Pathfinder by rsaamar 2023-10-15T19:28:56Z ♥ 1
Good job. Could a web build be made available? This seems like the type of game that could easily have a web build.
Foon → Ludum Dare Explorer → Users → Johnsensei
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 54 | Limited Space | 👥 | Limited Parking Space | jam | 696 | 3.44 | 3.36 | 3.01 | 4.06 | 3.25 | 3.45 | 3.20 | ||
| 2023 | 53 | Delivery | 👥 | Santa's Slip Up | jam | 1013 | 3.11 | 2.98 | 2.26 | 3.46 | 3.46 | 2.74 | 3.25 | ||
| 2022 | 51 | Every 10 seconds | 👥 | Stardark | jam | 3.67 | 3.50 | 4.33 | 4.50 | 3.25 | 4.50 | 1.17 | 3.33 | ||
| 2021 | 49 | Unstable | 👥 | Fourth Energy | jam | 488 | 3.71 | 3.58 | 3.29 | 4.29 | 4.02 | 4.09 | 3.21 | 4.08 | |
| 2021 | 48 | Deeper and deeper | 👥 | Ant Town | jam | 1572 | 3.08 | 2.60 | 3.04 | 3.87 | 3.65 | 2.54 | 2.66 | ||
| 2020 | 47 | Stuck in a loop | 👥 | Kaiju Kountdown | jam | 850 | 3.46 | 3.31 | 2.76 | 3.06 | 3.60 | 3.50 | 3.12 | 3.53 | |
| 2019 | 44 | Your life is currency | Sky Blue | jam | 3.50 | 2.75 | 3.00 | 3.50 | 2.75 | 3.25 | |||||
| 2018 | 43 | Sacrifices must be made | 👥 | Hermenegildo | jam | 422 | 3.53 | 3.17 | 3.13 | 4.03 | 3.82 | 3.66 | 3.63 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | My Pink Yoga Mat | jam | 3.38 | 3.13 | 4.25 | 4.50 | 3.63 | 2.88 |
Johnsensei leaves an average of 17.3 feedback comments each event.
Good job. Could a web build be made available? This seems like the type of game that could easily have a web build.
Would have like some audio but very competently done tower defense game. Easy to understand. If it did have audio and I'm just not hearing it, my bad. I'm playing on a sketchy audio set up.
Once I got the hang of it, I really got into it. The tutorial was very helpful. I didn't understand at first that the planet had some gravitational pull that you had to be aware of. But I eventually got the hang of it and got good at navigating around the planet. What does the fire base lasers feature for $25 do?
Given my username, I appreciate anything with a Japanese aesthetic. I found the game quite hard and it took some getting used to, but as it was only one level, the amount of playtime was perfect for a game jam. I think some more direct instructions would have helped me. Something like "Touch the inkblot that is the same color as an enemy to defeat that enemy." But maybe it was intentional that the player had to figure that out through trial and error. In the end I really liked this game.
Mac user here who can testify that Godot-made games have been crashing my Chrome for all of Ludum Dare. Usually I can run them in Firefox fine. But, this game took forever to load and would even have insane load times between levels in Firefox. Firefox was giving me a regular warning along the lines of "This page is slowing down your browser. We recommend you stop this page." I couldn't give it an honest playthrough, so I won't be able to leave a fair rating. But I wanted to try out everybody's game who played my game, even if I can't get it working. I may have to boot into Windows Later to check it out.
I failed on the first level on my first playthrough. But when I read the comment above that compared it to a tower defense game, then I understood. And I was really getting into it! I always have lots of respect for people who complete the compo. Probably as others have said, some music would have been nice. I also found the game loop to be a bit long. I would feel like I was getting ahead, then fall behind, then get ahead again and it was never going to end.
It was nice to see a game made using traditional cards. I forgot the "of equal or lesser value" rule on my first playthrough and figured I had a game over because a king couldn't jump a king. That was on me for not paying attention to the rule. But it begs the question is it possible to lose this game?
お嬢様たちはとても悪い子だった。Given my username, I can appreciate anything Japanese. Clever idea and cute art. Of course, the lack of sound is an issue, but what I had trouble with is that I couldn't seem to restart the game after dying. What am I missing? I tried pressing all the keys used in the game plus enter, and clicking the UI icons, but I couldn't figure it out.
The web version was working fine for me. The tutorial practice space at the beginning was very nice. The game controlled smoothly and graphics and audio were all very well done. Is my understanding correct that to start the game you have to walk or jump off the tutorial platform? If that's the case, I walked off the tutorial platform and right into a pit many times. Restarting the game is relatively painless, but I think generally speaking that immediate chance of death really isn't fair since the player can't see those pits well (or at all) from the tutorial platform.
Very cute and creative. I'd just repeat what others have said that some instructions on how to play the game are necessary. I had no idea what was going on for most of the first level. I also swear that I click on a slime to control it and then it doesn't respond. Also, when the slimes merge, it feels like I have to click on the larged merged slime again to control it. I think the gameplay would go smoother if you kept controlling what is essentially the same slime after merging.
