Mouth Feel by ColeSlaughter 2023-05-14T06:11:06Z ♥ 3
I held space even though I wasn't ready.
Foon → Ludum Dare Explorer → Users → jitspoe
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 53 | Delivery | Rocket Lawnchair 2: Baby Deliverydoo! | jam | 214 | 3.96 | 3.82 | 3.79 | 4.23 | 3.71 | 4.02 | 4.47 | 3.72 | ||
| 2023 | 52 | Harvest | Harvest of the Gods | jam | 794 | 2.60 | 2.25 | 3.28 | 3.27 | 2.44 | 2.72 | ||||
| 2022 | 50 | Delay the inevitable | Rocket Lawnchair | compo | 145 | 3.73 | 3.81 | 3.87 | 3.66 | 3.46 | 3.65 | 4.44 | 3.50 | ||
| 2021 | 49 | Unstable | BLOOPS! | jam | 898 | 3.41 | 3.45 | 3.55 | 4.29 | 3.00 | 3.44 | 3.88 | 3.22 | ||
| 2021 | 48 | Deeper and deeper | Soaring Under | compo | 45 | 4.11 | 4.02 | 3.89 | 3.68 | 4.26 | 4.34 | 3.48 | 4.20 | ||
| 2020 | 47 | Stuck in a loop | Goop Loop | jam | 92 | 4.14 | 4.14 | 4.24 | 4.55 | 3.65 | 3.79 | 4.18 | 3.79 |
jitspoe leaves an average of 34.5 feedback comments each event.
I held space even though I wasn't ready.
Pretty ambitious to do a building game like this for a jam! I managed to flip my cube over and lose all the power to the mass extractors which were using solar. 😭 Eventually got it up and going, though!
Most precise baby yeeting game I've played this year (and I played several this jam). Nice work! Seems really polished and fun to play. Challenges felt fair. Good balance of difficulty.
Fun figuring out different viable strategies! I came up with 3 solid decks to beat the king (air slash + walls + damage boost, lightning + prep + draw 2, and magic missiles + I forgot what).
Made it through on QWOP mode! Fun mechanics. Felt a little weird how the thrust seemed to overcompensate to right itself when you feathered one side? Also, hook often got stuck on the other side of collision.
The controls on this felt really solid. Lots of fun to play. Great job! 7'8" on my first attempt.
Thought I could get it to a point where it was impossible to lose because I had so many cannons, but I eventually lost my marbles.
Edit: Also really loved the momentum aspect and how you could fling marbles around.
This is what the mood rating is for! Really nice atmosphere. I guess I shouldn't let people come with me. The stick mechanic wasn't immediately obvious to me. Not sure if I would have figured it out if I wasn't told.
Not sure if it was by design, but the turn speed was REALLY slow, especially on the tractor. Like it took several seconds for the wheels to change direction. But the turn speed was almost instant when the camera changed direction, which was really disorienting, like the car would 180 almost instantly. I played it on stream if you want to watch: https://www.twitch.tv/videos/1811571328 at around 2:35
Amusing game -- I checked it out on stream https://www.twitch.tv/videos/1811571328 at around the 2 hour 20 mark. Framerate really started tanking when a lot of dancers were on the screen.
Nice, chill game. Loved the voice acting!
The delay on the 🥊 is so long I got impatient then punched into a pit of death. RIP.
First try: $166 in tips with $10 loss for a total of $156. Also, I think I technically died as I fell into an endless pit with only a small supply of food, but at least I made some money.
Clever take on the theme, delivering yourself. I got 3 endings. Not sure if there's a way to get the coin without stealing it.
I have a hard enough time reading printed letters... I can't believe you've done this!
Clever use of the theme and it gives me a new appreciation for those who figure out where those hand written addressed letters go!
Ran into a bug where the second package didn't seem to spawn. Congrats on getting a jam game done, though!
Such a nice looking game with an unexpected twist! I love it! Actually got to the point of slowing my computer down with so many enemies. Didn't realize there was an end score to shoot for, but this is what I got after a while: dante's delivery 1519.png
Edit: really wish there were sensitivity and volume options, though.
The character looks really cool! The platforming felt a little bit clunky, like the platforms were all just slightly too high or the jump height was a little too low, so you kind of hang up on the edges of everything. I would have never known about the slide jump if you didn't tell me. Didn't feel intuitive.
Really solid entry! So many characters with different abilities and whatnot, and the art looks great! Impressive job.
The theme was "Delivery", and you failed to deliver. Is this a super meta commentary? 🤔
Loved the dancing stork!
Really awesome tech! Super fun to play. If you expand this, it'd be nice to have some quality of life features, like guaranteeing that there is something you can grapple to on nearby blobs. Also, have more of a chance to dodge the face chasing you -- usually if it gets on the screen, it's too late. Really enjoyed it, though!
Super chill game. Loved the aesthetic! Feel like this could be expanded to a nice open world game where you just drive around and do chill stuff.i
Took a couple tries to figure out the optimal strategy, but I got it!
You saw me stream, so hopefully you got some good feedback from that. Laser hitbox is a little large, so I often get a roasted "duck".
Really polished entry, especially for compo! I kept thinking it was done, and new mechanics showed up! Really good tutorializing. Pretty simple puzzles, but could be a good start to a larger game if you continued it.
Managed to get 7. Really fun game. There are obviously some little quality of life things like making it easier to garb packages, reducing camera jerkyness, reducing packages getting stuck, etc., but that's way out of the scope of a game jam. The concept is really solid and fun!
187, 19 boxes. Fun figuring out how to stack/not stack things to meet the requirements.
56 out of 60 on my second try!!
[treats-inbound-56-60.png](///raw/46b/e1/z/5b29b.png)
I feel like the difficulty level is really solid for a jam game (often way too easy to make games that are too hard). I kept wanting to fly like an airplane and use up to go down for some reason, which I don't normally do. Guess this felt just too much like a flight sim.
Highest score was 2600. Pretty challenging game. Might be nice to slow it down a little more at the start and make the hit boxes a little more lenient so it's not so punishing, but I can see this being pretty fun with some practice.
2869 (nice) on my second attempt. Lovely game! Really loved the art. Could be a bit brutal at times when you bonk off of multiple things or lose your mail falling down several platforms, but that's just how these types of games are!
Solid entry that my post-LD, fried brain wasn't able to score high enough on to brag about. :)
Pretty polished entry! Loved that you could hit pedestrians and such. Wasn't expecting that level of detail. Would be nice if there were some sort of time limit or escalating difficulty or winning condition, though. Touching the ground and walking at a slow rate felt a little jarring. Well done overall, though!
