Foon → Ludum Dare Explorer → Users → jcg
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 52 | Harvest | Glean the Luminescent | compo | 39 | 3.97 | 3.91 | 3.87 | 4.06 | 4.04 | 3.34 | |||
| 2022 | 51 | Every 10 seconds | Superline Hotami | compo | 217 | 3.47 | 3.63 | 3.07 | 3.28 | 3.18 | 3.21 | 2.38 | 3.16 | |
| 2022 | 50 | Delay the inevitable | Kessler | compo | 297 | 3.47 | 3.22 | 3.60 | 3.78 | 3.82 | 3.04 | 2.51 | 3.37 |
PROMOCODE: "UNKILLABLE", in hopes to revive a dead buddy :(
So many gems in this! I was so glad you can feed the volcano the bad guys.
Also, highly distracted by the live feed of the volcano :)
I litter-ly love this! Would love to see more!
A phenomeow game. Really digging the music, it seems like it has some alt-J inspiration.
Ran into one small bug, I fell through the left-most moving platform a couple of times; as it moved up my cat phased through it. I can send a video over if that helps!
PS. My cat (Binx) approves.
Really love the musical cascade that occurs the further out it goes!
Ah! I played through wondering what that blood button does; reading the comments above now and it's much more clear!
Playing through again with using that feature is sweet. The art style reminds me a lot of the early Adventure Quest days, but with a card twist :)
I found that playing with a slight head tilt helped keep things readable enough to stay afloat :)
Love it! I wish the total number of words kept increasing!
Loved it! Is the late game lag _inevitable_?
Love how somber the ending is compared to the rest of the game.
Love the music! I like how the controls are a bit icy, I think that might be intentional?
This might be isolated to just myself, but the splash/controls pulsating text was difficult to concentrate on. The other indicator text was fine though!
I like how the captain is "useless" :) Definitely feels chaotic when having to micro all the the characters around. I wish there was a way to drag and select characters!
It was a bit hard to tell who should be doing what, without having to repeat consult the instructions on the LD page.
Absolutely love the small detail, with the physical timer you can collide with!
Really awesome use of lighting here! What drove you to use illuminated.js? I think as you indicated, there are some frame pacing issues on Firefox, appearing longer into play.
The numbers in this submission are a submission in their own right; awesome to get that insight :)
Really awesome! Loved the option of choice at the end. There's just something about this pixelated atmosphere that's really satisfying.
I didn't feel the need to use my run/dash much- kiting the shadows was just as effective at normal speed. It almost feels like shooting should slow you down or make you stumble in a way.
This game seems to activate SteamVR on it's own.
It was way more of a jump scare than I had hoped for; playing with no sound, turning around, to already be up close and personal with a zombie :)
Sweet! I like the balance with having to choose to move horizontally vs vertically. I hope I'm not just too bad at this, but it'd be sweet to see some environmental pickups to keep things going a bit longer.
I like the minimalism of the background, but it feels like the floor is an antithesis to all of that? It's a bit more "visually dense" relative to the rest of the environment.
I love the little attention to details. Seeing your WebGL build embedded into itch.io with the same background really says it all.
I felt a little stupid with the safe, so it's good I'm no locksmith.
Put weapons on cars and it's instantly addictive. I love this!
I kind of want to exercise some sort of control over the weapons?
That is such a fascinatingly neat effect; the mouse trail into button interaction on the main menu. Spent a few minutes just playing around there, and then the transition into the game was just icing on the cake. Really love that detail!
I really liked the "line slider" high score at the bottom, it kept introducing yet another score to beat :)
It felt a little too easy to cheese with just rampant horizontal swiping. I wonder if an added quirk that introduces a limit to how much you can actually hold left click would help?
PS. I know Jam doesn't require source submissions, but wow, am I really itching to know how you did that button effect.
Ah... reminds me a lot of home.
Love the unique use of time! My first time though; didn't make it to my loved one in time :'(
Would like to see jumping also affect the time dilation!
Love it! Thanks for making this gamepad friendly :)
Would love to see this expanded to include some environmental hazards.
Really felt like Sisyphus here... hard to believe I just spent so much time rolling this ball only to watch it roll away from me.
Really evocative... made me think of my dog several years ago. Thank you, so much :)
Love the colored pencil aesthetic :)
It wasn't exactly clear to me what the spike tower did, until I accidentally rotated the map and wiped out a huge chunk of enemies with it. After seeing that, it's fairly easy to cheese round wins with placement of the spikes.
Attention to detail with the music spin down is awesome!
I guess you can't kill your problems away. Well done!
Ha! Love the ending.
Great clicker game! Wouldn't be complete without some carpel tunnel pain afterwards. Would love to see this expanded!
It felt like the passive energy gain wasn't doing much in the grand scheme of my rampant clicking.
