Crazy Looper by LeReveur 2020-10-07T00:06:57Z
The cart physics in this is really satisfying - nicely done!
Foon → Ludum Dare Explorer → Users → JHax
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Cleared To Land | jam | 446 | 3.55 | 3.42 | 3.92 | 4.46 | 3.51 | 3.60 | 3.09 | 3.75 | |
| 2025 | 57 | Depths | Deep Space Delivery Office | jam | 349 | 3.66 | 3.33 | 3.60 | 3.40 | 3.64 | 3.72 | 2.64 | 3.86 | |
| 2024 | 56 | Tiny Creatures | Plan Bee | jam | 625 | 3.47 | 3.39 | 3.62 | 3.91 | 3.50 | 3.21 | 2.38 | 3.24 | |
| 2024 | 55 | Summoning | Hellevator | jam | 645 | 3.51 | 3.38 | 3.53 | 3.31 | 3.74 | 3.72 | 3.35 | 3.60 | |
| 2023 | 53 | Delivery | Rover Herd | jam | 477 | 3.67 | 3.44 | 3.90 | 3.96 | 3.45 | 3.34 | 2.94 | 3.48 | |
| 2022 | 51 | Every 10 seconds | 👥 | Robo-Clash 1999 | jam | 212 | 3.87 | 3.62 | 4.26 | 3.60 | 4.08 | 3.76 | 3.14 | 3.59 |
| 2022 | 50 | Delay the inevitable | 👥 | InevitaBallistics | jam | 335 | 3.80 | 3.79 | 3.81 | 4.20 | 3.46 | 3.63 | 3.13 | 3.32 |
| 2021 | 48 | Deeper and deeper | 👥 | Pearls of Wisdom | jam | 878 | 3.53 | 3.29 | 3.18 | 3.78 | 3.41 | 3.32 | 2.65 | 3.57 |
| 2020 | 47 | Stuck in a loop | 👥 | Age of Amperes | jam | 442 | 3.75 | 3.62 | 3.76 | 4.02 | 3.43 | 3.46 | 2.51 | 3.34 |
| 2020 | 46 | Keep it alive | 👥 | Pollice Verso | jam | 2096 | 3.06 | 2.97 | 3.43 | 3.47 | 2.64 | 3.04 | 2.88 |
The cart physics in this is really satisfying - nicely done!
This is incredible!
Great blend of action and puzzle mechanics and really well polished!
I like the interpretation of the theme (my friend and I did a circuity game too, but took a lot of liberties with realism XD)
Core of this is good - lots opportunity for variety with other levels like harder levels not having the proper diagram for reference or having parts that won't actually fit with the proper circuit.
It's a very good game, but I am not very good at it.
Cool novel way of doing a bullet hell. Nicely done!
Just managed to squeeze into the top 10 :stuck_out_tongue_winking_eye:
Really great game, pixel art is gorgeous! Did find it a bit tricky to hit the birds, couldn't figure out how to get them without the helpers.
Torus.PNG
Nice relaxing game - really chill.
Graphics are adorable and the music fits well.
I enjoyed the progression system a lot too :slight_smile:
I'm a big fan of frogger games so this started off well. It's a really cool twist on it.
I think them getting houses when they make it across the road is very sweet.
Graphics are absolutely gorgeous, the the different visual themes are a really nice touch too.
I like the idea of taking a mechanic and applying it to different game modes.
Would be nice to have a slightly longer time limit on some of them just to see how many loops you can get together :smile:
Really cool mechanic and the pixel art wood effects on the wheels is great.
Did find it a bit tricky to sort of gain height once I'd dropped towards the bottom of the level.
Enjoyed it a lot though!
Solid game, I felt very tense trying to get back to the supercomputer for the last step with only a couple of lives left!
Found it a bit tricky to begin with but got the hang of it eventually!
This is awesome!
The handbrake turn has a great feel to it and having the speedometer in pixels per second is a nice touch.
Cool take on bullet hells! Found it a bit too tricky personally, but I really liked the look of it!
Graphics are great - particularly like the animations. The core structure of the levels repeating but the content of the levels getting more complicated is a well executed interpretation of the theme. I like how it flips the whole platformer thing of getting a good muscle memory for certain sections on its head.
The brilliant graphics really sell this.
Really enjoyed some of the research options!
Always appreciate the use of standard form as well :smile:
There's a really cool vibe to this game, some good puzzles in here for sure.
Audio and visuals work really well together.
I think I'd like to be able to undo a single move rather than having to start levels all over again, but the levels are sort of small enough that it's not much of an issue.
Really enjoyed this, very gratifying getting loops to work.
Good pacing of levels introducing things like crossing the river over and making sure passengers don't get dropped off at the wrong destinations.
Would love to see more levels :slight_smile:
Love this take on the theme, really well put together "daily routine loop" game.
The sort of pencil effects are great and the sound effects are hilarious.
Really enjoyed this!
Didn't quite get the hang of being able to cycle through colours in the right direction.
As far as I remember PICO-8 Limits you to directional buttons and 2 other buttons (?) - so this might not be doable - but a control scheme where each colour is mapped to a particular key might work.
Great fun as it is though - and as others have said, nicely done getting it all together in 3 hours!
Gradual ramp up and progression is really good, although was a little frustrating to begin with when you could finish a round without progressing at all because shoelaces just didn't turn up.
Once you get going it really does get good!
Really liked the subtle touches like the player character blinking.
All in all, nicely done, really enjoyable!
Enjoyed the swinging mechanics and there are some nice extra touches like the trail behind the player.
Would be nice to be able to adjust how far out from the centre you're looping and a few sounds but I appreciate it's tough to get it all done in 30 hours.
All in all a good entry, nice one!
Slightly wild controls give this a really fun feel.
The music and text to speech voices are a little unsettling but it gives it a pretty cool vibe overall.
Really liked the physics of slingshotting the little arrow.
Would be nice to have somewhere to see how high up you've got.
Really solid game here. Graphics are nice and clean.
Puzzle designs are really cool, but I'm not sure my brain's woken up enough today to properly tackle them :smile:
Enjoyed this game, has a great look to it.
Nice job giving the player ball a sense of movement!
Really solid puzzler mechanically.
Looks and sounds absolutely gorgeous.
This is a nice take on a sort of get the key for the gate platformer.
Building up momentum for the jumps is satisfying and breaking the bubble for the key without getting it stuck adds a good level of challenge.
Cool game! Really like the pixel art.
Good ramp up of difficulty and I like that you can earn yourself a bit of leeway on the easier levels.
Found it pretty tricky until I read the other comments and realised W / Space jumped higher.
Great fun after that though, really well implemented. Graphics and sound are both really pleasant.
Really cool idea and well put together, think I'm a bit too slow to get my head around the controls though :smile:
There's some cool puzzle design going on here, I've seen a few mouse / hamster wheel games but this is a pretty original take on it.
Low poly mouse is cute too!
Absolutely love this game!
Music and graphics are both an absolute delight.
Concept is really cool too, and it's so well put together, congrats!
This is a cool idea, it's quite satisfying how you can sort of see the difficulty ramping up visually as the circles get tighter in.
@pleyad Inspired is probably the right word - although it's half remembered from school ~10 years ago. It's certainly not a very accurate portrayal of how circuits actually work ( sorry @nekuake's brother!)
Sorry about the resizing bug - thanks for reloading to give it another go! :slight_smile:
Thanks @grizzliusmaximus, I put the speed options in more as a way to change the difficulty a bit. I think a fast forward within the levels would improve playability ( @axelrinaldo pointed this out too!)
I'd quite like to come back to it to make some more levels after rating is over so I'll keep it in mind for then.
Really cool, it's a lot of fun.
I'd be interested to see how much harder it would be if you could have friendly fire with your clones!
Was a good difficulty level for me as is personally though :smile:
Nice way of getting a loop mechanic in there.
Music is absolutely perfect for this game!
I really loved the graphics on this, looks absolutely brilliant.
Mechanics are really cool, but the difficulty can be a bit punishing at times, particularly when you have to start a level all over again rather than retrying the set of rules. The skipping helps though!
All in all it holds together really well :smile:
Has a cool look and sound to it. The gradual build up of each track is nice too.
As others have said, a bit more leeway on when you can hit notes would be nice, but it's well put together for a jam.
Really well put together idea here. The last level in particular I found really satisfying trying to figure out exactly how to time everything.
It's a good twist on the "protect Earth from incoming baddies" - really turns the idea on it's side!
Lots of good polish with the sort of glow everything has and the light screenshake when you hit things.
It sounded like the music was ramping up as your score increased as well which is pretty cool!
I like the interpretation of the theme as "deep space". The graphics are really, really cool too!
The fast paced gameplay was a lot of fun.
Procedural map generation works well too, I think the Earth one was probably my favourite as there's a little bit more variation with like the land, sand and sea bits.
Most importantly, the ship sprites look really cool!
The hand drawn graphics give this a really cool like, absolutely loved the music being done with pencil scratches as well, that's a great touch!
Excellent interpretation of the theme too!
The graphics have got a really nice look to them and the general concept is a cool way to use randomised elements.
Good fun and really solidly put together, having the blocks as tetris shapes felt like a nice twist on digging games.
The style of the graphics is really cool, and I really like the sort of analogue style of the controls.
This is really well put together for such a short amount of time! The parallax scrolling gives you a really good sense of speed increasing through the levels and adds a nice level of polish.
