Daffodil Village by Hjalte 2017-05-16T14:06:31Z
The game has an intriguing creepy story. I would like to see it to be expanded to a full game with a complete story behind this cutest village.
Foon → Ludum Dare Explorer → Users → junjunlowpoly
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | Hang in There Until Meetings Are Over | compo | 289 | 3.44 | 3.25 | 3.61 | 3.25 | 3.97 | 2.50 | 3.47 | 3.44 | |
| 2019 | 45 | Start with nothing | I didn't do my homwork | compo | 3.00 | 2.75 | 3.75 | 3.50 | 2.75 | 3.50 | 3.75 | |||
| 2019 | 44 | Your life is currency | Scientific Research is Gambling with You Life | compo | 3.33 | 2.83 | 3.72 | 3.55 | 3.50 | 2.66 | 3.33 | 3.05 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Roguelike Comic Book | jam | |||||||||
| 2017 | 40 | The more you have, the worse it is | Clean Food, Clean Mind | compo | 398 | 3.27 | 3.22 | 3.52 | 3.52 | 3.00 | 2.65 | 2.83 | 2.97 | |
| 2017 | 39 | Running out of Power | BatteryPackMan | compo | 263 | 3.42 | 3.30 | 3.80 | 4.34 | 4.00 | 3.30 | 3.20 | 3.58 | |
| 2017 | 38 | A Small World | RNG | compo | 271 | 3.31 | 2.95 | 4.40 | 3.86 | 3.72 | 2.66 | 3.57 | 3.00 |
The game has an intriguing creepy story. I would like to see it to be expanded to a full game with a complete story behind this cutest village.
Kinda retro-style platformer setting in a small mouse world. Pixel arts and sound are great. Hard-core level design. I like it.
Minimalist puzzle game with cute 3D models. Story well fits in the theme.
I beat the game!
Great level design for only 48 hours. SFX and animation are simple but effective. The planet is small, however obtaining items allows you to access areas that you could not access before. It is a tiny platformer but it has almost complete classic platformer basic elements.
The hand-drawn town map is very stylish. A lot of content for only 48 hours. Good job!
Nice art and sfx. Growing the world gives you a sense of achievement. Just feel like a unified theme connecting all the tasks is missing (currently they look like just several different puzzles arbitrarily put together). Controls is a little hard. I picked up the axe but not sure how to use it. Then I dropped it at the spiky floor and had no idea what to do.
Great graphics and interactive experience. Music also nicely selected. Together they made a very beautiful forest atmosphere. Good idea to have the forest procedurally generated, since in the jam time is to precious to be spent on designing levels (or maybe implementing the generation mechanism is even more time consuming, I'm not sure). Minor suggestion: Use some kind of marker to indicate who you are at the beginning; Add mini map to help people who are bad at 3D space navigation.
Incredibly great puzzle game for only 48 hours, with a social satirist topic about Chinese GFW. The main task - breaking GFW consists of a series of small puzzles. The small puzzles are nicely connected, so that solving the previous one naturally leads to the next one. Graphics, SFX, interaction experience are all great. To be nitpicking, some puzzles involve platformer elements, which does not really seem to be relevant to the GFW breaking theme and not offering challenge either (but I understand they are probably just way of presentation). Program has minor bug (but not preventing me from getting to the end). Overall amazing work for Compo.
Seems to be a puzzle game. Graphics is nice and implementation is complete. As the other comments said, it's hard to get the hang of the mechanism and does not seem to balance well. Letting time warper to be used more and introducing some tutorial levels with gradually increasing difficulty could help.
Interesting physical mechanism. Nice graphics. Good fit for a mini game to be played during fragmentary time, thus is better to be on a mobile device. Adapting the control for a touch screen can be tricky though.
Great minimalist meta RPG. The story was intriguing. Can't wait to see it to be elaborated and expanded to a longer game. I like that the puzzle mechanism is also part of the plot.
Like the art! Funny setting, nice little puzzle game and voice acting.