I love how straightforward the aesthetics are! It's all easily readable.
I was wondering what the point of the rocks were at first, and why you could break them down. It was then Zeus showed himself and it made a bit more sense. Do the number of rocks ultimately affect how many trees grow?
On an entirely unrelated note, the beetle makes me think of It Takes Two :')
I keep falling through the boat when I spawn; but the sound effects are nice!
Love the assets, love the theme!
It was a bit tough understanding what to do; the instructions and help text flew by pretty quickly.
Would have liked to see more ship sailing in space; almost as if I really wanted to roleplay Treasure Planet :)
Very cool; had to hide the "Jam Ends" counter to prevent periphery cheating :)
Love it. Would like to see gamepad support!
Pretty cool! Tossed it on my Steam Deck (been looking for a racing game fwiw). Gamepad controls don't seem to work out of the box, at least on the Linux binary. Played w/ keyboard mouse emulation.
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Love the particle effects! Some of the resulting patterns reminded me a lot of the Eye of the Universe from Outer Wilds.
I found that the game was a little too easy if you employed a strategy where you'd defer killing the enemies right up until they were very close to the player. That way, you could get a ton of coins close enough to get really strong quickly.
I can't help but play any n-body simulation based game I find. Great job!
One potential comment would be to coax in a pseudo-autopilot to help with controls; it can get disorienting as the player moves relative to the planet, which thruster needs to be thrusted. Although that could be considered part of the challenge ;)
This scratches an idle-game itch in a sort of way, really cool!
I thought this was excellent, and appreciate the interpretation of "second". The instrument layering that unfolds as you get closer to each end of level is really satisfying, would love to see (hear?) more.
Fun and straightforward; thank you for the volume slider!
Nice and simple, I love the aesthetics of this. The small amount of motion blur and explosion particles are really fitting.
Awesome! Very cool theme.
A small suggestion would be to allow the PADS to track your mouse automatically, without having to hold the mouse down. As a touchpad user (:upside_down:) it was a little more challenging.
Very unique; I thought the sound loop added a lot, it felt really cohesive.
For the longest time, I've wanted to make a plant-growing game. I've been stuck on the math for generating new parts of the plant however.
This was fun, I really appreciate the aesthetics, the "seasons window" is really cool.
So many small hidden details in this game, I love it! Feels like a great foundation to expand upon beyond this jam.
I'm a sucker for space simulations, and felt having these planets movement simulated would add to some of the incremental "chaos". If you're clicking away asteroids, why not also "click to correct" the planet simulation as well? They inherently achieve drift over time; it might be a fun added mechanic.
The hidden theme was certainly unexpected! I'm going to think differently about apple picking from now on.
A couple of the levels caused me pause- I liked it! The subtle use of lights was pretty cool, and the color scheme felt both unintrusive and direct. I'm not entirely sure this was intended, but some of the bombs you can just quickly back away from to avoid damaging your drill. I used that tactic where possible.
Many, many snails were harmed in the making of this comment.
Aesthetics are really, really great! I appreciate you took the time to add in the "squeeze" when jumping.
Chasing down someone who was on the verge of dying was something else. A couple times I was able to nab em, a few other times they keeled over before my very eyes. I'd like to think reaper's boss wouldn't be too pleased at that. Would love to see a scythe you can use to "pull in" victims for those cases!
Music is pretty great! It starts off deceptively simple but then lays on unexpectedly- feels unique. I thought the water ripple effect was a nice touch.
These "attached rope" games are pretty fun, really had to think hard about balancing my desire to min-max the number of cranberries vs being able to _actually_ get them in the basket. I only wish with the the rope physics, that increasing and decreasing the length was smooth rather than stepped. Often I was shooting out cranberries all over the place when pulling the rope in when it snapped it's "reel in" distance.
Spiders everywhere thank you for this entry.
A fever dream the likes of which can only be generated, cool experiment!
With at least Stable Diffusion, I often find myself fighting against it. To really coax it into something presentable, you do need to spend some not-insignificant time mucking with parameters and tricking it through the prompt. I feel it should be rated, but not amongst more traditionally built content. The final generated result makes it look easy, but there's still the time taken to make that happen.
There was a lot more detail to this beyond what I assumed just by looking at the cover photo; I really liked the little animations and polish given. The flight had a small learning curve, but was fun! My first play through was beyond optimistic; little bird went straight for collecting 100 wheat and perhaps to nobody's surprise, fat doesn't fly.
I think if you give this a background, with similar attention you gave the wheat swaying and frogs, it'd pull in more views.
Congratulations on your first compo! Focused, short, and sweet; was fun to organize the chickens into one spot to make it easier to defend your seeds. It was also nice to be able to line up chickens to shoot through a couple of them at once, made me feel like I was really making decisions about the experience.