Panic Defense by FryDev 2023-10-05T16:58:32Z ♥ 0
The music's a bit weird - I can't really tell what mood it's aiming for. Anyway, a unique take on the theme! My score was 11.
Foon → Ludum Dare Explorer → Users → John Gabriel
| Year | LD | Theme | Game | Division | Category | Score | |||
|---|---|---|---|---|---|---|---|---|---|
| 🥈 | 2025 | 58 | Collector | Xenolith | compo | Innovation | 4.60 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | Xenolith | compo | 21 | 3.98 | 3.47 | 4.60 | 3.83 | 3.60 | 3.24 | 4.11 | |||
| 2023 | 54 | Limited Space | Floodwater | compo | 25 | 4.16 | 4.13 | 3.61 | 4.01 | 4.03 | 4.06 | ||||
| 2023 | 53 | Delivery | Flingshot | compo | 206 | 3.52 | 3.75 | 3.60 | 4.00 | 2.98 | 3.15 | 4.10 | |||
| 2023 | 52 | Harvest | The Harvest Inspector | compo | 51 | 3.92 | 3.47 | 3.79 | 3.66 | 4.08 | 4.21 | 4.26 | |||
| 2021 | 48 | Deeper and deeper | grGRIDid | compo | 99 | 3.97 | 3.57 | 4.38 | 4.23 | 4.00 | 3.84 | ||||
| 2020 | 47 | Stuck in a loop | Ex Aeternum | compo | 377 | 3.30 | 2.93 | 2.96 | 2.32 | 4.39 | 3.48 | 3.88 | |||
| 2018 | 43 | Sacrifices must be made | Finding the Lamb | compo | 227 | 3.46 | 3.06 | 3.12 | 3.92 | 3.78 | 3.78 | 4.06 |
John Gabriel leaves an average of 21.6 feedback comments each event.
The music's a bit weird - I can't really tell what mood it's aiming for. Anyway, a unique take on the theme! My score was 11.
Decent runtime on this one! It took me a while to figure out what exactly the rules were on where you could and couldn't move, but once I did, I had fun with it. The voice clips, I'm afraid, don't do it any favours. They just play too often.
The pixelisation and low colour depth combine to make a really neat, grungy aesthetic. And the abstract "vwoops" are are neat, and manage to avoid sounding grating. About my only issue with it is that, in most levels, it's usually just a case of waiting for the light to shrink down enough that your opponents actually start taking damage.
I actually laughed out loud at the ending, that was brilliant. XD
Really cool concept, and executed well! I especially liked the music.
Nice concept, but it's a bit finicky to control the rat when moving into holes or aiming at a block of dirt.
I wouldn't last long working in a warehouse, evidently... that was intense! You'd have to be much better with a forklift than me to meet all of those orders.
There's a _really_ old DOS game called Beast that this reminds me of. Beyond that, I'm pretty sure I didn't entirely understand it! There are a _lot_ of mechanics here - they could do with being introduced more gradually.
Gah, I deleted the important file! That was neat, though. The windows and mouse navigation is very well-implemented.
After I had a go, I sat on the title screen for a while to enjoy the music, and after a while, I noticed a rather _thrilling_ riff. Anyway, I'm not a massive fan of "just stave off the inevitable"-style games, but this one is pretty well done! And I like how the gravestones ramp up the difficulty by making it harder to move around. About my only complaint is that it's sometimes hard to line yourself up properly with the grave you're trying to dig.
Neat take on the theme. And hearing nothing but "YISSS!" and "awww." gave me a chuckle, I'll admit.
There's potential in the idea of a game where you have to make lots of data fit on a limited hard drive, but this doesn't really make the most of it, I don't think. I'm pretty sure you can just spam 1,1,2 and never lose.
This was neat! The visuals, sound effects, and music all come together to make a very zen-like experience, which is a good thing when the puzzles are this intricate. And the level design is good, too - the puzzles take a bit of figuring out, but they're not dauntingly complicated. (Until the B-sides, but I didn't finish the B-sides. :P)
The writing and the voice acting got a few chuckles out of me - nice one. I'm most impressed that you managed to get that many voice actors on such short notice! Can this be a compo game if you didn't work alone, though?
