FoonLudum Dare ExplorerUsers → Kyatric

Kyatric

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
201533You are the MonsterMonster in the citycompo
201532An Unconventional WeaponSirklescompo5123.212.862.712.642.933.182.522.8740
201431Entire Game on One ScreenSword Arenacompo6733.093.132.963.872.703.413.003.1033
201430Connected WorldsMy sweet gardenjam6682.752.413.111.622.592.962.272.6347
201429Beneath the SurfaceUnder the bedcompo10482.652.353.622.622.812.162.503.3847
201328You Only Get OneThe most beautiful day of her lifejam3242.973.292.552.762.422.703.652.7155
20132710 SecondsRabbits farmjam
201326MinimalismCombattantjam4642.612.562.112.611.781.7610
201223Tiny WorldOut for arrestjam1143.122.683.583.213.482.912.272.7535

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Kyatric

LD21 — Escape

Illusion by abhilash2863 2011-08-22T23:44:00

Nice abhi ;)
I finished it, because I wanted to know the end, so the narrating works.
A bit slow on display, but well integrated as part of the game. Good job !

LD23 — Tiny World

9Lives by TheGamingProject 2012-04-27T02:32:00

Indeed a reduced view port, it makes it very hard to comfortably play the game.

Bacterial World by mneubrand 2012-05-08T19:30:00

Played in FF12 on a quadcore i5, no real problem spotted it worked very well.

As I often say to my fellow members of the Construct2 community when making the controls of a game, think about azerty keyboards.
The current configuration is such that to jump I have to press the key under "S".
For this peculiar game, it's no big deal, for games making full use of WASD it's really bothering. Just a nugget in your way, think about those kind of issue ;)

Else the game works as intended and the mechanic has already been tested/not that original.

I liked the twist on the lead character modifying the state/position of some obstacles though, it adds to the challenge.

Tiny Galaxy by devince 2012-05-08T19:40:00

I tried to use the "Web" link, but it returned a 404 error from Free.
I had to play it from your website.

Nice little game, interesting mechanics.

This game is pretty NEET! by Sonictail 2012-04-23T23:00:00

I'm sorry, I quite don't get what the point of the game is, or what I'm supposed to do.

Attack of the Tiny People by Catmoo 2012-04-27T02:43:00

I played the web version. At first, firebug raised a lot of errors, and the game simply didn't execute. I reloaded it, Firebug raised more than 50 errors again, but the game appeared this time and I was able to play.

It feels like a classic (back in the days) shoot them up, with unfortunately some display bugs in FF (the games feels fluider in Chrome, but that's the limit of the engine you're using I guess).
It's indeed hellish/quite hard/not that readable.

I've tended to die horrendous deaths without really understanding much about what was happening.
The little viewport on my big screen also makes it quite hard to see what's going on.

I would have liked less bullets and more controls over what was going on. Or as many bullets bu a bigger viewport to evolve in.

It feels quite finished though for a made in 2-3 days game. Good job.

Nook by PoV 2012-05-12T15:37:00

Nice game, it'd desserve more levels.
Worked fine in FF12 on win 7.

CAPSULE [web] by True Valhalla 2012-04-27T03:05:00

Innovative, good work.

Big Space Tiny Man by invaderJim 2012-04-27T02:57:00

It was the funniest game I played so far.
But it had some technical issues loading in FireFox at first.

It's really sad that there's no ending though, or no way to die and that the pressure bar is buggy.

Triskelion by 23 2012-05-08T19:46:00

Reminded me of bomberman indeed.

It's a shame you have to reload the page to restart the application though, this is really tedious.

Doesn't load in FF for me either (which is a shame, FF12 is better for HTML5 gaming, you might want to check Construct2 which produces games that work on all major browsers no matter what).

Nice twist of using the bomberman mechanics there.

LittlePlanetBigRocket by daredevildave 2012-05-12T15:43:00

Nice concept, good puzzle game.
Indeed there's a gap in the difficulty with the introduction of lifeforms, but the overall concept is pretty cool.
Good job.

Out for arrest by Kyatric 2012-05-12T15:14:00

Thank you all for the comments and feedback.

@23: On the machine with FF12 try an update on the graphic card drivers.
FF 3.6 is far too old too handle correctly HTML5 gaming based on WebGL, try an update too.

LD24 — Evolution

Strike of Rage ! by deepnight 2012-08-28T00:47:00

Very cool game, reminding a lot of old street of rage beat them all, with a smoother/more momentum to the controls.

Just showing how to make nice games with a great feel on the web, good job.
I was blocked at round 3 with Miss Pantheora (excuse my spelling, couldn't defeat her and her "sibling"), it was nice playing it though.

Plop by Yann 2012-08-27T02:47:00

Nice game

LD26 — Minimalism

Way Home by unclejunkie 2013-04-29T07:02:00

Great idea and pretty good realisation !

Combattant by Kyatric 2013-04-29T21:28:00

Thanks for the comments.
There are indeed a lot of improvements that can be made (better AI, providing controls for a human player to use the second character, more overall polishing) but I've hit my limit for now ^^

Thank you all for checking it out and commenting :)

Combattant by Kyatric 2013-04-29T21:36:00

@7Soul: The second character hasn't specific graphics and has the same move set as your character.
It's kind of a mirror match-up.

Maybe the description is clumsy indeed. I must admit I'm pretty tired right now and don't have my ideas straight.

LD27 — 10 Seconds

Rabbits farm by Kyatric 2013-08-26T19:25:00

@donan: It's more or less a bug I've noticed, but kind of suits me too, but is a more "advanced strategy" to take into account.
After a while, females can't get pregnant out of males they were born with/at the same time.
So it's your job to keep an "older"/"newer" male that could fertilize them.

Technically it is a bug, but actually it has some "real world" "meaning" to it (genetic issues, brothers/sisters no-reproduction, etc...) ^^
The kind of case where it goes from "it's a bug" to "it's a feature" ^^

Thanks for the comment and rating !

Rabbits farm by Kyatric 2013-08-26T19:46:00

The carrots have 10 portions each (you can put your mouse cursor over each carrot to see how many portions are left) and rabbits only take a bite (one portion) that puts them full life (HP = HPMax) when their HP is inferior to HPMax (ie: 5/6).

