Foon → Ludum Dare Explorer → Users → kroltan
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | "Jammy" Bolt Digs a Hole | compo | 165 | 3.39 | 3.07 | 2.86 | 3.78 | 3.18 | 2.66 | ||||
| 2024 | 55 | Summoning | Eternal Battle In The Hells, or something | compo | 339 | 2.69 | 2.52 | 3.44 | 3.58 | 2.69 | |||||
| 2021 | 49 | Unstable | Loose Dirt | jam | 3.27 | 3.11 | 2.77 | 2.66 | 3.22 | ||||||
| 2021 | 48 | Deeper and deeper | Pipes All the Way Down | compo | 338 | 3.59 | 3.77 | 3.90 | 3.37 | 2.78 | 2.54 | ||||
| 2020 | 47 | Stuck in a loop | 👥 | Woofice Chair! | jam | 88 | 4.15 | 3.90 | 3.77 | 3.87 | 4.75 | 4.12 | 4.30 | 4.00 | |
| 2019 | 45 | Start with nothing | Farm Fortress 2 | jam | 476 | 3.53 | 3.39 | 2.55 | 3.39 | 3.66 | 2.92 | ||||
| 2018 | 43 | Sacrifices must be made | 👥 | Super Sellout | jam | 94 | 3.99 | 3.58 | 3.39 | 3.59 | 4.66 | 4.06 | 4.09 | 3.92 | |
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Wizsnooks | jam | 73 | 4.07 | 3.93 | 4.13 | 4.34 | 4.22 | 3.86 | 3.62 | 3.62 | |
| 2017 | 40 | The more you have, the worse it is | MAGNETOGRABBER 2000 | compo | 507 | 3.05 | 2.66 | 2.60 | 2.98 | 3.18 | 2.70 | 2.05 | 2.89 | ||
| 2017 | 39 | Running out of Power | 👥 | JouleThief: Charge Your Phone | jam | 151 | 3.80 | 3.56 | 3.36 | 4.33 | 4.50 | 3.83 | 3.86 | 3.46 | |
| 2017 | 38 | A Small World | The Infinitely Small Room | compo | 325 | 3.18 | 2.63 | 3.83 | 3.76 | 3.35 | 2.60 | 1.77 | 2.90 | ||
| 2015 | 32 | An Unconventional Weapon | This Planet Sim Thingy | compo | |||||||||||
| 2013 | 28 | You Only Get One | Farm Fortress | jam | 360 | 2.88 | 3.00 | 2.71 | 1.68 | 2.71 | 1.75 | 2.30 | 42 | ||
| 2013 | 26 | Minimalism | Frost Mint Beach | compo | |||||||||||
| 2012 | 25 | You are the Villain | You Are The Goatman | compo | 381 | 2.95 | 2.58 | 3.13 | 2.30 | 3.39 | 2.09 | 3.00 | 2.65 | 42 | |
| 2012 | 23 | Tiny World | The Little Glitch | compo | 648 | 2.64 | 2.33 | 2.97 | 2.63 | 2.94 | 1.96 | 1.95 | 2.64 | 55 |
A really nice game, seeing I'm a addict to the "Grow" series... The transition could be a little shorter though...
Thanks for the feedback! I will add a sensitivity adjustment in the menu.
TIP FOR THE FIRST PLATFORM:
Never turn your BACK to the little details.
Actually the password is the start of my (failed) trial of making a music in Google Guitar. Try pressing the password in Google Guitar. Crappy sound, huh?
@Update: Problem with muting...
Update will include:
* Crappier graphics for those with not-so-good computers
* Sensitivity adjustment
* Muting the very little sound of the game
* Possibly, music. Eerie 8bit one.
Uploading version 2 to the brand new version selector!
To play:
1. Go to the selector (see link)
2. Select your desired version
3. Play, or download the standalone builds or source in the links in the bottom of the page.
@s0ulcrusher I wouldn't give spoilers of such short game. What I can also say is: Look at adventurous places.
It's not a bug, you're not supposed to interact with things far away.
I have updated the game with option for mouse sensitivity, just go down in the menu and adjust to about a third of the bar.
About the stairs, if you walk to it with a little impulse, it will climb. If i lowered the second platform, people could get stuck in the stairs and bug away to infinity. And you don't need to jump on every step, just once, to get the impulse.
@FaBrito Wow, didn't expect such high rating! Actually, making the levels was kinda fast, because all my scripts take advantage of Unity's behavior. So I just put a button, link it to a platform, change 2 values and voila! A new moving platform was added.
@KevinWorkman, @daandruff: Have you tried using the second version, and adjusting the mouse sensitivity?
Nice game!
Great game, really enjoyed it!
Nooonsense! Plus, the scanners (or what they seem like) don't do damage? And the other robot got trapped in the corner because of clever footprint placement. And I didn't know that i had to run around the rectangles.
Awesome game! But I saw this concept months ago in a game site called Game Jolt. Not sure the name of the game though... Something with phantom miner or whatever.
The best entry I played so far! I like the flow of the game, but 2 things would make it perfect:
* Audio
* Just one more power
Nice game, but could have a extra strategy factor. Also, the menu doesn't actually fit with the silent mood of the graphics
Great game!
I liked trying all the combinations to escape, but the ending was... unexpected.
Audio didn't work on Nightly...
Nice game! But it's hard to put the theme on this. I liked the musics and the pixels.
Nice, but weird to control.
I laughed at the nonsense.
Nice game!
Things to improve:
* Different planet textures
* Something to deviate attention from planets
* Shoot powerups?
Overall, felt too plain, I ended up suiciding in the 6th planet because I thought it was endless.
The explosion effects are nice, but it doesn't fit the low-polyness of the planets and the resolution of the textures.
I really like the feel of the graphics, but the bombs could slide less (or bounce more)
Nice concept, but on some big planets you can get inside them.
Really nice game! The mechanics are great, but a little less gravity would be cool. It doesn't feel much "moony".
I really like it, but the resource collecting could be a area, not just the point where the mouse is, because many times coins fall out of the island. Also I'd like to see the other layers like you shown in the first demo.
Perspective is weird, but nice job.
Nice game, but could have visual feedback on damage and be a little longer.
"...find me a development environment for the web that could produce the game I just made and I'll be happy to use the web." Unity.
I really like the way i orbit the planet incessantly if I jump too much
Extra Swiss Cheesy!
Hard bug here, going to look into it
Fixed! The code that was looking if there were any surviving goats to make you lose was running before goats were added. haha
@SumX: I used this: http://www.famitsu.com/freegame/tool/chibi/index1.html (Dated back from the times I used RPG Maker) to create the human characters, and built my simple SpriteManager (see source of game) that allows for basic animation by UV switching.
The manager is simple: drop it in a GameObject, select spritesheet and dimensions in cells, put a Transparent kind of material and you're done. There's some obviously-named public methods for hooking into anything you would need (animation management, etc).
