FoonLudum Dare ExplorerUsers → Koolruz

Koolruz

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202558CollectorOctrobatjam784.034.013.512.854.214.023.063.83
202557DepthsHeavy Anhingajam634.134.143.893.113.973.354.203.87
202456Tiny CreaturesBun Runjam3003.793.842.873.122.942.003.44
202455SummoningIllusions of Grandeurjam1144.084.094.422.833.632.813.41
202353DeliveryMoonshotjam674.204.463.823.623.923.463.80
202250Delay the inevitableEye Flyjam1673.974.103.693.213.913.293.123.70
202149UnstableWarp Gliderjam964.114.143.913.613.793.013.36
202148Deeper and deeperDungeon Diversjam6423.663.653.753.453.542.723.443.16
202047Stuck in a loopParticle Acceleratorjam5133.693.673.563.513.282.942.112.90
202046Keep it aliveDon't Kill The Messengerjam5733.773.783.754.183.783.293.15

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Koolruz

LD46 — Keep it alive

Soda Pop Vampire by neontropics 2020-05-12T17:07:54Z

I really liked your game! The art looks great, and it was fun to play to boot!

I have a few minor pieces of constructive feedback, but none of these detracted from the experience! I thoroughly enjoyed my time playing. :)

The first suggestion I have is to slowly reveal your text for the intro, victory, and death screens by modifying the transparency of each individual character in the string, rather than adding new characters to the text you're displaying. This will prevent your text from jumping around from one line to the next, and can make your text reveal feel a little bit more slick and polished. You can see an example of the text-jumping that I'm talking about in this gif - The word "vending" starts on the first line of text, and then quickly jumps down to the second as more characters are added to it. text.gif

The camera controls took me some time to get used to - Generally, they felt a little bit too sensitive, and it felt like the camera turned in the opposite direction that I would have expected whenever I moved my mouse. I had to move my camera while standing completely still, because otherwise I would accidentally start walking in an unexpected direction and die.

Finally, a lot of the levels started you out by waiting for a guard to walk past you - This wasn't a huge deal, but it added a bit of frustration to each death. I wanted to be able to immediately try again whenever I died, and the short wait at the beginning of most levels felt somewhat punishing.

That said, these are all minor nitpicks in a game that I greatly enjoyed playing! :) The art and sound design were both awesome, and the gameplay was both challenging and fair - I never felt too overwhelmed, and never felt bored. :) Great job!

Vote Jack! by kfischer-okarin 2020-04-25T17:08:38Z

I really liked the graphical style you chose, and the sound design was great; The music set a tense mood that kept me on edge the entire time!

I really liked how you had to keep checking in on the silhouettes in each window to see if they'd changed, once you got to the later levels, because it gave you more of a purpose than just waiting around - Along those lines, the only real critique I have is how long some of the early levels went on without anything to do. The first few levels were pretty slow, and didn't require the player to do much, which pulled me out of the tense mood that you'd set.

Overall though, this is a really neat game! Good job! :)

Volleybody by Ramperkash 2020-04-21T18:30:56Z

It took me several lives to figure out the alien's movement, but I eventually got to the point where it felt more natural, and ended up bringing him on a walk all the way around the level to get three points! :)

Once you got into a flow, there was something interesting that happened - Because you move at the same speed as the alien, you weren't really worried about your own position relative to the alien, and instead had to focus on frantically platforming without stopping or slowing down, which was fun! You might consider putting the fruit in fixed positions around the level, so that you can nudge the player into a path with a nice flow to it - It wasn't until I happened to get a second fruit that spawned to the left side of the level that the movement clicked with me.

Because you asked for feedback on how the movement feels, I had originally expected the alien to bounce off of you in a more realistic way, as if you were a circle - Eg, if you hit him with the left side of your head, he'd bounce off to the left. This might make the gameplay more focused on bouncing the alien than on the platforming, if that's something you wanted to do. :)

Overall though, keep up the good work!

Dragon Eggs: Greatest Hits Edition by Shaolin Dave 2020-04-21T15:26:44Z

The physical dice-rolling was really charming, even if it felt a little bit slow after a few turns - It would have been nice to have the option to skip the animation, but it was still very cool!

I definitely agree with the folks who said that the sound effects startled them - I had my volume turned way up, and got quite a scare when my piece was taken for the first time!

Dr. Flower by pmarincak 2020-04-22T16:34:31Z

Really cool concept for a game, and I liked learning about the different plants! I agree that it was a little bit hard to match an illustration to one of the plants in your guidebook, but mostly because you couldn't see your plant side-by-side with the photos. That said, I had fun looking for key distinguishing features in the illustrations so that I could figure out which plant I was looking at!

There was one gameplay issue that I accidentally noticed when exploring the UI - Because the prognoses are randomized whenever you open the menu, you can cheat and figure out which answer is the correct one by clicking the prognosis button multiple times, and looking for whichever answer never disappears.

Balloon Ride (HTML5/Web) by jeplmr 2020-05-08T19:50:39Z

The way that the balloon handles feels very satisfying! Just the right amount of acceleration/deceleration as you're igniting the burner - Great job on that! :)

Isle of Light by Lexi89 2020-04-21T16:30:14Z

I agree with everyone who loved the atmosphere - It was nice to kick back, listen to some music, and enjoy some island living! The low-poly look works really well for the mood you set!

One thing I wished I was able to do was put down food/drink without consuming it - I would often pick up a bucket of water off the fire to make room for a fish that had washed ashore, and it felt a little bit bad to be forced to drink it when my hydration was still full.

I missed the note with instructions that had washed ashore on my first playthrough - It might be good to place that more prominently on the island, but the controls were self-explanatory enough that I didn't feel lost, despite never seeing the instructions. Good job! :)

Scared by epb9000 2020-05-08T14:19:38Z

This was really neat! I agree with other commenters, you definitely get attached to the little spirit very quickly! After about five or so moves, I didn't want anything bad to happen to them, and I felt pretty determined to see them to the exit!

It took me a little bit of time to figure out that there was an indicator in the top right telling you how many spaces away from the exit you were - When I started out, I was just following candy and lights, assuming that they were indicators of where to go, and ended up very far off track. Once I saw the indicator in the upper right though, I managed to make it back and get the little friend to safety! :)

Daisy Danger by Reef 2020-04-24T04:33:44Z

Cool game! It was cute (though perhaps a little macabre πŸ˜‚) to see the daisy smile after all the zombies on-screen were killed!

One thing that threw me off a little bit was how the difficulty ramped up very quickly - One wave, I was killing ~6 zombies, and the next wave seemed to have dozens of them, with no end to their spawns. It might have been nice to ramp up a little bit more slowly, so players could have time to get used to the continuous enemy spawn, after 4-5 individual waves - I just couldn't keep up. On the other hand, it was nice that I didn't have to spend a lot of time re-fighting the first few easier waves on subsequent attempts, so it's definitely a balancing act. :)

Feed the Fire by Benjamin123 2020-05-06T02:43:43Z

Using particle effects for all of your characters was a cool way to represent fire, but it was a bit hard to tell when your projectiles were hitting enemies, and when enemies hit you. It probably would have helped to have some sort of feedback (flashing, shaking, knockback, disruption of enemy particles, etc) when they get hit by your attacks, to help your attacks feel like they have more weight.

I didn't hear any audio on the webGL version, but saw that you have that category available for ratings - Was there audio that I missed?

I managed to beat levels 1, 2, and 3, but I got stuck on 4. It was great that you let players retry from whatever level they died on - I ended up playing way longer than I would have if I had to start over every time I died! :)

DIABLOW: Savior of the Damped by SubtlyDramatic 2020-04-21T16:14:24Z

Congratulations on finishing your first individual jam game!

I am a sucker for a good pun, and as such I love the idea of a blowfish named diablow being sieged by angelfish. :)

My inners are ours by AguaHervida 2020-04-24T04:53:06Z

Neat concept for a game, and an interesting graphical style! The three-color look really helps make hazards stand out, so you know exactly what to avoid. :)

Unfortunately, I couldn't get very far - Because I had to replay the tutorial every time I died, it meant that I couldn't get much practice at the sections killing me. :(

Keep the campfire alive by 1257th or nothing 2020-04-21T16:51:58Z

Having a stress meter instead of a health bar for a game like this where you're trying to outlast a timer was a great idea! :) It was nice to be able to "reset" yourself after a mistake, instead of feeling locked in to a run where you have very little health.

I ran into two issues that killed me in frustrating ways. On my first playthrough, halfway in, I stopped being able to place the firewood that I was carrying into the fire, and ended up dying because my fire went out. On another playthrough, I died as the sun was rising, because firewood stopped respawning. :(

It would have been nice to have a progress meter telling you how close you were to sunrise - It was hard to feel motivated to try again when I wasn't sure how much longer I would need to last in order to win. Letting the player see how close they were to victory would help them stay engaged, and give them that feeling of, "Okay, I almost had this, I need to try again!"

a plant called martha by Tetralogia 2020-04-21T15:48:16Z

I greatly enjoyed meeting Martha - This was a great way to relax after a long weekend making a game!

The dialog was very cute and kept me smiling, and I learned some neat plant facts! The general ambiance was extremely charming, and the music complemented that perfectly.

platformEGG by Tricky_Fat_Cat 2020-04-25T17:31:22Z

Very nice aesthetics - Well polished and appealing! I liked how the gameplay was a combination of tight platforming, and carefully planning your approach when carrying the egg. The optional difficulty provided by the pineapples was also nice - If you were having too much trouble on a level, you could focus on just beating it, rather than getting all the collectables.

That said, I still couldn't get past the fourth level! :( With such tight platforming, it would have been nice to be able to retry whatever level killed me. Even though I was having fun when I got to experience new content, the amount of time that I was spending on the tutorial and level that I'd already beaten was just too much for me.

I also had a hard time wrapping my hands around the keyboard controls - It felt like my left hand was overburdened, as all the controls (WASD, E, Shift, and Space) were mapped to keys that my left hand hit, and my right hand wasn't doing anything.

Overall though, this was definitely a fun game, and a great concept! :) There's a lot of potential here for really neat platforming challenges, and you have very charming well-polished graphics and sound! Great job!

> keep typing! by Yolziii 2020-04-22T22:37:01Z

I'm also running into the same issues that @sir-magic saw - Whenever I hit space, the page would scroll down, using Firefox. I also couldn't cd into the lab20 folder after logging in - I logged in, then the page jumped down, and I saw that there was a prompt to cd into lab20, but it was telling me access denied still. I'm unsure if this was intentional or not, but the scrolling made it too difficult to dig further.

Firefox also opened a quick find prompt whenever I typed '/', so I'm guessing the scrolling is happening because keystrokes are being read both by the game, and by Firefox - When you hit the spacebar while not in a text field, that's normally a hotkey which scrolls the page down, and the '/' key apparently opens quick find.

If the scrolling issue can be fixed, I'm happy to take another look at the game and leave a rating! I was having fun figuring out how to progress despite the issues - It's a really cool concept, and I want to see where everything leads! :)

> keep typing! by Yolziii 2020-04-23T03:00:58Z

Awesome, I just beat both endings! Thanks for patching the space-key bug :)

This was a fun experience! It drew me in really quickly - Once I found the first hidden password, I immediately wanted to keep digging.

just a boring topdown shooter by Kinshuk_thebest 2020-04-21T17:03:29Z

This was a great way to dress up a "boring" top down shooter! Aesthetically the game is nice and clean, and the experience lasted just long enough that it didn't overstay its welcome. Great job! :)

FIREGUARD by Puszkee 2020-05-04T15:36:22Z

Interesting aesthetic, with a lot of nice bits of polish! That said, the gameplay loop didn't really make sense - There wasn't any incentive to stay by the fire or to fight enemies, so I didn't.

If you're not actively trying to fight enemies, the game becomes very easy - Just ran down and to the right, whenever an enemy spawns near you. Because nothing is able to slow you down and there are no walls to stop you, you'll eventually end up "out of bounds" as it were. After about five minutes, I was pretty sure that I could have kept running away indefinitely, without ever losing.

Hard Beat by FinnThePirate 2020-04-21T15:35:02Z

I really liked the sound you used for when enemies get stomped - It felt really satisfying! I did run into a strange issue where I would occasionally just bounce off of the virus rather than kill it though, which made it hard to get back to the hospital safely. I would think that I had more than enough time to make it back, but get stuck bouncing off of a virus.

Rouge Connection by Edalbung 2020-04-21T20:03:55Z

I clicked on this game because the graphics looked really well polished, stylish, and cool - Great job! :)

I found the camera difficult to use - The way that it quickly jumped ahead of me when I turned around was disorienting, and if I was making a short movement instead of starting a run, my character would disappear off screen for a second or so.

Camera concerns aside though, this is a very stylishly executed concept!

EggScapement by Marcin Godzina 2020-04-21T19:05:34Z

Something about the goofy sound effects really worked for me. Great job with the audio! :) The graphics also fit really well with the mood you set.

Something strange happened when I first played - My chicken seemingly couldn't leave the safe area in the corner of level one. It was only when I started writing this comment and left my chicken running around to get a screenshot that I realized there was a second level.

I agree with @tbrax that the camera controls could be a little bit tricky when picking up eggs - It would have been nice if rotating the view was mapped to right click, so you couldn't accidentally disorient yourself, but this wasn't a huge issue.

Don't Kill The Messenger by Koolruz 2020-04-27T16:00:06Z

@slimbun I'm sorry (and surprised!) to hear that you were stuck on level one. How long were you stuck on this puzzle for, and what was giving you so much difficulty?

I ask because (unless I made a huge mistake!), there should only be four possible permutations of moves in the intro puzzle; assuming that a player doesn't try the same path multiple times, it should only take three deaths before they come to the correct solution. When I timed it, it took ~30 seconds to go through all of the incorrect paths, but if you were stuck on this puzzle for much longer than that, I'm assuming that I must have missed something major! :(

Don't Kill The Messenger by Koolruz 2020-04-27T16:03:54Z

@edalbung @xart2012 Thanks for the feedback! I'm sad I didn't have time to add in sound effects too 😒 It's definitely high on the list of post-jam improvements to make.

Don't Kill The Messenger by Koolruz 2020-05-08T14:11:45Z

@epb9000 Thanks for the feedback! I actually realized about 10 minutes before the jam ended that I'd forgotten to add a prompt telling the player to click on a unit, and unfortunately got the indicator into the game about 5 minutes too late! πŸ˜…

I figured it was against the spirit of the jam to make a marked improvement like that immediately after time was up, so I'll be uploading the new version once the rating period is over. :)

Bondfire by daidiimon 2020-04-21T18:13:47Z

The music was great! I also loved that the main character's "gun" was a matchstick - That was a really nice touch!

I ended up in a weird situation near the end of the game where I was surrounded by enemies and couldn't really move, but also was killing enemies quickly enough that I could keep refueling the fire and not die. I also kept teleporting back to a momfire that I was trying to travel away from at seemingly random intervals - I couldn't figure out what was triggering this.

stuck.png

Overall though, I had fun playing! The soundtrack was awesome, the gameplay was solid, and the graphics had a lot of cute charm to them!

Egg's Eggsoddus by Nothingness 2020-04-21T19:53:33Z

I really enjoyed the game up through the "?" block section, but unfortunately I couldn't finish it past that. :(

The jump pads felt very inconsistent - It seemed like the same pad would sometimes give me the boost that I needed to jump a gap, and other times just give me a tiny kick off the edge. If it helps, it seemed like the pads didn't work well when I walked over them with the point of my egg, rather than the side of the egg; it might have been some strange physics interaction.

That hangup aside though, it was a fun game, and impressively large for a game jam entry!

Save The Game by Rodrigo Castro 2020-04-21T18:44:10Z

I loved the game-within-a-game concept! It was a really nice touch that the buttons on the mini-game device actually worked to play the game as well.

Mama Birb by SouthernWerewolf 2020-04-21T16:05:40Z

Cute baby birbs, and a very fitting concept for the spring! :)

One thing that was a little bit tricky to deal with (especially as I ran out of butterflies near the nest and had to look further away for more) was the way the camera moved. When going left, it showed more of the screen to the right, and vice-versa. This made it pretty hard to navigate, because you didn't get a good idea of what was coming up next.

Great job getting everything made in 48 hours for the compo!

Zombie Horde by Tatuvasara 2020-04-23T03:20:55Z

This was fun, and it's really awesome that you made a game together with your son! :)

I liked the difficulty curve - It started out a bit too easy for me, but quickly got to the point where I had to think about what I was doing, and it took me a few attempts to beat. One thing that threw me off was the way the timer slowed down at the end of the game - On one of my first attempts, I let a large wall of zombies build up to one side of me that I was slowly running away from, and ended up dying because I had a lot longer to survive than I originally planned for.

Necroban by Auroriax 2020-04-21T17:27:10Z

Interesting aesthetics, and a neat puzzle mechanic - I like the twist that you're able to choose which graves become the pieces that you're pushing around, and which graves are the goalposts. :)

I got stuck on the Dead End level - I couldn't figure out why you would sometimes drag a skeleton, but other times you could walk away from it without dragging it. I'd be happy to come back and give the game another try though, because I want to see where you go with the mechanics!

Edit: I went back and played a bit longer, and I figured out the mechanic now - I am just dense, and didn't realize that you would only drag the skeletons when moving directly away from them. πŸ˜…

LD47 — Stuck in a loop

Round Out by foolmoron 2020-10-06T23:59:55Z

Piggybacking on what @nobleboy said, you might not want to show a timer at all, so that the player doesn't get distracted by a metric that they're not supposed to try to optimize. I also had a moment where I was unsure if I was getting points for my survival time, or just for the stars that I was collecting.

That's totally just a nitpick though - The game is a lot of fun, and looks really nice! :)

Gene Cycle by joh 2020-10-17T18:08:43Z

Looking at the screenshots, there might be an issue with your webGL build - The viewport is way smaller than the screenshots suggest, so elements are overlapping, and you have almost no space to move your nucleotides around :( This made it very hard to play, because all of my nucleotides were constantly bouncing around off of each other, and you couldn't clearly see the connections.

Aside from that, it's a really interesting puzzle concept, one that I've never seen before! I managed to get a high score of 7, even with the small viewport, and I had fun while doing it!

Poppy's stuck in time by Xenation 2020-10-10T15:39:02Z

The graphics on the intro animation were extremely charming and cute - Great job with those!

I found myself wishing that it was faster to retry after dying - From the moment I ran out of time, until the moment I started my next attempt, it took over 20 seconds of cutscenes and control prompts, which is a lot when you're only playing for 35 seconds at a time. :(

Loop-E-Mart by jvolonte 2020-10-10T15:27:30Z

The core idea here is really neat, and even with just one character to control, and three actions per day, you already can have a good amount of strategy in how you lay your day out! There were a few minor things that were confusing (Eg: Does one slot of "cashier" let you be a cashier for one customer, or for as many customers as come to the register while you're standing there?), but nothing that ruined the experience.

There's a lot of room for expansion of the core mechanics too, if you wanted to make a post-jam version, which is really cool! I could see a new version where you are able to hire on additional workers (but you need to spend your hard-earned money on them each day), or purchase more slots for your loop, but even with just one worker, and 3 tasks per loop, there's already a surprisingly deep amount of game here! Great job :)

I Reboot by WegPast 2020-10-15T01:01:06Z

I really liked this game! Keeping a bullet on screen from each previous loop was a great idea to slowly ratchet up the difficulty, and to make the player take less optimized paths, and the core loop was a lot of fun!

The only complaint I have is that there was no communication to the player about the timer. Forcing the player not to sit around stalling is a very good idea (Otherwise they could just pause for a few seconds before entering each portal), but it felt really bad to randomly die because I didn't beat a timer that I didn't know that I was racing, on my 12th loop. :(

Aside from that complaint though, I had a lot of fun playing, and the theme shines through very clearly - Great job overall!

Witch Loop by Erukolindo 2020-10-06T00:42:53Z

I'm not sure if this is only an issue on my end, but the game seems to get stuck loading. I gave it a few minutes, and also tried refreshing, but it never budged.

Electro Dash by Asue 2020-10-10T15:50:20Z

Very fun game, and great music! The way that the different obstacles merged into each other, rather than just overlapping each other, was a really nice touch, too!

I only have a couple of nitpicks - It would have been really helpful to get a little bit more feedback when you lost a life, and to have a display of how many lives you had left. Going along with that, it would have been helpful if you had a visible change in your character when you were invulnerable from a dash. Most of the time when I lost a life, I wasn't sure if I had correctly dashed through an obstacle, or if I got hit as I was leaving it, so a little bit more clarity around that would have been very helpful. Overall though, great job! I found myself really enjoying the infinite level when I got there.

Escape Velocity by Sean Holloway 2020-10-06T22:50:26Z

I couldn't get past the second level - No matter what I did, my ship went careening past the planet at very high velocity. I banged my head against it for about ten minutes before I finally gave up - I feel like there was something that I was missing, so I'll hold off on leaving any ratings for now!

I also noticed that the line that my ship followed seemed to be off from the guide being shown - I'm not sure if this was intentional or not, but it made it hard to experiment and figure out what the effects of different trajectories would be, because I didn't have a good sense of where my ship was going to end up. You can see this in the attached gif - My guide says that the ship should pass by the bottom side of the planet, but instead I end up hitting it.

ship.gif

Escape Velocity by Sean Holloway 2020-10-07T01:59:45Z

@sean-holloway It looks like the trajectory is still off :( I'm playing the webGL version if that helps.

ship.gif

I'm still unable to beat level 2 - Is there some trick to start off with less momentum as you leave your starting planet? I've noticed that my ship seems to do a varying number of loops to build up speed before departing, but I'm not sure how to control that.

Looped Dodger by grenk 2020-10-10T15:00:43Z

Interesting game! The post-jam version with a score and more effects is shaping up nicely, it'll be intersting to see where you go from there! :)

One thing that I found a little bit unintuitive was how I would speed up when entering the inner loop, or slow down when entering the outer loop. I understood that this was because I had a fixed angular velocity, and that one loop would always take the same amount of time, but I had expected that my character would move at a fixed speed, and simply complete loops faster on the inner circle, and more slowly on the outer circle. One way to address this without changing the underlying mechanics might be to put the character onto a revolving spindle, which would make it more clear to the player that their character isn't moving at a fixed speed, but is instead moving inwards and outwards on a line which revolves at a fixed angular velocity. Please forgive my hastily edited screenshot to demonstrate what I mean:

quick-sketch.png

Hopefully that makes sense. Overall though, this is a cool concept and a pretty unique mechanic! :)

Particle Accelerator by Koolruz 2020-10-06T23:50:52Z

Wow, thanks for the kind words and feedback everyone! 😊 I'll be trying to check out everyone's games over the next few weeks!

@tomodachi @quak The difficulty scaling was tricky - I tried to put the levels in a mostly-increasing order of difficulty, but I also wanted to make sure that the player could get a chance to catch their breath and wouldn't get burned out, so I tried to vary the types of challenges that would get thrown at the player. For example, if one level had a particularly tight timer, the next level would be more forgiving in terms of time, but perhaps have more hazards that could kill the player. This also means that the difficulty isn't exactly linear, because some types of challenges are more difficult to certain players than others. On the whole, I wasn't concerned with making sure that each level was more difficult than the last, but instead I wanted to make sure that the game delivered a generally-increasing level of difficulty, and plenty of variety so that it was never too frustrating.

@quinn-patrick @grenk If I had an extra 5 minutes, I would have beveled the corners on the bowtie. As I was doing an end-to-end test of my build before uploading it, I realized that Bowties Are Cool was harder than I had originally thought, but it was too late to make any changes at that point, because the jam was over, and I was in the upload hour. As for the theme, my original idea was to make every level a very literal loop (like Small Hadron Collider), but as I kept building levels out, I discovered this approach didn't lead to super fun levels. Ultimately, I tried to capture the spirit of the prompt more loosely by having the player generally making a loop around each level to pass through all of the gates, and also by keeping each level self-contained within a physical loop of geometry. It felt better to err on the side of fun gameplay, even if it meant that the throughline to the theme was less strong.

@blumber I went back and forth on whether I thought it was more fun to watch the ball roll around the level after you touched the door, or if it ought to disappear through the door. The ragdoll-esque nature of watching the ball tumble around won me over, but I totally understand the other point of view. :)

@aquanim @game-endeavor I kept thinking to myself, "I need to remember to put a reset button in before I make the final build", and then it just slipped through the cracks. :( After the jam I'll be going back and adding this in - I actually have the build ready now, but it feels like it's against the spirit of the jam to make this change before judging is done.

Thanks again to everyone for playing, and I'm glad that you had fun!

Looping Condor 3000 by Quinn_Patrick 2020-10-07T00:48:58Z

It took me an embarrassingly long time to figure out how to get past the title screen πŸ˜… I kept clicking, and pressing every key I could think of, before finally accidentally realizing that the right arrow key started the game.

The actual game was fun! I only really had one complaint - Starting in level 2, the respawn locations became pretty unforgiving. This section in particular was frustrating, because you were able to comsafely navigate the tight corridor at low speeds, but doing so meant spending a lot of time between attempts, which wasn't very fun.

screenshot.png

Aside from that minor gripe though, good game! Great job building so much in so short of a time! :)

Orbitrary by Aimainiac 2020-10-08T21:20:14Z

This was a lot of fun! I had some difficulty understanding what to do from just the game alone (Every time the meteor hit the planet, the explosion effect was so forceful that I assumed that I should have blocked it), but once I read the description and understood that I was supposed to collect the diamonds and avoid the meteors, it made a lot more sense.

I did have trouble with the controls - I kept mixing up which button I needed to press to move outwards, and which button I needed to press to move inwards - I felt like I wanted to just use directional input instead of thinking about moving in or out. When I had my fingers on the Z and X keys, I naturally wanted to press X to move my character physically to the right, and Z to move my character physically to the left, but depending on my current position, the controls would be "reversed" from what I expected.

