Dichotomy by StudioCherno 2022-10-04T23:02:28Z ♥ 2
Interesting take on the theme and quite a relaxed puzzle game. I found the swinging knives to be a bit frustrating as the keys were not as responsive as I would like to get through them.
Foon → Ludum Dare Explorer → Users → James Dunlap
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | 👥 | Salvage Dogs | jam | 734 | 2.82 | 2.95 | 3.18 | 2.84 | 3.33 | 3.00 | 2.88 | 2.89 | |
| 2024 | 55 | Summoning | 👥 | Conjured | jam | 1084 | 3.02 | 2.98 | 2.87 | 3.32 | 2.79 | 3.04 | 2.71 | ||
| 2022 | 51 | Every 10 seconds | 👥 | Persistence | jam | 348 | 3.72 | 3.39 | 3.91 | 4.07 | 3.89 | 3.89 | 3.88 | ||
| 2022 | 50 | Delay the inevitable | 👥 | Sorcery's End | jam | 816 | 3.44 | 3.03 | 2.72 | 3.57 | 3.77 | 3.41 | 3.09 | ||
| 2021 | 49 | Unstable | 👥 | O'Ryan | jam | 1315 | 3.03 | 2.70 | 2.21 | 2.62 | 3.43 | 3.10 | 3.06 | ||
| 2020 | 47 | Stuck in a loop | 👥 | Goblin Alchemist | jam | 784 | 3.50 | 3.11 | 3.24 | 3.03 | 3.21 | 3.22 | 3.17 | ||
| 2020 | 46 | Keep it alive | 👥 | Coalesce | jam | 566 | 3.78 | 3.50 | 4.07 | 3.12 | 3.71 | 3.35 | 3.57 | ||
| 2019 | 45 | Start with nothing | 👥 | InfiniProspector | jam | 558 | 3.45 | 3.21 | 2.60 | 3.07 | 3.74 | 3.38 | |||
| 2019 | 44 | Your life is currency | 👥 | Offworld Slaving Company | jam | 849 | 3.13 | 2.74 | 2.90 | 3.24 | 2.92 | 3.42 | 3.03 | 3.06 | |
| 2018 | 43 | Sacrifices must be made | 👥 | Cultist's Quest | jam | 871 | 2.96 | 2.45 | 2.36 | 3.16 | 2.97 | 2.41 | 2.92 | ||
| 2018 | 42 | Running out of space | 👥 | Warehouse | jam | 1185 | 2.70 | 2.48 | 2.54 | 2.52 | 2.71 | 2.80 | 2.19 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Deal 'Em Up | jam | 903 | 3.12 | 2.98 | 3.25 | 3.42 | 2.58 | 2.82 | 2.92 | ||
| 2017 | 40 | The more you have, the worse it is | 👥 | Globstopper | jam | 968 | 2.97 | 2.91 | 2.53 | 2.75 | 2.84 | 2.86 | 2.53 | 2.73 | |
| 2017 | 39 | Running out of Power | 👥 | CryOS | jam | 561 | 3.15 | 2.63 | 3.19 | 3.85 | 2.93 | 2.93 | |||
| 2017 | 38 | A Small World | 👥 | Suds of War | jam | 593 | 3.00 | 2.82 | 2.64 | 3.26 | 3.15 | 2.69 | 2.95 | 2.68 |
James Dunlap leaves an average of 15.1 feedback comments each event.
Interesting take on the theme and quite a relaxed puzzle game. I found the swinging knives to be a bit frustrating as the keys were not as responsive as I would like to get through them.
I enjoyed the puzzles a lot. It was also a very interesting use of the theme, and the whole game kept me wanting to play. Missed audio, though, even if just just bleeps and bloops. Nice entry overall.
I feel that this game needs a lot of polishing touches. It is not clear in the first level that you must also use the mouse to play. I didn't figure that out until reading the comments. It is rather jarring to have the music restart when the level restarts, considering that the first level is only 4 seconds long. There are issues with collision detection as the character can get stuck on the end of platforms. I couldn't figure out the maze level either, but I have now read in the comments that you have to use the arrow keys instead of WASD. Why switch? Finally, when restarting the maze level (the last one I tried), why does it go back to the previous level instead of resetting to the maze when every other level just restarts itself?
Having said all that, these are all things that could just be tweaked a little and likely wouldn't take much to fix. I did like the concept and am actually okay with the exploratory nature of discovering controls as long as they don't change once I have discovered them. Perhaps adding a hint that appears after the player has failed a certain number of times?
Regardless, the important part is finishing the game. The rest is just growth!
An interesting and funny take on the theme. It took me a bit to realize that you can also move the chair around while spinning, so I was just getting pushed by the pigeons. The audio fit very well and was quite interesting. I like the different pitched whistles when you hover on a button.
As a side note, I did find that the game crashes if you hit ESC while on the main menu.
I enjoyed this game, but I do agree that it is a bit difficult. I was not able to get more than 400 points after playing it several times. I liked the audio that you included and thought that it fit the game very well.
Really great entry. Very humorous at times. I wonder, though, is it possible to fail or will it accept any face that I make?
Overall, this was a very nice game. The crafting can be a little opaque at times, making it hard to progress in the game. I looked forever for how to craft silicate, then figured that out. But I can't for the life of me figure out water...
Interesting take on the theme. Good work for your first entry.
Nice game. I really liked the effects, especially the camera controller. I did manage to fall down a whole where it stayed forever black, and I couldn't get back, though.
The art style was very good, and I enjoyed it. The game, however, seems very broken. I just couldn't figure it out. I was able to get one stick, light it, and drop it elsewhere, but I could never find another. I'm not sure what it means when he gets the marks around his head? And as has been mentioned, the a/q controls are backwards.
That is a hard game to get used to. Nice entry. I especially liked the music, it was simple yet not annoying. Good work.
Very nice game. It would be great to see this developed further with additional hazards and mechanics added at later levels. This was great for a jam, though!
Wow, that's hard, especially since I usually use my index finger to scroll my mouse, so scrolling with my middle finger while holding with my left AND tapping space becomes difficult. Nice concept, though, that definitely fits in with the theme.
Interesting game. I was not able to finish because I ran out of asteroids to mine, though. Nice concept, though.
Great atmosphere. The use of the lighting effects was superb as was the music. It took a couple times to figure it all out, but I did get it down. Great work.
I really like the art style and music of the game. It was not clear at first that heal was for the plants and not for the character. Also, take a look at your level design and difficulty ramp. The difficulty of the game was very steep and didn't really give the player time to get used to the controls and mechanics of the game.
Interesting concept. I agree that the map was maybe a bit too large or that you couldn't see enough. It was also easy to push Omni against the wall and just hold him there.
In your credits, you said that some additional art came from opengameart.org, but which ones? I can only make assumptions about which art is yours and which is theirs for judging purposes.
I really enjoyed this. I have very little to offer in the way of criticism. The one thing that I would change is that the Autosmasher seems to act too slowly unless I was using it wrong???
The music was very enjoyable. It was a pretty well done game all around.