Building the levels like jigsaw puzzles and play the levels as an action game is an interesting idea. I imagine there could be multiple ways to build the level which leads to different difficulty for playing the level. The player's puzzle solving skills and action skills complement each other. This brings replay value but also makes game designer's job harder. There is a lot potential of this idea. On one extreme, there can be only one way to build the level, which makes it a classical jigsaw puzzle and has only one solution. On another extreme, every possible combination of fragments can make a playable level - this makes the players feel creative but is hard to design. How to find balance?
Physical mechanism is smooth and enjoyable.
Like the puzzle design. I wonder if it is possible to program to find out the optimal building configurations.
Great game for only 48 hours! The mechanism of creating a copy of past self reminds me of Braid. Seeing other players was surprising.
The concept is great!
Deciding on the right person to befriend given the news and predicting people's social network is quite fun, although there seem to be quite a lot randomness involved. One piece of news does not last for very long, so you can't really plan for finding the relevant person in long term.
To make it a full game, it seems necessary to have the social network procedurally generated. Once you do that, how to make sure the generated network is reasonably playable becomes a problem. Perhaps you could use social network models such as long tail model to simulate real-world social network, so that Six Degrees of Separation can be observed.
Six Degrees of Separation was actually what came into my mind too when I saw the theme small world, however I abandoned this direction because I didn't have a clear idea how to make the concept concrete. So great job!
Nice voxel models and cute setting!
Very addictive puzzle game. Although the mechanism of rotating blocks is not uncommon in puzzle games, combining objects to get new objects is novel and interesting. Synthesizing recipe is sometimes not intuitive though (It's not very understandable why onigiri + fire + water becomes something that would kill the chicken). Also, it seems that combining thing do not really bring any benefit. Minor comments: Instruction says using WASD to control but on my Windows computer only arrow keys work.
Great to see people still making NES games! Solid gameplay and great music!
@dgspitzer Good idea to have AI players with different personalities for different levels. Could also have different game mechanism for different AI player, such as a MOBA-like setting for an AI player who easily gets salty :p
@ilseroth Thank you for your honest review. This game is not actually fun enough - this was my impression too when I playtest my first playable version. Making it real-time and introducing multiple players are possible ways to improve it. Just wanted to use the 48 hours to make some prototype for more exploration on mechanism based on this idea.
@ratbag Thank you for trying out my game! I'm glad you actually enjoyed it.
@wizcas The idea is cool and has potential, but I feel like it was not well implemented yet in this prototype :p
Thanks @rongo-matane, @madjackmcmad and @ithildin for playing my game! I'm glad some of you got that far given that the game gets repetitive eventually.
@ithildin: I agree that the limited number of options is where both the challenge and risk are from. The challenge comes from the conflict between limited options and the goal of preventing the virtual player from feeling repetitive. Unfortunately, the content (A) seen by the virtual player in the virtual game is almost all the content (B) seen by the real player. So if the virtual player gets bored easily, the real player probably gets bored easily as well.
I guess one solution is to keep content A small enough while adding more to content B. I don't have a clear idea about how to do this right now but it is one direction worth exploring.
A cute tower defense game in a small world. Simple mechanism but quite addictive.
I like that the levels are procedurally generated. However the generation procedure seems not very well-constrained as sometimes it could be super hard while sometimes the destination is right next to the where you start with. One thing that makes it too hard is the lack of a general idea of where the goal is. Adding an arrow pointing to the direction where the goal is would help.
Nice game! Intuitive controls. Simple mechanism but game is addictive. AI is a bit too weak but game is already hard with a lot of enemies. Quite impressed by the music.
Nice little adventure game. BGM and graphic style go well together, making a peaceful atmosphere. The boxy protagonist looks very cute (although I don't really understand what it is based on).
Good job!
Very novel idea! Fun to play too once I understand the mechanism. Just feel like the randomness might be playing too much role. At one game I well controlled the poison in the body but still lose because of too much illness accumulated, which is really hard to control. To take into account so many organs and random events in calculating poison and energy generation must require a good and complex math model. SFX is hilarious.
Love the 1bit pixel art. Just not easy to figure out how to play.
Great to see a game with original game mechanism!
The idea of balancing nature and civilization by manipulating land distribution is novel and meaningful. It also turns out to be fun. One possible weakness I noticed is that the requirement that civilization and nature must take exactly the same number of tiles might be too rigid and requires too much calculation to be involved. For the levels currently in the game, this does not seem like a big deal, but I imagine this could be a problem once you have levels with bigger scale. After all, this is a game, not an engineering job.