That said, I still had a lot of fun playing, and the different mechanics that you introduced as the game went on (The sectional lasers that you had to slow yourself down/speed yourself up to avoid, orbiting meteors) were all elegant and interesting obstacles to throw at the player that meshed really well with the orbital movement! Good job! :)

Seed by Asemic 2020-10-08T22:03:21Z

I *really* liked the sound design on this game! It was really soothing listening to the soft, crunchy sound effects and the calm acoustic guitar. :) I would have loved to just relax and enjoy the ambiance after my plant stopped growing.

Boris the Bear Hunter by ForgeronStudio 2020-10-06T20:51:59Z

I thought you did a good job explaining the general controls to the player, and I felt like I knew what to do right off the bat. The post-death scene explaining the controls was also a nice touch :) I died by burning my rope a few times to the boss, and having the post-death screen specifically tell me that you would die if your hook got burned helped me realize what I was doing wrong.

That said, I wasn't sure what I was supposed to do to get to the boss on my first few playthroughs - I was wandering lost for quite some time before stumbling into the boss fight in an area I thought that I had already explored. Once I discovered the boss, it also would have been nice to be able to restart the fight without spending 20 seconds walking all the way back between attempts.

I also really liked the music - As soon as I booted the game up, the music immediately set a distinct mood. :)

Superconductor by Indiebard 2020-10-17T05:04:23Z

Very interesting puzzle game! I unfortunately burned out at puzzle 8, and couldn't get any further, but I had fun up until getting stuck!

Co-Routine by MatchaFlavor 2020-10-06T01:10:46Z

Even after reading the tutorial, it was pretty hard to figure out which switches were which, and I had no idea that the purple switch changed the order that you swapped between robots in - You might want to specifically call that out, rather than just say that it does "Something special", because this left me stumped for a very long time on the second puzzle.

That said, aside from the difficulties learning how to play, this is a cool puzzle concept! I got sucked in for longer than I expected, because every time I messed up, I kept thinking to myself, "Okay but *now* I know what to do - I should give it one more try." :)

Welcome to Station Alpha by Theo Ratkin 2020-10-10T15:12:52Z

This game made me experience nostalgia for something that I didn't even realize that I was missing due to covid - The normalcy of walking around in a subway station and getting on a train! It might be because of quarantine, but I really enjoyed the atmosphere of the station itself - The graphics and audio both came together well to set the mood.

Loop Cut by Quak 2020-10-08T22:02:43Z

Having both a weak projectile and a stronger but more dangerous physical slash was an interesting idea! I'm not sure that the two were balanced with one another, though. I ended up basically slashing everything, but maybe that was the point - It let me set my own level of difficulty, and meant that I was always in a much riskier/faster-paced situation when I wanted to be! :)

I love the chiptune soundtrack that you picked for the title screen, even if it was not composed for the jam! :) It sets a fun, high-energy mood right off the bat, which is great!

The Check-Out Line by Tomodachi 2020-10-07T00:26:16Z

I had a hard time figuring out exactly what was changing between loops, but maybe that was the point! I *think* I beat the game, but it was hard to say, given how it ends. ;)

I did run into an error at some point - I clicked "Turn Around" on my second time that I had that option (After clicking "Continue" the first time around), and got the following error, and then the music started playing over itself:

"```NotSupportedError: Operation is not supported @https://v6p9d9t4.ssl.hwcdn.net/html/2800277/index.html line 905 > injectedScript:6:2 n@https://v6p9d9t4.ssl.hwcdn.net/html/2800277/index.html:905:3418 D@https://v6p9d9t4.ssl.hwcdn.net/html/2800277/index.html:905:9454 append@https://v6p9d9t4.ssl.hwcdn.net/html/2800277/index.html:906:27979 c@https://v6p9d9t4.ssl.hwcdn.net/html/2800277/index.html:920:22077 goToPassage@https://v6p9d9t4.ssl.hwcdn.net/html/2800277/index.html:920:22437 @https://v6p9d9t4.ssl.hwcdn.net/html/2800277/index.html:921:31431 dispatch@https://v6p9d9t4.ssl.hwcdn.net/html/2800277/index.html:906:22652 add/y.handle@https://v6p9d9t4.ssl.hwcdn.net/html/2800277/index.html:906:20643```

(This is probably due to a bug in the Harlowe game engine.)"

Speaking of the music, I really liked what you did with the audio - The subtle shifting of the loop and gentle, but somewhat melancholy melody worked really well to set the stage for the narrative! :)

At What Cost? by Sarenei 2020-10-24T16:41:01Z

I absolutely loved the ending - I don't want to spoil anything for anyone reading the comments, but it was perfect. It was a great payoff for the journey.

One small gripe that I had was that the first spikes were very hard to see against the gray background of the house - I died several times to those spikes without ever seeing them, and it made me assume that I didn't understand something about how the looping mechanism worked ("Do I die whenever all of my previous lives are dead?"). Once I saw the spikes and knew to avoid them, there were no other areas where I got stuck - The difficulty curve was not too steep or too shallow; I never felt completely lost, but still had to pay attention as I beat each puzzle :)

Overall, I had fun with the game! Good job!

Brick'd Out by Game Endeavor 2020-10-06T00:49:58Z

Echoing the above that the game seemed to stop working after the first level - But it was really colorful, appealing, and fun! Hitting the bomb blocks felt extremely satisfying, and the levels that came after the intro level certainly looked appealing, even if I couldn't try them out! I also played the HTML5 build.

I'm not sure if this was just on my end, but the game audio seemed to be pretty quiet, so I had to turn my volume up pretty high. Not a big deal either way, I just figured I'd mention it in case anyone else had a similar experience. :)

Brick'd Out by Game Endeavor 2020-10-06T02:24:22Z

@game-endeavor Just played it again, and had a lot of fun with the other levels! The way the ball went straight through the heart after collecting the yellow powerup caught me by surprise, but I had plenty of time to react and loop back around to catch the ball, so it was a fun surprise! :)

Blobber by Cherry_princess 2020-10-25T14:58:21Z

You set a really good atmosphere that caught my interest quickly (Where am I blobbing from? Why am I in this tiny room with Blobber propaganda all over it?), but I unfortunately couldn't find a single clue after the initial cat gif. I'm not sure if I was missing something obvious, but I read all the posts, tried clicking on everything, etc, but nothing stood out to me as being any different than the rest of the posts/images. :(

You've made a really innovative game with great atmosphere, but I just didn't know how to get into it.

LD48 — Deeper and deeper

Conduit by reheated 2021-05-01T16:50:08Z

Really great looking game, and all of the puzzles were a ton of fun! They all had a really satisfying "eureka" moment as you figured out the solution, and the level design telegraphed what you had to do really well - I never felt like I didn't have any idea what to try next.

Unfortunately, I had to quit playing before I got to the end because of this section - I'm not sure if the game was designed for a higher resolution monitor than my 1080p laptop screen, but I couldn't see anything while I was trying to solve this puzzle. It was entirely offscreen, and I didn't want to try to memorize the exact inputs that I'd need to do in order to solve this puzzle without seeing it. :(

off-screen-puzzle.PNG

Aside from that, I had a lot of fun playing this game, and really wanted to finish it! It was really well polished, looked great, and the puzzles were very clever. Great job! :)

Conduit by reheated 2021-05-02T17:02:57Z

@reheated As I was thinking about it, one thing that might make the memorization section easier to grok could be to reverse its layout - Have the player walk past the nodes/maze first, and then have them reach the terminal to control the conduit while the nodes that they'd already seen were offscreen. That way the player would at least know what they were affecting when they reach the terminal, and would have an idea of what the puzzle they were trying to solve would look like.

Because I encountered the terminal before the puzzle, I originally started entering inputs completely at random, not sure what I was trying to accomplish or what my inputs were affecting, which made the off-screen puzzle even harder to parse.

Monkey Quest by paulloz 2021-05-01T16:30:35Z

This game felt really polished and juicy! I loved the art, and I also loved the sound design - The cadence of the "clink, clink, smash!" as you broke through a block was extremely satisfying, especially when followed up by the gem-collection sound.

Unfortunately, I couldn't figure out how to fight back against the enemies as I unearthed them - It seemed like my pickaxe didn't do anything to them, so I ended up just trying to lure them into different parts of the map than I wanted to explore, which was a little bit tedious. It felt like there was something that I was missing.

I agree with other commenters that starting from scratch on death felt like a really harsh penalty - I wanted to keep playing and exploring new content, but restarting every time I died meant that I only ended up playing the first two areas again and again, instead of experiencing the rest of the game in full :(

That said, the moment-to-moment gameplay still felt really satisfying because of all the polish put into the game - Great job! :)

Recursio by loyance 2021-05-13T03:22:02Z

This is a really neat idea for a puzzle concept! I had a lot of fun figuring out how I had to rearrange the walls of the maze to get each of my blobs safely to the goal, but I found myself quickly overwhelmed with too many blobs as the levels became composed of more and more pieces. Because the level layouts generally kept my blobs safe, I would frequently find myself not paying attention and losing track of one of them, then dying seemingly out of nowhere. It wasn't difficult to ensure that a blob stayed on screen if I knew about it, so this mechanic didn't add to the challenge of each screen, it just felt frustrating.

Visually, I really like the style that you were going for here! Everything feels very cohesive and polished, and the subtle shifting of the maze lines really help tie everything together. I also really liked the subtle details - The fact that your blobs and the maze tiles all swayed slightly out of sync with each other added some nice visual interest, and helped very subtly distinguish the various elements making up each level. My only real feedback here is that the goal looks very similar to your controllable blobs, and it can be difficult to locate at a glance.

I did run into one strange mechanic that felt odd to me, and might have been a bug - When I had multiple blobs lined up next to one another, they did not all move as a cohesive group. You can see in the attached gif that when I step left, only one of the two adjacent blobs moves left, and the other was still stuck until its neighbor was two spaces away.

ldjam.gif

Overall though, this is a really well polished game - Great job!

Chess Hellevator by BoxedMeatRevolution 2021-05-01T21:46:42Z

This was a really fun puzzle game! The slightly melancholy soundtrack worked strangely well with the elevator operator's monologues, and really did set an interesting mood behind the entire piece! I also loved the very click-y sound effects you had when moving pieces around - It was really satisfying, as was the announcer's delivery of "Bonus Move!" and "Combo!".

I also really liked how you subtly explained how pawns move via the elevator operator, so that even players who aren't knowledgeable about chess could quickly grasp how their enemies would be moving.

The one place I felt a little bit let down was at the ending - With the melancholy mood, I was expecting things to tie up in a less slapstick fashion once I met the queen, but it's a game jam - Getting any ending in at all is a race against time! :)

Overall, great game! I really enjoyed this one, and had a lot of fun playing it.

Augmented by johnryanaudio 2021-05-05T16:32:21Z

I got pulled in by the writing and genuinely wanted to see how things ended, so good job! :) I finished the story, and while I did see the twist coming, it was still an enjoyable read and kept me engaged to the end - It was long enough to be satisfying, but not too long that it felt like it was being dragged out.

Fathomless by SilkyPantsDan 2021-05-04T16:43:59Z

This game concept is *really* cool - I immediately understood what was going on as soon as I entered the first sub-level, and I loved how kept recursing through stage after stage trying to get to the other side of the first screen.

One thing that felt a little bit unfair/awkward was how you had absolutely no friction with the moving platforms. When I was on this screen, it seemed like it might have actually been impossible to get across the two fast-moving small platforms - I'm sure that it was possible with pixel-perfect precision, but the player's lack of interaction with moving platforms felt really unintuitive.

level.PNG

I'd also echo other commenters' concerns about collision feeling just a bit off - Hazards would often kill me before I had even visually touched them, as seen in this gif. In general, you want the hitbox of your hazards to be smaller than their visual size, just as a matter of pragmatism. When a player dies by just barely brushing up against a spike it can feel very unfair, but if a player just barely squeezes by a hazard that they thought would be lethal, they feel great about it. That small visual change can make a world of difference in how much fun players have with your game, even if nothing changes about how tight a jump is.

ldjam.gif

I also found myself wishing that I didn't have a fixed jump height - The fact that I couldn't do a short hop was unexpected for a tight platformer like this, and led to several deaths against ceiling-spikes. Given how tight the platforming sections were, as a player I really wanted to have equally tight control over my character.

Overall though, really cool and solid entry! Great job! :)

GRAPPLE the Abyss! by lectvs 2021-04-30T04:00:46Z

I had a lot of fun playing this! The pixel art looked great, and the final boss fight at the end was tough enough that it took me a few tries to beat, but not so tough that I ever felt hopeless. Checkpoints were generously placed, so I constantly got to experience new content as I went through the game, and the music accompanying the boss fight was a jam!

In terms of constructive criticism, I really only have a few minor nitpicks. I had a hard time at the beginning of the boss fight figuring out that I could only hit them while they were grappeling, especially because of the free hit you're given to start the fight - For my first couple of attempts, I felt like my attacks were randomly phasing through the boss, but I pretty quickly realized that they could only be hit mid-grapple. The risk/reward of sending yourself diving at the boss if you missed an attack was a lot of fun though, and really heightened the tension of the fight.

I also had a strangely hard time getting through this underwater section, which was the only time the game bordered on being frustrating - Between the very tight gaps between the moving blocks, the delay between launching your grapple and getting pulled forward, and the inability to precisely reset yourself to a fixed distance away from the blocks, it felt awkwardly fiddly to pass. Even when I got the timing down on the first block, it took me several attempts to be consistent enough to do it twice in a row.

tricky-section.PNG

That said, the rest of the game more than made up for that minor hiccup. All in all, I had a lot of fun. When even just moving around in the controls screen felt great, I had a good feeling that the rest of the game would be a good time and I was not let down.

Air-O-Space by zoarfy 2021-05-03T17:11:01Z

The graphics were cute, and the number of different items to juggle made for a frantic (in a good way) experience! I liked the ramp up over time - At first just breathing and sorting the aliens was pretty straightforward, but you quickly felt overwhelmed by how many different tasks you had to juggle. :)

Unfortunately, I couldn't play very long at all :( Hitting Q and P alternately was extremely uncomfortable for me (I had to hold my wrist at a very awkward angle to reach both keys), and I had to stop before injuring myself, as it was getting very painful. While I understand the intent behind spreading the keys apart was probably to add to the pile of things that the player was juggling, I think that making the player physically uncomfortable as part of the gameplay experience is a risky idea, because everyone has different physical tolerances, and you are limiting your potential audience.

DeepO by Rodrysson 2021-04-28T23:13:10Z

Great job on the level of polish here! Everything feels very well made - The sound effects and visuals are both great!

I was playing on a keyboard, and I had a little bit of trouble getting used to jump and dash being mapped to the same button - I kept instinctively trying to hit X to dash rather than Z, but I have no idea why that was. I think I was having difficulty releasing then immediately re-pressing the jump button, without losing too much height.

Unfortunately (possibly because of my trouble with the controls), I ended up getting stuck here - No matter what I did, I couldn't get enough jump height to get through this hole. That said, this may entirely be my own lack of skill :)

stuck.gif

Overall though, great job on the game! I had fun with what I was able to beat, and I really loved the atmosphere you created!

Dig Straight Down! by Reispfannenfresser 2021-05-03T16:41:34Z

I really liked the music - It felt like it was part of a soundtrack to some lost Nintendo game. :)

It took me awhile to figure out how I was supposed to play - After a lot of trial and error, I managed to get a drill pulling blocks up onto a conveyor belt to sell them, but eventually I stopped being able to drill any further (It seemed like I hit an impassable block), and I couldn't figure out what to do next.

That said, I might also just not be the target audience for this game, because I'm not very into sandbox-style games where you as the player decide what to build/what your goals are. This seems like a cool start for a Factorio-style game though, for players who enjoy that type of game! :)

RogueRally by ComicSans 2021-05-05T21:45:26Z

Pre-programming your characters moves is a really neat idea for a roguelike! It reminds me a lot of robo rally, which I'm assuming was intentional, based on the name! :)

One thing I didn't quite understand was why I would want to pre-program several moves at once, as there seemed to be no penalty for taking several smaller turns. Especially once the available moves became randomized, if you had a bad "hand", it felt like it was better to make one small move and hope for better options next turn, rather than work within the limits of your current moveset. It would have been nice if there was some sort of reward for programming longer sequences into your drill, so that players were incentivized to do so and have fun figuring out satisfying sequences. :)

Overall though, cool game!

Just A Shot by Berlm 2021-04-27T19:08:33Z

Looking at your gifs, I feel like I was missing something when trying to wallkick/wall jump - I always ended up losing my momentum when I hit the wall - It made it really difficult to complete a lot of the platforming. During the fight with the two cultists where you had to drop down through two doors, I obtained a single key and dropped down the first door, and ended up stuck and unable to climb back up to kill the second cultist. :(

I went back and recorded a gif of my attempts at wallkicking during the tutorial area, in case it helps you to see what I was doing wrong!

wall-kick.gif

What Lies Below by Cheese Team 2021-04-27T03:03:04Z

Great job with the art direction on this game! It looks and feels very slick!

PΓ’querette Down the Bunburrow by Herbie Puppy 2021-04-27T18:24:08Z

This was really cute and fun! Great job! I felt like I had a really good intuition of how the bunnies would move pretty quickly - It was impressive how effectively the first few puzzles teach the player!

My only (minor) complaint was that movement would sometimes feel a little bit laggy when the bunny moved multiple spaces at once. Once I realized that I was just waiting for the bunny to stop moving before I could move again, it made sense, but it still broke up my flow just a bit.

I managed to get ten bunnies deep before getting stumped by this puzzle, but I had a lot of fun catching bunnies! I also loved the art style you have going on - Everything felt very polished and intentional!

Capture.PNG

Deep Fall by fire_soldier888 2021-04-28T16:48:15Z

This was fun! :) Just like Peace of Cake above, I also ended up replaying it for a perfect run after beating it the first time, just because it was a fun little bite of a game. The controls felt responsive, and I really appreciated the fact that the game had an end state - It might have gotten repetitive as an endless runner, but it was very enjoyable at its current length. Great job!

Deep Dive by mharitsnf 2021-04-28T19:09:52Z

I really liked how cohesive everything looked and felt, stylistically. Solid art direction, and a neat idea for a puzzle mechanic! Having the player dive deeper and deeper underwater was a great use of the theme to provide a straightforward and easy-to-grasp reason for gravity to be inverted until you pick up the treasure!

LD49 — Unstable

Political misdirection by LeReveur 2021-10-05T14:55:43Z

It took me awhile to figure out what I was supposed to do, but it's a cool reaction-time testing game once you understand the mechanics! :)

I had a really hard time with the controls, because I kept thinking that the keys would map to each of the three sections on the graph you were trying to keep balanced, so I'd instinctively press J when I needed to fill the leftmost quadrant, regardless of what symbol was being shown. I think I would have had an easier time clicking on the options I was selecting, rather than using my keyboard.

Overall though, this was pretty fun!

Nuclear Lasagna by unnamed1334 2021-10-05T14:08:44Z

The idea of an incremental game where you're trying not to accumulate too many resources (or else you start a chain reaction and die) is really neat, and something I haven't seen before! I've never been motivated by incremental games, but the layer of strategy you added had me engaged enough I kept trying again when I lost.

Unstable Ai by paruthidotexe 2021-10-05T00:17:09Z

I really loved the way the viruses shattered apart when you destroyed them - Something about that death animation was extremely satisfying :)

Unrogue by ccglp 2021-10-07T17:39:51Z

Combining Warioware-style microgames with another genre is a really neat idea! I would have loved to see more integration between the roguelike and Warioware elements. It was cool that you could fend off the microgames, but ironically I never wanted to do that - I wanted to play them, which caused a strange friction in the design for me. It would have been nice if you were incentivized to interact with the microgames, so that they weren't just a punishment to be avoided, because they were fun!

Overall though, this is a cool concept!

NuclearCell by TsFreddie 2021-10-05T03:08:54Z

I had a really hard time figuring out what charging port was on the bottom of each phone, and zooming in on the phone didn't seem to help, because it would turn the phone to face the screen towards me rather than the charging port. The idea of getting overwhelmed with phones to charge as time goes on sounds like it would be fun, but I unfortunately only ever got past the first phone once - The triple circle charging port was the only one that I was able to pick out by sight.

Unstable Firefighter by digitaldude555 2021-10-05T14:44:44Z

No matter what I did, I couldn't seem to get the axe minigame to work :( I had it pop up once or twice, but the meter then got stuck on-screen even as I switched weapons, and I couldn't open up any other doors.

Edit: I saw your above comment about exiting and re-entering the doors to start the minigame, and that seemed to work to get the meter to show up, but it often disappeared the second that I clicked on the door, so I wasn't sure what I was doing wrong :(

I didn't seem to be able to enter any doors after the doors seemed to be opened, but that might be related to my struggles with the minigame.

Nucleon Soup by Schuster 2021-10-05T00:49:44Z

This was really cool! I managed to make Neon-22 :)

One thing I wasn't clear on was whether or not the tiny particles whizzing by had any effect on your atom - I never managed to catch one to find out if they did anything.

Buggy the Bunny by Don Fouts 2021-10-05T00:29:10Z

This is a really cool idea, and extremely thematic! Unfortunately the visual artifacting during scene transitions was a little too intense for me - I don't have epilepsy, but it was really uncomfortable to play for more than five minutes or so. I think I made it to the last level based on the description, but I couldn't keep going to see the end because I was having too much trouble with the visuals :(

That said, it might just be because I've been staring at a screen for the past 72 hours or so though πŸ˜‚ I'll try to remember to come back and finish!

As an aside, you might want to move your epilepsy warning above your screenshots though - I was going to mention that you might want to include one, but I only just now saw it as I was scrolling back up after leaving my comment!

Short Fuse by beats 2021-10-07T13:51:51Z

My best time was 9 seconds, but my first win was 12 seconds - I had enough fun to want to replay the game, which is a good sign! :)

I would have liked it if there was a little bit more feedback when you were interacting with the different elements of the house - Either something indicating what you could/couldn't interact with, and/or a little bit more punch to the animations when you clicked on something - It would make frantically going through the house feel that much more satisfying

Overall though, this is a very solid game! Good job!

Neon Saber by Kaish 2021-10-05T02:58:45Z

I'm commenting to remind myself to play this once the game is up! The screenshots look really cool, and the story made me smile!

Neon Saber by Kaish 2021-10-05T14:29:09Z

This felt like a neat variant on breakout/arkenoid, and the graphics and story were both very cute!

As I got to the later levels, enemy attacks felt a little bit overwhelming, because it felt like the time that I spent standing still to use my shield and deflect my saber would immediately get me killed once my shield went down and I was surrounded by bullets, so I ended up mostly ignoring the reflecting mechanic once I got past the robot boss, and just let my saber bounce around until it cleared the screen, focusing only on dodging enemy bullets. I wasn't able to beat Yo'guhrt, so I didn't get to see if there was anything that came after.

Overall though, I really enjoyed your game! You did a really good job putting together a polished experience! :)

Moody Hero by fre 2021-10-05T02:55:02Z

It took me a good long while to figure out what I was doing, but I was thoroughly enjoying exploring the world/interactions the entire time! I would have loved if the levels made more use of the floaty physics of the wobbly hero, because he was very fun to throw around, but he wasn't great at platforming against 90 degree walls - Having some more rounded slopes to guide his movement might have helped make navigation easier.

Overall though, I *really* enjoyed playing this game! All of the little interactions with the NPCs were charming in their simplicity, and a lot of fun to figure out. The audio was also great - I loved the music especially - It did really well to set the mood of your game.

PRISM by Gat 2021-10-05T16:36:53Z

This is a cool concept! It would have helped a lot to have more visual/audio feedback of different events happening to your ship, though - I kept blowing up and not realizing what killed me. I was pretty overwhelmed with all of the meters I had to monitor, and never had any extra time to look at my health bar, so I almost never realized when there was something was causing me to take damage. It would have helped a lot to have (eg) your ship shake and play a sound while you were taking turbulence damage, or to have an asteroid obviously hit your ship by playing some visual effect.

Overall though, good job creating something interesting and different! :)

Go Hard! by bernard-bumblebutt 2021-10-05T00:58:09Z

This is *extremely* juicy! Great job packing so much polish into your game!

Stable Meltdown by EvilScotsman 2021-10-05T00:42:11Z

I love the out-of-the-box interpretation of "Un-Stable", because for the first hour of the jam I kept thinking to myself, "What's the opposite of a horse stable?", but couldn't come up with an answer.

Unidentified Stacking Object by Arttu Halonen 2021-10-05T17:08:12Z

I really liked playing this! It felt like you had good control over your block placement, but the elastic nature of your tractor beam still made things tricky.

My one critique would be that in both time trial mode and endurance mode, it felt like you were always best off waiting a few seconds for your beam to stop bouncing, which slowed the pace of gameplay down. I would have loved if things were just a little bit faster :)

Overall though, great entry! I loved the tiny details in the background, like the LD49 sign :)

Finding Balance by WooshDUde 2021-10-04T23:21:21Z

Once I understood the controls/goal of the game, this was a really cool puzzle game! My only real feedback is that there could be better affordances to the player to let them know that they need to press the lit up switch (I spent an unfortunately long time on the first level trying to figure out why it wasn't moving onto the second puzzle), and there could be an indicator of how far the platform can tilt before killing you. Without any visual guide as to how close I was to death, it was really hard to solve some of the larger screens, because I wasn't sure how much wiggle room I had at any given moment.

