Intermodal by jotson 2023-10-04T07:48:48Z
A ton of of fun! The missing yellow containers messed it up for me π Score: 711 with 8 ships unloaded.
Foon → Ludum Dare Explorer → Users → KANAGG
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | π₯ | INTERSIGNAL | jam | 454 | 3.54 | 3.30 | 3.71 | 4.00 | 3.80 | 3.50 | 3.50 | |
| 2025 | 58 | Collector | π₯ | ASTRODEFENSE | jam | 700 | 2.95 | 2.86 | 3.04 | 3.11 | 3.43 | 2.83 | 1.84 | 2.72 |
| 2025 | 57 | Depths | π₯ | Trash Diving | jam | 2.25 | 2.83 | 3.00 | 3.75 | 2.87 | 2.25 | 2.62 | ||
| 2024 | 56 | Tiny Creatures | Bee Happy | jam | 2.95 | 2.75 | 3.30 | 4.30 | 3.20 | 2.29 | 3.00 | 3.18 | ||
| 2024 | 55 | Summoning | Summoner's Cat Defense | jam | 1155 | 2.83 | 2.81 | 2.64 | 3.11 | 2.73 | 2.76 | 2.67 | 2.85 | |
| 2023 | 54 | Limited Space | The_Box | compo | 351 | 2.51 | 2.48 | 2.87 | 2.74 | 2.12 | 2.90 | 2.48 | 2.38 |
A ton of of fun! The missing yellow containers messed it up for me π Score: 711 with 8 ships unloaded.
Interesting, I know it's part of the story, but I think the enemies could still look a bit more like enemies. It would be cool if there were a way to defeat the red characters. Also, I got stuck at level 2 or 3 at the stone wall. At first, I thought the walking sound was bugged, but I guess it's just part of the retro vibe :D
Always impressive to see what a talented team can manage in so little time :D There are definitely some issues with the customers getting away from the shop and smashing the other cars into pieces while doing so, but I had a great time playing π
Nice, as usual with Pico games, I struggle for the first 2 minutes with controls and how the hell I even start the game π. Once I got that sorted, I found a creative fighting game. It was a bit hard at first to figure out what to do with the different spells, but dropping rocks and throwing them seemed like a good strat.
Battle Royale does make a ton of sense for this theme, and you pulled it off perfectly. I can see this being a ton of fun as a couch co-op game :D As for feedback, the currency feels a bit out of place. If I only collect a few and kill all enemies, I end up last on the leader board, but I survived. That feels a bit weird. I would like some enemy variety in the shooting. It's pretty easy to dodge bullets in 1v1 or even a 1v3. And one small thing, I would love a toggle for the screen shake :D
Delighted to see a fully web-based game, great work! A preview showing the current position in the cargo space for the items would be very handy. Most of the time, it was not clear to me why I currently can't fit that thing in or where I have to click to get it in. Also, information about where the current items in cargo have to be shipped would be nice because I forget everything a second after reading the destination ':D.
I like the limited space in the space theme here :D Once I got the hang of the controls, I managed a solid 01:54:40. The only critique I have is the left trigger to toggle the jet. For me, holding it would be more intuitive, but I guess that's a matter of personal preference :)
Nice work! Sadly, I'm not very good at puzzle games, so I already got stuck on level 4 π I don't have much to add. I can second the point about movement speed. Other than that, it's probably just my lack of skill π One game unrelated point, maybe you can add the how to play instructions to the itch page :)
Very cool! I played 4 or 5 rounds and made it to wave 5. I would love an option to turn off screen shake. That would let me play a couple more rounds without getting dizzy. Great sound effects, and I like the cozy spooky vibe. Maybe barking should not push the ghost towards the human. I ended up just swinging around like a maniac, that felt like the meta here π
Great art! Not a big challenge, but it doesn't need to be. It's just calming to stack stuff into the ship π Some music and additional sound effects would make it a complete package.
I also didn't realize the time limit on my first try, and on the second, I just headed right to the center and shrank myself so tiny I had no idea where I was :D - a small indicator showing where the ship is when it reaches a certain size would help. Also, the UI could use some love, but I understand the time constraints here :) Good job, it's a fun game.
Ambitious entry! Some issues I encountered:
- I started with the tutorial and didn't understand where to click on the map. I tried to click the blinking dot. It was only later that I realized that was the current station, and I had to click the next one. - I think the most effective way to deal with the enemies is just zooming past them at full speed π - I struggled with the upgrade and repair screen. I clicked the buttons at the bottom, but I was not sure what I was upgrading or repairing. I was missing feedback about the current action and where I had to click to perform it.
