gun was jarring. Not sure if there is anything more to do than get the gun, shoot maggots, and fall through the cave?
Good puzzle platformer. Movement feels good. Gravity flip is cool. The puzzles are easy enougj, but using the the purple spike on the button was not vert intuitive because I thought only boxes would hold buttons down. Once I got past that part is was pretty smooth. I was hoping for an ending to reward my escaping the loop, but other than those couple gripes its a good game. Good job!
Good job on your game.
Friendly criticism below: I didn't get past the first area. I couldn't find the 4th hammer and I got frustrated with the resets. I really have no Idea where it could be lol some kinda hint system after x amount of resets might be a nice idea for people who are as bad as me.
I think FPS games NEED a sensitivity slider, and a Y-axis invert option. I was spinning like crazy! lol
PS you should ad some screenshots to your description!
@manusaiz Okay I gave it another shot.
***spoiler warning?*** So my first run I took a left out the first door, crossed the gap, then found the hole to drop to the bottom area, so I found the 2 hammers down there and the switch. I stepped on the switch and it told me I needed 4 hammers. Got reset. So I found that other hammer next to that switch on top, but ignored the switch because I thought it would just tell me I needed 4 hammers lol.... playing it again I stepped on that switch and boom bang, the 4th hammer lol!
Very good. My 1 nit-picky complaint is not starting the game with rapid fire, and not knowing about the upgrade until 10 minutes of smashing the fire key lol, for real thats it, your game is awesome!
I can tell you makes games! :sweat_smile:
Cool game. I like the visuals, but I think the screen shake is over-done. It shakes for pretty much everything. I also wish the player was as tall as a block, because digging horizontally is kind of annoying. Sound effects are good, the lack of music is probably a good decision. The ending animation is cool. I like the progression flow, but I almost quit after finding the power to destroy the lava looking blocks because I didn't know where to go from there, and digging horizontally was a chore which means exploring underground isn't really fun.
Overall this is a great game with great style. Good job!
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I can tell you ran out of time, but this isn't bad! Interesting idea, like a single player battle royale. Rather than (what seems to be) a random setup, you could have designed a few rooms where the circle moves to over time (maybe getting smaller or larger along the way), set up specific waves of enemies in those rooms. Maybe I didn't play long enough but there was only like 1 (or maybe 2 enemies) at a time, which is fine at first, but would be nice to see it pick up sooner.
While the enemies only die from 1 hit, you could have allowed the player to charge up a one hitter, and make rapid fire 3 hits or something like that, since there is time between enemies.
Nice game. I'm not sure if the player is supposed to spin uncontrollably to start, but it did in the WebGL version using Firefox, until I hit a guard. I liked the touch of changing the doorknob colors, that was a perfect mechanic for this game. As other said, resetting outside was not fun, maybe resetting to the last opened door, or maybe just to the door on the outside of the castle would be less frustrating. The visuals are decent, and finding the book is rewarding, I think it would be awesome if it gave the player some kind of game breaking power lol like fly and shoot fireballs and blow everything up or something lol Good job, congratz!
Very nice. I struggled with orientation for every game that had movement on loop. I see you tried to solve that with the - - - - direction, but on spinning objects it was still a struggle for me. Not sure how to fix that though, maybe I should just git gud lol
Great game. Probably a winner ;)
Nice little game. Like a spinning version of snake.
Friendly criticism: I didn't figure out the the opposite colors were bad until reading the description after playing, I just collected everything until death lol. I think how-to-play instructions should be built into the game, or conveyed through design. It wasn't clear that the opposites were bad for me. Maybe screen-shake, or flash on damage would do it, or just spell it out right on the title screen with the controls.
The pickups appear to spawn randomly, so I'd occasionally just pickup something before I had a chance to react, maybe there should be some build-up time for the object to generate so I can avoid it if its bad.
The BG sound fit well, but I wasn't crazy about it. Like a boiler-room/basement hum. (kinda nit-picky, but just sharing my feelings)
Overall a good game, and fits the theme perfectly!
I'm going to assume this is more a work of "interactive art" than a game, because all I could do is talk to rocks and an old lady :sweat_smile: message? lol
The artwork is VERY GOOD (although I'm not sure about half the screen being black), the music is good and sets the mood perfectly.
I can tell where the "Loop" occurs because the camera gets a little janky, maybe the camera doesn't need the smoothing.
Overall a decent entry, good job!
Good entry. I liked the art and the music/sounds. Earth is preeeety much doomed in my hands lol
My dot was spinning around the loop super fast, is that intended? It makes it hard to get past the first obstacle. I like the use of the theme and wish it was more playable for me.
Also, you should play and rate some games to get more feedback!
This is a really well designed game! The objective is clear, the controls are presented at the start with wasd or arrow options. Visuals are good and the theme fits perfectly! Great job!
Cool entry. I got locked in a room after dying, not sure what happened there. Moving and shooting fireballs feels really good, good job there. Although, I wish there was some way to know which way I'm facing, because the single direction sprite + the 8 direction firing is a little jarring.
Pretty good graphics. I love the pixel art. I noticed you used a NES style thumbnail. Using the NES aesthetic is an easy way to make a game feel retro and "authentic", (it's almost like cheating, which is why I often use an NES Pallet and some NES rules)
Check out these articles:
https://www.gamasutra.com/blogs/DavidDAngelo/20140625/219383/Breaking_the_NES_for_Shovel_Knight.php
https://megacatstudios.com/blogs/retro-development/creating-nes-graphics
There is also some extra work you need to do with Unity to get closer to "pixel perfect", you may want to research that, using 2D Tilemap, and maybe even 2D Pixel Perfect Camera. It will help with those lines appearing between your tiles, and keep everything nice and aligned with nice chunky pixels!
I also HIGHLY recommend checking out "The Art of Screenshake"
https://www.youtube.com/watch?v=AJdEqssNZ-U
Cool game here. I really like the visual feel, everything pops! Game play was simple but fun.
I felt a little cheated when the time got low and the guy started to suck me in I couldn't shoot myself away to catch the fish. I wondered if a charge shot would work, and if slowing the spin while charging would work and feel good.I could nit-pick about being stuck in a spin which isn't quite a loop lol, so I'd say it's a loose take on the theme, but still a good entry!
Good job overall, I'm sure you'll get this published to mobile as a great hyper-casual game!
Great use of theme! Graphics are cool, I think BG clouds would help provide more sense of speed, especially when at high altitudes or when flying away from the city to try and break the game lol
Good job!
PS; rate more games :wink:
Interesting idea. At first I thought I needed to kill the cultists and got them all smashed. Didn't work lol
So I circled the circle on the ground and it opened the path. Really neat idea controlling a circle of cultists. I think it would be cooler and more challenging if they actually stayed in that ring, rather than slowly chase it.
The music with the chanting reminded me of Resident Evil 4, but they're chanting "Lucio oh, lucioooo" lucio-ohs.png
Good job!
Cool pixel art. I like the comments the character makes, but I'm a bit thrown off by the swearing. Simple little game, works well, feels pretty good, could use a little more juice (screen shake, particles)
Would be nice to have an automatic weapon, or maybe a power up to make it automatic. Once the larger waves show up I have to click my mouse faster than fast lol click click click click click clicklickclicklicklcickkcklcklcklc lol
Good entry!
It's hard to figure out what is going on. You should post some instructions, controls, and screenshots in your description.
I managed to figure out the controls. I beat down that statue a bit. Then jumped up to those higher platforms trying to find a goal.
The timer counted down and then the ghost/time jumper appeared to kill the statue and my role flipped. That was better understood because the HUD told me what to do. That was a pretty COOL idea that I think people are going to miss out on because the early game lacks enough "conveyance" to keep people's attention.
I protected the statue for a bit(longer time than I'd like), and I made it to the second area. I beat down the guy in the cage, but got impatient and wondered if other buttons did something. I mashed around on my keyboard and a death screen popped up. That's where I gave up, sorry.
I can tell you put some energy into this, and there are some really good things to build on! The story seems interesting, The character feels good to move around, the way the energy bars pops out is cool, the animations are decent, the static effect looks cool, attacking the time jumper is cool. There is some potential hidden behind the lack of instruction/conveyance.
BTW - you should play, rate and provide feedback to other games and the LD Algorithm will help draw more people to your game for feedback!
leaveFeedback.png
Edit your game's itch.io profile, scroll to the bottom
@ me when its up ;)
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I know people who love puzzle games will LOVE this game! Not really my cup of tea though, but I really appreciate it! I think the hardest part of a puzzle game is designing puzzles that teach the player how to play, and ramping up the difficulty after teaching new techniques.
Level 3 was super hard for me for some reason, it just didn't seem like it was possible. I'm not sure I even know how I passed it, but I did. I even went back after completing the game and tried again, and got stuck again lol
I think the difficulty curb could be eased up a bit just by making the boards smaller at first, then larger over time. Just a thought, I could be totally wrong.
I like the low poly model. The run animation is kind of robotic, could be better, almost looks like he's ice skating. The music is good, but for a puzzle game where I'm stuck staring at a guy run in loops and trying to calculate the perfect moves like a chess board, I'm not sure you actually want music playing.
Overall it's a great game, good job!
Congrats on your entry! Very simple game, not much to it. Responsive controls, a score system, good job.
It reminds me of is Google's Dinosaur Runner
chrome-offline-dino-game-small.jpg
That said, I wish the visuals were just as simple. Maybe it's my age, but it's kind of hard to see things coming at me so quickly with how the foreground appears against the background.
Great visuals! Cool cutscene art. Perfect amount of story. The last level was kind of tough, watching your play through I guess I made it harder than it had to be, I was trying to have the clone jump halfway then jump off its head. IF the clone carried the player like that, it would have opened up some other types of levels like staying on its head while it runs under walls you need to jump over.
Great entry! Congratz!
Fun game! Cool art, cool music, terrible voice acting....J/K it was good and surprised me lol
I wish the attack looked a little more impactful, like a fireball or cool spin or something. Bouncing from one spike into another was kind of annoying, but whatever lol
Good entry!
The ending... I felt that.
The mini games are cool. I'm not a good cheater, I think the explanation for some of the mini games could be better, like cheating on the test and sorting the contracts.
The dialog is funny and entertaining, but it stays up for too long, I feel like the game should move a little faster.
Overall good job, congrats.
Cute little game. Great idea showing the exit-door, that was super important to making this enjoyable, rather than wondering aimlessly.
As others have said the Moth mode is OP, it should only be able to flap it's wings like X amount of times before de-evolving. Really cool idea though. When I noticed the larva could crawl through tunnels but not jump, my idea-mind opened up about a metroidvania-like traversal opportunity (larva being a morph ball). I think the problem is the transformations are based on time, where they could have been based on a certain power up, or just controlled by the player. That way certain areas could require the larva, biped, or moth, or a combination of them, and the player wouldn't be waiting around for the next moth transformation.
I guess you wanted the theme represented, which I understand. There's a lot of potential with this concept outside the jam-theme! Good job!
I left the game.... I think that what I was I supposed to right?
Very nice game. I like the artwork and cute style. A pleasant experience, I just wish there was a little more to do. Good job!
Very nice game. I love the artwork and overall feeling of the visuals. The audio matches the mood and feels nice and whimsical. I'm a little thrown off by the abruptness of the transitions between scenes, for both the audio and the visuals (from title to game, or death to respawn).
The mechanics of the game feel okay for the most part, the jumping and movement feel fine. I like the grapple mechanic, and how it's used as an attack as well. The swinging takes some getting used to.
But I had a huge issue with how the grapple only shoots out if something is in range. It didn't feel good to press my action button, and have nothing happen.
The level is filled with a good variety of enemies to deal with, they all look different and do different things. There were some questionable level design choices, a couple "leaps of faith" that don't feel great to face. I also didn't notice any checkpoints, which really raised the stakes when facing a leap of faith 2/3rds of the way down.
Again the visuals are very nice, lighting looks great, the music and sounds are good.
Good job!
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Good job on your entry, but... I have no idea what I'm trying to do.
Friendly criticism ahead; Not trying to be mean, I just want to provide helpful feedback about my experience.
You said the game is like HOMM, but I've never heard of it, or played anything like this. I imagine these style games have a huge learning curve that takes a lot of time to understand, I don't think you have time to teach the player everything they need to know here.
I noticed there's an overworld, and then a battle screen; I would have recommended sticking to just 1 of those elements, and keep it simple so it's easy to digest.
The music was nice and epic. So good job with that. And good job on your submission :thumbsup:
@superpokeunicorn Thanks for the feedback!!! I'm glad you like it!
@famicon80 @mlho7 Thanks yall! Glad you like it! :blush:
@littlew00d Thanks for the detailed feedback!
I feel like the floaty-ness was kind of necessary to sell the underwater setting. It could probably have been tuned a little better, or some of the areas made more forgiving to better fit the physics. The gems being a side-mission/optional-goal left me with the feeling that it was okay to make them harder to get as an added challenge. A backtrack teleport system would definitely be a convenient feature I hadn't considered, but I can only do so much in 72 hours minus the time needed to do human things like eat and sleep lol :wink: Thanks again!
@oddsocks Thanks for your feedback and kind words! @cacciatc Thank you! I'm glad you like it!
@valden Thanks for your feedback! Once the mechanics are in, the levels almost design themselves. I had to force myself to stop making levels because I could just keep going.
@akronsus Thanks! I love Celeste, and definitely "borrowed" a few ideas from it! :wink:
@dude-the-hero Thanks for your feedback! Glad you like it! Hopefully you find some more favorites along the way!
@littlew00d I actually worked on an FPS for this jam for 3-4 hours before I scrapped it an started this... An FPS was big a leap for me. I have much more experience with these 2D platformers. I think that was the best thing I did this Jam :slight_smile:
Playing with it a bit more, I think you're refering to what I'd call "slippyness", like the acceleration and deceleration speeds.
I'm glad it's your fav lol I'm sure you'll find some more gems along the way! :thumbsup:
@trensient Thanks for your feedback. When you say controls, do you mean the inputs, like wasd and space to jump? Or the movement physics like speed, jump height, gravity, accelerate and decelerate? I feel like platformer physics are hard to nail down, and one of those things you just cant satisfy everyone with. Maybe there should be sensitivity options like an FPS's mouse input. :shrug:
@corbeng Glad you like it! Thanks for your feedback. I gotta look into coyote time the wall jumps, I hadn't thought of that!
Fun fact time; the tether's swing mechanics were basically discovered accidentally. I was just doing the under water theme and wondered what the lifeline/tether would look like. I let the line interact with the blocks and discovered the player could swing and get caught up on things. I thought about doing a recoil/reel mechanic where you could pull yourself up and down and stuff but didn't bother with how well everything else was going.
@leorid Thanks for your **excited** feedback! I'm really glad you liked it!
I'll write up a detailed blog post for you and anyone else who's interested about the dev story. I'm excited to share the adventure.
@spaghetti-inc Thanks! 5-stars!!! LESSSSS GOOOOO lol Thank you! :smile:
All this positive feedback has me hype'd! Thanks yall!
@tankou Thanks for your kind words and feedback! Kinda lucky it came out as well as it did! @talios Thank you! I love Celeste, its definitely an inspiration!
@robbzenone Thanks for playing and your feedback! :thumbsup:
@arancutter Thanks! I was worried people would hate the music lol I'm into hip-hop, and have been trying to sneak some dope beats into my games ^_^ glad you like it!
@paulloz @robotex @darqweful @pierre-poupin @sadsmile Thanks yall! I really appreciate your comments and positive feedback!
@lootgrounds Thanks for your feedback! Glad you like it! I've had a bit of feedback from others regarding the wall jumps. Coyote time would def help people there. I think the problem may come from people's experience with other wall jump system. Maybe I could have better explained it in game, except I don't want to be too wordy, or provide too much instructions.
In my game, you only need to be pressed up against a wall to jump; you don't need to press any inputs away from the wall. I think some people are pressing away, pulling themselves off the wall, and still trying to wall jump. Coyote time would def help relieve this issue.
Regarding the yellow blocks. If you managed to complete the game, or make your way passed first 2 of them, I think you understand all you need to know. If your tether is touching a block, it powers-up the line and allows you to open doors by touching the "power-nodes" while powered. Maybe I could have instructed players with words, but again, I try not to overdo instructions and just use conveyance, and that may have backfired in your case.
@pnkvrt Thank you! I appreciate you feedback!
@firas-mourad Thanks for your feedback! 46 deaths might be a lot, I'm not sure because you're the first to report lol
@didigameboy Thanks! Glad you like it! Celeste is def an inspiration :wink:
@tarcisiotm Thanks for your feedback! I agree on the controls/physics part. That's been one of the most pointed at issues so far. Thanks again!
I'm curious what your other top game is! :)
@amar-ravi Thanks for your feedback! I wondered if the "only going right" was the right thing to do. Or if I should have done more drop-down-to-lower areas. I actually tried not to over think that because I really just wanted to highlight the mechanics, so I just kept going right :)
@rawb Thanks for checking back!!! Glad you liked it! Thanks for your kind words and feedback! 😁
@felo07 Thanks for your feedback! Much appreciated! I didn't think it would be very hard, I know theres some spikes I've second guessed 😅
@willjardine Thanks! Got lucky finding that tether mechanic!
@pixel-lifetime Thanks! Glad you like it, and recovered the Queen's Pearl!
@morrilet Thanks for your detailed feedback! Wall jumps, among other physics and inputs have been a problem for a lot of people. :shrug: Tried my best :smile:
@yorsh @taikinaaa Thanks yall! I very much appreciate your feedback!!! :smiley:
@pizzasgood Thanks for your detailed feedback! Very appreciated. I did move away from using the overlapping camera zones after the first 3rd of levels, it was a little too limiting, but it was a neat trick :) glad you noticed.
@herman-chau Thanks for your feedback! I didn't immediately realize I was making a big scary underwater level (people hate water levels right) until it was too late lol It turned out not to be so bad I guess :)
@alexascher @aaronacus Thank you! I appreciate your kind words and feedback! :)
@pedonho The movement was tricky, people are on both sides of it, could def use a bit of tuning tho. Thanks for your feedback. Glad you like it!
@bamallama @norris-eldridge @okamit Thank you! Are you sure you want a game full of water levels? lol
@okamit :) haha thanks! That's a tall task, I may be up to it, we'll see ;)
@villanelle I'm huge fan of Celeste too. I had no idea a platformer could be anything like THAT.
I totally agree with your point about that first diamond (technically 2nd :wink:). I should have removed a few of those spikes next to it. Diamonds were among the last things to go into the game, even though I had them in mind from the start, and I guess I figured that an optional challenge should be harder than every thing else, but yeah, that diamond should def be a little easier to grab. There's a few other areas I'd like to smooth out too.
AND Thank you for your feedback!
@publicidadeba Thank you! :)
I was telling a non gamer non dev friend about this event. I explained how I can recall a time when I *dreamed* of being proficient enough to make a game in a weekend (didn't even need to be "good" lol). In some ways it feels like an accumulation of all my life experience going into a 72hour game.
Thanks again for your kind words :)
@kr4ft3r Thanks! I learned about the level problem from my last entry. LD47 I spent so much time on other things I left a LOT of unexplored mechanics on the cutting room floor. So I tried my best to explore a few different mechanics in a more fulfilling way this jam.
@quite-good Thanks! I'm not sure I ever considered using oxygen as a resource, if I did, I immediately discarded it and never brought it back up lol.
@chrissx2 Celeste is the king of the indie platforming mountain lol I love that game! A huge inspiration. Thanks for the comparison, it's unreal type of flattering :smile:
Thanks yall for playing and your feedback!
@karlipoppins @aaranos Thanks for the fives! *high fives* lol Thanks for your feedback too! :smile:
@frenchie Thank you for your feedback! Another platformer, with a lil twist :slight_smile: I got lucky with it honestly.
