Hikikomori by WarmLemon 2016-12-13T12:55:00
I tried to go outside but I can't click the option...? I loved the pixellated graphics :)
Foon → Ludum Dare Explorer → Users → jusw85
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 52 | Harvest | 👥 | Placeholder | extra | ||||||||||
| 2022 | 51 | Every 10 seconds | 👥 | Gem Collector | jam | 533 | 3.56 | 3.82 | 3.58 | 3.73 | |||||
| 2022 | 50 | Delay the inevitable | 👥 | Run Do | jam | 1401 | 2.25 | 1.92 | 1.42 | 1.80 | 3.22 | 2.47 | 2.18 | ||
| 2021 | 49 | Unstable | 👥 | Animal Farm | jam | 1423 | 2.86 | 2.77 | 3.05 | 2.09 | 3.94 | 3.24 | 3.70 | 3.16 | |
| 2021 | 48 | Deeper and deeper | 👥 | Punch my Dig! | jam | 895 | 3.52 | 3.39 | 2.90 | 3.81 | 3.39 | 3.54 | 2.64 | 3.25 | |
| 2020 | 47 | Stuck in a loop | 👥 | Rock of Ages | jam | 1583 | 2.70 | 2.08 | 2.61 | 3.80 | 3.27 | 2.31 | 2.57 | 2.80 | |
| 2020 | 46 | Keep it alive | 👥 | Rise of the Quack | jam | 2232 | 2.96 | 2.84 | 2.25 | 3.18 | 3.65 | 2.96 | |||
| 2019 | 45 | Start with nothing | 👥 | Drake Hits Rock Bottom | jam | 947 | 2.98 | 3.05 | 2.29 | 2.48 | 3.62 | 3.44 | 3.05 | ||
| 2019 | 44 | Your life is currency | 👥 | Serf Lords | jam | ||||||||||
| 2018 | 43 | Sacrifices must be made | 👥 | Slime Girls | jam | 88 | 4.00 | 3.74 | 3.34 | 4.22 | 4.36 | 2.26 | 4.04 | ||
| 2018 | 42 | Running out of space | 👥 | Flesh Packer | jam | 707 | 3.27 | 3.26 | 3.09 | 3.24 | 3.41 | 4.08 | 3.43 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | Four Hours in Chernobyl | jam | 3.18 | 3.12 | 3.31 | 3.00 | 3.00 | 2.25 | 3.12 | ||||
| 2017 | 40 | The more you have, the worse it is | 👥 | One Night to Score | jam | 653 | 3.37 | 3.16 | 2.87 | 4.00 | 3.47 | 3.68 | 3.37 | ||
| 2017 | 39 | Running out of Power | 👥 | Running on the Power of Love | jam | 480 | 3.28 | 2.92 | 2.17 | 2.50 | 4.17 | 3.37 | 3.70 | ||
| 2017 | 38 | A Small World | 👥 | The World of Zolcraft 🌎 | jam | 484 | 3.19 | 2.77 | 2.94 | 3.36 | 3.50 | 3.16 | 3.80 | 3.41 | |
| 2016 | 37 | One room | Madness Mathematica | jam | 643 | 3.06 | 3.17 | 3.33 | 2.82 | 64 |
I tried to go outside but I can't click the option...? I loved the pixellated graphics :)
I got up to 170,000, then missed one and had to restart :(
I liked the animations and the art style alot!
It's a little too difficult for me, couldn't get past the lava :(
Fun concept though!
I bugged out halfway, the ball sorta flew into the ceiling and balls wouldn't spawn for me anymore. But I restarted and eventually finished it, exiting from the blue heart doorway :)
It's a unique concept, even though slightly grindy.
I didn't have alot of fun with it, but I certainly had a good laugh out of it :)
This was amazing!
I got stuck for a little while, but eventually completed it.
The atmosphere was what sucked me in.
Gameplay wise, similar to the Amnesia titles which is perfectly fine.
I liked the ascii art, but the game lagged pretty badly on my machine. I only managed to complete one room.
Your game is definitely not a bad joke! It's Pong with a unique twist, and it's pretty fun too. I also enjoyed the music.
I loved the graphics style, but the gameplay was pretty hard.
I finished the game just as the music ended, it was perfect length :) I loved the atmosphere and music, although I can't say I understood what was going on.
Yup, I was also stuck at first, had to check the instructions here (Left Click to interact)
It's a clicker, you can't go wrong with this gameplay ;)
Nice mood, I liked the title and the music.
I enjoyed it! Quite a unique concept, defending a whale from killer nazis.
That was... somewhat thought provoking. I wonder if there's a deeper meaning in the gameplay, and the ending.
Simple and fun entry. The effects added a lot to the polished feel, from the butterflies fluttering in the background to the dust when you hit the ground.
The aspect I like most was the level design; The levels and platforming felt really tight, and I feel that's probably the aspect lacking in most Ludum Dare entries. Most focus on finishing the game before working on good level design IMO.
I really liked the writing and atmosphere!
The writing did get repetitive after awhile though, and I wasn't sure if there was a win/lose condition, I kept going through choices.
Thanks for this entry, I loved the concept. Unfortunately, I kept trying but couldn't figure out how to open up the right side of the room. Regardless, I enjoyed it! :)
Really atmospheric, the mood was really well done. I only wish it lasted longer.
I liked the mood of this game! Would've liked more levels as well.
Wizard seems like a pretty chill dude.
Now I'm gonna go vote, as requested ;)
I really liked this one, the sound effects were really good!
Unique concept! I had problems with mouse look when the game wasn't full screen though.
I only survived for 42 seconds, but nice game and concept though.
The game alone was already awesome, but finding out that the chat was real made it mind blowing.
Wow you're right this game was soul crushing, but that's why I liked it :)
Pretty unique concept, I enjoyed it :)
Good effort with the music, although after awhile I had to turn it off.
I loved this entry! Contrary to what some other commenters felt, I liked that fact that you mentioned there was no pervy stuff in the game. It felt like those fourth-wall-breaking recurring jokes that I see sometimes in other VNs or comedies. Then it becomes a challenge to see how far you can stretch the boundary of pervy stuff with the player, without actually being pervy in the end, while working it into a joke.
I like this one! The title screen and music reminds me of the SNES games I used to play. You weren't kidding when you said it's difficult, I lost all my lives when I reached the bats (stage 8?)
Funny entry, loved the ending ;) does it just end there though?
I liked the first person view and graphics, although I didnt manage to pass the second stage. It a little too hard for me :(
I survived :)
Thankfully I didn't have to complete all the sums.
Nice game!
Really like the graphics and animation, and the music fits as well.
My best day was $242.32.
It's a fairly unique concept. Played around for a bit, but I didn't manage to stop Trump from getting elected. I wasn't exactly sure how my actions affected the current timelines.
Took me awhile before I understood the mechanics and how to play. My structures were too easily destroyed, and I couldn't defeat more than a couple of enemies.
But good effort for your first Ludum Dare though! Overall it's a neat game.
Nice puzzles! I couldn't figure out how to get out though.
Interesting game, I liked the space physics. Wasn't sure how to actually fix the station though, I think it was too hard for me.
I beat the game, loved the challenge. I felt that the enemies didn't add much to the gameplay, like an artificial combat system that was put in for the sake of having combat. A static refuelling station with no combat would've worked for me. Also, energy didn't feel necessary. I liked the gravity mechanic, and near the end when the sky turns dark and the stars appear. Music worked for me, but got a little annoying after hearing the same loop multiple times. Overall a pretty enjoyable entry though :)
Seems like the FBI shows up immediately after unlocking all four hosts. I liked the idea and puzzles though!
I got an error in dialogue.lua:192: attempt to get length of a nil value when talking to the robot after he's powered up, and had to kill the application. But what I saw so far was pretty nice though, I like the art!
I survived for about 1:30, didn't know that battery life could be extended. Perhaps it could've been communicated in the instructions or gameplay. I loved the physics and flipping all the furniture around!
This was a very unique take on the theme. It wasn't too hard, and I felt there wasn't much in terms of gameplay, but that's fine because I think this was more of an interactive experience to serve as a vehicle for the comedy. And the comedy was awesome! Good job!
This game was so hard I feel compelled to post a screenshot of the ending to prove I finished it: d.jpg
But the fact that I finished it in spite of its difficulty also proves how fun it was to play :)
Mechanics were solid, controls were tight, and graphics and audio were fine. Reducing the difficulty would've reduced the frustration in some of the later levels.
I liked it, controls were tight, but it was really hard. I got to the food lab, and was working on the moving platform to get the green key, then I tabbed out and accidentally closed the game :( I restarted then found out I had to start from the beginning then rage quit. I really wanted to finish the game and see the ending, and that just shows how good this game was.
I loved the art style and simple piano tunes! I thought the ending was kinda sad, for the character to die right after escaping rat hole city.
An interesting strategy game, and I think it can be expanded with a lot more mission types.
