Sea Adventure by Tero Pulkkinen 2023-10-08T05:37:14Z
Trippy. Movement is broken, but I feel like the game would be worse if it wasn't. Real far out, man
Foon → Ludum Dare Explorer → Users → Jason Shapiro
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | 👥 | Process Server | jam | 1118 | 2.95 | 2.66 | 2.78 | 3.72 | 2.98 | 2.96 | 3.66 | 3.10 |
| 2023 | 54 | Limited Space | Caveat Exemplum Optimus | jam | 1031 | 2.95 | 2.59 | 2.71 | 2.63 | 2.04 | 2.67 | 3.30 |
Trippy. Movement is broken, but I feel like the game would be worse if it wasn't. Real far out, man
Glad to see vampire survivors-like. Took me a while to understand that every level game me either a stat or another weapon, but I never figured out how I could control whether something landed on the plate or not. Moving my character seemed to affect how it fell a LITTLE, but not enough that I ever felt in control of it and that was frustrating. Also, it said to left click on items to discard them and that didn't seem to work? Although one time it rearranged the sword on the plate. I was glad to see different weapon types, and I liked the way the enemies ramped up in health as time went on. Nicely done!
Drifting is super fun, so well done, you got me. :D Sound was good, graphics were good, menu and tracks and everything did great - this game looks like a lot of work and polish went into it. My only desire was that I wanted the deceleration on sliding to be a little bit slower - ie I wanted it to be a little bit floatier, but I think that's a gamer preference thing. The way you have it is somewhat less arcade-y and more simulation-y, which isn't a bad thing. Thanks for this!
I finished the Coursera Machine Learning Course by Andrew Yang - maybe that isn't enough background, but I still don't understand what is going on, here. I realize that different types of hidden layers do different things, but my problem is that I don't understand the feedback I'm getting when it's wrong. I get it when the shape is wrong. I like seeing the graph get low as I train letting me know I've trained enough. But I don't know how to fix what I'm doing wrong. I tried to read the info screen and I sadly ran out of patience. :( Still, I think this is really cool. If I could figure out how it works this might be a fantastic game. Thanks for making it!
This is solid. Definitely potential to expand after jam. My only (very minor) complaint is that I wanted the dungeons to get harder with greater rewards as I went down. Really fun, thanks!
I gotta say, after the first game where I tried to proceed slowly and carefully and got destroyed, it felt so good to bust through the first asteroid barrier with nothing in shields and full engines ahead, hahahahahah. It felt like I always had to have 2 in power or my ship would shut down, so that made me feel like I didn't have as much choice as I originally thought I did. It was interesting that power affects the engines moving and my shields charging but it didn't seem to affect my shield staying up. And the speed was kinda weird. I seemed to move even with no engines, and I'm not really sure 5 engines made me go much faster than 2 or 3. Still, really fun, thanks!
AHHHH Where did the zombies get guns? THEY'VE GAINED INTELLIGENCE RUN FOR YOUR LIFE!!!!
This is super cute. I liked the sounds. I wished the bullets were a bit slower and I wanted 8 directions. I also wish the first button didn't restart it so I could revel in being a zombie myself for a spell. Nicely done!!
This was a lot of fun. I liked all the attention that was put into the slime and its abilities. Everything else was fine. The weirdest part was the zone of high graphical fidelity that surrounded my slime like some kind of reality altering aura. I understand wanting to spend less cpu time on things that are offscreen, but it was boggling to me to do that with things that were still onscreen, especially in a top down game. I also really wanted the skeleton (hero?) to take damage from the spinny flame traps. I spent a lot of time trying to lure him into one. However I was very happy to see that I could damage them by calling back slime on the other side of them that hit them in the back, and that was extremely satisfying. I wasn't sure what was going on when they ran into my slime on the floor that I ejected. I guess they just ate it or something. Overall, quite fun - I played a couple times until I beat it. Thanks for the game!
Is there more to unlock after the first 2 buildings? I felt like I built myself into a corner and I wasn't sure what to do next. I really liked the music, the graphics, and the vibration effect when my buildings got hit!
Oh, I get it now. Kinda like resetting your run on an idle game. Thanks, that helped! The idea of having placement space with your idle great is great - I'm not sure I've seen it before? And the idea of having monsters attack your city but you have no way of attacking them is cool too - I liked putting cheap towers in their path, but eventually they seemed to plough right through them. I think they got more health as the game went on, and I'm not sure if different buildings had different amounts they damaged the aliens. It would be cool if shapes gave benefits of +income or +damage, and those could be higher balanced by how hard the shape was to place. Really cool overall!
Yeah that shit was actually scary. Great puzzle variety, it was great that they were simple, fantastic use of theme. My only complaint is that there usually seemed to be a safe button that didn't work and I couldn't figure out if that was part of the puzzle or not. Finally I got lucky enough to have a code with a repeating digit and then all the buttons worked. Really well done, and my favorite game by far so far!
