Sounds Familiar by lilyspren 2024-10-23T18:59:10Z ♥ 2
Lovely little story! Fetch quests as a familiar is a fun game concept. Well done~
Foon → Ludum Dare Explorer → Users → Joror
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | ๐ฅ | Welcome to Veinridge! | jam | 198 | 3.85 | 3.41 | 3.45 | 3.60 | 3.44 | 4.10 | ||||
| 2024 | 56 | Tiny Creatures | Fate of the Dice | jam | 180 | 3.95 | 4.07 | 3.88 | 3.20 | 3.58 | 3.52 | 3.60 | ||||
| 2024 | 55 | Summoning | The ElectroXist | jam | 3.50 | 2.75 | 3.25 | 3.50 | 3.00 | 4.00 | ||||||
| 2023 | 54 | Limited Space | A Shared Earth | jam | 424 | 3.72 | 3.47 | 3.88 | 3.52 | 2.84 | 3.58 | |||||
| 2023 | 52 | Harvest | The Last Outpost | jam | 101 | 3.97 | 3.72 | 3.56 | 3.44 | 2.53 | 4.23 | |||||
| 2022 | 51 | Every 10 seconds | Mini Dungeon Tactics | jam | 188 | 3.91 | 3.81 | 4.07 | 4.07 | 3.36 | 3.57 | |||||
| 2022 | 50 | Delay the inevitable | Aito Deliverance | jam | 298 | 3.85 | 3.33 | 3.98 | 3.59 | 3.91 | 3.26 | 4.35 | ||||
| 2021 | 49 | Unstable | The Unstable Zone | jam | 417 | 3.76 | 3.41 | 3.25 | 3.17 | 4.18 | 3.19 | 4.11 | ||||
| 2021 | 48 | Deeper and deeper | Alcheminer | jam | 688 | 3.64 | 3.62 | 3.58 | 3.82 | 3.46 | 2.88 | 3.32 | ||||
| 2020 | 47 | Stuck in a loop | Time to Run | jam | 758 | 3.53 | 3.42 | 3.42 | 3.52 | 3.34 | 2.12 | 3.53 | ||||
| 2020 | 46 | Keep it alive | Hydro-Carbon Rescue | jam | 137 | 4.08 | 3.90 | 4.00 | 4.07 | 4.07 | 3.04 | 4.31 | ||||
| 2019 | 44 | Your life is currency | Daybreak Inn | jam | 31 | 4.17 | 3.91 | 4.11 | 3.78 | 3.45 | 4.24 | |||||
| 2018 | 43 | Sacrifices must be made | He-Who-Is-Beyond-The-Sun | jam | 363 | 3.60 | 3.44 | 3.56 | 3.32 | 3.20 | 2.71 | 3.98 | ||||
| 2018 | 42 | Running out of space | BIO-EX-DEUS | jam | 538 | 3.43 | 3.34 | 3.36 | 3.32 | 2.50 | 2.10 | 2.31 | 2.65 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | Minigulf Gods | jam | 627 | 3.41 | 3.32 | 3.52 | 3.53 | 3.20 | 3.09 | 3.24 | ||||
| 2017 | 40 | The more you have, the worse it is | The Dark Castle | jam | 49 | 4.08 | 3.87 | 3.27 | 3.17 | 3.67 | 3.00 | 4.41 | ||||
| 2017 | 38 | A Small World | Angelic Design | jam | 284 | 3.54 | 3.11 | 3.96 | 3.50 | 2.68 | 2.88 | 1.91 | 3.12 | |||
| 2016 | 37 | One room | One Room Chop Shop | jam | 10 | |||||||||||
| 2016 | 35 | Shapeshift | From Near to Far | jam | 431 | 3.35 | 2.94 | 3.61 | 2.90 | 3.39 | 3.16 | 3.07 | 3.19 | 59 | ||
| 2015 | 34 | Two Button Controls / Growing | Sanctuary Station | jam | 51 | 4.01 | 3.74 | 4.18 | 3.93 | 3.96 | 3.43 | 2.90 | 3.95 | 93 | ||
| 2015 | 33 | You are the Monster | Nombeast Jr. | compo | 482 | 3.11 | 2.80 | 3.17 | 3.63 | 3.11 | 3.06 | 2.68 | 3.15 | 64 | ||
| 2014 | 31 | Entire Game on One Screen | The Machinorium | compo | 512 | 3.24 | 2.80 | 3.60 | 3.90 | 3.52 | 3.45 | 2.94 | 3.44 | 32 | ||
| 2014 | 30 | Connected Worlds | Exiled to the Beyond | jam | 374 | 3.24 | 2.61 | 3.18 | 3.32 | 3.38 | 3.25 | 2.26 | 3.82 | 73 | ||
| 2014 | 29 | Beneath the Surface | Dig or Die | compo | 544 | 3.19 | 2.67 | 3.48 | 3.89 | 2.96 | 2.63 | 3.26 | 48 | |||
| 2013 | 28 | You Only Get One | Azimuth Zero | compo | 478 | 3.03 | 2.54 | 3.28 | 2.26 | 3.28 | 2.55 | 2.00 | 2.97 | 69 | ||
| 2013 | 27 | 10 Seconds | Escape From The Temple of Eternal Dooom | compo | 596 | 3.02 | 2.62 | 3.48 | 3.08 | 3.04 | 2.90 | 2.51 | 3.09 | 78 | ||
| 2013 | 26 | Minimalism | Less is More | compo | 619 | 3.11 | 2.70 | 3.17 | 3.28 | 3.37 | 2.15 | 2.15 | 3.22 | 100 | ||
| 2012 | 24 | Evolution | SimEvo | compo | 682 | 2.30 | 1.65 | 3.30 | 3.89 | 1.90 | 1.46 | 1.88 | 39 |
| Year | MiniLD | Theme | Game | Rank | ||
|---|---|---|---|---|---|---|
| 2014 | 53 | The Future Is Now | The Awakened World |
Joror leaves an average of 31.2 feedback comments each event.
Lovely little story! Fetch quests as a familiar is a fun game concept. Well done~
Adorable! The mechanic is really unique~ slight wish there was a bit of a challenge to it... some timer or something. But the story is relaxed and neat. So all ok I would say! ๐ญ๐ญ
Basic but effective! Rocket slug to keep you honest. Wish there were some placed powerups to keep things a bit diverse~
Nice twist on a classic! Pretty tricky to get far, but neat nonetheless. Would have loved some basic sounds with this.
Chaos crittersssfoosball - fun smashing of animals, but very hard to control things. Felt a bit like rocket league. Cute!
Fun mechanic! Hard to control, but was fun anyways~
Great art and mucho mood! Love the just every-thing-in-alien-language thing. Gameplay is a bit hectic and unpredictable with the symbols jumping every time - would have been cool if there was an extra pattern to keep track of so you can learn it.
Nonetheless, really great entry~
Nice clicker! UI is pretty clear, had fun upgrading things~ Would have loved for there to be some sound effects for clicking, and defeating things - the chaos must be heard!
Good job!
Funky lil disturbing creatures! The sounds and mood is relaxing, casual mode. Breeding them was a bit tricksy, the 'goals' seemed a bit to random to really strive for something. It would also have been great if there were some in-game tooltips with info.
Nonetheless nice job!
I am not that good at platformers, but I stuck with this one of a while! ๐ Very nice graphics, moody music. The jumping was a bit tricksy, but that's part of the genre I guess.
Well done!
Nice shroomy management game ๐! They're like little kids that won't sit still~ but with a little clicking they behave... The visuals a neat and cozy. Music is simple but effective.
Good job!
Really nice zoomin-around game! The controls were nice enough not to get too annoyed with crashing into things. The music is meditative and fitting. Realizing that torches unlock things was a mechanic I only discovered when I read the text of the game page - would have been nice in the game itself!
Zoomed around, got 10 out of 16 spots ~ would Bee again.
Cool sim-game! I had to look at the comments here to realize the prioritization is the main mechanic. Would have loved some tooltips on all the priority items and abilities, because I had a hard time determining what did what. ๐ The timeline is an interesting concept as well, something to plan against. The visuals are neat, liked the stormy ones. If I would add one extra thing, it would be a way to speed up time.
Nice job!
Good concept! The visuals are also pretty polished~ The chaos was real. Very hard to keep track of what was going on and who had what kind of behavior. (a little smaller intro room might have been nice)
Regardless, very impressive for a long weekend, would fetch staffs again.
Very fast paced! The horror is nicely supported by the sound effects - tiny creatures crawling inside of you... I am not good enough of a snappy shooter/kicker anymore to last for long tho. Good scary moodz!
Lovely game - the graphics really are nice. The music is chill and vibey. Had fun understanding the 'hopping' mechanic. Was looking for the last hive for a bit! Unlocked all stuff with about 20 days left orso. I had to do very tedious rounds to get the the 'summer' end screen. Good ๐ez
Very cute visuals - the dicey critter are a bop. Gameplay is quite fun - different powers lead to discovering different types of usecases!
Mood is excellent as well - good UX and vibes. Well done!
Those were indeed some tiny tiny creatures! ๐ Game was pretty straightforward - was hard to understand what my opponent was sending in tho. Fun lil pewpews~
The voiceover... is Great. The storytelling, awesome and hilarious. I was laughing ๐ After the intro the game twisting to squishing bugs was also quite fun. The gameplay itself is fairly basic but fun.
Well done. 7/5 mood/humor/audio
A 3D photo walkaround! Hadn't seen that before. Love the voiceovers and vibe.
Fun throw-er! Sluggies are def too slow to handle - frogs are easy peasy. Chickens... they never cross the road!
Couldn't finish the last level, but I played till I got there, so nice loop!
Great art - illustrations are *chefskiss*. Music brings it together. The fighting mechanic is innovative - had to wrangle it to understand - but I found that being First is always key. Lovely package, great work by everyone! ๐
Ah those damn lorry drivers! *shakes fist*
Fun throw-around-er! Had a bit of trouble understanding that I was throwing and not dragging. The economy was hard to keep up with, but you know, those are the times...
3D and 2D Art was on point as well; 3D especially - sound effects were fun too. Well done!
The concept is really unique an fun! The actual fighting was a bit hard to follow, would have been nice with a little introduction/tutorial thing.
Nonetheless nicely made, good job! ๐บ๐ช
Fun platformer, with a really awkwardly big elephant ๐ the theme was pretty on point. Navigating with the elephant was pretty hard at times, with often the elephant getting stuck 'floating' over a couple of items, not allowing it to jump anymore.
The graphics were really well done, and the environmental storytelling with scientist-mice and nuclear experiments was pretty fun.
Well done! โข๏ธ๐๐งช ๐ญ
Very cool 'eco' builder! The basics are straightforward, and with some interesting limitations (two buildings per building slot is an funky limitation) Getting a sense of the performance of the economy is a bit harder without a direct insight into the 'flow', but it was good to select the 'food' to be prominent. Building activation also became more obvious as you play. I did get "blocked" a couple of times on not getting a specific building in sufficient quantity, running out of space before it appeared.
Nonetheless really great work! Nicely done!
Ha a rhythm game - didn't expect that in a jam game. The music and background a neat and stylish, and a good amount of silly! Would have loved to do a bit more than the given songs. Perhaps just speeding up (ever more) the existing songs would have been a fun idea?
Regardless, well done, I had fun smashing heads with spacebars. ๐
Cool little match game! The mechanics were a bit more involved than I expected, pretty neat! Scored 108 at 720 turns~ For longlevity, perhaps some 'screen clearer' mechanics would have been interesting?
Regardless, nice job!
Interesting maze game! I slowly got a little feel and some tactics going - and I made it in my first run! The graphics and mood and pretty nice. Would have loved a little bit more set dressing perhaps, and perhaps a slightly less dark ending ๐
The gloomy visuals are nice! Mood was set. The gameplay itself was very straightforward (and holding mouse down made the sword into a lightsaber, so that made enemies a bit easy)
Can iterate on more - interesting base!
Neat visuals and fun smashing of rocks! The tension ramps up as you go, but it seems hard to avoid the lava at times? Busted around quite a bit, good job!
Fun down-scroller! Nice gameplay, and once you get into the 'speedzone' things get pretty fun.
Neat game, well done!
Really fun and unique presentation! Love the videos. Some of the games can be a bit confusing (the betting one) but all in all I really enjoyed myself.
Well done! ๐
Interesting narrative game! The setting and people had me going. Especially the character portrait art was really neat. There is a bit of a limited amount of choice for the player, would have been nice to get a little bit more interaction and agency that way.
Regardless, nice job!
Cool retro fpsing! The intro had me smiling! ๐ The fighting itself was a bit tricky, not quite registering when I could stab from the back or not. Got stuck on the door with the lock as well.
The models' polygon style was also nicely retro - neat job.
Really fun 'neon survivors' game! ๐ The "limited space" weapon bag was a pretty good find! Had good fun running around, and grabbing stuff - the little neon balls were the only things that really stood in my way (and they can't be killed?)
Really neat combo! Good job! ๐
Hah! Interesting lil collection game! The prices on rescue really put an extra amount of flavor in there. The game itself was pretty straightforward, but accidentally drowning ppl with the tail of my boat was awkward. ๐
It would be interesting to see the total nr of rescuees, perhaps. Or some mechanism to get help. (some of the rescuers can row with you?)
Neat game!
Really intense and fun matching game! I wasn't terribly good at it - the controls were a bit finnicky at times, with me often overshooting by one tile. Even on easy mode, I felt pretty swamped immediately. But I can see that a good quick person would do well!
The graphics were really nice, and the music light and appropriate. Well done!
Cool "witch" defense game - my tactic was to just place the witches around the house and keep replacing them! The elements seemed not to matter much, or perhaps they did, but there was no time to consider the difference. Perhaps a paused time plus some insights into who was coming? Good spooky mood and music and the witches were pretty adorable. Nicely done! ๐
Fun little platformer! The graphics are pretty neat - and you got some interaction going on as well, plus sneaky fake platforms!
Would have loved to see a bit more of my surroundings, but that is also a bit a part of the game difficulty I guess. Nicely done!
Nice polished lil game! The music really stands out as excellent. I am only so-so at these kind of games, but reasonably well. ๐
Really fun scoot-arounding! It took me a bit of time to get into the mechanics of it, but in the end I had "full" control. (the booster was more a problem than a benefit - stack full o health works!) The characters and story-bits were really nicely wonky and fun. Nice distinct pixel art style too. Went through all missions! Well done! ๐
Cool horror-themed lil game! The 2-player part is fun, but not many will play it that way. I was just doing it ambidexterously - which is actually a lil extra challenge! The art-style is really unique - gives it a good feel. I wish there was a bit more movement/horror going on. (I think I ran into a bug in the 'green pathway' - where it just hang with full 'complete' button.)
Good fun little game! The boaty feels remarkably nice to boat around. I am an excellent rescuer, and saved everyone with good drive-by skillz! ๐
Would have loved a few more levels and a few more sound effects.
I am terrible at these type of games and did not get that far - but I love the vibe and energy. The controls were pretty good, and the sliding was particularly rewarding. Nicely done~! ๐
Nice vibe and humorous setup! The "selection" was pretty loose, and once I figured that it was a 'go-and-try-out stuff' thing, I had fun. Wished there were more combos or little things to interact with! Well done ๐
Very nice core loop of dashing & smashing! I liked the upgrades, tho 'going back to one' always seems bad. Would have loved a bit of diversity in opponents / boss to finish of the nice power arc.
Regardless, well done!
Very nice run & gather game! I the curve is just good enough to keep on playing. Mood is well done with the creepy music, but I would have loved some audio effects. The map was straightforward but well made, and some decisions to make on what to fix first.
Nicely done!
Great mood in the game - controls are a bit finicky but got around to it. It was a bit unclear if it depended where you placed the harvesters. A few sound effects for collecting/depositing/tanking would have been nice... But a nice little game!
Pretty hilarious premise, and pretty graphics & lighting. The bounces were sometimes a bit strange in tight corners and lil bot could get stuck a bit. Nevertheless simple but effective, well done.
Neat factory game! The looks were simple but smooth, UX was pretty good, and learning curve was good. Had some problems with finding 'nice' solutions that didn't involve a bunch of messy blockers/flingers, but got there in the end. Would have loved a single tile 'pusher' or something for more fine-grained control
Fun frogger-style collecting game! The flow of the game was pretty good - tho collecting more from one flower was a bit harder to take into account. Would have liked a few goals/levels to get the sense of achievement. Liked the audio as well!
Neat prototype - got all of the basics in there! Only thing I would remark is that the growing was a bit slow, and it wasn't apparent when a plant was ready for harvesting (and harvesting before kills the plant) The 'caw' on the birds was good feedback too~
Neat little game - Simple graphics, but it got the job done. Pushing the cube around without accidentally going through it took some training, but I got there in there end!
Nice smacker' game! A bit simple in its goals perhaps. The music and graphics were pretty good! Found the dmg to 'stack up' a bit fast when touching an enemy, often losing 3-4 hp from one touch.
Fun lil physics game! The kernels flying all over is pretty fun. Would have loved a mechanic or two for achieving better results.
Fun lil 'racing' game! Did not really understand how the crows/bees help me, but got through it without them! The graphics and sound were my fav part.
Neat little survival game! It was a bit unclear what building did what exactly - and what the next turn would bring. Some sounds effects would have been nice too. The lighting was good ux feedback - tho I could light up two spots with one worker? (hack?)
Loved the voiceover and graphics - nicely done, very atmospheric. The gameplay felt a bit arbitrary, mostly because it isn't very clear what would and would not kill an 'immortal' harvester. Or effects from causes of death that are a bit unclear, such as a car accident having specific effects on organs.
Nonetheless, pretty neat!
Neat little 'fireworks' game! I found it a bit hard to tie any logic to the result of where I clicked to start the cascade... would have been nice to get a bit more player impact in there.
Fun little harvesting game, enjoyed the idea of Death reaping wheat! Would have been nice if there were a few more gameplay decisions/actions that could be taken.
Cool style of game! I could logic myself out of 3/5 puzzles, one accidentally, and one I did not get (the Mother) Music was fine, if a repetitive after a long puzzle.
Nice work!
Quite a frantic game! Snappy clicking was required, I did not do well ๐ Interesting controls, but would have loved a bit of a rest / clear now and then to take a rest.
Really interesting mechanics! I had to play it very on the edge to make sure I survived. Could not always follow the story, since I had to keep track of the timing of the cards, so some of that was lost on me.
Nonetheless, well done!
Really a challenge to make a deckbuilder in a jam! And you've chosen a quite interesting set of interactions to play with! I tried to build some different strategies, and was fairly successful until I ran into the 20-unburied-coffin end ๐ Initially, I did not get how the spells worked, and flooded my deck with some unnecessary spells. Might need some limits there to protect people from accidents! The card placement and style was well done. Game with potential!
Cool moody game! The timer for achieving each level seems to be really hard to do (at Normal) - put everything in run speed, but even then things were just too far apart. (or I was just very unlucky) Music put some good work in too. Nicely done!
Indeed a almost-finished state of a game, as you said in your description. It lacks some more diverse choice making by the player to pull it over the line, but not that far from it! I like the feel of the graphics. Nice start!
Great vibe and mood! The click-intensifying is real. A fun escalations of harvesting and then doing a push for the stated number. The graphics are also great, and got a good laugh about the harvestess and her blue smile ๐
It got a bit too clicky in the end for me, but I liked it all up to then! Well done!
Very fun little addictive game - did play the first few missions without realizing I could zoom!
I got stuck on a later missing with chillis where my objectives were negative..
Regardless, I was surprised how much I liked the little farming loop. Well done!
Hah lovely concept! Happy data harvester fighting against the user! The 'platform' jumping was nice and organic, offering a nice feedback. Perhaps could have done more with a 'distraction' mechanic, but the difficulty ramp was good.
Well done!
Cool graphical style, very consistent - I was a bit too impatient with my platforming and died a few times unnecessarily, slowing down the unlocking significantly. (this first unlock could have been a bit easier/faster just to demonstrate the mechanic)
Regardless, very nicely done!
