Game of Roots by BubuIIC 2014-04-29T16:40:00
Cool game. Nice to see another one using pygame.
Foon → Ludum Dare Explorer → Users → Junber
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | 👥 | Binary Blasterz『ロボット 弾幕』 | jam | 365 | 3.71 | 3.67 | 4.00 | 3.80 | 4.36 | 3.82 | 2.26 | 3.67 | |
| 2022 | 50 | Delay the inevitable | Closure | compo | 58 | 3.95 | 2.92 | 3.29 | 4.27 | 3.82 | 4.21 | 2.72 | 4.52 | ||
| 2021 | 49 | Unstable | 👥 | Hikari’s Journey 光の旅 — the umbral world | jam | 46 | 4.24 | 3.74 | 4.43 | 4.03 | 3.75 | 3.91 | 4.61 | ||
| 2021 | 48 | Deeper and deeper | 👥 | Tourist Trap | jam | 1330 | 3.27 | 3.47 | 3.07 | 3.35 | 3.30 | 3.44 | 3.39 | ||
| 2020 | 47 | Stuck in a loop | 👥 | Permafrost Pirouette | jam | 180 | 4.00 | 4.10 | 3.75 | 3.65 | 3.38 | 3.68 | 3.61 | 3.38 | |
| 2020 | 46 | Keep it alive | 👥 | Abyssal Accessory | jam | 442 | 3.84 | 3.05 | 3.60 | 3.98 | 4.04 | 3.91 | 2.92 | 3.68 | |
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Rose-Coloured Dungeon Life | jam | 629 | 3.41 | 3.06 | 3.06 | 3.37 | 3.86 | 3.26 | 3.85 | 3.42 | |
| 2017 | 40 | The more you have, the worse it is | 👥 | Dipsomaniac | jam | 397 | 3.61 | 3.18 | 3.47 | 4.00 | 4.15 | 3.65 | 3.60 | 3.77 | |
| 2017 | 39 | Running out of Power | 👥 | Captain Pixel Vs The Round Invaders | jam | 464 | 3.30 | 3.15 | 3.25 | 3.70 | 3.60 | 3.36 | 3.68 | 3.33 | |
| 2016 | 37 | One room | I'm no shut-in | jam | 353 | 3.48 | 3.03 | 3.10 | 4.03 | 3.87 | 3.63 | 2.73 | 3.90 | 64 | |
| 2016 | 36 | Ancient Technology | thepyramid | jam | |||||||||||
| 2015 | 32 | An Unconventional Weapon | Calling Mr. Blacksmith | compo | 469 | 3.26 | 3.22 | 3.00 | 2.84 | 2.44 | 2.59 | 100 | |||
| 2014 | 29 | Beneath the Surface | Rojan | jam | 713 | 2.39 | 2.51 | 2.42 | 2.00 | 2.06 | 2.34 | 2.58 | 2.21 | 100 |
Cool game. Nice to see another one using pygame.
The DSV doesnt seem to move for me.
Its always nice to see another pygame-game. I think you should flip the charactar when he walks to the left or at least show a dead guy when you die instead of just disappearing. I could buy Health upgrade in the store and as Delca said I wasnt able to go back from the level with the coins at the end. Except from that nice game.
You didnt have a Web version but a Windows one.
Cool Graphics. I really like the menu. Sometimes wall-collision isnt quite correct and your healthbar is oft covered by a ghost or its health bar.
Nice game. Just a two things:
- The Mirror rotation should be strict clockwise not with a flip in between.
- There are a lots of levels which can be solved with less than the available parts.
Nice game. The simple graphics fit well even though when I heard the music I thought the text would be something poetic. It got really annoying that touching a block stoped you horizontal movement in the last level. Personally I would tell my age inside the game (in description its ok) but thats only what I think.
@Knowledge: Did you played the Post-Ludum Dare Version? There was a short time where it didnt worked. Both versions now work for me.
@f7f5: If someone using linux with python and pygame would freeze it, i would send him the source so i could post a linux version here.
Nice game, audio fitted very well. Altough I would have liked to take the hat.
Really fun game. Only the first enemys are a bit hard to recognize due to their dark color.
Link says "File was deleted from server."
Its a bit hard to understand what you have to do first. Also i dont get how this is related to the theme. To make more people play this you should definitly compile this using for example cx_freeze.
Nice concept but the x command seems overpowered for just using 3 points.
Very cool game. Seemed to freeze at the restart screen but sound started to play.
Nice graphics and a cool weapon but the collision box seemed a bit too big so enemys i thought i hadnt touched, killed me.
Nice game: very good graphics and music. But you could have just mined the first few ores over and over again without buying anything right?
Cool game. Very fun and nice art style.
Cool game. Nice concept with metrodvania elements. Wall climbing lots a bit glitchy but the overall physics worked surprisingly well.
Nice and relaxing game. Looked and sounded very good.
Nice game quite fun but the bubble gun didnt really felt too usefull.
I really like the idea and the graphics. But in my opinion its a disadvantage to start if you dont have a knight and if you have I would just move him back and forth and if my enemy would do this too (which in my opinion would be the best thing) the game would never really start. But this could be just my fault in finding the best tactic. I really liked the game except for this.
Just noticed that you dont need to use a knight do do this but you should avoid that any piece ends up anywhere else than your first two rows. In some strting positions there would be a better thing too do but this would have been a mistake by the enemy.
Or maybe Im just completly wrong :D
Nice game. Found the controls a bit confusing but it was still a lot of fun.
Cool game. Liked the idea and especially the screen shake. momentum effecting seemed a bit strange cause you could infinitly up when you went up before but when you where falling when you start firing you wont go up at all still very fun.
Fun game. I really liked the way the hand looked but there was no real challenge though.
Wow awesome game. Nice graphics and pacing and level design and everything. BUt I got stuck after striking down through a bridge just to find a locked door in the next room and myself unable to jump up to the bridge using double jump. Like this a wasnt able to finish the game which is a real shame.
Nice game. I always like Twine games which arent just strictly interactive fiction. Really liked it.
Nice story which is quite dark. Good entry.
Cool game with nice visual style. Very fun but I think its better to not shoot at all. At least thats how I got to 71, which currently makes me the 1st place in the gamejolt leaderboard :D
Cool game. I really liked the idea though it seems like you have never used a yoyo in real life :D
Good idea but the key repeat in the menu was a bit to high to reliably select somthing and seeing want you have selected was quite hard too. Also i found it very hard to see enemies cause the camera isnt far ahead of you. Also the controls should be noted somewere (took me awhile to figure out you can jump with shift)
Nice game. Liked the graphics and music. Quite fun too.
Really nice concept. Very fun. maybe you a bit to much hp: I got to around 150 seconds without getting the concept for the first few waves and like this not being able to play very tacticle by just running around dodging lasers.
Really liked the game especially the graphics.
Nice game. Really liked the idea (and game of life in general)
Nice game. Very nice music and graphics. Got 03:15.
Nice graphics and music. I have no problem with art games but it would be cool if you could see what percentage of windows you have surveillanced or something.
Really cool idea and fun too. But if you pick up 2 bacons at once one just disappears.
Really nice game. Quite scary. I especially like the pixelation style. The Console showed some NullReferenceExceptions before I closed it.
Really good art style, nice concept and very fun. The application was quite high so that everyone was lower resolutions couldnt play in browser without zooming out (there is still the option to download i know)
Nice game. I didnt read all the instructions at the start but think I figured out most stuff. Really liked the idea.
Cool game. Nice joke
Quite cool game. Nice idea though some things which the game considers bad could also be thought of as good. Still very fun.
YM: The stairs are reachable. You need to wrap 3 rows below your character. But its strange that the crafting menu is shown on the map and that there is no 'Done' below your weapon parts...
Lukbebalduke: Well the numpad key are arranged in a square and you press a key to move in the correspending direction. For example 7 is in the top-left corner so you press it to move to the top-left. The other keys mentioned in the help open a menu each while c and e also work as confirm in their menus. Hope that helps.
Chaoseed: That the map is a torus was mentioned in the and that there where med-kits which look like a + too but i cant really expect anyone to read all this text and remember everthing just for a LD game. You are right that waiting was explained (i think i mentioned waiting somewhere in the help but didnt really explain how you could do it) and med kits were somethimes really spare in the original version.
I didnt implement combat messages because the combat is fully deterministic. I decided not to show the HP on the main screen because it just didnt looked good at all but it's shown in the inventory menu (stats menu in post-LD) if yu havnt noticed that.
The weapon thing you mentioned is exactly what i think but I didnt have time during LD and didnt want to change too much for the Post-LD version (I also cant come up with a good way of generating weapon names without ignoring stuff which the player might find important especially as the list of parts gets longer)
For me it crashes on opening too. I use SDL2 myself so it cant be a dll missing. Im using Win 8.1
Simple but very interssting concept. The music isnt that bad either its just that short silence when it loops.
Cool game. Got 42 after i instantly died on my first try.
Interssting game. Quite fun. Though you could just hold down attack and walk the whole time and enemys didnt even wanted to destroy my hut just me, making things a lot easier (maybe too easy) Still cool.
Good game. Really fun and cool reflection mechanic. First I found holding down the slow move button to be by far the best option but as these snakes came, I would hav really wished for some better shield control though I can of course see the reason for it to be that way.
Wow this was strange ... in a good way. Quite fun and good graphics and sound too.
Really short but cool main mechanic anyway. Would have liked to use pull at least once. Why did you opt out of fun? Why is this even possible?
Cool game with nice graphics but your weapon didnt really seem quite unconventional.
Nice concept and quite fun but as the others said a bit too hard.