I really loved the multicolour trail coming out of the ship too, just looked really great!
Thank you for this. Can't have pets where I'm living so this game allows me to fulfil my dream of trying to get on with coding whilst being interrupted by a cat.
Also makes me realise just how useful autofills are
Good fun and the later levels get pretty challenging, all in all a solid game here!
This is really cool, a nice way to blend Tetris and digging games into something that feels fresh. As a few other folks have said, the new take on the Tetris theme is also excellent!
Really solid game, the penguin animations are very sweet.
The "a shark is chasing you" warning noise fits in really nicely with the music, some good Jaws vibes from it gradually speeding up as the sharks get closer!
Thanks @slingshot! I think the physics suffered a bit from us getting used to it gradually while developing so we maybe had a bit of skewed idea of how tough it was coming at it fresh.
Glad you enjoyed it!
@jorenkv that's a fair point, I think I would have liked to put in a bit more of a transition between the map screen and the dives whether you've run out of oxygen or made it back to the ship. As it stands even just getting the message in ended up being a pretty last minute addition!
Actually really like the hand drawn look of this! Decent little game here!
Absolutely phenomenal game! As others have sound the sound is absolutely spot on and really nails that sort of lonely deep space vibe. The star parallax and the nebula clouds look really cool too.
There's also something delightfully creepy about the aliens sort of arcing round to chase you rather than being able to just turn on the spot. Really liked this!
Trying to strengthen yourself up to survive the landing is a cool twist on this sort of game and it's really well put together.
The warnings about which objects are coming up adds a nice level of user friendliness to it too.
Couldn't quite get the hang of it, but an enjoyable game all the same. Pixel art is really solid!
Cool game, there's a nice level of challenge in making sure you string rather than get stinged.
Adding an incentive to not kill to many on your way to the queen is a nice touch too!
Really cool twist on the theme in this game. Enjoyed it a lot! Nice job getting the headlines to all be believable as conspiracy theory-y headlines as well, can imagine it being pretty tough to come up with all that! Nicely done!
Brilliantly designed puzzles in here! Could maybe have been a bit more forgiving in some places, although that might end up just making it a bit too easy. Really enjoyed this overall though, excellent stuff!
Really like the interpretation of the theme on this great to delay the inevitability of going to bed (very on brand for game jamming too...)
Wow! There's so much to this game!
There's obviously tons of depth to the city growth mechanics that I've only just started to grasp from my time playing. The retro style pixel art looks very cool and does a great job of conveying what everything is and how you can interact with it. Music fits the vibe really well and just straight up really fun to play!
Easily one of my favourite games from this jam!
Nice concept, definitely felt like I was getting better each time - as others have mentioned having a score or time might be good to get a stronger sense of the improvement.
Really liked the low poly look and the little trail the grim reaper leaves behind!
I'm a sucker for a train game so I was keen on this one right away!
There's a great ramping up of tension as the area you've got to navigate around gets more and more complex. Lots to think about with all the different track pieces too!
There's a great like sombre "delaying the inevitable" vibe to the whole thing, it's really well put together. The 2.5D graphics letting you have the crisp pixel art casting shadows is a cool look too. I appreciate you were a bit pushed for time, but if you do end up coming back to it, I'd love to see how this looked if the light source gradually moved over time and you could really see the shadows elongating and moving (it's been a while since I've worked in Unity but you might be able to do some shader magic to get some nice dusky colours on the pixel art too).
Very effective at creating a mood and the pixel art is top notch!
Great interpretation of the theme turned into a really cool puzzle mechanic.
Super clever game!
This is really well made! One of the better ones I've played that's gone for a rising sea levels / environmental angle on the theme. There's clearly a lot of depth to all the interconnected systems that keeps it nice and challenging!
There's a really striking look to this game that reflects its sort of abstract method of story telling really well. Thought the way of giving the player a bit of a glimpse into the character they're playing as via the things that came up and positive and negative thoughts was a brilliant touch.
It's lovely to see a more positive spin on the theme of delaying the inevitable, especially as it's a theme that I feel naturally leads folks towards a slightly darker tone.
Graphics all look brilliant too!
Great game - thought the generated character art and names were particularly good. It's a fun interpretation of the theme and the art style of the whole thing is gorgeous!
Nice one!
Super enjoyable!
Great interpretation of the theme and a good sense of humour to the whole thing :smile:
I would have liked a way to get more documents when you run out (apologies if I've missed something)
Really good game overall though, the little sea birds just flying around and chilling is a nice touch too!
There's a really great sense of like, consistent art direction here where you start off with a very clean and simple look to the game, but as the difficulty increases there are sort of more and more levels of visual noise to make it tougher to track exactly what's going on. Really well put together!
The sort of hand drawn-ish look to this is very cool. It's a really nice sort of encapsulation of management type games. The dinosaurs are cute and the whole thing has a lovely sense of levity about it!
Really solid puzzle mechanics here and the beaver dam holding back the inevitable river is such a nice way to tie it all into the theme. Writing is very charming as well, all in all a solid game!
Really fun card battler here! Nice depth to strategising about how to make the most of the camps on top of when the best time is to use up cards vs. ending your turn and taking damage. Visually it's really clean and looks great. Straightforward to pick up as well which is a real plus!
The game's good fun and the framing of it being trying to get into the afterlife is enjoyable. Really enjoyed the animations on the skeleton. Also felt the controls were a bit floaty, but it fits the general vibe of the player being a ghost of sorts I suppose!
Really well written, really well acted! Nice one!
The tree growing mechanics are good and there's plenty to keep you engaged to move the sun around to try and keep the lower parts of the tree healthy (I had a pretty major setback when half the thing fell down XD).
As a few others have mentioned the tree going red is a bit confusing at first because I thought that meant it needed less sun - but it's not too tough to figure out with a bit of playing to experiment.
Really solid game overall enjoyed the sombre tone of the music as well as it links in well with the theme.
Quite mechanically simple but the art style is lovely and it's really well polished overall.
Might be nice if the stars scrolled in the background depending on which boosters you've got active just as an extra bit of feedback? Otherwise it's a really solid entry though!
Really charming game! The graphics and the sound work well together to make Rovar cute and endearing. Nice way of laying things out to make it interesting to approach the game in different ways to get all the way to the end.
@polymathld thanks! Yeah there's definitely a bit of an issue around communicating exactly what the powerups are doing, I think it's one of those things that's a bit harder to spot if you already know what they're all meant to do. It is hard to spot the exact effects of things when there's a lot going on on the screen for sure. Thanks for the feedback!
@mibehu definitely would have been cool to be able to crash the missiles into each other. We leant a bit on the inevitability theme and thought that being able to destroy the missiles might make them chasing you down feel a bit less inevitable. Definitely a good idea though, might have a play around with it if we come back to this!
Thanks all!
@blumber and @jesse-martin yeah the collision detection on the walls is a bit janky - would definitely have been good to spend a bit more time to try and get the wall edges to be a bit more forgiving so you could sort of slide past if you were close enough to being round the corner!
@ds-nahogara definitely sounds like the powerups overall probably weren't super clear when communicating what they actually do
Glad you all seemed to enjoy it though :smile:
Thanks @lantto I spent a lot of time trying to get the movement of the rockets right (I think there's still a lot I'd like to improve mind you) so I'm glad you enjoyed that in particular!
Thanks @fusionnist sounds like you had a good time, glad you enjoyed it! We wanted to try and make it so you'd sort of have to weigh up whether if was worth going through negative powerups to get to certain areas a bit but it does definitely make it tricky. I think if we do any post jam changes it might be cool to have different modes where powerups can spawn / despawn differently - maybe let players tune their own set ups!
Glad you enjoyed it @ternox
@phoenixofforce I've added some alternative keybindings for some of the powerups to hopefully make it a bit more comfortable to play on qwertz / azerty keyboards - bit of an oversight that one! Happy to hear you got something out of it anyway though, thanks!
@weirdybeardyman Thanks I spent a lot of time on the rocket movement! I did start putting together a particle system that I was hoping to use to add a bit of juice / flair to a few different things but it took me a bit too long to get it working for the rocket booster so I didn't have quite enough time to generalise it so I could use it elsewhere. The player movement could definitely feel a bit better too, I think maybe a circle collider rather than a square one might have been a quick way to make it a bit nicer when you're close to the walls or trying to get round corners
Cheers @bytomancer glad you had fun! I did have plans to make the powerups have a little floating animation that could have maybe varied a bit to emphasis the different types of pickups a bit better, but got a bit caught up with other bits.
Thanks for the feedback @ominusgalaxy44, @defrag, @danielg-98 and @tan-games! Glad you all seem to have had a good time with it (and yeah, powerups definitely needed some clearer messaging!)
@fifut cheers, happy to hear you thought it was great! I did start thinking I might be able to squeeze in a multiplayer mode but sadly didn't quite have time! Might be something to play around with post jam though!
Thanks @junklab too (sorry, your post was off the top of my screen while I was typing the other one). Well done on the time, definitely ramps up towards the end of the third minute. Glad the music worked well too!
Cool game, seemed quite difficult at first but actually pretty good difficulty wise once I'd got the hang of it! "Percussive Maintenance" is excellent :smile:
Nice idea and well executed - I'm very bad at this game but it's fun to play nonetheless!
Art style is delightful!