Really neat chaos shooter~! Nice graphics and animations. Didn't have much time to think about what I was planting, but perhaps that is where the longevity is. :D
Well done!
Great game! Good gameplay that starts off slow and is a bit forgiving. Good at being hectic, and planning. Most was on a carrot-high diet, not looking at the other meals much. Also corn sucks! :P
Well done!
Top notch audio and graphics! The gameplay itself could have done with a bit more speed / challenge in the beginning. The boss fight was hard to see what was going on exactly.
Nonetheless, very well made!
Lovely grim puzzle game! The three layers of connect-the dots is an innovative idea, tho it took a while for me to figure out which one was which. I tried to make the 'perfect' body with no leftover bits in the recipient. (that took quite a few donors, but thiz iz my art!)
It would have been nice to see some hints one what was currently already 'connected' and enriched. The left side row of the recipient was also a bit hard to see.
Regardless, fun and grim, well done - two small intestines up!
I love these kind of factory games! To make one in a jam is quite nice. The base building blocks are well thought out and the 3d interface is simple but quite nice as well!
Would have loved a bit of sound with this, just simple blips would have done wonders.
Also, the words chosen did not mean I could keep any of my previous build infra, might have been nice to have a touch of that!
Regardless, lovely game, finished it! (don't think this constitutes as spoilers? ๐)
Lovely hand-drawn graphics! The gameplay is a bit on the simple side, but all working without bugs. Missed a bit of sound or music, that would have been a nice extra touch!
Hah fun intense gameplay! Quite innovative rush, hide&seek and exploration combo. Quick tricky to play fast. ๐
Maybe a counter to when the eye opens would be nice in the beginning to get used to things. Satisfying sound - could have had a bit of a shoot soundfx perhaps?
Nice job!
Pretty wild concept, chaos! Building new blocks! ๐
It was hard to 'play well', but it has promise!
Hah jumbling the controls was a more fun mechanic than I imagined! Didn't get all the way up, I am not that good a platformer even with normal keys ;)
Lovely visuals and nice sounds as well.
GJ!
Very fun tongue in cheek reflection of the LD spirit - quite a bit of work and story in there! Sound and graphics were nice, and the final boss wasn't too easy or too tough!
GJ! :)
Nice smooth arcade game! The different types of enemies and weapons made for a fun balance. Would have really loved to have some sound effects, and a bit of music. ๐ Graphics and lingering broken enemies are a nice touch. ๐
Interesting puzzle mechanic - wallclimbing! Could not get past the 3-elevator part, unsure what the solution was there. Would have loved a few more mechanics with activation perhaps?
Very fun 'puzzle' game! I had to be really observant to see what was interactable when - after a couple of runs where I missed that the elevator flying past, I got all the things together afterwards!
The physics actually slowing down but still progressing, even if very slowly was pretty neat.
For some improvements, I would add some 'interaction' highlighting, or maybe even textual descriptions of some of the non-interactive bits - to guide people towards what is interactable!
Nice job!
Very frantic game! Lovely unique art style (sometimes a bit hard to distinguish things) ๐
Nice job!
Very wtf-art! ๐ Some alternative weapons could have added some extra gameplay choices.
Straightforward shooter, but the art made it extra memorable! GJ!
Fun little matching game - liked the physics messing things up a bit! Ran out of a color quite often. Would have been nice to have a little bit of extra interaction somehow?
Damn that Super Monk! Loved all the tongue in cheek joking. Humor is on point!
The graphics were wild, but perhaps a bit too wild in place - it was hard too see the three resource bars nicely.
Great little fun game!
Hah lovely concept, had good fun trying to combine things and see what would happen.
The ending was also a pretty nice twist.
The art in the game is great! Good movement through the house - but the gameplay was very hard to follow, it was hard to know if the challenges were successful or not. In the post-LD version I always fail before there is any challenge? Sound FX would help a lot on player feedback. And music for mood. ๐
Lots of potential here!
Neat game! The gameplay loop is pretty good, a nice balance of running around, interesting upgrade options, and continuous threat. The graphics were nicely on point as well.
The space-doggos just wanted pets I guess...
Very strong mood & music! The mechanics of fighting the mushroomoids was a bit simple - would have loved a bit of diversity there. And shop at the computer-shop somehow? ๐
Bug: When I exited the first room all the mushrooms in the other areas were frozen in place - then when I returned to the first room, got a crash.
Nice polished look and feel! A small challenge in controlling the bot, which was fun. The puzzles themselves were a bit too similar after the first one, perhaps. Well done!
Neat game with really nice art! It was a bit tricky to keep the cats in - I felt like I had to click them a lot!
Neat graphical look and feel! The music also stands out as an excellent choice. The gameplay was simple, but effective. Some alternative items / boosts / goals would have been good to spice things up
Well done!
Oh boy was the old clunker hard to drive! But got used it it. Really manic feel put out by the music!
The zombs were everywhere, but I got home safe.
Would have been nice to get a little extra thing to do / hit (explosions? guns?)
Cool auto-battler! The 10 seconds placement limitation was a bit stressful, but got use to it. Archers are OP!
At first I didnt see that the tanks were just damage soakers~
Sometimes the controls for repositions could have been neater, but all in all effective.
Tough struggle as a firefighter! Took me a moment to realize that the 'blue' state was for reloading. The big fire-beetle seemed invincible.
Really neat & stressful packing game! I liked the visuals & good feedback sounds. It was a bit interesting to ship things off in multiple packages, but it game some extra flexibility.
The space got cluttered really fast, but that is kind of the intent. Would have been nice to get a few breaks in between perhaps, to prepare / tidy up things. But then the 'every 10 seconds' wouldn't count. ๐
Neat little strategy game! It was a bit hard to see what fought who when, but I figured it out.
Won, but then clicked a few more times ;)
Fun platformer! I got stuck in the beginning not realizing what I needed the fireball for before I ran out. Some more hints and removing the limited nr of uses might make it all a bit easier.
A simple game, but nice graphics & shader play! It was a bit too easy just to stand outside of the circle tho - a bit of a wall would have been good. ๐
Huge world! Liked the music a lot. ๐ Would have loved a bit more diversity in the weaponry/fighting.
Nice little simple puncher game! My strategy was to keep punching and move forward slightly to cut a path forward, and then go the other direction when at the end. Got up to 68 zombies that way. Would have liked a bit of diversity in moves or enemies tho. The music had a good drive to it!
Very fun little game - figuring out how to get the most out of your resources was mostly down to the barriers it seemed. A bit of in-game tutorial would have been nice. Like the isometric style and neat controls. Well done!
Very big concept! The darkness consumes ~ I bit tricky to get the hang of for sure. Nice graphics and controls, well done.
Arr the great maw cometh! Fun little runner - had some trouble with the controls (they weren't very intuitive for me) - but got jumping/flying around. I did realize later that if one of the zaps got eaten you're basicly dead. Maybe it would have been nice to not have to get all zaps to jump for a bit of grace. ๐ The graphics and animations were pretty neat - nice atmosphere.
Complex game! It was really hard to get going and understand what kind of interactions were possible and how. It would have been great to have a practical tutorial on a smaller map first. But the premise seems cool, staking out the city and trying to cover multiple angles!
Fun pico little runner game! Mr Pig was a bit floating in his running, but it went ok! ๐ Sometimes it was hard to know where to go exactly - and got some strange collisions at the edges of the screen.
Strong poppin game - I like that it is short and repeatable, makes learning easier! The controls were simple but effective. 2430 points max for me - tho I felt I could do more with some work. ๐
Pretty funky mechanic! Was hard to figure out how to be efficient - not my style I guess ๐ I think I made it to the end of the first track, but not sure if it registered that. Where was I supposed to be there?
Very well executed card game! The auto-play makes this more a draft-powered game than a tactical decision game, but that is ok. The graphics and card-highlighting / move effects were very well done. Sometimes I felt a bit out of control, but that is part of the deal I guess. There were a bunch of synergies in the cards, and it was pretty interesting to figure out what was good and what was bad. The Swedish mythology and card art was also consistent and well made.
Well done ya'll!
Hah fun detective game! Got a nice mood going on. I think I got everything right in the end, but wasn't sure - the tax agency didn't tell me. But that's what they do I guess. ๐
Would have been fun to have some extra interactions / red herrings / options. But nonetheless a fun start!
Very fun premise! Figuring out information was quite interesting. Got a bit of a Carmen Sandiego vibe. ๐ต Would have been nice to get a bit of extra variation after a few discarded suitors. Maybe even 'unlocking' hints through information so that people don't have to keep their own notes. Fun concept tho, well done!
Ah a time to run - I got under way pretty fast, slightly held back by the awkward holding 'G' and moving with awsd, but that kinda represents your hands being full? The enemies didn't pose that much of a problem, could avoid them ok. I also accidentally pushed the dashed block in front of the generator, blocking the access!
Pretty fun little game where I had to balance jumping through doors and trying to remember the way back. Would have been good to have a little 'tense' music going - without that it was a bit too 'chill'. ๐
Nice little game! I like the premise; I told a little story about what was going on. ๐ It felt a bit too easy too keep things under control. Maybe a bit more variance in types of issues would have been interesting. (and of course a bit of sound - a little bit goes a long way!)
Pleasant and chill mixing game! The dark undertones and pink go well together ๐ The measuring was a fun precision challenge. With my standard resolution (3440x1440) the text dropped off screen. (had to switch to 2560x1440). Perhaps a timer could be added to add some more pressure to do things fassst.
Nicely done!
Real nice graphics and feel! Simple input and a nice challenge - the difficulty is a bit high, but it did make me try again and again. The music amping up in intensity was a nice touch too.
Neat treat! A very beautiful island - loved to hide in the bushes and look out, hoping another player would pop in somehow.
My message to the world: We're all immortals, but only in-game.
๐
Really good twist on the theme! Don't make enough points, don't earn enough, don't go faster than you have to.
And I much repeat - that song was tha capitalist's bomb! It made me grin ear to ear and only kept on improving as it continued. It made me want to keep playing to hear more ๐ You need to win the audio category with this one.
Fun stackin game! I am quite bad at it - only got to 8. Tactically only picking small things didn't work out that well.
Would have been nice if some of the plates were a bit more stable, or perhaps if I could rotate/stack similar shapes into other shapes.
The art was neat and to the point, and the music chill. The crash of breaking glass was a nice topper. ๐
Cool little firefighting game! Frantic drive-by fireprevention is the way of the future.
As described in the description, the game felt a little bit easy when just driving around from the start. Perhaps an escalation thing that will ramp up fiercely?
The powerups felt really powerful, and then I realized they were one-off, so welp, I used them all in one go.
The blippy music is nice and frantic, and the bitart is neat!
Fun platformer - I like that it was both a side scroller but you could move in & out ๐ I am pretty bad at these types of games, so I failed a lot.
Nice music, and neat graphics, well done!
Hah recursive game jamming, fun! Interesting subgames and main sleep mechanic - it wasn't always clear how sleepy / how close to heart attack I was. (also heart attack from eating too much - oof) I think I somehow broke the typing game - left it running and it had all my move commands, and then the word was stuck :) Neat 3D graphics and sound, wait can't finish this comment, but the edges of my screen are turning greyyyy
Ahh time-travel shootin! Really interesting mechanic with waiting and killing whatever caused death. The intro was a bit confusing since I didn't know I wasn't in control. The art and sound fx was spot on. Would have liked for the game space to be a bit bigger so it was easier to see the enemies, but I guess thats part of the game not to ๐
Hmm fight the fire with fire! (or explosions?) Interesting setup - wasn't clear to me how all the mechanics worked - I couldnt see how my actions slowed (or didn't slow) the fire. Perhaps a more clear/bigger effect for each would help there :)
Nice little evasion game! Neat art, went pretty well together. The gameplay was bit repetitive - I had to circle the castle many times to find all the things. But that might be my failure to spot things. :) The prowling Knights are seem easy to evade, getting a bit harder over time. Would not have minded a little extra threat there! All in all neat game.
Cute little game! Adorable ending ๐
The keytyping felt flowy, and the single key cards are a trap ;) - nice little tutorial.
Only thing I would add is perhaps adding some more card types to spice things up.
Nice mood! Love the weirdness going on, the music and sounds are appropriately creepy. Would be nice to see some options and consequences of branching choices.
(also reviewing this since you have the same game name as I - tho you were first ;) - https://ldjam.com/events/ludum-dare/49/the-unstable-zone-1)
Neat little game, the graphics are very nicely done. (tho it was sometimes hard to see contrast with that much green) Interesting combination of a pathing puzzle combined with reflex-ish fights! Would have loved an undo for when I accidentally cut off a wrong corner. Well done!
Good fun game! Level 1 was doable, but level 2 was just too difficult for me to complete (and I tried a lot of times). The grapping mechanic works pretty nicely, with some neat speed effect (and the gun prop is a fun fakeout :P) - the platforms themselves feel a bit too unstable to reliably work with, making a good run hard to achieve, and feel more like luck.
Nonetheless had zooming-around fun, only wished it didn't get so difficult that fast.
Very neat concept! Loved the aesthetic and feel. Would have been nice to have the potion descriptions in game as well, but I figured it out through the page and trying something. Once I realized that I could turn any roll into a full 'Turn 1' roll by flipping every sub-3 to above, I could not really lose anymore. (maybe only allow that one to be used a few times per roll or something)
Downed the Omega potion!
Real fun little game! There are some neat mechanics in there with the breaking gun, some ball-trick. Did get caught outside a 'chained' room once, I think I triggered it and went out too fast. (also add somewhere in your description that awsd moves - initially I thought that I was a stationary gun)
Chaotic physics stuff! Slowly got to level 4, but got stuck there. :P The magnet is pretty clunky and unwieldy, which makes for some fun chaos. Would have liked the countdown timer to get counting down all the time so I know how much time I have.
Fun & different way of doing a scenario! The tone and mood are quite gnarly. Would have loved some different paths in the story/questions depending on your choices. Breaking the machine is a nice little bonus.
Excellent puzzle game with a ton of polish! Letting people progress without getting all gems was great, and the learning curve was nice and gentle. The sprite graphics were spot on. Only minus would be that a bit of music would have been great, and maybe a bit of story. But I am def not complaning. :)
Cool puzzle mechanic! It really had me stumped now and then. (I didn't finish all) It feels like the difficulty need to ramp up more slowly, to teach people tricks. Perhaps a maximum undo of one step would be nice too, to fix 'accidental' triggers and give people a fast way to iterate? Love the guy getting smushed - would have been a good opportunity for some effects. ;) A bit of background music and sound effects / block-effects would suit nicely. :)
Nice 3d puzzler! Good ramp-up on the level complexity - the last few where timing was critical were a fun challenge. Would have loved a bit more exposition/story around why I was doing these tests. (but I finished them regardless ;))
Hah nice alternative movement there! Had to figure out that rolling was a thing, but then I was off~ Nice models and music keeping the 'one more' challenge going, with the occasional trickier platform. I don't get nausea from these things luckily ๐
Great visuals and nice gameplay with humor. The controls are... a bit clunky for sure. Especially the takeoff from Earth is strange. (holding all three keys doesn't always launch you, somehow?) The circular visuals are nicely done - music glitchy but fun. In the end I saved a few people... then decided that toasting the rest was faster. :D But it was a trap!
Ahh nostalgia... love the little bits and callbacks in there. Nicely done. :)
Cool sim-steam game! It brings back a little of that classic feel. The controls for connecting pipes are a bit unclear at first, but after some trying got the hang of it. I really would love some multi-splitters in there, since it felt like a game of just binary splitters everywhere after a while. :) The graphics are very neat and appropriate, the music is sim-good. Nice lil game!
Lovely art style! Did a lot of dodging, hoping to land safely at some point - but perhaps it is only a 'how far can you go' game? :( Nice diverse gameplay elements - nice lil game!
Lovely game with great graphics! Had a bit of trouble realizing I needed to click 'above' the surface to place things. During the first playthrough things were a bit slow, but the second playthrough I could blast trough everything by just continuously harvesting humans. I also did not use any mountains I think - a bit of balancing of the 'human' resource could make it a bit more of a challenge. (putting a max nr humans you can take from one planet might force a sequence?)
Nevertheless, good lil game :)
Very atmospheric entry! Love the intro, music & quotes. Feels more like a movie opener. The loop for progressing through seems a bit on the long side, but I might just be crap at hitting things ;)
Cool economy & building game! It plays in a fairly relaxed way, with the water not threating you right away.
I started with a single flood defense on my waters' edge, which seemed to hold up for a long while. In the mean time I tried to see how I could accelerate city growth. My first thought was to build tulips, but from their description and interaction it was unclear if they make any money. The option to invest directly into the cities was a bit hidden, UI wise. But I started pumping all money into the cities. (which felt a bit counter-intuitive as a start for a water-defense game) At speed 4 my city finally got a nice growth hop. :) From there it was more of a gardening game, placing things here and there to prettify the landscape. The music is nice, but at speed 4 it was glitching a lot so had to mute the browser tab.
Some thoughts on things to tweak: - Make the cities grow faster, the early game feels too slow (especially for a LD game where people expect more immediate action) - More threat / damage from the water somehow? Perhaps 'super high tide' events where the water goes high for a while, and then retreats? - Pimp the tulips?
Nice moody game - the graphics and style work nicely together. Collected all the glowy bits and got away. The danger wasn't too high tho - would have loved a bit more threat from either the monster or the radiation. :)
Great puzzler platformer! Nice difficulty ramp up, and step by step explanation. Art style is neat too. Well done. :)
Solid game - good physics fun! The two types of challenges are subtly different. Graphics and sound are going nice too. Minor gripe is that the 'grabbing' of blocks feels a bit finnicky sometimes. It would have been also nice to have a few 'upgrades' or special powerups in there. Glue blob? Shrink ray? :)
I like that you put leaderboards on there, it is a nice reward and good to see what to aim for.
Fun little dash game - got a lot easier once I realized I could hold space down continuously and just run around, picking up, filling and placing without any stops. The voice audio was a fun addition (and he cheers at the end were nice ;))
Fun little game! The controls are simple but effective. Would have loved a few more modifiers / challenges besides the 'red' unstable shiney.
Hah cool story game. Neat style of graphics and sound fx/music. Would have loved to have had some more 'free form' text searching, or bonus points. The game let me off pretty ok when I did wrong, so I didn't have any need for saving I think. Nice stuff!
Cool agility game - the rolling felt enough in control to work. The 'clicker' minigame is also a fun little extra. Mr purple chaser got me in the end tho. :)
Chunky systems game here! There is a lot going on within the game, and I feel the player gets thrown in the middle of it right away, with a lot of text to read upfront. Introducing the different views step-by-step might have been preferable perhaps?
I did get through a 3 reactors, but the EM warship one had me confused.
A lot of potential for an interesting 'spinning plates to keep you alive' game!
Nice puzzle concept! The controls were a bit too hard to figure out under time pressure, leading to frustration. Perhaps a non-timed puzzle first to get people used to the controls would be nice? Love the little intro chat, sets the stage well.
Ha cool mechanics - the bowels behave in more strange peristaltic ways that are interesting to get your head around. You can also squeeze your food between cells which is an interesting alternative route. :) The levels are nice and direct, maybe could have had a bit more diversity. Would also have loved to have a 'done in X seconds', so that you could reward bronze/silver/gold and challenge people to be faster. The music is weird and appropriate.
Nicely done!
Fun little puzzle game! The mechanics are innovative, and clear after a few moves. :) Would have loved more puzzles, so I could try out my new understanding (and iterate with it).
Ah those suicidal dwarves! Fun critter-minder game, could learn what to do pretty nicely. Artstyle is quite cute too, I like the clouds-on-ropes! In the end the mine got quite deep, but was fairly safe. Only occasionally did dwarves find their way all the way down, most were sleeping, and going to the canteen. Mission accomplished? All in all a fun entry :)
Fun diver! The music was calm and nicely fitting. The surrounding getting darker was a nice touch - probably should have let that started earlier. :) A few more sound effects would have been good, especially just simple ones for damage or picking up scraps. Nicely done~
Ah HoMMish! Quite bit of work to get all that traversal and tile walking in! Solid base for a game of this type. :) Gameplay not quite finished of course, but nice work.