Quite fun. For some enemies it took quite long for them to turn green. I know that i dont have to kill them but you know i really wanted to.
Nice game. No groundbreaking concept but very fun. The Score doesnt really make sense. You could just stay in one level dodging one enemy and your score just keeps going up. Also when you shoot left your bullet doesnt appear in the middle of your body.
Cool game. Would have been a bit better with mouse or arrow key shooting but except from that very fun. Liked the lightning system.
Wow really powerful ending.
Nice game really liked the graphics. It would probably be enough to press space once to fire though. I also didnt found this as hard as the others say even though im not really into typing fast.
I really liked this one. Very innovative and very fun. I was stuck on level 6 but copied the source code into the puzzelscript editor to play the other ones. Really good game.
Nice idea. Very fun. I dont know if this is intended but you could static burst during level generation.
Graphics look quite good but the spells should rather be on the mouse buttons and the game froze after I attacked the first enemy.
I didnt really knew what i was supposed to be doing but it looked awesome and the audio was great too.
Cool game. Really enjoyed the flow when killing some enemies in a row. But sometimes you just got stuck without being able to move.
Fun game. Nice music and pretty good visuals (even though the style of your head was completly different from your body). The controls were a bit floaty when stopped moving but this wasnt really that bad cause you didnt really want to stop.
Web version crashed on start but windows one worked. Cool game. Very nice mechanic but quite short.
Nice visuals and music. I didnt completly figured out how the combat works but it was fun anyway. I also got stuck in a wall once.
Really nice game. Intresting mechanic and very good pixel art.
In most levels enemys spawned outside of the playing area and once I even did myself. Sometimes enemys/you just moved a LOT too fast and somtimes parts of the levels turned black for a short moment. But all this didnt keep this game from being very fun to play and quite addictive. Nicly done.
Cool concept. Very nice graphics too. But the controls listed here for the second player arnt really correct. You use o to run and p to throw. But really fun.
Very nice concept. Really fun. I dont know if the levels are random or based on what statate your hand is in but came to level 25 without any possible move to make (at my first try, 70 coins) which is a bad thing either way. But the minimalistic style from both graphics and audio really fit the game. Nicely done.
Cool game. Good concept and nice visuals. I would be a bit easier to understand the to understand the controls (and mor logical?) if they were reversed but you get used to it very quickly.
Intresting idea, good puzzles and nice visuals. Walking into corners was sometimes a bit annoying when you where chased so maybe it be you been a bit better if it was turnbased but it wasnt a real problem either.
Really cool use of the sword. Especially in the last level. Very fun. Sometimes your sword just wasnt shown though.
Really fun game. A little bit too easy in my opinion but the art style is awesome.
Nice idea but as the others said healing wasnt very effectiv so you basicly ran away from the enemies altering you direction quite often in the hope they dont kill each other.
Cool game. Very good humor. But both the balls spwning and the pigeons hitting with there missiles were little bit to luck based but very fun.
Interesting game with good mood. Movement felt a bit too slow for my taste.
Fun game. I liked how the charging worked. Just the controls were a bit strange (just stange not really bad)
To avoid future conflicts with Junber, use this!
The last steam-powered infiltrator-bubblegum
Comes with two packs of medical strips
okay... very nice "game"
Nice game, cool mechanic and fitting graphics (i dont know why but i really like that your character is reversed when heading left) but was lacking a bit of challenge.
Nice concept. Sometimes cows started spinning in circles or got stuck in walls but it was still a lot of fun. Why did you opt out of audio? Also mute resets every level and doesnt mute the moos :D
Really cool game. Great art and music and nice concept.
Amesome game. Very cool mechanic. Nice level design, graphics and audio too.
Nice game. Good graphics and music. Intressting story. Good job.
Nice idea. Quite fun.
Cool idea, very fun and innovativ. I would have rather liked your failure not being based on time but on mines you entered but thats just personal preferance.
Nice game. Really good graphics.
Cool game. Nice visual effects and music. Very fun.
Interessting game with a lot of good ideas. Also while reading the dirt on my screen looked like a face from the corner of my eyes making the atmosphere even scarier :D But I cant really see the connection to the theme.
Interessting mechanic. Good game.
Quite funny. Nice idea.
Intressting main mechanic and cute graphics. I found 1 and 2 for changing the colors a bit hard to reach without being completly helpless for a moment also the death animation sometimes just showed the first frame. Still very fun.
I wasnt able to run this. When I clicked the .jar nothing happend. Also you should rename the 'Web' link to 'Android'
Nice game, cool graphics and mechanics but very short too.
Good game especially if you just made it during a few hours at the second day. It was fun but the eat key didnt work and enemys just appered next to me and used walls as portals :D
Nice game. Very nice graphics. The pace was really good too.
Very intersting story. The music whilst I really enjoyed it stopped after a while and restarted just once each day. Nice interpreation of the theme too.
Cool game. Very funny and fun. I found it hard to hit using mirrors but thats probably intended.
Nice idea and i like how the enemys learn. Bullets were a bit hard to really control but it was still very fun.
Nice concept and quite fun. The controls felt a bit floaty and its sad that their is no end at all (no death and no win either)
Very nice game. The mecanic seem quite original. But the movement order seemed to be unconsistent: Sometimes enemies move before and sometimes after you. Also The sword enemys could sometimes be killed by "killing their sword", the gun enemys didnt need an extra turn to fire their gun and Dashers attacks work quite differently when you use them. The last 2 things were probably intended but go a bit against the main idea of the game. But none of this takes away from the fun.
Cool game. Nice concept. But when using up/down arrows on the apllication on the ludum dare page, the whole page scrolled up/down.
That was quite fun and above all funny. The graphical style was awesome too. The controls were quite floaty but that might have even been the point.
However I see a much bigger problem in all the unfulfilled promises. Where is my epic quest to find the center of the universe? Where is the complex trading system with fully procedually generated alien races? Where is the base building? Where is the cooperative and competitive multiplayer? This game could have been really big if you would have just gone through with all of that and you could have probably implemented it all in like 2 hours.
I usually dont like playing text adventures but I think they are really interessting. LD is always a good opportunity to bring myself to play one.
This was really nice. It had an impressive amount of content for a LD game. I think it was really well written (though I'm hardly the right person to judge this) and the atmosphere it created was great. The only problem I see is the amount of text at once. A lot of people likely stopped playing after they saw that the text following the first choice (at least for going directly to the bridge; the stay in bed text is better in that regard) extended far beyond the embedded view. It would probably be a good idea to split it up further.
That felt pretty much like a more or less scripted version of Hearthstone and I quite liked it. It was really fun if maybe too easy. Also I didnt quite understand what the card that let you discover a victory condition did. The visuals felt quite polished too and looked nice. I would really like to see this expended into a longer game.
Very interesting concept. I was surprised when my friend joined in and jumped on me. That kind of reminded me of Dark Souls. The background art is pretty good. But the game seems not be finished yet. I hope that you will improve the "fighting system" and maybe add a soundtrack.
Awesome interpretation of the theme. It was real fun. I got 34 points on first try. I can see the controls working a lot better on mobile too. The sounds were great and the graphics were functional without being ugly even though the difference between people talking and people finished talking could have been bigger. Also I cant think of an explination why someone should use Comic Sans for tutorial texts... But if I ignored this grave stylistic misstep it is quite a nice game.
That was really fun and definitely original. Both types blocks felt too light in terms of gravity and it was hard to accuraely control them. Sometimes the UI buttons just refused to work for me and I had to reaload the game. Also the accuracy percentage once showed me something around 30% even though the blocks were placed quite accurately (I expected 80%-90%). Sorry that this comment sounds so negative. I really think it's a good game but I like pointing out small problems.
That was unbelievably fun. The idea for this is really great. The difficulty progrssion wasnt too even (The 2. level felt harder than the 3. one and as you got to the 1. one again it was even easier). Also I dont know if it is intended that you can just grab the ground behind you and thus avoid creating gaps. I quite liked the music but the art could be improved. I might be repeating myself but it was REALLY fun.
This was unbelievably polished. Art, music, sound all of that was really great. The idea of breaking things by crashing into them with enough speed felt really fresh with the control scheme. I think the hearts sound be replaced by something else because preconceived videogame notions tell players that these would give them more HP or something. Maybe you should also mark the end so noone flies into it accidently and display the number of hearts collected and total.
Well that looked and sounded awesome. But the game would have been even better with more mechanics and I am not too sure how this relates to that theme. Except from that it really feels like the beginning of a full game. Great work
As everyone else already said the art and especially the animation are really superb. The music was nice and fitting too (would have been nice if it changed when play the record). I'm not sure how I was supposed to tell when the meat is ready but I still managed the perfect date on my second try. I would love to play a longer version of this.
Great interpretation of the theme and superb presentation. It really is a shame you couldnt finish the gameplay. I agree with most of what Perrec said and also I think it would be a good idea to switch the view back to the house after you cured a patient (and briefly showed that you did so) because sometimes the automatic switch to the next patient worked immediately and sometimes nothing happend for quite some time even though other patients were pilling up.
@Damdoshi Thanks. I'm sorry that the game runs so poorly for you. This is the first time I made this kind of shadow system and it isnt really raycasting but the first thing I came up with (not completely unlike raycasting). If you really want to finish the game you can turn of shadows in the menu by setting "Darkness" to "Bright". As to why there is no music: I guess it was missing a dll file. Could you download it again to comfirm it works now?
@Decentsauce Thanks. Fixed the name
@mvasko2 Thanks. I'm working on a Post-Jam version that improves the performance. I could notify you when it is ready.
@Dietrich Epp Thanks for the feedabck. You have to use the mouse for puzzles. Maybe saying close-ups instead of puzzles in the controls wasnt the best idea. Should be improved now.
