Heart Of Stone by holgk 2017-12-05T05:12:00Z
Got totally swamped on round 9! Fun though! I just wish I was able to send out more units, never got close to placing a 100-cost unit :P
Foon → Ludum Dare Explorer → Users → Jordan Neff
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | π₯ | Genius Gallery | jam | 193 | 3.78 | 3.43 | 3.45 | 3.71 | 4.32 | 3.77 | 3.01 | 3.66 |
| 2024 | 56 | Tiny Creatures | π₯ | Circuit Breaker | jam | 65 | 4.15 | 4.04 | 3.24 | 3.67 | 4.37 | 3.88 | 2.98 | 3.86 |
| 2024 | 55 | Summoning | π₯ | Thalatta's Grand Heist | jam | 644 | 3.51 | 3.11 | 3.18 | 3.72 | 3.35 | 3.35 | 2.69 | 3.58 |
| 2023 | 54 | Limited Space | π₯ | Warehouse 2319 | jam | 362 | 3.78 | 3.59 | 3.30 | 3.49 | 3.84 | 3.94 | 3.70 | 3.69 |
| 2017 | 40 | The more you have, the worse it is | π₯ | Donut Dash | jam | 803 | 3.18 | 2.75 | 3.00 | 3.10 | 4.12 | 3.64 | 3.22 | 3.31 |
Got totally swamped on round 9! Fun though! I just wish I was able to send out more units, never got close to placing a 100-cost unit :P
Fantastic art design! The game itself is pretty hard though, at least for me XD. I could see this turning into a full fledged game though. Not too sure about the theme relation but still some great work!
Oh Larry, living in your sisters shadow for all these years. Well you definitely get points for humor! Oddly enough I think the menu section was really well polished compared to the gameplay itself. It became frustrating trying to drop items on the button pads and have them stay. I think simply making them not slide across the floor or adding another button to just 'drop' an item would have made huge improvements.
Still enjoyed playing it though. Well done, team!
Woo more donuts! I think you need to zip your build folder though, can't play with just the .exe
Well done team! Really like the art. I have to ask though, what are the coins, bismuth, and scrap for?
The illustrations were nice and polished, and the intro part played out well (although I found it to be a bit too much reading!). Unfortunately I got stuck and couldn't move past the first dungeon. Amusing concept though!
I like that you took time to make it so the stop ability didn't last forever, because people like me would try to stop every car :D
I both love and hate how fast this little sailboat goes without many coins to weigh it down! Haha, but seriously this was a silly and entertaining little game. Unfortunately I wasn't skilled enough to get more than 20% of the coins. I like the voice lines though :)
If I had one critique it would be that I wish you started out a little slower and the coins affected your speed slightly less - then it would be more about avoiding the little islands. Also, maybe if the camera were attached to the boat from behind it might be easier to see whats in front of you.
Silly little sheep! I couldn't figure out what the dragon did, but I think the objects you pick up might be a bit too close together.
Hey James, really got a kick out of your take on classic one-liners. I don't know what kind of ratings board allows people to be repeatedly stabbed and maintain a G rating, but count me in! Kind of wish the combat was a bit more engaging but its more than enough considering the time to make it.
Really well polished, great art style too. I replayed it more than a couple times. Might have been fun to have a few bigger open areas so not every corner pin turn.
I thoroughly enjoyed this one. Great atmosphere and I liked the focus on the narrative and choices. The gameplay itself could use work but I don't think it was the main focus in this case anyway. Also, my name is Jordan so I was naturally biased to let the children die and save myself :laughing: My only criticisms (which are very minor) are that the narration feels a little bit slow, and the outdoor environments seem just a touch too dark (which could be a gamma/monitor issue).
Really well done flight controls. Was a bit jarring at the start though because I didn't know which plane was mine!
Just played your game! Really like the art style, but I'm awful at these kind of games haha. Definitely fits the theme, as I got about 2 minutes in and most of the screen was fireballs!
Wow this is top notch across the board. Looks, sounds, and controls excellently.