A minor problem: On my Mac, the vertical panel on the left blocks the text (probably because of low resolution)
Hilarious game. Great music and animation.
Could be a fun game. Just not well-balanced that it is kinda too hard right now. The hungry bar increases too fast and food delivery takes too much time.
Amazing graphics and sound. Interesting concept and nicely designed levels. Looks almost like a release version game.
The story is interesting! I just wonder how an AI can be truly killed as it is just programs and can always have another copy stored somewhere. Good plot for only 72 hours. Arts are simple but stylish.
This game is hilarious, depicting how an exhausted person slowly walks his/her way to the door. The setting is a bit surreal - There are random pillows everywhere for no reason. and a person can move along the wall like a gecko (or even attach himself to a flying cabinet). But these just make the game more amusing. The mechanism reminds me of the parking part of a road test. When I had a hard time beating the game, I seemed to understand why it was so hard for me to get a driver license :)
Great mechanism where player needs to control the power level for appropriate jumping. Graphics is nice. The last part is hard for people who are bad at platformers (like me). It would be good to have a clear "you win" message, otherwise players tend to think they are stuck in the middle.
It's a quite short game. I beat it but I don't quite understand how the mechanism actually works. The enemies do not really attack you or something so how can you lose this game? Having more levels may help express how the game works better.
Also, I suggest to add instruction about controls to the game. I could not figure out how to interact with object until I accidently hit Z (Later I realized that you have a readme file explaning this).
Nice mechanism and solid puzzle design. Would be a good entry for the theme "On/Off" too. Although I died many times, I was still motivated enough to beat the game. But adding checkpoints or life points would certainly improve the experience. Great work on coming up with the all the puzzles with 48 hours!
The music is amazing for a game jam! The mechanism is novel and interesting. I hope to see the game finished and expanded because it seems to have quite a lot potential.
The design for the two robots are simple but cute!
Nice little pixel RPG. I really like the music and SFX. Controls are a bit wired. I think it would be much more comfortable to use mouse click to advance dialogs. Although it is does not have a lot of plot yet, it has all the basic elements to make an RPG. Good job!
The concept and game mechanism is good. However the UI is just making it so uncomfortable to play. The text is extremely small to read on my computer (Resolution 2560 x 1600). Also there is no feedback at all when you attack the enemy. I got very confused while I play. I think it needs more polishment.
Simple mechanism but quite addictive. I think much of it is because of the great graphics and audio. Interesting game. But I'm not going to comment on what the game is about.
This game is fun and I like the retro style. The mechanism where you need to strategically decide the order by which crew gets saved and which path to take when you save each person (you even need to come up with a plan fast otherwise the fire will block the way - this brings so much tension) has quite a lot potential (I can imagine a lot of other mechanisms used in classical videogames can be combined). I also think letting the player to drop crew would bring more strategy depth, but I understand this will make level design a lot harder. It is a great job to come up with 4 levels with only 48 hours.
I got rank amazing! I think the game can be hard even if you don't have the power limitation - it's just so hard to click that fast. Nice and clean graphics and pleasant music. Good job!
The game has simple mechanism, but the idea was very well executed. Great graphics and nice sound effect.
My computer has resolution 1560 x 1600 and the game seems to have UI problems on it. The text on the right is extremely small to read and there are two blank buttons at the right bottom of the screen. I seemed to be spawned at different locations every game. The concept sounds good though.
Simple mechanism but well executed and fun to play. I got 8200 points. 20,090 points is crazy.
This is definitely a fun game. I like how each type of enemies have a partially predictable movement pattern so you can act accordingly. The power limitation prevents the player from just picking up all the power-ups in a level. It is also great that levels are procedurally generated. However, the program seems to be buggy. I encountered "program exited unexpectedly" several times (I'm playing the Mac version) . Also, the level generation seems to need more constraints: the player can be spawned at a non-walkable position and the enemies can be stuck.
I like the post-compo art!