I can tell it's a Godot game because it crashes Chrome on my Mac. Other people in my game dev group were having that problem too. But it worked in Firefox. I've seen a lot of gardening games with this theme, and this was one that I could get into. Good job. I did have an issue with the very bottom tile. It grew some weeds and I wasn't able to destroy them because it seemed like the UI was covering the space.
An innovative take on the theme. I appreciate the full-screen on play feature. I suppose some UI elements, the inventory especially, just won't fit in the central screen?
I cleared it. I almost gave up on one of those levels, but I got through it. Great job. I think this is what game jam games are supposed to be about. And extra points for it being a compo project. I don't really have any suggestions for this game, the gameplay, goals, and mechanics were all very clear.
Clever to work the idea if the "space" key into the theme! A couple of things: (1) it took me a while to figure out you had to collect keyboard keys to unlock basic game controls. I was screaming "why can't I jump?!" for my first 1.5 play throughs. Some instructions to clarify that would have helped. (2) I don't know why I'm getting game overs. I have sufficient hearts, I go over to the side of the screen, I get game over. If there's a timer, detailed instructions could have helped with this too as it wasn't super obvious to me, I may have missed it staring right at me.
Moby went right for my canon at the start of level 6. There was no hope. Very good overall. It would have helped me to have some checks. For example, I bought a canon after level 1 without understanding that I couldn't place it anywhere, and it never got placed the whole game. If there could have been a warning in the shop that I had no where to place it, I might have beaten that darn Moby!
I've wanted to try this one for a while. I kept seeing it on the itch.io Popular list. And I can see why. This shows the quality level that can be achieved with a talented team. My only feedback would be that I don't get why the rat pops up every now and then and takes a life point away. My guess is it's a timer and there's no way to counter it.
I died so many times. Very clever take on the theme. I would just say that it starts out quite difficult and takes a good number of deaths to get used to. I also felt I really had to mash the space bar to jump, the response was delayed, but that could be my keyboard.
A very clever take on the theme. And a very solid entry for a game jam. If it were a real game, I'd be nice to have a new mechanic or feature introduced at each level.
This was a really interesting idea and I think a good fit for the theme. I didn't understand what "Blood" and "King" and all that were at first, but I guess that's the opinion topic(?) and levels?
I was really starting to get into this game after I got the hang of it. Great work. What does "entice" do? I spent a lot of money doing that thinking I was getting military people who could lower the threat levels. But that didn't seem to be the case.
On a Mac I'm getting the message "The contents of "Pentomaniac.exe" cannot be extracted with the Unarchiver." Any suggestions?
Lots of farming games with this theme. The art is super cute. Good job. What is the resolution of the web build? I'd guess at least 1920 x 1080? The whole game wouldn't fit on my screen, even with the full screen button clicked. But I was still able to play it, some of the text on the left side was getting cut off is all. Maybe the web build resolution is too big and something like 1280 x 720 would fit better.
Super cute art. I tried plugging in a controller but actually found WASD worked better. I couldn't get up the first ladder with the controller but could with WASD. Usually Unity input detection is pretty good across input devices, so I don't know what's up with that. As for feedback, I found the initial difficulty to be too hard. It would have helped me to have an easier task to start out with, like a simple "jump over this and grab the cat" kind of scenario.
Given my username, I always appreciate anything Japanese. The artwork and audio is off the charts for this entry. And I think the idea is great too. As for feedback, there are some implementations that there weren't time for in the jam: a timer on levels, some sort of ending, and making the flower matching clearer. But excellent work overall.
Someone in our game dev group had the same idea to use this riddle but couldn't come up with an idea for a mechanic. It's neat to see that someone tried.
I was really getting into this game. My only suggestion would be a "go back one move" feature. I got to I think level 4 or 5 and messed up on the last turret and then was like "I'm not doing this whole level again just for the last turret." Also, I think the music doesn't loop because I notice it stopped when I was taking a long time with a puzzle. But a clever combination of the two mechanics and a fun game over all!
This would work really well in VR. I appreciate the web version and that it ran so smoothly. My only feedback would be on the throwing mechanic. I found it really hard to lob the box at an angle that would get it into the window. Maybe that was intentional.
Short and sweet, as a Ludum Dare game should be. That was great. I plugged in a controller and it plays really nice, actually a lot better, with a controller. Is there an ending? Or is it a matter of seeing how long you can survive? I was at over 130 seconds on my last playthrough, which I felt was good.
This is a really interesting concept and I could see getting into it. I enjoyed the game, but it was a bit too long for me. I'd say the scope may be a bit much for a game jam game. The experience would have been better for me if the map were smaller. I also don't know if there is a way to beat the game. When does it end?
Ok, I finally got some time to boot into Windows and play this game. I really enjoyed. This is a game that you could really get into. I just played the tutorial for the jam, but everything was very clear. My only feedback would be that sometimes when the tutorial text was displaying, I couldn't see the text for what the planets could do. An option to hide the tutorial text would be nice.