Looks like we had some similar theme ideas! :laughing:
I really liked it though. Its simple but fun, nice cute artwork, fun little cutesy soundtrack, it has it all. I think the only thing missing is an explanation for the multi-number cupcakes. I thought you had to press all the keys at the same time but then realized I just had to hit them in order.
@Jonathan50 just added a 32-bit version. Hope it runs alright for you.
@Nikolaj sorry about that! Making a few pre-defined proper graphics settings was on the list but unfortunately didn't get done in time. Some things like shadows and reflections I do believe are affected by the quality settings as of right now, but they probably won't do much for the ol' iMac. We're in the process of trying to make everything control a bit better even though the jam is long over, but when we do release the updated version I'll make sure there graphics quality options do more :)
Exe not working, I think it's missing the dll. Try a reupload :)
This little game is deceptively fun (and tricky!). At first I thought I was supposed to gather snow to build a massive snowball, and then I saw the error in my ways. Took me a couple tries to get to the finish. Now you just need to add a wintery jingle.
Wow, this was a really ambitious project for a game jam, and you guys pulled it off well! There's really not much to say other than well done.
If I had a single request though it would be to have an option to 'paint' bumpers and paddles instead of having to drag them over one at a time. I wanted to make a wall of bumpers and it was really time consuming compared to how nice and easy it was to paint blocks.
Definitely keep working on this though, I'd love to see it on Steam or GOG some day.
Fun little game you have here. It was frustrating at times but I kept replaying it. The only criticisms I have are that the crosshair doesn't always line up with the bullets (I think because the projectile is offset from the player) and also the shotgun seems underpowered. Fun game though nonetheless!
I like the concept and execution, but I wish the difficulty would ramp up a bit more slowly. Things get out of control a little too fast for my tastes and I'd really like to be able to dodge debris and aim for rings for more than a few seconds before the entire screen is filled with debris! Even still, well done! :)
One of the better games I've played so far. Great mood and style. I played around with it for a while. Really like the little treasure mini game.
Love the characters! From the menu and intro I was expecting a very dark and gloomy game and then suddenly blue skies and cookies! Pros: Boss fight! Cons: Awkward camera angle and environment was less detailed than characters (but understandable).
Really well done and nicely polished. I only wish it was a bit easier at the start because I'm terrible at timing it right even with one person on screen!
Great use of theme an humor! I managed to beat the boss, although it took me nearly 10 tries. I struggled with the controls and while it took me a bit to get used to them I never really felt like I mastered them. Aiming the water pots felt particularly difficult as you could only ever throw them up/down/right/left while standing but to throw on a diagonal you had press both buttons at once or be moving diagonally already. I think this would feel much better on gamepad, so hopefully you add gamepad support. Music was fun, boss was silly (and kinda OP haha), good humor. Great job!
Love the concept and atmosphere! My team was considering a similar concept early on, so it's cool to see someone else actually make it! My only complaint is that it's too short! Haha. I'd love to see some more puzzles or types of puzzles added in order to get all the fuel cells (or even some small exploration). Great entry!
Fun puzzle game! I managed to 3 star all levels :smile: Gameplay is simple and rewarding. My only criticism is that sometimes the trajectory line was not accurate to what happened after firing, which made it feel unfair. For example, on the TwoWalls level there were many times where I was trying to line up a precise shot that showed it would bounce 3 or 4 times only for it to bounce once off the corner of a wall and disappear. All in all great fun little game that has potential for expansion! I'm already thinking about the possibilities for exploding assets that do radius damage or scatter shots that split upon bouncing :sweat_smile:
Interesting puzzle snake-like game. Took me a little to figure out how the colors/lines worked and that they weren't all active at the same time. Almost more of a strategy once I got so far, but also not since I couldn't predict what color dots would be next and where they were, so at a certain point it just became impossible. I agree with other comments that a game over / high score would be a great addition, especially if it included an image of the level you made during the gameplay!
@mgkagamer Glad to hear you enjoyed it and thank you for the compliments! Yes, we're aware of and trying to fix some of the clipping issues. As for the blue boxes on the final level did you check the conveyor belt on the other side of the room? One should be dispensing green boxes and the other side dispenses blue boxes.