I like the preview thing that shows before the actual indicator of when you press the words, as it gives you a sense of the pacing and whatnot. Was surprised to try again and get new jokes! Audio work was very amusing.
One suggestion: Use the physical keys so I can use the W and S positions without switching layouts using a non-QWERTY layout.
An interesting idea, but very difficult to do a pvp style game for a game jam since you need a lot of people to play. Also the web client was super laggy. Like... several minutes of lag. I don't really play minecraft or minetest, so it's difficult to say how much was original vs. what you changed. Also really difficult to tell what's going on without being walked through.
Really nice, polished entry! My... type of game!
Some of the strange words really tripped me up, the first time I saw them, though. Interesting choices. 😅
Dang, this is a really solid game! Maximum juice! My main complaint is that the hit detection goes beyond the visuals and is extremely punishing. Definitely the most challenging game I've played this jam!
I did technically get to the end of the game after my stream, but I somehow cheesed it. I guess it balances out all the times I got cheesed by things that didn't look like they should have hit me. 😄
I had to record a video because I couldn't figure out where ti was safe to go during one of the last SANS attacks (didn't realize it was safe up top), and when I alt-tabbed back to the game, my ball was gone, and all the attacks played without hitting me.
Really fun entry! I thoroughly enjoyed the mechanics allowing me to sling and launch myself around. Had a great time playing it on stream! By the way, this was the cute death character I was thinking of: https://twitter.com/ichigogoooooooo/status/1373831806290644995?s=20
My main suggestion would be to have just a single action button for both hide and harvest that depends on the context. I kept pressing the wrong button and getting got!
Got 980 on my first run. Not sure if my tomato strategy was the best. Would be interesting to see if there's one must-do strategy to maximize profits, or if there are different techniques.
Projectiles per second OP. 😄 Funny to just have a solid stream of death in front of you, though. Great art on the title screen. The lack of a game over makes popping back to the main menu a bit abrupt/unexpected, especially since the enemies don't have attack animations. Understandable with the lack of time, though!
Love the 90's graphics vibes! It would be nice if there were some acceleration to the movement (with a bit of air control that has lower acceleration). Felt very strange to just instantly move at full speed when on the ground and not be able to move at all when in the air. Made platforming feel very clunky. Would also be nice if the enemy projectiles were very clear. I'm not sure if they even had projectiles or just hit at range.
Great models and animations, though! Really liked the aesthetic.
I'd suggest adding more of a description on the page here to explain what the project is and what you can do. Maybe add some screenshots as well. Interesting project, though!
Hilarious. Had fun playing on stream. Made plenty of sugar for Grammie crackers!
Made it 128! Had fun playing on stream. Pretty challenging. One thing that would be nice is if the ants that just spawned in didn't all spawn in firing. It's a bit overwhelming and sometimes unfair, but other than that, the concept seemed solid.
Fun little game! I think I got something like 55. Would be nice to show the end total after you lose. I did have an issue where some souls would escape that I swear I couldn't see, but may be that was just my old eyes. Hooking mechanic felt very good and intuitive.
Really polished entry! Loved the groovy music and the fact that there were hidden Morse code messages in it. One thing that would be nice as just a quality of life improvement would be that you can't throw the floaty berry(?) higher than you can jump. It's a bit frustrating to have it one pixel out of reach and not get the boost. Had fun playing on stream. Lots of content for a jam entry!
*Willhelm scream* *ᵂᶦˡˡʰᵉˡᵐ ˢᶜʳᵉᵃᵐ* *Willhelm scream* *ᵂᶦˡˡʰᵉˡᵐ ˢᶜʳᵉᵃᵐ*
Definitely nailed that atmosphere! Enjoyed playing it on stream.
This is insanely polished, especially for a compo game! So much juice -- little things like screen shake when you can't buy an item, etc. Great audio design. Just a really nice all-around project. Good work!
Very polished entry! Loved the groovy music. Art was solid. Seems like a really nice base and an ambitious project for a jam. Shame all the upgrades didn't make it in, but I do appreciate the time taken to add things like volume control taking priority. :) Had fun playing it on stream!
Edit: Also love the name!
Fun little physics sandbox. It would be nice if the harvested beans disappeared. Seems I had a case where a harvested jumping bean jumped back out and when harvested it again, I didn't get any points.
Most intense harvesting game I've ever played.
Really cool concept trying to manage so many things at once. The better you do, the more there is to manage. I did find the left and right being from the perspective of the roots direction a little weird (so if I press left, since the root is growing down, it moves right on the screen), especially since you can't redirect the roots upward.
What can I say? No, seriously, what can I say?
Had fun playing on stream. The ending sequence was super amusing. Might be a more interesting challenge if there were a possible loss scenario, but a great little casual entertainment piece as is.
As you already know, trying to do something of this scope is maybe a bit much for compo. Definitely a lot of feedback lacking (like what ability do I have selected). I don't remember everything I had feedback on -- you watched the stream! Congrats on getting something playable in the time frame, though!
Actually seemed pretty balanced as far as the challenge went. Each HP was very valuable, and the risk/reward of getting additional HP felt good.
That's some S-Tier game jam art! Great humor, too! Had fun playing it on stream.
Really solid entry! Only down side is that you have to start over from the beginning after learning what the unique attributes of each enemy are (if you do so by failure). Great animations and such, though. Pretty clearly communicates what the game does. I just didn't know things like some fish have more health, etc.
Fun game! The movement mechanics felt very intuitive. It didn't really seem worth diving deep to gather since a lot of the high value thing spawned at the top, but the upgrades for going deeper were definitely necessary to complete the objective. I enjoyed the twist at the end!
Great entry! I really struggled with the combo of the smoking guy for some reason. It was a fun challenge getting all the workers working at the same time. Nice art! Solid entry.
Very polished jam entry! More ambitious than I would have tried given the time frame. Cool project! May main complaint is that the battle music is so much louder than everything else.
Loved the music! Entertaining entry.
Neat take on making a harvest game more of a puzzle game. Shame Godot 4 doesn't work on Firefox, but it's nice that you gave it a try.
Great retro horror vibes in this one! Mechanic ended up working better than I expected. Took a few tries to pull it off.
I kept wanting to call the things "triangles", and I wasn't paying attention and would not have known you could use the home to cause plants to regrow if you hadn't said something in stream, but overall, very nice vibes. Solid pixelart. Good job for making an emulated retro game during the constraints of a game jam!
I've never played a game made with the blender game engine before. Interesting! The bright glow everywhere made it a bit difficult to see what was going on. Amusing game, though. Unfortunately, it did not run through sandboxie, which I prefer to do.
I had to go check out your other games. Funny how this was almost the complete opposite in difficulty from your latest game!