I booted into Windows to try this game with a controller but got a long error message that starts: Your video card drivers seem not to support the required Vulcan version. I've gotten this message on some other games too, so I don't know if anything can be done about it, likely my Mac. I'll try the web version.
I booted into Windows to try this game but got a long error message that starts: Your video card drivers seem not to support the required Vulcan version. I've gotten this message on some other games too, so I don't know if anything can be done about it, likely my Mac. I'll try the Mac version later.
My island size was 38. Probably not a great number. As an FYI, when I click "View submission" on your itch.io page, it takes me to "https://ldjam.com/events/ludum-dare/54/tiny-farm-island/edit" and then throws a warning that I don't have permission to edit the page. I removed the "edit" at the end and got here to your Ludum Dare project page. To fix it, I think you have to edit your LD page in your itch.io project to take out the "edit" at the end.
The artwork is great. This shows what can be accomplished with a talented team working on a jam. I enjoyed the game a lot. Was there a save feature? If yes, then I missed it, but if not that would be helpful. It's a pretty extensive game for a jam.
I laid 41 souls to rest. Don't know how that compares, but I enjoyed the game a lot. If I had one piece of feedback it would be to make the character's hate shorter. I often couldn't see obstacles I was running into while pressing up. But maybe that was intentional?
The haiku are where it's at. Even with the instructions of "let's stick to up and down" in the first level, I really wasn't understanding what the controls were or what the point was until near the end of the level. I guess that could be intentional to encourage experimentation on the part of the player. I just found it hard to get. Maybe it's just me.
I did pretty good once I got the hang of it. 233 seconds, 330 steps, died 7 times. That "died 7 times" part was because I didn't realize you could push the box to block the water on the first level. Once I got the hang of that, I was ok. My friend developed a similar game in PICO-8 called Mushroom Mountain, so I was used to the mechanics.
Good job on doing the compo, I have a lot of respect for people who complete it. This was a fun and innovative take on the theme. I'd only suggest to make the dots bigger, at least two times and maybe even four times as big, and that would make the game loop go by faster. My fingers were getting really tired by the end with all that key pushing.
Whoa, a pretty elaborate platformer for a game jam. Good job. I got the dash powerup, but I couldn't get the dash working. The left shift key, right? I don't know if playing the web version on a Mac has anything to do with it, but I don't see why it should.
Hmm...on a Mac and I get the message "The application “Murbunbun's Mansion.app” can’t be opened." I am on a 2016 Intel Mac, I wonder if that has anything to do with it. Most of the time I can go into Security and Privacy and choose "Open Anyway" but that option isn't even showing. It's just like "Nope, you're not opening this." But I am grateful that a Mac executable was offered, a lot of people don't do that. Is a web build possible?
This has been one of my favorites so far. After getting the gun and three swords, I felt invincible! Until I started rushing the bat spawn points for coconuts and started getting overwhelmed. Was the mechanic where the character could only generate so much dirt at one time? And then you had to wait for the older dirt to disappear before you could make more to move on?
Kickin' it up 1998 style! I got fired. Probably a realistic scenario if I did this kind of work in real life. Good job on the jam.
Mac user here. I can confirm that the Chrome tab that had itch loading the game crashed before the game could load. As always, good job on submitting to the compo. I can't imagine how you guys do it.
I always love a good brick breaker game. Thanks for offering the Mac executable, most people don't do that. But I needed it because the web version on the Ludum Dare page threw an error (Error The following features required to run Godot projects on the Web are missing: Cross Origin Isolation - Check web server configuration (send correct headers) SharedArrayBuffer - Check web server configuration (send correct headers)), and the itch version in Chrome had a huge resolution (larger than the browser window), took forever to load, and freezes up Chrome right before it finishes loading. I know you all were talking about web builds for Godot in Discord, so I don't know if this information is any help for those discussions.
I just commented the other day that loot and inventory systems in modern games are getting out of hand. I really like this one, it was easy to understand and to pick up and play. I had an idea after the theme party that maybe completing the puzzle within a designated time could yield different results. For example, completing quickly "You slaughtered all the zombies" - completing in time "You survived the zombie apocalypse" - not in time "The zombies ate you" etc.
The kawaii meter is off the chart with the music. I didn't set my own timer, so I just played until I got to 10 points. Really needs a timer. Or maybe an AI opponent and you're trying to score 10 points first.
I came up with a similar idea but had to throw it away. So I'm glad someone went with an outer space idea. I appreciate the controller support too. It plays nicely on a controller. A bit of a narrative question: Does the astronaut ever get to repair his ship? Or does he suicide collect energy? Because there may be ann opportunity for different results based on how much energy was collected.
Finally got some time to boot into Windows and try out the game (WebGL version was not working for me at all). This was really good! One of my favorites in the jam.
Wow, 3D cutscenes and everything. I had to turn the mouse sensitivity way down. Also, I thought the baby delivery aim was just straight down. I couldn't tell without panning the camera that it had a trajectory, and even then it was hard to tell what that trajectory was.
