FoonLudum Dare ExplorerUsers → Ivan Garcia Filho

Ivan Garcia Filho

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202455SummoningπŸ‘₯The Freakencyjam8463.332.983.203.554.373.822.533.81
202251Every 10 secondsπŸ‘₯Steam-Machine Survivaljam10862.942.731.922.763.503.501.872.81
202250Delay the inevitableπŸ‘₯Data Watcherextra
202149UnstableπŸ‘₯Unstaballjam9023.403.373.033.403.453.192.332.88
202148Deeper and deeperπŸ‘₯Descendingjam3913.833.372.683.934.463.924.29
202047Stuck in a loopπŸ‘₯Time Breakjam6093.623.423.854.114.203.412.963.44
202046Keep it aliveπŸ‘₯Escapingjam15583.343.133.543.553.863.492.303.76
201945Start with nothingπŸ‘₯The Towerjam3.061.853.213.714.313.564.56
201944Your life is currencyπŸ‘₯Cat Your Life on Itjam8453.132.773.142.864.223.513.50
201843Sacrifices must be madeπŸ‘₯The Flautistjam6933.222.612.693.223.943.55
201842Running out of spaceπŸ‘₯HUBOTSjam4913.473.123.193.724.132.803.46
201841Combine 2 Incompatible GenresπŸ‘₯Whale Hunter Racingjam7803.273.263.392.943.943.523.77
201739Running out of PowerπŸ‘₯Stationjam2.002.003.003.004.002.001.002.00
201738A Small WorldπŸ‘₯#LD38/new World();jam3.002.003.002.005.003.004.00
201636Ancient TechnologySparePartsjam

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Comments by Ivan Garcia Filho

LD38 — A Small World

#LD38/new World(); by Ivan Garcia Filho 2017-04-27T02:51:59Z

Thanks! We are fixing the itch.io page as fast as possible !!!

#LD38/new World(); by Ivan Garcia Filho 2017-05-01T18:27:59Z

Thanks! We're trying to optimize the camera and controls... first time using unity's state machine behaviours... and we couldn't put the dialogues and an "ending" to the boss battle!

#LD38/new World(); by Ivan Garcia Filho 2017-05-02T05:14:24Z

Thanks!!! We dove into this jam to test our new scripting framework and also try out the Unity's mecanim and StateMachineBehaviours!!!

#LD38/new World(); by Ivan Garcia Filho 2017-05-04T15:12:06Z

Thanks! we're improving the camera and controls experience. We hope to deploy a new version as soon as possible!

ATLANTIS by OccultOne 2019-05-02T13:56:59Z

Nice graphics, a bit confusing UI, i do'nt think that "paragraphs" separating "flavor" from "game mechanics" should be enough, i would suggest you to put the spell's flavor in italic, the game effects in bold, and numbers / words more meaninful for the game colored.

The music is good, but it loops too frequently, i would suggest something more procedural to avoid it getting annoying after the sixth turn.

I think that a tutorial or a more straith forward experience showing step by step the game elemments would enhance the UX, and maybe add a "cancel buttom" to avoid missusage of spells.

LD43 — Sacrifices must be made

Silent Whisper by FireSlash 2018-12-12T15:56:44Z

Awesome game!!!, i think that just by adding more art and maybe putting the art within the text could increase thee interest of the user, and even with some tricks of making the text build instead of instantly appear, you could use that to also build up a music over that, thus increasing the drama.... There could also be some simple minigames to increase the user agency and interactivity over the narrative!

The Flautist by khofez 2018-12-14T12:01:04Z

@mccarlp and @boyzandgirlz i think that since we used "FMOD STUDIO" for procedural Sfx and sound tracks, and it's mulithreaded, however webgl is completely single threaded, it's stuttering and looking like chiptune... you should try the computer version ... the sound is amazing, our sound deginer did an awesome work

Resist and Persist by conrad123 2018-12-12T17:15:17Z

Nice! i would just addd impact feedback, because the ship's lasers do not look to be really doing something against the enemies until they literaly explode... and also reduce the enemies health and double the amount of enemies just to increase your game's juiceness... the sounds are a bit anying i would suggest some polyshing like a procedural ambience, some variation on the ship's lasers pitch and volume and eveen increase the tension of the music by the amount of enemies surrounding the protagonist ship

Room44 by arzi 2018-12-12T16:24:23Z

Nicely done! i would just add more interactivity with the scenario and improve the visibility of the interactive objects

Oxygen Levels Critical by deathray 2018-12-13T11:56:23Z

Awesome haha!!! i think that the character navigation accross the ship's deck is a bitconfusing and laggy, it's really painfull to handle ... i think tha you should invest in smoothing that by maybe crating some automatic obstacle avoidance, a bit of artifical intelligence to improve the pathfinding accross other scene agents, smooth the movement (the characters stutter like hell);

Jesus Take the Wheel by PeachTreeOath 2018-12-12T02:49:39Z

is it ok to say "OH MY GOD" ? hahahahaa

Triumph Tribute by guilhermesouza 2018-12-12T02:32:57Z

Nice! i love that kind of game within a game, I would just switch the magician for something like drawind random magical symbols before the time elapses or even try to build random magical words ... barbarian, cleric and magician got too simillar...

Pyme's Genocide by HermesEs 2018-12-12T02:20:54Z

Freaking cute!!!! i poke rainbows everywhere!!! i would just improve the color pallete of the scenario or improve the "user guidance" of the level design... it's almost like a sandbox without clues of where should i go ... The springs could be improved by reacting to protagonist's jump instead of immediately throwing upwards, would increase the user aiming control and antecipation...

Blue Sacrifice by aortega 2018-12-13T20:40:59Z

Good, i would just suggest you to change the controls because holding thee left mouse button is always selecting and trying to drag your game's pagee with the cursor

Expendibots by pandan 2018-12-12T02:43:49Z

Yeah .... fucking hard ... whoever did that level and game design is sadic hahaha I would maybe improve the camera by "locking and unlocking" it, maybe allow the repositioning/adjustment of the camera only while the right mouse button is pressed and once you release that, the camera stays positioned the way it was left ...

Ranch of the Gods by Vodish 2018-12-12T02:09:30Z

Nice!, i would just add a HUD over the bar of each GOD to always keep the user aware of which animal the gods want as sacrifice, maybe add colliders to the animals and improve the grab mechanics to force the user thrwoing animals out of his path until reaching the right sacrifice

The Way Home by Xyterix 2018-12-13T12:13:49Z

Awesome artstyle, graphics and animation, the level design is also awesome since it's following a nice rythm trying to introduce, evolve, twist and conclude... most off the timees the user really attempts to turn left to meet the cloacked spirit (so you succcesssfuly, stablished a contract/language with the user)... everything is nicely tied together

Rift Core by chaosed0 2018-12-12T16:57:36Z

I LOVED THAT!!!! I would just say that i missed most of the shortcuts to handle all of the units ... Since it's mostly an RTS, you missed most of the UX, Function keys (F1/F2/F3) could be a shortcut to each individual unit, TAB could cycle through the team units, health bars just broke the imersion and the visibility, i would suggest that just by hold ALT or with the mouse over should show that and improve the damage feedback through some particles (sparks/smoke) and improve the cooldown feedback by adding a particcle sytem on the skill UI (like a flashing particle to warn the user that the skill is ready for use) and another feedback on the robot to tell the user that the skill of an unselected unit is available again. Improve by maybe adding trails and spotlights of the machineguns (allies and enemies) to improve the visibility of "who is attacking who"; And add maybe a color detail or something appart from their silhouette, the camera, silhouette and colors makes all of them the same unit, improve maybe through a detail that the user would easily notice.

King's Last Stand by Pukami 2018-12-12T02:00:50Z

Congratulation! it's a cute one! You could improve the character maneuvering by making it always look towards the mouse (the mouse would handle his rotation) while AWSD would handle the movement; I think that the releasing the stars mostly break the mood, i think that you should optimize the shooting speed to improve the juicenes of throwing them and the need of always having to worry about the remaining amount of stars...

Disassembly Line by Borja 2018-12-13T20:26:07Z

Juicy to see all that those gears and screws flying hahah.... i would just improve the cone of light from the giant robots, since they are not helping the user to predict the robot position, it's getting a lot laggy when facing the robots, decreasing the precision of the user due to the slowdowwn, and the vfx used to trace the line when you drag a robot is of the same color of the ground, increase the contrast by using another color... Since the camera is ortographic, and the camera is fixed, i would record those robots into spritesheets to improve your peerformance issues (too many skinned mesh renderers on WEBGL isn't a good idea since it's single threaded);

Love is Sacrifice by Pawel W. 2018-12-12T16:34:27Z

Awesome, i love dioramas! i would just add feedback to the click, i didn't notice that i should get closer to interact, i tought that i should over the objects as interactables nd then i noticed that i had to get closer to interact, and the interface responsiveness is like a riddle... i don't know if i should click over the texts or the objects or when i lose/regain control of the protagonist...

Machine Godz by Beardmage 2018-12-12T17:29:31Z

Enemies are really intimidating and the red circles growing really reinforces a frenetic gameplay. Awesome graphics! and nice job with the particle systems!!! I would just addd some feedback to the meleee and ranged attack, their red feedback made me think that wheneveer i hit them, they unleashes a small damaging wave since it's the same they are trying to hit you... Most of the turrets ddon't have a feedback showing that they are "imortal/invulnerable" and your melee attacks didn't show some utility against anything, i would just use the ranged attack as much as possible...

LD44 — Your life is currency

Seize the Clay by SecondDimension 2019-05-17T11:50:23Z

Awesome entry with amazing graphics, too close of "night in the woods" art direction.

The game loop is relaxing, but, there's a lack of UX feedback, while sculpting you could add some mud particles spilling whenever the hand adjusts the size and shaping with the fingers, you could also allow the user to rotate and manipulate the hand fingers to precisely create hand poses that would fit even further the pot silhouette.

The same way you did in the sculpting phase, you could let the tinting vials already open, and force the user to put the tip of the brush within the vials, emit some particles of tint spilling out of the vial and dripping from the tip of the brush.