I'm a fan of tower defense π, and I like the concept and the fact that it is completely controlled via arrow keys. I would suggest adding WASD as a second option because, for me, it's just more ergonomic, and I'm used to moving with WASD. I also died 2 times, the first time I was done reading the tutorial and figuring out how to buy stuff, and a second later, it was game over. Then I didn't see the arrows for harvesting, only after reading the comments above did I realize. I think with a bit more sound and polish, this can be a fun little game :)
A lot of fun! I will bookmark this one to improve my measly 6 satellites π. I like the music and sound effects a lot. I'm missing a full-screen option so I can actually play with controller without moving my mouse cursor around (played on itch). Maybe it's just me, but the circles closer to Earth felt a bit too hard compared to the outer ones.
Very nice! I think around day 6, one of the little guys just started flying all over the place, and that was game over for me ^^. Quite a wrist-intensive game - I think the difficulty could ramp up a bit faster.
Quite an ambitious project for the compo! Seeing your carefully stacked wares flying around after the road bump is fun. I had the same issues as mentioned above. At first, I only placed a car, and it got totaled in the transportation process. In the next try, I stacked furniture, and some survived, but I was not able to start the next trip because the button was hidden behind the UI. Fixing the obvious technical issues and gaining more control over the randomness could make it a fun little experience :)
Very interesting! A little interactive introduction to ease people in would be really helpful because there is a lot going on :D. I managed to get a good run going on my 4th try :) I'm missing some sound effects when something good or bad happens to draw attention. Very impressive for a compo entry, good job π
Nice work! The description for what to do could be displayed a bit longer, or even better, adjustable for people like me who are slow readers. I think I had one bug where the repair WASD instructions were displayed, but a different game started.
Banger of a soundtrack and great voice acting π It took me a bit to realize that I can control the direction and strength of the cannon. I like that most levels can be solved in many different ways. The controls are a bit clunky, some more feedback when clicking on stuff would be nice. Shooting the cannon with the space bar would be a nice touch, and drag-and-drop for the placeable items.
Great entry - great humor :D Maybe you can add some fun sound effects and music at a later date :)
- The scrollbar at the bottom should be grabbable as well :grin: - Some feedback on where an enhancement can be placed or not - I love the relaxing music, and the sound effects are great :smile: - Maybe the cards can be drawn automatically, at least until the player receives the bust warning. Then the player can decide whether to risk and click again or end the day.
Overall, this is in my top 5 of games I played in the jam. An amazing first entry, and that in compo :clap: :thumbsup:
- Are the enhancements with the arrow down in the last row and arrow up in the first row useless? - Maybe they could loop around to the top of the card? (a bit overpowered probably) - Also, it's a bit of a shame that the arrows don't work on other arrows
Very chill and a great fit for the theme :) I struggled a bit on the first one to understand which icon represents what sushi, but I figured it out eventually :D The visibility when overlapping with something could be improved. Over all I had a good time - nice work!
It wasn't really clear what the second person wants based on the description. Solid UI, nice music. Congrats on your first compo entry :)
Well executed - congrats on your first entry :) I would like an option to sell/upgrade a ship to fit more people. The style and music all contribute to this fitting depressing mood.
I have to second @ben-parisi, it was not intuitive to get started. Maybe add a little guide with screenshots. I would love to try it again. The tolerance for people to stick with playing is very low, so try to make it really easy at the beginning so people don't bounce off immediately :)
But It fits the theme perfectly and the idea of making a defrag game is great :D
Cool stuff! I would have loved a second level where the speed of the shapes slowly increases, but I'm sure that's something you would have added with enough time. I can potentially see how geometric forms alone can get limiting if you expand the game, but maybe with a third modifier you can get enough variety that it doesn't matter. There were some phases where nothing is on screen for quite some time, where I wondered if something has broken.
Ran almost flawlessly on my W10 machine :D
I would love to look at the stats of my champions during the dungeon crawl. I'm not too familiar with the auto battle genre, so I don't feel too qualified to give feedback on things, but I felt like I didn't have many decisions to make. The one I remember was to upgrade now or hire two more heroes. The presentation is, of course, top-notch. I love the soundtrack and art :)
I would love it if you could summon a creature and perform a move/rotate action. It felt a bit limiting only being able to move one unit around without sending support. One small UI improvement would be to add the move/rotate controls at the position of the unit that has been clicked on.
