Stuck in a Loop (station) by erikiene 2020-10-09T03:19:28Z
Really great game, one of my favourites so far. My only complaint is that there isn't a way to pause or exit the game from within the game.
Foon → Ludum Dare Explorer → Users → jogy34
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | Don't Melt | compo | 280 | 3.48 | 3.55 | 3.11 | 4.16 | 3.41 | 2.60 | 3.68 | 3.32 | |
| 2021 | 48 | Deeper and deeper | The Super Futuristic Shrinking Veterinarians | compo | 694 | 3.10 | 2.78 | 2.98 | 3.33 | 3.26 | 2.83 | 2.91 | 3.12 | |
| 2020 | 47 | Stuck in a loop | Space Station ∞ | jam | 2.64 | 2.32 | 2.67 | 3.35 | 3.00 | 2.76 | 2.72 | 3.00 |
Really great game, one of my favourites so far. My only complaint is that there isn't a way to pause or exit the game from within the game.
Nice game, I like the concept and it was executed pretty well. There's something a bit off in my opinion about the movement, it almost feels a bit slippery is the best way I can describe it. Also, it could do with some indication at the end. It just resets all of a sudden and I wasn't really sure what happened. Even just a fade to black and then back in or something like that would be good.
Nice game, I really like the concept of unlocking more of the level each time you explore some part of it. I wasn't aware though that you can jump multiple time but once I figured that out it was fairly smooth. Not too sure on the store though, that seemed a little out of place though doesn't take away from anything.
Nice game overall, I liked the aesthetic a lot and the inclusion of shop was a cool idea. A few problems I had though: * The camera being as high up as it is was really jarring every time I went through a doorway or tried to move away from an obstacle. * The collisions were a bit off, if I brushed up against a wall or an obstacle it stopped me and I had a hard time trying to move again. My guess is if you collide with something you're cancelling out all movement, so if you were turned towards the obstacle even the slightest bit you couldn't move. Instead you may want to consider only stopping the movement in the direction of the obstacle. * It would have been nice to have a pause menu to generally pause the game but also to return to the main menu or quit all together.
That's a neat game. I really like the idea of each level going into the next level. The puzzles were all really easy but they were still fun. The character being a hand confused me a bit but that may have been part of the story you had planned or may have just been the design you chose. Nothing wrong with it if that's the case, I just think it's an uncommon choice for a character.
I also walked into the green strip which took me out to the previous level which I thought was cool though then I just had to replay that level, sounds like you had some feature in mind to make use of that but just couldn't get to it in time.
The only real issue I had with it was how the character moved. Moving between tiles was a bit slow and there wasn't really any distinct movement between tiles, if you held down an arrow key it would just seamlessly keep moving. At first I didn't even realize everything was aligned to a grid because of that.
I think this is the first straight Java entry I've see this time around which kind of surprises me that I haven't seen others yet. Nice idea though, I liked the concept quite a bit. It was fun at first but it did start to feel really repetitive after a while. It might help that if you had different kinds goals to reach, like collecting a certain amount of a third kind of material or upgrades you could work towards. Or you could have different kinds of challenges like enemies moving up towards you or something. Nice job overall though!
Also, you generally shouldn't remove the window borders unless you're replacing them or if you're using full screen. It makes your game a bit awkward when it's partially blocking your screen and you can't move it at all. There are also accessibility issues I believe but I'm by no means an expert in that area. You can just turn off resizing if that's why you removed them. And Java, from what I remember when I used it, makes it fairly easy to style the window border if you just didn't like the look.
Nice game, music was relaxing and the jaws tune from the sharks was a great touch. With the really slow movement of the sub and not really any danger from the sharks, anchors, or mines it ended up getting monotonous fairly quickly though.
Really great game, I had a lot of fun with it. Would have been great to have move levels that got harder and more variety in the caves but I'm sure that's more because of the time limit than anything. The graphics were great and the movement felt fantastic. One thing that tripped me up though is that I kept wanting to use the super jump in the air after I had jumped normally 😋.