@steve-johnson Here's one of the crash log: https://www.dropbox.com/s/2jyuhzjl3g2az8c/PoweRL_2017-08-02-213911_MacBook-Pro.crash?dl=0
@goldranger Yes you cannot really beat the game. The goal is to get as high score as possible. I now understand that this might make people lose motivation. So I added a "you win" message when you get 300 points. Thanks for pointing this out.
The health actually recovers automatically. If you can prevent the unit from being attacked for the moment, it will make a difference.
@connor-hagan Thank you for letting me know! I've fixed the bug. It was caused by rigidBody falling asleep in Unity.
@aevek @bill-zeng Note that the game needs strategy in charging the units. The limitation on the player's power supply is what makes it challenging. If you are interested, here's one strategy to play this game: try to ignore the robot when there is no boss (red dragon) spawned, so that you can keep the tank and the aircraft at full power. Only fully charge the robot when there is a red dragon spawned. When there is only very few minion monsters you don't even need to fully charge the tank or the aircraft.
Very well-polished game with amazing low-poly art. The only two problems I found are camera positioning (like other people already pointed out) and the fact that you lose power when you step on dead robot bodies (This means that if you died a lot of times at the same place then it just becomes harder and harder for you to survive through the place).
It looks like a nice prototype of a tower defense game. I think to make it a real game, you need more types of building and enemies, as well as more balance adjustment. The beginning of the game seemed to be quite easy so I managed to earn a ton of money to fill out the whole map. But later in the game the enemy suddenly became so strong and I could not remove things I already built to change my map configuration. It would be better to allow the player to replace an existing building on the map.
This game is so hard. I can only get to level 3. The concept is good. I personally think it needs some balance adjustment.
I really like the retro style graphics and music/SFX. Even want to go learn PICO-8.
The hamsters are so cuuuute! It was not clear to me how to play the game at the beginning but I got it later. The graphics and the mood are great so I don't mind it getting repetitive later :)
The game is simple. But the possibility of upgrading different components brings a little bit strategy and gives a good sense of progression. Can be a good mobile game that you play at fragmentary time. I like how you draw the enemies, as well as the music. They are amusing.
Hi, this is a great game made with 24 hours. The instruction is a bit hard to understand but I understand the controls after a while. The controls are actually intuitive and comfortable. The game looks very complete and is quite fun to play. The graphics is impressive and you even managed to have an opening cutscence. Good job!
It took me a while to figure out what the symbols on the map mean. The control is intuitive, It tests and helps improve player's path finding and scheduling abilities. Good exercise for people bad at directions (like me) : ) The music is impressive. It greatly matches the mood.
This game has very innovative mechanisms. I see some problems in executing though: firstly, immediate gameover after being hit by a thunderbolt seems to be a too harsh punishment. Secondly, if you pick up things that increases the counter after the counter reaches zero, you still gets hit by the inevitable thunderbolt. Thirdly, it looks like in this game players just try to survive as long as possible. In this case, it would be a better motivation to have a scoring system so that the players know how good they are doing, and whether they are beating their own records.
The graphics and sound effects are good!
Hi, I tried to play the Mac version but I could not open the .app file. It says it was damaged.
This is game has nice mechanism, very smooth control, good animation and sound effects. It is just too hard. I cannot even get to level 2 ToT.
I see other people already commenting about enemy spawning. Other than that, if the player can pick up items that recover health it would also be easier.
Nice little game with interesting light mechanisms. Great graphics and mood. I think it's too difficulty though. The small screen gives you very little space to dodge those ghosts and so many ghosts can be spawned. The Web version is wired that when I press space it just says I win.
Good job!
This game has such solid gameplay and so much content for only 48 hours. I like the retro style of the graphics and sound effects. Different spatial mechanisms that are used in classical video games are nicely putting together, and the setting that the drone eventually run out of power make them more challenging and interesting. I also like the idea of having 3 different types of drones, each with different abilities. Also unlocking and upgrading your drones gives a good sense of progression.
I appreciate that you also have portals to make the exploration easier. On one hand, it makes it really feasible to go to far area with this power amount, on the other hand, it helps preventing the game from getting too slow paced at later game.
Great job!
It looks like a very good-looking and complete games. The music is funny too. However it seems to be very demanding on computer performance. It was very slow on my laptop (both the WebGL version and the Windows version) so I could not really enjoy it. It is also very dark to see things in the game.