Frantic, but fun! Reminds me just a smidge of Rodent's Revenge (I'm showing my age there). And the music is appealingly weird. I could see this being quite engaging as a multiplayer game.
Nice concept! Reminds me a bit of a game called Evoland, which had a similar "the game improves as you go" mechanic. The visuals - once I could see them - were neat! And that Mega Drive music was _funky._
Very moody, despite (or maybe even because of?) the basic sound effects. Nice use of volumetric fog, too!
Regrettably, I was unable to burn down the house.
...Wasn't expecting to say that today.
Awesome take on the theme! At first, it made me think of that one boss fight from Yoshi's Island, but it's very much its own thing. The music is nice and serene - which is very much appreciated, given that the controls are a bit tricky - and the sound effects are really endearing, especially the bloops when the player character is climbing the ladder. I had a _lot_ of slowdown, which is understandable, given how much maths must be involved in all this. I'm not familiar with TIC-80 as much as I am with PICO-8, but this makes me want to give it a look!
This was fun at first, but I started getting performance problems pretty quickly. I guess you could say my framerate...
...took a dive.
Only made it to his third form, but I still really enjoyed it. The art is good, the music is appropriately dramatic, and the dialogue had me grinning with every line. I never actually got past the first disc of Final Fantasy VII, so I'm just going to assume this is how it ends.
I lost on the ninth wave, but wow, that was fun! Having to swap not just weapons but even movement is a rare sort of resource management, and one that I really enjoyed. The pixel art is excellent, the sound design - while basic - works well, and the energy of the guitar music lends itself well to the game's tone. Great stuff all around!
Final score: 1,249 points! That got frantic at the end! Really liked all the little bits of juice, like the camera shaking and following the mouse. The music was a highlight, too.
Awww, the dogs go to heaven! Really loved the pixel art on display here, great stuff. The combat felt a bit stiff - I didn't really find the use of using block in combat.
_Really_ impressive! I'm envious of your talent. How did you achieve the parallax scrolling effect? Was that all done with sprite 0 hits?
The fact that you're invited to write the important message is a nice touch. I went with "remember to drink water!".
Absolutely beautiful - after a few false starts, I had a good run of it and did about ten deliveries. The presentation here works really well; both the graphics and the audio.
I genuinely thought this was going to be a horror game, complete with jumpscares. I spent a good few minutes walking around, trying to find the right place to deliver the packages, and waiting for something to make me jump out of my skin. If that was the intent, then _well played._
This one is deceptively tough! I really like the presentation, though - all the wobbling and shaking makes it feel some frantic. It could have done with some music to boost that mood, though.
Jeez, that was stressful! I delivered eighteen babies, though, so I think I did a decent job, but eventually I got fired after someone complained that I wasn't giving her enough morphine. Anyway, after that I played your game, and it was pretty good!
Sorting boxes is a lonely job! Just a tiny bit of sound, no contact with anyone else... I'm not sure if that was intentional, but the result is a game that feels quite sombre.
I enjoyed the music in this one; it set a weird, eerie tone, like a courier trying to make one last, fateful delivery before it's too late. Maybe that's just me, though. :D
I got a "headers error" and "data error" when I tried to unzip the Windows build, so am unfortunately unable to play. That image is intriguing, though, so I'd be glad to know when it's fixed.
_Really_ enjoyed this! The animation, the controls, the sound - all fantastic. The mark of a good jam game: when I finished it, I wanted more.
Nice little trading game! I liked the water shader.
I'm a huge KSP fan, so this definitely ticked a box for me. The wobbley spaceships were really fun, but part of me wishes there had been orbital mechanics to deal with. The moment a second planet sprung into existence I was kind of stuck, because my next two pieces were wedged in between.