@tanner-shelton I love Celeste, great game! The spike hitboxes are 1 pixel less than the visual, maybe 2 would be better :shrug:
@link270 Thank you! I tried to keep things interesting, every room should have a new idea, or combine some old ones. Seemed to work :)
@antvelm Thanks for your feedback. Anti-frustration mechanics are important to me. I don't like repeating areas. The death counter is a neat score keeping feature and also a motivation for players to try and do their best.
@cekitian Thank you! I spent way too much time on that dance animation! lol
@maytch Thank you!!! the pseudo 1-bit pixel art was VERY easy to make. I think adding that touch of color helps how it all hits your eyes. Thanks for your feedback.
@nitero Thanks! I was worried I made it too long for the jam, so 5-10 minutes is all we get for now lol. I had to kind of force myself to think of ways to make the tether interesting, because after those first 3 "swing" rooms, I started to run out of ideas, which Is why the bubbles + jets carry the game for a few rooms. Once I thought of the powered tether, that helped bring the tether back into the mix, and the last room tries to use everything all together. Glad you liked it!
@aaants Thank you! I appreciate your feedback! :)
@tbaudon Thank you! Celeste is a huge inspiration, not gonna lie :smile: I also wish I made that diamond a little easier, but I figured they were optional so it's okay to be hard :shrug: People have given all kinds of feedback on the movement. Some people had issues, some people think it's good... more :shrug:
Thanks again for your feedback!
@badpiggy Thanks for your detailed feedback.
The 1st rope "puzzle" was actually the first room I built, it was kind of a proof of concept for how the tether could help or hinder the player depending on their path. I think the idea was that players would find that 1 block odd, and figure it must be important. I worried I might lose some people here because it's not really intuitive. Everyone seems to have eventually figured it out. :slight_smile:
I actually think the 2nd rope "puzzle" should have replaced the 1st, I just didn't think of it while jamming :slight_smile:
I considered adjusting the tether length based on the rooms, I also considered allowing the player to adjust the lengths. But opted against that stuff to avoid over complicating things for myself at the time.
The yellow blocks were place-holders that I never got around to replacing. I actually wanted to animate something.
Thanks again for your feedback! I love talking game-dev :smile: maybe too much
@itsisaac Thanks for your kind words of feedback!
@deepnight Thank you for your feedback. I never intended to make the main path a "manic platformer". I had my wife test the game, and she doesn't really play games like this; so when I see her clear the rooms (with *some* trouble), I expect most people playing LD games (and indie platformers) to be able to clear them with *some* trouble.
I'll admit, I'm not sure if I found a good balance of platforming vs puzzle solving. I've had feedback from both directions regarding that topic.
@jordgubben Thanks for your feedback! I was worried the game was too long :slight_smile:
@g12345 Thanks for your feedback! Which part of the bubbles gave you trouble? The double-jump? Or the floating on jetstreams?
@madnukin Thanks for your feedback! Glad you like them! I think the blue spikes was a nice touch too :slight_smile:
@jormarysky Thanks for your feedback! Def tried to get more than one use out of the mechanics.
@eoshadows Thank you for your detailed feedback! Glad you liked it, and were able to push through all those deaths and complete it! While I did make everything myself, I did have the help of my wife to help bounce ideas off of and playtest. It also uses a good amount of tools (Unity 2D Tilemap, 2D Pixel perfect) and some code-base from older projects (player controller, scene controller, sound controller).
@ted HAHA Hopefully that was a laugh of joy! Thanks for your feedback!
@dorigami Thanks for your feedback!
@felixmreeve Thanks for your feedback! Glad you like it!
@euler-moises Hey thanks for your feedback and sharing your end screen! 8/8 diamonds in pretty good time! Good job! Glad you like my game :blush:
@recursor Thank you for your feedback! Glad you found the "floaty" movement appropriate and not too bad! :slight_smile:
@tommytheitguy Thank you for your feedback! I should have known the wall jumps would be a problem. I did have to coach my wife through them, but I just chalked it up to her being a non-platformer.
@danmedeiros THANKS SO MUCH! Super flattering to hear people want a full game! :blush:
@yurikun Thank you for you're feedback! Glad you liked it!!! :smiley:
@etrealjunior Thank you for your feedback! I very much appreciate your kind words! Thank you! I've been working my way down the list of commenters and will definitely play your game and provide feedback!
@gorethumb Thank you for your feedback!!
@ziggykac Thanks! I'm working on a "post-mortem" that's taking more time than it took to make the thing lol
@javicoder Thank you! Glad you think so!
@suppi Thank you!, Def some Celeste inspiration!
I'm glad yall like my game, and I appreciate your feedback!!!
@bionikmonster I guess I'm way to critical on myself to use the word "masterpiece", but I'll admit it's a pretty good jam game :sweat_smile: Sometimes all I see are the flaws, even when everyone says its good... but I'm flattered by your feedback! Thank you!
@kotzi Thank you for thinking it's the best! :smile: I've seen some **REALLY** awesome games this LD. I feel like this is the strongest LD I've ever seen. A bunch of very polished and unique games, all with different takes on the theme!
@jrevel I should have made the spiked just a little more player friendly! I couldn't round out all of the corners in the time, but it looks like most people make it through :slight_smile: Thank you for your feedback!
@wanderix Thank you for your feedback! Glad you like it! The limited time helps force some decisions which is good and bad, but I do think it helps bring some of the best ideas out!
@8bitcharlie Thanks for your feedback! I noticed some people having trouble with the first real tether "puzzle", I probably could have done a little more to teach some of those mechanics, but people seem to figure it out eventually (or watch someone else do it :shrug: )
@chartle Thanks for your feedback! I had the chain break through the blocks a few times during testing. I tried a few things to prevent it, but never totally solved it. They repaired themselves directly anyway and didn't hinder the game too badly so I just let it go. I have some ideas on how to better prevent that by supplementing the unity physics with some code. We'll see how it goes post jam! Thanks again!
@filgru Thank you for your detailed feedback! Glad you like my game! :smile:
@dmitry-koblyk Thank you so much! I appreciate it :smiley: 5 STARS LETS GOOOOOO!!!! lol
@ancooper Thank you! Thanks for sharing your score! 8/8 Diamonds! Nice!
@tucan Thank you for your feedback! :smiley:
@alessandra Thank you for your very detailed feedback! I'm glad you like my game :smile:
I like your suggestions. I considered most of them for the jam, but time was limited of course.
Not sure what you mean about jumping on the chain though.
@zlan100 Thanks for your feedback! I've heard a lot of people had trouble with the wall jumps! I should have known! :face_palm: There's a lot tuning to do on those wall jumps (and other physics) for the post-jam work I'm planning.
@e-e-wick Thank you!!! I'm flattered about it being the best so far. Hopefully you come across some other good gems! There's a lot of them this LD!
@c4scar Thanks for your feedback! I def should have balanced the diamond challenges a little better, AND told players they're totally optional. Thanks again!
@neithernathan Thank you! Glad you like it :slight_smile:
@silkworm-sweatshop Thanks for your feedback! Floaty physics could have been a little better, but were also kinda necessary to sell the setting :shrug: Good enough for a 3day jam I guess :smile: Thanks for playing!
@ddrkirbyisq Thanks! Glad you like!
I've learn a lot by playing other jammer's games. You can borrow the good stuff, and discard what you don't like, and just practice on refining everything in your own style!
Thanks again for your feedback!
Thanks @pandapixel Glad you loved it! :slight_smile:
@neontropics Thanks for your feedback! I DID have that Donkey Kong Country water theme in mind while making the music!
Glad you didn't go crazy trying to get the diamonds :smile:
@tanis Thank you! Glad you didn't want to throw it out the window lol Thanks!
@liero116 Thanks! I love designing those "AHA" moments! The more of them, the better!
@thegamerasd Thanks! Glad you like it 🙂
@waltsontanaka thanks for your detailed feedback! 👍
@leorean Thank you so much for your feedback! I appreciate it :)
@pat-cleaver Thanks for your feedback! Glad you like it! More games here; https://ismaelrodriguez.itch.io/ :wink:
@leyaotang Thanks for your feedback! You're probably right about the theme being under represented. I may have been able to do more with that. More vertical/going-down areas, this *is* mostly left to right... :shrug: Oh well :sweat_smile:
@etrealjunior Wow thanks! I love it!!! 💘 I really appreciate the gesture! 😁
@mharring Thanks! I appreciate your feedback!!! 🤓
@chrisap Thanks! Glad you like it! The Tether is made using unity's built in physics, 2D Hinge. I wrote a script that instantiates all the links depending on how long I want it and then it sets up all the connections.
@mattwoelk Thank you! :) Glad you like it! Celeste is a huge inspiration!
@locustjin Thanks! I just make it up as I go lol
@oadt Thanks for your kind words of feedback!
@meep Thanks! I love that you loved it! :slight_smile: I have a head-canon reason why there's no diamonds passed the 8th.
@boon Thank you so much! I appreciate your feedback! 😊
@pengda You're welcome? Not exactly sure how to respond to that lol. Thanks for your feedback 😅
@almost Thanks for your feedback, and sharing your score. Your def right about that first diamond and the spikes, and the wall jumps. Got a lot of feedback about those things. I'll do better next time 🙂
@vphyre Thank you! I appreciate your feedback, glad you like it! :)
@felo07 Thanks! I'm pretty hyped about the results. I'll be happy speak with you in detail if you have Twitter, send me a DM!
@aaranos Thanks! Obviously would have been nice to get that gold :sweat_smile: Silver aint so bad though! I've got a lot of great positive feedback from this jam!
@ultimatewalrus Thanks for your feedback! My go-to VST is Nexus 2.
@pengda Thank you so much for your feedback! Glad you like my game :)
@superunknown No source code, but if you have specific questions I can answer via twitter DM; @ishyrodriguez
Very well done! I love the style. The narrative was engaging, and I'm not crazy about story-games, but it's very well presented.
That dance mini game was super cool! I don't know if I've ever seen a rhythm game play like that before, good job. The nightmare maze was also very interesting, and those crazy hair ladies can be kind of scary.
The use of the duck/goose dudes as a type of comedic relief motif, was a fun and comforting element between the more spooky stuff. I'm glad they never turn to monsters or anything like that.
A few nitpicks; some of the text-bleeps can be a little screechy feeling. I prefer to play with WASD. The use of recognizable music could have been an artistic choice (because of the dreamy setting), but it still kind of pulled me out of it like "is that Mario music"? Maybe yall wanted that reaction?
Anyway, it was very good overall, good job!
Cool game! I love space stuff!
I never read instructions when I play games. I expect the game to teach me everything I should know. I think it's a good practice to help see how well the game teaches the rules and such. I understood the momentum and gravity part well enough. But I didn't know where to go. I just kept flying into the sun. I found the earth and moon, collected some fuel, and then what? I thought it would be nice to zoom in and out, and it turns out your game does have the feature, but I had to leave the game and read the instructions first. The zoom feature made ALL the difference, as well as understanding the objective wasn't about finding fuel, it's about reaching the "anomaly". I would recommended putting all of the instructions and rules in the game!
Once I understood everything, it only took a few more tries to win the game. It was actually pretty fun, using planets to slingshot and trying to avoid gravity, while making adjustments toward more fuel.
I'd also consider slowing the background speed. We definitely need it to move for that sense of speed and movement, but it feels like it goes TOO fast, especially when zoomed out. It's not very friendly on the eyes.
Overall this is a good game, that could use just a little bit of polish to make it a little more user friendly.
victory.png
Nice art and animations. Really caught my eye! I love the style. The music is nice, but the lizard growl is a little off. Kinda reminds me of Minecraft zombies. Whatever, not a deal breaker.
I wish I could attack the lizard guys, using the shovels as defense seems like a neat mechanic, but it can break and leaves me defenseless. I couldn't find the exit on LV2 and gave up after a few tries of lizard guys and lava pools randomly spawning to kill me.
Overall good job everyone!
Very nice game! The presentation, the pixel art, and voice acting are great!
I especially like how the rocks crumble :slight_smile: The sprite jolt/jank when deploying the laser is a little jarring, could have been smoother. The arm itself is also a little weird looking for an otherwise great looking game.
The voice acting is great, and the tone and dialog remind me of the quippy Borderlands respawns.
I like the ideas of using the scanner to find loot, but it does set off the mines, but there's a weird trade that ends up making the scanner less use-able.
Overall a very good game! Good job everyone!
Visually very nice. It's not hard figure how to interacting with things, but I think it would help if we were given a task other than to just survive and explore. Once I feel like I've seen what the game has to offer in terms of exploration, I got bored, sorry.
I really liked the map mechanics. Being able to instantly exit an area was nice, I just wish the player RAN instead of walked.
I feel like the 2 buttons at the bottom, and the "enter area" button at the right can all be turned into 1 click.
Click location to RUN to it. Click an entrance to run to it, click again to enter. (maybe the button appears above the player standing on the location?) Click on player to heal. Click an enemy to attack. etc...
I also think the combat would have been more interesting if the enemies approached you and attack when in range. Maybe they only move when you move? So it's not just an action game?
It was definitely an ambitious jam entry. You guys got a lot done, but maybe it would have been better to skip combat and focus on exploration?
Anyway, good job on your game!
I like the simple/stylish visuals. The gameplay is also pretty simple and easy to understand.
I think the most constructive feedback I could give is, dying from low oxygen felt like it happened out of no where. Some kind of obvious warning, or animation could help with that. Maybe if the flashlight flickers at low levels, and turned off on death that would help?
Overall a good entry! good job!
@jiri-hysek YES The checkpoints were great! I forgot to mention that, definitely a good idea to have those player friendly checkpoints! And also, leaning into that dash ability could have opened up the game to be a little more fun.. But understandable considering the time limits. Definitely a good job though!
Very nice game! The visuals, the music, the presentation, all **VERY** good. High quality!
I got stuck a few times; The lighter didn't stand out as an interactive object, I had clicked all the cabinets earlier and assumed I had checked everything there. Using the knife to open the door was really what got me stuck for a long time. I walked around everywhere checking everything and finally had to read the comments. I assumed a key would open the door. Maybe there was dialog that suggested I use it there, but I never encountered it.
Small nitpick ahead; I think it would be a bit more fun and interesting if there were some puzzles outside of playing find-the-key.
Anyway...
Very good entry! Good job everyone! :heart:
I love the art style. The enemy hitboxes are a little "unforgiving", it felt like I was shooting arrows through the little guys. The enemies can also be brutally aggressive, killing in just 2 hits felt...harsh.
I like the use of the rope-arrow mechanics, although the physical interactions could be a little wonky feeling. With some post jam polish it has great potential!
The sound on the web version had some cracking. I wont fault yall for it cuz unity webGL audio just does weird stuff sometimes. The musical choice was good, although the mushrooms talking off-screen was also a little odd, aswell as the choice to even have them say "I'm a mushroom" lol humor points I guess.
Good job on your game everyone!
Very nice! Lots of potential here to expand on too! Like a super dig power up, or something to kill bugs! I love the squishiness to the character, and the puzzle-ly-ness of the level design. Very good job, congratz!
Good entry! There is a good amount of variety, like environments and enemies. Some of the hit boxes are weird, like I was getting hit by things that didn't look like hits.
The artwork is cute, but some thing could be a little improved. Like the cave background's background it a little bit bright, and kind clashes with the foreground. When the stage loaded I wasn't sure what I was looking at. I think a darker BG would help a lot;
bg.png
One of the first things that caught me was how the player seems to float as they walk. It may seem like a small thing, but stuff like this really sticks out to me, and it should be an easy fix that will help keep people immersed.
floater.png
I also noticed you DID work on a keyframe sprite for jumping and falling, but it only shows if there's no horizontal movement.
I like some of the level design ideas, and some were troublesome. The spiders on the first stage NEED to be killed, because if you try to sneak passed them, you end up stuck under the 2nd one and the wall. Trying to jump on them doesn't work like I thought it would.
I especially liked the area where the platforms break down the chamber with alternating spike sections. That was a well done and fun section.
Overall this is a good, playable entry. There's a beginning, middle, and end, and doesn't over frustrate along the way.
Good job!
Dope that this is an NES Game. Could yall imagine something with this kind of design being release in 87 with more levels!? It would have been a classic and spawned endless sequels! lol
I didn't get much "deeper and deeper" vibes. I suppose we were landing on elevators, descending into the dungeon, but it probably should have animated to complete the theme.
BUT the art, music, and design; ALL good! Just wish it was longer!
The game froze during the ending cutscene while we were playing the Sax. Not a big deal, game was done (i think), just thought yall may want to know.
:fire: Good job! :fire:
Very cool entry. Love the visuals. Sorry to say I got a little frustrated by some mechanics and the spread-out checkpoints.
Putting out every fire can get tedious, then one wrong move sends you back to do it all over, needing stop-n-go to put out the fires along the way. If I wasn't trying provide good feedback I would have quit after the first couple deaths. (I'm not a very patient gamer :sweat_smile:)
The UP key, also being used to jump, *and* aim while spraying, got me killed a few times, and I guess I rushed to aim before starting my spray, so that's my fault, but the punishment of being sent back so far is painful. In my defense, there aren't many games that play this way. I think most people would have just used a twin-stick setup with mouse-look.
There's one room, where you work your way up to a room with the keycard, and if you :face_palm: forget to put out the fire before going up the ladder, you end up trapped. (or was it the door bursting open and spreading to the floor below that trapped me?) "oh well, ya dun goofed, Back to the beginning of the room to meticulously make your way through the fire".
The distant checkpoints DO create a sense of high-stakes tension. Which can be a good thing, it's just a tricky balancing act, and easy to lose people like me with short patience.
*Anyway* Visually the game is AMAZING! I love the fog-of-war effect. All the particle effects and overall atmosphere was great. Even without music. I love the use of dialog in a way that doesn't obstruct gameplay. The presentation, and feeling like we're a bad-ass on a mission. (Although I'm not sure why 1 fire-fighter would be sent into a Nuclear Blaze all alone :sweat_smile:)
The lack of an ending is disappointing but understandable. ( I worked so hard to get there :cry: )
Definitely a great LD game! Even if it frustrated me a bit!
Great work!
PS. Where the heck is the sprinkler system lol
Cool game. The walk animation is pretty good with the guy's pixel legs. Reminds me of weird tall Mario in Mario Maker.
Takes a little bit to get used to the controls and I didn't immediately understand that I'd need a lure to do any fishing.
The fishing line being stiff is kind of weird, but it's nice to be able to of control the swing.
I managed to use the magnet to bring the black thing to the surface, but I couldn't pick it up, and ended up kicking it into deeper water and got stuck :sweat_smile: So you'd def wanna find a way to prevent something like that from happening.
Good job on your entry!
Nice entry! I've never been good at minesweeper, so I may not be your target audience.
The story is very cute. The drawings match how silly and cute the story is.
The game looks good overall, very nice.
The abruptness of hitting dynamite is jarring. I think it would be cool if I could stick around a bit and see the dynamite that ended my run, how I hit it, and how close I was to my friend.
Like others said, waiting to try again was detrimental to the experience. I understand you were hiding the world generation, so the cutscene is better than a boring loading bar.... I don't have much experience with proc-gen, but it seems like it shouldn't take THAT long.
Anyway. After a few tries I managed to get close enough for blue umbrellas, but eventually found a bomb. I gave up from there. sorry.
Good job on your game. Very cool entry!
Very nice game. Everything is GREAT! The fish could get a little nippy, but there are good countermeasures against them. It felt pretty bad to get beat up on the way to the surface. The repellant was good, but what about something that guarantees I come back with *SOME* money? Just a request from a bullied fish hook lol
The music is very nice and I like the changes for each phase. I love the little clicky noises the critters make as you gain their attention!
Visually the game is beautiful. Great pixel art, well animated, and nice juicy effects! (maybe the coin's don't need to rotate though? They can look kind of funky with all the broken pixels)
Overall a very good game! I feel like it would work well as an arcade game, trying to win tickets to trade for prizes!
Good job everyone!
Very nice entry! A lot of potential here. The pixel art is good, and the concept is good. I would suggest having instructions *in the game*, rather than having the player read the game descriptions. You could just have little tool-tips pop up as you're in front of each station, maybe just until we notice the player has corrected the issues.
