Money grows on trees by Fluburbio 2023-01-14T23:39:18Z ♥ 1
It seems like if you double click to collect fruit, all the fruit you harvest counts double while they animate away. Still fun, but now my min-max finger hurts, lol.
Foon → Ludum Dare Explorer → Users → juxipolo
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | Criss Cross Catacombs | compo | 48 | 3.74 | 3.55 | 3.88 | 2.81 | 3.95 | 2.87 | 2.35 | 3.19 | |||
| 2023 | 54 | Limited Space | Tiny Rogue Rumble | jam | 609 | 3.53 | 3.63 | 3.13 | 3.34 | 2.82 | 3.55 | |||||
| 2023 | 52 | Harvest | Fall Faybound Festival | jam | 237 | 3.74 | 3.95 | 3.71 | 2.64 | 3.50 | 2.41 | 3.16 | 3.12 | |||
| 2022 | 51 | Every 10 seconds | Empire Under the Clock | jam | 459 | 3.63 | 3.50 | 3.45 | 3.24 | 3.40 | 2.79 | 3.32 | ||||
| 2021 | 49 | Unstable | 50 Crowns for 50 Kings | jam | 93 | 4.12 | 3.96 | 4.12 | 4.18 | 3.60 | 1.75 | 2.47 | 3.50 | |||
| 2021 | 48 | Deeper and deeper | Brinebeard's Folly | compo | 197 | 3.76 | 3.74 | 3.21 | 3.90 | 3.68 | 2.97 | 2.35 | 3.32 | |||
| 2020 | 47 | Stuck in a loop | File 47: An Incident in the Exclusion Zone | jam | 1027 | 3.35 | 3.26 | 3.43 | 3.81 | 3.46 | 2.66 | 3.14 | ||||
| 2020 | 46 | Keep it alive | Hunters and Haunters | jam | 212 | 4.00 | 3.69 | 3.79 | 2.93 | 3.88 | 3.33 | 3.79 | ||||
| 2019 | 45 | Start with nothing | Many Mini-Minions | jam | 395 | 3.60 | 3.50 | 3.00 | 3.00 | 3.77 | 3.38 | 3.43 | ||||
| 2018 | 43 | Sacrifices must be made | Arkham 2043 | jam | 249 | 3.73 | 3.42 | 3.69 | 3.15 | 3.92 | 3.50 | |||||
| 2018 | 42 | Running out of space | Drone Gardening League | compo | 265 | 3.53 | 3.32 | 3.58 | 3.47 | 3.68 | 2.71 | 2.22 | 2.91 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | Cryptarch | compo | 82 | 3.88 | 3.75 | 3.28 | 3.30 | 4.53 | 3.50 | 2.68 | 4.08 | |||
| 2017 | 40 | The more you have, the worse it is | Triage Towers | compo | 127 | 3.75 | 3.53 | 3.42 | 3.28 | 4.00 | 2.97 | 2.31 | 3.06 | |||
| 2017 | 39 | Running out of Power | The Bellwether Incident | compo | 355 | 3.28 | 2.94 | 2.94 | 3.17 | 3.72 | 3.00 | 2.44 | 2.83 | |||
| 2017 | 38 | A Small World | Conquestia | compo | 92 | 3.79 | 3.68 | 3.21 | 3.10 | 3.58 | 3.33 | |||||
| 2016 | 37 | One room | Cozy Christmas Village | compo | 15 | 4.14 | 3.92 | 3.57 | 3.23 | 4.46 | 3.03 | 2.64 | 4.36 | 60 | ||
| 2016 | 36 | Ancient Technology | Legacy Of Ice | compo | ||||||||||||
| 2016 | 35 | Shapeshift | //SHIFT/haxe | compo | 182 | 3.58 | 3.77 | 3.27 | 3.54 | 3.46 | 3.13 | 3.27 | 50 | |||
| 2015 | 34 | Two Button Controls / Growing | Colony XG-29 | jam | 106 | 3.85 | 3.73 | 3.76 | 3.39 | 3.30 | 2.50 | 3.17 | 61 | |||
| 2015 | 33 | You are the Monster | Lich Rising | compo | 78 | 3.81 | 3.76 | 3.14 | 3.90 | 3.23 | 2.90 | 3.04 | 3.28 | 61 | ||
| 2015 | 32 | An Unconventional Weapon | Potion Quest | jam | 291 | 3.48 | 3.41 | 3.19 | 3.38 | 3.00 | 2.57 | 3.16 | 52 | |||
| 2014 | 31 | Entire Game on One Screen | Welcome To Shady Pines | compo | 153 | 3.67 | 3.57 | 3.46 | 3.75 | 3.64 | 3.04 | 3.19 | 3.56 | 52 |
| Year | MiniLD | Theme | Game | Rank | ||
|---|---|---|---|---|---|---|
| 2015 | 60 | What has Ludum Dare meant to you? | Card Battle Tower |
juxipolo leaves an average of 4.5 feedback comments each event.