Although the gameplay is simple, the sound effects and lighting are impressive and make the game quite engaging. The game is a bit hard for me. I struggled even with easy mode. There is a counter next to the lights telling you how much time until it goes out. The counter is very small to read.
The game has great graphics and I like how smooth the movement feels. I don't see much gameplay content though (It seems like you just move around and interact with objects; got repetitive after a while). It looks more like an attempt to reproduce the feeling and atmosphere of a game jam.
I believe if you replace the six progress boxes with a progress bar that smoothly moves forward, that would give a better sense of progression. Waiting for the next box to be checked is kinda frustrating because there is no feedback in the middle.
The background music sounds like what I would listen to if I were doing a game jam :)
Good job for the first jam!
A funny game about shit. Although the gameplay is simple, the idea was executed so well to make it addictive. The upgrades that give you the sense of progression is very effective. I like how those little guys in the background jump up and down with blank faces. Sound effects are awsome...I had such bad idea to play it while eating...
I got to the end and I liked this game. Screenshot_121517_035752_PM.jpg I've never been drunk in real life. This game conveys the feeling of being drunk so well that I felt like I myself was drunk. The visualaudio effects and messed up controls did great job. The BGM as well.
Walking on the street with this atmosphere really gave me the feeling that just functioning as a normal human is so hard and tiring and thus escapism was well communicated through the experience. I understand some other people's comment about the game being too slow-paced but I believe if you really play the game while actually drinking you wouldn't feel this way.
I'm not a native English speaker so I don't quite get most of the pop-culture references unfortunately.
Overall, great entry. 5 points for mood!
Well implemented game. Cute animation. I like the difficulty adjusting mechanism.
It's just so hard for a tone-deaf person like me...:(
Great work as usual. Nice graphics and very well paced.
This game is so cute! My mood became bright right away when I play this. Control is simple but it's a little bit hard for people who are bad at platformers like me. Setting checkpoint by pooping is the best!
Audio and graphics are great. It would be better if the snake can move more smoothly. Overall well polished game. Good job!
就想知道为什么女朋友们要设计成这种好像没有灵魂的玩偶一样的形象,总感觉蕴含着什么社会讽刺在里面。
Really like the idea of using Evoland-like system evolution as a narrative method! Looking forward to seeing a real game built upon it.
The concept is good and can be potentially very interesting to play. Game itself seems to need more polishment. Sometimes I got stuck and could not move anywhere although my surrounding space is all empty. Other controls are fine.
This is one of the best games I've rated for this LD!
The mechanism is simple - but the characteristic of each type of pets putting together brings so much possibilities. It's the most strategic and intense virtual pet game that I've ever seen. Currently it seems that the features of different pets are kinda scattered around different aspects so that not every subset of pets result in interesting interactions which makes the game less coherent. But I imagine in a more mature version the pets can be more carefully designed and result in a really amazing game.
I also like the retro art style and SFX a lot.
Great game! I hope you can continue work on it.
Very well executed game! The experience is like playing Spelunky or Steam World Dig. Controls, music and graphics are all excellent.
The only thing I want to complain is that since it's so dark and the visable range so narrow. A lot of times it's just guessing what is underneath and choose a random place to fall. But this seems to be hard to fix given the core light/darkness mechanism.
It's a cute cat rescuing game with cute BGM. As other people already pointed out, the game continues even when player's hp drops to zero. The concept is good and can potentially be very fun. It just seems that the game is not really completed. But there was only 72 hours so I understand.
The more cat you have rescued, it seems harder to move around. Also the more bullets you shoot the more likely that they hurt yourself. I guess these are how the theme was reflected.
逃脱各种象征资本主义社会拜物潮流的商标符号,玩下来反而体验到了一种根本逃不出去的绝望感。
蒸汽波画风和加上小人魔性的表情配合有种很洗脑的效果,关掉游戏之后产生了一种“我刚才都干了什么”的自我怀疑。
画面虽然粗糙但是操作感很棒。
I tried the Mac version and I got the message "Unable to find game!!"