Cool game, the graphics all fit nicely with each other and the sort of distant firework like explosion noises really sort of hit the right vibe of "encroaching darkness ending the world". The darkening edges of the screen when you take damage also worked well to create the right sort of atmosphere.
Enjoyed it and will probably come back and play a bit more!
Really well written, and I'm absolutely blown away by the animations - they're gorgeous!
Graphics and audio are absolutely top notch and it's fun to play around with different strategies to try and get ahead (although I'm yet to settle on a winning one XD)
This game is really cool! Does a good job of capturing how terrifying it must be to navigate through space - definitely on the edge of my seat following the signal and going in a direction where I can't see the next cluster of asteroids. Absolutely nails the vibe!
Really nicely put together overall, movement is fast enough to keep things feeling fun and manageable but slow enough to punish you a bit for not keeping on top of things. I thought the difficulty increase was well paced as well, started off feeling confident I could keep going for ages then gradually it dawned on me more and more that it was just a case of delaying the inevitable!
Well done, always a sucker for a dinosaur theme as well!
This is really nicely put together, particularly for a Compo entry AND a first Ludum Dare good job overall. There's definitely a great sort of feel to the difficulty increase. Starts off nice and simple and gets more complex at a pace that is satisfying but also boosts the tension effectively.
Awesome! Simple mechanics but so well polished! There are so many nice little touches in here like the intro sequence, the visor nudging up and down to show which way your moving, the colour change as the oxygen starts to run out. I also quite like that the game doesn't automatically hit you with a game over if you run out of fuel and leaves you to float for a bit, definitely adds a sort of "oh no I've messed up here" vibe.
Good game, really hits a good level of feeling like you've got to keep a bunch of plates spinning which really suits the theme. Enjoy the slightly macabre sense of humour to it all as well!
Did find that the keyboard controls didn't work at first because I had a gamepad plugged in (the gamepad stick did work for movement but I couldn't figure out if any of the buttons were mapping to the repair action and seemed to block the spacebar from the keyboard) - but worked fine once I'd unplugged it, and that's just a minor technical thing, nothing against the game itself!
Nicely done, enjoyed my time playing this!
Starts off quite tricky but good fun once you get the hang of it. Art and sound are both really nice. I think it might have been a bit nicer if you could let a few enemies past you without losing straight away but that's just my preference.
It's definitely got a really cool central mechanic in the movable respawn point!
Really cool interpretation of the theme, I've definitely spent a lot of time trying to engineer a beach in a way that will hold back the sea from my wonderful sandcastles (I haven't figured out a foolproof way yet). Graphics are nice, particularly enjoyed the crabs. I did think it maybe wasn't super obvious the effect the the sand breaks actually had, but other than that, well put together game :smile:
Really stylish game! Loved the black and white look to it and a very solidly put together rhythm game! I liked that the sort of "lives" system was how many Z's Azathoth was snoring with!
Managed to keep it going until finally screwing up on exactly 1000 points XD
DontWakeAzathoth.PNG
Pixel art is really lovely here. Mechanically it's a great streamlining of sort of inventory min / maxing in RPGs, which I normally get tired of quite quickly but, as I say, it's been really nicely streamlined here to make it a lot of fun.
The central mechanic here is fantastic, there's a real sense of playfulness to it.
Had a lot of fun playing this!
Really enjoyed this, the wall jump mechanic really gives the player something to try to master to really get the most out of it!
I've got a great deal of admiration for anyone who can make Pico-8 graphics look this good as well (no shade on Pico-8, I'm just not great with it).
Managed a high score of 3920
BubbleKnight.PNG
Would be nice to have another level or something and I did sometimes feel like it would be useful to have a button to reset the game mid fall if you mess up early on - but these are minor things for sure!
Great game :)
Really well put together game overall. Nice straight forward mechanics and fun to play around with.
Some nice bits of polish too with the button animations and the stars in the background.
Enjoyed this! Definitely a cool idea and I'm glad to hear you're thinking of adding a few more things after the jam is over. Particularly intrigued to see what you do with bayonets!
Might be interesting to see some options for other formations as well but that's just a vague idea floating around my head, I'm not totally sure where you could go with it or whether it'd add much XD
Congrats on your first game! It's a really solid entry!
It might have been good to have a score that increases faster the more balls you're balancing (or something along those lines), but it certainly doesn't need it. I thought I was being clever not necessarily needing to keep the blue ones balanced so thought I'd tip them off to make it easier, but each time I tried I lost the black one too - so probably didn't need a point system to encourage people like me to keep everything balanced XD
Having the white spots on the balls to make it easily readable how fast the balls are starting to roll away was a really nice touch too!
Well done!
This is really cool! Being constrained by the cards adds a good level of challenge, the pixel art is good in general but the UI in particular looks great.
Really well polished game! I liked the art style a lot, nice and colourful and has a cool blend of 2D and 3D styles to it.
You weren't kidding when you said it was hard XD
Definitely a tricky one, but still very fun! A really cool take on pipe games in a way that uses the theme well.
Nice one!
Cool idea and a lovely art style, had fun with it.
Missed a few moves due to not quite getting the click and drag in the right place. Could maybe do with a way of bringing the player's attention to when the combat phase moves into the planning phase so they aren't losing any of their 10 seconds to see if any more moves are taking place.
Otherwise a solid jam game!
This is such a great game! I love the clean, sleek visual style of it. The central mechanic is a brilliant idea and its so well used in the various mazes. The resting spots seem really well chosen to give you enough time to be planning out your next move so you never feel like you're just waiting for the timer to tick down. The music is excellently chill and all the sound effects fit in really nicely.
Absolutely brilliant!
Really solid level design here, great pacing to get you used to each mechanic individually before the levels where you've got to juggle everything. Gets difficult towards the end but I like that there's a sort of puzzle-y edge to figuring out the best order to do things in as well as the more precision-y elements of the platforming.
Art work's great too, all in all a great game!
This game is great fun! Art style is absolutely brilliant too!
Some indication of health would be good, and maybe some health upgrades or something in the shop to a bit more of a sense of progression - although I can see the argument for it making the Personal Best side of things a bit less meaningful. Overall a really solid game!
Took me a little while to figure out what was going on (bit of post-Jam brain fatigue I think!) - but I'm so glad I gave it a bit of time to understand what was going on.
I enjoyed this a lot - I love resource management games and this is a really well put together example of one. The art work is gorgeous, and the shifting cube is a really interesting take on things.
Great atmosphere in this game! Music really helps to create a sombre tone. The gradual ramp of difficulty getting around also goes a long way to building the mood.
Really nicely put together!
Thanks for the feedback @ghostbomb! The 2 player is definitely stronger than the vs. AI mode. I wanted to get in some alternate AI's that would follow a bit more of a predictable pattern but it took me longer than I'd hoped getting the Basic AI behaving at least vaguely sensibly XD
Thanks @whysguy52 glad you enjoyed it! I've not really done any online multiplayer stuff before, although I can see this being a good game to use as a bit of a learning experience for it. I don't really have any plans for it at the moment though I'm afraid! The tools I used for this aren't particularly well geared towards desktop builds (as far as I know) so I hadn't really considered it for this. I'm working on a bigger project using the same stuff, so if I find a good way to get desktop builds for that I'll probably come back and do the same for my jam games - very unlikely that'll happen any time soon though, sorry!
Thanks for the feedback @brandon1037! Happy to hear you liked the music, I would have liked to do a bit more of it but it took me a while to properly figure out the tools for it XD
Thanks @ofiro as well! Yeah they're both fair points! On 1. I did consider allowing fewer inputs but I thought it was a bit truer to theme to leave it at 10, I might come back and add a 5 moves / 3 moves at a time option after ratings. As for point 2. I was playing it with someone else just after submitting and I realised it was a bit of a problem after they asked which one they were XD The post jam to do list may well include some clearer communication on that too!
An absolute joy of a game, really brought a smile to my face! Wonderfully chaotic and the pixel art is really cute!
The visuals are really cute and the audio is lovely and chilled out! Particularly enjoyed the nameless hero's little blinks and the piano notes every time you land or bump into a platform.
Really lovely!
Simple but well put together game. The visuals are excellent - the colours all look great together and the blurred trails / explosions look really cool!
Really solid game! Core mechanics is well used and having button prompts for multiple different controllers is a great level of polish (I dug out a DualShock4 just to check XD).
Slightly out of the normal bounds of the game, but had a fun time seeing if I could get the enemies to shoot each other so I could save on bullets.
The floor and ceiling gave me a bit of nostalgia for old ZX Spectrum graphics too!
Also built a totem pole trying the popular "jump on the enemy's head to reload" trick :smile:
Untitled.png
Enjoyed this a lot! Feels like a fun new take on the old Lunar Lander style of game.
Definitely very tricky, but does make it quite satisfying when you get things right!
Really tightly designed platformer! The levels are really well put together so that you feel like the 10 seconds is quite a tight deadline for getting to the end, but always leaves you just enough time if you get things right! Graphics and lighting effects also really good!
The way the sounds all build together once you set up a bunch of routes through all the nodes is really cool, like a sort of weird generative music thing.
Read your comment above - I'm playing an awful lot of Factorio at the moment and this does do a great job of hitting a similar feel in a bit more of a simplified / abstract setting!
The hand drawn graphics style is lovely, especially with the sort of animation wobble to it. Some cool mechanics going on here and they all build nicely on each other!