The graphics and concept were nice but the movement was a bit weird. I wasn't really able to look around at all because of the acceleration. Their top speed was reached immediately and if you were in the air you couldn't control it at all. If they moved slower this wouldn't be a big problem but as it is, with one jump it's hard to not just fly over half the level.
Nice game and well executed. The undo mechanic was nice but I think having a limit on the number of times you can use it in one level or some other way to limit it would have been good. As it is currently, being able to spam it as much as you want makes it extremely easy.
Nice game, fun to play. I liked the concept a lot but the enemies were really easy especially with being able to hit them through walls and they barely jumped when I was up higher than them. After I had gotten all of the upgrades I could basically just endlessly dig down without worry except for healing up every so often. It seemed to be generating infinitely which is a nice touch. Could have a bit more variety in what you can do and the enemies you face. I think it would have made it more interesting and harder if instead of being able to upgrade anywhere if shops or an upgrade station or something spawned every so often instead of being able to heal and upgrade whenever. Or a different ore or something for healing at least. Overall great game though!
I had a lot of fun playing that game. I really liked that as you approached the shop music began to play from it, that was a really nice touch. It was fun to just fly around destroying the meteors. The credits at the end were a great idea rather than a standard scrolling credits screen. I do think that last screen would have been a great place for an easter egg or something though. I also tried flying into some of the planets (including the last one) thinking something might happen but I just bounced off of them.
I do think the boss towards the end was a bit of a let down though, I had a harder time taking down each of smaller enemies than I did that.
I wasn't really sure if the goal was to hit the fish or avoid the fish. The first time I played I tried to avoid them all but then the second time I tried to hit them all and it didn't seem to make a difference. Also, it felt like the sub was just staying still vertically and just moving left and right, maybe adding a background image scrolling upwards or having the things the flowers and particles moving upwards would have made it feel more like you were moving downward.
Nice game. I really love the take on the theme and it was a lot of fun to play. Having the two different modes that each posed their own challenge was a nice touch and a scoreboard is great to be able to see how you stack up. I think this could make a really great mobile game.
Definitely an interesting game. The worm was a bit tricky to control at first but I got the hang of it after the first planet. I'm also not sure if there were only three planets or if I was missing something. When I destroyed the 3rd planet there were no more arrows and I just went in a random direction until I died. I was a bit surprised that another worm appeared when I destroyed the planet cores, I would personally have thought to make the worm grow rather than spawning a new worm. Nice job overall though! 🐍🐍🐍🐍🐍🐍 _(No worm emoji on windows so have some snakes instead)_
Nice game, it reminds of of some other (non-LD) game but I can't remember what. It looked great and I really liked the concept. I personally found it really difficult and it was a bit annoying to have to go through the tutorial on each play through.
The movement did seem really slow both for jumping between the walls and how fast they were descending, Descending slowly isn't really a problem at all, it just seemed a bit off visually. On the other hand, the character taking a long time to jump between walls as well as changing how long depending on how you got there made things really hard to time properly.
I also ran into issues where I would jump to avoid the obstacles on one wall then when I was in the air a new obstacle would appear on the other wall from the bottom of the screen. With the speed moving between walls I would just land on the new obstacle and there wasn't really anything I could do which was frustrating.
I had some fun playing this. The collisions were a bit janky though which kept annoying me and the costs for the forge and the armoury were flipper which caused some confusion.
That was a lot of fun, really well done. It would have been nice to have a few other options for upgrades, even something simple like heath or fire rate increase. I was able to get everything really quickly and so it was basically as if I just started with them. The boss at the end was cool but really easy, especially since you could just hold down both mouse buttons to fire both weapons continuously and then just wait in the middle of the screen firing down. Overall, great game though, loved the aesthetic and the music fit really well. Nice job!
Loved the graphics and the concept was really cool. I did run into an issue where I pushed the boxes into a wall and then couldn't move them out though so had to restart the first time. The second time I did the same thing but got lucky that it triggered something and the door unlocked. Was also a bit of a struggle moving the boxes forwards and backwards as opposed to left/right. Definitely a great start on a game though.
Also, I definitely just walked off the very end after the guy wearing a sandwich for a hat which made me chuckle.
That was a lot more fun than I thought it was going to be when reading the instructions. I was kind of sad when I beat the final level 😁. Loved the concept, and the music was nice and relaxing.
