Foon → Ludum Dare Explorer → Users → joe40001
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | 👥 | The Summoner's Forest | jam | 1103 | 2.98 | 2.92 | 2.89 | 3.21 | 2.88 | ||||
| 2022 | 50 | Delay the inevitable | 👥 | Sunny-Life Waste Disposal | jam | 795 | 3.45 | 3.26 | 3.50 | 3.42 | 3.66 | 3.73 | 3.50 | 3.69 | |
| 2021 | 48 | Deeper and deeper | Infiltr8 | jam | 393 | 3.83 | 3.62 | 3.94 | 4.17 | 3.77 | 3.67 | 2.08 | 3.84 | ||
| 2020 | 46 | Keep it alive | Keep Hope Alive | jam | 1394 | 3.42 | 3.16 | 3.89 | 3.76 | 2.52 | 3.25 | 2.41 | 3.55 | ||
| 2019 | 45 | Start with nothing | Open Ocean | jam | 2.29 | 1.60 | 2.29 | 2.80 | 2.20 | 3.00 | 1.80 | 2.29 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | artheria | jam | 590 | 3.44 | 3.13 | 3.23 | 3.21 | 3.05 | 3.26 | 3.88 | 3.30 | |
| 2016 | 37 | One room | The Bridge of SHIP_NAME_HERE | jam | 560 | 3.18 | 2.94 | 3.59 | 3.12 | 2.81 | 37 | ||||
| 2016 | 36 | Ancient Technology | Most Ancient of Technologies - Catapult | jam | |||||||||||
| 2015 | 32 | An Unconventional Weapon | Lost Fame | jam | 665 | 3.05 | 2.64 | 3.30 | 3.00 | 3.45 | 3.18 | 3.47 | 79 | ||
| 2014 | 31 | Entire Game on One Screen | The Great Expanse | jam | 1000 | 2.32 | 2.05 | 2.52 | 3.27 | 1.77 | 1.94 | 2.44 | 32 | ||
| 2014 | 29 | Beneath the Surface | Series Of Choices | jam | 358 | 3.23 | 3.09 | 3.05 | 1.90 | 3.28 | 3.20 | 2.37 | 2.88 | 100 | |
| 2013 | 28 | You Only Get One | One Pesky Yellow Orb | jam | 501 | 2.35 | 1.96 | 2.09 | 2.04 | 3.26 | 2.25 | 1.67 | 2.67 | 42 | |
| 2013 | 26 | Minimalism | Zephyr | jam | 488 | 2.52 | 2.02 | 3.17 | 2.73 | 2.50 | 2.94 | 1.58 | 2.46 | 100 |
Truly great game, perfect art, solid fun gameplay.
4 suggestions:
1. Find an artistic way to reduce pop-up, maybe an interestingly textured plane that hides the non-loaded section that flies back once they are loaded.
2. Somehow procedurally generate the areas or add tons more options for sub areas and then pair them with different "backgrounds"
3. Add some audio or visual HUD clue to tell the player when the blocks falling behind them are close or not. A hud graphic that gets less transparent or a simple audio noise (like a hiss) that gets louder as the falling platforms approach.
4. Put on a site like Kongregate, add high-score submission, and watch the plays skyrocket. :)
Beat the game, fun enough considering how short it was, if it would have gone on tons longer and I slipped I would have been annoyed. If the game plays out how I think it's supposed to there needs to be a slight fix, the player figuring out the secret to the end is kinda based on lightning being going at the right moment.
I really wished there was some secret puzzle for getting perfects on all of them, I really liked this game though. Simple yet charming.
Not going to lie, got very tedious but my god what an ending, somehow managed to be worth it.
Absolutely amazing!
Cool but short, also after beating what I think is the last level I was kicked to the main menu and when I tried to click continue the game froze.
I really like the art style.
Full review later, but I really liked this game. The final post winning screen is kinda glitchy though and you can click the screen and get the "you win" noise over and over until the game crashes.
Graphics/mood/audio are good, though I don't know that the loony toons slips noises are the best for scoring. Ok game otherwise, not my style seemed more based on making something that should be easy more frustrating, but then again games like super hexagon do that and are very successful. Clearly you have talent, just not entirely my cup of tea.
I wonder if you guys were inspired by some other game? :P
Still, it was a very fun well made game.
My only suggestion for the House (to the developer) is to cycle through more "suggestions" for the player so that they know they aren't stuck in a loop.
My suggestion for the house (for the players) is that you should keep at it, persistence is it's own reward.
Cool game.
Very cool game. Few comments:
1. It felt virtually impossible to recover when the capacitor array blew, the fact it switches all the capacitors to blue when it goes is pretty harsh.
2. Figuring out what exactly to do is a little tricky I'd encourage you to do something so that I don't feel penalized for reading the instructional text early on, the text is great and informative but it's hard to find the time to read it when the game kinda leaps in head first.
3. A few things were unclear, like how close I was to being able to access the next satellite, is it based on whether the room is red or whether it's been red (working for a while) or what?
4. Maybe this has something to do with the command center or something but it felt like between satellite 1 and 2 my options went up a ton, was this intentional?
I'm only going into so much detail because the game is otherwise perfect. Seriously this is the best game I've seen of this team size or smaller for LD26, maybe the best overall. Great game, simple mechanics, quite fun. 5/5
The intro art is very impressive.
You can infinitely wall jump this let's you escape the gameplay zone.
I liked it but I think song 2 is very inferior to song 1 and I think game would have been better with a simple jump sound effect.
Still oddly fun/calm. Good mood good take on the theme of minimalism.
Initially: Aww, what a cute little game.
A little later: <Buster Bluth>I'm a monster!!!</Buster Bluth>
lol, great game. Quick note: on level 2 after it happened... an (unmoving) rabbit was blocking my path through.
It's a shame some people are finding nature by accident, it's really clever what you do in this game, everything was very well executed and informative without a walkthrough. You just explore and slowly realize what you needed to do. Too often these days games coddle the player, this was the perfect balance of letting me discover on my own without it feeling unfair.
Easily contender for my favorite game of LD26. 5/5
2 small things:
1. You probably could have made nature a nicer place, maybe changed the skybox and the music so the player really feels like they've "found nature"
2. Why no love for potatoes?
Taking the classic game Jezzball and turning it into minimalist are is pretty clever, the game is simple but a very solid entry.
I think you guys took the artistic approach to minimalism way more seriously than everybody else. I wanted to dismiss your game as pretentious but it really isn't. Instead, it was a very deliberately crafted work which while not satisfying my twitch gamer desires was quite clever.
I really like this mechanic however I cannot figure out what to do once I reach here:
http://i.imgur.com/N7L0K1j.png
If the game is unwinnable once you fall why do you let me keep playing? I must be missing something but pressing x there does nothing, was I supposed to be able to change into light blue? Because I can't.
I won't score this game until I figure this part out. :P
Good mood/audio, gameplay was a bit more tricky than fun.
Great game, on a game like this though the controls have to be PERFECT and while you guys are crazy close it was occasionally sluggish on responsiveness. Otherwise no complaints whatsoever with this game, great job. (Made it back to red BTW)
I liked it alot, one thing you need to fix though:
If you are like me when you get to the end you want to meditate so you press space bar, trouble is the game starts loading the ending and pressing space bar skips the end. I don't want to play through again just to see the end so I'd recommend having a delay or something so people can't accidentally skip the end, otherwise enjoyed the game a lot, music was awesome.
I agree with Rubi, you are right on the money as far as good minimalism idea goes. The lack of audio hurts any sense of mood and the splitting sometimes going the wrong direction hurts the fun element.
Don't get me wrong I still think you did a great job, you are a couple bug fixes and 1 audio track away from being one of the best entries in the whole competition. Keep at it! :)
You seem like nice people and the game is ok, but I think the big problem is that the time it takes to power up is way too long and then when you do die it appears to be completely wiped out. If farming for xp is the draw of the game then the rewards need to be more enticing or the farming more quick.
Keep at it though. :)
Fun and clever, some puzzles are just guesses though I think. I wish there was just some simple ambient audio.
You seem to really understand minimalism, great work!
Nice art, simple clean gameplay.
You should replace '=' with '>'
Aside from that I loved this entry, started off as a game where I thought "oh they used the theme to be lazy" but as it progressed I saw what you were doing and realized the genius of it.
I've not nothing but good things to say about this entry. Awesome job!
Can't tell what are bugs and what are features :P, still played the game to the end, decent first game, keep at it. :)
I really liked the music, really liked the graphics considering the theme but I kept getting these thin flashing purple lines which bothered me. Still very good game, one of my favorite entries.
How do you play it? No buttons work
Great mood, wish it was somewhere I could submit my score, also once you get the idea the game doesn't get harder fast enough, at around 1.5k I was wanting for some variety or something to spice it up. Still really cool game though.
I liked this game before it was cool.
Seriously though pretty cool game you got there, full points on innovation/audio clever use of both.
This game should win on the theme.
Fun quick little game. :)
Liked the idea, but the execution was a bit buggy. Really liked the use of stripping the song with the skills but could have benefitted from a bit more polish. Still very cool.
Very cool, I delivered 259 peeps. : )
Like others have said, neat clever relaxing/fun game.
You did well on the mood but the gameplay was a bit off, collisions were kinda weird at points, also occasionally there'd be this small color glitch after getting a block. Still good entry, nice mood.
So I didn't quite get done all I wanted to with this game, but I did get a lot done so I feel good about it. Not bad for my first LD. The instructions are a bit "minimalist" but hopefully people find their way to enjoying this game.
Now I'm off to play/judge some other people's games followed promptly by sleep. Congrats to everybody else who participated.
@MrShoestore
Thanks for the feedback, yeah little tweaks like that are super easy to do, and stuff I wish I caught before my final submission. I don't know if uploading a new build with a better opacity would be against the rules though, so I won't risk it.
Still awesome that you like it, I hope in a post compo version to work out all the quirks and add more Zeph shapes/improve the game mood. If I pull all this off as planned maybe I'll have a neat little time killer game I could port to tablets or something. : )
Thanks, game over condition is when all the Zephs are locked in place, the goal is to get the highest score you can before that happens, as you advance in levels the rate at which they spawn increases. In a post compo version of the game what level you are going to be on as well as the tone of that level will become more clear as I plan to change music/backgrounds depending on the level. Think of this game in the same style as tetris. (Except maybe more Zen)
My goal was to take a minimalist rule (get spheres to overlap) and make a deep, complex, engaging game out of it. (Akin to tetris) There were some polish elements I didn't get finished in time but I am very happy to hear feedback from those who took the time to "get it". :) Now somebody go beat my high score on kongregate! :P
Great name for the best weapon.
Little buggy, otherwise quite solid/good.
Beat the entire thing, really tested my patience. :P
You clearly made it challenging but IMO did not evoke the feeling of depression, rather the feeling of frustration. I think your design choices were mostly deliberate but I'd said it's not my cup of tea.
(Did you beat this game yourself? If so how long did it take?)
I liked the game a lot. Very innovative. I would enjoy different endings for different choices. You guys should definitely make a post competition version of this game.
Takes a bit to get used to, also I found you can hit the ball over some of the walls. Interesting idea though.
As per the rules I am reviewing you off the jam version and... dang that was really really amazing. It felt like it could use a tiny bit of beta testing, but honestly the difficulty I thought was great. IMO most reviewers of LD are reviewing casually which is fine but it make a challenging game often get marked down undeservingly.
I've got to say this game was really impressive, the only comfort I could take that made me less jealous was to appreciate that you guys had a decent sized team. Which is cool, you guys clearly work very well together.
Anyway if you plan on developing this game further I'm definitely interested to see more. Great work!
Very neat
So right now I've got the game paused at 16.5 Million points and level 129, and frankly my stubbornness can't hold out much longer. If you are making an "endless" game like this you have to make sure that either the game gets harder quicker, or the game stays funner longer.
The difficulty curve being too easy is a big problem. Maybe you guys didn't mean for you to just be able to hold down the mouse, idk. But clearly the game is polished just needs fine-tuning.
http://i.imgur.com/eFQmRr8.jpg
So yeah, too easy :P
Loved this game, would be perfect for tablets, add save feature and lots and lots of levels as well stuff like angry birds has where it lets you know if you did it perfect or not. (Minimal amount of scrolls). Then just charge 99 cents, and boom instant classic! Congrats future millionaires *is jealous*
Edit: Didn't realize how many levels there were, if you were doing a bigger release of this game I instead recommend having levels with a 5x5 grid for later levels. Few difficulty tweaks like that but it model it off of something like angry birds, players love it because they know they CAN beat any given level but the fun comes from beating it better than you did before or moving on if you don't want to. But really this premise is just playtesting away from being a bit hit.
It feels like you were inspired by super meat boy, I liked the setup but the controls being wonky made the game virtually unplayable. Which is a shame because I thought there was a lot of potential here.
Very short. Decent enough considering you knew about it with only 9 hours left.
Really needed audio or just a few more clues when it needs something, but your attention to detail is great.
Clever, I liked it.
Elegant and simple
Good job on mood, who made the music? Also the bad guy doesn't accelerate or anything so you can play indefinitely.
After getting over 10 points I felt like I was missing something, hopefully your "there might be something special (or weird) waiting for you" wasn't just you being cruel. :P
Oddly enough I think it might have worked better with the style if the car were like a wireframe or something more like that, it's current paint job is out of place in the tron type world. Also if the game is supposed to celebrate speeding down a highway the controls feel very sluggish. You need more game here to keep the player engaged.
As a proof of concept on background generation though this game is alright.
For some reason I really liked the audio.
Very cool, probably my 2nd favorite entry I've played from LD26 (and I've been playing a lot of them).
Great mood, great art, overall very satisfying. All that and a Potato, what more can you want?
Could have been cool if it was finished. I like the idea of mixing minimalism with wind waker.
I liked it.
Quick note: if you get all the items after the timer hits 0 the stairs do come down but you don't have time to climb them.
Reminds me of lemmings, wasn't crazy about the art though, sorry.
Clever/innovative.
Jam build is a bit buggy, unpolished menus but I'll forgive you because the gameplay is quite clever/nice.
Now I'm going to play the post jam build.
Even post game build, mouth is very buggy. Do you have mesh colliders on? If you do you might be better off with sphere or capsule colliders, the animation is going to change the geometry and thus colliders otherwise.
Very innovative, very clever, a bit mean though that you had to refresh exactly 317 times to see the true final screen. Why that number?
Seriously though I really liked it. The game shows the right style of innovative thinking that makes for great game developers.
Interesting idea, but this dude is pretty morose considering how easily he hooks up. I'd be pretty happy if all it took was walking up to a random girl at a bar and being like "coffee... airplanes... money... So wanna go back to my place?"
Basic sounds would have been a plus, and I think the end minigame might reach a point where it's impossible-ish if your mouse isn't already on the right color. Still interesting though.
Very good art/mood. Gameplay was good, but I ran into a bug on the work level, I was unable to drop my heart at all after like the first reset there. Still very well done. Where'd you get the music?
I forced myself to just have something playable even if it was nothing like my original plan.
The goal is just to collide with the yellow orb, he does run away a bit and his movements are tricky to deal with, thus the "Pesky" title, but I can assure you colliding with him is quite possible.
If you touch the orb with a moderate amount of force it will tell you that you win. I can patch it to raise the jetpack velocity a tiny bit, I kept it a little low so it created a sense of height to these huge buildings. Anyway thanks for the great feedback. :D Considering how this game is hardly even a game and just a super rushed thing I put out quickly because my main project feel apart I'm glad it has been received as positively as it has.
Thanks everybody! Sorry for the lag on older-ish computers.
Pretty much just what drewfitz said. Despite this though I really liked it, the polish of the design was great and I think you are not too far off something really awesome and fun here, maybe think about developing it further.
Very good game to be made in short amount of time, I'd say it lacks the cookie-clicker balance. Also save doesn't work on web, but still a cool game.
Maybe if you wanted to take this game further you would play up the creation aspect and instead of cookie clicker's rain of cookies players would instead see a evolving image of the world/universe they are creating.
Very well done though.
I enjoyed it, very challenging though. Still well done.
Well made little game, what did you code it in?
Well dang, you won. :P
Seriously though, make a few tweaks and put this on the google play store. It's the perfect kind of game like that. Good job.
It's funny the things that always suffer in my games is the art, because I'm terrible at art. Your art is really really good, in all honesty though the rest of it is clunky. Keep at it though, I'm jealous of your art.
Decent little game. I'd say the best part was how I needed 0 instruction and I could figure out the exact rules/gameplay of the game myself. A good game designer can teach the player to play in-game, rather than through text. Not much else to say, simple clean decent game.
Well I beat the game, I'm glad the ending wasn't just "the ending" but instead you could get a more proper ending (hopefully that doesn't spoil it).
This game was all about mood, and it did that well, generally games like these aren't things I like, and this one too seemed a bit self-indulgent, but the fact you called it a "(not)game" seems to me to show that you know what you are making and just like making it and that's cool, and what you made was great for what it was trying to be.
Your style is different than what I'm into but I can tell you executed your style quite well and it was a good looking game with excellent mood.