@TomK32: Thanks! I might do a post-compo version with the pen you suggested, however I kind of disagree on the matter of swords since you play as the Goatman, and goats attack by ramming at menaces. Possibly even a 2-player version!
Fun fact: the "AI" in this game are just magnets.
Still uploading standalones, for now use the web version.
Very creative!
Definitively bring it outside Compo! More monsters and knights over time and different types of defenders would make this game better. Maybe traps too?
I feel so limited on what the dude understands, but nice idea.
Why no webplayer version?
haaha awesome game!
Really good game! Very polished!
One of the best games I played this edition
Nice game, but maybe a simple challenge (time limit with score requirement, for example) would make this more enjoyable.
Nice concept!
Very nice"
Monty Python reference?
The human keeps apparently teleporting to me. He stays still, then moves across the room in 0.2s
I feel the same as ddionisio
Seems interesting.
Really cool
The cops are ragingly fast! They should be like 1.3x Santa's speed.
Awesome game! Make an Android port and sell it for 0.99 and you'll become rich! But of course add more actions.
Does it count? It uses paid middleware...
Thank you all for your reviews!
@iamwhosiam: The theme is actually a derivation of the LD theme, because I was out of ideas. Many games came with the subtheme "survival" so i decided to orient this game on this idea. Also, the fact that you have only one type of farm. About the gold, you need to time your incomes. See, farms cost 5 to be planted, but give only 4 when harvested. The only way to profit in this game is having the maximum amount possible of planted tiles before the timer on the top left resets, because when it does, you get 6 * (<number of farms> / 2) * <number of houses>, or if you prefer, 6 gold for every two farms multiplied by every house.
@Linus Lindberg: Oh I concur, but I'm a worse than terrible sound artist, and I don't know any who would've been kind enough to help me.
@chicknstu: Thank you for exploring the game! Actually, it just multiplies income by the amount of houses you have. About the attackers trick, they start spawning with 6 farms, so when you have 5 you're still safe. In testing, I used this trick to see how well the gold scaled over the amount of houses, and it becomes actually pretty plain after the 30th house. You'll not even have to worry about gold by then, though.
@archaeometrician: Thanks! It was actually perspective top-down until 5 minutes before releasing, thanks to the game that loosely inspired me, Cultivation (http://cultivation.sourceforge.net/).
Minimalistic concept, but immensely rewarding!
The ground could be a less icy, though...
Great gameplay! the hotkeys were well positioned. Got to wave 10.
Really hilarious! Walking backwards would be great, tohug.
Works on Mac.
Though it could me more intuitive as of where to place the ones.
Best game in LD yet!
Very nice game, tested on hotseat, but should be fun in MP too.
Nice idea! Couldn't concentrate, though. Am I supposed to hold the key, or spam it?
Fun game, but I found a glitch: if you walk against the invisible barrier to the right of the map, enemies will stop following you and you can shoot at will.
Nice concept, but could be a bit more fast-paced, and the enemies could variate a bit...
Hmm, it seems the extractor is not working...
When selected, the camera goes full black and it gives no minerals.
Hahaha, nobody expects "duck jokes"!
I managed to go to the tour after a while. Ended up getting on a visit to Tesla with all the tiers invited! So yeah, calling your "lowly" friends is a good mechanic. To those that wanted a skip button, this is a social cue! Don't underestimate people just because of their circles.
The sounds and visuals are super cute and fitting, congratulations! I'd just have appreciated a bit of antialiasing on those relation lines, but that's nitpicking.
I really liked the idea of multiple elements, but F is a really weird keybind. Got 174 points!
One thing that confused me is the "bullet penetration". I'm not sure how many layers of unrelated enemies a bullet can go through before disappearing, it seems to vary. A bit more consistency there would make all the mechanics much tighter.
As for graphics, I'm still not sure what those sprinkler menirs are.
Wow, nice game! I spent about 5 rounds to get a no-penalty run, but I'm not sure if there are additional bonuses. I like the consistency, but building the dome is a little bit redundant (you _have_ to build it one way or another).
A neat feature would be being able to edit the previous colony, because rebuilding the good parts by hand is a bit tedious.
Hi @epiplin and @xxDOOMbox! There is an issue with some user-submitted troll levels with hugely scaled objects that push the player outside the boundaries of the level. I remove those trolls periodically, but unfortunately these levels linger for a while before being deleted.
DOOMbox, you can use ctrl+drag to move objects vertically. Hope it helps!
@epiplon That is strange. Since there is no authentication at all, it might have been a troll which didn't change the author name and only overscaled an object, or really a bug. I'll investigate. If you play again and find this bug, could you please go into edit mode, click Save, and paste the save minicode here? (it will go to your clipboard automatically)
@ectucker1 Thanks for the minicode dump!
Yeah, the shading gives it away, there's a wall with scale 4864 in all those levels that are very dark, including the one you linked. I'll clean those up.
The issue isn't as much as overriding levels (this is impossible), but a level with same name&author. The backend is very dumb and knows nothing of the game, it's just ID + minicode, without ever processing the minicode. For the user, it looks like its the "same level", but it isn't really. And due to random chance and spamming troll levels, it's possible to make yours the most likely level.
I can make the server smart and clamp scales to believable values upon upload to prevent this. Sadly other forms of griefing are harder to find.
EDIT: Cleaned up levels. The only constructive submission was by @xxDOOMbox :sad:, and I had to reconstruct it because it was based on a griefed level with lots of little buggy colliders around.
@huvaakoodia Argh, you're right! ****facepalm****
@carlosvvk Yeah, I'm gravely aware of the barren mechanics. I spent too much time writing the editor, you'd be surprised how fast it grows in complexity!
@marbles Thanks! I'm not the best when it comes to 3D modeling, so I didn't try doing anything fancy just to end up looking badly made. Best do something simple but consistent! (and then there's the hugely out of place player model, lol)
@juju-adams Yes, the levels are saved and pulled from a server.
The audio isn't procedural in-game, but yes, it does come from Otomata. I recorded 2 minutes of it and set to loop. Good enough! xD
The art style is very reminiscent from FEZ, with these trees evoking the same kind of floaty outworldish-yet-familiar feel. As mentioned before, the pallete also strongly evokes HLD. Amazing how you managed to fit so much depth into little over 30 seconds of game.
I liked the alien writing. If you had more time, you should definitely use the pixel-alignment concept to design a font that requires the user to mask part of the text characters to transform them into something readable. That would be genius.
This is the sort of game I initially thought about, but scrapped it as lack of ideas on how to implement. Very nice!
But I have to say, the movements are very annoying. It absolutely snags when you touch anything (wall, powerup, etc), and at the same time was very floaty (but that much is recognized ingame). A different skybox would allow the player to better orient their boost jumps.
The visuals are a bit too simplistic, however. I get, programmer art and whatnot, but even some silly hand-drawn sketches would be highly appreciated in that department. Throw in the standard Toon shader and you got a more believable mood (the mix of primitives with high-res textures is really quite jarring).