It does get "old" kind of quick, sorry to say. Seemed like I never really needed to address the battery, and moving back and forth between the reactor and the navigator was somewhat tedious, as they're on opposite sides of the ship with nothing to do between them.
The potential for additional components and needing to multi-task more and more stuff as progression is a fun idea that I've seen work well before for other jam games.
LD47 UFOMO: https://dvdfu.itch.io/ufomo
LD46 Keep it Alive: https://dmullinsgames.itch.io/keep-it-alive
I see you added an indicator to the reactor for the post jam, which is a plus. But I'm not crazy about the back-n-forth movement of the ship though.
Overall a very good entry for your first jam! Good job!
Pretty cool game. At first I didn't understand the appeal because the cards felt totally random. Then I discovered the flashlight ability. I was thinking it could be cool to just show players *some* cards for free, so we can feel like we have SOME agency over the RNG.
There's also a little lag time when we have to wait for some of the event screens to go away, that was kind of annoying as I just wanted to keep clicky clicky clicking!
I didn't understand how to enter Atlantis, I must have been attacked over a dozen times. So I had to read the comments to see I needed to purchase the mystery item. I guess that's my fault, but in my defense, it's the last card on the menu, and costs the most, so I usually just bought oxygen or a flashlight.
The artwork is good. There is an appropriate amount of juice, particles and squishy cards. I think there is some potential to be a little more "extravagant" with the visuals. The font is a little boring (I think it's the default unity font?), and the blue background is kind of bland.
Sorry to say, the music was not enjoyable, so I'm glad there was a mute button. I think sound effects would be nice.
Overall this is a very good entry, and fun game to play through a few times. Good job!
A perfect example of how simple mechanics and good level design can take you far!
I second the "background blocks to give a sense of movement when rocketing through the void would be nice" suggestion.
The last level is really hard, but not just hard, it sometimes feels unfair. Its longer than all the other levels, and loaded with leaps of faith into spikes and swarms of enemies. It's still beatable with patience and grind, but every bit of progress there seemed to bring me to another death trap.
Skipping audio may have been a good idea, especially if the wrong sound is used for each bounce. I'm curious what kind of direction you would take with the audio and music. (???)
I like the dialog on the walls. The ending was kind of, anti climactic, but I suppose that's an artistic choice lol
*spoilers* I was expecting to land and sink into a molten core, or blow up the planet lol
Still a great entry, great job!
Very nice! The music is great and fits perfectly. All the of audio is well done. The visuals are mostly great, it's only the clipping/sprite-depth issue holding it back.
I was stuck in the first area for a longer than I'd like to admit. I beat up everyone and tried to use their look to open the door but nothing worked. I even left and got yelled at by the mission control dude. Didn't know what to do and wondered if I did something wrong, so I restarted.
This hallway didn't scream "walk over here" to me, because I think I was expecting to see a floor.
time.png
Would it kill the vibe if the hallways were 2 tiles wide just so half the floor was visible? :shrug: Maybe that's just me being derpy.
Once I got passed that little hallway, everything was pretty smooth. I got all the way to the room where we turn off the lights, I started running through and lights came back on, I got discovered and thrown out. I didn't realize the meter on the right was like a "detected" meter. Not sure that was explained in the game.
Anyway I gave it another shot and managed to get the McGuffin at the end of that room.
I like the variety of characters and disguises to use. And the silly story was fun.
Very good job!
Neat game! I like the idea of exploring and photographing the wildlife, kind of like Pokemon snap!
However, exploring was not as fun as it should have been. Movement felt very slow and unresponsive. I understand wanting that underwater feeling, but I think it was overdone. It especially becomes a problem when running into dead ends, and then when the demon shark comes along to bully you. The acceleration is so slow, I imagine some players got stuck against the shark, or just got bored of moving so slowly.
I pushed through the slow speeds and made it to the end. I did enjoy the dialog, the visuals, and the overall feel of the music (though it did become a bit repetitive).
Good job on your game!
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Very cool game! Reminds me of this entry: "6 Feet Under" - https://ldjam.com/events/ludum-dare/48/6-feet-under
I actually prefer your full range of movement in drill mode. It just feels more natural and intuitive. It would be nice to have *some* air control. The physic and momentum can feel a little uncontrollable.
Good game, with a lot of potential! Good job!
PS. I caught your stream of my game! Thanks so much, I love that stuff! :heart:
Very nice! I had some trouble with enemies attacking before I could see them, or hiding around corners that made attacking impossible, but overall this is a great entry. I especially liked using the bodies to blend in, or as a source of ammo for attack. The war between factions was dope.
There was the 1 floor where you get a bunch of blue bodies to fight the red brawler dudes, I thought that was a nice touch and it'd be cool to see some more action like that. Maybe I missed it but all of them fired 1 shot pistols; would be cool to have some of them with more blasty-blast guns like shotguns or lazers! (jam problems lol)
I feel like the transition in music from the floors to the elevator was a little weird/jarring, but I suppose that was intentional. I did like the use of the elevator as the theme.
Overall a great entry, good job yall!
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Good game! I never thought of "deep fried" when brainstorming the "Deeper and Deeper" theme! Nice take!
I typically don't read instructions, and prefer/expect the games to teach me in game. So I wasn't sure where to put the food and give it to customers... I looked at the hand drawn instructions (that's actually pretty cool), they helped a bit, but I'm a terrible fry cook lol
Other than an in game tutorial (we could have a really crappy manager explain the game), I think I'd like to see it speed up a little sooner. There were times where I was waiting for orders and it felt off.
Good job overall!
Very interesting experience. I liked the touch of music while hitting the letters, but wish the horizontal movement would allow me to fall fast and still keep up with the letters. I eventually tried to reach the end by shooting straight down, but she just fell deeper and deeper.
I didn't read much of the text :sweat_smile: I assume it's an excerpt from Alice in Wonderland?
Visually, bruh.... pixel butt-cheeks? lol??? Good one! The animation on the dress is pretty good too!
Some potential here for a type of "art"-game! Good job on your entry!
Very good beat em up! Everything is solid and feels good! Art is good, music is good! The only thing I would suggest is some kind of depth to the combat and enemies. I think it would be cool if some of them had armor, or a magic clay pot on their head and NEEDED to be hit with a brick (or something) before they take real damage. From the few rounds I played I just mashed all the enemies to death, even the different color guys.
Overall a very good entry! Good job yall!
The artwork is really good! The run animation could look smoother, but the hand drawn style is great overall. I love how derpy the soul guy looks.
Gameplay has potential, but def could use some polish.
#1, restarting the whole game on death is not fun. Some enemies attack very quick, for how long takes to shoot out a card. As other's mentioned, the camera being in so close made me have to walk slower to avoid being surprised by those enemies. I didn't mind the hand holding, but it could have been utilized a little more for puzzle solving.
You probably knew all these things without needing to hear them from me, but hopefully my feedback helps some.
Great job on your game! Congratz!
PS. Music is very good too!
Good job on your game! The physics were unpredictable sometimes, which was kind of frustrating. But I managed to make it through!
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It reminds me of this game -> https://ldjam.com/events/ludum-dare/48/pogofall
Which gave the player the ability to rocket boost, it was a fun ability and helped reduce some of those moments where you wanted to go somewhere, but didn't have a way to start the movement.
Still a good experience! Good job!
Very nice! There were a couple tricky parts that feel a little too "you need to be perfect or you die" in the lava area, but it was manageable. I think it would be good to see more areas where you CANT grapple, because without them, it's basically just movement on delay. A small nit-pick on this really good game!
I love the boss fight at the end.
Good job!
I tried to play on my own.... didn't work out so well lol
Good looking game, very interesting and innovative idea.
Cool shmup! I like the variety of enemies! My favorite were the guys who fly in from the sides!
I like the killstreak mechanic, but I think a few things would make it a bit better. Once we max out our abilities, it becomes kind of pointless, unless we just want to max our score for bragging rights. I think it would feel a little better if we LOST our abilities on hit, and needed to build them back up. BUT I'd lower the kill streak requirements to a smaller number, and/or increase the amount of abilities and try to give MORE to the player faster! It can take a while to build up to a point where it feels fun.
Holding space to shoot feels pointless because there's no penalty for shooting; it seems there's no time where we shouldn't shoot! If there was an enemy that deflected bullets, or a speed penalty while firing, or some reason not to shoot, it would make things more complex (and fun I think) than holding the space bar for 10+ minutes.
The final boss, a giant rectangle, was a push-over. It was dead before I had a chance to be scared of it, not even sure if it shoots bullets.
Visually the game is very readable, which is nice. I don't mind the simple artwork. The sounds are very bfxr, which is good, but just kind of bfxr :smile: They get the job done.
Other than those little nitpicks, this is a very solid start to a good shmup.
Good job!
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Very cool entry! I had been seeing this pop up in some videos and streams but still didn't know what I was getting into.
The mechanics are fun and feel good. There's a good variety of enemies to beat up that are introduced over time at a pace that keep things interesting. There was a couple times where my sword got stuck somewhere I couldn't reach (and was screwed). I wonder if yall considered a magic-return-my-sword ability lol It may be kind of cool to throw your sword past and enemy, then tell it to return and stab them in the back! *(that may make things a lil too easy)*
The music is great, lots of variety, and each feel appropriate. The sounds also feel good.
Visually the game looks good, very cute style, but I'm a little thrown off by the bigger pixel'd backgrounds, even though their art is very nice! I wonder how'd they'd look with blur for a deeper depth-of-field look? (may throw off overall crispiness of visuals)
I love how the game ends in a boss fight, very nice touch! Throwing the sword at the web to free your friend was also a nice way to wrap it all up!
Good job everyone!
Cool game. I like the art, could be a little more animated. The space guy could be squashed and stretched, wiggle, or float around. The robot could squash and stretch with each shot (or not). More particle effects and overall juice could be turned up a bit.
The gameplay is interesting. It took a while for me to figure out what I was supposed to do. Holding shoot then moving up to grapple was a little awkward. Maybe it works better on mobile.
Overall a good entry. Good job!
Cool game! I imagine there are a lot of people who love this level of difficulty. But I'd much rather have a more casual experience, so I'm not sure I'm part of your target audience.
The difficulty ramp is very steep out of the gate. If there were a better ramp, I think there would be less feedback about difficulty. My first try I got to checkpoint 4 after 65 deaths. My next run I got here with just 7 deaths! So we can learn to do the hard stuff, we just need room to grow.
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I proceeded to die forever and gave up here because of the spread out check points. I'm not crazy about completing a series of hard tasks, and then facing another hard task, only to fail at that, and then have to try all of them over again and again. I've proven I can dodge those boxes and turn that corner 10 times, I just can't get over those spikes though! :cry:
I think I would double the checkpoints, especially in the earlier parts. I actually think this would be PERFECT for optional checkpoints, just let me set a flag down somewhere safe when I think I need one (keep score and see who completes with fewest deaths and checkpoints).
I didn't mind the mouse controls, except when the camera moves and throws them off. I was mostly bothered by the low fuel and distance between checkpoints.
The game looks good, sound effects are good, but I'd love some kind of "fanfare" when reaching a checkpoint, because it's so damn hard! It feels like the game is saying "eh whatever, you got a checkpoint, who cares" lol
Overall; good game, good job!
PS. I didn't even know saving progress on a webGL build was a thing! Gonna keep that in mind for the future! :smile:
Crazy good high quality game. If I had to give any nit-picky feedback it would be that some of the levels felt long/padded for no reason because of repeated ideas or nothing new being introduced along the way. Again that's just nit-picky feedback. They're very entertaining and challenging too. The optional objectives are a nice touch for anyone wanting to squeeze out even more challenge.
The artwork is great, the music is good and fits the mood well, also a lot of good variety.
Great game, good job everyone!
Cool hand drawn art. I wish there was a little more "juice" to it. This should be pretty easy to animate in unity, just adding a little squishy-ness or bobbing while walking. It would also be cool if it would flip around like Paper Mario. Maybe even making the fruits floaty, or squishy.
The game is super simple, not a problem, but a couple design choices would help some things. The camera is very zoomed in, and the fruits are very big, so I was usually walking into the fruit before I could see what it looked like. I'd suggest scaling down the player, and the fruit, and zooming out the camera FOV.
"Deeper and Deeper" wasn't well represented, but it's better to make *something*, than nothing :wink:
I tried to walk through this doorway up here, and it seems to have brought me outside the play area.
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Still, the art is very nice, and it's cool to see some hand drawn artwork like this in a game. Even the little bit of existing story is good! Good job on the entry!
I really like the Paper Mario 2D/3D art style, combined with a beat em up, very nice!
The combat could have been better, it felt like there wasn't much I could do except button mash and hope I didn't get hit. as many other suggested already, a block, parry, or some kind of variety would def help.
I got to the phone and it just sent me back to the title screen, I was low health (like 1 hit) when I got there and wasn't sure if it killed me, or if I won the game.
Good job yall!
This game put me in a bad mood lol Your level designers are sadists lol this is hell for real lol WTF! lol
I love the art style, the controls are solid, the music is **hella** good! I especially like how the music changed into an even more demonic sequence at the lower levels.
I'm not a fan of an overly difficult games, so I'm probably not your target audience. Waiting for the auto scroll was... not fun. It lead to some frustrating situations where I needed to wait for a platform, AND the scroll, and the both of them would get me killed.
Some of the level design choices felt mean. A moving platform that brings you down to your death? The traps? I wish I could say every death was my fault, but some were by intentional frustrating design.
I know some people like pain lol I'm not one of them.
Still well rated game, because it's def good, it's just platforming hell. So I love it, and hate it at the same time, if that makes any sense :smile:
Good job yall!
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PS. If this hole would have killed me, I would have gave yall one stars across the board lol (*jk no I wouldn't have, but damn I would have complained about it*)
I like the idea! The game looks good, and the different types of bomb patterns are cool.
I didn't realize my own bombs were hurting me (seems there's no really animation or indication other than losing the heart). I don't think they should. Especially because they need to be placed at your position, they blow up fast, and they don't have gravity. If I could throw them, roll them, or drop them down holes it may be less "unforgiving". Once I learned I could hurt myself, I got a little further, but then I set off a big bomb and caused the cave to collapse on me.
There's just so many things that want to kill me!!! :cry:
I eventually set off some kind of huge explosion that slowed everything down to 1 fps. I think the physics killed my pc lol
Anyway, this is a neat idea that could use some tuning. Good job on the visuals, the bomb patterns, and overall good job on your entry!
Nice game! I think there is something solid to build on here. I think a game like this needs to constantly ramp up the chaos of the enemies waves, while trying to ALSO buff the player to keep up with increase in enemies.
I understand the jam's time limits our scope, so I'm just speaking on potential. We'd need more of everything. More varied enemies and enemy attacks. More weapons, player abilities, and buffs.
Visually the game good. The lighting is a nice touch. Again, I think I'd like a bit more variation in the enviroment layouts...
but, I get it.... jam time limits :shrug:
It feels good to move around, shooting things feels as responsive as it should. I liked the addition of the shop, and the music.
Good job yall!
Not sure how to rate this. I wish there was more to do, a puzzle to solve or something. I also wonder if it would have been better in a more confined space. Maybe after each letter, one of the trees in a smaller area changes from green to red, and so after each letter you look around looking for the red tree. Especially because there isn't really anything to do along the path.
The music started out okay, but got a little too repetitive over time. I think it needs a bit more variation. For a game this mellow, I think BOTW's approach would have worked well.
I played the original ending, it was very abrupt, and I didn't really understand the meaning or follow the story.
Good job on your first game jam entry! Not a bad start!!!
Definitely a good start! I just started learning 3D and Terrain so you probably know more about it than I do!
Keep working on it 💯
I was thinking about the feedback I left you, and realized I may have overloaded on the negativity. I should mention, I liked how the tree with the letter was red, that was a nice touch, because once I landed I was like "where do I go", and the red tree stood out as a good waypoint, so good job there.
There was some anticipation while taking the trips to the red trees, like "what am I going to find next". Even when reading the letters there was that build up to the event.
The controls worked well, although I wish there was an option for sensitivity, and movement was a little faster, maybe a sprint button? I thought jumping out of the room to start was a fun and interesting way to get going too.
Again, good job on your first jam entry! There's a lot here to be proud of!
Nice game. Good artwork, great presentation. This isn't a genre I'm familiar with, I've never done an escape room. I almost quit when I couldn't figure out what to do. I bounced back and forth between the game and the comments looking for clues, and I found your hints, I would have never completed all the puzzles without the hints. (I wonder if there should be a hint system in game?)
I had to take a picture of the mushrooms with my cellphone to help guide me, either that or I would have needed to write down notes. It's kind of cool that I was forced to do that, but I also didn't like it. I know that's confusing, but as the designers, I guess you may have intended to force some players to take notes. I guess if I had a stronger memory I could have done it without notes.
Good job!
Way more fun than expected! Good job! Are there any hidden Easter egg e-mails? :thinking:
I appreciate the unique approach to the theme. I appreciate the hand drawn artwork. The unique characters and locations. This isn't really a genre I play, so I can't really speak too much on it. It feels like things went from 0-100, like instantly.
**SPOILERS** The whole mob twist and murder things just kind of turned up out of no where. That's how twists work I guess, but I was really invested in trying to mend the relationship and find out if the dude was really a cheater and that whole thing.
Overall a good and entertaining experience. Good job!
Very cool game. I love the simple style, the sounds and presentation feel very good. (Web version has some lag time between play, and buy menu, not sure about exe).
I never got very far down, so I slowly got enough points to buy some upgrades.
I like the idea of the upgrade system. Even the lowest skill players (me) can brute force progress... But my progress was very slow because I just sucked at moving downward (or surviving in general). I wish there were more abilities I could buy sooner, especially the more fun stuff like shooting and shooting upgrades.
It seems the upgrades are supposed to help me get further but...
Shooting enemies with rockets and bombs creates an explosion that lingers and can kill the player, which isn't very fun when you have to travel in the direction the rocket is fired in (very quickly). I kind of regret even buying the rockets. Maybe consider an upgrade that lets you survive explosions?
This is probably a jam time limit issue, but if there were more visible buy-items on the list (instead of 1 at a time), that would be a nice quality of life upgrade.
Overall, it's very fun to play, with great presentation, good juicy feel. Good job!
Very cool simple arcade game. I'd like to see different mechanics get worked into this, and then just add new things with each level to keep things interesting.
Lv1; just coins lv2; spikes lv3, moving spikes lv4; speed lanes lv5; slow lanes lv6; switches and doors
Stuff like that. Anyway, good job!
Cool game.
Hard to understand what's happening at first. Even when you understand the rules is easy to get stuck. I was stuck in a loop of reaching level 3. Once I got passed there it seemed like all the later levels were relatively easy. :shrug:
There's also these long falls, where I wasn't sure if I broke something, or if they were intentional...
I did managed to reach the end (I think?)
I really like the music, and the concept as a whole. Good job!
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Very nice entry! It had some pretty good ideas!
It must be said, that your game was quite intuitive. I was given important information that I needed (shopping from the clownfish and explaining dash), and everything else I could figure out for myself. I never needed to back out of the game and find the controls or rules hiding in the game description. Very good job there!
The music sets the mood, and doesn't get to crazy or repetitive.
I like how everything looks, very colorful, cute and full of life. The sharks chomp-y teeth sound is cute/funny.
Swimming feels good, but I'm not sure it needs gravity. The player fish should probably just stay animated all the time, but speed up the animation if the player is moving.
Explore using the particle system, it's a very powerful tool for how easy it is to use (once you learn how). Some particles would take this to the next level! You could have bubbles, that rock wall can explode into bits, etc!
Particles could also help show the player movement, especially in those spaces where there's nothing around and it's hard to tell if you're even going anywhere. Some kind of background could also help with that.
I like the way the little fish run(swim) away from you. At first I thought they were just a background thing, there to complete the atmosphere, but it turns out we can eat them and trade them for abilities. So that was cool.