It seems like if you double click to collect fruit, all the fruit you harvest counts double while they animate away. Still fun, but now my min-max finger hurts, lol.
This was very zen, and quite enjoyable. The music pick is perfect. The one thing that bugged me was that the wheat field image suffers from moiré when zoomed out and moving on a 1080p screen. It was just *slightly* distracting. Some variety or zoomed-out LOD versions of the image might help.
This doesn't seem to load in Chrome/Edge for me. I just get a black screen with some stats. No errors in the console.
I wish there was a slight pause before the timer begins and you gain input after you respawn. I have to start moving before my brain can re-orient to have a hope of making the time. A tiny loss of time there can be the difference between making it and not.
Nice animations!
The game was an excellent balance of tension for me. My sapper ran out of HP close to the end, but my army was full health, so I had to make some risky moves to get the end and made it with just 1 HP! The 10 second timer is about the perfect length for the complexity, pushing you forward and forcing you into risky moves. Very exciting!
One minor critique: I wish the HP of the sapper was a little more obvious (maybe floating near the cursor?). It wasn't very obvious when my sapper died, but also when they were close to death.
There were a couple times where I was confused about whether a tile was walkable. I think the rock walls are maybe a little too similar to the floors.
The lava coming up through the cracks looks really nice.
I don't think I understand what to do. I can place towers, and drop a gold pile, but I can't drag gold onto the towers. It also looks like it's running at a very low frame rate in Edge on my machine (9fps), so maybe the low performance is breaking mouse drag?
The controls felt a little sluggish to me. Your character is just a little slow to move between grid spaces, and if you try to do a bunch of movements some of the inputs will be dropped.
I regret to tell you that the best strategy, by far, seems to be to not move at all. No inputs, just sit in the middle space. Between the healing(?) and the bonus power ups every 10 seconds, you seem to be functionally immortal. I've let it go for 10 minutes now, and it's blown away my scores when I tried to actively dodge.
Nice pixel art, though. The music is also pretty good. Well-polished all around the edges.
The visuals are very nice, and I can see how these systems could lead to some interesting logic/sequencing puzzles, but the timer really worked against the game for me. The timer made the later puzzles actively frustrating e.g. the third stage required multiple quick actions, and a reset took you back to a quick and easy first stage.
Generally, you have to be a little too precise with where you're dragging, and the timer made that issue a bit worse. Here are some specific examples:
It wasn't very intuitive for me that you had to drag all the way to the target square to complete a route. I initially tried releasing the mouse one short because it visually looked like the road was connecting to the target building. It would have been nice if that had completed the route (unless it is ambiguous).
Dragging along a route, if you cut a corner that's off grid or invalid, you have to go back and re-do that movement. It would be really nice if the input areas around edges/invalid squares were a little more forgiving, and maybe if there was a little interpretation around corners.
I also found myself dragging to the end of the route and releasing my mouse past that space and off the grid, which reset the route. It would have been nice if that counted.
If you were going to remove the timer for a post-jam version of the game, those little things could still help improve the game feel.
I like the puzzle you have here (minus the timer). This really seems like something you could extend into a larger game with more mechanics and complexity, and it's a really good start.
I got to the screen with three dots in the top left. I could pass the first 10 second round easily enough, but the second one always seemed late or early and reset back to the first cycle. I couldn't hit the mark even with a stopwatch.
It's an interesting demonstration for disrupting the human perception of time, but resetting like that was a bit frustrating.
It would have been nice to have a way to skip to the next zone early or not warp back to zones I've cleared. With the last bone (the digging one), it would have been nice not to wait to cycle through two warps before I could make progress.
