Egypt Saves The World by RafaCP 2016-08-29T02:11:00
pure genius :D
Foon → Ludum Dare Explorer → Users → kuro
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | The Wheel | compo | 354 | 2.29 | 2.29 | 2.54 | 1.72 | 2.97 | 2.85 | 4.07 | 3.02 | |
| 2023 | 52 | Harvest | Public service announcement | jam | 806 | 2.52 | 2.61 | 3.40 | 2.52 | 3.35 | 4.40 | 3.31 | ||
| 2022 | 51 | Every 10 seconds | Bunny is going places | compo | 62 | 3.93 | 3.43 | 3.72 | 3.31 | 4.12 | 4.10 | 4.31 | 3.85 | |
| 2022 | 50 | Delay the inevitable | Gaia | compo | 332 | 3.40 | 3.00 | 3.12 | 4.00 | 3.83 | 3.38 | 3.64 | 3.96 | |
| 2021 | 49 | Unstable | Bling! | jam | 1325 | 3.02 | 3.37 | 3.45 | 2.37 | 3.34 | 2.95 | 2.81 | 3.02 | |
| 2021 | 48 | Deeper and deeper | So-so-phia | compo | 95 | 3.97 | 3.90 | 3.52 | 3.38 | 4.50 | 3.64 | 3.90 | 3.97 | |
| 2020 | 47 | Stuck in a loop | Another | compo | 131 | 3.76 | 3.55 | 3.28 | 2.96 | 4.13 | 3.71 | 3.82 | ||
| 2020 | 46 | Keep it alive | Nightfall Sigil Gray Shield | jam | 3.50 | 2.80 | 3.00 | 3.58 | 4.08 | 2.83 | 3.00 | 3.64 | ||
| 2019 | 45 | Start with nothing | Karl and Timmy | compo | 248 | 3.42 | 3.38 | 2.85 | 3.00 | 3.26 | 3.28 | 4.06 | 3.43 | |
| 2019 | 44 | Your life is currency | The passion of a peasant | compo | 61 | 3.83 | 3.66 | 3.54 | 3.80 | 3.76 | 3.45 | 3.56 | 3.65 | |
| 2016 | 36 | Ancient Technology | Atlantis Warmachine | compo |
pure genius :D
Fun to play for a while. I like that you managed to make different kinds of enemy that take different approach to take down.
Hah.... this is cool. Imaa beat it eventually! Keeping it for later, I don't have a mouse with me, just touch pad.
thank you all for playing and comments. i picked up a few handy ideas for next development.
btw. I didn't know Atlantis was this crowded by giant mechanical robots :D
http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=56177
This game rocks :)
I played it for quite a while, and probably am comming back to it later. Simple, fun, neat music, pretty graphics, great game mechanics, variable oponents needing variable tactics. I salute you sir. This was very enjoyable :)
It's okay I guess :) The ghosts are too fast, they kept killing me, so I gave up on my dream of becoming the Greatest Archaeologist after a while :D
That's some epic music though... Care to share it? :)
Actually I just realized I could download with the source :D
Love the art style :) I started out as an asshole, and planned to avenge my pancakes, but once I found the book, I behaved and saved Atlantis!
I'll take 3000 pounds of gold and 7 prettiest virgins as a reward. Thank you :D
The music is sooo nice on this one. Puzzles are cool, managed to clear a level too. Don't completely understand which elements fuse and which don't. I thought I had it figured it out, but then got stuck again. The game crashed on me in level 03
here's the log.txt file content you wanted :)
Tee-Log Manager v1
LOG [Po aug 29 13:09:09 CEST 2016] LOLCAT: WUT R U DOIN HER? Y HALO THAR!
LOG [Po aug 29 13:09:16 CEST 2016] IOHelper: Found ressource "sound/soundtrack" in "res/sound/soundtrack.ogg"
LOG [Po aug 29 13:09:17 CEST 2016] IOHelper: Found ressource "textures/help" in "res/textures/help.png"
LOG [Po aug 29 13:09:17 CEST 2016] IOHelper: Found ressource "textures/bg" in "res/textures/bg.png"
LOG [Po aug 29 13:09:17 CEST 2016] IOHelper: Found ressource "textures/help_blur" in "res/textures/help_blur.png"
LOG [Po aug 29 13:09:17 CEST 2016] IOHelper: Found ressource "textures/title" in "res/textures/title.png"
LOG [Po aug 29 13:09:17 CEST 2016] IOHelper: Found ressource "textures/title_blur" in "res/textures/title_blur.png"
LOG [Po aug 29 13:09:18 CEST 2016] IOHelper: Found ressource "sound/move" in "res/sound/move.ogg"
LOG [Po aug 29 13:09:18 CEST 2016] IOHelper: Found ressource "sound/fail" in "res/sound/fail.ogg"
LOG [Po aug 29 13:09:18 CEST 2016] IOHelper: Found ressource "sound/step" in "res/sound/step.ogg"
LOG [Po aug 29 13:09:18 CEST 2016] IOHelper: Found ressource "textures/hex" in "res/textures/hex.png"
LOG [Po aug 29 13:09:18 CEST 2016] IOHelper: Found ressource "textures/hex_blur" in "res/textures/hex_blur.png"
LOG [Po aug 29 13:09:18 CEST 2016] IOHelper: Found ressource "sound/move" in "res/sound/move.ogg"
LOG [Po aug 29 13:09:19 CEST 2016] IOHelper: Found ressource "textures/hex_filled" in "res/textures/hex_filled.png"
LOG [Po aug 29 13:09:19 CEST 2016] IOHelper: Found ressource "textures/particle" in "res/textures/particle.png"
LOG [Po aug 29 13:09:19 CEST 2016] IOHelper: Found ressource "textures/level_end" in "res/textures/level_end.png"
LOG [Po aug 29 13:09:19 CEST 2016] IOHelper: Found ressource "textures/level_end_blur" in "res/textures/level_end_blur.png"
LOG [Po aug 29 13:09:19 CEST 2016] IOHelper: Found ressource "font/port-lligat-sans.regular" in "res/font/port-lligat-sans.regular.ttf"
LOG [Po aug 29 13:09:20 CEST 2016] IOHelper: Found ressource "textures/hex_action_particle" in "res/textures/hex_action_particle.png"
LOG [Po aug 29 13:09:27 CEST 2016] IOHelper: Found ressource "maps/01" in "res/maps/01.mp"
LOG [Po aug 29 13:09:27 CEST 2016] IOHelper: Found ressource "sound/move" in "res/sound/move.ogg"
LOG [Po aug 29 13:09:27 CEST 2016] IOHelper: Found ressource "sound/fail" in "res/sound/fail.ogg"
LOG [Po aug 29 13:09:27 CEST 2016] IOHelper: Found ressource "sound/step" in "res/sound/step.ogg"
LOG [Po aug 29 13:09:27 CEST 2016] IOHelper: Found ressource "textures/hex" in "res/textures/hex.png"
LOG [Po aug 29 13:09:27 CEST 2016] IOHelper: Found ressource "textures/hex_blur" in "res/textures/hex_blur.png"
LOG [Po aug 29 13:09:32 CEST 2016] IOHelper: Found ressource "textures/hex_action_particle" in "res/textures/hex_action_particle.png"
LOG [Po aug 29 13:10:01 CEST 2016] IOHelper: Found ressource "sound/move" in "res/sound/move.ogg"
LOG [Po aug 29 13:10:01 CEST 2016] IOHelper: Found ressource "sound/fail" in "res/sound/fail.ogg"
LOG [Po aug 29 13:10:01 CEST 2016] IOHelper: Found ressource "sound/step" in "res/sound/step.ogg"
LOG [Po aug 29 13:10:01 CEST 2016] IOHelper: Found ressource "textures/hex" in "res/textures/hex.png"
LOG [Po aug 29 13:10:01 CEST 2016] IOHelper: Found ressource "textures/hex_blur" in "res/textures/hex_blur.png"
LOG [Po aug 29 13:10:01 CEST 2016] IOHelper: Found ressource "sound/move" in "res/sound/move.ogg"
LOG [Po aug 29 13:10:01 CEST 2016] IOHelper: Found ressource "textures/hex_filled" in "res/textures/hex_filled.png"
LOG [Po aug 29 13:10:17 CEST 2016] IOHelper: Found ressource "maps/01" in "res/maps/01.mp"
LOG [Po aug 29 13:10:17 CEST 2016] IOHelper: Found ressource "sound/move" in "res/sound/move.ogg"
LOG [Po aug 29 13:10:17 CEST 2016] IOHelper: Found ressource "sound/fail" in "res/sound/fail.ogg"
LOG [Po aug 29 13:10:17 CEST 2016] IOHelper: Found ressource "sound/step" in "res/sound/step.ogg"
LOG [Po aug 29 13:10:17 CEST 2016] IOHelper: Found ressource "textures/hex" in "res/textures/hex.png"
LOG [Po aug 29 13:10:17 CEST 2016] IOHelper: Found ressource "textures/hex_blur" in "res/textures/hex_blur.png"
LOG [Po aug 29 13:11:22 CEST 2016] IOHelper: Found ressource "sound/move" in "res/sound/move.ogg"
LOG [Po aug 29 13:11:22 CEST 2016] IOHelper: Found ressource "sound/fail" in "res/sound/fail.ogg"
LOG [Po aug 29 13:11:22 CEST 2016] IOHelper: Found ressource "sound/step" in "res/sound/step.ogg"
LOG [Po aug 29 13:11:22 CEST 2016] IOHelper: Found ressource "textures/hex" in "res/textures/hex.png"
LOG [Po aug 29 13:11:22 CEST 2016] IOHelper: Found ressource "textures/hex_blur" in "res/textures/hex_blur.png"
LOG [Po aug 29 13:11:22 CEST 2016] IOHelper: Found ressource "sound/move" in "res/sound/move.ogg"
LOG [Po aug 29 13:11:22 CEST 2016] IOHelper: Found ressource "textures/hex_filled" in "res/textures/hex_filled.png"
LOG [Po aug 29 13:11:33 CEST 2016] IOHelper: Found ressource "maps/01" in "res/maps/01.mp"
LOG [Po aug 29 13:11:33 CEST 2016] IOHelper: Found ressource "sound/move" in "res/sound/move.ogg"
LOG [Po aug 29 13:11:33 CEST 2016] IOHelper: Found ressource "sound/fail" in "res/sound/fail.ogg"
LOG [Po aug 29 13:11:33 CEST 2016] IOHelper: Found ressource "sound/step" in "res/sound/step.ogg"
LOG [Po aug 29 13:11:33 CEST 2016] IOHelper: Found ressource "textures/hex" in "res/textures/hex.png"
LOG [Po aug 29 13:11:33 CEST 2016] IOHelper: Found ressource "textures/hex_blur" in "res/textures/hex_blur.png"
LOG [Po aug 29 13:11:49 CEST 2016] IOHelper: Found ressource "sound/move" in "res/sound/move.ogg"
LOG [Po aug 29 13:11:49 CEST 2016] IOHelper: Found ressource "sound/fail" in "res/sound/fail.ogg"
LOG [Po aug 29 13:11:49 CEST 2016] IOHelper: Found ressource "sound/step" in "res/sound/step.ogg"
LOG [Po aug 29 13:11:49 CEST 2016] IOHelper: Found ressource "textures/hex" in "res/textures/hex.png"
LOG [Po aug 29 13:11:49 CEST 2016] IOHelper: Found ressource "textures/hex_blur" in "res/textures/hex_blur.png"
LOG [Po aug 29 13:11:49 CEST 2016] IOHelper: Found ressource "sound/move" in "res/sound/move.ogg"
LOG [Po aug 29 13:11:49 CEST 2016] IOHelper: Found ressource "textures/hex_filled" in "res/textures/hex_filled.png"
LOG [Po aug 29 13:11:50 CEST 2016] IOHelper: Found ressource "maps/03" in "res/maps/03.mp"
LOG [Po aug 29 13:11:50 CEST 2016] IOHelper: Found ressource "sound/move" in "res/sound/move.ogg"
LOG [Po aug 29 13:11:50 CEST 2016] IOHelper: Found ressource "sound/fail" in "res/sound/fail.ogg"
LOG [Po aug 29 13:11:50 CEST 2016] IOHelper: Found ressource "sound/step" in "res/sound/step.ogg"
LOG [Po aug 29 13:11:50 CEST 2016] IOHelper: Found ressource "textures/hex" in "res/textures/hex.png"
LOG [Po aug 29 13:11:50 CEST 2016] IOHelper: Found ressource "textures/hex_blur" in "res/textures/hex_blur.png"
ERR [Po aug 29 13:12:57 CEST 2016] Game: The game crashed.
java.lang.NullPointerException
at de.teawork.ld36.data.Map.action(Map.java:226)
at de.teawork.ld36.screen.ScreenIngame.touchUp(ScreenIngame.java:370)
at com.badlogic.gdx.backends.lwjgl.LwjglInput.processEvents(LwjglInput.java:332)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:215)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:124)
Is there anything else beyond dialing and listening to all options? I wasn't able to get anywhere, and got quite nervous waiting for numbers to dial after a while...