@im-not-a-robot Love the stanley parable reference, the visual aesthetic from it was actually something we referenced on our moodboard :smile: And yes, the colors ended up changing part-way through due to how the programmers implemented a change to how they spawn. We were had the idea of replacing the solid colors with a combination of colors and patterns/symbols but simply ran out of time to implement it. Love the video haha! Unfortunately many of us on the team have done exactly that while trying to bug-fix the collision issue with the walls :cry: Anyway thanks for playing and leaving such great lengthy feedback!
@furano Sorry to hear you didn't care for it. I guess no game style can please everyone though :shrug: :laughing: I think the idea of walking back and forth is a combination of supposed to being more immersive and also an aspect of the corporate drudgery theme (but you'd have to ask our game designer to be sure). I'm unsure of exactly what you mean by glittering noise shader? The only shader we have is a subtle outline shader. Perhaps you could be referring to the noise in the post-processing? Although it's set to the finest noise possible and at a very low intensity, simply to break up some of the solid colors and harsh gradients. I wonder if there's some visual artifacting that you experienced that we're unaware of? Either way, thanks for playing and for the constructive criticism regarding the physics.
Really loved this puzzle game. It took me a bit to get used to the concept but I ended up beating all of the levels (I think?). Really struggled with "Village" and it seems like that was the last one because when I go to hit next level the button doesn't work. Definitely had some sudoku vibes towards the end where I was focused mainly on the 3's and 2's rows more than worrying about lake/mountain requirements. Anyway, solidly enjoyable entry! With a bit more polish and more levels/mechanics I could see this being released :smile:
Neat game! I do wish there was a bit more complexity though. Ended up with a score of just under 300! The music volume definitely needs increased, I had the slider maxed but its so low compared to the sound effects that I didn't even notice it at first, which is a shame because it's nice once I turned up my volume. My only criticism is that it moves a little slow. The crane could definitely be faster, and it might be cool if clicking on the trash bag simply emptied out all of the items int the central area? I just felt like I was constantly waiting for the crane to do its thing or for a new bag of trash to arrive. Cool entry though :smile:
Really enjoyed this one! The pandas with the headbands were pretty charming. I think with some additional obstacle mechanics, levels, and some visual polish it'd make a great mobile game! My only critiques are that one of the levels you win without having to place anything, and maybe having some set-up time before the pandas spawn. Great job though, really fun!
Really great atmospheric experience. The ambient audio and positional effects were lovely. I played through twice trying to get a different ending since the first time I got ending A, but wasn't able to get a different end even though I changed up the dialog options (not sure if they have an effect or I did something out of order?). Either way, I enjoyed the experience, great job! My only critique is that the shadow was very hard to spot, not sure if this was due to the darkness of the room or the limited color-depth, but it took me an embarrassingly long time to discover and it was honestly on accident just from going around trying to investigate every object, wall, and part of the floor hoping to get a clue.
Charming art style and funny voice overs! Simple gameplay but it got the job done. Got a laugh when I got near the end and it was "time to shoot the alligators" :laughing: Actually caused me to lose the first time, but the second time around I won. I think some bigger holes in the wall and particle effects when it gets busted through would definitely take things up to 11 (not a criticism, just a suggestion). My only actual criticism is that I had to alt+f4 to play again when I lost since there wasn't really a menu or button to replay.
Loved the atmosphere, visual style, and creative take on the theme! File transfers felt a bit too slow for my liking (felt more like downloading images in the 90s than transferring files lol). Jump scare was great, although it was a little frustrating trying to say yes to Ben and being forced to say no for the sake of narrative. I think I encountered a game breaking bug though :( I kept transferring the files it said to the server and after the third time I started getting a virus it deleted the threats but about a minute later it just randomly said retry or quit and I was forced back to the menu. Overall great entry though!
Enjoyed the art style and overall look and sound. Struggled with the fighting though. Input felt unresponsive/laggy though that might be a result of how the combat is set up. I feel like it's somewhere between a regular real-time fighting game and a turn-based fighting game, when it would probably feel better if it were just one or the other.