After a while and several rabbits in the same enclosure, they go away and fast ^^

Rabbits farm by Kyatric 2013-08-27T12:07:00

Thank you for the nice comments :)

LD28 — You Only Get One

Rick McSlick by xgeovanni 2013-12-17T07:03:00

As a non-QWERTY keyboard user, the controls layout is just awful and makes it so that it is close to not playable.
The only thing I could use would be the arrows and space but it is just not usable on my keyboard (I have to expand my pinkie in a way that is just not suitable for comfortable play).

I can't test properly the game, which is a shame I wish I could have gone to the "green boss" which is said to be cool.

Congratulations on making a game though :)

The Follower by Christina Antoinette Neofotistou 2013-12-22T14:30:00

Great job, as you can see in the comments, there is a difference between players who had played god games before and those who didn't ^^

For the first ones, all the mechanics are there and easy to comprehend, for the others, there is a little bit of time/confusion as to "what do I do ?".

But as most of the comments, I concur that the art/audio/mood is really nice, I commend you on the technical realisation during the jam's period and support you in continuing your effort on the making of that game.
It fits nicely the theme as well, one follower, good idea, good start.

It's more a proof of concept than an actual game at the moment but good job anyway Christina, congratulations ;)

Into the Fortress by PixelMonkey 2013-12-17T22:16:00

Very sweet graphics, one of the nicest game I've seen so far on this LD !
A nice take on the theme gameplay-wise too.
I have to agree with Dooleus though, the time when we are prevented from acting after a "foul" is a bit too long and makes it frustrating.
The speed of the enemies did not annoy me as far as I went it was mostly a matter of getting the timing right.

I got stuck by what appears to me as a bug that prevented me from moving, just after having turned my first red X into a green "go for it".

Otherwise, a little - for the jumping sound that gets pretty irritating after a while.

A very nice entry overall, great job !

Sixteen in One by zatyka 2013-12-17T22:39:00

Very interesting take on the theme.
Nice music and nice level design/mechanics.

I enjoyed the humor in the comments.

Congratulations on making this game it was very interesting to play through (I even managed to complete the last level a bit by luck :P )

You Only Get One You by mutuware 2013-12-17T20:40:00

Good job overall.
I don't know if it is normal but I ended up on a blue screen with nothing else there (no information of any sort, but the music was still playing).

Otherwise and as other comments notified, cool mechanic, interesting puzzles.
At some point, it started to feel like the main "You" has a bit too much momentum, which makes the execution a bigger problem than understanding how to solve the current puzzle.

Other than that, enticing game, very good job ;)

Castle Uno by SecondDimension 2013-12-17T06:25:00

Good job, nice art style.
It was nice playing through the castle ^^

YOGO PATH by cesisco 2013-12-17T22:04:00

I made it to stage 4 (X6) before running out of patience.

On the making itself, it's very neat very polished !
Nice graphics, sweet music and nice audio.

It stroke me as strange though to have a die and retry where you don't get to memorize the path since it's being regenerated every time ^^
I guess that's part of the innovation of this game, but also something that can be pretty frustrating.

Keeping your two characters at a correct distance from one another is pretty strange as well, and contrasts quite a lot with the theme of this LD (you only get one path, yes, but you have to deal with two characters though ^^)

Overall a sweet game, and congratulations on making it to the compo !
That's my personal next challenge, to finally make it in 48 hours ^^

Dumb Treasures by GagaPete 2013-12-17T21:01:00

It's missing at least one element of challenge (maybe one enemy or something like that).

Nevertheless congrats on releasing a game in 8 hours !

Pillage Rush by Jgpicatoste 2013-12-22T01:27:00

Funny, nice graphics, cool SFX/music.
I liked the use of the theme.
Unlike other comments, the intro was perfect for me on first run. I don't know if the option to skip the intro has been added since those comments since any time I "Play again" the intro was skipped and I directly started on the beach.

The game is indeed difficult, (tbh, I only captured 2 on 4 girls and did not really go for other achievements) but it makes an overall very pleasant/funny experience.

It's true also that, at first, the goal(s) is/are a bit confusing, and I understand people frustrated with the lack of a "switch girl" button ^^

After a few runs though it's obvious that there's been quite some thought put into it.


A little "sad note" on the controls, having and AZERTY keyboard, WASD is not the best control layout for me.
Maybe offer an alternative using the arrows and/or ZQSD that would be very nice/easier for me to control the character.

Very great job ! Congratulations !

BUTTERSLIDE by Mnemusyne 2013-12-18T00:33:00

The graphics are pretty cute.
The game mechanic not super original but well exploited.

It was nice seeing the knife coming into play after a few levels.
I was a bit stomped on the "larger" levels, since you don't have the "big picture" of where to go at first and you're kinda force to die.

The music was cute too and fitted well with the mood of the game.

Good job overall and congrats for making a game in 48 hours ! :)

YOGO RocketFist by _Rilem 2013-12-17T22:46:00

Awesome looking graphics, the game mechanics seemed interesting, so did the upgrade part.

Unfortunately, it is one of those WASD game that is just unplayable on an AZERTY keyboard.

Congratulations for making the game, too bad you did not think about the international audience though.
Please put that option in (or use the ESDF layout) I really wish I could play that game a bit more/be able to really test it out.

YOGO RocketFist by _Rilem 2013-12-17T23:50:00

Indeed the fix works, and now I've been able to go further in the game, thanks a lot for that !
I did not get to go back to the shop to upgrade though, I guess I'm missing something.

Anyway thanks for the quick fix, it's indeed a nice and challenging game.
I'm not sure I completely get how the fist work exactly, I guess I'll get back to it later ^^

Weird Egg & Crushing Finger by Mase 2013-12-18T00:19:00

Nice experience :) Very Monthy Python indeed as notified in other comments.
Congratulations on making a game !

Single Dragon: You Owe N. Lee $1 by Tom 7 2013-12-18T00:43:00

Pretty cool beat them up game.
The action is a bit "messy" though. I found myself mashing up the action buttons, without being sure if I was hitting the opponents or not.

Nevertheless cool graphics, nice cinematic/plot, well included in the game.
It was fun going through the compo and jam version.

Congratulations on making such a finished/polished game in 48/72h.

The sidekicks by Ludipe 2013-12-22T01:49:00

I tried it only as and in single player mode.
I guess it's more fun in two players since you have to co-operate and one player can focus on the lower side of the lair/hacking whereas the other will focus on defense.

