RELIC by CptDustmite 2015-05-05T18:42:00
Not the most complext gameplay, but definitely the best writing of all the games I've played so far.
Foon → Ludum Dare Explorer → Users → Jordgubben
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | 👥 | Blub blub Ottersub | jam | 1849 | 2.61 | 2.31 | 2.72 | 3.35 | 2.97 | 2.73 | 2.27 | 2.67 | |
| 2020 | 46 | Keep it alive | 👥 | Knyttskogen | jam | 2180 | 3.00 | 2.14 | 3.06 | 3.72 | 3.00 | 3.06 | 2.28 | 3.43 | |
| 2019 | 44 | Your life is currency | 👥 | Investicats | jam | 775 | 3.20 | 2.90 | 3.09 | 3.38 | 3.50 | 3.02 | |||
| 2017 | 40 | The more you have, the worse it is | 人気があるよ!(~Be popular!) | jam | 1017 | 2.89 | 2.64 | 3.14 | 3.42 | 2.85 | 2.93 | 3.21 | 3.00 | ||
| 2017 | 39 | Running out of Power | IRL JAM | jam | 1.50 | 1.00 | 2.00 | 1.00 | 2.50 | ||||||
| 2017 | 38 | A Small World | The world is (a) flat | jam | 424 | 3.30 | 2.72 | 3.25 | 4.05 | 3.36 | 3.33 | 3.40 | |||
| 2016 | 37 | One room | Elevator staff simulator 1932 | jam | 650 | 3.05 | 2.38 | 3.29 | 3.62 | 2.72 | 3.15 | 45 | |||
| 2016 | 35 | Shapeshift | Shifty Witch | compo | 717 | 2.90 | 2.90 | 1.90 | 2.48 | 3.59 | 2.70 | 53 | |||
| 2015 | 32 | An Unconventional Weapon | Fjuffy teh kloud | compo | 477 | 3.25 | 3.13 | 3.94 | 3.97 | 3.13 | 2.85 | 3.24 | 58 |
Not the most complext gameplay, but definitely the best writing of all the games I've played so far.
A typing game that lets me pick the words? Two thumbs up!
I can't really decide if this game is comes from the lowbrow misogyny or highbrow social cometary. I'm just going to assume the later one. Thumbs up!
A PDF-game was clearly not something I expected to see in an LD (or anywhere else for that matter). Unfortunately it does not work in Firefox or OS X build in PDF-reader. :(
Ambitious :)
I'd really like to see this converted into a boardgame.
Make love, not war :D
Axe: £31.02, Egg timer: £1.38, Trees: priceless.
This game/toy/thing should be the theme of a future JAM. Make a game based on whatever you get when you put your studio name or internet nick as the target (that way you can not re-roll and cheat :D).
In my case that would be "The world-war-2nd semi-automatic thunder-kitten", with is a fascinating idea.
Nice game, but I'm lost! A map screen would really help ;)
Eat rabbits, you damn Zomies!
Very cure graphics. Good jobb!
A lot of games submitted to LD32 do not work in OS X and Linux. This picture of a Blobfish does work on both. As a minority OS user I have respect for that.
Best interpretation of Theme!
Some of the rating criteria, like "Fun" and "Humor", don't really apply to this game. But the non-fun and non-humor is brilliantly executed.
Very nice work.
It took me a while to realise that you actually become people, not just take the same appearance.
The "Gyaaaauu" howl caused by falling into holes is uttely hilarious. Audio & Humor = 5/5.
Am I imagining things or is the background music dynamically generated?
Brilliant, this idea is just brilliant (even with touch pad and keyboard)!
I can see this getting popular on smart phones.
(And I please don't take that as an insult ;D, it's a great little game)
It took me an embarrassing amount of time to understand that the first room actually had a door to a second room. That said the pixel works, and especially the backgrounds, are very pretty. GJ
Not sure if it's intended but I'm getting a strong street art vibe from this.
Loving the writing and the music sets a very pleasant mood. The level design is a bit of a bully, but I get the feeling this is intentional.
Thanks.
Both the scrollbar issue and the chrome keyboard input should be fixed now.
@[email protected] ^.^ {*}_{*}
(No words can express my feelings right now)
The mosaic graphic effect is unique, but I especially like the bird. Sound would have done a lot for this game.
Very neat intro. Really digging the backgrounds.
Interesting concept. It would benefit from having even more words more words, but 2000 words is impressive for a 3 day jam.
(From what firebug tells you are not collecting input to add more words in future versions. It would have been interesting to see what players actually type. Or maybe I really do not want to know ^.-)
I find the controls a bit on the over-sensitive side, and a at times very glitchy.
Beyond that is a very relaxing game. I could see more polished version be a hit on cellphones (and I mean this in a positive sense).
Captures the theme very well.
Nice work. Neat idea and colorful presentation.
I first tried this with my laptop touchpad, it did not go to well. Then I connected my drawing tablet and I DOMINATED THE ENTIRE REALM! All hail Lord Wacom!
(Also bonus points for the Ghibli reference :D)
I had to disable some standrard OS X shortkeys (trl + Left/Right) to play this. But then I found this very enjoyable.
There are generally to few pozzle games on LD. Good job!
Finally a puzzle-game. :D
I found this game very claustrophobic towards the end, as you slowly run out of paces to put down the pieces. Unavoidable doom slowly impending.