Interesting but I got a crash even after downloading the Crash Fix version: ___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Mouse Event for Left Released for object ObjRatCage:
ds_map_copy argument 2 incorrect type (undefined) expecting a Number (YYGI32) at gml_Script_LoadRat ############################################################################################ -------------------------------------------------------------------------------------------- stack frame is gml_Script_LoadRat (line -1) gml_Object_ObjRatCage_Mouse_7
I think this is the first 3D game I've been able to run in a web browser for this jam. Whatever you did to make that happen, good job.
Sounds like it's just me, but the game has frozen Chrome on my 2016 MacBook Pro twice now. I'll boot into Windows later and try out the download.
Saw this game featured on a stream. FYI I couldn't see the third and farthest planet in full screen mode. And the ending seemed to freeze up.
Saw this game featured on a stream. Great job. One of my favorites so far. The mechanics were introduced logically one at a time and I thought it was fair that you progressed a level even if you didn't get a perfect score.
Saw this game featured in a stream. Took some getting used to the controls, but I enjoyed the game once I got a hang of it. If you work on it more, a map feature would be nice.
Good job on the compo. I like the graphics. Something about them looks familiar.
Nice. I think the game froze in the WebGL version when I clicked QUIT at the end.
Quite the team you had there. I do like the art a lot.
Careful, USPS may come after you for using their logo!
Good job completing the compo! It was fun seeing the idea you came up with get realized. Were the assets hand drawn? I think that creates an interesting asthetic.
I really like the art style but it was hard to play the WebGL version of this game. The viewport was humungous and many elements were off screen. I don't know if that's just my computer or not. Could an executable be made available for download?
This game looks nice, good job making it by yourself. I was just casually checking out the buy menu when one of the yellow guys collided with me, then everything kind of stopped. The player character and the enemy just kept colliding against each other and I couldn't move but there also wasn't any game over.
This could work as an idle game too.
FYI - the WebGL version was unplayable for me. It was dropping frames like crazy. Does the game have controller support? That would be nice.
Props for completing the compo. I tried to learn flutter once for a job interview. Didn't get the job. But it's made me appreciate you making a game with flutter!
Props for doing a 3D game for the compo. I think I was able to walk through walls in the house immediately across from the drop zone.
Hey, I finished a puzzle game. I'm not very good at them, but this one was very approachable. Great job.
This is the second game I've seen in the jam that started with a vehicle design mechanic. The vehicle design section in this project was easy to understand, but I'm wondering what the appeal is for this genre. was there some hit indie game I don't know about that started this way?
The controls were smooth but I had trouble understanding where I was supposed to take the packages. Do the exclamations point towards drop off points or just packages?
Classic take on the theme. Good job. FYI, I was able to fly off the left side of screen for what seemed indefinitely.
Nice concept and level design. I tried plugging in a controller to see if that would work but it didn't. Controller support would have been really nice. FYI, the character keeps jumping (or at least the sound effect plays) during the Next Level screen.
Nice little PICO-8 game.
I saw this on the itch.io Twitter. On a Mac, so I gotta play the web build. I'd say the itch.io web build ran better than the one hosted on the Unity link here on the project page. But it was still pretty choppy. I should boot into Windows and come back to try again.
Playing this with a controller was very nice. One of the best I've played so far. Great job.
It took me a few tries but I gradually got better at it with each play attempt. Good job.
Props for doing 3D in a game jam. The controls were really smooth too. The toggle for crouch instead of holding down was a good choice for players on a keyboard. At one point my mouse went off the screen to the right and then it was harder to control after that. I guess I should have pressed "I" for toggle inverted mouse?
I'm on a Mac so I had to try the WebGL build. It responds all funky, but I was warned to play the Windows version. Props for doing 3D for a game jam. Nice job.
I like it when people do visual novels for Ludum Dare. It may be looked down upon, but I support it. A piece of feedback I got on a Ludum Dare visual novel was that it needed more interaction from the player. I think that's true for this project as well. There's great art and atmosphere. Is there a way to involve the player more?
Where are the clickable areas?
Thanks for including the instructions as you played the game. Those instructions were helpful.
Probably one of my favorites so far. The controls and goal of the game were very easy to understand. I was able to finish it and enjoy it. Got some Persona vibes from the music and the gameplay. I have friends who use G-Develop. It seems like an interesting tool. My only feedback is some dots on the road would make it clearer it was a road. I thought the thick black lines were walls at first.
This is cute and has a great art style. I will say that I think the slide when landing on platforms is a bit much, almost like an ice level in other platformer games. But very well done overall, quite the team you had there.
Wow, you all had quite the team. Question: how do I jump up walls? That seemed to be the mechanic to get the third orb in level 2, but I couldn't figure it out.
I haven't played one of those kind of puzzle games since I was a kid. And it shows! I'm not very good at them. Good job though, solid mechanics.
I don't have a headset, but congrats on completing the jam!
Warioware games were a popular idea when we had a brainstorming session in NashGameDev.