Very cool game - love the various piratey barks and the art style is really good!
The buildings and street designs are cool, creates a nice gothic-y atmosphere. Particularly like the designs of the vampire hunters!
Really love the concept behind this, and well put together as well. The pixel art's good too - I especially like the overworld graphics.
Could maybe do with a lives system (maybe a gold penalty to pay an adventurer to rescue you?) as hitting a game over after 1 mob hit feels a bit harsh - although definitely just a personal taste thing!
Nice one!
Absolutely top notch pixel art here! The artistic design that's gone into it is very cool as well, the ship in particular, but the monster design also.
Definitely bit off more than I could chew on my first go round, very much a "ahh I'll take two lots of dangerous cargo, what could possibly go wrong" (turns out, a lot) moment! Hubris.PNG
Took a bit of time for me to hit a good rhythm with it but devised a good system for stocking up on stuff before the first order starts coming in. As everyone else is saying, vibes are really, nice chill atmosphere to the game even if the gameplay can get a bit frenetic!
Really solid level design in this! Pixel art is gorgeous and the ambient sounds are really pleasantly relaxing.
The art is really nice, the focus on that's definitely paid off, I especially like when you get to the edges and it shows that the whole thing's like a map on a table - great framing!
Cool take on a sort of reverse tower defence. Liked the visual style as well - character sprites had a sort of Age of Empires style pre-rendered 3D model as sprite feel to them which I'm a fan of!
Having the wand you're delivering determine your attack style is a cool mechanic, and there's a lot of variety in the different styles. I thought the reversal was a particularly good one!
Graphics are really good as well, I'm always impressed by what people can do with limited colour palettes - the water effects also caught my eye!
Incredible work! Graphics are delightful, mechanics appeal a great deal to the graph / network theorist in me :smile: Really polished and nicely executed to boot.
What a lovely, relaxing game! The colour changing is a nice touch and making patterns behind yourself is good and satisfying!
Very nicely put together, really like the low-poly look to the cars and buildings. Enjoyed the ending as well :smile:
Nicely put together game! Really like the low poly visuals and the sort of bouncey back-and-forth walk animations. Music is really chill, and I can't quite put my finger on why, but I really like the tinkly time running out sounds.
Had quite a lot of fun getting a bunch of enemies following me then leading them into an ice break rather than pushing them in - but definitely got a bit too bold with it once or twice and just ended up falling in myself!
Great atmosphere in this game, really liked the art style. Always interesting to see peaceful / non-violent takes on genres that tend to lean a bit more towards violent mechanics!
Absolutely nails a simple mechanic that's tricky to master!
Took me a while to get the hang of it, but having to sort of plot out where you want to aim sort of separately from actually firing the cannon and having a vague indication of the power you're firing with is a really cool way of adding a real skill challenge into this.
The 2D style graphics drawn up in a 3D way gives the whole thing a very distinctive style as well!
This is really slick and there's a lot to it!
I keep coming back to to the idea of doing like a fast paced game with a command line input and this is such a cool way of implementing it! Definitely gets quite hectic in the later stages of the game, really really good though!
@nuin, @the-hat-guy and @ekaktusz & other FireFox folk - really sorry about this - it works on FireFox for me. I did run into some issues running in Incognito / Private browsing where the game crashes after clicking through the tutorial boxes. I've just pushed up a new version that deals with localStorage access errors a bit more gracefully and I'm not seeing that error any more.
If you've got more info I'll try to take a look!
Hi @kregames I think strictly speaking it is just following. Was pretty determined to experiment with some proper flocking sim stuff but I ended up going for something a bit simpler - I think as the game area's a bit limited so there aren't that many beasts around at any given time I ended up not thinking proper flocking would make enough of a difference for the time it'd take to code up. Definitely something I'm keeping in the back of my mind for some future game ideas though!
@aviv-levy @weirdbitgames desperately need to figure out how the camera controls in PixelBox work! Would loved to have had a sort of "zoomed in" mode to make some of the smaller bits a bit clearer for folks who prefer that. I've done a lot of tinkering with how PixelBox works so I'm not sure how all of that would end up going with the built in camera stuff.
@fabula-rasa I've got a Windows downloadable version now if that helps! I can't quite figure out getting builds for different OSes in Electron - also as it's Electron and running on a sort of Chromium sort of thing it might not help performance a great deal. I know there's a bug in there somewhere that results from creatures following each other in loops - I put in a few bits to try and protect against that but there are some cases that slip through the gaps! The edge detection on the islands is also horribly inefficient...
Glad you enjoyed it despite some performance problems though! :smile:
Nice take on a sort of Greek mythology dark Frogger game. Art is absolutely gorgeous and the writing's enjoyable.
Lovely bit of story telling and world building! Has a really nice relaxing vibe to it, genuinely made me smile!
Really cool puzzle mechanics, takes a lot of figuring out. Very nicely put together overall!
Big fan of the slightly chaotic controls to the rocket - makes it a lot of fun! The booster effects are nicely put together as well.
The graphics in this are absolutely delightful! Really interesting look to the sort of pseudo 3D warping of pixel art (or some sort of pixel shader on 3D objects? - I digress - it looks very cool, I'm a fan)
Always enjoy something where I can see a nice trail behind something that's having its path bent by gravity type things. Overall, great game!
Blown away by this! It's so well done! The central mechanic leads to some very fun level designs, and the limited colour and excellent pixel art give this a really stylish look. Chill music fits the aesthetic perfectly as well.
This is astonishingly good! The art is gorgeous!
Really like having the separate sorting / delivering sections of the game and having to manually read maps and navigate around the town rather than having an objective marker / arrow is a lovely touch.
Ended up playing this for ages! Definitely my sort of game!
Really solid platformer! Enjoyed the music a lot and the graphics all felt like they sat well together.
Nice twist on a Vampire Survivor-like game (Action roguelike? is that what we're calling them these days?)
The delivery theme is a clever tie in as it deals well with the "is the optimal strategy just to stand still" problem that Vampire Survivors sometimes runs into!
Really heartwarming story, graphics are lovely as well, nice job!
Really well put together entry! The graphics and music create a really coherent vibe. The managing your screen space mechanic does a great job of ramping up the tension and difficulty as you play through the levels as well!
Very cool game - the art is very stylish. Love how the mechanics all gel together - the stealth / puzzle conundrum is definitely apt!
Really cool work and really nicely implemented like gravity bending paths! Quite tricky but really rewarding when you manage to get things delivered!
Simple concept executed really well. Went from "ahh this is easy" to "oh it gets tough after you've delivered about 5" pretty quickly!
8 is my best so far but I might pop back for another try soon.
Graphics absolutely on point, really nicely polished and adorable! Love the little goblin, love taking his little hat. Very well executed idea overall!
Really well polished - especially having a proper tutorial in there!
Tricky mechanics to master but it's good fun trying to focus on taking down the drones while also grabbing what they're dropping - a bit of a patting your head and rubbing your stomach at the same time type challenge!
Good little arcadey game, really impressive for just 12 hours!
Nice little game, the sort of junctioning logic makes it quite challenging and interesting when you start getting to the higher levels.
Graphics and design are very cute and endearing!
Interesting take on the theme. I'm not normally a fan of CRT filter type things, but I thought it really worked well here and made the pixel art pop and gave it a bit of vibrancy. The attack having a bit of wind up to it leaving you open to getting hit works really well and makes the combat engaging!
Enjoyed this game! There's a really satisfying level of strategic choice in the spirits your placing and trying to balance that off against mana usage and trying to hit 300 mana to finish a level, particularly with the sort of creeping darkness thing. I think it would have really benefited from a bit more stuff in game to explain the mechanics, but given it's a compo game (and a bit overscoped / overcomplicated for it as you've said) I think it's fair enough to have focused on getting as much actual game in there in the time as you could!
It's a really fun game at it's core and impressive it all came together in the compo! I think my biggest fault with it would be that I'd like to see a bit more variety in the levels, but I can see it being tough to get a lot of content together in the compo timeframe. The low poly looks great and the way you've leant into that for the fire effects really tie everything together and makes setting fire to things fun and satisfying!
Nice pacing to the gradual build with the inventory. The swimming felt really good when you start getting your flippers upgraded! Very enjoyable and relaxing!
The art in this is so cool! Good fun playing around with the different combinations and seeing what comes of it as well.
There's so much to love about this game! The beautiful pixel art caught my eye straight away as I was scrolling through games. The concept is really playful and has a lot of humour to it as well. It's got an easy to grasp mechanic at it's core but the way the movement has sort of a bit of friction to it worked well to sort of not make steering around too trivial. The music also fits in really well
Had to replay it after noticing there was a dedicated bird noises button as well!
This is a really good challenge! The chants are all cool, and I really like the background image, creates a great atmosphere!
Very cool game, really good level design on top of a solid core mechanic!
Wasn't getting any sound first time I played it so dipped back in for a second go after seeing all the comments, and it was well worth it!
I'm glad I tried again after reading the comments and realising the shopkeepers were giving you clues. Good fun trying to puzzle it all out once I was starting down that path!
@INCD021 I think it's just a bad habit of slightly glazing over when reading merchant text in video games generally :stuck_out_tongue:
Lovely twist on a sort of breakout style game. I really like the depth of mastery that comes from the platforms moving off the player's momentum (even if I am not very good at it - I have to recognise that it is very cool).