I hope nobody parents that way. We would all be dead! I liked the concept, but I also felt that at times the forced camera angle before and after placing objects did not allow me to grasp the full situation. The level that seemed to be the worst culprit of this was the one with the piano. I couldn't even tell everything that was going on there, and for some reason, what I could see didn't seem consistent. Sometimes the car would go toward the piano and baby, and sometimes it wouldn't.
Overall, though, this was a neat idea that just needs more polish.
Nice first entry. Sound effects would add a lot to the game, and as someone else said, just rotating the sword instead of throwing it works wonders. I also agree with everything else that has been said.
Definitely an enjoyable game with great mechanics. This was very well done. I really liked the difficulty ramp and thought that you did a good job of introducing new mechanics slowly.
I could never find enough sticks to craft an axe or pickaxe. It was an interesting game, but there are a few things that I think could improve it. First, the time to live is short if you do not guarantee the player's ability to continue to survive if only they are good enough. Your text pop-ups (like press E to drink) are set as a child of the player and you clearly just flip the GameObject of the sprite, so the text also flips. Instead, look at the SpriteRenderer that holds the character and it has an attribute to flip in either X or Y.
It was a good concept, though, that I could have enjoyed, and it definitely fits the theme.
I liked the atmosphere. The graphics and sound were very pleasing. The gameplay, however, needs some work I think. At first, I was enjoying the game. Then, the number of hits required to kill the enemies ramped up at the same time as ramping up the number of enemies. The difficulty ramp was not smooth enough. It got to the point that if I stopped to kill an enemy, the fox kept going and would get killed. I could just keep walking and let the enemies line up behind me which just lead to a tedious exercise of waiting for the next log and then looping around the enemies to avoid their hits while slowly chipping away at them. At one point, I had seven in a line to kill. It could be more enjoyable if you ramped either difficulty or number, but not both at the same time.
Not much fun. The concept was good and fairly related to the theme, but it just wasn't fun. At the end, all I get is a pop up saying I was successful. I didn't get a real abandoned game ;-(
This is a different style of game than most of the entries that I have played. You did a great job in bringing all of these elements together in telling an emotional story. The graphics were great and the music definitely added to the feel and mood of the game.
Interesting take on the god game. However, it did seem that the randomness of the events when cast made it very difficult to plan and implement a civilization. I wasn't able to get to the point where I saw anything like people growing. I just got trees. The water squares seem to spawn randomly after playing a rain card when, realistically, it probably should have generated rivers of some sort.
It is an interesting idea worth further exploration, but feedback to the player on what will happen or needs to be done will be key to success.
I really like resource management games. I disagree with others regarding the UI being too intrusive. The UI here **was the game**. The planet in the center was really just icing graphics that added to the ambiance of the game but not to the gameplay. The gameplay was contained strictly in the UI. However, if other items had been added to the planet such as showing farms and mines being built and shut down, then that is different.
It did take a bit to determine exactly how to balance everything, including the running out of food. I'm not sure why my building levels would decrease permanently (until I build again) when there if not enough food (assuming that means some die from starvation so I do not have the population to run them). Why do they not stay but not produce until the population grows again. Also, why would a farm shut down when food is the problem unless it has to? I had times when the farm shut down but others (like oil) stayed running. It seems that the building priorities are a bit messed up.
I also think that 100 days is a bit too short. Did you play through it and complete it in this amount of time? It took me way too long on the first planet to be able to complete it in 100 days, and I am not even sure that it is possible.
Great start, though, and a great idea.
@yolziii As you discovered, a large part of Ludum Dare is management of time and expectations. While your idea was a great idea, you found that you could not finish your plan in time. That is the constant theme of LD, personal growth. In our games for LD (eight consecutive so far), we have grown within these limitations. Our first game left us wanting to do so much more than we were able to do.
Having said all of that, I really liked the aesthetic of your game. It looked and sounded great! It seems like a solid idea that you could develop more post-LD.
It was fun to pickpocket stuff from people and then sell it back to them! I liked the ambiance that the music added to the game as well. Plenty of potential for expansion on this game. I'm not sure, though, that it properly detects the levels gained for the end screen as mine said "0," and I'm pretty sure that I gained some levels in Persuasion and maybe Pickpocket.
This was a great little game! I wasn't able to build, unfortunately, as I still needed one more of those little sphere things, but I survived for four days. Those wolves are relentless. I wonder where they are all coming from.
The music was good, and I enjoyed the art style as well. The one thing that I was unsure of is how I go about cooking meat. Where do I get the supplies? I couldn't pick anything up from the wolves, and I never saw any other animals.
That was an amazing game. I love what you did with the theme and how you incorporate the player's input into premade games. Especially when later items come back to visit even when it doesn't make sense. I made a bunch of dots for stars at the beginning and regretted it later when they showed up in a different game and I could barely see them. Great work.
I really enjoyed this game. It is a great take on the card game genre that adds to it in a new way. It would be interesting to see this developed in to a multi-player game where I could play against other human opponents. I enjoyed the aesthetics and appreciated that you kept the audio simple.
I enjoyed the graphical style and feel that the music was well crafted. I agree that the gameplay is too slow at first, but it does ramp up around 50 as you said when the first boss arrives. It also seemed that after I defeated the second boss and got the shield, that the shield did nothing as I seemed to take A LOT more damage after that point.
Sorry, but the game seems very broken or else I am completely lost on what to do. In the first room, I get the key and step on the triangle in lower left corner. It lights up and I am teleported to a room that is all water. There is nothing for me to do there. After I use all my steps there, I am taken back to the other room, but I cannot see my character. If that is expected, then I think some explanation is needed.
Also, the audio is quite loud.
This game is quite similar to one of the ideas that we rejected at the beginning of the weekend. (Not because it was a bad one, though.) It is very simplistic for such a grand and complicated idea. It seems that there is much that did not get finished. For example, I killed some enemies, bought some nickel at $5. I then visited several other places, but they would all only buy it for $4. It seems as though the supply/demand economy typically in this sort of game was not implemented. I had a rough time figuring out what to do at the star screen until I read some comments here.
Despite my criticism, I think it was well done given the 48 hour time frame. I have found one of the most difficult parts of Ludum Dare to be balancing what I want to do with what I can actually accomplish in the time frame. I have had some features in the past that did not get implemented as well, so I know what it's like.
Great start to a tried and true type of game with, I think, some elements that make it your own.
I like the visual style. It looks like you spent quite a bit of time on that portion of the game. It does take quite some time at the beginning before you see anything, though, and then it was difficult to figure out what to do once I did see something. It's a great start, though!
Interesting start to a game. I feel that it still needs quite a bit of polish, though. The cannons can only shoot one direction, the slave screen can be exploited, and it is quite annoying to have to exit the game to restart it after losing. The combat could also use some balancing.
Having said all that, it was a good start. I enjoyed the visual style as well.
This was hard to get into. I even died while refilling my water, so I am not sure what happened there.
It is an interesting premise, but I feel that more explanation would have been useful. It seems like you run out of water fairly quickly.
It may sound like I am only critical, but I did find the game interesting. I just think that it could use some balance.
I didn't get it. When I click a positive number on the die or store, I lose stats! That is not what I would have expected. Also, the buttons when the game is over do not work.