Took me a couple of minutes to figure out why the boat felt so unresponsive, but once I'd figured out the rudder worked, I had a pretty good time with this. The controls are much less arcadey than I'd have expected from a PICO-8 game - it's quite unique! Like a nautical Elite. Good work!
It's a clever take on the theme, and the writing backs it up well, but I think the voice acting hurts it. Some games aren't improved by voice acting on the best of days, and your deliveries (ha!) are quite slow - I found myself using the fast forward button quite a bit. Still, I had fun with it!
This one _really_ sucked me in! Took a bit of doing, but I finally got it over the 10m mark, and got all the achievements. Top marks for humour, and there are loads of nice touches, like the delivery man's facial expressions. Great stuff!
Got rich, married into royalty, learned that Blackbeard has a pistol that he just generally refuses to use.
A nice amount of content here! One thing: the "enemy hit" sound effect clips in a way that's a bit unpleasant for headphone users. Still, that was fun! A good amount of variety for a one-button game.
Given the mildly evil level design, the controls could have been a bit more forgiving, but I finished it and had fun with it! The art and sound are cute (though the level end jingle is much louder than anything else).
Wow, didn't know they ported Death Stranding to the Atari 2600. :P Making a game without an engine is super impressive! And using Roman numerals for the score is a neat touch. The only bit of feedback I have is that the collision detection with the stones can be a bit unforgiving, especially when two stones overlap.
I almost can't believe you did all of this in forty-eight hours! There's an incredible amount of content here for a compo entry. That being said, I wish there had been an option to turn the screen filter off - I found it to be a bit much.
A clever take on the classic Pac-Man formula! It's a little too easy for a classic arcade game, but there's definitely mileage here if you decide to make a post-jam version.
I'll admit I made heavy use of those cheats, but I wanted to see it through! Nice work. The connection to the theme is a bit tenuous, but the story was compelling and it was well-presented.
I like the way the UI is presented - very clean. The base idea of selectively breeding humans is a little icky, if I'm honest, and I'm guessing you didn't have time to implement all the mechanics you wanted to.
I feel like I've Harved it up pretty thoroughly now, so I can say with authority that this is, by far, the Harv-est game in the entire compo.
No, but really, that was clever. A _very_ unique take on the theme, and a really charming execution.
Quite cute, but I don't see how it connects to the theme, and the sound effects can be quite annoying.
I like how there's more to the swinging mechanic than at first meets the eye; getting a high jump if you get the lantern at the right angle is a really nice touch.
The art and the writing here really help to bring it all together. Quite compelling!
It's impressive how fully-featured this one is. The mechanics meld together nicely, the music is good, and the art - while blocky - is charming.
I found myself flailing pretty quickly, but the core mechanic is clever!
The modelling here is very impressive! One of the pieces didn't seem to want to be placed, so I didn't get very far into the game, unfortunately.
As the others have said, the dash mechanic is very satisfying to use. It's a tough game, though - there's very little leeway allowed between souls.
I enjoyed this one! It's reminiscent of early 3D platformers, in a way. The way the player character jiggles as he moves is quite cute, too.
The interaction between the characters is fun, but what really makes this game stand out is its educational value. I'm going to send it to my nephew and tell him it counts as doing science homework. :P
Nice graphical style, clever gameplay mechanics, good level design, and an impressive runtime - this is almost a complete package! Some of the sound effects are a bit obnoxious, though. Also, the web build doesn't seem to be working.
This could benefit from some indications of how many kernels I've eaten, how many rats I've saved - perhaps a score system? Trying to catch the kernels in midair is quite fun.
Took me a moment to figure this one out, but the way you interpreted the theme is quite clever. There's plenty of mileage to the idea; perhaps you could have some way of influencing the way that viruses spawn, or slowing them down later into the game, when there's too many of them to keep on top of.
I'm afraid that after a few tries I left the miners to save themselves. Cool presentation and clever mechanics - well done!
Trying to get as high a combo as I could was fun - I imagine a score system would have helped to further incentivise that. Good stuff!
I played this one for longer than I was expecting! Simple, but engaging. And tough! Not that the ZX Spectrum was known for difficult games, of course...