It's a very playable game with simple and achievable goal, which is all good for a jam game!
Good work!
I love the look of this game! I wanted to make an FPS and would love to do something like this. I skipped a few ratings because I couldn't really play the game and want to give it a fair shake.
I play with an inverted Y axis and the sensitivity was too fast for me too. If you drop an update with those options please @ me so I can give this another shot!
Very creepy idea. Very nice audio and visuals and presentation. The game is kind of slow, and not very much fun, but everything else makes up for it! Good job!
I gave it a shot. Hard to really say much, since it's unfinished. What you had here seems like a good start to a big idea. I don't know where you got stuck, but I would have suggested a much much smaller scope, as it seems like you might have tried to go too big.
This game has some surprisingly deep mechanics and techniques. I like how you can dig yourself into sticky situations if you go too fast, you need to slow down and try to think your way through. Like underground chess. I could see this having a "puzzle mode" with some designed situations. Each of the elements come together nicely. I'm not very good at it, but you've made a good game! Good job!
Very interesting idea. I never played a game in this genre. Visually, it's good. The icons on the cards represent their "emotion" or "function" very well, but there's some inconsistency. Some are very well drawn, but the money and contentment cards look like MS Paint doodles. I wouldn't mind that look of the less polished cards if they all looked that way.
I eventually got fired from work, but kept getting money. A lot of money, I had more than enough money to pay all the bills and hang with friends, I thought that was odd. I hoped the shift in employment would change the game a bit, but it actually made it more stagnant.
The black cards are an interesting mechanic. They're not fun to deal with, I guess that's the point though. It may be cool to have get an occasional "ace" card, that can unlock the tasks. Is there a way to get rid of the sad cards? OR is it just a slide deeper and deeper into darkness and depression? I'd like some kind of goal, win condition, or finality, rather than this ambiguity, but maybe that's just me.
Maybe I missed it, or I'm bad at it, but everything feels random. It would be nice to feel like I have a little more control over what tasks I get, or how they pay out.
There's a lot of potential here. I like it! Good job!
Very cute idea! I love the whole barrel down a well thing. I wish it went down a *little* slower. I'm kind of old and struggled to keep up with the speeds. I think it could open up the game to more ideas, like upgrading your bucket with a turret or shield or things like that. Couldn't beat lv4.
Other than game speed being a problem for slow-mo-me, good job!
Good game! It's def a little challenging. The oxygen meter was almost always close to empty when completing a level, which left very little wiggle room for mistake.
There's a good collection of mechanics. I like how the rocks ended up with more than 1 use. The instructions turned out to be pretty funny, like "Sharks = Very Bad" :laughing:
I love the style, but I wish it fully committed to a pixel size (even if it still used sub pixel movement).
Overall a very good job!
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An interesting experience.
Visually it's great. Low poly is low poly, it looks good and gets the job done; the use of color, lighting, and fog all come together very well! The musical motif, evolving through each chapter was a very nice touch.
I appreciate that there are interactions... *something* that needs to be done beside walking to each point in the story. I would have liked a little more feedback (visually or with sound) to let me know I was doing what I was supposed to. Sensitivity and look inversion options would also be nice.
It's cool that it has a message, I'm left a little uncomfortable, and that's probably a good thing.
Good job!
Cool :sunglasses: but incomplete idea :cry:
The jumping and dash feel good. The artwork is good. The turn based combat for a platformer seems cool, but is incomplete and looks like it stifled productivity. No sound.
I would have suggested focusing on the platforming elements and just do the best you can with that! Maybe the dash should work like a double jump? Instead of being a different button?
You were off to a good start! :thumbsup:
Cool proc-gen. It does create areas where you can't get by without taking damage, I'd say you maybe want bombs or some type of ability to bypass those edge cases (like how the triple jump helps solve proc-gen problems). The physics of the movement could be tuned a little better, felt a little slippery to me. I really like the character design and run animation! Good job overall!
VERY COOL LOOKING GAME! There's something very unsettling about everyone turning away from you.
The jam version seems un-playable. Like others said, I couldn't pick up the paper for the copy machine.
The post jam version is a totally different story, and very well done! Good job!
Very cool game! Strong Terraria vibes!
Controlling the miners took a little bit of getting used to. I assumed 1 click would be enough to send them. Once I figured that out, it's just trying to get lucky and stay ahead of the lava.
That said I wish there was a bit more to do. Especially once the lava stars to catch up, it feels like once I see the lava and if I'm low on diamonds, I'm screwed, and then I'm forced to slowly watch my cute little miners succumb to the inevitable. :cry:
Even without adding an extra resource, if there was a way to burn more diamonds or *something* to speed up, it would give me SOME hope :sweat_smile:
The music was great. The visuals were great. That first "selected something from the menu" sound I think comes from RPG Maker 95 :smile:
Overall a very good entry with a lot of potential!
PS. I love the chipmunk voices! Is that custom voicework?
This experience has great presentation! It looks good and sounds good. I love the cute stick-figure people.
The section where we're being chased starts off weird because I'm not ready to move. The monster comes and kills me before I realize what's happening. I think it may be better to let the player start walking before having the monster appear.
Walking through the school yard is interesting, again I love the little stick figure girl. But then I fall into a hole, and start everything all over again? So I played again, and didn't notice anything different, and then I fell in the hole to start everything all over... again? Reading through the comments I see there was something else I was supposed to do, but I think the punishment is too harsh on players who don't figure that out. Unfortunately I have low patience and just quit after falling into the hole again. Sorry.
There are a lot of things yall did really well! Art, music, sound, and animations are all good!
Good job on your game! Congrats!
Not sure I've ever seen a pinball adventure game. Very interesting idea. I wasn't crazy about how my progress was being reset at certain points. Getting sent to the top and having to wait for the ball to drop got kind of old, and at the end goal; that damn ball seemed determined to fall right down in the middle between those last paddles lol
The visuals are good. I muted the audio though.
Besides the nitpicks, it was fun throughout. Good job!
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This is pretty cool. I like the visuals. Very simple but stylish. The music is very mellow and "atmospheric" and fits the visual mood nicely. I like the snowflakes, that's a nice little touch of particles to complete the vibe!
I don't read instructions when I play games, I just play and check to see if the game is taught to me, or if it plays intuitively. This may be personal preference, but I do believe a game should have some level of "conveyance" to them. Reading instructions outside of the game, to me, is kind of anti-game design. I believe we should strive to make sure the player has everything they need, in the game.
That said, here's some friendly feedback about the experience; I get started up, caught the mellow music and all, started checking out all the animations and visuals. Then started moving the character around. I wasn't sure where to go, so I just assumed "deeper and deeper" would be downward. I moved downward (I think) until I hit an invisible wall (I think).
It can be hard to tell if I'm moving on the all white ice. Some kind of texture may have gone against the artistic vision, but it would be nice to know I'm actually moving. So if it's not a texture, maybe some kind of particle effect or trail render?
I didn't notice anything along the way (well, there was probably a crack I ignored), so I started mashing buttons. I learned I had a fishing rod. But it didn't actually do anything. I tried casting it... nothing.
So I read the instructions, and it says I need to crack the ice with LMB, so I try, but nothing. I read the instructions again to see if I missed anything... Oh I need to do it "while moving", so I try to walk around and crack the ice but... nothing?
Anyway, I try exploring more and find the cracks. Finally the game/experience is revealed.
The use of inputs was interesting, especially the mouse wheel. A part of me is kind of annoyed that so many different actions are applied to different buttons, when they could probably all work with 1. BUT I also *DID* like the use of the mouse wheel, because we don't see that used often, especially with something like a reel, which feels like a good fit.
So I pulled up a note from under the ice, and I wasn't expecting a message at all. I wasn't sure what to do with it. I explored around and found more cracks to break. I wasn't sure if they were in order, or spawned randomly, or what exactly the message was supposed to be. I imagined the fishing creature to be an evolved form of humans who's rediscovering their ancient origins and learning how they're cousin's lost their way. Not sure if that was what you were going for, but that's what I got lol :sweat_smile:
I wrote way more than I expected there lol Forgive me if anything comes off harsh because that's not my intention. I just wanted to share my experience in a detailed way to be helpful!
Good job on your entry!
This is a really good entry! Great job! The visuals are simple, but the colors are well selected. Diving deeper into the ocean fits the theme perfectly. The sound effects could be a little better. I wish my bullets would feel a little more effective. I eventually stopped fighting everything and just dodged my way to the bottom. The ocean getting darker along the way is a great touch. Good job!
(Play and rate and give feedback to some games so more people can see this gem you've made!)
Very nice. Visually it's great. The pixel font stands out as unnecessary, because everything else is modern and smooth, and not pixel. Other than that the style is on-point.
Audio hum and sound effects are very fitting and fit the mood well.
The 2nd room is a little weird turning the lights off looked cool, but it just locked me in the room? The puzzle is to keep the lights on?
Being stuck between doors as they open and close was kind of slow, maybe unnecessary?
Finding the fuse in the one area is easy enough, and had me feeling like the game was about to open up! Then the colored flakes looked nice... But then the game ended :cry: (I wish there was more!)
I like that you added sensitivity options, but wish there was also a Y-invert option. There's no real action so it didn't bother me too much.
Very nice entry, very moody, and looks good!
The style is very cute! The shark and the water are particularly good!
The sound of the humming speedboats (I assume) is... not-pleasant. It would be better without it. The other sounds work well, such as the bombs and the splashing. I'd also consider speeding up the shark's movement speed. It's unclear what the objective is. I had to read the comments to see that jumping into boaters gives you points.
This is a good for the 14 hours you've put in, and very nice artwork! Good job!
Nice entry! I managed to figure out how to take pictures after reading that I needed to surface with them. It def needs some kind of indication that the picture was successful or not.
I managed to figure out how to snap a shot of the eel and dive deeper :) I actually think the zoom-shot is an interesting mechanic that could be something to consider developing.
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The main things I would suggest is more direction and feedback for the player IN game, so people can just play and not need to read the game descriptions for instructions. If the player gets lost or fails in our game, I think its our job to make sure most players can figure it out and eventually feel like winners!
A "would be nice" feature, is just more speed by default.
Good job on your game!
Very interesting mechanics. This has a lot of potential. Not sure I've ever had this feeling of floating in space so well represented. With pitch and yaw controls and everything.
I really like the idea overall! The feeling of gripping to a platform, looking where you want to go, then shooting at it was a lot of fun. Fighting to regain control, was not as fun. The sounds work really well with the mechanics. (although the music's lead synth can feel a little over-done, over the long play time).
I think the level design could be improved.
Sorry to say I gave up at level 6 because I had spent a lot of time grinding to get the cells. Shooting from the platform to get a cell, and then swinging widely to get back around to the platform, to shoot back off at a cell, and repeat until I could gather every cell. Then when I just needed to reach the warp, but messed up and flew off into space. :cry:
Maybe I missed it, but is there a way to just STOP momentum IN SPACE, or to pull yourself directly to your grapple point? I could probably live without a space-brake if I could choose to pull myself right to the surface of my grapple (maybe combine both, let me brake as long as I'm grappled?). Some more air control while grappled would also be nice. I only suggest things like this when I love an idea THAT much that it inspires me. Sorry if it seems too critical.
I dig the simple cell shaded look on the blocks. Everything looks good aesthetically. The purple warp thing is a little weird, not sure what it's supposed to be, but I understand it's the goal, so good job there.
Overall a very good entry! Good job!
Very nice! I love the art style! Very simple, but fresh! Gameplay is very cool;
I wish there was sensitivity and look invert options. Shooting *ONLY* happens on a full click, it feels odd. Games have taught me I can knock an arrow by holding shoot, and fire with a release of the button. Once I got over that, the game opens up!
The feedback I've seen about the Slo-mo being OP is def true, but I'm not sure you'd need to nerf it at all; maybe create situations where you'd rather not use it? Maybe some enemies ONLY move during slow mo? So you're trying to juggle and manage 2 sets of enemies? Maybe some enemies are easier to hit but can't be slowed?
BUT...
**I** really enjoyed having all the time in the world to plan my attack. Since its not as much about accuracy, as making the right decision for each enemy. Especially because I was playing with the Y-invert the opposite of my preference. Occasionally, I'd hit an enemy, and want to dash into them, but if I tried, then I'd fly right into a bullet, so I had to release the slow mo, move out of the way, and THEN dash! I found those moments to be the most fun! The whole arrow-to-dash+jump mechanic was super fun. The air speed, momentum, all of that was great.
The feedback/juice on the arrow hits could have been a little better, and maybe needed better hitboxes. Sometimes misses felt like they should be hits.
This thing has a lot of potential. It's super short. I wish there were more enemy types, and more interesting area design.
Audio is probably the weakest part of this. (besides not being able to change my Y-inversion LOL :eyes: )
Anyway, very good job! Congratz!
Cute and funny story wrapped around a decent exploration shooter experience.
I like the use of polka-dots in the background to help give reference when we're in open water.
I think you could afford to have more enemies, as long as they're not aggressive. Maybe just a few things that move back and forth like the shark, but don't go agro. That way you can give the player some more things to shoot at, which is a lot of fun.
The visuals get the job done, and the use of particles is a nice touch.
a short but sweet and playable experience, good job!
I love the kawaii rain drop, its very detailed and full of life (blinking eyes, different expressions). All the artwork is great and well animated with that hand-drawn style. The cute umbrella bugs, and landing on the dude's head is a nice funny touch. I also think the incoming-droplet indicator was a great idea!
Friendly constructive criticism; As other mentioned, would be nice to move up and down, although I understand why its just left and right for mobile design. I sometimes felt trapped by no fault of my own. Like yeah I moved into the spot I move into, but the sun just happened to appear as a bug was coming from the perfect angle to hit me.
It would feel like a unique shmup, where you play as a kawaii raindrop! I think that would get a lot of attention!
I like the solar rays as a hazard, but I died a couple times not being sure if I was safe tank the hit crossing them (because I was trapped by a ray and a bug). Maybe some kind of warning when on low health would help (since it's hard to tell from the size of your raindrop). I think I also died from something invisible a couple times, do we slowly lose life over time?
I think the transitions between menu-to-game are very abrupt, and would feel much more polished with some kind of curtain, or fade-out transition.
Overall a good entry, good job!
Very nice entry! It has a lot going for it, but it also has some things holding it back.
The title screen visual, and the surface look great. The swimmer looks good, the lighting effects are cool. The style is awesome, and was **almost** **perfect**. As mentioned by another comment, there are seams in the textures, the sharp edges on the rocks, and they are quite jarring to see next to what is otherwise a very nice looking game.
Clicking to swim is okay, it gets the job done, but I feel like just holding the button should allow us to swim in the mouse's direction. Then when I find a barrel, instead of holding LMB, just clicking it should clean it up. I think that would have made the mostly pleasant experience, even more pleasant :slight_smile:
The music is perfect for the mood. The zoom-in when cleaning a barrel is a nice touch. I almost quit when I had 1 barrel left to find and had no idea where to look. Turns out I missed one near the surface and was lucky to find it after a little more exploring. Was the flashlight part of a hint system? because I didn't notice.
Overall a good game and entry! Good job!
I like what I see. The visual style is very nice, the mechanics seem responsive and juicy...
BUT
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The viewport is so far down that I can't see what's coming, and all the screen space above is pretty much wasted. The problem is present in both the web version, and the downloaded exe file. I assume this is an unintended bug, since your GIF looks like the player is mid-screen.
I skipped rating a couple categories till you can get it fixed. You're welcome to @ me later I'll be happy to check it out again.
Yikes, not sure how I didn't try to move up lol. That said, it should probably start you off at the top or the middle, and explain being able to move up and down.
Very good game. I like the juice, everything feels good. I like the derpy looking character design. I'm terrible at it, I died a bunch, but managed to make it to....
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Very nice game! Visually pleasing, presentation is very nice, audio is nice and mellow, the puzzles are solve-able without much frustration (they could be a little harder though).
The main thing I'd suggest is faster movement. The lag time between each move can get kind of tedious when there's a lot of maneuvering to do. I do like the animations, but I'd probably remove the "shrink down", just pop some fluffy particles and start flying. The "grow bigger" one is fine, but should be interruptible if I want to move again while it's playing.
Overall a good, solid entry that doesn't overstay it's welcome charm!
Very addicting.
I don't read instructions, I just play, so I had no idea that I needed to swim back to the surface to get a score. I thought I was doing the most by going deeper and deeper lol even that was pretty fun.
The leaderboard is a great motivator ;) But the randomness means I can't REALLY compete in a way that feels fair, I just need to get lucky and employ a good strategy. Maybe a fixed RNG seed would be interesting? So we're all playing the same board?
Small nitpick; Visually it's cute. I'd like to have seen more consistency among the pixel sizes, even if it's not going to be pixel perfect".
Overall a surprisingly "deep" game, GOOD JOB!
Cute game! This has some good ideas.
A couple little things could make this feel much better.
-Checkpoints :sweat_smile:
-Holding space to jump is fine, but I think players need visual feedback to know that its working; I'd suggest squishing the sprite down, shaking it, flashing it, changing its color, or changing it's facial expression (or a combination of all of them).
-It's hard to understand that the level has ended. Control is taken from the play in a way that makes them feel like they should still be able to move, especially because they can still jump, and nothing else is happening. Some kind of goal post or flag would be nice, I guess "Saved X/X" is the marker, but maybe saying **"Level Complete! Saved X/X! Press C to Continue!"** would feel better. Especially because the transition time is pretty long right now.
Visually, I like the blue character's look, and the blinky eyes is a nice touch. The idea of splitting from your buddies and regrouping is cool idea that can be expanded on.
Good job!
Very nice! The graphics and the sounds, everything fits the space theme. The game itself is easy to pick up and understand.
I think because we move so slow, it does get kind of boring quickly. I was hoping I'd have to try and slingshot myself around planets to try and preserve fuel and momentum.
BUT, Good job getting in such a good entry with an engine you've just learned! I'd never even try that lol
Nice work yall!
Very good! A unique idea, with a kind of zany premise. **Spoilers** An angel shovel falls from heaven and becomes the new ruler of hell? Who comes up with something like that!
The 2 main abilities, charge and double jump are well used. I like how good everything feels. (Digging, which was WELL used in this jam's theme overall, is done in a way that totally innovates the idea into a double edge mechanic. You make progress, but you kill your safe space)
A story sneaks into the level design, which is very fun and well done. I especially liked the level that changed all the rules of the blocks and forced you to rethink what you've learned!
There's always something new to see (many different enemies, and each level has it's own look and feel), and stays interesting throughout. There are some tricky areas that can feel a little harsh, but it's ultimately my fault for dying in that same spot 5 times :sweat_smile: The nature of falling downward did introduce some "leaps-of-faith", which may actually tie into the whole falling from heaven theme, but can still feel like it's cheating me out of a fair death.
Overall a very good game and entry! Great job!
PS. Music is also very good!
As I started I thought to myself "I swear if this is a fucking jump scare troll game I'm giving this all 1-stars" lol
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It plays well and looks good too. Can be very addicting! Good job!
Good jam game! Good use of the jam to make something funny.
If you'd like some more critical feedback.
I liked the climbing mechanic, and wish it was somehow expanded a bit more. Maybe needing to time your climb between traps and obstacles so you can still reach your objective, or having lower stamina and needing to grab recovery McGuffins something.
I thought the gameplay loop was kind of repetitive. Would be fun to have seen a few different types of obstacles.
Still a good entry. Good job!
This is really good! Short and sweet! I like the gravity shifting/walk running mechanic. I just wish there was some kind of visual hint that it was going to happen. There was at least one time it cost me like 5 extra seconds to walk back, hit a wall, then return to where I needed to jump to because I though the gravity *might* shift. Other than that, the levels are designed well to help teach each of the mechanics and abilities. Good job!
Cool little entry. LV8 was hard, and felt pretty random, I almost gave up, but pushed through.