I don't know if the intended aesthetics of the game is something close to relaxing, but there's a lack of ambience sfx to bring the user close to the environment, like some clues from what's outside the pottery, like some cityscape muffled by the building walls, the pottery engine, the oven flames and gas flowing, some wind chimes, door lock and slam when the customers pass through the entrance of the store and breafly remove the muffled cityscape to enhance the sensation of the door being open and close, some footsteps of the customers, wood squeaking and creaking from the plywood floor.

PATH, a game of life by Ekilibr 2019-05-05T18:50:09Z

Cool music, ambience, sfx and graphics, well polyshed and love for the way that the exploration feeling comes exactly as "Bastion"! Well done !!!

Once Upon A Plague by icxon 2019-05-16T12:26:15Z

Awesome game entry with an amazing art.

The RTS mechanics are well developed and implemented, but the UX lacks of some visual clues, like the heroes shortcuts maybe shown in their portraits and floating above their heads, and increasing the visibility of the health disc by also making It more redish, constantly glowing and some particle vfx upon taking damage.

The slowmotion sfx is something awesome to plan a strategy and i think that you could also add a "tab" shortcut to cycle thropugh every hero and also add a temporary feedback vfx to show the user where are the units going (like a glowing path from unit current position until the destination it's set to head towards).

The weapons range got a bit blended with the ground and it's almost invisible, you could enhance the visibility by making it a more redish and glowing disc instead of just a circle.

In the beggining i tought that i had to protect the church because it's way too extolled from the user point of view and that's not true, i think that you should try to lower the church attention by maybe putting more buildings around, that would make the path a bit more interesting than an open world without obstacles and also make the church less important than maintain your units alive (otherwise, i would sacrifice them to save the church as I did many times).

The monsters are awesome but their purple beams looks like a buggy glitch, you should try to enhance the presence and the action of the purple beams by adding a glowing purple muzzle flash with a spot light casting shadows and a small trail of floating purple motes after the beam disappears.

The units also don't have any visual clue of taking damage, any damage animation or a vfx of blood spilling.

The enemies silhouettes are awesome and they look like some nightmares made entirely of shadows, darkness and void, but when they get too close of eeach other, they lose the silhouette and becomes a huge and dark black ball with samll purple dots... You coould try to add a contour to their silhouette since the ortographic camera makes the user lose the sensation of depth and their volumetry gets messy.

You could also add some ambience sfx and bring the user more into the scene, like some howling wind or sandstorm, some crows, and ghostly whispers comming from the enemies with a lot of reverberaiton to add space and depth to the scenario. To enhance the presence of the church you could add some localized sfx like people praying and some gregorian chants comming from within muffled by the walls.

The scene is a bit Static and you could add more movement to It, like some thumbleweeds passing by, maybe sandstorm particles and some crows flying around.

Cat Your Life on It by khofez 2019-04-30T16:58:15Z

@gabrielgamedev , @machinescreen , @alexfsmirnov , maybe we should explain more the rules, but it's a simple "single client multiplayer couch game" ... each opponent chose a cat (left one or right one) and then pull the trigger to start firing by luck, without precision or control over the machine gun....

there are 30 bullets, however, 14 lethal and 16 fake that do not remove lives from your cat, the first cat to dies loses the game while other wins ...

the game aims on the aesthetics of a gambling game and the anxiety of trying to handle a gruesome trigger to control the shooting flow ...

@eliphas Setting the trigger to the right may fire anytime (randomly) the machinegun and to stop it you should set the trigger to the left ...

Guys ... thanks!!! thanks for taking your time and feedback!!!

Cat Your Life on It by khofez 2019-05-13T23:02:12Z

Thanks @duke!!! That's our fault, we still working and developing a better way of clearly explain the rules...

That's a 2 players, competitive, "strategic" gambling game...

Each cat has 7 lives, the gun has 30 bullets (14 lethal, 16 non lethal, shuffled within the machine gun's magazine).

The user will pull the trigger (drag the slider to the right) until the machine gun start shooting and once the player moves the slider to the left, the machine gun will stop firing and the turn passes to the next cat.

There's a strategy/dynamics of the users trying to fire as much bullets as possible to consume most of the non lethal bullets on It's cat before passing the chance to the other cat (just while the magazine is almost full and their cats lifes are almost full)...

And once the bullets on the magazine gets lower and lower, the players starts to precisely pull the trigger, trying to fire just a single bullet and let the opponent die by their misfortune...

A Life's Work by glimaleite 2019-05-18T22:48:26Z

Awesome entry with amazing graphics and micro games well implemented. There's aways room for improvements and the lack of sfx for UX feedback and ambience could bring the user more into the protagonist's perspective and and enhance the aesthetics of the game even further, a music could also drive the feelings of the user.

Mine Corp. by Hadik 2019-05-14T12:02:03Z

Awesome entry with amazing graphics.

The sfx are repetitive and you could maybe add 1 or 2 more variations and oscilate the pitch and volume to avoid that.

There's a lack of ambience vfx and sfx which could reflect the status of the planet, like layers of sfx and vfx which you could turn on and off, some birds which could become crows and then turned off, tree leaves shaking which could after turn off, some wind breeze which could after become some howling and whispering wind, and once a factory is built, add a layers of some industrial sfx for every factory (1ΒΊ factory turns on a steam loop, 2ΒΊ factory turns on pistons and metal slams, 3ΒΊ Factory turns on some sledgehammers and so on).

BOB by Phyro 2019-05-14T12:55:40Z

Awesome entry with amazing graphics.

I think that you should inprove the feedback of the user choices, because the only feedback that i had is the energy bar increasing/decreasing, you could sometimes show results of your previous choices and also use the window in the background to show some sort of time passing and space travelled.

LiveOn by maskinmask 2019-05-05T17:31:36Z

Awesome art dude ! There's a lack of ambience sound, like shocking waters, seaguls, birds, leaves shaking with the wind, some wind whispers and also some transition ambience, like cicadas and grasshopers at night.

Also add few procedural loops to avoid repetition of the background music and enhance the interactions with vfx and sfx.

Your life is my money by squaredev 2019-05-02T12:46:49Z

Awesome graphics, neat and clean UI, and with a complete game loop!

I missed some Sfx : no footsteps, no "hoovesteps", rock smashing and breaking, no animals idle grows, no ambience effects (wind, eagles, buzards, crows, wind, river), spear attack sfx not well synced with the animation and no grunt from protagonist.

The camera should spin around the protagonist to avoid weird angles (maybe alllows the user to use Q/E to rotate it).

I had a bug which made my cows sitll carry the wood i gave to the bridge guy and leaving me without enough inventory space to collect other items.

More scenario animated elements to give an increased immersion like a simples vertex displacement shader on the trees and grass, sandstorm or dust particles floating around and maybe thumbleweeds passing by.

More clutter on the plain ground, like small rocks and more grass pachs and vegetatiton variance.

Drytown by DavidPIxel 2019-05-01T02:39:19Z

Awesome art and animations, i would just say that "hearts != liters of blood" , there's no way of knowing how many liters a heart has before you just die accidentaly hehehe ... And maybe enhance the dialogue fonts ... they are hard to read.

MAX PAYIN' by praleks 2019-05-10T12:56:25Z

Good entry with nice graphics!

there's a lack of ambience sound to give some clues of the place your avatar is, some footsteps to add weight and presence to the character, reinforce the feedback of your shoots and damage taken because they are limited a lot

Dr. Ectomy by BoxedMeatRevolution 2019-05-03T14:42:36Z

Awesome game, the lack of Sound effects made the game lose it's juicyest part of moving the organs around.

BLOOD FIGHTERS by Lucien Catonnet 2019-05-01T02:42:58Z

So Juicy, i would just improve the sfx by changing the sound that each fighter emits, because once each fighter hits the other simultaneously it's hard to recognize the diffference between the duplicated sounds.

Wild Card Necromancer by JOrbits 2019-05-17T12:06:40Z

Amazing entry, i love RTS genres!!! And you did an awesome job with an amount of pixels so low, you managed to achieve too many different slhouettes!!!

The variety of graphics the same unity may have is something awesome, but, i didn't notice any difference between each unit, i think that you should enhance that difference like making the zombies create a zombie for every human killed by them after X seconds, the imps could be ranged units awhile the huge zombie could be just a fat and huge punching bag with a lure skill forcing every unit nearby to attack It.

There's also a lack of audio, like a music to drive the user towards the aesthetics of the game and some ambience to answer "where am I" ?

Dead Frog Tell No Tales by pixelstuff 2019-05-17T12:43:37Z

The art direction is amazing an pretty neat and well detailed.

Amazing and engaging intro music brings you into the medieval world of the protagonist and calls the user to action, but, it's not seamless looping and i wish i could hear more of that kind of music than the current gameplay music.

You could try to build and show a procedural story in the end of the timer, interleaving little paragraphs that could connect to the previous and the next one by using the chosen cards to enhance the output of the user interaction and enhance the sensation of ownership and agency.

A Small Rocket by uchiro 2019-05-11T23:38:50Z

Awesome entry with an amazing art direction. I love post apocalyptic genres (do never believe in someone that do not love post apocalyptic genres!)

There's a lack of ambience sounds to bring the user to inside the wasteland, whispering winds, leaves shaking with the wind, maybe some random crows and buzards wraped into some reverberation to add depth to the scene and enhance the sensation of depth and space, and a different soundscape to every shelter to allow the user mainly distinguish outdoor from indoor scenes and also recognise the shelter by it's unique soundscape.

Also a lack of sfx for the character walk cycle, like the leather jacket shrugling, maybe some equipment bag shaking, the protagonist breath and some footsteps could add weight and presence to the character.

Few but not so important interactions sfx like the opening and closing of the shelters, some leaves shaking upon passing through the bushs.

The scene is rich but poor in movement, it's too static and lifeless, just add any sort of moving element, even a simple vertex shaders for the vegetation to wable would do the job, maybe some rats lurking from bush to bush with, crows and buzards over the trees flying far from you once you get close of the tree they are watching you or even eating some dead animal carcass, and even some particles like thumbleweeds, sandstorms, flying leaves or acid rain would add more movement and depth.

There's no challenge at all, but you could maybe add some kind of radioactive storm outside that quickly burns the protagonist health and whenever the user reaches the shelter the wounds get restored and ready to plan another route through the storm to achieve the next goal as fast as possible before dying to the radiation.