I really enjoyed this! About the only part I didn't like were a couple of occasions where I had to get myself into a tight gap in a hurry. The boss fight at the end was a real treat, too! I'm looking forward to the post-jam version.
This feels less like a jam entry and more like a fully-featured game. I could spend some time with this! The art style and music reminded me a fair bit of Downwell, which is no bad thing.
I could swear I remember a concept like this on the NES, but for the life of me I can't name the game right now. Anyway, hello fellow Godot user! I had fun with this one. It's a simple mechanic, but well used. A couple of things that could be improved on:
* I think you can fix the tilemap seaming by turning on "pixel perfect" in the options * The camera margins mean that it's occasionally tricky to see what's ahead
And who uses volunteer workers to prevent nuclear winter...?
Didn't quite make it to the end of this one, but I really enjoyed it! I was reminded at first of Gunpoint, with the mechanic of connecting things up, but having to make connections and use the wire as a platform is a _really_ cool concept. The art and music were great, too!
*Wow.* It's hard to believe you pulled this off in 48 hours - this is a seriously impressive bit of NES homebrew! These are some of the best visuals I've ever seen on an NES!
Oh boy, the aesthetic. Cute and creepy at the same time is always delightfully offputting.
Good to see a fellow Godot dev in the wild. Really enjoyed the visuals here, and it has an impressive runtime for a 48 hour jam game! The audio, I'm afraid to say, didn't impress as much. After a few minutes I turned the volume down and put Top Gear on in the background...
Definitely the most atmospheric entry I've played so far. The sound effects were particularly good - how did you do the death sound? The ropes were kinda fiddley to work with, but that was honestly pretty fun to work with, especially given how easy it was to retry after death. Nice work!
Procedural generation in a PICO-8 game? Wow! I had fun with this one, though admittedly I ducked out after seeing that the mechanics were coming back in sets of two. About the only criticism I can give is that the walljumping was pretty tricky to do right.
I got stumped pretty quickly. I liked what I saw, though! The main character looked like a besuited Link...
The sticking point of this one, for me, was the speed. I'm guessing that you were trying to go for a more realistic feel with the frictionless movement, but it makes the ship feel unwieldy and unsatisfying to control.
Oh hi there, person I definitely haven't jammed with before! This was neat, though like others have said, I wish there had been a bit more of it. The music was great; but then, that's not entirely surprising, is it?
I'm trying to think of anything to say except: that was great fun! The gameplay was simple but engaging and the presentation was top notch..
I think it's safe to say I didn't really get this one. The graphics were stunning, but it came at a cost of being able to see exactly what I was supposed to do...
The tilesets here reminded me a lot of Terraria. I enjoyed having to think carefully about how to safely get down - that's not something that often gets explored. As Moomka mentioned, though, the player movement did feel quite fast.
2021-04-26 19_52_09-LD48 Compo.png
This was really fun! Playing back the recordings after each day was really cool, and the writing kept me wanting more.
Breath of the Wild called - they want their stamina meter back!
The visuals are the best part here. I especially like the main character's walk animation - that hair bouncing and bobbing as he strolls is really cool. It's a bit light on gameplay, though.
2021-04-26 19_26_42-Sleep Walls by drom1x — Mozilla Firefox.png
If only I were this good at sleeping in real life...
Nice presentation! The gameplay was a bit light, though. The number variations seemed to run out after a while, so I was able to get a really high score just by holding in one direction and giving myself carpal tunnel syndrome on the spacebar.
The mechanics here were pretty clever, but I found myself brute-forcing the puzzles rather than trying to solve them with any sort of finesse. The theme seemed to be used only in the sense of the game's scenario - there was no sense of "going deeper" in the gameplay itself.
This is the first entry I've played so far where I've got to the end and wanted more! The concept is unique, it's fun and challenging, and I really like the PICO-8-esque presentation. Great work!
The cell-shaded style and adaptive music were nice touches, but the theme felt a bit under-used; there's no sense of "going deeper" in the game mechanics, only in the map design. And that first puzzle had me scratching my head a little.