Loving the meditative art style and music.
The larva is frustratingly slow, but I assume this is intentional.
Nice work.
(A few more hints would not hurt though)
This is a game about pulling a a ransom persons "trunk" to help him loose weigh.
(That's something you don't get to type every day)
Humor: 5/5
Mood: Delightfully uncomfortable
A game about a witch flying and shooting at things? Sound vaguely familiar somehow(*).
Can't really tell how this game relates to the theme, but it looks and sounds great.
(* Check out my compo entry, you'll get it)
This game is obviously a post-modernistic deconstruction of how establishment controlled mainstream media influences human integrity in order to maintain the power balance of the contemporary cultural hegemony.
(The music is also very catchy)
This game reminds me of why I avoid travelling by plane.
Very good job for a first game.
Perhapes some music/sfx next time?
I found that just letting the little critters carry on with their own lives seemed to work out just fine.
So.. The mechanic is the message?
A web-game built on the web? This is Brilliant!
This is probably the most bizarre Idea I've seen so far (in LD37). To bad it's windows only. Would have loved this as a web game.
Clever idea. Enjoying this (and just added it to one of my itch collections).
I do however wish the boxes where color coded, finding the one box of paper-clips among all snowflakes and atoms is quite eye-straining.
Overall: Entertaining. The difficulty curve could need some tweaking though.
Music: More or less everything that has a saxophone (or something saxophonish) in it is a god music. :D
I like the music.
Once your cornered your more or less stuck. Some form of melee attack would have been helpful.
This is the second roomba-game in a row I rate. Roombas are in this year (or rather.. last year)!
This is a very relaxing experience. I would however have preferred if the music just kept rolling between levels, instead of sharply cutting the way they do now.
Thanks everyone.
@Avant-Marde
Perhapes the story requires some historical context. In 1932 Sweden suffered a financial crisis as a part of a larger international melt down that started in 1929 (things generally moved a bit slower back then).
Here this incident is often referred to as the "Kreuger crach", as the fall of the match-stick tycoon Ivar Kryger largely contributed to the local financial turmoil.
The first story draft has Kreugers real name in it, but I felt that giving him an alias was both more respectful and allowed me more creative freedom from keeping to historical accuracy.
This game really manages to invoke a sense of unease and anxiety. It's not just the graphics and the excellent sound design, but the fact that the puzzle is sort of vague actually works in it's favour.
I had to force the last digit, just like Spab before me. But just when I hit the right digit I realised that the answer to "What slides?" was literally in-front of me.
Really well done. One of my favourites so far in this LD and I'd say probably your best LD-entry that I've played.
Not sure if this is a clever way of interpreting the theme or getting around it. ;)
The graphic remind me a lot of Links Awakening, one of my favourite games of all time.
Reminds me a lot of [Long Live the Queen](http://store.steampowered.com/app/251990/Long_Live_The_Queen/) (one of my favourite games released this decade), but with a planet instead of a princess, and with a larger percent of the time actually making the choices.
I have one question: How many moons can be built in total? The narrator sort of indicated that enough is enough when I got the third one.
I really enjoy the relaxing intentional monotony of this game. Feels a lot like real gardening (my other hobby). It even depicts the practical logistic problems of over-planting and not knowing what to get rid of to make room for something new.
The only thing that really bugged me was that the menu cursor in the "sell" menu moves upwards when the last seed of a certain type is sold. This caused me to unintentionally hit "back" and exit the shop quite a few times. The cursor could move down (instead or up) or the "back" button could be moved to the bottom. But I don't think there should be a "sell all" option since that would increase the game play tempo.
As for aesthetics: Music, sound effects, 3d-models and graphical are all lovely and more importantly they suit each other very well.
So to sum it up: Great stuff! And I'm really looking forward to see what your team manage to come up with next time.
(I was fairly certain that I had already commented on this one. Better late than never, I guess.)
Cool idea. You cell-domely (sorry, couldn't help it) get to play games at this scale.
The UX might need a bit of polish. I think I would have placed the wrong material at the wrong places less if they where just assigned to different buttons, preferably 'zxc' or 'asd'.
Cool approach making a physical prototype first. Would it be possible for you to post a few pictures of it?
The UX could use a bit of polish. The thin black text in the hint boxes does not have enough contrast to the gray backgrounds. Also I'd prefer it if the hint boxes and command pallet appear next to the things they related to, instead of at fixed positions on the screen.
Finally, the constant sinking of regions creates a tens claustrophobic feel. It really captures the sensation of a hastily declining civilisation.
Interesting take on classic old Pipe Dream. The theme and music gives it a more serious tone.
I appreciate that mechanics are introduced one at the time through multiple levels with out that much written tutorial.
What I really miss is some sort of save function (+ a level select screen) allowing me to come back later.
The piano notes are a really nice touch. The contrast to the more synthetic music makes the whole thing feel a lot livelier.
Cool concept. The puzzles are tricky, though not too hard.
The arrows at the edges of the board point in the opposite direction of how the lama actually move. It is logical, but I still had problems getting my head around it.
Also: Llamas :thumbsup::thumbsup::thumbsup:
I like how this game is both hard and at the same time very forgiving. You can always flip things around until it works.
The tutorial is also excellent.