The Harvest by machinescreen 2019-05-01T02:08:09Z

Nicely done, i just missed a bit of UX / UI improvement, like arrows on the corners to show that there's a map to explore, some music or ambience, improve the selection vfx (just oscilating the fadein and fadeout loop isn't enough) and maybe a drag and drop from the bottom menu over the solar systems would be faster and more precise and even faster by reducing the amount of clicks

LAZERBOI by SteveCrse 2019-05-11T19:48:05Z

Had some issues trying to run your game even from my computer, both, broswer and windows versions are way too laggy ... I evaluates just what could ...

I love the synth retro like style, the graphics are good and the i would say that you should improve the protagonist's trail render... it's completely different from your art direction...

Add some spot light flicks to the muzzle flashes and more impact light flashes to increase the depth and juiceness of shooting, some burning motes falling into the ground like melt steel to add more strength and heat to the lasers ..

There's also a lack of ambience sound, maybe add some cityscape sounds and add some idle loop from the spiders engines, not only footsteps and add more wabbling to them, it's going to increase the spiders weight and volumetry...

As you did on the city shader, you could do the same with the spiders, emiting some feedback from their emissive maps....

Heartaker by lukbebalduke 2019-05-11T17:45:59Z

Awesome graphics, and visual effects, the feedback is juicy and pleasant... there's a lack of ambience sounds and you could make one for the main scene and the other for the underwaorld... there's also a lack of footsteps and some sfx from your enemies like the shaking armor of the samurai...

I don't know if the jump is something useful at all, i just opted for dashing all the time, even to reach the platforms... i think you could completely remove the jump feature unless you add more to It ...

The music is amazing and adds tension to the fight... i think that you could enhance the juicenesss of opponents death just by adding a few more blood/fluid splashs, a bit of variation to their screams and a bit of echoes/reverberation to increase the drama and exaggerate the feedback...

Les liens du sang by Steing 2019-05-11T23:51:43Z

Awesome entry with an amazing art direction.

There's a huge sensation of ownership while managing your tree, but, wish i could have more control over the heritage (i don't know if there's a hidden math behind the scenes evaluating the characteristics of the couples i'm matching).

The random events are something interisting, and you should use that opportunity to put randomly one of your characters within the roles of the events and also add pictures to show the best of your art style into complete procedural scenes with the faces of you proceduraly generated characters (i think that they are procedural).

Jamsterdam by fonserbc 2019-05-14T00:32:35Z

Awesome entry with pleasing graphics!

I love the way the scenario is alive and always flowing, with the pedestrians and the bikers passing by.

I can feel the presence of the boats engines but not their proppelers, their hull creaking, some water chocking against their hull, the people footsteps and voices, the bikers bicycles (like some gear sounds and bike bells when they get into the camera's frustrum), the vegetation (like some tree leaves shaking), some wind because of the breeze that comes from coastal cities, the sfx feedback of the coins falling over the street, the river, the bushs and the spectators claping their hands or hiting the floor with their feets.

There's also a weird door behind the mic with "4 Xs" that the protagonist just pass through the collider and disappears.

And some weird AI problems with the bikers, they oftenly get stuck against the walls.

Insert Coin by gil4 2019-05-05T18:00:25Z

Freakin awesome art!!! Nice music and mood, i would suggest you to enhance the ambience, you could improve the "darkness mood" of yout game just by adding some background sfx like rats, bats, owls pidgeons screams and wings flapping, some wind whispering, dripping water, and reverberation to increase space and emptiness.

noPRAVDA by katamary 2019-05-06T02:16:35Z

Awesome mood and art style, you could enhance the ambience with a noisy cityscape, some cops talking on radios, sirens and distant explosion muffled by the buildings surounding you to add the feeling of city under rebelion.

A life well spent by jin47 2019-05-06T01:42:13Z

Awesome graphics, animation and also the mood of the game... You should add more randomness to the sfx of the office, and also add more to the ambience like a noisy cityscape comming from outside and muffled by the window glass and create some day and night transition.

GΓ–LDF by CaptainPilot 2019-05-01T03:16:14Z

Very Polyshed and it remembers me of my father playing "Chinquilho/Malha", trowing metalic discs on the beach towards circles drawn on the sand to score points as close as you get from the center... I would Just put a more dynamic background music, it gets anoying and repetitive after a few seconds...

Seaway by Constantin 2019-05-10T15:45:52Z

Awesome graphics, relaxing, and engaging ...

You should invest in your atmosphere and ambience, it's so fucking good the aesthetics you've reached ... enhance and bet on that ... you could improve the field of view mask by adding an animated noisy mask to look like fog and blur/distort the silhouettes ...

There's a lack of some seaguls or flying birds, the sound is pleasing and you could add more by maybe adding some choking waters, wood of the hull creaking and squeaking, wind blowing and seaguls ...

The sfx sounds a bit weird because none of them end with something being drawned or bubles or water splashes...

Using the mouse to attack and move isn't so intuitie, you could switch to something like moving the boat with AWSD while using the mouse to aim....

I like the UPGRADE HUD ... it's minimal and clean and also fits the art ... but it's too small and hard to read ... make it even bigger (maybe);

Adding some weather effects would be awesome and even better if a day/night cycle ... your game remembers me of sunsless sea and sunless skyes ... good job ... it's a piece of art!

Zap Signal by christina-antoinette-neofotistou 2019-05-11T02:50:28Z

Nice graphics and the voice oriented is something realy awesome... it's something hard to achieve for a jam and the idea is also something that also allow users with some kind of disability to play your game... it remember's me of a game called "there came an Echo" on steam https://store.steampowered.com/app/319740/There_Came_an_Echo/

Nowadays i work with virtual reality and i love the way that the technology added to artificial inteligence (like voice recognition) could bring entertainment to those which can't have the same experience because of their differences ...

You could add ambience, and sfx to enhance the feedback and the timming of the user.

Use your heart by dick-claus 2019-05-01T03:26:12Z

You could try to fix the overlaping sounds, and add a vfx/sfx to when the user dorps a heart on the ground, i didn't notice it droped and i did that twice before i attempt to move towards the exit.

Big Tiddy Goth Girlfriend: A Tale of Romance by yojammerjammer 2019-05-05T19:36:03Z

Awesome narrative and background music raising the tension, the art is also well detailed.

You could enhance the immersion to the narrative through some ambience sounds added for every scenario:

Like phones ringing, peoples talking on the phone, doors opening and closing for the office.

At the protagonist's home, add some music, keys being throw over the desk, and maybe some noise comming from the streets but muffled by the window and walls;

And at the lady's home a bit of music, some reverberance to make the whole house looks empty, some grasshoppers and owls comming from outside..

After all, well done ladies! it's an awesome piece of art!

Does Money Grow on Trees by Antti Haavikko 2019-05-14T01:37:02Z

Amazing UX juiceness, from the UI elements tweening animations to their sfx feedback, even the walk animation is juicy and pleasant.

There's a lack of ambience sfx to distinguish from an indoor scene (the house) to an outdoor scene (the farm), like wind, tree leaves shaking, and the footsteps change to something like stepping over the grass while on the farm and over plywood while inside the house.

Knit Worth by ColeSlaughter 2019-05-02T14:44:25Z

Creeeeepyyyyyy !!!! And also an awesome game Intro!!! i just missed the lack of the art in the intro during the core gameplay loop...

The feedback should be more Juicy, like adding some idle deformation on the silhouette of the "nodes" followed by a pulse into it's scale and electric pulses running accross the node conections, add some pulse upscaling as much as the user is connecting and increasing the combo, and flash the color of the nurmber... some electric arcs floating around the nodes could be attracted to the tip of the knitting needles and upon contact, ddischarge a running lighting arc downards the extent of the needle and some particles bouncing accross the cranium and add some reaction of the eye holes ...

Lousy Life Lessons - [LLL] by AwesomeAlliterationAlliance 2019-05-10T14:36:04Z

Awesome noir mood, black and white retro style increases the drama and tension, even the fonts fit the theme. A short music loop but the way it beats like a heart is awesome and invoking.

The voice over is waky, but it fits the character and the personality inherited by the art.

The music's growing tension is awesome and bring you into action like a music asking you to dance.

There's a lack of ambience, like a noisy cityscape with ambulance and police car sirens, people talking, car horns, and a some reverberance to add hight to the roofs of the buildings.

There's also a bug with your parallax script on the first level, if you run into the wall to the left, the foreground building goes to right;

The core mechanic of falling with your 4 paws into the ground is lame, you just have to press it anytime with the spacebar in the midair ... you could make the cat spin in a stunt pose and let the user spin the cat with the mouse to adjust the 4 paws perpendicular to the ground or at least force the user to press the space bar when really close to the ground and make the cat roll like a stunt maneuver ...

The scenario is a lot static and it lacks movement, you could add a small motion to the platforms after the cat steps into it to wable due to its hanging cables ... add some lights flicking, and if you could.... 2D volumetric lights would be awesome to add depth...

The Narrative is also good and the art enhances It, you should also add some subtitles to the ingame voice overs!

Knock Knock... The travelling soulsman by Angry Squirrels 2019-05-11T02:26:50Z

Awesome graphics, the art style remembers me of some cartoon netwoork animations like adventure time...

The UI/UX is also delightful, i can feel the feelinig of scrolling through contracts and folders, and smashing the bell door is fucking juicy and amazing...

You could add more ambience sounds and some changes, like unique ambience sound comming from inside the house, muffled by the door with maybe some funny subtittles and onde you see the character oppening and closing the door you can hear it's sound constantly muffling as a feedback of your progress in the dialogue ....

Since you have some time before you get fired, you could add some kind of day/night cycle to give a clue to the user of the timespam before being fired ...

The ambience sfx of the main menu have some fire sparks and i think that would be nice to add some particles to the intro menuu and enhance the sfx ...

Darkest Decision by pmarincak 2019-05-14T12:42:39Z

Amazing entry with awesome graphics!

The main menu animation is juicy and well polyshed, i can visualy notice the flames shinning in the surface of the fonts and the sfx also makes me notice the presence of the blood dripping but the fire crackling got way too blended with the sound of blood dripping and i can't even say if i'm hearing blood dripping or flames crackling. I think that's because of the frequency of the flames animation asking for a more frequent and loud sfx.