Fun little puzzle game!
Great polish work! That grapple feels really good.
I like the music on its own, but it doesn't quite fit the gameplay to me.
Nice audio work and music - really fits the vibe
This is very well polished for an LD game! I made it to the 4th(? something to do with chains, I think?) boss and the controls stopped responding. I wasn't totally clear what happened, but I couldn't move or parry, and just had to sit there and take damage until I died. Maybe I missed a mechanic?
It was sometimes a little hard to tell whether a projectile was on the same plane as my character and I'd swing at nothing. Parrying the horizontal lasers didn't feel great. I'd propose having those enemies telegraph the laser and you had to parry it just before it hit for real, also it would be cool to have the blast not go through your character but stop just in front to indicate it was reflected.
I really liked this one overall. This is a really excellent game! It is very good on multiple levels. I really hope you can get enough ratings for the LD rankings.
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I was about to hit submit on what I just wrote, and skimmed the other comments - I had no idea there was a gun LOL. I didn't read the instructions very carefully. After going back, the game doesn't need the gun and I had more fun just parrying. Still great the second time.
Technically impressive and very unexpected. Neat!
The quickest way to spawn more candy to contribute to the global count seems to be to restart the game - it would be nice to have something in game that could spawn additional candy
wow - the visuals and audio are really great!
Having the interact key next to the reset key makes it easy to reset right when you get past a tricky bit of platforming to the next checkpoint.
It wasn't very obvious that the tractor beam is activated by the mouse. I see now that there's a little icon indicating it, but it really didn't look like a mouse to me. Fun to use once I figured it out, though
Going fast is more risky and fun, but it feels like you can get a lot more points if you go slow and try to hit the gems. Might be nice to have a reason to go fast, like a combo or speed bonus.
Really fun core mechanic!
I kept getting caught on the corners of the rails and had to restart, but I kept trying, which is a good sign :)
Good brainteasers! I wish there was an undo a few times on some of the more complicated puzzles.
I didn't see the "A Way Down" card in my first run - is the deck random and I got unlucky or is there a condition that has to be met to unlock that card?
I got stuck in the house with the axe - the ice cream cones(?) pushed Chocolate into the hall, but I was in the room. I couldn't move the cones out of the way, Chocolate wouldn't move, and the cones couldn't touch Chocolate to get the game over screen.
closes immediately on my system as well - Surface Pro 4, win10. Nothing logged to the event log
I you open the page in two browsers at once, you can combine them to trap the ball in a triangle that seems to hold indefinitely. Maybe the lines should have durability?
Game had an issue in Edge - it sometimes treated dragging like dragging an image, which prevented lines from being placed. It wasn't very consistent. Looks like I'm still running EdgeHTML, so maybe this is a problem that solves itself?
I didn't read the description very closely, and so I didn't realize it was multiplayer until I switched to chrome and was confused why that version had familiar-looking lines already in place :) Very cool to see multiplayer in an LD game
quick heal seemed a little too good - the normal heal was harder to pull off, but didn't heal much at all. the quick heal was fast, more effective, and didn't run out of mana. Could use some balancing, but off to a fun start
I found a bit of what felt like an exploit - if the ball is quite close to the edge of screen, you can click that side just below the ball and send the bouncy ball almost stright vertically very easily. You can then tap it again, and it continue near vertically, and then keep doing this for quite a while.
There wasn't really enough time to read the newspapers, so I had to just plop down anything I could fit and hope for the best. Also wasn't really sure what to do once the map was full. Bulldozing things sounds like a bad thing, but it wasn't clear if there was a penalty for using that ability.
Occasionally I couldn't place a buildings and it wasn't obvious why. It seemed like I had all the resources needed. Also would be nice to be able pan around the map
Frame rate felt very inconsistent, which makes it difficult to react appropriately when it occasionally sped up. I can't tell it that was intentional, but I suspect it isn't. I don't think my computer is that slow, but maybe the game loop could be made frame rate independent?
Neat idea to lock out what you click on. It takes some real thought to plan out your moves to max score and not lock parts of the board off.
It seems like the best strategy would often be to wait for the enemy to come towards you, but they don't (because they're smarter than that?). It leads to a bit of a stalemate without something to encourage conflict. Collapsing the game board like you describe would probably work, but 2 turns sounds short.