I beat the game on my first try though, so I guess I was lucky. I found it easiest to spam kill renegade, kill renegade/citizen, hire resistance. Once you have a good number of resistance, hiring becomes alot easier and faster. Near the end just discover weakness and kill them. I didn't find it necessary to do any reading on the counterplays once I figured out what the buttons were for. I just spammed the buttons until I had enough resistance.
One of the best I've played this LD, everything about it was great, and I don't think there's anything existing that you should change.
I would love to see the game expanded though, perhaps with a story mode, and randomized endless mode, I'd play the heck out of that.
This game was amazing! Easy 5/5 score on humour. Other than the 90 degree level which was a little too tough, I found the difficulty of the other levels to be just right. Good job!
I loved the crayon art! The hamster was too cute. Gameplay wise, I felt levels 1 and 2 were a little too easy, and level 3 was too hard. I think you did a great job with the music as well.
Anyway, looking forward to the post compo version, and your next LD entry!
I liked the game in general, although it was a little confusing in the beginning. It seems like the sliders work in discrete intervals, e.g. 30-40 workers = 4 time, so it wouldn't have made a difference if I used 30 or 39 workers.
I liked the voiceovers, and they definitely added to the mood of the game.
This was one of the best entries I've played this LD. Besides the gorgeous pixel art, I'd like to highlight that whoever did the music and sound effects did an amazing job, and carried alot of the narrative on it's shoulders. It's the same melody, but takes on appropriate tones depending on the context. Without the music, I think this entry would've lacked the X factor.
Good job!
I liked the game and think it has potential to be a full game release. Gameplay wise, I think the player slides too much and movement could be more crisp. Also, as mentioned in other comments, mouse speed is a little slow, ideally it could be customised with a simple slider, and a crosshair would be nice.
Other than that, nice game!
The pixel art was amazing!
But gameplay wise, the camera shake and smoke effects made it hard to understand what was going on sometimes. I just kept shooting stuff, eventually got to the boss and lost. Not sure why, since I kept respawning before the boss everytime I died.
I loved the pixel art and the unique take on the theme! Unfortunately I couldn't complete the game. The game started lagging slightly for me when I got to the vertical stage with acid spray, and got progressively worse. By the time I got to the chase scene I simply couldn't beat the stage cause my game would start lagging so badly when the dogs spawned for the chase. I was using the WebGL version on Firefox 54.
Regardless, I enjoyed what I played and saw so far, good job!
It's a simple FPS, with simple gameplay, but sometimes its the simple things that work best. I liked how everything came together so beautifully to give a cohesive experience.
It's a really clean and sleek game. I loved it!
I loved the mood and feel of the pixel art, it was amazing.
But I found the gameplay really hard to grok, since I wasn't that familiar with signal theory, and most of the time I was randomly experimenting until I got a combination that worked, rather than applying knowledge of how signals combined to get the answer.
I beat the game! "I have the powerrr~~~" I loved the voices and art in the game, but as mentioned by others, gameplay was a little hard to grasp. I'm not sure if the difficulty decreases the more times you try, but for some reason I hardly moved before my 3-4th try but sped forward on my subsequent tries.
Having watched the film, I liked how this game emulated the experience. I had no issues with the controls on a gamepad. I felt gameplay was slightly lacking, and I had difficulty finding and targeting Axis planes to shoot, but the experience of flying in a plane over the sea reliving the Dunkirk experience more than made up for it.
I really loved the animation and pixel art! I thought the mechanic was quite unique, having to stand in a beam of light to restore your power.
Gameplay wise, some of the collisions didn't seem crisp, but generally it worked well enough, it's hard to get these things right in three days. I didn't understand how to restore my ammo and what the pickups were for though. Were the pickups ammo? I only saw the lightning pickup. It didn't seem to restore my pistol rounds, and I had to use my sword most of the time.
Anyway, good job, and hope to play your entry in the next LD!
Fun little game! I think it's very similar to [Spacy Adventure](https://ldjam.com/events/ludum-dare/39/spacy-adventure), although I slightly preferred this one because of it's fast pace.
I loved the concept, it's very unique. I didn't really understand how the batteries worked though, I could see that it charged to full when I was in a dimension, but not sure what it was used for.
I managed to pass the toadstools, and got to the stone at the end, but nothing happened..? There seems to be nowhere else to go.
If anyone needs help with the toadstools, just keep bouncing on the right toadstools and don't move left or right.
I loved the sound effects and graphics. Controls felt unresponsive at times though, especially when I wanted to fire the shotgun.
Controls are WSAD and space to fire the shotgun if anyone's wondering.
Sweet game with beautiful pixel art and a gorgeous soundtrack. It's the first airplane shooter I've played this LD and I'm glad someone made a game of this genre. The mechanic of recharging by latching onto enemies is unique, and I'd love to see it expanded into a full game. I feel that power should be charged regardless of whether you hit the bar though, since trying to hit a thin slice while dodging bullets can be very annoying. Hitting the bar might give an additional bonus instead e.g. more damage. Leeching different enemy types might also give your shots different properties.
All in all, a good entry. Well done!
I beat the game, took awhile to figure out how to play, even after the reading the instructions, but I got it in the end. It's pretty easy once you figure out how to bounce Terry between switches. I liked the art style and music, very reminiscent of old DOS games.
Nice retro aesthetic and music! I found it easy to pickup and play, but hard to master. I only got to 950m after a couple of tries. I think it would've been helpful if there were keyboard controls to quickly toggle up and down the power required of various modules, cause clicking is sometimes too slow.
I saw 'developer of Colorfly', I saw the screenshots, and I knew exactly what to expect: an aesthetically soothing, dreamy experience - it didn't disappoint. Atmosphere and graphics wise, I feel it trumps Colorfly. It's like you polished the already good parts of Colorfly and took it up a notch.
I liked that you added a story with choices, and even recorded statistics from all players at the end of the game. It's a very rare thing to see in an LD entry. I think the "You win" ending might be too comical/whimsical for some players, although I was OK with it.
Gameplay was a weaker point though, but that's perfectly fine, since that's probably not the main focus anyway.
Good job, and I hope to play your entry in the next LD!
I managed to fully upgrade everything after trying a couple of times, but not sure what's next. I didn't understand what some of the resources were for, such as apples and ice cubes. Some of the upgrades didn't seem to be worth it. The game in general is not bad though.
I beat the game, it wasn't too hard once you figure out how the game works. As mentioned in other comments, it starts slow but gets easier later on. I was slightly stuck near the beginning, so if anyone needs help:
1. The bulldozer generates coal. Build one over the rocks at bottom right 2. After 10 seconds, the colonists arrive. Build a hab. You need 1 hab per 14 colonists 3. Build a power plant. The power plant consumes coal and gives power 4. Do not build the science fac or research now, it eats up your power 5. Now the game becomes about juggling your power plants / bulldozers to make sure your power/s is positive, while making sure power doesnt drop below 0. Eventually you'll build dozens of plants giving you tons of power, then you can build the science fac
I liked this game, it's rare you see a resource management game on a hex grid in an LD. Good job!
95 points highscore. I loved the art, sound and mood! The recharge mechanic seems a little too simple and doesn't really add anything to the gameplay IMO, other than pressing R every 5 seconds. Perhaps there could be some delay to the recharge so players need to decide when's the best time to recharge.
Nice and simple entry, I enjoyed it! It's rare to find a roguelike inspired entry in LD because of the difficulty of procedural generation, so I'm glad I found this game.
Even though the game might seem simple, I think the foundation for a good game has already been laid down. Switch up the graphics, code in a combat system, and I think you're pretty much set.
It's a really good platformer. Easily one of the best uses of light effects in an LD entry I've seen. I got stuck at the level Spikey Up because of the spike hitboxes though and rage quit. Also, I felt the controls weren't tight during the wall jump mechanic sometimes.
Otherwise, the visuals, audio, gameplay were top notich.
I got a highscore of 12. There seems to be a minor bug where the game kept running after I game overed, and when I went back to the main menu I got an absurdly high highscore.
Personally I really liked the atmosphere, and the small touches that you added to build that atmosphere.
The game throws you into a roller coaster without any explanation where you shoot cat masks in the darkness. Every time you complete a loop the game jarring teleports you, seemingly, back to the beginning where you repeat the loop. It starts out fairly tame but quickly descends into a hellscape, where the cat masks take on a demonic visage and the rail starts twisting wildly. I particularly liked the white noise effect, it reminded me of silent hill. I also liked how shooting slowed down the camera and you got a closeup of the cat masks. Very well done!
Anyway, it's cool to see fellow devs from SG taking part in LD. Cheers!
I beat the game with 74 deaths the first time, 19 deaths the second time. I loved every aspect of it, the graphics, the chiptunes, the tight controls, the unique loading bar platform mechanic, and especially the level design. It's rare to find an LD entry with such well designed levels. While some people might find the game hard, I thought the difficulty progression was just right. I do have a minor gripe with some of the later levels though, the timing for them seemed to be designed to be just right without any allowance for mistakes, meaning you had to make near perfect jumps for the entire run. Thankfully each run can be completed in 5-7 seconds, making repeat attemps fast.