An interesting exercise in minimalistic user interfaces. You don't ever really need to "learn the controls".
On my first run I bought the first shield buy-able shield before finding the crap shield. Then I accidentally picked up the crap shield and lost the better one. :sob: (Perhaps the dropped sword and shield should appear in the map so that players can undo that sort of mistake?)
Any how, very nice entry. And congratulations on making it on to [kotaku](http://kotaku.com/paisley-princess-is-a-terrific-tiny-adventure-game-in-1795126973). :thumbsup:
Starts out a little stale, but gets a lot more interesting once the upgrades start kicking in.
You should probably probably reduce the game height (or implement a fullscreen mode) as I had t zoom out the browser page for the game to fit ( and this screen is relatively high-rez screen).
GG!
The non-tutorial in game tutorial is introduces concepts very well. I really liked the hint that appeared at the first planet where you have to fall from the other side of the planet. Can't really say what's so good about it; it is just placed very well.
The difficulty really spikes after a while, though this is to be expected for this type of game.
The story intro is fun and still short enough to not overstay it's welcome (I have a half-serious food allergy so most of my friends can associate with the perils of the main character).
The absolute absence of re-spawn delay makes this into a real gem. It is seriously hard to stop playing.
A well crafted and uncompromisingly sad story. The Atmosphere and subtle world building is superb.
Calling a game "Short and sweet" is a bit of a chicle. But this game is very sweet and also (a bit to) short.
The little characters somehow reminds me of the "Mucklor" from the [Pettson and Findus](https://en.wikipedia.org/wiki/Pettson_and_Findus) series of chlildens books.
grön-muckla.jpg
(As far as I know these books are not very known abroad, but in Sweden they are something _everyone_ reads as a child)
If I would change anything I only change one thing: move the 'Pick up' from z to more or else anywhere else,
As for the background sounds. This is the first entry in this LD where I've kept the game running in the background long after I finished playing. It's so soothing.
Not entirely sure what's going on in this game, but it did manage to keep me curious somehow and I played it to the end (I think?).
Sound really is missing though. Maybe next LD?
The humans in this game are really a bunch of pricks. On my first play though I wanted to build a shark that would eat them all.
Watching the orca struggle in it's entrapment sends a strong environmentalist message. We only have one world and it is small! For this I give it 5 of 5 in theme!
It's always nice to find a fellow adventure game creator in LD. I generally agree with everyone above who says this game could/should be longer.
The UX could benefit from better highlighting what elements are actually interactive; the pixel hunting part of it is kind of a annoying.
The puzzles generally make sense and the minimalistic pixel art is a perfect fit for the game style as a whole.
A well crafted depiction of the mudnannity of everyday life; doing your routine day after day seeing that things are slowly falling apart (both socially and quite literally).
I was actually hopeing for this this to be a little longer. But I do on the other hand prefer narrative games to be "to short" than "to long".
Music and scenery are both stellar.
Thank for all the UI feedback. Getting the game UI to better represent the engine world model is something I've been struggling with for a while. Since LD I've moved the layout around so that actions/verbs (red & yellow buttons) are placed top of on targets/nouns (blue links). I've also started tinkering with a real map generated from the world model (not just a hand drawn image). The plan is to use the same engine in LD39, so we'll see then it helps to make navigating less of a mess.
This is what it looks like after taking feedback into account (different game project): Improved layout
@silkworm-sweatshop, @zorg, @ava-skoog: There is only one puzzle. You did not miss anything. The "original plan" contained a more complex puzzle where the tv had multiple channels and the TV-remote was missing it's batteries. But.. well.. time and that stuff. ^_^;;
@caryoscelus: In retrospect there could you could have been something that made it mossible to turn on the TV without talking to the panda firs. Something where trade a tuft of panda fur for a Pinable and through some elaborate chain of events end up with the power cord for the TV.
An inventory weight limit would also have been nice.
Hmm.. just thinking abut it make me itch a bit to add to this game.
@lone-spelunker No, waking her up is not possible. Waking her by turning the TV-volume up high (or something like that) would have been a cool puzzle though.
Haven't played this since it's windows only.
That said: The graphics sparkle with charm! And the gameplay reminds me of the water level in the first TMNT-game for the NES.
This game would be easier to get in to if it introduced it's different mechanics more gradually. I had barely figured out what chain of buildings was required to build the thing that makes alien bugs go alien go away before meteors started falling all over the places breaking al my stuff. And I was constantly out of resources. With a reduced difficultly ramp up (or a difficulty setting) this could be very good resource manager.
That said I really like the vecorised artstyle. And the little squid monster is very cute.
This may be the largest team I've seen so far this LD so far. Cool game and also impressive that you managed to coordinate so large a team in so short time space.
(One small technical thing: Pressing the esc-key on leaves fullscreen (at least in Firefox). So it would be grate if the scrolling intro text could be skipped with some other key, like space or enter)
Interesting take on the theme 'A small world'.
For a v1.1 the background should probably move more to convey a sense of speed. And possibly change when moving from one place to another, like when leaving the :point_right: and entering the :ok_hand:.
This game gets an automatic +1 to everything for being a NES-game!
There is a really good Zelda vibe to the simple graphics. One thing that would have make them sparkle even more is if the ground ha a few swatches of en alternate tile, to break the repetition a bit. And perhaps softer backgrground colours to make sprites pop out more.