Made it to wave 7, Time: 3:185, Score: 10700. Difficulty sure scales up quickly! Had fun playing on stream!
This was an interesting challenge. I would suggest keeping the velocity of the other body instead of transferring the current one over. That really messed me up a lot when I switched while mid jump. Shame about the bugs making it impossible to progress. Nice art, though!
Had a lot of fun playing this on stream. It was a bit of a commitment to cut out the cards and such, but the balance of the game made it feel challenging but fair. Always pushing my luck.
Entertaining game! Really tanked my framerate, though. 😅 Had fun playing on stream! Edit: Would be cool if the shotgun placed after the shotgun sound so you had a chance to change your direction and aim it.
Interesting take on the theme, though I'm not sure if there was a way to delay it -- does completing the tasks faster reduce the battery usage? Would be cool to have a final score at the end.
Would be nice to have a timer or some sort of scoring system to tell if I've improved between runs. I like the procedural plant growing! I wanted to try doing something like this if the theme ended up being "garden". This game about accurately portrays my real life experience with plants. 😅
space ninja 394166.png Well, that was quite the arm workout! No pauses!
Love the effects around the menu and stuff. Nicely polished entry. I would just suggest having something that makes it near impossible after a couple minutes so you can't keep going indefinitely. Also, make sure to constrain the mouse cursor to the window so you can't go off onto a second monitor.
Very polished entry! UI and art and stuff look beyond game jam quality! Good work!
Really polished entry! Love the bullet holes on the menu. Everything was very cohesive and an overall great experience. Good work!
Well done. A nice, emotional experience. Enjoyed playing this on stream!
Loved the art! Good take on the theme. Grabbing leaches glitched out when I tried to run it with Sandboxie. Had fun playing on stream!
Interesting mechanic -- like having an undo history in a video game. Would be exceptionally difficult without it!
Made it to 327. I think my bare feet might have worked against me. Entertaining entry!
Made it to 3M 47S. Had fun CRACKing jokes!
My thumb hurts. Fun entry! Really good feedback. Gameplay felt fair but interesting.
Made it to 936! Interesting concept. It wasn't completely intuitive, and I would suggest making the button holds a little bit shorter, as I was holding and nothing happened because I didn't hold long enough.
Got 30050. Everything vibed together pretty well for a nice, cohesive experience. Solid entry!
Some clever voice lines in there. Fun when games are self-aware. Enjoyable game!
Great looking entry! I got 302,000 points. Fun take on the tower defense style games.
Made it to 37. Really interesting concept. Good fit for the theme.
Solid entry. Really like the 3D pixelart style you've got going on here. Very cohesive art.
Graphics look great! Happy to see some nice looking Godot games. I wasn't really sure if there was a point to going fast. Seemed the best strategy was to go super slow so you can go as far as possible without crashing. I did have a problem with it going full screen on the wrong monitor, though. This is a problem I've worked around by maximizing the window first before going fullscreen. Running the game with --maximized on the command line fixed it.
100% stressed, but I kept going. Reality simulator.
Might want to have a framerate limiter in future projects as Unreal Engine games are notorious for taking up all the resources and making my stream choppy. Good idea for the theme, though!
Flame graphics look nice! Shame you ran out of time before getting a proper ending in.
Made it to 5700. Not sure if that's good or bad. :D
A baby demon that explodes? Does that make it a... baby boomer?! 🕶😏😎
I like that there was a bit of a moral message in here as well. Nice writing!
I was a bit skeptical at first when I read "jumping car platformer", but this might be the most fun LD game I've played so far. Great work! The bouncing on car combo was super satisfying. I think I got 233?
An interesting take on the theme! Had fun playing it on stream.
A really solid entry! Really polished graphics and audio. Super impressive for a game jam entry. My only suggestion would be to have some feedback when you try to press A and D while the dongle is not plugged in. I wasn't aware what I was doing wrong at first.
Looks very clean. I like the squash and stretch on the jump. Simple concept that's fun to play and works well with the theme!
Great concept idea! Enjoyed playing it on stream. Good fit for the theme.
Had fun playing this on stream! Really cool that you did the whole breakdown of development stats and such.
Such a polished entry! Great humor and dialogue to tie it to the theme. Really enjoyed playing this on stream!
Nice entry! I like the mechanic of swapping between different lasers. Had fun playing it on stream! Groovy music, too.
Pretty amusing take on the theme. Shame my video card is 6 years old and I haven't been able to get a new one because of all the crypto miners...
Fits the theme very well! Enjoyed playing this on stream.
Two hundred and fifty-nine hundred cents. I'm not as fast as a machine, that's for sure. Interesting take on the theme! Great graphics.
Interesting take on the theme -- the water collider was a bit aggressive -- maybe make it so the player has to be fully in the water to lose.
Entertaining, but it would be nice if there was some sort of objective or score.
Enjoyed playing this on stream! Nice vibes. Fits the theme in a pretty unique way (at least from the games I've played so far). Good work!
Nice work having the cutscenes and stuff! Super ambitious for a game jam. Fits the theme pretty well.
Ahh, struggling to sleep, just like in real life.
"Your ring is shiny" got me $100.
You've really outdone yourselves on this one -- production quality was off the charts!
Good fit for the theme! My biggest complaint is that it's difficult to tell that units are attacking my buildings. They just seemed to disappear. Super ambitious to do an RTS for a game jam, though! Nice work.
Really impressive entry -- so much art and so many mechanics. Wish I had more time to play and really wrap my head around everything that was going on.
Really dark take on the them -- nice, consistent mood. Quite a lot of functionality and variety for such a short dev period!
Great art! Really polished entry. Had a lot of fun playing it!
Super fun! I might have to come back to this one and try to get on the leader board. An enjoyable challenge. Really love the aesthetic and vibes you've got going on!
Ah, brings back memories of getting all emotional over a machine on another planet. Nice work. Love the art!
Not a huge fan of QTE's, but the farts balanced it out. 😂
Fun entry! Made it to zone 6 after many attempts. Maybe some damping on the wheel turning so you could feather it for keyboard users would be nice (maybe it has that but it's not visual, not sure).
Really well polished entry! Was really rough when one punch would do 4 damage to me, though.
Love the pixelart animation! Very polished entry. The stomp caught me completely off guard and was hilarious. Good job!
Super simple controls, but an interesting challenge! Shame my brain is so old and slow these days.
Great take on the theme! I can't believe Tom was the one who did me in. I trusted him.
Entertaining entry! Took a while before I realized I needed to pick up the boards to hit the crabs with.
Hardest bathroom I've ever had to find.
An interesting statement on capitalism? Good fit for the theme!