Hah nicely written series! Each minigame is neat and the story ties it all together! Some particle effects would have spiced things up a bit graphically, and I did feel the challenge level was a bit low. But then again - can't complain about a successful surgery! ๐ฅ
Nice and unique take on the theme! :) Had to read up the instructions carefully, and got to cooking. Colors everywhere, and quite a mess!
It was a bit hard to figure out if I was succeeding or not in filling in the background - a big meter or highlighting or something would have helped there. The controls were a bit tricksy, but that is also part of the game challenge.
Pretty neat minesweeper! :) Good clear gameplay. Chests popping up are nice little goals.
Very fun little twist game! Nice interpretation of the theme. :) Only small note would be that triggering the fire might have been funnier as a direct action instead of an accident. (when you look at the cat picture? :D)
Great music and style going on here! Weird goal. They say milk is good for your bones, and apparently it makes them quite bendy!
One big downside for me is the 'restart entire level' loop on a sinlge error. I am not that good at this type of game to want to redo things too many times ๐
Cool little descender - nicely drawn graphics, like the liveliness of the small fish and their dashes. Gameplay wise it was pretty safe going mostly. might have been a bit more challenging if there were some more restrictions / dangers there. :)
(Didn't seem to have much sound going on, which I now read was supposed to be in there.)
Western-minin', yeehaw. Did a bit o diggin, a bit o sellin. Simple but effective. My mouse looking was a bit too sensitive tho, ran around like a drunken man. Inventory sell button was a bit hidden, and some mine-pick-axe sound effects would have helped get in the vibe :)
I got a weak spot for voiced audio effects ๐ Fun setup, with the heli and 'dangling man' - would have loved to have use the man/corpse more mechanically :) I encountered some rocks I could not seem to blow up :( Good fun!
Nice little 'descender' game - the controls were a bit fuzzy, but could descend the stairs ok. The shrooms were not much of a resistance, and I just kept going down. Gems and caverocks were pretty along the way. :) Made it to the white gateway but died somehow a bit before it :(
Had a lil 'ugh' at the pun in the name when I first read it. Well done ;)
Grindy lil digger, a bit click-heavy in the beginning for my liking :) Would be good to get some audio in there, with some drilly sounds.
Neat little minerplatformer - the action was pretty straightforward but doable. Had to do some jump-mining to get around things. Almost got stuck on the three drop-stalactites in a row, no idea how to not get hit by those. Got to the end - "No more than meat"? ๐ค
Cool diggy game! Didn't realize you can actually dig through rock so I was zig-zagging all the way down though normal earth (to ~250ish) Simple enough gameplay, and energizing tunes, pretty good. Would have loved to hear some sound fx on digging or hitting water.
Ah the ol point n click! At first I though the captain character was me, but that changed. The little AI twerp was fun - good tropes in there. Gotta combine everything with everything! Was sometimes hard to see where the 'exit' back was, but nothing a bit of pixelscanning didn't fix.
I give it... three-headed monkey ๐ต๐๐ต
Very atmospheric look! Great music - did you make it yourself? The gameplay itself is an interesting combo of puzzle and reaction time - it took me a moment to realize you don't have to do all the collecting in one life! Graphics are nice too! The controls are a bit hard to wrap the mind around, I think the teleporting arrows mess with my sense of what arrow does what. :D
Very nice and beautiful game - I love the chill tune and the clean shapes. The gameplay itself was pretty straightforward, but had some nice different plays in each layer. Also can commend the choice of adding a ring of open space that made me go wheeee full throttle.
The reveal of extra dimension at the end is great. ๐
Great nice polished game! Very intuitive gameplay with some neat small decision making. Music and sound FX is on point too!
Cool concept! Love the graphics & sound. Figuring out the game takes quite a bit of effort, I would recommended adding arrow so you can see what each move does. The drawn moves seem very random, and over 5ish runs it was just a big dance that just went forward and backward until the timer ran out. Some balancing there would help. Perhaps a 'default action' you can take once per turn would help with the biggest setbacks?
Very nice core to work from though!
Love the ๐ถ luv! Very nice lil puzzler - the graphics are off the chart cute stuff! :)
Some notes: - Would like to see which levels I have already completed - Dog-cookie reward when I finish all? - Some additional mechanics to explore (dog shortening? portals? add cats to avoid/chase? birds to scare off? Dual control mutual dog-butt sniffing?) - Some woof-fx/music
Nicely done, regardless ๐
Interesting loop game! It was quite hard to understand why certain loops where different, and that that would mean shooting a wall somewhere. Might have been nicer to put the detective into that and have a separate action for finding the differences. The NPCs were fairly easy to evade/shoot, so there was not much of a pressure on the bullet economy, could make that a bit sharper.
Got through a fair amount!
Very nicely done time travel puzzle platformer! Love the AI voice over, gives the whole more personality and feel. The loop-repeat is interesting, not sure if I got to the 'true' end or not.
Great music, graphics / puzzling, only minor downsides would be: - Puzzle complexity ramp is quite quick - Maybe one more in-between complexity mechanic
But those are not that important for a jam game. So great job everyone ๐
Interesting lil platformer! Had a tough time getting through to the actual game, some notes:
- Don't move text dialogs up and down, it makes them very irritating to read - Make sure that mouse-interaction works (mouse left click seems to restart the entire game?) - Seems like I have to start the jump movement one step before I actually need it - Hard to understand/see how dashing works
Cool story game! The text occasionally passed through too fast, but otherwise no hickups. Would have liked some extra sound effects and a bit more story or puzzles. The dialog was pretty nifty, liked that you highlighted important words/names.
Gorgeous art! I did not realize until reading here for a bit that I should stop in between the stations (thats dangerous! ๐ ) Love the voice over flavour - perhaps some subtitles there would be cool.
The game itself is a bit slow, but that is part of the type.
Nicely done!
Cool and complete concept, love the worker-bot-loop thing. Resource management plus platformer combo, is not something you often see ๐
The jumping controls were a little finnicky, but ok when I got the hang of it.
Difficulty ramp was good, would have liked an additional mechanic at the end, but time is limited in LD.
Well done!
Your download links are broken - did you move it to https://stratobox.itch.io/endless-grind-not-gamejam ?
I can only appreciate the minds that came up with this world. It was fun, the physics were wonk, the music was silly, the game was longer than expected, but I kept playing~ Also screw that work dude. We did our best. It was hard pushing that pc button.
Great job, would roll again.
Took me a bit to figure out how the aiming worked, but a nice puzzle after that! Operating the menu with your turrets is a nice touch ๐ Almost made we think there was an extra puzzle in the main menu? ๐ค
Cool puzzle game! Was a bit hard to figure out how to use the portals and traps, but figured it out in the end. The pixel art is nicely done, and the death animation is appropriately gruesome.
Lessons learned: bones do crunch.
Interesting life-loop-sim-thing. Definitely need more hints on the effects of each place. In the beginning I did not realize I could walk less than the nr of places to visit, which could get be stuck a bit.
Really cool concept, like the visual style (did something a bit similar Hotline-Miami-ish). The puzzle is well done, perhaps a bit too difficult for a LD entry. (but it tickled my fancy, so I persisted and finished!)
A few things that were not clear on playing: - That the elevator is not a valid exit, the only hint I saw was the sound. You need a text as well. - That you do not need the rescued people to actually follow you to any exit - The log was cool, but it might have been better to show that text in the main screen briefly as well
I liked: - Multiple paths of access (I assume there are a few paths to success?) - Restricted inventory limit (but might have been nicer to swap items, auto-drop, just for intuitiveness)
All in all, nice game!
I got a bit through the puzzle, but then I escaped the loop! bla.png (not in the intended way probably)
Gameplay wise the choice to only be able to progress if you randomly chose the correct option is messing with player agency. A hint or puzzle or some feedback would be good. I did not hear any sound, is that a bug?
The circular repeat is a neat concept. :)
Cool little game! Was a bit caught for a loop at the beginning with the inverted gun, but got used to that.
The controls were a bit clunky, and slowed down me getting into the groove that is important for these type of games. (keys to the side of each other, like 'a' and 'd' would have felt more intuitive as 'strafe' keys)
The graphics are nice and crisp, good job! :)
The concept slowly became more clear as I played, and I was interestingly frustrated by my past selves. That presented some interesting puzzle thoughs! The art is pretty fun and unique, and the controls were a bit clunky at times (perhaps a higher walk speed / acceration / only collision on the bottom of the player sprite would improve that?)
Plus the prisms on the side were good pointers that helped quite a bit to guide.
Hah nice little platformer puzzler! The hidden / fallthrough blocks and triggers make for a nice 'remember the path' type of gameplay. Nicely done! Reminds me of that Mario level where everything is a trap :P
Things to tweak: - Would love a bit of music - Perhaps some more types of interaction (blocks that pop up?)
Simple and straightforward, leaves a message. ๐ I could effectively stay out of everyones way when everything was infected, indefinitely.
Interesting extras: - Having 'extra contagious' people (with radius) that slowly go away - Certain locations that have to be 'tapped' now and then - Slightly nicer graphics :P
Great mood! Love the way of storytelling that leaves hints of things that happened. The controls are simple, but effective - I did feel that I was the machinist of a night train, just chatting idly with my instructor, with lots of comfortable silences. The stations and graphics hint at a science-fictiony background which I like as well, just traveling through dusk or dawn.
Very good storytelling, nicely done!
Shooting the syringes has a great visceral feeling - the control screen at the start was really helpful - and the enemies ramped up in a nice way.
Got to almost 5 mins and 12700~
Things that could be tweaked: Sometimes I could shoot syringes through walls, sometimes I could not? A bit more evocative surrounding than square walls
All in all a great feelin lil shooter, nicely done!
Ha cool and straightforwardly simple fun game! Would have liked clearer 'you hit the note right' indication, but that's just extra.
Nicely done!
Interesting resource game - the lack of instructions really make it hard to give a good evaluation, since it hard to know what the intended way of doing things is. Please leave some tips in the game description, it really helps.
Quite frantic start of the game! Gotta ease people into it~ ๐ I gather the fire needs to be kept alive, but I had a hard time knowing what the state of the fire was. (and the monsters were tough enough already that I barely had time to think about a fire)
Some things that would be nice: - Having occasional powerups that give life - Slightly less fast enemies / bullets in the beginning (ramp them up) - Indicator of camp fire health
Nice flip on the usual urgency of games. Took a bit of time to sit back and relax. Nicely drawn mandala - music really meshes with the intent, and not that hard to keep listening to.
Great twist on the theme. ๐
Nifty little game! Got up to 315, and in the end the enemies were not the problem, but my heart speed :D
Would have loved to see a bit more interaction with things like powerups (walk over em/ shoot em), and in general ways to slow down my heartbeat. :D
To note your tutorial was also really clear, well done on spending effort there!
Nice story! The simple graphics work well~ Would have love to have more interaction within the story itself (it could even be mostly cosmetic, interaction gets people invested ;)) A key to fast-play the dialog would also be nice.
Great game! Lots of fun little mechanics in there - some minor nitpicking is that the day ending successfully is not communicated that well, the screen reset feels like an 'oops I did not make it'.
Fire otoh doesn't seem to be nearly as dangerous as lambs ๐
Nicely done!
Pretty gross and awesome visuals! Love the big-battle feels & lasers! It was a bit strange to be able to have mutations that do not work on your body - it was hard to tell what the mutations did and how I should activate them (of if they could not?)
Nevertheless a cool and unique game ๐
Nice little platformer/defender! Had some trouble in the beginning getting higher up the tree, but figured it out after a while. A bit of extra mobility would have been nice :) (double jump?)
The glowy visuals also worked nicely with the art style. Nicely done!
Damn gnomes! Mah lil babies!
Fun little game :) - pretty intuitive and quick. A few extras in the gameplay (bombs? turrets? other protection?) would have been cool. :) Also, there is a bit of a sad feeling that inevitably every time you lose all your ducklings, on the reward side having a mechanic to save a few, somehow, can fix that :D
Nicely done~
Great visuals, love the smoothness of the world. Would have loved a little more gameplay, but that was not the stated goal. Very solid for a weekends work!
Ha great party-management game - loved the music - I wanted to switch to the one I liked even if others didnt like it ;) The gameplay itself was pretty interesting, balancing different needs. It felt though that the game moved too slow, would have been great if it progression was a lot faster. :) Perhaps I was just not a good host or missed something ;) (I think when people left, the number in the room also didn't go down, bug?)
Nicely done!
Great style and sound effects~ It really feels like a complete package, even for a jam game. Very impressive. Loved the intro and the animal/dude animations. The puzzling itself was not too complex, but as a whole it felt pretty good.
Nicely done!
Great graphics and mood! Very polished~ Would have loved one or two more mechanics to play with, but getting all this together is pretty nice already.
Well done!
Nasty graphics :D - the gameplay is a bit hard to follow sometimes - putting in pipes immediately stop blood seems like the most straightforward tactic. It isn't clear for all pieces what their 'connection' points are, but trial and error helped there a bit.
Nicely done!
Really solid game! Great graphics and sound - the controls felt pretty good. The harvesting of energy as the final goal was a bit hard to keep track - perhaps should be promoted a bit more.
The gameplay itself should probably ramp up a bit faster, to keep things interesting.
Nevertheless very solid entry.
Nice little game! I felt that I had to turbo speed all the time, because if one ghost got a ball it was faster than me. Perhaps I misunderstood a mechanic in that. Nevertheless it required me to do a little bit of planning / decision making.
Really like the graphics and tails, very clean.
Fun little game! I like that you did voice-intro. Got to remember to try that for my next jam :D
The gameplay was a bit straightforward, would have been nice if I could have lured the blob to other places for a cost.
Great conclusion too ;)
Lovely graphics - the stone ruin people looked great! The gameplay of cleaning up litter is clear, but I feel it needed some sort of decision making, either a more urgent amount of trash, or certain trash that is worse, or a location that is worse.
A touch of music would have added some extra mood perhaps as well. Nice little concept!
Hah I finished the game! Not usual for me for this type of game. I did not fight any of the creatures until the last level though, I forgot what the controls for that were. :D Just running around and dodging was fun enough tho, and the endboss was not too imposible.
Thing to improve would be clearer visuals to know when the player gets hit (sprite flash?) and perhaps an enemy with a slightly different moveset.
Nicely done!
Really like the shader looks! The story itself was a bit long - the middle part could have been cut by a minute orso. But I did see the ending coming a bit because of the lack of replies. Still a nice twist. Nicely done!
Awesome graphics! Set a great mood for the game. Had a bit of a tough time interpreting the signals - most of the time it felt like I was just throwing random things at it ๐ - but it worked! I caught on the the scavenging part for additional resources after a while. Would have loved for the morphling to face certain challenges or tasks for the colony, so I would have a reason to try and go in one direction over the other.
But all in all a lovely little game, nicely done!
Interesting mechanics - I could not figure out how to increase the sun bar until I read the comments here. Using the Unity 2d shadowcasting is a fun mechanic! The font was a bit hard to read, and the custom mouse pointer was a bit hard to read on a grey background. I would recommend also posting that text here in the game description.
The plant becoming a fire spraying plant way a pretty fun surprise. I had to chase it around a bit outside of the level, and the GUI was attached to the level so I could not see my stat. ๐
Cool little game - the slow moving did actually feel like a dragon flight. I tried to figure out if the was a swooping angle that I could safely approach, but the knight were very aware of me.
Nice game! (and would have been better with sound, but you noted that)
(and I also tried toasting the princess ๐)
A fun little game! I liked that the progress bar actually cast a shadow ๐ The farmer/fox would sometimes glitch out a bit, but not too badly. Seemed that I could not get a second egg after the first one was stolen, but that might have been just a question of timing.
Simple but effective! I got up to Hard. ๐
Liked the lighting making things a bit more obscured - and the glowing eyes of the predator.
Kinda disappointed my clicking didn't kill the actual fish, then it I would have (perhaps) been more tactical with my clicking.
Nice tech, gameplay would need some more love - but a complete package, and I bet learning the DOTS was interesting!
Classic style with the billboard sprites! Felt a bit hard to defend properly, and the AI seemed to get a lot of points fast. But perhaps I was just not proactive enough. As others have mentioned sound would help a lot, even if really simple. :)
Hmm I started the game a few times but the play field always seems to have no ore at all. Am I missing a UI thing somewhere to find ore?
Lots of stuff going on here! The amount of rules make getting going really hard. A 'level' or progression system would have been nice to slowly introduce more rules. :) Quite fancy that you have a raytraced game going on! Interesting look through that too. Perhaps would have like a 'increase resolution' option, just to see how far it can be pushed.
All in all a bit of a jumble, but there a lots of interesting things going on tech and strategy wise. :)
The Game of Life! Made a challenge for myself and not look up any patterns. Got there in the end. :) Fun wise it is indeed a bit more 'hard fun' ๐ (I can imagine people that never have seen the Game of Life would have troubles getting there)
Could have been interesting to throw in a couple of non-traditional blocks for puzzle purposes :) (immortal flowers, dead soil, killer blocks)
Nice and complete neat game! ๐
Great sim-game! I love terraforming type games, and this has a really nice 'start from scratch' look when you start - an orange brownish wasteland.
Starting off was pretty easy, but I started without reading all the instructions too closely - so didn't see that the fusion plant required a restored bit of land. It would have been nice to get that instruction ingame as an error instead of the 'you-are-wrong' buzzer ๐
That got me into a loss cycle so restarted. The blue water made the outlines of the world pop up again, and love the dynamicness of the clouds, even though they obscure a lot of legibility. Would have loved for the info about the current hovered tile to be more clearly displayed somewhere.
Music and sound offered a good support package ๐ - one small gripe is that the 'place building' and 'click for info of tile' sound is the same, so I sometimes thought I had placed another building when I had not.
All in all good fun. Wondering if I have enough time to make a 'fully green' world happen ๐
Great art & concept! Love the exchanging life as an ingredients, very smart :) It seems that currently there is no need to 'forge' at night, since there is no time pressure during the day. (perhaps a timer on the clients would be interesting to add there)
Funny storyline as well with the old hag (she's a bit more pro-active that Sam is~ + rejuvenation = ๐ ;))
I also accidentally closed the door a few times instead of giving to the top client.
Excellently done!
Interesting tactical game! I like the animated battles - nice action. During the battle itself there are not many choices to make except for flee/initial heal, which feels a bit limiting. Since losing a fleet is quite harsh (you cannot create more?) that can be highlighted.
Some scanning map abilities for finding a 'good path' would be nice, since forces size is quite variable.
Cool seed for a more involved strategic/tactical game! :)
Great feel and mood! Would have loved some audio in there as well. The mini-games were fun - nicely done!
Cool card game! I like the aspect of predicting their turns and countering them a lot. Perhaps a bit too easy now - they might need some advantage in card power level. :) Flavour and mood is great!
Would have been awesome to have some music / soundfx as well, that would have really rounded out the experience.
Nicely done!
Great puzzler - unique mechanic that I have not seen before! I can't always wrap my brain around the 'tail cutting' logic, but I slowly get the hang of it. :) Sweet visuals a & clear UI - audio also very satisfying.
Nicely done!
Interesting mechanics! Interaction is losing life :) I though jumping and losing life would be harsh, but it kinda works. (jumping feels like a jetpack) The enemies are a bit too simple perhaps. Some soundeffects & music would help a lot.
Nice storytelling & intro! Felt like an adventure for sure :) Gameplay wise it would be great to know how to use the additional tools (RMB for grenades was a guess) What does the fire do? Having some other enemies would also spice things up & some soundfx for hitting/killing.
Nicely done!
Great graphics! The initial intro was a bit too fast for reading (especially since it had a wonky font)
I am usually not that good at platformers, but this one was fun - but I could not progress that far.