I like the ideas that Sean Noonan is proposing, to add a bit more challenge/action to the fact of hacking/defending the lair.

The graphics and music are sweet and nice overall ambiance on the game.

Good job and congratulations on making it during the jam !

Final Order by Fervir 2013-12-18T00:26:00

The controls seemed a bit difficult.
Plus the fact that WASD layout on an AZERTY keyboard doesn't make a lot of sense, I couldn't get very far.

It seemed like an enjoyable game with nice fighting mechanics though (the type of game I like).

Congratulations on making a game in 48 hours, and a game that got such nice comments as well.
I'm not rating it to not bring down the notes, considering I haven't really tested it.

TankoKitty by JohnnySix 2013-12-17T22:25:00

Interesting Monthy Python clash between dogs and cats. The "sucking power" was indeed interesting to use once I understood how it worked.

Funny experience ^^
Congrats for making it, even with the time constraints.

Orbit by TwitchSeventeen 2013-12-17T21:27:00

This worked better in Chrome than Firefox, I don't know why, but Firefox did not display the text.

I do agree that a counter on the number of tanks we have collected would have been a plus.

Congratulation on making a game in the time constraint of the LD ;)

Orbit by TwitchSeventeen 2013-12-18T01:15:00

Just to notify, the text display is either a C2 bug, either a FF bug on Win7, not something related to the coding of this game itself.

Incomplete by Erkberg 2013-12-22T11:42:00

It was a cool puzzle game,.
I liked the graphic and story (especially the take on the theme), it was unexpected and funny.

Contrary to some of the other comments, I found the riddle quite logical and not especially difficult, but I was raised on 90's point 'n click which really made you go for crazy combinations.

The music is a bit repetitive indeed a bit more variety, or a longer loop, would have been enjoyable.

Nice realisation overall, great effort, and congratulations on completing a game in 72hours !

G by Sean Noonan 2013-12-17T07:13:00

Pretty slick and well polished.
A great showing of the K.I.S.S. moto.

At first when I heard the music I thought it was the lambada, it took me back to the 90's for a few seconds ^^

Great job overall !

Senor Cuadrito 2: You only get one Glitch by alesys 2013-12-27T14:22:00

Nice intro and indeed, graphics and music/audio do the job of providing a nice ambiance.

I'm wondering though if it is possible to finish/beat the game.
It seems, whatever I do (collecting or not collecting the coins) I can't escape the glitch and a moment will happen where I will be forced to run into it, without any way of dodging it whatsoever.
It gives an unpleasant feeling of "what's the point?" or maybe I missed something.

Very good job on the general ambiance though that makes it pretty coherent and a nice humorous start/scenario to begin with.

One regret on the fact that I can't skip the start dialogue in game after retry.

30 Seconds of Night by barleyarley 2013-12-17T21:41:00

Interesting gameplay idea and nice mood indeed.
I'm a bit sad that I died after 6 nights, because I got stuck in a wall I just placed.

The text wasn't displaying correctly in FireFox, the game worked as intended (I believe) in Chrome.

Good work for a first submission !
Congrats on completing this game during the LD.

Pixelfall by redhotvengeance 2013-12-17T06:49:00

Well, when I tried the game, there wasn't anyone else, so apparently one of the "funniest" aspect was missing.

As a "solo" game, the mechanics are missing a true challenge. The time spent when hitting a wrong platform is too long and cuts the "free falling" feeling.

The music and audio is pretty annoying and it's sad there's not a switch to cut it off.

Despite my critics, I reckon the technical aspect and congratulates you for doing a client/server game during the week-end.

The One Fork Restaurant by drludos 2013-12-27T14:02:00

Very nice entry.
It's very simple, yet super effective, perfectly in the theme, well done on the audio/graphic level, and damn "hard"/addicting gameplay.

My customers started to have "bigger bowls" apparently (going from 5 forkful to 6/7) quite soon to my taste, I would have liked a bit more progression before it happened (or maybe I started switching fork too soon before they ate it ?, not sure though, I let some customers finish their bowl just to make sure and they were definitely eating for longer than the very first ones).

Nice mood/humor though, even if, as stated in other comments, I wouldn't go to a restaurant with a single fork ^^

Well made and nice to play, all in 48 hours, congratulations !

You Only Get One Ludum Dare 28 by Ako 2013-12-17T21:13:00

Congratulations indeed.
Nice art style and nice "motivation" speech.

As you said, the most important is to finish and release something and you did it, all kudos to you !

One way out by lennaert 2013-12-24T04:03:00

Nice graphics and sound effects that made the mood work.

On the design aspect though, one single life is just crazy.
The player is thrown into a level he doesn't know with almost nothing then a little candle, barely knowing the controls and hardly seeing around its character.

Death is unavoidable in those circumstances.
And it comes quick, and the fact of starting the game again and die directly without any kind of feedback (other than the one in the description on this page, but I shouldn't have had to read this here to be able to understand what was happening; I should have been notified some way in the game, BEFORE getting killed).
I thought it was a bug (added to the fact that the ghost's sprite does not flip).

It's a nice idea/mechanic on an intellectual level, but to play, it's not fun.
It sounds like you've dedicated a massive amount of work into something that was designed to not let the player take advantage of it anyway.

Probably the project was too ambitious, despite being a "big team".

Congratulations, though, on delivering the project you set on delivering in the jam time and especially considering all the obstacles you've had to go through (as read on C2 forum) !
I hope next time you guys will set to focus on making a game that is as attractive for the players as for its makers, and this will be a great game ;)

One way out by lennaert 2013-12-24T04:39:00

My previous comment may sound a bit harsh so I've developed it a bit further on C2 forum : http://www.scirra.com/forum/forum_posts.asp?TID=82657&PID=485364&title=anyone-up-for-ludum-dare#485364

The TORPEDO by windwalkerranger 2013-12-22T02:05:00

Congratulations for your first LD.

Even though I understand the concept, I'm really missing a sort of simulation to make it easier to calculate the angles and times needed to program correctly the torpedo.

I only went as far as "Hiding in heaven", it's a bit quick to introduce new mechanics (the moving boats) as soon as the second level ^^

At some point, the TPC was also in the way because my boat spawned on the right side of the map, and I was forced to be "blind" to its position in order to program.

It's a nice idea and a good technical realisation in such a short time, it's not "that" user friendly though.