A couple of suggestions though. There should probably be an option to play without a mic for accessibility reasons as well as for people who don't have a reliable one and for those that don't want to make weird noises because of roommates or something. I didn't have that problem but I could see if being an issue. Second, having a counter for number of bubbles used with a goal for each level would be a good addition. I ended up just hyperventilating when there was only one blowfish left to spam bubbles to kill it. Third, it was a bit weird to have to go into the options before I could start the game. The mic calibration should probably be something done on start up before getting to the main menu (in addition to the options menu).
Nice concept, I always like it when games allow you to get upgrades. I was confused my first few times though though because I didn't know if you were supposed to hit one button then the other or if you were supposed to hit them at the same time. Having them both switch every time makes it hard to get into a rhythm with it, if they only changed the one you press I think it would have been better. Also, when you lose, saying "Game Over" threw me for a loop the first time because I thought the game was actually over when you just went back to the top and could buy upgrades.
This seemed kind of creepy from reading your description but it was a pretty chill game. The background music fit it so well and the art style was great. I had some trouble keeping up with things but also felt like it was slow paced which was a weird mix. I enjoyed it overall quite a bit.
It would be nice if you could just hold down left mouse or to mine. Also, it was a bit frustrating that you couldn't mine the block directly above you. It would also be useful to have some sort of a warning when you're running low on health. Overall I had fun playing it though.
Great concept though not much to do (which isn't uncommon in game jams). It looks and works really well, nice job.
Nice art style, the character looked a bit strange but everything else looked great. The space bar didn't seem to do anything most of the time I tried to use it. At one point I figured out that if I kept spamming it then it would eventually trigger and make me swim faster. Cool concept though and fairly relaxing game. The enemies didn't really do much though, they caused the character to turn red but they weren't common enough and didn't chase me that they didn't really pose any threat. I also didn't see any indication of amount of damage, if that's something hidden or if they depleted the air and I just didn't notice, I'm not really sure so didn't know if I was near death or completely fine.
Neat game! I got ready for a jump scare towards the end all for nothing. It would have been nice to have an indicator for things you could interact with, even just the cursor changing colors or something like that. I'm not a big fan of the camera moving when you aren't doing anything but that's just a personal opinion. I also have a habit to use the escape key to close out of menus which quits your game so I may have had to restart a few times...
I had quite a bit of fun with this game. Graphics could use a lot of work but it was a good concept. I have no idea how the actual catching mechanic worked though, I ended up just flailing my mouse around some fish spamming left click and I would usually eventually catch one. I ran into problems where it thought I caught a fish but there wasn't anything on my hook. This was a big problem when the fish I hooked was too big to fit in my bucket and then couldn't remove the invisible fish from hook and then trying to end the day the fish was still there the next day and still couldn't fit in my bucket. I also think those sharks have some sort of rocket strapped to their back with how they sometimes propel themselves backwards 50 feet into the air 😄
@windzyboy I'm still fairly new to unreal so that kind of feedback is definitely helpful. Thanks!
Nice game, it was fun to play. That the concept was cool, I liked being able to use different spells against different type of monsters. Could have used a larger variety of rooms though. Would also have been cool to be able to use the collected gems to buy upgrades from a shop every so many floors or something like that. The graphics were nice though I did think the character's movement animation was a bit funny with the arms moving but not the legs. Nice job overall though!
I did run into a few problems with the game. Open chests blocked bullets which made it an issue when the wizards would run on top of them. Also, if there was a potion on the floor and you hit the 'F' key and weren't on top of the potion it would completely freeze the game (probably crashed but the window stayed open).
The worst issue, however, was that it took up a massive amount of ram and would keep lagging every couple of seconds. Just speculation but if you're running a game loop as fast as you can that might be the problem. If that's the case, you may want to sleep at the end of each loop for a few milliseconds which you could calculate to try to hit a target fps. I used to make games without an engine and that's something that I did when I first started but a memory issue like what I was seeing could be caused by any number of things so that's just a shot in the dark from my own experience.