I'm not clear what this had to do with the theme? The game kept ending abruptly with "not yet, I haven't cleaned up", which I don't think was due to anything I did.
Simple, but well presented. I like the fact that the jellyfish get bigger and more abundant the further down you go - the increasing challenge keeps the game from becoming boring.
My score: 2021-04-26 18_36_51-Clipboard.png
2021-04-25 22_47_48-Clipboard.png 2021-04-25 23_05_34-I'm So Deep — Mozilla Firefox.png 2021-04-25 23_06_04-I'm So Deep — Mozilla Firefox.png
It failed me on the last one. :P
By far and away, this is the entry I've spent the longest with so far. Had to get those number one spots! I had a lot of fun with this. The use of a Mobias Strip is _brilliant_ - probably the best interpretation of the theme I've seen! The platforming is a little finicky, the the level design more than makes up for it. Great work!
This is compelling! Though for an endless runner, most of my runs ended pretty quickly. I can't imagine how tough it would be on the eyes when you go much beyond 1000m...
I love the music, and the way it syncs up to the reset timer! That's the highlight of an already great entry. The concept is great, it's well-executed, and the game has an impressive runtime for such a short jam.
I thought I was doing pretty well, until the "wo-lo-lo your enemies" mechanic was introduced, at which point I could not for the life of me control the snake. I liked the presentation, though!
I love the visual style! I put on some Wipeout music in another tab and it made for a perfect match. I just wish the game's difficulty had ramped up a bit; maybe from gradually gaining more and more speed?
This is an ambitious scope for a weekend jam, and I think that's the game's biggest weakness. For all of the time that must have gone into making the art and setting up the story, the gameplay isn't much more than a series of fetch quests.
I remember Professor Layton being a little different than this...
That was weird, but fun. I quickly figured out that the best way to win in combat was the "peek-a-boo" strategy, since no-one seems to realise you're there if you just jump up on the spot while shooting.
I was happily sitting in my base when it froze. Still, safe to say I've got the zombie apocalypse sorted out. Those hours in AoE2 paid off - no walls, only towers!
I didn't entirely figure out what I was supposed to do here, but I like the concept, and what I saw was intruiging. That audio is creepy!
Well, I beat the game, but only because I waited until there were only three of us left, then took a random guess at which of the other two it was.
I like the visual style, but I just couldn't get on with those controls. Some of the sound effects are pretty grating, too.
I really enjoyed this one. The theme is cleverly used, the execution is spot-on, the presentation is great, and there's a decent runtime to it, too! One of the best entries I've played so far.
10/10, would accidentally destroy the Earth again.
No, but seriously, the central game mechanic is great, it fits the theme perfectly, and it's executed nicely. The presentation has a nice PICO-8 feel to it, too.
The game didn't seem to work on Firefox, but worked fine on Chrome. A+ for the graphics and music! The presentation here is really good. I didn't quite suss out the mechanic with the indicators and the doors, though. I seemed to get somewhere new by entering the first door when indicator 3 was lit, and the second door when indicator 4 was lit. A clever use of the theme, though.
I didn't get much further than figuring out how to put a wood axe together, but the combination of trying to find a combination that works while knowing you're being stalked makes for some tense moments.
The music here is fun! Electronic cultist chanting, there's a genre I haven't heard before. I finished it, even if I lost all but one of my cultists. It's a bit one-note, since all the obstacles are just "wait for the path to be safe, then move forwards".
Well, I managed to finish five days on the job. It's nicely presented, but a bit too simple. I get the point that you're going with to make it work around the theme, but the gameplay suffers for it.
This is an ambitious scope for such a short jam, which I think is the game's biggest sore spot. Besides finding a place to hide and finding the bald guy, there's not much in the way of gameplay here. There's a fair bit of dialogue, but the choice of font and colours makes it quite difficult to read.
Reminds me of the turtle exercises we had in IT class way back when. I only got about eight levels in but it doesn't look like the gameplay evolves much; I would love to see this expanded with, say, obstacles to get around. The presentation is a bit sparse, too.