Honest review here: Interesting, I really liked the bullet mechanics. But still there are some glaring issues:
- There is no goal (or the goal is too well hidden). Killed all enemies, collected all coins, nothing happened. Maybe at least a text prompt "You won!", or ideally an end screen. - Enemies are more useful alive than dead: Since there wasn't any obvious HP system, I as a player assumed insta-death upon touching them. Surprisingly, nothing happens! They are more useful alive, because you can use them to boost-jump more easily. - Too much physics on the player: It seems like there is some sort of capsule collider for the character, but this causes a problem when jumping up ledges: if the character falls onto a ledge, it gets pushed away from it. To properly climb a ledge you have to go all the way over it so the character falls on the flat side.
The art however is quite nice, but it seems there is some sort of interpolation going on, making the enemies look blurry, and also the edges of the player sprite.
Nicely made to simulate an old game, but I think the controls were just a tad too clunky (a bit of clunkiness is good for the theme, but this was quite annoying to play),
Super fun! Though I only got barely over 25k.
I like the "Please No" button :>
Have to agree, inertia makes this game counteintuitively harder. The music is cool too, very minimalistic but sets the mood. It was a bit short though :(
This is so incredible! Great art style and tight controls! Missing a "being hit" feedback, however.
Really like the idea! Also, saw through your Cave Story inspiration for sprites... xD It seems that by keeping the batteries over the green particle thing they charge faster? Or is it just placebo?
We are working on a post-jam version that will adress the controls and have a bunch more levels, so stay tuned! @dreadloaf @reBTF @mmason @gghust1995 @snotrocket
The original idea was for the game to be even faster, I guess that way the delayed controls would at least have a physical explanation. But alas, it was too fast!
@ProdigalSon thanks for the feedback! There was supposed to be a sound feedback when charging, but due to some error to caused by either the tool or the fool, it was not set to loop so it was always finished before it could play :( I also answered your comment on Itch, if you mind. According to my tests and evidenced by @justinooncx, Chrome (WebKit) seems to have an issue running the game (which is surprising), while other engines run fine.
@grandtheftmarmot It was supposed to be the character jumping/sliding over the tables (and trashcans), as @justinooncx observed! That is also why @aterlamia observed the controls as worse during the jump: you can't change direction mid-air.
We'll be working this next weekend on a post-LD version that will adress the controls and add more polish (such as an end screen and proper feedback, as well as more levels).
@aterlamia, I also could not build the Science Station, repeatedly. If I don't buy it when the guy tells me to, I can't buy it ever again.
Very nice resource management game! Though a quick explanation of what each part of the ship does would be welcome.
Very nice game! I love pixelated dungeon crawlers, and having one with actually great graphics gives an extremely nice effect!
Very nice controls, got up to 250m at 2m/s
Good graphics, good music, good idea, but it's almost impossible to play. It takes about 10 shots while moving around slightly to be able to hit a single robot, and it clearly varies due to collision.
@cenullum Just go to the Player Settings and open the splash screen section.
About the game: The graphics are absolutely gorgeous!
But I have to say, there are really a _lot_ of bugs here.
- Hitboxes have no correspondence with the visible bodies - Enemies are for the most part completely broken - They often get stuck just staring at me or blocking forever - Sometimes when killed, they "respawn" in T-pose, with 0 HP, just staring at me and moving my way, not attacking or defending - Sound is also broken, at some point I just got a repeating "clang" noise firing like 4 times a second - The coliseum "elevator" seems to fire on a timer? I didn't kill all the mobs there and it sent me up anyways - The camera is locked only horizontal rotation, and seems to be tied to the height of the character's walkcycle. And since the walk animation is so fast it basically means camera shake the whole time I'm moving.
Overall, the idea is nice, but was poorly executed in terms of programming. The graphics were excellent (I can almost bet you got some inspiration from Hob), but the logic just is not sufficient.
Your site needs HTTPS! Eek! (get free certificates at https://letsencrypt.org/)
Otherwise, nice game. As the others have said, controls are floaty. But not due to the Unity physics being bad! Character controls are just unrealistic to begin with, so emulating them with physics is trickier.
The controls are really finnicky, it is often unclear when I will be able to clear a jump or when it's possible to go through a small opening. This removes a lot of agency, and the best strategy I found was to just spam spacebar and hope for the best.
This is fantastic! Could expect no less from the WaG team.
As always the art is very well made, and OH BOY THOSE MENUS! (for the record, I did _not_ spend more time clicking buttons in fascination than playing, ok? Good thing we cleared that up)
Nothing to complain about the coding, didn't see any bugs.
The music was really nice, but could be a bit more energetic or generally wackier, to match the art style a bit more. As a fighting game, could have a bit more, uh... _Beats_ than _Jazz_ (or, crazy idea, procedurally balance the intensity with the proportion of fans?)
A couple things I could notice could use a bit more attention (perhaps for a post-jam version? *wink wink*)
1. Hits could have a bit more feedback, either in UI or sound. Sometimes I got stuck between fans and couldn't be sure if I was hitting them or being hit. 2. Fans have very similar pallete/outlines, so it is a bit hard to identify the player amidst a bunch of them. 3. I wasn't too sure how the trumpet (E ability) worked, if I used it right to the face of fans, they would be knocked back, but if I used it a bit farther, then only one of them would be hit. Does it deal "damage"? (links to point 1)
"Build... the Linux Kernel - Risk 75%, Danger 82, Stupidity 9/10"
I LITERALLY (AND LITERALLY MEANT LITERALLY, NOT FIGURATIVELY) FELL OFF MY CHAIR LAUGHING.
**Really impressive game!**
**But** this is a great example of when to _not_ use screen shaking. PICO-8 already has a low-enough resolution, so any shake is of very high magnitude, plus the low-contrast color palette, cause it to be very jarring. Had to give up on the boss fight because I got nauseated by the shake. And I'm not a very sensitive person in regards to that.
There were also some severe input lag issues (at least on the web version), which I'm not sure if they are caused by the game or just by the PICO web player.
Also, there were some collision issues in the boss room, as you can see in the screenshot below. I was able to "stand midair" in any of the tiles in a 2x2 area around that point.
2017-12-06_09-11-46.png
Don't get me wrong though, the game was still enjolable _despite_ that!
@almost The golden circle object is a clock, it gives you extra time. By default you start with 5 minutes to collect as much stuff as you can, but you can extend that by grabbing clocks.
@wevel Funny you should mention that. A more implicit mechanic already exists. The faster you go, the bigger the field of view becomes, and the camera pans to show further ahead of you, putting the ship off-center.
(unrelated, there is also a slight golden gradient in the background that indicates the direction to the center of the map, where the collector is located)
@jons-games Good idea! Albeit that could be challenging to do, since all maps are randomly generated. The time limit is the same on any map size, actually.
Thanks everyone so far for all the feedback! I read every comment!
Thanks everyone! I'll try to improve the handling in future games.