One thing you might want to mention is that mouse is required to click the first level on the main menu to start the game, I was stuck for awhile on that. Also, it might be nice to show the death counter on the main menu, so I don't have to enter a stage to recall my deaths.
I also loved how you incorporated the theme into the ending screen with the developer running out of power.
Anyway, excellent entry! I look forward to playing your next game.
A short and neat game, I quite liked it. I couldn't figure out what happens if batteries don't spawn though, I picked up all batteries but still died at wave 8.
It's a good idea, controls were slightly awkward as highlighted by other commenters. I'm not sure if there's something I don't understand, I can't seem to get past the first platform. I've tried running and jumping, jumping while moving, etc. but the mech only seems to jump vertically.
[Edit] Nevermind, I've figured it out. You need to **hold down** A, while pressing space.
The visuals were amazing! I think it would've helped if we could skip past text or jump straight to certain choices so we didn't have to keep typing and replaying the earlier segments over and over again.
A simple and neat game! I found the difficulty level just fine. I only had some difficulty in the second stage cause I didn't know you had to kill all the cops and people. I liked the boss fight at the end, it probably took some effort to implement it.
The game looks so good! Loved the pixel art and light effects. Music fit well, with a snowy apocalypse post industrial ruins vibe. I liked the gameplay as well, wasn't too difficult, but not too easy either. I liked the effect when you start running out of power, that was a nice touch. The ending though, that was depressing, but so fitting.
Good job!
I loved the retro pixel art and music! I thought the game was a little too hard at the beginning if you didn't know what to do, but after I got past that initial hurdle the rest of the game was surprisingly challenging and fun.
Good job!
The graphics and audio of this game was amazing. Level design was alright and served it's purpose. I'm not gonna parrot what other commenters have already said about the game, my feelings are similar.
What really impressed me the most was that all this was done in a custom C++ engine using SDL/OpenGL, and it looks and feels so amazing. It's an extreme rarity these days when everyone's using Unity/GM/etc.. You even did your levels in Tiled, which means you probably had to develop a Tiled parser to parse the tmx files and import them into your engine. You probably also had to develop your own particle systems, lighting, etc.. It's difficult and tedious, but so rewarding since you have precise control over the technical aspects of your game.
I'd love to see a devlog on how you developed the engine, and the components in it. I've done both SDL and OpenGL, and I know how difficult it is to go down this route, which is why I'm also curious why you chose it instead of using an established engine. Perhaps I could get some tips on how I might do something similar :)
Anyway, it's an amazing entry, and I'm glad to have found it within the sea of LD entries!
A great and unique entry! I replayed a couple of times to figure out the mutineer. Even though appearance and names are randomised, personality archetypes seem to follow a set pattern. If you know what to look out for, you'll know immediately which is the mutineer.
I liked the art. The water doesn't seem to matter, the game only ends if the red bar depletes.
I beat the game, I only wished it were longer so I could enjoy more beautiful art. The game is really pretty, but I'd like to highlight the Ludum Dare intro screen. It's one of those things that didn't need to be done, yet was added to the game, and I think that shows alot of heart and care went into making this entry. Good job!
I did about 240,000. Too adorable! Very good mood.
There's a Surgeon / Goat Simulator feel about the game, which is pretty cool. Unfortunately I don't think I managed to pickup a single item in the game.
I liked the atmosphere for this game, especially due to the music and background visuals. Gameplay was okay, and I was okay with the ship controls as well. But I found it quite hard, and after dying twice in the middle of the second stage I didn't feel like going through Stage 1 all over again. Also, I found it quite laggy on stage two when there were alot of enemies, and I was using Firefox 54.
I think it would've helped if * there was some minimap or indicator showing us where to go * there was a checkpoint system so players wouldn't have to start over when they lose
Other than that, great job on this entry!
A neat idea! I liked the voice acting and light effects.
Gameplay wise, I found the cats annoyingly hard, and it can be frustrating to be left with 2-3 objectives and get snitched on by a cat at the last second. The fact that the cat immediately fills up the sneak bar doesn't help either. But other than that, great job!
It's an excellent game. Audio was a little repetitive and annoying at times. I got stuck at level 20(Big Fish) and couldn't continue though.
I beat the game! Some of the levels were pretty hard, but overall it was fun take on the theme.
I finished with a high score of 7842. Was wondering if there's an ending if you survive long enough, or it's purely score based.
I loved the art and music, and the gameplay concept of controlling two characters is very fresh in an LD entry. I couldn't figure out how the valves relate to each other though, and why the progress bars filled up slowly sometimes and fast at other times. The only thing I did was to try and keep all the bars as full as possible.
I beat the game! I got some of the questions wrong, but the next questions were easier and it didn't count my mistake. As mentioned, I had a flickering text problem, and had to backspace to remove the flicker.
I like puzzle games in general, and this is no exception. Some of the questions were on the easier side though, but that's perfectly fine.
Well I cured cancer :)
Controls were great, graphics were fine, audio matched well with the mood and gameplay, but I think the game was too hard though.
I think the penultimate stage "Charge your enemies" was harder than the final boss. If any anyone needs help beating this stage, I find it helps to stick near the top of the fence and move as horizontal as possible. I finally beat it by finding a sweet spot for my mouse where the ball moved perfectly horizontal to the finish.
For the final boss, just do it methodically. Burn the first enemy then use WSAD as much as possible, while using only short bursts of flame.
It's a lovely entry! I liked the shadows cast by the trees, it really enhances the mood. The BGM and moaning sounds helped as well.
I saw the screenshot and knew exactly what to expect. It's a testament to how unique and memorable your works are!
This is his previous work in case anyone else was wondering:
[Forever Someday](http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=110418)
I think the best way to approach this piece is to simply enjoy the experience without trying to attach meaning or thinking too hard on the underlying themes.
I had technical issues when starting the game, all I had was a black screen and audio playing. I was running in Windows 10 and ran the game in compatibility mode for Windows 7 which fixed it.
I lasted about 64 seconds. I felt the UFO was hard to control. Regardless, the gameplay concepts were solid. Good job!
I liked the pixel art and the humor! I think this was more of an interactive experience to deliver the comedy. Gameplay wise, I didn't like some of it, especially walking when you were an old man, but the others were fine. I didn't really understand the ending though, felt like there was some inception twist/deeper meaning going but it flew right over my head.
Otherwise, I enjoyed it, good job!
A short and sweet game, not too hard, with a unique corpse mechanic, I liked it! If there's anything I can add, it's that I think the corpses could've been cleared between each run, or otherwise incorporated into a gameplay mechanic. As it stands right now, the corpses don't do much except decorate the background, and I can forsee if the game is expanded, the level might be cluttered with corpses that don't add anything to gameplay and make it hard to see anything.
I played on easy, beat the shadow realm, now I can go home and rest :)
I loved the variety of levels, I think quite alot of work was put into it.
I can't seem to access the asset store links, they seem to point to the same link, is there something you're missing behind the ellipses?
Regarding the game, I loved the graphics and audio! I think they definitely added a cutesy feel to the game, which seems to be in short supply in LD entries. Gameplay wise, I wasn't sure what I was supposed to be doing, but I got everything crossed off. But nothing seemed to fill up in the progress boxes, and the ending screen was "What were you doing".
If anyone needs a walkthrough or tips, this is what I did:
1. Check Theme is straightfoward, just check the computer 2. Eat anything that spawns on the bench, then fast forward the timer. You can use the gamepad for this, just walk back and forth over the controller, it jumps time forward by 1hr 3. Just keep doing this and eventually you'll get Eat\*9 and Play\*5. While you're doing this, do not drink any coffee. You'll eventually Sleep\*2 as well. 4. I'm not sure about brainstorming, just check everything after you're done with everything else, including drinking the coffee. Note that there's an interactable next to the bed hidden behind the checklist. Then a sign appears behind the computer and you can start coding.
Anyway, good job! Look forward playing your next entry in LD.
Really funny game! I think the gameplay could've been improved if it's possible to type other words instead of the highlighted word.
The retro graphics and neon lights contributed greatly to the atmosphere! The mood of this game is one of the highlights of this LD for me.
I eventually beat the game, but took me quite a number of tries. The car handling could use some work, and collisions with other cars or walls can really throw you off. I found it easier to let the other cars go ahead and take my time completing the track. Missing a powerup can be fatal as well.
The art was really stylistic and has the feel of Japanese paper art. Gameplay was okay, and though there were some collision issues, I could still carry on with the game. The dog statues and infinite spawns were too hard though, and I think the difficult can be reduced.
I managed to beat four villages on the left, and two on the right before seeming to stumble on a bug that prevents me from selecting or moving troops. I did it twice more and it happened both times. Not sure if intended... Also, the troop timer seems to freeze sometimes, and I can't click or move anything, but it auto resolves itself after some time.