Visuals are really cute and cool! Love the scoring system, tried to do something similar many jams ago - this is working way better and is much more polished XD Had a tricky time getting the hang of drawing the pentagram but got there eventually!
Really cool concept to tie fairly standard movement mechanics like jumping and dashing to like limited resources that can be summoned and the levels play with that core idea well. I did occasionally find the goat spawning a bit too fiddly to get right, and I found that the walk movement slowing down on the inclined bits of ground broke up the flow of things a bit. Good game overall though and the art is really lovely!
I am very bad at this game *but* this game is very fun. Really nice just having a play around with the mechanics even if I wasn't really able to herd any sheep particularly effectively. Incredible how much you communicate with so few pixels!
Couldn't tell if I was missing something with the score counter, but fun to just see how long you can keep going! Feels well put together, movement in particular feels really good. Seems like adding in a wall jump thing might be fun, but equally might shift the difficulty a bit. Would also have liked a bit of a clearer cooldown on the Super! ability.
Nitpicky things though - had a fun time playing this!
Super cool game! I love the novel take on the sort of combining different ingredients to summon things mechanic. There are so many great bits of polish in here as well like the way the inventory is presented. I'm always impressed with anyone who can make something look good with such a limited colour palette as well!
Interesting take on the theme, and lots of nice small touches like the screen darkening as the day goes on. The quite cutesy art style mixed with the sinister music as night closes in comes together pretty well I think!
Cool aesthetic and it's fun to cycle through the different playstyles of all the different underlings!
This game looks really cool! Drawing mechanic works well and I like that it sort of automatically gets trickier if things start going downhill because you're panicking and it's harder to draw the symbols.
Extremely cool aesthetic to the artwork! Definitely on the trickier side, and would be nice to have a bit more indication of what the resource generating bits are doing outside of the tutorial screens but I can appreciate that often comes down to time in a jam.
Definitely fun though, kept me trying again for a good while!
The art in this is really fantastic! I agree with the other folks here who have mentioned wanting a bit more feedback for hitting the right keys. Otherwise all comes together nicely!
Took me a couple of goes to fully put together where I could get resources from but really fun game once things start to click!
Cool idea and the art and music are all excellent. It was a little frustrating that finding the summoner felt a bit down to chance rather than something you could work out (unless I'm missing something). But I can see that it'd defeat the point a bit if it was too easy.
Also, I don't know if you did this deliberately, but great job on getting this file size on your game zip for a game about demons and stuff LoveAndSlaughter.PNG
Really nicely put together, the bone collection sound effect is so incredibly satisfying.
There's a really satisfying build of momentum and the chicken cultists are brilliant!
This feels really well polished! So impressive to get a cut-scene intro in. Feels like even though it's quite a short game the levels are well crafted and play around with how you can use all of the different summons effectively. The graphics are also very cool!
Really cool atmosphere, I love the moody-dark spooky-spiritual vibe of it all. (Gives me Tool music video vibes, if that makes any sense?) The sound design really works well towards building that and fits together with the visuals so well!
Mechanically, having the different guardian types to switch between and play around with is fun (the flamethrowery one was my favourite, but I think I was getting slightly further with the guns).
Could maybe do with the text appearing a bit faster in the intro scene
There's so much to love about this game! The FMV visuals lend themselves really nicely to the sort of spooky-horror-but-having-some-fun-with-it vibes of the game and the music really helps to build things up more on the spookier side of things. The platforming could have been a bit more forgiving, I found myself finding it a bit more annoying than fun a couple of times - although it was never so annoying I wanted to drop the game altogether. The clues given work really well together as well, took a bit of thinking for me to narrow it down to 1 culprit even with everything (at least I think everything) which I think is a positive.
Feels like you all had a fun time making it and that a lot of love was poured into it!
Cool game! I think most of the things I found a bit frustrating to begin with ended up being things that were upgradable so ultimately made a lot of sense they start off not being super powerful! I did find I sometimes didn't get a great sense of when I was taking damage and how much damage I was taking, so a bit more feedback there might improve things a bit?
Graphics and visual style are awesome and the audio fits really well with it. There's quite a nice arc of beginning / middle / end as well!
Pixel art in this is absolutely gorgeous! That mountain background paired with the colourful starry night is so lovely. Don't think I really have anything to add aside from the bits you've already mentioned on the itch page.
Definitely satisfying when it clicks how all the summoning bits work!
@custodi it's based off a list of tasks at specific bits of different floors. The first few levels have a fixed list of tasks, in the later ones the tasks are generated at random
It's a fun and simple premise, and the excellent graphics really carry that premise into a great all round experience.
Really cool graphical style, it's got real billboard sprites on pre rendered backgrounds vibes. There's a good sense of moving towards knocking down the castle, and enemy spawning buildings popping up every now and then stops it from feeling a bit too straightforward.
The blocking mechanic is fun and the different encounters to a good job of riffing with the base concept. Enjoyed it!
Cool game, good sort of tower-defence-y with a bit more opportunities for micro-management vibe to it. Personally I'd have liked a bit more scope for upgrading the summons so I could really just fill the screen with monsters and get really chaotic with it - that aside I thought the difficulty felt pretty well balanced (and I can see that having the ability to summon heaps of monsters would probably throw that off!)
Love the artwork! Really impressive to get all that together in the time frame! The mechanics all clicked into place in a really satisfying way and the card effects add some fun twists into the gameplay to keep you engaged.
Really well put together levels - very effectively guides you through figuring out what the different rules are for everything.
The graphics and glow effects look great! Fun to play around with and see what you get out of it!
Lovely pixel art and a compelling set of mechanics! Found it very difficult at points, but was fun enough to keep trying to push through - managed to get to the end eventually!
Tricky but good fun! Really like the main character animations, gives me sort of Prince of Persia crossed with Lemmings vibes
A great simple to understand core mechanic, but you definitely get a lot of mileage out of it with the different levels. The pentagram syncing to the beat of the music is a really nice touch as well, definitely adds to the vibe!
It's a fun premise, I think part of the fun for me was figuring out what the runes meant so it might have been nice for more runes to be introduced as you go along or have the runes change to other things so that stage of the gameplay isn't sort of out of the way quite quickly.
It's a little hard to get your head around to begin with and the movement feels a bit tricky at times. Generally though it's a fun idea and the spellcasting is excellent once you start to get to grips with it - having to draw in real time adds a great edge to the challenge.
Fun game with some really good pixel art! Cool having the different attack sets for each of the characters (even if Manat was a bit beyond my skills)
Really cool idea and brilliantly put together! Need to work on my mouse control though, I am shockingly bad at drawing the runes XD
Cool game, uses the sort of spell combination stuff well. I feel like the spell wheel's sort of convenient enough to not be cumbersome to use, but there's also enough friction in there to create a real sense of urgency when changing between spells which adds something I think.
Enjoying trying to figure out what the different symbols meant as well, makes sense once you start figuring it out and not being 100% sure what it all means is a nice incentive to try different things out.
This is so cool! The premise is fun and easy to grasp and it's presented impeccably. The audio really adds a lovely touch of playfulness to the whole thing. The pixel art's really solid an the animations are just so lively, bouncy and enjoyable!
Brilliant sense of progression in this. Loved that there seem to be quite a few interconnected systems / resource balances to manage but it's all straightforward to understand what you need to do to use those systems.
Really enjoyed playing this!
As real graph theory nerd, I absolutely love this entry! So cool mechanically, and really beautifully presented!
I'm far too slow for this game! I like the mechanics though, and they're well explored and utilised in this. The graphics have a great look to them too!
I really love this game! I've had a similar-ish concept floating around in my head for a while so it's great see someone go for something in this style rather than getting scared off by the scope of it! Really like that it takes a few goes to really kind of get the hang of how to build up enough momentum to get into the later stages of the game and the graphics are brilliant. On my best run I think I managed to take on a group almost perfectly matched to mine so got locked in a cycle of each side damaging / healing at roughly the same rate. Absolutely phenomenal entry!
The pixel art is great, particularly the level select screen! The core mechanics are fun and interesting to mess around with but I'm not sure I fully grasped all of which elements beat other elements - I sort of got a bit of a sense that there might be something about how things break apart when you hit the enemy that indicates which parts were the wrong parts but if there was something there I didn't totally get my head around it.
Very solid concept and well put together - I think my brain's still a bit too fried from finishing the jam to get too far into it. But I'd like to come back to it when I'm feeling a bit fresher! Definitely a game to be played with a pencil and paper to really puzzle it out XD
Enjoyed this a lot! It's got a cool look to it and there's quite a satisfying learning curve to it. Each level also has quite a nice pace of like, gathering momentum - feels good!
Really like the 2D billboard sprites in the 3D environment, creates a cool vibe! Good solid core of a game here - and nice to see you've got some additions planned - I felt like I was doing a bit more running away than summoning but I think a lot of the bits you've mentioned already would address that :smile:
The Pixel art is absolutely gorgeous! Really well put together and fun to play!
It could maybe do with a bit more feedback on when you deal damage to enemies and how much damage you're doing, but that's a fairly minor thing really.
Great game overall!
Love the aesthetic! Really solidly put together, took me a few goes to start getting too far into it - but enjoyed the time! Didn't quite manage to kick the habit of running away into a corner and becoming fatally trapped...