Gameplay wise would love to have add to my health somehow, or have an 'easy' mode.
Well done!
Interesting concept! I like the idea of firefighting - but I felt that I barely had any impact on the fire with my water. One entire fire extinguisher barely killed one bunch of flames? Jumping & running are kind of required, and I had to find out myself that that was possible with the controls. :) (jumping up the stairs feels a bit weird too)
Ah this is what one finger typing feels like! :D Love the visuals, sound and style! It was a bit hard to find meaning in the mails - I would love to have some more 'reward' on success. :) Failed letters probably also should have a sound - I initially did not see my salary go down, since I was focused on the letters.
More interaction with the surrounds would be cool! (type quick messages, then handle faxes, then a phonecall, etc)
Wow - such polish - great drawings, awesome audio, and lovely humor! โค๏ธ to all the fabulous Great Old Ones (WolfRam plz โ๏ธ me ๐) The gameplay was somewhat confusing - matching icons with stated interests was hard - adding some easier iconography to would help there, since the fun is in the interacting. :)
Sweet game!
Very cool little Tactical RPG - liked the fort and all its interactions! The combat was pretty interesting too, and easy to control as well. Not sure how the difficulty scales, but it looks like it is pretty steep.
Interesting art style! You do need to explain a bit better how the basic interactions work in the description here or in the game. :)
(and straight downloads are easier to handle than game installers - cleanup after is harder then :P)
Very cool puzzle game! I love how all the puzzles are environmental! Got them all in about 12 minutes. :) Probably a bit too difficult for a LD game, might want to slowly ramp up diff somehow. (but this is my type of puzzle, so I loved it - felt challenged and rewarded at the end)
Setting & story adds to it as well, and the gentle ticking clock now and then adds great mood.
The post-compo one adds some great mood.
Some pieces of info I was unclear about what they meant, and I did not seem to use them (and I just saw you removed those in the post-compo :P)
Solid little game! Would have loved for the difficulty to ramp up more - I felt I was always in control. (more enemies, more HP for the enemies, different behaviour)
Initially I thought that the time would progress during shopping, which I found interesting (making shopping hectic) - but I found out it was not. :) Perhaps an idea!
Nicely done!
Cool game! I like the map-based interaction options, though it was a bit of time until I realized I had to interact with the 'wave' button. The sword almost feels better than the initial gun, which is good! Life loss is a bit harsh at the beginning when you are just figuring things out, perhaps would make the first wave opponents shoot less or shoot slower. The enemies were surprisingly 'smart' in a fun way. Some music would spice up the mood quite a bit too.
Nicely done!
Great mood & visuals! The story is brought with a lot of effect - it would be nice to accelerate it here and there. The gameplay of throwing objects is a bit hard to control - the objects trajectory and if it would score a 'hit' was mostly unclear.
Nevertheless if you polish this you have nice potential, well done!
Solid game - I like the intro :D (I assume here that 'the developer' is god, as it should be) Nice choice of melee vs ranged, where melee actually feels pretty decent. The visuals are nice and clean, interesting style.
Because of a lack of skill I did not get very far - all in all nicely done!
Great visuals & sound! It really looks super slick! The controls were a bit fuzzy - the mouse seems to 'slide' whenever you move, making steady aiming really hard. Sometimes had the feeling the that hitboxes were a bit too tight, with bullets missing things. I am not that good at this kind of game, but did reasonably well. :)
Good job!
Cool visuals & story telling! Like the curved view and fancy UI. The gameplay itself is pretty simple, but interesting enough. I would opt to not put strafe on RMB, but instead make it default. It gets very hard to aim otherwise. Unfortunately I saw the big boss once, and then he disappeared - the lands are empty. Bug? Would love for some soundfx/music - use creative commons stuff if you can't make it all!
Nicely done. :)
Live thee sounds & tunes! The fighting mechanic is a bit harsh - making the initial fights very hard and not intuitive. Perhaps some easier robots to start off with?
Fun little runnyplatformer! I liked the visuals & music, very cartoony. Would have love a bit more variation / extra abilities. Nicely done!
Fun stuff! The music and effects really carry the theme here :) Gambling chip disco vibes. Initially it was unclear a bit what all the thing on the tracks do, but after a while I distinguished them properly. No idea what the gambling effectively does though?
The jumping between tracks felt pretty nice and comfortable, the coin rotations not as much :P
Well done!
Ye olde school interface :P Simple but effective gameplay - would have loved some more 'hide and seek' and 'run away' gameplay with some obstacles to make things spicier. Cool stuff ๐
Very clean look! Would have liked some control explanation somewhere (even if they are simple - I might be missing 'special abilities'). The sounds effect works nicely. Ideas: Some powerups / different types of robots.
Nicely done!
Nice game! Love the soundeffects :D At times I really wanted a 'fast forward' button too, since the next choice would be in the next hiring, which would take a long time. Nicely done!
Unique concept! Life as a platformer, where email and laundry is your enemy :P It was hard to see which life doors were 'better' or if there were some rare ones - this made the choice for them a bit arbitrary. I liked the different surroundings and sounds. :)
Great little arena shooter - it is not too difficult once you get the hang of it, and it seems to scale up nicely with intensity (got to wave 10)
Solid core concept, smooth execution. Pretty good! Action is punchy. Would have loved from more things like powerups / special moves to spice things up.
Cool smash-inspired gameplay! Don't see that too often done this well, very fluid and simple controls. :) The 'more dmg you take the more you deal' is kinda escalating in powerlevel, but it is not too bad. Would have loved some extra moves / terrain.
Nicely done!
Nice pixelart! The intro was pretty good, gameplaywise I found out that spamming scythes was the one trick solution to all my problems :P Some hit-feedback would be good, sound and/or healthbars. Differentiating attacks would be interesting, perhaps with some enemies being immune to certain attacks, forcing you to switch.
Snakes & ladders boardgame with life - I like it! Would have loved more events and a fast-forward for the bot turns (they are slooowww). Graphics are nice, and good animations where needed.
Cool story-n-fight game! The fighting mechanics feel a bit hard, dodging attacks seems almost impossible - and most fights are just a direct slugfest. And extra mechanic there (stun?) would have been nice. :) The visuals & mood are pretty good, and I like the snarky story intros.
Well done!
Hah nice lil puzzling game - I don't think I have seen this mechanic before, very innovative! Game would have benefited from a few added sound effects (pick up coin, etc) - and sometimes the physics would be a tad weird.
Nonetheless great entry!
Fun sneak & stealth game - good tutorializing - plays pretty fluently as well. Nice going!
Very cool concept & execution! Exploration of reality and drama, I like it! Some music or sounds would really add to the atmosphere - as a Jam game, you could look into some Creative Commons assets for that! :)
Ha great dialog! :) the minigames were pretty fun too, though not as death-heavy as I was expecting ;) Very nicely done!
Great art and interesting gameplay! Would have loved to actually see the moves the enemies and I do, but I am super-focused on the letterstream. A pause/cadence in there to actually see and enjoy that would be nice. :) Excellent work!
Great style! The Amsterdam vibe is real! :D It was hard to feel how well I was doing in the singing though (had to keep rhythm?) Some feedback in that area would have been great. As a creative experience, the singing felt really interesting with the different tones based on the mouse position.
Nicely done!
Great art, soulfull sound, excellent writing! An impressive amount of polish & mood. On the gameplay side, it was not clear for me what my goal was with the blood drawing. Following the lines was my first guess. Now that I read here that it might be about severing them - that makes sense too. Would have loved to see a success/failure result out of that. (and maybe an initial tutorial drawing)
Nonetheless, I explored and felt the world-building come to life. Nicely done!
Lot of style points! The gameplay itself is unfinished, but if you can put in some more stuff with that style, it will be nice. :)
Very nicely written! I love the emotion you put in every story - very human. I felt like the stories were all building up to a dark ending - grief, loneliness, sickness, worries. Thought it was the afterlife and was reviewing my own life. :)
UI wise the structure is simple but effective. I would have the text for the longer parts not all appear at once though, but rather in paragraph pieces with 'click to continue'. (now I have to scroll up to find the 'start' of each bit)
Nice tactical puzzler! You spent some time blinging up the UI, which gives some good snappy mood. :) The gameplay was nice, a bit straightforward at times. Music and sounds effects a good companion. Would have loved a bit of 'story fluff' too.
Nicely done!
Interesting game - the visual range felt a bit too small for me, I could not anticipate enemies much, which made me die a lot :P The upgrade system give some choice and diversity, and the visuals are nice and a bit a-typical which is fun.
Very good crunch and feel to the attacks of the treant! Seeing the guys flying was very satisfying. What I could build where was very vague, I just stomped about and randomly created stuff. But that did not distract much from the stompgin - nicely done!
Nice lookin game! Like the theming, good art - the gameplay was a bit more complex, sometimes a bit not transparent. Sounds/music would have added a lot of character. Just some simple creative commons stuff! :)
Interesting concepts! Health & loss was a bit harsh - especially insta-death on spikes. Me being quite bad at platformers makes it hard to play much :P
Nicely done! I am bad at platformers usually, and this is a bit of an example of that. :P I found the 5hp per hit quite harsh for the early opponents. Nonetheless, I quite enjoy the archery part. Visuals and music also fun!
Hah! Controlling a coin is harder that it looks :P my urge to 'steer' constantly gets me to fail and flop. The controls are really tricky, but I slowly got the hang of it, they are very unique. I would have loved some soundeffects/music - preferably something a bit silly.
I dig the concept of reincarnating as a coin as punishment :P
Nice dual story and puzzle game! It was a bit hard in the beginning to 'see' what is intractable in the world, had to read one of the comments to know something was a button.
But after that I got going - nice stuff.
Interesting game! The choices seem to ramp up to some interesting choices (Illuminati? :P) but in the end would like something more punchy - go out with a bang somehow. The music made it somewhat tense, which was a bit weird with the subject, but makes is a bit more lighthearted.
Very cool graphics - love the style. Def needs some more love in the content department - reached the end. :)
Fun lil game, got the general gist of the mechanics after a while, but was still a bit mystified. The stress-increase over time works really well with the music and soundeffects :P
That was quite an intense bullet wall (I am not good at this type of game)! Would love to have some sound/music, even if simple. Did not quite get the theme connection though.
Nice start to a scrollshooter!
Nice twist - a clicker with a death possibility! Scaled up pretty fast damage wise pretty quickly. :) Would have love some more sound/music, even a simple track would have added a lot.
Intriguing concept - not quite a game, more an experience. I got stuck in the part after the window. What to type was unknown, and there were no hints or feedback on what would progress it.
Interesting game, but the main game seems the Anti-counterfeit part? The 'selling' of bill does not seem to be in? There should be a negative effect for picking the wrong choice in the counterfeit program tho, now it is too easy to just pick one a lot. :) Sound effects would also have helped a bit with getting into the mood.
Nice escalation of concepts! The diff ramp is good, but would have loved some two-possible-ways puzzles :) Colors per age were good - although I expected some downsides from getting older (moving slower?)
Interesting game - plays like a visual novel in a way. The mood is pretty dark and weird. :P
It would be interesting to know more about each option and what they mean gameplay wise (like this option give +anger).
Very cool visualization style. Quite a few options - and some of the random 'poofs' were quite striking :D
Uniquely done!~
Very nice art and good music and sound. The main game mechanics are a bit too simple - the power-ups felt kind of unnecessary. Perhaps a bit higher a difficulty curve is needed so the player feels the need. :)
Wonderful art, and great writing. Love exploring the surrounding with descriptions - it created a background for the character to live in & for us to connect!
I love the old-school style of visualizing dungeons, and you evoke it nicely! The maze feels a bit too empty though, with no hints where the exit may be. Even in easy more, things were not easy. :P Perhaps more life, items and things to avoid, to get more player decisions in. :)
Very pretty visuals - love the pastel layer islands and round vignette - and the models are great!
The controls themselves at a bit difficult at times: shooting and moving at the same time is a bit of a different combo than usual. The big boats are rather nasty in the beginning too :P
With such a peaceful/pretty look the 'slave' mechanism feels a bit out of place. Perhaps picking up cast-aways? :D
Cool game! I like how every level is a bit of a puzzle - which weapon to buy and how much ammo. The club feels a bit off in the beginning but the guns are pretty snappy and explosives are always fun.
Some more ways to lure enemies into traps / distract them would be an interesting addition.
The music was also pretty nice - I was sad when the shop music was stopped when starting a level ๐
Great mood & visuals! I love the white & red color scheme, very fitting. Any specific reason for the 'chess' pieces look? The deal of trading memories for passage seems interesting - initially I thought it was for story purposes, but afterwards (I only traded once) I realized it is for people who want to skip a level.
The gameplay itself was timing and dashing - which I am usually quite crappy at. So i was pretty surprised I made it all in one go with only one or two hits. :D It was somewhat jarring to get 'stuck' on a wall here and there - sliding along the wall when two directions are being pressed feels better I would think. One or two extra mechanics would have been nice, but I know there is not much time in the compo :)
Nicely done!
Fun little maze/exploration game! I am not sure I know what I use the mana for, but at least I made some cacti happy! There were some 'red rocks' tiles I think were some other type of item? A few more levels, and perhaps a try-again-but-now with faster speed mode would be good.
Love the idea of this - the combined physical money shuffling and noting. :D The first day, everyone was kinda exact and precise with their money, but at the end it got a bit messy - the robber jumped by, but could not interact fast enough. Then the customers started throwing more and more money on the table, and not respecting the line at all! They were unhappy and so was I, so I quit!
The money picking up and shoving in slot could have been a bit more smooth - perhaps with some less friction on the table or money so you can get into a 'flow' more. Now I had to pick up a lot of money stuck on the edge of the bin.
Also worth mentioning is that I had to switch resolution on my ultra-wide screen else it would not render the UI correctly :P (there was not resolution selection on game startup)
Fun stuff!
Really fun game! The dodge & run tank tactics really got me. The tab-to-shop gave some pause & consideration space. I got to wave 13ish and 49 kills, when the gatling-tanks came in and cornered me ๐ Loved the 'kill cam' feature too, nice way to highlight a moment and give some rest, but not too long to be tedious.
Nice one!
Interesting concept - though the execution needs more time :) The water speeds past at verry high rate, but could ignore that - liked that some of the enemies had clearly telegraphed shots.
Without keyboard support I cannot test this, sorry! Looks interesting though.
Love the shader and artstyle! Comes together nicely. The gameplay was a bit hard to get a hold of - holding mouse to keep them following me instead of clicking was not obvious. The sacrifice part is interesting, but did not need to use it with the mushrooms for health?
Move these kind of story games - and it works really well with the theme. Balancing health with fame is cool, though it does feel that the healing options and their appearance (random?) determine if you last long or not. Making them more of an (expanding) menu of option after each era would perhaps give more choice.
Regardless, fun concept!
Cool game! Love the visuals and mood as a 'underworld beast butcher'. Darting around the (small) underrealm was pretty fun. The beasts stealing coins is pretty sneaky. Would have loved some projectile impact feedback, was hard to notice if I hit or miss sometimes. After butchering on monster, I went back, and everything was empty :( no more beasties.
Pretty neat concept though, fun stuff!
Interesting snatch & 'trade' concept here - had some issues lining up pickups, mostly because the controls were not super smooth. Did pick up some passengers and ate them :D Having a bigger goal with a bit more story would be nice to keep people hooked after the first few passengers.
Love the visuals and mood - would have like a bit more 'story' in there :) The jumping parts were not my thing, but I persevered. Nice job!
Really nice simple and effective game! I really like your tutorial intro, and the overall look and feel. The game mechanic itself is simple but also effective that way. The ?s add a little thinking beyond the next step. Music is nice and authoritative.
Great job!
Almost made 100 days...
A survivalist cult RTS, nice! I had some issues with the control (not being able to select cultists anymore, or difficult to do so. The balance was hard to keep, but was doable. Would have loved a bit more flavour in the cultist interaction (they saying stuff orso)
Cool simple and effective game! A reverse-ish flappy bird with multiple lives ๐ Almost a rhythm game. Highscore in simple: 587
Some tweak ideas: - Give (tiny) intro story at the beginning, just for flavor / goal setting - Pick-ups at the edges that slow you down again - When you die, make the player immune to death for a few seconds, so you don't lose two lives at once
Nice shooter! Likes that the groups would only aggro when I hit them, makes for more interesting decision making. Setting is funny and works well. Got to the boss, but stood no chance there.. ๐ Possible tweaks: - Alternate weapons (stuns / area of effect) - Temporary powerups
Nice coop game! (I did it solo) The platforming and doublejumping went fine, but I had trouble using the 'hook' - I could not get anything to trigger that, so got stuck :( The music and sound effects were cool, the music a bit too happy perhaps. Good to have a little intro story too.
Very nicely done! Getting all that collision and job logic done in a few days is quite impressive! I beat the first 3 levels (lvl 3 was quite the step up), but the game got stuck on lvl 4 (no yels start coming out)
Some (basic) sounds would have added quite a bit. Even though this is a lemming homage, its well done! Controls were good enough, and the puzzles interesting. A few minor bugs (climbers climbing through walls), but none too bad.
Nice and creepy game! Love the visuals and doctor weird music. ๐ It was a bit hard to figure out what the objective was... save people? make money? how do I lose? Aside from that I had fun doing the minigames (got more and more proficient at cutting).
Nicely done!
Fun 'educational' game! Got stuck on the third mission, and I am not a cli noob ๐ - needs some more hints as to what commands can do what, and what syntax is allowed. ( | is possible, but not shown anywhere?)
Cool concept! I like the idea of having to make balanced prioritization decisions. Map looks nice as well. When playing it felt a bit too easy without very clear different choices. I saw no reason to something else than 'heavy attack'. A speed up for the fights would also have been nice :) The events and map statuses were cool, but did not impede me much. Would be nice to have a choice with some of them ('lose X soldiers, or lose X days?') But in the end I liberated Goetilandia, and all was well.
Ideas to tweak: - Give opponents and defender attack positions too, and show them on the map. This would indicate that some might hold off longer than others - Make the enemy more numerous, so you really have to prioritize - Speed up button (for fights)
Nice little programming game! would have loved some sound effect to get some more payoff while playing the game :) The logic puzzles were interesting enough to try to do efficiently, but would have liked a bit more overall 'story'/'goal' (am I a wizard's golem? who is giving these commands? motivation? ๐) Good start for your bachelor project.
Solid adventure style resource game! It's a tricky balance, mostly determined by the RNG gods, it seems :) One lessen I had tho is to start cannibalizing quickly to get your numbers down ๐. Fighting almost never seems worth the risk :) The graphics are nice, would be cool to have a few a/b choice events, introduce a bit of story that way. Fun nonetheless - my max is 71 miles ๐
Nice tower defence game, defeated it on the first go! Music set down a good mood :) Control wise I had a little problem with the drag & drop (why not click & click?) but got used to it. Also, is it not possible to delete buildings? I finished the game with mostly just wooden towers, because I could not remove them. A simple 'upgrade' when building over an existing tower would have been an easy solution there. Overall, a nice cohesive feel. :)
Good fun! Love the idea of plastering my dead bodies everywhere. I especially like that you can fail a lot, and still finish it. (tho with not a lot of high scores) The controls were solid enough not to make me frustrated, which was good. The music brought a nice mood too.
Very nice visuals and mood! Love the music and atmosphere. Gameplaywise, I had no idea what I was doing, since the stats are hidden by default. I did defeat the god though in the end :)
More visual indicators of what is producing what would be great. Some text snippets by the god or villagers would also give some hints for what is going on perhaps.
Nonetheless, nicely done!