@ponchoguy That store idea is really nice, definitely would have done it if not for the Compo time constraints. I don't really plan on making a post-LD version, though.
@rainbowjam Believe me, I've tried! I actually finished the game in about 32h, and the rest was spent _trying_ to make a BGM that fitted the game's mood and pace. But the combination of my disastrous composition skills with the fact that the only software available to me (Bosca Ceoil) made very "lo-fi" / "retro" sounds mostly did not align very well with the existing SFX. (Which by the way were all performed with mouth air sounds and filtered with Audacity. So, very soft sounds) So, after spending hours unproductively, I left the game soundtrackless.
@wetdesertrock Wow, thanks for the in-depth feedback!
I indeed ran out of time, but not to record the sounds, but to implement them into the game. The pitch-and-volume idea is actually great, thanks for the tip!
You give an interesting suggestion of scaling the maneuverability. I tried to make the difficulty completely self-inflicted, but my idea was putting as little constraint or artificial "fudge factors" into the game as possible, to allow a higher skill ceiling. As often is with this kind of design, I forgot about the first impressions completely!
@asilva4000 I'm glad you enjoyed! The predictability is something I really tried making sure worked fine (as well as a non-biased map generator). As for the levels, don't worry! The larger levels are actually _easier_ (*don't tell anybody!*) since the time limit is the same and there are more rocks about. (and more asteroids, so watch out!)
Very fun indeed! The music reminded me of the melody of the Brazillian song "Aquarela". https://www.youtube.com/watch?v=-Gsdp2zSCjY
Really nice game! But the hit boxes are monstrously confusing. I could never tell when a hit was going to land.
Kudos for making a web game with a _proper_ UI, leveraging the native browser stuff instead of bonkering an immediate-mode directly in the canvas!
The game is REALLY nice! Could use with some keyboard shortcuts (RTS style). Most of my time was spent moving the mouse over to the menu.
I **really** liked the premise, but the execution could have been a bit more creative.
Considering it's a jam game with pre-made visuals, I believe you could have dedicated more time honing the game mechanic.
Currently, the game is simply "run to a marked target 4 times". Some observations from the top of my head:
- Since you're scouting, you probably shouldn't know where the enemy buildings are. Some kind of thick actual fog obscuring the map would be good (the pretty posh way would be with a fogmap and some funny world-space fog shaders, and the cheap jam way would be a big particle system, and you delete particles from visited tiles), or at least do not put a huge bright goalpost right on the target! - Given there is no exploration, then at least some challenge, say, enemy troops you have to avoid, or a competing enemy peon you can whack to make him fall back to the base for some time. - There is a lot of flavor mechanics that don't really add to the game: - Jumping, while satisfying, is literally useless. trim it or make it useful! - Running, too, could just be always-on or removed entirely. - I think the unit responses are a great flavor, but it would be nice if they had some use (say, if you had to complain to get your next order, and acknowledge to stop being clicked). - You're using copyrighted sounds from Warcraft 3, I would suggest replacing them with your own voiceover (which if done decently can actually add to the game's character).
Overall, this is a great concept! I was smiling all the way through the game.
What is this, a crossover episode?
You made a production chain game about farming, and so did I! It's fantastic how the same idea can make very different games!
I liked the gameplay loop a lot, you really need to keep an eye on the production and lay out the buildings conveniently.
I managed to make 2 fields on top of each other, but that was more convenient than bothersome when it comes to bugs!
Hi @jeritens and thanks for playing my game! Nice catch on the towers bug, they were actually quite broken (most of the time they wouldn't acquire targets at all), and are the main mechanic of the game. I have patched their targeting. If you have a bit of spare time do try again for a bit.
Hi @adam-konig, thanks for playing! I'm glad you liked it :)
Some buildings have to be collected manually, actually a bit of a vestigial feature from when I still though upgrades could be implemented on time. The idea was that the woodcutter and market could be upgraded at great investment to their automatic versions.
It did not get implemented, but I left the clicking in to see what people thought about it.
Thank you @landosystems, @shunaky and @hijomo!
---
@shunaky that... Sounds like a very serious bug. There is supposed to be at least 4 waves of enemies, then a wave at every new building after that. I'll take a look at that.
I agree with the woodcut/market automatization, it was meant to be an upgrade, which would make sense once you had too much stuff on screen to care about collecting resources.
The more diverse production chain I do agree a lot, if I continue working on this game after LD that will definitely be something to implement.
And yeah, currently there is no repair mechanic.
---
@hijomo having played it again, it seems I forgot to make health bars not block the mouse, which prevents you from clicking the button. Woops.
@importantcreations Not a bug! It's just that I only implemented waves up to the 4th, and kept it on loop after that to keep the pressure.
Thanks for playing, glad you liked it!
@ryuu Oh noes! I pushed an update that supposedly fixes this bug literally one minute after you posted this. :smile:
But if you do your build order a bit more strategically, you do not need the tower money to proceed.
Agree with @zuf, down button didn't work and cats were docile, so there was no pressure to platform properly.
The art is very good and consistent, giving a nice thematic mood to the game.
Really nice, great job on the compo! I love this kind of numeric/clicker game.
Stretch goals post-jam would be to make a bit more clear what does what, costs and consequences and whatnot.
Loved the sailing mechanic! I managed to arrive at the pirate port. I presume sailing is everything there is to it? It's fine if it is, just wondering.
Loved the graphics! The controls were a bit unclear, I press space to attach to things, but I haven't figured out how to detach properly. Sometimes I hold space, or press it a whole bunch of times. Also, I found the lack of friction a bit disconcerting since it's impossible to climb the 45deg slopes back up.
Very nice game! I reached the final area.
The web build was only playing on my left speaker, which was rather distracting, but it's probably a PICO8 bug rather than the game's.
Really liked the mechanics! The wall jumping is very satisfying.
Nice interpretation on the theme, too!
Really liked the song (please release it separately somewhere!!!)
But the only thing I managed to do was make clothing and throw the anchor rope at the bird's nest.
Any hints?
Okay, I have finished it. And i got to say, this game is fascinating. Thank you for making this, it has made my day a bit better from the nostalgia of old point-and-clicks!
**WARNING SEMI-SPOILER BEGIN**
I really liked the riddles! The last combination lock was a bit too simple perhaps, compared to the rest of the puzzles. Though I can understand how hard it is to finish a puzzle sequence satisfactorily. Also, the wall one was a bit too small for my crappy eyes, had to screenshot and magnify.
**SEMI-SPOILER END**
Some text here just so people reading this past the spoiler part have somewhere to rest their gaze without being tempted.
Nice level design! I liked the upgrades too.
Managed to get the end screen without visiting the area with the pulsating door, though. Not sure if that's a sequence break.
The controls acted _very_ weird around corners, changing my direction suddenly, often to the opposite side. The Web build had severe artifacts (light cookie texture clamping, vertex light for the player light, no initial blackout ("vision" upgrade was useless for me, reading from the comments it was supposed to be hard to see before it)
Yes, the flashlight area had a door that closed before I could get to it from the start, but when I got the code door and got the new respawn point I could run into that door.