I win! :D neat game, I liked it. I JUST DID IT! .)
Now... what to do with all those keys? :P
The art style is simply amazing :) Love it :)
That maze though... :)
Cool game, I couldnt finish level 9, dunno how to o_O spent some time with it too...
I'm curious about effects though... how did you did that noise and vortex effect?
Screenshot_2019-05-07-10-00-52.png
I got this from your android build.
@kaisean-games Roger that. I'll give it a shot on PC when I get home. I think you should keep the android version and add a warning. It's very convenient when you're on a phone and can play and rate LD submissions. I might add one myself, if it's only a question of adding controls, and it wouldn't need any camera tweaks. Thanks for the reply .)
@kaisean-games A very pleasant experience! Thank you. I've spammed some of the jokes into one of my group chats, they made me laugh. No joke came into mind, so I skipped (sorry?) Simple, short, pleasant, and very original and unique take on the theme. Kudos
The music is horrible, but I love it for some reason :laughing: It just works for me. Apart from that, cute game. Played around a bit on easy, didn't have patience to finish on hard .)
There are some problems with melee attacks and hitboxes, but it was very fun little game.
I enjoyed audio the most! Too bad there's no project/.xm file for music in your source files.
Very charming and cute submission. Kudos :)
@zondarg It still sounds awesome! I'd assume you know something about composing and musical theory and whatnot. Because I don't, and what you made sounds like magic to me :shrug: If I had to, I'd guess you used some chords, but I don't know how to use those. It'd probably take me a month to make a track like that.
Many thanks for the xm-s! I'll try to learn something from them.
I think this could have worked a little bit better with ortographic camera. Managed to finish this in 8 minutes, I found the characters to be quite cute. Room full of reapers was a bit disturbing though :laughing: Good job
I have a confession to make.
I downloaded the source, and listen to theme time to time. It's actually playing as I'm writing this comment. Good job. :laughing:
I'm going to check your 45's game now .)
Downloaded android version, played 3 times with different endings (even won once) Nice little toy, not that much fun (may be not my type of game) but I **LOVE** the visual and audio side of things. Absolutely adorable! This would make an awesome mechanic/mission screen/dialogue screen in a more complex gameplay. Well done, for me, one of the best sibmissions in sound, graphics, and mood department.
@neonjeff thanks for the feedback. yeah, it was a bug, and a nasty one. it's fixed now.
@lukas-tamayo It was 48 hours, and yeah, I pretty much did everything at once, skipping between art, coding, level design, texts, back and forth. Didn't manage to do all I wanted, and didn't have time to playtest it, so one particulary annoying "design decision" got through to the final thing (the fact that when you die, your bought/sold items get unselected, and you have to click the genie to open the shop on next attempts). But thank you for your feedback!
@zubspace Thanks! I'm glad you liked it!
@andreadbx Thank you!
@local-minimum Thanks. May I ask how far you've gotten?
@zarkonnen stuck? you mean like a bug?
@lesinvisible I actually feel the same way about the humor half the time. You'd really "love" the original "plot", which was the genie wanting you to force the pit lord to give him some wax for his glorious mustache. I dropped it because it was outright cringey (and also I forgot to draw a mustache on the pit lord).
Thanks for the feedback everybody <3 I just enabled the anonymous comments, so if you have any vitriol concerning my game, feel free to let it out. I'd like to know what could be improved.
@hugzfnr I used OpenSans, as I remember my colleagues from web development days used it quite a lot. I admit, I'm guilty of not being very handy with fonts and more difficult aspects of UX and visual design, to the degree that I see not much wrong with it. Any suggestions for improvement would be very welcome though.
@hugzfnr thanx
@schadocalex Thanks. I think the + movement (up down left right) doesn't leave much room for an extended gameplay, but works kind of well for a compo entry, and isn't that hard to implement, including 2D sideview for art. It could be worked into more of a puzzle game, which I'm not that big fan of making. I'm thinking of making it into real time ARPG-ish game, some rock-paper-scissors combat mechanics, "magic", and some more thought out story, while keeping the 2D perspective. So it'd practically need a complete makeover :laughing: but might be made into kind of a serviceable game, maybe?
@lmb thanx! Your comment made me happy :laughing:
@geist-191 OMG #hell (exclamation mark, exclamation mark, exclamation mark)
Thank you for your playthrough, it was a very valuable feedback. I think I might have overscoped a little bit, and I really used every hour out of the 48 hour compo duration, save for 6 hours of sleep and 2 hour nap (almost didn't make it), so there was no time left for the tutorial, but you figured it out nicely. I'm going to add tutorial, and probably some monster info, in the post LD version. Once again, thanks!
P.S.: Turnip fighter FTW
Ahahaha :laughing: This was so idiotic, goofy and random, and I absolutely loved it! Perfect submission for me! Fun, great looking, great sounding, had a silly plot, the game length was ideal. I don't know what to criticize here. Perfect 5/7 Great job!!!
@foodzilla I think if you had your engine you're comfy and profficient working with, it could work as well. But yeah, it is definitely a way to go.
Okay. Why did I feel the need to play this again? I'll drop by and leave the next comment at tenth playthrough, if it comes to it. I don't want to spam you.
@ddrkirbyisq still playing this from time to time in 2021 :v:
Took me a while to figure out the controls, but had fun with this. I ended after the second spikey fight (double spikey). You can use the power ups as a strategic element, which is nice.
I enjoyed the game, played it for quite a bit. It's a nice simple shooter, nothing complicated, but a great time killer. Got as far as wave 20, but it gets too hard to play. You're pretty much a one hit kill for the zombies. Still, had fun. Kudos .)
Regarding
> (WRT the opt-outs, I only made about 50% of the art myself and as such I have not opted out of Graphics - the only thing I did not make myself were the character sprites.)
I think you should have. I'm going to be honest, and please don't take any offense: Many people will not read your description, and will rate the game graphics based on the character sprites, which are, in my opinion, very high pro grade quality. The rest of the graphics is very dev-artey and very very simple. To me, this feels significantly misleading since if I didn't read this, I'd give you 2 points more for the graphics based on quality of character sprites. But it's up to you how you deal with this.
Cute game. The "story" made me chuckle. Too bad there's no audio. It does a lot to an overall feeling of the game.
@yngvarr
> UI is essential for this kind of games.
true that
Finished the game. Did die randomly once for no apparent reason (maybe the wood fell on me?). Cute game overall, made me think of starting with low poly 3D myself...
I loved the art, and the audio was very nice, however simple it was. I didn't get the gameplay, although finishing the game twice...
I caught myself dancing with Tony(left-right-left-right) to the rhythm of the song while waiting for the platform to pass. This was fun. Thanks!
Visually very nice, music was cool, gameplay could use some work. At phase 3 I wasn't able to do anything before getting shot to pieces.
Oh god... I haven't slept a lot, so might be a bit more sensitive, but I've got this lingering sense of impeding doom from the kraken or whatever that was, and I stopped playing about five minutes ago. One of the best in the mood department for me. The game felt a bit unresponsive though, might be improvevd by adding sounds, maybe?
Nice game, very fun to play. I got the blood stone upstairs from one of the first fountains, but wasn't able to proceed down to the trapped pit, or right (because I'm a noob) A bit hard to finish while rating it, but I'm keeping it to play it later.
I liked the "other dimensions" (or how do you call it), I think I know where were you trying to get with that, although it didn't work that well. The game is still quite cool, and I'll probably play it later. I want to finish it. I enjoyed it. Thanx.
Very cute :laughing: Actually improved my mood
Great job. Wow
"an orc in the black market selling his own organs for a profit" Okay, I LOLd :laughing: nice job
Too bad I have no one to play this with. Controls seem a little bit slow, but I'd call the visuals stunning. Awesome job on those. Music seems nice :smiley:
I just finished this, and had to tell you someone is still playing this, 6 months after the jam. Great game!
Very simple, and very fun idea. Good job!
I liked the mechanics and audio. The use of the theme made me a bit sad. The whole seducing/dumping men mechanic is very cynical, but I'm not sure the name "gold digger" fits well. Maybe "siren" or "man-eater". Good job, still.
@jiri-hysek don't get me wrong, I liked it, it's smart. It's just a bit cruel :)
Okay, so I lost after the boss went second step out of his office. I couldn't stop laughing at his expression :rofl: So much character from four static images of the boss. Awesome! Overall, the gameplay is very simple, but feels very well polished. The art and audio are really awesome! Thanks for the laughs!
I like the overall feeling. Nothing gets left out, menus and audio fit very well together. Feels very polished. The gameplay is simpler, but fun.
A very pleasant game to look at, though not very challenging. Still, nicely done, since, as you said you're an artist, and not a coder. 5/5 for graphics!
Hey nerd. Nice game, it was fun. Ended at 501 kills. Good job man!
I kept hearing about this vampire that stole souls to invest them in the real estate on the discord voice chat, and kind of looked forward to it :laughing: not dissapointed :clap: I started four times over, but didn't finished the game. I definitely will later though. Good job mate.
Wov, cool idea :clap: :clap:
Is this a standard now? Or do people do these types of games? Last one I've seen was twitch plays pokemon.
Nice horror story. Just curious: Is there any happy ending? :laughing:
I'm confused. I really didn't like the gameplay, I found the controls to be really clunky and thought the game was almost unplayable. But everything else works so well, the graphics and the music work well, the mechanics are very original, and everything apart from gameplay itself feels very smooth and polished. I can't and don't want to play it, but still consider this to be one of the best compo submission I've seen so far this LD.
The game feels unpolished, but I enjoyed it nontheless. I liked the powerup system, it gave the game a replay value, but gameplay ultimately felt a bit pointless. Maybe some levels...? Still, good job, and thank you for the fun I had with your game.
You've got full score for innovation from me. Nice idea!
@saladon ah! so that's what they're for :laughing:
I think the story was cute, and the game was okay. Hope you get well soon from your unexpected illness.
First of all, the wizard movement animation is so cute it wants me wanna scream in a high pitched voice. The game is really fun, cute, nice, controls well, sounds well, etc. etc. Really a great job, you got the highest rating out of all games I played so far. I didn't manage to beat the final boss, although I tried three times. Doesn't seem to take any damage. How do you beat him?
@ludwici I downloaded your code because I wanted to see your music sources, since it sounds amazing. [According to rules](https://ldjam.com/events/ludum-dare/rules), you should opt out of Audio category. The music that plays in the game is not made by you [The music that plays in the game is not made by you](https://www.youtube.com/watch?v=C94IBXFx4eo), definitely not during this compo, and you didn't mention it anywhere.
Okay, this is awesome AF. UI and menus are a bit meh, but the gameplay looks, feels and sounds amazing. I doubt this is your first game, even though it's your first LD. I'm keeping your game for later - for inspiration, and for fun as well. And here I thought Unity's physics was crap.
A nice platformer, had a bit of fun with it. As someone else said, the character is a bit hard to control with his speed, also, I think I know what you might be going for, but acceleration/deceleration doesn't work very well in any platformer. Overall, good job!
Nice game, simple enough gameplay. Something really cool could be made out of the bets with the devil/reward mechanic, cool idea! The game was a bit slow for my taste, as in the player moved slow, and bullets were faster than the player. It is kind of a bullet hell (or bullet purgatory, not so many bullets), so it makes it a bit awkward to try to dodge at first. Overall, thanks for this game, I had fun :)
Cool game! A bit short, and I hope I didn't understand the ending (was it as dark as I think it was?)
Also, the tutorial/how to play was awesomely done, I knew what I was doing from the beginning. Very understandable, I might take inspiration from you.
Had fun, thanks :)
Also, do you guys work together on your games? Are you a studio? Any twitter I could follow? Do you stream often?
@geist-191 cool! thx! I'm following you .)
I like this part the most 243d2.png Very Abe's Odyssey-like vibe.
See, I didn't play your game yet, and I can't since I'm on a phone, but you get 5* for theme from me, here and now, for your description.
I'm really surprised by this. Simple, yet original, polished, fun, and awesome, and in 24 hours? Are you a wizard?
To me, this is a perfect LD submission.
I like what you did with the theme - one of the most original executions I've seen this LD, and it goes very well with the game. I can see why my writing didn't go that well with you, you really seem like you know what you're doing. Nice story, I played it several times to get to the ending. The RNG decision doesn't work very well with me though - sometimes you survive, sometimes you die, and then have to start from beginning. I ended up with "CTRL+R, A,C,A,C,B,C,B,C..." to get to the point in the story I was before. Still, this is one of, if not the best submission in theme and mood department for me. Very nice!