High feeling of suspense and tension accomplished by very simple means (<-this is a good thing). I jump slightly every time I am caught and I'm not even playing in full screen.
I think there is a bug in FF. Starting the game by clicking the 'Play' button works the first time, but clicking it again when it appears after a failed attempt to escape does not; clicking starts a new game, but the controls no longer responds and the page has to be reloaded. Pressing space instead and clicking gets around this.
I also get the impression that the music dynamic is dynamic. It seems to intensify when when monster is approaching.
All in all: stellar work.
Interesting concept. This could be something really cool if given enough polish.
If I could add sound effects to one thing it would be the protagonists gun. It should have a "bzzt" when fired, a "poff" when hitting a "klink" when hitting the shield of a target. Right now it's hard to tell a shot actually hit a target.
This is a hard game. Playing it caused me to constantly shout the f-word (and given subject matter I find this to be appropriate behaviour).
One thing this game does really right is that it lacks any "replay cooldown". Failing and trying again is never a process of painful waiting.
I think I may have managed to swim outside fallopian tube at some point. Not sure if this is a bug or a short cut.
A lovely story that is just the right length. I like how it critiques our modern obsession with friend count.
Also, the sheet music :smile_cat:
It may be an odd thing to compliment in a Jam entry, but the typography of this game is remarkably pleasing. Its both relaxing and playful, that way it becomes very representative for the game as a whole.
Level variation could happen earlier though as the first three levels are nearly identical.
Also: The pink toy is very slow. It needs a serious buff to remain relevant in the current meta.
I couldn't help to chuckle at the thought of it when the game suggested that my mother (who is somewhere on the spectrum between agnosticism and atheism) would ask me to join her for church. Of course if she ever did ask I would quite definitely tag along since I'd really like to know what in naturalism and universalism was going on.
:fearful: :laughing: :innocent:
Also: very catchy music! To thumbs up!
The graphics and audio gives this game a very mysterious and fairy tale like atmosphere. The teleporting pictureframe is an interesting mechanic.
Unfortunately the game lagged a lot on this computer (macOS + Firefox). Due to this I had to stop once the platforming got more demanding.
Very interesting concept and a different take on the theme. The graphics are really colourful (I would LOVE to see this animated). I feel the UX would be improved if the game was zoomed out a bit more and the cards could be selected by clicking on them.
I'd like to say that music/sfx would really improve things here, but then on the other hand this could actually work as a physical card game to.
So all in all: Good job!
I actually think the controls are fine, since I see this as a multilayer party game. There is a lot of not-so-subtle humor in bumping into space stations killing countless millions of civilians.
What prevents this from working as a party game is that the resources drain to fast and difficult ramps up to quickly. There should be more room to realize how terrible your party is at doing this before obviously unavoidable "game over". A new set of players should at least get a few minutes on their first try, to learn the controls properly.
I'm a bit lost. Am I supposed to draw the map on paper as I play? (That would be very cool)
Great fun!
Reminds me a lot several games I used to play on my IBM 286 back in the day.
I also like how the thrusters stop working when you exit the atmosphere. Clever details like that should not be under appreciated.
Waiting games is an odd genre, but it's very convinient as you can rate and comment on the game wile playing it. I will probably leave it running while playing some other games to (things for not pausing the game when switching to another tab).
At first I didn't get this at all, since I was in a bit of a hurry (bad me) and the controls where not on the itch.io page. But then I figured it out I was all right.
Making it to the end and seeing it start over felt refreshing in some odd way.
This seems like one of those tests you take to check if you'd make a good astronaut. It gets really cognitively challenging at the later levels. It took me 10 minutes to get me through this and I spent more than half of the time (6m 22s) on the last 4 stages.
It's tough, but there is also that "Ah! Now I see it!" feeling when you "solve" a level.
(Hope you manage to get over the magical threshold)
LD never stops surprising me.
An improvement would be to change up the background more. It's hard to get a sens of upwward progress since the the whales/platforms constantly descend.
The graphics are really gorgeous.
Very fun take on the theme. Immediately reminded me of the [The Dragon Dentist](http://www.imdb.com/title/tt6004864/) miniseries (which is really good BTW).
The controls could be robuster. It's a bit hard to measure jumps, especially when clinging to the facial hair. Also sound effects and music would add a lot (but sound is a glass house where I really should not throw any stones).
The fact that the all choices (both right and wrong) seem to be from the same pool results in a lot of brilliant (if possibly unintentional) LOLz. Seriously. Inviting a few friends over for some local multi-player could be a real hit.
(Either that or Pokemon has actually won five consecutive Wimbeldons)
I really enjoyed the writing in the intro. This game could be a bit longer and have trickier clues.
The font rendering is a bit muddy, but I'm starting to think this is a general Unity+OS X problem since a lot of Unity games seem to have the same issue.
Very interesting aesthetics choices. Gives a good claustrophobic feel, like horror game but the player is the scary thing and not the fleeing thing.
The controls are a bit awkward since the touch pad on my laptop does have a dedicated button for clicking (the entire touchpad is pressed down for clicking). It's mostly manageable. But dedicated keyboard keys for moving, screaming and hitting would probably help.
I could not get past the second mining site. It there a puzzle to solve? Hint?