I think the premise is good, but there could be more explanation as to what everything does and why I lose stats when choosing a positive number.
Also, since the only audio seems to be the music, you probably should have opted out of audio as the music is not yours.
I played this for quite a bit longer than most LD games. Like others, there were a lot of lag issues later in the game, which seems to be primarily caused by too many blood particles. The magnet probably doesn't help much there, either as it has to loop over each one. Perhaps only doing the magnet for only a third of the particles per update would help?
I played the game until I maxed out everything and was hoping for an ending, but there wasn't one. You did a great job on the particles. The effects there, while possibly part of the lag issue, are great. It would be interesting to see if the lag also exists on a native build instead of using WebGL.
Great job for a first jam. Definitely my favorite entry so far!
I enjoyed that game! The artwork was great, and the concept, though simple, was enough to keep my interest. I liked that there were cards of each element that had different values. Not sure that the song fit, but I get what you were going for and you opted out of audio, so no biggy there anyway. It would be interesting to see what you could do with this post jam.
Good game with good graphics and audio. The shots do not line up with the mouse, though, and I also noticed that at time, I could see the next enemy on the screen but could not shoot them as they were not yet active. This is quite unfair in a game where I spend life to be able to shoot.
Interesting. I enjoyed the dialog and the fact that you used real scammer tricks, but after the first time through a scam, it would have been nice to be able to skip dialog as the scammer speaks VERY slowly and the options are the same each time.
This was an interesting entry. I liked the premise as I am a fan of these types of simulations going back to Little Computer People on the C64 and later Sim City (also on C64, but also on many other platforms as well).
I found that there wasn't really much strategy to it, though, as I just waited to get a few people, killed some, and repeated until I had done enough.
I did, however, really enjoy the simplistic graphics, the effects, and the audio.
Good entry, and I am looking forward to future ones.
Really enjoyed this entry. The art was very well crafted, and I liked the transitions between levels as well. I know you said you don't like to hold the player's hand, but a bit of mechanics explanation would have been nice. For instance, I did not know until looking through some of the comments that you can slow down time, and I still don't know how to do that! Also, did not realize at first that you could move the diaball outside the rectangle after it spawned, so I tried that first level with the hearts at bottom several times!
Great entry!
Interesting take on a tower defense game. I particularly enjoyed the art style. I felt that the gameplay could have benefited from the towers lasting longer, though.
Not seeing enemies for that long is really a problem. I was wandering around thinking that the game was incomplete and I did not know what I was doing. Also, the volume was WAY too low. I could not hear the sound at all through my headphones and had to turn my speakers up quite a bit.
However, I did enjoy the graphical theme of the game. The art was well done. The controls (I used keyboard and mouse) were also well done and worked as expected. The shadow effect was also very well done.
As other said, very easy. Not bad for coding for two months, though. It was very nice that you added volume control as I didn't in my first LD.
This was an extremely enjoyable entry. I love the idea of having to sacrifice parts in order to continue, adding an element of difficulty to each level. The humor of the game was great and added to its charm. I really enjoyed the art style as well. Extremely well done game.
I really wanted to like this game and had the tab open for several days before I got a chance try it. I have to say that the experience did not match the expectation. I think that it is a great concept, but the execution was a bit off, possibly due to the time constraints. Selecting the parts was frustrating at best. I had to left-click on most pieces multiple times before I found the "sweet spot" where I could select it. It would have been nice to be able to press Shift with R to rotate in the opposite direction, especially when I missed by one and had to go all the way back around or when the angles did not work out to include exactly what I wanted. (For example, once when I was putting a gun on the side, I could angle slightly up or slightly down, but I wanted straight ahead.)
Having said all of that, I do believe that this is a start to a great game. The customization system was well done with the exception already mentioned. The models were very nice and pleasing to the eye. I also enjoyed the music quite a bit.
This was a very good entry. I really enjoyed so many aspects of it, especially the audio narration. I could play this for hours. I also saw the parallel with Ender's Game, which I really love.
A lot of content. I particularly enjoyed the simple walking animation that you used. I did find it a bit difficult to tell when I could walk through doors and when I couldn't, though.
I enjoyed this entry. Your team created an enjoyable game, but it could use a bit more explanation up front. It took me a while to figure out that after each wave, the terminals appear in the center, and I have to use them to move on. Also, a radar would have been helpful given the size of the arena. Overall, though, very enjoyable.
Nice puzzle game. I like the unique take on the theme, but I felt that the rules seemed a bit inconsistent. I am sure they aren't, but that is how it felt. For example, in the second puzzle, you are told that cats do not like dogs that much, and when the first two cats are dropped in the basket, they don't go, but the third one does? This does not make logical sense.
It also could have been interesting to make the conveyors switchable while running, but also understand that might have been a bit much for a jam. Finally, it took me a bit to figure out that I could not change the speed after starting either.
Despite the criticisms, I did enjoy the game and the music was well done.
This is a well done game with great graphics and music. The controls took a bit to get used to, but worked well once I understood them. Unfortunately, I only have two PS4 controllers and don't want to pair them to my PC, so I could not try out the multiplayer, but I bet it is a lot of fun. The AI worked very well, especially for a Ludum Dare game. One thing that I never did quite figure out was if you control the bullet after firing. If not, the curving path makes it quite difficult to figure out when to fire.
The music pulled me in and kept me. There were a few other things that were also very enjoyable. The graphics were very well done, and I loved how you telegraphed where the lightning was going to strike. A bit more explanation of what to do would have helped. (Although you have added this above.) When I first started playing, I grabbed candy, saw my meter was low, so I went back to the altar. Oops...
I felt that the connection to the theme was a bit weak, but it was a good attempt to look at sacrifice in a different way.
Overall, a well done entry.
Fun game and well done for the time constraints. I enjoyed the music, the graphics, and the puzzles. At first, I was confused that the heart came back every time I left and reentered the second screen, but then I realized that you needed a way to reset the puzzles. Nice, enjoyable entry.
Very interesting approach to the theme. I could see this game going somewhere post jam. I would have liked to see more branches and some more graphics, but I will balance that with the fact that it was done in 48 hours. It seems that there are many different traits and several different scenarios for you to encounter which would have taken a good chunk of time to complete.
Great work!
Interesting direct take on the theme. I also enjoyed the board game take on the theme. I guess that my one criticism would be that while the music sounded great, it didn't fit well with the overall theme of the game. (But I now see that you opted out of music anyway...)
A very simple game, but well done. It took a bit to figure out exactly what I was supposed to do until I remembered the theme, and then it made perfect sense.
I really liked this game. I wanted to keep playing, but also need to keep rating games...
Even though the music repeats, it never got annoying or overbearing and was enjoyable. I like the very original way that you incorporated the theme. It is a direction we talked about going, but didn't. I'm glad that you did.
Original idea for the theme. I liked the various mini-games, but didn't really like the typing one unlike others.
This was definitely different. I enjoyed the game, but as has been said often, the levels were too easy. I completed all ten without restarting any. I get what you have said about the wall of text at the beginning, but many game design rules are sacrosanct for a reason. Breaking them just to break them is not a good idea and your wife's reaction was right. A wall of text like that makes people not want to read it, which is a shame as it provides a deep story to what is happening, although not really a good understanding of how VIPER expands. (That is not necessarily bad as figuring that out is part of the puzzle.)