Full points for innovation and theme. Very clever and well executed. 2 points:
1. What on earth is going on in preview pic 1?
2. Should we be concerned when the children fish jump into their parent fish and produce another fish? :O
I was going to give the programmer a hard time for the flickering, and then say that the art is the absolute best art of this LD, but then I saw the art/programming was the same person, and that the flickering was from my graphics card.
So with that in mind I can find literally nothing to complain about with this game, it is perfect. Amazing music, Amazing art, perfect fun LD entry.
When a game is this good you almost have less to say about it because with good game they'll have a few great elements but with this game everything about it is great.
Really cool and original game!
Very impressive game considering the time constraints, innovative and easily one of the best looking games, it would have been absolutely amazing if you could procedurally generate the planets rather than reskinning the same handful of maps but that's a minor quibble because the skins look great, and the game is extremely impressive! :)
I scored: 14300
Very well made game, looks quite polished, good use a few sound effects and something that makes gameplay change as you got higher levels, but otherwise just about perfect little game.
I really wish the ending had 2 options, and I think most people who get there will know what the other one is (and it's not a happy ending either)
I will say this game is quite funny, but what makes it by far the funniest LD29 game I've played is just one thing: That dainty little walk the kid has, without that the game might have gotten a 4/5 on humor from me, but with that I wish I could give it a 6/5. Such a dainty little walk lol.
All around very good game. Virtually flawless for what it wanted to be art/sound/humor/gameplay/etc all great.
This game might be the most liked of all LD29. It might not be the most completely innovative, but it's so polished/slick. It does not at all feel like a game made under any sort of time crunch limitations.
Great gameplay, amazing music, all around great entry that fits the theme quite well. :)
81.5s Can't believe some of you got so much higher, also can't believe GeorgeBroussard made the game unwinnable. :(
Poor cold guy.
I like it, but it is quite hard and you aren't given feedback as to why the audience dislikes it, so I played like 3 times and I couldn't figure out if I was even close to winning or not.
Still very clever/innovative and a cool twist on the theme. Good job. :)
I like the game, but like others have said it's quite hard (And I like hard games)and has some "bugs" (like not knowing if your shots are doing anything and powerup sound only firing the first time)
Also, I think you might have made it unwinnable, because I got every power up and shot just about as frequently as possible and I could only get down to 4.3
If you have a game where the end score is better when lower then everybody is going to want to know what happens if you get a score of 0... However I think you might have made that impossible for this game, that or the falling rocks do lots of damage to him and they appear to be random.
Your idea was very very solid, your execution was a bit clunky though, still overall I quite liked it. (Even if it is unwinnable)
Looks great, ping wasn't helpful enough for it's cost and I'm not sure if the game would be better randomized but really impressive overall.
I'm judging the compo version which really isn't that bad, just a little unforgiving (which I think is a bug). Great game, very inventive, graphically looks good, plays good.
Once I got my strategy down I could get through every level without losing anybody, even in the post-compo version it doesn't say anything special for that, which I hoped for. Just a quick thumbs up from Steve or something.
Very good game, you maybe should have just submitted the one with 6+ more hours work to the jam, because you did a great job fixing the little issues with the original.
I like this game a lot, I liked the low pass filter you used on the audio when you go in the wall, clever all around. 2 questions though:
1. Can anything be done with the pink blob?
2. I got all the coins, did that do anything?
Like somebody else said, with polish it's a clever enough mechanic to turn it into a small little indie steam game.
I like this game, even though I'm not sure if it's a mistake or bug or not but the win screen got you some humor points from me. :)
Innovative, but a big stretch on the theme, still fun and well made.
Very fun game, I was quite impressed how you kept adding mechanics to keep the game fresh.
Great all around, I was really curious when I saw your post about how you did the graphics, and the graphics did turn out great, the whole mood and everything was great, I was just bummed to see it was so short.
I was hoping for "ok now everybody's been warned, let's evacuate!" and then it's like the same type deal but with fire or something.
Also call me crazy but it feels like you might have been somewhat inspired by StarFox. :P
Anyway great great entry, graphics/mood were amazing, gameplay was solid only complaint is it was too short, but when people complain your game is too short that means you made a good game. (Though if the game kept going I'd want a checkpoint or something after this point).
Fun but a bit too challengingly random, also one time the 2 sides were so close together in the second part they were overlapping.
I liked the game too (a bit too much, I overflowed some of your powerups). Though after you die you can drift to victory.
Good game though.
Very innovative, but I have to say, Fasox, if this is how people around you talk to you, you need to start hanging around nicer people. :P
This game might have the best mood of any game I played, but the ending did feel like "oh crap we are almost out of time quickly put an abbreviated version of the ending in" I think you had something a bit more in mind for the ending but ran out of time, but that's just a guess. Again though this game had good puzzles, good graphics/sound, and amazing mood. So good work.
Suggestions for improvement: Make backtracking less annoying, improve the story. But otherwise great job! :)
Solid puzzler, good use of unity's pro tools, everything ran smooth and played nicely. You didn't overdo it but you did get the most out of the mechanics you implemented. All around solid game.
The boy is funnier if you think is nostrils are his eyes and his eyes are his eyebrows.
Also I love that the baby is part of the consulting.
For some reason I thought just getting that augy axe would give me life purpose... it didn't... :(
(But yes I made it to the end)
I like this a lot except for the bunch of times I click to add a guy and it just scrolls the screen, aside from that really well done fun little game.
I have played over 220 LD29 games, this one does not have the best graphics, does not have the best audio, is not the most innovative, but I've got to tell you I think it could be the most fun of any of the games I've played. And that's saying something.
You have a perfect sense of level design and difficulty, these are the important things for a game designer, artists, music, other things can be hired, but if the game designer doesn't have a good sense of level design and difficulty they just won't make good games.
I'm actually going to give you full points for humor because that final screen made me laugh more than any other games. Other ones have been more consistently humorous, but the existential crisis faced by the protagonist at the end just made me laugh.
Great great job, bentog.
All my life... I have loved ferns, but never have I thought I'd find a soul mate.
Also why does Mt.Dew man dream of Pepsi? Is he a liar?
Seriously though, fun cute game. Highest marks for humor of any game I've played yet. Hippie lady might have glitched on me one playthrough, but it's not a bit deal.
I really liked this game.
This game is broken in all the best ways. It could be called spider cat, or "supero-funtime jumpcat no glitch".
It did absolutely all it needed to do to be a weirdly compelling and yes fun fun game. I really enjoyed it even though some of my compliments might sound bad, I really enjoyed it. It's like a video game version of an awesome B-movie, where a lot of things are a bit off but it still comes together to be a lot of fun.
Ah this game takes me back, the year was 1984 and I was only 6 back then, and boy did me and my bro love playing this game. I've got to say your port was flawless. Took me back to that great summer of 84.
;)
But seriously I'll drop the joke just in case somebody mistakingly believes me and scores you less because they think it's a port.
Fun game, my score was: 82710
And even though I probably shouldn't I'm going to factor that box art into my scoring of the game. Because I know how hard good photoshopping like that is, and seeing the box art was part of this game's experience.
Great work guys. :)
I liked it a lot, but there is a point where you can break the balance so you have so many guys on screen that you can't possibly lose and it gets really laggy. Maybe after you have 5 of any given unit they merge and form a super unit of that type, and then the enemy starts attacking with super units or something, that way the game could remain playable in later waves. I was on wave 17 and basically it was too laggy to play.
Don't get me wrong though, I really liked it. Looks nice, plays nice. Good job. :)
Solid game, multiplayer games often have a hard time doing really well at LD, but I'm rooting for you to do well, it's well made.
I liked the game, but it felt like the engine was built, so was it just an issue of doing art that prevented more patients? Because the same game with like 6-8 patients (and slightly funnier dialogue) I think would have really clicked. Don't get me wrong, aside from this game's shortness it is a very solid Compo entry.
Art/Music were very very good, programming was good but had a couple small bugs, voice acting was decent but I get distracted when I hear somebody doing basically an impersonation of somebody else as a narrator. Somebody else did this in this LD for Glados as far as main idea of the character.
But anyway overall very solid and like I said I loved the art/music. The sprite work was particularly impressive.
Neat little game, lasted 59 days.
Good art, I played 4 times trying to get different endings but I could only get 2 (bed and money). Interesting idea for a story and again the art was pretty well done (though for some reason the characters had single lines across their face for me)
Good job :)
I won, interesting game, pretty good level design. A little buggy though.
Important note for everybody: You can skip the rewind controls introduction, just press enter at any point after you die. You don't have to wait for it to tell you.
Also thanks so much for the positive feedback. :)
@zedutchgandalf Just a reminder: You can skip the rewind tutorial at any time by pressing enter, you don't have to wait for the "press enter" text to appear.
I could do a post jam options menu so that you can set the 5 second timer to be lower, but I wouldn't want to break any rules with an edit like that. I'm still happy to hear everybody is enjoying it.
I'll agree with the comments that for this game, the theme is taken very non-literally, it's essentially "Beneath the surface of a gameplay experience are our gameplay choices". And then the timeline mechanic shows those choices.
@omaha Did you press 'R'?
@danialhyatt: The game should have sounds/music, unless you are saying additional sounds/music.
@shasharala That is great to hear! I was worried nobody would play the H levels, and honestly the H levels are where the mechanic really comes into play. But I thought if players started out on the H levels everybody would just quit because it was too hard.
I have a bunch of ideas that would twist the mechanic even further in creative ways. I hope there is enough interest to justify me continuing to develop this game into a proper game.
It would be my dream to take a game like this, add like 9 other inventive timeline mechanics just like this one, make like 100 levels, polish off all the rough edges so it looks and plays super smoothly, and release it on steam for a couple bucks. But I don't know if that's a justifiable dream.
Anyway thank you very much shasharala, your kind words mean a lot.
@Shadow Dreamer: Thanks for the feedback, I added an options menu that you can access at the start of each level that resolves the issues 2 and 3. Issue 1 is just a feature of it being tricky to code a perfect jump mechanic, but I agree it could be improved. But with that said thank you very very much for your feedback.
@terraco, yeah that's my bad, I was just trying to match mario's lead space, I guess mario might have given more lead space. It's a shame, because something like that is literally 1 number in the code that I could change. Not sure if making that change would violate LD rules.
Also to everybody giving feedback, I'd love to hear if you'd be interested in playing a much more fleshed out version of this game? With like 8-10 timeline mechanics, redone art/music. And all the mechanics polished and smooth? It wouldn't just be "Braid-lite" because while this game plays mostly as a rewind based game, my actual driving vision was to have a timeline for the whole level and various things like divergent and convergent timelines and some other time mechanics. So if you really like this game let me know if you think it's the kind of thing you'd be interested in seeing a really polished much bigger version of on steam for a couple bucks.
And once again thanks for all the feedback, I really appreciate it.
@Philip_sinclair
Thanks very much, yeah I'm really hoping to take this game idea further, and I'm glad you liked it, I'm sorry about the countdown timer, like I said to other people I added options menu post compo that fixes this issue (it's on the title screen before each level) but it was post jam so I understand if people don't use it.
The whole premise/theme would've made more sense if I had gotten to my next major goal which would be divergent/convergent timelines, so it wouldn't be "rewind" so much as "Diverge from here". These are mechanics that will definitely be in a fuller version of this game if I do make one. Feedback so far has been good. And I once again want to thank you and everybody else for your feedback and suggestions.
The LD community is a good one. Very kind, polite, and constructive. It makes these jams all the more fun. :)
@mollymus Thanks :D
@Sestren I did add an options page at the page that introduces each level number that addresses the rewind bar tuning and 5 second issues, and yes I had a few things like "watch it live" on my queue of things to do next for the game. Simply ran out of time for the 72 hours. But you make good points that I would definitely want to implement in a fuller version of the game.
@petey123567: Jump height is hardcoded by me, it is designed that your height is controlled by how long you hold spacebar (like in mario), the issue I think most people run into is that the collider dampens the jump height if you rub against a wall as you are jumping up. This is something I'd like to fix but simply didn't have time to do. You should always reach your max height if you aren't rubbing the wall as you jump (and hold space the whole time).
That said thank you for playing and your constructive feedback. :)
@Snoother thanks very much I have unity free so the fade in to color actually tooks some tricky doing, manipulating a universal shader applied to all sprites. So I'm glad it's appreciated. :)
@Meedoc and @MakeAGame after going back and forth on fixing it I decided I just would change the lead space, like I said it was a single number in the code and the fact that it was hurting several people's experience made me think it was enough of a bug that switching it wouldn't be breaking LD rules, but if you want to be 100% fair to me future reviewers then you should know that the lead space was a tiny bit worse in the original submission.
Thanks again to everybody for the positive feedback! Because of all the support I'm really thinking I'm going to evolve this into a real game to be released for a couple bucks on steam! :D
(Don't worry it's going to earn it's cost with many more mechanics, levels/worlds/improved art/audio/ease of play and much more) :)
More than once the ladder didn't appear. And I appreciate the effort that went into the game it just didn't feel like skill affected gameplay.
I liked it, I liked how you weren't randomly punished for behaving prudently.
Unfortunately I had a weird lag, but I did like the game a lot. It was more song trivia/lyrics than a typing test. Because once I knew what song it was, I could get ahead of the letters, maybe without the lag I would have made it further, but level 11 ain't bad.
I would have been happy writing out all of song 9(10?). Oh my god, Becky, would you look at that song choice.
I loved this game the only thing I would change is allow for a keyboard option, this game as is would play great on tablets, but I know for frantic fun games I prefer the consistency of keys rather than mouse, just because most times I was losing a guy was because I missed the click, not because I couldn't think in time (but it was just the right level of difficulty ramping)
So you could just do like arrows and spacebar (arrows highlight one, spacebar grabs it arrows highlight the one to switch to and then spacebar switches). Or like numbers 1-6 where you just press 2 numbers to switch them.
Otherwise very nice. You should let me port it to tablets, we'll make it free and put a tiny text add across the top and make tons. ;D
I wish I had your art guy. There are several ways to break the game (I was looking for a secret ending, not trying to break the game, I promise :P).
1. You can get to the second fox without ever talking to the first one, and then he has no idea what to do
2. Not a glitch so much as a bummer, I got through the game without anybody warping me over (hitting me or dying) and nobody gave me like a party hat or acknowledged this achievement.
3. You can bait the enemies towards the end to follow you for a while, if you then warp once you are near the 2nd fox you can just run through the wall into nothingness land.
With all that said (I've got an annoying programmer brain, sorry). I really really liked the art style. Might be the best I've seen in LD29. Very nice paralaxed backgrounds which I loved, the ambient rising sparklyness was cool too.
It's interesting I have a "get hurt and the world changes" mechanic kinda in my entry in this LD29, but mine doesn't look anywhere near as nice as yours (its hopefully fun though...)
"All is one"? More like "Seeking a stick for the end of the world"
"I'm a Bush, and I just don't care" Who wrote this game? Kanye West?!?
:P
Sorry for some reason this game brought out bad jokes from me, anyway it did have good humor the story was kinda lame but overall it didn't overstay it's welcome and you did something funny and original and mildly existential too. So good job.
Fun little game but just seems to go on forever without any changing much after you get to a certain point.
Creative and fun, it helped for me to give the different characters names so I could be like "Scrunched Ron Swanson" Conan, brown haired emo, black haired emo, Seinfeld, etc and that way I was able to recognize them easier. I got through day 30 with everything still intact (albiet 90+) are there different endings?
Anyway really really like the game.
I disagree about needing a scream when he finds you, IMO jump scares are lazy design in both games and tv/film. But maybe I'm not your target audience.
I like the premise but it seems too easy, the balance to gameplay needs tweaking. You can spam click and win really fast and the monster doesn't pose any threat that motivates the player to click faster slower or anything else. It's a seed of a fun idea just not quite there yet. Still keep at it, I like the creativity.
Given the title of the game I can only imagine that what seems to be the end, is indeed the end, but if this is indeed the case I would punctuate it a tiny bit more so the player knows that they did get to the "end" and that they didn't screw up or anything it's just the design of the game that it ends that way.
I liked the art style actually too.
As somebody who does video stuff all the time and thus audio stuff, the lack of audio design/flair/tweaking/voice-acting I found frustrating, which isn't fair to you because it's a game design competition and as far as game design goes, you did very very well. (Why didn't you disable position swapping in areas that didn't have bottoms, though?)
Overall very good though.
Innovative, plus Hammer Kirby is cute.
Innovative, just the right level of challenge and I beat all the the levels, personally my only issue was the rolling pin level because it feels like that one isn't a puzzle so much as planning and then a bit of franticness/luck. All the others were proper puzzles, with solutions you can get by looking at the screen and thinking. Which is good :)
I've got to say I'm quite impressed with the originality on display here, and the art is really good for what it is. Vibrant colors but discrete squares so the puzzle is clear. Music/mood is good too.
Overall very impressive. Thanks for telling me about this one!
I don't want to believe the red level is the last, it says "truth is a lie" which means there must be a way out and the binary is rude too :P
Interesting entry though.
I think I did pretty well:
http://i.imgur.com/eB3zG1G.jpg
Anyway really fun game but buggy and not fully balanced. Games like this where each thing is affecting so many other things often need to be playtested A LOT for balance, also several of the tiles info was missing or weird (like the train one where it say train diagonally across the side).