Willy on a Wheel by POBIX 2021-10-05T16:27:21Z

This was fun! In the beginning, I had a hard time figuring out that you were just trying to survive, which was counter-intuitive to me - I was treating it like an endless runner at first, trying to go as far to the right as I could, which led to me dying almost immediately as I fell off of a super fast-spinning wheel.

I also had a hard time actually using the shop - I never scored high enough to earn any upgrades. That said, the upgrades didn't feel necessary to play the game and have fun, so it's kind of a moot point :)

Overall, good job!

Boat History by etrealjunior 2021-10-09T21:26:53Z

This is a cool idea, and I love how the water feels when you get into the flow and have the boat riding along properly! If you expand this into a full game, one thing that I think would help the feel of the game a lot is to allow the player to move the camera freely and get a sense of the level around them. For example, I had a really hard time at this section, because I was making a blind drop off of this ledge, and often snagged a saw as I was coming to rest down below - If I knew where the saws were as I was dropping off the ledge, it would have made it feel more fair to die to them.

Capture.PNG

I also didn't quite understand what made the boat flip rightside-up - It seemed like whenever it touched the ground it would *usually* flip upright, but it didn't feel consistent, and I think I would have preferred if the ship either didn't right itself, or had clearer rules for when it rights itself. For example, if the ship rights itself after some amount of time, maybe that could be conveyed visually somehow.

Overall though, great job! :) This is a really innovative idea that I haven't seen before!

Edited to add - You kept me hooked for long enough to beat the game, which is always a good thing! :)

Capture.PNG

How high How many by ache games 2021-10-05T04:20:56Z

I happened to luck into a series of upright rectangles, which led to a fun little challenge trying to stack them all on top of each other. :) I do wish that I had more control over my blocks than just their X/Y position though, to give the placement of blocks a little bit more depth (pun intended).

Overall though, it's a very cohesive experience, good job! An online leaderboard adds a lot to score-based games like this, and I ended up playing several more rounds than I expected in order to make it onto the leaderboard - Great job adding that in :)

Shopping Spree! by monkybusines 2021-10-05T15:03:51Z

I really liked the music on this one - The jazzy soundtrack set a good tone for careening through the grocery store :)

Unstable Aviation by IcedJaM 2021-10-05T03:58:49Z

I really liked the art style here - Everything is super juiced up and polished. The sound design also helps reinforce the visuals - Your actions feel like they have weight to them :)

The one thing I can offer for criticism is that death felt really abrupt, especially compared to how polished the gameplay was.

Overall though, great job! :)

Frequency by svemir 2021-10-04T23:47:30Z

It took me awhile to figure out the rules, but this was a cool little game! I like the visual style you went for, it looks really cohesive and clean :)

I do wish that I could have used keys on my keyboard to change my frequency, because my scroll sensitivity was much lower than yours appears to be in the gif, so I had to do a lot of uncomfortable scrolling to make adjustments to my frequency.

Wobbly Cannonry by LucDeligne 2021-10-07T02:43:33Z

I loved this idea! I will echo the other commenters who said that the turrets felt a little bit too slippery - Looking at your gifs I can see that it's possible to master the current controls, but I didn't have that much finesse with them. I found my best strategy was generally to just stay still unless absolutely necessary, which unfortunately didn't let me play with the wobbly-turret mechanic as much as I would have liked.

Visually, the game looks great :) Everything is well polished and consistent, and the attention to detail in maintaining a proper pixel scale for your rotated graphics really sells the retro look - Great job, overall!

Twin Tails Jetpack by ExpiredPopsicle 2021-10-05T15:58:27Z

It took me awhile to realize that my health was a resource that I should be using to save fuel, but once I did, it was pretty fun to send myself tumbling across the levels. :)

My one real constructive criticism is that it felt really awkward to be able to exit the camera area - I expected the camera to drag me along with it like in a traditional autoscroller, or to kill me as soon as I fell off screen. When I found myself off-camera but still alive, I was never sure what exactly to do, and it felt really disorienting.

Uncertain Orbits by Malcolm 2021-10-05T17:51:35Z

Great job with this game! It's an extremely impressive first game ever!

Capture.PNG

The game felt extremely playable and cohesive from start to finish, and even though I cheesed the last few levels by aiming down to the left, rather than weaving through the planets, I still had fun! :)

LD50 — Delay the inevitable

Volcano Crisis by LeReveur 2022-04-21T01:01:55Z

I really enjoyed this game! It took me a few turns to figure out exactly how things worked, but once I did, I really liked how you abstracted the concept down to a clean and simple mechanical execution! My one piece of feedback is that it might have been nice to have turns progress a little bit faster near the end of the game, because you naturally had fewer actions you could take at that point, but I was never bored by the pacing - In fact, I ended up replaying the game a second time to get a perfect run, and I was thoroughly engaged throughout :)

lava.PNG

Ava-launch! by LandoSystems 2022-04-05T03:59:20Z

First things first, that shredding soundtrack is amazing!

I had a hard time on my first day figuring out where the avalanche was going to be coming from, and accidentally built all my ramps on the wrong side of the houses. After that disastrous first day, I think I understood the mechanics, except for how gathering building material worked. I always hit a point where I couldn't build any more, but I didn't see anything on screen telling me why

Overall though, this is a solid entry! The soundtrack and the in-character text scroll explaining the controls did a lot to endear the game to me right off the bat :) It made a really good first impression!

Kiwis Can't Fly by DDRKirbyISQ 2022-04-22T00:47:27Z

This was incredible - I don't have anything else to say

Time, Commander? by JesΓΊs GonzΓ‘lez 2022-04-05T23:31:11Z

The time rewind mechanic is a genius way to make a slower, more methodical game - On my first death, I was really not looking forward to replaying the entire level, but when I got to just rewind time, it was so easy to say, "Okay, well, I'll take one more try at this!" It also made each level feel like a little puzzle to solve. Great job!

In terms of constructive critique, I did have a little bit of trouble figuring out the aiming controls at first - I eventually got a handle on them, but the fact that I had to click in order to aim made it feel like I would aim towards what I clicked on, rather than towards my mouse cursor. This made a difference when I was driving past a tank and trying to aim at it - My first instinct would be to click on the tank, but because I was moving that angle quickly became incorrect.

I also think I ran into a bug - On level 3, this tank just popped out of the wall and killed me before I could react

tank-in-the-wall.gif

That aside, I still really liked the novelty of this game, and how smartly you approached building a slower-paced, tactical experience. Great job!

Capture.PNG

Almost Immortal by Narudgi 2022-04-05T02:16:45Z

The art was super cute, and I loved that you had to find a balance between using one attack or the other, or else you'd end up dying. That said, I did some other way that I could interact with the world, because I eventually found myself in a sort of loop where I was kiting the villagers around indefinitely, nudging my meter either direction as necessary.

Overall though, I had fun and even though I eventually found an equilibrium, it was definitely interesting to explore the mechanic!

Wither by Marc Grabow 2022-04-05T15:52:31Z

wither-score.PNG

As someone who has killed many a basil plant, the line "Based on a true story" got a good laugh out of me :)

I agree with the other commenters that dealing with the bugs was a little bit overwhelming, especially because I didn't realize you needed to pick up bug spray to kill them until the second day! πŸ˜…

One thing that was a little bit frustrating was how you could queue the same action multiple times. I would frequently accidentally click on the same plant twice or more, especially as I was learning the controls, and was stuck watching my character water a plant several times in a row. I really like the idea of being able to queue actions, I just wish the queue was a little bit more forgiving of misclicks.

Overall though, great job, especially for a solo game that was almost a compo entry! :)

Wizard Hunt by Timur_Bahadir 2022-04-05T19:53:57Z

Chiming in as part of the "I wanted to go into the doors" crew :)

One slight criticism is that aiming felt strange to me because the way your arrows interacted with the scrolling of the stage. It may very well be lack of skill on my part, but I never quite got a handle on where I was supposed to aim to make my arrow go where I wanted, and resorted to just shooting half a dozen arrows near whatever I was aiming at, and hoping that one of them would hit.

Overall though, nice job! :)

fireme.club by velvetlobster 2022-04-05T14:51:38Z

I didn't quite understand the mechanics of how attacks worked, but this is really cool and impressive for a jam game - It feels very slick and polished! I *really* like the the asynchronous autobattler idea, and with more of a tutorial, I could see myself coming back to it on my phone!

Did I Just Poop Myself by the Produce Section by ZachsButt 2022-04-05T21:15:06Z

This is the first Ludum Dare game to get me to genuinely laugh out loud - The combat dialogs just really worked for me! The eggs guy was hilarious, as was the end boss who I don't want to spoil to anyone reading the comments. I can't believe I'm saying this about a game based around poop jokes, but great job on the writing!

Stay Cool by TwistedHawk 2022-04-05T03:48:27Z

I absolutely loved the swagger on the snowman's walk cycle - Great job animating that! :)

I did run into a weird situation where I think my next platform was impossible to reach - Even at the apex of my jump, I was unable to get up here:

Capture.PNG

Despite that, I still really enjoyed playing! The springy jump sound effect was very satisfying, and the music was simple, but really catchy - I'm still humming it to myself now :)

Make a Manga Series but It's a Fishing Game by MayChant 2022-04-06T02:31:05Z

I managed to last until week 17! I liked that the well of ideas slowly ran dry the longer your series went on, and I just generally thought the fishing mechanic was pretty fun on its own :)

I fell into a really satisfying loop where I had enough fish in my backlog that I could use a bunch at the beginning of the day to get my ratings up, and then spend the rest of my time fishing, and it was really relaxing!

overRUN by Kaleido 2022-04-06T00:06:39Z

The sound design is really solid, and moving troops around felt very good - Unfortunately, I'm absolutely awful at RTSes, so I could only save one person before getting into a no-win situation where zombies swarmed the dock and I was unable to bring any more troops in. This sounds really weird to say, but I wish there was a failure state to the game, because my only choice at that point was to hit refresh and try again

no-win.PNG

Overall though, well done making an RTS in 72 hours! That's really impressive!

Aster Defense by emrod 2022-04-05T02:03:22Z

It might be worth calling out the controls in your description. It took me a little bit to figure out how to interact with the game - I kept clicking the buttons, expecting something to happen when I did, and it took me a minute or two of clicking around to realize that I was supposed to be clicking around the planet to set up my defenses. Even after I discovered the controls, I wasn't really sure how I was supposed to use the missiles or radar - I didn't realize the missiles could only be placed in orbit far from the planet. I did eventually figure that out, but I never seemed to be able to get radar to work.

Once I figured out how to play though, I thought the distinction between shields and turrets was very clever! It was cool how the shields were your only reliable protection, but they were consumable items, so you had to strike a balance between burning through all your cash on shields, vs having an unreliable turret defense :)

Foster The Beeples by Deylinia 2022-04-05T20:53:37Z

The audio is perfect for this game - The music is relaxing to listen to for extended periods of time, the little sounds that the beeples make are too cute, and it breaks my heart to hear them sneeze/cough when they get sick! Absolutely great job on that! The beeples themselves were also really cute - I still have the game running while I'm typing this up because I feel bad abandoning Gus! :(

The main point of friction that I had was figuring out the controls - I didn't discover the shop/upgrades menu for awhile, and the distinction between the shop and upgrades felt strange to me, because you're making purchases in both places.

I also ran into a few visual bugs, where my beeple's displayed state didn't match what they were doing, like this time when my beeple was apparently sleepwalking

beeple.PNG

One art recommendation that I have is to use a consistent pixel size for your sprites, because it can help to make things feel a lot more cohesively tied together

Overall, this was incredibly cute and relaxing, and a really nice way to wind down after playing a bunch of LD games this afternoon! :) Great job, especially for a second LD game!

9 Turns to Launch by mlkvr 2022-04-05T22:49:30Z

This was a very cool puzzle game, but I wish that there was a way to change the camera angle/hide the UI while playing. For example, during this puzzle, there was a tank hidden behind the turn counter, that I couldn't see until it killed my unit

hidden-tank.PNG

I also had a harder time grokking each puzzle than I should have, because the bazooka and infantry units both looked so similar from a distance - I was never sure which one I or my enemies had :(

That said, I really loved the design of these puzzles, and had fun playing! Despite my difficulties with the camera, this was a really clever and fun game! Good job!

Eye Fly by Koolruz 2022-04-05T02:39:45Z

@escarpoulpe What did you find uncomfortable about the controls, and what keyboard layout do you have? I had intended to add rebindable controls to support non-US QWERTY layouts, but unfortunately I ended up spending the last hour of the jam fixing a data corruption problem after a Unity crash, and that had to get cut :(

@kyle-welfare In hindsight, I wish that I had put that level further back in the game, even though it acts as a tutorial. I wanted to make sure the player knew how to transform back out of their flying form before getting deep into more challenging platforming, but the irony is that the next 3-5 levels were focused on the flight controls, and I think that level would have made a lot more sense after the player got their feet wet with those first

@matt-rice Thanks! I'm glad you got past the wall that is level 3, and got to enjoy the rest of the game :)

Eye Fly by Koolruz 2022-04-05T03:35:29Z

@starship-captain-becca That's actually intentional - The spike hitbox is smaller than the graphic so that the game is a little more forgiving/feels more fair in close call scenarios. I want the difficulty to come from the level design, not from the hitboxes :)

That smaller hitbox is what makes it possible to just barely stand on the edge of the spike without dying, but I'm happy with that concession, since landing on that one pixel is much harder than any platforming challenge in the game :)

Eye Fly by Koolruz 2022-04-05T15:24:32Z

@velvetlobster Thanks for the kind words! That's some very good company to be in :)

Did you manage to get past that part? And did the sign properly communicate that the X button turns you back from flying form to falling form? Looking at it with fresh eyes this morning, I'm worried that the sign doesn't read as a controls prompt, and instead seems like advice

Eye Fly by Koolruz 2022-04-06T01:56:31Z

@sophie-s Oh no, I'm sorry! I really wanted to add rebindable controls to support keyboard layouts other than US-QWERTY keyboards (and for folks who just preferred different controls), but didn't have the time at the end!

Eye Fly by Koolruz 2022-04-06T16:51:09Z

@jzucc12 Your comment made me I realize that I had accidentally left unfinished WASD controls in the game as a holdover from when I was implementing other control schemes! Only the arrow keys and Z were intended to be enabled in the final build, but I apparently forgot to remove the unfinished WASD controls, so you could still use WASD if you happened to hit those keys! I can imagine that WASD and Z were not a comfortable combination of buttons to use; sorry about leaving those in, and accidentally misleading you into using them!

Eye Fly by Koolruz 2022-04-06T17:03:06Z

@escarpoulpe I just realized (due to an above comment) that I had accidentally left in unfinished WASD controls - When you were having trouble hitting Z, were you using WASD or the arrow keys?

Sorry for leaving those in, I can absolutely see how Z would be difficult to hit if you were using WASD! 😬

Eye Fly by Koolruz 2022-04-08T01:42:34Z

@kazuren Thanks for the kind words and detailed feedback! I absolutely agree that a speedrun timer and death counter would be great additions, and I'll probably add them to a post jam version! :)

I'm totally happy to share implementation details, but I'm afraid they're going to be pretty disappointing, because Eye Fly's movement isn't actually built on top of Unity physics! It's all running on a custom "arcade physics" system that I wrote for games which don't want realistic physics simulations (eg, platformers), and the guts of the arcade physics system really aren't fit for public consumption in their current form πŸ˜… I'd like to eventually put it out into the world, because I think other folks might appreciate it, but there's just enough work involved in the cleanup that I haven't made time to do it yet

All Charged Up! by Izokia 2022-04-05T02:56:46Z

I really liked how difficult it was to stay on the course/how tricky the controls were, because it meant that you had room to improve on every lap, as you got a handle on the controls! It really added to the addictiveness of the game for me - I wanted to keep trying to improve my lap time, even though I still need to make dinner πŸ˜…

I really wish that there was a ghost of my fastest lap, or even just something in the UI showing me my fastest lap, because I really just wanted to keep shaving seconds off my time.

Very Long Spell by NotUsername 2022-04-05T16:30:32Z

This is a very well polished game, really good job! :)

I tried a run with all three of the spells, and I felt like Lazzer was definitely stronger than the other two. Fireball was just too slow, where you were still waiting on it to do anything even after the spell went off, and I didn't want to get up in my enemies' faces to use the multishot attack πŸ˜…

I really liked how you stretched the theme and made it work for you! I've seen a lot of games so far where the player is forced to delay an inevitable outcome that they don't want to happen, but I haven't seen anything where the *game* is delaying something that the player wants! That inversion was extremely satisfying :)

STAY by etrealjunior 2022-04-05T19:03:42Z

end-screen.png

Good job on this game! The genre shift between each stage was really neat, and the scanline/CCTV effect that you used really worked well to give the game an interesting visual appeal! I did wish that the last stage had a little bit more going on, because I often found myself waiting between enemy spawns, but aside from that, I had fun from start to finish!

I Sink Not by eeldam 2022-04-05T19:03:47Z

This game was really relaxing and fun! The whole vibe was great, just sailing your boat with relaxing music and a nice atmosphere.

Like other commenters, I also thought that I had managed to game the system with this monstrosity of a boat, but suddenly found myself sinking quickly and had to rethink my strategy. I thought that I had a good system, but then I saw other folks in the comments with scores in the 10,000s, so I guess I have more learning to do! :)

boat.PNG

I loved how you pan the camera across the boat as it sinks to the bottom of the ocean, that was a really nice touch!

Male Pattern Boldness by Choo 2022-04-06T00:24:20Z

That ending also made *me* laugh! It was completely unexpected, but also made perfect sense, given what we knew about this character.

I really enjoyed this game, even though the keyboard controls were *really* hard! It felt a lot like a WarioWare game in terms of humor/aesthetics, which I really dug! I really liked the facial expressions that the character made after each level, they were very charming.

The only real complaint that I have is that you couldn't readjust anything after placing it on your head - I had to replay the last level a few times because the wind kept blowing everything to one side of the head or the other, but not knocking it off, so I would end with very poor coverage, and it felt like there was nothing I could do about it.

Overall though, great job!

RESET by Kazuren 2022-04-05T19:35:01Z

This was an interesting game! I *think* that I found all the easter eggs and jokes that you scattered around (there were a lot of them!), but by the third loop, the humor made for a weird juxtaposition with the dark plot. Once it became obvious that things weren't going to get better, I was expecting the environmental jokes to change to match that new tone, and it felt strange when they didn't.

One thing that felt strange to me about the art was that the pixel scale on the sprite art didn't match between different assets, which made things feel inconsistent/less cohesive, and detracted from the retro sprite art vibe.

That said, I didn't even realize that the main character was a 3D model until other commenters pointed it out - The shader/post processing effect that you used there really worked for me! It reminded me a lot of old point and click adventure games - Great job on that!

Overall, good job on the game! :) Hopefully the my nitpicks don't sound harsh or discouraging, because they *are* nitpicks!

Sisyphus - The Game by poupiste 2022-04-05T23:08:10Z

This is a really good execution of the theme, and I love the art style! The hill looked amazing, peppered with objects!

The one place that I think the art style ran into issues was readability - I had a somewhat hard time figuring out exactly what the collision was for each object, and I had a really hard time reading a lot of the text.

I was also really disappointed that if the ball got stuck, it counted as a loss - I was building a maze to try and get the ball stuck as often as possible, so when that ended up costing me the game, it was really disappointing.

Nitpicks aside, the game was unlike anything I've seen before, looks great, and it fits the theme perfectly - Great job!

Out of blood by Conjure ETS 2022-04-05T15:16:47Z

It was very cool to have a more passive role in combat than a traditional top down shooter - It made things feel more strategic, almost like a light RTS, rather than a top down shooter :)

I didn't have a controller that the game picked up, so I was using keyboard and mouse controls. Because my summon abilities were tied to the mouse buttons, I kept expecting to summon things in the direction that my cursor was pointing, rather than in the direction that I was facing walking. If it doesn't upset the balance of the game, I think tweaking the keyboard and mouse controls so that you aim with the mouse would go a long way towards making them feel friendlier

Overall though, this takes a familiar formula and turns it into something new! Great job coming up up with the idea! :)

LD53 — Delivery

You Hate Mail by xbcw 2023-05-02T02:30:15Z

I really enjoyed the sound effects that you used for the shredding of the mail - It felt like it somehow harmonized with the soundtrack really nicely! The writing was also funny and charming!

I did run into an issue with the smaller letters where my mouse would pass through them without shredding them - I suspect my mouse sensitivity was high enough that the knife skipped over the letter in a single frame, but this made keeping up with the deluge of letters a bit more frustrating than it needed to be.

At first, I was worried that the five minute timer would drag on, but I really liked how the experience kept changing as more waves of enemies (and new traps) appeared!

FredEx by ScrapMetal 2023-05-02T05:15:23Z

I can't for the life of me get over the first rock without losing half my cargo, but I absolutely love the way this game looks and sounds, and for whatever reason I can't stop trying to get that mattress to its destination! Great job! :)

Holiday Halfpipe by Marcus Otterstrom 2023-05-02T18:49:17Z

The physics of doing tricks and jumps felt really good - I loved how generous you were with what counted as a death so that you could really experiment and express yourself as you were riding around! It would have been really easy to count any minor bump against a chimney as a death, but they way you can vault over them with well timed jumps meant that I felt free to play around and do tricks, and only worry about landing somewhere on a roof. I spent a run popping a wheelie on every roof just for the fun of it, and it felt really good!

My only suggestion would be to emphasize tricks even more heavily, so that a player can't avoid them - At first, I thought this was an endless runner where you only got a point for every chimney you passed, so I wasn't doing anything but angling myself to the slope of the roof I was going to land on next. It wasn't very fun to play this way, but I think that if you're playing for a high score, that might be the optimal strategy (assuming you had enough patience), because it was extremely safe. The tricks make the game so much more fun though, so I would try to figure out some way to force the player to engage with them - Otherwise, they might self-sabotage their own fun while trying to go for a high score :)

eelBay by Peco 2023-05-02T04:18:52Z

Oh man, this game is so clever, and I am so ludicrously bad at it! Just from playing around with the game for a couple of seconds, it was *immediately* intuitively obvious what I'm supposed to do, but I found myself completely unable to do it! I managed to get three ships to sail away, and I consider this to be an absolute win.

Incredible game, it made me flex my brain in ways that my brain absolutely was not ready for, and I had a ton of fun with it! I also really liked the way that you used the eels as a mask over an underlying pattern - It was a really charming effect!

Traz Logo by Delta Key 2023-05-03T23:44:39Z

I really liked a lot about this game! The sprite art is very expressive and polished, the music is good, and solving the puzzles by causing chaos with the physics system was a surprising amount of fun!

I played the version with the "broken" physics first, and it actually felt a lot smoother to me - The fixed version leads to some really weird interactions where your claw can get stuck on the world geometry, and where objects become un-grabbable because their interaction point has clipped through the world geometry. For example, I got softlocked by the reflector rotating into the ground in the fixed version, which couldn't happen in the original:

stuck.PNG

My only complaint was that the bomb level moved away from asking the player to *cope with* the chaos of the physics system, and instead asked the player to try to *control* the chaos of the physics system, which was a lot less fun - It became an exercise in patience, rather than an exercise in clever manipulation of the game mechanics.

Overall though, there's a lot to like here - Great job! :)

Volcano Buggy by Liven 2023-05-03T21:59:54Z

The one suggestion I have for game feel here is a strange one - Something about the way the car sharply turns when I press left or right feels a little bit too snappy and tight. It makes the car feel like it doesn't have a lot of weight behind it because it is able to immediately change direction; I would expect the car to take wider turns

deLIVERY by hwaet 2023-05-03T17:39:49Z

I loved this unique interpretation of "delivery"! From a usability perspective, I wished that you could have seen the houses before drawing your livery (rather than having to click "deliver", then go back to your workshop), but that's a minor gripe. It was really fun slowly learning what all of the different terms meant - My only other nitpick is that I wish there was something more that you had to interpret, rather than just deliver what was on the flag outside the house, so that learning the various color and descriptive terms was more meaningful.

Nitpicks aside, this was a very cool game overall! I haven't played anything like this before, and it was a fun novel experience!

Stacked Up! by MashUpGames 2023-05-02T20:33:49Z

I have a lot of good things to say about the game, and a few quality-of-life nitpicks that detracted from the experience of playing it.

First, the art, animations, tutorial design, and sound design are all very high quality! I loved the way you explained the controls to the player, and how the tutorials were puzzles that forced them to learn the different mechanics of the game! The only thing that was unclear to me at first was that taking a long drop while holding a package damaged it, but I did figure that out eventually - It might have helped to have a more explicit tutorial puzzle for that mechanic, instead of having it be discovered midway through a larger puzzle

The puzzles were also fun to solve - You had a sort of eureka moment when you realized what you did wrong, and immediately knew what to try next. That said, because they were very particular about what you did when, I wished that I had an undo button. Especially as the puzzles became longer and longer, a misclick or small mistake (eg: accidentally trying to drop a box when you're standing next to a wall) would often get you into unwinnable situations and forced to restart from scratch.

I ended up replaying the entirety of 2-2 four or five times in a row because I kept not paying attention as I was descending towards the exit door, and didn't pick the crates back up that I had used as a staircase to bring the final package back up to the delivery chute, and was no longer was able to get across the one-tile gap towards the exit door. It was really frustrating to have to spend another 30 seconds replaying a puzzle that I already knew the solution for, just because I had lost focus for a second when I thought it was over. This led to a weird spiral where I went on auto-pilot as I re-solved the puzzle, and kept making the same silly mistake several times in a row because I wasn't paying as much attention when I wasn't mentally engaged in solving the puzzle anymore :(

That said, it was still a really clever puzzle game, and I do love the polish that you put on it - Quality-of-life nitpicks aside, really good job on this overall!