I really enjoyed the art style and the music. The ambience gave the right feel to the game. I would have liked to see more puzzles that are different as I kept getting the same ones over and over which just served to aggravate me as the game was interrupted just so I had to grab the mouse and click on something to continue. Diversity would have helped with that feeling.
I liked the take on the theme, but like many others would have appreciated more feedback or at least more understanding as to how buildings interacted with each other and the environment. For example, I assume that a factory that goes under water stops producing?
Also, an exit button would have been nice instead of having to press Alt-F4 to exit and would have been easy and quick to add (except in WebGL, of course).
Kept getting divide by zero errors on Win64 and Win32, but I happened to have the Godot engine installed (I haven't used it yet), so I tried the source version. I had no sound or music (if there is supposed to be any, which I think there is as I saw some .wav files being imported). I liked the concept, but I gotta say that I am definitely not a fan of the control scheme. I absolutely hate having to push up to jump and prefer a different key like space, but that is somewhat a personal preference, but one that most platformers follow. I think this is especially beneficial when using a controller. (Imagine pushing up to make Mario jump...)
I did read the controls above which mentions CTRL, but that did not work as a jump for me. In fact, I couldn't see that it did anything at all.
Also, the score did not work.
Interesting combination of the theme with a dungeon crawler. I like that you took it beyond just inventory management and added the crumbling floors as well to hit the theme twice! Wish there had been audio, and it might have worked better if I could drag a weapon directly to use, but I guess maybe that would have taken a bit away from the inventory management?
Thoroughly enjoyed this. I loved the graphical style and the audio that accompanied it. This was a thoroughly enjoyable experience. It took a little to pick up what I was doing, but once I did, it was great.
An interesting take on the theme, but I couldn't get very far. I wasn't able to progress past the first rooms, but I did enjoy the idea and music. It seems as though there is a deep, good story hidden here that I was unable to uncover.
Very interesting take on the theme and quite a different story. The sound and music were well done, but at times the deeper voice was hard to understand, but still workable.
I enjoyed this entry quite a bit. Thanks for sharing.
This was amazing. It was probably the most unique take on the theme that I have seen yet. I thoroughly enjoyed all aspects of this game.
Very interesting take on the theme. I loved the use of sound as a game element, but found firing the allocator to be a bit annoying audiowise. I loved how you layered the elements in through level progression, allowing the player to learn as they go. I enjoyed this and would love to see it taken further.
A unique take on the theme, but I have to say I honestly did not enjoy it. It just wasn't my type of game. I can say that the audio fit well with what you were doing and was well done and the graphics fit well with your idea. It just wasn't my type of game.
I was grabbed immediately by the art style. The art work is amazing. I hated the controls, though, and in fact, for LD41, I insisted that we implement two control schemes because my other team members wanted the one you used. It did take a bit to figure out that I could pick up boxes anywhere and the difficulty quickly ramped up from there. I did miss having music in the background, too, but the sound effects were nice.
Nicely done game. It was extremely difficult, especially when I was confused at first about what I was supposed to be delivering. Then, I realized that you have to deliver a stack of boxes. Not sure why it is a different control to pick up and put down when they could have been the same. I often found myself pressing the wrong mouse button. The sound effects were well done, and the music definitely fit. I loved the art style.
Interesting game that has some good potential. Some things I would note is that the flashing blocks hurt my eyes after a while and are very distracting. Also, it was impossible to keep going as I got to the point where the only way I would lose was when there were block across the entire play area. A forced lose is extremely aggravating and should be avoided at all costs.
Cute game, but deceptively difficult. At first, I enjoyed the music in its simplicity, but it does get rather repetitive after several times of dying quickly. It is especially difficult to hit several single width platforms in a row.
Good entry!
BTW, it would be better when posting a blog entry with a link if the link goes to this page rather than itch.io to make it very easy for people to give feedback as they are already at your page.
I like the concept, and I'm sorry you weren't able to get more done in the allotted time. I did find one thing that isn't on your to do list -- the character can travel off the screen and keeps going.
Wow. I am impressed with the depth of what you accomplished here. I can also say that I prefer "talk to
I really enjoyed this one even though I can imagine getting a very large city where I have to walk A LOT to get to things...
A nice idea, but I found myself just trying to play it like Flappy Bird and ignoring the beat part.
Welcome to your first game jam, and keep coding!
Enjoyed playing the game. The combination keeps you on your toes. It did seem that occasionally, I would find myself flying straight towards a car in each lane that overlap horizontally so there is no possible way through. Other than that issue which made it feel like a force lose when I was doing well, it was a great game.
Welcome to Ludum Dare by the way!
Great game with amazing graphics and audio work. You guys make a good team. I have only two quite minor points for improvement. First, if one character jumps on the head of the other, and then you switch and move, the first character stays floating in the air. Second, the walk animation seems a little like the character glides across the ground. This is something that you would likely fix over time. The game overall worked well and looked and sounded great.
That is very hard. There is a lot to pay attention to. It is probably the most innovative take on the theme that I have seen yet, though. Graphics could be improved, but for a compo entry, they were not bad. I did enjoy the music, though.
Very well done. I loved the graphical style as well as the music. It is a very interesting concept, but I did feel that the pieces locked in place a little too quickly. There were times when I would feel great that I had maneuvered the piece just right to fall back between another piece, but it didn't happen because it clicked into place immediately. In Tetris, you have a very short period of time to bump the piece over to the left or right. I was also a little weird to use the mouse and the keyboard at the same time and with keyboard keys separated like r and space are.
I did also notice what seemed like a bug (or at least to me it did, maybe it was intentional). If you click a capsule that is more to the right and a block with a capsule on it slides to the right, the capsule does not move with the block. This created some capsules for me that were of no use since they were not attached to a block anymore.
I found that there wasn't really much to do or that I would want to do. After placing the first humans, the world gets settled very nicely on its own without my intervention (other than clicking end turn, of course.) You do have to be really careful with that fire. Many turns in, I set one hex to fire and burned practically the entire world!
It was well done, but how do you get rid of water without burning things around it and why do settlers drown instead of walking around?
Interesting idea, but a bit frustrating that by the time I leave the apartment and get to the factory (even with a car), I only have a few seconds of real world time before it says it is time to clock out. This is very frustrating. Also, there does not seem to be a way to erase a number from the Sudoku if you type a wrong one. It can be changed, but not erased. Finally, I would prefer to see some kind of separation between each of the 3x3 blocks of the sudoku. It helps with the visuals.
Great job on the frog puppet. It was a very cute touch, but saying "east" without a compass is meaningless since I do not have a frame of reference for the directions.
It looks like this is your first ludum dare (from your profile, not the game quality), so welcome, have fun, and learn. That's what it's all about.
Saw part of your Twitch stream as I was taking a break and had to put your game on the list to try. I found it very interesting, but also quite difficult. It would have been nice to know what my limit was on each kind of weapon and how many I had so that I would know when placing one would erase one I already had. I found all six towers, but could only get five activated at any one time.