It's innovative and fun, but I feel like if I were to play again my score would be similar and maybe a few points higher if I got lucky. The penalties are pretty harsh too, sometimes you'd go way down just because you went up, obviously I worked around that but still idk. Also the ending screen just popped up, like I still had money and tiles and I had gotten to 150 (wouldn't let me go higher) many turns earlier, so I'm not sure why that happened.
I'm glad I played this one though, lots of cool ideas going on, good mood and audio/graphics too.
Looks great. A pretty impressive showcase of unity pro post effects plus a promising start to a game.
I really liked the game, I too had the issue of the rocket not taking off on the moon stage, also I was bummed that after I got to my sister we didn't have to travel back to the rocket. I think a really badass ending would have been once you get to her, all the spots where you can bury your head under ground go away and then you have to make it to the rocket. I think if you added that small thing, then the last level would have felt that much more epic. And also that way the last level would have been harder than the 3rd level which IMO was the hardest.
Still so much fun, very well done.
Not that bad, needed tweaking, maybe if the cars were slower and the just level size bigger. As it is it is a bit frantic but I like the items, particularly the cool effect "block" one. That one is something that seems so obvious but I can't think of a racing game that has that.
Also: I loose
Innovative game, if this is what you feel is beneath the surface of life, then that's kinda cynical. :P But I think that was kinda the premise for the game.
Looks great, plays pretty well, minor bugs only. Great work guys.
Super innovative and looks great too, just to build the engine to make each of these things look alright is a feat, and to do it in 48H and to have such a clever twist? Really great job.
Welp, I did it, I am the king of stubborn people, I beat all 10 levels.
The good: It's a game that looks great, and sounds good. It's also pretty fun for the first 5 minutes.
The bad: The gameplay does not change after 5 minutes, the cauldron is the bottleneck, you can't upgrade anything. You could have had the various items upgradable, so say you get 100 money and you can spend it to make carrots worth more, or the cauldron run faster or the items automatically go to the cauldron, or a lot of stuff...
I feel bad because it's a well made game that I don't want to judge harshly. But... that steam key was calling for me, and my OCD and other stuff demanded that I finish (I've finished pretty much every LD29 game I've played).
And that's the problem with this game. If you want to beat all 10 levels, the way to progress will not change, you get a net gain of somewhere like 1-2 money per second if you are doing everything right...
...The final level requires you to get 2300 to buy everything to win... so under the best case that's 1150 seconds, or 19minutes 10 seconds of doing the exact same 3 steps over and over and over again... and the levels leading up to it aren't much better. Basically to beat this game completely you must spend over 3 hours doing the exact same thing over and over...
I understand that you like your game, you want people to play it all, and I want to play all of people's games, but putting this kind of goal for the game is just, kinda insane.
You have talent in design, coding, and everything the only thing this game lacked was common sense when it comes to what you expect of the player. Have you played your game in it's entirety? I doubt it, and playing one's own game from start to finish is important. VERY important. I've played my own game from start to finish several times, and it helps because you find out "oh this part drags" or whatever. You can't judge if something is going to be fun or frustrating without giving it the full try, and I believe that had you played your game from start to finish (not bug testing in developer mode where everything is worth 50x or something) if you had played it all the way through you would have changed things to make the 10 level goal way less insane.
I guess I'm to blame, I made myself play this all the way through, there are endless games here at LD29 that if I had spent over 3 hours playing them I would hate them so much more than this game. I don't think this game is a bad game at all, but the suggestion that we are supposed to play all 10 levels is... insane.
I feel like I'm coming off harshly, I'm not trying to, but this is a decent 3-5 minute game, it is (like most LD29 games) a lousy 3+ hour game (simply because it doesn't change). If the theme of this ludum dare was "psychological breakdown" or something I would think this entry is brilliant. As it is there is nothing at all bad about this game aside from the suggestion that we play as much as you expected people to play.
So, in the future, when you make games, you don't have to do much as far as improving your coding or game design, but you must play your own game all the way through and then take that playthrough and learn from it, and if you can't make it all the way through your own game learn from that too.
Anyway, you should probably change your description so nobody else dares play to the end to get a steam code. And again I don't want to discourage you, because you only made 1 mistake which was to ask an unrealistic goal of the player, and my mistake was dedicating myself to achieving it.
It's going to be weird moving on from this game, I've spent so long making those damn tomatoes, I'm not sure I remember what it is to be alive anymore... I'm not sure I remember anything, but tomatoes... tomatoes, it's all I know now... :P
Sorry, but it's very hard to tell what to do or if the game is broken or something. Seems like you have a creative idea but I can't figure it out myself, sorry.
Interesting game but there seems to be no win condition and if you play smart you'll never run out of air. I liked it though. :)
This game was interesting, some of the art was really well done while some other elements came up a bit short. The end looping over and over was weird and I got no acknowledgement for getting all 100 things. Also at some point the attack animation stopped working (it would still kill the bugs but no sound effect/animation).
Feels like a couple of times you put the proverbial cart before the horse in this one. There certainly is talent in your team. I'd say good game but the fun-ness elements and level design need a bit more attention. Still overall you definitely did well.
I liked it, fun game. I wish it had a couple sounds, like the guy mumbling "Kruschev" or other russian sounding things, but only because the mood otherwise is spot on. It's about as good in mood as a no audio game could be.
I love this game, it is well balanced and well thought out. I wish I could partner with you on a mobile port of this game because it's perfect for touch devices. You definitely should port it to them it would just need slightly reworked graphics and probably once you know how each miner feels about each action that information is displayed above them or something. But this game gets a rare 5/5 on fun from me, I really liked how solid and robust it was. Great job!
Neat game, the ending was a bit of a let down... but 48h is a very short time and what you got done was very impressive.
It says at the beginning that you can press p to open the shop. Not sure if there is ever supposed to be anything but the pickaxe available in the shop though...
Creative game pretty well made but ultimately it's super easy to win.
It feels like you might have been inspired by wind waker. :P
Anyway obviously amazing graphics. Solid gameplay, though I might have wanted a chance to make the end different. But that's just me. Amazing amazing job.
Input heavy 2 player games often don't do well at LD, clearly you put a lot of thought into this, I wish you good luck, because you made a solid game.
Interesting idea and fun, not sure the difficulty balance is quite right, but I suppose that if you made it easier there is a small risk the player could play indefinitely.
Good entry. :)
I liked it a lot I just wish I could control with arrow keys, with the mouse the screen felt like it was moving around too wildly. Still good entry, also I'm like a boss.
Sorry to be this guy but your description says: "To win, you must collect over 1L of water. (101mL or over)"
1L is 1000mL, not 100
This game doesn't look like much but it's a suprising amount of fun, really you just need some art/sound person to polish the look, but the game is very well coded and innovative. Great job!
I'm sorry I have to be this guy, but I played your game and listened to every line of dialogue (both paths) and experienced all the bugs, and it's simply not a good game. I don't like being negative but if anything I think it's worse for people to cheer you on ironically than to just tell you the truth.
I'm not saying you should feel terrible or give up, just that this entry showed a genuine lack of effort and celebrating it as some people here are is to insult games in which people applied themselves and cared about what they were making.
Again, it's not to make you feel bad, I just think it's kinder to you to be honest that you've got a ways to go as a game developer and whatever this was it wasn't a "good game". I'm sorry to have to be the one to tell you this, stay positive and dedicate yourself more next time and you could do well, certainly don't give up because of what I've said, just learn from this experience and move forward.
Nice idea but every building should cost 1/5th of what it does (aside from population cost). As is it feels like it would take 15+ minutes to get the lab. And the gameplay isn't fun enough to justify that kind of time investment. Still very innovative game.
Clever, fun, and pleasant mood.
Fun game, good balance, thank you for the pause button.
I liked it a lot, good humor. One thing was that I played it twice and the second time I didn't die at all and my score was like 278k, and I feel like my score was higher the first time when I died 13 times. Maybe I'm wrong about that though...
You accomplished what you wanted to do, but most times I play games I try to subvert what the game wants me to do with what I want to do, so idk, the point of this game was more or less "let's all feel bad about violence and the glorification of masculinity as celebrated evil in video games" but why? You know?
I'm giving you full points for mood, because it's only fair, but this game (like Notch's game) felt like "let's make a feel bad game" and I just don't get the purpose of doing that. If something is going to be dark/depressing it needs narrative weight and this whole game was a game to educate me on a lesson I and many others don't need to learn, and because it had such a deliberate focus to that end it just felt frustrating for me.
PS: Most people don't appreciate the value of a good font, I've done enough video work that trust me I do, so credit there and with the music. Writing was fine for what you were going for, but overall I'd say not my cup of tea (even keeping in mind that it's supposed to not be fun so much as illuminating)
Looks very nice, had to play the post-compo version for the jump to be the right height, also the game gives you way too much time, I guess that's the idea to not make it too hard. All around well made game, though.
Great game, very well executed. Is the game endless?
I liked it, maybe some win conditions/score system/difficulty ramping could be added but still well made game that plays well. And don't worry about being bad at art, art is the easy part (don't tell any of the artists on LD that I said that :P )
It was fun, great job with the mood. Only suggestion I would make is just tweak your level generator so that certain thing can't happen (like a ride-able thing never showing up, or 2 obstructions appearing on both sides of the pipe) but aside from that fun little game, good job.
I really liked it, very very clever. Would have been nice to have a "you win" screen, but I figured I won when it looped back to the beginning. Lots of challenging levels. :)
I really liked this game, the difficulty was good. Made me want to keep playing (as you might notice by the highscore).
One bug is that the final character version does not work as intended. He seems to play just like the original guy as far as I can tell.
Really fun game though, good job making a fun game with fairly minimal resources. Too many LDers focus too much on high-concept work and not enough on making the game fun. But you made the game fun, and a good challenge.
I liked it, but I think the boss is glitched, you don't seem to have to hurt him to leave the last level and win.
This was the same experience for my eyes that my tastebuds had that time I ate fruity pebbles after taking LSD.
:P
Interesting game, not convinced it actually crashed though... it's not that hard to dispatch an alert message. I wonder if I stared at the screen for like 2 hours would something happen?
I am from loserville and I find this game highly offensive. :P
Nah, interesting concept, but where do I click for "she seems to be enjoying her music, she would probably not want to be bothered, particularly by somebody like me?" Also there is a "bug" with this game though... because I won the game and if it were an accurate simulator I would not have won.
I could make jokes about the theme all day, but it is innovative and well made, so good job.
Good game, at first I thought the game was too hard, then I realized that wall-jumping wasn't a bug but a feature. Then the balance seemed right.
While I appreciate the effort that clearly went into it, the game needed some playtesting, to win would take a crazy amount of time (I really try to beat every game I review, but this game took me like 40 minutes to get to level 4) and it was very laggy.
I'm not putting down your game, because you did the hard part really well, unfortunately the little things like lag and balance hurt the gameplay experience too much. Keep at it though, you clearly have talent.
I liked it a lot, I just wish there was a special ending for getting to a 10 body disco party (which I did after many tries).
It's a shame there's no gameplay, even just jetpacking around the center while dodging lasers or something, as opposed to walk on rocky colliders, would have done a lot for the game.
This is a frustrating one, because it's 1 hour of coding away from being a simple game that looks great, as it is it's just a graphical demo... (a nice one though).
Rare bug makes Willy glitch through the ground, but otherwise spot on game.
Though I don't know how I feel about no eyes Willy's goosestepping. :P
Artistically perfect job btw.
I think I might have "won" this game because I found a way to never lose anybody at the dolphin. He's got 11 people who haven't moved and I'm raking in the cash. My pro-fake-dolphin-strat: (spoilers to those who want to discover their own strat?)
Never click Red button or sound thing.
Yellow dial set at like 11PM (This might be the default)
Lever all the way up (This might be the default)
6 Green Buttons: This is the important one... I'll get back to it
And Red shift thing in 4th(bottom)
All you have to do to keep your guests infinitely entertained is alternate between green button top left and green button mid-left. Just do like 10 taps on one and then switch to the other and repeat forever. This alternates the dolphin spinning and then just moving forward, the spinning combats boredom but the moving forward combats suspicion it's fake. So just leave everything the same, the flying giraffe is a lost cause, and just entertain the heck out of those 11 or so people and get rich beyond your wildest (see what I did there?) dreams!
Creative idea for a game, I liked it.
@v3games
It took me a bit to realize you awarded me this trophy, but now that I know it, I feel extremely grateful, is it sad or amazing that this is one of the biggest accomplishments of my life?
I'll go with amazing. Anyway thanks for the trophy and take comfort, I'm very stubborn about "solving" games so it's not like your game is flawed or anything, I played so many games this LD29 (I'm releasing a video soon about my effort of playing/beating 350 LD29 games) but this was one of the more memorable ones I played, clever and inventive and good humor.
Thanks very much for the trophy. :D
I liked this. 241 was my score.
Very innovative and fun, also you were smart to use auto generated voices (even though they skipped a few words), because usually if a LDer records their own voice their performance takes me out of things.
I will say it's bold to have a game where you have 3 mechanics, and overall I liked it, the third mechanic was a it of luck based, and so overall the 'orange world' was probably my favorite, but still shows promise for you as a developer with this fun game.
Yeah, sorry, you're web link is not a web link and it won't play because of some dll something or other... :/
This game is great evidence how a good programmer/level designer can make a really fun game without flashy art/sound. Really good stuff, exactly the right amount of challenge, exactly the right amount of tricks. Very clever/fun game. Well done.
The patient player will be rewarded with this game.
So often LD reviewers play for 1 minute just to give a knee jerk reaction so their game can get more reviews. Sometimes even I am guilty of this for really dull games. However this game was strangely compelling and didn't hold my hand and tell me how to play. Once I figured it out I had to keep playing until I beat it, and once I beat it I was quite surprised.
Do not be discouraged by the drive-by reviewers, anybody who has only played this game for a minute isn't going to appreciate it. Personally I think it was clever all around.
So far Audio is the best of any game I've played in this LD. And the mood is quite good too, clearly effort went into this. The writing could be slightly better, and the "thoughts" could be more ominous if they were read well audio files (as opposed to text covering some of the screen).
Standard players are going to take issue with the colliders on large objects, so maybe if you gave them some different texture/opacity it wouldn't feel like a bug. But these are minor complaints.
Very creative idea, plus you executed your idea well.
PS: Did you have permission to use the thing from at the very end? (I won't be more specific because I don't want to spoil it for others)
Thanks for saying thanks, and to be clear I did quite like the game and its creativity behind it. :)
You clearly have talent, but you kinda made a game design sin. You shouldn't have the hardest part be a randomly generated thing that requires getting through a pre-timed 2 minute thing to get to it. Sometimes the rain would fall such that it was impossible to survive, and then just having to sit through the first part for 2 minutes just because you had bad luck was pretty frustrating.
It sounds like I'm being really critical, and I don't want to be because you have great talent and creativity, just be careful when you make your game to make it "challenging" and not "frustrating". Challenging means the player's failures are the player's fault, and frustrating means the player's failures are the game's fault.
Again, sorry to sound critical, because your mood was great, the graphics were great, the audio was good, and the innovation was great, so just keep at it and be careful of small slip ups that make an otherwise great game a bit too frustrating.
I got to Day 7 and got all the hats then rested and nothing happened. Is there supposed to be more of an ending?
It's a simple game but not awful or anything, plus some of the animations made me chuckle so that's good too.
Interesting, for me it seemed pretty easy to catch the thief though, just wait for the sound effect to go off at the same time somebody stops moving and then it's that guy.
@crocantidepollo
Dang, sorry I really didn't mean to give anything away or insult in any way, I liked the game/idea but it was just something I noticed in the first 10 seconds or so, so I figured it wasn't a secret.
Very sorry if I spoiled anything, I love LD and the LD community and don't want to mess anything up for anybody. :/
@crocantidepollo Well I have played/review 300+ LD29 games so perhaps my mind has been warped in some way like that. :P
I liked a lot about it, the execution was well done, the only issue was that (without spoiling things) there are kinda 2 threads to this game, and the one that matters you don't have much control over and the one that doesn't matter as much doesn't seem to have consequences or ways to succeed.
The whole thing was really inventive and fun, but I think it would have been more fun to allow for the possibility that the player ignore their concerns or investigate. But still I really liked it.
I like the game a lot but you need to do more than fade to black at the end, that's a bit anti-climatic, and it made me play the level like 10 times to try to see if there was a secret ending.
Otherwise very fun/challengthing, hitboxes are a tiny bit too tall big would be my only complaint. Like when you are about to hit spikes and press switch it feels like it checks collision for the next frame it would render then checks for switch then switches, you should be checking collision on the frame you are on not the one you are just about to render. Still very good game. Just needed a small ending and it would have been amazing, still very very good though.
Good game, maybe could put a "you win" text. But that's a minor minor thing, cool game well made, great art. It's interesting the most impressive art is in the background and I bet a lot of people don't even see it. Also good level design.