It looks like a nice prototype for an interesting idea. I like the concept that the player has only limited inventory space and he/she has to figure out the minimum amount of stuff to carry. It brings some strategic depth to the game. I don't quite like that you make the player move slower when he/she carries more though, because this does not really do anything in terms of mechanisms but simply makes the player suffer. Overall, nice concept and I hope it can become a complete game some day :)
The BGM goes really well with the game.
Really like the comic art style - it fits the topic of the game so well. Characters' facial expressions are hilarious. Although it's short, it precisely captured certain aspects of Chinese business dining culture. Full score on Humor and Mood!
@wizcas 我是一边吃甜甜圈和小蛋糕一边开发的,现在感觉自己又肥了一圈ToT
@goldranger Yep. The game can be very strategic. I'm glad that you found that the row disappearing mechanism can be taken advantage of. It actually is an analogy to "Forget about junk food by filling your mind with a bunch of other stuff".
@doodlebut Thank you for checking out my game. The goal of the game is to get workout progress to 100% while keeping calories intake less than 3500.
The chance to have junk food spawned depends on your mood and hunger - the more hungry you are or the worse your mood is, the more likely that junk food will be spawned. So better keep them under control by eating healthy food and getting entertainment.
@valkling-friend-of-all-things Thanks for the detailed feedback! I've left some comment for your game too.
Just want to clarify that the spawning rate of junk food block is computed from player's stats - roughly the more hungry and the worse the mood is, the more likely the next blocks being junk food. You found it easier later probably because you kept your hunger low and mood high, which is a good strategy to play the game.
The graphics and music are so great. The atmosphere is pleasant and relaxing. It's just not well explained what is going on. The Mac version seems to have issues (for example the map would not show up). I imagine it could make a very good mobile game with its simple control and persistent reward system.
A nice prototype. The mechanism has a lot potential. Currently the control is a bit uncomfortable and there seem to be not sufficient visual feedback for player's input. At the beginning I got lost about what is going on on the screen.
The mood is great though, largely due to the (a bit rough but quite stylish) graphics and the great music. Cyborg squirrel is a very interesting concept :)
It is also impressive that you made it just with javascript and text editors.
This game has simple mechanism but was quite well implemented. Food models are all very cute-looking. I also like that you make Billy actually get fatter when he eats junk food. It is not very clear though to which point player would lose because of eating junk food.
Currently the game just ends when Billy is too hungry. I think it would make more sense to make him trying to get junk food when he's too hungry, and the hungrier he is, the harder to stop him from eating junk food. Then the only way to lose is when he gets too fat.
Adding more sound effects such as eating noise would certainly improve the experience.
BTW, my game is also about dieting. Check out if you are interested :)
I like this game! The hitchhiking idea is quite novel (but killing aliens just because they want to hitch hike seem to be too violent...) and well reflects the theme. Games looks very well polished for only 72 hours. Controls are very smooth and comfortable.
It is a bit strange that number of saved human resets to zero when you fail a level (all people saved from previous levels are gone). It made me less motivated to even try to save them and during the later levels I was basically just avoiding the aliens and getting through the level.
The music is superb! Overall a great entry!
Oh no this is the most violent game I've ever seen. Why you do this to poor bunnies? I'll never admit that it felt so good playing it. Human beings are so ugly I believe the ending that rabbits overpopulate the world is the best ending:p
Very unique game!I like that the UI is also part of gameplay. The more mining power you have the harder to click things on the UI and proceed. The UI is simple but the visual/audio effects made it still enjoyable to play.
The only problem is that with the web player, it seems that you can just move the cursor out of the game window and avoid any bullet.
I don't enjoy mashing keyboard that much. But this game is so cute. Really like the graphics. Good job!
The mechanism perfectly expresses "the more you have, the worse it is". When the number of asteroid gets larger it is so hard to control their shape even with the red balls that can break some of the asteroid.
Games like Katamari Damacy should incorporate this idea to make them more interesting.
The idea has also been executed well. The experience is great.
This game has simple mechanism, but is very well implemented. Especially the graphics is amazing. It does not look like a game made with only 48 hours. The control is a bit uncomfortable and the music does not suit the game that well. But overall a good entry.
The whole setting that a ghost shoots other ghosts makes no sense to me but the game is really well implemented and I had great experience playing it. Controls are very smooth. Nice visual&audio feedack to player's input. The BGM is simple but quite impressive. Well done!