I did experience a weird issue where after playing for a while, I got very slow. It did not effect my firing, just my movement.
Great job.
I loved the graphics style and the glitches that you added to the video. The audio was also great. Like @brandann I wanted more. Perhaps also randomize the start of the ball as it seems very deterministic since it always starts in the same direction.
Quite enjoyable game. I would have liked clearer notice about saving snowmen. How many on each level? Also, what happens if I don't save them. It seemed like I could progress anyway.
Very nice music.
Wow, those are some suicidal animals. And fast, too. I enjoyed it. Good work.
Great entry for your first ludum dare. The art was pretty nice and consistent. As has been said, sound effects would have greatly enhanced the game, even if they were simple. It was also pretty easy to hide behind a tree and let the green guy use all of his bullets before you came out to play. For expansion, perhaps have a cost to an elf dying, or don't show the player how many bullets the other guy has. Create a Clint Eastwood feel, I know what you're thinking. 'Did he fire six shots or only five'?
Fun game. Would love to see this expanded. I was, however, able to get stuck between a platform and a wall liek this: Escapees.png
An interesting and well done game. It is difficult to see the connection to the theme, but I guess it is that the more pieces you have to place, the harder it is? Nice music, but it did get a little repetitive.
Nice game that fits the theme quite well. For expansion, I would have liked to seethe opportunity to upgrade my ship. After all, I am mining asteroids just to fix and fuel my ship. I'd like to be able to get a better one. Great job with the limitations, though!
Wow, that has to be the largest (285 MB) download I have seen in LD.
Sorry you did not get to complete the game as this is an amazing start. I can also say that I got stuck against the sink in one of the rooms and could no longer walk away, so collision detection seems to be a bit off there. Sorry, but I will not be judging audio (one of the best features) as I am not sure which assets were yours and which were not.
The visuals are very nice, but the game seems to punish me even when I come to a complete stop. (Perhaps the speedometer should not just round down to 0 but display 1 unless it is ACTUALLY 0?) Also, if you go straight in the first level instead of turning, you get several stop violations when there are no signs!
I agree with @danvil. I prefer WebGL builds from Unity for LD, but also understand the concern about performance since most people judged my last two entries by the WebGL build which could not multi-thread the pathfinding which caused performance issues which many people mentioned. (These issues did not exist in the other builds.) However, when using an installer, I have to install, test, then uninstall. Please just provide the files as a .zip file to save all of these steps in the future.
First, welcome to Ludum Dare. Hope to see you come back next time. It does get a little easier each time.
While I enjoyed the art and audio, I felt that the game was pretty broken. As others have said, the character was very floaty. When you jump at the end of a platform, you land on a platform that is two platforms away and not even visible on the screen. That gives me a bit of anxiety not even being able to see where I am going to land. When it gets faster, it just makes the situation even worse as it is very difficult to judge where I will land when I can't even see it yet. I think this could be addressed in two ways. First, make the sprite about half the size it currently is if not even smaller. Do the same for the platforms. Second, don't have the player jump as high to remove the floaty aspect of it. These two things will allow the player to better judge their landing spot.
Good luck and I hope to see your entry for LD41!
Interesting take on the theme. One recommendation for playing with a controller is not to limit the player to only firing in 8 directions. Why can't I fire in any direction? Other than that, I thought it was pretty well done.
Fun game to play with a very retro feel to it. The music was a bit repetitive, especially after a while. It would be nice to have a longer piece or different pieces that it switches between after a while. Overall, nicely done.
I found this game very difficult. It is not my style of game, though, so it is probably just me. I think that the part that was the most challenging for me was the small screen size. If it had been larger, I would have been able to plan better and maybe avoid the zombies longer.
Very nice concept. I enjoyed the art style with the hand drawn art and animations. The "but" part of leveling up was also quite interesting. I did have two suggestions. One, when I fed Steve, he took all of the food, even if he didn't need it all. This seemed a little punishing since I had four extra after just fighting a bear. It is also not being a responsible pet owner to overfeed your pet 😀 The second is that sometimes right after leveling up, my character would walk for a while without any keys being pressed, and I could not get her to stop. I was playing the WebGL version, so this may be one of the buggier parts there.
Beautiful game all around. I didn't have to use my flashlight much, though, but that helps the story move along which is the important part to this game. It was quite polished.
Enjoyable game. I liked the music and the graphics as well as the fit with the theme. I played the WebGL build and did not like playing it on Newgrounds as I didn't see how to make it full screen. With a mouse controlled game this is a problem as I kept clicking outside the window and even sometimes navigated away from the game.
Overall, though, quite enjoyable and a nice idea.
An interesting game. I couldn't figure out the mechanics of how to win/end battles, but that may just be me. I really enjoyed the artwork and style. Nice concept.
Interesting take on the theme. I enjoyed the art, challenge level, and music. Also, good job of scaling and adding elements as the player progresses.
Two things to look at:
1. I had to scroll to see the level sometimes. This breaks immersion. Consider auto-scrolling for the player. 2. I could not click to move on some lit up squares. In particular, they were always on the edge. This was particularly annoying when I could see a chest or the stairs and not be able to move there.
Very nice game. It definitely fits the theme, and I enjoyed playing. I liked the music and loved the effect used in the background for the blood stream. The font used was a very basic font and didn't really fit the theme. It also seems like UI elements that were not related to gameplay may have been done last and you may have run out of time as they were not as well done as everything else. Overall, good job. Would love to see what you do with this later.
A game with some very interesting mechanics. It would be nice to see the character receive additional moves later in the game to reduce the repetitive nature of the game. It was nice to see new enemies added every so often, though, and the way you introduced them was pretty cool.
Very good match for the theme. I felt that the game did ramp up very quickly. For a while, I was letting apples and decaf go by while boxing donuts and chocolate and was doing fine. Then, all of a sudden, there were tons of items on the belt, and I could no longer keep up. I did like the music as well.
Impressive game, especially for a first entry. Welcome to Ludum Dare! The idea was different, and I enjoyed it. I was wishing for some audio, though, even if simple sound effects. The art style was consistent, and the controls worked well. Look forward to seeing you around next time!
This is a very nice city simulation game. Obviously, it would be great to see cars, tractors, people, and the garbage trucks moving around, but there is only so much that can be done in the time limit. (This desire will not be reflected in the score.) I am truly impressed with where the game is now. The warehouses, though, seemed to have a very limited range.
Interesting game. Unfortunately, I think you need to make sure that more vowels are included. Also, as I use up the vowels that are lower, it becomes increasingly impossible to make words lower in the grid as new letters are added only on the top. Also, since it was developed in Unity, why no web build?
Very Catanish, but still it's own game. I also noticed, but it has already been mentioned, that the troops stop spawning and I was unable to move them. Finally, on my MacBook, The UI was kind of squished in, so after I got over 100 of each resource, the final one (Livestock, I think??) was moved to the next line on the left making it look pretty bad. 👍 for the Web build and for the wind sound. I could see me playing this more with some of the issues fixed.
Interesting take on the theme. One problem I saw for a very text-based game is that there were quite a few typos and misspellings. I also was missing music, but there is only so much you can do in 48/72 hours.