I love this idea. I like that you can delete a piece while you can hold another piece. The graphics are good enough. I wish I could see the shape of a piece at the bottom before I picked it up, that would help me a lot. But even after learning all the piece shapes, I couldn't pass level 1, I found it super hard. I enjoyed it, though!
Sounds were really good. Graphics were cute. I had trouble with the pull back to move mechanic. I had the best luck just clicking in the opposite direction I wanted my ship to go, but that wasn't so reliable either. I liked that there were enemies that could shoot and charge. It was kinda hard to see when I was taking damage, sometimes - for example it took me a couple of games to realize that the edge of the screen seemed to damage me. Keep making games, yay!
I'm not exactly sure what happened here, but it didn't run on my gaming computer. Super blocky and the dialogs were really really long.
A lot of work from skilled people went into this game. This genre seems to me to be very difficult in such a short time, so all my gripes seem like minor things that time would polish out. You seem to know what you're doing, and it's really cool to see something like this. I loved that you weren't afraid to make a level unrecoverable with a tactical error, and you made it really really easy to start the level over when that does happen. Thank you very much!
Quite cool! I like the zelda-like map. I don't understand how it fits the theme, but it's still fun. At first, I was annoyed when enemies shot super close to each other, but as I got used to it, I realized the parry length is quite generous and made everything feel doable. Definitely had that dark souls feel of how it was easier when I got good. My only complaint is that I don't understand what made the cash register sound that meant my parry was going to kill the enemy instead of it being sent back to me again. Was fun, thanks!
Hey this is really good! I especially loved the enemy variety and how new enemy types were introduced slowly as the difficulty ramped up, and I loved how the difficulty curve matched my power curve quite well, so great design! I wanted the crow to feel a little more maneuverable, and I didn't really feel like I had issues with space. I was confused as to what I was losing when the enemies were attacking my buildings, but it helped to take some heat off of me, if nothing else. Fun to play, thanks!
WHY did I choose to use the left side of my refrigerator instead of the right! What a fool I am! NOOOOOOOO!
Interesting game. I like that it inevitably draws to a final conclusion and you have to protect what space you have for as long as possible. For me, the biggest issue was that there wasn't enough space between the ship and the edge of the screen, and I couldn't find a way to zoom out, so I felt like I didn't have enough time to react to threats. Smaller issue was that the limited number of directions the cannon could fire in made it difficult to target ufos sometime. I feel like this game would be great if you could move with wasd and target the cannon with the mouse, zooming in and out with the mouse wheel. Great use of theme, thanks for making it!
The slow energy regen made sense while I was in the air and falling, but it felt like I had to wait for it a frustratingly long time when I was on the ground. Maybe those 2 situations could have different recovery rates? Nothing too unconventional here, but I will say that the fly looks fantastic. Thanks!
I played this game about 6 times before I understood it. Clicking the H in the upper left helped a lot. I'm not sure what's going on thematically, what download points are, or why clicking popups is good, but at least I figured out I'm supposed to do it until I get a virus. Once I realized that the animation that tells you you've got a virus is different, I could finally play it. It's pretty good - the most frustrating part (after the understanding) is that I wish I could clear my hard drive sooner - it feels like every time I die now it's because a window popped up in front of the download or clear button right as I was about to click it. I love this theme and I love the simplicity and I want to see more being done with it, thanks!
Ngl the bendy lines around the black hole were my favorite part. I wanted so bad to be able to escape, but deep in my heart I knew I was already across the event horizon. What is there to be gained, then, by resisting the pull of the void? Maybe nothing, but I choose to resist nonetheless.
The link is bad, can't view the game.
This is so cool! It feels like so much content is here, like it could branch even though it doesn't, really. So many pictures and they're all good. Good music. I can't believe how much work this must have been. And the entire time I couldn't wait to see what came next. Thanks so much!
This was fun. The pixie controls seemed a little inconsistent - sometimes I had to right click to recall but sometimes it just followed me on its own. I also couldn't figure out how to distract creatures or light lanterns. Cool concept and fun to play, though! I agree with T C the movement wasn't perfect, but it still felt not bad in general. Thanks!
So good. It took me a while to figure out when I was going to pass through another player and when I was going to bump them. The chain bumps were awesome hilarious moments. I would love to play this in real multiplayer.
Good start! I like how detailed all the rooms are. I just wish I could go back through doors I've already been through.
I really liked the task list, that was super helpful. I loved that the first task on the list was an "easy" puzzle (go to armory to get gun) but it became harder than you thought because you had to run past enemies to get that gun, really nice. Yeah shooting should have been locked to camera like people said but oh well. I was sadder that I never figured out how to use the battery or the o2. Eventually I won by remembering the numbers through multiple runs - I only got 4 out of the 5 and used trial and error for the last one. Not bad at all, and fun to play, thanks!
I don't think you're supposed to continue working on it after the submission period is closed? Anyway, I played the old version. I really like the theme a lot. I can dodge discord projectiles by charging forward through them, tee hee! That said, I wasn't sure what to do once the delete button came up at the end. I tried clicking on it, and running toward it didn't seem to work either. Not bad at all, thanks for sharing it!