I love the "no son of mine" line. Short game, but I'd like to go on future adventures with "Fridge" is Fridge his first name or last name or is it a "Cher" type 1 name deal? I'd play a whole game centered around him, particularly if he had a pretty standard issue first name, like William Fridge
I'm totally there, you could make the game like a really fun/challenging Zelda style game where all the characters are appliances but there is never justification given for this. The game never calls specific attention to it, it's just a great rpg zelda game where you happen to be a refrigerator.
lol, it would be awesome.
I liked it a lot, good balance of gameplay, once you figure it out it isn't too hard, and you are rewarded for finishing sooner than later. But still fun. The feedback the other guy gave you is accurate but I'd been a little less harsh than him, you did well. Not perfect, but it is quite a good start.
I like it a lot, but the only issue I have is that I like to be able to beat all the games I play in this LD, and this one it feels like in the end it wants me to exploit a glitch where they will both float horizontal when they have very close the the same x position. (You can discover this glitch at the very beginning by having them go left). However due to the design of the single blocks leading up to the end it seems virtually impossible to do this, like you'd have to have them be <.5 width apart but still switch that last block when one of the blocks is <.5 on the first black block and this split second timing is at the very end of the game...
So tell me, is there any special if you manage to pull off this miracle? And drift to the right for a while?
(I do like the game a lot though, right amount of difficulty IMO, but that's because I like challenging things).
Oh my, thank you. I like a good challenge, and this game was very well made and fun/challenging. I think the going off to infinity would be possible to orchestrate but the lead up blocks would have to be different. If there were like 4 sets of 4 thickness I think getting them synced would be doable. But I don't think anybody but me would probably bother :P
I really liked the game, it's challenging for sure, but it's also not too long. I enjoyed getting to the end of this game, and pretty much every LD29 game I play I try to play to completion, and I promise you this was not even close to being the most annoying one to get to the end of (it was fun!)
:)
Very innovative idea, I like the look and feel.
Good but the arrow seems broke...
Welp, despite your doubts :P I made it to the proper crayon ending. I was getting worried about making it but then I realized there weren't that many levels so I didn't mind it that much.
You made good use of your jump mechanic, once I got the feel for it, most things made sense. And you weren't that brutal on the player if you wanted to be really mean you could probably have taken out a couple of jumps (1 in level 1 and 1 in level 3).
Anyway I liked it, innovative gameplay, if you want to really challenge the player then you could have the player choose at the beginning if they play normal mode or hardcore mode, normal mode having checkpoints.
I liked the "got all the crayons ending screen", and good level design overall. Thanks for sharing this game. ;)
I like it, but sometimes I'd click a red guy and it would say "you can't run from battle" and yeah it's mostly a luck based thing. Looks/sounds nice, decent humor too.
I really liked this game, I was bummed though that it stopped me at like 4-5 out of the 7 continents. Fun game, the title screen made it look like it'd be a lower end game but everything else about it was super polished and nice. You should port this to tablet devices.
Very good game, thanks for tipping me off to it. I did have to go with the lower build due to framerate, but I won't really hold that against you.
I really liked this game, my one complaint would be that after beating a level you are forced to go to the next one (it would have been cool to see how crazy you could get) that and when you die in level 2 there is no level select to start at level 2. I get why because then it would feel like the game over screen means less (clever idea btw), but that would have been nice.
The other suggestion I would have is that tower defense time games usually have "pleasant time" where it's either paused when you are picking where to place your building or there is a break between waves. Placing turrets while being attacked was a bit annoying, but that said some people like frantic gameplay I like gameplay where there is more deliberateness to it. Same thing for the health, if you want the game frantic then your eyes have to keep going down and checking your health (unless you want to waste cells on healing after taking only 20% damage), but for me this is more chaotic than fun, but I think that's a personal preference thing.
All of that said, this game is really well made and impressive considering the time limit and stuff, it looks nice, it's innovative, and it's fun. So good job! :)
Holy crap, how did you get so many plays on kongregate?
If you wanted to make a depressing cookie clicker type game you did alright.
You achieved what you were going for, but it wasn't my cup of tea. Honestly I think you should have submitted this game under a different username, because I think you would have gotten more fair/honest reviews.
I know it's not supposed to be fun, it's supposed to be "meaningful" but it just felt (and I'm sorry to say this because you seem nice and everything) it felt self-congratulatory. Like you could see in your mind what articles people would write about the subtle genius of this game.
Again, idk, maybe I'm just bitter/cynical. But I think if this was a double blind review and nobody knew it was you who made this game it would be received less well.
Which obviously isn't a knock to you as a programmer, because you achieved likely exactly what you wanted to do, but I think this game is better as an idea than a game. It's just not fun (which it's not trying to be) and not insightful (which I think it is trying to be).
Sad people are sad, hopeless people are hopeless, from my specific vantage point (and it could just be my own issues) but to highlight this point through an increasingly tedious cookie clicker type game is to trivialize it, if anything, not to elevate it.
Also the calculus of it all is bogus, you have to lose friends to get experience? You have to make love/get a broken heart to stop being a teen? And with tons of friends/sex/money/stuff you get terminally depressed because your ambitions don't work?
Life is good, Notch, so why make a game that ruminates on the premise that it is otherwise? I don't get the point of this game (and "not getting the point" is not the point, other commentators who might say this).
It's not fair to other people if this is treated as groundbreaking when it would almost assuredly be overlooked if made by an unknown person. So in summary: You are a nice guy and good game developer but I truly didn't care for what you were going for with this game. (And I did watch all of the ending too)
I like the look and feel, but even as a guy who is into this kinda thing I couldn't tell if I was trying to generate just osiclation of waves or a rotating oscilation of waves or a generator at points of constructive/destructive interference.
Love the look/feel of the game, also it is innovative and my lack of full grasping could be that I'm super tired right now.
Fun game, seems very much inspired by pikmin.
Fun game, I'm glad bigger ships came.
The game looks nice but it doesn't seem to work right. First of all your title screen says there is music, but when I play there is no audio, secondly as soon as I kill my first shark it says "level 2" and then no button I press can do anything. 3rdly if I kill whales level 1 just seems to go on forever.
I'm not sure exactly what happened, it seems like you were well on your way to a completed game, but as it is, it feels broken. (And I tried several times to make it work).
Amazing graphics/audio/mood, solid gameplay. Very impressive and a very good take on the theme.
I quite like the game, but I had 3 straight nights of no deaths and nothing happened. Is there a "you win" screen at all?
Fun and not too hard, worm noise was a bit loud and could have used slight background audio to balance it out, well made puzzler though. Good job
I played for a while got like 500 black notes and 300 blue ones, isn't something supposed to happen? I couldn't read the guy's text all the time because it's hard to keep track of everything. The game looked great but how do I get to the level with the dog with the wood spoon that's in your preview image? I must play with that dog! :P
This game is quite challenging, but I did beat it twice, second time only like 30 deaths.
BTW if you have not yet picked out a name for the main character I recommend "Slipshoes McSwimsbad" :P
I just got what should have been the new highscore but I'm not on the leaderboard... Does it take a bit to update?
I really liked it but why would you make it so easy to uninstall items?!? I didn't want to lose them!
I accidentally uninstalled important things, and I couldn't undo it, and then when I restarted the game it said I had harpoons but it wouldn't let me use them.
This one is a tricky one, because with a couple bug fixes and a tiny bit of ambient audio it could have been really great. As is, it is still fun, but you are like 1-2 hours of tweaking away from having one of my favorite LD29 games so far.
I really wanted to like this game, the issue is that before you know what anything does you are buying stuff and you can get your game unwinnable at that point and then refreshing doesn't reset the game.
I really like the originality of these kinds of games, and I wish I could play this one, it looks really interesting.
Innovative and fun, and personally I liked the level of difficulty. Could have used a bit better sound, even if you wanted to stay audio consistent maybe some acapella little ditty but for the compo I suppose even public domain stuff isn't allowed.
Anyway great job, quite fun.
This game was a like a 4 star game even before the ending. With the ending it's 5. It's rare for a LD game to surprise me but this one very much did. It was cute, fun, and pleasant. Graphics were just right, mood, everything was great. It's a shame if you don't get the recognition you deserve for this game if reviewers only play the very very beginning.
Also my OCD is mad that I couldn't completely clean that room. I want a post credits vacuuming mini-game. :P
I've played and reviewed over 100 LD29 games and this might be my favorite yet. Great work, how big was your team, or was it just you? Because if the latter that's even more impressive.
So, uh, quill18, I kinda loved your game:
http://i.imgur.com/QQXcxyL.png
Though you should know it gets laggy when you keep playing long after you've won. :P
There is nothing I would change about the game, sure if you had a big team where somebody could do slick art and a tiny bit better sound that would be better, but who cares the game is so fun, it looks and sounds pretty dang good. And it's crazy crazy fun. Well done!
Good game, but how deep do you need to get for diamonds? Because I was deep and still no diamonds. Also the balance of things needs to be tweaked.
I really liked this game a lot, some ambient beach audio/music would have made it amazing. I think you could have had a couple options for an ending.
(Spoilers? for people who haven't played enough): Either at level 9 you win, or once you get to 8/9 you have just enough oxygen to reach the ocean floor which has like treasure or something or just triggers a little single "you win!" image with the dolphin smiling or something...
Just a thought, this is a very very solid Compo entry though, quite impressive.
Looks nice, but I kinda doubt you have full rights to EVERY asset you used. :P
Still made me smile and looked very nice. :)
I think I won:
http://i.imgur.com/d52voS7.png
What you should have as a victory condition is that all 4 colors are completely contiguous. When I decided that was my goal it became a good fun challenge.
Anyway still good effort interesting start.
Liked the game a lot, the victory screen could be a tiny bit more obvious but otherwise great great game.
Neat little game, but you can get an infinitely high score. Just drill into the sky! :D
With that glitch in mind, I think I got the high score:
http://i.imgur.com/70ItBO6.png
:P
I'm a lustful lion
Very ambitious game.
Great game, seems like wouldn't be too hard to port over to tablets. Maybe polish it up a tiny bit more, but I really enjoy the mechanic. A fun puzzle time-waster game.
Great style but very frustrating controls. Also fullscreen lags the game so that it can't be played. (for me at least)
Crap, I should have double checked, when I last ran the build it was actually playable, but for some reason when played on line it seems infinitely laggy. I'll fix it. Sorry guys, my bad.
It's fixed now.
@Gread72
Thanks!
@alyphen
That's very fair, the idea was to have the enemy base attack methods change based on your range and actually have a final phase where you dock and walk around to destroy it, but obviously what was hoped for and what was accomplished are very different things.
I don't expect nor do I deserve super high grades for this entry, it just was neat enough that I thought I'd share and this way I get to participate more actively in the voting, which was something I enjoyed doing last time.
I considered really increasing the closing in speed but I felt like that would negate the whole "great expanse" feel that was intended.
In the end if I give a few people a kinda neat experience then I'll feel fine about it. I really wish I could have put in the proper amount of time and make a proper game, but unfortunately that wasn't a possibility. :(
Next LD I'll do something awesome though. :)
Neat game, the mechanics need a bit more to them, I couldn't tell if there was anything I could do to effect the elves once hired. Like if the fireplace is just novelty or helps the morale or something. Very good art and style though.
Very neat, the default senstitivity should probably be higher, but I'm glad I could change it.
Very innovative. Great work with the theme and good sense of overall style. It was a tiny bit frustrating but considering what you were going for it was really quite good. Well done.
I always enjoy it when somebody adds a puzzle type game. I've got to say though once I new how to play (which was pretty quick the first tutorial video was more than good enough for me) there wasn't too much puzzle to it. It was more tedious than thinking. I really dig the style though, it looks like a super amazing mind bending puzzle game, but it plays a little more simple than that. For example the first level which seems like it should be the easiest is actually the hardest because it's the most difficult to move things in that one, and the core mechanic is just moving things. So yeah, great great polish great feel, I just wish there was some twist on the mechanic that made it more puzzle-y.
Fun idea, love the title art. Maybe the center could grow or something to drive the player to try to escape faster and faster. Very neat though.
Cool take on the theme though it might have been nice to get more out of your twist. Still very polished which is always great.
This is a compo entry? How did you do the art? How did you do the music? It's really really polished for a solo 48 hour effort. I'm blown away by it.
It's so well done for such a short time it makes me want to give up game design because I could never make something this polished all by myself in 48 hours.
Well done
The art is great, but the game gives me an unhandled exception whenever people start buying from me. Also I might not have got far enough, but I don't get what the unconventional weapon is.
It definitely looks promising, I just wish I could play it longer.
Veronica!!!!!!!!!!
I'm the come back king!
Fun innovative game. Also has a distinct but good style. Well done.
I really like the graphics. The looping for the players kinda breaks things, I'm not sure what should happen at the edge of the screen but the character and kite seem a bit off when the tr to get synced back up.
Clever idea, really like the look.
I killed the evil goat.
Fun little game, but I wanted to actually hug my enemies not shoot hearts at them.
Still well made though.
Pleasant little game. Doesn't quite scale or escalate enough to want to keep playing to the gold umbrella.
Nice music. The recharge was slow, it is the start of something decent but not quite finished enough. Also just to note, your opening text starts with an incomplete sentence. Still, good start.
Really great art, gameplay needs tweaks, everybody was running off the bottom of the screen.
Great, innovative well polished little game.
@CriticalMammal
Thanks for all the feedback. When I see that much feedback it means that people care about what I made, which is a great compliment.
I got my "woosh" from freesound and I'm very familiar with it.
I've thought about this mechanic in a multiplayer fps or combat game, I didn't want to make that because
1. Server stuff is a pain,
2. every online multiplayer LD entry I've seen has no active players so it comes across as kinda sad.
This isn't "my perfect game" by any stretch, and pretty much all your suggestions are on point. It's just a mad dash to try to make the best game I can in 72 hours. So for me when making LD games pretty much everything is a place holder until I have time to replace it with something better.
Basically where I got was that I wanted the feeling of "I want to go to there" and then use the gun to achieve that. That part I like, the initial staircase was a bit tedious but the idea for that was so you appreciated how much more free you are once you get the gun.
It goes from, "that staircase is a pain" to "I can jump 10 times that instantly", and that's supposed to be the fun revelation.
But where you are really on point is that it's not a complete game. The sentence here "Seeing the cities off in the distance and the yearning to see them up close had a sense of scale and intrigue that's hard to achieve for most games." was really my goal given how short on time I got.
If I can say so, the gun is awesome, but it kinda opened up too many possibilities that I didn't know what to do with it. I settled on going for an ethereal dreamlike mechanic showcase as the goal for the time allotted.
I love your feedback though and very well might want to talk to you more if I do decide to pursue this game further.
As for the NPCs occasionally walking away, and any other thing that seemed like a bug. They were all "artistic choices" :P
The NPCs randomly walking away isn't a bug, it's a metaphor for... um... emotional distance... and... the gun... um... the gun represents reaching out beyond your emotional comfort zone? The emotional comfort zone being the starting island? And the tedium in the city... represents... the tedium of adult life in an empty corporate world...? Or something...
(I maybe shouldn't joke on the off chance that something about my semi-intentional artistic choices resonated with a player)
Anyway, thanks again for the feedback!
I like the approach, but for most audiences you have to make things much more clear before people can engage with it. You are kind of putting the proverbial kart before the horse in that you built a mechanic before ensuring anybody knew what was happening.
Still I appreciate people doing less traditional approaches to LD.
I figured out how to play, I never found a use for speeding things up. This is a good job of playing around with a weird mechanic even if the game is unpolished.
I did beat the game but I'm not sure what the intended strategy is for the last level.
Didn't know how to destroy the yellow cubes, bumped into them and slammed into them and nothing happen.
Fun to play around with.
There are 2 kinds of games I give medium grades to: medium games that are what they are and great games that don't quite come together. You definitely fall in the latter category.
I really wish I could score you higher, because it's clear what you were trying to achieve was really ambitious and fresh, but it just wasn't all up and running.
I have a lot more hope from you than a dev team I might score similiarly because you are clearly smart enough and clever enough to try new things, I just wish that the end result for me was more playable (I couldn't get past the arrow as a weapon).
Really great work guys, if it came together or your next project comes together you could be winners of LudumDare, your ambition and talent are there, you just need to work on the end polish.
Good looking game. Felt pretty polished which is important. Thematically it all fit together well. I played until the end, (little bug: if you jump as you cross the ending your player runs in air)
Overall I enjoyed it a lot, good work.
The game lagged insanely much for me, I'll try not to hold that against you, because beyond that I really liked the look and mood of the game. But for me it was effectively a slideshow of like 1 FPS.
Very innovative/fun take on the theme.
Good effort, needs more polish and focus. Each LD is an opportunity to learn and get better. Keep at it though. It's a good start.
The mechanics were more tedious than fun. I appreciate the effort that went into the game but I guess in future jams try to make sure to ask if the game is frustrating and if so how to fix that.
The game's just a love machine, and it won't work for nobody but me...
Actually though the game is really laggy for me on chrome. Nice start, funny idea, needs polish.
Well, it took 258 seconds, but I did it.
This game is certainly... "innovative". I'm not sure exactly how to respond to this one, you made something that ran smooth and definitely stood out, so that's good.