The colliders are fine, by themselves they wouldn't cause that kind of problem, with all respect it might be a bug in the movement code.
Hey @ulisses! Nice game! :thumbsup:
Really liked the mechanic of painting the sprites when walking! Reminds me of the pogo minigame in Crash Bash, but that was a territory competition.
However the enemies were a bit confusing, on the second level they disappeared randomly before reaching the edge.
I wasn't able to get much farther than that.
Very nice game! Had a lot of fun on the early game. But I must be missing a control, I can only draw a single not very long stroke, so even if i place the game on my first monitor and draw a line all the way to the opposite side of the other monitor I can only ever get about 80 ink, and since I can't see where powerups are, going further than that is luck.
@jeritens That... Makes so much sense, I don't know why I hadn't tried it!
I absolutely adore the mechanics! The art is nice and consistent, and I second @megalink's point about feedback, it is a bit unclear.
Also the hitboxes could use a bit of work, especially the spike balls. Often visually I thought it was fine but the hitboxes touched and I died.
That is an excellent game! Very well crafted and polished.
I do agree with the idea of being able to move nodes and restart without clearing the board, it would speed up iteration time a bunch without having to change the actual game rules.
The minimal graphics did not feel "programmer-art"-ish, very cohesive! And the music is very cute and fitting.
This game is brilliantly balanced! It always kept me on the edge without becoming frustrating in an unfair way.
I really like how you explained the mechanics without words, just gameplay.
The sound design is also very fitting for the game and the aesthetic.
What was your inspiration for this design?
Neat! Though at the higher speeds I had difficulty distinguishing low and high obstacles. Maybe they could have different shapes or colours or something of the like?
I really like the control scheme! The graphics remind me of (a much better rendition of) one of my early jam entries, where I also went for red roofs and brown woodworks. Though the fog was a bit excessive considering how zoomed out the map can get.
The game sadly crashed at 57 population, but it was running perfectly fine until that point! Must have been a spurious error.
This game is **BRILLIANT**! Re-played it and the fastest I got was 1:16.
I think you nailed the feel of tinkering with a broken project very well.
I agree that the scrolling could be a bit more responsive, or at least on subsequent visits to a certain zoom level. It was certainly very moody when I zoomed out to the desktop.
Also the pixel art of the game itself flickered a bit when zooming, especially the light lines on the bricks, which was a bit dazzling.
The graphical polish here is amazing! I stopped at the room right of the first (assuming there are more) keycard door, as I couldn't figure out how to put out the fire on the platform up above without climbing onto it and getting burned.
Psst, you should go rate some games when you get the time! You have 160 ratings already and haven't rated anyone else. Bit counter to the spirit of the jam!
That's some serious dedication, implementing marching cubes on a jam! And a great idea for a game.
Some annoyances, though:
- Digging is verry slow. I see you mentioned mesh rebuild frequency, maybe you could get away with using multiple disconnected volumes, and reducing the resolution a bit? That way frequent rebuilds would hurt less and the digging could be sped up. (also, hey, it's a jam game, don't beat yourself up for performance!) - Mouse sensitivity was wayyyy too high. - The door to the room with the broken floor got stuck half-open, leading me to go down first and try to dig verry far trying to find an alternate entrance, but that got me nowhere either. When I returned upstairs, the door was open.
Also, a jump button would be greatly appreciated! It was a bit frustrating to trip and get stuck on the minor clumps of dirt resulting from two full blasts of the digger.
Thank you all for playing! @abrds @neonjeff @cogcomp @airwaffle @matthew-cohan
Yeah @vitor-figueredo I can see where you are coming from, Zug also uses the "3 cards at a time" design choice, and is about laying paths toward somewhere!
@hilvon Thanks for the extended comment!
My original idea (which you can still see a reference in the final game) was to have vaguely-regular "goal blocks" that are pre-placed, and generate the random cards such that they fit the path from one of the current open slots, ensuring it is always possible to proceed.
In addition, reaching a goal would give you a choice of extra card that you could keep separately from the 3 that are dealt for you.
I didn't have time to do that sadly, so I just put the Goal card as a 3-way splitter and went for full random card deals.
That being said, I think that if you play risky in the beginning and get some score for discards, you can go basically forever. But I agree that the design is a bit flawed.
@hilvon also forgot to reply to you for more info on the bug, but @tjm explained it, now I understand.
Initially I had so you could scroll up and continue from anywhere on the board, but due to a bug on itch.io I couldn't get scrolling to work, but I thought it was interesting accidental game design, the player would have to be mindful of leaving paths open. But I forgot that I would have to change the code to properly support that, hence the bug. Sorry!
@lereveur I feel ya! Though usually when I don't like the theme I don't participate. Congrats on expressing something in your entry! The gameplay was apropriately grueling :smile:
@sode Thank you! And yeah I agree a tutorial would be very important, but 10 hours was a bit of a tall order already. Hope the description here and on itch helped a bit, though!
@tjm You're right, the card logic isn't ideal at the moment, but I don't have much control over it since I'm using the builtin drag-and-drop features for browsers, which is also why you only move the "ghost" of the card, not the card itself. (Try dropping a card on a text editor! Silly bit of polish if you do)
A full implementation would certainly at least replace the default graphic and control the card a bit better, which would allow me to write such kind of logic. But for right now it's just the basics.
@ulisses Thank you! That's an impressive score, let's see if someone else is up for the challenge...
Audio and nontrivial animations are always a bit trickier with raw web APIs, but yeah I agree they would make a world of difference.
@2bitcrook Glad you liked it! I agree that at 1k score you basically go on as long as you feel like, with very little challenge. Ulisses is just very dedicated! He has records on a bunch of my games. :smile:
Thanks for playing @caiolima and @boon!
@lectvs I agree, I like @caeonosphere's idea of increasing the cost of discarding over time/use.
One thing I maybe would like to have done is to sporadically block some columns for some span of rows, making the surrounding ones more valuable but naturally more dangerous.
@aidanmarkham Thanks for playing! Yeah I agree it is a bit too easy once you rack up some score.
@charliegray Yeah, I didn't even have time to finish the art, due to extraneous circumstances that limited my time to 10 hours. You can be damn sure the mobile port will have sound!
I... Completely forgot about the restart button, too. At least the game loads quite fast so reloading the page is not as costly as say, a Unity game.
@laurari That is a great score, and an excellent suggestion!
@moski Thanks! And I'm glad you've beaten @ulisses's score, he has records in most jam games I've made (I think he still holds the Wizsnooks record too?), gotta get some variety!
Interesting game, it manages to set the mood very well! Would have been nice to expand a bit on what the final rating means, I'm not sure if collateral damage was meant to be related to how aware the enemy was, or non-military damage.
The replayability mechanic was interesting.