If you want to make a game that impresses other game designers, then the clicker-genre is provably the least easy way to go about it. So kudos to you for for resisting the chains of cultural cognition.
I really like the fact that the game starts to play it self after a while. In fact I'm still playing as I type this.
What I'm missing is that the different plants look a bit to similar. I'm not entirely sure which is a daisy and with is grass.
This is an intensely realistic recreation of office life. Trust me. I've worked in the public sector for five (5) years. I know realism when I see it.
I'm not entirely sure that I'm playing this right. It took me some time to figure out how to actually play this game (Despite reeding your instructions twice).
I'm still not quite sure how to actually play to win, but looking at the bright dots flowing across the wires has a very nice soothing effect. This is probably one of the games I've spent most time with in this LD.
It's always a treat to see what you come up with for every LD.
It's a bit depressing how realistic this game actually is. Complete with the obligatory store Christmas muzac, incomprehensible shopping list and (my worst dread in life) other IRL people. I can really feel the panic as the clock is quickly ticking down and I can barely remember what to buy. The rush against the clock remind me a lot of a certain *Arnold classic*.
[Ohh, Embedded video? Nice!](https://www.youtube.com/watch?v=YTcFsdIJ_Xo).
The only feature I'm missing is the a ability to slap parents who, for some reason, decided it was a good idea to bring their toddlers to the store.
GG.
I really enjoy the mix of relaxing grunt-work and action-packed gunfights. Dynamic music could really take this somewhere.
What I'm having most problems with is what to do when those pesky pirates follow me back to base.
how-to-get-out 2017-12-16 kl. 12.41.26.png
Cant really find a good way to break out of this situation since I cant fire the guns from inside the shield.
Speaking of the home base, using different docking stations for different purposes (sell ore, refill fuel, repair ship) is a really nice touch.
Graphics and sound blend very well together. Great job on that part.
Does the algorithm that generates the puzzles guarantee that all puzzles are solvable. I'm sort of stuck on this one. Skärmavbild 2017-12-17 kl. 18.38.31.png (Maybe I'm just missing something, but I cant see how this could be solved)
It got a bit hectic once I got my third row ow cows. Once the milking-machine is in place the game just plays it self though.
What I'm really missing in this game is ste ability to buy my cows one of these: [Cow brush](https://www.youtube.com/watch?v=VpjCQD8ynZE)
As we all know: Hard + quick re-spawn = Awesome!
This one reminds me a lot of [Super Space Barrel](https://aamatniekss.itch.io/super-space-barrel), a personal favourite from an earlier Ludum Dare.
Mechanics are a bit quirky, and all the more charming for it. Especially neat, if a bit hard to master, is the prower-up driven double jump. Levels are varied and mostly quite hard, but rarely ever unfair. GG.
Oh, that sounds odd. May I ask what browser(s) and OS you are using?
General ======= Not entirely sure how to put this, but the lock-in that is actually sort of intentional as a penalty for getting noticed by to many groupies. I do off course agree that getting locked in for up to a whole minute is way to harsh (especially since there is no reload level button). My only reason for not fixing this post jam is that I could not think of a fix small enough to be acceptable as a during-voting-patch (the missing reload button has no excuse though).
Here are some other features that did not make it: - Dodging - Cover actually providing cover (breaking line of tight for groupies) - 4 directional sprites - Groupies with patrol routes - Groupies following each other
Specific ========
@saramartins In retrospect, I should just have added a reload level button as a post-jam "bug fix".
@chronosv2 A mate of mine jumped in and wiped together some stuff before actually playing anything. My spouse made the Victory and Game Over tunes. So perhaps not a "team project", but definitely original music.
@muffty I'm a bit curious to what your home looks like if you have trouble finding a bit of paper ;) But, yes, you don't _really_ need the paper. Originally this was just a way of compensating for an additional minigame that never got implemented.
@fangzhangmnm & @schu The original track is actually a lot longer than the minute you are able to hear it. The only reason for restart has to do with how background music is implemented, since it's loaded in the scene (Godot lingo for level) and not as an auto load (Godot lingo the known universe).
@wizebin & @ava-skog Reading your comments after all the others made me realize something. Perhaps it is not clear enouth that this is indeed a stealth game. The player is supposed to sneak past groupies, not just try to out run them. This could definitely be communicated better. And yes, an expanded version of this game should definitely have a cardboard box.
Top notch aesthetics. Also cool to see boardgame-like stuff that could never be a board game on LD. Would swipe right again.
A Chuck Noris Joke! Havn't seen those in a while. :D
I have one problem though: On macOS Ctrl+Arrows is used to switch back and forth between desktops. So every time I move and shoot at the same time I loose browser focus. Maybe ad another alternative fire button (like left shift or just Z)?
It's a nice detail that the children scream in different pitches. It makes them stand out more as individuals.
The struggles of the every-day-man, distilled. Very interesting idea.
I can't really put my fingers on why, but I keep pressing the wrong keys when opening boxes and putting them back. Perhaps the "Found it" could be automatic, thus reducing the number of buttons a bit.
Fast paced, with a lot of small risk/reward situations. Graphics are a bit on the smaller side. And music/sfx are missing.
That said I could see this becoming an arcade hit in the early 80-ties.