Punishingly difficult, and this is coming from a guy who loves a challenge. The only real negative I have is that the game occasionally lags or stops shooting and in such a tight game this can be brutal. That said, I love the art, I loved the idea, and something about that song was just so charming. Very well done, I wouldn't be suprised if this game gets some very high rankings.
Interesting game. Not many people use videos, so that's cool. ijkl part was a little hard. Music didn't loop for me either.
I won! For some reason this game lagged like crazy, plus I wasn't super keen on the song, but still innovative design and idea.
Fun game, great take on the theme, and I love the title.
I liked it but I was really bummed by the "unconventional weapon".
I really like this game. The temptation is to rush the hard parts, but it seems like it rewards planning. Are the red guys supposed to damage or do something to the player? Because they were just going right through me.
Very well made polished game. The graphics are slick but depth perception is an issue, also doing things "the right way" was often very punishing and felt somewhat unfair. (I don't know how but in the square room with the disappearing platforms I repeatedly bonked my head when trying to jump and failed to make simple jumps after a lot of set-up).
I ended up getting right before the end of 2 levels (playing them the right way) before dying somewhat randomly, after which I beat both levels the wrong way which was fun too.
Really impressive and slick for 72 hours but some people will be annoyed by the difficulty. Still great job.
The fact that even though the game lagged like crazy I still finished it, is just evidence of how good a game it is. Well done, very inventive and fun, I just wish I didn't have such terrible lag with it.
Good but a little confusing.
Fun innovative game, a tiny bit frustrating but overall very well done.
I really love this game. The endless is too easy, but everything else about it is great. You definitely get 5/5 on humor from me because it was so hilarious when I got what you were going for with impossible mode.
Great art, great fun, great all around.
Survived 331 seconds but this game is a slight difficulty tweak away from being great. Right now it's just frustrating. Either start me with like 10 seconds before the first wave or a 5x5 grid or both.
It's a shame because you are losing points in the fun category just because you set the difficultly a bit too high.
Fun and clever. It would be interesting if you allowed for an overhead option. I'll probably try to come back to this one to get a better score.
Innovative game. There was a bit much going on so it was hard to feel fully in control, but I applaud how meaty those rams are. You definitely feel the impact. It's a fun game to play around with.
Small bug(?): When I finished the game an audio clip seemed to be constantly restarting. No big deal though.
Even though this game feels slightly unpolished, I don't know why but I really love it.
Great humor, great art, great idea, fun to watch it transition. Takes exactly the right amount of time to transition. Really great game all around. Lots of 5/5's from me.
It's an ambitious game, laggy for me too (I think unity lags on intel laptops). I felt like it took on maybe too many ideas without nailing any of them.
Your ambition is good and general sense is good, but I'd say moving forward try to make your game more user friendly, and spend more time doing little tweaks so it all feels right.
Still I really liked where you were going with this, is the start of something really cool.
Once I read the rules I really enjoyed it. Well made, smart and innovative, maybe could've used a background song but otherwise I really digged it.
I enjoyed this game a lot. Like a lot of LD games it could use a little polish, but the core game is solid and fun.
Really cool/inventive game. I can't fathom how you did the twisted camera distortion in unity, is that a special library or something? Also can I ask what FPS controller you used? Or did you write the script from scratch for LD as well.
Great stuff, good graphics, cool mechanic. A bit hard but I beat it and I like challenging games.
Thanks for the response, yeah unity has some standard character controller librarys but they are kinda lame. You game is really great, about the only negative is that it's disorienting as far as where you are and where you are headed, and the hitboxes on the spin lasers on the final hallway aren't clear (I had to just dodge them, but they are low enough that it looks like you can jump them).
These are super minor complaints though, the only reason a game like this wouldn't get top 10 in Ludum Dare is just because the competition is so competitive. Basically, you made an awesome game and you deserve a high ranking for it.
I got to 35. Very simple game but cute and charming.
I beat your game. Interesting all around. Chrome and Unity don't play well together but I got over that. It is a good/inventive puzzler some of the hitboxes on the paint globs are wonky but it was still a fun well made game. :)
Few things:
1. Graphically nice, I appreciate the attention to detail when it comes to background and stuff.
2. It was very "sticky" the character didn't like to move and when he did it was very start/stop like, the whole controls felt rough.
3. I liked the weapons, good take on the theme and you have a good humor/mood as well. Overall good/fun game, probably could have used a little more polish though...
PS: In unity if you want things to be independent of frames then in Update you work with time.deltaTime.
Looks great, and is innovative and fun.
Very innovative and fun. A bit too hard but otherwise a very great take on the theme.
I played the game to completion. Fun little game, audio was a bit annoying exploring was kinda fun though, and some of the art assets were good. Overall good job, the game played as intended. :)
Score: (because I like scores)
Overall 3/5
Innovation 2/5
Fun 2/5
Theme 3/5
Graphics 3/5
Audio 2/5
Humor 0/5
Mood 3/5
So after watching your impressive timelapse of the game being made I decided to play it. And so I did play it... and played it... and ended up dumping some hours into it for some reason. So I'm pretty sure I won it (as much as one can). Here's where I got to (take a note of my score):
http://i.imgur.com/7hZYQW2.png
W00t! It took a lot of clicking and a good deal being offered but I think that's going to be a high score that will be tough to beat! lol
Great game, very impressive for a 48hr compo entry. Technically the game could've allowed you to buy/sell in bulk or include a win condition but honestly I don't care. I loved it for what it was.
Score: (because I like scores)
Overall 5/5
Innovation 4/5
Fun 4/5
Theme 5/5
Graphics 5/5
Audio 3/5
Humor 0/5
Mood 4/5
Looks very nice. Can't say too much more since there isn't much in the way of gameplay.
Score: (because I like scores)
Overall 2/5
Innovation 2/5
Fun 1/5
Theme 2/5
Graphics 4/5
Audio 0/5
Humor 2/5
Mood 4/5
Interesting game, I had to play the post Jam version to get it. It's a kinda innovative/fun idea, I just wished there was some win condition or sense of progress. I got to like 165 advanced or something and stopped. I like the mechanics though they made themselves evident pretty fast without needing a tutorial or anything. Overall neat idea, not bad.
Score: (because I like scores)
Overall 3/5
Innovation 4/5
Fun 3/5
Theme 2/5
Graphics 3/5
Audio 2/5
Humor 0/5
Mood 2/5
So I was impressed with the amount of work that went into this but some things could be improved. The biggest one for me was making it more clear how to interact with things and what things I could interact with. Once I read your note about the water puzzle I did fine but then I eventually made it to the very last island and there is no indication if there is a puzzle there or something else. After all the time it took to fill out the drawings I'd hoped for something more conclusive at the end. Anyway really great art assets and some good coding too. I liked the idea hear just needed some polish and clarity.
Score: (because I like scores)
Overall 3/5
Innovation 5/5
Fun 3/5
Theme 4/5
Graphics 4/5
Audio 3/5
Humor 0/5
Mood 5/5
Clever take on the theme. I like what you did. For some reason it was very slow for me (the game itself) but most others didn't have this problem so I assume it's my computer. Not much to say aside from that it was a cool idea executed well. Good job!
Score: (because I like scores)
Overall 4/5
Innovation 4/5
Fun 3/5
Theme 4/5
Graphics 4/5
Audio 3/5
Humor 4/5
Mood 4/5
So I think I solved the riddle but nothing happened. I basically matched the door numbers with the corresponding spots for the password (so top left door exit being a 2 means top left character is 2, etc), but nothing happened. Am I missing something?
Score: (because I like scores)
Overall 3/5
Innovation 4/5
Fun 3/5
Theme 3/5
Graphics 4/5
Audio 3/5
Humor 0/5
Mood 3/5
Creative gameplay. Kinda trippy idea, for my taste it was more frustrating than fun but still I appreciate the effort/result.
Score: (because I like scores)
Overall 2/5
Innovation 4/5
Fun 2/5
Theme 4/5
Graphics 2/5
Audio 2/5
Humor 0/5
Mood 4/5
Cool game! I really liked it a lot overall, my only complaint was that it crashed for me several times. I'm not sure why. I loved the look of the game and the nice little touches all around the game. I appreciated the humor of the "ancient tech" as well as "fixing" the oscilloscope. Aside from the crashing my only suggestion would be to alter it so red dots never went through other dots (particularly the goal dot) it just looked a bit off. I think having things not quite overlap fits the aesthetic better. Great game otherwise though.
Score: (because I like scores)
Overall 5/5
Innovation 3/5
Fun 5/5
Theme 5/5
Graphics 5/5
Audio 4/5
Humor 5/5
Mood 4/5
EDIT: I'd actually probably dock you a couple points in both overall and fun because it crashes a lot. I kept trying to play it until the end because it was fun but it literally crashed 12 times before I gave up on that. But like I said: otherwise it's a very good game.
Good first effort. It plays smoothly which is more than a lot of people's first efforts. Also some of the art is decent.
Score: (because I like scores)
Overall 2/5
Innovation 1/5
Fun 2/5
Theme 2/5
Graphics 2/5
Audio 2/5
Humor 0/5
Mood 1/5
Interesting game, since you made the game for the compo that means you made all of it yourself in 48 hours? (Including music and graphics?) If that's true that's really really impressive. To complete all of something in that little time by yourself is really an impressive feat.
Score: (because I like scores)
Overall 4/5
Innovation 2/5
Fun 4/5
Theme 4/5
Graphics 4/5
Audio 4/5
Humor 3/5
Mood 4/5
Interesting game, it didn't really escalate or change as you played longer. It was fine for what it was but could've used more polish. Still, it was playable and met the theme which is more than a lot of LD games. Good work.
Score: (because I like scores)
Overall 3/5
Innovation 1/5
Fun 2/5
Theme 4/5
Graphics 2/5
Audio 3/5
Humor 2/5
Mood 2/5
I liked the art on this game, unfortunately the wheel was so sluggish that I feel like it was a design error, I don't see how you can beat level 3 because even if you try to ramp behind you, you skip on the ground and lose all your momentum. I too like to make challenging games, but this one seemed unwinnable and kinda frustrating to play too. I still liked a lot of what was here though. (Like the art/music/theme)
Score: (because I like scores)
Overall 2/5
Innovation 2/5
Fun 2/5
Theme 5/5
Graphics 4/5
Audio 3/5
Humor 0/5
Mood 3/5
Careful, Icarus.
Cool take on the theme, the music was decent (any original music impresses me), my main complaint is that the game is slow slow slow to move which took the fun out of it for me. I still beat it though. :)
Score: (because I like scores)
Overall 2/5
Innovation 3/5
Fun 2/5
Theme 5/5
Graphics 2/5
Audio 3/5
Humor 0/5
Mood 3/5
Good atmosphere. It wasn't really clear to me how to advance much in the game though.
I loved this game! I played the post-jam version and I ended up playing for like 4-5 hours. This game was super polished and addicting. By far my favorite game I played this LD. Also I think I like super-beat it, because I decided to build 12 ziggurats simultaneously (which was very hard to do). So I've probably played this game to more completion and longer than anybody else on earth. w00t. Fun game!
Proof of my 12 ziggurat victory:
http://i.imgur.com/LEIwTVl.png
http://i.imgur.com/fUmKl5u.png
http://i.imgur.com/LoRynHq.png
Score: (because I like scores)
Overall 5/5
Innovation 4/5
Fun 5/5
Theme 5/5
Graphics 5/5
Audio 5/5
Humor 3/5
Mood 5/5
@amras0000 Thanks for the feedback. You just have to slash the guy a few times and he dies (the game makes a noise as you hit him). Each level he takes more slashes but level one should be 5 slashes or less. You are right about the red letters, unfortunately because of the background there no colors really worked that well at that spot, but since those buttons don't really matter I didn't spend too much time on it.
Also @PainGames, thanks for the feedback!
@csanyk Thanks very much
@Lon That's great to hear. I was trying to recreate not just the feel of the old games but also the difficulty and somewhat ambiguous rules of them too.
@MrMordem Thanks, yeah I added the title screen just to really hammer home the joke, it seems to have worked which is good. :)
@puppetmaster That's awesome to hear. I don't know that I'm the best so far but I'll take the compliment. Thanks!
@xesenix Great, I'm glad the theme worked on 2 levels, that was the design. The knight takes a few hits (should be less than 5 in level 1) he can't hurt you unless you take too long hitting him.
Wow after all this positive feedback I'm thinking of doing a quick port and putting this on Android. I don't know how replayable these kinds of games are but if there is interest I could even make a few of these as little android games. Who knows? Anyway thanks so much for the positive feedback, everybody!
Interesting game, the art and music was quite good (the opening art in particular was nice). The gameplay wasn't anything too new or innovative. Fun take on the theme though, the game itself had several bugs and it seemed like the bad guys were too good a shot such that fighting them seemed like a waste and just running through was your best bet. Shows promise but needs bug fixes and stuff.
Score: (because I like scores)
Overall 2/5
Innovation 1/5
Fun 2/5
Theme 4/5
Graphics 3/5
Audio 2/5
Humor 3/5
Mood 2/5
Neat game. Seems inspired by Plants vs Zombies. I was able to beat it in the end.
Score: (because I like scores)
Overall 2/5
Innovation 2/5
Fun 2/5
Theme 2/5
Graphics 2/5
Audio 3/5
Humor 0/5
Mood 2/5
I was able to get to the end really quickly. The graphics and music are decent though. Good effort but I think it needs more of a twist to stand out.
Score: (because I like scores)
Overall 2/5
Innovation 1/5
Fun 2/5
Theme 3/5
Graphics 3/5
Audio 2/5
Humor 0/5
Mood 2/5
Interesting game, I tried to play the game as if I'm two people and I don't know if it would play well or not. But I guess the same could be said of connect 4 itself. I liked the idea and graphics.
Score: (because I like scores)
Overall 3/5
Innovation 3/5
Fun 2/5
Theme 5/5
Graphics 4/5
Audio 3/5
Humor 0/5
Mood 3/5
Great game! I really liked the polish and design and idea, about my only complaint was since the traps seemed to be timing based it seemed like mostly just guessing for the last few levels (I did beat them all). If there was a way to know from the starting line if you were going to hit the traps that would make it more puzzley and less guessy, still well made game though.
Score: (because I like scores)
Overall 4/5
Innovation 4/5
Fun 4/5
Theme 3/5
Graphics 5/5
Audio 4/5
Humor 2/5
Mood 4/5
I liked it a lot, about the only problem I had was that it was pretty laggy for me, but that might have been my computer's fault. Also it wanted to go bigger than fullscreen so I had to mess with it. Fun game though and if it played a bit smoother and a bit faster I think it would be really good. If you could somehow do a 2D overhead version (that still had a height dimension) I think it would be an awesome tablet game.
Score: (because I like scores)
Overall 4/5
Innovation 3/5
Fun 4/5
Theme 4/5
Graphics 2/5
Audio 3/5
Humor 0/5
Mood 3/5
@amras0000 to represent it in 2D maybe you could just have a number with the height above each tile and you can just see the highest tile in each spot that is at the same height or below your current position (basically if you drop below a path the path becomes invisible)
Neat little game. It doesn't really end or escalate too much, by the time I got to 80 points and 0 misses I just quit, but good take on the theme and game does what it sets out to do.
Score: (because I like scores)
Overall 3/5
Innovation 2/5
Fun 3/5
Theme 3/5
Graphics 3/5
Audio 2/5
Humor 2/5
Mood 2/5
I like the design and music a lot but as other people have said it's too hard to the point it's not that playable. It's neat though, and looks cool. I like you take on the theme, but it would need tweaks to become more of a game game.
Score: (because I like scores)
Overall 3/5
Innovation 3/5
Fun 2/5
Theme 4/5
Graphics 4/5
Audio 3/5
Humor 2/5
Mood 4/5
I appreciate the effort on this game. I'm not a big fan of text adventures but clearly you put time into the story and art and I do appreciate that. Good job!
Score: (because I like scores)
Overall 2/5
Innovation 3/5
Fun 1/5
Theme 3/5
Graphics 3/5
Audio 2/5
Humor 4/5
Mood 3/5
Awesome game! My final score was 21320. I found the rules really easy to understand and the game really deep and fun, my only complaint was that it wasn't clear how you acquire additional scouts, it seemed very random. Also I think the damage might work better if it's DPS (continuous), as it was there really wasn't much difference between doing 55 a second to 75 a second but it still cost 4 upgrades to go between them.
Really well made game, super polished, awesome job.
Score: (because I like scores)
Overall 5/5
Innovation 4/5
Fun 5/5
Theme 2/5
Graphics 5/5
Audio 5/5
Humor 0/5
Mood 4/5
Interesting idea, but gameplay resulted in me clicking randomly a lot. Still nice story/mood though.
You can mostly kite them the whole time. It's fine for a first quick game. Keep at it
Simple yet innovative and funny.
Great game, amazing look. The final puzzle probably too me longer than it should. It is amazing that you could do this in just 3 days. The art/graphics are impressive enough on their own.
I'm upset that I couldn't figure out what the 9th room was.
Could use some polish, like having you inherit the velocity of the platform you are on. You seemed to lack a huge style focus, that said it was still designed pretty well from a coding/gameplay standpoint.
Thanks for the feedback, I think pretty much all the problems are fixed in the Post-Jam version. The reason I have touch to look around was that originally I wanted the game to have support for mobile devices (like tablets) and basically I'm only a few digital button away from that.