Solid entry! Had fun playing it. Small suggestion: Make the game size smaller on itch so there aren't scrollbars on 1080p (can hit the fullscreen button for a larger window). Controls seem intuitive, but it took a second for me to grasp them. Just need more play time.
Had a good time playing this on stream! I think you might have been trying to bribe me with the giant mustache. 🤔 Just wish my brain would stop reversing which controls I should press.
Made it to 2090! Great art and vibes. Fun concept. I thought I could cheese it for a long time, but the inevitable got bigger and bigger and eventually squished everybody.
Super groovoy! Love the way everything was pulsing with the music. Made me want to dance along.
Tough to do all this in the time constraints of a game jam, but here are some quality of life improvement suggestions if you make more games like this in the future: - Check that you're falling down before sticking to a wall (jumping next to a wall kept sticking me to it) or REQUIRE pressing shift to stick. - Seems jumping requires you to be on flat ground, but the character has a capsule controller, meaning you can't jump when standing on an edge. Perhaps use a box shape instead and have a little leniency check on the surface angle. - If you press jump before hitting the ground, jump - If you press jump when you were just touching the ground, maybe rewind to being on the ground or jump in the air (coyote time).
Little things like that can go a long way toward making your game more enjoyable!
Love the pixel art in this! Wish I was able to check it out sooner.
Glad you put the diagram on the page to show how everything was connected! Even with that, it took some effort to track everything down. Happy you had a nice outro/credits screen to make it all feel worthwhile, but I feel like it's a shame that many people probably won't play long enough to see and hear it. Some really groovy music. All in all, it was a memorable experience, and also inspirational. For a while, I've wanted to make a game that was very surreal visually, but I couldn't figure out quite what the gameplay would be. After playing this, I realized that simply exploring bizarre worlds and how they connect can be enjoyable. Oh, I did notice there was one world -- the one with the flying shrimp and lava(?) -- where you could fall off and not get reset, but that's pretty minor since you can reset by holding space.
Thanks for the experience!
Had to come check out your game since you mentioned it being similar to what I did. Neat take on the theme! I did run into a bug at the end of the 2nd stage where it just didn't progress, though: trecherous tower bug.png
Nice graphics, really groovy music, and I totally speedran that last challenge and completed it in like 2 seconds. I'll have to grab a clip later.
Really enjoyed this one -- had to give it a go after watching @vimlark struggle. 😁 Unfortunately, it doesn't stream well because it eats up all of your GPU by default, so even though it looks smooth, it's choppy on stream. For future jams, you might want to cap the FPS.
Definitely fits the theme, and it's crazy how much the cargo shifting around really messes with your muscle memory.
Here's the VOD (First game I played that day): https://www.twitch.tv/videos/1171333200
10/10 for the fun factor on this one. I love momentum-based games! It was also entertaining to exploit the mechanics in ways that weren't really intended. Saved a clip, since we were all invested in this technique: https://clips.twitch.tv/AbrasiveCrispyPuppyANELE-9saHcooP4eardKR7
The problem with a game that has intentional bugs is that it's difficult to tell which bugs are SUPPOSED to be there and which ones are not. 😅
Interesting take on the theme. Ran into a game breaking glitch, but after the patch it seemed OK.
Decent amount of content for the given time frame. I feel like maybe it's a little TOO close to the games you were inspired by, though. Might want to find ways to make it more unique.
Neat little game. I didn't feel particularly challenged most of the time. It might be cool to have a way to tilt the platter and have things be a little bit more chaotic, but I liked the concept. Nice work!
Loved the art style. Decent fit for the theme. Might be nice to have a bit of a pause or a button you press after losing so you have more of a chance to see what your score was. I got over 40-something. :)
Also, really difficult to stop it from rolling off the end. Physics seems to behave a bit weird there. Fun entry, though! I enjoyed it.
Very nice pixelart graphics -- good looking character design. As you saw on the stream there were some minor quality of life issues, but those only really felt out of place since the visuals looked so polished.
Super impressive entry! It's crazy that we get almost AAA quality games as jam entries! Almost a cinematic experience here. Some pretty nice sound design, too. Good work!
Really nice entry! I found the challenges to be fun and fair. Definitely fit the theme, as I was constantly tipping and dropping my boat. Suggestions if you extend this post LD: Try to make the art a little more consistent (like you have very different resolutions for various sprites right now) and add a volume slider with the default volume a bit lower. Really fun, though! That's the important part!
Nice mood. Lots of content for a gamejam! Some interesting puzzles. Maybe not the strongest match for the theme, but still a cool (haha, get it) entry.
Fun entry -- got pretty chaotic the more you played and seemed fairly intuitive, though the movement was sometimes a bit weird when I tried to move at diagonals. Overall, a very nice entry that fit the theme!
Some pretty clever puzzles in there. It seems simple at first, but I had to think about some of them for a while. Nice work!
Sadly, my browser was a little hitchy, causing some extra instability making this a bit more difficult than it was designed to be. Still a great first entry!
VOD from when I played: https://www.twitch.tv/videos/1169455753?t=47m07s
I think it would be cool if the destructible props actually impacted the stability, so you had to be careful of where you shot. That's how I thought it behaved initially.
Props for adding volume control. Fun take on the theme, and funny that I didn't know this existed when I made my game. 😁
https://www.twitch.tv/videos/1168514106?t=3h02m05s - here's the vod from when I played, in case you want to see it again.
Really polished entry! Nice graphics, mechanics were simple to grasp, but it was a delicate balance to not overshoot or undershoot when flinging food around. Had fun!
Really liked the graphics on this. Solid audio/visual entry. I was a little confused by the mechanics, though, especially since the camera didn't follow the goat.
Nice entry! Liked the sounds for jumping. Piano was a bit loud, though. Movement mechanics seemed really solid and intuitive.
A fun take on the theme. Got a good chuckle out of the sun illustration.
Nice take on the theme. My browser was kind of hitchy or something, so the buttons didn't always register consistently. Sometimes they'd play the animation but not play the sound.
Really nice entry! Great art! Fun style. Can't believe you had full (well, almost 😀) cinematics.
Fun entry! Really enjoyed the puzzles.
Very clever idea! Interesting take on the theme. While the gameplay isn't new, the implementation is very innovative.
Quite an ambitious game for a game jam! Lots going on here. Didn't realize I could grab my colonists for a while. Wish I had a bit more time to mess around with it, but here's a VOD of me playing: https://www.twitch.tv/videos/1168514106?t=2h48m46s
A full blown intro cinematic?! You guys are really raising the bar here, and then skidding across it. Really glad you rolled with this and didn't table the idea.