@Alphish The torch range was so low mainly for performance reasons. I already made it bigger for the upcoming Post-jam version. I will also try to fix your issue with the ending screen.
@AWOL Yes there should be music... I really dont know why it didnt work for you as it seems fine for most other people. Did you maybe download the game some days ago? Because at some point a required DLL wasnt included. If that should be the case just redownload the game.
@stefvanschie @mvasko2 Performance should be a lot better now in the Post-jam version
@sdfgeoff The cintrols probably just felt slow for you because of performance issues. This should be better in the Post-Jam version
@Alphish The light cast by the player is now bigger and the end screen should no longer finish from previous input
Wow that got quite challenging toward the end (bpth in terms of puzzle and platforming skill). The overall design (of both levels and mechanics) was really great. I felt lost once or twice but that is understandable given the sheer amount of content (luckily I still managed to find all the cog-parts). I also liked the visuals and sound. All of it felt really polished. One things I noticed is that the parts you collected dont get reset when you die as opposed to the state of machines. Having to quit the game with alt+f4 (or closing the window I guess) was a bit anticlimatic but thats just nitpicking.
Nice concept. The art looks good on its own but doesnt always fit together. Still I really liked the effects in the start scene. Having to use the arrow keys to change difficulty in the menu seemed unintuitive because they werent used for anything else. I really disliked the voice-overs partly because they dont sound like a girl at all and partly because they got repetitive fast. I think something like this in general is too ambitious to pull of in a Ludum Dare. The game itself was still quite fun to play.
Verdict: great game, luv it lol! ^^
[I played the post-jam version] I really like these kind of puzzles. The last level was quite challenging (surprisingly so given the previous levels). Sometimes it was hard to recognize which height a block was on and sometimes half of the ball was hidden in stairs but generally I liked the art. As others said telling the player that he could jump diagonally would have been helpful. Also sometimes when I tried to jump on a box the game wouldnt let me and I had to walk away from the ledge a bit. Even with these small problems I really enjoyed my time playing the game.
The atmosphere was really great. Not just the music but also the 3d graphics worked really well for it even though the latter would be a little disorienting sometimes. It was quite fun exploring the level and especially fighting against the turrets. The opening narration should probably be shortened a bit since it got harder to pay attention towards its end. Also as I fell into a pit once it reset me to a position were I immediately fell into the pit again and died. Except from that it was a really nice game.
That was really nice. While it would have been cool to comfirm my theory ingame there would have probably been no satisfing way to programm something like this even for a programmer with more time on his hands. The movement might have been a bit too fast and the zoom too close-up. Also not sure how it fits the theme.
So her is my theory (and something i found confusing):
Mr. Burnwood was the killer who shot both of them through the wall from the kitchen. One of the victims (probably Ms. Burnwood) tried to get to the phone/security system to alaram to police but died befor/after doing so. Mr. Burnwood's motive would have been that he was angry that Ms. Burnwood sold part of there company to Sarah. The pills in the bedroom suggest that he commited suicide after killing them (maybe out of guilt) and ran away hence to books in front of the shelf.
What confused me were the magnets on the fridge. Why should Ms. Burnwood be in love with someone else (possibly Sarah), when she clearly shares a room with her husband, and then put magnets on there shared fridge showing that? It is possible that Sarah shares their house (and lives upstairs) but that doesnt provide too much of an explanation.
It would be awesome if you could notify me here and tell me wheter I was right or wrong.
Great interpretation of the theme. I cant really say that the game was fun (that probably wasnt your goal) but it certainly lets me appreciate the convenience provided by todays tech. It was a really nice gimmick to include the soundtrack and it would have been really awesome if the game you try to play is actually a low-fi version of the game itself. or maybe this would have been a bad idea but I found the current ending to be quite anticlimatic. Still a really nice game
It's cool to see a game based on Conways Game of Life. I initially thought I would have to make the pattern in the background ("clear the board" isnt the most unambiguous goal) and was confused. For someone unfamiliar with Game of Life the confusion wouldnt have stopped there (but I guess google is that persons friend). It would have also liked to have something to compar my level result to. Something like a par for Moves or Cycles. Nevertheless the visuals looked pleasing, the game was quite fun and its always cool to see people use their own engines or make their own sounds.
That was pretty cool for such a short game. I as probably some people above confused the first torch for a switch but I saw that this problem was already solved with the post-compo version. Also I'm not sure what an exit button is supposed to do in a game with just a web build. Still great work especially for the your timeframe and it being your first 3d game.
Nice game. I loved the music and also quite liked the art. There could have been more levels but the ones that were there well designed (even though it would have helped to see the red platform from the ground in the last level). The jump felt very floaty maybe higher gravity could have improved the feel of it. Altogether a really good entry.
Its great. the graphics and sounds are very nice and work perfektly togehter. I like the kinda innovative idea that fits very well to the theme and. The game gets vary hard but i like it somehow that there is no real tutorial and you have to figure stuff out. But maybe its still a bit to hard, and we got it working to have 3 guys on deck, also in the after jam version.
-Hisfantor
That was quite fun and the music was great but enemy bullets were hard to see. While I see how you intend this to fit the theme, I don't really think it is really applicable here. (After a few tries I reached about 800 points.)
nothing new but very well made and fitting to the theme, i like the graphics and puzzles, only the music was a bit annoying
-Hisfantor
Somehow I made it. Took me 1965 seconds (and I even quit the first level once to change the resolution resetting my time) The game was really fun but it would have been even better if galaxy would always spin in the same direction (or if I knew how the direction was decided; assuming it isn't random) Also the placement/initial movement of the 'bubbles' often felt too random. Absolutely great game nonetheless.
Damn that audio design... Paired with the also great visuals this probably makes this the Ludum Dare game with the strongest mood. At first I killed 'subject' before finding out the last digit of the password (I naturally cleared the game on my second play through) and I think I would have preferred that as the canon ending. It would have fit really well with the mood and the minimal gameplay and would in my opinion have sent an even stronger message. Awesome game anyway.
the graphics and sounds are definitely great. the only thing is that i get thrown back in the start menu from time to time, that's not so great
-Hisfantor
i saw you working on it on twitch its very cool how it came out, tetris in 3d with furniture, why not. the graphics are very well made so its nice to play with the furniture around
-Hisfantor
it's like portal, but no graphics(why haven't you used portal similar colors) annoying sound and you can fall down everywhere. also an introducing of the portal gun would had been cool. But i like it how you used the perspective and the tranclucent walls to see your character.
-Hisfantor
That was pretty fun. The number of abilities/weapons you managed to make in the short amount of time is impressive and so big in fact that it was a bit overwhelming at first. The difficulty curve felt pretty uneven too (I played the web version here on the site which I think is the post-LD version). Apart from that a really nice game with great graphics. Good job.
its awesome, the pixel 3d graphics fit perfectly with the perspective of the game and i really like the effects on the push and the animations and shadows. also the instructions right on the floor are a very great idea. the darker color theme may make it a bit sad but the efeccts and the sweet soundtrack make it kinda comfy
-Hisfantor
it's a damn hard game. you have to split your concentration to manage both sides, but i love it. its a great idea and well made, also the graphics and sound are very palsent.
-Hisfantor
the graphics and sound make me so sad and really feel with the character. very straight forward gameplay. the only thing i miss here are some sound effects.
-Hisfantor
the graphics are very cool with this shadow theatre style. also the UI is very well made here. the handling of the swoard is interesting and looks like in a shadow theatre whats very sweet but for the gameplay its more or less luck if you hit or not.
-Hisfantor
The audio was awesome and the graphical design was pretty great too. It would have been nice if you knew what was going to happened when you walked in which direction. Also the red "key" didn't seem to serve much purpose because you got it immediately after the blue one. Except from that I really liked the level design too.
The graphics were fantastic and the music was great too (I don't know why you didn't include it for the rating) The gameplay was quite fun too but it would have felt a lot better if you attacked in the direction you clicked instead of the direction you are facing. It also got a bit annoying that you couldn't skip the dialog on your second try. Except from that a really nice game. Good job.
not a innovation but very well implemented. it's definitely one room and i like the puzzle, isnt to hard but also not to easy to solve.
-Hisfantor
the elevator as the "one room" that's great. also the intuitive interaction s cool and i really like the graphic style. the only thing is that i think the elevator is to slow, if i go from 1 to 11 the time to wait is like a annoying loadingtime.
-Hisfantor
i never saw someone tell a story with a chatroom. very awesome idea to the theme
-Hisfantor
i like to design rooms so i loved this game, sad that its so short. I really like the simplicity of the gameplay using only the mouse to interact. and very good explanations in the first lvls
-Hisfantor
That was unexpectedly quite hard. It took me a few attempts to just get the generator running without dying, not to mention producing enough batteries. The graphics are amazing and the audio was great too. But I found using space to climb bamboo but using up to jump to be pretty confusing for some time.
That was pretty nice. The art style was great and the sound is pretty funny even though music would have probably improved the game further. Also the difficulty curve felt pretty uneven especially towards the end.
Even though I wasn't able to reach the good ending no matter how often I tried, I absolutely loved this game. It is a great interpretation of the theme and sends a really impactful massage. The presentation really adds to this and is thoroughly well designed (except for a small bug were the initial door closing animation resets when you click again). The endings were a pleasure to read and I would have really liked to read the good one. But apart from that I have no problem with not being able to finish the game because this would fit it really well thematically. A small problem I had was that especially in my first try it was hard to keep up with all the text being written at once but that wasn't a problem later on. Probably my favorite entry so far.
