Tiny Fairy Escape by fullmontis 2024-10-09T02:02:53Z
I think adding movement capabilities with keyboard would make the game much easier to control, however I appreciate the foresight of making the game playable with only one hand
Foon → Ludum Dare Explorer → Users → Jacobloon
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | π₯ | Do-roidhicky | jam | 216 | 3.86 | 3.97 | 4.25 | 3.92 | 3.34 | 3.64 | 3.92 | 3.76 |
| 2025 | 58 | Collector | π₯ | Slop Scavenger | jam | 2.16 | 2.00 | 1.66 | 1.00 | 1.50 | 2.00 | 1.75 | ||
| 2025 | 57 | Depths | π₯ | Heart-Blob | jam | 795 | 2.90 | 2.62 | 2.17 | 3.02 | 3.05 | 3.10 | 3.55 | 3.23 |
| 2024 | 56 | Tiny Creatures | π₯ | They Buggin! | jam | 736 | 3.36 | 3.34 | 3.06 | 3.80 | 3.06 | 3.54 | 3.04 | 3.54 |
I think adding movement capabilities with keyboard would make the game much easier to control, however I appreciate the foresight of making the game playable with only one hand
-Enter jobsite
-Giant cockroach sprays shit everywhere and immediately jumps through the ceiling 10/10, wonderful game
Spectacular choice in creature, fun tribute(?) game as well.
Genuinely got hooked on this for a while, great job. Wonderful art as well! A small thing I noticed was that I think the price for the peanut has a typo as it says 150 but only costs 50.
Beautifully done, I'm always a sucker for danmaku. Somehow, this is the first one I've ever played where you go down instead of up. Shout out to the geeked out spiders I had to shoot a hundred times to beat the game.
I love the music, it truly made me feel like a divine being commanding my ant workers. Frustrating when they don't follow my pheromone trails, but a very unique concept that made for different gameplay than just selecting them. Good job!
Ant RTS supremacy :sunglasses:. I liked how the harvester ants automatically returned after gathering their max amount of resources. It was a bit difficult to manually send all the harvester ants to multiple packages while panning back to the base to send a fire ant to kill a wasp, then trying to find the harvester ants again afterwards though.
I finally did it hero.png
Straightforward game, but very well executed; I couldn't stop until I finally got all 100.
Fun, straight-forwards tower defense, nice. I couldn't get the upgrade buttons to work for the towers though, even with nothing behind them. Luckily, upgrades weren't needed to beat the level.
Billions must have fun playing this game. Beautiful art and music.
@hamachi Which version did you download/try to play? We haven't been able to recreate that issue yet.
1:29.6 seconds :sunglasses:. Super fun game, took me a few times of suicide-scouting to get a valid path to the goal.
Small overlapping issue with the victory screen text I found as well, nothing major though: gg_screen.png
My anxiety spiked whenever I heard a bite coming from a different room ha. Would be nice to have a way to maybe see behind the maps on the left as when a big group of bugs approached from there all one can do is wait for them to get dangerously close to the center.
Neat rhythm game, gets pretty dang hard after a certain point though. While the randomized sounds for each leg is fun, keeping tabs on which foot lights up is difficult with the current small square sprites. I like the watch vs click indicators during the game too.
"Are you ready to re-live your childhood? Down here, everyone is fighting all the time" Felt like playing a game straight out of Newgrounds back in the 2010s, spectacular work. The music was wicked good too
Fun game, I like the path travelled part at the end that exposed how bad I was at actually finding the treasure
Straightforward and fun puzzle, would love to have more levels or randomizer for the locations of the numbered tiles.
I was also able to cheese the system a bit by being able to travel directly to the +11 π worms.png
The itch.io page should update shortly, there was an issue with the web build π
Broken glasses carried me through my abysmal combo making ability. I love the graphics; all the art looks very polished!