Graphics are nice and puzzles are tight but pretty hard, and I wasn't able to beat it unfortunately. Would love to see a walkthrough for the game! The main issue I have is it's hard to see the height, which makes the puzzles much harder to solve since I can't tell if a move is legal sometimes.
I beat the game, hand down most polished entry I played during this LD so far, it feels like a professional entry. Every aspect of this game is great, art, music, gameplay, humour. If I have to nitpick and give any criticism, I guess the camera could use some slight tweaking, it was sometimes hard to get a proper angle for a good view to solve some of the stages. Perhaps a freelook or overview mode could be added where the camera isn't locked to the player.
I really like the W-S interaction, it's the first I've seen in a card game. Other than that, the atmosphere is phenomenal, the dialogue, sound effects, graphics, make it even scarier than some professionally made "horror" games. Gameplay is basic, but I like how sacrificing is incorporated into both the card aesthetic and mechanic. The knife part was *brilliant*, half of the screen turning dark and ball falling into the scale really hits home the "show don't tell" aspect of storytelling.
Great job! It fits the theme very well, and I loved the 2D pixel art. I also liked the fact that you can put the surgical tool next to the bed, its a minor detail but makes the game much more pleasant to play, and I wish I hadn't missed that the first time I played. One thing I wasn't a fan of was the random nature of my actions, you can make optimal decisions and still fail at >90% success.
The graphics are really well done! The controls could use abit of tightening though. Also, having more sacrifices seems to make the game easier for me, especially those that reduce speed.
Amazing game! Short and simple with really tight controls, I even beat the game a few times to try and speedrun it. Having an onscreen timer might be useful for speedrunners.
This game is funny and fun, but hard! It's hard to switch and control multiple vehicles at the same time, but that's part of the fun!
Hands down funniest game I played during this LD so far, the controls and collisions dont feel that tight, but personally I think that's one of the charms of this entry. I got to the stage with the very large open area where the prez zigzags up and down, I think that one's way too unfair, and I really would've loved to have beaten that stage to see what comes next.
I got 5378x6=32268. I really love the aesthetic and mood, the line art is amazing and really sets the tone! I really wished there was more to the gameplay, feels quite simplistic at the moment, although it could work well as a relaxation game on mobile.
Not sure if anyone noticed, but the popup on Give Up was pretty funny =)
Great take on the theme, I actually loved the artstyle, reminds me of games I used to play on my floppy. Maybe it's me, but I felt the game was a little hard and random, wasn't sure how to optimise my score. Best I got was 1457 in Jam with 2G 2D 3P (IIRC). Regardless, I had fun, great entry!
Great game! Wasn't too challenging, and I beat all 13 levels! I enjoyed the experience, especially the little shivery animation + sound effect before the guy gets sacrified.
Not gonna repeat the praise from previous comments, it's great all around, so some very minor nitpicks: - Each stage was 3 stars, but I wasn't really sure what the star rating was for, since I got 3 stars for all. Is it for the timing? - I assume timing is for star rating, since it doesn't seem to be tied to any mechanic e.g. countdown timer. But I can easily reset and the timer goes back to 0. Maybe keep the timer running? - I would've liked the option to be able to speed up the sacrifice animation (I'm too impatient to wait 5-10 seconds to see the guy slide down the conveyor :) - Might be better to package it as an ELF executable instead of a .deb for Linux, since that's mainly for Debian based distros (even though I was also able to unpack it on Arch) - This game should be played on mobile, I understand that. I played on PC though, and the mouse controls got abit tiring with the click dragging.
Again, want to highlight these are my personal minor nitpicks, it's still an awesome entry. Good job!
Great entry! I liked the pixel art, and the music really fits the mood. I really enjoyed the gameplay as well, and played a couple of times, but I think it's too hard for me, wasn't able to get past wave 20. As mentioned in the previous comments, some interface improvement could help e.g. cost and type of building, current building hp, etc. Also, I wasn't sure what each monster did, did they have any specialties e.g. maybe some monsters are stronger against some types of enemies. I can only assume that the more expensive monsters are stronger, but I wasn't sure by how much. I tried getting expensive monsters only, cheap monsters only, mix of both, but still always get destroyed at wave 15+ =(
Nice game! I wish there was a mobile build since it seems more fitting as a mobile game with the swipe mechanics. I felt the tutorial could have been more intuitive, or some explanation given, since I spent some time trying to figure how to actually play the game (you have to swipe with the mouse down and "cut" the colored lines for anyone reading the comments). Also, I think it might be better if holding the mouse down wasn't a requirement i.e. just swiping your mouse should be enough. Overall good entry though!
Beat the game, fantastic overall! I didn't know how to solve the second last stage, but the bug highlighted in the previous comments help me beat it. Some of the levels I wasn't sure if I beat them "properly", since I had to be quite pixel perfect in some of my solutions.
- Would've loved some keyboard controls e.g. spacebar to advance text
- Not sure how to go back once I've entered an option e.g. can't select scan if I accidentally click move
That said, I enjoyed the game, it was really tough but I managed to beat it after multiple tries
Screenshot from 2019-10-28 03-56-40.png
Polished and amazing entry. Would have loved to see more levels!
I loved the writing! Extremely cheesy but totally entertaining. I had some issue with the credits, seemed like the final battle music and credits theme played at the same time.
Love the graphics and audio! I restarted multiple times to see if there was an ending, but it seems like there isn't? I got stuck at the bridge on the King path, and Antioch/Jerusalem on the Church path.
A minimalist simple clicker game, I enjoyed it! I'm not sure if it's just me, but my bars ran off the side of the screen, but it's not a big deal. I liked the graph effect in the middle of the game, initially I thought something went wrong with my screen. I also liked how the ending brought you back to the beginning, makes you think about the origins and when the timelines actually started. Overall a good entry!
I think the concept was good! Some comments: - Would've liked more levels. I kept repeating the 2nd level even though I had "victory" and wasn't sure if that was the end of the game - I wasn't able to pickup if I was standing on top of it. I was confused and couldn't figure it out at the beginning - The turn order of Player Movement - Player Action - Monster Movement - Monster Action couldve been explained better as well. I was also confused about this aspect of the game at the beginning
Short and sweet! I beat the game in about five minutes. I loved the art style and animations. I thought the controls could be improved, since pressing throw(F) and right(D) at the same time can be difficult.
The art and mood were amazing, although I think some people might find the experience uncomfortable. Regardless, good entry!
Loved the beginning and epilogue segments, they were great! The platforming was finnicky, but manageable.
@lexyvil Theres a black hole below the medusa head east of the dropdown on the right side of the map. After going in you'll trigger the ending sequence in a forest with a creepy pickup in the final frame.
It's a fun top down slasher, wish it could've been longer! I did have some issues with the moving platforms sections, sometimes I would get stuck by the side and can't do anything except die to restart. Otherwise, good entry!
Good mood and audio, and suits the theme really well. Short and simple!
Good entry, I liked that you took the effort to voice act the entire game. That said, the WebGL version ran out of memory right at the end. Although I didn't try it, I wonder what would have happened if I "lost" the tetris or flappy bird clone.
Amazing entry! One of the best I've played this LD. Still can't believe you managed to design a level where you're only able to move left most of the time. Also, some of the respawn points seem to stop working after a second runthrough. Made getting all the upgrades slightly harder.
Screenshot from 2019-10-11 14-17-28.png
Pretty fun game! I ended with about 2100 points. Slight nitpicks: I played the WebGL version of the game and there were lag spikes at some points. Also, I wasn't entirely sure what the some of the upgrades on the first page did, but it didn't matter in the end, didn't stop me from understanding the gist of how to play.
Artstyle, music, design, all amazing. But some parts of the game was honestly rage inducing... especially the last area if you miss a few coins on the drop down and trigger the flag.
Screenshot from 2019-10-12 21-39-44.png
[edit] Was also hoping for some special ending for getting 20/20 on all colours
I loved this game! The pixel art was great, and the environment audio was a very nice touch. It was hard at the beginning, but got much easier after getting a few items and figuring out how the game worked. I would've liked it was possible to win in a single run without buying a single item. Regardless, I got the ruby (without the invitation and glass cutter), and would've loved to see more levels.
I loved the mood, soft music, and minimalist art style! First time I had no idea what was happening, I randomly clicked stuff and suddenly it said "The End, Thank you for playing". Second time I managed to find more interactables and managed to get into the house and see more of the game which was great. Overall, a pretty good art game!
I liked the graphics. Unfortunately, I didn't know how to play the game... I held space to mine resources, picked them up, but didnt know what to do with it. I placed them in the altar but didn't seem to do anything. Also, controls were hard to get used to.
I love the pixel art style and music, gave a very good mood and instantly got me immersed into the game. I would've liked if the story were longer and gave more branching choices, right now the story seems pretty railroaded toward just one ending, and deviating from the correct path results in an instadeath.