Great and funny theme concept! I like the environment and sailing around ducks and soap. The camera view is a bit difficult though to be honest, I think it might be better with third person where you can see your whole ship and have the camera be able to rotate to either side when firing. Unfortunately I only ever was able to defeat 2 ships before getting sunk, and I tried dozens of times. Would be cool if you added some way to repair your ship since there's no way to tell when you've been hit or how much health you have. Great start to a game though!
Interesting puzzle game! I like the theme of animals and the destruction of their environment. Moving around rocks to block the enemies was a smart mechanic. Unfortunately I couldn't get past level 2-2 as I couldn't figure out how to "break-through" the obstacles to get back home. There was no explanation as to how to do this and I couldn't find any controls for it either :cry:
Haha, this was a great take on the theme! Lighting was nice, but the swings in automatic exposure values were a bit extreme. Loved the dialogue and the sea shanty. I also discovered a fun exploit to get rid of the barrels... bb1.jpgbb2.jpg Did I win?!
@arthur-othy-gares No, but not far off from that. I found that if you pick up a barrel and get into a corner the collision will force them outside of the ship. I first discovered it near the one window with the shelves in front of it but after getting around a dozen barrels out the window I had enough room to just force them into the corner and out of existence! lol
Neat game! I like the theme tie-in with the inventory space and looting. As a heads-up though, you need to remove yourself from the graphics category :exclamation: since you used asset and icon packs meaning the majority of the game graphics were not created by you for the jam. It would be unfair to all of the teams and artists who did spend a lot of time during the jam creating wonderful art :art:
Couldn't get past the 2nd screen. Some additional tooltips would have been nice. Music was enjoyable, however the voice(?) sfx overlaying was quite distracting and did not mesh well wit the music I feel. I think a more fleshed out tutorial could have helped a lot in guiding players to learn the mechanic.
This was a fun little surprise of a game. I didn't expect much at first to be honest, but found myself enjoying the simple yet enjoyable mechanic of finding and dragging the words to their respective places in the incantation. I think despite the limited scope you did a fine job of tying in the theme of summoning. The words I needed also always seemed to appear right when I needed them most, so well done on programming it so that unnecessary words weren't filling up all the space. Kudos!
π΅ Happy Cleaning Co.π΅
Really fun platformer, and I'm usually terrible at platformers but I think not having to time crazy jumps and dodge enemies helped a lot! It was almost more of a puzzle game at times with having to manage your bag weighing you down.
Screenshot 2025-10-09 123716.png Managed to beat it! Loved the voice lines and humor. Manitoba guy was cracking me up.
I will say I wish you continued to use the propelling/blowing movement from the water levels, because it was one of the first things I tried doing in the game, so when I was finally able to do it having it go away was a bit of a let down. I think it could've used a little more oomph too, but maybe it's just because I want to fly around levels propelled by a vacuum cleaner π
Anyway, loved it! Great job!
Thanks for all the great feedback everyone!
@braeden I will make sure to pass on this game-breaking bug info to our programmers! I thought I had that happen during one of my playthroughs but actually had a whole extra room that opened up that I didn't see. Not sure if that might have been the case for you too. Either way thank you for giving it a 2nd go! Also, funny that you mention the idea of seeing the guests walking around the museum, that was actually a feature we started to implement early on but ended up having to cut due to timeπ
@camcomduck @yibirabbit007 Being able to move exhibits was something that was brought up more than once during the jamπ Definitely something we wanted to add, but I think the programmers spent a lot of time tackling placement/UI bugs before we could figure out implementing movement in a way that wouldn't make it too easy balance-wise in a game that's already fairly easy. But if we continue development this will for sure be a top priority! And thanks for the note about double clicking and accidentally placing, I'll pass that info on!
For sure! There's definitely more I think we can portray to the player through UI that's not currently shown (or at least not well). I experienced this myself during playtesting so I wholly agree!
Very simple yet addicting clicker/idler game! The cards may be fake, but the dopamine hits on the ultra and secret rares are real! π
I kind of wish the auto-open speed scaled a bit higher for how expensive it is compared to other upgrades. I was hoping it would get to hilarious bonkers-level lightspeed opening when maxed. The first few levels of upgrade almost feel like a waste of money. But hey, that's just a nitpick.