Thirty Minutes Or Less by Spice Cabinet 2023-05-02T19:08:16Z

The line "I bet we can hold them off for thirty minutes" coupled with the character pulling out a gun as the metal riff kicked in caught me by surprise, and made me genuinely laugh out loud - I really loved the way you set that delivery up :)

The only real critique I can think of is that while I was playing I had no idea whether the game was going to progress to an end-state, or if it was an endless high score attack. Like the commenters above, I wasn't sure if I would have to wait out a full 30 minutes before knowing that the game was over, so giving the player some indication of their progress would have been really helpful in setting expectations. The fact that the gameplay kept progressing at first definitely helped, but once the loop between driving / barrels / first person shooting started, I wasn't sure if there was more to the game that I had yet to see, or if that was it.

Overall though, I had fun - The different gameplay styles all worked really well together, and kept things feeling fresh!

Zeba's Broke!!!! by slimefriend 2023-05-02T02:43:07Z

I *really* liked the music and vibe of just cruising around delivering orders - Great job with that! At first, I agreed with the other commenters that the seagulls could be hard to avoid and took down the vibe, but I think my problem was that I would be moving so fast that I wouldn't see the seagull in time to react. Once I started slowing down a bit, they were a lot less troublesome, and it felt really good once you felt like you were in control of the broom.

My only complaint was that I kept getting pulled out of flow when a new gig came in - I couldn't think of any reason I would turn one down (even if it didn't pay well, I could just ignore it seemingly without penalty), so disrupting gameplay to accept/decline an order felt harsh.

Overall though, I enjoyed my time filling in for Kiki :)

Hellfire Pizza by AploveStudio 2023-05-02T05:03:15Z

Great job on the graphics - The character art is all extremely well done, and has a lot of, for lack of a better word, character to it!

Moonshot by Koolruz 2023-05-02T03:02:43Z

@kykypy3o8 You can press Z when running along the ground to jump :)

Moonshot by Koolruz 2023-05-02T03:44:42Z

@dinoraz Thanks for the kind words! I went back and forth on how much air resistance there should be for awhile, and I would have probably kept playing with the tuning for longer if I had the chance. One of my favorite ways to goof around in traditional platformers is to hop around and preserve my momentum due to the lack of air resistance, so it felt weird to add it in here, but ultimately, I decided I needed it to make more room for the golf-controls - Otherwise, a player could bunny-hop their way to the end of the course and only minimally interact with the golfing (though I did make several levels that support doing exactly that, because it *is* fun :) )

Moonshot by Koolruz 2023-05-02T03:49:58Z

@lonelygamedev Thanks for taking the time to write up such generous feedback! :) A timer and level select were actually the two features that ended up getting dropped to the cutting room floor at the final minute! Along with those, I also wanted to have a shot counter that told you how many strokes it took beat the game, but just barely didn't get it in before the deadline

I found it interesting that you saw it as a puzzle game first and execution-heavy platformer second, because I had been seeing it as a platformer first. That was an interesting perspective that I didn't have, and I really appreciate it! :)

Moonshot by Koolruz 2023-05-15T14:04:56Z

Thank you @weeping-rupee! It was great to see your impressions/hear your feedback as you played through the game, and I really appreciate the kind words!

There actually was a quick reset button (you can press R to restart the level in case you realize you're in an unwinnable position), but it was only mentioned on the jam page so I don't blame you for missing it!

Moonshot by Koolruz 2023-05-19T15:47:55Z

Thanks for coming back to the game @lomby , I really appreciated the feedback! Sorry I missed the stream!

Watching you play the last level made me realize that I should have lined that left wall with spikes to reinforce the intended route - I didn't see the wall jump you were going for when laying out the level, which made it into a pretty nasty unintended trap because of how barely doable it was! 😬

Moonshot by Koolruz 2023-05-19T16:14:27Z

@lomby Also, knowing that double jumps felt laggy to you was super valuable! There was nothing *programmatically* different between a double jump and a normal jump, so the fact that they felt different to you was great feedback, because it gave me an opportunity to notice something that I had overlooked about their game feel. Both double jumps and regular jumps behave identically in terms of handling input (they trigger off of the key getting pressed down and they let you buffer your input for a quarter of a second if you pressed the key slightly before you could actually jump), but your feedback made me realize the one place they differ - Normal jumps have around a tenth of a second of coyote time where you can trigger the jump after running off of a cliff, so last-minute jumps feel more forgiving and responsive. Because double jumps are always happening above a deadly hazard, there isn't that same forgiveness baked into their design; if you're a tenth of a second late on the double jump, you've already hit the spikes and died.

This led me to a pretty easy fix - Delay the transition to the player's death state by the same coyote time that normal jumps have, if they can do a double jump :) I wouldn't have realized how big of an impact on the game feel this would make without your feedback, so thank you!

Paddy's Portage by Spacespytv 2023-05-03T01:50:46Z

This was *really* good - The art, the music, the sweet sweet CRT filter and change in soundtrack when you're scrolling the camera around. Lots here to love!

My one disappointment was that I never got to see what was in the package! My cat distracted me and I looked away when the end cutscene was playing πŸ˜…

In terms of constructive feedback, I noticed that the hitbox of the laser seemed a bit wider than you might expect - I got tagged with it a couple times when it looked like I was under an overhang. The only other feedback that I have is that I discovered a softlock here - It's possible to get the package stuck just next to the button, and have to hit R to restart the level

paddy-softlock.PNG

Aside from those nitpicks though, great job! I really enjoyed the game, and the vibe was spot on. I finally understand what a 5/5 mood looks like!

CUBE RUNNER by itsBoats 2023-05-03T21:34:35Z

I was really impressed with the fluidity of the car controls - I had a really hard time finding the first cubes, and figuring out where I was supposed to be delivering my cubes, but I was having a great time just flying around and vibing that it wasn't a huge deal! Killer mood, and really appealing graphics. Great job :)

My only complaint that brought me out of the experience was that the camera controls were very sensitive with my mouse settings - The camera would do a 180 if I moved the mouse more than a centimeter. A sensitivity slider would have been a great addition to help support a wide variety of mouse settings

Overall though, really stellar entry :)

Squid Belt by JustCore 2023-05-02T02:54:53Z

The controls felt really good - I was really struck by how fluid it felt to fly around! My only complaint about the movement was that you didn't get to feel how fluid it was unless there was something in the foreground as a point of reference. Even though it would be unrealistic, it would have helped give a sense of perspective if there was a parallax scroll on the starry backdrop as you moved around, so that you could gauge your movement against the expanse of space :)

I also really enjoyed the sound effects you made - They made shooting (or being shot at) feel very satisfying!

Delivery Force by teadrinker 2023-05-02T19:38:04Z

I love seeing astroids-style ship controls in other genres, and the soft body ship felt really satisfying as it bumbled along bouncing into various obstacles :)

I'm not sure if this was an intentional choice or an issue with my monitors, but after leaving the starting area I had a really hard time seeing anything - The contrast was so low that it felt like I was flying blind, and occasionally crashing into a wall that I couldn't see. This unfortunately made it almost impossible to get past the second delivery for me :(

That said, I loved that the death state was a smashed-up ship that just couldn't fly well anymore. It was fun trying to crash-land my way into one last delivery after taking too much damage, but having an in-game acknowledgement that you should probably start over would help make it obvious that this was an intended failure state, so that players who don't read the description know what to expect - You could add a prompt along the lines of, "Looks like your ship is busted, you can press R to restart". I saw in the description that you had intended to add more here though, so this is probably feedback that you already knew. I just wanted to pass along that I really enjoyed the crumpled up ship as a failure state, and hope that it stays (in some form) if you expand on the game!

Overall, this was a very cool game! I enjoyed playing it :)

LD55 — Summoning

Boiled Hell by Mortith 2024-04-18T18:08:24Z

This was really fun - It felt really cool to have half the spells memorized, and to flip my glance back and forth from the summoning circle to the spellbook and back for quick references of ingredients that I didn't see very often/hadn't fully memorized yet

The art and sound is also great! The sprite art is executed extremely well, and I love that you're presenting everything with a consistent pixel size, and nearest neighbor scaling so it all looks crisp and consistent! My only suggestion here is absolutely a nitpick, but I think it makes a big difference in pixel art presentation - If you make sure that you're using integer scaling of your sprite art (eg: scale up to 2x size, 3x size, 4x size, etc, but not 1.5x size), you can get rid of the shimmering effect where sprites gain or lose an extra row of pixels as they move around. It looks like you might currently be scaling things up by a non-whole number of pixels, which means the nearest-neighbor interpolation occasionally has to double up the height/thickness of certain rows of pixels. You can see what I mean in this screenshot, where the two "l"s in "willingly" are different widths:

pixel-scale.PNG

Hopefully that makes sense, but I am happy to try to give a better explanation of what I mean if not πŸ˜… Like I said, this is a total nitpick, but it's one of those things that can add an extra layer of polish to already amazing sprite work

Like I said, the gameplay was a lot of fun! My only nitpick there was that the recipe would occasionally change while an ingredient was falling into the pot, which felt pretty rough. I also didn't notice the timer to the bottom right of the cauldron at all for my first several playthroughs - It might be clearer to the player that they're on a timer if you move the timer towards the recipe, so that all of the information that they need is available in one glance :)

But really, those are nitpicks, and I'm only writing them up because the game was fun and engaging enough that I was able to develop opinions about the most minor things :) Great job!

My Little Demons by Kaish 2024-04-19T22:31:01Z

Thanks for submitting your game to my stream! I had a bunch of fun playing it, even if I didn't solve the last puzzle correctly ;)

Like everyone else, I absolutely loved the sound effects that the summons made. They were *so* good

Dicey Demons by UkuleleFury 2024-04-16T02:47:11Z

This is absolutely my jam, and I will be playing this for the rest of the night (or until I have beaten it) - The creature art is great, and I love the chill vibes. I can see exactly what y'all were going for here, and I think the world has room for another dice-based roguelike. I was pleasantly surprised how differently this plays from Dicey Dungeons, based on the name - It's really its own thing!

In terms of constructive feedback, I'm not sure that the mixed media between hand drawn and 3D graphics quite works - I love the hand drawn graphics, but the 3D models don't feel like they fit alongside them. I get that it was probably an efficiency thing for the jam though! :)

Overall, great job - I'm going to go back to saving for another Hugh Bun-Gus

Edit: The more that I play, the one piece of gameplay-related piece of feedback that I have is that it doesn't currently feel like your lineup's order matters right now. Because your back line only attacks after the front line dies, adding something like a sheep to the front of your line doesn't actually tank for your weaker monsters - They still only get one attack in before they're killed.

Sick of Summoning by cheesepencil 2024-04-16T03:55:42Z

For a couple hours of work on a Monday, this turned out really well! I love the super chunky lofi artstyle that Pico-8 games lend themselves to, and you've done a really good job keeping everything really readable and appealing! It's not easy when you're working with so few colors and pixels!

SummonInn by Daxic 2024-04-17T03:23:35Z

This game was *really* good - I would gladly pay for a full roguelike version of this.

If you do expand on the game, one thing that I was really pining for while I played was an ability to see the other faces on the dice I was rerolling - There would be times where I would have two dice which rolled the same attack, and I wasn't sure which die would potentially give me a new ability that I needed if I rerolled it, and which one I should keep

I also either didn't fully understand how the charm ability worked - I would see the hourglass and expect an enemy to skip their turn, but I think it was a holdover from the previous turn? It's a minor UI quibble, but it definitely confused me!

Overall though, this game was awesome - I saw someone streaming it, and I had to go try it out because it looked so cool. Amazing job!

Edit: I died on the final boss before leaving the above review, so I have a bit more feedback after replaying the game. There was a strange friction with the way the dice rewards worked - After a few fights, I stopped caring about rewards, because I had a setup that worked well for me, and because of the way the cost system worked, I wouldn't be able to fit any new faces onto my dice - There was no real path towards upgrading any of my dice after I had spent all 20/20 points for each of them; even if I got a better face, I wouldn't have the spare room to place it anywhere without taking apart my entire build

I also ran into one unfortunate game-breaking bug on my second play through. The game got stuck with an empty table after one of the fights, and didn't progress any further. During the previous fight, I had also ran into a weird freeze after rolling my dice - Two of the dice were resting against one another and the game didn't seem to register that they had finished rolling, but I clicked and dragged one of them and everything jumped back into place.

Either way, everything still stands - This was an amazing game, great job with it! :)

SummonInn by Daxic 2024-04-17T14:51:26Z

@karlo5o It was CookingWithSpices - He was playing submitted Ludum Dare games, and I think someone recommended yours when the queue ran out :)

Summoning Guidebook by Sariiger 2024-04-19T22:43:35Z

Thanks for submitting your game to the stream!

Like I said on stream, I had a lot of fun solving the puzzles once I figured out the mechanics (and I totally should have read the screenshots to figure them out sooner πŸ˜…). My main feedback was something that you already knew (based on the description) - It can get a bit grindy to gather the resources that you need to solve the puzzles, and it would have been nice to reduce the time between the eureka moment when you solve the puzzle, and the actual implementation of the solution. You had some good ideas for how to reduce that friction in later builds though!

Overall, this was a cool entry with a really unique idea main mechanic, and just needs some extra quality of life polish to make it more approachable - *Really* great job for a first time jam game 😊

Illusions of Grandeur by Koolruz 2024-04-16T05:25:07Z

@crylica You're summoning cubes and stairs to solve the puzzles! I guess I could emphasize that a bit more in the description :)

Illusions of Grandeur by Koolruz 2024-04-17T02:01:27Z

@pepe Woah, nice! I didn't even notice that solution when building that puzzle!

Illusions of Grandeur by Koolruz 2024-04-20T15:29:03Z

@meranolean Thanks for your feedback! Yeah, whenever the "!" icon appeared during block placement, it was because the player was too close to the spot that the block would spawn, like you suspected; I didn't want players to be able to sneak their way into a different location by placing a block directly under themselves. I meant to get the description of the "!" icon into the game, but unfortunately only had the time to put it in the description on the LD Jam page because of how frantic the last few hours of the jam ended up being πŸ˜₯

Thanks for the kind words! :)

Illusions of Grandeur by Koolruz 2024-04-22T02:51:38Z

@ategon Absolutely, feel free! :) Thanks for checking out the game and thanks for the feedback!

Elemental Path by Luc-creationallabs 2024-04-16T03:08:12Z

Made it through to the end! :) I didn't *quite* understand what the highlighting on the floor meant (and I ran into some weird issues in the final puzzle where I kept moving the opposite direction that I expected when casting a spell to move right), but overall I had a good time with the game!

Elemental Path by Luc-creationallabs 2024-04-16T03:33:37Z

Oh, that makes sense, and would have been super useful! I understood the darker highlight from context, but the lighter one stumped me

Make New Friends by Benjamin Halko 2024-04-17T04:07:34Z

Very sweet game! At first I was trying to play this like a rhythm game - It took me awhile to realize that this was actually a reflex game where you wanted to press the button as soon as you saw a shape coming towards you! Once I realized that, I feel like the game got a whole lot harder (in a fun way)

My only real complaint was that I had such a hard time remembering which shape/color corresponded to which arrow key - I would have definitely preferred if there was some sort of visual cue for which direction to press, because I apparently have the memory of a goldfish and had to keep looking down at the key in the corner πŸ˜… I think this is in fact what the kids call a "skill issue" though - The game was just emphasizing a skill that I don't have!

Overall, really good job! I had a lot of fun!

Hell's Helper by nohac 2024-04-16T22:12:54Z

I don't know if this was a me problem, but I had a really hard time with the controls - Having active combat skills that required me to move my fingers off of WASD in order to use them was a struggle. I actually had to stop playing because the constant movement from W to 1 and back started cramping up my hand before the end of the game. The controls would have been a lot friendlier if they had been spaced out with one hand controlling movement, and one hand activating abilities.

Other than that, it was a cool game! I really liked the way that you had implemented leveling up, where you really wanted to do well at each mission so that you could get a large boost every time! :)

Hell's Helper by nohac 2024-04-16T22:20:24Z

Well now I feel like a dingus! The instructions totally say arrow keys as well, I just completely skipped over that!

The funny thing is, a few ludum dares ago, I had a similar issue with my game - I had intended folks to use the arrow keys, Z, and X, but accidentally left in WASD controls as well as a holdover from an alternate control scheme. I got a lot of feedback that hitting Z and X was really hard when using WASD πŸ˜…

Thanks for pointing that out!

Lexicon by Tatu HeinΓ€mΓ€ki 2024-04-16T21:07:43Z

I also solved several missions, but couldn't really figure out how to control my progress. I think I understood what the missions were asking me to do, and I was able to carry them out by applying names to things, but at a certain point I felt as though I must have been missing something, because I would spend quite a bit of time waiting for the character AI to randomly move towards the correctly named objects to solve a mission. I would have expected that naming an object changed the AI's behavior, but that wasn't my experience.

For example, when I had to feed the wolf, I quickly understood that I needed to name the humans and turn them into donuts, but after doing so, it took a minute or two for the wolf and humans to randomly run into each other - There didn't seem to be anything else I could do but wait

It's definitely a really cool concept, I think there might just need to be a little bit more of a tutorial for the player to help them onboard and understand both the AI of the different characters, and understand what they're able to do to influence the world. I felt a little bit thrown into the deep end when nine characters were running around my screen within seconds of starting things up πŸ˜…

Overall though, I really liked the idea!

Summon Deeds Done Dirt Cheap by Roman Dubrovin 2024-04-16T03:00:16Z

It looks like there's an issue with how you're serving the web build - I'm getting an error and extremely slow (or stalled) load times

Capture.PNG

Druid's revenge by TescoOne 2024-04-16T21:59:33Z

I really liked the gameplay here! My only real complaint is that I wish that I could have retried from the level that I lost at, instead of starting over when I died - I got stuck on the fight with the two enemies on the left, and an armored knight on the right, and it was a pain playing back through the entire game to retry. I ended up not being able to finish the game because of that, after my third death :(

Overall though, I thought this was a really cool idea and I could see the mechanics being really fun in a deckbuilder type of game, if you were going to explore it further! It hit that sweet spot between having enough complexity to keep me engaged, but not being so complex that I felt like I had no idea what I was doing. Well done! :)

Dungeon of the Bone Summoner by itsBoats 2024-04-16T21:37:52Z

By far the worst crime that these heroes committed was trampling my poor skele and destroying the mushroom that he was carrying >:(

I am absolutely awful at anything resembling an RTS, so unfortunately I can't give much feedback on the gameplay loop itself πŸ˜…

Harod: The Eternal Summoning by KPidS 2024-04-19T22:45:31Z

Thanks for submitting your game to the stream! I had a lot of fun discovering the various endings 😊 It was very satisfying to turn around and get the good ending after being summoned back and forth a couple times.

Summonware by HelperWesley 2024-04-16T02:34:28Z

The graphics were incredible, and I loved the little winking nod towards WarioWare in the "Bow" microgame. In fact, the humor in general had me chuckling throughout (the scroll of cool S, legally-distinct Sans, etc)!

My one complaint was that the instructions for each game were pretty unclear - I eventually noticed that there was a window in the upper right explaining what to do, but I missed the snappy summations that WarioWare would generally give - When you're context switching so quickly, having a quick prompt really helps get your brain in gear to understand what it's looking at. Despite how great the graphics were, I had to play several of the games multiple times before realizing what was happening, because they were over too soon!

Overall though, such a cool and highly polished entry! :)

Ancestor Rain by ELLISBUG 2024-04-19T22:36:48Z

Thanks for submitting your game to the stream! I had a bunch of fun, and I was shocked that I only had to retry the last level once!

I loved the "wrong summon" ending, and the music was great - Overall, really well made entry!

PolyMancer by MarkAis 2024-04-19T22:47:54Z

Absolutely loved this game - Thanks for submitting it to the stream! I had such a hard time talking and playing, but it was incredible

Ghostdusters by Tuna Diver 2024-04-16T01:51:52Z

I had a very hard time figuring out how to summon ghost helpers (at first, I thought the bad ghosts were my helpers, and were very unresponsive to input) - It might be worth mentioning in the description that you need to be in a specific room to summon them (and that they're dismissed if you send them back to that room)

Otherwise, this was pretty cool! My run unfortunately ended with me getting stuck in the summoning state - It looks like if you hit space as you're leaving the summoning room, you get stuck singing for no one πŸ’”

The Ballet by Sevansevan 2024-04-16T20:52:58Z

This was a really cool sokoban variant! At first, I was breezing through the levels, until I got utterly stuck here - I spent a good ten minutes or so, and could not crack that nut. Very engaging, though! :)

Capture.PNG

summon that star manz by Liole 2024-04-16T21:26:57Z

I don't fully understand what I experienced, but I summoned that star, manz! Twice! :)

Bowl n' Bawls by Silliest Goose 2024-04-16T02:08:18Z

I got a good laugh from the peek behind the scenes in the back room :) Thanks for sharing!

TNT Summoning Master!!!!! by Bx007 2024-04-17T14:47:28Z

Capture.PNG

This was a really cool game! It was engaging enough that I actually played through it three times in a row to figure out exactly how I felt about it, which is always a good sign! :)

I thought the graphics were super clean and appealing (I especially loved the distortion you applied as time slowed down and you summoned TNT), and the gameplay felt really satisfying when it went well. My only real critique is that the dropoff for TNT's explosion felt really chaotic - It felt like if I were one or two pixels away from where I was on a previous attempt, I would get a vastly different outcome. Combined with the delay on summoning TNT and how sensitive the spike hitboxes were, some of the later levels became more about trial and error of the same idea again and again, rather than figuring out the puzzle, which was a shame. Because of how little direct control you have over the player's movement, I think it would have felt a lot smoother if the spike hitboxes were shrunk down slightly - As it was, I would often die without even perceiving that my character had touched a spike. I loved the quick resets, but a (skippable) death animation would also have gone a long way towards making deaths feel more impactful/obvious when they happened.

Overall though, this was *really* cool, and I would have never thought this was a first time entry if I hadn't seen your comment above! Please don't take the above nitpicks as anything but nit-picking to give you some constructive feedback! Great job making something so polished, engaging, and fun!

Illegal Summonings by FFenril 2024-04-22T19:52:03Z

I thought this was really cool! That second scene was set incredibly well - It told a very tense story about what was happening in the battle, and the music perfectly reinforced that. I only really have a couple pieces of constructive feedback, which hopefully don't take away from how cool I thought the game was!

For the second puzzle, as much as I thought the scene setting was amazing, the actual solution felt like a let down because it didn't involve investigating the cool scene - It was dissatisfying that the answer ended up being to ignore the battle and instead look behind a rock to notice the ghost. It would have been a lot more fun if the rules were less about whether or not you spotted a critical piece of information, and more about whether or not you understood the story being told by the diorama. As an example, instead of the rule being, "No Ghosts", it could be, "You must be the last member of your adventuring party left standing" - Suddenly the player would need to understand what was happening in the fight, instead of simply looking for certain objects against a cool-looking backdrop.

My only other feedback is that it's important to add a sensitivity slider for the player's turning speed when making an FPS, because of how different each person's setup can be. With my mouse settings, moving my mouse about 2.5cm would cause me to do a complete 180, which made exploring each scene more difficult than necessary.

Overall though, I thought this was really good, and the only reason that I have so many opinions to offer is because the game drew me in enough to make me care about it! It was really innovative, really interesting, and really well put together, and it is especially impressive as a first time jam game! Great job!

Out of Chalk by coffe789 2024-04-16T02:03:06Z

Really interesting concept - I've never played anything like this before! I absolutely loved the art and music - Whatever instrumentation you were using for the high notes really gave me gameboy Zelda vibes which I was totally digging, and the art style was great!

The Summoner's Trial by Avaclava 2024-04-16T21:47:45Z

Really liked the summon mechanic - It reminded me of old DS games that would use the touch screen in interesting ways as part of the gameplay!

I did have a really hard time reading the UI of the summoning mechanic at first - Even though the dot that you currently needed to move towards had a big glowing red circle around it, my eyes kept landing on the other marker which showed where you were needed to go *after* the current dot. I'm not sure why my brain kept skipping over the big glowing red icon (and it is probably a *me* problem,, rather than a UI problem), but I figured I'd pass along the feedback - It might have been a little bit clearer to only indicate which dot the player immediately needed to mouse over.

Overall though, nice job! :)

Call The Right One by MonroeLabs 2024-04-16T03:01:07Z

FYI - Your game is currently password protected on itch, so I couldn't check it out!

Call The Right One by MonroeLabs 2024-04-16T03:17:17Z

Hahaha I have definitely done that before as well, it's hectic getting everything pulled together! I double-checked my release about five times because I swore I was forgetting something (and I feel like I still am lol)

I just finished the game, now that it was up for real! I had a really hard time figuring out how to make the pattern "bloody" (I didn't realize the color changes were based on which torch you started from), but I got there eventually! I got a good laugh out of putting the pattern in upside down at first :)

A Following Wind by digitaliliad 2024-04-18T17:37:17Z

I absolutely loved the music on this! I agree with BadPiggy that I kept *feeling* like I should spam the wind, even though I knew that I didn't have to do so, because of the way that the ships would slowly turn to meet it. Your suggestion of having the sails meet the wind first, then slowly turn the body of the ship to match sounds like it would be a perfect way to give the player more direct feedback as they blew the ships around :)

I ended up playing this way longer than I normally play score chase games because the vibe was just really enjoyable! I did eventually stop before I died, because it felt like I got into a sustainable rhythm and was gaining more faith than I was losing on average, but it's a game jam and figuring out the exact balance for endless games is really hard to do in 48 hours :) Overall, it was very enjoyable, and an awesome first time entry!