Nevertheless it's really impressive to be able to produce and release such a complex idea during a short game jam. I agree, C2 makes it easier, but pulling up a "program system" on your first jam, it's not an easy task.
So all kudos to you on this !

One Bullet by bttf 2013-12-27T14:12:00

I'm not a big fan of the music.
The tone is appropriate to the rest of the humorous content of the situations/game, but the "midi" like quality of it made it pretty annoying, quite fast.

I must admit that I wouldn't have found the solution without looking first at the comments ^^

General humor of this small interactive story is pretty nice and works pretty nicely overall.

Good job and congratulations making a game during the 48h of the compo !

Scrap Wheel Robot by ainokaisa 2013-12-17T21:52:00

I did not make it past the tutorial ^^

The idea is good, but the controls are...
I don't know, I like physics game in general, but this one is pretty hard. It is strange how the balance works.

There is a nice mood, graphics look nice, I guess the difficulty is not well balanced.
Or maybe, instead of a one shot death, have an health bar, or something to allow the player to "fail" without getting frustrated too quick.

Congratulations on releasing a game nevertheless, I wish I could have gone further into it.

The most beautiful day of her life by Kyatric 2013-12-17T21:07:00

@Sean Noonan: Thanks mate ;)
@sanojian: Thank you a lot !
@xgeovanni: I wondered about it as well. As you may see in other comments though, despite the efficiency factor, the slap feels satisfying and people have fun using it.
Also, I introduced the bag later because I wanted to progressively introduce the player to new mechanics as he was going by.
It's probably a balance mistake on my part of having the bag "overpowered" or maybe not stunning you long enough to have a true situational "advantage" of using the slap rather than the bag. Thank you for commenting and playing.
@mutuware: Boom ;)
@GagaPete: Thank you and yes indeed :)
@SecondDimension: Thanks. Originally the mother-in-law is supposed to throw a small dog (a sort of chihuahua) but the graphic is not very detailed.
I guess it's up to the player to see what he wants there :)

Thank you a lot for playing and commenting.

The most beautiful day of her life by Kyatric 2013-12-17T23:15:00

@ako: It is indeed my pitched up voice and yes the game is deliberately "juvenile", it's just a humorous game that plays on stereotypes and clichés.
@Mase @robhor @Fervir : Thanks ^^
@JaymeeMak: To get past the cars, jump over them as displayed in the third screenshot. You need to anticipate them a bit though.
@Magdev: I'll take this comment with humor ^^
Nevertheless, if it is really what you felt, I'd love to hear more about the aspects that brought you to this conclusion.
@Mnemusyne: Indeed this game plays on the worst stereotypes and clichés (the bimbos, the mother in law).
Believe it or not though, most of those ideas come from a lady friend of mine who was having a blast play-testing it.

It is absolutely not meant to be taken seriously and even though we're dealing with some of those stereotypes, the main character is still (imo) an empowered woman who gets out of a bad predicament on her own strength and will.
It is meant as a cartoonish snack game that you play for a few minutes and then move on.

Nevertheless, if you want to take the discussion further I would love to hear about it.

The most beautiful day of her life by Kyatric 2013-12-19T05:54:00

@JohnnySix
@windwalkerranger
@zatyka

Thank you a lot :)
Glad you enjoyed the game !

The most beautiful day of her life by Kyatric 2013-12-20T00:54:00

@cecisco [SPOILER ALERT]





she does ^^[/SPOILER ALERT]

The most beautiful day of her life by Kyatric 2013-12-22T02:38:00

@cecisco: I guess I'll post a video of full gameplay at some point at worst :)

@Jpgicatoste: Thank you for the kind words. As mentioned above, most of the ideas come from discussions with a lady-friend of mine. I told her about the LD theme, and we just went on discussing and having fun around the theme.
It ended on "You only get one chance to marry the one you love", using slaps and purses blows on bimbos to get to it ^^
The assets are just what felt funny/appropriate to a "cartoony" game (in the measure of what I could do).
I focused on efficiency (making a game) and making it as fun/delirious as possible.

The most beautiful day of her life by Kyatric 2013-12-22T15:05:00

You're welcome @occash, thanks for the kind words glad you enjoyed.

The most beautiful day of her life by Kyatric 2013-12-24T02:10:00

@Christina: thank you for the nice developed critic :)
I pondered having a super move in the game, on the power level, the "regular" C attack ended up being it indeed.
I guess, as stated in a previous comment, that the attack is too over-powered and doesn't "freeze" you enough to really give a risk/reward strategy to its use.
The only "measure" in the game is time.
If there had been a lifebar/HP for the character, I guess it would have made sense/would have been expected, as you mention, that some life gets drained like in Street of Rage 2.

For the stereotypical sexism, I regret more and more I wasn't able to make a really good parody/caricature, so big, so cartoony, that it would have been obvious that it was a parody and making fun of those stereotypes and that no one would have been annoyed with it.

The most beautiful day of her life by Kyatric 2013-12-27T13:24:00

Valid point @drludos, thank you for the comment and the suggestion.

It is true that this point is a bit blurry.

The most beautiful day of her life by Kyatric 2013-12-27T14:05:00

@postmodestie: Thank you for the comment :)
I'm not a graphic artist, but did my best to have understandable graphics that did not look too bad and it ended pretty cartoony/trashy :)

The most beautiful day of her life by Kyatric 2013-12-28T13:18:00

Thanks you @OnlySlightly for playing, enjoying and commenting.

The most beautiful day of her life by Kyatric 2014-01-07T03:58:00

@kevinmylo: And what is it that you would have been throwing ?

Le Artilleur by sanojian 2013-12-17T20:20:00

As others said, a nice take on "older" mechanics.
Interesting to play through even if indeed a bit repetitive.

Congratulations nevertheless.

Oh and I don't know if you care but in French you would say "L'artilleur" ^^

LD29 — Beneath the Surface

ScubaBear by _Rilem 2014-04-29T05:25:00

Very nice production quality (as often with your game), nice graphics music and audio. I like the changing music when you go deeper/go back to surface.

I too add an issue where a chest just gave me nothing so I end up with one slot missing when I've got all the rest of the treasure, it is a bit frustrating ^^

The game directly crashed for me when trying it in FireFox, but it is because of the gamepad API.
Nevertheless, it works good in Chrome.