Quite clever. I really enjoyed this one.
Just in JavaScript? That's pretty cool.
The whole visual aesthetic of this is great.
Thanks for having such a detailed tutorial.
I love the cover.
The fail scenario was really fair letting the player start back at the beginning of the level.
Interesting use of Unity physics.
I never got to try those donuts. (T_T)
Is there a way to make a web version?
This was a lot of fun.
I felt bad carrying my "Hate" around with me.
The art is really cool.
Interesting approach with real photos.
I like minimalist art styles like this but would have loved to see some animations too.
Good to see another visual novel project. I got the Everything Is Resolved ending.
I was the boss of the easy level.
I didn't have anyone to play with (T_T)
It was a good thing restarting is painless.
Interesting use of physics in Unity. Good job.
Good job on submitting a game. Simple, but I enjoyed it.
I got a 49 on my first play through. Not going to bother submitting that to the leaderboard. But I enjoyed the game. Great to see someone from the Knoxville group submit a Compo game, being a part of the Nashville Game Developers myself. I think for a compo game this is pretty solid and it fits the theme well. Nothing really to add. Good job.
I love Ludum Dare team games. You can really get a lot more done with a team, as you all have. Good job. I didn't get the laser on my first play through. was that in the instructions and am missing it?
Good job submitting to the Compo for your first Ludum Dare. Here's to many more!
Can the game be available in a zip file too?
Great job for a first game jam. Here's to many more.
I play a lot of console rhythm games and maybe because of that I found using WASD keys really difficult, especially for three-note chords. If it's not already something you're working on, difficlty levels (Easy-Normal-Hard) would be nice.
I like the idea on your itch.io page of having the submitted game for rating and the current game post jam. I may copy that in the future.
Great job submitting a Pico-8 game to the Compo. Some of my friends use Pico-8 and it's a great tool if you can use it well, which you did. This has been one of my favorites so far. I made $496 on my first play through. Probably not all that great, but I had fun.
Interesting concept. I don't know if it was a Unity thing or what, but the web version was unplayably slow. The issue could be on my end, but I've never had a 3D web game run this slow before.
Argh, I'm booted into Windows on a Mac to play some Ludum Dare games. I intentionally don't log into my social media accounts in Windows.
But I like the concept. Anytime someone can spin the theme is always really interesting.
This was cute and enjoyable. Good job on the game. I like the art style, so some sort of animation on the onion when it attacks or defends would add to the experience.
Again overall well done, especially with the meta effect of the screen blurring. That was interesting.
I died ashamed of myself. This has been one of my favorites so far. Great job.
I don't really anything about GameMaker, but I wonder if there is a way to bundle all the game's files into one folder on export. When I extracted the zip to a Ludum Dare 48 Games folder on my computer, there was already a data.win file from a previous LD48 GameMaker game. That created a conflict with this game and I named the new file data(2).win. But this game wouldn't run until I moved that previous game's files into another folder and renamed the file to just data.win. Again I don't know if this is completely normal for GameMaker Windows games (I'm a Mac person and just booting into Windows 10 to play everyone's games.)
Trapped but uncursed...forever I assume. Good job! I guess a web version wouldn't have been possible because it needs a GameMaker subscription. Would adding controller support be possible?
As some feedback, I think the cat kneeling before jumping worked a little bit against the flow of the game. And I didn't see the need to press E to get off the elevator.
But overall great job. I really enjoyed this one.
It must have been fun doing the game jam as a family. Great job guys. I feel like I was on the way to beating the boss, but it feels like he's going to get below a certain HP level, block and heal, and then repeat when he gets back to that HP threshold. Maybe I was wearing him down but it seemed like it would take forever. So my thought was "He has less HP than me. I won."
I think that's hardcore the game was hard coded in Visual Studio. Was a web export possible doing that?
Again good job on the jam.
The opening cutscene was great. Is there controller support? (I forgot to test this myself before closing the game). If yes, that'd be great for a game like this. I found the keyboard-mouse controls hard to get used to.
Great job on the project.
Great job on a solo project for the jam. I enjoyed this game after I got the hang of it, but I don't think I did very well. Does click have to be held down to control the player? For some reason, I found that made the controls respond better. (But I'm also booted into Windows on a Mac and when I do that my mouse sensitivity goes way up).
Argh, this dwarf be delving deep. Or so I thought but I see that my hi score got smoked.
Good job completing a submission for the compo. I was really enjoying this game and got the hang of it pretty quick. I had to reboot into Windows to play the executable. So it'd be nice if there were a web version. I understand it's a Game Maker subscription issue.
Also I wasn't sure what the bats were doing. Do they take away stamina.
Again great job for a compo submission that was submitted early.
Very clever. I didn't get a very high integrity score, but I still really enjoyed the jokes. By the end I was picking things that would obviously make the score go down just to see it happen.
The Resident Evil 2 Remake has a mechanic similar to this near the end. I love analogue synthesis and liked the idea. But I swear I've matched the wave, hit space, but can't proceed. Maybe some additional feedback for the player would be helpful.