Cool game! Love the initial story - quite easy on the controls. A sound effect or two would have added a lot. :) There seems to be no 'ending' yet. Also would love for the spells to actually kill skeletons / do more, now my powers felt a bit feeble. The goat sacrifice vs health was cool, but had plenty of goats :)
Keeping the basic simple is great here. Makes the learning experience good in the beginning. Defeated the boss at the by selective elimination. :) Would have like a bit more variance in skills tho, and perhaps a textual description of each skill. Maybe one warrior had smash, another has double strike. Give your player more info and then the sacrifice becomes more meaningful. :)
Atmosphere++, simple but effective :)
Really good looking tactical game! I've built hex-grid games myself and I know it is always a bit of a hassle to get everything hooked up just right. :) Pity it was multiplayer tho, that really limits the audience, especially for a ludum dare. I did a game against myself, and that was ok - but fun is hard to judge in that case. A singleplayer version with a set of challenges with stupid AI could really work well for this!
Love the visuals on the map, very crisp and colorful. Audio was nice too. Navigating the UI was a bit of a trial and error thing, but got there in the end.
Hi Remco!
The game clearly is very physics based, a first time in your game lineup I see, nice! :) I had some trouble with the controls, my train sometimes flipped me on its butt and then I was stuck spinning my locowheels. After a few tries I got the balance of speed vs burning things kinda rights, but it was a hard balance.
Perhaps keeping the road a smooth at the start, and only slowly introducing gaps would help with that difficult start. A 'jump' / boost maneuver would perhaps also be nice to get out of jams.
Tried the level editor too, gave myself a bit more fuel, and that helped.
Clearly more of a tech demo for this game, but interesting nonetheless. :) Also liked the audio, got an Arabic/Aladin vibe from it ๐
Fekin great game! Puzzles are very well done, and I love the shader used for the characters. Bit of an Irish murder Portal.
Goat and I shall love and live forever in the afterlife!
Also: God is a dick
Would have loved a bit more audio. A color scheme explanation for the minigame would have been nice. (had to look up the description / hints) Minigame got better after that.
Mega fun game! Love to audio, spluttering and the voiceover is very fun. Good step by step introduction of game mechanics, nice controls. ('A' is spacebar is a bit weird)
Only minus I would say is that it is slightly difficult. But that didn't stop me giving this 5/5. :D
Fun theme idea! Loved that the pacman changed from evil monster to happy green fella over time. The jumping and avoiding was done pretty well, but my patience is not that great - so trying again for 10 times is a bit too much for me. (I also am not that great at it)
Fun mood and good controls!
We didn't reach the sacrificing part since we didn't complete lvl 1, we suck at this type of game :D Nice controls and audio, would like to see a slower/easier lvl 1 for noobs.
Very nice graphics! The gameplay itself was a bit too basic for my tastes, but the theme and mood made up for that :D
Simple little game, good foundation for more complexity? Perhaps you could start off already hungry/thirsty, so you got something to do immediately.
Ha cute kitty fun! Gentle curve at first, but at lvl 5 some tension strikes. :) Balance between washing and putting them up to dry is fun. The added soap is good, but perhaps one or two more tools to help with the kittenscubbing could help make it feel more complete.
Verry cool concept & excellent execution! The graphics and top notch & the music drives you forward nicely. Very addictive maximalization-loop in there - failed at level 17, and was mostly adorned by amulets and daggers ๐
If there is one gripe I would have is that the feedback during the fights was almost nonexistent - I really want to know why exactly I lost certain fights so I can equip better for them in the future.
But let that not detract you from the gold nugget you got here, I played this game far longer than I should.
Cool visual style, distinctive! Sets the mood. Gameplay wise I was able to just stand in one spot an kick infinitely and succeed, so that needs some tweaking.
Ideas for improvement: - Add some 'good guys' to the enemies, so you cannot spam kicks - Add some diversity to the opponents, some that need to be kicked, others punched. - It was mentioned I was on a small thing, yet my playground is the full screen width? Perhaps do something with that idea
Not exactly what I initially expected in an inventory game, but you had a great twist on the theme. :) very good buildup in learning combos. Felt very gradual. Good musical addition as well. (even if you did not add music to score, it does add to mood)
It was hard to know exactly how well I did though, I expected an 'score at least X' before/after each level or somesuch.
But I completed all levels - good hook! ๐
Great visual style, smooth driving - the destruction felt a bit too much at times - and the objective was unclear at the start. Aside from that a cool base to tweak!
Potential tweaks: - Bombs only blow up one square - Falling into a hole plugs it - Add jumps / boosts to get over gaps - Terrain doesn't go kaput right away but first weakens one step (so you can be a bit more tactical with your path)
Cool core of a clicker game! Would have loved a bit more (side-) objectives to be had. For example, keep diversity, or only kill one specific color, etc. The scalable nuke did make it a bit too easy, would have been interesting to tie growing that to some mechanic.
An interesting start to a small rpg game! Needs some extra work to spice it up a bit, sound would help a lot. :) (and perhaps auto-healing when you are within the light)
Good fun! Parking is always hard, but with the additional pressure of time (a bit less space), it become a bit more stressy. The controls feel pretty good, and the bumping / flying of cars is quite hilarious.
The time element feels a bit superflous, I would love to play this game with no time pressure, or with a lot less time pressure. ๐
Great entry! I normally am loathe to play insta-kill platformers, but with your option to skip levels, I can move forward after failing a lot ๐
Very innovative gameplay, the addition of the add/remove gun added a lot more depth (and made it easier for me :P) Good learning curve + tutorial flow, well done!
Minor feedback/improvements: - Experienced some slowdown/choppiness occasionally - Even quicker level reload can help to stay in the zone - Offer skip level after X tries perhaps
Excellent game! Such great graphics - I loved all the art and pixel work, and great music too. Gameplay wise also quite nice, had to really search to find that 'r' was rotate (right mouse button would have worked nicely too)
That a replay had different building shapes was a cool touch - mixes it up. (but likely harder to balance) The only gripe I really have is that the walls are prohibitively expensive. Would have expected them to be cheapest, instead they are the most expensive per tile?
Do try and create a post-compo version, would love to see it. ๐ ๐
Verry nice graphics, love the flash-n-glow stuff. Slick UI too, you don't see that too often in LD games ๐ The gameplay was straightforward, but worked nicely. Would have loved a ranged weapon / secondary weapon too.
Fun lil game! I like the graphics, got a nice cohesive look. The command for switching mode was a bit confusing at first, a double tap of K for planting would have been easier.
Lots of dials to tweak on this one! I delivered all the required planets, but the experience was somewhat awkward. Would have loved to have more info when I hover over things - perhaps some color-coding and bars instead of plan percentages. :) Fun concept tho - planets a-la-carte
Cool puzzler! Really had me thinking. GJ keeping the basics simple, but still have lots of possibilities.
Lovely lil story and snazzy writing. For a LD game a bit long on the attention span, but fun nonetheless. :)
Can confirm the web link gives a 404 page for me.
Cool platformer! Liked the looks & feel. Solid jumping / collecting mechanic (even for me, who doesn't like platformers that much) I got the 'play button does not work' problem at first, but after a few restarts it worked. Really look into that one, probably causes a lot of people to not play/score your game.
Menu music was nice too, but missed it in the game itself.
Fun little game! I straight got into the 'I am a f'ing space wizard protecting this magical thingy'! Base mechanics are solid, but would have loved some evolution / things to master, like: - Holding mouse button makes bullets travel further (for long range shots) - Other types of weapons (bombs, lasers, fireballs) - Enemies with other behaviours But a fun start anyhoo :)
Nice art and good, simple gameplay! At first I thought the balls would be the primary nemisis, but the shadows that shrink the space were the actual opponent :D Perhaps a minor tweak to make is to make touching the edge not be insta-death, but lose 50% life. Still very deadly, but survivable once.
A nice puzzler! The music is chill, and placing stuff has a bit of fun in its own. I got to a place where I missed one spot and my city was not completely full! Cool idea.
The city itself look very road-heavy, a bit american I guess. Pixel buildings are nicely colored, but the background green and black dots was a bit too much for me, very busy :D.
Game mechanic wise, I started of a bit slow, figuring out the UI here and there. But once I got the hang of it, all went smoothly. The subsidies were a bit hit and miss, was stuck on one for a while.
The special buildings were a nice touch, I wanted to have more. :)
Ideas for tweaks: - Make your texts pop a bit more by putting a one+one pixel offset shade under it - An extra expensive / rare 'destroy tile' option - Placement tiles that contain & should match water - Make the roads a bit less crossroady by drawing only connecting road bits instead of a full X (and change it when people build)
Nice simple and effective gameplay! Liked that the controls were in-game. I fast forwarded through the description and did not know that I was a cape until I met the vampire. That was a verrry funny twist! ;) The boss fight was somewhat easy - I liked the multi-cloak shooting idea though!
Ha, at first I thought it was more of a bullet-hell meets trunbased racing, but actually a bit more bowling meets racer. :P It seemed as if the wizard fireballs did not hurt me at all though?
Very nice innovative concept! Once I got things rolls it was really interesting to plan a bit. Would have loves a 'fast forward'/'speed' dial, some straight tunnels took too long. :P Had to break up the fuel loop a few times because it erroniously though it was out of fuel.
Yee haww, cool western shmup! *spits in bucket* Lovely music, nice to read you made that yourself. The gameplay itself is quite hectic, with dem zorros in persuit. Would have like to see a little more diverse behaviours from the enemies, perhaps stunned slightly when hit, or somesuch. Powerups were a cool combo add, though they seemed not to occur often enough to make a big splash.
Also for some reason the text exceeded the window boundaries - perhaps font missing?
A fine combo! It was too hectic to see if making tetris lines or removing blocks with the balls was more worthwhile, but I guess just staying alive is prio #1. ๐ Splitting attention is a good skill to master over multiple plays, so that works really well. I liked the hint of extra balls every 1000 points (maybe a nice 'extra ball' message in the middle of the screen?) Only thing I kinda missed is the tetris side-slide when on the bottom row to just fit a shape in - but that is minor details. Nice entry!
Like the card arpg genre combo! Movement was nice and fast - first I just tried to grasp the combat + card mechanic. Would have love a bit more punch to the weapons, effects wise (bit o screenshake, explosion here or there). I stocked up on spells, and was lost for a bit looking for the boss. Perhaps an environment hint (power lines running in one direction) can help here? Luckily when I found the boss I was well-equipped, even tho he was EMP resistant, I fireballed em to scrap.
Other stuff: - More enemy types! A turrent/stationary for some bullet dodging, a slow turtle to ignore, and some one-hit critters for satisfying quick kills? - A bit of lighting might help in setting the mood
Lovvve the art style here - looks really slick for a LD game! That the controls are only explained with a controller is a bit weird, I suspect 90% will play it on a keyboard. :D but I figured them out. The three are effective, and doing a bit of a bullet dodger while they pewpew is a nice mechanic.
Would have liked to have an occasional battle effect tho - maybe a very slow revolver or something. The boss smashed me, but was fun till then.
Nice genre combo! For a while I thought space was only for shooting, and was going to comment on that, but I should have read more carefully. That being said, the walking/dribbling speed could a bit faster to give more tension. :) The field looks nice and post-apocalyptic! Was expecting the huge goal keeping to require a few more shots, but I am not going to complain. (was going ffffuuu.., then pew gone phew)
Random ideas: - Have referees that try to stop you, but only when you hit zombies - Multi-hit goalee - Flaming ball powerup from gasoline :P
Funky combo - certainly see the 'incompatible' in these genres :P Hard to get a word off with them flying at you.
Nice looking surroundings too.
Ideas for tweaks: - Add health powerups to shoot - Danger indications - Long words => clear closest letters - Two/three letter 'boss' cubes
Simple but effective - it would be nice to have a few more things to effect each other. A button that pushes all balls away perhaps, to mess with the other guys pace. Perhaps if you hit the other arrow something special happens. :)
Ah cool combo! The racing felt good - was in control (which is not that easy with racing controls). Figured out that there was a heal ability (I think?) - which is a great addition. Would have loved to see a bit further ahead, be a little more zoomed out.
But all in all a nice entry. :)
Nice storytelling! Great presentation - not many choices to be made though. But love the atmosphere.
Nice graphics, cool music beats - I felt a bit too overwhelmed at the start (start slower!) but got into it. Not pausing the game when upgrading is... harsh, but also demonstrates the incompatible genres. The costs of the items should perhaps be a bit lower, the game duration is not that long. :) But pretty fun!
Ha fun chaser! Got into it pretty quickly. Got a crash when I was caught by the fire, but that was ok, was dead anyways. ;) Liked the threat of the fire, the slipping on stuff - good initial pacing. Needs a bit more to keep you going tho, perhaps some powerups, or some explained extra objective. Enemies to defeat, or friends to rescue. :)
Ha, great 'dating' casino adventure - was a bit hard to see how the cards played out... I had certain choices I could not make because I had chosen other things before? I went with Belle in the end :D
Making the card mechanic way clearer would help a lot!
Indeed incompatible combo.. that bullet hell was too difficult for me. Guess no date for me! :D
Fun art & story! Like that kind of worldbuilding - the fighting part of the game was a bit rough - those humans hit hard!
Quite a panicy feel! Lots of minigames. The initial game was perhaps the most difficult, so maybe not the best choice for the first one. :) Fun mood tho!
Ha nice puzzle! Like the play on 'rulers' - the mix of themes, perhaps a bit of a stretch ;)
A bit of sound would go a long way to add some mood: just jumpy/collision/success sounds help a lot.
I had a hard time following the music to its source - but evading the memes was doable :D Does the lightning actually also show memes near you? It should. Fun audio game - might need a few more hints here and there for direction (during lightning, or perhaps another visual clue.
My game: https://ldjam.com/events/ludum-dare/41/minigulf-gods
Weird combo! I did not see the mimics for a long time while I was working my way up, but when I went to the bottom, I did see them and died :P The matching 3 felt a bit strange, sometimes the blocks would disappear when there wasn't a 3 match. And when I moved blocks that I was under, it had some strange effects. Funky mood though!
Ideas for tweaks: - Make a sound when you match3 + score pling - Make the mimics a bit more relevant
Ok I loved this way more that I expected! Great game! Sound is whacky and fun, the visuals over the top to boot. Good ramp up of difficulty elements - nice twitch and fire. Fast resets and always thought that I can make it next time.
Improvements (if any): - Laser now traverses the entire map - might want to cut it off a little (though I like that I can spam where I know stuff is way ahead) - Record time of speedruns - Laser felt to be 'lagging' now and then (but I got used to it)
Great graphics! And the genres truely are not really compatible - the speed of racing and the deliberate choices of spelling. :D But I had fun cruising and getting some words in. The controls (when I finally got into them) were very smooth. Improvements: - Some way to shuffle/rearrange the letters you already got (another minigame?) - Powerups in far away places that last a short time that double/triple cached words - Some indication of letter value (different colors/shades of letters?)
Had to play the non-jam version because I do not have controllers - but that has some good coop fun there! Minigames and then a bit of gunfighting, pretty cute.
I like the large pixel feel you got there, very effective. As far as I can see I only see the pong game, which is smooth and nice. The other icons are more informational? What was the second genre you were going for, a slice of life adventure through notifications? :)
A different kind of challenge! Quite hard actually to control. Liked the in-game quick instructions. Would have liked to have more hitpoints, so not every mistake is super fatal and resets everything.
Quite chill, but all so quite stressy! Like the drawn visuals. Making long runs after the initial stretch is quite hard - so many bends :)
Ideas for further stuff: - Powerups that slow down the speed for a while - Teleports - Switching tiles instead of just rotating
Interesting combo! The initial twist of looking with the victim, and realizing you are the torturer is nicely set up. Good graphics and visual flow for all the animations, nicely done.
I would have liked some more choices in the gameplay though, it felt a bit like there was only a railroad. Some ideas to improve there: - Have the victim try to escape when you take too long between actions - For each implement, offer two ways to use them - and try to gauge from the talk which one would be most effective - Flip the script again, and switch to the bagman as the one that looks, and the victim to act (all of these are hard to do in a jam of course)
Interesting combo! I got into the beat game pretty fast, but it was hard to do both that and watch what was going on with the castle. Was there something I could do to interact there? Unsure... Perhaps unfinished?
Ideas to improve: - Add some field interaction - clicking towers to upgrade, clicking monsters to insta-kill them - Put pauses in the music for the player to interact with the castle - Feedback in screen for when you have a streak of tunes - perhaps kill a lot of monsters on a streak?
Ha, nurse-mc-shotgun :D nice genre combo indeed. Good initial startup to teach skills (an in-game hint might have helped too there) The shotgun was satisfying enough - but I reallly wanted for something to happen when you shoot the babies. I mean... that screaming! Resource management might force me. ๐
Ahh a game to release some tension - cute bear mangling! :) I see where you were going with this one, needs a bit of work to get to its full potential.
Random ideas: - Sounds, I want to hear them gurgle - Music - sickly sweet, maybe switch to a horror theme if you are chainsawing - Some explosives - Bears can 'hug you to death' - bears in hugging mode will persue you
Ha, weird combo! Took a little bit of time to figure out what was going on, but jumping-to-read was soon invented.
The stories are wacky, which is good fun. Got stuck scratching a dogs(?) ears a lot. :D
Ideas: - A long fall one where the messages are far enough in between to read them while still falling - Rocket/jet booster to jump way up to 'overview' - Gun for shooting letters - each complete alphabet gets you X points - Big reset X somewhere in a corner you can jump to - Some music/effects
Nice combo! I like the slow ramp up, allowing for people to get into the mechanics through play. Becomes quite hectic at the end, eventually destroying the town, but that is great too! The explosion timing is a nice core mechanic.
Potential improvements: - Powerups/drops from the sky - More chain explosions - Reward chain explosions with $$ - Some in-field fading numbers when you click on buildings - I got no time to look to the top stats :D - Auto shooting defense upgrades that only kill X bullets, or only the slow ones
Great audio and cute graphics - a nice reading on the Tutorial screen! ๐ Gameplay wise it was a bit hard to see when I could stab a blob effectively - making me continually stab. Maybe a swish graphic could help there. The match-three aspect was nice - gave some choices on when to continue a chain or not.
Ideas for improvements: - Have a more defined weapon 'swish' area - More weapons (powerup on field for temporary weapon switches?) - Powerups - Special blobs that count as more points - Rainbow blobs that count as any, but will finish your chain - etc ๐
Classic with a twist! Shadowing asteroid to drain them is an entirely different feel than the original astoids. Visuals & UI are nice and to the point, keeps to the theme.
Did not fully 'get' the weapons need to match asteroid thing tho - my regular pewpew weapon seemed good enough.
Dash dash, miss :P cool combo game - I had a bit of a hard time getting into the control scheme - the base speed seemed just a bit too slow. Felt I only had one chance at hitting the ball each time. The dashes themselves were nice and swooshy, maybe just not my skillset. (I am horrible at bullet hells anyways)
Ideas for improvement: - Start off with a smaller 'own goal', which slowly gets bigger when you hit more balls (easier for noobs like me to get into it) - Higher speed, think it was a bit too slow - Life points - give me at least some margin of error ๐ - Powerups - life points, ball killers, bombs, speedups, shields for goal, etc
Cool combo genre, and good on keeping the basic moves simple. Music for some reason did not play for me (web player). Ideas for improvement: - Give each player one 'not standard' move, like 'Get pumped - next turn + 2 movement', 'Aggro - Get +3 tackle for each adjecent opponent for 2 turns' - Tackle/shoot/cheer sound effects - Some weirdness - lootboxes, powerups, fans on the field, lightning strikes :P
Indirect 'fighting' is a cool mechanic :D not sure what the terrorist part was of the title, his enemies were more terrorising ;) A bit more diversity in the map would have been cool, like some impassable rocks / areas with special nonlethal effects / powerups for speed.
Really nice graphics and music - got the mood right away. cursed /again/
But indeed, the gun was more of a suicide gun. :P Got to the end of the level by jumping and weaving past the trees though!
Ways to improve: - Whatever you roll, you get 4 shots with (so you don't have to roll every time) - Less bombs - Coins cancel a bomb?