Giving the enemy a move when you select a different unit is a bit unusual, but potentially interesting.
I wish the text color or font changed when there was a pet to adopt - I probably missed a few early on before I really understood how that mechanism worked.
Pressing feed all and seeing all the animal sprites change to happy is quite satisfying :)
I kept wanting to just hold the mouse button and keep moving towards the pointer. a little bit of feedback when you click on the mushrooms chasing you would also be nice.
Spearing enemies and throwing them in the fire with your spear is pretty great. That's a really good dual use of the gameplay mechanic, and is a good mechanical hook.
The blood running down walls of spikes as your body falls to the ground is fantastic.
Couldn't beat the agility challenge :(
Your art style is fantastic, and the animations are great!
The goal on the second level wasn't obvious (maybe a cropping issue - I didn't see a flag like the other levels)
It's a little weird to control the jump with space and placement with the mouse. Right click to jump would be nice.
Gameplay and presentation were fantastic - that finger flick feels great!
I wasn't sure how to deal with the tanks, do you flick them multiple times, or do your guys have to deal with them?
I did alright until I got stuck in a wall :( it happened twice, both times when I was moving down (in chrome).
The game loop is quite fun. You could definitely build on the mechanics in a lot of ways. The art and animation are nice.
The timer extension was permanent, right? it wasn't obvious from the description
That was a fun slant on picross. I'd play more levels of this. The polish and little touches are nice. The core game definitely feels fairly complete. Right click to drop an X might be nice.
Level 5 and 6 seemed fairly easy compared to the previous levels. 4 and 8 seemed much harder.
Took a while to figure out that the gray thing hanging down was moving. I felt like I was going in circles for a while until I pressed the button at the right view. I'm not really sure when it even appeared, or if it was there the whole time. Maybe I missed a clue somewhere?
Super catchy tune
WOW! Wow wow wow.
Your visual style and level transitions are amazing.
The mouse controls are a little weird to get used to. Going from a stop to movement or switching directions when facing down sometimes caught me out. It was fun to just hold down charge and "drive" the corgi like a car. It might be more intuitive with a controller.
If you stayed still, you could let the enemies fall on your spear, which seemed a little silly. If I pretended that I had to be charging to kill the enemies, it was a lot more fun.
Switching between 4 colors was maybe too many. Thinking about the colors pulled me out the action a little.
I don't want to end on something negative. Your game is great. Congratulations!
This puzzle design is awesome. The solutions really require some lateral thinking.
The momentum on the character made movement frustrating. I was often hitting walls I didn't intend, which then stopped movement in the direction I really wanted to go.
I wound up walking through the walls a lot in the first level with the poison gas and a key.
It's a little hard to tell whether a falling object is a block or a ruby. It would be nice if that were more clear so you could plan your movement. Perhaps some additional effect or speed change?
The "best" strategy to me seems to be to stay in one area and avoid falling blocks instead of trying to venture out for rubies, even though that's less fun. It might be worth thinking about something to force or encourage the player to use more of the playfield.
Felt really slow on a fairly decent laptop, but that might have been a performance issue?
The robot animations were all very cool, and climbing on it was fun. The laser sometimes seemed unavoidable, though
Wow, that was really impressive. The look is great and the music is amazing.
Brushing off the symbols was a little tedious, but added to the atmosphere. More annoying was capturing the symbols - it would have been really nice to get a confirmation that the symbol was previously captured. I wasn't sure if I needed to brush more off, or if it was already captured.
The light puzzle was very interesting, but it took a while to really understand the mechanics. Even when I did it was much easier to guess and check than to try to reason out the second solution. An intermediate light puzzle would have been helpful.
Found one bug - if you back out to the map from the last music puzzle the end game newspaper pops up.
It would be cool if drill momentum could reliably be kept when changing directions slightly. If you've got some speed going and try to shift left or right a bit you sometimes come to a full stop.
Seems like there are a lot of ways you could build on this with different block types, physics, and terrain. This is a solid start
This takes me back :)
I wish you could swap out the batteries in advance while the game was running. Then there'd be some timing challenge in keeping a run going.
The presentation and art is awesome, but the solutions feel arbitrary. The game seemed really straightforward until I hit one I where I couldn't figure out what I was doing wrong (puzzle 5, IIRC). I don't feel like the rules were fully explained.