VOD from when I played: https://www.twitch.tv/videos/1168721525?t=52m45s
Really ambitious to make a NES game for a game jam! Interesting take on the theme. Only complaint is that I wasn't really sure exactly where the hitbox was for my ship/tree/block.
Really solid entry! Well, polish wise. The mechanics were unstable, as befits the theme. :) Good work!
Just like in real life, nobody seemed happy with my service, but I made it through the day.
Nice mood. Pretty intuitive to play. I liked the suspense of having to select the correct key. I did want to click to use the key, though, instead of press E, but that's a minor thing.
Not sure why so many people were complaining about the ship being difficult to control. Seemed pretty straightforward to me. Hitting targets while moving, though, was pretty challenging (not that that's a bad thing). I found I had to pretty much sit still to hit stationary targets. Pretty enjoyable to play, though. Found it kind of funny when you could go faster than your lasers and run into them, causing them to flip around. :D
If you push this further, there are a few things that could be tweaked, especially with the visual language. There's a LOT of red. Red ships, red lasers, red Q's floating in space. I think level 5 or 6 is just all red, and it's difficult to tell what's going on. Also sometimes difficult to tell the difference between a distant eyeball and a star.
If you do an upgrade system for future jams, I've seen a few games have a shortcut to buy all the upgrades for people with limited time, which is a cool idea for games like this, so players that are struggling can skip the grind.
Made it to level 7 but did not complete it. Kept running into the time limit, which is rough when you're trying to kite that many enemies and stay alive.
An interesting concept. It could use some elements to make it more game like. Currently, there's not really a way to lose or much of a strategy. Some of the upgrades don't seem to be much of an improvement. For example, increasing the bounces sometimes hurts you, because you can't fire another saw blade until the previously fired one stops. If you had a set fire rate, the increased bounces would help a lot, but as it is, spamming new blades is sometimes better than having more bounces. Sometimes blocks would be hit many times before breaking. Not sure if they had some sort of health, the destruction depended on the angle or velocity of the blade, or if it was just inconsistent.
The project fits the theme well, though! It's enjoyable to play around with physics sandboxes. I'd just like to see some sort of challenge -- some path you have to avoid or even see if you can reach the bottom within a certain amount of time or with a limited supply of blades.
Pretty fun -- just some quick thoughts on things that could possibly be iterated on to reduce frustration: - Sometimes it felt like you died after not falling very far, while other times I survived falling what seemed like a greater distance. - Sometimes you'd make it to the platform and slip off when it felt like you shouldn't - Due to the RNG of the level generation, you could get stuck in areas where the platforms were almost completely embedded in the walls and didn't provide enough surface to rand on. - Using a key to switch between rope and jump, then a 3rd key to activate it felt cumbersome. Would probably be more comfortable just to have dedicated buttons for jump and throw rope (like left and right click).
Enjoyed the game -- just hoping this is helpful feedback for the future if you make more like this.
Had fun with this one! Some elements were really well laid out to hint where the player should go, and some had me thinking I needed a different approach (like one area I kept trying to wall run where I needed to actually get on top of the platforms, but it didn't look like I could jump high enough to get on the platforms. While I love wall runs, this kind of suffered from the issue a lot of games with wall run have, where it feels more like you're just running on a flat or slightly inclined surface with just a camera tilt, not like you have to have enough momentum going into the wall to give yourself traction and you're forced to jump back and forth between walls more. Maybe that's just me. One thing that did feel wrong, though, is you'd just keep wall running even when you stopped pressing forward, but that's a minor polish thing. Some really nice looking models, too!
The game left me wanting to play more when I got to the end, though, which is certainly a good thing!
Meant to post this earlier, but here's the VOD from when I played, if you want to watch again: https://www.twitch.tv/videos/1004348513?t=1h9m58s - it'll expire shortly, though.
VOD from when I played, in case you want to watch again: https://www.twitch.tv/videos/1005507706?t=41m39s
VOD from when I played, in case you want to watch again: https://www.twitch.tv/videos/1005507706?t=52m45s
Chill music. Also echoing the font being difficult to read.
A nice entry! Obviously there are some things you wanted to do to push it further with upgrades and such, but, still, good job for getting what you did done in the short time frame!
Also, here's the VOD from when I played: https://www.twitch.tv/videos/1005507706?t=1h8m13s
This does not feel like a jam game. This feels like a fully polished released product. There was so much content, I didn't even have time to play through it all. What I did play felt very solid. The wall jumping with the drill was a very clever solution to the common problem of regular jump vs. wall jump problem when 1 button has 2 different behaviors depending on context and sometimes it does what players don't want. There's even achievements? Like, what?! I realize there's a large team behind this, but collaborating in such a short period of time is bonkers, especially when the game is fun to play on top of all that!
This had such an unexpected twist. At first I was like, "Ok, it's a match 3 game. How does that fit the theme at all?" But then...
I like how you had some subtle things in there that effectively forced the player to "win", so even people like me who don't really play match 3 games got to experience the whole thing. Great execution for a medium where people don't have much time to "get gud". I usually make my games too difficult. :|
Grappling hooks are the way to my heart. I had a lot of fun with this one! The fact that you had to drop off your weapon to reload it forced you to be very tactical about when you shoot and also forced you to use the grapple mechanic to dodge and swing around while waiting for your weapon to charge. One suggestion I have is to make the terrain a little more player friendly. With the current blobby shapes, there's a lot of ambiguous slopes, so sometimes you think you can run on a surface but end up sliding off. More deliberately designed areas with clearer indicators of what is and isn't walkable would help things feel better if you want to push this further post-jam.
Edit: Here's the VOD where I played it, in case you want to watch it again: https://www.twitch.tv/videos/1006662463?t=1h40s
Groovy sound and fun to play. Not sure I'd say it was a strong fit for the theme. My biggest complaint is that it often felt difficult to gauge how well you were aligned with a block you were attempting to drop down to. Sometimes it looked like you were directly above it, but it was lower, when, in fact, it was further away and dropping down missed it completely.
Edit: Here's the VOD where I played, in case you want to watch again: https://www.twitch.tv/videos/1006662463?t=1h28m31s
This one was very glitchy for me -- a lot of unresponsive controls and collision issues.
An interesting mechanic, but I found myself wanting to steer the ship left and right (in local space) rather than moving the whole ship left and right, so I kept turning ways I didn't intend. I think maybe a slower pace where you aren't bombarded with as many shots and have more clear gaps in the enemy attacks might help with the people struggling to aim.
Nice pixelart, and decent music, too! I feel like a downward dash might have been nice. Not sure if it made things too easy or why it wasn't included.