Graphics were great and I really liked the concept but it got repetitive fairly quickly. Would have been nice to have like a shop or something to spend the money on, more variety of enemies, and more variety in what you get out of chests. I was a bit surprised with the boss bat at the end but that was really just the same as the other bats but more health from what I could tell. You probably already thought about most of that though. Still a great game especially for a game jam.
I did notice some sort of tearing issue with the tiles sporadically which made me think it was raining underground at first. I was playing the web version which may be the cause.
You should also make sure to add a cover image when you get a chance. That's what shows up in the game list. Right now it's just a couple of gray bars which is the default if you don't add one.
That is a really cool concept. Took some getting used to but it was quite a bit of fun. Some of the platforming was a bit difficult, having checkpoints throughout the level might be a good idea. I am generally bad at platforming though so that may just be me. The moving vertical moving platforms were annoying to wait for if you got there are the wrong time especially if you kept dying over and over like I did. Overall great game though, this is one I could see a fully fledged game come out of.
The game looked and sounded great and I liked the extra collectibles but the massive amount of conversation got annoying quickly and kind of ruined it for me. The text seemed to take up 10+ times longer than the actual platforming and gameplay parts.
Nice game, I like the concept a lot. It was a bit annoying to have to restart from the beginning every time I died though. If there were lives per level/play through or something I think that would have been a lot better or as you beat level it would unlock it in a level select or something. Having a bit more variety like digging around the planets to avoid obstacles or something in addition to going down would have been cool. Overall great job especially for your first jam.
Fun and relaxing game. I liked being able to upgrade the drill and the achievements were a great touch. The game looked great and the background music was really nice though the drill sound did drown it out quite a bit. I also thought your choice of gold as the higher tier of drill was a bit interesting since gold is a fairly weak material though 😁.
Nice game and creative take on the theme. The art was really cute, I liked the variety of the backgrounds a lot, and the background music was relaxing. It's exactly what you claim, just hammering a really long nail. I think I accidentally destroyed the earth at the end though, but that was totally worth it. Nice job.
Neat concept, although I'm not sure how the game jam theme fits in. The cutscene at the beginning was great. I do wish there was a way to just change the direction of your character without moving in that direction as well as just restarting a level instead of from the beginning when you died, maybe with a certain number of lives or something. Also english subtitles would have been nice, I was just kind of curious what was actually being said.
Loved the aesthetic and the level designs were interesting. I did have a bit of trouble looking around at times especially when I wanted to look at something above me. The first area looks like it just abruptly ends at the bottom, adding fog or something like that at the bottom may have given a better illusion that it keeps going. Overall great game though.
That was a really cool puzzle game. It looked really great but I'm not sure I understand the connection between the amount in the lucid bar and what happens in the dream from a lore perspective. I get that things change in the level based on how full the bar was. Also it was a bit weird that the amount of money you had went up as you slept. I did run into two actual problems though, One was the hitbox on the key made it difficult to pick up. The other was that my mouse wasn't being captured correctly. Great game overall though.
_**Mouse issue info if you're interested:**_ I have a weird setup where I can use my mouse across multiple computers (not monitors, completely different computers via 'Mouse Without Borders') so it may just be a fairly rare issue. My mouse could move across computers when in your game but couldn't change what monitor it was on when focused on the computer actually playing the game. ~~This is just speculation but what it looked like your game was doing was locking the mouse to the specific monitor somehow but the mouse was just being hidden so when I moved the mouse to where it would move to my other computer, it would get screwed up. I also use unreal though and haven't seen this issue. I'm not sure what you're doing but what I do is set the input mode to 'Game Only' when not in a menu ('Set Input Mode Game Only' in Blueprints and UWidgetBlueprintLibrary::SetInputMode_GameOnly() in C++) and to 'Game and UI' when in a menu ('Set Input Mode Game And UI' in Blueprints and UWidgetBlueprintLibrary::SetInputMode_GameAndUIEx() in C++). I am fairly new to unreal though so this may not be the correct way to do things.~~
**_Re: Mouse Issue:_** I was working on a new unreal project and apparently I'm an idiot and I've just never opened my own (or any one else's) UE projects in full screen while I was connected to another computer. Not perfect but the best solution I found was to check each tick if the mouse should be captured and that the game was actually focused then set the mouse position to the center of the screen. Probably a really rare issue that just isn't worth worrying about though.