(played post-LD build) The player moves really well, that dash feels real good and the animation is nice. The game does feel somewhat empty, though. There's a lot of space between challenges even with the dash, and the darkness around you magnifies that.
I got the charge shot, but not to the boss. It seems like there is an impressive amount of content in here. I might have kept trying if the game didn't reset :(
This is a very solid start. It feels like a lot of good puzzle platforming could come from the timing and the moving pieces. I wish it kept going.
I really wish either the enemies didn't move in real time, or there was a button dedicated to digging. it was a little annoying to try and move quickly past a bird and accidently pick up a block of dirt that then made it difficult to progress. A couple times I hit cases where there was one block of dirt in the way but I was already carrying a shovelful from a block that I didn't mean to pickup.
The animations and art style are really great. I really liked the chunky walk animation.
The mechanics were intuitive, but the hand placed level made it obvious there is some real difficulty to be had with those.
I wish there was a little more to it mechanically. This seems like a base you could build on.
I missed a few things, but I think I beat it? Those mechanics are really mindbending. It really made just moving around the world a really enjoyable ongoing puzzle.
It felt a little unfocused. I just wandered around somewhat randomly. It seemed like there would be challenge in getting all the triangles, but it was easy to lose track of them if I couldn't see an obvious way to get to them.
I think I get what you're going for with the theme, but the connection isn't very clear. Maybe I missed some of the circle-info-thingies.
Overall, the movement mechanics are very interesting. I enjoyed playing it and want to play more.
really like the monster designs and artwork. The music is great too - I had the blob jump to the beat
Double jumping with the action button felt a little weird.
I wish there was a way to switch back to the blob before the timer ran out. I also sort of wish the timer wasn't there at all, but waiting to un-transform just so you can transform was frustrating.
Great little game!
love the animation and all the little details, everything just oozes charm. I second what others said about player movement, though - I really wanted to move more quickly
It's hard to tell when and where you can place things. Some sort of highlighting for when you can buy things, what you have selected, and where you can place it would be nice.
I was also seeing some graphic issues where blocks and objects seemed to be popped to the foreground, which is weird with an isometric view. It's a good start.
hard to score, but fun to try!
enemies feel like they suck up a ton of bullets. Love the art
I feel like I hit a spot where there wasn't enough time to expand enough between a green and red.
love the music! Game play is fun, but can be hard if you don't find a convenient powerup early
We had some very similar ideas about how to approach this theme :)
I dig the art style. It would be nice if the skeletons had a little autonomy or it was more clear that the skeletons were attacking something and not just standing around. Was there a point to burning down the houses, or was it just cool to do?
Fun little game. Hard to tell what was going on at first. It would have been nice to have time at the start to either read the buttons or have fewer to choose from initially. It was also hard to tell if your purchases had any affect, since each one didn't seem to contribute that much.
I really wanted to click on the humans directly to kill them. That would have been a nice distraction for the slower early game.
Can you win, or do the numbers just keep increasing? Can you kill the angel thing in the clouds?
I managed to glitch behind the boulder and it then eventually seemed to freeze. Nice artwork.
Graphics are nice and the puzzle elements to figuring out how to get the shiny things was very fun and satisfying.
It's was a little hard to tell what walls are collidable, and it took me a while to realize repel worked on all surfaces (I thought it was just the metal ones). The jumping could be a little frustrating at times because movement was so twitchy. Those are nitpicks though.
part of me wishes there were more game elements, but all of me wants to crush more protesters. Awesome.
difficult, but a lot of fun and addicting. Love the little details.
Tiny bug - if you get your first keycard from the bathroom on the left, one of the keycards circles around until you reset.
LD54 — Limited Space (2)
The Final Battle by numboff 2023-10-04T05:40:50Z ♥ 0
I just get a 404 error on itch
Tower by irkavtanke 2023-10-04T05:35:55Z ♥ 0
Congratulations on making your first game! I like how the audio builds the tension, and the timer is just barely enough time to collect everything.
If you collect all the coins and click Resume on the main menu, it takes you back to the game, but it's frozen where you left off.
Also, I didn't see the connection to the theme because I beat it with just a second to spare. I went back to see what happened if the timer expired. Then I tried to let the walls crush me, and it ejected me out of the map.