I'm not sure why you opted out of so many categories: this is definitely worthy of a humour rating. It's short and sweet, and I enjoyed the writing and the mouthsounds.
Got a good few chuckles out of this one. The graphics and music are endearing, and the controls are solid enough, but the real star of the show is the writing and voice work. From a gameplay perspective, it's a little basic; you could add a risk/reward factor if you added a time limit (before the kids start kicking the back of seat, maybe?), encouraging players to go faster at the expense of picking up a few more dents. Incidentally, I was about £2,600 out of pocket by the time I got there.
The fact that the grappling hook is had so late in the game makes me worry that some people will switch off before they get to it, which is a shame, _because it is amazing_. Swinging around the island is easily the highlight of all the games I've played so far this jam.
I've found a bug where when you run over a key's location after you've already picked it up, it still makes the pick-up sound. Also, it seems like any damage that would take you to zero health doesn't register.
Anyway... it's quite monotonous. Enemies with spinning blades get old fast, and when I walk into a room with several dozen of them, that's when I decide I'm really not all that invested in seeing a game to the end.
The fact that a machine that eviscerates people to offer their flesh to an eldritch abomination makes a "ping!" that I'm pretty sure you recorded from your microwave is just the cherry on top. Great stuff!
When I saw the title, I was expecting a _very_ different type of game. But this was good too! I'm pretty sure I should not have laughed at those jokes... but I did.
Nice visuals, neat concept, good execution, excellent use of mouthsounds.
This is insanely fully-featured for a compo game! The visuals are very "programmer art"-y, but they get the job done, the sound effects are nice (having a worker practically sing "AAaaAAaaAAaa" as he gets tossed overboard is hilarious), and the mechanics behind it all are very complicated. When I saw just how much there was to it, I was expecting to really struggle, but I managed to win on my first try (pro strat: floor it).
Seeing the ghosts of your previous bullets is a really cool feature. After a while, you feel like you're a soldier in a massive battle; turning around to see one of your past selves hit their target, and three more desperately trying to wrangle their missile out of a nosedive. The controls and camera are wonky as all heck, but it gives it something of a charm. The lack of sound is a bit disappointing, though.
Well, if nothing else, it proves that I'm fit to be in neither the bus driving nor the bomb defusing career.
Another case of "I don't get it, I'm afraid". Quite aside from the pedestrians being complete maniacs, the green coin doesn't seem to do anything, and it's almost impossible not to get your wheels clogged up with the limbs of those not cautious enough to look both ways before crossing.
I really like the stark visual presentation, and the music and sound is pretty good. The gameplay is a bit patchy, though. As I understand it, you get a trickle of mana from towns you've converted, but a huge lump of it whenever they're taken. This actually incentivises you to lose those towns, since the mana you gain gives you the abilities you need to get them back, meaning you get stuck in a loop. Still, a neat little game.
I can't help a feeling I'm doing something wrong. There seems to be no difference between slaying/saving (I'm not even sure anything is happening when I press Q/E), and your kings moves _horrendously_ slowly. And I'm not sure what practical use "go rogue" has, other than "I would like to lose the game now please".
And the audio - aside from sounding like it was recorded by placing a microphone next to a speaker - is quite grating.
I like the aesthetic. The blocky level design reminds me of Wolfenstein 3D, and the shadows are a nice touch. Filling out the map and thwacking skeletons is just satisfying. The idea of having to take a sacrifice each level is neat on paper, but in practise, it doesn't affect the game too much.
The music is appropriately lo-fi, but it works. The sound effects could use some work, though; the step sound effect in particular is quite grating, especially since you'll be hearing it a _lot_.
The controls are quite floaty; by which I mean that you have very little ability to make fine-tune adjustments to your position. If you so much as tap an arrow key, your character will go at least one body-width in that direction, and more critically, they'll keep doing that when you release the button. This makes it quite tricky to land on blocks that are just one tile wide.