It looks great and feels great to play. I really like the concept as well. I wish there was a fitting background track to it but given this was a short game jam I can't really fault you guys for that 😄. Really cool game overall. That being said, though I could just be terrible at this game, I do think there were some balance issues.
The flashlight ran out really quickly so I didn't want to use it unless completely necessary and I ended up with 300+ of the second material and kept running out of the first. It ended up being better to skip the lights and just get a bunch of generators since they also gave off light as well as recharging my flashlight in addition to being barely more expensive since I didn't have to worry about the second material at all.
I got to a point with 2 giant robots once and ran out of ammo before I could kill them and then they killed me when I was trying to run away. The next 6 or 7 times I got close to there (or at least where I thought it was) I fell into an inescapable pit of green death fog. I even eventually noticed zip lines that I thought would bring me over it but I still got dropped in there. I'm sure there was a way out (if there wasn't I would assume it would just kill you immediately) but with the light on all I could see was green and without it all I could see was black so I was just wondering around aimlessly until I died.
Nice and relaxing game. I liked the background music and it was a really nice touch to have people talking to you when you've reached certain depths.
Cool concept and nice graphics and audio but it took forever to mine a few blocks and was hard to move around. If you could mine a larger amount of blocks at once or if the mining went faster I think it would have been better. If you were aiming for a roguelike game, those especially tend to allow you to move through the game at a much faster pace. I had a lot of trouble trying to get through a two block tall opening and there were times when I saw something above me but because I dug a tunnel to get to where I was there wasn't any way to reach it.
Also, a couple of bugs, the first time I booted it up I spawned inside the wall and then every time I tried to respawn it crashed.
Nice job, it was fun for a bit and the music was great. I really liked that the menu navigation was done through typing as well. Although the main menu saying play instead of medium when it explicitly said Easy and Hard kind of threw me off. Also, I have no idea how this fits into the theme if I'm being honest, but great job regardless.
Nice job, I had some fun with it and was able to win the second time around when I realized you could fix the glass by shooting it (that is definitely some special glass :smile:). I do wish there was some better indication that you got hurt though, it sort of felt like I was just phasing through all of the enemies until I noticed my health dropping. There also wasn't much strategy to it besides just spamming shoot and running in a circle.
And yeah, like you mentioned the download was a bit wonkey but I eventually got it, you may want to think about using https://itch.io/ to host the download or something else.
It looks fantastic and plays fairly well but it's a bit lacking in actual game play, once the others show up it seems like you can just stand still and it doesn't make any difference.
Also, I feel like I'm missing something. I'm not sure what triggered it but a pink orb showed up on one of my play throughs and not the others but it didn't seem to change anything except that it was following me around until the end.
That was a really adorable game and I definitely enjoyed it. It has amazing visuals and sound design, although I do wish it had some sort of a score/rating at the end. I could see this going on after the jam to be a really unique rhythm game that I would definitely play. Great Job!
It is unfairly difficult to kill anyone to the point that it isn't even worth attacking if the point is to just survive as long as possible. You do so little damage and take so long to attack that you are pretty much guaranteed to get hit if you try to attack.
Fun game, it took me a few tries but I eventually started getting the hang of it. Unfortunately in my last run after I got to wave like 10 or 15 or something it all of a sudden crashed on me when trying to move to the next wave. I do wish there was a drag to select because it can be hard to click on enemies at times. It would also be handy to be able to tell the wolves and bears to patrol a certain area.
Fun game, the art was great and I really liked the concept of looping through the worlds. A couple of things I would have liked to see are the items change slightly once you upgrade them to level 10 or something and also when you go into a different world that the background music would get some effect or something additional added on top of it. Overall great job though!
Nice game, I had fun playing but was only able to get past $700 once. I liked the upgrade system as a whole and though it worked really well although I think the towers and the upgrades that stacked on top of themselves (damage, fire rate, etc..) got too expensive to be worth it fairly quickly. I also found a bit of an exploit where you can place the portals and turrets outside the arena and just stand in a corner since the monster AI would just try to make a straight like towards you.