But you know all that probably ;)
Interesting mechanic! was sometimes hard to judge if a ball was picked up already or on the ground. The decision points were tactical at times. Got stuck once with a 'decision needed' when there was no decision, but fine up to there. :)
Adventure sidescroller-fighter ๐ - fights are fairly simple, but the story keeps me going. At times it felt I should be going the other direction, and did not know it?
Bit hard to control - turned mega fast in fps, and seeing where you were shooting in top down was hard. Yet and interesting combo!
Nice turnbased platformer! Quite a bit of unknown in timing, especially later in the run. But cool concept.
Very slippery controls, getting control over the car after a corner is very difficult. But the music is very poppy and driving. :) Fun city too, if I had a bit more control I could have hit those ramps a bit more. ;)
Nice start to a cool shootem! Liked how the guns change up as you go - would have been nifty to announce the levelup more in the game. To mix things up a bit a few more platforms would perhaps also add some diversity / tactics, or things like headshots doing more dmg or giving more XP.
Unfortunately I only got up to the sniper, I am curious how the other guns work. :)
Ha, simple but effective clickfest game. :) The interface was a cool idea, even with fullscreen button working :D
Kept the screen pretty clean, but would have loved a bit more diversity in how the ads work. Perhaps using bigger ads sometimes, or ads that require doubleclick, or ads that are extra annoying and you want to kill quickly (they eat score).
I sometimes had the idea that my clicks werent always registering, but that didnt happen too much.
And the vids in the background set a nice pressure vibe ;)
Solid puzzler! I got stuck a few times, but mostly that was my own fault. The 3D aspect of the keys was used a bit, but not a lot - perhaps doing more with that would have been cool.
The visuals were nice and clear, music ok - not too distracting.
I felt that the spikes and health dmg was sometimes not as fitting, since the character control was a bit clunky. But it never stopped me from completing a puzzle. :)
Needs more tweaking and better difficulty ramp to make this enticing... now you just get thrown into the same block-density right away every time.
Very simple, but very effective - the physics make it very intuitive. Good choice to not limit letters, and make the reset easy. Could have done a tad more with the graphics, but the simplicity works too. Gameplay wise, would have been cool to do different letters?
Would have liked more levels, but this is a good chunk for a LD. :)
Cool stressy game! Nice idea with basic mechanics, that will settle on a difficulty people can (barely) manage! Also very cool that you only hear the musicians you still got, nice touch.
I thought the levels were a bit too long tho, could have easily be one third of the length. The terrain also was blocking a bit (but that be intentional... though making the collision box a bit bigger might help)
No idea how I would manage 9... I barely got 3 over the finish line. Well done!
Cool basic mechanics! At first simple, then cat synchronization and corralling. :P Well done!
Sometimes the roomba would get stuck spinning in place if I paused it and restarted it in a tight corridor, but that might just be intended.
Fun and light! Had a good roll, and would have loved a mechanic to ditch some kids when they were already attached... but for now they will just need to llamabutted.
Very polished - bit hard to get the hat-logic, but fun!
Very clean and lovely art! A little puzzle that lives. I thought it was stuck, but apparently I had already completed it. Well, only so much you can do in one LD. :)
Theme I could not find, but that is fine. ;) Well done!
Cool tactical little game! Love the small playing field. Sometimes it was a bit hard to understand what would happen when doing things, and the 'drowning' thing is a bit hard to see. Was there any reason why there is a double keypress necessary to move? Seems like single press would do just fine?
Really cool fast game! 35610 high score - figured out that the fox could 'strafe' only half way through. :D
Smooth fun and very satisfying to do streaks.
Cool pico game! Fun mechanic with the insta respawning and distortion.
The controls were a bit too slidey / not fast for me, if felt that I did not have enough fine control to do all the antics I wanted.
Who is dumping all these kitties! ๐ฑ Slick graphics!
Had a few kitties on the side of the raft that I could not reach when I walked to them. Aside from that, a solid game!
Fun and simple! A bit hard to play in the browser, because the mouse can overshoot a bit, but that is compensatable. The chook who-is-who is a fun addition! An additional mechanic would have been nice too... like golden eggs that give life, or 'bad' eggs you do not want, pair that with a sound and you got some more depth. :)
Nice and complete game concept, well done! If only I was any good at it... ๐
Love the visuals! The game itself was a bit too simple in mechanics to keep me hooked for long though - some other weapons (ranged?), some more enemies and/or some more story would have been nice. The controls themselves were smooth, but a hard time killing the green dudes since they are just as fast as you - you cannot easily jump over them!
Nice start to an 2d action RPG!
Very addictive little game. The auto-shooting was a nice touch, we do that in most of these games anyway. ๐ Would have like a speed indicator on the arrows somehow, and perhaps some more slow moving ones, so you have a more prioritization. The whole is nicely rounded (harr) and plays smoothly. Well done!
Pooor kitties, they just wanted pettins! Cute little game, simple and effective mechanics. Well done!
Would have loved a secondary mechanic to distract / slow down kitties - now I often could not outrun them.
Cool shoot-em-up game! Very quick step up of nr of enemies, may slow it down a tad and add one or two other enemies. Nice screenshake & effects to make the 'kick' work! :)
Very fun little game! Would have loved a pause screen to look at the monster descriptions :P Quite hard too keep all the little buggers alive...
Nice and unique gameplay!
Cool game! Nice gradual tutorial, decent difficulty curve. Two things that really annoyed me were that if you moved diagonally into a wall, you would stop moving, instead of moving along the wall. The other was that occasionally I would get 'stuck' and could not move in one direction and had to repress the key to move again.
If you were to iron those out you got a solid base of a 2d shooter game, with a nice twist with deployable turrets.
Really fun game! Always fun to stack things with physics! Good balance between control and some random shenanigans. The ball flattening me even when I jumped on top of it was funny. :P Well done!
Cool earth-scape, gives a nice playing ground. Some explanation ingame would have been good as to what the colors mean, what we are doing (transporting people, cargo, pingpongballs?), and why.
Did have to figure how to charter planes, an single overlay with description of what is what at the beginning of the game would have been nice.
Cool exploration game! Was drawn in by the environment and weird demons! Did end up in a few dead ends, where I was stuck and could not return to the rest, and had to restart.
Weirrd vibe! (that is a good thing) Would have loved a few more choices, felt like there weren't any paths that had a different outcome. Liked how you could do the same interaction multiple times, but would have been great if something actually happened if I did one a lot. ;)
Cool start to a weird adventure game!
Fine game with some nicely thought out goals & mechanics! Would have like a little more range on the guns for more tactical play, but this works well enough. Good job!
Nice art & sound, very polished! Would have loved to have an additional mechanic in there somewhere - like multiple paths or powerups. Would have made for some more choices for the player.
Lovely look & sound! Really great poppin art. During the gameplay I was thrown a bit into the pit without any training. It would have been nice to ramp available skills, so people learn what each one does, before moving on. (now it was a bit button punchy at times) Aside from that, once you get into it, you can get a flow going. I wish my fans would stick along longer tho.
Typing chopper! Nice use of the whole keyboard :) After I got a hang of having four tentacles, the game became a bit too easy - so it would have been nice to ramp it up after you have completed x meals. Items that need multiple prepares, or only on certain areas, or have a toggle for having a different utensil somewhere. But a nice start to a parallel processing stress game! :)
Nicely found link with the theme! Unique gameplay as well - toggling between all the the options was cool. Mixing it up a bit more would have been great, like sometimes put in some things you should never say, or combos for extra applause. Or boos :)
All in all, lovely unique game.
Cool graphic design! Audio hooks in well! I am a bit of a crappy platformer player, but I could keep up a bit. The drugs all doing different things works nicely too.
As for most of these games (and LD games I guess) I advocate to not make it one-hit-you're-dead. Keeps players going a bit more.
Fun picoโจ๏ธgame! Had some semi-traumatic flashbacks to kingsquest and walking over ravines/branches, but got the hang of it in the end.
The controls are indeed more old-school, and could have used some softening mechanics (2 heart loss instead of dropping off?).
I liked the opening text, I read it in a dramatic old-wizard voice. ๐ฎ
Wacky mr badspy and the music struck the tone right immediately, good mood.
The item switching was indeed a bit cumbersome, but we have been trained by even worse inventory systems in major games, so we have some inbuilt patience :D
Using items in different ways (jump up, then switch to club to hit, rince repeat) was a good 'aha' moment.
The enemies dont seem that hostile, rarely even trying to hit me. Perhaps the bananas were for healthups? Fun nonetheless. :)
Weird but strangely fitting - a nice r-type-fat-fighter! :D
Shooting gets a bit monotonous after a bit, that that is my general gripe with the genre ;) would have loved some 'bomb' type things.
Otherwise solidly wacky!
Effective use of light + obfuscation (trees) to make this genocide more difficult! :D
Fun game! More of a dodge & hit than most games in this format, I like it! (doesn't make me any better at it, but feels more 'alive') The plus+neg bonus structure is cool, and the randomized enemies are a good way to prevent level-repeat-fatigue.
For powerups from tomes, I often did not see what it was I exactly picked up though, perhaps show the effects always in the corner?
All in all a nice game, perhaps a bit too hard at times.
Cool mood! The tension was palpable - but I was 'smart' enough to leave the closest core for last :P
Wow. ๐ฑ That was a really dark ride in the mind of another. Really nailed the thought process narrating, Kudos! Starts out innocently, but damn does it go off the deep end. ๐
Great use of minimalism, to use what you got. The text effects and sound effects, spot on. And the music at the end was just deliciously... off. The choices not doing exactly as expected is good - it reveals the dark mind just always going dark.
It might be slightly too long for what does well in LD usually, but I think it is worth it for the payoff here.
My most impactful game this LD: 5/5 ๐
Nice tamagochiing! At first I thought it would be just some topping up, but then I saw the minigames in each, evil! :D
I wouldn't have made a casual/non casual distinction here, but just one game type. Would have loved a 'you can lose only X creatures' rule, then I could have had a creature graveyard in a corner :P
Well I did learn I would make a crappy chickenfarmer! Nonetheless, I got the hang of it, and with appropriate chicken-triage, I could keep a decent crop of chicks alive! Alas no magical uni-chickens...
All in all, very polished smooth game, nice learning arc. To improve, maybe a few area-of-effect one 'feed/love/poop' every checken powerups?
Nice looks, mood & feel! Not very handy to do it on a keyboard tho.
Fun platformer & puzzler! Pulled off some good stuff in not alot of time. :) Good use of lighting! I insta-died twice on the buzzsaw though - perhaps that would have been best a hitpoint reducer or something. (starting over fully in LD games is a drag)
Really cute! It was a bit too hard to click bunnies for quest though! Aside from that, great graphics, fun, and nice theming. :)
Nice RTS + tower defense combo! Graphics are just... awesome. Really professional level stuff there. Some music & sound effecto would have be really nice though. Don't forget, you are in the Jam! Use the Creative Commons music / generated music.
The mechanics were a bit klunky at times, response time between clicks and feedback on what succeeded and what didnt was a bit hard. (sound helps with this too)
Lovely mood - really got into the Christmas spirit! Had a few issues with present grabbing / mouse exiting the screen, but could work within that. Could have made the game itself a bit more diverse, but length-wise it is good for a LD game.
Great game! Graphics are really cute and lots of humor included. Damn adventurers tho! Always rushing ahead. Never stopping for a taco, gah! So demanding... without me and Donk they would have been dead 3 times over.
Mechanics wise, I would have loved a more gentle curve, with the adventurers being slower/waiting in the beginning. Would also have liked a mechanic where the adventures would stop for a second. (campfire placement, only available every X seconds?) More diverse enemies would be nice, but to be fair, they are just a side-show.
Nicely done!
Good little game - would have liked a bit more of a challenge in it though, perhaps throw in an 'something on the road' obstacle that you have to manage with another key? Art style is nice - hand drawn and scanned?
Great graphical look! Took me back to the X-Quest games of the 90s. Nice brooding tongue-in-cheek atmosphere. Good to-the-point writing, that is what you need to get the story rolling.
Controls wise, I feel I sometimes had to be a bit too close to items to be able to click them (obscuring them a bit). I was able to pick up the green shirt twice, which might be a bug? Perhaps at the end you could do a twist in the story. (your dead wife did it?)
All in all, lots of potential!
A fun game! R-type meets (very) light resource management. :D Lost some high level guys on the way, but I became the legend!
Nice simple game, but would have loved a bit more complexity / challenge. :)
Good start to a fun game! Some randomness involved but that is OK. Would have loved some sound effects. Also, on my ergonomic keyboard, the 'g' and 'h' are quite a distance apart, so not as easy :D
Ahh, happiness, so hard to achieve! My true enemy was time though. A bit slower of a timer (or a timer that accelerated a bit) would have been good to ease people through the first part of the game. :)
Very nice 'sparring' game. The buzz of the incoming triangles is well chosen, like gnats.
Would have loved to have more than 1 life, now the margin for error is zero. Also, is it correct that you can kill yourself? A bit strange.
Cool little 2d shooter! Got stuck a few times between the wallshooters and the wall :P I like that give ample of health to start with. The controls might need a bit of tightening (very floaty now)
Great game! You got all the building blocks for expanding this into an excellent puzzle game. Nice scaling up of difficulty & concepts without going wordy on the player.
Stuff that might work nicely: - Add a 'commands issued' counter (so people can improve on levels / get the lowest nr of commands).
Could you also provide a download link that are is just the files and not an installer? (installers are a bit messier to clean up)
Cool jumpy game! got into it a bit and good play smoothly when you are in the 'zone'. Save points would have been cool, since I am not that good at these kind of games :D
The minimalistic graphics also worked well. Red=bad, Grey=ok
A funky game! (especially the riffs, they go wild after a while) A bit hard to navigate with a fixed camera, but got around. Maybe too easy to be a dumper? The other boats never hit me. :)
Good fun! Harder than it looks :D Also, I felt that I was delivering to Gollum-town. But that is ok, he needs presentses too.
Very nice feel to the game, really got into it right away. Controls were a bit wobbly, but that was part of the game I guess. :D At times the poor truck didnt have enough power to climb the hills, if it got stuck a bit.
All in all a fun ride (although I failed miserably)
Very moody and dark. Had a few tries before if was clear what to do on each step though!
Fun little game, 'like herding cats' but then with very energetic kittens.
Jumping and holding on the little ones was a bit hard tho :D but in the end I managed (or bounced them).
Nice beats! In the end it kind of became a blender of me just chunking through seas of zombies :D a lot of fun.
Bit hard to control the boat and camera, but fun nonetheless! The guitar riffing was a pleasant surprise in the usually bleep-heavy LD soundscape.
Cool concept! A little too easy to crash things maybe.. some mechanism that would give an out / safe / extra car / fire brigade would have been cool. Aside from that, nice graphics & feel. :)
Fun game! Would be cool if the game itself was shorter, so going multiple times and figure out how it works goes faster. :)
Nicely thought out system! As I played I realised how to take advantage of going up and down, and how you actually have (at least) 2 goes around the 'track'. Also, great art!
@frittatenbank I think the controls on the HTML version are not working? Clicking / key pressing does nothing?
At first I was: Purple letters on Green? This person has no taste! Then I was doused in a snippet-book horror show - that somehow fit perfectly together in its absurdity.
Well done!
'Papi'~
Nice twist on the theme! I went blindly into collecting coins... but then. Oh! :D
Lol, dem kids... awesome style & humor
But seriously, give us at least 3 lives/armor or something :P
Delightfully simple and fun concept!
Good base idea to expand upon. :)
Nice shooter & atmosphere, very doomy! I kinda fail here and there on the platforming parts, but that is on me. ;) Could have made that part more forgiving by adding doublejumps / climbing.
Cool combination! Loved how there was an overlap between some keys and functionality, but not others. Good job of keeping the games simple yet attractive.
Had one minor bug where a line would not clear in the tetris game, but that didn't stop the fun. :)
Potential tweaks: Add a score aside from game-overs, would love to know how well I did, comparatively. (and to reward screen-clears / lines / etc ;))
Great grabbing physics! Nicely done. :)
Cool looks! Would have loved a bit a few more tactical options, like disarming, health bonus for defeating someone, or one powerfull weapon placed in the center. (hungergames stylee)
Quite a Daring take, making 7 games! They are simple games - a theme to bind them together would have been nice. (finish x mazes: get a bonus on another game type)
But I would almost say: Why not focus on one game? time is short already ;)
Cool pixelgraphics! I was intrigued by the tactical possibility of different turret placement locations, but could not figure out if there was any good reason not to cluster them for protection.
Interesting Pong combo! Hard to wrap your mind around dual control, but funny effects. Some way to add a bit more aim/control to the world would have been nice.
Made it too the moon! Fun little collect & puzzle game.
Zelda-ish vibe detected! :D Like the graphics feel, a good choice for a LD game.
A nice little exercise game! Simple but effective controls, a quirky story to keep people interested. Nice progress. :)
Love the narrator, really gives the game an interesting feel. Very simple graphics - a few more pixels would not have hurt ;). A 'pay' button got stuck on the screen somehow.
But I did finish that project. :D
Cool mechanics, and I like the general neon look. You got all the nice elements in there! :) A more concrete goal to go for would have been nice. A small explaining hover text for each ability in game would also have helped a lot.
Cool concept, hard and could follow the major tones well, but the goal was a bit too far away/unknown to persist for long. Adding some sort of 'distance to home' meter would be an easy way to offer a more concrete goal.
79 seconds alive with my courageous blocky! Simple game, but made me consider what would be the best way to survive. Improvement ideas: - Add points for each block killed - Spend points for different upgrades like: Get a shield to survive X hits, Place a turret that will shoot blocks, or mega-bomb to just blow everything up.
Cool chill mood, great graphics. Sprinkle in a simple gameplay goal, and you got a completer game. The birds don't seem to interact btw? +1 for pun, +1 for sharknado
Loved the sounds & destruction effects - very ... effective! Felt good to blow up things. Jam version was only coop, so a bit hard to test for excitement.
Ahh StarCraft lite :D pity that you made it so hard that it was difficult to get far.
Cool battlesim - I was expecting the areas on the map to do things, but the guys just used it as their playground. ;) Missing a goal in the game is a pity tho. Adding one or two simple challenges might give some gameplay like:
The Visigoth Invasion: Rome is at 100%, you can spread 100% among any nr of other countries. Goal: make sure Rome dies.
Great look & feel, love the 'we are gods playing with planets' thing. :D How the planets 'thunk' together & trail, also very nicely done.
The goal of the game seems to be a bit too easy tho - in the single player mode there does not seem to be enough challenge / a way to fail?
Gorgeous art, feels very alive. Really dig the small animations on the characters/world. Love the story lore too, gives a great atmosphere. The gameplay itself with the circular world is quite innovative too. Would have loved to see a bit more puzzling that part of the game tho. The three levels only involved platform jumping / thorn avoiding. What could be added to boost gameplay: - Moving enemies, so that timing becomes a bit more important - Cross-world jumps that aim for specific small platforms - Key / door mechanics to get people to go somewhere, and then back - Button puzzle parts to promote exploration
Very good core rules, and interesting mobility - but way too harsh a learning curve. Some ideas to smooth that out: - Hitting planets should not kill you, just put you in the orbit - Base weapon should be more powerful, wider spread/damage area - Your own standard bullets should not kill you - Add lives / hitpoints so single errors do not kill outright - Add powerups (esp life gain) in locations so that players have an extra reason to be more mobile
Then when people get a hang of something, add more enemies, or enemies with more hitpoints, etc. (but very good core concept!)
Wow, nicely done! Great graphics and quite a very nice learning curve! I got a bit stuck tho when mines/woodchoppers ran out and I didn't have enough resources to build new ones.
Nice little physics game - need some polish on the range of play, I had a very hard time finding a spot where I didn't fly off or crash. Braking controls would have been easiest to add for that I guess.
Good zen vibe going at first, but then the pressure mounts! Would have been cool to have a something like levels / rewards so I get a positive feedback loop. :)
Very inventive little local multiplayer game - execution is top notch. A real pity that I couldn't try it against human players, but the CPU players were good enough to get the concept across.