I loved the graphics, nicely done. The neuron missions were kind of clunky. Anyway, is there any endgame?
BIIIIIG MONEY!!! YEAH C'MON!!! I seriously LOLd, the audio is gold. Thanks for this :laughing:
RAURGH!-*UIUI*-UGHH! :laughing: nicely done
I won! yay! :laughing:
Great job. Very pleasant sounding, fun to play, and nice to look at. Also cute AF. When I grow up, I wanna be like you :laughing:
@kazatan not 100% sure about the story either :laughing: thanks for your feedback .)
@lombax sorry to hear that. I've made a windows build, and included it on the same itch.io page.
Thank you for your time .)
@fakodan @dvlv @zimennik @candlesan @cafelovai @ds-nahogara @tort60091 @welliton Thank you very much for all your feedback people .)
I've fixed the UI scaling, and added voiceover to all the characters in the post-LD version, check it out if you have time and feel like it .)
@hapax thanx for feedback. Yeah - the fights are very simple. I had a lot more planned for the system, but ya know... compo and time constraints and excuses :laughing:
@kenster could you describe "respawn me without a gun" with a little bit more detail? thanx .)
@derek-volker I was kind of running out of time, and decided I wanted to finish the story over more gameplay. It wouldn't be much trouble to add more levels, but at the time I didn't playtest it too much, and chose the (in my opinion) safer approach of making a shorter, easier game for LD, since there's a ton of other games to play/rate, over having long untested game that might turn out to be too hard to beat. I just really wanted everyone to be able to beat the game and see the story. Anyway, thank you for your feedback :smile:
@paulo-brunassi @ploy Thank you very much .)
@negator2vc You have to wait until the blue dots over their head reduces to one, and then shoot them. It's something Narrot explains before the first gunfight :laughing:
@ddrkirbyisq I actually like the games where story keeps you in a simpler gameplay loop, although I admit this game's gameplay was way too simple, perhaps even to the extent one could argue if it is even a game at all. I write about the reasons (read 'excuses') in a response to derek-volker in this very comment. Thank you very much for your feedback .)
@evepto Timmy starts with nothing and ends in crippling debt. It was supposed to be quite heavily translated into the game mechanics and whatnot, but I overscoped horribly, so the only thing that made it to the final product is the "from zero to dead" story point. :shrug_tone1:
@hiroboto
> Well fun game but I wonder if it really fits the COMPO requirement
Meaning what?
> maybe you should at least mark the game with blood and sexual sentence content
@schwede Thank you for pointing this out. I've updated all the description.
The game fails to execute, because it misses a "urctbased.dll" file.
@afendar no, I didn't.
Well, the others said it all. The game's awesome, progression is great, difficulty curve perfect for a compo game.
The final boss is just spot on difficult. Took me three attempts to find a strategy and win. Audio - awesome, visuals - awesome. I'm rooting for you.
And now if you'll excuse me, I'm going to play "Inflate me to the moon" again. (still got it on my phone)
A big YES from me! The gameplay is on the simpler side, but with this being a game jam and there being only so much time to wrap things up, it is understandable. (Also, I'm really not the one to talk about gameplay this time around).
Apart from that, I love the aesthetics! I really appreciated there being three different enemies, the sound is haunting, even chilling, and the low framerate of the animations adds a nice little something to the creepyness of it all.
Great job people! :clap:
The sounds and music are very pleasant, visuals simple, yet pretty. It controls well, and there's just the right amount of difficulty for a LD game. Well done.
Funny game :laughing: I had my share of chuckles .)
5* for mood, 5* for theme, and two more almost fives, audio and overall. Hats off to you.
Whole island dancing to the rhythm of the song is cute as hell .)
Maybe remove the vocals from the music theme...?
Looks very nice. I really like the "cinematic" and visual style overall. I had a lot of issues playing though. Had to read the comments to know to use the F button, and had to hit every key on the keyboard to figure out punching was a thing.
Then I didn't see why I was dying for several attempts. The tentacle kept killing me before it came out of the main body, and I didn't see it because I was up close for melee. The rocks killed me when they fell on me, and other time, they didn't. Also they kept changing the direction in which they were flying, which I found weird, as I didn't see the reason, why they should.
The repeating of flashes of your attempts when you died, although a fun idea, started to be annoying pretty soon, as you couldn't skip them. This was also the problem with the cinematic.
I'd love to play some finished polished post LD version though. If it ever comes to it, ping me in the comments, please.
Wow. The visuals were a surprise for me, somehow it all fits together so very well. The audio complemented the story and the mood, as did the title screen. I got some serious Liu Cixin vibes from this one. Nice job!
The controls were a little bit heavy. I couldn't avoid obstacles or collect secrets once I've gotten to higher speed, so ended up hitting the obstacles to stay slow.
The secrets were amazing though. All of them made me laugh. Nice ideas .)
Great use of color black. The graphics are really pleasant to look at, the game gives me some serious old school platformer vibes, which I grew up with. There were a few glitches, but nothing game breaking. Also, I'd do something with the little dark lines/cracks on background panels. They're quite disturbing, and don't look that good. The rest of the game I loved. Nice job!
The 2D sprites are really pretty. It's a shame there wasn't enough time to animate them and make proper environment, but I still very much appreciate quality 2D art. The music is great! I really love it.
The game itself seems very inbalanced and purely luck based. Also, there's no sure way to tell which enemy you're targeting, and the unskippable intro scene that you have to watch every time you die is outright annoying. The "DECK" button doesn't seem to be doing anything either. I'd really like to play and finish this game, but the fact that your choices don't really matter much, and having to wait 30 seconds every time you die (which RNG makes you quite often) made me quit at the fourth battle, by the third time I died.
Waiting for platforms in the second level was too much for me, and made me rage quit. It'd work a lot better if there were multiple platforms. I'd rather fail jumping up than wait for 10 seconds for platform to come down every time I fall.
Apart from that, the music fits perfectly, I loved the few audiotracks that played (jump sound, and that red thing between two gray things), and the graphics is solid. Good job!
A few suggestions: - change directional keys for WASD - the game gets repetitive VERY fast. I'd increase the speed of debris generation, their movement, and speed of the fishing hook for this volume of gameplay mechanics. The fact it takes an hour to finish it doesn't mean your game has an hour of gameplay. - add some "you won" at the end...?
I did a fork on your GitHub so I could play around a bit, and actually built the whole island - it would take an hour otherwise, a time I would not be willing to spend. I suspect the charm of builder/survival games lies in the size of their loop, and this one is not big enough.
Despite the criticism, I like your work - your game is the first one I ever downloaded the source for, since I really wanted to finish playing it. The graphics is cute, and this idea could maybe go somewhere - I think this type of game is still trending.
Neon Genesis: Revangelion
AU! A-TAK!
I really laughed a lot :laughing:
Let me say I really enjoyed this. It felt nicelly wrapped up and whole - had a relatively clean start, progression, and also an end. If you plan on expanding this idea, please let me know when a new version is out, here in the comments. Good job!
Loved it, I listened to whole radio broadcast. You should have expected that :D But it really worked well. I took me some time to get what I was supposed to do, but was understandable in the end. Still kind of bummed out for missing the dragon fight tho.
succulentia.png
The insect clicking wasn't that much fun for me. My hand still hurts from it.
I really liked the planting/watering aspect of the game though. Can't remember the last time I cared for something virtual as much as I cared for my beautiful succulents. :thinking: Am I getting old?
If you added a pause functionality, I'd keep playing later, and if the pace of the game reeeealy went down, I can imagine having it run on the background, and check on the plants time to time.
I even might make a game like it for my own satisfaction. Anyway, great job, and thanks for this game.
Great job. I really enjoyed this. Text games truly are underrated. You've got some of the best scores I gave so far for fun, theme and mood from me.
Nice to have a RTS I can actually win. Great job! The best game for me fun-wise so far!
@ecrush11989 @nickw22 @san2020 @vex @jonasmumm @metalfist213 @fififox @fireslash
Thank you all for trying. I'm sorry, but one of the old pages on my VPS got hacked, and I had to bring the whole VPS down. The SSL warning was a result of providing the wrong certificate, the domain still displays one of the other pages that run on the server, and that's what causes the warning. I really didn't have time to sort this out properly, unfortunately, but I am very grateful for your willingness to try my game out.
See you next LD, and good luck until then .)
Amazing as always .)
Played the original version. Music selection is a nice touch, overall looks cool, but I have no idea what affects who and how. Very creative use of theme tho!
Very enjoyable. Liked the mechanic, and it was fun. Also didn't overstay it's welcome, which is a big +
This game is put together so well. Fun to play around, nice to look at and very original theme execution. "Honk like a parisian" made me laugh throughout the whole gameplay for some reason. Cool stuff. lol
@shan-hsgames @blobo thank you .)
@indigo there is a mild screenshake and a "hit" effect when you get hit, and I thought that was enough. Well... obviously not :smile: There are already two of you (you and @yorsh) who think it could be more obvious. I thank you for your feedback. I'll try to do something about it about in the post compo version.
also @yorsh thank you very much, I appreciate it.
(it never occured to me that playtests and feedback are an important part of polishing.)
@flying-basement-studios @bereg @adil @diptoman thank you!
@idan-rooze using 3x3 in more ways is an interesting idea. I'd like to work on this for a while longer, and see where it goes, but I don't want it to drag on, so I'll see if I can add some pick ups, or melee combat, or whatever. And thank you! I really tried (and burned myself out a bit in the process :smile:)
@sverdfisken thank you! I plan on changing the font for the "game text".
@dreamscale I wrote a few lines about it [here](https://ldjam.com/events/ludum-dare/47/another/my-compo-entry-a-post-mortem-ramble). I might implement some of it yet.
@idan-rooze @thecakeconsortium Do you have any suggestions on how to visually emphasize that you can attack more than once? That's why the key icon is popping when you press it, but from your comments and others it's not totally obvious what it means. I was thinking about round zero, where you'd just attack. That'd might make it more obvious for further rounds.
@alaah WASD instead of Q is an excellent idea. I mean, it was right there all along. I just didn't see it. Will be there in next version. Also thank you very much for your kind words.
@toasteater @eugenik @tricky-fat-cat @layne-stokes Thank you for your kind words .)
@idan-rooze I made the letters "breathe" a bit in post compo. I tried to make the "UI buttons" pop out more, but they overtook the whole scene, so I left it as it was. Thanks for the suggestion. (Also did the zero level)
@simon-rahnasto Your feedback is really heartwarming and it made my day. Thank you very much!
@ribout-horace @arad-hamidsamiee There was a theme-based mechanic I had in mind, but I couldn't get around to it in time. I wanted to make it polished first and foremost. I wrote about it in my ["post mortem"](https://ldjam.com/events/ludum-dare/47/another/my-compo-entry-a-post-mortem-ramble) >The game mechanic was supposed to include several rounds of loops of attack sequences with special occurences happening: pick ups appearing, different enemies, different attack types and so on. There would be a pick up that would contain instructions to break out of a loop and advance into the next one. If you pay attention, you can see that the attack patterns repeat ad infinum - a gameplay system that was quite time consuming to implement, but it didn’t get used in the end.
@roikku @lectvs Thank you for your feedback. I tried to make something simple gameplay-wise and polish it, and was going to add more variation (described above) if the 48h of compo time permitted. But of course it didn't :smile:
@oillen Thank you. I'm trying to go for a "no text needed" tutorial, so if you have any suggestions on making things even a little bit clearer, I'd be thankful .)
@pkenney Hi, and thanks for an extensive feedback on the gameplay! What you describe is something that I hoped was going to be solved with the "rhytmic aspect" - that the player would get used to the fact there is certain number of defense moves that repeats itself before you get the chance to attack. (It is also the only thing that resembles anything to do with a loop). I guess it doesn't work for everyone though. I separated the defense and attack phase with a little indicator placed on the island in post compo version (you can see it in the last gif in this submission). Also a sound plays when switching combat phases, and there's a pause between attacking and defending (about a second - just long enough for combat phase indicators to switch).
I was trying to make a web build of compo version yesterday, so I went back to the compo version revision, and found it more entertaining when it just sort of flowed and looped without the pause. I personally feel it that the phase and indicator switching has somewhat broken the rhythm of the game. But it also might be a matter of personal taste, or the fact that I played it hundreds of times and got used to it might have something to do with it. Who knows.
Anyway, thank you very much for taking your time to write this extensive feedback I really appreciate it!
@coleslaughter Thank you for playing! It was fun to watch .) Also yes, the spamming of the attack buttons is intentional.)
@pkenney The multi-hit attacks were also in the compo version. I added it (and subsequently increased the enemy HP) to the end of compo, because I liked the feeling of it, but that might also be a personal preference. Only in the compo version it wasn't that obvious you could do that. I tried to make it obvious with the "pop" effect of the key, but many people didn't figure it out until later in the game / at all.