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While I'm here, before the jam I answered a question here on the Feed regarding "inspiration/role-models". I cited your game "One Jump Ninja" made for GMTK game jam.
https://ldjam.com/events/ludum-dare/48/the-final-frontier/a-minute-of-introspection
It really helped the way I approach game jams, and level design overall, so thanks! :wink:
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Cool game. The mechanic reminds me of the games we saw for the Stuck in a Loop theme. I got pushed out of the level a couple times. The physics/controls of the player feel good at first until you have to jump off a jumping head, that didn't feel very responsive.
The levels worked well to show off the time loops! The most constructive feedback I could give is; some of the levels feel a repetitive. I think the falling boxes becoming elevators in the last level is a good direction to look at, because that was pretty cool!
Good job! Congratz!
This is a dope game! Very cool concept, almost everything is top notch. I only say almost because it's too damn hard!
I'm afraid a lot of people will be left behind with these level designs. For real whoever designed these levels may be a sadist. lol The mechanics are so fresh and tricky, but the levels don't care. It *feels* like yall jump straight to Kaizo Mario in 1-2.
I tried to finish but quit in one of the key levels (3 ft under?) where there are spikes at the lower right of the screen that you have to dive down through and out the left side, the build up to that area took so long for such a tricky maneuver, I just quit when I failed for like the 100+ death. Sorry. Definetly be a little more forgiving.
Still, the art, music, and theme use are really good! Good job.
@kepsert I'll give it another go eventually. I'll let ya know how it works out :)
Alright, post jam version is def a little nicer to us players. :) I think I also got better over time.
I think ya just needed to do a little more "on-boarding" before hitting players with the frustration.
After that first "learn the buttons" levels, it's like we're thrown into the gauntlet.
Make players prove they can handle simple things like jumping walls in a safe space, then move them to harder and harder challenges with low risks, raise the stakes over time after they're proficient with the mechanics.
There are some good easy levels that come in after the harder levels that I think would have made perfect "on-boarding" areas. I suppose that may have been a shot at the "flow state" roller coaster.
As suggested, checkpoints throughout could have also helped with the frustration, then the levels could really be as hard as you like because the stakes can be managed a little better.
Anyway, I hate sounding so judge-y/preachy, but I also hope my feedback helps in the future. Great job on your game!
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Cute little game. The dimension switch was interesting, I think there should something to tell you which dimension you're in as they look similar (maybe sky color or different tile-sets?). The character is very cute, and the jumping feels good. Not sure if the stars did anything other than keep count, but they're all just there and don't seem to require any extra challenge. I think you could have done a little bit more with the mechanics you have, but it's still a good entry. Good job.
Very cool use of tile/turn based movement. Never saw a side-scroller/platformer (sorta?) work like this before. I wish I had thought of this 20 years ago when I was using RPG Maker 95 lol
That last puzzle was kind of tough because we never used the jump like *that*, but I managed to figure it out, 600+ undo's later lol.
Audio was good, *music* did get a little repetitive, but wasn't overbearing enough to mute.
The ending was funny. Reminded me of all the "Stuck in a Loop" games from the last jam.
Good job.
Well done take on "deeper and deeper" into debt.
Good visual layout. Feels like bank colors.
I wish the text was faster, or just instant, it kind of drags on, especially when reading the repetitive dialog.
Trying to read accounts and guess which cards people would take was a neat puzzle feature.
Good job!
Very high marks! I have no real criticism. The visuals, music, the sound, game design, everything is great! Anyone can play this game, which makes it that much better! I feel like this would be great on mobile with some direction touch buttons surrounding the box, or swipes to rotate.
The only thing I would consider adding, and this is totally an artistic/game-design choice; would be very little helper "cues"; A little sound or glowing effect to let you know when you've opened all of a particular color (maybe the key loses color?). If there *was* a hint, I didn't notice, I caught the obvious bell when all locks are unlocked. Maybe a more obvious visual cue would help too for anyone playing with their sound off at work while they should be working :eyes: lol
It's also easy to get a little disoriented by cube shaped boxes with the same color on all sides. I suppose that may be by design, but should maybe be held off for later boxes?
The chests; while being more scary looking, and being home to more high level locks, were actually kind of easy to navigate because they have a very distinct shape and you know where you are on the box. Although, yall may have thought that through and used the harder locks on the chests because of that very reason???....**mind blown** :smile:
Sorry if I just unloaded all kinds of silly ideas, but your game is **THAT** inspiring!!! :sweat_smile:
Good job everyone!
PS. I've never seen a game like this! 5/5 for innovation!
Nice entry.
I like the visual style, color palette, use of sound and audio.
As others mentioned, the walk speed is super slow. It's not a big deal on the sub, but when we're in the temple, it gets old quick. Without trying to be mean; it comes off as a pixel-art walking simulator with long rooms for padding. I would have liked shorter rooms, or faster move speed in the temple.
I also found it odd, that there were so many people in the temple. There was only 6 beds on the sub, but every step forward was filled with people just standing around. (maybe they were all the same people from the sub?)
Def a good start, it does stop just as it gets interesting.
Good job on the entry though!
Nice entry! It was off to a good start.
I think the biggest problem with what's here is the large sticky hitbox, combined with small bullets and where the bullets spawn when shooting sideways, makes it so I can't dig horizontally to make enough room to dig vertically, without needing to go up and clean up the space behind where the bullet spawned. 1 pixel seems to halt all progress.
The character art looks good, the music sounds good (but doesn't loop properly)
Good job with what you were able to make!
Cool game. As other have said, the font was hard to read, other than that it's visually pleasant.
I wish there was good way to clear the bad fish, I tried at $0 hoping that was the secret but it just put me in debt lol I'm also not crazy about running out of line, and being sent back to the surface, it's just a frustrating mechanic.
I ended up getting stuck and not being able to get deep enough for more fish and buy more line; I wish that wasn't a thing.
The music was a pleasant and fitting groove; good job!
Overall a good entry! Good job everyone!
I almost made this game exactly! I actually did make a game with a lifeline, but used it in a totally different way.
My first run, I immediately ran into a bug; as soon as I jumped against the wall this happened...
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After thinking about running up my high score for a bit, I decided to try a fair game lol. I think the main idea is a good idea, but it does get kind of boring quickly. I just avoided landing on the ground and fell deeper with little risk. With that in mind, maybe forcing the player to find oxygen refills would help activate the gameplay a bit more, and introduce some risk v reward.
There's a lot of potential here to build on. I think shooting would be a lot of fun with something like this (Downwell), that way there's some more defense against those sword fish, and just more to do at any moment. Jumping on enemy heads could also be fun! (Downwell)
Visually, it looks good. I like everything, but the colors are drab and dull, and forgive me if this is out of place, I thought this would look much better with a "better" color pallet.
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Overall this is a good playable entry. Good job!
Cool game. Very simple to understand. There's a lot of things that want to kill me! :sweat_smile:
It's kind of tricky to move down the caves because we cant see below. It does add tension, but doesn't feel good when falling into a monster. Sometimes I'm getting killed by something I can't see in the darkness.
The music is appropriately spooky for being hunted by creepies. Haunted chimes and bells, spooky strings. Very nice.
Visually the game looks good, but some of the darker tiles are hard to see in the darkness.
I didn't do very well, sometimes being killed by spiders dropping on my head, or diggers eating my legs! :sweat_smile:
Good job on your game everyone!
Cool game. I like the mechanics of controlling the swords, especially when dealing with shielding enemies. Not crazy about the music and sounds at all, sorry. The visuals were cute, and the wiggle is a nice touch and good and easy way to animate your characters. The particle effects like blood splatter and trails were satisfying.
There was more than a few times where it seemed like the swords were just going through the guys who shoot bullets. Not sure what happened there.
I would like to have seen a little more variety, but I understand the limitations in a jam. When I noticed there was no new enemies or mechanics being introduced I got a little bored. Good thing there were just a few levels :wink:
One idea would be to have different types of weapons which are more or less effective against different enemies.
Maybe something like fire swords against flesh, and electric swords against armor. Then the order in which you pick up your sword line-up kind of plays into your attacks. Just a thought.
I think it would also be cool if the straight flying swords did extra damage, or pierced enemies, so there was less control, but more damage.
Overall it's a good entry! Good job!
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PS. I recommend looking into Unity's 2D Tilemap tool, and maybe even consider Unity's 2D Pixel Perfect camera.
Cool little game. I like the music + audio effects, and the visual style.
Constructive feedback: I wish the visible distance was further out so I could react to the incoming waves of sheep. (maybe I'm just too old and my reaction time has dwindled lol) It mostly feels like a guess game. I also wish the acceleration to the movement was faster or near instant.
A good entry overall :thumbsup:
This game looks really cool, and has a lot of potential. Unfortunately it's way too hard! The furthest I made it was 344 after about 10-15 tries.
The speed of the enemies is too high for their random attacks, and sometimes they attack from below, where it's impossible to react to. If they attacked in the same pattern for every run, it may be forgivable because we could learn the pattern and adapt. The easiest thing to do would be to lower their speed, but a cool idea may be to set the random "seed" to a new number every day, so there's a new daily challenge! Then we can try to learn the attack patterns and work our way up to higher scores!
The level of potential here is super high. Gun power ups, enemy variations. It can basically become an on-rails shmup! A jump button could also be a cool feature to consider!
The screen-shake for every shot may be "overkill". Consider using it for taking damage, or causing damage, just a thought.
The art, the style, and the music are very good!
Cool idea. I like the color cycle visual effect on the sky and ocean. The movement on the squid feels very fun, especially jumping out of the water, although it may be a bit silly looking to have the squid airborne, it's still fun :)
It was hard to get the trash on the boat because of the carried momentum, I wonder if it would be better to allow it to fall with zero horizontal velocity.
The sounds works and get the job done, the music is nice and mellow but also sounds like outer-space. (The ocean is almost like space in a lot of ways, so maybe it's fine)
It looks like the "fail-state" is just that the ocean becomes so polluted, the game is unplayable. It works in a kind of artistic way, as a player it's kind of anti-climactic and ambiguous. I'd suggest a score, or a message, or something, because it can also be interpreted as a broken feature.
Overall a good entry with potential! Good job!
Very cool game. Lots to like. The artwork and music are great. Very cool style.
I liked the ability to buy buffs, and trying to manage everything. But I'm not very good. Even when I think I'm doing well, I look over and I'm low on health or oxygen or both.
I wish it was a little bit more shooty-shooty-action-based (just my preference), but I understand how that could be overwhelming for a player trying to manage everything else in the game.
Good job!
A lot of fun for a genre I didn't think I would like. I played for a pretty long time. I never figured out a winning strat but it was a lot of fun to try. Artwork is great, audio is great. The only thing I'd nitpick was the bit of slowdown added to each turn when the animation plays for grabbing resources. I also had a weird looping audio bug when loading the level on web.
Anyway, its a dope game, good job!!!
Cool game. I made it through the day serving 0 customers, not sure that's supposed to be possible. I just kept clicking on things, and I thought I was doing it right, but apparently no one gets coffee in my shop lol
I guess it's because I don't know which machine should be used to serve which customers, and I didn't notice any feedback to tell me if I've served them correctly.
Visually the game looks really good, although it's incomplete (grey characters with no animation), it looks like it was coming out great.
Good job overall!
@javicoder Thank you such much for your quick feedback! I need that lol this was a tough jam. 🙂
@silkworm-sweatshop Thank you! As always I wanted to do a little more with the visuals but didn't get the time :sweat_smile:
@soul-grinder Thank you! Sorry about that "puzzle", it's gonna **jam** up a lot of people, there's a very specific solution.
@adrenallen Thank you! Glad you like it. Mechanics *are* pretty simple. Same old stuff in a different configuration :wink:
@peepo173 Thank you! Glad you had fun!
@binaryprinciple Thanks! Glad you liked it! :smile:
@dodori Thanks! :heart: Glad you love it!!! @david-bohan Thank you for your feedback! Glad you like it!
@crumson Thanks for your feedback! Sorry that puzzle is a tough one. Too precise a location without enough training up to that point.
@cirno Thank you for your feedback! :heart: Glad you love it :)
@brandon-js-lea Thanks for your feedback! I wanted to do another art pass and add some detail to the environment, maybe some post processing/palette shifting, but kept pushing it off in favor of mechanics and level design, and then I just ran out of time :shrug: Thanks though, you're right though :smile: I kind of like the "don't judge a book by its cover" surprise lol
@lucasvb Thanks! Appreciate your feedback!
@diego-escalante Thanks for your feedback! Glad you had fun! sorry I couldn't make more levels for you :smile:
@uboretsky Thanks! Glad you liked it1
@reef Thanks for your detailed feedback! Glad you liked it! Sorry I couldn't make that 1 puzzle less sticky.
@zinnin Thanks! Level design and difficulty curve is important to me, I'm glad you liked it!
@mahjoub Thanks!
@peterfiftyfour Thanks! I can kinda see the Megaman thing now that you mention it lol
@badpiggy Thanks! I really liked being able to have the mechanics create that little story beat with the green and blue mix ending the universe lol You're right about the visuals and that puzzle, just chalk it up the usual jam problems though.
@louiejams Thanks for your feedback! Glad you had fun!
@parasite210 Thanks for your feedback! I decided to end without using green and blue, because if the two mixed into cyan then I'd have to figure out another mechanic and then use all the elements together. I did try to have a room with both the blue and green bubbles already active without beakers, but cut it out for time.
@hybridlizard Thanks! Def room for improvement, game jams are hard lol
@namnam Thanks! Glad you liked it!
@drsmey Thank you! Glad you like it. Always wish I could have done a little more :wink:
@fear-games Thanks! Glad you liked the minimalist art but I wish I could have done just a little more :shrug:
@yerkwell THANK YOU! Glad you liked it :)
@publicidadeba Thank you! It's so cool you found it magical! Thanks!
@haivron THANK YOU! I was worried this looked a little too much like my game Below The Ocean, but just accepted that it was also kind of cool too for them to share styles.
@kenforest Thanks for your feedback! Glad you had fun!
@shmador Thanks! Glad it kept you entertained! I love low rez art, but I'm also not against "modern" pixel art with rotations or sub-pixels :) Depends on the game and what looks best :)
@mmisspelling Thanks for your feedback! There is an bug I have to look at related to input at start up, once you make it out of the first room you should be okay. My logo is also blacked out lol X_X
@tory Thank you for your feedback and playing on Stream! It was fun to watch!!! :smile:
@charles-viau Thanks! I have to thank my wife for my level designs! Without her testing, no way it's this good :wink:
@nshbae Thank you! I'd love some more potions and levels too lol
@simpathey Thank you thank you thank you! Thanks for playing on stream, that was awesome! Leaderboards would be very cool, gotta figure out how that works though :thinking:
@leokrechmer Thanks! Def hard to work alone sometimes, thanks!
@bangkerpow Thank you. I'll have to figure out a leaderboard system for yall
@wendel-scardua Thanks for your feedback. The text was added SUPER late, maybe 30-15 minute before submission lol So yeah I didn't really have time to polish it sorry. Basically the jump button doubles as a "okay" button, so you can skip the text, but it def needs some grace time for people to read :)
@yorsh Thanks! Glad you love my games ^_^ The throwing mechanics could def be better, I think it might be fun to have different types of throws too, like maybe holding the button down turns it into a straight show in any direction? That way we can be a little more accurate for certain puzzles.
@outfrost Thank you for your feedback! You're right about the kicks, def need address that! Glad you enjoyed it and thanks for playing on stream! :thumbsup:
@kevlanche Thank you! Thanks for playing on stream :smile_cat:
@fancyreckless THANKS! glad you liked it! We'll see how the ratings turn out. I'm happy with most of my entry regardless :)
@omarmobadr Thanks! Im happy to hear you had fun! Thank you for playing!
@pious Thanks for your feedback! Sorry about the dialog issues, it was rushed. I also thought about putting a "workplace poster" in the bg showing "2 drops good 3 drops boom"
I have a neglected YouTube channel I should be using to share more of my methods, we'll see if I come up with something from this jam.
@etrealjunior Thanks for your feedback. Below The Ocean was a much more "complete" entry, development on it was also super smooth, where Hazmat Magic seemed to bring up all kinds of little problems I had to figure out. But I agree BTO was a bit more polished and novel. Thanks again!
@rongo-matane Thanks for your feedback! Glad you had fun. There's def opportunities to improve the throwing mechanics, I have some ideas there. Visually yeah, very undeveloped, grey bg was probably not a great choice. I stuck art on the back burner and hoped to touch it up later but just never got around to it, makes me sad too lol.
Regarding LD50.... I was telling my wife I don't want to make a platformer lol, but it kind of depends on the theme and just whatever idea comes from it. The first image i had in my mind's eye was the player dodging chemical drops then using them to fill a beaker, so that's what I ran with. We'll see though, I still want to try and FPS someday :)
Thanks again! :)
@rookrules Thanks! I have some post jam stuff in mind, we'll see :) Thanks for playing on stream!
@jon-topielski Thanks! I appreciate your feedback!
@elysiagriffin Thank you so much for playing on stream! :)
@chartle Thanks! The programming is in there to mix colors, I just had to cut it short for the jam, so I stopped it at green and blue. But the idea is that in a future version green and blue equals cyan and them has some other ability to use.
@cdunham Thanks! Glad you love the puzzles! The dialog disappears because you pressed the jump button ;) I'll probably remove that post jam.
@plutonium-powered Thanks! Glad you had fun!
@gaming-night Thank you, glad you enjoyed it!
@denzil-gomes Thanks! I've got a bit of experience from past jams, still 72 hrs can be hard to everything and most ideas get cut.
@robbzenone Thanks for your feedback. Def a bit shorter. I can clear it in about 3:30. Glad you think it's still fantastic!
@kongo Thank you! Very flattering! Although I think making a marketable version would be a little more than a little extra work 😅
@cameron-paxton Thanks! I appreciate your detailed feedback and understanding jam problems lol 😊
@sinclairstrange Thanks for your feedback! ^_^
Good job! Very nice game. It looks GREAT, very clean and styling looking. The game is simple but feels pretty good to move around and stuff. I didn't understand the objective at first; I needed to go back and read the game page. I wish there was a little more to do than run from point to point but game jams gonna game jam lol
Good job overall, very cute!
I love the visual style. The goat on a mountain setting and these wavey platforms is super cool. Jumping and moving feel really good. I occasionally died in ways that felt unfair, like a platform outgrowing my jump height, but maybe it's just a mix a low skill and bad luck?
Great entry overall! Good job!
Funny little game. It took me a while to understand that trying to walk on the grass = death. Def an unstable character lol good job with that, and good job overall!
Interesting math game. Beside the visuals which are not great, the position of the UI could be better. I think it would look cool to have the player's bottle bottom center, and the playable deck top center, and have each of the cards drop into the potion as you select them. I think that would also help new players understand the game a little quicker, because the most important numbers are kind of hiding away in the corner of the screen.
Once I figured out what was going on, it was fun trying to increase my potion's number while avoiding unstable numbers.
Good job!
Very moody atmosphere, the old school visuals are cool.
The game itself is kind of slow and boring, sorry. Nothing to do except drive, interact with a couple dialog boxes, walk a bit, interact with dialog, repeat, end. The car accident was a nice jump scare moment, but other than that, everything just falls a little flat.
Still a very good effort! Good job!
Very simple game with cute art. I 2nd the sentiment about player feedback needing improvement, could be juicier too. Good job overall!
Very cool, I was def into it. I liked the videos, maybe they're a little long, it's mostly a problem that I didn't know I was supposed to just sit and watch, so I tried to close their window and click their [?] button, but nothing happens.
I really like the mood, the idea overall is pretty creepy. I was somewhat worried that the FBI would somehow see me typing this weird stuff and come looking for me lol
I got stuck on this screen, not sure if it's intentional, if there's a trick to it, or a bug. I kept typing in this message but it wouldn't progress.writer.png
Very good entry! Its so different and novel type of puzzle platformer, that it's hard to understand what the objective is at first. Once I got the hang of it, it was very pleasant to play. The puzzles where you can break the platforms seem to be overly easy to clear compared to earlier levels, but I didn't go for the bonus tokens.