Big kudos to your team for making something awesome while on the go!
I really liked the visual effects and sounds for the jumping, it felt really polished. Unfortunately I'm not great at platformers, especially when it comes to timing jumps, so I didn't get terribly far. I managed to get the key in the area with the first red switch and then got stuck. But that's definitely a *me* problem! Felt very solid overall :smile:
Very charming and lovely game you've made. It's always fun hearing the Dutch language as a native English speaker because it feels like I can kind of understand what's being said but also not π
I really loved the exploration of the mechanics, and the small puzzle aspect of having to use the environment like the trampoline, matches, and dandelion puff to access things. Very creative!
Super well done β€οΈ
WOW! Super ambitious game with a ton of depth to it! And I absolutely LOVE the board game aesthetic β€οΈπ²
I will admit I was pretty overwhelmed at the start with how much information I was looking at. It wasn't until a bit later in the game that some things started to click. My 2nd playthrough went a lot better than my first, but I still ran into the issue of two of my cities losing their entire population so I only made it to 12k at the end :slight_frown:
Overall though really awesome entry! Props to your team for making something with so many moving parts and having it all work. Major kudos.
Really cool concept, I love a good strategy game! The art style is well done and fits the games theme splendidly.
I don't know if it was just me (probably was haha) but I struggled to understand some of the mechanics early on. Once I figured out peasant placement and I was able to harvest grain and make mills though! But for the life of me I could not figure out how to get iron and make a swordsman. And +1 to what @fng-trashcat said about the icons, they're a little hard to distinguish from each other when playing embedded. A little color coding might help solve this.
Side note: On my 2nd playthrough I think I softlocked myself somehow with no grain and after turn 3 I never got any more peasants to place :joy:
All in all still a good entry! Some bardcore would go hard with this one π―
What an absolutely wild concept for a game!π€£ Felt like some kind of surreal dream scenario.
I have to say you did an amazing job with the facial animations. I'm assuming you had some kind of tool to match the lip movement to the audio/script because I can't imagine doing all of those lines by hand in such a short time. Really interested to know how it was done because the result was quite good!
Honestly it was surprisingly educational too. I could see a larger version of a game like this covering different topics and historical figures being used for classrooms and education. Very cool stuff. Minor nitpick though: the subtitles felt difficult to read being in all caps.
I do wish there were more opportunities for using the different psychological techniques. I played through it about 5 or 6 times hoping to see different choices but a lot of them came back to the same topics from before and there was only one option to click so it felt more like funneling down a path than branching out.
The best result I got was "moderate success", but this one was probably my favorite ending: Screenshot 2025-10-09 113603.png
π€£ What an absolutely wacky and wonderful entry. The silly voice lines easily doubled the enjoyment! I'm happy to report that I was able to collect 21 medals. I'm glad you didn't need to get a gold on every single game, because I definitely struggled with the marbles one, and the spiders seemed impossible for me past silver. I think my favorite was slapping the mustachioed man! He better give-a-me the mo-ney!
My only nitpick is that the music got a little repetetive after the first 10 or so mini-games. I did see the option for selecting a music track in the menu but I only saw the one track, so I'm not sure if there was a way to change it that I missed. Not a huge deal though, everything else was spectacular in a strange and amusing way.
Wow this game is super cool, congrats! I love the little character talking sounds, and the tutorial and on-boarding was really well done - something I rarely see in a jam game. The card/tile design reminded me a lot of the board game "Cartographers", not sure if that was an inspiration or a coincidence but I liked it. I must say the UI is very smooth and polished. I could see this turning into a full release title, lots of room for additional units and even more high-level strategy. Very cool!
I will hear the screams of these sheep in my nightmares! π
Nice and easy to understand mechanic with just enough depth for gameplay. I'm not sure if putting some of the pens so close together was a purposeful choice for difficulty or not but it definitely made it more challenging when you get one sheep of a wrong color in a pen with the others.