I really appreciate the feedback, most of the suggested changes I don't disagree with, I simply didn't have time to tweek the game, but I feel they are implemented in the post-jam version so I'd love to hear somebody's review after checking that out.
Regardless, thanks to everybody who is checking it out. I worked hard on it, so the feedback makes it worthwhile.
With graphics and audio it is perfect. The idea is solid, maybe could've stood for some more balance/play testing but overall super impressive.
Fun game, but I'm guessing some things are random and the way everybody can demand the exact same room seems unfair. If the randomness was more balanced it would be even better, but still as is it was really well made and still fun.
Enjoyed this game a lot! Here's my high score:
http://i.imgur.com/XUjc1D4.png
Just the right amount of ways to play to make it fun to try to get far but not overwhelming. Great job. :)
I'll be the guy who is honest with you. The game is very amateurish, I expect you know that and this is an early run and game deving for all of you. For what it is, it is fine, it's not broken, it's just got a very short music loop (which is probably the best part) and the art is really poor looking.
Everybody has got to start somewhere and so I don't want to discourage you, just as is, it isn't very good. I'm sorry.
Clever take on the theme, you didn't make the deepest game ever but what you did make is extremely well executed. I'm jealous of your skill with making a stylish game.
Thanks so much for playing, @nikadra! Yes the goal is to survive until the end, the bears are optional (but who wouldn't want to save bears?) I don't want to say exactly how the end looks because that might be a fun surprise. But for me I had the most fun trying to build the biggest most robust raft and also saving as many bears as possible. At a certain point in the game bear rescue will have to take a back seat to just surviving. I like to make my games challenging so the last couple minutes are pretty intense to survive, and there is a desperate grab at the end that is hard to pull off.
But it's worth it to save the bears, right?
@molpe Thank you so much for playing my game and for your kind words! I loved watching you play my game. Your youtube channel deserves so many more views! I also love the image you made. You made my week, thank you so much.
What you were able to achieve here is INSANE, I don't know where the compo ends and where the rest of the stuff begins because I can't imagine 1 person could make anywhere close this entire thing in 2 days, it's crazy.
That's all it takes to get to space?!? I don't know what Elon Musk is complaining about.
Fun game, I like the graphics.
Definitely an experience. It's almost I'd call it almost avante-garde but I usually use that as an insult lol.
Just the right amount of weird, and very well executed for what it was. 5/5 on the mood, I don't know what the mood was, but it definitely had a mood.
Yeah I messed around for a bit but I never got any money. And so I tried to let my character die but that wasn't working either.
Oh well game Jams are still always good practice.
A little wonky to play (particularly in html5) But I really like the idea and feel. Neat and innovative!
It looked interesting, and I love puzzle games, but for some reason pressing X did nothing for me.
Graphics are good, when running the web version it is slow and laggy, you want to be careful that in a game where precise movement is important that you maybe only do one step per key press or you have checks so it doesn't move too much.
Very impressive design though.
Not much of a game yet, but looks nice.
The battery and light mechanic needs a little tweaking, there really was no viable way to not take damage. So most of the game is played in the dark.
Good first attempt though.
Great game! I'm really impressed by what you were able to get done. Also it runs just fine in html 5. If you could've snuck in some power-ups and just found a generic creative commons 0 retro track I think that could've helped tons but what you guys got done is really quite good.
People should try to beat my highscore of 10k
Here is the VOD of me playing your game on stream: (Timecode 57:50) https://www.youtube.com/watch?v=9ckMlQhB4kk
Thanks @mao yep, it seems like you really got what I was going for. The mechanics reflect life, and they are all very interconnected.
@evan-minto I'm sorry you didn't have fun. The challenge is on purpose, but it is possible to have a very good successful life even when you start with lots of issues, it's just very difficult. This is basically the point. I definitely wanted the feeling of how some big issues can really send you spiraling, and I wanted it even harsher if you start with depression or anxiety (to be fair to the life experience).
I guess if I was trying to get the mechanics to reflect life itself then I wanted them to be more dark souls difficulty than 1-1 Mario difficulty because it's a struggle to stay happy and successful in life. Or at least that's how I felt when making this game.
The (hopefully) uplifting part of this game is that I promise you it's possible to succeed even with major depression/anxiety and a bad/late start in life.
Thanks @voidsay for the virtual hugs. Yeah I can very low often. Certainly when making this game I was in that kind of headspace. And yeah, just like the game, it's really easy to quickly lose years seemingly powerless to escape rock bottom.
Sounds like you got exactly what I was going for with the game though. Awesome.
@fabula-rasa Awesome, sounds like you totally got what I was going for. I wish there was something I could do about the art. I'm so bad at it that it would probably take me like 10 hours to make some mediocre replacement assets. Also I'm not sure what kind of post LD life this game could realistically have, considering it is kinda high-concept.
Still at the very least I'm really glad people are getting what I intended out of it. Thanks so much for your feedback!
@civmaniac Great ideas. Yeah there's definitely some ways to make this feel more polished with the right art assets and maybe a few effects on top. The pictures thing is an interesting idea too, I wouldn't want to make the screen too busy/overwhelming to look at so it would be a balance to strike for sure.
I really appreciate your enthusiasm. For sure a part of me wants to expand on this, I'm not sure which direction or how exactly. So I value your suggestions.
@lcstark Thanks. Yeah sorry you found it a bit unclear. There are good times and bad times but then there is also spending time growing and succeeding (the right side of the screen) and looking back toward the past and being unproductive (the left side of the screen), there are lines on the screen that are supposed to help indicate this. The idea is that there can be happy people who never push themselves, and unhappy depressed struggling people who still seem to be outwardly successful.
I suspect that even if you recovered and got out of the bottom, while on the bottom you spent a lot of time being dragged into looking backwards and regret (left side), and I didn't want the game to erase that part of your history. You can balance it out but if you spent 10 years in wasted life even if you recover you will probably have some regrets.
I don't think the game would ever call a person a failure though, ha, it'll just tell you if you didn't have much time being successful. But again, just like life, it's ok to not be super successful, the important thing is you recovered from a rough start and ended up with 17 good years, and even without being a mega success that's pretty good. :)
@scsc No representation of life and mental health is ever going to fully cover all it's nuance. That said I do not use depression and anxiety interchangeably or lightly. In addition to the obvious effect of depression pulling you towards regret and anxiety slowing you from success, they have other subtle effects on the mechanics.
Yes some of how you feel about life can change when you reframe it but you can also think of the reframing itself as moving up or to the right. How you gauge your success in the end is also a function of the total time, so even if you "waste" the first 10 years you can still get a pretty good summary "in the end" because that will only be 1/4th of your life.
I very much don't think of depression or anxiety as a chemical thing. It is almost entirely a consequence of experiences and perceptions. That's why I'd never put things like pills in the game being the thing that gave you a boost.
In some ways they are "simple" but in no way are they anywhere near "easy". Dealing with them is the most difficult thing there is in life and I wanted a game to show that. Depression comes from being stuck in the past, full of regret, having no hope, and no purpose. It is very hard to be depressed but also have something you are passionate about waking up and doing each day.
Similarly anxiety is all about fear and uncertainty, there is so much to worry about, so much unknown and so much you feel obligated to take care of. But it is very hard to feel anxiety if you wake up each day feeling peaceful.
So peace and purpose are kinda the "solution" to anxiety and depression, and in that way it is "simple". But finding that peace and finding that purpose and overcoming all the beliefs and experiences that hold you back is insanely difficult.
I tried to use loose terms in this game. I'm not saying "successful life" is fancy cars, or tons of money. "Success" is whatever that means to you the player, same with "good times" and same with "bad times". They are what you define them as.
I hope my explanation helped justify some of the elements you might have taken issue with. I am very very appreciative of your feedback, and am glad you were able to connect with the themes being expressed in the game.
Great game, the only downside is it's too short. With these mechanics you could've made a bunch more levels. I think 10-15 would've been a good amount. (With a level counter on the side)
Either way. Fun stuff.
Great game, beat it with 20 failures. Very good level of polish. You could probably add a few more levels easily but impressive none the less. I'm really jealous of how good you are at art, music, and sound.
Here is the VOD of me playing your game on stream:
https://www.youtube.com/watch?v=Ey7V3fBVIDM
At timecode:
1:28:50
Great game. I was able to get perfect on every level. Could use a tiny bit more polish but the level of fun and innovation were quite good.
Amazing idea awesome game, if devilishly frustrating. (It doesn't help to play on a trackpad haha)
My highscore: 180.57s
Here is the VOD of me playing your game on stream: (Timecode 1:38:50) https://www.youtube.com/watch?v=GjDKYcRkBKQ
Nice game. The graphics are very impressive and it is very well polished for a compo entry. Good job!
Here is the VOD of me playing your game on stream: (Timecode 2:12:40) https://www.youtube.com/watch?v=GjDKYcRkBKQ
Fun game. I was able to come up with a cheese strat though, so I won quite handily.
aYZ7pkW.png
There doesn't seem to be an end state or score. Also the random spawning can make you get unfairly damaged. I did like how shooting through the fire caused increased damage though.
Here is the VOD of me playing your game on stream:
https://www.youtube.com/watch?v=Ey7V3fBVIDM
At timecode:
1:19:50 (Mic muted)
1:22:00 (Mic on)
I played your game on stream, there were some neat details I appreciated like how the snow accumulated and it drained your health, but there didn't seem to be a way to finish level 2, also you could fall off the bottom of the screen and that did not seem intended.
Here is the VOD of me playing your game on stream:
https://www.youtube.com/watch?v=Ey7V3fBVIDM
At timecode:
4:15
Fun game, a little tricky to figure out which messages would solicit which response, but that's kinda the point I suppose. Very innovative and clever game.
Here is the VOD of me playing your game on stream:
https://www.youtube.com/watch?v=Ey7V3fBVIDM
At timecode:
1:00:30
I made it to the end! You were there to watch! Fun game.
The controls felt a little stiff but otherwise it is a very impressive game. Crazy amount of levels and lots of mechanics kept being introduced. Plus it had a very well done retro style. Really enjoyed it and made it all the way to the end. Good job!
Everything was good except the gameplay needs more polish. The mechanics don't seem to interplay in an intuitive manner. Good graphics, good design, just needs the gameplay/mechanics tweaked.
Here is the VOD of me playing your game on stream: (Timecode 2:47:40) https://www.youtube.com/watch?v=9ckMlQhB4kk
Fun game, enjoyed streaming it.
Here is the VOD of me playing your game on stream:
https://www.youtube.com/watch?v=Ey7V3fBVIDM
At timecode:
47:50
Great game, very polished experience. Very good/effective graphic style.
Here is the VOD of me playing your game on stream: https://www.youtube.com/watch?v=JhXLQHA-5Z4
Started at timecode:
2:52:30 Space Exodus
**My highscore: 145620**
Probably my favorite game I've played this LD, well balanced, not too overwhelming, but a good challenge. I think it would work well on mobile. Awesome work, guys.
Here is the VOD of me playing your game on stream: (Timecode 38:30) https://www.youtube.com/watch?v=GjDKYcRkBKQ
Interesting game. I appreciated the voice acting. But level 3 is crazy tough, have you been able to beat it? I tried 3-4 times and I couldn't. ha
Fun little game though. Well done.
Here is the VOD of me playing your game on stream: https://www.youtube.com/watch?v=JhXLQHA-5Z4
Started at timecode:
4:52:40
Here is the VOD of me playing your game on stream: (Timecode 1:12:10) https://www.youtube.com/watch?v=GjDKYcRkBKQ
1:12:10 Chill Thrive 1:38:50 Tiny Reactors 2:12:40 Tiny Fragments
Here is the VOD of me playing your game on stream: (Timecode 1:48:30) https://www.youtube.com/watch?v=9ckMlQhB4kk
It was fun to play on stream, great art, also I was able to break the game, @euler-moises can tell you about it.
Here is the VOD of me playing your game on stream: https://www.youtube.com/watch?v=JhXLQHA-5Z4
Timecodes: 3:00:35 Silence Please (My playthrough)
3:10:30 Silence Please ("Speedrun" glitched ending)
Here is the VOD of me playing your game on stream: https://www.youtube.com/watch?v=JhXLQHA-5Z4
I enjoyed it.
Timecodes:
1:04:00 The King's Gun Guy (LD Version)
1:15:00 The Kings Gun Guy (Forgot to turn on visuals lol)
1:33:20 The Kings Gun Guy (I realize the screen has been off for 15 min)
Great game, well balanced, good art, good challenge and you saw me play it on stream so you already know my thoughts. lol
Here is the VOD of me playing your game on stream:
Jam Version:
https://www.youtube.com/watch?v=Ey7V3fBVIDM
At timecode:
27:15
Post Jam Version:
https://www.youtube.com/watch?v=JhXLQHA-5Z4
At timecode:
2:23:30
Made it to 32, decent game, but dots are hard to see on web player, also it would be nice to only put in wood when I choose to.
Here is the VOD of me playing your game on stream: (Timecode 14:10) https://www.youtube.com/watch?v=9ckMlQhB4kk
Here is the VOD of me playing your game on stream: https://www.youtube.com/watch?v=JhXLQHA-5Z4
I enjoyed it.
Started at timecode 5:40
Did a 13m59s "speedrun" at timecode 39:30
Got to the "wait how do I get out?" part but it never had any water/liquid, also the door didn't close behind be it just went down and then through the ground. I tried interacting with the button but nothing happened. Without the water there I think it might not be possible to advance.
Good art/atmosphere though.
This game is amazingly impressive. It almost makes me want to give up game design because it's so good that I could never make anything like it in 72 hours. How the heck did you do such impressive art, music, and smooth menus/UI all in 72 hours? I feel like just getting the basic grid system to work would take 20 work hours alone not including all the smooth animations as it interacts with it.
I'm blown away.
Anyway, I played the entire game on stream, I can share a link of my playthough. I was able to get all the stars however there is a small visual glitch when you complete a level with both stars, it will look like the first one is not completed at the end of the level (it does record it correctly though).
Finally I tried to get the star and escape "The End". I got the star and then made it to the top right of the screen but that was not an exit. Is there a way to finish "The End"?
Either way, this game completely blew me away with how much you did in such short time. Even if you take out the art, the UI, the sound, and the music it is an incredble accomplishment for such short time.
Here is the VOD of me playing your game on stream: https://www.youtube.com/watch?v=JhXLQHA-5Z4
Like I said very impressed with it. You being able to make the art in 15-30 min is crazy. I wish I was that fast/good. Anyway here are the relevant timecodes:
3:46:45 Started Game
4:23:20 Started END screen attempts
4:37:00 My END screen "success" (is there a way to actually beat this screen?)
Everything is great except level/game design. While it was very well made, a lot of what determined your success was unpredictable movement, and safety areas you were not yet aware of. Perhaps this type of somewhat unfair level design was an intentional callback to gameboy era games, but I think the game would be more fun if these things were ironed out and it felt more "fair" to play. That or add flag checkpoints partway through each level.
Finally it could use just a handful of simple sounds effects.
Impressive work regardless.
Fun little game, my score: 3360
Very impressive to make a game like this at age 15.
Well made game, good amount of content, I appreciated the little screen bump at the end of sliding. I was able to make it to the end screen. Good job!
Here is the VOD of me playing your game on stream: https://www.youtube.com/watch?v=JhXLQHA-5Z4
Started at timecode:
5:09:30
The mousetrap didn't seem to do too much, maybe needs 1 more power-up or 1 more twist to the mechanics, still fun playful idea executed solidly.
Here is the VOD of me playing your game on stream: https://www.youtube.com/watch?v=JhXLQHA-5Z4
Started at timecode: 3:32:00
Here is the VOD of me playing your game on stream: (Timecode 2:13:30) https://www.youtube.com/watch?v=9ckMlQhB4kk
Here is the VOD of me playing your game on stream: (Timecode 36:00) https://www.youtube.com/watch?v=9ckMlQhB4kk
Good idea but I think it needs a little more balance, it quickly got too much to handle long before you could accomplish too much.
Here is the VOD of me playing your game on stream: https://www.youtube.com/watch?v=JhXLQHA-5Z4
Started at timecode:
3:21:15
Here is the VOD of me playing your game on stream: (Timecode 1:36:15) https://www.youtube.com/watch?v=9ckMlQhB4kk
Welp I didn't expect to stumble on such a near perfect game this late into reviews. I'm glad I did. The mechanic was brilliant, the execution was perfect. If I forced myself to come up with a criticism it would be that it would have been nice if the very end boss gave you a power after victory that let you like jump to the moon or something in the first screen. Something that brings it "full circle" as opposed to just the "you win".
If there was some sort of secret ending that I missed I'm sorry.
But aside from that, it really is perfect. The music, the art, the gamefeel, and the length all go together well. I could see this being expanded into a fuller game, where a player can carry multiple subgames with them at a time.
Wait... this was a compo game made by 1 person?!?!?
That is officially insane. I have no idea how you are this talented but this is beyond impressive. I will not be shocked if this ranks first in many categories. Well done.