I loved the design, art, and music! Managed to beat it after failing once. Wasn't entirely sure what all of the tiles did, such as shield and bomb, and would've liked an explainer. Regardless, I managed to push through by getting lucky with arrows. Great entry overall!
I loved this entry! For anyone else stuck at the weresheep quest, I recommend using Paka Warrior/Dragontamer and dumping all your points into strength. It makes killing the weresheep much easier. Also, the priest in Brno is behind the the potato farm where you deliver the potatoes in case anyone cant find him. Overall an amazing game!
I got to the mainframe and the game ended, I think it's a good concept, although some parts could be improved. I thought this game was keyboard only, and was lost for abit before figuring out that you could click nodes to move to them, and click and drag to look around. I think this information would help people who get confused in the beginning. Also, the game seems to follow a fixed path, for example I wasn't able to "decode emails.dat" before "cat emails.dat" after it was tranferred to the home server. Otherwise, great entry!
I loved the art style, music, and presentation! It really fit the samurai aesthetic that was presented. Unfortunately I had some difficulties with the gameplay and couldn't get very far. Some of the collisions felt off to me and I got hit even though I was dashing. Regardless, great entry!
I beat the game! I actually liked it alot, since I have a preference for puzzle games, and this one had alot of content. I had the hardest time with the first riddle, since that was a either you know or you don't and get hard stuck kind of situation, and the riddle wasn't googleable. The rest of the puzzles were fairly standard, didn't have any trouble with those. Others have already mentioned the movement speed. Credits was maybe unintentionally funny since all the roles were by one person. Regardless, overall great entry!
I loved the minimalist art style and music. Gameplay wise, I could only find two levels though, and I could only ever save up enough to buy the helmet, which didn't seem to decrease the damage I took. Also, when I died, I lost all my gold, making the game that much harder. Regardless, good attempt!
I'm probably the target demographic, since I play lots of traditional and newer roguelikes and roguelites, 7DRLs, etc, and I've used libtcod before.
I think trying to implement a full fledged RL within the span of an LD is pretty ambitious, since there are multiple systems that have to be put into place before it's playable. Right now theres dungeon generation, FoV, monster AI, but there's so much more that need to be put in. It's pretty playable atm, and I don't have many complaints based on what I've experienced (I managed to kill the Dragon at the end). Regardless, I see a promising start, and hope to see more in the future!
In a sea of Unity / Gamemaker / Haxe / etc. games, this one is truly a breath of fresh air. 5/5 would play again
Short and simple slasher, I enjoyed it! The combat was a little hard, and I had to retry a few times before getting 13/13 and unlocking unlimited mode. The game would've been slightly easier if the slash range was increased. Overall, great entry!
Great fun! I managed to get to 25k points before deciding to end my run. There was some slowdown when there were too many bullets on screen, and I would also have liked if I could hold left click to keep shooting. Otherwise, great mechanics, the movement and shooting feels very fluid.
Got the final flag and ended the game with 38 deaths (long corridor on 2nd stage was tough). I loved the minimalist aesthetic and the concept of gaining powers throughout the levels. Control's weren't the greatest, but that's to be expected in a game jam. Overall good job!
I loved what I experienced in the game, the platforming, pixel art, etc. But the section after getting the hunger bar hard stumped me. I could get to final laser wall jump section reliably, but I failed that section so many times I had to give up. What I saw was great though!
I got an overall of 3.7 - #1308. I loved the meta concept, it's a really neat idea! I would've liked maybe more ways to interact, currently the gameplay feels a little random.
I did have some issues with aliasing and scaling on the fonts, not sure if it's just me, I did try both the post jam and original versions.
Screenshot from 2019-10-10 03-13-50.png
I was slightly confused at first, but managed to get the gist quickly. Would've helped to explain the visual difference between metal and stone. Also, I had difficulty finding resources in the beginning, and the minimap was too small and didn't help. When the first night came, I got killed pretty quickly. I tried a couple of times but failed to get past the first night. Regardless, good overall attempt!
Game is hard! I survived for about 1:15 on my first attempt. I found it too hectic trying to build and defend at the same time. Also, sometimes I had difficulty trying to place buildings. Regardless, great game!
I loved the mood, and how the graphics, music, and design enforced the sense of hopelessness of trying to survive in a bleak wasteland. Gameplay wise, I'm not entirely sure what I was supposed to do...? I figured that I could gather resources by clicking on them, but I'm not how to begin using or crafting these resources. Tried 3 times, but always died when night started.
I loved the pixel art! I'm still not entirely sure what the mechanics of the game was, I got some items, which spawned killer snakes and lasers, then I discovered that you could drop the items with "Q" so they wouldn't spawn anymore. Then I got to the final room with the cat and the game ended. Regardless, I liked what I saw, hope to see more of the pixel art in the future!
I loved the graphics and mood, the way the tree grew was beautiful. I had some difficulty getting the tree to get to where I wanted to though, other than placing my water spout there and hoping it followed, it did seem pretty random. Otherwise, great entry!
Great art style! I loved the mood of the game, and the music as well. Near the final area I slid of some dinosaur bones and restarted, I assume that's the end of the game? Wasn't sure if there were more levels. Near the end, the physics also got abit slippery, I think it's because of the wind? Regardless, good entry!
A solid and simple platformer! I loved how you start with nothing and build your body as you progress, which gives you more abilities, it fits the theme really well. I also loved the ending sequence which was pretty cute. A really good entry!
Short and sweet! I loved the music and art. Puzzle wise, I found it easier to just ignore all the water fountains and rush straight for the pickups. Spraying water was kinda slow, and not very accurate and worsened my time. Otherwise, I loved the rest of the elements and would love to see longer and more levels! Some of the elements were great but underused e.g. chaser enemy.
Nice and relaxing game, I loved the artstyle. If I had to nitpick, it was a little inconvenient to constantly have to unequip the sun to be able to pickup seeds, then switch back to the sun again. A keyboard shortcut would've been great.
Tight controls, good art, amazing remix(Marceline), and good level design. It's very polished and there's really nothing much I can add. Gameplay wise, the parts that I had most difficulty with was - the pooping birds on the 2nd stage with the breaking staircase - the 2nd half of the final stage (starting from the pooping bird/spike platform) - the 3rd-4th stage transition with the breaking blocks
The breaking blocks in the transition area was challenging but fair, but the segments with the pooping birds were pretty frustrating. For example, in the 2nd stage, since you can't look up to study the birds, you can only jump to predict where the birds will be and just keep grinding until you make it.
Would be nice if the number of deaths was recorded as well, would be interesting to try a no death run.
Screenshot from 2019-10-12 03-57-36.png
Beat the game! Puzzles were interesting, some comments:
- Sometimes the text skipped too fast, I missed some text - Also, I pressed enter too fast and totally missed the ending picture and restarted - Some of the puzzles were not very fair imo. For example, the first puzzle depends on your answer, and if you didn't remember, you wouldn't be able to answer with the existing clues. Also, the answer wasn't a leap year. - You need to remember past answers for the 4 locks, and there wasn't any way to backtrack. Also, some of the wording was clever, but others I felt was quite vague. - It might be better not to have a heart system and let the player guess multiple times instead of restarting the whole game.
[Spoiler for 4 locks](https://5-90-131-2168)
Beat the game, took me 82 goblins to get there. I loved the puzzle mechanics and puzzle design overall, and also the goblin animations and graphics. Audio and story was okay. Maybe one thing I'd add is some way to zoom out the game, or maybe a top view down perspective to view the entire board at once.
The aesthetic was amazing! The art and music fit the mood perfectly, and I loved the voiced sound effects. I beat all 4 levels. Mechanics wise was okay, after four levels the gameplay got a little stale for me. And the inability to drag outside the window bit was annoying, even though I fully understand it's out of your control. Regardless, I loved it overall!
Got to stage 7 twice and couldn't pass the extinguisher near the start of the stage. Shame, would've wanted to play more stages, but lack of checkpoint and having to replay stages 1-6 again didn't appeal to me. Had fun with the game overall though.
Short and simple platformer, I finished it! I loved the mechanics and level design. the only thing I wasn't a fan of was the bellows which pushed you up, I felt it's intent wasn't communicated that well the first time I encountered it, and I had some difficulty timing the jump on the bellows.
It's a simple and great game! I could only get up to 20 after multiple tries, I keep getting stuck in dead loops.
The lighting and shadows were really well done. Gameplay was also easy to pick up, and I didn't have any trouble beating the game. Mood was very atmospheric. Overall I loved it!
An original puzzle game! The art, music, mechanics, puzzles, polish are all on point. Good job! The only thing I'd add is the option to pause the game to examine the puzzle, rather than having to click and hold a tile.
The gameplay loop was great. The aesthetics and mood was really well done as well. I felt it was a little punishing though, for HP to persist between rounds and sending the player back to the beginning for losing. I got up to the 3rd wave on level 3 and couldn't beat it, I felt there wasn't enough cover.