I got accustomed enough to it, and managed to get to level seven. It's quite frustrating how you can make blocks despawn just by brushing up against the side of them, and the fact that you have very little recourse in that level means that a single mistake can send you all the way back to the start.
The sound isn't great, if I'm honest. I have no idea what mood the music is trying to convey; is it energetic, or laid back? The trumpet stings seem out of place compared to the subdued bass and percussion, and the saxophone lines seem to just meander. And there are no sound effects. Boo.
I really like the pixel art, and the shadows are a nice touch. I thought I'd get quite annoyed of having to sacrifice my health to fire, but the ability to regenerate it from coins/killing enemies makes it a pretty fun juggling act. Until you get the force field, that is. The lack of sound is a pity, but what's here is really neat.
And this is your own engine!? Whaaat!?
I love the sense of humour here. It's this beautiful combination of random events and a dry tone that reminds me a bit of Terry Prachett.
Anyway, my strategy. I tend to look for stragglers; if there aren't any, find someone in a group and give 'em a punch so they move away from any onlookers. When they're nice and isolated, slug 'em, hoist 'em over your shoulder, and carry them to the altar to do unspeakable things to them.
...I would like the record to show that I am talking about the game here.
He's pretty sprightly for a guy in that shape, if nothing else.
That last level was hard, but not in a way that felt satisfying. The first two levels teach you that the way to win is by not jumping blindly, and that it's possible to get through without being slowed down on any walls; the third disregards all that with obstacles that - as far as I can tell - are impossible to avoid.
Also, your source needs to contain more than just the code; it also needs to include the assets (graphics, sounds, et cetera) so that someone else can work on it.
TL;DR: 10/10 fast food simulator, would get eaten by burgers again
LD58 — Collector (21)
Fartnite by osh.studio 2025-10-09T20:55:14Z ♥ 1
I can't believe I tried to speedrun this game.
10/10 would do unspeakable things to my colon again
Clue Collector by look_for_happiness 2025-10-09T20:43:39Z ♥ 1
This is an interesting concept! I can imagine something like this working well as part of an investigation game - it would be quite satisfying to see all the various strands of logic retracting back into the center once the mystery was solved. Nice work!
Trivia Hart in "The Case of the Porcelain Tricorn" by 100th_Coin 2025-10-07T20:19:40Z ♥ 1
Just real quick: the way the snow lights up around the lamp while sticking to the palette... incredible. Just one small part of an extremely impressive presentation.
The voice acting honestly made me chuckle. Feels like there's a healthy dose of self-awareness here, and it makes the whole thing really charming. Definitely the most impressive game I've seen so far in this compo jam.
I chose to just arrest the guy... I wonder what content I missed out on!
Screenshot 2025-10-07 211748.png
Pick it up, Bippy! by milq 2025-10-07T19:58:51Z ♥ 1
Nice to see another Godot dev! I wish I had someone else at hand to play this with, it seems like it would be fun to play it side-by-side. I'm afraid I find it a little frustrating at present, given how finnicky the controls are, and how one mistake can require you to make a lot of slow progress over again. But the music was fun, and the pixel art is nice!
Demon Scalper Blues by CaptainDreamcast 2025-10-07T19:47:40Z ♥ 1
I was laughing out loud before the game even started. I love this!
You know the irony? Just as with video game collecting, the presence of other collectors just waiting to scoop up the bargains means that you, an honest retro gamer/soul enjoyer, have to be more aggressive in the pursuit of the thing you want to enjoy, thereby increasing demand, and driving the prices up.
...I remember when Doom 64 was £6 on eBay. Sigh.
Collecting Cube by unpronounceable 2025-10-07T19:25:43Z ♥ 1
Hi, fellow Godot dev! Honestly, for your first project, this is pretty great. The mechanics work well, and I really appreciate how you didn't go overboard with the difficulty. The main problem I had with it was the music, which I found quite grating, I'm afraid.