That was awesome. The graphics, the music, the main mechanic, ... everything. A really creative way to use the theme and nice level design with a smooth difficulty curve (the last level might have been just a bit to complex). I got stuck on one level for a while because I didn't realize that I had to restart it to succeed. That could have been made more clear. But that really is the whole extend of my problems. Probably my favorite entry I played so far.
That was really hard. It wasn't easy to clear even the first level. The graphics were nice and this interpretation of the theme is amazing. Generally there was quite a lot of polish in the game with the only thing missing being music. Also it would have been nice to see the keyboard controls, not just the controller ones. Except from that a really great game. Good job.
to work with the light as a Degree of difficulty is cool and the shadows are also nice to watch but the exponantiol growing of the spider population isn't that cool
-Hisfantor
The graphics were really nice and the idea quite novel. The game was to easy and I had to stop playing before dying (though I guess this is fixed in the post-LD version (?)). A small bug I noticed is that the player character gets displayed in front of the UI instead of behind it like all the enemies. Overall a nice game that would probably be really fun with the right difficulty.
Great idea and a more than solid execution. It would have been nice if you could scroll to the bottom by just pressing a single key. Sound would have also been cool.
the graphics are just awesome and together with the music makes me feel very sad, also that I have to press her heart always again in the Intersections makes me so sad what fits perfectly to the storry
-Hisfantor
This was a really fun game. The graphics and audio were great too. It would have been nice if there were keyboard controls, an end screen and a stringer relation too the theme. Also it got a bit annoying to wait for enemies that are separated from you by chasms to move. But none of these things distracted much from the actual quality of the game. Good job overall.
its the first multiplayer i see here, i like it it's definitely fun but i would say some better graphics and some sound would be even more fun
-Hisfantor
very innovative idea. its kinda hard because you have to use so much controls to do things and i don't understand why the falling parts speed up. but never the less a very interesting game.
-Hisfantor
That certainly is interesting. A really good use of the theme. Were there really over 6000 people who played this before me? That seems to be quite a bit too high for a Ludum Dare game after just a week. I really enjoyed the time I spend with this and I actually managed to survive.
That was... interesting. I gave up after I got to the room with the yellow floor but the previous level already felt somewhat like a chore. It would have been nice if there was an some kind of ending after that. (Ignore this if there is an ending later on. I couldn't watch the autoplay for long without getting motion sick) Except from that it was a really great game with an especially creative interpretation of the theme.
the idea is interesting and changing the speed is a well atemped to fit to the theme, but i think it stars to hard and the controls arent good enough for fast gameplay. And why is there no border on the end of the screen, that makes no sence.
-Hisfantor
The art in this was incredible and the audio was of similar quality. And while the gameplay was quite simple and it seemed to be the best strategy to just have all the machines running as much as possible, it is quite impressive that you managed to not just do all the audio-visual stuff but also wrote this in something as low-level as C in this short amount of time.
I love the very minimalistic pixel art and together with the cute sounds its fun whatever tha gameplay is. but thats even more awesome, the idea with one room that fits perfectly to the theme is very cool and it gets harder and harder every levle. I am very bad in this speed based games and saw only angry guests, but my friends were much better and had much fun with the high speed.
-Hisfantor
That was INCREDIBLY fun. It reminded me a lot of Super Crate Box but using the mask not just for attacks and scoring but also for health is quite genius. The audio and visuals were nice too. If I needed too point out anything negative it would be that the enemies felt quite samey but that really wasn't a problem. The dash was by far my favorite attack and I got a score of 58.
i never saw something like this not even something similar in ld37, building the room instead of playing it it i love it its awesome, and the cute littel heros fighting the monsters is just fun to watch while helping them building their terrain.
-Hisfantor
The visual design was amazing. Shame that it has no music. The game was quite fun and a bit more challenging than expected (It took me like 4 attempt to beat it). The link to the theme while certainly there, was a bit weak. Overall a really nice entry.
that's a great idea to use the one room as the player not the environment. the physics work great and the graphics are very simple but bring the gameplay more in the foreground
-Hisfantor
Nice game. It's really fun to choose which modules to use (though their positioning unfortunately didn't seem to matter much) and fly around the levels. The music was great and the graphics were quite cute even though it seems like they were scaled either by a non-integer factor or with a resampling method other than nearest-neighbor interpolation, making it look less sharp but that wasn't too much of a problem. I couldn't advance in the "Fun with shrinking rays" level because neither of the two buttons opened any doors when I dropped the box on them. So unfortunately I couldn't finish the game even though I would have really liked to.
Cool game. The amount+quality of the levels is quite impressive for a 48h game and I think they managed to explore all the mechanics present thoroughly. The sprites are really cute and the visual effects are numerous and look good. My controls a lot stopped working after dying a lot in level 18 until I reselected the level.
Really cool game. I like the graphics especially the background a lot. There were a lot of levels though the difficulty was a bit too high. Even the first level took me many attempts to beat for the first time and having 2 resources (energy and time) that can kill you when they run out seems really punishing (though having to choose which on to use up in the level before the boss is a great idea). Combat was hard by its very nature and giving all the enemies (except for the long-ish ones) a lot of HP didn't help. The hitbox of the projectiles that the boss fires at you seemed to be too big too. All that said I still *really* enjoyed playing the game (though I couldn't beat the boss) and had a lot of fun with it. Good job.
This looked and sounded amazing. Overall the levels were really well designed (I had some minor problems with conveyor belts being to close to lasers). The controls were a bit floaty but if you were going for something similar to meat boy in that regard you succeeded (I don't really like the controls there either but that's just personal preference). I also quite liked the story was handled with the ending screen. Really cool game.
Nice game. Could have used a few more mechanics to make the levels a bit harder but the graphics and sound effects were quite good. It's always nice to see other people choosing the hard mode for Ludum Dare by not using a preexisting engine. Good job.
A really nice game with an amazing idea. Unfortunately I wasn't able to finish it and had to stop at the first level that used the scroll-wheel. It got really frustrating to jump against the last crank-obstacle again and again and having to start the whole level over. Another more minor nitpick is the shake it mechanic because often after using it I the cube in an awkwardly tilted position that was tedious to fix. Other than that the controls felt really good and the graphics look great too.
Really fun game. The difficulty curve felt good (though the last level was maybe a bit to hard). Balancing the number of enemies you kill vs the steps you take is a really cool mechanic. I haven't been able to figure out how exactly the way you face is decides when you move sideways (sometimes it changed, sometimes it didn't) and sometimes after I died/restarted I moved in a direction without pressing anything or some of the items were already collected. Except for those minor issues I quite enjoyed playing the game. Great work.
Great game. Audio and visuals were amazing (even though my laptop had a hard time trying to maintain a sufficient performance). Even more generally the game felt extremely polished with the start/title screen deserving a special mention. My only real complaint is that the levels were too easy but that was probably intentional and is an understandable decision especially with the way a lot of people play LD games. Also I needed to restart a level (I think it was level 5) once because a plug for some reason got stuck in another robots head and I couldn't pick it up again.
Cool game. It was quite fun but the difference in difficulty between easy and medium felt a bit too big and I would have liked to play something in between but medium wasn't too far of so that wasn't too much of a problem. Maybe a different color-scheme for the battery would have worked better because at first it looked like the batteries started out empty to me. Good job overall nevertheless.
Edit: Sorry. The comment got posted twice and it seems like I can't delete this one.
Good game but it would have been nice if more or faster enemies would spawn after a certain amount of time because after a while the game got really easy and I stopped playing at around 250 points. More visual and audial feedback for pretty much everything would have improved the game too. All that is not to say that this is a bad game; I'm just pointing out possible improvments. Good job.
Nice game. The graphics were cute and it's nice to see other people use SDL for Ludum Dare. While the game was short (though I'm not sure about easy; especially not if you forget about the running mechanic halfway through...) wanting to see the different endings increased the playtime enough for this not to be that much of a problem. Unfortunately I could only get 3 ending (going away, repairing the machine with enough power, repairing the machine without enough power) and have no idea what the fourth one even is. Good job overall.
Nice game with a lot of content, great sprites, intriguing lore, an interesting take on the theme and cool music. Unfortunately there were a lot of smaller problems and because I'll try to point out as many of those as I can, this comment will probably sound quite negativ. Don't take it that way: Overall this game is really solid.
The biggest problem was the small window size which combined with the game maker logo sometimes made it hard to see some places. The small window size also brought the disadvantage of having every room have a scrolling camera so you can't see all of the exits even thought the game is split in those rooms anyways and the rooms are a lot bigger than the window. All this made the scrolling seem like just an inconvenience (except of course in the last room).
The music even though I really liked it got repetitive over the course of this rather long game.
The layout of the rooms seemed really simple with just 4 main path where only single rooms branch of which means that little actual navigation was required. On that note I think it would have been annoying to get to the gate you open at the end of the end before getting to all the orbs and having to backtrack the whole way but luckily that didn't happen to me.
The design of the individual rooms could be improved too. The puzzles were never really challenging and if you got green plates in awkward positions some rooms required you dying a few times to get them to a usable position again. It seems to me like some of the rooms were designed without considering that the player can trigger purple plates as well without using green ones (maybe this was changed halfway through development?) but that's hardly a real problem.
Generally the game felt to slow: The player should run in a direction if he presses an arrow key longer; especially if your map is this large. Also the dialog should have appeared faster. While the current speed is close to the speed of actual talking, if you don't have voice acting you should have the dialog scroll faster; again especially because there is quite a lot of it.
Edit: I forgot to mention that that the light mechanic felt quite inconsequential when you could have easily completely removed any light except the flashlight at the end of the game to really increase the challenge of a few select levels.
Again sorry for writing such a long list of just problems. I honestly quite liked the game.