LD56 — Tiny Creatures

Spowe by Death Bread 2024-10-08T16:59:16Z

I really liked the soft focus and chromatic aberration effect you gave to the blobs as you moved around - It made the whole experience feel a lot more vibe-y and chill! :)

Silk & Snare by MartensCedric 2024-10-10T02:33:37Z

I thought the web-spinning mechanics were very cool - And the way that your webs were physical objects that got thrown around when the rocks hit them (rather than simply getting destroyed) was a fun bonus! :)

I did run into some strange collision-related issues though, where bugs would seemingly clip straight through the web without stopping - I'm not sure if it was actually a collision issue or a trick of the camera, but I figured I'd pass along the feedback either way!

Well done, overall! :)

Sammich by ColeSlaughter 2024-10-08T22:08:47Z

This was great! Really appealing art, a super fun and simple concept, and the pace of how things escalated was spot-on!

I've sadly got no notes to give, just wanted to pass along the positive feedback!

Tiny Beast Hunter by neowhoru 2024-10-08T17:23:38Z

I really like the concept!

This might be a "me" thing, but using the alt key to soak up creatures felt very strange, and I never quite got used to the controls - It didn't prevent me from playing, but I had one hand on the arrow keys, and used my other hand to hit space/alt. I used my thumb to press space, so I had to put my hands in a very unfamiliar position to be able to comfortably reach both space and alt, which caused me to be playing with my thumb and middle finger.

I also ran into a few browser-related issues hitting alt - It kept trying to set my focus to the file menu every time I pressed the alt key πŸ˜…

Otherwise, the game itself seems to be well-executed! Nice job! :)

Squabble Snooker by bzoo345 2024-10-13T15:53:43Z

I really liked the idea of this game, but with my mouse settings, I could barely control it - Moving my mouse a few millimeters on my mousepad was enough to do a complete 180, which made the whole experience very disorienting/uncomfortable to play :(

A mouse sensitivity slider is really important in FPS (first person snooker) games, because everyone's hardware setup is different, and if someone is using a much higher or lower DPI mouse than you tested with, they might be unable to play.

I just wanted to pass along that feedback - I couldn't play for long enough to get a good sense of anything else, so I can't really give any other feedback or even leave a rating πŸ˜…

Tiny Mushy Froggies by BitLuderRb7804Fr 2024-10-11T18:01:05Z

This was fun! I thought it was really cool how the relatively simple behavior of the cars created emergent/realistic traffic patterns, and I actually feel like I better understand how traffic jams are started, after seeing a car speed into the back of a truck then slam on the brakes, slowing the entire lane to a crawl.

I'm not sure if this was an intentional part of the difficulty or not, but I found it somewhat frustrating at first that my power meter was in the upper left corner - I wanted to look at my frog at the bottom of the screen, and was having a really hard time splitting my focus trying to understand what impact my jumps were having on the frog. I eventually got the timing down and didn't need to use the meter anymore, but it would have been a smoother onboarding experience if the meter was more within my field of view while I was learning the rhythm.

I agree with the above commenter that the screen shake was a little bit too intense at its current level - It made it a little bit too hard to see what was going on. Especially if the player died due to overshooting the last jump, it might have helped to slow the screenshake down a little bit, and slow the death transition, just to make it clear what had happened - I had several runs where I made it to the end, but wasn't sure what happened when I heard the death sound and warped back to the start. It was especially tricky because of just how unforgiving the spacing for the final jump is - I had several attempts where I thought that I was making the absolute minimum jump possible, and still overshot it. I captured one of my attempts as a gif, in case you were curious to see some live gameplay :)

frog-pond.gif

Finally, I absolutely loved the pixel art - The walkers, bikers, cars, and trucks were all super readable, and all fit together really cohesively! I was particularly impressed with how incredibly readable the walkers were, for how few pixels you had to work with (even if I didn't love that they'd absolutely wreck my respawning frogs hahaha)

Overall, this is a very cool little game! Well done! :)

Flea Circus by Adam Konig 2024-10-08T22:43:20Z

I loved the little sounds the fleas made as they jump around - There was just something super charming about them! :)

I really like the idea of this game, too! It's really cool to choreograph your routine one piece at a time, planning out when new fleas would step in or out and interact with different set pieces! Unfortunately, I ran into a lot of physics desynchronization, so even on the second round, without moving my second flea, the first one wouldn't perform the same routine - That made it really hard to choreograph, because on one run a ball might be on one side of the screen, but on another round the same inputs would cause it to roll slightly differently and end up on the other side of the screen.

I also had this very strange behavior happen on one of my attempts - Every flea past the first one would spawn in and be stuck endlessly floating down towards the bottom of the screen, and would only accept spin inputs.

floating-fleas-small.gif

Overall, I'd love to see how the game plays if the physics can be ironed out because I think there's a lot of potential to be really engaging and satisfying when everything comes together in a routine! :)

Tiny Creatures: A Nimkip Story by T C 2024-10-10T02:26:58Z

I thought the idea of using your creatures as a resource in battle was really cool, but I felt like I was definitely missing something about how the tiny creatures worked during battles - I feel like it would have been useful to have a HUD with more information about my creatures (how many were active, wounded, etc), so that I could make more informed decisions about when to use my special abilities. As it was, I felt like I was kind of flying blindly and hoping that (eg) my healing abilities were being used wisely.

Overall, I think there could be something really cool here though!

Bun Run by Koolruz 2024-10-08T01:00:41Z

@willby @kremlebot I definitely agree that I the difficulty needs to be smoothed out - This ended up being a last-minute pivot, so I just plain didn't have enough levels to figure out a reasonable difficulty curve πŸ˜… Spot-on feedback

Also, thank you for the reminder that I totally forgot to put the level skip code in the description! (Typing "cheatyface" at any time lets you jump ahead to the next level)

Bun Run by Koolruz 2024-10-10T16:01:16Z

@druven Thanks for the kind words (and for sticking through so many deaths :) )! The jump has a variable height, so if you hold the jump button down, you'll go higher than you would if you just tap the jump button - Hopefully that helps!

spike-jump.gif

Bun Run by Koolruz 2024-10-13T01:25:03Z

@ategon Absolutely, feel free! :) Fittingly enough, the score chasers tournament is what gave me the kick to finally add in a death counter and timer this time around!

Bun Run by Koolruz 2024-10-13T01:27:22Z

@meep Woah, awesome run! My best time so far has been just above a minute, so you've got the record there! I'm really glad you enjoyed the speedrun! :)

Control Room Critters by ATonic 2024-10-08T00:28:28Z

I really like the idea of this game! It's super cool to be manually hitting all the switches required to fly your ship, and it's a great interpretation of the theme!

It took me a very long time to get used to the (character, not ship) controls though, and *that* made it very hard to figure out what I was supposed to be doing in the ship. I finally realized that my controls were getting inverted as my tiny tilted and tumbled around, but it was extremely disorienting at first - I thought there was some sort of intertia/zero-gravity mechanic where the ship was causing me to fly around because of its movement. It might have helped to onboard the player with a zoomed-out view of the ship where they could get their bearings, before zooming in on the tiny that they control.

Don't feed the frog by kremlebot 2024-10-08T01:07:00Z

I thought the game was really cute! I wish the combo meter had an effect on gameplay - I loved the risk/reward of trying to get several flies on your tongue at once (and potentially losing them all), but once I realized it didn't help you race the frog, I started going for safer strategies. It feels like increasing the payout for combos is a good opportunity to entice the player into taking more risks! :)

Swim Shady by hajpappan 2024-10-10T02:45:51Z

I liked the way that you force the player to control their momentum carefully - You can't just mindlessly run around, you need to move intentionally :)

One thing that definitely bit me on my first playthrough was the fact that the large hexagons looked friendly/non-harmful (to me at least) - Because they were a cool blueish purple that echoed the player's cool color palette (unlike the warm colors of the other enemies), I assumed they were some bonus that I ought to try and stay inside of, which was catastrophic for my swarm

Da Eg Hatcha by itsBoats 2024-10-11T03:33:08Z

I think this might be a new record for the original controls? Funny enough, this was my first complete run - On my first couple attempts, I kept getting hard stuck going left from comic sans for ULTIMATE LMAOS, but when I came back to it this evening, everything just clicked

da-win.PNG

Absolutely loved this - Great vibes, great humor, great game. Great job!

The only feedback that I had was that the controls felt a little bit twitchy, which made it really hard to launch myself at an angle (this was what kept getting me stuck originally), but I saw that there was a post-jam update, and the new controls feel buttery smooth.

Another awesome entry!

Tiny Ducks by osh.studio 2024-10-11T04:01:09Z

bread-win.PNG

This was a ton of fun - My playthrough was super tense the entire way through, because I didn't realize your ducks could be revived. All three of my ducks were at less than 5hp going into the final boss, and there were several tense coin flips on Duck cards keeping them afloat. Honestly I'm kind of glad to have had that experience because it was a blast trying to manage everyone's health and keep them alive just long enough to crawl across the finish line.

I know y'all don't plan to expand this game because you never want to make a card game again, but if you do ever pick it back up, I'd highly recommend incentivizing a no-revives run - The cards that you have here made resource management super tight but doable, and before I read the comments and saw that you could revive your ducks, I was floored by how well you had nailed that balance in 72 hours. Either way, awesome job!

smolloween by Anvi Penmetsa 2024-10-10T02:59:55Z

It looks like something is wrong with the web version of the game - Hitting "Play" doesn't seem to do anything :(

Tiny Survival Tactics(Puzzle) by Sphinx 2024-10-08T00:37:21Z

These puzzles were super engaging! Once I realized what I was trying to do, I was immediately hooked trying to work the logic out for each board.

It was a lot of fun, so the only real feedback I can give is UX-related (And I suspect it's something you've already got in mind, and just didn't have time to implement!) - Given how many steps are involved in each sequence, it would have been really helpful to have an undo button - There were so many instances where I wasn't paying attention (or lost track of which fish eats what) and lost a puzzle late in the sequence because of an unforced error in piece movement. Without the ability to undo mistakes, it felt really stressful to move a piece around the board, because I was constantly worried that there was an interaction I was overlooking that would cause me to re-solve the puzzle.

Overall though, I thought this was a lot of fun, and a very clever re-interpretation of those sliding car puzzles from back in the day!

Glimbo's Defense by AtlasFlame 2024-10-08T22:04:25Z

This was a fun little game! I wish there was a way to speed up the game at the beginning, but wow things get fast once it starts ramping up!

My biggest complaint was that the death screen disappeared before I could take a screenshot of my score to share here, because I felt like I had done a really good job!

The Mech-Ant’s Last Stand by kfish 2024-10-08T00:53:22Z

I *also* really like the art, and the music was incredible - It did such a good job getting me hyped up and making the whole experience feel so much more climactic. My only complaint was the hard cut when you press each button (possibly because it was queuing up a new track?)

I really wish there was some way to restart after dying though, because I am awful at bullet hell games, and kept dying to the third pattern.

Nitpicks aside, great job overall!

Stompy by CosmogonicFrog 2024-10-10T03:37:54Z

I really liked the controls - I had an extremely hard time wrapping my brain around them, but I really liked the fact that they were something that I hadn't encountered before and needed to figure out!

SOKOBEETLES by ghettobastler 2024-10-08T22:19:39Z

This was really fun! I greatly appreciated that you let the player play things out and then immediately jump back and edit what they had placed, because my peanut-brain would not have otherwise been able to hold onto the solutions to each of the puzzles!

My one piece of feedback is that the exact timing of how the beetles moved was pretty difficult for me to grok - For example, there was a lot of trial-and-error on this puzzle where I knew the general shape of the solution (have one beetle go up to catch up with the log and push it down), but I couldn't figure out the exact timing of how to get that to happen.

beetle-puzzle.PNG

This also led me to wish that there was a fast-forward button, so that I could more quickly see if my placement of arrows led to the timing that I was hoping for.

These are just minor nitpicks with the UX though - Overall, this is a really cool game! :)

Minisseum by Tenai 2024-10-08T17:08:14Z

There was definitely a disconnect between what I understood the rules to be based on the instructions, and what the rules actually were, but once I got over that hump and figured things out it was a cool game! Aside from the on-boarding experience, I had an especially confusing first game because the board spawned with no fungi at all, which meant it was just viruses and bacteria duking it out - You might want to make sure that there are limits on what the initial board can spawn :)

Germinator by Arthurmtro 2024-10-08T16:50:22Z

I got through several waves by increasing my attack speed as much as possible, and the "whap whap whap" sound of dozens of flying fists was extremely satisfying - Great job on the sound effects!

It would have been nice if there was more visual feedback as you got hit so that you notice the impact immediately - When I finally ended up dying, it came as a complete shock to me because I hadn't realized that I had taken any damage up until that point

char chase by oysterhey 2024-10-10T02:56:51Z

I loved both the art and the visuals, and they paired together perfectly - Really well done aesthetic!

The gameplay was also fun! I had a very hard time on my first attempt, because I thought you needed to create the word while you were running around, but once I'd played through once, I got a handle on the rules.

My only complaint is that I could never find the second O that I needed to finish gyroscope, and had to settle for "gyro" instead πŸ’”

gyroscpe.PNG

The Great Dangling by magopian 2024-10-10T16:27:02Z

dangling-win.PNG

This was fun! The sound effects were great, and the whole package was very cohesive! The only real feedback that I have is that it felt like the first few tutorial-style levels went on for a little bit too long, especially because they didn't really tutorialize the fun physics interactions that the later levels required. Once I got to those later levels, I had a blast trying to figure out how to fling my chain towards each item I needed to pick up, but in the beginning I had a completely different impression of the game, where I thought it was going to be more of a logic puzzle where I had to pick items up in the correct sequence.

My only other feedback is that I literally winced every time I had to start the level by pricking my finger on the thumbtack, but I think that might be a "me" problem - I am awful around blood, so this was some good immersion therapy lol

Little Chef by DERRIXX 2024-10-08T16:53:31Z

I'm not sure if I was doing something wrong, but I could never bring any vegetables to my cutting board - I managed to pick up the knife, but no matter where I put my hands, they would never pick up any veggies when I tried to grab.

The music, art, and concept of a ratatouille simulator are all great though! :)

Hell's Kitchen by DavidZ 2024-10-10T02:18:03Z

I don't have much feedback to give, but I figured I'd let you know that I did keep mixing the buttons up every time I wanted to switch to rooms 1 and 3, in case others have the same issue (or it might just be a me thing!)

I kept thinking the minimaps of the rooms were in order from 1 to 3 vertically, so every time I wanted to go to the top room in the list, I would press 1, which would instead send me to the bottom room.

LD57 — Depths

Captain Peggles: That Man's Chest by Sheepolution 2025-04-16T15:04:32Z

Oh man, this was absolutely so much fun - It's like nothing I've ever played before, and it was a blast! The only thing that bummed me out a little bit is knowing that I'll never get any feedback about whether or not my map that I drew was used/successfully got someone to the treasure! That might be a great future update, getting some sort of reward whenever someone uses your map to find a chest. My only other complaint was how huge the eraser was, when I was trying to make tiny adjustments to my lil pixelized palm trees

Overall though, it was extremely satisfying to both draw the map, and then extremely satisfying to parse someone else's map. Great job all around! :)

Depth of Field by Gao Ming 2025-04-09T03:06:19Z

Woah, this was incredibly charming and well polished - Great job!

Bedrock Rush by superjai 2025-04-12T16:06:23Z

This is a ton of fun - Absolutely loved so much about it, and accidentally spent way too much time playing this morning πŸ˜… It went from, "Let me finally check this out while I drink my coffee" to, "Oops, my coffee is now lukewarm, but I did manage to snag #44 on the leaderboard"

Despite playing for so long, I really only have one piece of feedback - I wish there was a quick reset button! Because this is a time-attack based racing game, I kept wanting to reset my run if (for example) I wiped out early on, but the only way to get back to the title screen seemed to be to hit refresh. Unfortunately, hitting refresh meant that I had to go through the slow-motion tutorial again, and the timer doesn't slow down during the tutorial! 😒 That meant that, no matter what, I was spending at least 20-30 seconds to reset and start a new run after a mistake, which felt brutal.

A corollary to that is that it felt a little bit strange to have randomized levels in a time-attack game - Sometimes it felt as though a certain track layout was just slow (for example, starting with a long hill climb), and you just had to wait it out until you could reroll a new track.

Those are jam-related nitpicks though - The game is still a ton of fun :) It feels great to play, the sound and music were great, and I had a great time with it!

Hyperspacedive by marudziik 2025-04-08T04:16:53Z

Woah, these are some extremely cool visuals - I loved the dithering and genuinely got mesmerized by level 7 or 8 and died while trying to pick apart what I was looking at πŸ˜…

Great job!

Hyperspacedive by marudziik 2025-04-10T12:34:57Z

@marudziik No problem at all, I just left you a rating! :) I thought it was odd that you had opted out because of how polished and high-quality the game was, but I figured you had a reason for it so I didn't mention it during my review!

Where's My Pants?! by gamesplusjames 2025-04-08T03:43:22Z

FYI, the web build seems to crash when you hit play - Bummer, because I really need to find my pants!

Spider Cave Offensive by Cardboard Box 2025-04-08T21:56:00Z

I really liked this game, and survived for a few minutes (and hit the boss with several bullets and a few charge attacks), but I think my arm might fall off if I try to beat it 😡 The fact that you had to keep tapping buttons to mine gave me an intense forearm workout - It would have been nice if I were able to hold the arrow keys down and keep walking/mining in that direction!

Overall, this is a really cool concept (I agree with the above commenter that a combination endless runner/boss fight is a great idea!), and I've never played an endless top-down game before, but it works so well here! Tons of fun, even if I couldn't finish it!

Edit: Just kidding, I played again and beat it :)

Spider Cave Offensive by Cardboard Box 2025-04-08T22:15:16Z

Hahahaha I realized that right after I left the original comment actually, which led to the victory playthrough (I did promptly ignore the feature to mine faster though)

Funny enough, I think my first playthrough may have accidentally been on hard mode πŸ˜… I kept bumping into the chest from above wondering why it wasn't opening, before trying it from the front after some text popped up below it. The more recent playthrough felt way more manageable!

Edit: Also, spoilers have been deleted ;)

Spider Cave Offensive by Cardboard Box 2025-04-08T22:25:24Z

I have finished hard mode, and it is now time to pick up a cucumber falafel wrap - Thanks again for making such a fun game! I had a blast :)

P(urple)thulhu vs SHIPS: Tentacle Trouble! by GreatVV 2025-04-26T00:31:23Z

This was very fun for awhile, but I do agree that it got repetitive - I wasn't sure if there was an end state or not, but after beating about fifteen levels, I didn't feel as though the challenge was progressing any further so I put the game down. I was hooked for fifteen levels though, so I think there's something very cool here! If you expand on the mechanics as the game progresses, and add an end state (or drop the idea of levels and turn it into an endless score-chase to let folks get into the flow state), this would be really cool!

I also loved the tutorialization in the first level - Good job!

A New Hell by Kaish 2025-04-14T18:06:13Z

got-to-the-end.PNG

This was really tricky, but a fun concept! I did unfortunately run into an issue relatively frequently where I would beat a level, then the next level wouldn't load when I exited. This happened on the title screen, on level 7 twice, then on level 8, and I had to replay the boss fight multiple times before it let me progress to the end. It seemed like maybe I had missed the loading trigger as I fell down the hole, because it seemed to happen whenever I came down with a lot of velocity at a strange angle. If I hit space, I could hear the attack sound playing, so presumably I was in freefall below the stage.

no-next-level.PNG

I think there's a small tweak that you could make that would really amp up the game feel - It seemed like your attack hitbox only ever lasts *exactly* as long as the animation played for, but if you kept the hitbox around for a few frames after the animation finishes, I think the timing would feel a lot more consistent for players. Because of how quick the animation is, you don't really have a good sense of when the exact end of the animation is, which makes it really unclear when your hitbox is going to disappear. This lack of clarity makes tight attacks feel frustrating to execute, because there isn't enough time for your brain to parse that the animation had ended if you die; When you can die the frame after the animation finishes, there's very little perceptual difference between an attack hitting, or an attack getting you killed. Even if the attack's actual length stayed exactly the same, but the animation played 2x faster (so that there was some dead time after the animation finishes before you start getting hurt again) I think it would make the timing so much easier to understand, because your brain would have time to catch up and see that the animation had fully completed before you died :)

It also might be a good idea to make sure that the player always has some minimum speed after a collision - During the boss fight, I often found myself making this exact same slide again and again, as I came up from the bottom area. It felt very confusing when my bouncing would stop dead

slide-2.gif

Finally, I also absolutely loved the palette swapping! It's so much fun to see the level change as you progress!

Overall, this was fun! Please don't take the fact that I had a lot of feedback to give as a sign that I didn't like the game - I tend to give the most feedback to games that I spend the most time with! :) Well done!

Deep Fisher by Doomky 2025-04-08T14:04:17Z

high-score.PNG

When I got into the flow of it, things felt really smooth and fun! If I could stay in the zone, I was able to zip around quickly, maintaining my momentum, and it felt really great. That said, I'm not sure if this was a "me" problem, but I had a lot of trouble wrapping my head around the vertical controls - I would try to swim down, and instead get stuck in place going slightly up. Similarly, I'd try to shoot my gun down to give me a quick burst of momentum upwards, and would end up gaining far less speed than I did when shooting left/right. These discrepancies in how my momentum controlled made it a lot harder for me to get into that flow state where I was able to smoothly zip around, because my intuition about how I would move was incorrect and I had to give conscious thought to what I wanted to do when rising/falling, and if I just went on instinct, I'd get stuck in a corner. Again, this might just be a me problem - Maybe the controls match other folks' intuition and maybe I'd get used to them with more practice :)

Overall, great job! I was able to form an opinion about the minutia of the movement controls, because the rest of the game felt so smooth and fun!

I also loved the little homage to the Sonic drowning jingle that you threw in when your oxygen is low :)

Dyamid by leorean 2025-04-23T16:36:51Z

Absolutely loved this, and I have very little feedback to give! My only critique was that the double jump felt very finicky and awkward to use - Every time I used it, it felt like I was exploiting a bug rather than using an intended mechanic to solve a puzzle, and at some points that led me to question whether I was sequence-breaking and heading backwards/going down the wrong path.

That small critique aside, this is one of the best games I've played this jam :) Very well done!

Worm Quest by T C 2025-04-11T17:11:23Z

Oooof this took me over an hour to do, but I got there!

sweet-sweet-victory.PNG

I think there is a lot of cool stuff going on here! I really liked how you traversed down and back again, and by the end you kind of had that metroidvania feeling of zipping back through an area you'd already been through, but with new powers to trivialize some of the old challenges! There were a few pain points that made the game way more frustrating than probably intended

I think if I had one piece of advice to give, it would be to zoom the camera out and let the player plan out their route in advance - There were a lot of blind jumps (or blind rises) that you had to make, and you could end up locking yourself out/restarting an entire section if you made the wrong choice (or simply didn't think to bring a seemingly unneeded block with you through the level). Adding a little bit of signposting for the player (maybe a trail of collectibles, maybe removing "fake" paths, etc) could also help smooth those out, but I think these puzzles would feel so much better to solve if you could plan your entire route out through each screen! :)

fake-path.gif

I also ran into some weird issues with the enemy AI that made certain parts of the game harder than perhaps intended - For example, in the last screen of the level, instead of taking the (presumably intended) path where you could jump up on the right, I had to take a circuitous route involving several dashes to get around this enemy whose patrol put it right in my way during the jumping climb. It was a fun route, but it didn't feel intended, because you had that nice staircase of 3-block-high jumps to the right

had-to-make-my-own-path.gif

I also kept running into a strange bug if I landed directly after dashing where I couldn't jump again unless I tried to mine first - It seemed like somehow the game didn't realize I had landed back on the ground when a dash ended directly on a tile.

Overall though, please don't take this feedback as me disliking the game! There's a clear vision on display here, and because of that, I was able to develop a lot of thoughts as I played through!

Worm Quest by T C 2025-04-11T19:01:43Z

@t-c Yep, I was able to drop dirt on the beetle from up there, it was just getting up there that seemed like it was an unexpected route :)

@jackofcups I see, good to know! :) I didn't realize there was still a route forward when I locked myself out after dumping dirt on the beetle! I had locked myself out several times in earlier levels by placing dirt in my path, so after being burned by it so many times, I had been conditioned to assume that whenever I was blocking off my own path, it was a sign that I had messed up πŸ˜…

Similarly, because the other puzzles were about being in the right position with the right number of blocks and didn't involve tight timing whenever you had to take out the enemies, I had assumed that killing the enemy without blocking myself off must not have been the intended solution, because the timing involved would have just been too tight

Heavy Anhinga by Koolruz 2025-04-11T13:42:26Z

@t-c Good to see you again, and thanks for playing! :) This one was definitely a bit of a departure in terms of how the difficulty is presented - I was really nervous about not breaking things up into bite-sized challenges, but I tried to build the level with plenty of shortcuts so that each repetition (hopefully) gave the player an opportunity to get more familiar with the movement and start fluidly zipping through the climb.

It sounds like maybe the dive tutorial wasn't super clear though 😬 You don't have to press down to dive, you have to press down *and Z* to dive! That must have been so rough to get through, and I'm sorry that it wasn't clear in the tutorial!

Heavy Anhinga by Koolruz 2025-04-11T21:56:02Z

@cure Thanks for playing! Sorry to ping you for more feedback but since it seems like you're into difficult platformers based on your game, I'm super curious how far you got into the climb/what time you got if you did make it all the way up!