Yes, the 'Q' thing is a bug, an artifact from the time where I was making the combat/defense indicator, and needed to switch that manually. I'll fix it and reupload the post-compo version later.
I'm continuing the development, and now that the "loop" thing is no longer a priority, I'm currently experimenting with a different gameplay philosophy - one where you attack and evade at the same time. I've got to say I like it a lot more than previous versions. It's more dynamic and feels more fun to me, although it makes the game a lot faster, and thus a lot shorter. It does however solve the problem of missing the rhythm: when you hold down shift you attack, otherwise you defend. I'll see where it goes I guess. I've got [a relatively untainted/new twitter account](https://twitter.com/dizztalgamedev) and I'll be posting the updates there if you're interested.
Also thank you again for your analysis. Your feedback is invaluable!
@jam373 Thank you for your feedback .) Although it didn't have much to do with the theme, I'm glad it turned out this way in the end. I decided to work on all the aspects simultaneously and to do a lot of polishing, so although I had a theme based mechanic in mind it might have had taken some of the "badass" factor from the game. There's only so much you can manage during compo, and I think in this case the 48h limit was a good thing.
Great, fun game, and very original too! Graphics is great. The audio is on the simpler side, but does wonders for the overall mood of the game. I won on the normal difficulty. Didn't try on hard, because I assume it would be too frustrating for me. Awesome little crafting game here. Well done!
Fun entry! I have to admit I like these iterative carrot-on-a-stick mechanics. You inspired me. Maybe I'll make something like this myself someday .)
Also, not entirely related to the game: One round, I missed a diamond ore because I had a sword equipped. So I went to the pickaxe, equipped it, finished the loop, and the diamond was gone. I caught myself saying "Where's the money Lebowski?" out loud. So you made me do that too.
Good job :laughing:
Pleasant game! I'd add some background so you could know where you go. Less inertia when jumping would feel better, but I didn't have much problem completing the game. Had fun. Thanksdino.png
Interesting concept, fun to play with. First levels were really fun and pleasant to play with, it got a bit frustrating later. gj .)
Unique gameplay and atmosphere. I have no nit-picks. I've added your game to my list of inspiring games from LD47. Very well done! Do you plan on uploading the music somewhere, so I can play it time to time? .)
Incredible entry! Very well done, fun to play, original, and nice to look at/listen to. Great job!
I'm really glad I noticed [this post](https://ldjam.com/events/ludum-dare/47/troubled-mind-a-life-of-torture/still-need-5-more-ratings). I had a proper laugh. Short and ridiculous. +++++ humor Great job!
Great game! One of the best submissions I played here so far. Fun to play, with original gameplay that isn't too hard to learn, and the soundtrack is amazing!
(I could imagine there being some station upgrades that'd let you craft miniguns and whatnots. That would make me happy.)
Excellent job!
I see what you were trying to do here, and it was well executed.
The problem I see here is the speed of the movement - everything else would work fine together, but then you spend some relatively long stretches of time just holding D. Not very entertaining, and didn't improve the experience. Au contraire, actually. Maybe loose the few artifical extra minutes of gameplay for a more concentrated and more meaningful experience?
Otherwise it's a job well done. Kudos .)
An awesome concept! Very interesting, took me a while to figure out what was going on, but then it was great fun to play. Also liked the graphics very much: simple, yet expressive. I did miss the audio tho. Anyway, great job!
(btw 5* for theme)
Okay, so: I wouldn't have figured out what to do unless I watched your walkthrough, and that's problematic in any game.
BUT!: I don't know why, but the game just agreed with me, with all the bizzare logic behind it, and originality of the idea. I'd never have thought I'd rate a game like this on the upper end of the spectrum, but in the end I guess it just comes to personal taste, and your game's aesthetics, gameplay, and most of the things you did here are apparently just to my taste.
I had a few laughs with this. Also it's the first FPS I played this LD, so that's nice. Solid entry.
I played around with your game for a bit. I'm glad to see there's a victory condition, as well as defeat condition implemented. Also nice to see the two sides differentiated by the art.
There was a bug where you could select enemy units and make them move at your command. Combined with the fact enemy soldiers don't defend their base, I could win the game with first soldier I bought.
That said, I really enjoyed the game. I built a proper base of about 10 buildings first and second time I played it. The fact that I could look around for ways to "game the game" added a bit of fun to it after winning twice. In the end, it's a game jam game, and your game is all I'd expect from a game jam RTS - short and fun. A very solid effort. Nicely done, it made my morning .)
I'd say this will be the somewhere in the upper echelon of innovation this LD. Too bad there wasn't more game to play, but considering how tough it must have been to implement this, and the time constraint of the compo, it's more than understandable. Great work as always Coin!
It took me a while to get used to the controls, but once your brain adapts it's quite fun. Definitely original, and looks good.
Great execution, and also has a lot of potential. Are you planning on expanding on this, maybe? I'd love a minigame for each encounter, or something like that.
Marvelous! One of, if not the best compo game I played this LD. It has it all! A silly premise, an original and interesting gameplay, and a monarch that jumps with their royal throne. No nit-picks here. Great work!
Nice game. I liked how you described the puzzles with code, but those could have been a bit more complex. Sound track is great, aesthetics are very cool and stylish. Nice use of the theme too. Kudos.
I just looked at the screenshots, and I write this comment before trying the game:
What the actual fuck? :grinning:
I'll be back after playing the game.
Okay. I have no idea what just happened... BUT I LOVED IT!
This idea is so ridiculous and so well executed I can't help but throw 5 stars all around.
I'd ramble on, but I've suddenly developed a fobia of being lassoed by a horse.
Very enjoyable fun game. I've established the new world order lol.
One thing that could improve the experience is if you explained how much money does each part of ride liberate your guests of their money, and also some stat screen for us nerds, so we can optimize our rides for maximum output.
Very nice entry!
Cool idea. Could you make a windows build? The rocks were never flying in the direction I aimed at, and I suspect it might have something to do with the game being played in the browser. Who knows :shrug: Would give it another go.
I had a little bit of trouble with changing the tracks. Maybe if I memorized the order in which they changed?
Anyway, it's pretty, quite unique amongst other entries, and it's fun to play. Great work!
I played with it a little bit more and found a bug.
train.png
Once I came to the edge of the screen, the train stopped, but the score kept increasing.
Sometimes I wish everything didn't have to be some shooter/fighter/combat action game / RPG with me, so I could think of something like this.
I'm mesmerized and hypnotized, I almost fell asleep, and that is a good thing. 5/5 for mood from me, and theme, graphics and audio are not far behing.
This is exactly the type of game I reserve 4.5-5 star ratings for. The audio made me lol, also very pretty, original, and good use of theme. I missed some kind of adversity or a challenge, but understand that would be very difficult to implement with how long the "frikin cowboooooy" would grow near the end.
Very innovative, and a great creative use of the theme. And so cute .)
I didn't see the timer anywhere on the screen. Was it supoosed to be theer?
Anyway, good job!
Interesting gameplay choices. It was fun getting from not being able to walk a few meters without "dying" to being able to get to the exit in a few seconds. I'm also curious if there's a way to avoid the truck.
I had a lot of fun with this game. Sounds nice, looks nice, and the challenge is right on the spot for a gamejam game. Not to mention it's been some time since I came upon a game that was funny like this one. The joke is not in the mechanic, and it's not in the story, and it's not in the graphics or sounds, but at the same time, it is. Great job!
Oh the mood on this one! Too bad there's no audio. That would be something else...
Kudos for TWO 2D isometric characters in a game jam game! (Also, please teach me how to do something like that...)
Henry's "ah well" moment made me laugh a little.
Would be nice if there was a HP bar, but it's not necessary.
One issue: when I try to resize the game window, game crashes with this:
ss.png
Very pleasant game. Cute character with cute dance, and the game itself is fun to play. Controls smoothly, and is easily understandable. Kudos
Just so you know, I saw this wizard [here](https://ldjam.com/events/ludum-dare/47/fire-loop), and got reminded of your game, so I came back just to watch your guys on the title screen dance for a while.
fl.png
loopyturtle.png
Very cruel. I felt guilty for laughing at the story/concept. :smile:
Had a bit of fun with this. Nicely done
What the fck man xD
I had to start over seven times because I was laughing so hard.
Damn you for this, thank you for this!
Well done! The game was one of the most fun ones I played this LD, so much so, I was sorry to finish it. I myself try to make game jam games on the shorter side, but in this case I wouldn't mind playing for another 10-15 minutes. But it doesn't affect my fun rating even a little bit .)
Even without animations it looked and felt great. Some simple movement animations, audio for attacking, walking, etc., some screen shakes, and lighting might (or in other words, juice) would make this game top notch! Well done friend!
@jam373 I'm glad to see you finished it in the end. It was a very bizarre experience to say the least. You did something unique with a lot of style - you don't see games like this every day. I'm not sure if you went for dark, horror, bizarre, or funny, but the "boss battle" sent a few chills down my spine, and the rest was creepy as hell. I'd say bizarre dark horror? Anyway, well done. I appreciate the disclaimer, and gave you one star less for each category, except for mood, since IMO that really deserved a rating in upper echelon. Well done!
WTF is going on here? :laughing: I have no idea what's happening, but I'm loving it, and laughing like an idiot.
dark... I have very mixed feelings about this game. Nonetheless you deserve pretty high ratings... Well executed.
And now I need to forget I played this and laughed so hard.
I found the treasure!
pirates.png
Should I do something with it, or did I win already? :smile:
Very pleasant game. The art style fits well with the music, and it's fun to play.
A few nit-picks:
- I'd experiment with making the map a bit larger, and make the boats move a bit faster. The movement feels sluggish this way. - Loosing everything to a single pirate ship is a bit demoralizing, but I understand the logic behind it. - I had to install an autoclicker to buy enough cheese to trade for the treasure map.
Anyway, good job!
Great game. The screen shake is too much, and the mouse wheel doesn't work in web version (chrome, win10)
Other than that, great entry. Especially love the music track!
Pretty much what was said before. I managed to get over the first wall. I got glitched in the second one after jumping, so I had to shut down and restart the game. I managed to get there second time, but ended up with the same glitch. Since then I have no idea how I managed to jump onto the first obstacle. I have given up after about 30 times trying to jump onto the first obstacle from different positions and angles and with different keys,
The graphics are cute tho. Looks nice, and I was really in the mood for this type of a game. Too bad I wasn't able to figure out how to play it.
hamster.png
I played this for far longer than I intended. Quite addictive and funny. Music is great, and the virtual hamster is really cool. Surprisingly good game for how simple it is. Good job
Edit: Put a leaderboard in this and you have an instant classic
I was annoyed by the controls in the beginning a little bit, but once I got used to it, this game really grew on me. It's really impressive that this was built on a custom C++ engine. The mechanic with movement/shooting is inspiring. Now I feel like making something like this(but also completely different :laughing:)I don't have much else to say, besides "great work" .)
I love these kind of games. Reminds me of Stikir a bit. It was more of a short interactive movie, but I love those. It was fun, well executed and entertaining. Thank you.
(I had to use my wacom for the stay inside circle part.)
awyiss.png
Great stuff. One of the best submissions I played this LD. Thank you!
A lot of potential here. Very innovative. I liked the concept, and it was implemented in fun way.
Some "programs" didn't make an awful lot of sense to me, but I somehow struggled thgrough.
Is it the end of the game when the menu jumps out? I changed the code so there was the little checkmark next to "Hackermon" text, but it always reset and jump out again.
I'm always amazed when someone pulls off something like this. A few pixels, a few audio clips and a few lines of code, and what you get is something so much greater than the sum of its parts. When I grow up, I wanna be able to do something like this. :v:
Cool game, funny idea. I'd switch the intro screen music with in-game music, since the intro screen music is better, so the player could listen to it more.
I played around with it a bit. It has a lot of potential, and I'm curious what'll come of it. I'm following you on itch.io as [Dizztal](https://dizztal.itch.io). Good luck .)
When you die the game kind of freezes. Could you add some way to restart the level or the game?
Nicely done! Visually simple, yet pleasant, menus and transitions are well done, feels quite polished, and is fun to play a bit for a while.
For some reason, I suddenly feel an urge to play super hexagon. Imma go now.
awwww come on man! how do you make something so simple so good? it's not fair
you should make a zen mode. it was really pleasant flying around
ice.png
You're welcome lol
Nice little game. The puzzles were smart, but not too hard (just the way I like it). My only problems were that you sometimes couldn't tell where you were going to land after jumping over a gap, and the fact the player didn't move with the platforms. But otherwise solid entry.
Ha! Nicely done! This is one of the most fun entries I played this LD. I'd love it if you could move and shoot at the same time, but we can't have it all, can we. Great job!
Very nice. I can't properly describe what the game feels like, but it was like it was trying to get to know you and be your friend. Mood 5/5
Otherwise well done. Great job!