I like the moody music and struggled a lot with the labyrinth. I just frantically smashed my way through, running in circles π, but I managed to find some portraits. The story is a bit hard to relate to. I feel like I was not able to really connect with the mission I had. Good job on the submission!
I got a solid amount of playtime out of this :D. Good job on building this in 48h π I didn't quite understand the visuals of the water source, one of those old pump thingies would have worked better for me. Screenshot 2024-04-21 150507.png
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Exactly 5 minutes π I also get a great amount of flash game nostalgia. Maybe with some upgrade economy for the summoning circle and a way to affect the spawn rate of the skeletons, this can be extended to be more than 5 minutes of fun π
I had a good time playing. Great art and moody music. The hazards are a bit unclear, so I kind of had to let them run into stuff to figure out that it's not just decoration π
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Loved it! So satisfying to restore the island. The only thing I would change is that if a helper restores something, the energy flies to me without being in range.
Interesting to read the comments. I had to turn off the music because it made me so uncomfortable π As someone with less experience in the genre, I struggled a lot. A small introduction would be very helpful.
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It's perfect! Love the music and sound effects! :D Maybe the summoner could be a bit smaller so you have a chance at squeezing through some gaps (maybe that can even be an upgrade).
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Looks like it's a viable strategy to just spam the first two triangle shapes π I really enjoy the music, even if it doesn't capture the sorcery/summoner theme. I would really like some indicator of what creature I just summoned and maybe a counter on what types of creatures are currently on the battlefield. I also don't see the "Chain Reaction" part of the game yet, but maybe I just have to play a couple more rounds. The +20 time card seems pretty powerful to a point where it kind of feels bad to have anything else as an option, and I never used the dash.
Sadly, I was not able to play it very much because the UI is cut off for me on my 21:9 display. A windowed mode could be a quick fix for that :)
Thanks for playing @ChrisBeck there where a couple of critical bugs I had to fix after submitting.
Nice art and well polished. I like building up the little zombie army. It would be great if the encounters played more like summoned army vs. summoned army. For me, it was more about frantic running around trying to catch the red person. π
A lot of fun! Glad I clicked on your entry :)
love the squeeze sound :D
I never figured out how I to extend the play area but maybe I'm just to bad to play long enough :D
Amazing compo entry, congrats! I hope you find some time to add sound effects and music.
I did experience some motion sickness after 10 to 15 minutes of playing, and I had to stop. I think it's because I have to play on 34" full-screen and constantly move the screen left and right. It could be improved by allowing the player to zoom out a bit and perhaps smoothing out the camera movement. Always a tricky issue.
Another improvement I would like is camera controls via keyboard.
I love the small animations, and there is good βWuselfaktorβ at the end, so it's fun to watch the little peeps running around :D
The progression at the start feels well paced, maybe at the end it takes a bit to long to get enough together to get that stone moving. Since you can't improve anything at that point, you end up just watching and feeling a bit stuck.
Love it! We need more TD with good vibes.
Fellow bee enjoyers nice :D Love the sound when colliding with something adds some comedy to stumbling trough the world and crashing in to things.
Locking the mouse like in an FPS would help controlling things with the mouse.
I can see myself letting this run while watching something. Sadly it loos like this on my machine. Screenshot 2024-10-26 000633.jpg
Nice little game, great compo entry. Am I the little green dot invincible? I was missing some urgency to use the movement and dodge, maybe the giant could shoot something, but I get it with compo time limit :)
Very cute :) Not sure what the blocking hand is for, but the tap interaction for the water is very nice. Sadly, one didn't make it - it somehow fell from the trunk ποΈποΈ
beautiful!
Very impressive compo entry, with lots of content for the short amount time! I usually struggle with this kind of narrative-led walking sims, but I played through it (twice!). I am not sure about the non-linear adventure game part though. When I hear non-linear, I think of choices that can change the outcome of the game, but I think there were no choices?
Amazing work as always, love the writing sound and music. Great vibes. The first waves with the axe feel a bit clunky (probably what they should feel like), only got stuck on the humming lady for a bit because of my tendency to ignore all but the nice sounding answer in a dialog :smile: One other nitpick is that there are 1 or 2 paths that kind of send you running against an invisible wall. All in all solid 9/10 would recommend.
Great entry, but there needs to be a camera shake off button :smile: makes me dizzy. The visuals and audio create a nice mood and everything feels very polished.