Congrats to you and your team for this nice game made in a week end and submitted in the jam !

ScubaBear by _Rilem 2014-04-29T14:42:00

Note, with FireFox 29 everything works just fine (controller, music, gameplay all good), and thanks for the fixing the issue with "the last chest", I was able to see the end that way.
Again, congrats on a game well done !

Surf Camp: The Legend of the Surf Ace by GertJohnny 2014-05-09T17:53:00

Very nice game.
Reminded me of some of the first surf games in 3D, despite the side-scrolling/2D aspect of it.

he curves are very nice, the smoothness/speed impression is there as well.

I've been a bit bumped with the rock-paper-scissor aspect of things, you could vary a bit the "out-of-water" challenges I think, that would make the game even more enjoyable.

Also, the "twist" about using a wrench to make your way to the top, that's kind of opposite to surf's philosophy, nevertheless fun.
The Surf Ace is a cheater though, in the way he dodges, needs several wrench hits before getting slammed.

Anyway, a fun nice game, good job, and congratulations on the jam entry.

Damned Scouts! by Lama 2014-04-29T06:46:00

Funny one.
Nice graphics/audio and gameplay.

The theme is a bit of a pretext here, but the general humor makes up for that.

It's a bit strange though that even when I possessed the last scout there were still sings.
Nevertheless a nice cute funny game.

Congrats on making a game during a week-end and submitting it.

Project Tethys by vilya 2014-05-09T16:43:00

Nice music, I disliked the enemy bombs sounds though, a bit overwhelming over time.

I also do agree that a bit more challenge/difficulty would be welcome and reinforce the interest of the game.

Very nice light effects on the base when the projectiles move over it.

Congratulations on making a game in 48 hours and submitting it to the compo.

Lim by Rabbits... 2014-05-09T17:57:00

Link seems down indeed.

bts by hampa 2014-04-30T00:56:00

I liked the music, I'm surprised with your interpretation of the theme though.
To me, it doesn't really fit.
But the minimalistic realisation and gameplay is enjoyable.
Good work !

Get Beneath The Surface by rujo 2014-04-29T23:13:00

I would have enjoyed too to be able to restart from the level where I failed instead of "from the start".
Interesting take on the theme, I feel the "ceiling" is coming down a bit too fast but otherwise it makes for a funny efficient nice little game.
I haven't played it for very long, but I suspect the music can get very repetitive pretty quick. An improvement to add would probably be to add a switch, allowing to turn it off.

Congratulations for making a game in 48 hours and submitting it to the compo !

Acceptance by zatyka 2014-04-30T01:01:00

It's true that it is a bit heavy and at the same time, an interesting experience.

Not much to say about it, it just does the proper job it was set to do in the short amount of time it was made.

So, congrats on making a submission for the compo ;)

Kitsuni by SecondDimension 2014-04-29T03:36:00

It is a very neat game. The ambiance works very well, I liked that the owl allowed to "help" in giving tricks that was a nice way to involve it in the concept.

The music/audio is delightful and works very well for the soothing/nordic ambiance, the graphics have a nice style.
One notice though on the birds. Until I got to the puzzle where they are needed, I hadn't understood they were birds, I thought they were some sort of crystal I'd probably need later.

The controls work pretty good.
It's maybe a bit tedious to have to go back each time you get a new gem, even if, due to the small scope of the game, I never reach a point where it was outrageous either.

SPOILER:
you've been warned there's a spoiler ahead.

I was a bit disappointed in the end though. Because, to me, the moral is "to beat the game, don't play the game".
I think it doesn't fit to the rest of the adventure.

Nevertheless a good job on all the team, and congrats for making a great submission to the jam !

Dungeon Trap by Thijsku 2014-04-29T22:39:00

I found the game very cluttered/confusing.
I played with the gamepad on FireFox 29.

I encountered some cells that couldn't be plowed act as "invisible wall" which made the setting even more confusing at first.

Turrets did not have predictive aim, which allowed some enemies to get
by when I was expecting the turrets to take them down. Also, unlike me, walking creatures could move over turrets. Pretty unfair.

Moreover, it felt like the further I went from my "home", the more, stronger and faster enemies spawned.
This wasn't really fun since I was struggling with resource collecting.

Building walls and doors did not strike me as a valid strategy to go for since they could be broken down so easily by the enemies making a poor shelter. Bombs are useless, making all the platinium wasting space.
The most needed resource was the rock, and this was the resource that was the less available in the end.

I found the music enjoyable and nice at first, but very repetitive almost aggressive in the end and I would have enjoyed a way to switch it off.

It strikes me as a nice concept, but poorly balanced making the game far more tedious than it could/should be.

I try to be honest in my critic, I hope it doesn't come too harsh, but that's what I felt about your game.
I tried to conquer it, did several tries spend about an hour on it (which is more than most of the games I try for a LD).
There's some good in it that already been written in the comments, here are the negative points in my opinion.

Nevertheless congrats on making a game in 48h and submitting it to the compo !

Dungeon Trap by Thijsku 2014-04-30T00:39:00

It is indeed a nice base to work upon.
As often in game jams (at least in my experience and with using C2) we want to put too much into the game, too much features, too much scope, etc...
This results in failure to have a decent playtest/balancing in the limited time of the jam.
As you've noticed, I'm also struggling with that myself ^^
I sometimes think it's partially due to C2 since, it makes it so easy to make prototypes/games.
It can quickly bites you back though :)

Nevertheless, completion (submission of the entry) and constructive comments are always a victory imo. Again, congrats on your entry and the experience gained.
Thank you for your comment on my game as well, much appreciated.

Rosa Neurosa by Wertle 2014-04-29T04:47:00

Interesting take on the theme.

The platformer/drilling part isn't really satisfying in my opinion. At first, I thought the light bulbs were the memories I was supposed to interact with.
That's only after having discovered one in the tiles that I understood I was supposed to avoid the light bulbs and randomly dig in the surface.

This ended up that the very first item I saw, I made a story with.

On the first play, I was tempted to not write true sentences because I found it kind of boring.

Though when put together at the end it made for a silly story that made me laugh. (I prefer not to share it, it's pretty silly/not nice)

So, to me, perhaps you could cut out the drilling part, or change it with something less random and without "psychopath lighting bulbs" that would be more efficient to bring the fun of the ending.