And thanks for having a Mac version. With something this simple in Unity I would think a web version playable in the browser would be pretty easy to build. The game would get more plays that way.
This was fun. Maybe it's been discussed already but I found this issue: If I'm facing right and a ghost appears behind the character, I press the left arrow ←. But he doesn't turn left. He's still facing right but takes a step backwards to the left. I have to press twice or really hold down to make him face left. That got me killed a couple of times.
Love it. I thought this game was challenging but fair. Nothing really more to add. Great job guys.
Saw this game in a Twitch stream, which was kind unfair because I already saw the solutions. But I was able to improve on them as a result.
Very clever puzzle game. A lot of people in my game dev group make puzzle games like this. I think given the time constraints of the jam, you did well designing a range of puzzles.
Some sound effects would have been nice but that's about all I can think of.
Saw this game in a Twitch stream. I can attest that it worked on a Mac.
I really liked the origami style characters. And the hidden Ludum Dare jokes were funny.
Just one thing to add would be to have the text of player choices in a different color or something. I honestly didn't realize they were choices at first. I thought the game had bugged out and frozen because I was on a Mac.
Saw this game in a Twitch stream and tried to play it. But the UI is convering the game. Was this the full screen bug mentioned in the Twitch chat? I did try full screen on purpose to see what the bug was.
But the second time I'm not in full screen mode but the UI is still covering the game: Screen Shot 2020-10-08 at 7.20.10 PM.png
I could only destroy a couple of planets, but great job. The story at the beginning was funny. It's too bad there's that noticeable blip when the text wraps. I've never worked with moving text that's getting spelled out in real time in Unity before, so I can't wrap my head around what's causing it.
The models look great. What were they made in?
I kept getting stuck in a lot of places too. I should have taken a screenshot, sorry. In some places I got stuck, there didn't even seem to be an colliders to get stuck on.
Thanks for providing the intro video on YouTube. I'm on a Mac and have to play the web version. Were the models in the video also used in the game? What were they made with. They looked great up close in the video.
I think the mentioned buginess of the web version kept the repair mechanic from working well for me, it responded way too slowly. It was easier and more fun just to die and start over than to try repairing the tank.
Good looking graphics and really original idea. Really needs the music though. I play a lot of rhythm games and I swear I'm hitting move on the beat and it's telling me no. The beat feels like it has to be on the exact frame.
I had a lot of fun with this one. What was this made in? Would there be an ability to make it full screen? Some things were getting cut off for me either on the top or the bottom.
I couldn't get out of Room 9 though on the 5x5 map, no matter what door I went through. Was I supposed to back track even more past Room 8?
Found this through Twitch but I'm on a Mac and can't play it unfortunately. Very ambitious to make a card game of this scale for Ludum Dare. The screenshots look great. Well done.
I think you have the cat-lover and fruit loops loving market cornered with this game. Well done.
I was starting to get good at that. Very simple and inuitive and surprisingly fun to play.
I tested on Mac and it doesn't work. What engine was it made in? Good luck on exams.
Found this game through your Twitch stream. Great job on the compo. I was getting pretty good on the water valve turning and the spaceship. Knowing it's a compo project really nothing to add that I could see. Keep up the good work.
Man I love that anime-style PC98 look. What engine was this made in? Gameplay and everything was all very smooth.
A couple of ideas to improve upon a stellar project: 1. Show the number of keys in inventory. I picked up three things that I definitely thought were the keys (looked like an SD card) but the door didn't open. Then I found another, I think, so I guess that wasn't the key after all. Maybe just a weapons upgrade? Were the CD-ROMs the keys?
2. Change the color of the enemies to be consistent with the weakpoint system. The enemies that fired red bullets were blue, so I thought the red character was strong against them only to have her get decimated. Then the red-colored robots were the ones shooting the blue bullets and weak against the red girl's abilities...anyway that part confused me.
But overall great job. One of my favorite's of the jam so far.
Really great work for a first game jam. I run the game jams for our dev group and I bet you've got some good stories to tell.
Excellent work on having tutorial information at the beginning of the game. Great art and sound and played smoothly.
How does the sample drop rate work? Is that random or are specific test subjects carrying them?
Good job. This has been one of my favorites of the jam. I take it art and audio is all original? If yes, great work on the models especially.
The only thing I could say is I wish the coin collection was a little easier. I had to walk around and over some coins multiple times to collect them. I'm guessing the character has a collider on him and his narrow feet keep missing the collider of the coin. But again very well done overall.
Love the art style. Everything looks and sounds great.
I didn't get the point of the blue circles with the yellow arrows. I thought they were pointing the way. Is there some sort of tip to be found with these.
If there was I just must have missed it. Otherwise the main mechanics appear to be just process of elemination and memorization.
I really enjoyed this hand drawn art style. I know controlling a 3D game in a web browser can be tricky sometimes, so that was done well. And the music was great too.
I still really didn't get what to do in the game though. Looking at other comments, it appears to be a point and click game, but I didn't understand that.