Fantastic graphs! Well paced and comfortable controls. Mechanism is also innovative. Hard to believe it was made with 48 hours. Great entry!
Very well designed puzzle and well polished game. I failed many times but the the experience is pleasant that I kept trying a lot of times. Very solid game. Great job!
Nice concept and cute graphics style. I think the level design could be better to communicate the main mechanism. I imagine with more polishment it could become a very interesting game.
I got to 14324. Putting money in bags especially with the SFX is very pleasant at the beginning but later it got totally crazy. I thought it was just a game about quick reactions, but the contract thing adds some strategy to it.
It took me a while to figure out what you are supposed to do with contract, magnifier and phone.
The control is a little bit uncomfortable. Hitboxes are too small and when objects overlap sometimes the object underneath is picked up.
I think it could be a really fun game with more polishment.
Good concept and well-executed game as always! I like the puzzle and how the game helps you solve the puzzles by showing the hypothetical trajectories.
But the connotation of the setting and the three secrets you can unlock are the most interesting thing for me.
The game is quite complete and polished considering the short time. The story setting looks as if it should come with a stressful and harsh atmosphere but the music and graphics are so hopeful and bright...
Mechanism-wise, the game is hard. Multiple tries are definitely needed. You can beat the level only if you are super familiar with the map. There is very little room for exploration. I can imagine that the game would be more fun if maps are procedurally generated. In that case it needs to be adjusted so that player can beat it even if they are not familiar with the level map at all.
Taking actions are turn-based, but days pass in real time. This is a bit weird.
Anyway, this is definitely a solid entry. Good job!
It is simply fun! And I like the minimalist style of graphics. It is quite hard though. I could not survive very long.
This game has a very creepy setting, but conveyed through a funny art style that looks like the combination of Picasso and Egyptian wall art, which strengthened the creepiness in a bizarre way. 5 points for graphics!
@zitao-ye Indeed, 50% of my idea about this game came from SEP :3
This game looks really cool with very stylish graphics. I am also very interested in the topic and story setting. Unfortunately it seems to be demanding on graphic processing power. It is incredibly laggy on my laptop even when I set the graphic quality to be very low...I really wish I could play it :(
Fun game! I'm not familiar with poker games so it took me a while to even figure out what is a winning hand. After that it was quite fun to play. It was difficult too. But at least the hand each opponent has does not change so you can try repeatedly. I like the background music.
This game has super cute graphics and music. But behind all these is the dark theme of "selling your own body"...!
I understand that this game was not meant to be intense or competitive so I would not expect a lot of strategic depth or difficulty in it. It gives a relaxing mood and help the player calm down by almost mindless clicking. In this aspect it achieves what it is supposed to achieve as a 放置游戏.
This game seems simple but it is definitely. It took me a while to realize that I need to interact with the central box to start the first wave. I like that you can slow down time for delicate actions.
Wow, this is quite an innovative puzzle platformer that fits perfectly into the theme!
I really like ATM related puzzles, and getting to the end brought such a big sense of achievement. The animations are so smooth and well made. SFX are also great.
My main complaint is that placing and adjusting the position of life cube is sometimes time-consuming. As age bar fills up quickly, sometimes you just cannot beat the level because you spent too much time placing the life cube. Actually I did not really see much benefit of having life bar filling up in real time. Maybe this can be changed so that life bar moves only when the player do certain things (such as buying things, create life cube, using ATM)? In this way life is still a limited resource, but the players would not feel like they are rushed to finish a level.
Finally, the UI gets confusing sometimes, for example- Screenshot_1.png
It took me a while to find out how to use the ATM.
The game is called "Sweat Shop" so I was expecting some narrative elements to explain the title. But there does not seem to be much clue.
Overall, very good game!
There are some glitches as other comments have pointed out. But the mood was conveyed well. I think it is perfectly ok for a game to be not fun or not even a "game":) With some resolutions, part of some text is out of the screen and not visible. I like it overall.
This is the game that taught me the art of goofing off and how it is the key of surviving 996!
I really like the game. It is such a well designed and well polished piece of art that offers fun as well as insights about the society.