The first proper LOL I had this LD. Sonic the hamster, right? Fun to play, the soundtrack is awesome, and I really like what you did with the theme. Kudos!
Interesting mechanics, and fits the theme quite nicely. Would like to see this idea expanded on.
What @sean-holloway said. I was somehow able to complete the first level, but I wasn't able to determine when I'll crash and when I turn around in the second. Would need further explanation. Looks good tho, feels polished, save for a few details: Left click on the dot inside block doesn't always register, and you could also leave the layout you've set after restarting. It's a bit tedious to set the board up every time you fail.
A very pleasant game! The music, sound, and graphics all fit together very well, and in the scope of the gameplay it's quite a fun experience. Well done .)
Very confusing with english keyboard, and I didn't quite get used to it, but I was able to beat the game anyway. Looks good, and the music is nice.
Cool game, beautiful graphics.
The UI panel is little in the way of the gameplay, and could use some nice simple music track.
Other than that, very pleasant. Thank you
Very fun game. I thought I wouldn't like it at first, but it grew on me. I can see a lot of effort and care went into it. Nice work!
A few things: - I shot the wooden crate to the right, and got stuck since I coulnd't go back up. - It would be nice to shortcut spacebar to "level2" button, so I wouldn't have to grab a mouse every time I "finish the level" (which is a lot) - I shot the wall, and before the projectile returned, I grabbed the "be big" powerup, which caused the camera to get stuck in the slanted close-up
The visuals are really nice. A cool game idea, and an interesting take on the theme.
P.S.: You forgot to include your source.
I got to the first level with two keys, opened the doors, cut the rope, got to the horse/carriage thing, and nothing happened. A bug maybe?
Anyway, this was fun to play. I actually got used to the rope physics. It does make the game a bit tedious, but I took it as a part of the challenge. Graphics is nice, and game mechanics is a good idea. Well done
Great entry! Did take a while to figure out what hits you and when to "jump" so you can pick up the rings/powerups, but once I did it's great fun and awesome timewaster. Will come back to this.
Nice... You actually managed to create some challenging puzzles with this mechanic.
I didn't finish the game because I'm not much for puzzles that I can't solve quickly, but the game feels well polished, the music track is nice, and the graphics, while simple, are really consistent. It all works so well together.
Well done!
Looks amazing, sounds are right on the spot, surprisingly fun to play. Feels super polished (except for the ending screen, but its understandable - the compo time limit always leaves something you wish you could improve)
Amazingly well done! Congratulations!
I got to the blocked wall with a 100% phaser, and then couldn't do anything with it, and someone mentioned the stuff about getting stuck in the walls already.
Apart from that, I was surprised how scary it was when the monster appeared me, even after playing the game over again for the fourth time. Also it looks good, and the sounds, while scarce, work really well, and the crafting was intuitive enough.
Well done.
Interesting concept, though it gets repetitive very fast. Also keyboard shortcuts would help a lot.
Is there an ending to struggle towards? Any hints on how to achieve it?
@leora Ha! I finished it! Thx for the hint .) Interesting ending.
I really had fun with this, and had a few laughs. I'd say the narrative and the humor is the strongest point of this game. You should make something longer with this style of humor. I'd play it .) Kudos
I wish I had someone to play with. I don't know why, the controls felt a bit clunky to me, but I feel better inside after playing around with this for a while :laughing: Great entry.
loop.png
I managed to glitch my legs out of the loop. Does it count? .)
I got to the paper with the error, so I assume that's the end of the game?
I'll be honest. I didn't like the game at the first, because I couldn't figure the puzzle out, there wasn't anything else to do, and the music in the first chapter is a bit annoying.
But once I got through the puzzle, the game slowly grew on me. There's something satisfying about the rapidfire motion of the yoyo, and second and third chapter have cool vibe to them, with the shader and the music and all.
I'd really like to see it finished one day. Good job!
Also - I forgot - what music making software do you use?
@shan-hsgames Hah! I finally finished it! Nice!
I really like your game. It has a certain feeling to it, I can't properly describe it. I'll probably come back to it again .)
This might be the best compo game I played so far this LD. Took me a while to figure out what I was supposed to do, but it was fun most of the time. Finishing it took me about 10 minutes. An ideal gameplay time for LD game. Thank you for the game, and well done!
It was entertaining, I had a few lols when the alien got hit by the bus. The art style is rough, but I liked it a lot. Might help delining the aim of the game somewhere. I didn't know if I should "stay in the loop" and get run over by the bus until something happened or not.
Nice entry .)
Oh damn! This is something else. I have nothing to add. One of the most original and well executed submissions I played so far.
I escaped! Cute game, I like the art style. Congrats on your first LD .)
Cool game. Mood is on spot, fun to play as well. The aesthetics are very simple, but it all works together very well with the audio.
I did ragequit after getting stuck in the charger upside down.
Anyway, good job!
[Disclaimer](https://ldjam.com/events/ludum-dare/48/so-so-phia/done-with-compo-i-might-yet-move-to-jam-if-i-feel-like-it)
**Overall**
I'll start with overall, since the parts of the whole work so well together. I consider your game to be a specimen of Pareto principle at work. I sometimes forget how much can one achieve with minimal resources. I'm in awe. Don't get me wrong, I'm not saying this is a perfect game or anything, but I do consider it a work of art. I have to actively force myself not to give it a too high of a rating because of it's simplicity, but the simplicity is really the thing that amazes me the most about your game.
**Fun**
I do not like the fact that the character works 'on key down' and not 'on key pressed'. My hand hurts from playing. Other than that, it's simple, yet fun. I think the game works as it is. I wouldn't add any additional powerups or whatevers. It's simple, and it's effective as hell - a great game-jam game.
**Innovation**
It's a pretty generic fun little game with a tiny little twist. Not much to say here.
**Theme**
You used the theme which is nice, but since digging deeper was my first idea right out of the bat, I see this as a very simple usage of the theme.
**Graphics**
I totally adore that you achieved what you did with 3 colors and 3 6x6 sprites. It is a bit mind blowing to me, and I'm holding myself from giving you 5 stars for graphics. I went with 4 because I think higher craft should be rewarded more (like painting and stuff). But I'm not saying that I think this is easy to pull off.
**Audio**
You have four very basic sounds in your game, and they work so damn well with your aesthetics. To me, your game is very confusing rating-wise, and audio is the hardest part to rate.
**Mood**
You've got that 2-bit feeling really well, and what I kept myself from giving you in other categories because of simplicity, I'm giving you here. 5*
--- If you want to see all the star ratings, you need to tell me explicitly. I can send it to you on twitter, discord, or I can leave it in the comments. I have no idea how this would affect the ratings from other people, so you decide if and where you want to receive them. If you want them on twitter, tweet a link to your game and tag me, or send me a PM. If you want them on discord, send me a link to your game on discord.
[@dizztalgamedev](https://twitter.com/dizztalgamedev)
Discord: kuro#4651
@hilvon
Can you please send me the exception line(s) from the log if there are any?
It should be in C:\Users\{USERNAME}\AppData\LocalLow\DefaultCompany\Ludum Dare 48\Player.txt
@hilvon @rolly Thank you very much! I uploaded a fixed version to itch.io.
Hey @rolly
I ended up with compo, since I fell asleep, and ended up sleeping for about 16 hours instead of working on the game (I had a sleep deficit from the weekend).
Ah yes, the text... My brain was on an autopilot after so little sleep, and it just happened. It kind of forced itself on the game, and I couldn't do anything to stop it. :smile: I'm a bit sorry that it was too much tho.
And yeah - more gameplay would have been nice - but making that stuf is hard :smile: I'm definitely going to put more effort into the final version (which will be released I have no idea when. I'm keeping this as a joy side project.) I do have some ideas about what to do with the gameplay - as it is it is more of a tech demo than anything else.
I realize that the sound effect for the stun spell is annoying AF, but what's done is done - compo's over. Definitely not keeping that one for the future tho.
I'll drop by your game in a day or three since writing the more elaborate feedbacks takes more time than I expected, and there are a few more people in the queue ahead of you :smile:
Anyway, I really appreciate the effort you put in your feedback. All the best m8!
Hey! It's @trexxak , my favourite reviewer!
No, srsly, I stil watch the 'Titles you should play' where you featured [Another](https://ldjam.com/events/ludum-dare/47/another) from time to time. It always warms my heart, you were very kind. I don't understand why I wasn't subscribed to your channel until now, but I just fixed that.
I didn't think of this as expanding the Another universe, but you might be onto something here. Seems like there was some weird sh\*t going on during Universal Creation-Destruction cycle number 797, in which the "events" of So-so-phia take place. But all the other cycles were dead serious! I promise! :smile:
Sorry to hear you had trouble finishing the game. The way it is built right now, it should be enough to unload all your abilities and basic attacks onto the enemies while running away from them. The fireballs and stun fly towards the position where your mouse cursor was at the time they were fired, and they have to land around the enemies to cause damage (or the enemy has to enter its range while it's active. The range expands a bit, and is denoted by the ring that's over the explosion effect.)
Thank you very much for your review, it's always nice to hear from you! All the best, my friend!
@sacredbacon thank you .)
@esosek yeah, I've been told I overdone it, but there really was nothing I could do. My brain was sleep deprived, and it needed to sh*t into something really badly. That's where the game texts come from. But thank you anyway .)
@100th-coin hey coin! Thanks for giving it a go. As I said before, I do not feel that responsible for the game's text, since it's a product of spasms and cramps of an exhausted brain more than anything else, but I'm really glad you liked it :smile:
I completely understand what you're saying about the music. It was an afterthought like every LD. Didn't have enough time to make something proper, but considering how much effort went into it, I'm quite happy with it. :smile:
I already played your game (it was amongst the first ones actually, since the site notifies me when u post stuff). I'll drop by and leave the rating with something nice to say in a bit, but yeah... You've done it again man :smile: Great job.
@langotriel Thank you .) I'm glad you liked it
@simon-rahnasto hey Simon! Thank you very much for the kind words!
I understand what you mean about the ending. I actually considered doing something like fifth level after a minute or two, but since there was so little time, I decided that the ultimate butt of that "joke" would be if there was no joke at all.
Anyway, I didn't have much time this LD's play and rate, but I was definitely looking forward to your game. And this is not returning compliments - I liked Ouroboros a lot (and you know I did. I was maybe even a little obnoxious about that as far as I remember. It was one of my favorite games last LD) :smile: so I'm looking forward to playing Disco Inferno. I checked the page about 10 days ago already, and it looks amazing. I'll be dropping a rating and a comment pretty soon.
@viperux thanks.
Blink was kind of an easy spell to implement while adding variability, but please don't tell anyone. I don't want people to know I'm cheap like that :smile:
@skvader-418 Thank you very much. I'll be trying now :smile:
@udo2 Thanks man. I appreciate it.
Hey @justcamh . Thanks for playing. The stream was much fun. I enjoyed it a lot as well!
Beautiful, chilling, and I think I got at least a part of the message.
Thank you.
The game is HARD! But fun as hell. Also looks great, and the audio, though simple, fits the aesthetics perfectly. Too bad you opted out from the mood category. I'd give it 4* minimum.
Great job!
Beautiful, fun to play, the simple track added to a great mood. The UI is the weak spot, but yeah... compo :smile:
Had fun with this, completed it on 5th (or so) attempt.
Good job, and thank you for this game
I played this along with [justcamh](https://www.twitch.tv/justcamh) while he streamed. This is by far the most impressive game I played this LD. I can't express how entertaining this game is once you get into it. I'll definitely be playing more of this later.
Great job man
You did it again my friend :smile:
I completed it first time I played it in about 15 minutes. I can't for the life of me recall how I completed the 6th level.
Awesome great looking fun entry with a very interesting mechanic, and great sound and mood. Too bad we didn't get to hang out more in the voice chat this LD. I hope this was't the last compo.
Anyway, well done and awesome job. Hope to see you again next LD m8
Oh my god!
This was awesome! I stuck around the menu screen for two minutes thinking if you wanted people to actually play the game, you shouldn't make the title music that good. But yeah; the in game music is even better.
The aesthetics are awesome and fit with the audio, the story, the voice acting, and the humor so good! Fun to play, and funner (is that a word?) still with everything that's going on with the lights and the sounds.
The game got me right at the start, and didn't let me go until it was over. And not even then. I had to play it again right away.
5* for graphics, audio, fun, mood and humor and overall!
Great job people, and thank you for making this game! :smile:
Man... this is a really well done, moody creepy game. The ending is freakish. Well done.
I like the usage of the theme. The mood is great, and graphics work well - save for the HP bar (I too love to create dark vistas and leave most for the viewer's imagination when drawing more complex stuff, but I do it because I suck at drawing)
Good job
[Disclaimer](https://ldjam.com/events/ludum-dare/48/so-so-phia/done-with-compo-i-might-yet-move-to-jam-if-i-feel-like-it)
Hey @rolly. Here's my exhaustive feedback.