304545 level 25
Fun game, maybe a little too easy, but I very much appreciated the trail of ink. Having a trail helps on a maze/exploration. Really enjoyed the mood/graphics.
@don-tnowe Thanks for the feedback. There is the underlying support for this in the engine, it was never implemented though. (But to do so would be quite trivial) Not sure if I should release a "post-jam" build with this feature or just re-upload with the feature but make a comment that it was a post-jam addition. Thoughts?
@sorlok Glad you enjoyed it! Honestly the getKeyUp was just what I happened to put there first because I knew I didn't want getKey because that would be too unwieldy to control. And since I always tapped fast I never noticed the delay. That's good feedback though, thanks.
You got right what many LD games struggle with art/mood/gamefeel. The controls, mood, and visuals are basically perfect. When it comes to the game itself it's simple but effect, my only bummer was that after beating the final boss nothing much happens, just a little light from above and nothing else that I could see.
Still very impressive. I'd be curious how you managed to get such effective art/controls in such a short time. Well done!
I liked the animation of the main character, the rest of the art style could use some work fitting together. Music and sound could have maybe used a little tweaking. Also the collision seemed to be done with standard colliders which does let you get stuck on walls if you hold sideways when falling in a hole. Fun little game though, good effort.
Incredible game. Loved the visuals. The blow back effect was particularly impressive. When I saw this was a 48h game I was impressed with what you were able to get done. Had it been a Jam game I would have a few suggestions for creative commons sound files from free sound project that would have a gone way to adding to the atmosphere.
I appreciated that the fire spread if you didn't attend to it. I thought it was the appopriate amount of challening too.
My only critical feedback is that pressing up to aim up and also to jump lead to a few accidental deaths. Had the key mapping been something like "arrows to move/aim, z to jump, and x to use water" it might have been a tiny bit better.
Otherwise incredible job. I'm jealous of your talent (particularly your artistic ability/design, incredible)
Well designed, I got to 712, probably could get farther. Not too challenging. Liked the art/music.
Fun little game. The mouse wasn't that responses (it felt like you needed to "charge" for a second but there was no audio/visual que about this). Also the movement could have been a tiny bit quicker and also the collisions should likely have been done slightly differently so objects didn't get stuck on each other. Really liked the art and music.
I liked the game, I will say it doesn't change much so there isn't tons of incentive to keep playing, even so I played it all and I am glad I did because the visuals on the second group were quite cool. Innovative idea.
I got 1603. Fun puzzle game. doesn't really escalate too much but you can have a nice time just chilling with this game. Clean art style.
Took me 33 minutes, the mechanics can be frustrating, that said it's basically perfect otherwise from the art, music, etc. Well done!
Wow, I am very suprised at home much game you were able to make. I played all the way through to the diamond. it was well designed puzzles throughout. Yes it was a tiny bit buggy and also the art was a tiny bit janky but in general it is amazing how much gameplay and other details you were able to make during the jam. Great job. Really impressive puzzle platformer!
Good music and feel, pretty short/easy though.
Super well designed compo game. Nice, bite-sized, well polished, fun, for what it was trying to be, pretty much perfect.
I liked it! The rope mechanic is nice and the depth in the z dimension was a nice surprise. The text doesn't seem to scale right on windowed mode and you probably want it to go away while you are digging, but aside from that I enjoyed it.
Unfortunately it was very laggy for me. I didn't downvote or anything because the lag made it too slow for me to play. Not sure why it was an issue for me because doesn't seem to be an issue for others.
I loved this game! I haven't read a single comment or clue, you recommending I play it blind and I listened and boy I'm glad I did. I imagine without hints most people find it too hard, but I thought it was perfect! It really let me think outside the box and be rewarded for it. I never give things 5/5 but you are getting pure 5/5s from me. This idea was brilliant and it's execution was near perfect.
First of all some things to prove I did make it to the end: Yes she was very orious, also I'm team #ColdDrinkBlue all the way.
Am I to infer from the "red herring" line there might be even more to the story? I found the peepee ending first, was this just ending 2 of 3... or more? (If so I have an idea of what the 3rd ending is, but I don't know if there is enough in the links I have to prove it.)
I loved how much faith you put in the player. My only other question is does order of the names in the url matter? it would be a bummer if putting in the right answer with the wrong url order wouldn't count.
So many LD games cater to the lowest common denominator and make things that are so "approachable" as to be somewhat unengaging. You are basically telling the player "if you can't handle this game, then this game is not for you." You aren't being tedious or frustrating, but you aren't hand holding at all and I loved/appreciated that soo much.
I'm going to spend like 10 more minutes chasing what I think the 3rd ending would be if it exits. But seriously bravo. You managed to really impress a really hard to impress reviewer. Well done.
BTW, normally humor in LD games is pretty light, so a "mild chuckle" needs to be like 3.5+/5 but this game legitimately made me laugh multiple times. I really appreciate the writing. Anyway I thought I'd add this comment here because I couldn't find a way to send it to your dms: supraman.jpeg ColdDrinkWhat?
Well that ending was unexpected. Almost got to 200 sleep on the way down. Fun little game.
Nice design for a simple concept. Not too much to the gameplay but I liked the look a fair amount.
I liked the mood, music, and art. It wasn't entirely clear how big an area the smoke spitters would affect though so I died trying too hard to avoid them.
Cool idea, but a bit easy for a depression simulator. I made a game about depression a few LDs back and pretty much everybody was convinced it was unwinnable lol. For the record it was winnable, but yeah, I think there should be a mode that makes it really really difficult. Or like it tells you to sign the documents but they are all grey.
I did like the mood and the general direction you were going for, but I kinda wish it was more frustrating and "unfair" feeling. It was actuaally relatively easy to succeed at a task or two and then play with the desk toy, you could even avoid the emails you'd know to be spam.
Sorry if I sound critical. I really did like what you were going for and the mood/ideas behind what was created here.
I got 148, nice game for what it is.
I got 2:48 so I played again and got: 2:05 then I played a few more times and got: temp.png
I don't think one can do too much better. Sub 1:40 is probably possible, but not sure.
Fun little bite sized game. I enjoyed it!
I really liked it, could used a few tweaks like lowering the typing noise slightly, but overall very fun and clever idea.
I beat the game with about 58 seconds to spare. My main bit of feedback is this: Pause the timer when giving instructions. Without this the game is basically unwinnable on the first playthrough.
Otherwise fun and innovative game. I also appreciated the movie references.
Also I really liked the planet getting bigger in the background.
Great puzzles! I was able to beat the last level with 2 money to spare. Good puzzle design and gameplay. Well done.
Really innovative! I was going to say it was a bit hard/unforgiving but then the game ended. So it was actually a well balanced challenge. My only feedback is had you googled video for better platforming controls on unity you probably could have tweaked it so it felt much better to control with pretty minimal effort. Not being able to adjust my position in air much was frustrating. But good unity platforming controls is a problem that’s been solved, so next time you do a project like this just spend like <1 hour researching and implementing and it will make it way more fun to play.
Still I really enjoyed and appreciated this game. Great job!
I liked it. Good mood/atmosphere.
Nice game, it was a little unforgiving and also a little short, but overall I liked it. Really good art and feel, also a clever idea. With a little tweaking I could see it grow into something much bigger. I liked the idea of interplanetary golf that it felt like you were going for. Ultimately the things like fuel and certain planets didn't come up too much, as the best strategy felt like a straight shot to the end. Still overall I really liked it. Good job!
Cool idea, has a few bugs, like if your rush the opening text it hangs, also the boxer cutscene during the first night can launch you outside the room and it hangs after that too. I got 1 of the endings.
Good art and sound design. Got a little repetitive towards the end, also on level 11 it just glitched and blacked out, not sure why.
Good game. Very well designed.
It's pretty easy to clip out at the very beginning and cheese the whole game. Also it was pretty laggy for me. Even so it was an innovative idea and very innovative visuals. I do think the player fall speed should be something that gets maxed as opposed to constant acceleration. Also the art for the hearts didn't quite work with the style, and I'm not exactly sure what you were going for with the ending. Still I really liked the idea and the visuals. Well done.
Online version is pretty laggy.
Got 192, good atmosphere and great art design/mood.
Interesting mechanic. Not sure if there is a win condition. Made it down 2 floors.
Really good art and music. Was there a secret ending? I never got to use the mask.
Only other thing was I clicked the broom thinking it was the "wrong" option but it was the right one so I never got to see what happened if you did actually get the feathers.
Also during the bright time you can visually clip behind the wall near the grandfather clock, just fyi.
Very impressive game.
Fun idea, good art. Next time look up some videos about unity platforming, it felt like you were just using the physics engine and rigidbodies and there are some tutorials that teach you how to make it feel better quickly.
Also pacman was a bit hard, but still overall I liked it. Good job!
I got to depth of 357, I really liked the idea behind it, but a few bits of feedback: Firstly the procedural generation could get stuck so it would only generate the same thing over and over and that path would only go right and not down at all. Secondly some of the art didn't really go super well together, such as the background. Thirdly as I got to the very extreme depths (at around 300+) it did start lagging a lot, I'm not sure why. Finally the camera didn't track you that well, such that when I was on the far right I'd often be behind or near the score and depth text.
But disregarding all that it still was a very innovative and fun experience. I loved the idea behind it and what you were trying to do. Good job!
I'll throw down the gauntlet for anybody to try to beat my high score, lol: temp.png
Not gonna lie, that game is very addicting. Anyway that likely has to be the high score... I had to keep playing until I got 1k. A couple final thoughts: Add a current depth meter, when you get to bonus land it's unclear how much further you have to go to break your record. Also maybe just add a win condition at 1k. Idk at that point there isn't much reason to keep going and it's a hard earned victory.
Also you do need to fix the random generation on the caves such that you never get stuck in a purely horizontal path, finally I would look into what causes the lag because it makes gameplay kinda frustrating. Also maybe having a keyboard mapping for shield might be nice as on a touch pad right click and be annoying, but that's a minor one.
You've developed something fun here, you might want to expand on it.
PS: The health always reads cost of 20 even when it costs much more.
Solid idea, somewhat buggy.
I beat it. Good puzzle design. The feedback I'd give is that on a challenging game like this you have to make sure that if a player is doing the right action they don't fail because of random chance. On the final level there were several throws that were executed in the right spot but seemed to fail randomly. Like the box wouldn't clear the wall or the spikes. Little things like that made it a bit more frustrating to play than it should have been. But otherwise it was great. Loved the art. Clever mechanics. Well done. :)
For some reason runs really slow on fullscreen online. Art is quite good, music is good too though the loop could be a tiny bit cleaner. Innovative idea. Gameplay could use a little polish but overall good stuff!
It seems like the goal is to kill everybody but because of how the wall jump works it seems like you can get stuck in some unwinnable states. Interesting idea though.
I really liked this game. My only feedback is that there should be significantly less cost to moving through open areas. Also it's balanced such that I don't think most people will every unlock the top rewards. I don't think there is enough money there.
Honestly 5/5 fun, I was having a lot of money and was bummed I had to leave before I could max out my ship. You could expand this with a little more balance into a decent 2 dollar game. Maybe 3 worlds where the power ups carry over. Idk. Anyway really liked it. Very good in all categories. My second favorite game of LD48!
Welp the LD version is indeed astonishingly incomplete. lol. Still appreciate the idea/effort.
@BoroBoro Thanks for the feedback. Yes there are probably some balance tweaks we should do, but hopefully you were able to use the duplicate/combo mechanics to reach the ending in a reasonable amount of time.
Thanks very much for playing. *Sunny-Life Thumbs Up*
@olafstromberg Thank you for the feedback. I think we needed to communicate the combo mechanic better in the game. With good combo play you can win fairly quickly, so I apologize that the rules made that unclear.
Thank you very much for plaything though. :)
@knexator You can skip the intro by pressing enter. I wanted this feature too, but wasn't sure where to communicate it where it wouldn't be distracting to most people on their first playthrough.
@machwerx Thanks for the feedback. It might not be clear but the repair minigame determines a "repair efficiency" and unless you are 100% every time that means the crane will continue to degrade in efficiency (which increases explosion rate). The intention was a "ticking clock" element. I had wanted to do a more fun minigame but there wasn't time.
I'm very glad you were able to get to the end. :)
@jamtempisto Thanks for the feedback. It might not be super obvious but the piles shrink as you gather from them. When it kicks you out that means it has temporarily shrank to nothing. But all 3 main piles regrow with time.
Yes, my biggest regret though is that there is no info showing the multiplier effect.
Really awesome feedback. Thanks so much for playing our game.
@jamtempisto Good point, I like how you are thinking from the point of view of the internal logic of the universe. :)
I also like your suggestions for explaining the multiplier. It's clear you really understood the game's universe/tone which makes me happy because it means we hopefully didn't do a half bad job communicating that haha.
It was a bit laggy on my computer, also there really is no downsied to spam clicking. Still, liked the art and design. Fun little clicker game. (I got to 49)
Screenshot (31).png I did it!
Tips for those who are stuck: **SPOILERS** > The hitbox check is delayed by like half a second, release such that your hand will be in the right spot in like half a second. Also, for me, just doing a lot of wrong ones was quicker/more effective than trying to do the right one. Also a windmill motion seemed to help me build junk weapons quick. :smile:
The hitbox wonkyness could use improvement, and also the win screen could be more clear and say "you win" or something above it.
I liked the idea and the art though. Good job!
Nice concept, kinda a bummer there is no secret ending for escaping into space. Clean and polished feel though.
I really liked it. Bummer there is 0 audio. Even quick bleeps and bloops might have helped. But everything else about it is so polished I understand why there wasn't time.
Art was great, the feel was great, and just having that card in your deck from the beginning was great. While it was a bit easy, I think that fits the feel of the game being inspirational.
Really well done, this is one of my favorites.
Really good, really funny, awesome game. Only feedback is it would be nice to have an easy way to quit from the pause menu.
Otherwise loved it, so impressive you could get something this big done in such short time. Kinda perfect for this theme.
My scores: 11, 21, 52, 54, 1:39 Really nice art, the game was a little frustrating but I think that's by design. Good feeling gameplay. I will say losing the gun when you jumped made jumping seem like a bad idea, also it's possible to lose the gun at a higher level than you are at, which kinda dooms you.
Still very well done though.
Dang I was really hoping for a special ending for getting 100%. It's a sign of a good game that I kept playing until I got 100%. Which was pretty hard for me because I'm playing alone (and on a trackpad, lol).
Still good game feel, great difficulty curve.
Interesting game, I think I spawned a log on myself and the game froze. Got to 22k, just fortifying like crazy seems to be an effective strat.
Got to the end. Interesting idea. A little frustrating but the easiness balances that out well.
I made it to 70 seconds and 20 coins. Fun little game, liked the art on the snowman.
Runs very laggy for me, not much to the game. I like the art though.
My feedback: I'd increase text display rate by 20-60%, maybe slightly quiet the volume of the text bleeps. But otherwise a good and well balanced game. Obviously it's bleak and so the part of me who wants to 100% it and have fun wasn't fully satisfied, but I appreciated it for what it was. And it was pretty well balanced for a "dodge random objects" game. Those are often way too easy or too hard.
Good puzzle game. Nice feel. Not that challenging. (I finished it)
I will say it does let you get on 2 boxes and go back and forth into the sky. Not sure if this is intentional.
Good job. :)
Got 122 years. Was very very laggy on chrome but ran great on firefox. Fun idea.
Got to 11. I liked the ending game over effect a lot. Nice little game.
Unfortunately too laggy for me to play online.
Good game, made it to the end a few different ways. My mother is not proud of my choices...
Interesting idea, I gave it three attempts but the mechanics are not clear. You should likely add an instruction page. Even if it's meant to be a puzzler, having some sense of what the icons mean would help. I kinda get what the drill icon means, I understand what creates/consumes power, but it's unclear how this affects the people who live there, and what makes people leave.
Web build is too laggy for me to play.
@guilloteam I'm on Chrome. I've noticed many web builds don't work great for me. I can check out the DL link though, thanks.
For some reason it runs waaaaaaaaaaaaaaay better for me on firefox. Anyway, really liked the idea. Great art, great design, good game!
If I had any criticisms it would be that (particularly on trackpad) having to click and drag across the whole screen can be a bit much. But honestly had I plugged in my mouse that probably wouldn't be bad.
Great job.
As a tech demo it is cool. The tile flip is nice and the whole thing is pretty smooth. I could see this tech integrating nicely into an indie civ or board game type game.
Well polished, but gameplay-wise a little lite. Still, really cool to play around with.
Edit: Is there a way to rate your game?
@andrewkennedy This choice might have had the unintended effect of making your game always be at the front of the "smart" rating list, because nobody can rate your game you will always have a very high ratio of ratings you've done vs ratings you've received.
Even if the score doesn't matter too much to you, I'd consider in the future to include at least one category to rate on your game so that this doesn't happen.
Screenshot (33).png Hey, boats. Your game was awesome as usual.