The ambience could bring more tension and solitude to the user and i didn't feel the rain outside, you could add some rain hitting the roof, the window and the left and right walls of the shack, however, muffled to feel that you are within a wooden place, and once the left villager enters, the sound on the left ear could breafly stop being muffled to feel the door being opened and then closed and once the villagger on the villager on the right enters, you could do the same, followed by a door lock being oppened/closed and a door squeak while opening and slam when closing. You could increase the drama by also adding to the rain hitting the surfaces, some random thunders and lightnings sfx.

The footsteps are good and add presence to the characters, but i couldn't barely distinguish from which side they came and from which character they came from, you could try to randomize the speed of every character animation and then sync their animations to the footsteps sfx, also by interpolating the volume and stereo pan as they get closer to the center (as far as the left character is from the center, the lower is the volume and more the sfx goes into the left ear), making the user feel them comming close and walking into some virtual and volumetric space, add some footsteps clip variations and oscilating the pitch and volume would make you notice the difference between each charaacter and you could go even further enhancing with some additional sfx like leather shrugling in the case of the monk, some metallic and heavy equipment shaking for the knight.

Long live the king! by PixelSplash 2019-05-05T13:56:42Z

Awesome graphics, i just had a bit of stuttering on my machine, but the overall look is awesome, the build size is REALLLY HUGE for that small amount of assets. The shading you did is awesomee, you could try to improve the "handdraw style" by making the shadowing use a "hatching" texture and maybe add some "grainy" texture to the large and bold contours like "pencil graphite"...

The UI is neat and clear, but the art isn't following the same direction as the characters and evironment, maybe just add some hatching to the lighting and shadowing of the elements (fonts and icons) would fix that.

Spider Disaster by ytaha 2019-05-10T12:25:19Z

Amazing entry, you should improve the attack speed and lower the damage for a more frenetic and vicious combat, the mouse response is a bit waky but the attack juiceness is awesome!!!!

there's a lack of os sfx, like the footsteps, a procedural music that changes accordingly to the user's health would be awesome, some ambience would add the sensation of space and the feeeling of an open arena.

Would be nice if you could try to hit the enemy body parts to strategicaly multilate your enemy and enhance the dynamics of the combat...

Elevator Pitch by Hugimugi7 2019-05-13T01:16:28Z

How could be so good to throw everything up in the air !!!! it's an awesome entry with an amazing art and sense of humor! It's the perfect relaxing tool !!! GOD DAMN!!!

You could enhance the juiceness by adding more interactions and reactions to the rooms, like hitting the lights could shatter the lamps into particles and some fire, the smoke and fire of the equipments rise to the roof and activate the sprinklers, thrwing something too high and close to the windows could break the glass and make them just fly through.

To increase the presence of the protagonist, you could add some sfx like grunts before grabbing and right after throwing the objects, some deep and fast breathing to show his stress and also add some footsteps (because the actual sfx sounds like the pants jeans shrugling on each leg).

The shift button for windows isn't a good choice because of the damn windows always displaying a window with an option to keep the shift key always pressed.

missed messages. by Angela He 2019-05-11T18:51:57Z

Awesome entry!!! the main menu music music remembers me of Lorn and i love It... the way you hide May's face in the main menu is amazing and makes use of the user curiosity to move the mouse around, forcing the user to notice the parallax effect ... it's a well planned UX trick...

Your art and the music creates a relaxing and pleasing experience, the way you loop the game is also clever because the context changes and you see yourself living the same day again and again, trying to fix the wrong choices you've made...

For the amount of time i played your game, I can say that there's A LOT OF DRAWINGs for a 72 hours jam! None of them with less detail or work than the other, everything with the same quality... there're hundreds of texts and you used that to enhance the UX with few random interactions...

The Story is beautiful and i don't have words to explain my feelings about that... but ... "thanks"!

Die Back by NikolayKuznetsov 2019-05-14T13:18:03Z

An Awesome entry with aamazing art direction and lots of developed and implemented mechanics in such short time.

There's a lack of sfx and it would enhance the user anxiety as an "expectator", like dama sfx and skills sfx, some grunts before releasing an attack, a sfx whilee playing the attack animation and another to sfx to reflect the result of the action, like the opponent emiting a pain sfx, and another sfx to reflect the contact of the attack (like some shaking armor and metal clinging on the armored enemy). Some of the passive skills are also unoticed without an animation and a sfx for them.

Heart of the Grove by johnnydalvi 2019-05-01T03:01:01Z

Awesome graphics, you should just add more variation to the trees not jus the shape or color, i'm talking about different kinds of trees...

Styx It To The Man by frostdragonliz 2019-05-16T13:18:50Z

Awesome entry with amazing graphics.

The lack of sfx is sad because the scnario is asking for a rich ambience sfx, like river water running, the water choking on the raft's hull, the wooden hull creaking and squeaking, some ghostly whispers and screams, maybe crows flying around, some howling and whispering wind, with a lot of reverberation to add depth and volumetry to the scene and even a good music to bring the user a feeling of doing Styx Job.

The path is too cluttered and you could increase the constant force down the river to strengthen the river dragging you to the right, and allow the raft to push the floating drowned bodies just for juiceness of crossing a river covered by drowned deads.

The raft could have some water ripples comming from the hull to enhance the sensation of speed and movement.

I didn't even notice the coins, you should enhance the increase and decrease of your core currency, like animating the spirits throwing 2 coins each of them into your hand.

Coin Boys by maxr00 2019-05-01T02:54:49Z

Oh my God... what i just did to that cute coin!!!! i was poking rainbows all around and then i just killed him!!!

Blood 2B Rich by brklipel 2019-05-14T01:19:02Z

Amazing entry with good sense of humor.

ο½‰ο½Žο½–ο½…ο½’ο½”ο½…ο½‚ο½’ο½ο½… by jjjjason 2019-05-12T22:31:36Z

Amazing narrative, and the sentence completion mechanic is also good to add some sort of owership feeling over the protagonist's story.

You could add more hidden texts and actions, at least to allow the user to see more about the world thorugh the protagonist's eyes and also hunt some keywords, like allowing the user to see accross the subway window, see through the apartment window, look up and down the street ... describe the character's suroundings, toughts and feelings...

Bob the Zombie by Sanguis 2019-05-12T13:24:12Z

Awesome entry with amazing graphics.

There's a lack of sfx to increase the presence of the protagonist, like some idle loops (grunts, growlings, groans), footsteps to add weight to the character and increase the juiceness of the character eating the victims with more blood splatts sfx/vfx followed by an array of random sfx like slurps, bones breaking, and tearing flesh.

Also add some ambience sfx to the park, like birds, wind, people talking and tree leaves shaking.

Reaper's Keeper by chelC 2019-05-12T23:06:59Z

Amazing art and mood, the reaper opening the door as you fail is awesome...

You could enhance the experience with some ambience sfx, like the customers talking with small reverb to add more depth, volumerty to the scene and also presence to the characters...

Some feedback from the customers getting inside like a wind chimesfollowed by a door slam... Once the reaper appears, you could add a lock sfx from the door oppening and a small squeak...

With It Or On It by SaRNEh 2019-05-16T13:42:56Z

An awesome entry with amazing graphics.

The scenario is marvelous and you could enhance the ambience sfx to bring the user into the protagonist's perspective, like adding some howling wind, the tired breath of the protagonist, some random crows sfx to feel the approchiang death, a grunt sfx before releasing the attack and a "woosh" from the spear before the metal clinging into the enemy's armor, more cloth flapping with the the wind to notice the cape, and some belts shaking to feeel the weight and the presence of the sandals and shield of the spartan.

To enhance the juicenesss and sensation of power transfered to the user, make the spear cross the enemy body and spill blood into a cone behind It and another cone of blood after the spear return through the chest like a huge arch of blood bathe the protagonist.

Wrap up everything wit reverberation and you will add volumetry and sensation of depth to the scene.

Create more random death poses to enhance the foreground silhouettte of the enemy bodies.

Kaumaha by Re-Markable 2019-05-14T11:42:20Z

Amazing entry with neat and pleasant graphics.

The diference betweeen the female and male characters is too small and isn't affecting the silhouette, you can barely distinguish them and only when they are facing the camera while dancing around the fiery pit.

The clues about the approaching peril are not clear enough to the user, using the zoom is a good strategy, but you should show something that looks like a scalable disaster, like a small flamming boulder hiting a tree and turning the tree into ashes to show the volcano as a peril, trees being lifted from the ground and flying because of the wind storm, the fertility god is something that you don't have to show because that's something you notice everytime you sacrifice someone ...

There's also a lack of vfx and sfx to enhance the user feedback and juiceness of sacrificing someone, you could add some lava jet particles being spit upon the guys jumping into the pit, some grunts sfx before jumping and another after hiting the lava followed by some screams and steam like sfx to mimic the lava engulfing their bodies.

Ambience sfx could bring the user to inside the island, like some tree leaves shaking, the water choking on the beeach, some seaguls, monkeys screams, howling wind and reverberation to add space and volumetry...

Another soundscape close to the sacrificing pit to add a second scene sensation, by mufling the soundscape of the island, and adding something close to a boiling fluid to mimic the lava within the pit, flames crackling and maybe some ghostly whispers and screams to increase the sensation of a magical and deadly place.

Trading Lives by meskaline 2019-05-05T13:39:41Z

It's a good time killer, I thin that you could improve your background music to a more procedural loop to avoid repetition, improve the juiceness of freeing the souls by adding some sfx like a chains shacking and an echoing ghost scream, also some ambience sound like echoing whispers, some kind of echoing rocks bouncing, maybe some sand/earth/dust sliding and improve add some vfx to the chains being cut by the sword.

Sinking Town by detectiveLosos 2019-05-11T20:58:23Z

Awesome entry, it's good to see that kinda of mix between 3D art and pixel art, at first i tought you used spritile : https://chemikhazi.itch.io/sprytile or crocotile : http://www.crocotile3d.com/ ...

The music is a bit boring and repetitive, you could add some ambience, it's a goos scenario for that, like some choking water, some metal squeaking and creaking, wind blowing from the sea, seaguls, and maybe some fog would also add depth to that bluish city so close of the sea...

There's also a lack of sfx to increase the presence of the characters... like some idle sound from their engines, some footsteps made out of metal slams, sppining gears and pressure releasing from their joints...

Necroxeon by Lyrcaxis 2019-05-05T13:24:26Z

Great Graphics and overall mechanics, well executed and polyshed!