**Fun**
The game was fun to play. Strongest part was exploring the game mechanics, and there was plenty for a gamejam game. I do have some beefs tho: The most painful aspect was the fact I wasn't able to remove the blocks I already built. This made it troublesome to keep ladder/walkways at the spots I really needed them to be, and once I placed a light it pretty soon became a deathtrap. I mean I could work around it with walkways and stuff, but it didn't feel right in the end. There was also no distinction between walkways and ladder/walkways, so I didn't know where the dwarves would descend. I figured out later that they are the same thing, but it took me a while. I couldn't really watch it long enough to figure it out, since I had to babysit these suicidal children of yours \*insisting gaze\* :smile:
I ended up doing 2 rows of walkways and ladders near the surface on the second run, and most dwarves ended up just walking around up and down, until they got tired/hungry, and then went up again.
The mouse wheel scroll is a very nice touch, and it speeds the game a lot.
What I was trying to say is it's a fun game, but it has it's downsides.
**Innovation**
Nicely done man! I never played a game like this. Correct me if I'm wrong, but these mechanics seems very original to me. Original, and fun to play with and explore.
**Theme**
I mean it's a basic "dig a mine" take on the theme, but the game mechanics add a layer of meaning, so there's a half star right there.
**Graphics**
Well, you have three separate styles in one game. The pixelated ground blocks, the low poly char models, and 2D vector environment on the surface, and I'm sorry to say they don't work very well together. I'd advise to keep to one unified style. Also the surface colors seem too bright, or candy to me. I can't find the right word for it. Maybe some shading or moving clouds in the background would help?
**Audio**
I like the music track because it reminds me of "A boy and his ghosts" music, although the instruments used are not my thing, but I'll remain impartial in this case. The game actions are well covered by audio, and all the yawns and grunts are a nice touch. All in all, the audio did seem a bit bland to me. I can't really explain why, but it's a game jam game, so it's understandable. At least in my case, the audio is always an afterthought, not the main focus. What I found out is that adding more bass and trebble to your sound effects make some difference, like having both more high pitched clips and low bass clips can make some difference in this regard, I think.
**Humor**
The game is light-hearted, and the \*insisting gaze\* made me giggle. It's a half star up above average for me.
**Mood**
I think the mood is a combination of graphics and audio. With the graphics not working together that well, and audio being more on the bland side, it feels okay, but not stellar. Most of the mood comes from the gameplay itself in this case.
---
If you want to see all the star ratings, you need to tell me explicitly. I can send it to you on twitter, discord, or I can leave it in the comments. I have no idea how this would affect the ratings from other people, so you decide if and where you want to receive them. If you want them on twitter, tweet a link to your game and tag me, or send me a PM. If you want them on discord, send me a link to your game on discord.
[@dizztalgamedev](https://twitter.com/dizztalgamedev)
Discord: kuro#4651
[Disclaimer](https://ldjam.com/events/ludum-dare/48/so-so-phia/done-with-compo-i-might-yet-move-to-jam-if-i-feel-like-it)
Given it's a DOS console game, I don't really know how to rate graphics. It's very basic, and it's not an aesthetic that appeals to me in any way. I don't do AArt, but a quick "ASCII art game" google will show you my idea of direction in which this could be improved.
That said, it does have it's mood aspect because of it's audiovisual simplicity. It's not mind blowing, but it brings out a certain feeling of nostalgia that I like. Reminds me of the very first games we made with my dad.
Gameplay is quite basic, and it gets old pretty quick. I'm not a fan of games where you have to press the directional buttons repeatedly. I'd start with "OnKeyPressed" with a timeout instead of "OnKeyDown" (or whatever the alternative is for the programming language you used here.) I did have a bit of fun with it tho, so thank you for that.
Overall it's an interesting idea. It's very different than the rest of the submissions I played, and it gets a little bit over average for inventiveness. (The best category for what I mean by that is innovation, although it doesn't fit it that well.)
Backgrounds are pretty, main char is cute, even if static. Music is pleasant, the mood is very nice.
The gameplay... I'm sorry to say I didn't enjoy much. I ended up mashing the spacebar with the arrow keys, and quit out of frustration in the end.
It's definitely an interesting idea tho.
Nice job .)
[Disclaimer](https://ldjam.com/events/ludum-dare/48/so-so-phia/done-with-compo-i-might-yet-move-to-jam-if-i-feel-like-it)
**Fun**
It took me a while to understand what was going on, but it's quite obvious after a few drawn symbols.
The character controls are a bit stiff. I'd make the movement discreet, but I understand it might cause trouble with collisions later on, when there's those spikes coming from the floor. It isn't very clear how far can the hands reach - I died a few times when I thought I was safe. I do appreciate the hazard variability that gradually builds up. The symbol drawing, though original, felt tedious to me. It was a struggle to execute the drawings properly.
**Innovation**
As I mentioned before, the symbol drawing didn't sit too well with me, but I can't say the mechanics weren't original. You had your plates to spin, and "draw stuff" and "use the generator" was a nice addition to "avoid stuff" game mechanics.
**Theme**
Elevator to hell is an interesting concept. Nothing too wild, but it's a cool idea that's creatively mixed with the game mechanics.
**Graphics**
Visuals are okay. My personal opinion is that if you use pixel art, it would be better to keep things really low res. Your style seems to me like it can't decide if it's a drawing or a pixel art, but it grew on me I guess. One thing I'd definitely do is add some hilights to as many objects as possible (it really adds dimension) hellevator.png And some texture for the elevator background. I'd add another layer or two for the red dots in the background, and make them go different speed (thinking parallax). The blood dripping from the drawings is a really nice touch :ok_hand:
**Audio**
The in-game music is pretty cool. Sounds like it has two tracks? The menu music on the other hand lacks 'volume' for the lack of better term. One more track as a background could do wonders to it. A simple percussion or a bass line would IMO raise the quality tenfold. (I do understand the struggle. I made music for my game in 5-10 minutes since there was no more time for that.) The sound effects fit the game nicely.
**Mood**
The mood is a combination of graphics and audio in my view. Your graphics and audio work nicely together, creating a 8 bittish feeling, but I mentioned before what I found lacking in both categories.
**Overall**
The parts of the game work well together, as I mentioned in theme and graphics.
---
Good job on (and thank you for) finishing.
If you want to see my star ratings, you need to tell me explicitly. I can send it to you on twitter, discord, or leave it in the comments. I have no idea how this would affect the ratings from other people, so you decide if and where you want to receive them. If you want them on twitter, tweet a link to your game and tag me, or send me a PM. If you want them on discord, send me a link to your game on discord.
[@dizztalgamedev](https://twitter.com/dizztalgamedev)
Discord: kuro#4651
[Disclaimer](https://ldjam.com/events/ludum-dare/48/so-so-phia/done-with-compo-i-might-yet-move-to-jam-if-i-feel-like-it)
**Fun**
I found the gameplay loop quite unchallenging. You connect the first two to three houses, and then wait a few minutes, buying cows. Then you connect all the houses and you're done. (I do understand that designing an economic sim for a game jam is quite hard.)
**Innovation**
I played several games like this over the years. Connecting houses would be a nice addition if there was more challenge.
**Theme**
I don't see any connection to the theme, besides building a road deeper into the forest...?
**Graphics**
This is the strongest aspect of your game. The graphics are simple, but very effective, and even the UI fits nicely. I suspect the cubes are placeholders for a house asset you didn't manage to create, but they fit so well it doesn't hurt the visuals at all. Not cutting off the map, and placing the mountains around instead is a very nice touch.
Game could use some simple movement. Something like "shake a cow once in a while", a bird or a flock here and there, you could make trees wiggle and pretend it's the wind. You get the idea.
**Humor**
Moo! (moo moo moo moo---moo... moo moo ... moo) Moo!
Once you get like a bajillion cows, your farm starts to sound like a buddhistic monastery. The louder moo that plays when you buy a cow made me giggle. It's cute, and you get half-of-a-star for that. (Also I think opting out from the audio category was a right move on your part. I might have done the same now that I think of it.)
**Mood**
The game is pleasant and funny, but nothing too wild going on here. Some simple banjo/bottle music loop with some movement/animations would have improved this category a lot.
**Overall**
The game suffers from the lack of a relevant gameplay loop, but makes up for it with it's visual and feeling. I place it a little bit above average.
--- If you want to see my star ratings, you need to tell me explicitly. I can send it to you on twitter, discord, or I can leave it in the comments. I have no idea how this would affect the ratings from other people, so you decide if and where you want to receive them. If you want them on twitter, tweet a link to your game and tag me, or send me a PM. If you want them on discord, send me a link to your game on discord.
[@dizztalgamedev](https://twitter.com/dizztalgamedev)
Discord: kuro#4651
I might have overdone it a bit
milco2.png
The cow mountain should be a formal achievement in this game.
Furthermore, this shit keeps playing inside my head since I played your game, so thank you very much for that :angry: :smile:
[Bitch I'm a cow](https://www.youtube.com/watch?v=mXnJqYwebF8)
[Disclaimer](https://ldjam.com/events/ludum-dare/48/so-so-phia/done-with-compo-i-might-yet-move-to-jam-if-i-feel-like-it/edit)
Okay, so let's get into the level desing.
Fun is by far the strongest suit of your game, and is slightly above average. Iappreciate that the game doesn't drag on forever, since this is a gamejam. The platforming feels right, isn't too punishing, and has the right amount of challenge. I'm not an expert on level design, but since you speciffically asked for it, I'll try.
gold1.png
I think the difficulty should be be building gradually. Right at the start, you need to jump from the edgiest edge to land on the next platform, but in my opinion, this should be a little bit easier, since it's a start of the game. Build your difficulty gradually. I understand the level is kind of short since this is a game jam game so there isn't that much time to spread out the difficulty curve, but I'm mentioning this for the future, when you'll be building several levels with growing difficulty. I'd put one more block here for this specific jump (and maybe a few next) before making the jumps more difficult.
The hidden areas were a nice touch. The regen+ powerup was a lifesaver. It is placed well, since I didn't notice it on the first try, but it wasn't too hard to find, and it gave you more agency.
Specifically:
gold2.png
When I came to this part, I could take the more dangerous path (red) and risk having to start over, since my HP was pretty low, or I could take the more controlled long way around (green), which I did. The third option was to wait for my HP to regenerate and take the red path. I need to note that waiting for long periods of time is not a good game mechanic, but you're onto something here. If your design included a way to regenerate your HP quicker by sacrificing a resource (or something like that), it would add to the game feeling. Despite that, the game made me think at this point (before down to the worm pit, the screenshot was taken after I passed this area), and I was given several options of approaching this problem, which is what good games should do - not always, but it should happen often enough to give the player a feeling of agency.
Then there was this part
gold3.png
Unless I missed something, I do not see any reason at all to take these jumps and go the long way around. I went the long way on the first try, and then realised it was for nothing. It feels rendundant, and I think there should be a reason for you to have to take those jumps (like spikes or something?)
gold4.png
Also when jumping down, the player should see where they will be landing, unless it's a really deep fall without hazards at the bottom.
The shade overlay in the deeper part of the cave is too dark, and made me squinting at the screen. If this was an aeasthetic choice, you could make it less dark. I faced the same problem in my game, and ended up putting a light source with a large radius at the position of the mouse cursor. It solved the visibility problems, and added a tiny (perhaps even unnoticable) gameplay layer. I'm not saying it's an ideal solution, but I could have done worse.
Then there's this part.
gold5.png
Dead ends are fine if there's something at the end, but this area (with red question mark) made no sense to me - it felt rendundant. Make sure there's at least something pretty to look at, or a piece of lore at places like this.
There were some flaws, but I liked your level design. If you want to get really good at it, I suggest reading a lot. Find some tutorials and work your way up. Practice a lot, execute ideas you like in other people's work, execute your own ideas. Practice, practice, practice. [The most important thing you can do is do a lot of work (this applies to everything one can do)](https://www.youtube.com/watch?v=iHc3s-MtoUc). There is no way around that, but you'll get there.
*& Mechanics*
As I said before, Regen+ was a life saver. I didn't notice any changes with jumpup, avoid+ or defense+. There was a sense of reward when finding hidden shiny objects, but maybe make the effects more noticeable? I'm always for making the game playable without powerups, but making it easier with them.
--- Good job and thank you for this game. It was fun to play .)
I almost forgot. There were a few technical issues.
goldblip.png
Your menu is still clickable even when it's hidden. It made me loose progress once, after getting halfway through the game.
On my second walkthrough, I fell through the golden thingie at the end, and the game didn't finish.
It remained like this
gold6.png
I still take it as a win tho :v:
+ the game crashed on me once. I googled a bit to see if fusion stores any crash logs anywhere, but according to some forums it doesn't, so I can't help you there. Sorry.