Visually stylish, looks good, feels good, sounds good, good job!
Very simple but pleasant game! I love the visuals, the colors, the diffuse effect. I kinda wish there was some birds or clouds flying by :) maybe i didn't get high enough? Those particles are a nice touch. It feels good to jump around and try to build as high as possible. I played with a laptop trackpad easily enough which is a bonus.
Good game, good job!
Very nice game! The visuals are amazing. I did have some kind of visual bug on the player sprite, dunno if thats a web build issue or what. Anyway other than that it's fantastic. I wasn't sure how to move when gravity broke, but figured it out.
I thought those parts were pretty interesting and thought it could have been used a little more, like a block that only moves without gravity, or using low gravity to pass over unsafe gaps, then asking the player to manage the shifts? The game is rather simple, just find the green terminals, but the setting and mood keep it interesting. The little twist at the end with the story was also cool! Good job overall!
Very simple but well made game! Physics and controls feels good, artwork is nice and vibrant. Good job!
Cool game! The movement is good (jumping, double jump, wall jump), but also a little bit held back by the empty feeling level design and simple gameplay. It seems dash only works on the ground for me? I was hoping I could at least air dash left and right? Might be nice if dash was actually a full time sprint or spam-able for a speed boost. Dodging bullets was fun, and the game looks pretty good too (cool effects on the teleport skill). Good job!
Very cool entry. Not sure I ever figured out if whatever I was doing was the right thing.
I'm not really an aficionado with this style game, but I feel like the UI buried information behind those different menus when some or all of it could have fit on one screen. Especially the soldier's mental state, where it seems we need to tediously look through each of their conditions before making a decision about where to put them and which story to pick. There's also the element of needing to match names and faces that feels kind of... not fun.
The artwork is great, the idea is cool, and the presentation and mood is very good (those little animated sections between runs are very cool). Good job everyone!
A very charming little game! I had a similar experience as others; lost at first, then much better when everything is understood.
I wonder how it would feel if before the real meltdown begins, you fist send the player to each of the 4 areas without a time limit? Then send them back to the middle and tell them to pay attention to the condition of each of those meters as some kind of small explosion (screenshake, bang sound, flash, dialog "warning warning warning, meltdown imminent") pop up the timer UI all important like, and then the game really starts up. Something like that would help onboard the player and get them to understand at least where each of the important actions are.
The thing is, part of the fun IS being lost at first, and then getting better at it, and then eventually being promoted! BUT those first few failures also didn't feel great. The first time is actually funny because of the skeleton in the newspaper. Then the joke gets a little stale and the slog of death and restarting starts to feel a little annoying and clunky.
The game's physics take some time to get used to. They don't feel great, lots of slippy stops, and the moving platforms can push you into the floor in a weird way.
The animations didn't match the actions (on web build). Walking by a ladder starts a ladder climb animation even if you don't go up it. Jumping upward seems to be missing a sprite/animation, so the guy is going upward while looking like he's still standing.
The animations that are there look great. Idle, Run, Climb, Fall, Death, they're all great, both visually and animation (even though they're not playing at the right time). The visual style overall has an SNES era charm to it. The colors feel very 90's nostalgic
I think a lot of people like a moment to just wiggle the character around at the start of a game, jump around randomly and such to get a feel for the game. Especially for a 2d platformer. The game starting the countdown immediately means people cant get their "sea legs" with your game's slightly-off physics.
The music is good and fits and didn't get in the way. The audio is good as well, but I'm not crazy about the generic jump sound.
The design of each area is kind of simple, but I think I prefer that because you visit them multiple times, and climbing the smoke stacks and the moving platform area stands out as overly complicated, especially because you can be half way up to one of the exploding stacks and need to leave to turn the power back on. There's a jump in the blue pipe room that feels kind of cheap because the ceiling is low.
Many of the issues are easily forgive in the context of a 72 hour game jam! There is so much here for yall to be proud of, it's okay if it's not all perfect.
Overall this is a very good entry! Good job everyone!
Super cute game, I love the artwork. I never got used to the random wand thing, not sure if there's a trick to it? I just kinda ran in circles kiting enemies and hoping it hit. It was fun to unleash the super attacks. Good job overall!
Very cool! I think the physics feel a little slug-ish to me, but that may just be me. Other than that little nitpick, it's a great little puzzle platformer. Visuals look good, and the glitchy levels are well done.
Good job!
Very cool and unique idea. I saw streamers playing this, and thought it looked cool. I said in a few streams I wish the water was used for more than just moving the boat. It could be used to fill a tank, or lift a platform, or wash a key down a drain pipe, etc. There's so many different things you can do with this water mechanic! Good job keeping the level design interesting with so few elements, even it lifting the boat upward is a little difficult.
Good job overall!
Amazing work for the time limit. Your ability to bring everything together, starting with art, gameplay, audio, it's all very good. The visuals can feel a little messy because of the color pallet, but it does look very NES era authentic. There's a couple quirky bugs/issues, like dealing with vertical scrolling areas, the UI actually covers the top area of the screen which is still playable, and at least 1 room I found you could land on a block up there and be hidden, not a big deal but just a little missing polish (whatever, it's a jam game)
Overall a very good entry, maybe too much content for me to really digest for a jam game lol
Very cool entry. As other said, the game plays very slow. I'd recommend making sure all the actions last less than 1 second, because waiting for a few particles to fly across the screen isn't really fun, even though it IS really pretty. Yeah the game looks VERY good. The sound and the mood are perfect. Good job!
Super chill and fun concept. The theme feels a little under-represented. The juiciness of everything feels great. The music is fitting and well made for someone who's never made music, but its also not necessary.
As good as the pixel art is, and as much as I love pixel art, I think a cleaner, more hi-rez modern look would be a better for this genre.
Good game overall!
Cool game, looks great! Wall jumping is very hard though, and the mouse + window thing was an issue.
Good job yall!
Very cool. I feel like it takes a little too long before "unstable" shows itself. It does feel 'generic' as a platformer, but I love the simplicity and how easy the platforming is, I'm on vacation using a laptop trackpad, and I was able to play fine. The bigger levels are kind of a chore, I think I prefer shorter more specific levels. I like the visuals, all the effects, the game has a good mood. Good job overall.
It's unfinished so it's hard to say much about it. Flying the rocket up felt fun and fast! Good luck with your Godot journey! (I know nothing but Unity and RPG Maker)
EDIT: I guess something that would make this immediately better is a reset button ;)
The visual style of the game looks very good, it caught my eye and made me want to try it. The background elements actually are very distracting. I like the main character's design. The game's physics are kind of hard to get used to. Jump velocity and gravity are both kind of high. The levels are also very difficult, especially with the difficult physics. I did notice the generous checkpoints, which was def a good idea! Good job!
Very cool little arcade game. I'm not crazy about the sharp corners of the cloud blocks, the flat top is fine but the corners kinda throw off the look for me. Audio is good, I like the progression as you get higher. I never figured out what the point of the bullet time effect is for, just to slow down time to make better decisions? (btw I think I ran into a bug where if you use that ability as you die it keeps the music slow)
I also wonder if this would work well as a 1 button mobile game, where you only jump and depend on the cloud movement to keep you centered.
Overall a very cool game!
Good job yall, this was a big idea for a jam! Def agree with what 3mpty said about the game juice. The velocity of the lazers is a little weird, they function more how I'd expect missiles to work.
I think a type of day/night cycle would work perfectly for build-phase/defense, I think it would help the player understand the 2 phases a little better. There are some features in here that are surprising to see, like the HUD indicators for your drill site and approaching enemies, nice touch!
The visuals are okay, all the different pixel sizes make it look a little too inconsistent. It doesn't need to be a more "purist" form of pixel art, but trying to stick to one size I think would look better. Especially because the art is mostly good if I ignore the different sized pixels! The drill looks really good, and the guy's walk animation is smooth!
Overall a good entry yall, good job!
Cute little game. Like others, I couldn't see the little guy when the game started so I was confused. All the kawaii fruits and toasts are kawaii! The artwork is very clean and fits together well, great job. The music was somewhat fast paced and aggressive for such a cute and mellow game though, might have been a better fit with something more soft and classical? Good job yall!
Great chess variant! Imagine GM Hikaru or the Botez sisters playing this on stream :exclamation: :exclamation:
This is a great entry and just needs a bit more polish to be a little bit better. Level select would be very convenient, especially for players who get stuck and wanna come back later without replaying levels...as fun as they are! Some kind of message or tip on how the special abilities work. A limited undo button would be nice, especially for the longer levels; maybe just 1 undo and it lowers your star score to 0?
Even easier than an undo would be quicker access to a reset. Right now it's 2 clicks when it could be 1.
I think the 'unstable' part of the game may be a little under-represented. The pieces changing is predictable (stable), and I didn't encounter any spaces that would break if I stayed on them too long (played to lv 14). It would be quite interesting to see some moving platforms in something like this.
Visually it's nice. I like how the board dissolves away. The raining squares in the bg. The 3D overall is very clean. But it can also look a little bland and boring without anything really shining or glowing. The gray background might also be adding to that bland feel. (I think my game had this grey bg issue too)
Anyway, I liked it a lot! Good job!
Funny little game, good job! Flying into the sky was hilarious!
Very funny entry! Very well done! Graphics look good and derpy, everything moves! Very nice! The audio is top notch, fits very well. Would be nice to see more puzzle/activities, but what you were able to do within the compo time is amazing, good job!
Great job!
Cute game. I like the "control your emotions" idea. The main guy reminds me of Mike Wazowski from Monster's Inc.
The physics of the platforming are a little weird, but functional. I kind of wish the screen wrapped like an old school arcade game (player exits from the right side of the screen and teleports back to the left side, kind of looping around) Transitions between levels are abrupt, and somewhat jarring, but especially anti-climactic. That's an opportunity to make the player feel really good with some kind of "daa daaaaaa" confetti and horns!
I like the smooth look of the characters, especially the emotions (the droplet cyclops' dudes). At first glance the bg looks kind of bland and boring, but with a closer look it turns out to be a neat effect; what's going on back there? Is it pre-rendered? Particles?
Overall this is a good fun entry! Good job!
This is such a cool idea! Great job.
I wish the change/fire rate was a little quicker, especially to start out, because it doesn't feel great pulling the trigger and nothing happening.
I think it also would have been a cool idea if you could just continue even after death and just build up infinitely.
Still a great entry!
Very cool game. Quite a unique idea. I'm not sure there is anything to compare it to. It was a lot of fun trying to connect as many ropes as possible. Getting to see the whole tower from a distance is very satisfying. That moment when the earth shakes and you just hope it stands longer than a couple seconds is also good fun!
The music is pleasant and flow-inducing, the visuals are nice but could look a little shinier. Good game overall!
Funny idea. Good job!
Super fun and whacky golf game. Flying the the air is a lot of fun. I think the theme is under-represented. The visuals are great, great artwork. Good job overall!
Very cool visual style as always. My least favorite part is the audio. I like the mechanics of needing to keep your power and health balanced, the stalactites being harmful is also a nice touch to keep things interesting. Controls and game speed are perfect (Although I wonder if animation canceling should exist, at least a roll out?)
Good job overall!
Amazing game! It's a bit hard though (and or I'm just bad at it). It reminds me of a Boo fight in SNES Super Mario World on the way to Star World.
mario.png
Everything is really high quality, amazing yall can do this and so much in such short time! Congratz!
Cool game! It's a lot of fun to jump off the boxes, trying to make them land in your ship, keep it balanced, and kick away explosives. I wish I could use up and down keys to help steer my guy in the air just a little bit, I think it would feel a little better. The artwork is AMAZING, great job overall!
Cool tower defense. The dialog keeps it entertaining. Very simple mechanics, its cool but nothing stands out. I wasn't really getting the "unstable" part. The ending is funny twist, but also a little anti-climactic, might have been fun to need to fight 1 last zombie army that's actually unstoppable and ends the game.
Good job overall!
Very cool to see an NES game! I saw a few streamers playing it so I knew what to expect. Still a good experience. I think the audio is my least favorite part. Would be nice to see a little more of everything (enemies and transformations), but I understand jam time constraints.
Good job over all, very cool!
Simple but fun little game. The keys taking their time to open doors got me killed a few times, it was a little jarring because I thought the door would immediately trigger if I had a key. I like the lighting effects and overall atmosphere, good job!
Very well done. Nice and juicy and fun to play. I like the use of shapes for visual, but I think the color schemes could be better. There's a lot of systems to learn and it feels a little overwhelming at first, but very good overall, congrats!
Very nice. Love the artwork and overall mood. It gets a little crazy before there's time to learn anything which feels overwhelming. Very fun once the game is understood. I wish there was some sound effects. Good job overall, congrats yall!
Very nice! Artwork is great, audio is awesome. Sorry to say the gameplay is a little disappointing mechanically. The wall jumping feels "sticky" and somewhat unresponsive, and the overall physics could use some tuning, especially when the level designs are looking for precision. Overall it's a very polished and well-presented package, great job!
Very interesting concept with the monster chasing your through a destructible environments. It's pretty creepy to see it chasing you. Good job!
@confusedsoph Thanks so much for your feedback!
I decided against controller inputs because I wanted to explore this "1-stick-shooter" idea which allows for a different type of bullet-hell-shmup while being playable with a JUST-mouse OR touch-screens. More conventional controls would surly be a lot of fun, maybe post jam!
Regarding slow start: It's possible to control the mob's growth by freely rolling the hourglass, but rolling the glass without charge is risky because you need to power up to keep up with the mob size. Tuning could probably be better but I felt like a slow start would be good for warming people up to the controls.
Thanks again!
@rawb Thanks! :smiley: Glad you like it!
@escarpoulpe Thanks! Hitting the theme was important but I also wanted to experiment too, glad you loved the gameplay!
@sagiii Thanks! :slight_smile: @ideaspersecond Thanks for your feedback. I had "health system" written down but just didn't get to implementing it. Glad you still had some fun!
@wooshdude @juna8001 @beardywombat Thanks for your feedback! I very much appreciate it!
I did want to do more in regard to tuning and balance. I had some ideas I didn't get to build-in. I was going to implement a shop system that would be added to the pick-up's cycle. Perks, cooldowns, special abilities, etc. *The hourglass will only damage enemies if it's hit below X seconds*, *Hitting the hourglass below 1 second causes an explosion*, *double fire-rate if hourglass is above 8 seconds*, etc.
Maybe post jam.
@phantom49 Thanks for your feedback! Totally agree about the hourglass thing, I had some ideas regarding the Hourglass' abilities and balance but couldn't get to them in time :wink: Thanks again! Glad you loved it! :smile:
@neowhoru Thank you! Glad the controls weren't too bad, and still had fun :smile:
@kongo Thanks for your feedback! I had to make it interesting for myself :wink: @asue Thanks! I'll probably add a bit more eventually. @tanis Thanks! Glad you liked it! Fun Tip: You can use the dash ability to zip through a crowd of enemies, hopefully hitting the hourglass along the way. It's a risky play!
@eugenik Thanks! @lenan Thanks! Sorry there's only mouse/touch controls for now. I'll probably add something post jam. Thanks again!
@alks Thanks so much for your feedback. The bass thing *might be a bug*, yeah you're actually not supposed to hear anything except the bass LOL... Just kidding I really like bass and didn't get to spend enough time on the mix :wink: Thanks again glad you like it!
Very interesting concepts. I like the single-screen Mario Bros style level and mechanics. Managing the wizard was interesting, as well as the wheel of random events. Artwork is very good, the sound effects are okay, the music is good but is kind of mellow and doesn't really fit the action for the gameplay. Great job overall, congratz yall!
Felt like a mini Cities Skylines. Great job for such a short jam. I feel like I could get pretty far just randomly clicking cards though.
Such a cool concept with beautiful artwork and audio. It's hard track enemy ships with the limited sonar, and trying to line up any shots on them without getting hit feels impossible, but it was definitely fun to try. The animations and feedback from each console felt great, very cute and bouncy. The "game-over" was kind of abrupt and jarring, but jams gonna jam :sweat_smile: Great job yall!
A very fun idea. I was able to launch into a random "god-line" where I flew for about 100 points before finding an asteroid. I didn't really feel the "every 10 seconds" elements kick in, not sure if I'm missing something. I was thinking a 10 second time-limit per planet would have been a good fit. There's also an issue with "leaps of faith", where there's no clear path so you just shoot wherever and hope for the best.
A super interesting game, and great mood/atmosphere. Good job!
Howdy! Interesting idea take on the theme.
Friendly feedback: Jumping doesn't feel great, I don't know if it's bugged, but trying to jump to each checker feels pretty clunky. Falling through the board also feels like a bug, especially because we need to manually press R to reset or we fall forever into the abyss, checking the player's Y coordinate and resetting after they've reached -100 or something would make it much more convenient.
I managed to jump across to a few checkers, but I never got to engage with the idea where the AI moves platforms for me to cross, because the jumps felt so unreliable.
A simple game in a beautiful package! I love the dialog and overall presentation, artwork and style is great, great job!
Sweet 1-bit visuals, good audio, and super interesting/unique bullet-hell style gameplay. Well done everyone!
Not sure if I'm missing something. I'm not seeing anything to attack or "beat-em/shoot-em up". I just have the 4 hats I can pick up, and the seasons are changing. No audio.
It's looking pretty good tho!
EDIT: NM I found out we need to move off screen to the right lol sorry, maybe needs an arrow indicator. (The hitbox is also visible which seems weird).
Follow Up: Shooting enemies feels really good with how they're hit and bounce back and die. I like the variety of enemies and the overall style, but presentation could be tighter (grey borders seems like a visual bug). The weather changing mechanic + hat buff is an interesting idea. Good job yall!
Very cool. Love the clean presentation and overall aesthetic. Couple nitpicks: The trail of particles left behind by the enemies creates a lot of visual clutter, it might not be as bad if the enemies were a brighter color and not gray like the particle trail. Also, I didn't understand the attack phase until backing out and reading the itch page, consider saying "attack phase" in-game during attack phase for players like me who skipped instructions? Anyway, it's a great entry, congrats!
Some rough edges but it's literally THE BEST LD GAME EVER!
I especially liked the ending ;)
@alks It's very good for a first game! Keep up the good work!
Very good! Nice and juicy, very fun to play. As other mentioned those white bullets are super hard to see, I had no idea what was killing me at first.
Very cool game. An interesting idea. The idea that the environment shifts every 10 seconds, and you can time travel between these dimensions in flux is pretty cool, but mechanically it felt like I was just toggling platforms on and off with a few seconds delay. The level designs feels particular rushed, sorry to say. I really like the visuals and the effects, and overall it feels like a very good prototype exploring that time shifting idea. Great job!
Really funny and unique concept. Very detailed universe. It was fun reading all the death notes. I found it kind of hard to orient myself and navigate in the grave yard, I wish the graves where named, it would have let y'all put funny stuff on the tombstones too. Even if it was just a UI pop-up "Grave Stone Reads: Here lies blah blah blah".
I have to admit I didn't play very long. I died a bunch of times, only found 1 edible organ. Failing felt kind of anti-climactic, maybe some small build-up while opening the grave could help. I also like to play with an Inverted Y-axis, and didn't see an option for it, among all the other stuff lol But I really like the package overall, visuals, presentation, audio, etc, great job!
Chill little game, good job!
I actually like the derpy ms-paint style! I'm not crazy about losing control and needing to wait while Tom talks to me before I water him. I also feel like the act of watering, progress day, water, progress, isn't very fun and just feels like repetitive busy work. VO's were a nice touch of character. Good job!
Very cute game. Artwork feels a little too similar to SMB2, but it does look really good. Lots of fun platformer mechanics, and they're all well used. The physics are a little bit off to me, but it was still a lot of fun to play. Great job.