I second @maggardjosh's observation, 3 equipment points yields 2 equipment, but 4 yields all 3 and a final count of -2 equipment points, so a bit weird there. Also, if I have both the pipe gun and the cigarettes, I don't get both options regarding the soldier.
Awesome game!
- Mechanics are solid and clearly readable and understandable; - Visuals are hella smooth and fit very well together; - The controls screen is very smartly implemented; - The lore was completely unnecessary and totally appreciated.
I don't see much of the theme here (though I'm not one to speak myself either :sweat_smile:)
I do agree that the grapple could be a bit more interesting, the lava area was nice for the restrictions but also maybe some physics would be interesting? I don't entirely know of course.
Played your game on stream yesterday.
I really like the atmosphere of the game, the scenery is very alive and the lighting is well-employed.
I did mention some things could be improved on the stream, but I'll expand here:
- The diver feels a bit floaty and difficult to control, maybe adding some more drag to the diver would make it more plausible for an underwater environment and make the controls more stable. It wasn't too bad, though; - The pickups are rather hard to see: pearls are a bit small and heart is very hard to see when it gets dark; - The background sea life is very fitting, but the larger ones seemed to be part of the playfield initially, an I was instinctively avoiding them. Consider using a visual hierarchy of color to separate foreground from background, such as using a fog color layered over non-interactive elements, or having them be less affected by light. In fact such hierarchy could also help ensure your pickups remain readable, too! - It would be interesting if the jellyfish were interactive hazards, right now they are very meek obstacles mostly for mood (with the light-emitting ones). If you just want them for mood, consider disabling collision with the player (and employ the visual hierarchy above). Or if you like the idea of making it interactive, they could damage the diver but only when touched from below.
The song was beautiful and fitting! It feels like some sort of weird siren's song, which kind of fits well with what the ending implies, given we were running out of oxygen the whole game...
The game itself was fun, maybe a bit more vertical maneuverability would be convenient, but it works fine as is. The upgrades are very nicely thought out, too.
Impressive compo!
A fun game, and I can always appreciate making procedural levels in a jam!
The art is really nice and fits very well together, and the little details like the numbers on the elevator are very neat.
The music choice was really good, too, though it was preexisting.
I did find that the hitboxes on some objects were a bit wonky, and the player and enemy have very unusual hitboxes for this kind of perspective. Usually in the games that use this tilted perspective, only about the lower 50% of the character sprite is actually physical, since the map is so compressed vertically due to "perspective".
Maybe because of that, I found the game a bit unforgiving, I couldn't finish it nor get enough money to buy the upgrade. I think the item prices could really use some tweaking, since I would often go through enough rooms to lose 2 health points just to be able to afford buying one back.
First of all, I think this is the best soundtrack of any LD game I've ever played.
I really liked the concept and the delivery of the message was very impactful.
It seems some of the messages haven't been translated from Portuguese though, so it's a bit tricky for our international jammer friends.
I would have liked if I could see a little bit further down, but I guess the current setup fits thematically. Reason being I had the instinct of never let my character trail offscreen above, so I would often jump before I could see where I would land, then have to wait for the camera to catch up.
A suggestion for the artist is to watch out for scale when making pixel art. In-game, the background and walls are much higher resolution than the wooden beams. There also seems to be a different scale for the player and lantern's pixels. If you keep all sprites with the same pixel size, the art can become much more cohesive.
As everyone has said before, the art is great, but watch out for the pixel resolution, it kind of breaks the façade when you mix different pixel sizes in the same game. That being said, the ambience holds up very well with the music, and that little delay after you jump into the bunker.
I admire the voice acting, too, and the death sound cracked me up.
But the game is a bit tiny and with all due respect seems a bit unfinished. Like, Boris has a weird dream, goes to his flooded bunker, then what? Was it just a dream? Is he stuck in his bunker that has no stairs for when he runs out of power for the elevator? Did the bunker work? Even a textual ending with a bit of closure would have been interesting.
> It’s intentional that the player’s imagination comes up with the type of enemy they are encountering.
I imagined the enemies were a extendable version of the [Eater of Worlds](https://terraria.fandom.com/wiki/Eater_of_Worlds)! Eek.
A picture of Terraria's Eater of Worlds boss, a giant brown segmented worm with pincers and an eye on every segment
Frankly I think the scanning concept works much _better_ in low-res 2D than in Scanner Sombre, at least for the intent of suspense and fostering the unknown. In SS the point density is so high that it becomes just a fuzzy rendering, but in this game, since perimeters are way visually smaller than areas, most of the screen is totally obscured, which gives a much darker tone.
The sound effects were awesome, and you tell me your mouth made all of them? Well, congratulations to your mouth!
I don't usually tell people what I rated them as, but you get all 5s!
The only things missing are polish things, which are understandably absent in a jam entry:
- Why do you need crates for the lights? Also they kinda looked like vents or a control panel or something like that; - Would have been nice to not have to hold LMB all the time; - The jump grounding detection is a bit harsh, or possibly bugged? A couple times playing I attempted to jump off an edge but the jump failed. Most of the time it worked, so no big deal. If you ever continue this, consider looking into that, and adding a little bit "coyote time"!
I... am speechless. Very creative use of voice synthesis, though!
Very moody game. A bit on the easy side, but the chilling atmosphere fits it just nice. It's better to stray a bit on the easy side for LD anyways!
Found a little bug/annoyance, where the well upgrade tooltip is layered behind the castle, cutting the top of the cloud off. It's still readable though.
That music is very good! So simple, but very cosy and fits the bill perfectly.
Hey, this is brilliant!
Very fun concept and super neat execution, I like how you can outmaneuvre enemies to kill them on the same layer as you.
I agree with other commenters that the isometric movement is a bit unintuitive, maybe allow mouse cursor movement in a complete version?
That is awesome! One of the most well-rounded games I have seen across many compos.
Took me a while, but as promised, your game is now my desktop background! The ridiculous premise is just too good.
Cover image for the game set on a Windows desktop
Really liked the modeling, and the bubbles are very fitting atmospherically. Reminds me of those old on-rails space battle games.
I want my Rare:tm:-brand golden sock!
Some considerations:
- The controls seem a bit suspicious, as they are not always relative to the camera's orientation, sometimes moving in a straight line moved me diagonally. The camera also appears to not follow the bends on the tube, which is mildly confusing to have to compensate for; - Agree with the visibility considerations the others mentioned, a couple times I got splatted without even noticing; - Maybe it would be cool to have some measure of progression, I think on stream I even asked if it was endless? Either a simple bar, or maybe progressive changes in the environment, would be interesting.
Maybe it would have been interesting for the controls to be "move forward", and you turn with the mouse? I'm not sure, but at least then you wouldn't have to code the automatic camera turning.
THE SOUND EFFECTS, I WILL DIE THEY ARE TOO GOOD
Played this game on the stream. Really liked the mechanics. The rope was a bit too break-y, but it has been fixed in the revised version.