It's a very interesting concept, but a very difficult game. I had quite a challenge using the control scheme, though as the action buttons seemed to be all over the keyboard. Maybe three buttons that are together for the three different actions would have been better. I enjoyed the soundtrack as well. 👍 for including a web build. I have seen many Unity built games this time that did not. I am currently away and want to be able to test games on the web instead of downloading them to my MacBook.
I loved the humor in this game. The controls were not my favorite. They were extremely difficult to get used to. Decent entry, though. The music was very well done. I agree with some of the comments from before, though, that perhaps some power ups, a way to win, or a timer with a high score list to see who lasts longest would have added something to the game.
It fit the theme pretty well, but it felt like it was just a click-fest to see how quickly I could click the tiles. The mathematics made no sense in the supply and demand portion. I understand that I was once a coal company and am switching to solar, but I am losing supply due to the closing of oil plants. However, after I had created TONS of panels and had money of over $400,000, I was suddenly losing more supply each time than what I had. That should not even be possible since much of my supply at that point was coming from my newly built solar panels??? It seemed designed to make me fail and lose the game and very quickly.
The graphics were good, and I enjoyed the soundtrack.
Nice little game. I really enjoyed the atmosphere and graphics. The sound choices were nice as well. It also fit well with the theme. I'm not sure what the goal is, though. Is the asteroid field endless or am I trying to get out? If endless, it would be nice to have some sort of score to compare across runs.
Interesting game. The best part, hands down, was the music. That was a very good soundtrack. As others have said, the humor tried too hard and the cursing was so pervasive that it lost its humor. Also, I would add that in a text heavy adventure game, grammar and spelling are extremely important. There were so many spelling and grammar issues that it greatly detracted from the story. Paste the text in to Google docs, Word, or another spell/grammar checker before using it if it is not your strong suit.
Also, as others have also said, I did not see the theme in the game, but you are not actually required to follow the theme. Good start!
Nice game. I remember playing a nuclear reactor text-based game on my Commodore 64 years ago. This game was much better, and I really liked that game. Made the high score list on my first try! I really liked the graphics and the sounds were well done. The one thing that I was missing was music.
I liked the premise of this game. I could play this for quite a while if I had more time and weren't trying to rate a lot of games to increase visibility. Even though you said that some of it was made badly. I thought everything meshed fairly well, and I enjoyed the game. Perhaps one of the best I have played so far.
Cool game. I found the jump controls themselves to be a bit annoying.They were obviously coded that pushing space while in the air would activate the jetpack, but in the two tile high corridors, a jump happens so quickly that I often ended up falling down through the hole and getting killed by the sliding spike thing. Died over and over. Also was having trouble getting the doors to open. I got the key that I could get to (the green one?), but it did not open the green door when I went to it.
Great concept, though, and I loved the graphics. Too bad that you did not have enough time for more music.
FYI, I only saw the jetpack bug once while playing the web version.
Great game, inventive, and very well done. I guess my only issue would be that I often fell off the titan when getting out of a chair as it took me a while to realize that I had to hit space again to grab the machine. Perhaps allowing the player to exit just by moving would have helped.
I liked this game. It was a very interesting premise. I really enjoyed the idea of building up a tune by collecting the notes and then having to defend them to keep them. I agree with @GoldRanger, though. I found it a little hard to figure out what I was doing since the cube started so far away from me in the first level. I thought the entire mechanic was to shoot the cylinders until I finally got the cube when it got close enough. On at least the first level, I would start the cube closer and at least one of the cubes on each level after. Getting the music was the most rewarding part of the game, so if I can just start it early, it makes me want to keep going.
My only other criticism would be that I'm not sure that I see the theme of running out of power in the game, but that's a choice that everyone can make as to whether to follow the theme or not and how much it impacts gameplay/
Regardless of my criticisms, though, I would play this game a lot.
I had fun playing this game. At first, I went directly after the bosses because I didn't realize there were powerups hidden behind the gray boxes. Once I had that figured out, it became clear that it is a typical RPG where you have some grind work to do before the bosses. Good entry.
Interesting game. The story was interesting, and not much else to say. I will add, though, that I did not notice the lag that others are talking about, and I do not have a beefy machine.
Good game. I loved the effects, the music, and the premise. If I had any issues at all, there would be two. First, the game is completely keyboard controlled, but I have to "Click Here to Start". Move the start to the keyboard to avoid the player even needing to touch the mouse at all once the game starts. Second, the loss of jumping ability really hampers the ability of the robot to move at very low power levels. I may be close to a recharger, but can't make it because can't even jump high enough to get on a moving platform. Although this is reduced by the checkpoints, it would be nice to scale this back a bit.
It is an interesting start. At the point where it is, I guess that I could only say that I would recommend not using arrows to move from screen to screen. Most point-and-click adventures just automatically do it when you get to the edge of the screen. I honestly didn't even notice the arrows at first. Would love to see where it was going and how it would have fit the theme.
I really enjoyed this game. Art in the style of Limbo, but procedurally generated content like an endless runner. In fact, it is the opposite of an endless runner with the added requirement that you be careful. It is not about moving fast at all. I disagree with other comments about pointing out what hurts you. In the description, you gave a list, and I felt that was enough. Only once did I run into something that I did not realize would kill me, but it was pretty small on the ground. The other times I died, I deserved it!
Of the games that I have played so far, this is the one that creates a mood for me, so great job there. I did not rate in audio, though, because I am not clear what you created and what was downloaded from freesound and/or Brackey's.
Also +1 for providing a web build! Again, the first game that I have played to rate that did.
An interesting twin stick shooter -- without the twin sticks! No, I can't beat your score, but I have never been very good at twin stick shooters. My mind just doesn't handle the hands doing two things that are complex and very different. This was even worse since one hand was a mouse. That doesn't mean that I didn't enjoy the game, though. I thought it was very enjoyable, and I wanted to keep playing. I will after I rate more games!
The soundtrack was amazing, and I really liked the art style for the game. I wish you had a WebGL build (I know you already addressed this), though. Sound effects would also have been a nice addition.
This was an enjoyable game that could be developed in to much more. Would love to see the difficulty of the enemies on the ground start to ramp up. Currently, they come directly at you, so if you follow the line, you can just punch each one. More complex strategy on their part after a while would be great. Got on the leaderboard first try, but that was last night and probably early in the life of the leaderboards. I'm probably not there anymore! Tried to give feedback last night, but it was at submission hour so the site was slow.
Interesting take on an old classic. I hated how often the hits came and how much it messed up, but I wanted to keep playing!
The music was a bit repetitive as it was a very short loop, but the effects were well done and balanced. I loved the LCARS interface, though! You did an excellent job on creating that. Glad to see that our games are quite different this time as they were quite similar last time...
Interesting and different game. Not sure why I could not win, though. Had a "splendid" relationship with one of the next to the top ducks and could not get a meeting with the top one. The other one, with which my relationship was "good" wouldn't get me a meeting either. They both said they didn't have anything coming up.
Very good start that could develop into something quite strong. Loved the music, it set the mood well. As others have also said, though, I'm not a fan of the "Hot Wife" stuff or her comments. I did like the bull sound when you interacted with him, though.