Nifty trading game! The physics of flight took some getting used to but I got onto it after a bit. :) Some trades were very hard for a bad trader like me (buy 40, sell 5? sure! because I want that plant.) - a way of knowing where to go with a specific type of good would be nice. I like the planets' visuals, and that I could just ram my ship onto them to land, glad the automatic pilot is better at landing than I am at steering the damn rocket. :D
A 'goal' to reach for would also be cool, like a 200 ENERGON item that is just a big gold medal. (find the medal, and then enough E to buy it!)
The sounds & visuals matched well, got a retro feel going there. :)
Cool little tower defense game, the radius per type is a good simple differentiation between the guns that made me consider where to put what. Missed some pewwy sound effects for immersion & feedback. :)
Nice smooth visuals, really like the purple tone. ;) Music was nicely done and chirpy. The gameplay was a bit too simple as I could just hover on the top and spam bullets to pass. Potential tweaks: - Limit to nr of bullets, so you have to switch between the two while the other regenerates. - Fixed blocks (with diff color) that you cannot shot away, which force you to maneuver - 'Bomb' mode shoot enemies beneath you (and killing an enemy blows blocks away?)
Anyway, nice chirpy game.
Cool little time-pressure resource clicker! :D I tried three times and got quite close the third time. It was hard to 'feel' the balance of the resources under such time pressure. Perhaps adding a different color to each resource (and strongly highlighted when active) would give more of a feel for the balance.
The first exploding nuclear plant caught me by surprise, was concentrating hard, nice touch to give more pressure. ;)
Cool meta-controls! I like the mental image of a robot in a robot (in a PC?). Sounds were a tad harsh at first, but I got into them after a bit, where they had that retro vibe. Would have been cool to have some purpose to the backward buttons. (monsters spawning behind you?)
All in all a nice action game! :)
Awesome! Really cool platforming mechanic, combined with a very silly and funny transforming mirror game. Quite a complete package.
Only minus would be that the fail-system is a tad harsh. But I'm also not a very good platform gamer. ;)
Very cool visuals, gameplay a tad straightforward - would have liked for the game 'continue' to actually set you back to the start of the current level.
A bigger 'strike' would have been cool to vary with (charge A?)
Well executed and balanced shapeshifter platformer! :)
Each shape felt different enough, and the learning curve was good.
(did not finish because I am a crappy platformer player ;))
Note: Required OpenAL to be installed to work (https://www.openal.org/downloads/)
Got a cool post-apocalyptic russian vibe somehow :D Nice shooter - some extra effects & enemies would be nice to spruce it up a bit.
Nice mechanic that is counter-intuitive! Really had to rewire myself a bit to make it work. :)
Cool atmosphere! Could have really used a bit o creepy music tho. :)
Controls were a bit slippery (damn platform sliding). Creative texture usage.
Freaky radiating animals! :D
Interesting mechanic - the difficulty per level seems to be a bit haphazard maybe. An extra way to interact would have been cool. (temporary shield orsuch?)
Action Sleeper Hit, yeahhh - and the actors love me.
Great piece of writing & trying to balance different needs! :)
Great take on the theme, and nice straightforward gameplay. :) Played quite a bit!
What I missed was a more obvious effect of the bark - it seemed to no directly do much. A score (x out of y sheep) somewhere or even just at the end of a shape would also be cool to have.
Cool mechanics & concept! Music was pretty bleepy & happy. Different snouts for different animals is a cute way to visualize the shifting too. :)
An intro to introduce the various on-screen elements would have been cool, but those things are of the last bits to do. ;)
Perhaps you can place the the wizards attack queue and monster queue in the center, so people can see that they are related.
In these types of game I also prefer to see all the numbers (HP left, damage of strikes & effect) so I can make informed decisions. Certainly in LD games, we don't have much time to 'feel out' the actions. :)
All-in-all, a nifty game.
Interesting little game - I got stuck a few times, but the sound effects & music were pretty good. :)
Cool little game, the demon was pretty hard, could not get him down in the end. :D End-game battle was cool tho.
Might want to increase the nr of items & basic enemies.
Nice little concept, had good fun running around. Might need a little bit of an 'end game' tho - I imagine I could survive forever. :)
Interesting setting & game :)
While not too difficult, the game have a few 'flow' hickups that can be remedied: a long reset time on failure and a first cross that takes forever to turn.
Very nicely constructed gameplay & multi-level playing field. I like that it is forgiving and you have multiple avenues. (ferret jumping all the way)
Interesting platformer switcharoo mix - the opposed direction for the hack world is a bit disconcerting, but ok. :) Would make the difficulty curve a bit lower, even if the tutorial part was pretty ok.
A bit too harsh on the learning curve there... Not everyone is a bullet-hell-lover. :D Gotta introduce your enemies slowly.
Cool mechanic - a different kind of pattern matching! Defeated them all! (though not all full-starred).
Improvements:
- Sounds when the other guy strikes.
- Easier transforms?
- Some other mechanic to keep track of. (blocking the opponent?)
Ok that was pretty awesome! Loved the meta-balls look. Great gameplay. Made it to the third (green) level.
Possible minuses: Ehmm, maybe the controls a bit too fluid? Overall very good.
Very nice feel to it - I'm not much of rhythm gamer unfortunately. :)
Music nicely timed. Only thing that was hard to see at times is which color was 'on' when it got hectic. (white on white background glow is hard to see)
Very interesting game! Controls have a bit of a 'reversed' feel, but that makes for a unique experience. Loved the tininess of the world. The jump puzzles were pretty good, only the one with the two purple mounds in a line was bit too much for me.
Simple but effective visualization, and innovative balancing act! Felt the cursor sprite was a bit too slow to really keep up with catching all souls.
And that touching the blackness with you own 'soul' meant a loss felt a bit too harsh. (it was challenging enough ;))
Some diversity in your own power over time would also be cool. (for example a 'bounce all souls' effect when returning a dark soul?)
Quick shootin' game - pistol totin' treehugger defence. :)
Died a few times not knowing why (bad seeds? bird ate tree?) and in general ignore the color of the seeds since there was no way to avoid them.
Could have used some music for mood, but still a nice little game.
Pretty smooth experience, loved the text-jabbering, that kept it interesting. :)
More speed would have been nice, but that is part of the deal ;)
I really like the concept! It took me a little while to figure out that I could fire guns by clicking on 'Guns' (I was clicking/dragging my guns etc)
Some improvement ideas: Keep lock on your last targets (often firing at the same thing) Move modules, other events. (not every encounter is combat?)
I dined mostly on human flesh. It was good. I smiled a lot.
Also occasionally did speed. Made me go fast, which felt good, but it was more a hindrance - more humans got away.
Even with no-one stopping me, I imagined that someone would, eventually... maybe...
Nice little game, light in scope, but simple satisfaction to be had. Nom nom ya squid!
I dig the visuals! A tune would be needed to complete the mood, which is nice.
Gameplay feels a bit in flux because the root random movement is a bit too much, which is random-death when forced close to walls.
Love the growing of you own roots, very lovely effect.
Improvements: With the timer already providing a lose-condition, you could have removed the death-on-walls one.
The platforming fall-randomness was a bit weird as a mechanic, but I enjoyed the voice-acting and humor.
Interesting slow pace mood. Without win/lose it is hard to invest attention though.
The music inspires for a casual-play grow-yer-town game, which runs in the background somewhere. I would like that. :)
Was trying to row both oars at the same time (as one should?) but was not getting places fast... my pet fish died alas, only after a little bit of fishin'
A fun triple theme whammy! The 'get bowties' part is something I ignored... just avoiding the ketchup was paramount!
Top notch, smooth polish all around. :D
(and a nice hook with the StarWarzes ;))
Core is good, might need some control tweaking to make the swing startup a little slower (to give players a little more control)
Very simple controls, but nice gameplay with it! Well done! Switched to fullscreen to enjoy the visuals.
Difficulty wise the 3rd one (with the 3 side-locations) just had me failing too much, which kept me from progressing on a nice learning curve. But I tried beyond what I normally would to see what the next level would bring. Alas, my reflexturnhexskills were lacking...
Great mood & graphics! Needs a little gameplay more depth perhaps, but that is what two button gunslinging brings ya. :D
Verrry nice graphics & feel. But lacking an interesting mechanic... but improve on that! The feel is right on this one. :)
Interesting local multi-player game - simple but effective. Would require some more interaction to bring it up a notch. (some way to go up again, or powerups)
Sound... well that needs some changing. :)
Fun base for a game, but there are some things holding it back:
- your bees take -a lot- of time to return. That is me doing nothing.
- if a bird eats all your bees? what then?
- I want to get more bees, how?
- Damn birds need to be gone! Add a way to defeat / run off birds.
- More bees, that screen needs to be fully abuzzing, and me doing alot of beeshootin'
A simple game (I think?), which either needs a little more explanation or a faster pace. I did not feel in control much.
(The intro is cool, but a little too slow-paced as well. LD players are a fast-paced lot usually ;))
I always like exploration games, and this one has a cool new way for it!
Somehow I did not find a city to restart with, which kind-of limited my playthrough.
Do explore this concept further! :)
(a more finely tuned random map could fix that)
I really like the concept, but the execution feels a bit too unstable. The challenges are often already 'ok' when they start, and the growth feels too uncontrolled.
Improvement: Less dense branches and leaves, so you can really accurately prune?
Interesting side-shooter! Movement felt ok, but the firing was delayed, making the overall feel out of sync.
The speed should be cranked up a bit. (instead of an 'normal' and 'hard' mode, just start with normals and progress to 'hard')
Fun set of mini-games! :D Very original angle and execution. A tad difficult, but I settled for a minor beard - to trump your mother.
Poor space-shuttle! It should have landed on the ducks...
Funny builder, a bit too hectic, with a brick-wall learning curve. Slow it down, simplify it, and keep the humor. :)
The .love file will only be runnable if people also install the LรVE framework: https://love2d.org/#download
(easy install on windows, which will add a file-association with .love files)
The learning curve and game speed felt a bit too slow. Not enough interaction, and too much waiting in between.
I did like the foxy gardener and music theme. :)
It is an incomplete game, so you'll lose some stars for that, but my feedback:
Nice moody music & snappy graphics! The interaction system looks solid enough to build on.
To progress to a game, really think on what your unique angle is in survival. Simply surviving is not really that interesting. You need some adversaries, or a well defined separate mechanic&goal, to which the survival mechanic adds some tension.
You should rename the "Web" link to "Windows", since it is a downloadable Windows build. :)
Splitting the source and windows build into two downloadables is also better - 340+mb is a bit too much to download for just the game.
Interesting concept! Liked the morse thing! But even in de post compo I could not turn with R1... :(
Nice graphics! Gameplay felt a bit odd, switching guns felt a bit ineffective. Maybe I was mission some interaction (I read about shields?).
I'm bad at these type of games... :) but still felt that the game started wayyy too difficult. Start simple, then slowly ramp up!
That the guys' length decreased over time really amped up the difficulty too.
If you can fix that, then this can be a fun ambidex music game. (for not so ambidex musicy ppl like me ;))
Cute little physics game, short enough runs to try and repeat a lot! :) Got to level 10ish
I 'learned' by doing and observing. Then went from dying to owning. ;)
Not much content after that but still a solid lil game. :)
The panda feels oddly fast for you know, a panda. :D
As a Dutchie, I doth protest to the theme of this game! ;)
Looks like an interesting start to a strategy game, but it lacks a good 'hook' to get the player invested.
Interesting mechanics, but the game could really benefit from starting out slow (less debris), and then ramping up.
Some powerups falling down would be cool too.
The opening japanese babble was really good. :D gameplay is simple but effective.
Great polish! Love the voice-work, it really upped the mood. Movement and shooting feel good, maybe an added 'dash' move might have been cool to add some diversity there.
A nice solid start for a builder game!
The added dimension of exploration is cool, but would be more interesting if there were more fields available, so you could make more tactical decisions.
A goal, or special reward when you reach money/citizen/size nr X would be essential too. :)
Very nice graphics and jump / screenshake feel! The mechanics itself are nice, but a bit simple - maybe a few more variations would have been nice (powerups? slimey totems?)
Nice smooth feel to the game & graphics. The puzzling itself seemed a bit too simple, but also a bit too complex at times - when you don't 'get' it, there are not many hints/ways to progress.
Nice graphics & feel, gameplay does not evolve much beyond the start tho.
(different weapons / followers / enemies)
Very nice feelgoods and mechanics (vine-dynamics?), but the difficulty seemed a bit too easy.
Flowers at the end was a good touch.
I unfortunately killed more people than I rescued... but eh they were going to die anyway!
Nice music & drawn graphics, but the gameplay felt a bit too simple.
Cool concept, the difficulty seems a bit too easy tho, which made switching characters feed a tad useless.
A stronger "for this type of enemy you need this bandmember" would be helpful.
Poor decapitated dogs... Tap-and-kill dancing - quite unique! But I did not find much challenge in the gameplay alas.
That start menu background was a little too busy on the eyes. :D
Fun game, but could easily get very far with just dropping spikes. Then it accelerated a bit and I had to use bombs, but it quickly was too fast at that point.
Some more diversity would be cool, but a nice start. (score: 1890)
Fun shooter game - was a bit bored until I got the shooting upgrade, then I made salad all day. Could stand with a few scarier plants. (cacti?)
Controls were a bit hard to 'feel', and I did not seem to have more maneuverability than my opponents - this makes pulling moves on them a bit difficult.
Potential improvements: Shoot more bullets & shoot them faster. Be faster / more agile than your opponents. Add some 'speed' visualization. Perhaps a trail line.
Nicely made! Not my favority genre, but I like how you simplified the concept by automating the shooting and taking away the horizontal movement.
It would really help if the learning curve was not a brick wall :D
A bit long on the explanation, and when I finally got it, I needed to click a bit too furiously. :P The buildings obfuscate the other things a bit.
Interesting base concept, but I would suggest perhaps making it turn-based to give a little more depth.
Cool little game. Had some time figuring it out a bit. The screen gets a little too cluttered at times to see where I am. All-in-all pretty nifty.
Interesting mechanic - feels a bit restrictive without other movement keys until the 'jumping' kicks in. The upgrade system is nice, it provides some good goals to work towards!
Some bugs: was sometimes stuck in enemies, where my swings would not hit. Sometimes powerups seemed to be outside the play area.
Improvements: Different colors for powerups. Visualize place where your character is hit by enemies for better feedback to the player.
Took me a little while to figure out what did what, but the unique controls & mechanics were worth it! :)
Great feel to the game, and the puzzles fit with your narrative well!
But after two puzzles, I really did not feel challenged enough anymore. Some diversity/more difficulty in the puzzles would be a good addition.
Great execution & feel!
A bit light on game mechanics, and it took me a while to figure out that the green description texts were actually buttons. ;) But interesting game beginning and good art! :)
Good fun! Was expecting a little bit more difficulty escalation - but stong and simple. Great animations & lighting! :)
Very nicely done! Had some unknown interaction things (slippers? generator?), but three old-school puzzles in there, and a heap of exposition. :)
Great writing! Really had fun with the dialogue. Gameplay was a bit simple, would have like a few more interaction methods. The twist ending was cool ;)
Cool game, a bit hard to control tho, the selecting and drag-scrolling clashes a bit. Fun simple mechanics though. :)
Great intro & premise! The idea of getting the drunk count home is cool. :D If your cursor would have been a bat, you could have been his helpful friend. ;)
You should explain the controls (ie clicking on things) in the game itself though.
Fun balance game! Like the potential conflicts there. Really needed more detailed explanation in-game though :) (ludum dare is not a good place to slowly 'show' mechanics)
Would have loved for the last level to have a 'target' (x gold?) too.
A bit too sensitive on the mechanics there, but moon-lander type games are always a bit tricky for me. ;)
Nicely done! I was a bit of a were-flyingsquirrel, but that was ok. ;)
Instakill from behind is a nice mechanic, but overall needed a bit more tweaking in the gameplay.
Ah CGA-ish simcityscaping... cool! Took me a little while to get the controls down. A 'target' high score or even a percentage of total score would have been cool to add. :)
Verrry nice ladies... I mean graphics. I really want to get them in my pants... I mean in my good graces.
Would have loved a bit more mechanics for gameplay, but as long as it has alien hotties you got me.
Cool physics & visuals! Game needs a scoring / health display mechanism or something though... missing a 'goal'. :) But still had fun collapsing buildings and looking at the pwetty fighters.
Good vibe, fun puzzles! Had a bit of a problem in the beginnig with the controls not working if I resized the window tho (on windows).
Loved the kill-cam shots, controls a bit clunky at times. Saw the ending coming, but still a good one. ;)
The screams... I am coming my pretties. Don't you worry! *snip snip*
5 star game all around. Too good. Nothing to note except that it is excellent.
Whoa, good stuff! Pacing a bit slow, but all-in-all very complete.
High Fun rumble! :D Nice sound effects. 26855 high score ;)
Fun take on the theme! Controls were a bit too floaty, and collisions with other things not really intuitive. But fix those things and it is a cute little game. :)
Funny idea! Introducing some sort of puzzle thing would be the next step.
The player is the conductor of the fanfare so you can put him in there as well.
Evil fanfare conductor from hell or somesuch ;)
Great artwork! Stabbing was a bit of a precise work... gameplay wise you probably need a few more interactable things.
Could not figure out the controls. Looked interesting, but was not able to do anything.
Please post the controls here in the description!
Basic runned, a good start, but needs some polish - more levels, more challange..
(and you link to google drive does not provide a download link directly, had to copy it to my own drive, which is a bit of a hassle)
The intro was fabulous! But then we switched to 3d, with prefab models.
If you had kept your intro style up it would have suited the game better. :)
Very fun! Although I had the idea that I could not die..? Got up to 1000ish souls and the game lagged down. (physics stack?)
Cool worldy-jumper :) the curved world made it easier to spot all the gems from afar. Sometimes a bit finicky with the jump controls, but at the end I had it down!
I like sim/building games, but you really need to set out some goals, even if they are simple! (achievements like: generate X silicon - get a GPU - first Bitcoin earned)
I'm not much of a platformer but gave this a try... yet a bit too much for my precision. ;)
32 seconds is my max :D a bit more variety would be cool, but good fun base.
Fun puzzling- sometimes a bit finicky on the physics though. :)
Good light fun game! Some variation in the playfield would be cool to add.
Good nice RTSing! Liked the ideology diff. A list of controls would have been nice to have posted somewhere prominently. :)
Funny intro, nice cartoonishy graphics, and pretty decent gameplay!
Nice little strategy game. Played it with myself, not that many two-player reviewers out there. ;) Would be better if the shapes of the lands were somehow predictable? Now it is pretty random to make connections or not.
Awesome graphics, beautiful sensitive story! :)
Too funny. Love the voices. Game a bit too hard. But still tried multiple times because I hoped there would be more voices. Alas. Good fun tho! :)
Difficult, but interesting mechanic! A slower difficulty curve and a bigger view (so you can plan ahead) would be nice.
Very fun game, love the 'not so good' powerups, and the party-ups! :D Good learning curve, cute alien-guy. Tops!
Nice little platformer! Could see some alternative routes on some maps, and the continual timer made me want to be precise, not fast necessarily. Jumping could be a little smoother, especially when jumping to a cube exactly above you.
Lots of clickin! But I finished the game. :)
A good, sweet, current and well written story! I always like my SciFi. It is short-ish, but not really, since it is for LD and our attention span is short. Excellent job, every submission gets better! :)
Good fun! Don't know if my choices actually lead to changes, but the OTPs are all over the place. ;)
Quite a nice game, a bit slow to get started (space interaction is nicest). Letters are toooo tiny though.