Amazing game! Visuals and audio are awesome, really polished and just ooze with personality. Just moving around is incredibly fun and even though some levels were hard to a degree that would be frustrating in a lesser game, I never wanted to stop playing not even when the game was over (though I only managed to get 5 adults to want to adopt me and have no idea how it's possible to get the other one in the last level). I have a hard time believing that a single person made this in 3 days.
Wow. This is my favorite game I played so far. I loved every bit of it. Even though there are some light (heh) puzzles and the constant threat of death, it's just such a calming game and everything in the game supports that. Not having any non-diegetic elements really added a lot to experience so no matter what some of the other commenters said I think having no music was a great decision (the water sound you added post-LD on the other hand really added a lot). The controls even though they made it harder to get around also really fit: the slow speed made the game more calming as did being able to look around without changing direction. The graphics are also amazing and help sell the serenity. My only minor issue is that the game just abruptly ended even though there was a gate that could be opened instead but there is only so much one can do in 3 days. Amazing work.
Nice game. Took me a while to figure out that you shouldn't kill enemies as fast as possible but rather when they a close to you so you can take their batteries. Having to give up your energy for score is a really cool mechanic as is using the energy for less obvious action like double jumping. Sliding around uncontrollably after your death was really confusing at first but seemed like a good idea later. Maybe the enemies that take 2 hits to kill should drop 3 or 4 battery charges. Even though the graphics aren't "conventionally good" I really like their style. Good job.
Really fun game with really interesting controls+interface. At first it was a bit hard to understand what I was supposed to be doing but because the game isn't too complicated not having a tutorial might have been a good idea anyway. Playing in a bigger window would have been better but the console resized when I restarted after death in fullscreen; So I decided to only play in the small window after all. I got to 165 seconds. Good work.
Definitely the best game I played so far. The mechanics were really well thought out and the levels well designed (even though they got a bit too complex, but I never got stuck or had to skip any levels so that's not too bad) The story was great and was really helped by the amazing atmosphere. Everything was great.
Bein a raccoon is really raccool. The physics of the boxes were a bit weird and you could toss them up all the way to the ceiling if you continued to press CTR, also stones shouldn't kill you when they almost stopped moving. But despite that I had a lot of fun and the graphics were great. Good job.
Windows told me that the .zip file is invalid. I tried downloading both from itch.io and from the direct link. But the problem was fixed, weirdly enough, by simply changing the file extension to .rar, idk how this could be caused. The art style and sound were really lovely. The gameplay is fun for such a simple concept, the difficulty curve as great and new powers got introduced at the perfect rate (though it would have been cool if there were more possibilities to use them) Really well-done and polished game.
Damn. The was... something else. But that's not in any way a bad thing. The opposite in fact. The only problems I had were that at one time one of the giant baby heads blocked my view at an essential moment and at one time my jumping height didn't recover after burning babies. But apart from those minor caveats the game is really amazing. All the elements work just right together to create a completely disturbing and off-kilter experience.
Really cool idea and well put-together levels (though the random level was unsolvable in an easily fixable way: It told me to put 5 red squares next to every red circle but there was only one red square) Nice game overall
The idea is really amazing. It might have had more impact if there were more items that you could actually give away without getting helpless but still by far the best use of the theme I have seen so far. Enemy variety was high enough as to not make the game get boring and the graphics were adequate. Great entry.
Really fun game. The music was awesome. Seeing a rhythm game in Ludum Dare is quite refreshing probably because pulling of making a good one takes time. And you even made another game, impressive!
Took me a while to understand I could go over the edge of the screen into the next room because at first I thought that the game autoscrolls because of the color-switching of the floor and the weird controls (which were't really that weird once I got used to them) But after that the game was pretty fun. The slowed down movement was a really good idea and well made. I also liked the music.
Quite the fun game. The power-down mechanic was cool but the Greed Mode was kind of annoying just taking some health or spawning more monsters or whatever would have been more effective. Also try to use a different scaling algorithm (nearest neighbor being the first one that comes to mind) to make the pixel art look more 'crisp' when zoomed in, because it was a shame seeing this art not receive the proper treatment. Good job.
Really cool idea; I had a lot of fun. But if you simply don't release the ball it can grow in size beyond the actual screen making you invincible. I waited until the whole screen was filled with "love" until I released it and then I was unable to find my ship. If that was fixed though the game would be amazing.
Nice game. I beat it on my second try. Just holding the light over your character seems to be an OP strat. The end got kinda tedious with all the shadow creature but I guess that's the point of sorts. Graphics were really well done except that you could see beyond the shadowy part of the screen. Good job
Amazing idea and nice minimalist graphics design. It would have been cool though if you wouldn't have to restart a level when an S gets stuck on top of another one.
high.png Cool game. I really liked the graphics.
Cool game. It's nice to see a bullet hell game in LD and this one was really fun; so fun in fact that I played through it a second time on a higher difficulty. The graphics were well done (especially the logo is great) and having the control 2 characters is a good idea. The end was a bit anticlimactic though but that level of polish is not something you can expect in a game made in such a short period of time. Great work.
Cool game. The structure was really effective at supporting the story. A lesser game would have probably forced the player to play through the part with the choices multiple time which could have gotten annoying fast. Also great job with the graphics.
All hail the benevolent leader! Really fun game. Unfortunately the tasks rather annoying and I stopped at "no consecutive jumps" because there was no indication of when I was allowed to jump. The style of the graphics was extremely cool but sound would have improved the game tremendously. Really nice idea for the theme too. All hail the benevolent leader!
The game was really fun, as long as it lasted, which was not long because the room I was in disappeared. I get that that's because of the boosters I collected but making the whole screen black is an unfair punishment (also I didn't die then for some reason). I also liked the graphics while I saw them and the music was cool.
I liked that I could go swimming. That kind of feature gets increasingly rare these days. It would have been cool if the amount of objects I collected had an impact on the ending. Nice work for 5 hours regardless.
I had a lot of fun! But the game would have been greatly improved by having feedback for whether you hit an enemy or not (visual or audial). I got to 1302 before dying. The graphics were really cool.
The graphics were amazing and I also liked the music. Using logic gates as a core game mechanic is a really cool idea but unfortunately disappearing elements work counter to a logic game. Especially if you have no way of knowing which things disappear when. The HP mechanic is a good way to speed up the gameplay but since the punishment for losing is simply restarting the stage and losing is almost inevitable for most the levels the desired effect is not achieved. Though with some work this could be a great game.
He had a date? Unrealistic af. 0/10
Cool game. Animations were really interesting to say the least. Climbing ladders was too slow and broke up the flow of the game too much except for that movement was really fun. Good job
@guille You can actually change the game to be fullscreen in the settings menu :) (We also made the standard size of the game much bigger now. Thank you for pointing that out!)
Really cool concept and fun game. I managed to place a Sacred Ground with a Highest Stable Income of 1, stability is just boring hahaha. The whole game looks super clean and polished. It's interesting that you can basically move around as many things as you like during one step, it's just really annoying to make huge changes and I feel like this was intentional on your part and, like I said, is a really interesting way to punish this kind of strategy without any additional mechanics. Great job on the game!
Really cool and interesting premise. I think it's a bit weird that you need all your soldiers to get wounded to advance to the next wave which sometimes makes you root for them to get hit by bullets. Also one of my soldiers apparently turned into some sort of super hero at the, since he just wasn't bothered by bullets hitting him anymore. But expect for that instance it was really fun helping these little soldiers to get better and later mourning their deaths. The art looks also really cool and the upgrade mechanic is a nice added layer of complexity.
Damn this was insanely stressful! The graphics looks great and I cared very much for my cute little bee. I managed to get to 13 points in the end but not without worrying a whole lot. One tiny nitpick though: The nectar doesn't look very much like nectar but rather like drops of water so I tried to avoid them at first. But once I figured that out I had a lot of fun with this. Amazing job!
Pretty cool game. That fact that platforms move really slowly and that the gravity for jumps is low makes for a methodical pace (which isn't bad) that make dying quite punishing (which also isn't necessarily bad for everyone but for me it made progressing a bit frustrating). The graphics look really stylish, the music is pretty nice, I quite like the idea and had fun playing this. Great job!
That was pretty fun and more intense than I expected. The graphics could be improved and some of the panels seem far harder than others which makes lasting long a bit random. I managed to make it to 60.52 second after a few tries and I really appreciated the leaderboard names. It's also cool that you managed to include so many modes in an LD game.
I died on the very last second on my first attempt... I would have been nice to be able to restart the game from there without reloading the page to make me feel less bad about myself. Anyways the 2 different end screens look really cool and balancing how far you go away from Tsunenaga was pretty fun.
The graphics and especially the sound in this work really really well. I would have liked if the game encouraged me to explore the map more. There were I few cool places that I almost wouldn't have seen. This would have also made playing feel more varied. Though this isn't really a negative, just something that could have been even better. Great job on the game!
This was far harder than I expected from a game with art this cute. That cute art looks really good btw and the music and sounds fit really well with it. The difficulty could get a bit frustration though, with the rather indirect ways you had to control the arc that the ball and keys would take through the air. Still had fun with this though. Great job!
Really cool game. Only gaining points by destroying the ice you need to walk on is a really cool risk-reward mechanic... if you do it intentionally. It might be because I am bad at this game (I most certainly am) but most platforms I broke were due to the potato just going off on its own, leaving me to try to catch up to it as fast as I can, hoping that it doesn't destroy everything. And that is in itself a cool mechanic but if that was the main aim the score shouldn't depend solely on that. If I would have actually been able to confidently handle that potato I could have also just destroyed the platform I'm standing on at the moment that I would have left behind anyways for free points. But those are really just issues with the scoring. I still had a lot of fun walking around, throwing the potato and failing to ascend much at all and the aesthetics certainly helped with that. For being as minimal as it is the game looks pretty amazing. The potato bouncing animation has no business working as well as it does.