This game reminds me a lot of a puzzle in the 1991-classic [The Castle of Dr. Brain](https://en.wikipedia.org/wiki/Castle_of_Dr._Brain). Only difference is a that in this game the controls actually work.
Good work!
You really captured the theme well here. Factory inventory management is tricky stuff.
The UX could need a bit of work. I'm not a very smart person. So the fact that the container statues are at the top of the screen and actual containers are at the bottom confuses me a bit. Also being able to upgrade the carrying capacity and movement speed of the little factory worker would be very useful.
Very cool, and astonishingly simple, idea. Graphics remind me a lot of good old geometry wars.
Had a lot of problems with the controls at first. Then I plugged in an external mouse. Suprising no one: Plays a lot better with mouse than with touch pad. I wonder how it plays on a (wacom-)tablet or an (ipad-)tablet.
(I'm not sure why, but audio volume is very low. While playing I can just barely hear sound effects and music)
It's nice to see an IF on LD. As a mainly introvert person, this is a protagonist and a problem I can really relate to. I'd really like to see a more fleshed out version. The last three hours are a little void of action. GG.
The [Jumbo Groove](https://github.com/irskep/jumbogrove) engine also seem interesting. It looks a lot like things I've been experimenting with, so I might check it out for future jams.
This has probably already been said a a couple of times, but this game really need some form of tutorial.
I've build a bunch of windmills and houses. Cant really understand what I'm supposed to do next. Skärmavbild 2017-12-17 kl. 19.01.33.png
So for instance: - What is the difference between the two house types? - Can I get more house types and how? - Are there any negative side effects of building power plants next to houses? - Who is Ed? (And what does he do?)
Not my intent to sound to negative though. Give this a few more weekends and you could be on to something.
Cheers.
A cleaver take on the theme. I really like how the range-indicator grows as you collect more fish. Music is also very catchy.
Fish gets a bit sparse towards the end of the match. Maybe more fish could should "spawn" somehow.
Maybe it's just me, but I noticed a vocabulary bias towards the tech industry.
Great to see an entry that is both fun and useful. My keyboard finger placement for several years, ever since work caused me to "juggle" different keyboard sizes. This might be one of those entries that I find my self getting back to long past this LD.
Keyboard Controls, mildly put, a bit uncomfortable. Dashing with left shift, jumoing with space and shooting with enter means the left hand must move back and forth over the keyboard. I'd prefer it if I could just move with arrows and use ZXC for actions.
Interesting idea though. GG.
Me (playing this game): ... hmm.. aaah1 AAAH! phew... AAH! ... Oh! Arr... Nooo... AAAAAAH! (repeat)
Here is a thing: Ctrl + LR-arrows on macOS is used to move back and forth between desktops. So that make this game a bit unwieldy to play.
The simple parallax effect looks really nice though.
Good luck on completing your entry in LD41.
Highest score so far: 65 (not that good, right?)
Starts of relatively easy, then gets very hard very fast.
The voice acting is excellent. :D
Quite possibly one of the strange games I've played this LD. I'm intrigued, and a bit frightened.
(At first I struggled a bit with controls. I thought Enter was forward, but it is apparently fast forward)
Really digging the minimalistic graphical style (with some depth effects, if I'm not mistaken).
This is my first 5/5 in mood on this LD. I'm really digging the soft ambient aesthetics.
My only concern it that fullscreen looks a tad off (Firefox + macOS). Skärmavbild 2017-12-21 kl. 18.20.20.png This is a bit bummer for such an emergent oriented experience. (edit: This is already fixed in the post-jam version)
Any ways: Really nice stuff! GG.
The really trippy enemy and pattern design makes this game one of my favourites this jam. I find it surprising that it has not attracted more ratings. Sincerely hope you manage to get over the 20 ratings threshold.
This game takes everything video games have taught me an about input and turns it on its head. Really a great idea and well executed puzzles.
My only gripe here is that I cant get more than a few levels in dew to my Swedish keyboard.
Skärmavbild 2017-12-28 kl. 19.52.26.png
What am I supposed to type here? Apparently it's not '-'.
Seems your game and [mine](https://ldjam.com/events/ludum-dare/40/be-popular) tackle very similar concepts. Interacting with other people is not always an easy thing. We get entangled in our daily lives and some times we just want to get away. But loneliness is also a hard ting to cope with. Perhaps the core of the human experience is in the struggle it self.
Ok. I figured it out on the third try. Not sure how to say this without spoilers... hmmm..
™™™ Through valiant effort and high focused time critical investment I have accumulated the intended transportation device. Pigs where kept at bay by frequent visits. The roster has learned to fly and the chickens are now safe. I repeat: the chickens are safe! ™™™
Jolly good show, lad. I must admit I have a bit of a, shall we say, kink for games that are something else than what is initially perceived. Jolly good, I say. ;)
Highscore: 6250
At first I was going to report the gradually more sluggish controls as a bug. Then I realised that it's probably a feature. Nice touch!
Highscore: 1267
The asteroids are a bit hard to since since they are dark grey on a black background. Perhaps I'm just getting old, but I had to squint a bit to see what was going on once the asteroid count started climbing.
You mention this was your fist Unity game. [My game][https://ldjam.com/events/ludum-dare/40/be-popular) was also a first on new tools, so I feel your pain bro/siz. Doing LD on new tools can be a learning adventure in it's own right. Use this as a reference point for your future Unity-based games.