Nice art and mood! I did feel like it went on for way too long for a jam game, though, especially since there didn't appear to be any notably different content the deeper you progressed. I did go through all 30 levels, though, just to see! Could have probably stopped at level or sooner. Had a lot of the common problems of randomly generated content: long, winding paths that just dead end, traps set up in front of blocked paths, areas that look like the area you were previously in but aren't, causing you to get turned around, etc. The stars were nice, as they often made you realize, "Oh, I HAVEN'T been here before.". Healthpacks were a nice touch, too, since sometimes the traps had unexpected hit boxes.
VOD if you want to watch my playthrough again: https://www.twitch.tv/videos/1006662463?t=3h9m05s
Good quality sound. Nice that you have a tutorial built in. Pretty interesting to have some RTS style mechanics in a jam game. Had to be clever to try to get miners to loop around, pick up as many diamonds as possible, and get back onto the platform without being too early or too late.
Cool concept. I like how the slow down acts as kind of a skill setting. Would be neat to see this expanded such that the attacks were necessary to bounce up to new locations and things like that. I think there may have been a framerate dependent issue causing the game to run faster on my 144hz monitor.
VOD is here, if you want to watch my playthrough again: https://www.twitch.tv/videos/1006662463?t=3h24m32s
Here's a link to my vod if you want to watch my playthrough again: https://www.twitch.tv/videos/1006662463?t=4h41m46s
Intuitive and easy to pick up and play, but still challenging enough to be interesting.
Here's a link to my vod from when I played it on stream: https://www.twitch.tv/videos/1004348513?t=24m57s
Interesting take on the theme. Sometimes the controls were unresponsive. Could use some input buffering or something.
Pretty innovative concept, though you could cheese it a bit by just scribbling. I like the concept of doing 2 different things with each hand. Kind of reminds me of that thing where you try to tap your head while rubbing your belly.
An interesting concept. There were some issues with jumping for me. Sometimes I'd press the jump button, and it would just not jump. Could have something to do with the fact that I'm running a 144hz monitor, so maybe the jump checks were happening at 60hz instead of every frame? This combined with spherical platforms where, if you step forward, you lose contact with the ground and can't jump, made some of the platforming sections more difficult than they should have been.
Here's my playthrough: https://www.twitch.tv/videos/1004348513?t=3h34m55s
Nice music, pretty neat and consistent artstyle. Good fit for the theme and overall mood.
First attempt: https://www.twitch.tv/videos/1004348513?t=2h19m57s
Didn't have time to finish, so I went back on another day and played some more.
Second attempt: https://www.twitch.tv/videos/1006662463?t=3m
Must have taken a while to handle all the different permutations. This would be a tough one to extend to a full game! I think this is the first visual novel style game jam game I've played. Groovy music. Art looked good in some areas and a little rushed in others (as to be expected for a jam game).
I really like the concept. I don't think it's intended, but I actually found it pretty fun to jump around and catch the sword in the air so I could keep moving with it. I feel like I may hold the record for number of times unintentionally tossing the sword just barely above the spider's head. If you're thinking of pushing this beyond a game jam game, there are a few things I think would be good to address: - Too easy to clip the edge of cliffs and stuff (hitbox is very large). You could use different sized hitboxes for world collision vs enemy collision. - Possible to throw the sword out of the playable space you can reach. Might be good to have rock surfaces that it can't stick into -- especially in the boss arenas -- so it can't stick to areas out of reach. - Spend more time polishing the art. Motion of the character and stuff looks good, just a bit sketchy. Also a bit of inconsistency in pixelart resolution.
Jumped on when HonestDan was playing. Really ambitious to make a MMO for a compo jam! Pretty neat experience, and I appreciate the mustache representation! My one criticism is that the jumping/falling felt a bit floaty/weird (didn't realize I was falling at first).
This is stupidly well polished! Most game jam entries don't even get around to adding a menu, let alone a full skill tree, complete with bouncy UI animations and transitions. Hard to believe this was made in 48 hours. Looks like several weeks of work.
Here's the VOD of me playing it a bit: https://www.twitch.tv/videos/1005507706?t=24m23s
Went back later and played again (off stream). Managed to make it all the way to the bottom without finding any diamonds, but the next run I found 3 -- might be good to have a guarantee of at least 1 diamond per mine (possible I just missed it if there was one. I was focused on grabbing torches).
I like that the game had a bit of a challenge to it, but it was very forgiving. Once I figured out the mechanics, I was able to breeze through it, but it felt good just starting out. Could be expanded to have more difficult challenges later if you continue to work on it. A lot of the digging games like this I played didn't really have any threat -- you just dig and dig until it's over. Good work!
Here's where I played it on stream: https://www.twitch.tv/videos/1004348513?t=3h1m
Funny, when working on the jam, somebody suggested having a game where the voice lines just keep getting deeper and deeper until they're indecipherable. This isn't quite that, but close!
Has anybody tested what score you get if you just rip a long fart into the microphone? :D
WHAT GOOD ARE THESE HANDS?! Here's where I played it on stream: https://www.twitch.tv/videos/1004348513?t=2h49m20s
I did have a slight bug where holding the 2 mouse buttons and swirling sometimes didn't register for some reason (played the sound, but made no progress), but releasing and clicking again fixed it.
An interesting concept with the different weapon colors for different enemies, but a lot of the time, it just ended up being frustrating because I could get pretty far, then suddenly pushed up like 3 levels back to back and lose all my progress.
I really liked this one. Swinging on a grapple an propelling myself with a gun brings me back to the good old days of LawBreakers! The character animations looked so much more fluid and alive than most pixelart games. Just needed a few pew pew sounds for the gun.
One gotcha I noticed was that it seemed S stopped lengthening the rope and started making it shorter if you swung above the attachment point. Made getting past the wall with the big spike more difficult than it should have been, I think.
Controls felt really good. A lot of grid based games tend to over or undershoot the movement I expect, but this seemed to work pretty well. Solid execution.
Ambitious concept -- don't think I've seen a jam game with multiplayer aspects like this before. I went to bed one night and woke up to this: red stranding.png
Pretty ambitions to create high-resolution hand-drawn sprites for a game jam! Nice looking art.
Really innovating mechanic! Exceptionally difficult to use, well, though. Using the mouse to move is kind of like pressing W to move in a video game vs playing QWOP to move forward. Too easy with the mouse. Too difficult with the controller. :D I really like the idea, though. Just needs a way to adapt to it without being pursued by creatures that can swim perfectly.
Really innovative mechanic. Would be great if the pings stayed in sync with the music. You could even have more or less intense music depending on the environment so you have more frequent pings when there's less room to move around without hitting something.
Lovely game. Fantastic music, and good art, too. My only criticism is the dialogue boxes look a bit rough, especially compared to everything else, but I'm sure this was just a time limitation issue, though. Other than that, it looks like a polished game, not a game jam game.