Nice entry, I found it fairly fun. The sound effects were fun and I liked the idea that the different weapons would attack different portions of the circle. I do wish more than one could attack multiple rows though, maybe a spear that attacked one wide on all four columns or a bomb that hit a 2x2 or something. If you were to continue this definitely having an upgrade or shop system that allows you to change out the weapons you choose would be awesome.
My biggest complaint though is that there doesn't seem to be any way to tell who is going to attack before the red icon pops up, all it looked like to me was that it was random. I think it would be better if each different unit had it own behavior like it would attack after a certain number of moves, or if it was in line with two other units it would attack, or something that you could use to strategize which enemies to take out when. Pretty much every time I lost because 2 or 3 enemies on opposite sides of the circle would just decide to attack and there wasn't any way I could figure out that I could have prevented it which just feels unfair.
It was fun at first but once I cleared out all of the zombies in the immediate area around the fire and they didn't keep coming after me it got really easy and fairly boring. I did love the thriller dance in the main menu although if this wasn't a game jam I think that would have been better as an easter egg you need to find.
I liked the art and it was an interesting concept but I really feel like I'm missing something. I played through it twice and tried to do different things the second time but nothing ended up any differently. If all there is to it is the bad things happening to each character then it really feels more like an extended cutscene than a game. There was no strategy in any of the fights seeing as any additional characters couldn't do anything and you can even still just spam space bar and eventually win most of the time.
Nice job. I think it really could have benefited from being able to buy upgrades. Also, after a certain point it was easy to stay alive but nearly impossible to actually plant and harvest melons.
It's a cute concept but I couldn't figure out what any of the items besides the portal one were for. Touching any of the other ones just ended your run and it was much easier to just get enough flaps to make it across than to buy anything else.
There was also a problem with the left platform (which I assume is where you are meant to get to), I either hit an invisible wall or just flew over it and fell infinitely.
The concept was nice and the art was great. The jumping and gliding were a bit difficult to use and seemed inconsistent but there were only a few short platforming sections so I was able to get though it although the arch thing was a headache and I almost quit at that point trying to get to that egg. Also, you should allow the camera to move through the invisible walls that prevent you from going outside the island.
:snowman: Whoo, Snowman crew!
Cute concept and nice art style. I was not prepared the first time and killed them initially but was able to get it on my second go. Talking to them was a bit difficult though, you have to get really close to continue the dialogue and there was one time that I was behind them trying to shield them from the sun and they said something so I had to put down the umbrella and run around to the other side hoping the sun wouldn't move too much in that time.
Couple bugs I noticed, nothing too bad but just wanted to point them out. If I tried to look around the camera would all of a sudden jump randomly. In end menu, if you ended close to the umbrella you could still pick it up an spin it around.
The game looks phenomenal but I wasn't a fan of the actual game play. It was really annoying that I could only sprint on certain parts especially when I had to keep traveling up one of the bridges. Also, all of the transitions were really choppy which was somewhat jarring.
As far as gameplay goes, the first level was just walking straight which was extremely simple and seemed out of place. The rest of the levels just seemed to completely rely on being random though. The door level maybe had a trick to it or it may have just been a coincidence and I got lucky, I couldn't really tell. The rock level seemed to just be random guessing and hoping for the best which isn't fun especially when you have to wait a while to try again after each attempt (this is where I got stuck on forever), unless I missed something and there was some way to tell which rocks to jump on. The last level I still have no idea what was going on, I would enter the third or fourth room and then get teleported out of it, I eventually beat it by just randomly running through fast enough to the end to complete it and I have no idea what was actually said at the end cutscene.
Again, really stunning visuals but the rest wasn't the best.
Great job, it was an interesting concept but it did get kind of boring after not too long. I wish there were some kind of upgrades you could get or something else besides just food. Or if there were other things you needed to do besides just find food.
It would be cool if there were other bunkers you could move to since your walking range is only so long. I also think there should be some kind of negative for losing 1 or 2 people instead of just making it easier (I got to day 34 by purposely killing 2 people right away, I wanted to see if something happened after a month). Also that your sprite and the dialog should change depending on who was still alive.