As many have said already - the voice lines really give this a great edge and using Townscaper to build out the setting for the game is such a cool idea.
The gameplay pulls together really well as well - I caused myself some problems by letting one gang get too big to the point it was quite hard to get the others to whittle them down, nice that that kind of strategic stuff crops up quite naturally from how it's all set up!
Great maze! The different abilities added a nice factor of making you try to remember where you saw certain things to come back to when those abilities unlocked. I really liked the pixel art for the insects as well - the artwork overall was good, but the insects particularly stood out to me.
Incredible stuff! Genuinely hard to find fault with it. The music and artwork are both great and it seem exceptionally well balanced given there's not a huge amount of time in a jam for play testing!
Everything works really well together - a simple gameplay mechanic but implemented really well. The artwork's really cute!
Great blend of mechanics - makes for a satisfying play! I found the difficulty spiked a fair bit on level 3 as well. The art is fantastic - loved it!
Loved the sound effects, just a very joyful game!
There's a pleasant Castle Crashers vibe to the graphics. Takes a bit of experimenting with what bits to get first to get through the first few rounds, but I think that works well for a jam game.
Got really hooked on this and played it for wayyyy longer than I meant to! Made it through a year though after a wobbly first go at it. Took me a bit of time to understand the difference between an enclosure and a neighbourhood, but managed to figure it out early enough on in my 2nd go that it didn't cause too much trouble!
The creature designs are brilliantly adorable. Seeya's probably my favourite!
This is a really cool concept, took a couple of goes to start getting the hang of it but it's interesting enough to want to keep trying!
The artwork is absolutely gorgeous! The music also fitted the mood really well, like kind of calm but a little bit foreboding so it's a relaxing play but there's also a sense of "Winter is coming and we need to be prepared"
Initially I also found the restriction of one type of flower a day a bit frustrating, but once I started to understand it was more of a way of making the player have to remember / figure out routes a bit more (at least that's what I got from it) I had a bit more of an appreciation for it! Was a nice level of engagement having to go "ahh, if I want to get the token at this hive I need to make sure I'm following these flowers"
Really liked this!
Really well scoped for the time you had! Impressive to put something so affective in such a short time! Music's well pitched for the mood and the sort of crawling into the hole animations are a really strong element of polish.
Graphics are incredible! Completely ignored the block mechanic to begin with, but the fact that blocking stuns enemies is super helpful and adds a bit more depth to the combat. I did find it a little tricky to judge the whether enemies were within range or not, but that might just be a bit of a skill issue on my part.
Excellent game! Really love that you've fully run with building a game out of bee waggle dances! I enjoyed the more complex path setting stuff in the second level to avoid the birds as well. Music, appropriately, was really good and the graphics and animations are very cute!
It's a challenging game, but it's really fun! I think I would have liked a way of upgrading things so they break a bit less often, but that's just down to my own preferences really.
Think I ran into a bug with this (on the web version if it's likely to be relevant) - I built a few farms (and a mill) but wasn't getting any wheat. The dwarfs on the farms didn't seem to be moving as well. Otherwise - enjoyed playing this!
@skvader-418 no flour either I'm afraid! I'll have a go at the Windows build in a bit!
Thanks for all the feedback so far! I was a bit worried I was leaning a bit too into "Tiny Creatures" and away from "visible on the screen" a bit with a few things - @kilig @magopian @mrjimbles I'll have a think about whether I can add some more info here / on the itch page to clear a few things up. Thank you for playing!
Been meaning to get back to people for ages - but I've had a busy couple of weeks! Thanks so much for all the feedback, lovely to hear that it's clicking with people. There's a lot of valid criticisms out there about things being a bit too small. I'm planning on having a go at adjusting the size of things (along with some of the balance) once the jam's over. Really appreciate folks for taking the time to get past it not being super clear what's going on to begin with!
Mechanics are really interesting, takes a good bit of thinking to figure out the best way to approach things! Not sure I stumbled upon a particularly good strategy, but I enjoyed myself! The fact that you have to place an item every turn adds a nice edge to the difficulty as well. Art and music both really fit the vibe.
Had a great time playing this! Kept going for much longer than I planned to - although sadly not sure it shows on my leaderboard position XD TinyGalaxyLB.PNG
The jumping mechanic's fun if a little tricky to get the hang of at times. The presentation is absolutely gorgeous! I particularly like the slight sort of grainy effect you get in a few places, it just fits really well. Music is lovely and calming as well!
The creature animations give them a good bit of cutesy personality. Good fun!
Great pun title! Really satisfying difficulty curve with the enemy upgrading vs your own ability to upgrade. Really like the spend health to use special abilities thing as well!
Took me a little while to put together exactly what the numbers in the left panel were, but got there eventually! The mechanics work really well - the nanites taking any available path and any adjacent tiles forming a path adds a really good level of complexity to how you need to approach drawing paths. Gets some great depth out of an easy to understand premise!
I always love a game that does something vaguely graph theory adjacent! I had a vaguely similar idea floating around for it the theme ended up with Pathways so cool to see that someone made a game like this. Really like what's there - a bit of a shame there's not more levels but quite a good problem to have!
The art and storytelling in this are really lovely. I'm not sure if it was a deliberate choice or not but the sketch style of the cut-scene-y images works really well to build the mood in my opinion - sort of works well with the perspective of the story I think. There are a few bits of polish and quality of life things that would be nice to have (reset being the main one), but seems you're well aware of those already and sorting them out!
The falling animation stood out to me as a particularly good bit of the in-game art!
Cool little strategy game! Maybe a weird thing to focus on but I really liked the look of the health indicators!
It's really fun trying out different combinations of effects on the towers, and something just very appealing about stacking stuff on top of each other. I think I'd like the area of effect circles to stay up a bit longer or fade a bit more gradually - very much a nitpicky criticism though. Otherwise visuals are great and the creature sound effects are fantastic!
Enjoyed the music and the medieval manuscript illumination art style, really well executed! Only being able to attack / heal on certain beats adds a good level of challenge as well.
Art work is very charming! The army building mechanics are really cool as well!
Did find it got difficult quite quickly, would be nice to retry a level rather than having to start all the way from the beginning again.
Overall really good game though!
The art work is so well put together, it's clear you've put a lot of effort into it! The frog jumping animation is particularly delightful! Everything feels very cosy and cute - hope you manage to take it a bit further after the jam!
Really liked the mechanics of lighting the torches to clear the danger areas. Really impressive considering it was all done while recovering from feeling sick! (Hope you're feeling better now!)
Really charming game! I love that I left it with the sense that there were a lot of interactions that I missed that I could aim for on another pass through. The broad range of interactions you get from a really simple input from the users has a great playful fun energy to it. Ending made me smile too :smile:
Very cool idea, the central mechanic feels really fresh to me! I love the mixing of the cute hamster protagonist with the spooky sort of cosmic horror of the general setting.
Was sitting at the "this is a cool game, but not sure I understand it well enough to keep playing it much longer." then noticed a few people posting end game screenshots and decided that if there was a definite end, I should try to get to it. I'm so glad I did! The dip back into it gave me that bit more play time I needed to really get my head around how to sort of deliberately plan things. Really solid puzzler, nicely done graphics with the sort of Gameboy style colour palette, and the music brought it all together for a good chill vibe to everything!
I hadn't read the description in a lot of detail when I started, so there was a fair bit of figuring out exactly what the puzzles were doing - although I think that actually added to the experience. The line of sight stuff helps a great deal for building the sense of venturing out into the unknown (well supported by the sound as well!). The water graphics were particularly good too!
I didn't find the helpful item at any point, I was a bit confused about what I was looking for and whether I'd need to route to a specific room to find it (not really being sure what room I'd want to aim for!) But I managed to get the treasure and return without finding that item in the end so not a huge issue - and I can see it being tricky to hint to where it could be found without completely giving it away!
Really atmospheric, and a really solid direction with the visuals - it all feels super consistent. I loved the designs of the aliens and the submarine thing. The base camp / launcher stuff is also an excellent bit of polish! I think I would have liked to be able to return to base without getting killed, I found myself just kind of letting the enemies get me so I could check out the upgrades but A. I might have missed a way to do this, B. ultimately it's a personal taste thing. Generally very cool, and the control scheme felt quite fresh and new to me!
Really clever puzzle design! The graphics have a cool vibe to them as well. Much like @lectvs, I feel like I might have been a little creative with some solutions.
The sound effect for the hook hitting the wall was stunning, excellent choice :smile:
Ship designs are super cool, easily the most important thing with a game like this :smile: Really fun twist on the sort of digging down type games that are coming up this jam as well, it's such a great balance of weighing up boosting from the other ships and avoiding impacts. I also like how not being first means that other racers are breaking new ground first as a sort of natural balancing mechanic.
Really visually interesting and a good difficulty, the spaceship design's cool too!
@marudziik No problem! Have now rated it!
I like the minimalist look of it, the choice of colours works really well for it. Makes an interesting change to have the goal to be like optimising your run rather than there being like an explicit failure state. I think I almost would have liked to see an accuracy stat as well just to see how badly I was doing on aim!
It's a small detail, and a bit silly that it stood out to me so much, but I absolutely loved the jump sound effect :smile: The graphics are also all lovely, the enemy bats I thought were particularly pleasant graphics wise! All fits together and runs really solidly as well, there's a great rhythm to juggling keeping the drill going and choosing when to venture out. I've got no idea how people are getting to 1000m, I was getting overwhelmed around 150m (although still having fun!)