Also I'm always happy to see people using SDL for their LD games. I used to do that and if I'm being honest with myself it might not be worth the extra effort but not relying on any engines is a great feeling. And it's always nice to see I'm not alone, even if your reasons might be different. (sorry for my ramblings here)
Great job!
I really didn't expect such a clever twist on pushing-things-puzzle games. Your game really is amazing and got far harder far faster than I expected as well (unfortunately I just couldn't figure out "Finale"...). The levels also seem really well designed for a jam game. I would have liked to increase the walk speed even more but that is really the only complaint I have. Great job!
Cool and very relaxing game. You managed to craft that chill atmosphere really well without making the gameplay to simple which seems like a balance more difficult to strike than the one needed for a bonsai. One minor problem I had was that at first I always instantly skipped the game over screen because I died while fending of spirits. But after a while I figured out what was happening and had a lot of fun with the game. Great job!
Damn this is one seriously cute game. Collecting poop in corners was a bit annoying because it would always turn your view but looking at my cute dragon more than made up for that. How to be good at flying was a bit confusing to me but maybe it was also confusing to the dragon so that's very immersive ;) Great job! (Really can't get over the cuteness of this.)
That was a really cool and fun game. The energetic music, the fact that restarting levels was instant (and didn't reset the level), that level transitions were just the screen scrolling and the energy mechanic made this feel really fast-paced which was why I didn't really feel frustrated even though this is by no means an easy game and made me play to the end (with 103 deaths). The monitor effects were super cool which made me a bit sad that I didn't see them very often. The ending cut-scene also looks great and works really well. One of the best games I played this LD so far. Amazing job!
The mood in this game is insanely good. I don't remember another LD game that made me feel as tense as when my torch died during a scouting trip and monsters where chasing me, while I was desperately trying to get back to safety. Two minor nitpicks though: Left click behavior is a bit inconsistent: sometimes switching the tool and sometimes doing an action; just removing left click tool switching would have made things quite a bit smoother for me. Also that the boat needed the battery wasn't immediately obvious to me: When I found the battery, I thought it would just be one part of some kind of bigger machine, you needed to build to escape the island. Thus instead of bringing it back to the starting point, first I tried to survey the entire map for other things, which made winning to game feel less good once I figured out what I had to do. Changing it to a more obviously boat-y thing would have helped (but that also just might have been me not thinking things through). But these things really didn't take away a lot from the overall experience. This is still by far the best game I played this LD. Amazing job.
I don't know why Ludum Dare doesn't have more of these games that take a simple but really neat idea and just run with it. That seems like a perfect fit and this is a great example of how well these can work! The graphics also seem to reflect that design principle by being minimalist but still conveying everything clearly and looking stylish in the process. The game is really fun and the difficulty ramps up nicely. I would have found it more intuitive if left and right were switched and often mistakenly rotated in the wrong direction but that's just personal preference and it wasn't a huge issue either. On the risk of revealing that I suck at this game, I'm gonna say that I managed to get a highscore of 50. That was 40 before I started writing this comment but I went back a few times for just one more try. Great job!
While to mechanics and graphics of this are very simply, I still had a lot of fun with it. Wanting to see new environments kept me replaying (I got to 82 points in the end). I found the hitboxes of obstacles a bit confusing; I appreciate the game being lenient with you when you hit the back part of obstacles but that also makes it rather hard to judge where I should ideally land. But as I said before, I still enjoyed my time with this game a lot and the hitboxes were really only a minor issue. Great job!
This felt pretty polished except for the fact that the aspect ratio of the game is not maintained when the window is resized or maximized; this meant that I had to play with the tiny standard window size because I wanted to retain the ratio. The art and music were really good and helped the mood, which would have been improved even further with more sound effects. I appreciate more story-based games in LD and had fun playing through this. Good job!
That was pretty fun; you have a pretty cool concept here. A lot of things have already been said, so I'll limit ideas for improvement to things not on your list yet: Being able to speed up time when there are no patients would have improved the pacing a lot for me. The diseases that were there already seemed pretty varied expect for almost all of them having almost the same list of symptoms which made those seem a bit unimportant. Also I would have liked "no"s and "not"s in disease descriptions to be highlighted in some way (like it being in bold or something). That might make things easier so maybe you don't want this but missing a "no" can be more frustration than it is difficult imo.
But all that being said I still had a lot of fun with this game and none of these things were even close to dealbreakers. Good job on making this! Your v2 sounds like a really great game.
Great to see another tamagotchi game! There really are a lot of items and not 1 but 2(!) minigames. The minigames could have been more involved though and the needs decayed quicker. But regardless of that, Great job!
This was really fun! I didn't quite manage to get to the end but I had like 17 acorns (I didn't really figure out what they did but they seem to at least be an indicator of progress) so I feel like I was very close. For me the difficulty was too easy at first and then too hard too fast later when monsters suddenly overwhelmed my army of cacti that I build up during the easier parts. The variety of monsters and ways to fight them are quite impressive for a LD game and just make for a fun game in general that keeps the balance between actual fighting and management. Great job!
And of course bonus points for making the game in Godot!
I managed to get 202 points after some tries. The penguin is cute but the spear hitbox could be a bit smaller so you don't get killed by their shafts so much.
The controls took a few minutes to get the hang of but once I did moving around became really easy and fluid. Some sort of progress indication would have been nice to make progressing through more levels more meaningful. The graphics look really neat and it's pretty cool to pet these cute monsters. Good job on this game.
The graphics for this are super cute (and the ending is even cuter). I also like the mechanics a lot. The difficulty ramps up pretty slowly but there were some decently challenging puzzles near the end that I quite enjoyed. I would have liked an option to increase the movement/animation speed. But I had a lot of fun helping that little courier. Great job!
Amazing game. The aesthetics are really well done and everything just mashes. It's really cool that you (or at least me) walk through all the places you will ever visit on the first game. Unfortunately this also meant that the first day had a really cool puzzle and all the other days felt kinda simple in comparison. I still had a lot of fun and enjoyed the story immensely (though I didn't manage to get the good ending despite a bunch of attempts). Great job!
@mental-inaction Yeah, I definitely know that feeling. LD is harsh like that sometimes.
This is exactly what I tried to do in a variety of ways but either the timer didn't start and nothing happened or I just got the "Normal ending" (if that's the best one there is then I'm missed another ending)
@no-grapes-games @stellarbeargames @corentin-benoit-gonin @kassie-kitsune The crash should be fixed now (it was one of those crashes that only occurs in the compiled version of the game). Sorry for the inconvenience. We'd be happy if you could give our game another try.
@stellarbeargames @caiojmini @tayo We added the option to play the game with less text in the Post-LD version.
@bjornstahl We experimented with that and felt it didn't give you enough control over which direction you dash in. As it is now you CAN dash in the direction you are already moving using the keyboard by not pressing any of WASD when you dash (maybe we should have had the game itself explain this). Or you can move with your keyboard and dash with your mouse.
This was a really charming, small metroidvania. The looping level structure is pretty cool but it got a bit annoying to always go through the whole loop to get where you want to be. I liked the minimalistic graphics overall and the ending screen was cute. I brute forced the first combination lock but the other puzzles were pleasant. Great job!
Damn the perspective and art style are super cool. The combat could be made to feel more satisfying but for the most part it was still already fun. I liked the upgrades. The time-rewind mechanic is a great idea but the amount you are set back could be fine-tuned (especially for the final boss). The music was also neat. And I gotta mention the graphics again: The game just looks so nice. Great job!
It's really cool to see a puzzle game for LD. I wish though that the cats in the game looked like the ones in the illustration on your LD page, those are very cute. I quite like how you managed to have puzzle elements that feel really natural in the western setting without being reskins of cliché puzzle game mechanics but still making for interesting level possibilities (though some more variety in the actual level would have made this even better). Great job!
This is really nice to look at. Playing a different game in each of the squares is a cool idea. I found the existence of the score to be a bit weird though: Since I can't fail and the game does not seem to be made with playing to get a great score in mind but rather just for toying around with it and looking at it, why was there a score at all? But that isn't a huge problem. Great job!
It's really rare to find a Ludum Dare game that has something to tell you apart from just being a fun game. Even more so that it tells you that thing not just through dialog but through gameplay. And while the message here is rather on the nose it is also effectively delivered and a great take on the theme. The mood works great for that and is super well crafted. The cave purchase getting ever more expansive while the VR system is reachable is a very neat touch. Great job!
Planning your day like this is a really cool mechanic. The game really nails the balance to make everything seem super stressful because you can't ever afford what you need and you never have enough time to do everything you want to. The punishment for not making rent being completely starting the game from the very beginning felt a bit harsh though. A way to speed up the days would have made that at least a bit less cruel and also seems like a good quality of life feature in general. I still had a lot of fun and enjoyed the clean style of the graphics. Great job!
@microchasm @momo-hunter That problem should be fixed now. Sorry for the inconvenience.
@peco @joerenglish There is a link to a walkthrough on [the game page](https://solid-squid-contingent.itch.io/hikari-7?password=give%20up.) for the puzzle below the "Play Game" button if you just want to see how a specific level is solved. But if you want to skip that whole thing entirely, just go [here](https://solid-squid-contingent.itch.io/hikari-8?password=Because) and you can continue with the game.
@nick-shooter Thank you so much for the kind words and in-depth feedback!