Pretty cool. Love the music!
Interesting game. The difficulty is way too low, though. I was never in any danger of losing after several days. Also, I'm not sure what the purpose of building the buildings is. They don't protect, allow me to hide, or seem to unlock things, so why am I bothering to gather the resources and build them in the first place. Perhaps this was all planned and there was just no time?
I do see the start to something very good here if you continue to build on it.
I enjoyed this game. The ambience created by the music was perfect and very well done. The one thing I saw was that the amoeba seem to be able to stretch in very weird ways (like back on itself) that just did not seem like they should have been possible. The game was so well done, though, that this is easy to overlook and ignore.
Very well done. I really like the shader effect that you used. The game also ramps well in difficulty as, at first, I am only facing one enemy at a time, but then start getting overwhelmed. This, visually, is likely the most innovative game that I have seen in this LD yet.
Cool game. Reminds me very much of Solar and Solar 2 but without the gravity effects. It was a bit weird to see planets turning at right angles, so more of a gravity effect might be something to add post jam, but I understand not including it during the jam.
I love the faces on the planets. This was a very well designed and well thought out game with the planet faces being the icing on the cake. It took me several (read many) tries to get past level 7, but the difficulty seems to scale well. The game contains perhaps some of the best humor that I've seen in the LD38 games yet. (At least in my opinion.) The one thing I might change would be that the movement of the asteroid forward or back to change the up or down seems to ramp up quite quickly. A small change makes a very big difference. Very well done.
Great start on this game. It is extremely difficult to be able to place a rocket, but I am sure that is the point. It would be interesting to see it developed with multiple maps that have certain score goals and bonuses for objects next to water or other types of tiles as well. I was not able to get a very high score, but might be able to if I gave it more time. Unfortunately, right now, I am just trying to give good feedback to a lot of people. I may come back to it after rating is over, though, to play some more!
I really liked this game. I finished in 47 turns without losing anyone. The game did seem a little easy, but this could easily be a starting level with difficulty ramping up from there.
A couple points of feedback: * It would be nice to have a larger window (I played on the Web, so maybe the desktop version is bigger?) * There did not seem much point in adding settlers, so I never did. Perhaps this could also be part of the difficulty ramp-up? * I never did anything but harvest trees and cows, build ladders, and move. What is the point in the other items and actions?
I really like the graphics and the audio ambience. Every piece of sound fit well within your theme and added to the mood greatly. Well done!
Nice game. The graphics and audio definitely helped to set the mood and were all very relevant to the task at hand. It is an interesting puzzle trying to determine what needed to be built where. Like @samusoidal, I tried to press up for command history, so that would have been a nice feature to add, but that is just being picky. This was very nice work for a weekend!
That is a very interesting take on a city building game. I would have never thought of mixing it with Tetris like you did. Music would have been nice and would have helped to add to the Tetris feel. Graphic style was good and the game was likable and fun. Could be interesting as a mobile game.
First of all, please please please provide a zip of the files. Sharing a dropbox folder with the executable and data files either forces people to copy it to their Dropbox and sync to their computer or download each individual file.
Otherwise, interesting game, but challenging. I wish the mouse was used for more than the buttons as space simulation games these days usually use it for much more.
I liked the music.
Wow! That is one difficult game. I like the concept, but it took me a bit to figure out that I have to keep moving or I will die. I started several times and almost immediately died, so I thought the game was broke. Perhaps ramp up that part of the difficulty or place a disclaimer somewhere. Enjoyed the music even if the game was too hard for me. I can't even get close to the scores that others are mentioning.
The physics are a little touchy on this one as it is difficult to do anything except fly away or crash. There were also very few fuel canisters which were already hard enough to collect. The graphics style was very nice, but it would have been nice to see the planet rotate.
Good start. I would probably break up the tutorial to show the animals before they are first introduced in a level. This will make it not seem to long but still get the point across as to what needs to be done. Sound would have been nice. Also, I could not seem to find any arrangement that would work for level 3. I am probably missing something somewhere. I could get the monkey and leopard happy, but not the vulture.
Interesting concept with a great art style and good ambience. I didn't keep playing all the way through after I got the largest anthill, but what is the challenge? It doesn't seem that there is any way to lose (and maybe not even to win), so what exactly is the challenge. It is interesting at first to do the upgrades, but where do they get me? It just turns in to work after a while.
An interesting game. The use of Marco Polo was an interesting game mechanic, but seemed to not work well. When I was near the escape pod, I got a response. When I was in the hills next to the forest, I got a response. When I was in the forest, well... Also, both Marco and Polo came from only one speaker. It could have been an interesting addition to use positional sound to help indicate the direction the child was in. Also, is the escape pod even fixable?
I am also a little confused on your opt outs. Are you opting out of audio or are we just ignoring the music when judging?
Cute and interesting game. I love the detail of the marshmallow, especially when he jumps. It was a very fitting game for the theme. I think that what is leading to the confusion for many is an easy fix. In order to use an item from the inventory, it seems to have to be the item on the right, so I found myself dropping and picking up items in order to rotate them. Perhaps allowing the use of any item or adding a selector for which item is being used would be greatly beneficial. Very well done, though, for 48 hours.
Interesting take on the theme. I liked the approach and got it right away. It is also an interesting move and combat system that, as others and you have said, could be expanded in the future. I liked (and got) the health system, but I do see how it could be confusing. For some reason, I did not get the sound when I played it in Chrome even though the tab had the speaker on it. I did hear it, though, when I opened it in Firefox. Most likely not your fault.
I have tried the WebGL, single, and multi-threaded versions. Ironically, the WebGL worked best for me. Both the single and multi-threaded locked up toward the beginning of the game. I had a few farms, some houses, and was building roads when they each locked up. The WebGL version never locked up on me, but I also did not have an extremely large empire like in your screenshots. Also, a little curious why you have a WebGL, Linux, and Windows builds, but not a Mac build. I would have tried it on my MacBook if you had a version for it, which Unity will create for you.
I like the graphics style and the sound effects. Appropriate music would be nice. I also noticed that the camels do not animate, but just slide unlike the people. I am sure that you probably used Fuse to create and animate the people, but it doesn't do camels! 😉
This game was quite extensive and well done given the 72 hour limitation that you had. I would like to see a further developed version as this is the type of game that I really like.
Sorry. I downloaded it, and it wouldn't run at all. Not sure why.
It was confusing that at the end, I just got a blank screen. I was waiting for more, but nothing ever came...
I enjoyed the music, though.
Not my type of game, but I will look past that. The graphics and sound effects were very well done. There were enough obstacles in the game to keep the player actively engaged with various aspects (energy/stress/etc.) I was never able to buy a Sprite because I either never had enough money or stress got too high first, but that is probably just my lack of skill. I did notice that on several occasions, the enemies walked through the planters next to the Sprite machine while I was not able to.
Good entry.
This game was well done and interesting. I can only make two suggestions. First, the intro was a bit long. Make it skippable or a button to speed up the text. Second, there were several time that I accidentally pushed two blocks which required me to start the puzzle over. Sometimes, this happened as I was moving my last block into place.