Same here. I didn't see the Run Game button in itch.io to launch the web version.
I thought giving the player the opportunity to learn the mechanic with the start lever before starting the game was clever, as the controls are a little tricky. What was this made in?
I didn't do very well in the game though. I think the instructions here are clear, I just didn't understand it in gameplay. Maybe there's an opportunity for a tutorial scene?
Oh man, I'm on a Mac and can't play it. From the credits it seems the art and sound was original but the project can't be evaluated in those categories. Was there a reason to opt out of those ratings?
Good job for being new to game development. Was this your first game jam? Those make for great stories.
I really enjoyed the atmosphere and video of this game. Some things I would have liked to have seen (maybe they were planned and there wasn't enough time) would have been a run ability and to use keyboard commands for the UI (which I know from experience that mouse UI is a lot easier in Unity).
Oh man, I'm on a Mac.
I'm not going to post a best time. They had a field day running into me. Lots of fun, great job. I really appreciated that you didn't die. I got beat up a lot but didn't feel like I was failing.
Nice Unity project. Was that song an original recorded for the jam? Platformers in Unity can be tricky getting the controls right. I think you all did well with the character not clinging to walls like a lot of Unity platformers. But I found the jumping a little hard to control. I kept getting killed on what I assumed were simple obstacles like rocks.
All looks very well done. I was impressed by the graphics and the voice acting in the beginning. But I wasn't sure what to do. Was I supposed to shoot the little blue guys rolling around? Cause they wouldn't die and I kept getting killed.
Kicking it up old school. I like it. Would this have been eligible for the compo? I don't know a lot about Bitsy, but it looked like everything was original and done by the same person.
Great job completing a project for the jam.
Would have liked some music and sound.
The hidden multi jump actually is kind of fun.
I have created my masterpiece! Screen Shot 2019-10-06 at 3.59.25 PM.png
Good job. I watched your stream when I could and I know this theme was a struggle. This LD was a struggle for me too. But I think you came up with something that used a familiar game genre while really matching the theme.
I'm going to have to give it another playthrough because I didn't do very well. I thought the game was hard, but I think it will just take me some time to explore and play around with the different weapons and equipment. I learned the hard way that the wooden sword ain't gonna cut it!
Would've liked some original music to match the game, but I know what a task it was just to get the art and programming done.
I streamed the Nash Game Dev games, this is the third one I played: https://youtu.be/sZZ8h6iOVbM
Good job. I enjoyed how the music and images mixed together. I'm going to have to give it another playthrough. I think I got only one out of three "right" (trying not to spoil anything).
I really liked this one. It was easy to figure out what to do after one play through. On the second playthrough, I got enough coins to buy a car. Mole was happy.
I still don't get what the X button did though. It didn't seem to keep the foxes asleep, dodge their attacks, or prevent me from losing coins when hit.
I did a stream of playing the Nash Game Dev games: https://youtu.be/sZZ8h6iOVbM
Great job. I like the classic arcade feel to it. I didn't have a second player so I easily won. A single player mode against an AI opponent would have been nice, but I understand that's difficult to do in the space of a game jam. Keep making games!
This game was clever. I played through multiple times so I could get the full experience. Only piece of feedback for improvement would be the animation on using the sword. Still you did well with the time and resources you had. Good job.
Good work guys. Always like to see team made games at Ludum Dare.
I really like the mood and how the audio supported the mood. I wasn't sure what I was supposed to do at first, but learned with some trial and error. For example, I tried collecting the cattle prods as pickup items. But I got really far on my final playthrough. I was so far ahead of the blades that I went off screen and died. That was frustrating but I read that was a known bug and wasn't too upset.
Keep making games!
Loved the art and visual element. Very creative and well assembled sprites. I'm assuming the lose condition was to run out of time, but I didn't see how it was possible to lose if you could keep making sacrifices, unless you ran out of space. I didn't understand what a win condition would be. I get collecting the money, that was fun. But when would it end?
Again, great job. Love seeing teams make games at Ludum Dare.
Alice ain't effing around is she. Very clever and consistent with the theme. I played it after the change to ten friends required. I really couldn't imagine needing 24. I think there could also be a small balance tweek to get back a little more time when a friend is sacrificed, but overall I really enjoyed this game.
Good job guys. Always enjoy team-made Ludum Dare games. Love the music and it was the right amount of play time and content for me personally on a Ludum Dare game. I really couldn't figure out what to do though until like my 5th playthrough. Then I was starting to pick up you click or swipe the colored lines and nowhere else. I only got up to 1,500 points so no record posting for me (T_T)
Good work guys. Like to see Ludum Dare games made by teams. Love the music and retro visual presentation. Took me back to the ol' Atari days. And I like that it was a quick playthrough, usually that's what I'm looking for with Ludum Dare games. There could have been some more levels, but hey it's a complete game loop.
Great work on getting it finished. Since I saw it previewed at our local jam, I already had a good idea how to play. I'm getting better but still not very good. Would really liked to have heard some music that fit with the visual style, but I see you have that in your stretch goal list.