I won't be rating this game, the bird also keeps flying off the screen for me. I'm using Firefox 75. After 1-3 steps, the screen turns grey and the bird keeps flying in the same direction, and I can't control the game after that. The screen look like this (I resized the screenshot otherwise it's too large):
Screenshot from 2020-04-21 00-56-44.png
Yup, it's working for me now. I beat the game! I loved the pixel art and music. It seems like the last level was a repeat of a previous level though.
I spent too much time with this one... I thought I had the game down, then the second snake appeared :(
Screenshot from 2020-04-21 00-03-22.png
The thing which impressed me the most was this game was written in rust-wasm. Runs extremely well, good job!
The game is really polished! Gameplay is tight and aesthetics are amazing for a compo entry. Fortunately (or unfortunately), I didn't get the full experience, cause I played on Linux using Wine :p.
Instead of a shutdown, my application just closed with: ``` 0038:fixme:shutdown:wmain stub: L"shutdown" L"/s" L"/t" L"3" L"/c" L"An unknown attacker has damaged critical systems." ``` Also, I didn't know until reading the comments that the name was supposed to be my login name, cause my login name is "user".
Regardless, I enjoyed the game!
Amazing graphics and story! The characters felt really real. I also loved the little touch that you added to the diary after the completing the game with the true ending.
I got to 120 seconds! I liked the pixel art, but I wasn't too sure about the mechanics. Is there any strategy to wiring up the servers? I tried it 4 times, but I always ended around the same timing. Seems like no matter how I wire up the servers, it doesn't really change the outcome that much.
I loved the artwork and voice lines! I used an auto clicker from the start so I wouldn't break my mouse. I beat the game and upgraded all the structures. For anyone wondering, there's not additional story, the story progress just resets after filling it up after winning the game.
I love the aesthetic, it's clean and minimal. A minor gripe is that after zooming out, I had some difficulty seeing the amount of resources I had. Gameplay wise, I had difficulty understanding the strategy to play the game, and how the attack level increases. Does it increase faster the more structures you build? Even after multiple playthroughs, I wasn't any closer to understanding how the virus level increases. In the end, I played it like an arms race. It seems like after the initial 3-4 waves, the viral level keeps going up and I have to constantly upgrade my resistance levels to keep up. The furthest I got was 1 orange, and 10-12 blues, all boosted, and I didn't have enough to upgrade resistance.
I beat the game! I loved the graphics and the mood. The puzzles were also well designed. However, I didn't really like the platforming or collisions, it felt a little wonky at times. I played the fixed collisions version. Regardless, I loved the entry overall!
Great game! I liked the mechanics and mood. One minor thing that could've been improved is the camera/level design for level 3, I couldn't see below and had to restart a number of times to figure out where the platform below me was.
I loved the game! Really good pixel art and mood. Gameplay wise, it felt like speed was quite useless, and it was easiest to just spam strength and some defence, then reroll enemies until you face a low strength enemy. Also, I wasn't sure what the ice, wyvernwing, and sword items were for. Regardless, great entry overall!
Props for voiceover. Native Linux version is **very** much appreciated. Also, good to see a different game engine amidst the sea of Unity/Gamemaker games.
Game difficulty is sadistic. You should consider awarding achievements for beating the game. (wonders if creator beat the game)
[Final segment for the curious](https://gfycat.com/agitatedpowerfulbeardedcollie)
The post game message was slightly disappointing after the effort taken to get there, but understandable given the nature of LD. After beating the game, the game doesn't kill you on slowdown anymore. Would be nice to see time taken and number of deaths after winning. Also, speedrun and onelife achievements.
I beat the game, it was great! It was a really polished entry, and I loved the puzzles. You might want to warn about the slightly NSFW lower left panel on the end screen though.
I beat the game! Looks like a patient is going to survive.
I loved the art, mechanics, and humourous voice overs. Art was clean, and mechanics was tuned just right. Parallax backgrounds were a nice touch. I felt twisty passages level was much too hard, I spent the most time on that. Maybe I got lucky but I cruised through the next two stages.
It's a good roguelite - choose your own adventure type of the game. I felt that choices were too random though, and there's not much strategy a player can effect to alter the outcome. I guess the core mechanic is to repeatedly go through the game and learn what are the good choices.
In the end I managed to beat the game after a number of playthroughs. The only relic I managed to find naturally was the cultists surrounding the orb (no preconditions, single choice). Then get 800g, and rush to the capital. Also, it's possible to backtrack onto any grey node without incurring any cost. Since there's no difference between the nodes on the world map, it's best to make a path straight to the capital, then spend remaining supplies exploring open nodes that were passed.
Later levels were kinda hard
Screenshot from 2020-05-14 02-45-01.png
[Duplicate]
It's a really polished entry, and I loved the mechanics and platforming. But I would've liked the game to be easier so I could see the whole game, I couldn't get past the level with the moving saw platforms (level 5?).
I enjoyed the narrative, especially the bit where you revisit previous nodes which take on a different meaning in a different context. Gameplay wise, would be nice to quick reset a failed shot.
I like the art and music, really sets the mood. The game was pretty hard though, especially the collision hit boxes, and took me a few tries to beat it.
When my character goes beyond an x value of the map the entire screen pixellates. Started from the previous level. Is this intended?
output.gif
[Edit]
Nevermind, after some testing, found out it's a mechanic that I feel wasn't communicated that well to me at the start. Beat the game though, I liked it! Loved the pixel art and audio. I didn't think it was that difficult, although I would've preferred the triple jump to be less "heavy" and easier to execute.
Also, instead of a series of actual levels, is there a reason for placing an empty vertical level in the middle? Just curious about the design choice.
Regardless, in the words of VIP-tofu, 谢谢!
Getting awful flashbacks of the water level in TMNT, the only thing missing is electric seaweed :p Regardless, I finished and liked it! I liked the art style and music, really sets the mood. I noticed my health dropped to -5 and I could keep going though.
I loved the voiceover and mood! Took me 594 jumps.
The pixel art and music was great! I also liked the pixel lights and darkness mode. I beat the game, but felt the final stage was too hard, and significantly harder than previous stages. I never had enough fire after throwing the torch at bosses, and defeated the second boss with 1-2 pixels of flame remaining.
(I played the post jam version)
I liked the retro aesthetic for this entry! I liked the ending as well :) although navigating stage three was abit of a nightmare, it was slightly difficult to tell the difference between doors, walls, and monsters. Also, wouldve preferred the switch to be bound to another key, instead of together with the left hand on navigation, it becomes harder to switch and move at the same time.
Graphics are superb! Can easily be expanded to a full game with more tracks/colours, and the mechanic lends itself well to mobile platforms. Gameplay wise, the stages can easily be completed by pausing all the trains from one track, then letting the other track complete first before resuming the other loop. Perhaps new mechanics can be introduced to add some challenge. Regardless, great entry!
Great entry! I thought there was going to be a dramatic twist at the ending, like he was already dead all along, but it was funny nonetheless. Graphics was amazing, and I liked the narrative. I felt controls could've been tighter though.
Beat the game, fantastic take on the theme! Loved the whole PT-horror vibe, would love to see more. The audio was on point, and the jump scares very effective. Tips for those stuck: the books give a hint on the stage of the game you're at, if you see the same passage means you're at the same stage. If the game says there's a sound, try closing your eyes to listen better.
Beat the game! Similar to other programming type robot games. The breakable floor was a nice addition. Would've loved some way to speed up the playback, and a quick way to reset the level so that I can study the layout instead of emptying the grimoire wheel. Regardless, good entry!
Here's some of the solutions for the later levels, disguised with a poor attempt at spoiler tags.
###### 3: ~~RFFFF~~ ###### 4: ~~FFR / FFL~~ ###### 5: ~~FFFL~~ ###### 6: ~~FRFL / FJJR~~ ###### 7: ~~JFRF~~ ###### 8: ~~LFJF~~ ###### 9: ~~JJFR~~
Great game! I loved the music, and the gameplay was simple and fun. Got to day 29, not sure if it was possible to save the maiden, the train seemed to close and I was too far to get there in time.
I loved the cute graphics and audio! Unfortunately I didn't have anyone to play with, so I had to play with myself. I noticed that when I web at the corners of the room, sometimes I fly out of bounds and respawn in the centre. Regardless, great entry!
Amazing art and mood! I really liked what you did with the mirror effect. Platforming controls could've been tightened though. Also, the game only accepts W to jump for me, although the helper graphic showed arrow keys.
Unfortunately, I wasn't able to complete the game. I got stuck in the wicked eyeliner section where you have to destroy mirrors. I destroyed four mirror in the corners and the wicked eyeliner mirror, but didn't know how to proceed :(
@angela-he I uploaded a [gif](https://imgur.com/a/4MSig0w) of the location I got stuck. I tried jumping left/right off the island, breaking the mirrors in a different order, hiding in the cupboard, attempting to get to the unreachable mirror on top, but couldn't proceed.