Nevertheless, good graphics and sounds, I liked the doctor's blabbering sound. And once again, interesting take on the theme and nice effort of adding psychology in the mix.
It's not fully a success yet imo, but it's a nice first step.

Congratulations on making a game in a week-end and submitting it !

Shelter by TwitchSeventeen 2014-04-28T07:35:00

Interesting idea, fitting to the theme.
I found a bit tedious to have so many clicks to do.
It would have been nice to be able to select areas/groups of cells and assign a "function" to them.
Also it would have been nice to have a counter as we were going, letting us know how much resources were in, according to the current number of dorms we had made.

This way, the mechanics would have relied on space management rather than space management AND mental maths at the same time, which is overbearing to the player.
Especially since there is a limited time as well.

The map is maybe a bit too big, also there should be a way to hit the "I'm done" button. Let's say I build resources only for four people, I don't need the 365 days/counter to go all the way down :D

Nevertheless, good job, it's worth working on this concept and polishing it.
Congrats on making a game in 48 hours.

All is one by Erkberg 2014-04-29T23:53:00

It feels like you were preparing for an other theme (everything is connected) and managed nonetheless to tie the actual theme in :)

Interesting adventure/story. I liked the humor in the "comments" of the sticks and bushes.

Congratulation on making a game in 48 hours and submitting it to the compo !

Baking Simulator: 2014 by Sam Oates Games 2014-05-09T16:57:00

Good job, I'm not baked, but I managed to bake a cake :)
Feels a lot like the "hyper simulators" of the like of surgeon simulator, obviously. So it suffers from the same "drawbacks" which is, for example, a heavy control scheme, that is part of the challenge.

Nevertheless a fun experience, and a great prototype that would probably gain from providing other types of cakes to bake/challenges like a time limit, a waiting customer, or something of the like.

Good job doing this in 48 hours nonetheless !

The Sadness of Rocky Barbato by PaperBlurt 2014-05-09T19:06:00

Unexpected and well written.
An interesting interactive story.

Good job on making it and submitting to the compo !

Crabathon by colludium 2014-04-28T07:56:00

The concept is a bit confusing.
"Find a throwing star(fish)", I'd rather have been given it right away to defend myself.

Also, even though I'll be in the shade of a platform, I'm still getting "sunburn" ?
I think there is a confusing representation of what's dangerous and what's not.
The map seems pretty big, nevertheless, I don't really get the time or enjoyment to explore it.

The graphics and audio are really nice and work pretty well.

Good job overall making a LD game and releasing it.

Crabathon by colludium 2014-04-29T01:22:00

Or maybe randomize its position each run, but put it visible on the map, this way the player can have a goal right from the start.

Mermaid Scientist Massacre by pancakecity 2014-05-09T18:48:00

It was a bit bothersome to have to "replay" the intro each time I was starting again, even though it's "paint" style was working pretty well.
Cute pixel graphics in game.

I managed to escape on the fourth attempt though, so that's good :)

Good job on making a game and submitting it to the jam.

Drill Delivery by 7Soul 2014-04-29T01:33:00

To be honest I was a bit disappointed with this entry.
This is mostly due to me knowing your previous works as well as having seen the ideas you gave on twitter before the theme release.
I enjoyed a lot the idea of "you're a monster under a city and destroy it by your shakes". I'm a bit disappointed you did not go that route.
Also, isn't this game/concept a remake of an older NES game that's pretty much the same ?

I've had crashes trying to play your game in FireFox, but that's due to the gamepad API/plugin having issues there. Something to rely to Ashley or maybe even mozilla.

I've also encountered the "endlessly diving out of the play area without scoring" as well as the "stuck on upgrade icons".

Now for the good points, your art is gorgeous as usual, the global HUD as well.
And from twitter I've seen it happens to work as well on mobile, so that's a great feature as well.
It works very smooth and the controls respond as you'd expect them to.

Good job making a game during a week-end and submitting it to the jam.

Drill Delivery by 7Soul 2014-04-29T14:19:00

Note: with FireFox 29 the game is now playable without issue and the gamepad works as intended.

Had a second playthrough. It's still strange to be able to go "out of bounds" on the left or right side of the playing area.
Nevertheless, I enjoyed it more than my first try, had a better control and did not got stuck on update this time.

Daisy's dog is dead by alvarop 2014-04-28T07:48:00

Good job, interesting concept.
It's a bit frustrating to have to rush at the start of levels to see what the post-it are.
It's also frustrating at times how the drag/drop operates (you need to drop a post-it for it to really "take effect" in the world.

Otherwise, great work on the graphics and general mood.

And congrats on making a LD game.

Search Beneath the Surface by halfmage 2014-04-30T19:50:00

Nice graphics.
I also found that the scrolling was a bit too "tight", there are ways to make the scrolling "smoother" with C2, so that it follows the character with a slighter delay which causes less "motion sickness".

I managed to find all the modules on my first attempt :D

Good job, congratulations on making a game in 48 hours and submitting it to the compo !

The Creature Beneath by Otrora Games 2014-04-29T22:55:00

Like most of the other comments, the spike got me too in the eel room and after reading the comment posted on gamejolt, I was able to figure out what was happening.
It's not so much that starting from the start again is challenging or not, it's especially that the spikes hadn't striked me as dangerous. So in the eel room, my first reaction was to believe the eel just bite me as soon as I enter, which seemed utterly unfair.
It had of course nothing to see with it, but that was the impression the fact of dying without "further notice" in that room gave.

Cute art style/audio, quick to finish game, nice mood, good job.
Congratulation on making a game in 48h and submitting it to the compo !

Theres's a Twist by Lucio 2014-04-28T07:08:00

Indeed, confusing.
Maybe there is also too high a difficulty curve. I got stuck on the second level, frustrated.

The twist is not really satisfying, the movement of the spider/thingy a bit too rigid.

Nice effort though and congrats on making a LD game.

Under the bed by Kyatric 2014-04-29T01:22:00

Thank you for the feedback.
Discussing with a friend who also tested the game after submission, an idea to keep the pace "better" would be to add already lighten areas where the player could go at his own pace without caring about the candle.
That could, I guess create areas of relief and make you dive back into the darkness after a while.

Thanks a lot for the feedback !

Under the bed by Kyatric 2014-04-30T00:22:00

I guess there is something to work with this game/prototype, the ambiance is there, the boarding phase of the game does the job, but it needs proper tweaking afterwards to keep the interest.