Definitely an interesting way to take the theme, I really liked the concept. The art was great and the background music really fit. I was a bit confused at the end though and wasn't sure if I had won or not or how well I did though.
I really wasn't a fan of the face guard being in the way when zoomed in to shoot and I ended up taking advantage of a bug that if you stopped holding right click while still holding the left click that you would continue shooting. Also when zoomed in, the aiming up/down felt like it wasn't doing anything, looking at it again the glue streams look like they are changing but I think it would have been better if the guns actually moved or the whole head tilted.
Also, there was a bug that the mouse stayed locked when you return to the main menu after completing a level so I had to reload the page each time.
Cool game although a lot of the time I was just getting frustrated. I was able to solve the map puzzle easy enough but then for the music box puzzle I wasn't able to find papers by the door for the longest time. There was no indication they were there, I just accidentally moved my mouse over them at some point. Outside of that the text was way too fast and I kept missing things that were said, it should have been a click to continue thing rather than automatically continuing.
I got the second and third endings but I don't want to wait around for 20 minutes to get what is presumably the first ending. And trying to extract the device.zip kept saying that it was corrupt. Apparently the default Windows zip system didn't recognize that it was encrypted with a password so I had to download another program to get to it.
Overall great game though, I liked that you took advantage of knowledge from playing it a second time as well as that it is being played by a person on a computer. Unfortunately though, I'm not able to rate it at all, the options aren't showing up on this page for some reason. Let me know if that gets sorted out.
@jcmonkey @frib There are options for inverting the camera directions in the pause menu
Nice job on that, it was fun to play and I was able to get just under 2000 for the score. This would have been a great thing to have a high score saved and also would have been cool to have like a global scoreboard. I do wish there was some indication of how far away you can be to a crack to be able to seal it, there were quite a few times where I thought I was close enough but couldn't. I also think the cracks could have contrasted a bit more against the background. They could get hard to see at times.
Definitely a peculiar game and art style. I was never really sure what I was supposed to be doing and I also felt like I was always getting places in ways that weren't intended but I couldn't figure out how I was supposed to get anywhere. I got outside almost immediately and eventually started scaling walls by continuously jumping when next to them to get around and I wasn't able to figure out how to get back inside. At some point it gravity bugged out and stopped working as well.
The mouse was also broken for me, it seemed to capture it and never release it. After a little while I figured out I could use the arrow keys and enter to navigate the menus.
Great job and congratulations on finishing your first game jam especially a 48 hour one! I would recommend using https://itch.io/ (or similar) for hosting instead of google drive as well as git (https://github.com/ or https://bitbucket.org/) for code and source control though.
Nice game, it was fun to play. It could use a bit more variety in the layouts, after a while it did get a bit stale. There was a point that I made it just past 900m and fell down a hole but was about 10 seconds in front of the wave. When the player gets ahead of the wave too far it could speed up until it catches back up to them which would give a constant urgency to the situation. And if they fall down a hole it would be a good thing to check that and kill them immediately rather than needing to wait. Or you could make it so you could potentially get out of the hole like being able to slowly climb vertically so there is a bonus to getting far in front of the wave.
I liked the art style and the music was pretty chill. I thought the game play was fairly boring though, for the most part I was just sitting there waiting for a bell to ring then clicking a few buttons. Maybe could have been better if you could buy additional trees or something so there was more to keep track of.
The upgrades were a nice touch but I couldn't really see any appreciable affect they had outside of the light bulb which I'm not sure I actually needed in the first place. I also never actually ran into a situation where a branch would stop growing from clipping it too much although maybe I just never clicked it soon enough since there wasn't any incentive to clip them when they were small.
The art and sound were cool. I liked the concept of your controls functioning as your health but I kind of wish the controls dropped off randomly instead of in the same order. Nice job!
I do not speak Russian (I think) so I have no idea what's actually going on in the game so can only vote for a few of the ratings. It looks nice but the controls are a bit floaty and getting past certain parts seems to rely on bugs. It also relies way too much on just killing the player out of nowhere. Dying in unavoidable ways rarely makes for a fun game, it just ends up being unfair.