As for making so much content: One thing that made it easier was using game engines that make creating things easy. Most of the sections were made in either Bitsy or Twine which allow for a really fast pace. The puzzle section was made in PuzzleScript which is also amazing (so not the same movement code as the other top down sections). Though all of these come with their own restrictions and trying to go beyond those or working around them often requires extra effort again. Beyond that, the secret is just working too much...
@chromableedstudios In the first game you need to click on pixels of specific colors to advance the animation. The very first thing you need to do is click the white dot in the center of the screen. The 'Run Game' instructions only become relevant after the end of this animation; full screen should automatically end then.
The link that you found already takes you pretty far into the game, skipping a lot of the story.
@tygrak Thanks a lot! Yes we did use multiple engines: The text parts are indeed Twine, the 2d-exploration parts are bitsy, the 3d-ish exploration part is 3D-bitsy, the puzzles are PuzzleScript, the first-person section is in the Quake engine and the opening 'cut-scene' was made with Flickgame.
@simonl Thanks a lot for the great feedback!
Not being able to turn the camera was indeed not intentional and I have no idea why this happened. What OS and browser did you use? Were you able to turn the camera in the 3rd-person 3D part?
@simonl For me it works with Ubuntu 20.04 and Firefox 93. Maybe something on your system prevents the game from taking focus or control of the pointer? But I would guess it's not an issue that a lot of people face so this is not too important. Thanks for your help!
If you want to try it in the third person part anyway, you can go [here](https://solid-squid-contingent.itch.io/hikari-6?password=will%20not).
This is just too cute! The pause menu being it's own mini game is a super neat touch and the way that the four things you do in the main game are all different from each other in interesting ways is cool.
I do think that the 8 second timer at the beginning is a bit long though, especially if you play the game multiple times to make these rats happy (I made it on my 4th try). At the end it was a bit hard to tilt the tightrope rat to their left because part of the q-tip was already off the screen. But these are really just minor nitpicks.
Great game!
Cool game! I quite like the art and the dialog is really neat. Not too important but for me (in the web version), the buttons at the end of the game didn't work. It would have been cool if you could actually spend your money on new ingredients or something besides it being just a score. I also would have liked to bulk-add ingredients for less clicking. But overall I enjoyed the experience and I think the concept is really cool!
Great job!
Tubs is just so cute, I hope they'll never have to be alone in the dark ever again! Also in general the art here looks really good and I also liked the music. Destroying houses so that you can shine light somewhere is a really cool idea. I would have preferred some thing like turning your flashlight or moving Tubs to be faster. And of course more levels would have been neat. But the things that you already have here have a lot of potential.
Great job!
The main gameplay loop is pretty fun. I wish you would walk faster though, at least when you already killed all of the monsters; walking around empty rooms to get to an exit shouldn't take so long imo. Also, I think you should have chosen a different font: The 0 looks like an 8 which confused me for quite a while and not having lowercase letters makes text harder to read. Except for that, the graphics do look good. I also liked the music. The amount of content you have here is really quite impressive with all of the monsters, mutations, rooms, temporary and permanent upgrades adding a lot of variety to runs.
Great job!
Funny game! I feel like it is actually impossible to balance anything on your tray. It's cool that you have multiple levels but since balancing things was soon out of the equation for me, they didn't feel too different from each other. My favorite moment was when I tried to jump for the first time (in the second level), the characters flew meters into the air and pizzas got stuck in every tree around.
Good job!
The art style and atmosphere you are going for is really cool! The main music is very quiet and should probably just be played at a louder volume. I liked the cell anomalies that you have to detect but I feel like either some sort of pressure (e.g. time) would have been nice or alternatively a longer animation cycle to make the player less sure whether they have really seen everything that there is and identified it correctly. But the atmosphere really sells this game.
Great job!
This was super fun. The variety of weapons is really impressive and them becoming unstable is a great mechanic to make you use all of them instead of just your favorite one. The movement feels satisfying too though I noticed far too late that there is a double jump. I liked how new enemies/layout-things were introduced for quite a while but in my second playthrough I got to ~12000 points and stopped there because it didn't seem like the game was getting any harder from there. The fact that health packs only drop when you are below 50% health (I think) is interesting and incentivizes risky play where you intentionally take damage, let multiple health packs drop and then pick them up at once which I think is cool. Everything just works really well together here!
Great job!
That was great! When I finally made it to the bar though, my score was 0. Not sure if that's a joke, a bug or I'm just bad at the game. The lore that we got and all of the little animations made me really care about the main characters and made me push through to the end. The game just looks and sounds super good and the fact that the noir style exists is great. Just an amazing game overall.
Great job!
Fun concept for a game. I found it too hard to focus on all of the companies at once and thus I just picked one I liked (The Vicious Vikings), made a ton of money on them and then put that into other companies to clear the goal. I wish there was some way to withdraw big amounts of money more quickly. The news are a neat idea but after reading the first few, letters just kept piling up on my desk because there wasn't too much variety there. The graphics seem really polished and I also liked the music.
Great job!
Cool game. The dialog sections seem incredibly polished (though I personally would like the animations to be a little faster) and the monsters look great. Deciding when to use your grenades and flamethrower is fun but shooting the machine gun could be a bit more juicy. The amount of content that you have is really impressive especially looking at the upgrades. It seems weird to have the narrated section end before you can even see all of the upgrades... especially if they are a chiba and a panda. I quite enjoyed the music as well.
Great job!
Damn, what a game. The quality of the art, sound and voice action as well as the amount of variance are really impressive. Not seeing what's under your hand in the last part was a bit frustrating and the ending was really abrupt. For all I know, both of this could have been intentional though... I'm still not entirely sure how to react... But certainly great job!
That was fun! The music track is quite neat and evokes the tense mood. The menu screen looked cool but the art in the actual game was a bit plain; it might be more realistic this way but I would have preferred more vibrant colors. I liked the main mechanic and the fact that these dials turn so slowly definitely adds extra tension. Seeing more and harder levels would have been cool but I accidentally pressed space at the beginning of the second level and scrambled to defuse the bomb somehow as quickly as I could (and I succeeded) so I experienced enough tension as is :)
Good job!
That was fun. The fire ate most of my crystals but I got a score of 134 in the end. The game seems quite polished and balancing the different meters was fun. At first I thought that the stalagmites were just for show but towards the end they actually blocked some places off sometimes which was cool. Here are a few minor things that could imo be improved: - The pick-axe range should be longer: Standing right in front of ore, missing with the pick axe and having to reposition isn't very satisfying. - I wish there was some way to add all of the crystals in my inventory to the fire. - I also think the fire should consume fewer crystals in total, so you can send a higher ratio up. - I'm not sure how I feel about the limited inventory. It wasn't relevant for me too often and when it was, emptying it at that moment felt more like chore than an interesting restriction.
But all of these didn't take much away from the experience.
Great job!
This has some really trippy art! It's quite beautiful! Walking around is fun in itself and controlling both the house and the person inside is a cool idea. But "combat" was a bit confusing. Having a better indication of your health would probably help already. I also liked the music quite a bit. If this was your first jam game, I'm exciting for what you will make in the future!
Great job!
This is a really cool idea. Stuff was a little wonky but you really shouldn't feel as bad about this game as you seem to. You managed to make a game in three days! And, sure, not everything is as you would ideally like it to be but a lot of mechanics ARE there. And you probably learned a lot making this and will be able to achieve even more next time. Don't be so hard on yourselves.
Nice game. The art style is really cool and I also like the music (even though it was only on one ear). I'm not entirely sure what the loss condition here was: Is it just based on time? On unfulfilled requests? Some indication for that would have been helpful. Some way to get rid of thoughts that no one wants would have also been cool so that something disappearing right before you feels less punishing. But the game was fun nevertheless.
Great job!
That was a fun experience. The art is remarkable and the take on theme is really creative. I also really enjoyed the chill ambience.
But I felt like the instability of your camera wasn't really a huge problem but rather that animals sometimes move too fast too take a good picture (and I still feel like I have to photograph them even though I could just wait for a slower one). I would have loved to look at the pictures that I took but that's probably just because the art is so good, so this isn't really a complaint :D
Good job! Truly a great little game.
What an interesting concept! After a while a figured out that (at least for me) it's pretty much impossible to stack your blocks high enough for them to disappear because the platform shacking will inevitably destroy things. Thus, the best strategy that I found was just queueing up as many blocks as possible, ignore the block section and trying to dodge whatever comes up. I managed to get a score of 69 (nice) that way. That was probably not the intended way to play though... The music and graphics were very atmospheric and just good in general.
Like I said, the concept is super interesting. With the different aspect being balanced better, this could be really cool. Even using my strategy that ignored half of the game was already fun.
Great job!
That was fun. I guess today is the kind of day where I wish I would remember my high school physics classes better... But by the end I had figured out how the mechanics work and I think they make for a surprisingly compelling set of puzzle mechanics for being real physics (assuming they are more or less real physics). It's definitely a cool interpretation of the theme and I would have loved to see the other mechanics you implemented. But I felt like the levels didn't make full use of even the concepts that were already introduced and there were some minor, more technical issues like numbers being off-screen (both of these likely also due to time constraints). But definitely keep on making games, this game seems really promising! And all of my complaints are on the minor side and could be fixed relatively easily.
Great job!
Really cool game. Just running around and shooting skeletons is pretty fun. I also managed to kill the demon on my first try. In retrospect, I'm not sure what the point of trying to keep the skeletons away from the center really was: They accelerate the demon spawning but if the demon is who I ultimately want to kill, why not just let him spawn right away? Except for that, the mechanics seem really solid. Having multiple different lines of defense against the skeleton is neat. Good job!