Faith-e-vator by BadPiggy 2025-04-08T16:04:36Z

victory.PNG

I liked this short and sweet lil game! It took me awhile to get used to the controls (Using WASD plus J and K felt weirdly cramped on my keyboard), but I really liked how you let the player refill their health bar by slaying demons! With wave attack/survival games like this, I often will take a hit or two early on and feel like I'm playing from behind for the rest of the run, so it was really nice to be able to play precisely and get back to a clean slate after building up a combo. It made it so that the game was testing my ability to string together combos of clean gameplay, rather than being a fight against atrophy. Great design choice! :)

The art style was also very appealing

A Final Deed by 0X_VOID_X0 2025-04-08T19:55:18Z

I was just coming to the comments to let you know about that bug - I was super confused during my playthrough about how the indexed keys worked because I ran into it as well πŸ˜… I thought I must just not have understood the mechanics because of the patch notes saying it was fixed haha

A Final Deed by 0X_VOID_X0 2025-04-08T19:59:30Z

On a separate note, this game made me go fuss over my cat, who has had his share of health issues over the past year (He's doing well now! But it hit a little too close to home)

Eurydive! by Jack Turpitt 2025-04-15T14:53:18Z

beat-eurydive.PNG

This was fun and *very* cute :) I absolutely loved the sound design in general, but I especially loved the way the music changed on the way back up - That song was stuck in my head all morning!

I really enjoyed the shift in gameplay style on the way back up as well - Staying somewhat in control of the frantic swinging physics was a lot of fun :)

Well done!

HIM(1).Locked by fosf0 2025-04-08T20:52:28Z

I'm also super stuck at the last two files - I had to come into the comments already to get a hint to look in the bin For feedback on why the recycling bin was so hard for me, the bin was the first thing I checked when I started, then when it was empty I never went back to it, especially because it always had the "empty" icon - Changing the icon to represent that it had files in it definitely would have made it more intuitive that I ought to look there again

It's also tricky that the files require a specific password to progress, because I've typed permutations of the correct answer for previous locks (adding a space where the game didn't expect one, for example); I'm not sure if I just got unlucky and hit the one case that you missed, but it would help to be more forgiving if the player has the right idea, and ignore any spaces/capitalization in the passwords they type. As it is, I've been re-typing every permutation of what I think the correct three-word answer might be, and coming up blank, and I'm not sure if I'm totally off-base, typing it into the wrong file, or if I am using incorrect punctuation :(

Edit: It turns out I did in fact need to change up the permutations of punctuation that I had. I am now just down to HIM(1).lock :)

HIM(1).Locked by fosf0 2025-04-08T21:12:25Z

I finally finished the game :) Starting a separate post with my final thoughts now that I've seen it through. Hopefully running through my thought process might help you know how/why the difficulty seemed like it spiked at the end! I'm going to try to keep it spoiler-light in case anyone is reading the comments, but there will definitely be some spoilers.

Up until the recycling bin, everything felt approachably difficult - Each puzzle only took a minute or two, and felt rewarding to solve. Once I had to go into the recycling bin, that was when the difficulty felt like it really spiked. I'd already mentioned the issue that I had with finding a file in the recycling bin, and then the issue that I had with adding spaces in the dry cleaner's name.

On the last two files, it was really unclear to me which one I was supposed to be trying to open next - Either filename was very vague, and either one felt like it could have been the conclusive finale, and thus either one could come next, especially because there was no link between the clues you found and the filename, unlike the other puzzles. That left me thinking it was either going to end on HIM(1), because it was the title of the game, or DELETED because it was such a tantalizing hook, and I chose incorrectly. I was typing every permutation of into HIM(1), and started doubting myself on what the animal mask the clue was looking for, so I then started looking back at the footage and then typing every permutation of animal masks that I saw as well as every permutation of punctuation. Finally, I realized I might be trying to open the wrong file, and then after even more typing, I realized it was a *dog*, and not a *wolf* on the mask 😡

Once I got to the last clue, after all my misadventures with typing almost-correct answers, I tried every permutation of "Eleanor", "Eleanor M", "EleanorM", "Eleanor M.", and "EleanorM." before finally moving on to other possible answers, which also made it a more frustrating final clue than was probably intended.

Finally, as one quality-of-life change, it would have been really nice if your focus returned to the textbox after typing in a wrong answer (or even just when opening a file), because I had to move my hand back and forth from my keyboard to the mouse so often while trying to find the correct answers πŸ˜…

Hopefully this doesn't come across as negative feedback, because I absolutely don't intend it that way! I was playing for so long (~30-45 minutes total) because I was drawn in by the art, atmosphere, and ambience, and I have so many opinions because it kept me engaged for so long! Overall, really well done!

Scares on Schedule by python-b5 2025-04-08T16:41:21Z

I was coming to write a comment, and realized that I agree with everything that @tobius pointed out - They took the words right out of my mouth! So, I'll try and elaborate a little bit more and avoid repeating them. :)

First off, I absolutely loved the art style that you have here - Everything was super cohesive and polished, and nothing felt out of place. It felt like the work of someone who really knows their craft, great job :)

I also really struggled with the minigames at first - The musical one, for example, felt impossible to me until I played and failed it several times in a row and got used to the scale of the notes. Starting with a smaller scale would definitely have helped, but also introducing the player to the scale at the start of the game would help give them a mental map for the memorization portion. In my case, I would often remember the pitch of a note, but have no idea which chime was mapped to that pitch because I didn't know the extents of the scale.

The matching game was also super hard for me at first because I didn't know what I was looking for during the memorization period - It wasn't until my fifth or sixth playthrough of the minigame that I realized there was a matching pair of cards that I was supposed to have been following (my original understanding of the game was that I had to click on the cards in the order that they had first appeared), and even once I knew to look out for the matching pair, I would often not find them before shuffling started. Making the matching pair have a distinct bright color would have made the objective a lot more obvious I think.

Hopefully this doesn't come across as being super critical of the game - The opposite is true; I thought it was very well made! It felt so polished and finished, with a clear vision that it was offering, that it made it very easy to offer (hopefully) constructive feedback. Really well done!

Voidwood by Tobius 2025-04-08T16:52:23Z

I thought that the game was cool and looked nice while I was playing through the first section, but then I got to the second stage and it really kicked things into overdrive! The chromatic aberration looked *so* good, and the sudden vibe shift was a (good) kick in the seat. I went from thinking, "This is an interesting little endless scroller" to, "Wait I really don't want to die, so that I can see what comes next and keep soaking in this atmosphere". That was a great twist, and my only concern is that folks might not get there to see it, because it really makes the game sing!

Gameplay-wise, I did feel a little bit like I was at the mercy of the generation sometimes - I had a few runs where I was sucking every water pool that I came across dry, and still died before the end of the first area. I'm not sure if there was something that I could have been doing differently, but it was a frustrating way to lose because it didn't feel like I had any other choices to make, I was just starved for water.

Overall though, this was a really cool entry, and I'm glad that I played it :)

Crab Royal by woona 2025-04-08T17:05:12Z

I agree with Mega Marlon that this is a very brave game to make - Boss battles are hard to do, especially on such a tight time crunch! Good job! :)

After playing a few times and getting the hang of things, I realized that the best strategy for the descent was to just hold down and get to the boss fight, which was a bit of a bummer, so I figured I'd pass along that feedback! It might be nice to either skip the descent after a player has encountered the boss for the first time, or to let the player power themselves up by exploring during the descent, so that it feels more integrated into their objective of killing the boss!

I didn't run into any issues, and the game ran smoothly in Firefox for me. :) I was sadly never able to beat the crab (I got it down to around 25% health at one point), but that may just be a skill issue on my end ;) A quicker restart definitely would have helped for me!

Overall, well done!

God Veins by dagon 2025-04-08T14:51:15Z

Really moody and creepy (in a good way)! I loved the CRT scanline filter you had going as well. I agree with the above commenter that you might want to give the player a hint that they need to open the closed elevator doors, because I definitely skipped day 1 as well. Other than that, my only real critique is that the events started looping before the story progressed further (if there is an end-state to it), so it was unclear if I ought to keep playing to get to the end, or if I had seen all that there was to be seen!

Also, the first time I opened the elevator doors and there was nothing to be found there (nor any acknowledgement from the game), it hit hard - Great call just letting the doors open silently, instead of adding any text telling the player that they got no response/a crewmember had died.

Tout au fond (at the very bottom) by PieRo_PBeS_studio 2025-04-08T21:32:07Z

beat-it.PNG

Absolutely loved this entry! The upgrade system gave me flashbacks to Gradius, where you'd lose a life at the hardest part, and suddenly had to beat it without any upgrades, but this version felt way more fair, because of how generously placed the diamonds were! The fact that enemies dropped diamonds also meant that if you lost an upgrade to a group of enemies, you could likely get it back by defeating them, which made for some really fun tension :)

I also loved learning the enemy patterns and figuring out how to bait/react to them - At first, I thought certain enemy attacks were impossible to dodge, but by the end I felt like I was well-equipped to tackle any of them. Great difficulty curve :)

My only real constructive critique is that the controls took some getting used to - It would have been nice if whatever button you pressed most recently overrode any other button presses, which would maintain the uni-directional movement that you have going on, but make it feel a little bit more intuitive to control. At first, I lost a lot of upgrades to the fact that I would tap down to dodge an attack while also holding left or right, and the sub would ignore my down input to keep moving left/right.

Overall, great job!

pachaction: A pachinko rogulike by ashutosh_sharma 2025-04-08T16:14:10Z

This is the start of something that could be very cool, and is a really neat idea! I definitely see the appeal even in an early form like this! I've never played anything like it before (aside from maybe the bonus stages in Sonic 1 on the Sega Genesis!), but I could see it turning into a very satisfying game to chill out with, once some objectives, limitations, and obstacles are added in. Well done coming up with this idea, I'm a little bit jealous! :)

FYI, I also had to click the link that dstoc posted above to play the game - The embedded version wasn't working on Windows Firefox either

A Present for Ama by oliver_day 2025-04-08T15:16:00Z

I also ran into the same issue as Gordo - I had to refresh the game after every level. I'm on Windows Firefox if it helps :)

Aside from that, this was really charming and refreshing little game! I really liked the audio

As for whether folks found the button navigation intuitive, I had a hard time with it, but I'm not sure how much of that came down to the refresh issue!

Pawndemonium by RascarCapackDev 2025-04-09T04:00:16Z

I also had a lot of fun with the concept once I properly understood what I was doing! I beat the demon king on level 3, and was kind of bummed out that there wasn't more to play - Well done! :)

Awakening by Celian 2025-04-08T03:49:57Z

The atmosphere was so soothing - I was feeling extremely lost as I wandered the maze, but I couldn't bring myself to stop playing just because it was such a pleasant environment to be immersed in. Well done!

Diggy Diggy Shroom by Yatsu 2025-04-08T16:25:00Z

The web build got super laggy for me (about 4 frames per second) as soon as the first wave of enemies spawned, which was a bummer because I was digging (pun intended) the concept! I didn't get to give the game a full try so I won't leave a rating, but I figured I'd let you know in case it was something you wanted to look into! :)

There were some cool concepts on display from what I was able to play though! :) Impressive work especially for a very first jam game!

Cave Escape by Flinge 2025-04-19T03:20:43Z

This game is great :) I love the art, love the music, love the sounds, and the gameplay feels very good! Well done!

I especially love the visuals - Everything is super readable, super clean, and super vibe-y

Bunker by tercs 2025-04-09T04:20:50Z

FYI, the camera controls were super finicky with my screen resolution/mouse sensitivity - If I moved my mouse a couple millimeters in any direction, I would do a 360, which made controlling the game very uncomfortable and turned the vibe from spooky to over-caffeinated. It's probably a good idea to add a sensitivity setting, as I suspect other folks might have a similar problem :(

I only made it down a few floors before getting very freaked out and falling off the stairs - This was *not* a game I should have been playing past midnight, but well done on the creepy vibe! (even with the mouse sensitivity issue I ran into!)

Fall Off by HB10001 2025-04-08T02:49:34Z

I love that this jam reignited your game dev passion! I know the feeling well - Somehow working 30+ hours in a weekend makes me realize how much I love building games :)

I had a lot of trouble surviving past the first obstacle, so I'm not sure if I was missing something or if I was just bad πŸ˜… I didn't feel like I had enough time to react because of how low on the screen I was, but I might have just been totally missing a crucial control. If there's something I'm missing, I want to come back and give things a try again, so let me know!

Congratulations on surviving and finishing your first jam! :)

Fall Off by HB10001 2025-04-12T15:44:42Z

@hb10001 That WebGL issue sounds like it might be what I was running into! Here's a screenshot of how it looks on my end

bottom-of-screen.PNG

It's up to you if you want to upload a fixed version! From [the rules](https://ldjam.com/events/ludum-dare/rules), you're allowed to make bugfixes as long as you highlight them in a changelog, or you could could mark it as a post-jam build.

> Certain Bug Fixes are allowed. You can’t add new features, but if something broke or didn’t work correctly as you were finishing up, you can fix this after the deadline. You are asked to highlight the changes you make in your submission (a short change log). You probably wont get a 2nd chance with some players, but at least it wont be a problem for future players.

I am a bit superstitious about uploading a bugfix version myself ("What if I break something else!"), so I always just keep my pencil down after I get my game uploaded, but if the screen size is breaking the intended experience, I think it makes sense for you to upload the fixed version!

And thank you for the kind words! :)

Fall Off by HB10001 2025-04-20T17:55:21Z

@liam That was the issue, thanks! I was using the arrow keys, not WASD

Using WASD let me progress a lot further, and I really liked the way that enemies and additional powers were introduced over time! :)

Where it Ends by cherrybcake 2025-04-11T22:20:21Z

Oh man, this was not at all what I expected, and I really liked it :) The mechanics felt really nice, and like someone said above, I'm sure the message is going to hit home with someone who needed to hear it. Great job all around!

Race Through the Depths by Cure 2025-04-11T21:19:37Z

I love speedy and difficult platformers, so I was excited to give this a try!

Unfortunately, I couldn't figure out how to complete the course 😒 The vignette effect made it so that I couldn't see where to turn next, and moving quickly often led to my death as I hit an off-screen lava pit, which was frustrating.

I managed to figure out path up until these moving platforms, but once I got up to the top of them, I couldn't figure out where to go next - There was a wall to the left, and jumping to the right just led to my death.

blind-jump.gif

I haven't left a rating, because I don't want to rate half of the game, and I'm happy to come back and try again later, but I wanted to pass along that feedback in case it's useful!

Let me know what I'm missing πŸ˜…

Race Through the Depths by Cure 2025-04-11T21:50:10Z

@cure Thanks! It took like 25 minutes to get there, but I finally scraped by with a bronze!

bronze-medal.PNG

After finishing the game, I think that I definitely agree with the above feedback that a checkpoint halfway in would have been really useful, even with how short of a game it is - I had *so many* runs make it to this jump and die, that I eventually just stopped at the jump and kept practicing a very slow and consistent wall jump until I knew I could get over it in my next run. It would have been great if I could have kept practicing it at full speed from a checkpoint. It felt incredibly difficult, as a first-timer

deadly-jump.PNG

Otherwise, I think that's all the feedback I really have - Hopefully it's useful! :) And great job!

LD58 — Collector

Lost In Taxation by LeReveur 2025-10-24T01:48:45Z

I liked the writing on this! It gave me the same vibe as non-combat events in Slay the Spire, Faster Than Light, and other roguelikes of that sort, and drew me in for a surprisingly long time even after things started repeating, because I wanted to make sure that I saw all the different scenarios :) My only wish is that the scenarios and dialog were randomized via a grab bag (where it won't repeat until you've seen everything), instead of being truely random, so it would have been easier to see them all!

It's also very cool that you've been building `shit.js` for so long! I know exactly how you feel about the double edged sword of a custom engine - I really love how you can bake in low-level support for game features in a custom engine, but then you find that a simple feature that you're missing might send you down a rabbit hole for way longer than you expected to implement. It's fun finding the balance of building the engine out while still working within its limitations :)

1100 Dots by thingus 2025-10-07T16:19:56Z

i-win.PNG

I liked this, and it is very cool to see a rust/bevy game out in the wild! Bevy has been on my radar for awhile, and I'll be sure to check out that post mortem you wrote up :)

The physics were very fun to play with - It felt really satisfying and intuitive, even if I couldn't quite enunciate the specifics of how the system worked. In fact, that it felt so intuitive and vibey without being something that I could describe in words was a really neat feeling!

Go Be Collector Somewhere Else by evgenii-petrov 2025-10-08T18:23:01Z

cat-victory.PNG

What a cute game! I was very worried the cat sounds were going to wake my sleeping cat in the other room though hahaha (he thankfully remains sound asleep on the couch)

The character controller felt really good - The buffered jump inputs were super helpful in making those split-second jumps you needed to make in later levels, and it was great that you had coyote time implemented, because otherwise I would have driven myself crazy trying to make the jump on level 5 πŸ˜‚

That one jump is probably my only piece of feedback about the design - It felt really unintuitive that you *needed* to use coyote time in order to duck under the shelf and clear the jump. I spent most of my playtime on that one jump, trying it again and again, until finally I realized I could probably do it via coyote time after dropping off the platform. I suspect the average player might not have that realization though, and would think that they'd have to jump from the platform, not from the air slightly below the platform πŸ˜…

Overall, well done! It felt good to control, the graphics were cute, and I had fun!

Go Be Collector Somewhere Else by evgenii-petrov 2025-10-08T20:35:42Z

Oh, I absolutely get it lol - I was shuffling around the order of levels in my game in the ten minutes before the jam ended, and have no idea why I landed on the order that I ended up submitting πŸ˜…πŸ˜‚

I don't think that one jump detracted from the rest of the fun though! :)

99 Shotguns by AlexClay 2025-10-08T00:34:36Z

labbinac.PNG

I had a *blast* running around trying to take enemies out with as little ammo used as possible - By the end, I had just become a walking pile of guns. The guns felt extremely juicy to use, and it was extremely satisfying to clear an entire hallway with a single click.

Well done!

Deck Collector by optimatica 2025-10-07T03:51:50Z

I also really liked this concept a lot - It took me several rounds of combat to eventually figure out what was going on, but once I did it made a lot of sense. The only real piece of feedback that I have is that I didn't feel like my cards were building synergistically with one another, and sometimes they ended up interfering with each other (as they all required mana, and only the card with the lowest mana cost would ever fire). Instead of just always firing the card that was ready first (which always ended up being the lowest mana value card), I would have expected that the order that I placed cards down would have been the order that they were played (for example, the second card in my list would only start counting its timer down after the first card in the queue finished, no matter how long that first card took to fire), which might have been a fun way to set up multi-stage combos.

Overall though, this is a really cool twist on the deckbuilder and autobattler genres, and I like the idea a lot!

The Key Keeper by megalukes 2025-10-08T02:42:22Z

Really nice looking one-bit art! I agree with manabreak above that the camera shake started to get to be too much after awhile - I don't suffer from photosensitivity, but such a heavy effect happening every time you jumped started feeling a bit over-stimulating near the end of the game

My only other complaint was the extreme low light made it really hard to see where you were supposed to go sometimes - On the level with the two elevator blocks, I spent forever looking high and low for the way forward, because I couldn't see the switch from the left hand platform that had the key. Lowering the intensity of that effect might have helped make the game more readable

Otherwise, this was very well put together! I didn't run into any technical issues, the audio was nice and crunchy, the death animation was very cool looking, and there was a lot of juice packed in! Well done! :)

I Hath Slain the Dragon! by BryceLTaylor 2025-10-08T04:14:29Z

This was very funny - The image of the knight hunched over slowly taking tiny steps to get out of the cave with a shield full of gems cracks me up. Well done :)

I did unfortunately seem to run into a crash on my second playthrough - As soon as I got near the end of the level and gems started spilling out to my horse, the game froze up. I vaguely remember a hand appearing to take one of the gems, so I wonder if there was some null reference where the hand was trying to steal a gem that disappeared to the horse (or vice versa)?

It's such a short game that the crash really didn't impact my enjoyment (I could just try again!), I just figured I'd give you a heads-up! :) Overall, this was a very funny and charming little game!

Travel to Uranus by DarthWaxus 2025-10-24T20:46:40Z

mission-completed.PNG

Jumping from asteroid to asteroid felt *really* good when they lined up correctly! I had a ton of fun frantically trying to keep myself on-screen in my early attempts before I had figured out that the best strategy was to play patiently and carefully, which makes me think that there could be a *different* very fun minigame about just trying to keep yourself on-screen in that chaotic asteroid field! :)

My only real feedback is that I wish there was a tiny bit more control over the rotation of the asteroid that you're currently on. If it would automatically spin up to speed like the center asteroid, or you could have some control over your positioning on the asteroid, there would be a lot more opportunity to enjoy those rapid asteroid jumps. As it is right now, the unpredictable risk of a fast-moving asteroid encourages patiently bouncing back and forth to the slowest moving asteroids.

Overall though, well done! :)

Circus Puppet Theater by Diralf 2025-10-10T17:25:28Z

clown-collectio.PNG

Your new out-of-game tutorial worked really well - I had a very clear idea of what to do, between that and the game page's description!

I loved the clown designs, and I really liked building my clown stack higher and higher with turret clowns, so that the game became increasingly quick as you became more capable - It was a really nice touch that you let each clown stay friendly after you had picked them up once, because it made returning them to the spotlight much smoother than I feared it was going to be!

I did run into one bug at the end of the game where I had filled all the spotlights, but didn't get the victory screen - I filled the top spotlight last, if that helps track it down. I spent a bit of time trying to puzzle out what I was missing, then I picked the rock in the bottom right up, and put it back down, and got the victory screen.

Overall, well done!

Piggybank goes forth by Flying Dog Fish 2025-10-15T18:27:58Z

This is a cute little game! The sound effects gave me a good laugh when I first heard them :)

I wanted to play to the end, but unfortunately I was getting some really bad motion sickness due to the camera movement - I see what you were going for with the camera, and I think the idea is really neat (you can see a lot more of what's ahead of you when the camera pans like that), but the implementation unfortunately made me feel extremely nauseous :( I think that there's potential here though, and the camera movement could be a neat feature if you had more time to iterate on the idea! If this were a fast-paced game like Sonic, giving the player that extra view of what comes ahead is a really cool idea, and I want to see where you might go with it!

Rune Rangers by Taximan981 2025-10-08T03:20:24Z

This was really cool - I could see this being built out into its own expanded concept for sure!

The only thing that I found a little bit frustrating (and this might have just been me not understanding the rules) was the way that each creature had their shapes made available seemingly at random - I never felt like I could look at an enemy board and immediately know how I wanted to respond to it; instead, I had to do a lot of trial-and-error while looking at my creature's current available moves. This might just be a skill issue though, as I have a notoriously poor memory, and could not keep track of which creatures could use which shapes πŸ˜…

I've never played anything like this before, and it's really well done - Good work! :)

Ludumon by Euler Moises 2025-10-07T23:39:26Z

ludumon.PNG

It's always fun to see a familiar face each jam! :)

This got very hard, very fast lol - The Akaimon level felt the most brutal to me, because I had no idea what I was looking for (and then the twist where two of them were simple recolors, but the third was the correct color and a different shape *really* messed with me)

I agree that this felt a lot like a virtual Where's Waldo, which was very cool! It might be fun to set each stage as a little diorama with each Ludumon scattered throughout it doing various tasks, rather than showing a grid of Ludumon, if you decide to keep working at this.

I also loved the little Pokemon homages baked into the sound effects! :)

Well done!

Taos K.O. by YogurtTheHorse 2025-10-08T00:59:51Z

I really loved the pog style and general aesthetic! It was a great use of the theme, and pogs being used in an autobattler makes a lot of sense! That said, I had a very hard time figuring out how to construct a useful team - Some of the character descriptions were very funny (I loved End Is Near cat), but not particularly helpful in building a cohesive team

It also would have been nice to have a fast forward function for the fights - I had a few fights that really dragged on because my team was full of the bubblegum lady, who definitely could not take out a team on her own, but prevented the enemy team from doing much at all for quite some time

I also was *really* hoping that there would be a section before the battle began where you got to flick your Taos around (maybe you could launch them into the arena, rather than have them spawn in at your zone?), because of my inner 90s kid.

Overall though, very well done! :)

Blood and Bounty by Torami 2025-10-10T00:36:47Z

I had a lot of fun with this! I *loved* the animation as the level started, having the cacti and little details fall in at the end was such a nice little touch, and added so much charm to the game :)

I did have a very hard time understanding the range of my pistol at the start - It might have been helpful to show its range on the grid when you hovered over it while it was disabled, so that it was clear why an enemy was or wasn't in range. I eventually figured it out, so it wasn't a huge deal, but I definitely played a few rounds knife-only because I just didn't understand how to use my gun.

Overall though, really well done, and a very cool game! Great job! :)

Florence Memories by MrBamboo 2025-10-07T19:12:07Z

This is so incredibly sweet - I'm hesitate to offer *any* feedback, because it's such a lovely dedication for your child. There are minor suggestions I might offer, but I honestly don't know that any feedback is warranted because any feedback I could give doesn't feel like it would be hitting *the point*, nor does it feel like my place to be giving constructive comments here

This was a lovely moment of mindfulness after the game jam :) Thank you for sharing it

Final Buppo 64 by Anson Rutherford 2025-10-07T22:54:57Z

buppo-2.gif

I have completed Buppo.

This was a lot of fun! The last level really made the asynchronous multiplayer aspect shine - Because you couldn't see one of the rings at all from the center, I stared at where I roughly knew it was, and waited to see where someone else shot their buppo before shooting mine to make par :) That was a really cool feeling

Since you asked for any technical issues, I ran into a few weird lag spikes, seemingly correlated when a different shot fired off, but not *every* time a different shot fired off, which made it hard to diagnose further. It didn't make the game unplayable by any means, but things would freeze for about a second or two at random, and it was moderately frustrating when it would happen mid-shot.