Fun little game -- controls screen disappeared before I had time to read it, so it took me a couple tries to realize there was a jetpack, which made thing s MUCH easier.
If you want to push something like this further, you should aim for consistency in the artwork. You've got a mix of low-res pixelart, photographs, and higher-resolution hand drawn art, which makes things look like they don't really belong together.
Pretty fun little game! I like it when you have something with just a few simple buttons, but it's a challenge to master it.
Great sound track, nice art, and clever puzzles.
I was pleasantly surprised by this one. Didn't really fit the theme, but it was a cool idea. Lots of entertaining combinations of spells to be used.
There's a lot of "soft locking" that happens, meaning you can't continue without a manual restart. That's something you should really try to avoid in game design.
Great stuff! The second level could stand to be a lot more forgiving (or maybe change the level order), as the thin platforms are pretty tough when you're first getting used to the controls, but it's difficult to balance all that stuff in the time frame of a game jam. I'd consider adding a little bit of air control, in case you don't have perfect trajectory when exiting the ground.
I like the one-button action of it, but I almost wonder if there should be a separate drill vs drill down button. Sometimes you're flying through the air and want to drill UP, but you have to time the button just right so you tap it right before you hit the dirt but don't hold it too long or you drill back down out of the bottom. It's probably fine with just one button -- might need some other tweaks to make stuff like that easier or just have a more gradual introduction into more difficult levels.
I'd definitely like to come back to this one, as I didn't have time to finish it.
Really cool engine tech! Might be a bit more intuitive if the ship looked like it flew instead of having treads that roll around. My first instinct was to dig at an angle so I could drive back up.
Movement felt really good. Nice camera shake impacts when you collided with things. Sounds were great! Really had that underwater feel to it. One suggestion on the art would be to have consistent pixel density. The background and character were 2 different resolutions, which is pretty jarring with pixelart.
I liked the momentum-based aspect of using the dashes into a slope to launch yourself! As mentioned before, sometimes it would lift you in the air walking on slopes and cause you to fail to jump.
Interesting style that reminds me of some retro 16-color art, but in 3D. Didn't really fit the theme. Props for adding a menu to adjust the mouse sensitivity and sound volume!
- Really solid presentation on your page. Looks really polished! - Audio was REALLY LOUD. - I often got hung up on walls. Would be nice if you could move smoothly along them. - If you're too close to a wall, your shots sometimes hit it, even if you're aiming away. - The last boss was BRUTAL. Explosions taking multiple HP + making it impossible to pause to avoid bullett patterns was really rough. I did complete it, though.
Couldn't really figure out what to do here -- a little crosshair showed up when I pressed space, but it didn't seem to do anything when I positioned it over a fish. Z also didn't appear to do anything that I could tell. I thought it would change the range at which the camera crosshair would appear.
For some reason the controls bugged a bit for me, making it sometimes impossible to turn.
A fun entry, and the glowy pixel art aesthetic is really nice!
Really nice graphics. Not many game jam games have a fully animated 3D character! Is it possible to actually catch the fish? Not sure if I'm doing something wrong, or if you're supposed to just spear a fish, ride around for a bit, then let it go (or drown). A clear objective would add to the fun factor, but a cool project, nonetheless!
Love the music, and the art is also nice. Faster movement speed might make this more fun, especially since there's not much time to check out all these games and this one requires a good bit exploring. Some improved UI and visual tweaks for things that can be picked up (ex: a golden outline when you're next to something you can pickup) to make it easier for players to tell what's going on would help a lot, but it's tough to do all that stuff in the timeframe of a jam.
Impressive work for such a short timeframe! Really nice art and sound. A lot going on here. An excellent first entry!
Nice artwork! Might be nice if more time were added each level so you could focus more on buying upgrades instead of time. A challenging balance.
Movement felt good, and it was nice that you had a menu and such. Would be nice if you had time to make the enemies fight back so there was a challenge, and I think the movement mechanics would be better suited to moving up, rather than down, but it seems like a solid start for a patformer!
How am I the first to rate this? This was a fantastic entry! A lot of depth (har har) for a game jam game, and even the thoughtful addition of ways to skip leveling up if you're in a hurry to play other jams. Great fun if you like SHMUP games. Or, in this case, SHMDOWN? Really cool sound track, too, with different music for each level.
Great visuals and mood going on! I like the name, too. :)
Visuals look cool, and the movement in the air is neat. Shame about the collision issues, though. Oh, and the DESTROYING MY INTERNET! :D
The attacks hitting are super satisfying. Often not enough time to react if a bat is just out of your peripheral vision. Voice lines a great, but maybe don't have them EVERY pickup. I wish there was a bit of momentum or acceleration so the movement wasn't so rigid and binary, but still very fun. Solid entry!
The graphics may not be realistic, but you've nailed the spirit of the US healthcare system. Feels funny ranking this high on mood, but that's what I did. :D Big mood.
Somebody linked this when I was working on crazy gravity stuff in KOOK, I thought it was pretty wild, then saw it was a walaber game, and I was like, "Ah, that makes sense!" Bummed I missed this when I was playing stuck in a loop games. I feel like it deserved better ratings (especially for innovation). I think this might be the only jam game I've played with achievements like that. Managed to grab them all in a few minutes, which is great pacing for a jam game. For some reason I struggled the most grabbing the coconuts though, haha.
I was scrolling through the previous jam entries looking for a specific game and saw this, so, naturally, I had to play the infamous Dude Ranch. Good times! 😄
Whoa, a quake engine based game in a game jam?! Nice! Just happened to come across this looking for another game in this jam and wanted to say I appreciate it. :)
Love all the hats in the timelapse. Nice to see a fellow man of many hats!
Glad you were able to get a jump-start on this project! It's in kind of a weird state, because it looks like a partially developed full-blown commercial mobile game, but the mechanics are fun! I could see people spending a lot of time playing this.
Fun having my past selves and me gang up on something to punch it to death. Both hilarious and frustrating to have my past self run off with the crystal just as I was about to put it in the portal. Game froze up on the 2nd level for some reason when I was on the last (or maybe 2nd to last?) crystal around the wasps. I was playing on the web version.