By the way, although the music isn't original, it goes so well with the game, and it is so cool that the bugs do their motion to the music!
@leclercq-guillaume Thank you for your interest in this idea! I think if you add "hw-file (homework file)" to laptop-virus-malicious website you will get something.
Right now this idea wasn't quite well executed. There are not sufficient amount of valid combinations of concepts so you have to try a lot to get a valid one. I could only spend one day on this game and I wish I could work more on it...
I didn't really understand how to fight except moving to enemy and smash mouse button. But somehow I won a bunch... The dog models and the sprites for the audience watching you fight look hilarious. Good job!
I read a lot about old school command based text adventure games (like deadline from infocom) but this was the first time I played one myself. I enjoyed it!
It's impressive to make such a short story self-contained and with proper twist in the end. There are also plenty of the hints in the middle. I like how the structure of the house is similar to the structure of storytelling so that you get scared by the painting every time you explored a room (or come back from completing a task).
The interface resembles terminal so much I couldn't help typing things like "cd (a place)" or "ls"(instead of "explore").
Something minor but nice to add is silly responses when an invalid command is submitted. They can also hint at the truth while making the experience more enjoyable.
The procedural animation is impressive!
@listonos Thanks for the nice suggestions! I like the idea of making each kind of animals have different dialog choice preference. Probably assigning different dialog pools to different animals would make it more interesting as well. Currently there is a lot randomness in the difficulty of one run due to card deck randomization. Potentially I could make dynamically generated random events to counterbalance it.
@splitpainter Thank you for your comments! This kind of game would not appeal to most people so I'm really glad that you like it this much and resonate with what I was trying to express with the game. And you're absolutely right, those zero-heart responses are just being authentic self (that's why you gain heart back by choosing them); "Spending hearts in a conversation" corresponds to paying effort to say something that pleases the other party.
I played your LD 48 game and it definitely hits the spot. I never seriously think I'm autistic (I just thought I was an introvert). But while I play that game, I just see so many traits that match me now I feel like I should go talk to a doctor or something...
The part about small talk and masking depicted in your LD 48 game is definitely what this game is trying to depict as well. Nowadays in big companies there're even employee trainings on "communication skills", where small talk is taught as part of a recommended framework for business communication. I just can't understand. When I say something, I mean it. I can't just say something to follow a framework. If someone asks me a question (e.g, "how was your weekend", "what do you do in your leisure time?"), and I feel like they're just trying to have small talk, rather than really being interested in my answer, I don't want to answer them at all.
Your LD 48 game is very effective in making people explore the world of Autism with an interactive virtual museum approach. I tried to take an approach where I don't directly say what I wanted to express and let the player find out from first-hand experience on the game mechanism. But I feel like a lot of people would not really reflect on their game experience and try to see a meaning out of it (that's not a common expectation from games anyways), versus the case where they are told this is more like a piece of interactive storytelling media from the beginning.
@kr4ft3r Thank you! You win 3 hearts for liking this game!
The mechanism seems simple but was surprisingly fun. Nice and cute graphics as well. But what I like most is the audio especially the SFX it plays when you die :P Great job!
Great job putting together Van Gogh's artworks and letters into a coherent interactive documentary! I like your style.
Congratulations on so effectively conveying the first-person experience of "unstable"!
太可爱了吧! 音乐和画风超级匹配。
I like the opening with the nice art and voice acting! I agree with others that 2D characters in 3D scene looks very nice and stylish, on the other hand it does make it hard if you hit an enemy or not. Sometime I just got defeated by a monster and I was all confused about the situation. There is so much potential in this story setting!
Very stylish pixel art and cute animations. I wish the instruction were easier to understand. I was just trying to connect 3 or more of the same icons. In the boss fight I only had one sword icon so I could not break his defense ToT
I like the retro art style and the audio is fantastic. There are so many possibilities with different encounter-card combinations. Great job making so much content in this short amount of time!
The snowball effect where you tend to get more negative stability cards when you have low stability seems making the game a bit too difficult.
Can one beat the game?
I had fun with the physics! Of course limiting the number of blocks would make it more challenging, but I also like how making it an unlimited sandbox brings all the possibilities of unexpected solutions that surprise yourself.
The robot looks cute.