I also ran into lag spikes whenever I would hit R to reset, but I suspect that may be loading-related, and those spikes didn't really impact gameplay - It was easy to just wait for the level to fully reload

Overall, really well done! I had a lot of fun! :)

Rain by T C 2025-10-21T18:48:18Z

Nooooo, the "To Be Continued" ending left me in so much suspense! I was really hoping to get to the bottom of the mystery - This was really well written, and I was thoroughly engaged by getting tiny tidbits of lore and trying to puzzle out what might be going on! Great job!

I never needed the guide to progress to the end of the game, and all of the puzzles felt like they had a very logical progression to them (as opposed to some '90s point and click adventure games I could think of πŸ˜‚), so really well done!

I know other folks have mentioned a few quality of life improvements, and seeing which options you've already taken definitely would be welcome, but even more than that I think it would be great to change the "Capture Essence" button in some way (color, add a symbol next to it, etc) when you can capture a creature's essence. Right at the start, I had somehow missed that I had learned enough about Fatigan to capture his essence, and went around in circles talking with everyone again and again before finally just trying to capture his essence out of desperation. Changing the button in some way to indicate that you were now able to capture their essence would be a good failsafe for dummies like me who may have missed the dialog event saying that you could now do so πŸ˜…

My only other suggestion would be that the art would really be complimented by a retro pixel font - Seeing such a high resolution UI over the sweet pixel art felt a little bit incongruous (but that is such a nitpick!)

Overall though, really well done! I loved the art, the writing, and the gameplay :) This was great! I think this might be my favorite of your games that I've played so far!

Oh, also, I genuinely laughed out loud at "She's nonplussed. Not plussed in the slightest". The writing really tickled me :)

Rain by T C 2025-10-24T16:35:48Z

If you do want to try making your own fonts, I've been using https://yal.cc/tools/pixel-font/, which has been very fun! Basically, you draw an image containing a grid of characters in your sprite-art-tool of choice, then upload the image and tell the font tool which letters you drew, and where. It's a *little* bit of a learning curve to figure out how to use the tool, and then a bit more of a learning curve to make sure that you're exporting your font correctly and then importing it correctly into Unity to ensure pixel-precision, but I've found it to be very fun and relaxing just drawing different fonts, adjusting letter-pair kerning, etc.

In terms of getting things set up in Unity correctly, I mostly followed [this tutorial](https://pavcreations.com/pixel-perfect-fonts-in-unity-the-practical-guide/), but it seems to recommend a few strange settings during import (for example, "Leave β€œGet Kerning Pairs” unticked" - I *think* I needed to tick that checkbox in order for kerning pairs to import correctly, but I can't remember with 100% certainty). I was definitely playing around with import settings for a bit to get everything working correctly

The biggest thing I remember that tripped me up was that I had a mismatch between my font sizes at one point during the import process, causing crazy kerning issues at low resolutions. I think I had imported my font at 8pt, and then set up my font atlas at 16pt, which looked correct at first glance, but the characters were imperceptibly misaligned (presumably due to floating point math when Unity was scaling between those two font sizes to render the text), which was amplified when rendering at low resolutions and looked *awful*

Octrobat by Koolruz 2025-10-07T19:42:12Z

@vivid-hallucination Thanks for playing (and for the kind words!) - That level ended up being a difficulty spike that I didn't intend, because there's really only one way to swing your way up to that higher platform and the level doesn't give you much space to play around and get a feel for the movement.

I ended up putting up a post-jam version which switches the level order around and pushes that level further back in the list partially because of your feedback, so thank you! (Though I was very hesitant to do so, because I want folks to continue to leave ratings based on their experience with the original upload, and I'm worried that having the option of playing the rearranged series of levels might impact first impressions if anyone were to skip the original uploaded version and go straight into the post-jam version!)

Octrobat by Koolruz 2025-10-07T21:50:30Z

@denilseven Thank you so much for the feedback! :) I'm glad to hear that the rearranged version has a better progression!

That is some very slick looking wall jump tech! I actually had a different route to beat that level, but I like your way a *lot* better - It looks way cooler and feels great to pull off. I tried it out, and it looks like you can pop up swing back around if you catch the target just a little bit earlier, so that you carry the downwards momentum from your jump into the swing

wall-jump-tech-4.gif

For posterity, here's how I'd been doing it (you know, if I stuck the landing πŸ˜…)

tech-2-smaller.gif

Octrobat by Koolruz 2025-10-07T23:15:55Z

@kremlebot Thanks for the feedback! So that I can do better next time, what keyboard layout do you have, and what key is typically used as a confirmation button with the arrow keys with your keyboard layout? I picked Z because it's pretty standardly used for US-QWERTY (as it's on the bottom left of the keyboard), and seems to work *okay* with other QWERTY layouts, but I'd love to improve the controls for other locales, since I know QWERTY isn't used everywhere!

I actually had key remapping hooked up and working, but ended up cutting it because I didn't have the time to set up localization properly for all of the tutorial signage throughout the levels, and I thought it would be confusing to have a sign tell you to press "Z", if you'd remapped it to another key πŸ˜… I can add it back in to a post-jam build, though, if you're still interested in playing and just found the controls too uncomfortable to continue

Octrobat by Koolruz 2025-10-08T19:00:35Z

@johncast123 Thank you so much for the detailed feedback! :) I really appreciate you taking the time to share, and I appreciate the kind words!

For the range issue, were you having trouble determining whether you were within range of a target, or were you having trouble determining which target you would grab? The reason I ask is that either option is great feedback, but if it's the latter I'd want to improve on the targeting logic. My goal is for the player to not have to think about where the tentacle is going to grab, and ideally for them to not notice the targeting system at all :)

Octrobat by Koolruz 2025-10-09T18:47:41Z

@yatsu Thank you for the feedback! That's an intentional feature which is formally introduced in later levels - If you jump into a wall, you latch onto it and you can kick off in order to gain a burst of momentum

wall-kick-tutorial.PNG

I had considered disabling the wall kick until it was specifically taught to the player in level 6, but I thought that it would be more fun to let curious players explore and discover the mechanic on their own, and it would be more fun for folks replaying the game to have the option to use wall kicks in earlier levels :)

Octrobat by Koolruz 2025-10-13T15:44:54Z

@andriybyelikov Thanks for the detailed feedback - This was great and actionable feedback! :) I agree wholeheartedly that things kick up in difficulty far too quickly - I was deciding on an order for the non-tutorial levels in the last fifteen minutes of the jam, and level 4 ended up being a massive difficulty spike.

In terms of physics, the physics *are* framerate independent already, but level 4 requires you to make a precise transfer of momentum before you get a chance to become more comfortable with the controls, which makes the jump feel very inconsistent; you can't actually gain momentum by swinging, so you need to maintain your momentum by attaching to the tethers at the right time. I suspect that the change in screen size made the momentum transfer easier because it changed your timing slightly, and a small change in your angle of approach can have a large impact on how much momentum you preserve. Basically, the closer your momentum is to being aligned with the direction of the rope, the less momentum you'll preserve, as the rope will cancel any velocity moving directly away from it.

I've attached a gif showing the difference that the location of how you attach to the tether can make in terms of how much momentum you carry; on the first jump, I attach to the tether at the moment when my momentum moves tangent to it (at about 9:00, if the tether were a clock), and all of my momentum is all able to be redirected as I swing. In the second jump, I attach just a little later (at around 7:00), so that much more of my velocity is moving down away from the rope, and much more of the velocity is stopped against the rope.

momentum-difference-resize.gif

Similarly to the physics being framerate independent, the game is also screen-resolution-independant. It's actually always running and rendering at an internal resolution of 320x180 pixels, and gets upscaled to match the screen size as I apply the CRT and underwater effect. I'm very happy to talk shop about the physics or screen shader if you're curious - The underlying physics engine is actually a custom physics engine that I've been working on for awhile and eventually plan to open-source, and isn't running on Unity's sim physics at all, so I'm always excited to geek out about it lol (and I'm always happy to investigate if anything behaves in an unexpected way!)

Thanks again for the great feedback - I *really* appreciate you taking the time to dive in deep and provide specific details about your experience with the game! :)

Octrobat by Koolruz 2025-10-13T16:24:08Z

@woona Thank you so much for the detailed feedback and the kind words! I did struggle with determining the right balance for letting the player wing it from a mistake, because seat-of-your-pants improvisation can be a lot of fun, but I wanted the player to have to interact with the main tether mechanic to preserve their momentum throughout each level. I ended up erring on the side of not letting players rebuild momentum from a failed fling, but that can lead to feel-bad moments where you grab a tether at the wrong point and get stuck in a dead-hang, with no choice but to bail and take the death.

That said, reading your feedback made me realize that I can make the "bail and take the death" option feel less bad, without impacting the core experience! If the tether were to have (for example) a limited duration, that wouldn't ever impact players who successfully maintain their momentum throughout the level, but it would make it so that players who lose their momentum would have a game-enforced reason to restart, and wouldn't ever have to decide that they were in an unwinnable situation and have to give up (which feels bad).

I also agree wholeheartedly about splitting apart the jump and tether buttons, and wish I had thought to do that during the jam! I had originally been playing around with a very wacky control scheme where you had multiple tether buttons, tied to multiple jump buttons (so that you were behaving more like an octopus, and holding/releasing several inputs at once), and the current control scheme was a holdover from that original experimentation period, which went unnoticed as I refined the design. Thanks again for the great feedback! :)

Octrobat by Koolruz 2025-10-13T16:29:01Z

@piero-pbes-studio Thank you for the kind words, and sorry for the massive difficulty spike early on! I was deciding on the level order in the last fifteen minutes before the jam ended, and it was very much vibes-based because of the time crunch πŸ˜…. About ten minutes afterwards, I realized I had massively underestimated the difficulty of several of the earlier levels, so the post-jam version *might* be a bit more approachable - It contains the same levels, but in a different order that frontloads more of the forgiving levels early on. (But obviously please don't change your rating based on the post-jam experience, if you do try it out! :) I just put it together to let folks who wanted to play more of the game have a smoother non-cheatyface-based experience)

Octrobat by Koolruz 2025-10-16T19:13:04Z

@flying-dog-fish Yeah, itch.io has apparently been under a DDOS attack since last night :( It was up again today, then back down, and it looks like it's back up again now

Octrobat by Koolruz 2025-10-17T15:49:42Z

@torcado Thank you so much for the feedback and for the kind words :)

If you get a chance, could you help me better understand when things felt unfair to you? That's *really* valuable feedback for me! :) I try to build precise challenges in order to give players the opportunity to fully engage with a game's movement, but I always want each death to feel like a learning opportunity that motivates a player to try again - I never want the player to feel as though any of their deaths were unfair or due to factors outside of their control!

Thanks again! I really appreciate it :)

Octrobat by Koolruz 2025-10-20T17:15:55Z

@wouter52 Thank you so much for the kind words, and the great feedback! I also *love* the warm fuzzy feeling of gaming on a CRT, and wanted to make something genuine to that experience, so it makes me really happy to hear that it hit correctly! :)

I'll see about putting together a community post going over the shader that I wrote for the CRT effect in detail, but the long and the short of it is that I suspect a good portion of what makes it *feel* so right is that the game is genuinely running at an underlying resolution of 320x180 pixels, which then gets upscaled to fit the screen the game's being played on. The CRT effect is then being applied after upscaling. This means that the image being drawn is locked to a low-resolution pixel grid as would happen on a genuine CRT, but I have a higher resolution and sub-pixel control when drawing CRT artifacts such as scanlines, horizontal deflection, convergence artifacts, pixel bleed, etc. The low resolution input is important because it more accurately simulates the data being transmitted to a genuine CRT (a genuine CRT can't render anything smaller than a full pixel, so if the player sits at a half-pixel coordinate, that position will be rounded to its nearest whole-pixel value when being drawn), but the sub-pixel control over artifacts is important because CRT artifacts aren't all locked to the pixel grid that the TV is rendering - As an example, scanlines need to be much thinner than a single in-game pixel, and should be placed at the halfway point between two in-game pixels.

Once I had the low-resolution render being upscaled and run through my shader, it was a matter of writing simulations for different CRT artifacts, and using a light touch in deciding which ones amplified the feeling I was going for; I didn't want to over-exaggerate things and end up with a caricature of a CRT image! πŸ˜… I've got a Sony Trinitron in relatively good repair that I love the look and feel of, so I wanted to write something relatively accurate to that, with a few choice degradations inspired by childhood TVs I remember playing on which were in more poor repair. The only place that I chose to exaggerate the CRT artifacts for effect was that I intentionally amplified the horizontal deflection (causing slight waves to run down the screen) and added a wave of over-exposure running across the screen over time, because those artifacts helped give a subtle shimmery watery feeling to the scene, while also reading "true" to a well-loved CRT.

As for the theme, you have absolutely got me there lol - It's a very fair criticism. I had originally started building towards a maze-chase-inspired style of game, where you were swinging around non-linear levels collecting the tether targets as you went (removing them from the level after you detached from them), but it wasn't coming together quite how I wanted - Literally collecting each target made the flow of those open-ended levels feel less open, let you play with the tether mechanic less, and ended up making each level feel more like a logic puzzle than a way to let the player explore their movement options. That made me pivot into the more traditional platforming style where each level had a distinct start and end point, and you had to "collect" the targets by latching onto them and simply changing their state, which made for a more fun experience but significantly weakened the throughline to the theme.

I think there's probably a version of the maze-chase style where each target was holding a pearl, and you were collecting those pearls instead of the targets, but sadly I didn't get there in time during my initial experimentation. πŸ˜…

Thank you again for such great feedback! I really appreciate you taking the time to share your thoughts, and hopefully this gives some useful insight into how the CRT effect works! If I have time this week, I'll put together that community post and go into more specific technical detail!

Octrobat by Koolruz 2025-10-21T17:10:26Z

@t-c Always great to see you each jam! I'm glad you had fun! :)

Making the grab process faster is such a great idea to make things feel more consistent and to make the player feel more in-control of their momentum, and I can't believe I didn't experiment with that at all - Thank you so much!

For the targeting logic, my goal was that it should invisibly work without the player thinking about it. Unfortunately, the logic needs some work because it isn't necessarily picking the best choice when there are multiple targets that are close to one another 😬

Thanks again for playing, and for the great feedback! :)

Octrobat by Koolruz 2025-10-28T16:02:53Z

@wouter52 Thank you so much! I'm still going to try to put together that more in-depth community post going into detail about the CRT effect, and to get the shader cleaned up and open-sourced so that folks can reference it, learn from it, and build on top of it :)

Octrobat by Koolruz 2025-11-20T02:06:15Z

@wouter52 Sorry this took so long to put together, but I finally set up a public-facing github account and open-sourced the CRT shader! I also went through the shader and added a large number of comments explaining exactly which parts of it apply which effects, and what's going on with each line of math. I might still put together that community post, but I wanted to at least get this out to you as soon as possible, since it's been so long already! :)

I hope it's useful, or at least interesting! πŸ˜…

https://github.com/Koolruz/crt-shader-example

Mr. Fungi by Kupnu4 2025-10-10T02:42:23Z

This was really relaxing and it was strangely satisfying to watch Mr. Fungi collect mushrooms and vibe to the bloops and blips :) I also absolutely loved the crunchy sound effects as you ran around, they were so satisfying!

I wrote this response semi-live as I played through the game, because I thought it might be interesting for you to see the full progression of a random player's first impressions as they played - Hopefully it's useful! :)

I did have one really rough point of friction early on - The structure of the skill tree didn't seem to have a logic that I could follow. Because there was no consistency to what would be upgraded when traversing down a branch, I didn't feel like I was able to make meaningful choices to influence how quickly I could gather mushrooms, and by the time I unlocked Rare mushrooms, it was really unclear what I was supposed to be doing to progress - I had been trying to follow the skill tree to unlock more types of mushrooms, but felt like I kept going blindly down dead ends:

where-the-mushrooms.PNG

If the other skills felt more impactful (or if I could consistently upgrade certain aspects of Mr. Fungi and come up with a strategy to gather mushrooms more quickly) this might have felt less frustrating, but because most available skills didn't change the feel of the game very much, I felt like I had fallen into a rut where I was just waiting each day out until I could try going down a different path. This was compounded by the fact that the epic mushrooms were hidden behind two speed upgrades, which seemed to be the least important stat to upgrade, as I never felt like my movement speed was holding me back from gathering mushrooms on any given day. I spent about five minutes stuck in this loop of going down the wrong path, and then waiting 2-3 more days to try another path.

muchroom-more-fun.PNG

Once I had unlocked Shroom Boom, things felt like they really picked up in speed, and the game became a lot more fun again :) I was consistently able to get 1-2 upgrades per day, and I started zipping through the rest of the tree, up until I needed to finish the last objective, at which point I was overloaded with rare and legendary mushrooms, but couldn't find epic mushrooms for the life of me:

need-more-pink.PNG

This was a problem that I had experienced relatively frequently throughout the upgrade process - For whatever reason, I felt like the balance of mushrooms that I needed always left me with an abundance of certain rarities, and none of a much lower rarity. I suspect this might be because of the "see X more frequently" perks, but I would have expected those perks to be additive, where they just increase the overall pool of available mushrooms, rather than subtracting lower rarity mushrooms from the pool.

win.PNG

It took me three more days of mushroom hunting to finally make it to 100% mushroom, but I got there at the end (with a truly silly number of leftover mushrooms of every other rarity). All in all, it took me about 30 minutes total to beat the game, not including the time I paused to write up my impressions.

Hopefully this was helpful! Also, hopefully this doesn't come across as me disliking the game in any way! :) I wrote all of this up because I realized it was drawing me in quite a bit, was engaged with the game for so long, and wanted to make sure that I could give you as much useful feedback as possible! Overall, it was a really satisfying chill mushroom picking adventure with great vibes and good humor. Well done!

Hottentottententententoonstelling by Wouter52 2025-10-07T22:25:46Z

Oh man, this was *so* much fun - I honestly probably could have sat there drawing for a lot longer, if I hadn't kept accidentally losing my pencil under various other UI elements πŸ˜… I kind of want to play this game in an analog format with some artist friends, it was just a blast

I'm so glad that I went in blind like that comment suggested - It would have been so sad to have the twists and turns of these creature descriptions be spoiled!

drawings.PNG

Super Fruta Sort by denilseven 2025-10-07T16:46:17Z

Oh man this is *impossible* in the best, most fun, way that I could mean it. I went from thinking, "This can't be too hard" to cracking up as everything fell apart in about three seconds. It was a hilarious blast trying (and failing) to wrap my head around the multitasking

My only real feedback is on the life system - I would have much preferred to have my score penalized for a missed fruit, rather than have to end the game prematurely, because of how often I'm missing fruit. The way things are set up right now, I can only ever play for ten second bursts or so, because of how quickly I crumble πŸ˜‚

It also might have been nice to have additional branches lower down so that you could scramble to try to "save" a fruit that's going down the wrong path right off the bat. It was a bummer when I would miss a few fruits going down the wrong path at the first branch, and have nothing I could do but wait it out - It might be especially chaotically fun if those hypothetical lower branches all shared the same keybinding, so whenever you tried to save a lost fruit, you were putting all your other plans in jeopardy :)

Overall, great job!

Super Fruta Sort by denilseven 2025-10-07T22:00:50Z

@denilseven That makes sense! I *absolutely* would get lost in the sauce if I had more levers to press than just the two buttons, and I love the elegant simplicity of the hold-to-change-direction controls, because it's a very tactile way to represent which path is in which state. I do think that my problem of not being able to survive for more than ten seconds is mostly just a skill issue, and not at all a problem with the design!

Having juicier feedback when you lose a life definitely might help - It might even make sense to lose the life (with some sort of juicy animation) as soon as a fruit goes down the wrong path, to help draw your attention back to wherever it may have wandered from.

Seeing all these high scores inspired me to wrinkle my brain a bit more and give it another try, and I had a string of my best runs yet, but I am still nowhere near on any of y'all's level lol - As soon as I send a carrot down the banana/carrot path, I can't stop myself from immediately staring only at that carrot to make sure that it lands in the right bin, and I forget about literally everything else πŸ˜‚

seventy-seven.PNG

The Headpatting Cat Collector by BlueDingo 2025-10-08T04:18:37Z

I have no feedback to offer, but this was a very good collection of very good cats

Blossom Fox by Patatje 2025-10-07T16:05:56Z

This was really cute! I loved how, when you start the game, it teaches you how the gameplay works - Hit space, and you'll jump! It was a really effective little "tutorial" that didn't require any explanation, and fit perfectly as a transition from menu to gameplay as well!

I did have some trouble with the hunger mechanic at first, but I eventually figured it out - I didn't realize I had to actively use my claws to grab birds and bugs!

I also love the sound effects you've made! Everything feels very crunchy and satisfying!

Overall this was really cute, fun, and sweet!

A Lifelong Hobby by Derek Glennon 2025-10-07T19:30:37Z

caught-em-all.PNG

I really liked this vibe - I feel like it's a really accurate portrayal of how packs of cards go from being such a fun exciting experience when you're younger (or new to card games), and eventually lose their magic as you get more into the game, and the initial joy of exploration fades. Instead of becoming excited by *any* card you open, it becomes disappointing if you don't get any cards you want

I was originally going to offer a suggestion that you might want to randomize the job minigames and throw them at the player in a zany WarioWare-style experience, but as I kept playing I realized that the monotony (and slow progression) of the jobs was an important part of selling the whole experience.

Well done! :)

WonderBot: A Lofty Return by mortusnegati 2025-10-07T00:55:24Z

I love how adorable WonderBot is!

Upgrades unlocked just fast enough to keep pulling me back in - I would think that I was going to wrap things up, and then I got (for example) the jump and there was so much more that I could reach!

I wasn't sure if this was a glitch or an unfinished feature (jams are so short!), but every day started with a requirement to gather 0 dust, and I wasn't sure if this was a glitch, or if it was unfinished (jams are so short!). I checked the description, but I didn't see anything there, so I figured I'd let you know :)

Overall, fun and cute! I just wish there was some audio - I can just imagine how great some crunchy, clackity sounds would feel as you vacuum up all those little bits and pieces!

Wavelength Collector by andriybyelikov 2025-10-13T16:50:11Z

Woah, very cool rendering technology here! I definitely struggled with the camera controls being inverted, but because this was a tech demo with no fine-grained movement required, it wasn't a huge problem. I loved seeing the way the different wavelengths cast light and shadow across the world (the attached screenshot just looks *so* cool to me)

light-reflections.PNG

I am super curious how the R+G+B light emitters work, and if the white light that they create is happening naturally as the scene is rendered by three different pure-color light sources (and thus has all the strange quirks of non-full-spectrum white light), or if you have any logic in place to additively combine the multiple colors.

In case you're not familiar with what I mean by the quirks of non-full-spectrum light, there is a really interesting Technology Connections video on this subject, where he lights a variety of scenes with RGB and full-spectrum white light, and the differences are really astounding: https://www.youtube.com/watch?v=uYbdx4I7STg

Again, there is some very cool stuff here, and I'm excited to see your next jam project to see if this gets expanded upon! Well done!

Before I Go Blind by LesDremlet 2025-10-08T15:59:32Z

I love how you've made such a polished tiny game, which has a single experience that it's selling! :)

FYI - On my first playthrough, the camera couldn't scroll at all, even after the update you pushed out to try to fix it - No matter how much I pushed the phone towards the edge of the screen, it just got locked into place. I knew there *must* have be some way to scroll, based on the gifs that you shared, so I did give the game a second playthrough and it worked perfectly on the second attempt. I'm not sure exactly what was going wrong, because it felt like I took the same steps both times, but I did get to play the game as intended on my second attempt!

I really love the dynamic art style that you have for the scene, the little bit of jitter on the player's hands really adds a lot of life to the presentation.

In terms of presentation, this is the *tiniest* polish nitpick, but the way that you're currently revealing text can lead to awkward jumps as the text box reformats itself whenever a word becomes too long. It looks like you're adding each character to a text box one-at-a-time, but a different way to achieve the same effect is to start with the full string of text rendered at 0% opacity (or the same color as the background), and then change the font color of each character to be visible one at a time. This gives you the same character-by-character text reveal, but it locks the layout of the text into a preformatted block because the *contents* of the text box won't change, just the font color. This prevents those jumps in layout as text is revealed.

Hopefully that makes sense? The reformat that I'm talking about happens in the attached gif as "would" and "12:00" are revealed.

breakpoints.gif

That tiny nitpick doesn't change the fact that this is a lovely polished little game! :) You've put a ton of care and attention into all the little details of the scene (having the camera album button was such a nice touch!), which is why I bring it up, because I can tell you really care about the fine details! Great job overall!

ingest|digest by vivid-hallucination 2025-10-07T00:24:17Z

ate-it-all.PNG

I really liked the sound design here! The particle system is also very neat - It seemed like it kept making fractal shapes as I got bigger, and I was really curious if that was an actual mathematical occurrence or coincidence!

My one piece of constructive feedback is that it might have been a good idea to skip the first round where you're just collecting abstract shapes and go straight to the second phase. During the first phase, I had no idea if there was more to the game than just collecting the shapes, but once I hit phase 2, it felt like things really picked up steam in a much more engaging way

Overall, this is really cool stuff for just 33 hours, especially being built on a custom library!

Sticky Turtles! by Sevansevan 2025-10-14T18:26:42Z

Holy cow this is *diabolically* hard, and so much fun - There's such an interesting logic to the mechanics, and the way that you've designed the level, which keeps me coming back to try again and again. Whenever I make a mistake, I can immediately see where I went wrong, and I immediately want to retry to do better next time.

My only complaint is that the undo button isn't super helpful for solution exploration, because of how many moves you might have to undo, once you've realized you've gone down a dead-end - It would have been *really* nice to have an "undo to last turtle" button as well, because the time I spent undoing meant that it would be faster to restart 90% of the time instead of hitting undo.