Great take on the theme! This is the most difficult game I've played in the jam so far. I'm not sure if that's intentional or not. A few things that make it feel more difficult than it needs to be: - Headlight glare makes it impossible to make anything out. Just white blooms everywhere, including the mirror. It's cool that the mirrors show reflections to, in theory, let you see what's behind you, but since everything is just bright blooms, it feels impossible to gain any useful information. - Camera turning is very slow. Can't quickly glance to the side. You sort of have to commit to a direction, so I mostly left it forward. - Physics are super crazy. Turning while moving quickly makes the vehicle all tipsy and I often end up stuck nose-down somehow. - Little to no breaking. Not sure if the game was intended to be taken super slow or if you're supposed to just make a b-line for the outer edge, but if you try stop before hitting another car, you basically end up giving it a love tap, which is just as bad as a hard hit (seems there are just 3 hits before you're out, regardless of speed). - Cars behind you plow through you. Seems like you're moving at the same speed as the rest of the traffic, then, BOOM, you're being launched in the air by a vehicle from behind.
I did manage to make it out of the loop, though. Sort of? ld47_escape-from-london.jpg
Lowest I got was... -38? Got down to like 57 before I figured out how to pick up the trash. The number at the end for the amount cleaned seemed inaccurate. At first it seemed like it was showing the amount I had left to clean, then it just sort of showed some other number? Or got stuck? Not sure.
Nice aesthetic! Bold to go full 3D for Ludum Dare. As mentioned before, it would be nice if the car turned.
On my first run, I was trying to go as fast as possible and outran the sun, then I realized it was much more casual and there was plenty of time to explore and had no problem completing it.
Great spin on the theme! Took me a bit to figure out what to do. The second level was pretty frustrating because it seemed like I should have been able to escape after lifting the board, but there was an invisible force holding me back. Eventually figured out the log trick by accident. Overall, really solid game implementation for such a short period of time!
I face palmed so hard when I finally found the missing button. I can't tell if I liked that or hated it, but it did elicit a reaction, which is good. :D
Graphics and sound are nice. I feel like, as others have mentioned, the controls could be a bit better. Feels like I should just be able to click on everything. Having to press space/enter/esc is a bit awkward.
At first I hated the click to move until I realized it had path finding, and I didn't have to click every step of the way around objects.
Being completely honest, the fun factor wasn't that high for me. Since I wasn't in direct control of the character, there wasn't much keeping me mentally engaged as I waited for the character to move, and then there were a lot of times where I didn't have time before the loop reset to reach what I needed, so I just had to wait for the reset to start over.
Groovy music! Seems there's a bit of a sync issue playing in firefox, though. I thought it was just me being terrible, but I tried Opera, and I was able to move back and forth with the beat of the music instead of watching the lines. Not sure why it's different. I personally think it would be more fun if the ship moved back and forth faster and there were more ships to dodge. As it stands sometimes you have to wait a good bit passing between 2 ships or a ship and a wall, kind of killing the flow. Solid entry, though!
Cool idea! I've never played a literal puzzle platformer before. Was level 10 the last level? It just sort of stopped there. Would be nice to have a conclusion. Also wasn't really sure how it fit into the theme.
Some suggestions if you take this further: - Faster reset on failure. - Make the moving platforms visible before the round starts. Always good to feel like I have a chance to do something the first try without being forced to fail at least once to see what's going to move. - Some sounds and more fitting music.
Overall, an enjoyable entry!
Played it a bit on stream. Here's the VOD, in case you want to see that again (note: Twitch will remove it in 2 weeks): https://www.twitch.tv/videos/768695765?t=02h48m25s
Really liked the music, but the controls could stand to be dialed in a bit more.
Did you have that 3.14... value in there just so you could make a pumpkin pi joke? If so, I approve. Great humor. I kicked the bucket knowing full well what would happen, but I did it anyway, just to confirm. (Also, full well -- get it?)
I absolutely love the character art! The challenges felt fair, and the timer sort of encouraged running after the first solution that popped into my head instead of overthinking it. Put a little pressure on, but not too much. Really solid entry. I feel like the concept might have matched one of the older LD themes a little better: "Sacrifice", I think it was. I was thinking of doing this mechanic for that one. Solid execution of it, though! I tried to break it, and it seemed there were solid failsafes.
26610 on my first attempt. The variation of projectile speed makes things interesting, and sometimes my reflexes end up blocking powerups. Might want to ensure a faster min speed. I had a cluster of asteroids that was barely moving toward the end. What the game really needs is a narrator to make you want to punch your screen, though. ;)
Looks nice -- pretty polished for a LD game. The controls and environment felt a bit out of place for the gameplay, though. For example, you could just jump up on a table and be out of the playable space, and bumping into the chairs felt a bit awkward. I think keeping things a little more 2D might work better, or avoid having objects that let you get out of the playable space. After I maxed out all of the upgrades, I was not able to proceed to the next wave. purifier_maxed_upgrades.jpg
Either I missed the boss battle people are talking about, or I killed it off screen and didn't see it.
Would be nice to have a simple texture or something in the background for a point of reference. Couldn't tell I was moving at first. When the $'s hit you, you teleport to the other opposite side of them (ex: if I'm pressing left, I'll teleport to the right side of them, moving into them) making it very difficult to escape. You can also teleport or be pushed outside of the boundaries of the map. Made it to 324 on my first attempt.
Looks great! Concept is cool! It'd be nice to push this a little further with something a little more physics driven so it feels a bit more like driving. It felt like it took a while before it got really interesting (didn't really see many ghosts until around lap 10), so maybe it'd be worth making the track shorter or something so the laps go faster. Overall really cool, though!
Yeah, 404 error for me as well. You probably need to make your project public or publish it or whatever, then try it on a browser where you're not signed in to make sure it's visible.
Beautiful art! Great humor at the start. Kind of minor, but whenever the game hitched (playing the web version on a browser with too many tabs open), I'd tunnel through walls and pickups without touching them. Not sure if there's some sort of continuous collision detection you could enable if you continue making things like this in the future.
Nice music and vibe, but I wasn't sure if there was something more I was supposed to be doing other than just wandering around. Seemed there was something that triggered the video feeds of other characters to come and go. Am I supposed to get them all active at once?
Really solid execution! Clean graphics. Simple concept that's difficult to master. Got some classic snake vibes. Turns out I'm really bad at dodging myself as I'm very unpredictable. I made it past 10 points, so I'll take that as a win. :D
The first level is a bit rough since it rotates the tiles you're currently on by default. Takes a bit to get used to and requires some quick reaction times if you try to do it in real time. I tried again and found a way to solve it so it works in real time. The second level actually made a little more sense because I could see how the systems worked in action rather than failing immediately. Also, you have to right click on the tile to change the color, not the light, but the light is what changes, not the tile color. Also, the board resets whenever you fail, so you have to re-do all your changes if you were just off by 1. Are you supposed to actually be able to rotate while the game is running?
LD54 — Limited Space (1)
Though I Walk by AdamCYounis 2023-11-04T10:01:36Z ♥ 0
Godot engine and silhouette art style! Now you're talking my language! 😉