By controls, sometimes I will be running down or jumping up the stairs, or jumping off a platform, and my character becomes abit floaty, or I'll try jumping and the character doesn't jump, or I'll get stuck on the shards of the mirror. Mainly things like reactivity to player input and improving precision. These things arent easy to get right though, especially within the timeframe of LD.
Great entry! Took me four tries, I finished all tasks with one minute remaining.
One-eye from Øje makes a reappearance! I loved the graphics and mood. Finished the game once, and went through a few screens but wasn't sure if there was more, didn't notice any changes. I'm not sure if it was a bug, but the second run I wasn't able to use the flute after talking the farmer. Regardless, great entry, loved it!
Great entry! Got a highscore about 4k, would've loved a shortcut key to restart quickly.
Great entry! Would be great if the camera could be adjustable to see behind blocks. I found all three idols and went through the door and... the game restarted? Guess I really am caught in a loop :p
Great entry as usual! Unfortunately I was only able to manage 3 laps silver with a best lap timing of 39s :( I think you should add an explainer on how to bunny hop, since it seems like you need that to get the best timings.
This game... is beyond amazing. That is all that needs to be said. Finished with a score of 2604.
It's a great mechanic, but I found some of the levels a little too difficult. Sometimes the enemies have to sync up nicely in order to beat the stage. [edit] I beat all ten levels, but only tried some of the 11-21 levels.
Simple and effective game! I got a high score of 10, I found the most effective strategy was to grab as many points as possible at the start before you get overwhelmed.
Great entry, really well executed! Managed to get all beats, but can't last more than 5-10 seconds on full difficulty. I just want to listen to the sick beat without distractions!
This game is extremely polished for a Ludum Dare entry, I loved it! I also really liked the music, it enhanced the atmosphere and the narrative alot. Good job!
Great graphics and animations! The addition of the leaderboard is a nice touch.
The art and animation was amazing, I managed to beat it and got the good ending!
Gameplay wise, the end got a little hard on my mouse though, it was running too fast for me to click. Also, I wasn't sure what the stats and health bar and energy bar were for, I just concentrated on clicking on the wheel.
It's a very apt title for the game - the aliens never once destroyed the planet, it always died to my own shots :) Managed to get a highscore of 240. Great entry! Loved the retro aesthetic.
The art style, camera work, and music is on point. Good job! Gameplay wise, didn't manage to get very far though, I had trouble catching the passengers, seems like they needed to fall directly into empty cars? Regardless, I loved the entry!
I got to the second level and took a break. I think it definitely needed hold-movement, my wrist after the first layer was hurting too much. But I loved what I saw, and I'll definitely come back if the feature is added. The graphics are simple but effective, and the sfx and bgm added alot to the mood. Great entry!
Hold movement only works when walking on the final level :joy:
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I loved the graphics and atmosphere! Gameplay wise, the controls took abit of getting used to. Also, the dive again button didn't work for me. I'm not sure if there's scaling, felt like I could go on indefinitely, but I made a mistake and ended with 1050m.
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@exewin welp I tried
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The pixel art and atmosphere was amazing, great job! All the base elements are there (torch, water, ghost, arrows, etc.) and very well made, I only wish there were more levels.
I wasn't a fan of the level design on 7. Sometimes ghosts would spawn in a way that was near impossible to complete the level, and took me awhile to beat. I also didn't really like the key navigation at the end of the levels, I kept pressing the wrong keys when I wanted to restart, or go to next level. Perhaps it would be better not to tie it to movements keys.
The game doesn't load for me in a Chrome incognito window(`Uncaught DOMException: Failed to read the 'localStorage' property from 'Window': Access is denied for this document.`), FF private window works fine.
I loved the art and music! I finished it, and there's been alot of work put into this. I appreciated the water reflection on the beach and environmental audio. I think the main char could have benefited from a drop shadow. Narrative wise, I didn't really understand what was going on, or the significance of the mirrors and breaking the mirror at the end.
Technically, I had to run on Chrome, the threaded version wasn't working on Firefox. Chrome will also stop working on Chrome 91, unless you add cross origin headers. Since it's self hosted, it shouldn't be an issue. Of course, the non threaded version works on all browsers, except for stuttering issues.
https://developer.chrome.com/blog/enabling-shared-array-buffer/#in-brief
It's a great game! I made it to depth 7. Would also be nice to have quick restart and pause functions.
Very well polished, the lack of sound isn't an issue, I loved it!
I completed it, and my only (small) issue is that the game can be unforgiving, a small mistake late in a large level will reset it which I have to redo from the start.
Short and sweet! By the way, it didn't work when I opened it in a Chrome incognito window (but it does work in a FF private window). You might want to note that in the instructions
31:57... I loved the pixel art! Gameplay-wise is very innovative, but got pretty frustrating at times.
It's really well made, I loved the art and music, and the mechanic is very innovative! I would've loved to see the second deeper level mechanic explored with more levels. That said, although I beat the game, I don't think I beat the 13th level in the "correct" way, since I found it even harder trying to use the yellow ball to beat the level.
The atmosphere was amazing! I got to the end with danger near and wasn't able to find a solution. Also, the game is best played on Chrome. I played on Firefox and the sub was moving VERY slowly. It took me a very long time to get to the end area.
I finished it and wanted to see more, it's a great entry! I loved the graphics and use of theme. Wonder if there's anything I can do with the gem...
Great art and music! It's extremely polished
The art and animations were great, and the idle animation was a nice touch. Gameplay had a very unique mechanic which I appreciated. I really wanted to complete the entry, but I was hard stuck at 5 feet on one of the levels and gave up out of frustration. I think it would be perfect for me if the controls and movement mechanic was made a little more forgiving.
The fact that it's a multiplayer game makes it amazing, but there was no one on the server to play with :sob:
I think it would have been nice to have more interactable elements to fool around with. Also, after I fell off the bottom I didn't know how to reset.
The art is actually really good, and I loved the background text! My only issue is that sometimes I'm dropping too fast to read it, and have to climb back up. I played twice, first time I dropped below the portal and wasn't able to catch the text below the portal. Second time I managed to enter by the side and got the end screen. I liked the end theme too!
This is a very well made entry. Good job!
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I liked the conversation initially, but after finding only two traumas (1 and 3) and stuck over and over trying to find the last trauma, with no option to fast forward the text, I got tired and had to give up :(
Otherwise, I liked the setting and writing! Again, would be perfect if there was an option to skip text.
Short and sweet! I loved the pixel art and parallax background. Took me two tries, but I beat it in the end.
Short and sweet! I loved the art and clever use of theme.
I loved the aesthetic of this entry, the pixel art was amazing! The movement mechanics was also very well done.
I ran it as a standalone executable, and had some issues with the Onion. I believe you didn't normalise the movement with delta.
Also,
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Yes... yes you are :joy:
I loved the art, music and concept! However, despite my best efforts, I wasn't able to figure out how to score.
Challenging and well designed! I really liked the gravity inversion and puzzles. I think this would benefit from more levels to gently ramp up the difficulty and get players used to new mechanics, right now the difficulty spike is a little steep, although I do get to experience all the mechanics earlier. Arrow movement would be nice, right hand movement left hand jump(space), I had to move and jump all with my left hand which got tiring at the tricky areas. I had some issues with the treasure clipping in ceilings which caused some difficulty, but eventually got through all the levels.
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I loved the concept, it's great! I had some issue with Harry Potter though, it needed Harry Potter exactly, instead of Harry Potter (character).
I played around with it to see what I could get away with and broke it, I figured out two different ways to "cheat". Please delete my highscores, they're the first three.
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I finished it and wanted to see an ending! The music and aesthetic is really well done.
There was one stage(2nd last?) which ended on a single tile platform where I jumped left and died. I had to jump right instead. For the enemy with the 3 balls, it might have helped to have a visual indicator of the debuff so I know when it expires.
This was a great entry! Short and simple with a well done mechanic. Few comments: you might want to inform player and you can hold left click, I didn't find out until the boss stage, before that I was spam clicking everywhere. Also, there are areas where I felt I had to make "blind" jumps, since I couldn't shift the camera to look further. Otherwise, I loved it!
The aesthetic is amazing! However, I was not able to complete despite fully upgrading :(. I found it too difficult to navigate >2-3 sperms to the ovum.
I liked the graphics, and the music was great! Gameplay wise, trying to rotate and connect the pipes was kinda frustrating though. I did manage to collect the first level and some of the second level before giving up. Having an easier method to manipulate the blocks wouldve been ideal.
This entry has one of the most unique and innovative formats I've ever experienced in Ludum Dare. Good job!
I loved the aesthetic! Gameplay wise, I wasn't a fan of the waiting and spinning, which seems to just artificially delay the game since there's no time constraint. Perhaps reduce to just one pot and make brewing instant? Regardless, great entry!