Youcould improve the ambience sound to give more space and add to the experience anhanced senation of the place which the protagonist is protecting, some reverberation to add space and also some idle sfx to the enemies.

Piggy Butchery by Reality Blind 2019-05-10T13:04:41Z

Awesome entry, with nice graphics and a lot of humor!

There's a lack of ambience sound to feel more like a slaughterhouse, some feedback to the fig footsteps and some sfx to the closest traps to add more presence to them.

Didn't hear any pig sound at all =[

LastSwap by EdevJogos 2019-05-06T01:13:18Z

Since there's no order on the way you press the combinations, it's easy to just "smash" the arrowws and the AWSD in order to almost explode the battlefield's with an infinite army hehe...

Good mechaniics, it's like a crossover betweeen a "generic siege game with a magika", the graphics are aewsome, but i think that you could disappear with the bodies over timee since the batlefield got completely covered by bodies...

S:C:U:M - The AutoVore Division by WFMG 2019-05-05T17:14:40Z

Awesome aesthetics and the point of view from a production line system is also interesting, i would suggest a better audio experience.... background music, ambience sounds (some piston loops, gears, motors, genertors, vapors) and some variations for every room with a bit of reverb to add more space to the environment ....

Add some variation to the slug sounds, and feedback (visual and sound) upon clicking above them... there's no much challenge on the gate itself, maybe you should add more interactions accross every system/room or challenge the user to spot and remove deffective outputs within the production line.

EXO by Firesplash Entertainment 2019-05-10T14:52:06Z

A bit confusing in the beggining but i managed to understand it's a FPS towerdefense like ...

The graphics are good, i would sujjest to increase the visibility of the enemies, their color looks like a camouflage with the scenario, loosing it's silhuette and shape, the lack of lights and shadows also makes them lose ther volume.

The lack of sound is sad, but its fair, if you compar with the graphics and systems developed, i would invest more in ambience, and even try something like Google's Ressonance to enhance the experience...

The dangerous life of an indie dev by ougrouk 2019-05-12T21:50:08Z

Yeah.... every Indie starts should be compared to Peter Parker... a commom intern working for a not to well paid job, to arrive about 7pm as a looser into the apartment with all the bills above the carpet, and then wears a ridiculous costume of spiderman to break some ribs, lose an eye, maybe twist the 2 ankles and then return at 2am to finish homework, sleep at 3am, to awake 5am and start all over again ... for the rest of your fucking life ... without hope and dreams ...

Awesome entry, i know that feeling bro ...

HeartString by pcoridan 2019-05-05T18:34:28Z

Lovely, touching and chilling folk music also an awesome artwork.

You could enhance the experience polyshing the sounds, like adding footsteps, equipment bag shaking and leather shrugling as long ad the protagonist walks.

Improve the ambience by adding some torchs fire crackling, reverberance do add space and depth to the dungeon, echoing noises like, rats, bats and dripping water.

Increase the strength of the shooting by adding a string stretching sfx, wood creaking to the bow, a vibrating arrow upon impact and some grunts from the protagonist before firing the arrow.

Add more weight to the skeletons through some sfx like bones shaking and falling/rolling upon death.

Doc. BLOODAWAY by randdir 2019-05-06T02:08:41Z

Awesome graphics and art direction, ou should try to enhance the tension by adding a music with an increasing tension every turn, and some sfx of the victims trying to strugle against the test and the blood being transfered. Maybe some hospital ambience to increase the creepyness !!!

D E A T H S G R A S P by Auzrial 2019-05-05T15:02:02Z

Awesome Art, remembers me of The Darkest Dungeon and Hellboy's negative and blocking painting, the story is embracing and i would invest more time into enhancing it's audio and sfx... on the living room some fire comming from the fireplace, footsteps ans wood squeaks and creacks when attending the door, some lock oppening and lock closing, and even door slam upon letting the Death enter and leave the house, some ambience sound on the scenarios like owns, bats, water dripping and some rats on the slums ...

I love the parallax effect and i would also invest on more layers of objects accross the scenario to increase the sensation of depth

Rashness by Saering 2019-05-05T15:15:34Z

Awesome graphics, i would just add a bit more of juiceness, upon shooting you could add a bit of motion blur, camera shake and protagonist knock back, increasing the sensation of weight put on the attacks, a trail render would also be nice to assist the user correcting the shooting trajectory...

I think that the trail render right behind the boss is just messing with the silhouette and just remove It definetely.

Guardian Sphere by Pixel-boy 2019-05-10T15:51:21Z

Nice graphics, and well polyshed, except that there's a huge lack of sfx, it's a shmup without sfx and it's really waky ... you should enhance the UX with the feedbacks of your shoots, damage, and ambience ....

Hell's reefs by Amour Du Pain 2019-05-17T13:52:35Z

Awesome entry with amazing graphics and pleasing aesthetics.

The music drives the user with hope within a place surounded by sadness, i think you should also enhance the ambience sfx to bring the user to the ship's deck and feel more of the place you brought him/her.

You coud addd calm water loops, some water choking in the ship's hull, the hull's wood creaking and squeaking randomly, maybe some sign of life but also connected to death like some crows, some howling wind, ghostly whispers and screams with lot of reverberation to add depth, volumetry and the sensation of something haunted by the deads and also increase the presence to the lighthouses by adding some localized 3D sfx comming from them, like lots of dead souls screaming and oscilating the pitch and volume.

There's no clue of the lighthouse's reach, but, you could add more sunk ships around to give some clues and also improve graphicaly the level design.

The loss os depth caused by the ortographic camera makes it hard to navigaate and you could try to add some kind to hight fog, or reflections or scrolling textures to the water to distinguish paths you can navigate.

DISREGARD LIFE, ACQUIRE CURRENCY by notb 2019-05-10T15:27:02Z

Awesome graphics, never tought that the pico 8 could achive such... the reflections of the sheep and the moon over the water is awesome, but the reflecitons of the HUD is waky ... the sfx is a bit glitchy and the sky sometimes warps, would be nice if i could navigate backwards to catch the guys that just passed by ...

Cursed Samurai by palsina 2019-05-11T03:03:55Z

Awesome graphics and animation, the vfx of most of the interactions are awesome, the lifting snow and the scarf add weight to the character ...

You should enhance that at least with some ambience sounds and effects ... like the hail storm, some howling wind, the footsteps on the snow, maybe wolfs howling in the background, her cloth shrugling and the equipment shaking, her breath and some grunts upon attaking or taking damage ...

A music would also be something meaningful to build the tension as you decrease the number of deaths.

Sick Business by very dark lord 2019-05-12T22:12:35Z

Awesome entry with funny micro games and an amazing art.

There's a lack of reverberation on the shoes sfx to increase the sensation of depth and volumetry, also, you could slightly change the ambience of every room (like different equipments sfx and different peple talking loops).

Addiction: Your Life is Currency by Krapht 2019-05-05T13:12:41Z

Nice theme, with a good music you could enhance the drama of your game context.

TRIWAR by Donitz 2019-05-01T02:26:27Z

Awesome gameplay, i stcu kinto the 6th stage and i would just enhance the experience adding more feedback to the units ... i missed a "spawn vfx & sfx" when the unit is summoned, also a vfx&sfx as a clue of the channeling time (the time it's taking to summon the unity), and maybe some footsteps or different attack sounds between the units to recognize who's attacking and taking damage...

Big Facinating Mutants by hexkritor 2019-05-11T20:00:09Z

WHATAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA FUCK ? Awesome entry, it's rely hard to play !

Sheep It by anstabo 2019-05-02T13:12:13Z

Nice vegetation shading (apart of some trees showing the tip of the trunk on top of It), i would add some "see through" feature to avoid occclusion of the protagonist, robot, and sheeps.

Increase the "breaks volume alittle more" and emit a "horn" sfx for the truck when it arrives to assist the user;

Some "grab" sfx like a protagonist "grunt" to add some weight to the sheep, some grunt to the throw action to add some force and stregnth, also a sheep feedback to maybe add the feeling of hugging It;

Change completely the orange balls that you use to lure the ships by something that looks like a bait (carrots, apples, lettuce);

Some Reverberance to increase the sensation of a more open space.

A Heart of Gold by Fat cat 2019-05-12T13:56:47Z

For a compo game it's fair enough to cut down some features, and it's well polysehd except fo the lack of audio. The graphics and animations are neat and pleasant.

For the lack of audio i will just list some of the missing features, firstly is the ambience sfx, you have about 3 to 4 different biomes within your forest and there's an apportunity for 3 differend soundscapes, like howlingwinds, tree leaves shaking, howling worlves, birds singing, crows, waving/running water and also another for the marketplace to distinguish from indoor to outdoor soundscapes.

Sfx feedback to add presence and weight to the characters, like footsteps, shrugling cloth and leather, shaking bag of equipments, protagonit's breath and few grunts before releasing the attacks, dash skill, and pain grunts (as well for the enemies).

Soul Exchange by Dennis Jeong 2019-05-14T02:00:03Z

Awesome entry with interisting game mechanics, the spider is a bit tricky to handle when you switch sides (from vertical to horizontal and vice versa) i think that you could make the spider just stop on the edge and let the user chose according to the direction (if the spider is currently on the vertical, to move the spider you should press up and down and once you reach an edge you should presss left or right to use the next horizontal surface connected to that edge, if the spider is on horizontal, to move you should press left or right and once you reach an edge you should press up or down to use the next vertical surface connected to this edge), however, i know that if a platform passes close to the edge you would have to also check as a valid interaction (switch surfaces).

They ran out of mana by Sergi Montaner 2019-05-18T22:39:46Z

Awesome entry with amazing graphics!

Jukebox Panic! by Kaish 2019-05-03T14:20:50Z

Awesome! The way that you have to bounce the coin towards the jukebox makes me hate and at the same time love that!!!

The Music is overlaping the ambience sounds a lot, maybe adjusting the volume would be enough, also add some reverberance to add more space and bring the user to inside that bar.

Force of Nature by Griddolini 2019-05-02T12:09:27Z

awesome game, i would just improve somee of the mechanics, stacking multiple trees on the same stop should'n t be allowed it's just "weird" and just by forcing the user to find a free spot would develop differente user dynamics and behaviours, also, since the treeant collides with the sappliings, the user would bee forced to strategicaly place the tree saplings to avoid blocking his path and bmaybe force the AI driveen enemies deviates from the sapplings and gains time with them havaing to calculate large trajectories... the stomp skill is a bit nerfed compared to the slash , i would just use slash for everything, i think that stomp could be something more like a "AOE" spell around the treeant while slash just knock back and spread the units aways.