Screenshot 2025-10-07 202405.png
1 of 8,031,810,176 by torte478 2025-10-07T19:14:52Z ♥ 3
I saw that Hornet cameo! Nice touch. The sheer dread I felt when it went to day two and the first label read "AAAAABY"...
Tax Hans! by rascar_capac 2025-10-07T19:11:08Z ♥ 1
Nice concept, but some sound design or some visual flair to make smashing things more satisfying would have helped it a lot. Also, for whatever reason, my computer was absolutely screaming while the game was running...!
Predincament by Threeli 2025-10-06T11:34:32Z ♥ 1
This is just nice and cozy - especially with the chatter chirps and the gentle rumble of the train. Nice work!
MazeKiller3D by Sigun Geyik 2025-10-06T11:27:30Z ♥ 0
Nice to see the classic Wolf3D-style rendering here, and the monster's sound was pretty startling the first time I heard it. The gold seems to wobble a bit, though - I'm not sure how to describe it.
Windows Explorer 2 by torcado 2025-10-06T11:21:16Z ♥ 0
This is really, _really_ clever - it basically turns your desktop into a hidden item game. There's admittedly not a lot to it, but it's still impressive.
Mushroom! by Tim Eriksen 2025-10-06T00:33:00Z ♥ 2
PICO-8 developers are evidently a learned bunch! I only just played an entry that teaches you a bit about the night sky, and now I'm learning about mushrooms, too!
Clean That Garbage! by robert18 2025-10-06T00:27:31Z ♥ 1
This isn't too far removed from what I occasionally do at work, so on that level, this was rather gratifying. At first, I thought you'd actually managed to make some sort of "refactor bad code" game - now _that,_ I would like to see!
Go Be Collector Somewhere Else by evgenii-petrov 2025-10-06T00:06:41Z ♥ 1
I like how bouncy the sprites are, that gives it a lot of charm. The controls are a bit twitchy, though, which keeps this from being as cozy as it could be.
Currency Collection Corvid by Elanor 2025-10-06T00:02:36Z ♥ 2
Simple, but still neat! I got a good chuckle out of the idea of a crow being forced to use the zebra crossing.
Attic Thrifter by Sthor726 2025-10-05T23:58:40Z ♥ 2
I _really_ enjoyed this one - the core mechanics are just really well thought-out. I could very happily have played twice as much of it again. The presentation is basic, but really cozy - especially the little touches in the soundtrack.
Clear Skies by Nash 2025-10-05T23:52:00Z ♥ 1
Great to see a PICO-8 game here! I have a real soft spot for it. The highlight of this one is definitely the music - it does _such_ a good job of putting you in that zen mood for looking out over the stars. Seeing the odd shooting star (if that's what they are?) was a really nice touch, too. In the interests of time, I stopped after finding Triangulum, but from what I've seen of it, this feels like a really solid entry.
Menagerie Collector by Eeden 2025-10-05T23:42:42Z ♥ 0
The music reminded me a bit of a DOS game running on an AdLib sound card - not sure if that was your intention, but I thought it was a nice touch. As has already been mentioned, the camera might benefit from moving more smoothly.
COOLector by D_omino 2025-10-05T23:38:48Z ♥ 3
I got a chuckle out of some of this, especially the fact that investing in Bitcoin is an instant game over. However, the controls are, to put it mildly, a bit ungainly!
Hammer & Horde by Paroxysmal 2025-10-05T23:33:10Z ♥ 2
This is an interesting concept, and I like the Game Boy-esque presentation! One slight bug: by getting hit with no ore in the bar, I ended up with a full supply of ore! And practically no ability to jump, or relieve myself of my burden.
Enchanted Blackjack by drikdrok 2025-10-05T23:26:21Z ♥ 1
I went into this having no idea how Blackjack is played, so I did a quick bit of Googling, and felt like I got the hang of it before too long - so, if nothing else, it was an educational experience!
I really liked how swish the movement of the cards was - that honestly goes a long way in a game like this. However, the question hovering over it all - for me, at least - was "why, though?". I wasn't really sure what the point of the enchanted cards was, when the core game seemed to work fine without them.