[Disclaimer](https://ldjam.com/events/ludum-dare/48/so-so-phia/done-with-compo-i-might-yet-move-to-jam-if-i-feel-like-it)
Let's see...
The game runs and didn't crash on me, which is always good. I found a little bug freeze tho: if you crash into the wall pretty soon and your plane turns back, it'll fall backwards forever. subter.png It looked like this.
**Breakdown**
**Fun:**
The controls felt quite clunky. I wasn't able to figure out how to fly the plane properly, or at least I didn't feel like I did. I managed to get into the "flow" a few times (farthest distance 414m, IDK if it's good or bad). But if I understood your game correctly, that's pretty much the challenge of the game. Trying to figure out the controls was the fun part, realizing it takes too much effort without guaranteed results was the frustrating part. All and all I lost the motivation to play pretty soon, but I'm a carrot-on-a-stick guy. I like to know there's a goal I'm advancing towards when playing a game.
I don't really know what your intention was with feeling of the game, but from what I assumed I'd advise you to get the unity physics a bit better.
IMO a game like this needs a scoreboard. I have no idea what it takes to implement a scoreboard, but I'd at least encourage people to leave their scores in the comments.
**Innovation:**
I've seen variations on this gameplay mechanic (e.g. Flappy Bird). Not much to say here - you did your twist on the "avoid the obstacles" game.
**Theme: **
A pretty basic take on the theme. Not much to say here either.
**Graphics:**
Visuals are pretty basic. The colors fit together, although there's a lot of room for improvement. I'd definitely look up similar concepts and take inspiration from them. When starting with the visual design, google existing sceneries/concepts and get inspired - or outright steal the visual concept and adapt it to your vision. The light that turns on deeper in the cave is a very nice touch.
The UI feels a bit out of place. I can't say why - I'm not too good with that stuff - but the effort that went to it is noted. :ok_hand:
**Audio:**
Using SFXR or BFXR or whatever sounds would add a bit to the feeling of the audio part. Music is (understandably, it's a 48h game jam) too basic for my taste - but it's better than no sound at all. Try adding a second track (a beat/bassline at least), it'll improve the music a lot. Take your favorite song, and cover it in the music making software of your choice. You'll learn a lot.
**Humor:**
Didn't find any. Sorry.
**Mood:**
The mood is improved by the light inside the cave (I'd turn it on from the get-go. There's no reason to pretend you're not in the cave in the beginning of the game. The background says otherwise.). It suffers from the lack of audio. Once again - at least a BFXR generated sound on crash, a second instrument in the music track, and maybe some low humm when the plane is flying would improve the mood a lot.
**Overall:**
It works, it's consistent, runs smoothly, no weird glitches, feels okay.
If you want to see the numeric ratings, just tell me here, and I'll attach a screenshot, or send me a PM on [Twitter](https://twitter.com/dizztalgamedev) with a link to your game if you'd like to do this more privately.
Anyway, a job well done friend! Kudos!
@bigbadbison
Overall:2.5
Fun:2.0
Innovation:2.0
Theme:2.0
Graphics:2.5
Audio:1.5
Mood:2.0
here you go. best wishes bro/sis :heart:
Hey @secretjuice !
Finally got around to play this game. I was waiting for a time when everyone was out or asleep so I wouldn't embarass myself :smile:
And my god, what a gem your game is. I was going into it thinking I'd really hate it, since I'm not too comfortable with my voice, but damn! This was hilarious, it was entertaining, and I loved every second of it!
I got a score of 70.something. What is a good score? Would it be higher, if I didn't end two of the promts with "what the f**k"? :smile:
Anyway, I really had a blast. I have bookmarked this game to train deep voice with it :smile: Let me know what score should I strive towards :smile:
P.S.: I had a lot of fun on your stream. Thanks for that too!
[Disclaimer](https://ldjam.com/events/ludum-dare/48/so-so-phia/done-with-compo-i-might-yet-move-to-jam-if-i-feel-like-it)
Hey! Mood is great, looks nice save a few nitpicks, but I'm not going to go into those things since you wanted to hear about balance and difficulty.
I played the web version, and it was far too easy. Then I downloaded the older windows version, and it seemed kind hard to me. I got killed at the first level where the lights go out. (I was glad I got to see the ending with the easy one, but enjoyed the harder one more gameplay-wise.)
I suspect this is going to be a problem of most games with simple mechanics. (It took four days for a friend of mine to finish [my game](https://ldjam.com/events/ludum-dare/48/so-so-phia). It is meant to be finishable in 10 minutes.) We make gamejam games here. A gradual increase in difficulty is not really that of a viable option. These games are not meant to become classics with people spending hundreds of hours with them, so there isn't really much room for a learning curve. The best one can probably do is add a few difficulty levels, and let people go at their own pace.
Anyway, good job.
---
If you want to see all the star ratings, you need to tell me explicitly. I can send it to you on twitter, discord, or I can leave it in the comments. I have no idea how this would affect the ratings from other people, so you decide if and where you want to receive them. If you want them on twitter, tweet a link to your game and tag me, or send me a PM. If you want them on discord, send me a link to your game on discord.
[@dizztalgamedev](https://twitter.com/dizztalgamedev)
Discord: kuro#4651
Hey @udo2
I just played your game. In fact I spent way more time with it than I wanted to. The premise seems simple enough, but it is surprisingly well balanced, so it kept me going for a while.
rigs.png
Anyway, I have gotten filthy rich, so I'm retiring now.
Thx for the game. Was fun to play .)
@human-writes-code @brainloaf-studio @100th-coin @trexxak @simon-rahnasto @mixedletters @zimny11 @paulsams @salazin @ryjcio @lilkrit Thank you all very much for the feedbacks. I'll try to address them all in one response since they overlaps at several places. (And I'll try to make it brief as not to bore you.)
First of all: How it fits the theme. It doesn't really, at all. It was supposed to: the dodging and multi-attack mechanics are a part of a wider array of sub-mechanics that were supposed to introduce greater randomity - instability if you will, to your deck, and to the gameplay rules. As you may have guessed, I didn't manage the implementation in time. (I never manage to implement the intended theme mechanic, [sans my very first LD entry on this page](https://ldjam.com/events/ludum-dare/44/the-passion-of-a-peasant).) This should also answer @ryjcio 's question - I kind of made it up - it's a derivative of a more complex mechanic I had in mind.
@human-writes-code any input would be welcome anyway .)
@simon-rahnasto I forgot to mention it in the update. The auto-targeting of the last enemy is actually something I added after jam. It got mixed into the fixes - it really took me a long time to fix all the things that were wrong with the game and I might have forgotten that I was just trying to make it playable.
@salazin the tempo might be a bit too much. It's one of the things I'm trying to figure out, bc the first version's tempo is a drag in 100th combat, and second version's tempo is outright confusing if it's your first battle.
**Anyway, thank you very much for your feedback ppl.**
Hey man! So: I thought the game's mechanics were on the simple side, but I still had a real blast. 5\* for Fun from me! I suspect the good time I had was caused by the visuals and the music. Made me feel all warm and fuzzy inside, reminded me a bit of Jazz Jackrabbit and Rayman soundtrack. So that's 5\* for Audio and Mood as well. Great job, thanks for this game :heart:
Very original. Good job!
Awesome, beautiful, loved it! :heart: Though it's fairly short and not much of a challenge, I'm rating it as a proof of concept, and it was great fun to play with. The transformation effect is so mind-blowingly effective, despite it being so simple. If you don't mind too much, I'm going to add it to my repertoire. It looked and sounded great - as is standard with your work. I'm not taking the menu/intro/outro into the account, since the game itself looked absolutely amazing. Great job you people!
Beautiful! One thing it could benefit from IMO would be a space simulator controls, since you're almost alway looking up (like Freelancer or something). The way it is my mouse gets always locked in the middle of the screen. Apart from that, I have no nitpicks. GJ
Gameplay could get a bit annoying (but I don't like too much of a challenge in my gamejam games, so that might be just me). The jump with the first unstable platform was outright frustrating. Took me 5 tries each time to land on it, and then I'd fallen down with the platform anyway.
Apart from that, it's beautiful! Giving this any less than 5\* in mood or graphics would be a crime. Well done! :tophat:
Sorry to say I read the instructions three times, and try to play it three times, and I wasn't able to understand what I'm supposed to do, so I can't really rate anything but sound and visuals. It's kinda cute tho. :thumbsup:
So I put the green glowing thingy inside the green box, and broke the clock. Then I spent about 10 minutes running around getting nowhere, unable to figure out what to do. Got frustrated, ran to the explosive thing in a box and yeeted it against the wall. The most satisfying rage quit I ever had. 5/5
P.S.: I died by the way
Quite original. I gave it a few tries. Didn't beat the game, but did manage to get a few towers. The buckets and cabbages and chicken randomly falling out of the structures made me giggle. GJ
Very pretty and very confusing. Just the way I like it. And I totally adore the kitty. It's cute AF.kitteh.png
I absolutely loved it. I think not everyone is going to get it, because figuring out what to do and how to do it can be a little bit tedious in the beginning, but so much more rewarding afterwards. I think LD is the best place for this game tho, since it's a game jam, and this game is about "hacking" it. There are probably many ways to beat this one. I tried multiple approaches, until I just went to starting right next to the lady (Nesigur? Btw where/how do you come up with these names?). But it took me a some time, crashes and repeats to figure out how and where to start. So that's 5\* for fun and innovation from me.
The music was really pleasant, and you've really improved with your art. Keep it up man, well done!
nesigur.png
The art resonates with me. Mechanics are quite original.
Hey Geckoo. Sorry to hear about ur tech difficulties. You still managed to pull off a pretty decent game. Too hard for me after 50th second, so I'm probably not getting to the top of the ladder, but who knows? Maybe I'll give it another shot later.
I wanted to ask what do you use to make music, and if you're using any specific sound libraries/sample packs?
Anyway, good job and well done .)
@musaspacecadet @bingtheping @lomstfer @ollie-d thank you .)
@andy-beers It seems to be a problem, yes. What @daniel-foutz suggested might have been a solution, but it didn't occur to me at the time.
@daniel-foutz the numbers on the UI would solve a lot. I know what you mean. I'll keep that in mind for the next time. Also, the art thanks you for the compliment .)
@rolly thanks! I'll try to keep it up (and improve)
@peace-of-cake-games thank you very much m8 .)
@100th-coin the mood change was the first thing I implemented. I'm glad I managed to execute the idea I originally had and didn't get sidetracked this time.
@purpledartfrog My favorite kind of advice :heart: :smile: The windows version has a bloom glow on the heal so it's more visible. Web build doesn't do blooms for some reason. But yeah, it still could've used some more care. Thanks for the feedback, it's spot on.
@frogman look for the SetFloat("Blend", ...something...) method call, probably in Gaia.cs, but not sure, don't remember, and am also kind of drunk.
Disable that (Gaia.cs) script in editor, and go to Gaia Animator window. It's the one where you set up animation transitions. There should be a blend tree in a base layer with values between 0 and 1. That's what changes the expression of Gaia in play mode. I'll try to provide some screenshots later since I fear this is not nearly explanatory enough and am on a phone and don't rember exactly what's where.
I always like it when the game's art side is simple, but it turns out working as amazingly as this together! When I grow up I want to be able to do things like that. The game is dynamic, it's fast and it doesn't overstay it's welcome. Great job!
P.S.: It would be funny to change the ending on full charisma build. (Yes I went full charisma). Something like "you still died, but your corpse is rotting very charmingly"
Very pleasant. I played with it for a bit, but couldn't really figure out how to make it do what I wanted it to do. Looks and feels very nice though. gj
Hey man
You might be glad to know that you're not the only one that laughs at your jokes. I had several good bursts of laugh. Top sh*t man, 5* for humor.
The track is killer :man_dancing: but you already know it is. The visuals are nice, though it seemed unpolished here and there, but yeah... compo. Still a job well done.
The transition from the video store to different eras blew my mind a bit. Good stuff!
And I am going to specifically mention and appreciate the fact that the customer keeps the same distance from the counter be it first person or third person view, since people usually don't notice these things, but it's the kind of detail that shows the love and care the artis puts into their work.
And lastly, the only bug I found was the ending/victory screen (I LOLd). W didn't close the game, and then it switched back into the counter view, but that really doesn't matter.
Anyway, great job m8 and all the best to you going forward.
You sure have a knack for making games I want to replay. I remember this happening with stronky, ramnesia and ultra quest. Imma go and play this again now.
And no, that is not a good thing. I should be playing and rating other games :smile:
A card game for compo might be a little too ambitious. At least the one I tried to make last LD was. It kind of damaged me :sheep:
Anyway, it's a solid base for a card game, and I had my fun with it. Are you planning to work on it further?