In one level the way to the finish could be a bit shorter, so you don't just run for the sake of running :grin:
@evil23 Thanks for the feedback :D You only defend against one asteroid so it's a fair point :smile:
Nice entry! For some reason, I am really bad at that job, but I appreciate the brain jogging. I hope you find the time to add some sound effects for the stamp and maybe one for picking up and dropping the letters, as that would really elevate it. The music is nice and did not get too repetitive for the playtime (and I took quite a while). Other than that, I can definitely see how this could be developed into a longer experience with a deeper meta plot running in the background.
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I do love me some planet exploitation! Great entry and the music is amazing, so relaxing I will keep that playing in the background for a while :)
The drones feel a bit to expansive for what they do, maybe they could be a tad cheaper just to get the joy of them flying around on the screen without debating the resource cost with the higher ups.
I think Rongo summed it up very well, and there is not much to add. Only as someone not involved in the curriculum, I struggled to get the hang of it. If the year were a bit longer at the beginning, I would have more time to shuffle my money around. Nonetheless, it got the message across, and I hope to set up a solid money scheme in my next attempts.
I did it :smile: Took me 4 or 5 attempts, wasn't to easy to make out the book and the drinking device, they didn't look to distinct from each other. Also I picked up a bundle of keys that had no use I think?
Great audio and art work :)
For me, it would have been more intuitive if I had to stand in front of a structure and right-click on it to open the inventory. It took me a while to figure out that I had to stand on top of it.
There is also not much stealth involved. It feels more like running in, frantically grabbing everything you can, and then running out.
Building a full stealth system in three days is probably a bit much though :smile:
Sound effects for grabbing items and being spotted by an enemy would have been great, and the music starts to feel repetitive fairly quickly.
I am sure you could build a really fun game with a bit more time.
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I played for quite a bit, probably 10 tries or something over 30 minutes, but I was not able to create a strategy that seemed satisfying. I always ended up grinding over two columns until I won because the opponent cannot clear tiles. Not sure how to improve my issue without doing some testing, maybe if the blocks from behind could move up and merge with the first block so they can help with the damage on the sides.
I will keep thinking about it, I like the general idea and concept, but something is missing for me to enjoy it. I will let you know if I come up with something π
Other than that, polished entry, no bugs encountered, audio could be improved, I think the sound effects stack up and get louder if multiple get triggered.
* I feel like the hitbox on the placed soldiers is a bit big, because I felt like I clicked on an empty space but nothing happened a couple of times. * There could be more feedback if I click on a soldier icon that is not ready yet, same for when I successfully select one. * Would love some keyboard shortcuts. * The placing of units with cooldowns at the start feels novel, so big points for innovation there π I feel like a lot could be done with that, especially in a multiplayer context, where two players get an amount of time to build their setup.
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Nice entry. Once I played in full screen I started to understand what was going on, because in the default size I did not see the dice symbol on the cards π
I would like some clear feedback if I whiff a dice roll and cannot cast anything. Audio would obviously enhance the experience as well.
Mechanics wise I would like to see stuff we are used to from deck builders, upgrading or merging cards, special dice with some crazy effects. Maybe also cards that always trigger but are based on the value of a specific dice. I feel like it is a base game where you can go in many directions and build a lot of fun stuff.
So stressful π Great implementation of the theme, plays well. Maybe you can actually lean fully into the educational part of it, I would not play it just for fun. It gets repetitive after the third try, maybe if I could call the next ship right away so I get to the stressful part early, I would have done more tries.
Ambitious compo entry, the best strategy I came up with is to let all my ships rush past the enemy and just spawn my own mother ships so I do not die.
I like the simple and clean art, maybe the signals button could be a bit highlighted so it pops out a bit more, especially on the first run where you are not sure what is going on.
Music and sound design are great, maybe some additional sound effects for placing the signal and spawning new ships.
I played two rounds, the theme is on point, and the game is well made and polished. The strategy part is where it is lacking, with the signal being visible for the defender it is trivial to always pick the right thing, and on the other side it just feels like a gamble to pick the right action, unless I missed something. Maybe you can figure something out to make these decisions harder and more meaningful.
* The round speed can be faster, maybe add a speed up button. * I would like to see the range of a radio if I hover over it between rounds, maybe even something to show all signal ranges. * Rig the randomness or place a working chain so I cannot lose the first round. * I love a lock mechanic for shops in this kind of games. * There is only one cheap receiver that can fix my economy at the beginning, so it is very easy to death spiral because I cannot afford any of the coin generators.
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I bookmarked it so I can come back to it and play through it ππ