At one point I was starting to get worried that I had knocked a purple sheep off the edge by mistake because I only saw 2 in the pen and the other colors had 3, but I still managed to win. So either one disappeared or there were only 2 for some reason. Perhaps having a UI element for each color saying like x/3 would have been helpful.
Fun and funny little game you made. Well done!
Really and unique entry! Quite abstract, in a good way. I love what you did with the rippling tiles as you collect new parts of the music track, it was quite hypnotizing. I'm not entirely sure if I collected all parts of the music though. At first I thought I was being sent back to the beginning of the level but I noticed that the map changed, so my only suggestion is some sort of visual cue to let players know they haven't failed (can you even fail?).
Also, not sure if there was a definitive end or not but I think I only got either 4 or 5 parts of the track. Were there more?
Very unique and cool entry! I'm so happy that I learned enough in my mandarin class that I saw δΈζ and knew it was the language button π I managed to play through the whole thing (π₯ delivered!).
I will say the hacking felt scarily realistic. I hope your team is in IT security or something (or white hats)! I did enjoy reading the emails and user messages. I did run into the same issue as @sharky3188 where I couldn't play well fullscreen due to my ultrawide monitor. Should be an easy fix though, just need to set your canvas scaling to use height instead of width.
Anyway, great unique entry! I'm going to go run an antivirus scan now π€£
Super fleshed out and polished game you got here! Definitely nailed the theme (this could easily have worked for 'night is coming' too). Very cute creature design, just don't let Nintendo see this π
Very early on I was a little confused about the merging mechanic. I didn't realize they had to be the same level *and* type* until I went back and re-read the game page. I think I also died 4 or 5 times before catching my first morphid because I didn't know you were supposed to **smash** the fight button π I was just clicking it once thinking a selection screen would show up.
But hey, super solid entry! Great design, art, audio, the works. Managed to snag the shiny Apexion and get a morphid up to lvl 14 so I ended up playing for quite a bit π
Love me some katamari! Great use of the theme, and I think the roguelike upgrade selection was a fun spin on it, just wish there was more variation in the upgrade selection. But I understand that's a lot of extra work for a game jam, especially as a solo dev.
Anyway, had a lot of fun with this one! Took me 5 mins to reach the trophy because I was too focused on collecting everything to even notice it at first π
What an oddly fun dice rolling strategy game you've made here! The artwork is charming, the story is silly, and the gameplay is surprisingly strategic. It took me a second to understand what I was doing but after the first round it all made sense and I had a lot of fun figuring out which target to pick and which dice to swap for. Actually had me thinking a few turns ahead at one point!
I think I encountered a bug during the final opponent though. Near the end I was selecting targets that I knew I had failed (expecting to lose a die) but it was saying target succeeded and let me swap dice instead. But even still I had a lot of fun with this one. Great job :smile:
Oh, and this isn't a criticism since English may not be your first language, but dice is already the plural form of die. "Dices" is not a word. :sweat_smile:
I have to say the artwork is top notch! Very beautiful game with an emotionally deep story. Well done! The 'monster' definitely startled me the first time π
I would happily play an old school point-and-click puzzle adventure game in this style. Very cool!
Pretty fun game! I played a few rounds and sadly my best score was only 8000 π«£ Screenshot 2025-10-09 212704.png
The grapple hook drill was a really cool mechanic. Some of those space police can be real sneaky! π Like others have suggested this is a great core game ripe with opportunities for expansion with things like planet/turret upgrades, or different rocks that could give you health or a temporary shield, etc.
Your choice of music was nice and chill, which I definitely appreciated over something more frantic. I did wish there were some sound effects for the grappling and when the space police ships blew up, but I completely understand it not being within the time constraints for a solo developer. Great job overall!
Very cute game! I think cat lovers will definitely enjoy this entry πΊ
Physics games are always a ton of fun! I did manage to get myself stuck under the kitchen sink at one point though! I kind of wish the yarn spawned in dynamically though to make it more engaging for multiple playthroughs.
One minor nitpick is like what @jahwffrey said, the dog is very easy to get away from. I was able to jump up on a table and he'd just bark and run away. But it's a minor nitpick, enemy AI is a lot to do for a 3 day jam!