Hey hacksaw. Cool game, I had fun. Sounds great, looks nice, and the gameplay feels just right. The backgrounds are a bit bland, but we all know how it goes during compo, don't we...
hacksaw.png ^ P.S.: I Really feel like you missed a grand 'yo momma' joke opportuninty there.
I can't remember having chills from a LD game - I mean before this one. Played four times over right after you uploaded it to itch.io. (Yes I went to the page too early when it only had the source code, and I had to refreshed it a few times to see if the executable is up. So what?) Voice acting is great, the atmosphere is amazing and the soundtrack fits so well.
Also how the hell do you achieve so much with so little graphic assets? It's basically on a monochrome background! It shouldn't look that good! :smile:
Great job once again you people!
(Question tho: how do I know if I've seen all the endings?)
Fun to play around with a bit .) The character efforts to catch up to the tray point made me giggle a few times.
Cool short little game .)
I saved them once, and then I pressed E on the second attempt. So I'm a monster. And? (made me giggle, just my type of thing)
You seem to put a lot of effort into the environment. Here's my unsolicited advice:
What I do is I add some randomity into most of the environment objects. Rotation, scale, animator speed, sprite rotation, maybe sprite color?.
Something like this on each object:
> void Start(){
> transform.localScale *= Random.Range(.9f,1.1f);
> transform.Rotate(Vector3.forward * Random.Range(-10f, 10f));
> GetComponent<Animator>().speed *= Random.Range(.9f, 1.1f);
> GetComponent<SpriteRenderer>().flipX = Random.Range(0,2) == 1;
> }
Maybe give it a try, tweak it a bit and see if you like the result?
Anyway, good job and nicely done.
Hey Rolly.
Fun game! I see you changed the graphics style, and it looks good. The whole screen works together quite nicely. I'd do something about the ship rotation, bc I think it turns too much. No other nitpicks apart from that. I like the command system a lot.
Also I'm one of the Rollys on the leaderboard. I thought it'd be smart and witty to use your name. Didn't know it was for the leaderboard :shrug:
Cool idea. Quite confusing for a newcomer though. You'd really have to replay it quite a lot to get good at it. Also feels like it requires quite a lot of careful examination and lots of thinking (I don't like lots of thinking, so I quit after a few attempts)
But yeah, the execution is solid and the game feels nice. Good job!
The level of polish on this one is amazing. Really liked the music and the visuals. Simple and effective (I'd replace the font on the "Textbook excerpt" or do something with it, bc it uglyfies the otherwise beautiful experience, but I'm not taking that into account in the rating)
I've seen a lot of games like this last LD so there's not much innovation wise, and I don't really get the theme connection.
Got pretty far, but I don't like to think so didn't finish this one.
Well done :thumbsup:
I think I understand where you coming from. It reminds me of "The problems of anxious limbo", a game I started (and of course didn't finish) a few years back.
I overcame your virtual anxiety/depression, so I hope it'll somehow magically help you overcome the real ones. Good luck to you. These are strange times.
Very original. Graphics and audio work well. Having an option to press R or Enter instead of having to click UI buttons would be nice, but not taking it into account in my ratings.
Level 7 was almost too hard, level 8 made me ragequit. So good job I guess, you broke me (JK)
Cool entry. Looks decent, and the music is a banger.
One nitpick: I think it would feel much better if the bullets flew much faster.
Also the game crashed on me twice (just froze) after about a minute or two, so I wasn't able to get very far. But these things happen in gamejam games .) I wasn't able to get anything useful from the log file. It just stops at
> Shoot direct mouse button 0
> Shoot with Single shot
on both occasions
I like this kind of rpg-ish mechanics in games. Game was fun and looked decent. Managed to get to the end!
As others have mentioned, a bit of sound could do wonders for your game. Try beepbox.co , you can use it to make something usable very fast, or at least "prototype" your music and then transcript it o milkytracker/LMMS/etc since it's so easy to use.
I remembered that [I actually "prototyped" the music track for my game on beepbox.](https://www.beepbox.co/#9n31s0k0l00e03t10a7g0fj07r1i0o432T1v1u97f0q0z10t231d4aA9F3B6Q5428Paa74E3ba63975T1v0u60f0q0x10h51d19AbF8B7Q0471Peb9aE2b676T1v1uf1f1102q0z10v321d07A1F0B0Q1845Pe354E4bj61362463aT3v1uf9f0qwx10l511d08SW86bmhkrrzrkrrrE1b6b4h400000000h4g000000014h000000004h400000000p21hFE-ll97h9kAt17ihRCm0FE-173Ath724s2hR4txBwaqfEpthBM9BRkRig2FB2BGqqqqqqqqqqqqqkQp00)
The game is fun, and looks great. I see you stepped up your game and went 3D and added voice acting. And it works so well!
Although I was expecting it, the part where you switched from music to acapella still made me laugh.
The level before the last one almost made me rage, but I finished the whole game (twice, actually). So the difficulty was just right for little old me.
I love the little detail that the clock moves it's mouth when speaking (or singing, lol).
Great job as always bruh, although I wouldn't expect any less from you :smile:
Very decent look and feel. Audio is simple but fits the aesthetics. I'd just like to play more of it .)
This is very well done! Although simple, it's quite captivating. Looks and sounds great! (and the omnipresent duck made me laugh)
Also the voice at the beginning adds a bit of a psycho atmosphere. 5* for mood from me
Great job ppl, as always! What can I say? The game is fun, entertaining, looks and sounds awesome. Veni, vidi, vici, had funici :smile:
My respect for coding the AI for the enemy team. I couldn't imagine where I'd start, and this is actually done and works :smile:
Sounds and looks very nice. Nice use of theme and fun to play around with. I couldn't beat any score so I didn't submit myself to the scoreboard tho...
Anyway, well done!
Ahhhhhhhhhhhhhhhhhhhhh :laughing: I died. That was awesome. Both endings made me laugh. I was like "Stella is such a bitch" in the beginning, but then I understood the tone of the story (I think), and I had a few good laughs. 5* humor. I want more, please make cartoons :laughing:
The game looks sounds and feels amazing - the only nitpick is the sound when you die, that doesn't fit in there IMO. I'd like to ask how did you make the ambient sound track? It sounds really amazing!
The first level with the infected astronauts made me rage quit after about 15 attempts. (don't worry, it doesn't affect my ratings :D)
I had so much fun with this m8 I really liked the system, and spent some time exploring which foods would get me farthest. Would love to see the code to abuse it (since I decided after two successful trips to planet X that planet X is for pussies, and went on to explore the outer space)
gastronauts.png
Would love more content.
Great job!
Hi Rolly!
I had a few good laughs at the Tensies remarks, and the final "This is how I imagine you" killed me.
Also love the little details (progressing names and "changing faces" of the characters talking to you) that underline the shortness of lives of the Tensies. I see you put a lot of effort into this, and it shows .)
Great game you made there! I could definitely play some more of this. Very original .) Well done!
Looks awesome, the music is nice. I didn't like the blood ball sound, but that's my only nitpick. Other than that, the game is very entertaining. I won on my fourth attempt - and I might come back later for more as I really had a blast :sweat_smile:
Great job ppl!
Fun idea, fun execution. Well done .)
K.O.ing customers with pizzas made me laugh :smile: Graphics style is cute, and the audio is decent.
I'd welcome an option to have the customer direction indicator always open.
GJ
Very pleasant to look at. You did a lot with a very simple style, and I always love to see that. The gameplay is fun, and quite addictive. Coming back for the third time. Thank god it doesn't have an infinite mode.
I laughed my ass off from the beginning to the end. The whole thing is just outrageous and bizarre - just the way I like it.
There are these details that start piling up after the first half that make it noticeable that you were running out of time, but I think it's your attention detail and early polishing that betrayed you this time - it's pretty obvious where those hours went that you were missing at the end of compo - you upped your animations, drew a lot of characters, the UI is quite cool, etc.
But I'm quite sure that you'll be able to dissect the course of this LD and use it to make your LD planning skills and future submissions even more amazing than before.
Also I'm pretty sure that you'll do remarkably well even though you ran out of time. This game is a job well done.
There isn't really much challenge since you control the influx of the enemies, but that's what I actually liked about it. A very nice thing to play around with. I beat the monster twice, and regret nothing :sweat_smile:
I really wanted to combine the stats cards and get more out of the card system, but I understand the time constraint of LD.
Apart from everything else, it's ultra adorable, with the graphics and the sounds and everything :heart:
Great job as always. I'll be looking forward to the next LD .)
Dammit Rolly! You're making me want to continue the card game I started making! But if I ever do, can I "borrow" some of your ideas? :sweat_smile:
Anywho, I had a lot of fun, loved playing this, and really enjoyed it. Like, all of it, all the way to 5\* (I always save the 5\* for "that special something" in any category. So, have it my friend!) Your game has more depth than is obvious at the first glance.
Took me a few tries, but I tried some strats, and lo!
rolly.png
Dammit I'm going to play it again rn. Anyway, well done!
I think I finished this damn game like seven times since yesterday.
On the surface, it might have seemed I was gardening. But in reality, I was preparing for the doomsday, when Satan would walk the earth.
pony.png
I stacked enough force to one-shot him when the final confrontation finally came. And if that didn't work, hopefully saved enough money to bribe him to f**k off back to hfil.
So as you can see, I enjoyed your game, and for quite longer than was probably intended.
A splendid game. Thank you for making it.
P.S.: ponys.png
@honey-pony i didn't actually draw the big baddie, just googled something that fit your style :sweat_smile:
Yes, the enemies stopped spawning at certain point, but tbh I welcomed the fact, because they turned into a nuisance in my autistic amassing of wealth and power :sweat_smile:
A couple of observations: - I'd welcome an option to get rid of certain cards - I never succesfully used more than the first "patch" of usable tiles (apart from expanding it to 6x2 from 4x2). I tried to start a "field" on a second patch, but that turned out to be a huge nuisance, since I couldn't water it properly, and in the end it just slowed down my amassing the resources I needed before The Doomsday would come (the animations for waterless plants are twice as long as for the watered ones, with the "no water" label appearing, and then HP reduction anim on top of that.)
If you plan on working on this further and ever manage to finish next version please let me know .)
pony2.png This has to be enough for the coming of the antichrist, right?
RIGHT?! :laughing:
Also I'm not sure about this one, but when you get a choice between coins and cards, I think the screen lets you click "confirm" without choosing anything - unless there's a default choice of card that isn't hilighted. The button does turn disabled after you unselect your choice.
I like the idea, and the trippy funky flower animation.
Your games have always this specific feeling which I grew to like. It's purely subjective but it's 5* mood for me.
Downloaded Spagettheroni in the hope I'd find the source to the music, which I kind of adored. May I ask what software do you use for the music?
What the fuck did I just witness :D :D :D
I feel like the graphics took a little bit of a dip this time around (nothing dramatic), but you delivered everything else in your standard high quality fashion. An original mechanic, a fun gameplay, great audio, and oh god the humor. Loved it man! This is the kind of humor I absolutely adore. You outdone yourself in audio and "storytelling" department I think. This is the best one yet content-wise. Kudos!
I can't rate your game since I didn't participate, but here, have my verbal appreciation at least.
Muh bruh... wut... I need this game to win overall, just so more people experience it.
I never laughed so hard at a LD entry.
Great job man 5* for humor, audio and overall.
Also I never imagined there'd be a span of 10 minutes in my life that all I'd be saying would be "Fucking Henrik" over and over again. (I didn't understand how to play the explosive-chasing part until it was over.)
The word "beautiful" came to mind a lot. Not only the visual side; the "story" touched me on a deeper level - this is the type of writing I strive to be able to do one day, and very close to the vibe I'd like my protagonist to have towards the antagonist.
The idea behind the game is interesting, although I never gotten to really know what summon to use when during two playthroughs. I can't even start to imagine how difficult the part where the game decodes a scribble into an intent, and that's something you get extra points for innovation.
I'll sum it up as always:
Great job, as always! :smile:
Had a good laugh with this. The writing is so light hearted and fun, and the visuals complement it well.
Finished the game the other day after several attempts over several days, and I had a blast. And a few laughs as well. Great job @rolly
In fact I'm gonna go again right now and see if I can get up to 10 000 human lives meaninglessly ended :smile:
EDIT: okay so I just realized the portals are destructible as well, so I'm going to say I'm satisfied with my almost-1000 corpses from previous run :smile:
Badass! I need to step up my game for the next time. Well done
Kudos and + point in graphics for the effort of doing the winning summon animation. I also love those, and your choice of the winning summon form is perfectly understandable :heart:
Cool game! Looks well, the humor is spot on, sounds are simple but non-intrusive. Also quite fun. I spent on it way more time than I wanted to originally. Good job
I had a good laugh playing this. Thanks :)
Nice art. I personally appreciate the animation style since I use stretches a lot myself in my projects (not this LD tho. I used almost nothing in this LD's project lol)