I find it a bit hard to tell when mushrooms go from food to foe. Perhappes thay could change in hue, not just size.
Liked the control scheme once I got used to it.
The no-nonsens re-spaw keeps the adrenaline ride going. The graphics in general, and the parallax scrolling background in particular, are well crafted and crisp. GG.
These aesthetics ooze a mix of Earthbound and PaRappa the rapper. Neither of them are bad things to ooze like.
Most of the time it's hard to tell if this is historical or sci-fi, an that is a scary thing.
Very interesting mechanic. The ending confused me a bit, but I also skipped reading a lot of the poetry. I should probably come back to this one later and give it another go.
(I also managed to fall through an elevator and out of screen on one of the later levels. Not entirely sure if this is intentional)
I love this. The art style, the writing, the vfx, the choices.
My only real complaint it that this game is fairly taxing on my 6+ year old laptop. But you can't have everything.
I'm usually not into clickers, but the posh aesthetics (both graphics and audio) made this a pleasent experience.
:deciduous_tree:
Another cat game. This truly is the LD of the cat. And such a cure cat at that.
It's obvious a tight team cooperated on this. Extra kudos to whoever was in charge of.. uh.. being in charge.. or facilitating the creative process.. or whatever you kids call it these days.
It's a bit stressful read while all the timers are ticking down. Other than that I really enjoyed this piece of interactive storytelling. Might try to do something in the same genre for a future jam.
I love the little sausage kitten you turn into right before you unbirth.
Just like you wrote on our game: Looks like we started out with similar ideas. But then you something we never managed: Actually flinging logs and being able to look around in the forest!
I'm really appreciate the cozy particle effects. Gives a very warm, yet non-aggressive, feeling of fire. The pale lighting of the trees is also spot on, giving a late summer sort of presence. The aforementioned two contrast each other well.
If I'm forced to complain about anything, then I'd say the fire burns out a bit to quickly.
Love the art-style. you should make fridge magnets with the cow.
Adding rythm to anything is one of those underused mechanics. This kept me gonig for quite a while and it might be one of these games I come back to after the jam.
Almost forgot: Your itch-page does not have a link back to this page, so I had to backwards engineer my self to his page via your handle to actually give you a rating. You seem to have a lot of ratings, so perhaps this is might not be a problem. Just thought I'd point it out in case you missed it.
"Play with the mouse. You will figure it out." Of all the instructions I've encounter this jam, these are definitely the best!
This is every Shounen Jump sports Manga ever. I'm really digging the procedural animation on the arms.
One of my favourites so far. GG.
Thanks @oune.
@blushine Atsume was one of our main inspirations. It might take a while to get the fire going. The penguin likes lower temperature than the other creatures.
@gaming-night You can never be to relaxed.
@picusbgames Sounds like you're playing exactly as intended. Creatures come and go. That's just how they are.
@ava-skoog Yes, the are alike arn't they? But then again, after playing a lot of your entries over the years, I'm of the impression that have an at least slightly similar mindset when it comes to game design.
The "Moomin-ness" is most intentional. Just hope Tove Janson would see this as a compliment (and not copyright infriegment 🤭).
Thank you for mentioning 'A Dark Room', @marcusnystrand. It's a game I've played quite a bit and it was one of out two main sources of inspirations; The other beeing 'Neko Atsume', just like @blushine noted.
I quickly found myself intrigued by the both dark and at the same time whimsical inner monolog of the protagonist. Graphics and audio are both spot on for what this game is about.
I had a bit of a struggle with the controls. Especially the unintentional scrolling that 1/3 of my mouse movements caused. Perhaps the game could zoom out during the asteroid sections (since those are the only times when it's meaningfull to click on something outside the ship) and be locked centring on the ship at all other times.
This was sort of wierd even for a Bitsy game. And I mean that as a compliment.
The sound scape is especially eerie, as pointed out by others.
I've more or less stopped using the mouse due to ergonomics issues, so I'm always hesitant towards games with WASD+mouse controls. Despite that I kept playing this game for longer than I expected. The music is sweet, the graphics are nice and the controls are tight (although I would have preferred a keyboard-only option).
Aaaaaarrrrh! I was at ~950m when the fire went out.
That said, I really enjoy these narrative-rich resource management games. The writing here is witty, while still making a lot of sense.
It's hard to tell if one should jump or slide since the laser-beams are blocked by the big black boxes that emit them. Despite that I managed to run almost 800 meters on the first try.
Being hunted by a giant roll of toilet paper is a nice touch.
Could not play very far due to the the vfx issues that other have already pointed out. Really digging the character design tough.
It's rare to see a fully voiced Jam entry. And the voice acting is really good at that. Mood is really spot on and reminds me of Allan Mores 'From Hell'.
As others have pointed out this could do with some balancing in he post jam version.
I like that the hoards come from all possible directions, insteade of lining up nicely in classic tower defence fasion.
Nice try-fail-cycle. I love that the first obstaceds are tiny brids, an the next one is missiles larger than you.
For next Lv: Shorten the time between plays a bit.
Yarr, this be one fine jam entry. They graphics be neat, they music be splendid and the controls to be counted upon.
Last review for this LD. This was different. And I like it. It's probably something you can use to train your short term memory. Did I say I like it? Any way, what was I doing?