Also, i missed the ability to just "trample" the smallest enemies, i would love to run above them !!!

The shadows are a bit glitch, at first i tought that was kinda "Fog Of War HUD", but the shadows gave a good clue about where the enemies are comming and used that as an "enemy compass" and i would just put the braziers just a bit far from each other to avoid multiple shadows comming from the same units;

Missed some ambience effects, like wind, tree leaves shaking, birds, grass hoopers, cicadas and etc ...

Some Sfx that could have increased the weight of the treeant, like huge ground stomps followed by leaves shaking, and some wood creaking and squeaking, branchs breaking and hitting each other...

SHROUD (Synthetic Human, Radiation OUtput Determined) by thevinter 2019-05-10T12:50:29Z

It's an awesome entry, well developed from beggining to end and awesome graphics!

There's some UI/UX problems, like the grass looks that like a hazardeous spike trap, using the mouse to shoot would be more intuitive and allow more control over the shooting since you allowed the user to click over the items on top of the HUD to use tem, it would follow the same language (use the mouse for everything you want to interact), never had to switch weapons or even open the inventory.

You should maybe show the user some reward for exchanging your limbs (because i finished the game without giving a fuck to the robots asking for my limbs).

Add some feedback sfx to the UI (like the sound of drinking water upon clicking thee water icon), add footsteps footsteps with some reverberance to add more depth to the huge scene you made, character sfx to reflect the primary need and some ambience sound to look more like a wasteland.

Chibi Hobo by GoatBoatGames 2019-05-06T00:50:40Z

The most cute and charmming bot around!, Awesome animations, graphics and idea of recharging manually the robot's battery on the main menu buttom.

There's a lack of sounds, like ambience sounds for the scenarios and the level design do not have the same effort put on the character, the robot reach a level of detail completely different from the level structure.

Xochipilli's Trade by Giezi 2019-05-13T02:00:10Z

Awesome entry with amazing graphics!

There's a lack of sfx, and you could enhance the presence and weight of the protagonist by adding some footsteps, cloth and leather shrugling, equipment shaking, some grunt variations before releasing the attack, some grunt before jumping and after landing.

Also improve the skeletons attacks sfx by addind the sound of wood squeaking as the string stretchs, some bone shaking, the metallic blade hitting stone upon the arrow impact added to the surrent impact sfx (because it already sound like the wooden pole vibrating after impacting the stone).

Some ambience change from outdoor (some jungle sounds, like birds, tree leaves shaking, some monkeys, wind) to indoor (a cave ambience with mode reverb, bats, rats, dripping water) and into the boss scene (boiling sounds from the lava).

DEA-7H by b3agz 2019-05-01T03:43:46Z

I love the way you mixed pixel art and 3D environment like some upcomming pixel art games this year, there's a lack of ambience, some street noise like cars, sirens, people talking and their footsteps...

UnderBreak by MlleAB 2019-05-05T18:12:15Z

Awesome art, would be nice to addd more ambience to the scenes, to feel more like a dungeon or cave or underworld ... like ghosts whispering in chorus, bats, rats, some flames / lava boiling from beneath the first level, some reverberance to increase the depth of the scenario, footsteps and shooting sfx with some kind of muzzles cominig from their weapons and trail renders attached to the bullets to enhance the projectiles visibility and trajectory.

A Miner's Life by oddarock 2019-05-01T03:31:48Z

There's a lack of sfx, to the moment you start climbing to the moment you jump, lands, over a mushroom and even takes damage, also add more ambience to the cave.

Danko by Pixel_Error 2019-05-12T13:08:22Z

Awesome entry with an amazing art and mood, i love the aesthetics of the game.

The ranged attack power up is a bit overpowered, i think that you should replace the vignete mask for a cone of vision instead, facing the protagonist direction and even add other cones right behind every enemy to occlude other enemies behind their occlusion cones.

The ranged attack is too transparent and always flicking, i think that you should make it a bit more visible and powerful.

The temple stone emission isn't touching the ground around it, you should strengthens it's shinning red light and even try to increase and decrease its range in an oscilating/glowing fashion to also add volumetry and increase the presence of the stone, you could add some glowing and floating red motes, and some feedback upon taking damage like turbulence to the floating motes a red flash (a greater one that also paints the surounding area), some oscilating sfx synced with the glow that also pitch up and down upon taking damage.

There's a lack of sfx to enhance the protagonist's presence like footsteps, idle sfx (like his breath, grunts before releasing the attacks, grunts upon taking damage, blood splats upon taking damage, sfx upon purchasing the upgrades).

The scene is awesome because of the aestheticcs of solitude it brings to the user and you could enhance that with ambience sounds, like crows, howling wind, howling ghosts and ghostly whispers.

There's also a problem with the melee attack, i don't know if taking damage upon contact with the enemies fits the design since there's no animation of the character turning to all axis (currently just left and right) because you have way too much effort to kill enemies that comes from bottom and top sides of the map compared to left and right, they are perpendicular to your sword collision area and you have to firstly align your avatar.

Where There's Smoke by SamLeCreator 2019-05-10T13:33:51Z

Awesome entry, immersive and relaxing, i love the feeling of hidding from the rain and wait until it ends ... The ambience is also nicely synced with the rain.

You could enhance the feeling of hiding from the rain, maybe by turning down the lighting of the environment as the rain approachs and shrinks the light gradually to surround just the protagonist and its furnace, while you change some of the scenario elements, like making some trees fall, and change objects positions to strengthen the storm and even add more dynamics to the user behaviour : "Should I hide and look for cover, or try to pass trough this path before it gets messy after the storm?" ... even add some lightning and thunders to add more drama and tension, maybe some mechanics like trees being struck by lightnings and use them to restore your furnace in the midle of the storm.

The sfx of some UI interactions with the other characters is weird and i think that you could just replace by something more like steam, pistoms, and metal squeaking and slams to ressemble vapor machines.

The character footsteps do not add weight to him, maybe you could add some idle steam engine loop and as the character walks you could change the pitch to go up when walking and go down as the character stops, with some steam and metal slams for the footsteps.

The damage sfx is also waky, you could ad the sfx of a water dripping over the fire and releasing the steam, it would really reflect the heat of the furnace;

Maybe add some idle flamesloop with the volume gradualy fading as the health goes away.

Some vfx could also be added to the character like a small trail of smoke and some smalls sparks and flaming charcoals falling away from the furnace...

There's also some problem with the UX of your scenario, it's hard to say when something could be used as a cover to hide from the rain and even if it's a walkable path or not. the silhouette of the graphical elements of the forest got too blended and it's hard to recognize what's a tree or bush or grass...

The leaves vfx are awesome and they reinforce the direction of the wind but you should maybe add to them the same collision you've added to the rain, so the user could notice clearly the collision shapes.

SoulHunt by Wolf Flare 2019-05-02T11:35:59Z

I know that the whole thing is bugged, but i could evaluate what "maybe" could be the core gameplay loop : "kill rock giants, earn souls, summons guardians, walk, repeat" ... no background music (just for the main menu), no sfx for walk cycle, attacks, ambience, and the particles comming towards the protagonist made think that it's like a "compass" trying to give me directions ... and found that your game don't have boundaries set just for the scenario...

Good graphics, good little piece of mechanics shown and i would say that you could try to fix that i would love to play that thing again!

Cats Without Cars by B33Thr33 2019-05-05T16:13:31Z

Awesome background music, softbody simulation turns things more organic and living.

Color pallette turns some of the characters almost under a camouflage, i think that they should have more living, saturated, contrasting colors.

Add some kindd of vertex animation to grass and tree leaves, a bit of leaves particles to add more depth and immersion.

Add sound ambience to the forest, like leaves, wind, birds, with a bit of reverberation to increase the sensation of an open space.

Add a flickering point light below the rocket boots to add more presence and power to It, some scorched earth and burning grass trails.

Add small trail renders to assist the aiming and a point light to the bullets to also increase their visibility.

Death Got Your Girlfriend by Hermitao 2019-05-11T20:34:55Z

Awesome entry and addicting, you should enhance the combat juiceness since it's the core experience, add more sfx to the attack like some grunts from the protagonist while releasing the attacks, some "wooshes" before effectively hitting the enemies, add different impact feedback sfx for every enemy (like bones shaking upon the skeleton taking damage for example while the hooded enemy something like hitting a leather bag full of junk) and wrap everything with some random pitchs and random volumes to avoid repetition and some reverberance to add more depth to your scenario...

Add more ambience sfx to the scenes, like howling wind, tree leaves shaking, owls and even crows or howling wolves in the background...

To add weight to the protagonist and the enemies, add some walk cycle sfx (like leather shrugling, a bag os equipments shaking, and some breath), localized footsteps, even if its a 2D game you could change the pan stereo of the sound to add at least some 2D clue and enhance the presence of your enemies and protagonist;

Plunderlings by DerMario12 2019-05-14T13:29:19Z

Awesome entry with amazing graphics.

The sfx are funny but there's there's a lack of footsteps, some positional sound (stereo pan and volume) to assist the user with the position of the boss while offscreen, some ambience sfx to bring the user to within the scenaro and a music to dict the rythm of the game.

The puzzles are awesome and well designed accross the level! good job!

Drop of life by dusterherz 2019-05-13T12:18:25Z

Pretty good entry with an awesome pixel art style!

There's a lack of some imre's a lack of some important feedbaacks, vfx/sfx of the pillar taking damage, vfx/sfx of the enemies taking damage, vfx/sfx of the skills being used.

Also some additional sfx/vfx that could also enhance the experience:

1 - Protagonist's footsteps followed by leather/cloth shrugling sfx while walking, random sfx grunts before releasing the attack and skills, sfx while relasing the attack (like sword "wooshs") and then the impact sfx to notice the immediate result of your action, increasing the sensation of presence and volumetry.

2 - The pillar should haave some vfx/sfx feedback as it takes damage, and to notice the presence of the pilllar, you could add a glowing light comming from It and some floating motes orbiting around it to increase it's importance, presence and call the atention of the user (maybe add temporary turbolence to the floating energy particles upon taking damage to increase the strength of the damage taken by the pilllar) and even make the magic symbols shine whenever it takes damage.