Nice simple thing, liked the 'wait' to reach stuff. I am playing the game as I type this. ;) Music would have been great. Messages when you arrive to say how much money you made are needed. Loved to have messages when you first visit planets. :)
Interesting mechanic! Quite hard to figure out how to 'make' shapes... a slight tutorial-ish thing would help. I just hope the universal shape for love is triangle? O:)
Nice visuals & sounds - could have helped to have a how-to in game. :) Liked the mechanic of shooting 'off planet'. Idea: Adding 'butt first' landing requirement would add a nice little challenge to the rocket flying. ;)
Fun light gore-ish falling game ;) Would have been nice to get some upgrades / variation. Surviving more than 1 hit would also be a good tension device. (first hit, just lose your hard-hat for example, then next = splut)
The gun seems to have almost no effect, but that made using the chainsaw better :P
Good mood & lighting - and the fixed version has good tutorial timing. Changing size or visual look of your blob when upgrading would be nice too.
Nice little light game! Blowing up ghosts with (spectral?) TNT was pretty satisfying. :)
Good concept, nice flavor, lots of potential! The digging might need some limitations/feedback to make my choices make more impact. For example, maximum nr of artifacts I can take back (quality vs quantity), or a maximum nr of days I may excavate (time vs money). Showing on the map where things are found would help the flavour & gameplay too. (high value spot? look close by with scientists; use workers to find new spots, etc)
Nice concept, good moral storyline, nice visualization! The only thing I would look at is better player feedback, the 'winning' line would be repeated and stay put until I hit a key/a little bit of time passes. I often would not read the other line, because I was frantically typing my own. And it was unclear at times if I was quick enough. But overall very good.
Was fumbling around a bit with the controls and purpose of my actions at first, but it became clear pretty quickly. Boss Germ stomped on me. :P
Deceptively nice puzzling. Pretty good difficultly ramping. Nicely done! :)
Great mood, strong simple concept, nice music. Well done!
Nice atmosphere - but wasn't sure how much food I was supposed to bring back, so it was difficult to know if I should push limits or not. The confetti monster from the deep was cool tho :D
A colored wrecking ball. :D The mechanic with colors-sticking/removing is a bit chaotic though, when there are alot of blocks. Simplifying that would improve gameplay. (or starting simpler, and then adding complexity later in the game)
Nice graphics, but a little bit too retro-difficult with just 3 lives. Old-school death choose screen was fine tho. :P
Very smooth learning curve, nice story telling.
Way too finnicky controls, or I am just a softy player. :P A mechanic to make them follow for a bit? (pull in addition to push) That would lower the difficulty, and you can still limit it at certain levels.
Fun little game! Explorative and clear. Only thing that kinda bothered me that I accidentally clicked through the most of the messages/end. :D
Loved the mumbling-walk-sound. And a simple yet effective gameplay.
One.
The game need some more variation (colors / settings / challenges), but nice casual start.
Ha good fun! Mechanics/control need some explaining, but it was hilarious to simulate different shakes. And the silly walks.
Needs more words, more soundeffects (when failing or succeeding), and a difficulty setting for those who flail at typing. ;)
They are squeeking in the background as I speak, 150k and counting. Slowly killing my performance, making letters ha r d e r to type.
Really got in the mood... but had to first figure out what you considered 'dirty blonde', and also that the apartments were of a certain very subtle shade. Would be nice to spice it up with some more deduction games. (ie, leaving out some info, or inferring logic)
Nice beginnings of a situational short puzzle adventure? Spots of snappy humor. Perhaps make a post-compo version for exercise? :)
Nice visuals, but game took too long to get enough '1's :P and when I reached the full bar for the 1s, the we-player crashed :/
Could not start the game :/ "RPGVXAce RTP is required to run this game." (Windows 7)
Loved the little expressions of the cube. :D
Good nice physics racer! Ok difficulty ramp too.
Nicely stylized, but a bit confusing at times. The fleet fighting looks pretty, but I feel like I am just watching things shoot each other without me interacting for a minute? Nice visualization overall though, and fun concept too. :)
Nice puzzle platformer. Felt nice even with the limited graphic, and good ramping music. A reset button when you're halfway and fail would be nice though. :)
Interesting concept, but too hard a learning curve - UI for aiming is required - and sound. A tank should go booom when firing. :D
Quick little game! Could use clearer visualization of jumping height though, and quicker restarts. :)
Great game, good sound, easy to learn, nice discovery for and different modifiers for replay value! High score $2431 :D Although I do wonder at your 10$ shampoo.
The game at http://www.magiccarpenters.com/daily_games/turing/ , isn't the game you describe?
Always hard to test multiplayer games, tried against myself. Funky 3D glasses option! Tips: Clearer signal when a point is scored; some music/sound effects
Nice complete concept - especially liked the landing mechanic.
Simple but interesting, yet at times I would want to be able to sprint to the next love. Sounds like life. :D
I'm not very good at this type of game (too easily frustrated), but nice execution!
Excellent mood and sound - gameplay is simple but very effective. The menu screen is a bit blurry to read, but not much else to find fault with. :)
Nice platforming / exploratory gam! A bit short on challenge maybe. Good mood, and use of lighting effects to get a special 'look'. Jumping was a bit fidgety at times. Narration was nicely done and placed, but could use some more content, by talking about the things which cannot be seen, or somesuch.
Cool mechanics, nice difficulty curve, music that made me look forward to the next level, and a cute lil guy. Well done! :)
Sweet dual control mechanics, and excellent graphics. Only missing piece was sound. :)
Nice mood, descriptions are well done to place the setting. Unfortunately your operations required to get to the premise are a bit too difficult. Some hint towards the right way from other object is a nice way to direct these things. Having a way to get a list of verbs in these kinds of game is also good. :)
Interesting puzzlish action gameplay, a bit hard to operate, and having to restart the game for replays is a bit clunky.
My music sense isn't too great at distinguishing all the parts very distinctively, but still made it through! Unique idea, liked it. :)
Nice look! Opening screen graphics are sweet! :) Gameplay wise a bit simple, and did not see how I would win/lose the game?
Interesting 'rhythm' gameplay - would be a bit better if you had timed the music to some of the moves. :)
Loved the 'voice-music' & comments. :D Gameplaywise it was very hard to determine if I became second, because the race stops when someone finishes first?
Fun mechanic! Would have likes a few more tactics/powerups.
Great visuals, great sound, good gameplay. This will score. :D
Pew pew pew. Good way to vent my anger at cubes.
Graphics pretty nice, but without gameplay, it is just for show. :) (make mechanics first, then graphics! ;))
Seen this concept around in other LD entries, but this one does it prettier. You need more distractions though. Try to put people off. ;)
Blue has an advantage, faster bullets! If they would hit the other though... :) good start but needs to be finished.
Good little puzzle fun, would have liked some diversity in guys/effects maybe. :)
Those poor trucks... Was funny how I vaguely realized that I had shading now, and then suddenly other things. Does not a conclusion/score/goal though. :)
Nice mechanic, but need a little more context / setting.
Weird, but very nicely executed game look & sound. I had to look up apnea to refresh my knowledge a bit. :) Gameplaywise interesting, but wasn't quite sure what I was supposed to be doing.
A nice simple maze-finder. Was surprised/amused by the voice audio. ;)
My that is only slippery and fast squirrel. Pretty hard to control, but he sure is timely! (but mostly dead)
Excellent graphics, and nice gameplay! Quite enjoyable in all. Hard to find a negative, but maybe the controls can be a bit snappier / more forgiving.
Good fun timing game with lots of humor! Not quite sure what 'holding it' precisely does, but that is ok. Was missing a 'total' score a bit, would have liked to see if I can stay positive over a longer run. :) A few graphical glitches, like pee-puddles on top of me instead of under. ;)
Good example of simple rules, but interesting tactical effects. You kind of have to cover a wide range, and stick together.
Nice concept! The four-in-one aspect gave some interesting timing opportunities. Moving around the map is verrry slow though, that saps some of the speed of the game. Remember: our fickle attention span demands speed. :)
Nice little puzzler, easy ramp up on difficulty. Platforms a bit slow, have to wait alot. Happy colors, maybe a little too happy. ;) Same for music.
Nice visuals, detailed but not too garish. Felt nicely hard-scifi. Game mechanic also pretty interesting, even if a bit hard to predict. (maybe having the 'weapon' have a charge?) A life-bar/hits would have been nice.
Exact controls took a little figuring out, and I seems to only strafe with my arrow keys for a while. But after that it was a simple / effective little dungeon crawl. :)
I felt very wurmy while playing this. :D A bit hard to 'see' which way you are heading without a more accurate representation of your current heading though.
Nice and snappy, forgot 'space' the first few times, and then I was zooming around! Would have been nice to have a few extra mechanics/powerups, but as a racer still fun. :)
At first I did not know the stealth button and was just timing and jumping, with the stealth it was almost too easy. ;)
Nice color scheme!
Nice arcade feel! :) Pity you restart at level 1, and not the level you died in.
Had fun driving around and interacting with myself! Nice mechanic for puzzling. :) I am sure I make a teapot lover somewhere happy.
Aside from a (perceived?) low FPS rate, quite a nice concept and health is nicely represented.
Replace the green blocks with asteroids, you with earth and it is an educational game ;)
Quite addictive, and even nice revelatory gameplay!
Interesting spin to bring a political figure/theme into your game. Tried to figure out if you are trying to say if drunks support Obama or that those who support Obama will become drunks. It does speak to a bleak view of the present/future.
The game itself serves to underscore that bleakness quite well in visual tones/gameplay.
On the other hand, it doesn't seem to fit the minimalism theme very well.
A bit surprised no-one has commented yet - perhaps in fear of a flame war.
(Note: I am not a US citizen)
A programmers' interface does not a game make... interesting concept but you need to make that rule interface prettier, simpler, clearer.
A real suspense-full thriller, got to take your time. Keep the interesting questions for later... An interesting balance, but also relatively straightforward to create content for - which is smart. Pauses during the dialog line did nicely to add another layer of communication too.
How to actually play the game only became apparent after reading some comments. Didn't get too far though afterwards. Game need more hints! Remember - Players don't see stuff unless they are hit on the head with it. (don't hit players too often though)
Lots of play for a 48h game, solid rpg/tactical stuff. Needs one or two 'unique' mechanics from the beginning though.
The puzzles were just hard enough without being annoying, good job! And humor points for the text. :)
Nice mood music, a bit short, expected more of a twist ending. :)
Speeding up the gameplay would put a lot more energy in the game, the slowness is almost making it more difficult now. ;)
Your Windows link gives a 404 page. (max bandwidth reached?)
Interesting puzzling, would have liked some feedback (sound, flash, or something) when successfully hopping round etc, just to give the player more handholds.
On windows 7:
---------------------------
BackToRainbows.exe - Entry Point Not Found
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The procedure entry point __crtCreateSymbolicLinkW could not be located in the dynamic link library MSVCR110.dll.
---------------------------
OK
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Love the nice clear look, and the care given to the look of the surrounding graphics. Also pastel colors that work nicely is hard to do. :P Would like to see more a more level-to-level store. But I guess that would not be minimalistic. ;)
Too much platformy jumpy for me, but color-scheme is really expressive. Couldn't get the 'long' jump by holding space?
Mimimalistic dungeon crawler, indeed. ;)
A game which gets harder when there is less flickering. Quite funny :) Potato-yay-arrrg sound effects scored you humor points. ;)
Novel concept, but a very hard to read game with all the flickering of the squares.
Can't run either version on windows 7 :(
AA version:
---------------------------
Space Theory: Unhandled domain exception
---------------------------
SharpDX.SharpDXException: HRESULT: [0x80070057], Module: [Unknown], ApiCode: [Unknown/Unknown], Message: The parameter is incorrect.
at SharpDX.Result.CheckError()
at SharpDX.Direct3D11.Device.CreateTexture2D(Texture2DDescription& descRef, DataBox[] initialDataRef, Texture2D texture2DOut)
at qx3d.Renderer.DirectX11.DepthStencil.Rebuild()
at qx3d.Renderer.DirectX11.Factory.CreateDepthStencil(DepthStencilDescription description)
at qx3d.Engine.Viewport..ctor(IRenderer renderer)
at qx3d.Engine.Engine.CreateViewport()
at qx3d.Program.Main(String[] cmdArgs)
---------------------------
OK
---------------------------
Non-AA version:
---------------------------
Space Theory: Unhandled domain exception
---------------------------
System.MissingMethodException: Method not found: 'System.Threading.Tasks.Task`1<!!0> System.Threading.Tasks.Task.Run(System.Func`1<System.Threading.Tasks.Task`1<!!0>>)'.
at qx3d.LudumDare26.SimpleApplicationHost.Load(IRenderer renderer, String buildFilename)
at qx3d.Program.Main(String[] cmdArgs)
---------------------------
OK
---------------------------
Interesting gameplay choice to make jumping faster horizonally than walking, it promotes jumping more if you are behind (which is bad because you lose when you get behind), but jumping less when you are too much ahead (which is bad due to not seeing what is coming). Subtle design or just a side-effect? ;)
Really weird but minimalistic art style. Controls are bit restrictive, would be nice to move diagonally. :) Maybe start off with a quest/story to keep give people more of a purpose.
Interesting simulation game - could do with some more feedback when things happen though. Perhaps set it in a spaceship for more interaction. :)
A simple but effective two-balance game. The wilhelm scream did get to me though. ;)
Math games! Fun, but a bit bland, more hints for noobs would be nice. ;) Game was a bit funky/buggy after I had placed a few blocks.
Had to look a few times to see if I won. Suspected a gameplay shift. ;)
I parked my smiley in the E. ;)
A bit too strict on the 'your are caught' for my taste. A little warning by the guard would be nice. :) Also, can't do a snatch & run (moving and hitting X) - by hands are fast enough! Otherwise fun concept & game, also not a big fan of minimalist art. ;)
Offering the anti-hero and anti-adventure options is a really interesting option! It intrigues enough to continue. The progression of power-ups is really smooth. And dig the casual respawn/reload with retaining your current powers.
I came here to check out my "Less is More" competition, and am I shocked and appalled to find such a nice game! :) Especially like the sound effects and weaponry diversity.
A nice little complete game, no part of it felt underdeveloped. Quite a feat for a ludum dare game!
When I completed the first one with two seconds to spare, I was pretty pleased with myself! I would make it somewhat easier to let the 'intuitive' players get further.
A review of "Bounce me" - by Norritt42, who knows he is a Potato.
The first thing that struck me as I started up the game was the music: calm, digital, a little bit minimalistic tribal.
Excellent full menu with all the options you need, often overlooked. The ability to chose unlocked levels (which are remembered between web-reloads!), add to the replay value.
Visually stark, and a bit empty it fits the theme, but I did find it a bit too pastel-y at times.
During the game itself you get the initial 'learn to play' levels, where I just 'do' something and it works. But going towards level 6/7, I have to start thinking about what I actually have to do. Challenging at the higher levels, I didn't finish it all.
The more manic version of the menu-music is very pressing, I try to imagine the game with a soft piano concerto, and I can't!
I would summarize my experience of this game thusly:
"I stare down at a flat green floor hunting for shadows from above, hunted onwards, ever repeating, by a jittering drum."
(PS. Nicknamewise - Always loved the artwork on that MtG card. And apparent you also know the answer to the ultimate
Reviewed in full and according to the laws of interweb-promises.
-Joror-
The slowness (counter to the usual) and the diagonal perspective gives a nice alternative feel. Graphically distinct & old-school, very minimalistic.
I was expecting a step-up in enemies at some point.
Like the look and feel, very cleanly done.
I always like vision/fog of war mechanics, very cleanly done!
Interesting tactical mechanic! Definitely a game of observation, in which you can get better.
Idea for ambiance: A bigger screen / fullscreen (even with blocky pixels) would give this some more oompf.
LD57 — Depths (16)
Deep Into The Well by HardEggGames 2025-04-25T19:48:51Z ♥ 1
Basic gameplay, but very good tension! Really should only be played in the dark and fullscreen. Graphics are effective and have a consistent style. Sound ties in excellently. Well done!
Mindlayers by ImNotVegan 2025-04-25T19:42:33Z ♥ 1
Excellent visuals and mood, was drawn in immediately. The levels are pretty smooth and aesthetically very pleasing. Excellent job! I can see people getting stuck and becoming frustrated a bit, but I was very zen through it all. ๐ I'll take the next step.
Depths by robertino 2025-04-25T18:55:32Z ♥ 1
Neat and complete game! Platforming not too hard, but also not too easy. Nicely done.
Bat outta Hell by hunttis 2025-04-25T18:31:03Z ♥ 0
Solid mechanics and nice progression! Controls are smooth, and enemies not too hard. (I always find these games are made to be too hard, but this had a nice curve)
The Dig by ditam 2025-04-25T18:21:18Z ♥ 1
Very cool and moody game! The story and dread creeps up - I wish there was more of a challenge to the unveiling, a way to 'lose' or prevent losses. As far as I could tell revealing was enough. (and of course I dig deep!) The music escalating is def very neat.
Infernal Bites: Food delivery in the depths of hell by magus77 2025-04-24T22:15:07Z ♥ 2
Quite tricky controls! Also that engine needs a checkup, it sounds like its about to explode :D The environment mood was strong~
DUCKDEPF by Jona Scheidig 2025-04-24T21:53:35Z ♥ 1
Nice comicy vibe! I'm not very good at these kinds of games - wish there was a bit more forgiveness in the falling ๐ Music was a fun rumble as well.
Cosmic Strain by Grigorii 2025-04-24T21:21:32Z ♥ 0
Cool lil physics game - was a bit hard to grasp all the controls and intents, but got through there. Music is nice and moody. Well done!
Somnium by Roitchie 2025-04-24T20:39:48Z ♥ 3
Cool trippin' game - play a little with expectations and perspectives; neat! Visuals were nicely moody - would have loved a tad more puzzling, but still a cool experience.
Cutter of Grass by JonasO 2025-04-24T20:26:53Z ♥ 2
Upbeat and cutesy! Love the beetle aesthetic. Had a bit of a moment in the start understanding that I had to go to the 'next' area, but after that is was a fun short romp. Eating grass never was this chill!
Hooking Back by Stending 2025-04-24T20:16:54Z ♥ 1
Cute lil fishing game! Like all the hand-drawn random stuff you added. Cozy music neat to. A bit light on gameplay, but its a nice base.
Planet Divers: XTREME Underground by Thunnus 2025-04-23T22:41:56Z ♥ 2
Cool little diving game - the controls on keyboard were... rough. Liked the visuals and audio-cues, very immersive ๐
Toby's Room by Lipski 2025-04-23T22:30:08Z ♥ 1
A story told by digging through trash and memories! Nice lil concept - I was expecting a big twist but also happy there wasn't one. Nice job! โญ๏ธ
Tidehold by outstar 2025-04-23T22:21:35Z ♥ 1
Really neat little builder! I saw the Dawnfolk connection for sure. ๐ Got the economy a bit wrong the first time I played, but after a second attempt it worked out. The graphics area really tidy and polished. Mood strong with good tunes too. The explosions were sometimes a bit harsh, but could recover. Nicely done! โญ๏ธ
Deep Truth by Emily C 2025-04-23T21:56:09Z ♥ 2
Hah! A real trip, man! โ Let me tell you - I once heard that making a game like this is similar to the practice of voodoo initiation, as Frank Herbert put it, wormification, for you know that imbibing psycho-active radiation cubes while listening to some peaceful deep insight can be as gratifying as sitting down on a really nice fluffy chair, or so Danny de Vito said on the radio-tv. But like, the cubes, or more likely compound BA-3542, by NASA codification, can be quite hard to touch consistently - the wigglies, they like, wiggle, and take you back out of the trip a lot. They can be real downers. But then the beat and the voice just drag you right back in, like a concert of the Grateful Dead. So you know, legit. Peace โฎ
Decender of the Deep by Remco 2025-04-23T21:38:47Z ♥ 2
Neat lil mining game! The cards were pretty clear with their intent, but the exclamation marks were a bit harder to understand, since they don't hurt; I guess they're there to make it harder to get up? The lighting works as a nice visual effect. ๐ฅ I kind of expected a bit more pressure, or some additional card drafting / rotation going on. Music is grindy an mining appropriate!