Short, straight-forward, and quite polished. I enjoyed sending my enemies to the shredders. I also appreciated the enemies designed to ignore the signal, forcing you to move. Although, after a certain point I had so many sawblades I barely had to move for those either. Like other comments have suggested, I'd love a more difficult mode or maybe after winning it shifts into endless mode with difficulty scaling each round post victory.
Always love me a good traffic simulation game, even if it always ends in numerous road fatalities. I think a good addition would be changing the locations of the police headquarters/hospital, or the layout of the intersections as time goes on. (And as a personal preference I would love keybinds for cycling and flipping the intersections. Something like clicking one and pressing 'e' or 'r' maybe)
Love this game! Super fun and stress inducing (in a good way). I hate that balloon module with a PASSION
Love this concept, and I had fun playing through the few levels available. After discovering the color distinctions on each sign I definitely overthought the level I was on, ha. This may just be me, but I think this would be great with some extremely complicated levels. I can imagine the difficultly spiking exponentially the more trains and crossovers the tracks have.
finished.png
I have finally conquered the beast. Through a mix of translation, python scripting, and brute forcing I managed to get all the words as well as the 'post velocity noise' pattern. I'll put the python script I used below; maybe it'll help others ;)
The way I used the script is by first manually calculating the shift value from the first word, then plugging those into 'cur_shift'. Then I put all the unsolved words into 'word_list' and ran the script. It prints out possible answers showing which direction it shifted the cipher and noise pattern. 'left-to-right' starts from index 0 of cur_shift, and moves along the ciphered word from left to right. 'right-to-left' starts from index 1 of cur_shift, and moves along the cur_shift values.
```
cur_shift = [0, 0, 0, 0, 0, 0] max_num = 122 # z in ascii min_num = 97 # a in ascii
word_list = [] for to_shift in word_list: # Print the original print(f"Original: {to_shift}") start_pos = 0 end_pos = 0
print("left-to-right") while start_pos < 3: shift_pos = start_pos arr_pos = 0 cur_word = "_" * shift_pos while shift_pos < len(to_shift): temp_num = ord(to_shift[shift_pos]) # Shift w array temp_num += cur_shift[arr_pos] while temp_num > max_num: dif = temp_num - max_num - 1 temp_num = min_num + dif cur_word += chr(temp_num)
#Increment shift_pos +=1 arr_pos += 1 start_pos += 1 # whats the word print(f" {cur_word}")
print("right-to-left") while end_pos < 3: # Don't need to check full 6 sub end_pos += 1 shift_end = len(to_shift) - end_pos shift_pos = 0 arr_pos = end_pos cur_word = "" while shift_pos < shift_end: temp_num = ord(to_shift[shift_pos]) # Shift w array temp_num += cur_shift[arr_pos] while temp_num > max_num: dif = temp_num - max_num - 1 temp_num = min_num + dif cur_word += chr(temp_num)
#Increment shift_pos +=1 arr_pos += 1 cur_word += "_" * end_pos start_pos += 1 # whats the word print(f" {cur_word}")
# Break between words print() ```
Definitely not the best or most thorough helper script, but it worked for meβ’οΈ
Apart from the helper script, I must say I really did enjoy this game. I love challenging 'ciphers' like this, even though they definitely aren't for everyone. If anything, a good/convenient addition may be an interactable noise tool in game. One where the user could input values for the noise, and they could enter/move the ciphered text along noise positions to check for words/parts of words. That could 'gamify' it a bit.
example.png
Super fun, and the tile movement felt extremely satisfying especially when exiling a group of raccoons to the corner of the map.
At the start, I severely underestimated just how beneficial the pause button would be during my playthrough.
Fun game! I would personally like a harder difficulty option that really emphasizes the need to pause and consider where/when you place your towers. That mixed with complex, intentional level layouts could turn this into part tower defense, part puzzle game I believe.
Spectacular. It doesn't get better than a !>murder quick time event