Wow this game is really polished, especially for a game jam. Just so many great things: the graphics, the flesh-out upgrade system, the voices in the opening cut scene, ... The list goes on. The game is just super fun.
Here are a few nitpicks nevertheless: having to wait for the right moment to build/upgrade shield for them to be in the right position was a bit frustrating, I wish they would automatically take their position in the formation or something. The opening scene is great but it goes on for a bit too long imo. Once I got to a fully upgraded build with 5 lasers, 1 regen and 6 shields, at ~3000 points it felt like I was essentially invincible just standing still; not sure what the solution to that is though, maybe just a win condition? It could get a bit hard to read what exactly was going on at some points, maybe live, dangerous asteroids should look more different to debris?
But all of these things really didn't detract from my experience all that much. This is definitely the best game I've played this LD so far. Great job!
Neat game. I managed to get to 32 seconds after a few tries. As others have pointed out, a health indicator or something similar would have been helpful. But the art style is really cool and definitely evokes what you were going for quite well. Good job!
Really cool game. The graphics are great (I especially liked the scene where you look behind the painting). Having full voice-acting and this much content is really impressive.
One nitpick: Rotating evidence doesn't feel right, I think the rotation axes should be parallel to the screen instead. Also, the connection to the theme feels a bit tenuous. But that didn't really detract from the game. Great job!
At first the game didn't accept my input for some reason but after pausing and unpausing a few times it somehow started working. Once it worked, the game was pretty cool though. Nothing groundbreaking but solidly implemented mechanics and nice graphics and audio. The upgrades are cool. Good job!
@reispfannenfresser No, I didn't. But I just tried this again and the keyboard input was immediately detected. So, idk, probably nothing to worry about, software is just weird sometimes.
Wow there seem to be a lot of things and mechanics in this game with pigs being able to see traps being placed, monsters you can place, trap disarming, some traps being multi-use and some single-use with clean-up etc. But as a player it was a bit hard to find out how everything works and it seems like it's possible to be good at this game while ignoring most of mechanics too. Also pigs appear pretty slowly, making the pace of the game similarly too slow for my taste. And there should be a way out of being soft locked because a pig saw a trap: At least monsters should still be able to attack them or something. But, again, the amount of content is really impressive and I think there is a really great game in here by just tuning some variables and slight changes. The art and music are also really neat. Good job!
How come that there are so many great looking Pico-8 games? The art here is really great! And though the player's rotation speed could seem painfully slow at times, I had a lot of fun shooting asteroids. I'm not sure why but I was quite surprised to see the asteroids actually being effected by gravity in a realistic-ish manner, which was a cool touch. Good job!
Really cool game. The timer seems quite punishing in the beginning and maybe the initial gifts should recover a bit more love/time. But I guess the fact the I didn't let that stop me is a good sign: I managed to get to what I assume is the true end after a two failed attempts. Narratively and thematically, I think you not being able to rescue the relationship makes a lot of sense but from a game-perspective I would have wished that the end, while not necessarily leading to keeping the relationship going, would at least have differed more from the failed ending - maybe end the relationship in an emotional outburst or something. But I really enjoyed my time with the game. Seeing the increasing lengths that you go to for gifts was great. Good job!
I really liked this game! The art and animations are great! I especially liked the zombie dying animation and the little touch of the reload animation in the UI. As a small nitpick, sometimes the z-ordering of the sprites was incorrect and a dying zombie or piece of flesh would be displayed in front of the player even when it should have been behind.
The game play is also really fun, especially with the all of the spells that you can find. But I think that the game is a bit too easy: You can always just run away from zombies and take them out with your gun without really taking any risks and even if you take risks, the zombies don't really hit that hard.
The size of the world is really impressive and the story establishes just enough to have a reason for everything without ever getting in the way. Great job!
I think literally every game would be better with more frogs but QWOP seems like an especially good fit for frogs.
I suck at this even more than at QWOP. I think being able to control your upper and lower legs separately would have made me feel a bit less at the mercy of events beyond my control. But I understand that this would have probably made the key bindings quite confusing. Also, being a cyborg frog definitely makes up for all that. The art is great. Goob job!
I had a lot of fun with this game. Fast-first-person-shooter-with-shotgun is just a great video game genre and bouncing bullets are also always great. But I wish the bananas moved a bit slower to actually make intentionally shooting them while they move feasible. And there was no losing condition right? Shooting the bananas was still a lot of fun though and the fact that there is a boss fight is cool. The voice acting is also really well done and the music is great too. Good job!
The opening scene is just so well done... it's amazing!
The tasks that you do are also quite fun though a bit monotonous after a while. I really liked having to manage my very limited inventory and dropping all the items I pick up on the floor around me.
Sadly, on my second try the lid in the utility room just couldn't be removed anymore at some point: all of the screws were out but I had no way to take the lid itself off...
I didn't mind not being able to do much in the last few seconds before death like some of the others seem to. It would have been great for one's first try if that was telegraphed in some way but especially when you know that it's gonna happen, it's a pretty cool moment adding to the atmosphere of the game. Good job!
Fun little game. I really like the idea of having to play in such a way that the opponent doesn't lose either that was given my the premise but that didn't really seem too relevant to actually playing this game (and I'm not really sure how exactly that would work in an interesting way in the first place). The story premise is cool in and of itself too and the gameplay is generally well done. Good job!
This game looks amazing! Nuggets is really cute and the aesthetic of the world is great. I agree with some of the others that efficiently controlling the character seems quite difficult. But doing flips to gain momentum (or not doing them to not get too fast) is a really cool mechanic and it seems like the level you have made is also really long. I also quite liked the music. Good job!
Neat game. I managed to fulfill all my goals after 4 generations. The animations were really well done but the tiles in the world sometimes don't line up completely, showing some "cracks" between them. It would have been cool if spawning in other locations would have actually been necessary for some goals; as is I was able to finish the game by always starting from the first flower. But the mechanics are still really fun. Good job!
Cults are just a really good theme, aren't they? Cults + Papers Please is definitely a cool premise. As others have said, some direct feedback on whether what you did was at all right or wrong would have been nice. But the "hidden" notes by your boss are quite cool and giving some feedback that way is a great idea, just wish that was in addition to something else, not the only channel for feedback. The overall progression towards the end with increasingly more sinister notes and more non-human cultists was really well done, just some really good build-up. Also stamping and especially stapling things is just a fun thing to do. Accidently stapling my instructions to a document and giving them away was such a cool moment. Good job!
Nice game. I enjoyed the variety of tasks, especially the document sorting game. I wish the difficulty would have ramped up fast/more: After day 25 I was still consistently managing to get my room to fully cleaned and then just let everything pile up to see what would happen. The amount of art assets for your slowly degrading room was cool to see. The graphics in-general and also the sound were really well done too. Good job!
@artilor901z @ismael-rodriguez @alec @gabriel-chan @saintchristopher777 @boxedmeatrevolution @projectcolorball @cowgummiboy Thank all of you for playing and providing helpful feedback! Earlier today we noticed that the web version didn't export any of the story we had written (unlike the downloadable versions which we tested and which worked fine). That should be fixed now. If you want an excuse to try to get further than last time, this is it. Or if you only want to read the story, you can just use the Chapter Select to start the first level of each chapter and then finish the boss. @nonsans would be happy if his words didn't go ignored because of a silly bug.
@frozenfire92 Thank you so much! I'm not quite sure what you mean by padding with 0s because we do add preceding 0s so that the number of digits stays constant during a level. (As for a monospaced font: we did think about that but decided for the more aesthetically pleasing, narrower 1 instead. But I can completely see why you and maybe others would prefer monospace)
@HomoLudens The crashes should be fixed now, so you can try playing the game again.
@dovakla It seems like the game is crashing anytime it tries to load/play sound effects. Maybe updating your audio driver would help. Otherwise I have no idea since no one can reproduce your issue. Sorry for that.
@MacDoom I'll try to look into that. Did you talk to flamingo before entering the hole?
@Alex13 You need to move while pressing L to dash. Otherwise there would be no way of knowing in which direction you even want to dash.
Great game. Rarely do you see actually good bullet-hell games in LD and boy is this one of them. The pattern were cool, the controls felt good and the weapons were satisfying. The card game aspect though felt somewhat underdeveloped, some way to gain more cards would have been cool. I got to like 10.000 points before a weapon I selected wasn't granted to me and I died. Really good job
The concept is amazing and I also really liked audio and graphics. After a few runs where I unwittingly dropped into lava, fought monsters far too tough for me head on and was generally just really bad, I managed to clear a map by carefully lining up every shot (and missing half of them anyways) and an enemy dropped some rare loot which made me really overpowered allowing me to one-shot skeletons and after I shot a dragon into lava and got a rare head-piece and was basically unstoppable (except for lava which I stupidly rolled into on my like 6th level). There should be some difficulty progression here but getting to my first rare equipment was extremely fun and I can see this turning into a bigger game with only small changes. Great job.
Cool game. I really liked the art. Bullet-hell games are cool but some more pattern variety would have improved this. It was really fun regardless. Good job
The art and music and music are amazing. The concept is cool as well and almost everything is really polished. In one level though I sometimes jumped right into the field of view of a guard and had to restart without even being able to do anything. Also it wasn't very clear at first that you have to restart manually, better feedback for that would be cool. Overall I really liked the game and those nitpicks didn't really detract from that.
Cool game. The graphics were cute. The concept is genius but waiting my whole turn for a platform to move into position got annoying sometimes. Good job.
The idea is cool but it quickly gets to the point where money is coming in faster than I can buy buildings and I got to MAX cash. Good job.
Cool game. Got to the fifth boss before giving up. The graphics were sweet as was the audio. Some more variety for the bosses would have been great. Other than that good job