I loved the humour and end music! I left it playing in another tab while I wrote this comment :) One thing I really appreciated is the little sparkly effect when clicking with the custom mouse cursor. Entirely unnecessary, but I really liked the effort.
Loved the black/white aesthetic and take on the theme! I also liked that gameplay was quick to get into and restart. I was about to comment on the arrow key controls, and tutorial soft lock, but seems like you fixed it in the post jam version. Good job!
I honestly thought it was not too bad. I liked the art and music, and the horses flying around and running with you was a nice touch. The hitbox for the stables seemed abit off to me initially, although I adjusted after playing for awhile.
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Wish I could've read the story! Personally I didn't find the game too hard, although the first time I fought 九尾 I felt I was getting hit for no reason.
I got to 18! I loved the couch, that was hilarious. Great entry!
Highscore of 9 earthquakes after a couple of tries, I had great fun! I wasn't too sure which position the next ingredient would end up in, but somehow it always slotted itself in the correct position. I think the pace could also be adjusted slightly, it starts off pretty slow then ramps up too quickly for me after awhile.
I really liked this entry, it was short and sweet. To be honest, I kinda zoned out from the story after awhile, since the platforming and puzzles was so much fun that I just wanted to skip the story to get back to it. Good job!
The pencil art is very well done and polished. Good entry!
I loved the entry, although I felt it was a little too hard aiming for some enemies at times. It's really polished though. Good job!
Great entry! Wish the game would keep a score / highscore of number of blocks removed though.
I loved your take on the theme, it's very unique! The mouse was a little too fast for me, but I adjusted and managed to beat all the floors.
I liked it! I would've loved if the controls were slightly different, there's too much going on in my left hand. Also, wouldve been nice if the levels were slightly longer so we could hear the full music. Great entry!
I really liked the music! You might want to credit the music on your about page or the main page instead of the end screen. I liked the music but couldn't find the source, until I saw a screenshot of it on the end screen. Gameplay wise, it's very unique! A little frustrating at times though, I had difficulty with one of the stages.
This game is really unique, and the opening video is amazing. I wished there was more to it (unless I missed something? I played it twice and think I found most of the interactions). Regardless, what was there was very entertaining. Good job!
The art and aesthetic is amazing, and gameplay mechanics have strong adherence to the theme. Good job!
That was actually kinda sad and dark... Great entry though!
Thanks for making this, this entry was melancholic and beautiful.
I liked the aesthetics, it's really cute! Might be nice to have an option to speed up or cut animations so that players can focus on the puzzle aspect
I love the art and music! The gameplay was a little too hard for me though. My best run was 15 miles remaining, couldnt get past that. I wish more could be done with the time rewind mechanic as well, right now there doesn't seem to be any reason for delaying 'E', just press 'E' whenever it charges up, since you lose all your charge when you get hit.
I beat the original two years ago, glad to see an improved version! The checkpoints made the game much more forgiving than the original, and the map made it easier to navigate. Great entry! I think some of the text scrolling could be slowed down, it felt like some parts skipped over without input
I loved the art, grandma was really creepy! Near the end I think it's impossible to survive for long, in line with the theme. Great entry!
The pixel art was great, and the music really matched the aesthetic! I loved how the gameplay matched the theme as well, I got to the end and it was truly delaying the inevitable.
I managed up to 341, it was really fun and well made!
- Left hand is controlling movement and placing turrets, it gets pretty awkward. Right hand is for mouse, but I found myself not using it alot. Perhaps game could be switched to fixed perspective, so right hand can be arrow keys, left hand for 1-5.
- Or, since the player just moves and dodges around (no action oriented gunplay, etc.), then left hand is just WSAD movement, while mouse can be used to drag and drop turrets, walls, etc. (also on fixed perspective)
It's really polished! The graphics, audio, particle effects are all on point. There's also a good variety of mechanics and features. I beat the game and hope to see more since its "to be continued"
The aesthetic is amazing!
But as other commenters have mentioned, I can't seem to produce the basic latte. Also, if I press escape or enter the menu board, the latte-in-progress popup dialog disappears and I can't get it to reappear. I'd love to revisit this entry in the future!
This was a really innovative take on the theme, I loved it!
I tried it twice, and only got two matches both times. It's really hard! I think it was even easier to just randomly click based on the first image and hope for the best.
It's very polished and fun! Aesthetic and gameplay is on point. I managed to defuse the bomb at 1000ft, but it was pretty hard to be honest.
Minor gripe is that the tutorial message flashed past, so I was a little confused at the start, regardless I understood the gameplay very quickly. Also, if possible a Linux / MacOS build is very much appreciated as well.
I beat Sayaka and won the game!
This entry was really great, the aesthetics are on point. Even though I had no idea what the actual plot was about, the writing was full of atmosphere and drew you into the world.
Gameplay wise, I didn't really feel the effect of the 10 seconds too much. I could see the effect on the timer, and I think different moves have different times, but I mostly just spammed the correct moves for the situation and ran back when there were too many curses. Also, it would be nice to see which character is under the effect of which curse, and the curse effect. Regardless, I really enjoyed it, good job!
Great entry! I really wanted to finish it, unfortunately I got stuck in a wall and couldn't unstuck myself. I think I was nearly done too, I found keys 0,1,2,4,5 and had 6 batteries and double scan recharge.
[edit]
I was stuck here, shortly after dropping from the long fall. Door in front of me is 03 after 00.
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I was stuck in other areas too, most often after falling between pillars. Those managed to unstick itself after a few minutes of wiggling, but not this wall :(.
Took me 131 years, I loved it! It's a really cute and casual game.
Really good puzzle, great job! I assume it ends after "turn around"? Nothing seems interactable after the comic.
Excellent atmospheric entry! The light mechanic is well implemented, and I liked the controls and feel when rowing your boat. Great job!
I beat the game, and really liked this entry, but the difficulty on some of the stages was really hard. I guess the true cure was love after all?
It's a good entry! I would've loved to be able to control with arrows keys + space, or WSAD + j/k/l, since right now movement and jumping is on the same hand which makes it a little harder.
It's a nice entry, although I would've liked the early game to be sped up a little more.
There are many things I could say about this entry, but the only thing I'd like to say is whoever had the idea and did the work of animating a man in a jumping wheelchair with floppity arms should be given a medal. Hilarious!
It's a really polished entry! I've played other rhythm games in this LD, but I thought this was one of the most finely tuned and synchronized (without delays / laggy input). I had the easiest time on the third (bottom left) stage, I thought the second stage was a little slow.
Some comments, I thought it was sometimes a little unfair when a bunch of enemies spawned right next to you, cutting off all escape routes, its pretty much a sure death. Also, it might be nice if multiple power up pickups could level up your weapon.
A really interesting idea! It's aiming's tough though, I had to spam quite a number of balls to get them in the hole.
The music fit the game really well! Gave a good sense of hectic gameplay, and I thought the AI was also done really well. If I had to give some critique, I felt the the movement was a little slippery, and could be fine tuned slightly, but it's a very minor gripe.
@szabe Thanks for your comments, I really appreciate it. I'm definitely aware of all the issues you pointed out, and it needs alot more work. Of course, it was different when I envisioned it in the beginning, but aren't all LD games :). Regardless, thanks again for taking the time to try out my game!
I feel the game could use a tutorial to ease the player into the game. I got a little lost when trying it out for the first time. Regardless, good effort!
Beautiful game, I loved the music, particle effects, and overall mood! I averaged 30s for each level, not too hard, but I'd love to see it expanded with more levels / mechanics.
This is definitely one of the best theme mashups I've seen. It definitely fits the theme really well, and I love the black and white gameboy aesthetic that you went for. Bravo!
I found the voice acting, font, and graphics awesome! It's rare to find LD games with this level production value. I had some issues with collision though, but to be fair I was playing the WebGL version, and the downloadable version might have far better performance
@vilix64 My solutions here, **SPOILERS** obviously
https://ldjam.com/events/ludum-dare/41/four-hours-in-chernobyl/$92898
[edit] forgot to mention that I loved the game btw, otherwise I woulnd't have completed it :)
[edit] Seems like the game takes the minimum cycle / line over multiple solutions as your high score. Some solutions optimise for lines, some for cycle length. It would be great if the game could keep track of multiple solutions, too much work in an LD setting, but a nice to have feature.
Sorry I really wanted to try out your game cause I also had an ASCII aesthetic, but as mentioned in other comments I also have some issues with the Linux build. I can run the application, but have some issues with the textbox :(
I wanted to try it out, but there doesn't seem to be a Linux build :( Seem like it's Unity from the source code, next time you could also try exporting to WebGL, Linux, etc it's actually pretty easy and increases your audience :)
Would love to try it if there's a Linux or WebGL build :p
It's always great to see a game with good pixel art! I got to about 5k spamming all buttons before seeing what would happen if I missed a combination. Seems abit simple with button spam, would be better if there were some penalty for this strategy