Super impressive entry for a first jam! Welcome to the fun!
I found the secret stash of dynamite :smiley:, too.
If anything, I would like to see a fail condition (right now nothing happens when you die), and maybe a less cheesable rope implementation? Even now you can do the "push rope" cheese to maneuver the dude around. Check with the guys from [Orange Diver](https://ldjam.com/events/ludum-dare/48/deep-dive-7) how they implemented their rope! It seems to work a bit more cleanly.
---
Also, I mentioned the music was similar to something I had heard before:
Sweet Dreams, by way too many people. For some reason the youtube embed is kinda broken so here is the video ID: qeMFqkcPYcg
To be fair it doesn't sound much like it, but the dynamics of the vocals kind of sounds like your melody. (no idea if those are the correct music-y terms because I don't know much about that, hope you get the idea)
Neat game! I couldn't finish it though, since I would take a lot of damage from the shooting bat-things when first entering each room (the enemies can move and shoot before I can dodge)
Agree with @escapade, would be neat to be able to see a list of current species and their stats (or, with a bunch more scope, a whole lineage type thing, so I could root for my favourite creatures)
With that said, I really appreciate simulation-programs! I made one myself too so it would be suspicious not to, heh. The graphics are minimalistic but to the point, the trails are really neat, and I'm not sure if it's intentional or a bug, but *sometimes* the creatures will shiver when being chased, if it's intentional then it's a nice touch!
Hi @ominusgalaxy44! You have to place rock next to more rock, or at the edges of the screen, otherwise it turns into sand immediately.
That is an excellent mechanic! I have always toyed in my mind the idea of physical inventories (to no avail), but you nailed it!
The contracts are also a great way of giving the player objectives and constraints.
The navigating around the map is also very smooth.
I would love to see a full title around that mechanic, if you ever do it, yell at me and I'll buy it in a heartbeat!
Very neat mechanic! The tutorial is also superb, not only for compo standards but it is just plain good by retail standards too!
I second @sploky's control issue, it seems I really have to do the lightest fastest feather-touch on the directional keys or it will jump 2 lanes at once and possibly fall out of the map.
17.41 is my record! I don't know if I can get much faster than that, the strategy is spam 3 piles of coal, then wait until that runs out and immediately put one last one.
I agree a bit with @hotaloca, I would have liked to have seen at least 1 other game mechanic, maybe make some use of the player movement? Since right now the gameplay boils down to functionally "press spacebar at the right moment", which is not bad, just a bit mechanically shallow. Maybe even something as simple as having multiple piles of coal that eventually run out could be enough to add some tactic to the game!
That said, for a compo game this is perfectly fine and I really liked the visuals, they are simple but effective, and the UI is very intuitive.
I love that the music is kinda like clacking skeletons.
Very tight puzzle, great job on the level design too!
Level 2 is the one I spent the longest at, because I assumed surely I couldn't place things diagonally.
That's some excellent Compo work! The sound effects are very on point, I love that victory jingle. A complete game, and a fun one at that!
I did crash when trying to select the 3-mana ranged angel (I forgot the name sorry), and the text was very tiny for my terrible eyes, I would have appreciated being able to resize the window to scale (even at the expense of the pixel art)
Trying again with a debug build to see if I get a backtrace.
Actually, it happens consistently at the end of wave 3:
```sh thread 'Compute Task Pool (2)' panicked at src/flow/mod.rs:66:18: called `Option::unwrap()` on a `None` value stack backtrace: 0: rust_begin_unwind at /rustc/25ef9e3d85d934b27d9dada2f9dd52b1dc63bb04/library/std/src/panicking.rs:647:5 1: core::panicking::panic_fmt at /rustc/25ef9e3d85d934b27d9dada2f9dd52b1dc63bb04/library/core/src/panicking.rs:72:14 2: core::panicking::panic at /rustc/25ef9e3d85d934b27d9dada2f9dd52b1dc63bb04/library/core/src/panicking.rs:144:5 3: core::option::unwrap_failed at /rustc/25ef9e3d85d934b27d9dada2f9dd52b1dc63bb04/library/core/src/option.rs:1978:5 4: core::option::Option
note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace. Encountered a panic in system `LudumDare55::flow::show_next_wave`! Encountered a panic in exclusive system `bevy_ecs::schedule::state::apply_state_transition
Game just hangs the tab (infinite loop?) when I try to play it on my browser (Firefox Developer Edition)
@jnur Oh, must be when I attempt to get fullscreen. I'll make it a button instead so people can opt in and you can play the game at all.
Later today though, I'm at work at the moment xD
@jnur Sorry for another ping, but I updated the game to only enter fullscreen when you press F, if you have a moment let me know if that allows you to play it.
Had to do the same as @flying-dog-fish to get it to play (here is the direct embed link by the way https://files.jam.host/embed/$384836/25232/index.html) but I looked at the code to figure out how to play it:
1. You start with 0 points; 2. Moving over a tile consumes that many points; 3. Clicking any number will give you that many points; 4. You can't move into a number that would put you in points debt; 5. Objective is to reach pink square with exactly that many points left.
That said, that's a very interesting game mechanic! The implementation is very obscure, especially without any provided instructions, but it's an interesting base for a puzzle game! Being able to see my current score would go a long way.
Good job getting anything done in a cruddy laptop, I know how frustrating and unproductive it can be. I wish you luck with your hardware situation!
Also, a bit of Ludum Dare meta, please opt-out of categories not applicable to your game. Both so you don't get the sour taste of seeing your game at the bottom of the list in something that it was not fair to judge it by, but also because the people rating your game don't get full score for only partially rating a game.
Oooh so there was a score counter... (I didn't open the entire Unity project 'cause I don't have the editor installed anymore) That makes so much more sense with it xD
I think you missed adding a Canvas Scaler to your canvas, so it would scale up and down to different resolutions (interestingly it almost looks centered on 1440p)
And yeah, if you are willing and able, it is legal by the rules to try and fix unplayability issues like the scaling and embedding, just don't add new features :smiley:
Yup, that's a valid design approach, and maybe would have helped if I had seen the score counter :sweat_smile:, but it's also important to notice that SMB appeals to people who have played a platformer before, so when they see a lil dude standing somewhere along a sideways view, they understand they will have the basic move and jump verbs at the very least. Less so with a square and wiggling numbers.
I can only speak to myself, but I wasn't sure if I was supposed to use the keyboard or mouse. So I tried everything, I clicked on the "player" and nothing happened, I pressed W and something happened, so I assumed it was keyboard controls. Maybe have an affordance for the mouse use might be a good idea in the future, such as highlighting numbers on hover, or having a (simple, mspaint is fine) custom cursor.
As for opting out of categories, generally, whichever categories that you feel your game shouldn't be judged by. That's for you to decide, but for me, the categories I was unsure about how to rate in your game were Humor and Mood, given the game doesn't really have any context that would enable either. For Humor I rated the pun name since that was the only conceivably related thing I could see :smile:.