I like the He-man looking models, the animations are quite bad tho lol. The tank controls are very clunky feeling. I tried to use a controller and had less control. Good job on a silly entry, high marks for humor! :slight_smile:
@neowhoru Thanks for such quick feedback! You posted before I was able to add any notes or screenshots lol, but yeah take a look at my notes for some details regarding what to do.
I'm glad you like the style and music. I really rushed the audio in the last few hours so I'm glad it's decent.
Thanks again!
@scriptmage @superpokeunicorn Thanks for your feedback!
@torcado Thanks for your feedback, I wan't to add a bit more for post jam just to play with it, we'll see if I have time :)
@yorsh Thanks, glad it was fun and relaxing! I didn't have much time to balance things like resource economy or anything like that, we're actually lucky it works at all lol.
Thanks again!
@beeb-gamecodecompany @mickxe @eeperdeheap @williwiderstand
THANKS YALL! Happy to report I've been working hard on a post jam version with objectives, skill trees, and a storyline. :smile_cat:
Nice game. I really like the grid based movement. The game is quick to learn, and feels good and snappy to play. Visually it looks good, though I wish there were a bit more keyframes from the main character, maybe a run animation, a different pose when invulnerable, or even just a squishing/floating/wobbling. Overall good job!
Great little game. I love the cute little characters. The guns feel nice and powerful. The sounds feel a little generic. Good job overall.
Really fun game. Artwork is really nice, tho the animation could be better. Music was really nice! Good content for such a short jam, good job!
I really like just mindlessly running and reaping souls lol I'm not crazy about the scoring system (cuz I just wanna reap dudes), but I guess it's better than no goals at all *** (looks at my game)*** lol Very nice visuals, models are nice and soft and squishy, and clean. I liked the Captain Toad "style" levels. Congrats!
I really like the visual style!
Tried on itch, not sure if something is wrong, I was unable to shoot.
I really like this game. Its fun to mess around with, but it feels like failing upward. Sure I "solved" some puzzles, but I couldn't tell you how lol. Not sure how you'd go about making it simpler, you gotta find a way to teach players what is happening and really burn it in. (maybe animating what happens during growth would help)
1 little nit-pick/suggestion; I think I'd prefer to just click an open square to plant my selected plant, rather than drag and drop for every tile.
Great job overall!
I'll just press the button forever next time lol good work
Nice little game. Looks pretty good, but all the different sized pixels makes it looks a little messy. The movement doesn't feel great, but the audio is really nice! Good job everyone!
Nice little prototype. I like the clean visuals, and love the simple controls. Good job.
Very cool visual style. Love the simplicity of the controls. As much as I loved to coast through the game, it did begin to wear out its welcome. Wind currents, acid rain, Battery Life (BOTW style stamina mini-game?), Delivery weight, Hostile Drones, some kind of gameplay mix-up would have been nice.
Part of me wishes it wasn't so doom and gloom because it really is a delivery done wonderscape lol. The city looks amazing. Although some of the building titles seemed too "on the nose", like Casino could have been something like "High Roller's Lounge", and Bar could have been "Riley's Pub" or something, just a small nitpick. :)
Anyway, great job! Congrats!
Love the slug concept. It was a little frustrating to get them where I wanted them, but if I could just drag them around with a mouse it wouldn't be as interesting. Great job with the ending, a nice touch of story telling! I was less interested in the ball/golf mechanics until it started to interact with the slugs. I wonder what other ways you could get these 2 to interact. (sleepy slug needs to be hit with ball before it moves? slugs that chase ball around?) Overall great job! Congrats!
Not my style game, I just press buttons till the birds fly away and come back lol but it sure is pretty! Music is great, overall aesthetic is great. Others mentioned a mouse only mode, I feel that. Being able to control the character seems kind of pointless. Great job yall!
Fun entry. The visual "hodgepodge" actually works better than it should lol. Gameplay is simple but fun (a few slowdowns with a lot of stuff happening, no big deal). Dialog is entertaining. Great job yall!
I enjoyed the physics, I liked the nature of the no-control-jumps but landing with tire speed for direction change. I stopped at level 3, the back and forth was getting a bit old sorry to say, especially because deaths reset all your progress. Similar games used hits to your time limit instead of violent deaths lol. Also not crazy about the audio. Visuals were nice, the time of day shifts were a nice touch. I really like the houses, but also feel like the scooter dude didn't really match their style. Overall a really fun game, great job!
I really enjoyed the game's art style and concept. The audio added a fun touch to the overall experience, although I did find the kazoo-style music to be a bit repetitive after a while. Great job yall!
Interesting little game. I like the pixel art, well done. The gameplay isn't my style, but I did enjoy concept.
Curious what you had in mind for WASD movement?
For hitman type missions?
Cool game. I probably broke a million drones.
Great visuals. I think there's a bug in full screen messing with menu position. I caught a couple small waves, but never sustained long. I managed to get one good run where my deliveries made it into the thousands, but never delivered a blue box? While replaying I wish there was an even faster speed to get going. Great job overall.
Building weird meat carts is fun. Visuals are kind of funky, but it also fits the funky gameplay. Well done!
Cool visual effect. Visually pleasing overall, the pixel-art poster kind of clashed with everything else. As others mentioned, variety would be nice, but I think feedback would be nice. Not sure If I was doing anything right... quit around 1pm after spamming yes or no randomly. Good job fighting passed the bugs (I read your post)! Congrats!
YES! I love the MG Tribute. I was hoping to enter into a conveyor belt area but the game ended :frowning2: AI is pretty simple but does its job. The artwork is very nice, I only wonder if it should be darker tone and have environmental shadows? I really liked the concept of stamping the box to progress. Well done everyone!
Fun game. I like the animations on the main character. Particle effects were nice, and just moving around felt good. Not crazy about the slide jump mechanic. I also muted the music. The sounds fit well. Still fun to play, Great job!
Win10 Nvidia 1080t(?)
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Very fun! Great job!
Fun little game, lots of potential. I love the cute drone!
Not my style of game so I can't really speak to the gameplay. I love the pixel characters and the detail in the generator the cute pixel people. I think it would be fun if they were more animated, maybe just bouncing around like south park people. Good job!
Simple but fun. Visually very nice, 1 nitpick would be the contrast between foreground and background elements, I think a darker BG would help me see the boxes a little better. I also think a longer runway/conveyor would be nice. Great entry overall, congrats!
Thanks everyone for such nice comments and feedback! Happy to hear everyone is enjoying my game! :heart:
@pete-valeo Thanks! I totally neglected to show the controls in game, big mistake. A & D or arrows should move the claw.
@ha-kuro Thanks for finishing! Glad you had a blast! Tools are Unity (+2D Pixel Camera), Photoshop, Acid (old DAW), only special shader is for hue-shifting sprites.
@asilvers Thanks for your feedback. I was supposed to get around to adding some basic tips like “Press R to Reset”, stuff like that, but just neglected it until I ran out of time. I also considered tracking a –still- player and throwing up a tip window.
@nuin Thank you! The claw was supposed to have some more rooms and movements, like navigation stuff (up down left right). About 80% through the jam, I figured I could have made a true 1-button game. Rather than spend even more time on the claw (by automating the movement), I just left it and kept going. I wasted a lot of time on claw mechanics, and didn’t even use some of the features I built into it (like more tracks and directions). I thought I would have some rooms where you navigate with the claw on a track, dodging bullets or whatever. Just didn’t get to it. Thanks again!
@humanisred Thanks! Pinbox? Lol
@neowhoru Thank you! Yes the box is a 3D object in 2D physics. I played around with a 2D hitbox and 3D sprite for a while; it was odd because the paddles wouldn’t hit the 3D corners. In the end it’s just hacky unity physics & luck.
@silkworm-sweatshop Thank you! That’s actually the story in my head lol. It's funny no one asked what's in the box lol
@ixil-miniussi Thank you! I’m happy to hear you didn’t find any bugs lol, lucky you! :sweat_smile:
@cameron-paxton Thanks! Had to look up Kid A (cool song, I see what you mean with the drums), I was going for a type of Nintendo cha-cha lol :musical_note:
@yorsh Thank you! Don’t play on that end screen too long :smile: , that’s where most of my known bugs are lol
Thanks everyone for your comments! Some great feedback! Sorry(not sorry lol) about some of the troll design. :sweat_smile:
@bloodbane, thank you so much for sharing! It's cool to see how they used tilt in their game for player agency. I considered tilting levels too.
@ategon , So cool! Thanks for the nomination. I uploaded an update to the web build that adds the requested features and a few fixes. (1-key to hard reset, 2-key to toggle timer hud)
Cool crafting/alchemy game, cool minimalistic visuals (but i cant help but wonder what more detail in the character would lookl ike), music is very nice. 2nd the "more ‘plants’ on those lines" for visual movement. Good job!
Very nice. Visuals are awesome. The physics are low key great. The scooter feels really fun to drive around. A few QOL elements would really help me, a mini-map would do wonders. I can deliver well enough with the hot/cold indicator, but returning to the restaurant, I get lost (maybe just post a map of the town in the game description?). It also took me a few restarts to understand what to do, might just be a me problem lol.
Anyway, great job! Congrats!
Well done! My game uses a similar "you are a box" concept, so it was fun to see someone else had a similar idea. Good set of mechanics interacting with each other. Visuals look great, music doesn't wear itself out. I especially liked the multi-box sections. Congrats!
The most cozy shmup ever made? Well done! Art, music, gameplay, top marks! :cloud_rain:
"those dang skateboarding kids" *shakes fist* lol
Very cool! I especially liked how the deliveries changed their identity for a pseudo random element. Remembering which number, letter, color I had to deliver made my brain work lol harder (especially because it changed if I failed). I wonder if you considered an educational lean to something like this? 1 + 1 = 2?
Great job overall.
Fun platformer. Lots of character visually. The physics take some getting used to, especially when the platforms move on you. Feels like I can outrun the camera and it's kind of working against me. Level design is somewhat brutal, at least 1 level was a bunch of easy jumps and a hard jump right at the end (through the spikes), so I kept dying at the end and had to trudge back through the easier stuff. I really like the dash ability, it's a nice touch and brings some unique challenges. Again, the character work is great, the way your guy flops over dropping his pizzas, his monitor shifting to up and down arrows as his animation, the customers. Great job overall!
Love it. Nailed the theme. Hits on the retro style and feels great to play, but I wish there was a power up to play with too, especially for the extra pesky pests. Sometimes it felt like there was nothing to do except tank the hits. Great game overall, congrats!
Very cool game! Reminded me of this entry - https://ldjam.com/events/ludum-dare/53/boxbrawl-delivery
I like your differences. Your building has some extra character, like the windy floor, very cool idea. The elevator (kinda funky) is a nice touch!
The art is very warm and inviting, but there is also a bit of pixel "jank", which is a bummer. (try 2D Pixel Perfect Cam Package)
Overall a fun entry, great job!
Simple but fun! Artwork is lovely, and the ending dialog left me feeling good :smile_cat: Music and sounds fit perfect, well done!
*the pixel shimmering is a bit of a bummer, but no big deal.
Cool take on the theme! Fun to play, looks good, Good job!
Once I got the hang of the movement it was quite fun to navigate and dodge obstacles, the turn animation made for some interesting pathing strategies. Visually it's simple, but the stylistic use of black was an nice touch. Good job!
My favorite element of BOTW, weapon durability! lol
Very cool style as always. Fun to play.
The camera settings seemed "off" considering the environment is so small, as in, we're zoomed into a small room, and the camera has to snap around violently to keep up. Maybe you were going to make a larger room?
The certification is a nice touch. Overall great job, Well done!
Very well done. Art, music, gameplay, all great. My only nitpick is, the abruptness of the transitions between scenes. I really liked the simplicity of the mechanics, and the depth introduced by the environment, such as spinning the jar over obstacles. Great job yall!
Kind of weird to be able to drive off road. I kind just drove wherever I want, regardless of penalty. I like how the vehicles looks, nice vehicle AI, they seemed to drive in ways that made sense. Good job!
Very fun. The moving game for people who don't want to actually move lol. Some more special boxes could be really cool. Best I could do was bankrupt at 9. Great job overall!
Cool little game once I got passed the buggy countdown. lol I couldn't stop pressing buttons. Visually the potential is there, the depth, the detail, the animation/keyframes, looks good, but the different pixel sizes clash to me.
Would be nice to reset with a keypress instead of grabbing mouse.
Good job yall!
Had a lot of fun building failures for vehicles lol. Visuals are great, animations are smooth, feels good to run around and jump. Music is cool. Great job yall.
Getting a "Not found" from the link.
Lovely aesthetic, very detailed sound design (ship creeks, wind howls, great soundtrack). Very much a cozy game with a lot of potential. Looking up to see all the islands creates a sense of awe and wonder that's rare to find in a Jam game (Reminds me of Grow Home).
Gameplay, I wish there was a bit more, faster. I flew to a few different islands, just because that's where the wind took me. I suppose the upgrades can help speed things up and break away from the wind, but I lost interest after a few islands and feeling like I had no agency in where to go in good time.
I could fall in love with the right pacing and upgrades. Great job!
Cute meat boy type of game. I appreciate the quick reloads and snappy levels.
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I gave up on this stage, the wall jumps are a little too tight and the hitboxes are quite punishing.
Visuals are cute, and I like the squishy character. Good job overall!
Love it. Great idea and great mechanics. I like how it's not just spikes, but also the level changing too when the platforms get pushed in.
I eventually gave up because I felt the checkpoints were a bit brutal for having me re-do difficult stages. Another nit-pick I have is that many rooms felt kind of random, or without an identity.
Audio and visuals were great! Great job overall!
PS. I love the time-lapse, thanks for sharing!
Nice game, Funny cutscenes and VO. Took a moment to figure out what to do, then it turned into a mini-metroidvania. I like the MS-Paint art, but was a little put off by the way the trees overlapped. I found the milk without needing to go into the desert, never found a shade thing, and I was a bit annoyed that as I found the float and used it for the first time to the north, that I was just immediately met with another gate. I liked the idea of planning your day, and taking the tools you needed for the day. I think it would have been nice to keep score of the days passing, just to see how many I used, or to try and improve efficiency. Good job overall!
Funny game, feels like a mini-game from Mario Party or Wario Ware. Visually very good! Sounds and music fit very well. Good job everyone!
Couldn't get web version to load. Download works fine.
I love the visual style. Mood is great. I ran out of fire on my first run. 2nd run I found my family in 30 seconds :sweat_smile: I thought maybe the levels were random, but no, just a small game. :smile:
Anyway, audio and visuals are great, and it's fun for what's there. Good job!
Fun take on the theme. Good job!
Very nice artwork. The level design is straightforward / celeste-like, which I love. The difficulty ramps up quite quickly, so thanks for the frequent checkpoints.
The overlapping de-buff zones are an interesting idea, but overload my brain. I just brute-forced each area until I figured out what was intended for me, I couldn't tell you which colors debuffed what ability, it wasn't very "read-able" for me, even with the HUD.
I had some trouble with the wall jumping, which seemed to just fail sometimes.
Good job overall! Fun game!
Cool little game. I like the idea of traveling to different planets to collect resources. The interface takes some getting used to, like clicking the bot, then the canon. Maybe just a right-click style menu would work for those multiple choice type of situations. Good job overall!
I can't get past the title screen :cry:
Very nice. Lots of variety with weapons and enemy types. I like the different objectives. My high score is room 63. The rooms get harder (and somewhat brutal) after 50, but I wasn't as interested in playing 0-50 again because it was getting a bit repetitive, literarily repeating rooms. Is there an ending? I wonder if the goal should be 50 rooms, with the 2nd set coming at 25, which would reduce the chances of seeing the same rooms more than once in 1 run. I found the theme representation to be a little weak, but everything else is great. Love the visual style, audio is great, feels good to jump and shoot all the different guns. Great job overall!
Simple but fun delivery game. Art is nice, I especially like the character portraits. The sounds effects are appropriate, but the volume/mix is a little out of whack, some sounds are a bit too loud. Good job overall!
Good job! Very simple game, which is a good idea since you're still learning the engine. Most of the levels are quite simple. Level 11 was the most interesting. Like JK5000 said, some kind of twist would have been great... (exploding boxes after X seconds on the circle? Color Coded circles? boxes that stick together?). Other than that, great job!
I thought someone would use this take on the theme *(this is the 2nd game I found with limited space key-presses)*.
Mechanically it's well executed and very playable, but the level designs are kind of "bare-bones", and don't really offer a challenge or help the concept shine. I only failed once (on that "trick" level where you're not supposed to jump at all and just run down the stairs).
I think it would be better/more-interesting if we needed to be precise, and only had enough jumps to solve the level, and find ways to navigate without jumping, maybe with elevators, climbable walls, or a pickup that adds jumps. *(I see you just ran out of time)*
Anyway, good job on a fun little game!
Fun and interesting take on the theme. Kind of weird to hide the artwork because it's really cute. I needed your tips to finish because some of the puzzles are somewhat abstract. Still, very fun play through, great job!
Cool game. Jumping off ladders was kind of tough for some rooms. I also didn't notice that it's endless for like 5 minutes, I wondered why I kept seeing the same rooms lol
Good job!
Love the idea! There's a bit of a lack of direction/goal. I know I can farm all the loot, but why? Maybe the crowbars(or other types of keys) should cost money, so players need to farm loot to earn money to open more doors, leading up to the big piece of loot like the diamond. Eventually I stopped picking up every little thing and just explored the house. Anyway, its a really cool idea, looks great, and is just good fun. Good job!
Fun take on the theme. I actually love the simple "derpy" artstyle. Maybe I missed them, but some type of upgrade or power up would have been nice...
That, and maybe....
more screenshake-250.png
lol
Super cute, and fun game. Love the artwork. The game is fun, I just wish it was a bit more forgiving and cozy, it's easy to get overwhelmed and lose. Great job overall!
Very clever use of theme! Lots of potential with the idea, like resizable windows, extra windows, pop-ups, etc. Good job!
Fun game. I felt a little bad about killing whales. I felt helpless watching Moby eat half my island, that was awkward. Moby could use some visual feedback for taking damage, I wasn't sure I was hurting him till I saw the HUD in the corner. I also ran into a bug where the game got stuck on "Whales Left: 1" on the last level, which was unlucky. I like the way the water animates, and all the different upgrades to play with. The little songs that plays between levels are fun, and the overall plot/narrative presentation. Good job overall.
Cute game. I really like the auto-aim feature. A little too easy though, the enemies never presented a real challenge. My build was immediately over-powered, I 1-shot everything and rarely needed to dodge. I would have liked to see armies of those garbage-can guys start to make patterns that forced me into a safe positions, but they seem to randomly attack nothing. Music gets a bit repetitive. Great artwork, cute characters, good job!
I thought someone would use this idea limiting use of the space bar (I wonder if anyone has done it with a typing game?)
Art is lovely! Some of the platforming physics are a bit rough, but I managed to finish all the levels except level 2, not sure what the trick is there.
Good job yall!
@martin-bousquet Nice! I'm a little afraid it would be too hard. Thanks for playing! :smile_cat:
@taeghen Thanks for playing, glad you had some fun! @tanis Thanks for your feedback! I think the forgiving checkpoints were key to keeping it "easy", but I could tell it may be on the tough side for some folks.
@imontheweb Thanks for your feedback, glad you had fun!
@haotian-chen Thanks! I actually wish the lightning didn't go as far up into the platforms but it was a late addition and I didn't get to polish it. Turned out alright though!
@matheuscunegato Thanks for playing! I'm thinking you may have been pressing buttons on the score screen because it's not supposed to reset unless you press something :shrug: whoops lol
@nathmate Thanks for your feedback. The cycles are something I would have addressed with more time.
@ilunailuna Thanks for your feedback. Glad you liked the sound and visual effects!
@jozgames Thanks! Glad you enjoyed it!
@akitl Thanks! Appreciate your feedback!
@iliusha Thanks! I've sure you'll find some better games along the way! It's still early :smile:
@jrf Thanks! Sorry about that fullscreen thing, that's definitely unintended, thanks for the heads up.
@bluedandelion Thank you! The palette is based on the NES.