Hey you know what I hate most in video games? Inventory management. I think it's an outdated concept that all video games should do away with and just let you carry infinite stuff. So anyway I somehow loved this game, it was super fun. My only ask is that I wish you could rotate something while moving it. So if while holding down LMB you start holding RMB it temporarily switches you to rotate mode, and then when you release RMB it changes you back to move mode. Music was good except it had a bit too much dynamic range - it annoyed me when it got way loud. I got all items in on the second game. This was fun, thanks!
I really like the idea of your inventory space being your health bar. The feel of the movement was pretty frustrating. It felt sticky (ie I didn't seem to move right away when I pressed w. Maybe this was lag? But it seemed to be running fine) and also stiff (Like I stopped too abruptly and didn't end up quite where I wanted to). I never figured out how to attack with the fists. I liked that the numbers for weapon selection was smart. I liked being able to pick up bodies. I liked I got a one hit knife kill one whole time. Falling off the train was a little too easy to do and with everything else I got a bit frustrated. The effects on the mission info screen were pretty hilarious. Thanks for the game!
Hey, this was fun to play. I wish the ship moved the same speed with the mouse and my controller. It felt like it handled well with the mouse but went slow, and the controller as much faster but it felt too floaty. This was cool, good use of theme, thanks for making it!
When I discovered I could use my mouse wheel to get more storage space it was like finding a powerup hahahahaha <3
Really fun take on the reverse tower defense genre. There's a certain amount of the game that is just finding "good" combos but even those seem to not last forever. I didn't realize my candles were limited until one ran out - really nice design choice to have them be limited resources. I made it to round 3 on my first try, mostly using QWERE. The best part of this game is the way you destroy the towers as you reach them - it makes advancing down the path really satisfying. It would be better if after making a new shroom type it gave me some statistics on what it does, and if there was a library that told me what they were. Thanks for the game, I enjoyed it!
I like this factory game. It's fun how factory games never made sense, really, but it makes a lot more sense with summoning portals! I love the way this game gets harder the longer it goes, as things get in the way of each other. My only complaint is that I find it frustrating how an item will ignore the thing one space after it's interacted with something else. Including delivery portals! I don't know if it's a bug or intended, but I hate it. Still a fun game, though, thanks for making it!
I love the look of this game, but it's a nigh unplayable slideshow, and I tried it in 2 different browsers. :( I tried to find a download because it looks really cool, but I didn't see one either here or on itch.io. I really like the idea of having this grimoire that tells you your tasks and you have to do different tasks each time. Maybe I will check back later and try again!
I thought I saw everything this game had to offer, and then the archers showed up! And then there was another map!
This is a fun little game. I don't know what Tepes are, but I do know it's satisfying when you manage to kill a giant gang of them with one bomb. I wish I had more control over where I summon the bombs to, though.
What is that little sight cone in front of me good for? At first I thought that it was my little bomb detector and I was digging up the bombs or something, but no, it's a summoning game. <3
Honestly, you know what my favorite thing is? Ok, fine, first - my second favorite thing is the gratuitous amount of gore that spawns when you blow yourself up. It makes me snicker. And my favorite thing is how twisted and weird the music turns when you die, I absolutely love it. Hmm, both of my favorite things involve me hurting myself. Maybe I should seek professional help... Great, now I need therapy. Thanks a lot, Tepes!
This didn't quite load on ldjam, so I tried it at itch.io. It eventually loaded there, but it froze when I clicked options. No matter, I refresh'd and clicked new game and it froze again, but I did get to see some cool spooky hands. If there was a downloadable version I would totally try that. I will see if I can check back later!
Downloaded the exe, got "Error: Couldn't load project data at path ".". Is the .pck file missing? If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension)."
Hope it gets fixed, I would love to try this! The download was just the one executable, btw.
@charl-v Every time I had trouble getting through the door, it was because I hadn't served the summons to character in the scene, so you could make sure you satisfied the requirements. Another commenter also suggested reloading - I never got stuck in that way.
I'm glad you liked the visuals, thanks! I was blown away by how fast Omitsu got those character designs done. So good!
@joeshanahan This is fantastic. Thanks for playing!
Holy moly this is quite good. At first I tried combining creatures at random, then I figured out how to get quests. Once I realized I had to actually read the text on my cards to learn what each animal was good at, it made a lot more sense. I loved making my deck more powerful, making money to buy more powerful cards to earn even more money. I wish the matchup of the contract with the animals I drew was less random - perhaps show me all the contracts at the beginning of the day but keep the small hand size of cards at a time? Also, it would be nice if I could summon and do contracts on the same screen - it took me a while to figure out I could arrow to the other screen. This was really fun - I didn't finish it, probably because of the lack of variety, but I mean what do you expect in 72 hours? Really innovative, thanks for sharing!
I confess I knocked out my sister before my conscience even mentioned it.
The amount of material here is incredible. Like 4? Different songs, and they're all fantastic. The rain sounds are great, too. I felt super powerful the whole time. Maybe it would be better if there was some kind of limit to how much you can summon, perhaps an energy meter that recharged or something? Thanks for the game!