Overall, great game. Could very easily be expanded to a large game post jam.
Interesting game. I loved the visuals. I think what made the game hard (possible too hard) was a combination of two factors. First, when I wanted to slow down, the car turned around. Second, the carrot gun had a fixed angle. Therefore, if I was headed toward a chicken and about to overshoot, I had to turn around and wait until I was past it to shoot. If I hadn't hit it once on the way by, then I also had to go back the other way to finish it off. I think that removing one of these two limitations would greatly increase the fun of the game. Great game for your first jam. Love to see what you do next!
I love the art style. It is also an interesting and unique concept. I did notice one spot going up from just before the second base where I wasn't able to go any further and there was no air current indicator there, although there should have been on as you can see when approaching from the opposite direction.
What an amazing game! The visuals are stunning and the use of music to build tension is well done. The music was great. I haven't yet managed to stop it on the medium level, but did on easy on the first try.
I am curious, though, if this idea came from the Stargate SG-1 episode, Fail Safe (S5E17) where Anubis sent an asteroid to impact Earth or if it is based off the actual asteroid, Apophis (which just happened to be another Goa'uld from SG-1), which had been predicted to collide with Earth on April 13, 2029. Either way, great game!
I agree with @khorm, though, that there is little replay value, although I think that until you have beat it on hard, there is some. Perhaps planets with differing gravities that affect the asteroid in unique ways?
Nice, enjoyable game. On the WebGL version, at times the line coming from the asteroid seemed a little non-responsive, but overall a very great game. Could maybe have used some music in the background while playing. Nice concept, and it took me a few times to win. The game was fun and made me want to keep playing until I won. I liked the subtle, but effective, cloud effect in the background.
I did not rate in graphics and audio as you said graphics are not yours and audio is not there, so I am assuming that you will opt out of those categories.
Interesting concept, but without the win/lose conditions or at least knowing what they are, the game is a little lackluster as I'm not sure exactly what it is I am supposed to be doing. If I am supposed to keep all of the "body-less creatures" from getting to the portal, then it is way too easy as none of them ever made it there.
I did like the use of light as a weapon, though, and assume that you modified an idea for one of the other possible themes. This was a good recovery if that was the case, or maybe you just came up with ideas that fit multiple themes to begin with.
Finally, it was not clear that I could move the camera with the mouse on the edge of the screen. This was not necessary as the entire world fit on the screen at one time and actually led to me not being to see part of the world since I did not realize this at first.
The intro was a bit slow as others have said. I know that you can speed it up, but then it is way too fast to read. Also, it is difficult at time to tell the adults from the kids until you realize that all of the kids look the same. At first, I was running into some of the adults because I thought they were kids. Enjoyable soundtrack, though!
I like that this game stands out from the rest by being one that is played on Twitch through chat. I will be the first to admit that I do not spend much time on Twitch as I would rather play games myself than watch others. About the only time I get on Twitch is during a Ludum Dare, so I did not even think about this as being possible. It would be nice to see it possible expanded with additional building types and additional commands, but for LD, this is a very good start, and I did enjoy giving it a try.
Nicely done! As some have mentioned, it is quite similar to some existing games (like Sokoban), but I do like how you took a side view rather than a top down view, which added gravity as an element. Overall, your game meshes very well with itself and has a very consistent art style which is also quite enjoyable. Some of the sounds seemed out of balance with the others (walking, digging, and exit opening). These seemed much louder and since they are quite common (especially walking) it can force a player to reduce the volume and maybe cause a player to have more difficulty hearing the other sounds.
I do like the level designs, and they quickly start making you think your way through as in some, one mistake will cost you being able to complete the level.
I couldn't figure much of it out. Are the log, rock, and coconuts/kiwi/(?) supposed to do anything? I also could not get the key for the chest from the bird, but that's probably my lack of skill. Overall, the mood was very good, and I enjoyed your detailed work on the audio. Great work on the graphics as well. I love the effect of the tide rising and falling.
Nicely done. I enjoy the Zachtronics games, and yours is very much like that. I like the visual style as well. I wonder, though, how quickly the difficulty ramps up. I have done the first 5-6 puzzles and have been able to do everything with just loops and loc commands. Do the other commands become relevant?
Edit:
Just had a look at the source, and with only seven levels, they do not require anything other than the loops and loc, but great work in the 72 hours! That's a great start toward needing those other commands! I even may go back and try to write the programs to use other commands anyway.
LD55 — Summoning (9)
For Democracy by Paulsams 2024-04-19T01:18:08Z ♥ 0
Overall a great game. I am not a fan of using the mouse to move, but you implemented it pretty well. The combos add quite a bit as well. At first, it felt like I was not getting hurt at all, and then I hit the third mission which was more like hitting a wall.
Numeric Summon Circle by BruceZoom 2024-04-19T01:07:54Z ♥ 2
Took a little to figure out some of the mechanics, but overall it was a very nice and enjoyable game.
Abyssal Inc. by BattleFranky35 2024-04-19T00:56:23Z ♥ 0
Your music and art is amazing given the amount and the time that you had to produce it. Very nicely done.
The Summonator by oramun 2024-04-19T00:50:32Z ♥ 0
Nicely done game. I especially liked the menu and the sound effects, they were very well done. It was also a good mix of 2d and 3d graphics used to create the environment for the game.
A Clash of Horns by fabula_rasa 2024-04-18T03:07:48Z ♥ 3
A cool card game. It seemed that the AI player had cards that I never saw so it seemed a bit unfair. While I stayed in the game for quite a while, it seemed woefully unbalanced. Not sure if there is randomness to the decks or not since it seems that others fared much better than I.
Mage Matrix by Mads 2024-04-18T02:45:06Z ♥ 2
Very well designed game that was an enjoyable laid back puzzler. The graphics were minimalist but great which adds to the charm of the game and creates an environment that is pleasant to interact with. The UI design was well done with simple controls. The puzzles were good with a variety of approaches required to solve them. I greatly enjoyed the music as well, and it was an interesting use of the theme.
Portal Me Away by StudioCherno 2024-04-18T02:35:46Z ♥ 2
The controls are extremely hyper-sensitive which makes the game very difficult to play. The coin pick up was also very choosy about where I could be to pick them up. The rotating of the camera by mouse movement was counter-intuitive for me and was pretty confusing since it did not seem to point toward my mouse. It was a good game with perhaps too much to be made within the time frame of a jam.
My succubus girlfriend by NinjaCatz 2024-04-18T02:25:22Z ♥ 2
Pretty deep game for a jam. Well done. The music was good, and I liked that you included a music player to change it. Some of the controls were difficult. For example, I put an incorrect object in the drawing, and it was super sensitive as to where the mouse need to be to pick it back up and get it out.
Hungry Portals by marleeeeeey 2024-04-18T02:04:12Z ♥ 2
Enjoyed the destructible terrain. There was an issue where when I died, it seemed that the physics or keypresses that were in effect when I died carried over into the respawn. Once, I died while jumping and then could not stop jumping on respawn. I'm not sure exactly what the objective of the game was, though, and it seemed that it was just pretty frantic from the beginning with so many portals all at once.