Thank you very much everyone for the comments and feedback, I greatly appreciate it !

Under the bed by Kyatric 2014-05-14T21:58:00

Thank you again everyone for playing and leaving feedback !

Zits! by davidwparker 2014-05-09T18:00:00

Funny but difficult, it's indeed missing a lot.
Nevertheless, it's an interesting/funny take on the theme.

Congratulations nonetheless for making this game in far under 48 hours and submitting it to the compo !

LD30 — Connected Worlds

Chaos Heart by YMM 2014-09-15T16:00:00

I must admit, the game's assets are very polished, but on the other hand, I really don't understand what is the point/goal of that game.

The WASD keyboard control is painful as usual on my AZERTY keyboard, so that always makes the games far less enjoyable than they should be.

There's indeed a lot of chaos going on, and I don't really understand what is the point. I also don't really see the connection to the theme.

There's a great production value on this jam entry, but the actual heart/core of the design appears as quite mysterious to me.

A Step Away by PixelMonkey 2014-09-01T23:02:00

Nice "Guacamelee" like "two-worlds" mechanic.
A bit hard to handle at first, but soon enough it does the job.

I managed to find the ending chest thanks to a comment.

Overall a nice little compo game, congratulations on a cool entry !

Warp Paint by zatyka 2014-08-28T17:14:00

Good job.
At first, I thought I was going to have troubles completing the game, that the controls were a bit too hard on the cognitive charge, but each level being carefully balanced and teaching you and helping you master the way the game is to be played I made it through.

And it was a very pleasant experience. The music is nice in the background, the puzzle getting "harder and harder", the levels are connected into a single world, and elements from a past level WILL be to be used in the next.

It's overall clever and brilliantly produced.

Great job ! Especially in the timelimit of the compo !!!
Probably my favorite entry I've played so far.

Huge congratulations Zach !

Connected To Hell by mutuware 2014-08-28T16:18:00

I was interested by the "9 circles of Hell" reference, even though I don't understand exactly how it is linked to the theme.

Was it through the layering of the music ?
Unlike others, even though I reckon the idea of layering the music according to the level/circle pretty cool, I did not enjoy this one like I had did in last year's jam winner Scubbabear for example.
I did not like specifically the music for this game as on a lot of levels it is very detuned in a physically hurting way ("false notes" do that to me yes). I understand/guess that it is to "put in a hellish mood" or something like that, but it just doesn't cut it for me.

The graphics could have been a bit more worked indeed.

It pains me, I feel like I did not understand that game and there's something I'm missing, but I can't seem to find what.

Nevertheless good job on making a game during the jam, especially while testing out a new feature (Spriter) that is ballsy !

Rift Knight by SecondDimension 2014-09-02T02:05:00

Controlling this character is pretty cool/badass.
The gamepad appears to be mapped differently in FF than in Chrome it seems (might be worth a report on Scirra's forums).

The animations/controls are cool, the music/sfx pretty sweet.
I enjoyed the "ninja-sque" moves/feel of the character.

It could make a nice action game, removing the rift/two worlds part that I did not enjoyed that much. It's OK for the theme of the jam, but to me the fun really sits in the movements possibilities/feel, not the "two world switching mechanic".
Jumps and dashes are really good and worth pursuing further.

Overall nicely polished.
Congratulations on making a nice game like that during the jam.

CyberSwap by _Rilem 2014-08-26T02:52:00

Despite not being finished, that's a pretty good job !
The only bug I encountered is the disappearance of the action cursor in combat. Nevertheless I was only attacking, so it did not matter and I was able to fight and beat every encounters no matter what. Even the "boss" of the mining facility.

I've loved the winning music, it pumps you so much and wants you to win another fight just to hear it and have it going as long as possible.

I've enjoyed the humour in the dialog (Who's playing scubbabear ? :)

It feels like a nice basis that would deserve to be pushed a bit further.

On the "issues" side, sometime the character gets stuck against a barrel when/where I feel it should be able to go through. Not a big issue, but a little rough on the edges.
The walk speed is perhaps a bit too low as well, or the camera gives this impression.

Overall great team work nonetheless, gorgeous art (as always) and a cool proof of concept nonetheless.

Congratulations !

Literally Connected Worlds by geometrix 2014-09-01T22:45:00

Playing the game without reading the comment/description first, to see how the "first handling" goes, I must admit that I ended up confuse by the connecting mechanic.
Not in the connecting sense itself, but in how/why it appeared certain planet were connecting and how other weren't.
Reading the description afterwards, I got to see that there is also a "pairing" system. Nevertheless, this is not represented ingame for the player to learn by herself.

Other than that, the game feels like it "could not have an end". I must admit that I stopped playing before reaching the outer perimeter. It makes some sense in the mechanic, even though this perimeter could grow from close to the sun and "gain" diameter at each connecting planet/level of connection, allowing to build/expanding a structure in a meaningful way for the player.

Otherwise cool mechanics, nothing too original but nicely executed.

Congratulations in making a game and especially at your first attempt at LD !

Constellations by Inateno 2014-08-28T16:29:00

Took me a bit of time to figure exactly how to play, I hadn't noticed the "sequence" at first.
It's overall a nice idea, fits in the theme.

I would have enjoyed if the layout of stars would change at each new sequence/pattern. That would add a bit of a challenge and have the time reset or go up a bit as well as reward.

It's also missing a background music, even though you are then allowing players to chose the one they see fit the best :)

Overall a nice puzzle game though and congratulations to have made it in the time of the compo.

Ultra Realistic Social Network Simulator by Ludipe 2014-08-26T19:01:00

As mentioned in the other comments, funny, but not really a game, still a nice idea and take on the theme.

Good job on entering the compo ;)

Space Clash by donan 2014-09-02T01:18:00

Nice entry. The pace of the game in relation to the controls are a bit to low/slow though.
The general ambiance is pretty nicely rendering, cool music, nice graphics, but the yellow barriers are especially tedious. They aren't difficult as per say, but they are solid far longer than they are "passable" and it makes it so that most of the gameplay is spent waiting that the barier's state is good enough.

I must admit that I "rage quitted" at the first green barrier level, the one with the horizontal yellow barrier because I felt three unfair (to me) deaths because I can't control the "down" direction and the switching time of the barriers were enough.