Took a little bit of playing to figure out how to kind of think about what actions to use when. Eventually found a nice rhythm to it and had a lot of fun! The aesthetic is also super up my street - minimalism with vector graphic-y lines and a few sparse particle effects and everything's got a cool neon-y glow? Incredible!
I think I could've done with a bit more hinting on the UI about what levels of slope I could eat and rest on, but I managed to figure it out well enough in the end!
Cannot find a single bad thing to say about this game! It's a really lovely interpretation of the theme, there's a super fun and playful energy to the whole thing that just makes it irresistibly charming. The sheep and the dog graphics are incredibly cute, music's really chill and totally fits. Just the right length for a jam game as well.
Glorious!
Vibes off the charts on this one, absolute perfect audio/visuals combo for the mood. So many great little details as well like the putting on the suit animation - great stuff!
The pixel art is lovely - the fire effects in particular are great - I also really like the sort of dwarf head blocks / decorations dotted around the place. I think I would have liked to have been a bit more restricted with how I could attack the dwarves - maybe having to catch them in the fire trail rather than being able to just walk into them? Doesn't really need it though, enough fun to be had exploring the map and tracking the last few dwarves down!
Super well polished game! The anchor mechanic feels really fresh and different and there's a really good curve to like getting the hang of mastering it. I'm glad there were checkpoints as well because I got very stuck on the pirate captain boss! Pixel art is utterly phenomenal as well! All in all a great game!
Super creative idea, and a lot of fun to play! The presentation of the bag on the left with the actual adventure playing out in miniature on the right is great as well. A little buggy, as other folk have mentioned, but I'd been keen to check back on it in future to play a slightly less buggy version because the core of it is brilliant!
The graphics are really lovely! It's refreshing to have a "Depths" game to have a slightly softer and brighter colour palette and the 3D models are really nicely done. The treasure finding mechanics are interesting to get into, took me a while (and a reread of the game description) to figure out what information the circles were giving me and really got underway once I'd grasped that! I liked that the diving didn't give you like an exact location for nearby treasure and you have to like triangulate a bit.
Really fun take on the theme, voice acting really pulls it together for sure! The mystery at the end is definitely tantalising enough to keep pushing past the difficulty!
Really cool atmosphere, I realise the music's not original, but it's certainly well chosen! The pixel art fish are very cute, and the animations add to that nicely. Personally I think I'd have liked to see the background continue the pixel-art style a bit rather than having a smooth gradient (or at least feeling like it's got a smooth gradient, I think I noticed some crisper lines between colours further down). That is a bit nit-picky / personal taste based though and a lot of it comes from the rest of the pixel-art being so great - the scale effect on the bigger fish I thought was particularly good.
The game being about getting out of the depths of something rather than further in is a nice twist on the theme as well.
Very relaxing though!
Really impressive graphics for working with Pico-8, all the sort of gem like items had a really nice feel to them, and great job on getting in a good set of like rocky objects without it all feeling too repetitive! Excellent scope for a jam game as well, does a really great job of giving you enough information to get started and allowing you to kind of figure out the best strategy for actually winning over the course of a couple of attempts.
Really clever interpretation of the theme! Very fun and playful vibe to the whole thing
Really love how the swimming all comes together in this, just like the mechanical side of it and the animation as well! All the collecting and shooting stuff meshes together nicely too!
Cool relaxed game. The character art is great and I think the writing does a good job of giving them all different personalities. The variety of combinations of like appliances and ingredients means there's plenty to keep on top of. I did find the blender kept saying it was full when there was only 1 ingredient in it after mixing something in it, but clicking the trash button and starting again seemed to sort it so only a fairly minor issue!
As other folks have mentioned, the control you've got while in mid air is a bit tricky to get the hang of, but I think for a jam game it's easy enough to pass it off as a quirk that gives you a slightly different feel to platforming. Generally though, it's a fun concept and I had a good time playing it, although there were a few times I didn't really have a good sense of which direction I needed to change focus in - I didn't notice the UI for it in the top left until quite far through (suggesting I didn't desperately need it at any point!) and I did find it a bit unclear when there's only the 2 layers to tell which one I'm currently on. That feels very nitpicky though for what was an enjoyable game!
Thanks to @morepixels for the tip about zooming in!
The graphics and audio go really well together to create a sort lonely / forboding feel. It does definitely take a bit of time to figure out how everything fits together but in some ways I think that actually plays as a strength as it sort of adds to the sense of exploration and being on this quest for understanding this strange alien tower.
Soundtrack's really solid, and the visuals of the clouds parting early on is super cool. Gave it a few goes but my reactions are a bit too slow today to get to the end! Shall try again another time!
Easy enough to pick up without any sort of explicit tutorial which is pretty cool. There's a decent range of cards that mean the play throughs can go quite differently but without it being overwhelming. The crew cards provide a cool way of building up momentum if the draws go your way as well! The tentacle coming in to take cards off the top card stack is a fun little detail which I really enjoyed!
It's a cool idea and the levels you've got for it I think show the start of something really cool. I'd love to see a few more playing around with the ideas a bit further!
It's a very fun interpretation of the theme, and the core like scoring system's good for pushing you to think ahead about placements. The story line's great for adding to the fun of it all as well, and doesn't over-stay its welcome!
The map mechanic is really cool, I quite like that the enemies kind of catch you off guard if you get a bit too absorbed in marking out where you are on the map.
@philocode stuck as in a crash? Can you remember which upgrade it was?
@philocode 500 would be purchasing a New Tanker, thanks for the info - I'll see if I can figure anything out! Were things still moving around, like the textures on the planets and the stations bobbing up and down, with interactions not working or did the whole thing grind to a halt?
@philocode ok, thanks again for the info (and thanks for playing, sorry your playthrough got cut short!)
@tetrapt thanklessly shipping it across the galaxy was the idea designwise to sort of drive the difficulty a bit, but sounds like a Chill mode might be a worthwhile addition! :smile:
@notexplosive @cammin @philocode Feel free to ignore obviously - what browsers are you folk on?
I've found some potential null referencey stuff in the shop code, which I could see crashing things, so I'm pushing some slightly more careful code for that. Although I've still not been able to reproduce it myself so not 100% sure it'll actually fix the problem you've bumped into (pretty confident it hasn't made anything worse at least)! :sweat_smile:
Thanks for playing and glad to hear you were having a good time with it until it froze (all part of the game? very cold in deep space?)!
@quasilyte Fullscreen button added! It'll snap to the top left of the screen, which I realise isn't ideal, but better than not being able to play at all!
@cammin & @notexplosive thanks for letting me know! I think if @cammin is getting it on Chrome that probably rules out something browser specific as that's what I've been playing it on, still none the wiser on a specific cause! :thinking:
The art style is gorgeous! There's a really nice meshing together of mechanics as well, and it's great to have so many different paths for upgrading things. Great fun!
The bounce physics and particle trail for the balls were both really good for building a satisfying feel to the game - to the point I felt like I was missing out a bit on the bouncing once I'd get the drill through upgrade! It's got a bit of a feel of an incremental / clicker type game but the more physics elements of it are a cool twist on that that really make it feel more its own thing!
Love the Hilbert's Hotel reference! The Gameboy colour palette but with the pop of the different colour on the player car works super well. Great fun! Managed to get to 42 on the board but had to accept my goal of breaking into the top 10 was probably a bit beyond me :sweat_smile: Capture.PNG
This has got an astonishing amount of like mechanical depth for a compo game! All fits really well together the progression / recruitment system is really cool. Nice one!
Art style's really unique! The music fits the vibe so perfectly as well. I found the left / right controls a bit confusing when I was upside down, but that feels like a slightly overly harsh criticism as I can't really think of any way to make it less confusing!
Really liked the attention to detail on the shape of the residential buildings and farms fitting nicely around the hex tiles, leads to some really visually satisfying layouts. There's a cool kind of grungy-ness to the models and textures as well that I think nicely leans into the general atmosphere of a kind of bleak-industrial-roll-up-your-sleeves-and-get-the-job-done save the world
There's a great balance of events being unpredictable and taking you by surprise and not feeling like you're being constantly overwhelmed by everything. The sort of choosing your level of hyperspace I think helps a lot with that as it gives you a bit more control over how risky you're willing to be at a given moment. Art's really nice and clean and sci-fi-y as well, brings the whole thing together!
I found the controls a bit tricky to get the hang of, but I think that's partly because I tend to feather my inputs a bit when I'm using keyboard controls, so I was dashing without meaning to quite a lot (although I don't think that ever really got in the way of playing - I probably should have been dashing a bit more!)
All of the art was really cool, both the sort of story images and the 3D models - the enemy designs I thought were particularly good. The limited colour palette of the 2D art was great for building the atmosphere of the game as well.
Really like the low poly graphics! Having things change up the further down you go but keeping like the core mechanics familiar works really nicely. Impressive managing to make something that feels quite relaxed but quite stressful at the same time :sweat_smile:
There's a satisfying feel to the progression and the graphics are lovely!
On some level I think being able to aim freely might have been nice to use the recoil as a bit more of a movement mechanic - although I think in some ways that might have simplified things a bit too much (you obviously _can_ use it to help move as it is, it's just a bit trickier, which is perhaps a good thing!) Might also have been nice for the spear gun to be able to shoot through more than 1 fish if it's all lined up right, but again I can see how that might knock the difficulty / balance a bit too much.