@soffu Thanks for your feedback! I would have done more with more time. I was just focused on a solid play-able game. There's strong inspiration from the Arcade Donkey Kong, where even Jumpman got a hammer power up; I really wanted to do something like that.
@koboldskeep Thanks! Yeah, the people are made of parts. The climbing sprites are a separate object. Player.png
@logan-core Thanks! Glad you had fun!
@brodnork Thanks! I think the laser dudes are the most interesting.
@nikaz Thanks! :eyes: That's a lot of deaths lol good job sticking with it!
@pious Thanks! Was definitely aiming for retro style arcade platformer.
@animatrix1490 Thanks for your feedback! The animation is smooth because it's using a bunch of interpolated frames just rendered into crunchy pixels using a low rez render texture (Unity's 2D Pixel Perfect Camera)
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@abdul-zakkar Thanks! Glad you had fun!
@animaster Thanks for such high praise! I'm sure you'll find some better games lol, I know they're out there! :sweat_smile:
@yorsh Thanks for detailed feedback! I got a bunch of feedback that the theme representation is weak, understandable. I wonder if I had made the auto-scroll less forgiving (faster and deadlier) if folks would have accepted my take on "limited space". It is pretty hard (for me) to die to the auto-scroll. Thanks again!
@beeb-gamecodecompany Thanks for your feedback! I think most of my inspiration came from Donkey Kong, the similarities to Mac & Joe and Adventure Island are probably more subconscious or just coincidence. I did kind of have Adventure Island in mind while the grass skirts were being drawn, but it's not like they invented grass skirts lol. The Damsel in Distress plot is a classic trope. I knew I wanted to have a UFO, and figured it would be nice to have it abduct someone or something. Glad you had some fun!
@dob Thanks for your feedback! See, the auto-scrolling has been a point of debate, where some were never threatened by it, and others were made extra anxious. That's just how it is sometimes, can't please everyone :shrug: lol Glad you still found it enjoyable, with the generous save points, I try to keep things accessible, reduce punishment, and still keep things challenging. (Not sure why the full-screen is being finicky) Thanks again!
Super interesting idea. I love the visual style. It plays kind of like a rhythm game, or dance-dance revolution, just without the choreography, have yall though of converting it to a more designed dance-dance type of game, instead of the random generation? I found that prioritizing safety is the best strategy, some of the hitboxes are a bit unforgiving and get me killed, so I only go for safe gems.
Good job overall!
Very interesting idea, I really like it. I think i'd prefer if I didn't have to search for blocks with the mouse wheel, and they were just all visible at once. I think more audio-visual feedback would be great, like making the reset button say "click me I'm ready", or making new blocks pop up and look shiny. Great job overall!
Great job on the simple tutorialization. The game is a fun idler/clicker. Might be cool to have a "buy on cooldown" checkbox on the explore options. Once I had enough queens I always had ants to buy stuff, and I was just waiting on cooldowns. Played for way longer than I should have for such a simple game lol, good job!
I was hoping Obama was going to make me overpowered and let me break the game, but he did.... nothing? lol
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Cool twist on Pipe-Dream. Once the destroy mechanic is understood it gets a lot easier, but also more fun because you feel less helpless. There's a lot of potential ways to empower the player, but also to make it more difficult. A piece you cant rotate, a piece you cant move, both. Knowing what type of pieces would come next could help the player, or offering a piece they can place down anywhere, being able to destroy any piece, or move an inlet/outlet.
Visuals looks great, could use a bit more juice. Audio would be a nice option (maybe not music, but just some cool sound effects)
Great job overall!
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Cool twists on classic concepts to fit the theme. I agree with clema, the first level is quite tough as an introduction.
Cute game. Side scrolling gravity flipping Sokoban style game, very unique. At first I thought I needed to get the block to the tombstone, but returning the ghost to its grave made much more sense lol. Puzzles are somewhat simple, but escalate accordingly. Good job overall!
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ps. Add some screenshots
Feels good to move around and shoot things. Summoning allies who do most of the work is great, but the speed of the game makes it hard to keep up with everything if it gets crazy. I think it could benefit from a more zoomed out camera because of how fast everything moves... Maybe i'm just old lol.
I had a funny interaction where a knight was basically playing monkey in the middle vs 2 enemies. Eventually I just stuck with spawning archers who just destroyed everything very easily, so I guess it may be a good idea to have enemies who are immune/resistant to certain allies, which would force players to make a more balanced army and approach fights strategically, basically like Pikmin does with elemental types. Maybe being able to "refund" the allies and reform your army based on the specific enemy we're fighting.
I kind of wish there were different maps to explore and a more "directed" experience, like moving through areas in a beat-em-up. I'm not sure what the win condition is, just wander around and clear the map of enemies?
Visually the game looks pretty good, but it would benefit from a more consistent visual style. Like how the hero's portrait is a different style from the ally portraits.
Overall it's a great jam entry, super playable, fun to spam allies and wander around the map. Good job yall!
Very cool. Visuals and presentation are amazing. I love the little silhouette guy and his lantern. I appreciate the simple objectives, but the task of digging and looking for matching spirits felt mostly like brute force trial and error, rather than solving a puzzle. Great job overall.
I loved the narrative approach. I'm sorry to say gameplay grew frustrating for me. It was fun to pull the orb around and try to hit enemies. Maybe I'm just bad at it, because I never managed to build up the memories. I always either hit myself, or hit by a hand who snuck up on me. Audio and visuals a great, and the game otherwise feels good to move and round and attack and dash. Great job everyone.
Love it. The different sizes having different abilities was cool, but the RNG was unfair at times, like needing a little guy or big guy and never getting them in time. The audio on the summon was an "interesting" choice... Sorry to say I muted it after some time lol. Level design was fitting, and offered a good amount of "ah ha" moments and puzzles to solve using surprisingly few elements. Overall a great entry, and especially clever use of the theme. Great job!
Beautiful artwork, especially background art. Gameplay gets a bit stale because there's only 1 attack. It feels good to move around and attack, animations are clean. Good job adding a variety of enemies. Just wish there was more to do than attack and dodge. Great job overall!
Very good! Feels great to play, and rewarding to use the physics of the spear's throw and return. Sometimes it can really mess you up, so I kind of wish there was a way to catch without getting pushed into a spike pit lol. Audio and visual are top notch and create a great and fitting mood. I appreciate we're not summoning demons like most of the games in this jam, however a part of me feels the theme representation is on the weaker side. I think I made it to the end, where the room is filled with the blue collectibles... I kind of wish that was more clear somehow, just to put a nice bow on it. (*I'm guessing ya ran out of time, understandable*)
Great job overall, everyone!
Cool game. The visuals are great, although there is some bit of style clashing, such as different pixel sizes. First sets of tutorial style levels work well to help with onboarding, but I cant help but wonder if it would be better to only introduce a couple wizards at a time, instead of having access to all of them immediately. The last level was pretty tough, and it felt like it kind of sprang up out of no where, requiring a variety of new tactics like evaporating water, shooting over lowered dirt mounds, and sneaking into the door. There's also a bit of "noise" in that last room, elements the player never needs to interact with to solve the room.
Overall a great entry with a lot of potential! Good job everyone!
PS. I love how yall are commenting as a team of druids lol
Well done, love the style!
One of my favorite takes on the theme so far. The controls can feel a little clunky, but other than that it's a joy to play. Audio and visuals are great. Great job!
Visuals, overall presentation, Opening books and saving their contents, it all feels really good.. The weird movements and poses the summoner does offer a lot of audio and visual feedback, learning how to make the glyphs/incantations was pretty fun, although maybe it's more complicated/complex than it needs to be? I caved-in and used your tips to solve all the puzzles, and even being handed the answers, it was hard for me to execute.
Still, I love the approach and overall presentation. Great job!
Love the cute character artwork. The biggest thing I would recommend is offering some directions to players, especially because the map is so big. I found the first 2 missions. The 3rd mission, I'm not sure if one exists because the dialog copies the 2nd mission, and I wandered around and never found it. Maybe add some notes and a simple type of "where to go" in the game description?
Overall a lovely entry with a nice message and cute pixel art.
Pure Solid Fun. Like another mentioned, the power up Hud was unclear and needs an arrow or an outline. It also seemed like some power ups didn't register. I wish the guns stacked instead of replacing each other. I had some OP skulls, but lost them because I picked some bug things. Great job overall!
Amazing visuals, cool concept, super frenetic and fun. The only critical feedback I have is, it speeds up pretty quick, like before I know what's going on, maybe that's fine because a replay isn't hard.
Maybe this is my fault, it took a few tries to understand how many elements I need to collect before I can use them to attack, and it was always a bummer when I tried something and didn't have the resource. I noticed the dots around the glyphs, and the dots on the cursor, I think the dots around the glyphs indicate how much of that resource you need, but it also seems there is a limit to the elements I can collect around the the cursor? So If my tank is full I cant load up on more elements? I guess I just wish the HUD was a bit more readable in that regard. I think I was trying to collect resources while the tank was full, then trying to use the spells but didn't actually collect what I wanted.
Anyway, great job yall, super fun!
@13x666 Ah Okay! I'd say having some type of element indicators around the glyphs would be easier to read since I tend to look over there to remember what to draw.
Something like:
score.png
Great job. I especially like the input system required to summon things. The art is cute and charming, 1-bit is cool, but also causes some readability issues. I wish enemy bullets were more visible (*maybe a different color?*), and it was hard to tell when I was taking damage, when I died, I didn't see how, and it was quite abrupt (*maybe some freeze-time and screenshake feedback?*). The allies did their job for the most part, but when I'm just trying to explore and blitz the map, they kind of fall behind (*I wish there was a "call" input I could use to pull them to my location?*).
Overall great job everyone!
@nox282 Thanks! That edge bump thing *was* and unintended physics interaction. I decided to make it useful lol.
@13x666 Thanks for your detailed feedback! Definitely valid criticism, I understand how the story/lore, and some themes could be uncomfortable for some folks. I just wanted to tell some kind of story, and it did emerge from the gameplay and theme. Things just kind of came out and fell into place. The dialog and ending was the last thing I made in the last couple hours of the jam, just trying to complete the game. In one hand, I appreciate how it made you feel *something*. In the other hand, I would rather not stir up negative feelings. Thinking more about it now, I kind of wish I had steered away from this type of theming, especially considering the cute/cartoon/for-kids aesthetics. I'm happy you otherwise enjoyed my game.
@badpiggy Thanks for your detailed feedback!
**"I’m still not sure why some blocks refused to move when clicked."** The block heads will only **TRY** to move **TOWARDS** the pink block when you whistle them over. So they may overshoot pink's position, which would allow you to pull them back and forth, but if they're already next to it, or the same X or Y based on block type, or trying to move towards it but cant, it wont move, and it will never move away from pink. I could have done more to convey this rule. Thanks again for sharing, and glad you enjoyed it!
Fun and challenging juice fest! The theme representation is a bit weak. I was having a hard time restarting the game, I'd always need to click start game, I wish it was space bar or something, especially with how quick the sessions are (kinda takes me out of the zone to take my hand off the keyboard to use the mouse). I also wish the knocked zombies were a bit more clear about their knocked status, they have good indicators, but the speed of the game is sometimes so fast that I forget to soul suck. It feels a bit random whether I can get the zombies into a good rhythm and survive, but it's fun to try! Spinny attack is very rewarding! Good job overall!
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PS. Just noticed this screen says press R to restart lol :skull_crossbones:
Very nice! Visual and audio feedback is great and rewarding. But, I'm struggled to make any progress and many of the recipes I thought would work, just don't. I had a lot of fun trying, but got frustrated and give up for now, seeing how others managed to complete the game I'm wondering if I just missed something obvious that would allow me to break through. I cant figure out how to make the white spirit, even with your tip in the comments...I feel like I've stabbed everything lol :shrug:
It was a lot of fun to try with all the juice, and is the best alchemy game I've played so far this jam! This is where I'm at: stuck.png
@silkworm-sweatshop I guess I didn't stab everything lol That was the trick X_X. Once I had that little guy I was able to do everything else and get the ending. Very fun!
Love the movement system, especially being able to undo any move and prevent brutal frustration of doing something out of order. I kind of wish the combat was streamlined somehow instead of clicking on enemies to attack over and over. Also, it would be nice to pick up items in a line instead of needing to move to each square individually. I feel like the summoning ability is underutilized, only being necessary for a couple sections. Visually the game is great, and feels nice to play. Overall great entry, congrats!
Adding narrative to alchemy was fun, although I thought it was silly the king would send you away just for you to come back a moment later. Appreciate the blueprint hints, especially because I didn't notice the scrollbar at first lol! Great job overall!
I love the idea! I wish I was better at it (*please give me more fire, I need it lol*)... Best I could get is lv7 (from lv1).
Neat idea with a lot of potential, there are many opportunities to improve player experience.
**1. Planning your attack** - It would be nice to see what I'm up against while choosing my army, currently we're kind of flying blind and hoping for the best, or having learned from multiple playthroughs. There's only a few levels, and it just adds more of the same towers. But if you were to expand the game, adding tower variety and increasing strategy (like needing robots to tank a certain tower while a monkey sneaks by), then we would need to see the battlefield as we're selecting our troops. I'm guessing you ran out of time in regards to adding more towers, levels, and balance, because you made a lot of troop types, but I can really just spam 1 type and win easily.
**2. Visual Feedback** - It's hard to know what is actually happening. The tower's shots are not visible, and we can't see the damage being done to our troops. A health bar, or some other form of visual feedback (color change?) from damage taken would be great.
**3. Clear Rules** - It took a few games to notice the heart icon on the top right was the win-indicator. Maybe instead, have some type of character sit at the end of trail and have our troops do damage to that character. Placing the heart over that character's head, and animating it's damage would help convey the goals. OR just move that heart right over the trail, or change it's icon to a checkered flag or something. On first glace I thought that was MY health indicator.
I really appreciate how each of the troops have animated walking frames. What's here is a good idea, it just needs a bit more time in the oven. Good job making your entry! Congrats!
Very cool idea. Friendly and unorganized thoughts: I can imagine a bunch of QOL ideas to the interface and "programming" bots, like being able to insert instructions instead of deleting everything and redoing it. I also think it would be nice if the UI/instructions lit up as they were being executed. But maybe dealing with the limited interface is part of the fun/design? Like calculating chess moves? I wonder what a more comprehensive timeline style interface would do for it.
I like the low poly visuals but also feel the brown environment is kind of bland looking.
Great job overall. Well done yall!
As others mentioned, cool and unique art direction. Once I discovered some items give you abilities like jumping higher it made some sense and I could see what you were going for. Fist, I would highly recommend a checkpoint system - I gave up because I got tired of redoing things I already did. I think it would have helped to gate the player in a few safe rooms before letting them out into the world - give them the jump items or some other type of item based ability keys - once they've had a chance to understand that certain items give them key abilities, then open it up more open exploration.
Great job overall! Congrats!
☝️Everything Adam said.
Great mood and audio.
Friendly Feedback: Please make checkpoints lol I got to the leg and died :cry: I think the dash meter should be on robots back below his health.
I can imagine a "distraction" mechanic might be nice, an ability to throw something to bait/lure enemies away from you - or lure them into traps. Just a thought.
The feeling of helplessness is well conveyed. The presentation does well enough that I can overwrite the game jam pixel art with my imagination and fill it in with high resolution 3d renders.
Great job!
Very cool - love the visual style and variety of abilities - a few minor nit-picks: Sometimes in chaotic situations the player character gets buried behind bullets and particles, i think either layer the player on top or create a type of "see through" effect. There's minimal feedback when selecting a card, a sound & more visual feedback would be nice. I wish the boss had a health bar - "Victory yay :)" feels a little silly the ending... No big deal... but the boss just kinda shook till the game crashed, not sure if that's intended or something else was supposed to happen.
Overall, very well done! Great job!
Great job yall! Visuals are nice. Friendly Feedback, forgive me if it sounds harsh but I'm just going to dump my thoughts out lol : If your programmer has the time/energy I'd recommend patching up the web version's camera controls because it's kind of game breaking - I think the "warm meter" could be smaller closer to your player model, like Link's stamina meter in BOTW. I don't find the "fetchy" nature of the game to be fun. It was pretty funny to see the seals be a key source of danger, that's unusual and made me chuckle. When returning to the tent I wish the warmth would recover faster. The radar mechanic probably needs a buff, its range is so low its pretty much useless. I think there was an opportunity to use the voice acting to narrate exposition every time you picked up an item. The fail-state is quite abrupt feeling. I wish the music had a cross-fade effect for safe-zone/wilderness.
Best part is the visuals - character design is simple but nice. Well done.
Great job on the entry yall!
@innominev3945 I understand jam limitations - our ideas are often bigger than the time and resources we have to make them real.
I don't know if it's inline with the vision or scope but I though some traversal/movement mechanic would make exploration more fun... Slide down hills like Journey or zip across ice. Even a stamina based BOTW style sprint button might add bit of a mini-game layer. Heck let me tame a seal and ride it lol.
The suggestion i made about narrative exposition with each collection would provide a bit of a reward and incentive. That way some anticipation builds while you run back to camp - "what's the next chapter of the story".
Fun take on the theme! Gameplay was pretty simple, but I appreciate the visuals and the overall mood.
@aou Just published!
@aou Thank you! btw Alt+Enter will Fullscreen for you, that works for pretty much every video game.
@innominev3945 Thanks for your feedback, I agree the early pacing could be a bit fast - but I also didn't want it to be slow - I could have spent more time trying to balance that, but I also I felt like faster was safer and "good enough" for the jam situation. Sorry the game crashed, that never happened to me, was it PC or Web?
@ludumdaredevil Thanks! Glad you had some fun.
@yibirabbit007 Sorry you got addicted lol ;)
@winter2277 Thanks for your feedback. My nephew actually suggested something like that and I kind of dismissed it at the time. Reading your feedback and thinking about it now I can imagine a way to make it work. There is and isn't a limit to the map scaling lol... Offices will always spawn, but the camera has a max distance you can scroll to... I'm pretty sure the game would crash from all the game objects before those limits are met lol.
@unfrog Thanks for your feedback. I did want to animate the agents - then I also thought it would be interesting to have them make random poses/postures at their desks too. Jam constraints though I just ran with bare minimum. (I've also been messing with a bunch of hyper casual games with my toddler and the style has kind of grown on me lol)
@t-c Thanks for your feedback. There *IS* an auto-click mechanic if you hold left-click, and auto-clicking the Mail with Multitasker seems to be a decent strategy.
Great jam entry! I think the pacing is a little off - I got 12 drones pretty quickly and mindlessly and a handful of plants and felt like it was time to just let them do their thing for a minute - buying more stuff or staying active didn't feel necessary. Visuals are great, mood is great, music is great, great job overall!
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Very fun. Trying to resist the tax-man, selling all my belongings while, being cursed by RNG is quite addicting. It's hard for me to find something to be critical about. I never made it to 100 days, always seemed to peter-out around 60 says even when I thought I was doing well... but I did feel myself getting better with every run. It does make me feel like RNG is a bit too unforgiving, but maybe that's just me.
The biggest point of real feedback I would give is that sometimes I accidentally expanded my farm while trying to harvest. Also the pixel art made it a little hard to tell crops apart when trying to fill orders in a pinch.
Music is mellow and fits the dystopian mood and narrative.
Overall great job everyone!
Great job. Some fun and cool ideas. I feel like some of the area designs are a bit abusive and I would have preferred more bite-sized challenges instead of "here's a big room of stuff and only one trash big, have fun" - The "gotta catch them all" fish room is a good example of that - I think that room would have worked better with half the fish. Maybe that's just me.
Audio work is fun and entertaining (but there's a few notes in the melody that remind me of Christmas music lol). Voice acting is fun and dialog is fun! Visuals are nice but also a little janky due to the hi-res pixel art thing. (use Pixel Perfect Camera maybe)
**Game mechanics shine** but objectives often feel like more of a chore than a challenge.
Great job overall yaall!