After many hours of playing and attempts to get above 11 min (I got a low 10 pretty early), I do have a few bits of feedback that I think would help things: 1. Add some very subtle audio cue for when your power is out and another when your power is full, I can't tell you how many times I died from thinking I had more power than I did. And there isn't time to check the bottom when things get crazy. 2. Add invincibility frames. Even if it's like 0.1 seconds. Several rounds were 100%->0% health in a microsecond. Which was more frustrating than fun. 3. I lost track of my ship a couple times. I really really really like the aesthetic but if there was some way to make the ship stand out more so it doesn't get lost. That would be awesome. 4. Maybe add a pause. I know maybe people might cheese it some, but while the 10 min grind was fun, I couldn't pause to adjust my position. This one is more optional, I understand it's part of the challenge maybe. But I think these kinds of fun arcade games often have them, so it would be nice. 5. Minor thing, but maybe from pause you can exit to menu or quit. I had to alt-tab out, which is a common thing, but yeah no harm in adding that.
But don't get me wrong, I played for hours because it was fun/awesome (and because I wanted a higher spot on the leaderboard :P ) Awesome job, such a well polished and fun experience.
I was able to beat it on hard, but the DDR segments were not my cup of tea.
Still impressive effort and large game for a jam. Good art and feel, well done.
Good effort, but unfinished. The gui/art is alright.
Good game. Genuinely unnerving. I'm glad there wasn't a jumpscare. Great atmosphere. A way to speed up the text would be nice.
I believe I made it to the true end... I think.
Fun idea. Some parts were a bit unclear, but I eventually solved it. As others said, music doesn't loop.
Good job. High marks for humor/innovation.
Good take on the theme, I liked 3 different options for handicap.
Screenshot (34).png
I made it to the end. I'd like to give some feedback though. First know it's an impressive effort with good art/music, but honestly the gameplay was quite unpleasant.
I feel like this game really really needed some playtesting or just a more clear vision from the beginning because it feels like a already a bit slippery precision platformer with a mechanic put on top of it that just gets in the way of the gameplay. Most levels the time mechanic is just something that will kill you because it grabbed you mid jump. Or it swaps your position but half carries your momentum so you hit spikes or several other things. It's very frustrating to play.
If you have a game like this I think it's super important to decide what you are trying to do. Is it a puzzle game? If so most of the gameplay experience should not be accidental deaths. If it's a puzzle game the switches should not extend a platform for half a second. These platforms seemed designed to troll you into jumping just to retreat before you can get there because it's not a super responsive platforming system. I see no reason these were designed this way.
If this game is meant to not be mainly a puzzle but instead a platformer then you need a good feel for the mechanic such that it enhances the platforming rather than impedes it.
When you make a unique mechanic you should ask "what makes this fun?" and then design the levels around that. Most of the levels felt very haphazard. Multiple levels were beatable as just one of 2 instances of the bird.
The whipping back and forth camera felt jarring. Maybe if it was a longer amount of time you stayed on each version, or maybe if it was a shorter amount of time but they were both on the same screen at all times. The way it is felt like you were being yanked back and forth and there wasn't time, and as you got impatient the temptation was to try to do 3 jumps when you should only do 2, which usually lead to switching in mid air which was basically a death sentence.
When it comes to this main mechanic though, in jest I will quote the words of Jeff Goldblum of Jurassic Park: "You were so preoccupied with whether you could, you didn't stop to think if you should." It's an interesting idea for a mechanic, but you really need to design the levels around it. It's not enough to come up with some strange mechanic, you need it to serve the game in some way. Playtest, playtest, playtest. 9 levels is a lot, particularly if it's just 1 developer. 5 or even 3 really tight levels that fully used the mechanic would have been much better.
A good game design tips video I saw once said "follow the fun". If you really wanted to make this specific mechanic into a game you should think about what makes it fun and really really design around that. Brainstorm why you are making this mechanic, and design the gameplay around that.
I only write all this because you all seem like talented people, but the end result was less pleasant than a lot of games I see made with basic assets and little polish. When making a game, the game comes first. Figure out the feel you are trying to make and what makes it fun, and build from there.
This game IMO just does not work mechanically. It's biggest feature doesn't really add anything and makes the platforming a lot more frustrating and inconsistent.
Other notes: If platforms work as switches, just having the most basic "click" noise really helps. And/or you can have the platform get slightly bright or different in color. I know you mention in the intro that they are switches, but still, a little audio/visual feedback goes a long way.
Hope you don't mind my rambling feedback, hopefully some of it is helpful. I write it because there seems to be a lot of talent on your team, which is why it's so important to not forget the game design fundamentals.
Beat every level. Fairly simple game, but good puzzles, good challenge, works with the theme, audio and visuals work for what it's going for. Well done!
Thanks for the feedback @literally-void, the issue should be addressed. It seemed like a hosting bug.
@ryusui Sorry you had a bad experience, we based the hold to grab mechanic on the wall grab mechanic in Celeste which does hold down the button. Still, thank you for your feedback and we'll think about changing how the wall hang is done for a post-jam version.
@maxededo @zablas Thanks for the positive feedback, sorry there was some confusion, the tips section of this page has been expanded to hopefully clear up some of your confusion.
@dan-allison Thanks for all the feedback! That's a lot of useful things to consider. As far as running out of summons, the bush should always reset that, also if you die you are sent back to the last bush. But yes, I think you have a good suggestion about having a hotkey to instantly go back to the last bush.
@andriybyelikov hmm, that is quite odd, you should be able to track what summons you have available (as well as which one you have selected) with the left UI element. Perhaps you had a summon selected that you did not have power for? If you do ever run out of charges you can go back to the last bush as the bushes basically work as checkpoints/mana recharge stations.
@affinitychris awesome job, and thanks for the feedback! Yeah, if building from the ground up now we'd probably tweak the cooldown system. We were working up until the end (as you can maybe tell by the underwhelming UI, lol) so some things like the cooldown timer which got in a "good enough" state didn't get revisited. But we'll definitely take your feedback in consideration for any post jam version we do!
@rowlof Wow! Looking at that death counter I can see you aren't a quitter! Well done. The final section is hard enough that when we discovered there were somewhat cheesy strats to beat it we left them in anyway. "Intended" route was based around wall slides, wall jumps, and carefully placed platforms. But beating the game any way you can totally counts! :thumbsup:
Great job both of you! And thanks for your feedback and for playing!
Really innovative awesome game idea. Unfortunately I ran into some bugs so I couldn't interact with any of the games after a certain point. That plus some balance issues keep it from being great, but otherwise the level of polish and innovation are quite impressive!
Got to 50 then stopped. Interesting idea, but not much challenge. Game seems to mostly play itself.
It has some visual style to it, but it doesn't really go anywhere...
Interesting game. Never was able to successfully parry. You built an impressive engine considering the time. Also good music.
Win 11, not working. :/
Good game! I beat it. Felt just like playing atari. Things get a bit glitchy if you try to break things (like taking the dragon to earlier areas he shouldn't be at). But that's to be expected. Good gamefeel, good difficulty, good all around. Sometimes the music would change after dying, not sure why. Both music tracks were good though. The sound overall was good too. Art was good for what it was going for. Overall quite liked it.
Fun little game. Mechanics were a little inconsistent, but overall it was interesting and had a good mood. Apparently I got the "Good Ending".
I liked this game a good amount. Interesting mechanics. A bit easy IMO. Also for some reason the final boss seemed to get in a glitched state and never attacked me. Still innovative idea and well designed game. Good job!
Surprisingly fun and addictive. Ended up beating all 15 levels.
Very interesting game with good robust mechanics, only thing I wish it had was restart for when I screwed up and want to start the map over. But still I'm quite impressed with what you did. Very fun!
Screenshot (110).png That's how I did. Well designed game. It knew when to end and didn't overstay its welcome. It is somewhat unclear exactly how the mechanics work (is the front preference a stronger preference than the back one, for example). But playing around and guessing in that regard added to the intrigue of the game. Well done.
I beat the first two levels. Interesting idea, however it's a bit tricky to figure out what does what as it seems like a really good strat is to make as many units as possible at a time, and when doing that you can't quite follow what each one is doing. But still very innovative, good art and design, fun and interesting game.
Cool game. Played/beat the whole thing. It's a bit stuttery in the web browser (particularly the audio) but I don't think that's an issue with what you did. Overall great idea and good job. Scratches a good OCD itch. Upgrading mana didn't have too much benefit, but otherwise well balanced. Overall great job!
I got a score of 113. Interesting idea, but could use some polish.
Beat the game... no monarchy's were harmed. Overall good game, though controls were a tiny bit slippery at points. Also some of the puzzles required kinda annoying timing. And once or twice I did from a screen wrap that shouldn't have killed me. But overall pretty solid and polished. You did about all you could with this premise. Good job!
I was able to beat it. Not sure if it was intended but the sequences at the end that were 6 or 7 long took a while to play out (before I could play them back). Fun game idea, but due to the slowdown(?) the last minute or two wasn't super fun and was just kinda running out the clock. If the long sequences came out fairly fast I think the end would have a fun frantic pace.
Overall good game though, fun idea, and good use of them. Also good job on the sound effect of the summon, without the sound cues remembering the long sequences would have been a lot harder.
Well made game with a lot of polish on its design, however it's not particularly well balanced as it didn't take too long to realize the best strat is to just put archers in the corner. I beat 20 levels and concluded it went on forever.
Balance and enemy escalation probably need tweaking, but otherwise great job!
Seemed to get laggy pretty quick, was able to get to an un-losable state fast. Interesting idea though. Seems to be based on plants vs zombies.
I think I explored pretty much everywhere, not sure if there is a destination or win state. I found a few what looked like tunnels but could not enter them. The input delay on the attack might need tweaking, but interesting game idea, also good art!
Congratulations, I won! Yay. Good game, very well balanced for challenge/difficulty. I feel like unless you play smart you aren't winning this. So I'm glad I did win in the end (after a few attempts). Anyway, great game, good job! Good balance, good fun, and good art!
I beat it, interesting idea, but the gameplay loop doesn't quite stay fun for the whole time. 3 min might have been a better length. Good art, good sound, innovative idea. Well done.
You built a good engine, but there are very few levels. I beat it quite quickly. Still good job overall, just wish you knocked out like 5-10 more levels.
Beat it twice to see both endings. Was going to say it needed a restart but then saw you included it. Fine little game. Good job.
Quite innovative. The gameplay loop didn't hold me for long, but I appreciated how out there the idea was and how many mechanics seemed to be underneath everything.
I loved this game. It was a lot of fun and nearly perfectly done for what it was going for. A few tiny polish things and it would be perfect, but still incredibly fun and incredibly well done. 4.5/5
I wanna give you credit for the effort, but it's just too glitchy. I tried like 4 times to play it and after just 1 or two choices it glitched out or stopped giving any prompts.
Innovative idea I guess, but otherwise a bit too rough. Sorry :/
Oh boy do I have a lot to say about your game. I played this thing for like 2 hours straight.
So, I love that they are sorted by recipe. This makes strategizing around what recipes to reveal and at what cost a big part of the puzzle. The money amount is pretty perfectly balanced to just give you enough to explore but only if you are smart about it. The hook of the game for me was to make enough money to reveal all the list. (Which I kinda did, more on that later). But it took a lot of careful planning on my part to even have a shot at that.
I also like how the names kinda make sense so you can make reasonable guesses. It's a really really fun game. And I was all set to give it 5/5 for fun and honestly just 5/5 overall because it was so dang addicting...
However, there are bugs, which is a big bummer. On like my 5th/6th game when I finally developed a good strat I got to a point where the guy asked for a leviathan and when I gave it to them, my score increased, but my money did not, and my leviathan count did not go down. So I restarted, and tried again, this time when I was selling off the wrong stuff to make money to do more combo research, there was a glitch that let me sell the cockatrice infinitely. It wasn't the item being asked for, and it increased my score and money without lowering my cockatrice count. This was kinda a bummer too.
Eventually I was able to use my strategy to reveal every creature on the list, and then I just started filling orders as they came. However, even that had a glitch, when he got to werewolf he just asked for it over and over again in a loop forever.
So those glitches were a bummer. But I do have thoughts how to "complete" this game. I think personally that the most fun part is filling out the monster list (like it's a pokedex). And so I think the win condition should either be 1. Fill out the monster list. Or 2. Sell one of every type (which requires filling out the list).
It's true that once you fill out the list (without some countdown or something) selling all the monsters is largely a challenge-less victory lap. But I can imagine having not just the monster list but also a green check mark next to each name you've sold. And IMO checking them all off like that would be fun/satisfying.
Anyway, like I said, I kinda love this game. And if not for the bugs that make it so I couldn't play out my god run to completion I'd give it a 5/5. I'll still give it 4.5/5 overall and for fun because despite it's bugs it was addicting and even despite the bugs I really enjoyed coming up with a great min-max strat to reveal the whole list without going broke.
So really good game, and with some bugfixes and polish I could see it being something a lot of people get hooked into... (at least for a couple hours like me).
Interesting ideas. Fairly innovative. Not sure how I was supposed to work out the math professor thing. But I liked the creature puzzle.
Got 269780, but mostly because I got to a point where I think I could play endlessly and so I rushed the lose state. Good game, good mechanics.
Unfortunately it's quite easy to clip out of bounds and once out you can't get back in. Anyway played a few times until I got to the end. Interesting idea. Decent art. Good effort.
ArrestedDevelopment-IDontKnowWhatIwasExpecting.gif :P
Interesting game. Got to level 2 but then it crashed with an exception. Still seemed like you put a lot of time/effort into those mechanics. Well done.
Sorry, I didn't take a screenshot. It was just a bunch of text on the screen saying there was an exception. I was putting the psychic? units down in level 2 IIRC if that helps.
I was able to beat it. Interesting idea. My only feedback is that space should have restarted and the restart load maybe should have been a little quicker. Otherwise neat idea, thanks for sharing it.
Good game. I was impressed by the number of levels. I was able to get to the end. The only downside was some input lag issues but that might have been because I was playing in the browser. A little janky but mostly a pretty solid experience. Audio/music worked well. Art worked for what it was going for. Good job!
Fun idea. Well executed. Just the right duration for this kind of idea. Also good progression of the items from something grounded in the era to something silly/modern. A nice/funny evolution of the premise. Well done. Also good art/music.
Interesting game. Good amount of challenge, pretty straight forward. Good mood and art too.
I got to 34k money, not sure if it glitched out or something, plants stopped growing and time seemed to stop moving. It was late fall. Interesting game, but the mechanics are a bit unclear.
I streamed myself playing your game. You can watch the vod of it here: https://www.youtube.com/watch?v=xeVofreh9pA
(Starts at 4:14:35)
Fun take on the theme, but this game also taught me that no matter what I will get rejected forever. :(
There should probably be a way to have better odds to succeed.
For some reason I could not hear any audio, but since other people did I'll abstain on voting in that category. It was an innovative puzzle game. Good job.
I don't think you should be able to so easily go back to the previous level. I didn't feel like there was a right smooth way to play like there is with rhythm games usually. Still had fun and enjoyed the idea though.
I streamed myself playing your game. You can watch the vod of it here: https://www.youtube.com/watch?v=xeVofreh9pA
(Starts at 4:07:00)
Just played your game for like an hour, will upload video shortly. I got arrows to a strength of 11. Bummer that there is no way to truly win.
I streamed myself playing your game. You can watch the vod of it here: https://www.youtube.com/watch?v=xeVofreh9pA
(Starts at 2:44:10)
I streamed myself playing your game. You can watch the vod of it here: https://www.youtube.com/watch?v=xeVofreh9pA
(Starts at 52:25)
I streamed myself playing your game. You can watch the vod of it here: https://www.youtube.com/watch?v=xeVofreh9pA
(Starts at 4:57:30)
@Simon Rahnasto Oh, thanks. It was a great game. Good job.
Beat the game. It is fun and well designed. Shame about that recurring audio glitch though. With more playtesting more levels and more polish this could be something really interesting.
I streamed myself playing your game. You can watch the vod of it here: https://www.youtube.com/watch?v=xeVofreh9pA
(Starts at 1:44:30)
I streamed myself playing your game. You can watch the vod of it here: https://www.youtube.com/watch?v=xeVofreh9pA
(Starts at 4:52:00)
I streamed myself playing your game. You can watch the vod of it here: https://www.youtube.com/watch?v=xeVofreh9pA
(Starts at 1:01:45)
I streamed myself playing your game. You can watch the vod of it here: https://www.youtube.com/watch?v=xeVofreh9pA
(Starts at 1:26:39)
I streamed myself playing your game. You can watch the vod of it here: https://www.youtube.com/watch?v=xeVofreh9pA
(Starts at 38:00)
Liked your game a lot. With the boss I was able to just stay in 1 spot and win but otherwise I liked the premise and the execution was quite good.
Great take on the theme. Fun game, if a bit frustrating to play well.
I streamed myself playing your game. You can watch the vod of it here: https://www.youtube.com/watch?v=xeVofreh9pA
(Starts at 2:31:25)
I streamed myself playing your game. You can watch the vod of it here: https://www.youtube.com/watch?v=xeVofreh9pA
(Starts at 43:30)
I streamed myself playing your game. You can watch the vod of it here: https://www.youtube.com/watch?v=xeVofreh9pA
(Starts at 31:40)
Good game but very frustrating to play.
I streamed myself playing your game. You can watch the vod of it here: https://www.youtube.com/watch?v=xeVofreh9pA (Timecode of start in the video's description)