The art is really lovely, and there's a pleasing progression to things as they are!
Really cool! Had me hooked for a while! The graphics and sounds work so perfectly together to create the sort of spooky underwater vibe. I think having to sort of always be on the run from the boss is a really cool twist on this sort of game as well even if it is tricky! I ended up in dead ends quite a few times, but not sure if that was intentional or not (I might have just been not getting far enough ahead of the boss to back out again!)
Really cool once you get the mechanics of drawing the skeleton's attention and doing silent landings! I don't think I've quite got the chops to get all the way through, but if it gets a checkpoint mechanic at some point, I'd love to give it another go!
The character movement was initially a bit frustrating, particularly when missing a ship completely wipes out your score. However, once I started to get the hang of it, the movement started to feel a bit more funny than frustrating! Was enjoying seeing the little robot frantically careening around the port trying to get things sorted. The robot design is pretty cute too! All in all, a bit frustrating to begin with, but does come together for a fun time in the end!
Really beautifully written. The sort of elements of the world that you pass and the general sort of sparse but meaningful vibe all really support the words brilliantly as well.
This game is really mind bending - the puzzle mechanics are really cool and inventive. I'm not sure I totally got my head around "if I want to do this, I need to do x y z" but managed to get a decent enough feel for it without having a full understanding of it to reach the end!
All in all, a solid entry and some excellent puzzle design!
Cool concept, really messed up my first attempt in a classic hubris filled "well, this looks pretty easy!" Subsequent attempts were a bit more measured :smile:
Soundtrack's well curated, really chill atmosphere, does play as quite meditative almost. The drilling particle effects were nice and satisfying. I liked the way movement's handled, and leaving a trail of everywhere you've been is a nice touch as well!
I like how the slippy snowy surfaces, windy zones and grapple points create a nice bit of variety while exploring the mountain! Enjoyed some of the fun music signals I found as well!
I found this game really satisfying to play! Didn't read the instructions properly so took me a while to clock that you've got to combine colours to get the orange, purple and green ones :sweat_smile: Audio fits nicely with the visual style of it as well to build a sort of almost zen atmosphere
Didn't quite get to the end of the story, but may well come back to see more of it. The bits of it I have seen were really entertaining, and do a good job of framing the game itself. The core mechanic's fun and well implemented, and I'm always impressed by anything that feels this polished in Pico-8!
The visuals are lovely, I adore the little bat! The sort of golf style movement and having to explore the level to find the bounds are a fun combo of mechanics, even if I fall a little short skills wise!
Such a lovely game! The movement feels perfect, like it's just joyful to move around (helped by the music which, if not original, is at least very well chosen!) Loved the little touches like the nose of the ship following the cursor around and having a little pop of colour when delivering messages.
Have attempted making jam games myself with p5.js in the past pretty disastrously so respect for making it work so well (although I think that's more it was my first jam rather than any comment on p5.js itself) :sweat_smile:
Cool puzzle and well designed to give you enough info to solve things! Plot, music and graphics all work well together to build a dark atmosphere. The script designs were really cool as well, although I did find it quite hard to write down the Elvish with a pen while making notes!
Beautifully put together point and click puzzle, has a real escape room feel to it! The music / sound design and writing work brilliantly with each other to create a great spooky vibe.
I did find it wasn't always obvious how to like click off an object to get back into the room, but I think that's probably down to me not playing many games like this, and it didn't get in the way of me enjoying the game at all!
Masterful use of adding a bit of friction to a simple mechanic to make something really compelling by not showing the controls and the rails at the same time! The voice over adds a great bit of charm and humour as well! Was definitely making things a lot harder for myself by trying to avoid trains hitting each other :sweat_smile:
Really cool atmosphere! I don't quite have the skills to sink the Red April, but quite pleased with myself for at least managing to land one hit on it :smile:
Had to check this out given I'd also done an Air Traffic Control based game :smile: There's a great sense of humour to this and I had fun with it! I did think that the events are maybe balanced a bit too far towards making things difficult, particularly losing signal - I had a couple of times where I'd go to fix the signal, and by the time I'd got back to the computer the signal went again which felt pretty punishing!
Generally good fun though, kept me hooked for a few goes round despite the difficulty, and enjoyed the train popups! If difficulty's my main complaint it could just be a skill issue on my part :smile:
@universeflow yep, music is also me! Can get quite far with looping stuff with minor tweaks when a pretty minimalist sound works well for the vibe :sweat_smile:
@red-horde-games you need to give the planes a Circle Runway command AND the Clear To Land Command before they'll properly come in to land
If they're clear to land they should have this symbol:
ClearSignal.png
This checkmark *should* mean the plane's received whatever command you've just sent
CheckMark.png
If that's still not working it could be a bug, but I might need a bit more info to track it down!
Thanks for playing all the same!
Really well presented cool having the old style monitor with interactive bits on it! The satellite physics is really satisfying to watch! I think like other folks I think my best attempt was probably just randomly clicking rather than trying to figure out a strategy - although I expect part of that is just not having the right strategy :smile: Very difficult to pull anything back once things start going wrong but I suppose that's the point :smile:
Super clever puzzle! Really loved this, to the point it's quite hard to find fault! I think my only real criticism is in line with what others have said: it'd be nice to be able to mark spaces you're sure of, and channels you're sure need to be inverted or not
I did consider trying to do something wave combinations based when coming up with ideas for the jam but couldn't figure out how to make it work, so it's lovely to see that someone has managed it! Really cool puzzle, got up to level 11, think I'll come back to it when I'm feeling a bit more rested!
Feel like it would be a good improvement to have a bit of movement going on somewhere, but that's a very minor thing, and I can kind of see that getting the waves to move a bit would potentially just make their readability worse!
Really cool puzzle, took a little bit of figuring out to understand what exactly it was I was trying to do but gets going when you settle into it! Made it as far as building up to the final signal twice, but couldn't quite get over the line!
Very satisfying flow to everything. The aesthetic is really solid as well, looks very cool! The UI particularly feels really polished!
Beautifully written and put together! It all feels really polished and you've managed to get so much from adding new elements on top of the signal matching and like dot following mechanics!
This has a super cool look to it! Really solid puzzle design and the mechanics all like fit together really nicely! I did find the perspective a bit confusing at times because the movement's sort of rotated from a straight forward up/down/left/right but managed to get used to it enough to play the whole game!
Small detail but I also really liked the sort of buzzing sound that the enemies make!
Really loved the old world paper map visual style, really well pulled off as well! I did find it a bit tricky to figure out how to effectively route the towers, but the game's interesting enough to make me want to figure it out, so to some extent that's just part of the game. I also sometimes found it difficult to tell where exactly the breaks in the signals were. Overall though, looks great and was good fun to play!
All the artwork is great! Heaps of nice little touches like the names on the spines of the books! Just generally quite nice to get the sort of zoomed out view on a bunch of stories happening in a fantasy world rather than focusing in on just one!
Everything in this hangs together really well, I like the sort of synced up revealing of the image and text when picking up on signals, feels like with a bit more time this would be a really cool way of framing a story but I can see that that would be hard to do on a jam time scale!
The aesthetic's really cool and suits the game well. The only thing I felt it was missing was a single button restart (although I've just realised I could have pressed space to get through the menus rather than the mouse, which is already an improvement!) Had fun with this, stumbling into a large clump of enemies is quite intimidating!
Was about to proudly screenshot my score but my 80ish seconds isn't quite up to the standard of other folks in here :sweat_smile:
The upgrade vs. enemy ramp up feels well paced, so there's a great feel to this progression wise! I really like the art style as well!
Feels really polished and there's a nice amount of different events in there for a jam game! Definitely justified the time spent on the voicelines. I agree with whoever it was that playtested it and found it hard to read the text while playing, and apart from making that a little easier I think the voicelines really bring the whole thing together! I'd have liked to feel a bit more of a ramp in difficulty, like if the bullets got faster or just generally a bit more hectic as time goes on, but as you've said, there are always a few things that get left on the ToDo list!
Very different from anything I've played before, think it works really well! Feels good to sort of start to get the hang of it and there's a nice sense of building momentum too!
As a lover of Mini Metro, I really enjoyed this game! There's a cool challenge in trying to get a decent coverage with the masts, but without sort of accidentally creating a shortcut between places that crosses some of the space you haven't got covered yet!
The black and white aesthetic does look cool, but I found it did make the readability of things a bit tricky. Going by the UI scaling it looks like the game's been squashed into the LD window a bit which is maybe making some of the black lines around the houses and packet shapes a bit too thin to make out at times in a way they might not at fullscreen? I don't want to be too negative though, I thoroughly enjoyed my time playing :smile:
The slider frequency matching is really cool! I get very Papers, Please kind of vibes from this with having like a couple of simple tasks to juggle for each signal. I get the sense the some of the morse code levels the trick is to just try to get enough letters to make a decent guess at which of the registered names you're going for rather than the whole string - I'll have to give that a try next time I have a go! Great fun, and a well put together and coherent atmosphere, if I had any criticism, it'd be that the tutorial / narrative text sometimes overlaps the monitor text and because both fonts are green it can be a bit hard to read (in the spirit of total fairness, I did have quite a bit of light on my laptop screen while playing this, which definitely didn't help, and is well out of your control :smile:)