In shot: Good job!
Really digging the soft art vectorized, which blends well with the music. The explosions deserve a special mention in this regard.
I found it a bit confusing that the player ship re-spawns behind the home planet an not above it. Perhaps I was doing something wrong.
The intro reminds me a bit of Sartres 'No exit'. The mood is really ominous. I never managed to figure out what to do after activating the radio-machine-thingy so I suspect that I'm missing out on most of the game. Good job anyway!
Fun take on the theme and a very relatable problem. I get the feeling that the optimal way to play this game is to take notes on a few play throughs and find the optimal amount of water for each plant; So science, much like.
I like thet twist that the game actually takes reproductive ability (i.e. there being both male and female dinosaurs left) into account. But then again, nature always finds a way.
Taking a relaxing boat ride was just what I needed. Art style remind me of either 'Wind waker' or the lighter parts of [Journey to Melonia](https://www.imdb.com/title/tt0098189/).
Cool puzzle game. Could use some more levels.
This game is very French. It also reminds me of [Rock'n roll Diogenes](https://ludonaut.itch.io/rock-n-roll-diogenes), which is another old favourite.
(Both statements above are intended as high praise)
@xlabein Thank you for playing!
We've added controls to the description. (I was so tired when we handed in our submission that I completely forgot that) Hope this helps.
@spadekhemoglobiny @retrome @itskdog Thank you for playing providing feedback. We've talked about making the sea creatures blink when they are photographed, like they where hit by flash. Might be something we do for a post-jam version.
@junebug Thank you for playing!
The shadows are actually a come with Godot engine, so they where among the easier things in the game.
@ava-skoog Hey, long time no see! Thanks for playing the game.
A lot of people seem to be a bit bamboozled about this one. I've added a gif and some hints. Hope this helps. And don't hesitate to ask if it's still confusing.
Controls could benefit from a bit more polish in a post-jam version as it's quite hard to aim at the moment. That said it's rare to see 3:rd platformers on LD, so it's cool that you went for that.
Music and graphics are colorfull and upbeat. The wobbly effect on the girls hair when she runs is particularly cute.
I know from a verified source (i.e. I have attended a singe lecture ton the subject through meetup.com) that this is how all Machine learning actually works
This is quite the challenge. Especially on a touch-pad where right and left "clicks" aren't really preformed with a right and left button.
Digging this. Pixel art is crisp and the musics sweet.
Shooting back seems a bit imprecise, or maybe I'm missing something?
Cool to see an actual sequel in an LD, even if it's mostly a spiritual one (sorry, dad pun, had to, EU directive).
Game looks really cool, altough I wish it just restated the level on 'Game Over', rather than having me skip the story every time. Particularly since it's a quite hard game (or maybe I'm just getting old, and thus the dad puns).
Sweat beats, batman! The drill moves with the rhythm!
Really cool (and short) game makes got a lot of re-playability. Perhapes it would be nice to add an upgrade system to the squeal?
This one really nails the concept of teaching mechanics through level design.
It anything this game could be a bit longer (but only if the general sense of level polish stays the same).
You just can't go wrong wit black+white+color. The music/sfx also fit quite well. Using the save points as wire connections was a nice twist. This game is neither to long nor to short.
TL;DR: Good job!
Really nice job on this one. I usually dodge rouge-lites, but this one kept me playing for quite a bit longer than expected.
I must admit that I struggled a bit (=a lot) with the controls. Doesn't really matter though because the presentation, and above all the music sound design, is fantastic.
A part of me wants the controls so be visible on screen, but I also get that it might clash horribly with the minimalistic aesthetic.
As others have already pointed out, the transition between music tracks is smooth as ice cream. Generally a very relaxing game that should be preferably be played in FULLSCREEN on the households LARGEST MONITOR AVAILABLE!!1
I got to the "brown" level, but then I got lost and could not find the next passage. The coins help a bit when trying to understand where I've already been, but a mini-map is desperately needed.
And the award for cutest lovecraftian monster of the year so far goes to.. You! Yeah, you!
When I first saw the title of this game I somehow expected somethin like our game, except with a beaver instead oss an otter. I was both delighted and surprised to see how different it was. One of the main reasons we have jams, I think, is that someone makes odd stuff like this one. Top marks.
Justified or not everyone has their reason for doing what they do, and you illustrate that well.
For a post-jam version (or another game with similar mechanics) I'd like to see an abbreviated dialogue option (or at least a fast forward button) for when rethreading the same dialogue path more than once.
The long short of it: There are to few video games about dice. Thank you for fighting for the good cause!
This waves of chills through me. Simple, minimalistic and well told.
Second time this jam I give 5/5 in all categories.
I tried doing the breathing exercises my self while playing. It had mixed results, so I'm feeling a bit woozy as I write this.
I wish the breath in and out indicators would be a bit more distinct from each other, as it's hard to keep them appart when a lot of other things are happening on the screen. Prehapes the yogi could change color or have different animations for breathing in and out.
I like the warm colour scheme. Must however admit that I had quite a bit of trouble finding the door from the tutorial to the first level.
First thihgs first: The sound effects are hilarious! Good job on those.
For a post jam version you might considder adding some new challenge roughly half way through the night as that is where it starts to feel a bit repetitive.