The most detailed and clearest instructions I've seen in a Ludum Dare game. Thanks for that level of detail and clarity. I played the web version but didn't notice what if any features were missing. I thought it played fine.
I don't really have much feedback for improvement other than I couldn't tell where the exit was supposed to be. But I guess that exploration is a big point of the game. Oh, one thing was when getting a new hostage, that "You've got a new hostage" screen got in the way of gameplay. Usually I'd get a hostage in the middle of dodging police and that UI pop up was just getting in the way. Maybe have it go away after a few seconds or on the next click.
Great to see another team-made game. Good job guys.
Congrats on completing your first Ludum Dare. A member of my game dev group uses Stencyl and it's a great engine for this kind of thing.
I really enjoyed the music to this game. The controls were also easy to understand. But as I played it, I found it a bit frustrating to be honest. I couldn't tell what was killing my rabbits. The sign at the beginning of the level looked like an arrow at first saying "go this way." But after playing, I'm guessing it's a mine field warning. Though I'm not entirely sure how to avoid the mines. I tried going around and jumping over them only to lose about three or even four rabbits to the same mine. It felt like the mine was not located where the dead rabbit lay. Which would make sense if it got blown away, but even in that case, I couldn't remember where the mine was. I felt like "I've definitely jumped over it" or "I'm definitely at least one lane to the right of it" only to lose another rabbit.
I'm not sure how long the level is, but I just got past the first river before running out of rabbits. Maybe after a mine kills a rabbit, the mine should be destroyed. Then on subsequent playthroughs a dead body or ghost of a rabbit still hovers over that old mine. That would be consistent with the theme of needing to make sacrifices but wouldn't annoy the player with losing multiple rabbits to the same mine. I know the description says some obstacles have different positions when starting a new game, but in that case I don't see how the game could be cleared.
Again good job on a very proficient use of Stencyl for your first Ludum Dare.
Thank you for including a Mac version. Definitely very creepy, excellent establishment of mood, and completely consistent with the theme of the jam.
I didn't complete the game, it was actually a lot longer than expected. So there is much more content here than typical of a Ludum Dare game jam game. Good job on that. But it did get a little repetitive after a while. I didn't feel like I was making any progress. I'm guessing that sacrificing to the altars is how you progress the game. I found found at least three and I think even a fourth, but the game resolution didn't change like in the screenshots. I felt like that was a lot of altars I found, but I couldn't tell if I was even progressing the game, let alone what the purpose was.
But other than that, again very well done and a lot of content for a 3D game made in a weekend. I enjoyed it and did get quite scared at times.
I love the sounds of the synths in the game. The music can be a little overpowering at times though.
Overall, good job. I'm sure there is a lot of work and balancing you'd still like to do. I'd say that the respawn rate on the wool is way off balance compared to the spawn rate of the wolves. I'd tweek it so the wool respawns faster.
Also, I couldn't tell if I were aiming at the wolf properly or not. There were many times when I thought "The cannon is directly in front of that wolf" only to have it miss. Maybe a clear lane system would help with aiming. Also, I wasn't sure of the control to fire the cannon. It just seemed to be a click, but there were many times when I clicked and it didn't fire or just moved the cannon a little.
Again great job, very simple and easy to understand after one playthrough.
Very clever game. I'm glad I was able to play through the whole thing.
Is the artwork original?
As a Unity designer, I noticed that problem where the player can hang on the edge of a platform. It's so annoying (from a Unity designer perspective) that always happens with platformers in Unity, but I could see how there's not enough time in a game jam to fix it properly. At least the player isn't able to climb walls or double jump, so I can tell you've done some tweeks to address the Unity platformer hang.
One possible suggestion would be a way to skip the previous playthroughs and just have the bodies end up where they're supposed to. Familiar with the Unity platform hang, I'll admit I was trying to use it to cheat. So I had to watch several minutes of my self hanging on platforms trying to inch up to that treasure. It would have been nice just to skip the playthrough. But maybe that's what I get for trying to game the system.
Again, good work.
Good job publishing for the jam. We said "that's the some music" when the game first booted up. The aesthetic is consistent all the way around with the retro look.
I couldn't tell that the spikes on the floor hurt you at first. And I'm still not sure how to handle the monster with the shield besides jumping over him. But maybe that's what you're supposed to do?
I can tell it's still a work in progress so that's all my comments for now. Again, good work.
I think a turn-based fighting game is a great idea. I had trouble understanding the need to charge before you could punch, but I eventually got the hang of it. I think it's a little too easy to just corner the AI opponent early in the round and wail on him. Maybe a jump or block mechanic could help break this.
Probably one of my favorites from the jam.
LD55 — Summoning (2)
Summoner's Dilemma by sudocoffee 2024-04-26T22:36:57Z ♥ 1
It was helpful to have the descriptions pop up when you touched the items.
School is Hell by Gizmo199 2024-04-26T22:30:19Z ♥ 1
This is cute.