3 - An ambience sfx would bring the user more close to the scenario and increase the immersion, like adding some howling winds, choking waters coming from the lake on the right ear to enhance the presence of the lake on the right corner of the scene, random birds like crows, and maybe something magical like ghostly whispers echoing, if you add a lot of reverberation you could also increase the sensation of depth and space into your scene.

4 - I love the way you didn't let you scenario goes completely static, it's alive and the feeling of your scene movement is well synced and amaging, just to add more volumetry to the scene you could add different layers of leaves flying away from the trees to increase the volumetry of the scene.

Fateshift by dougLima 2019-05-13T03:43:00Z

Awesome entry with good graphics and art direciton.

There's a lack of contact between the protagonist and the enemies, they should at least touch each other (add a piercing animation to use the length of the sword or switch for any long weapon, like whips, spears, halberds) and the enemy should have a damage animation synced with every attack landed to increase the sensation of progress and immediate responde from the game to the user ...

I missed some details on the audio sfx for some important feedbacks, like a character grunt before releasing the attack, some equipment and armor shaking upon releasing the attack and when taking damage, and the impact of landing the sword on the enemy could trigger some random pain grunts or groans from the enemy.

The feedback of using one skill or another is too weak and you don't feel ansious for using it as fast as possible, you could increase the juiceness of using them just by adding some flashing on the HUD, and a more powerfull vfx/sfx upon executing the skills.

To bring the user to "inside the dungeon" you could invest in more ambience sfx, like some bats flying, rats, water dripping and howlling wind with a lot of reverb to add space and volumetry to the scene.

The scenario is a bit static like a photo... add any sort of moving element, like a purple glow from the cristals, maybe some floating dust, maybe flames from the bottom of the scene, swarms of flying bats, or shake everything upon someone taking damage (like shaking the barrels, the bones and the torchs all at the same time).

Blood and goods by selewi 2019-05-06T01:31:19Z

Awesome art, i love that bloccking/colorring style, remembers me of the darkest dungeon and hellboy. The music gets repetitive and would be nice if you could randomly chose the next loop and add also some ambience to every room, like dripping water, some rats, bats, and echoes to enhance the sensation of emptiness and loneliness.

A Pirate's Reward by philipprapp95 2019-05-17T12:20:50Z

Awesome entry with amazing graphics!

The music is engaging, but you nocite it looping abruptly.

The Ambience loop is repetitive but seamless, you should try to oscilate the pitch and volume of the clips whenever they loop to achieve almost no repetition and i think there's missing some random wood squeaking and creaking from the hull, seaguls, and enhance the cannon balls with some water sfx if you miss the opponent ship and add some wood being shatttered to the ship being impacted by the cannon ball.

The horizon is too clear an i think you could add some fog to blend it with the skybox.

Bloody Money by GabrielGameDev 2019-05-01T01:56:28Z

Nicely done, i would just improve the combat, add some Vfx feedback to the attacks and also improve the contact with the weapon and also increase the attack speed or at least randomize it's speeed to get more dynamic animations and flowing attacks.

Take them with you by Dinorex 2019-05-10T15:11:18Z

Awesome game, the way you have to attract the bots to kill them is a bit lame, i think you should evolve the dynamics of the cleaning bot movement and the virus robots too, like adding some inertia to the cleaning bot movement to make wide turnning arcs and maybe drift a little, allow the virus robots to charge more quicker than you could run away from them, but allow you to dodge them and maybe make each of the robots charge against each other and kill themselves ...

The steering sfx is repetitive, you could add some perlin noise to the pitch and volume added to some pitch up effect upon increasing speed and pitch down upon decreasing speed...

Try to fix the virus robots playing overlaping sfx upon entering their Line of sight.

And add some ambience to the laboratory, to add depth and bring the feeling of a lab, like sci fi computer blips.

Bioenfluencer by caevv 2019-05-05T16:33:51Z

Nice!, you should invest more in the juiceness your game could achieve, maybe add some flashing lights to the studio taking pictures of your monsters, few "like hands" and "signature bells" raising as a feedback of your followers, some ambience to your room, like a noise generator, your protagonist making noises while asleep, some flies to reflect the firtyness of the apartment, few vfx and sfx enhancement on the lab as you manipulate your brood, and even some sci fish sfx on the feeds screen

The Last Drop by Fiiction 2019-05-10T13:55:39Z

Amazing, cute and good graphics and animations.

There's just a music and nothing more that tha, no UI/UX feedback, like using the water dropplets to shoot, on the seeds, or even when you collect the water from your plants...

Some ambience would be nice to add more space to the environment, and create a night/day cycle atmosphere, while some damage sfx would also add juiceness to the attacks .

D.R.I.E.D. by JasonD 2019-05-06T00:22:35Z

Invoking and charmming game narrative, awesome graphics and cyberpunk spouts from the deepest part of my heart! You could enhance the experience by adding more unique sfx for every random event and more sequences of pictures to evolve the narrative and the protagonist.

Escape from Hell by Becher 2019-05-02T14:57:45Z

Yeah, the lack of sound realy removes the charm of the wholle art and mechanics ... i would also add that you could improve the UX by putting the sword on the kinight's hand in front of him to enhance the user notion of the kinight's current direction it's facing when upwards and downwards, and also addd an animation of him falling up, because the bridge going up to the portal playss an incoherent animation of him falling back instead of falling into the hole...

utsvulten by ditto 2019-05-02T14:30:20Z

I loved everything in this game, mainly the juiceness behind the picking and eating ...

The UX of picking and eating is a bit hard to manage, maybe and auto aim interpolating the hand towards the closest grabable surface would be nice, the sensation of being behind a glass watching those guys eating each other is freaky.

I would bet in maximizing the feedback of your actions, maybe turn the eyes back as close as there's no brain left, some sliva running off the corner of their mouth, maybe tears running off their face, some food splatts over their chests, dirtying the teeth....

KNIFE=LIFE by QuadApe 2019-05-11T20:14:53Z

Awesome entry, the shooting and upgrade vfx/sfx are juicy and addicting... there's just a lack of ambience, but the music and the reverb add some depth to the scene!

BraveBelly (Thiccboy hurdle jump sim) no download required by TomasMunro 2019-05-11T02:35:48Z

Nice art, i think that the vfx added to the obstacles andthe jump do not fit the same art direction and there's a lack of sfx for some important feedbacks, like jumping, landing, slamming an obstacle, footsteps, some ambience to add depth and bring the user closer to the environment (the forest in this case), some character idle sfx loop to reflect his status like getting tired...

Some particles in the opposite direction would also increase the sensation of movement and speed, like leaves from the trees blowing against you ...

Shroom Bois by Torculus 2019-05-14T00:47:23Z

Awesome intro music, i love the way piano always enhances and brings the feeling of dripping water, the ambience is amazing, you bring the user perfectly to inside the wet, cold and empty cave, the reverberation also adds depth and volumetry.

There's a lack of enemy presence because they do not have any sfx, only the 2 protagonists.

Choosing the old school guitar for the soundtrack remember of my childhood playing Diablo and "Estas Tonne" amazing guitar solos.

The lighting could get even more dramatic if you added shadows to It and maybe some floating emissive particles like "magical floating spores".

Heartreasure by nettaigyo 2019-05-14T01:04:27Z

Awesome entry, with an amazing art that remembers me of the simon's cat art style https://simonscat.com/ The game is also amazing because It remembers me of my childhood when used to have lot of old books from classic disney movies with a lot of things happening on the same picture and you had to find everything else and your experience is even more amazing, because i wanted to interact with everything, and the way that the art suddenly appears is marvelous!

NecroBlood by Little Valhalla 2019-05-10T12:12:31Z

Awesome entry, i love the graphics and the idea, i just have some concerns about the design, most of the 3 unity you may summom are completely identical, maybe you could reinforce the difference of each summon, maybe allow the skeletons to fire ranged arrows, the zombies a bit large to work like meat walls capable of luring the enemies while the vampires a full DPS and fast moving unit would entwine the mechanics ...

There's a lack of sound, would be amazing to listem something like a comedy / horror like music and sound effects to increase the juiceness of the game...

NecroBlood by Little Valhalla 2019-05-10T16:43:07Z

@shunaky SUBSCRIBED !!! And ansious for your team's progress =p

LD45 — Start with nothing

The Tower by khofez 2019-10-07T22:51:29Z

Thanks @joqlepecheur and @adroitconceptions we had some technical issues and even if we published that with 4 hours remaining we couldn't keep investing time on it because we had to go work by the morning ...

We couldn't create the narrative down the tower or implement more interactive elements like rockslides, lightnings and ghost machines trying to kill the protagonist ... thansk a lot !!!

LD46 — Keep it alive

Escaping by khofez 2020-04-24T14:18:32Z

Thanks @owlhowell and @terristen !!! In the early development of the projet we tryied to implement this feature:

https://github.com/D4N005H/RealtimeDynamicWindshieldWaterFX

However, the guy which developed this project, did everything the most dumb and naive way, so, the water drops started draining almost 600 batches from CPU and then, we just left this idea, we would not achieve a whole refactor within the jam's time frame!

dumb & naive = no pooling + secondary camera instead of writing the water drops world positions straight to the texture and then input into the shader

Global Warning: The Smogocalypse by Ale 2020-04-24T02:59:14Z

Cool entry! I think that you aimed for more than you could release within the Jam time frame, and you could pick it's best part and polish until reaching something neat and cohesive!

If you aimed just for the ship part flying around the planet collecting carbon from the factories or the third person game of a bot left on a factory to collect the wastes of the previous civilization you could mostly ended with something even better than the quality you've already achieved!

The Tires factory is huge and too dark to understand the whole scenario silhouette! The donnut Factory is thousand times better because it''s well lit, and i could experience the robot doing some parkour on the bars!

If You polished audio and graphical art assets, you could use them to show more about your game's lore! there was no robot engine sounds, ambience sounds that could tell more about the place, like the sound of the factory itself, some reverberation, some pistons and industrial and metallic slams, pressure and hydraulics.

Blood Runs by Sol Roo 2020-04-24T02:36:21Z

Oh god that's so amazing!!! Unearth the nostalgic gOlden days playing GTA for Playstation one!!! It's an awesome entry! would really love to fight against cops or vampire hunters!