Also, compo games should include source code. At the very least so you don't have to learn how to cross-compile to Linux :smile:, but mainly [It's Dem Rules](https://ldjam.com/events/ludum-dare/rules)
I like the colour palette and its consistency. Good job on the level design principles application too, showing the enemies before the real deal. It is a very short game, but presents its mechanic well, and what more can you ask of a jam entry!
I'm conflicted on the "shooting" mechanic. I like it in principle, but because it basically means you get very long range attacks, and the only way to nerf the player is to make them not able to see the enemies. Which in turn means the player is incentivised to shoot off-screen then move in, which I'm not sure is what you intended, and also means the player doesn't get to see what they are dealing with.
Maybe requiring line-of-sight to the cast point or something similar could nerf it a bit, but communicating that to the player would be annoying.
Itch web embed doesn't work:
``` WebAssembly streaming compilation failed! This can happen for example if "Content-Encoding" HTTP header is incorrectly enabled on the server for file Build/DateSummonsWebGL.wasm.br, but the file is not pre-compressed on disk (or vice versa). Check the Network tab in browser Devtools to debug server header configuration. ```
Works if I open the iframe address directly for some reason though
That's your first jam? Very nice! Congratulations on completing something interesting. Appreciate the audio :smile:
I'll not reiterate on the challenge, but I had difficulty reading between the ASD row, I had to "read" not "identify" what key to press every time.
I suggest using a plus/cross layout in this case, with distinct shapes for each direction, even if it betrays the keyboard layout.
Hi, your web build is missing an index.html
Wasn't fast enough to get the screenshot in time, but I'll count this as a win :smile: 2024-04-17_21-13.png
The tutorial was a very good addition! Rare to see in game jams, congrats.
It's a bit unclear if the placement of the divinities makes any difference at all (besides the poison puddle one), I suspect it doesn't? In that case I'd just have buttons to enable or disable each.
Also, there are way too many enemies on the screen, in 10 seconds my screen is pretty much full of green blobs with no escape path. Could be framerate-related, I'm on a 165Hz screen.
Besides that, fun game, straightforward in a good way and the graphics are very readable.
That's a perfect jam game! Simple, creative, and enthralling.
Wonderful idea! And a fellow Bevy jammer!
I really like the sonar charting, and the controls worked smoothly!
Web build did chug quite a bit when scanning, but didn't impact the gameplay much.
Super neat! It took me a good while to understand the links only work for going UP, but when I got it makes sense
Thanks for playing, @oadt @javasaurus!
Yes, the fuel situation is pretty tight, I only manage to finish myself with about half an unit left. But there is a single handmade level, so it means bar any bugs it should always be barely completable!
I'll try to put a post-compo version up that is a bit more lenient, but I was having issues with Itch embeds so no promises. Since it's _technically_ completabe it wouldn't be in the spirit of the compo to update here :smile:
Thank you all for the feedback! I agree that it's unbalanced. If it makes it less miffing, there's no win celebration, so you're not missing anything if you haven't reached all gems.
@gold-daniel @jk5000 In the last couple hours of the jam, I had to pick between particles or sound, but ended up going with particles. In the end it turns out the library I used didn't work on Web, only desktop, so I ended up with no particles *and* no sound lol.
@nojoule I agree, but didn't have time to fix this bug unfortunately.
@fireye I agree, initially it was supposed to be 1:1 but when fudging with the numbers to make it possible I ended up breaking that, my bad. Really could have fudged the numbers in a different way to keep the 1 unit per block scale, no excuse. As for more information, I would have liked to let the player move the camera up and down independently so they could inspect the map before digging, but only came up with that idea a couple days after submission.
@mamboman you shouldn't be needing to press the dig key individually, just hold it down.
Wooo for Motherload-likes! I'm not biased at all :smile:
Very nice, you got much farther into making an actual game than I did!
I do think you might have missed applying deltatime on the movement/dig speeds, I have a 165Hz screen and my dude was flying right off the bat, cross the map in 10 seconds. With the level 1 mining upgrade I would already accidentally dig new tunnels when trying to navigate existing ones.
I love it! Finding the angles is very fun.
I did have an issue with the web version where the cursor was stuck spinning, I pressed Escape to try to fix it and it escaped the game area and didn't lock again, so I couldn't aim properly.
Impressive mood-setting with just writing and simple drawings! Very nice!
Maybe I am dumb, but I found the control scheme very confusing and a bit tedious, having to click on tiles then either explore or move, yet I never saw a situation where both options were available. A simple arrow key movement would have been more enjoyable for me.
I got the cart stuck in the top left of the tutorial level twice in a row :/ Besides that, really nice juiced up entry!
It's very hard to see the level, even with the lights, and I didn't figure out if there was anything to do. The cookie things made a bad noise so I think they're meant to be sea mines?
But still, the controls and sound build a nice mood!
I'm... going to have to go back and retroactively lower all my other ratings to fit this on the scale lol.
Focus on atmosphere is underselling it! It worked really well.
Reverb gets a 5, easy. I'm horrible at the game, maybe because it's daytime and I can't see the level properly, will try again at night.
Solid controls and very neat graphics!
That's a really fun game! However one thing I would ask for is a keyboard shortcut to start the turn.
Really nice game, and quite good soundtrack, too!
Impressive to have implemented a level generator with lock-and-door support! I wish I had had time to do that on our entry haha.
Have to say though, the player sprite could use some more contrast in relation to the scenery.
That is an amazing idea! You've probably invented a completely new kind of puzzle mechanic. I strongly encourage you to take this project further, since you might be onto something really amazing! Maybe Imaginary Room can be the next Portal!
Fantastic game!
As for my nitpicks, the tolerance area should probably be centered _around_ the matching keys, and not below. Or even perhaps 33% early tolerance 67% late tolerance, or some other ratio.
Hahaha fascinating game!
Blame the jam time schedule, but the hitbox for the real-life weapon seemed the same size as the virtual one. I guess it makes sense, but the animations don't reflect that. Just a minor nitpick!
I got to 11 like 3 times before giving up, roomba OP.
For a first time player, the balancing is absolutely overwhelming, having to juggle a lot of enemies, not falling in a ditch and upgrading the weapon.
Also, some feedback for when the player does hit things would be good. I had no idea the spawns were damageable until you told me, and thought eyes had tiny hitboxes when in fact they had health.
Anyways, congrats on such a complex entry! Really quite a bit of systems going on there.
I liked the models, reminds me of some cheap toy cars I had as a kid.
The questions bamboozled me completely, guess I need to freshen up on gaming pop culture.
A nice touch was using the AI driver's name as a credits.
Definitely hits a 5 on mood and graphics!
The sound design also is really nice.
However I have rather failed to see the theme connection.
Man, this has to be the best sound design in all of LD. Now I need to re-rate all the other games to fit this new baseline!
Nice idea, challenging when you work within the rules.
But some penalty is indeed necessary to prevent spamming!