But dang, this is a *ton* of fun. I spent about a half hour playing so far, and I *will* be back to try to 100% all of the turtles. :) Great job!

Sticky Turtles! by Sevansevan 2025-10-14T20:04:39Z

did-it-turtles.PNG

I told you I'd be back to 100% it :)

This was *so* much fun - Solution spoilers below

!> The way the level design taught me how to create "staircases" with my turtles on the left in order to get in/out of the narrow "lock" openings was great. That led to a massive moment of realization that I *didn't* need to grab the turtle on the far right to start, and could use the same staircase pattern to sneak in/out of the far right lock, which was also so good. And the fact that I had to put that far right turtle all the way to the left of my massive tower in order to keep from getting too tall was such a fun eureka moment! Really really fun, and I'm sad that it's over now. Great job!

Sticky Turtles! by Sevansevan 2025-10-15T03:16:49Z

caught-all-turtles.PNG

That last bit was brutal! (In a very fun way :) )

!> It was such a fun moment realizing that I had to grab the last turtle on the left midway through clearing out the top area, in order to reach the upper-rightmost turtle!

I'll have to check the rest out later! Thanks for sharing! :)

Marble Trouble by mooyett 2025-10-08T01:20:44Z

marbles.PNG

This was *so* good. The character art was incredible. The concept was incredible. The way that it tied into the theme was incredible. Move over deckbuilders, this feels like it's establishing a new genre of roguelike marble-collectors. Just these four predetermined marbles had so much synergy built into them, and I can imagine how it would be so much fun to start building up a synergistic toolkit of marbles, and pull them randomly out one by one for each fight.

My only constructive feedback is about the arena design - The way that the random non-marble objects got pushed around often caused them to trap marbles in unfun ways, and they weren't something that you could predictably try to move around, due to their heavy weight and strange shape. This led to me sometimes just throwing a bomb to randomly shift the board around, rather than try to use my marbles strategically.

I also ran into a weird bug on my second playthrough while writing up feedback - My marbles slowed to a stop, but I wasn't prompted to continue. I'm not sure if there is some floating point math causing a marble to get stuck with *just* barely more than 0 speed, but it might be something to look into.

Mushrooms by PieRo_PBeS_studio 2025-10-13T20:00:47Z

mushroom-finished.PNG

I absolutely loved the vibes here :) The writing was so charming and full of whimsy, the GB-style graphics were gorgeous, and everyone can use a reminder to please be kind!

I also weirdly *loved* how pushing a rock over the path would dig up the path - It was ridiculously charming to me in a silly way. Great job :)

PEPATE by Ueighti 2025-10-21T19:47:44Z

The art and animations are really nice! There's a lot of charm to the characters that you've developed, and the little things like the moving background really add a nice layer of polish to the game! :)

That said, I may have been missing something, because it didn't feel like there was any strategy I could develop for choosing rock, paper, or scissors - It felt like it was pure luck when I won. After I beat the first fight and got the "Heal 3 if you play 3 paper" ability, the game wasn't about luck anymore, but was reduced down to just selecting paper each turn.

Rather than trying to have the player play a straight game of rock/paper/scissors, it might be more interesting if you treated this more like a traditional roguelike deckbuilder, and had the player build a deck of rock/paper/scissor cards. Then, you could let the player see their opponent's next move in order to be able to counterplay against them, without guaranteeing the player's victory each round.

For example, Slay the Spire lets you see exactly what your enemy is going to do, so you could theoretically block every point of incoming damage, but the difficulty comes from the fact that you need a synergistic deck in order to guarantee that you have the cards you'd need each turn. You could do something similar here where you draw a hand of 3 cards by default, and the cards that you draw have extra abilities tacked onto them that force you to make interesting decisions about which cards to play against which of your opponents moves. For example, you might have a "Double Edged Scissors" card which always deals 1 damage to both players, in addition to acting like a traditional scissors card, or a "Bandaid" card which heals 1 health while acting like paper.

I think there's something really cool here, and it needs a little bit of iteration to get to its final form - A rock/paper/scissors roguelike is a great idea for a game concept! :)

Mutiny's Last Reward by DubiousDuck 2025-10-08T17:06:57Z

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I *really* love this idea - I'm a huge fan of Puzzle Bobble, and this is such a unique execution on the concept of aiming and shooting to make combos that I've never seen before. It definitely has potential as a full-scale game!

When things were going well, I was having a great time - It was super satisfying seeing the combo meter keep filling up, and to keep maxing out my score. The combo meter was so juicy and satisfying, and once I got to multi-hook levels, I was having a blast firing nonstop.

The one place where things felt like they fell flat for me was the time limit - I would have much rather have had a shot limit than a time limit, because I found it incredibly hard to do what the game wanted (make cool trick shots) while under such a tight time pressure. Once I got to the below stage, I genuinely thought I might have to give up, because I was playing for about 20-30 minutes trying to figure out what angles would allow me to get the points I needed. At first, I tried to play it legitimately, but after a certain point, I felt like I had to start playing in an extremely unfun way in order to succeed - I just kept grabbing the potion so that I could see my trajectory, then repeatedly spent all 20 seconds trying to figure out how to maximize my points, memorizing the exact cursor placements I needed to win in a future round. It didn't feel like I was still playing the game at that point, which was a bummer because the game could be so fun!

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The next level when the multihook power-up was introduced re-*hooked* me, and I was immediately having a lot of fun again, because I was no longer feeling the pressure to maximize my points per shot.

On the subject of the timer, I think the lack of feedback around the timer ticking down also may have impacted my experience with it - Oftentimes, I had no idea if I had ten seconds left or milliseconds left, so I was in a state of panic throughout the entire level. Giving a visual or audio indication that the timer was near expiration may have done a lot to alleviate this timer-related anxiety. Additionally, letting the player finish any shot that is in progress when the timer goes off would also do a lot to help the timer feel much more manageable - It felt so rough to make the final shot that you needed to win, but have it be cut off right before you grabbed the gem.

Hopefully this feedback doesn't come across as negative, or as me disliking the game in any way! I *really* liked this game, and the fact that the game is so well designed with such a clear vision makes it easy to come up with constructive feedback. This is a great entry, and you should be very proud of it! Well done! :)

Bubble&Lasso by Bethuamingo 2025-10-17T17:44:32Z

I really loved this throwback to those little toy games that you'd get as a kid - Lots of great polish on display, and a lot of fun playing with the rings!

I did run into a few physics-quirks that got in the way of the experience while playing - The way that the rings would settle into place felt strangely floaty, even taking the fact that the game was underwater into consideration. I'm not sure if it was the low gravity or the friction of the rings against one another, but the rings would often get stuck against one another in unintuitive ways, and tilting the machine to try and free them didn't seem to have any effect to free them

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I also had a lot of trouble getting the tilt controls to behave how I would expect - Moving my mouse a tiny bit would send the machine rocketing in one direction or the other, and I didn't seem to have any way to get to any in-between angles. I would have thought that clicking and dragging would have tilted the machine with a 1:1 ratio to my mouse movement, and because that didn't happen, it felt somewhat unintuitive. Playing around with it more, it seems like *something* happens as you rotate which changes how your mouse movements impact rotation, so making the same move up and back down doesn't leave you in the same position as you had started, which gets very confusing.

Overall though, this was a *very* good game! All of my feedback comes down to nitpicks that can be smoothed over. This was extremely well polished, the graphics and audio were great, and the concept was great. Well done! :)

Star Reaper by Shoalmuse 2025-10-07T13:31:13Z

I loved how it felt to break the asteroids apart - The pixel destruction and subsequent particle explosions were super satisfying! I also loved the Sinistar homage :)

I *think* I beat the game, but after destroying the Star Reaper, nothing happened - There was nothing left on the map, so I assumed this was the end, but it would have been nice to have a victory screen pop up just to make sure I didn't quit the game too early!

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The one thing that I struggled with was the controls of the laser - It felt great when I was able to hit an asteroid with it, but a lot of the time I was just spinning back and forth trying to narrow in on it. I'm not sure if this was an intentional part of the difficulty, or if I was just missing something - Was there something I was doing wrong here?

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Overall though, very cool entry! :) Well done!

Benny's Quest by april21 2025-10-07T15:06:30Z

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Benny is absolutely adorable and must be protected at all costs. This whole game was so cute!

I really liked the signage and cute little pieces of text that you sprinkled throughout the level - the "wait" was incredibly charming, and the "almost home" was a nice little checkpoint to give me a sense of how much more there was in case I died. There were a few blind jumps that made me anxious, but I was really glad that the signage didn't lead me astray, except for the absolute last jump for the bonus flower - I had no idea where I was supposed to land, jumped off the cliff instead of dropping, missed every piece of terrain on the way down, and went flying straight into some spikes way down below :(

The music also did a really good job at setting the mood! I had a lovely time picking flowers :)

I agree with the other comments saying that a checkpoint system would have been really appreciated - I had originally collected all ten flowers without dying, and I really wanted to see everything there was to see, so I figured I'd give it one more run; the game was short enough that I didn't mind the lack of checkpoints when I had to restart. That said, "one more run" quickly turned into five or ten more runs as I would forget a flower or get impatient and die at the last jump (I think I cleared the game with 9 flowers three times in a row). I don't think that the game was too long to try to beat without checkpoints, but it felt a little bit punishing to try to 100% it without checkpoints. Replaying that intro section 2-3 times per run (in order to drop down and collect all the flowers down below) started feeling a little bit repetitive by the end.

That said, I hope this doesn't come across negatively! I had so much to say because your design was very clear and well executed, which makes it easy to provide constructive feedback! Overall, very well done! :)

Monsters in Jars by T4RAN 2025-10-10T00:52:35Z

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This was a lot of fun - I was disappointed when the game ended! Once I started getting more and more creatures to build my deck with, I was getting very into the strategy, and wouldn't have minded one or two more fights, since I felt like I had started to hit my stride :)

I did run into one weird behavior that I couldn't understand - Most of the time, each side had one monster take a turn, then the next side had a monster take a turn. Occasionally this pattern would stop, and the enemy team would all take a turn in a row, wiping out my board. A couple of times the same thing happened in reverse - My team all would take a turn attacking the enemy. I wasn't sure if this was a glitch, or a mechanic that I didn't quite understand, because it did seem to happen when one side had more numbers than the other.

Overall though, this was really fun! Well done!

Monsters in Jars by T4RAN 2025-10-10T15:24:49Z

In that case, it might actually be something that can be solved with UI, instead of a mechanical change - If you change monsters into a visually "exhausted" state after they attack, it could clearly communicate to the player why their creature won't act again, but the enemy monsters will continue acting. For me, the problem was just that I didn't understand the mechanic, rather than the mechanic itself being problematic, if that makes sense! :)

I think there's an elegant simplicity to the way that you've got things designed right now, now that I know how it works!

Little monster makehouse by Yatsu 2025-10-09T14:35:02Z

I really enjoyed the rapid-fire minigames in stage 2 as I was assembling my monster! It gave me a similar vibe to playing a WarioWare game, and I thought all of the minigames were really fun under the time pressure.

I didn't quite understand stage 1 though, even after the tutorial - It felt like sometimes I would be given an impossible to fulfill request (I took a screenshot of one request that appeared to be impossible), and sometimes I would receive a request that was possible, but clicking the correct option didn't do anything - In these cases, I had to resort to randomly clicking around on the shelves, and there didn't seem to be any feedback telling me what was going right or wrong as the game jumped into stage 2. It might help to add a slight delay before starting stage 2, (and maybe give the player a score like you do for the minigames), so that the player can see which parts they've picked and understand how well they did at picking the parts. As it was right now, I didn't feel like I was getting enough feedback to understand what I was doing wrong during the assembly process

impossible-request.PNG

That said, I still had fun, even if I was confused :) I loved seeing all the different little monsters that I was assembling, I thought the music was really good, and I loved the hectic minigames - I would have loved to play even more of them! Well done! :)

Collect or DIcE by Flinge 2025-10-08T20:31:33Z

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This was really right up my alley - I love deckbuilders, I love dice, and it had enough variety to keep things interesting throughout! The art was also great!

My only real feedback is that UI elements were overlapping each other during the tutorial (the dice tooltips were behind the instructions), which made it a little bit annoying to read, but it was only a very slight inconvenience.

Well done!

DRUNK HUNT by Jacky San 2025-10-07T20:09:20Z

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I really enjoyed the graphics and loved the pastiche of the duck hunt scenery! I agree with the other commentators that things kick up a little bit too hard on round 5/6 - Round 4 felt manageable, but on rounds 5 and 6 it felt like there were sometimes unavoidable hits that you had to take. Multiple times, the round would start and I was immediately shot without any time to react - It would have felt a lot more fair if there was some logic in place to prevent you from being shot within a frame or two of the round starting (perhaps always spawning the duck and the reticle in fixed locations, to give some minimum time before you can be shot?)

Overall though, this was really good! Well done!

The Internet Collector by YibiRabbit007 2025-10-14T17:18:00Z

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This was very cool, and very engaging! I loved reading all of the little cat jokes constantly littering the screen as I was hacking into each system, and the payoff at the end where this was all for some eggs was funny!

I do agree with the other commenters that it was very hard to get started - The first screen has so many interactive elements, and most of them are dead-ends, so there was a lot of trial and error to get to the bmail login prompt. At one point, I had the credentials that I needed, and kept trying to click and drag them into the browser or console when I was getting "Access Denied" from bmail; I didn't realize that I had to try the admin login domain instead, because it wasn't clear that the credentials that I had were admin credentials. The fact that the tutorial/intro was the only iteration with a browser GUI alongside the consoles definitely added to the onboarding confusion - Specifically, the fact that there were so many things that I *could* try clicking and dragging on, which all seemed to have no effect, made it really hard for me to understand what I was *supposed* to be clicking and dragging.

Once I got past that initial wall (which took me about 15 minutes of fruitless clicking), I got into the game and had a lot more fun with it - My only complaint is that the later levels stopped feeling like I was unraveling a puzzle and logically making my way through a maze, and instead kept giving me hints about what to do next, before I even got stumped. By the end, I felt like I was just following a script where each hint told me exactly what to do next, and I never got to leverage any knowledge that I was gaining in order to solve the puzzle, which was kind of a bummer :(

I also ran into one bug while I was playing - I discovered that if you click on an element multiple times, it seems to interrupt the bounce animation that plays when you reveal a new clue, and gets stuck mid-bounce πŸ˜… This wasn't a huge deal, I just figured I'd let you know in case you wanted to fix it in a future version! :)

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Please don't take this as an overall negative impression of the game - I genuinely liked it a lot! You have a very clear vision that you're paying off on, and because of that it was easy for me to give feedback on any pain points that I ran into as a player, which may have been contradictory to that vision! Hopefully this was useful - Very well done, overall! :)

Tamago Bill by thegrottman 2025-10-21T21:59:19Z

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This was very fun! Juggling the basket and the shooting gallery was an unexpected challenge, but kept me thoroughly engaged throughout the entire play session!

The only real feedback I have is that it was a bummer that shooting your last bullet ended the game immediately - It basically means that you have one bullet fewer than the display indicates because you can never gain anything from the last bullet. It might be a good idea to only move onto the next screen if the last bullet missed, and otherwise let the player catch their last egg.

Overall, well done! :)

Squirrel The Collector by GroundArc 2025-10-07T14:15:58Z

This was cool and cute! I haven't seen anything like this before, where you're moving in a pseudo-turn-based way locked on a grid, but everything around you continues to move in real time - Based on the description, I had assumed everything would move when you moved, but this was a very interesting alternative!

The only thing that felt frustrating as a player was that certain hazards were inescapable - I always had the health to tank a hit from a bear trap, but it would have been a really bad feeling to get far into the game, and then die to an unavoidable bear trap. As it is right now, some of the bear traps don't feel like they're adding to the puzzle solving gameplay, they just feel like they're a way to force the player to lose health with no decision-making involved, which didn't feel cohesive with the rest of the experience. If the bear traps were optional risks a player could take on to grab extra collectibles, they might feel more at home with the rest of the gameplay :)

I sadly didn't get to the end, because I managed to get myself softlocked pretty far into the game :( After picking up the gun, I couldn't progress from this spot. It looks like the tree may be misaligned, so I never collided with it when I was moving from space to space (or I may have simply been missing something obvious)

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At least the music there was super soothing :) It was a nice little zone to get myself stuck in!

Alex's Taxes by ExMachina 2025-10-21T16:48:46Z

I did it!

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First of all, this is *awesome* - It's especially incredible that this is your first Ludum Dare! You should be extremely proud of what you built. I've got a lot of feedback, but that's because the game is already extremely high quality, and the little details are what would really bring it over the top

In addition to being awesome, this was also *brutally* hard lol - It took me about an hour and a half to beat, and I love tough-as-nails platformers

Other folks have already discussed the controls, so I'll just echo that I unfortunately never got used to them - I'm not sure if it's because I'm using a US QWERTY keyboard, but trying to use the arrow keys, L, M, and Space was extremely awkward, as was WASD, L, M and Space. I ended up using WASD, Space, and the right mouse button, while *always* holding down the left mouse button, and this was the only way that I get past the more difficult challenges.

In terms of visuals, I loved the parallax effect in the intro area, and the sprites all individually look very good! My only feedback is that it would feel more cohesive if sprites were drawn with a uniform pixel scale. It was strange seeing background elements with huge pixels alongside foreground elements with tiny pixels, and it was especially noticeable when one element would have differently sized pixels inside of it - One example is this small tuft of background grass - If pixels were all the same scale, everything should be lined up on a 1x1 grid, but somehow things get offset by quarter pixels throughout the grass tuft:

pixel-grid.png

Were you drawing your art in such a way that one pixel in your program of choice didn't represent one pixel of the finished sprite? Generally, the easiest way to create pixel art is to draw at a 1:1 scale, and then upscale it with nearest-neighbor interpolation by 1x, 2x, 3x, etc to fit your target resolution. That will easily give you consistently sized pixels, and sticking to whole number scales will avoid any artifacts from upscaling :)

In terms of level design, there were some challenges that felt great to clear, and others that felt very frustrating - The best challenges were the ones where death was an opportunity for learning, and where nailing the challenge rewarded me with some really fluid platforming to enjoy. The most frustrating challenges were the ones where I had to thread an incredibly tiny needle, and had to very slowly and precisely set up each attempt.

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The above area is an example of that second type of challenge. I was banging my head against the ceiling again and again trying to hit the finicky wall jump to get through this gap, and it was really unclear *why* the game was asking me to do this. It wasn't particularly fun movement, and there wasn't an interesting puzzle to solve; it just felt like precision for the sake of making things harder on the player. Whenever you create a challenge, it's best to think about the experience you want the player to have, and build the challenge to provide that feeling. :)

Finally, I did run into one physics bug that unfortunately *really* negatively impacted the game feel: Physics seem to be nondeterministic, and the same inputs can produce drastically different results. This was particularly frustrating to discover at one of the last sections of the game, where I could only make the last dash *sometimes*. I suspect that the issue is that you're updating the player's velocity (or a timer for dash length) during update, but you need to be doing physics calculations like that during fixedUpdate or they will be unstable. The below gif shows what I mean:

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Overall though, this is a *very* impressive game - Please don't take this as me disliking the game in any way! It was awesome, and you're already crushing it. I wanted to provide so much feedback because I spent so long with the game! Great job, and very well done!

Alex's Taxes by ExMachina 2025-10-23T14:20:40Z

Very happy to help! :) I actually just noticed that you have your source code linked, so I took a peek at the character controller to give a bit more specific guidance on making the physics deterministic (Hopefully this is welcome, rather than annoying! I honestly just love talking about techy game stuff πŸ˜…)

To explain what I mean when I say to use `FixedUpdate` for physics calculations, `Update` runs every time the game *renders* a frame, while `FixedUpdate` always runs at a consistent 50 FPS by default (you can change this in your Unity Project settings). A player who has a fast computer with the game running at 60 FPS will have `Update` called twice as often as a player on a slower computer running at 30 FPS. This is totally fine for non-physics related purposes, but when you're dealing with physics, a change in frame timing could drastically change what happens in the simulation.

For example, say you're trying to keep the player dashing for 0.5 seconds. If they start lagging when your timer hits 0.49 seconds, and the next frame takes 0.25 seconds to render, that means that they're going to keep moving at their current velocity for those remaining 0.25 seconds until the next frame renders, and dash *much* further than intended. If you were to update your dash timer during `FixedUpdate`, lag would no longer impact how long a dash takes - It would always finish in the same number of `FixedUpdates`, and always give the exact same results.

If you turn the `PlayerMouvement` `Update` function into a `FixedUpdate` function, and swap all references from `Time.deltaTime` to `Time.fixedDeltaTime`, that should get you 90% of the way towards deterministic physics\*, but inputs will randomly get dropped. This is because `Input.GetKeyDown` reads inputs every time a frame is *rendered*, and because `FixedUpdate` happens at a fixed rate, you might have multiple rendered frames between `FixedUpdates`. When that happens, the second update would clear out the `keyDown` before you read it in the next `FixedUpdate`! To fix that, instead of polling `Input.GetKeyDown` directly during `FixedUpdate`, you'll need to poll for inputs during `Update`, and set them into a local variable for `FixedUpdate` to read, which you can reset at the end of every `FixedUpdate`. (You might also want to re-tune your constants to the new framerate-independent physics to make sure that things feel how you intended the game to feel!)

If you're curious to learn more how this works at a lower level, [Gaffer on Games has a great article about fixed timesteps, and describes how one might go about implementing a fixed timestep in a custom engine](https://www.gafferongames.com/post/fix_your_timestep/). But as long as you're using Unity, all you need to know is that using `FixedUpdate` when dealing with physics calculations/timers will give you deterministic results :)

\*Ideally, you wouldn't want to just move everything into `FixedUpdate` - You'd want to split these functions up so that code which doesn't impact physics is running during `Update`, and the code which impacts physics runs during `FixedUpdate`. In this case as a quick fix, just moving everything to `FixedUpdate` *should* be fine (although I may have overlooked something), but I wanted to point out that this is a quick fix, and not a best practice! You generally want to be doing as little as possible during `FixedUpdate`, because you can get stuck in a death spiral of lag if one `FixedUpdate` takes longer to run than the length of time between `FixedUpdate`s. It also gets weird to have certain things locked to the physics fixed update that should be updating during frame renders (eg: animation timing, camera movements, etc), leading to unexpected jittery looking gameplay. This is all a broad-strokes oversimplification, but hopefully gives you a good place to start investigating further!

Gibberwave by yiwai 2025-10-07T03:40:24Z

FYI, it looks like your text assets might not have made it into the game! All text boxes are just showing text keys

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I didn't leave a rating, because it wouldn't be fair to rate you without any text! I just wanted to give you a heads up! I'll try to remember to come back and check things out again later though - I really like the art! :)

Last Minute Shopping by Ajile3105 2025-10-08T04:30:52Z

I was really getting some backrooms vibes from this store, in a kind of cool way - I loved the uncanny feeling of walking around these weirdly placed shelves.

That said, is it meant to always be possible to beat each level? I played several rounds, and on some playthroughs I checked every shelf several times, but it seemed like the store was just missing some items on my list every time I played. I wasn't sure if this was a skill issue, an intentional choice to make the vibes feel even more uncanny, or if it was possibly a bug, so I figured I'd ask! :)

A suspicious game by Dalanbart 2025-10-07T16:11:22Z

This was *not* what I expected when I read that I'd be a mouse stealing things from a house, but it *was* very funny. I had a great time looting the house, and my only regret is that there was no way to steal the car - Well done!

Meowlloween by QNZ 2025-10-15T13:54:11Z

I agree with the other commenters that the cat is so cute! I definitely clicked in because I saw a cute cat lol

It took me an embarrassingly long time walking in circles after round 1 before I realized there was a "next" button in the upper right corner - It would probably be a good idea to highlight that a little bit more when it appears, to draw the player's eye :)

Overall though, this is a sweet little game! :) Well done, especially for a first jam project!

ECHΓ†RA – The Silent Painter by Crowelian 2025-10-15T20:02:04Z

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I *really* liked the vibes here - I just wanted to spend more time relaxing and unwinding here. Great job!

That said, I think the vibes could be kicked up to an even higher level if the gameplay encouraged more flow through the level, and naturally pushed you towards making sweeping loops, rather than encouraging you to stop moving andbacktrack as you revealed fragments. Oftentimes, I would send out a sonar pulse which revealed a fragment behind me, and the most efficient way to collect it would be to just stop on a dime, and immediately change direction on the spot. This took away from the serene feeling watching my mote swirl through the level with its slowly evaporating trail, and I think the movement would feel so much more free-flowing if the player were constantly moving forward, and could only change the direction that they were moving by rotating which direction "forward" is. This would naturally give the player smoothly curving loops of movement when they swing around backwards to collect a newly revealed fragment, and that would add so much to the already lovely aesthetic that you're building. I actually naturally started playing in this fashion after awhile, because it felt so much more relaxing to do so.

Please don't take this as me disliking the game in any way - I loved it, and that's why I wanted to pass along the feedback! You have such a great mood that you've set, and you should be very proud of your work :)

Pelmeni's Magic Lab by rosday 2025-10-07T00:38:47Z

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This was very fun! I definitely felt overloaded by information when I first started the game (for example, I had *no* idea what was going on when I was drafting sets to start the game), but I quickly picked things up and figured out what was going on - It might be a good idea to add a key to your description page giving folks a primer if they need it!

My only other piece of feedback is that I had a hard time remembering which tiles belonged to which set based solely on background color - I knew which tiles matched each other, but I had no idea (for example) which tiles belonged to the holy or warlock sets, when they were being referenced on other tiles

Overall though, this was a very cool game, and those are minor UI nitpicks that can easily be solved!