There are ome "flicking" on the tiles and the camera seriously made me get nauseated in the early minutes of the game.... you should try some sort of smoothing with look ahead!

MACHINA by Harry Alissavakis 2020-04-29T18:58:36Z

Awesome Entry! Loved the Aesthetics!

From my point of view the card mechanics need some balancing, since there's no way of saving cards for later use and you do not have any mechanic for saving unused action points, it's hard to build some sort of strategy and every turn had to mostly play every defensive card until I stumble upon a combination which I could play a defensive card and an offensive card!

And they can hit me from diagonals? seriously? I could never guess when the voxels were really blocking their line of sight from far distance and offering any cover!

Missed some sound effects for the ground voxels being lifted.

There's no initial clue of how I could progress through the dialogue (like a pulsing button or something else).

You could make use of occidental "reading order" from left to right, by putting the card's cost exactly at the same height of the UI Number, and then write "N" action points on the right corner with a thin line trying to reinforcing the reading direction and attracting user's gaze over every card cost succedded by the current amount of Action points.

You could also keep the MAIN UI elements constrained to the bottom of the screen to increase as much as possible space for your Art to be shown without struggling with a non diegetic UI element:

UI.png

And I had some browser Issues:

BrowserError.png

After All, that's a well polished and cool concept, It could mostly be an analogical tabletop game due to the simplicity of the rules and few amount of calculations! Congratulations!

Keep the light alive by MaximBegunov 2020-04-24T00:26:48Z

Cool entry, pretty neat for a "compo" game! At first I was struggling against the idea of crossing the light because I thought that I would BURN, however, I managed by attempt and failure hehe...

Some improvements from my point of view: Lack of sound effects, mainly for the character itself, i would like to hear more sounds like the footsteps and cloths shrugging!

Some sound to increase the presence of the beams like a looping buzz and the monster like some sort of growling!

An ambience that could reinforce the environment, like the reverberation, some sound effects that could give the user some clues of "where" the plot is evolving!

Finding Sam by nolanfa 2020-04-23T23:58:30Z

Cool entry, the lack of audio and the plot made me remember of the local jams when it's about 4:00 AM and everyone is spread like dead bodies lying over any sort of surface!!!

As others said, would be awesome some sort of "motion" ... audio or more animated sprites could help you achieving some sensation of motion!

Lich Clicker by Fictions 2020-04-28T04:00:26Z

Cool Entry!!! The temple doesn't work =[

Captain Turnip - A Quest for the Golden Rum Bucket by T8kk 2020-04-28T02:19:04Z

Cool Entry! Awesome rainy/stormy mood with the pirate theme! I don't know if It's something you did purposely, but they look like garden porcelain dwarfs over Lego pirate ships (and I loved the final result)!

For the UX, You should try to use the Cinemachine's Group Camera and try to "frame" both (the Rum bottle and the protagonist) with a bit of follow zoom to keep them always within the user's field of view!

And there's a lot of the sound you could improve some footsteps over wood squeaking and the wet leather boots shrugging, some cloth shrugging between the footsteps, a bit of procedural protagonist's reactions (belching and hiccough), some water shocking against the Hull, water drops hitting the wooden deck, sea waves, rain, the wooden hull creaking, thunder claps and howling winds;

You could also improve the atmosphere by adding more close range fog, the water drops "sub-emiting" water ripples and water splashes over the surface of the objects, and scroll the sea vertices through a vertex animation shader!!!

Sunlit by palsina 2020-04-28T03:43:05Z

Cool Entry! It's so Relaxing! The same feeling as cutting the tips of a bonsai! And the contrast between the grayscale background with the tree leaves like a painting is so good! It's like a "colourful thunder" forking in the darkness!

RUSSIAN VIP by VIBROMATIC 2020-04-28T03:09:30Z

Cool entry ! However ... Where's the "skibidi" music and dance I was expecting? Damn!!!

How It Bites by Fire_phantom7 2020-04-24T02:22:26Z

Cool entry! I got stuck many times, once i touched the radio and after trying to throw a stick over the fire pit!

Heartventure by Crawl 2020-04-24T02:14:44Z

Cool entry! An idle hero with a timing mechanic like a "Pump it Pup" (literally)! There's a lack of music and ambience that would really improve the experience because of the "rhythm like" mechanic, It could work like a metronome to user's timing !

Space Exodus by Kaish 2020-04-28T01:45:33Z

Awesome entry! You could try to improve your UI, couldn't guess when the game really started and lost few minutes trying to figure out which of the 3 buttons on the left should I press!

The sensation of exploration and flying across the emptiness of the space unearth some feeelings I had years ago while playing Armada Online! Wish the scenario could be something more procedural and "infinite" to give the sensation of an open sandbox to explore!

Space Ranger by LuCecyl 2020-04-24T02:05:42Z

Cool and colourful entry! everything looks like ice cream and marshmallows!

I had some issues trying to figure out how to switch between the planet and the astronaut, and tough that i should save the astronaut from colliding with the meteors and firing towards the stars with the cannons would collect them the same way as the protagonist Did... Maybe you should try to play a different VFX / SFX feedback when a star is destroyed by the cannons this way!

Some improvements from my point of view: You could also add more background layers to add more depth to the space, like star dust layers and meteors spawning within random sorting layers to look like they are all on a more volumetric place!

there's a lack of sound effects, mainly for the character itself, maybe add some jet pack pushing the astronaut around the orbit, some oxygen loops from the space suit and an ambience that could reinforce the environment, like the reverberation and some electronic equipments "blips, blops and blups" echoing like old sci-fi movies!

Dude Dont Die by PeaNud 2020-04-24T03:26:45Z

Coll entry! Love the Wastelands like aesthetics! I think that you missed some crucial mechanics or the game, because I was not taking any damage from the enemies!

And i could see the end of the mas texture going all way down the scenario!

Kalend by Gabriel Pittol 2020-04-24T00:50:55Z

Cool entry, love the art style and color pallet! I played the whole game trying to avoid the stones falling into my head, and thought that I should never touch the lasers otherwise they would BURN me into ashes!

Some improvements from my point of view: Lack of sound effects, mainly for the character itself, hear the footsteps, cloths shrugging, equipment shaking, breathing and grunts upon jumping and landing;

An ambience that could reinforce the environment, like the reverberation of some sound effects since it's kinda hollow giant stone golen? Some cave sounds like echoes of water drops, small creatures, howling wind and some gears or pulsating heart to make things sounds like you are inside a huge living thing!

Keep Them Away ! by SpaceStrawberriesStudio 2020-04-24T03:13:46Z

Coll Entry!!! Kinda "weird" and funny the enemies coming with the wrong forward direction!

Uncomplited LD46 Game by Moomka 2020-04-23T23:45:40Z

Cool entry, strategy / stealth game, you did really good for a "compo" game!

Some improvements from my point of view: Lack of sound effects, mainly for the character itself, i would like to hear more sounds like the footsteps, cloths shrugging, heavy backpack shaking, damage feedback like the attacker grunts and the protagonist pain with some sword wooshes and blood spilling!

An ambience that could reinforce the environment, like the reverberation of some sound effects since it's a cave, some cave sounds like echoes of water drops, small creatures, howling wind and some localized flames sounds close to the torchs!

My Mother is a Caravan? by Gideonnf 2020-04-28T03:31:47Z

Cool entry! Loved so much the art and the Plot! Awesome work!

Mr. Cheesy by SAVVU 2020-04-28T03:24:24Z

Awesome Entry! Just missed the hot plates and blowing torches to avoid getting melt, "adaptation" of the Rotary cheese grinders being used by the rats like motorcycles trampling over Mr.Cheese with their grinding wheels!

Keep the Unicorn Alive! by ShanePatSmith 2020-04-24T03:18:41Z

Cool Entry! Some furry like art with an old man placing traps? Too adult the content of this game!!!

Keep Pit Alive! by BunnyDen 2020-04-23T23:30:29Z

Cool entry, an awesome art-style that looks like a story drawn over old leather parchments or when you draw with coal and chalk over rough brown paper!!!

Some improvements from my point of view:

Lack of sound effects, mainly for the horse itself, I would like to hear more sounds like the "hooves" stomping the ground, a bit of the horse breathing upon jump, running and when it abruptly stops when you try to go into the opposite direction.

The sfx could also assist the UX by adding some rumbling rocks to anticipate the rockslide and the falling rock;

An ambience that could reinforce the environment, like the reverberation of some sound effects since it's a cave, some cave sounds like echoes of water drops, small creatures, howling wind and some localized flames sounds close to the lamps.

Keep IT-Support Alive! by debuggerpls 2020-04-24T03:08:36Z

Cool Entry!!! Missing some audio for ambience and music to increase the humour and dictates the rhythm of the game! Remembers a lot of the IT crowd Series!

LD47 — Stuck in a loop

Time Break by Ivan Garcia Filho 2020-10-06T18:32:19Z

Thanks @harry-alissavakis !!! I did just the environment and level design (not so proud, because I intended something more populated that could spark some curiosity on players and tell more about the world and the narrative), all of the visual effects, camera scripting (using cinemachine of course), and part of the articial intelligence (something that I'm not so proud of too xD)

Oplo by Harry Alissavakis 2020-10-06T20:57:20Z

Awesome @harry-alissavakis !!! - Cute and Andorable, I love their "bubbling" motion like jelly (delicious like a candy crush game); - The complementary composition of cold and warm is something that BUMPS the core gameplay elements; - The subtle depth of field is also something cool, but you could maybe add something out of focus (blured) and close to the camera's POV (like stalactites) to enhance the strength of the attention you are trying to attract to the center of the battlefield; - I don't know if the shadows of your hearts being projected over the silhouette of your enemies is a good idea... io think they're slightly ruining the sharpness / visibility of their art!

LD49 — Unstable

AFTER SUN by rufson 2021-10-10T15:25:07Z

Damn!!!! That What an Epic entry!!! Even the teaser is catchy!!!

LD41 — Combine 2 Incompatible Genres

Reverse by MrJake7X 2018-04-24T21:10:07Z

Nice!!! Well polished for a jam, i would really appreaciate more shortcuts to easily handle both of them, maybe a shortcut to handle them simultaneously instead of insanely toggling. Even if by attempt i found that "space bar" would make me jump, you could also did the same you did before with the toggle shortcut and "power" shortcut.