Otherwise nice game and congratulations on making a game during the compo !

Afterlife Dance Party by Wertle 2014-08-27T17:17:00

The control scheme/feel was a bit rough. Indeed the "sticky" animation bug (even without spamming though :( ) added to the inversion and yet link between the two characters was a bit difficult to apprehend.

Nonetheless, the general cute look of the assets, the indeed bouncy music and the faces expressions while dancing gave a great tone/humor to that game.

The mini story ("Dancing with the devil" was kind of missing some moonlight though ^^) with the boss man and the "when the cat's away, the mice will play" attitude gave great humor and an overall enjoyable experience.

Good job !

1989 to 2014 by McFunkypants 2014-08-26T01:24:00

Full five stars, because why not.
Good job, nice explanations and nice take on the theme ;)

Keep up the good life Christer ;)

Crack The Market by colludium 2014-09-01T23:48:00

Well you sir have cheated :D
It's a compo entry, and though it contains assets (graphics and music) that you haven't done yourself. I feel I must downvote on those aspect in regards to other entries that even if they are less nice looking/sounding, at least, were made within the time of the compo, according to those rules.

DrugWars game/mechanics are funny. Adding the (slow) spaceship "transport" to it between planets... was kind of a good idea, but it did slow down the gameplay and made the pass from a spot to another quite tedious.
Apparently shooting the (numerous) cops did not have any kind of repercussion in the game (I saw no other waves of more aggressive cops chasing me down).

The interface in the merchandise transaction screen was a bit cluttered, and the fact that suddenly I had to use the mouse (compared to the ship being controlled with the keyboard) made it feel disconnected (or the ship felt disconnected, either).
I also felt like there were too many merchandises to remember, and I would have loved less of them, but more informations like what were the prices I had bought the merchandises at, or at least the average price for each of the merchandise I have in stock.

I would have enjoyed as well that the text field/number gives me the current total amount I was going to buy/sell (10 Y at 3.50 each => 35 $).
I would have enjoyed that the field let me know I was going over the amount available.
I would have enjoyed that the map stayed up or opens itself again when leaving the trade screen.

Overall it's mostly interface issues that would have made the gameplay smoother.

The galaxy is possibly a bit too expanded for the game to be really enjoyable as it could/should, but otherwise the idea to expand on DrugWars works and could be taken further in a more coherent way.

I understand how this project got you stressed, the scope is possibly a bit too big for a compo/jam, you possibly tried to tie too much stuff inside instead of focusing on a specific mechanic and polish it.

I hope you understand my critic is intended as constructive and not to shoot the game down for the sake of critic.

Congratulations on releasing a game during the compo time !

Crack The Market by colludium 2014-09-02T00:59:00

Just an edit, apparently I was wrong on the graphics, they were made from derivative work during the compo.
My bad on that one, I thought I had recognized some other graphics. Graphic note changed :)

Groups of Seven by 7Soul 2014-09-02T01:51:00

Nice graphics. I'm a bit disappointed as you can actually eat dandelions (yes in salad and it tastes pretty good) ^^

The music was a bit cock-and-bull which is also disappointing in regards to the nice polish of the rest of the game.

It maybe lacks a bit of feedback while connecting/drag drop the item to a world.

Nevertheless congratulations on making a game in the compo !

Through the Mirror by cleitoneldorn 2014-09-02T01:41:00

Nice mood. The music was very soothing.

The first screen with the game title/tutorial works well and nice.

Later on, the challenges you provide gets harder and harder and there is a heavy cognitive charge to them. The player has to handle two "universes" at once in a very challenging/puzzling control scheme.

I disliked that some of the jumps were so "pixel perfect" due to bumping into a scenery block.

But overall a nice game, well made. Congratulation on your entry in the compo.

WARBLE WORLDS by pjimmy 2014-09-01T22:30:00

I can't rate this game, I think it is buggy, or something.
At start I'm in a sort of closed room with a blue circle.

I can move around with the "lag" of the inputs other comments already noted. But pressing "A" or "S" just does nothing (Actually 'S' makes the character face me, but otherwise it just stays where it is) and I can't seem to get out of the room.

Tested in Firefox and Chrome on windows 7.

I'm sorry I feel like I can't play the game as it is intended.

To answer your question about engine/frameworks, you can try out Construct 2's free version.

Let me know if I'm missing something so I can play and rate with a fair playthrough.

Connected Worlds by SeriouslyCrunchy 2014-08-30T05:57:00

Nice take on the theme.
Perhaps it was a bit too ambitious (considering the extra restrained amount of time you had) to put so many mini-games together and having less would have allowed you to polish them a bit more.

Congratulations nonetheless on making a game during this week-end !

Waterfly Octus by gillenew 2014-09-02T01:31:00

Nice graphics, aquatic controls are a bit weird even if it makes sense, the momentum under water is tricky to handle.

The music was too repetitive, too fast, too loud and was quickly annoying. Adding frustration over the unfair death count.

I did not take the time to make it past the first level because of unfair hitboxes of enemies which pattern it is impossible to know before having died several times on.

Not my kind of level design it feels too unfair.

Congratulations nonetheless on making a game during the compo.

My sweet garden by Kyatric 2014-08-28T17:31:00

@Squidtank, @mramaizng : The theme is diluted across the whole game.

First, as it happens, any games are connected world. The player does an action on the game world, in return the game world challenges the player in his mind, so in our world, "reality".

Moreover in the game, the garden depends on the available tools/seeds/decoration from the shop as well as the choices of the player.

Finally, there is connexion through the social feature at the end indeed.

I wanted to make a game and the theme did not inspired me that much.

@all: thanks for the comments and feedback.

My sweet garden by Kyatric 2014-08-28T17:32:00

any games are connected worlds*

Simple Realms by mramaizng 2014-08-28T16:47:00

Too bad the controls (WASD) doesn't take into account the international keyboards/users.

I arrived once at the Bear boss, but frustrated because I couldn't control properly my character I rage quitted.

I haven't seen it, but I guess from the other comments, that once a boss is beaten, you're taken to another "world" with a similar layout but possibly stronger mobs.

Music's volume was a bit low as well, it changes from entries where a "bad" music will roar at your ears.

Congratulations on making a game during the jam.

Converged by gnx 2014-08-28T16:08:00

The convergence idea is pretty good, but imo, badly conveyed especially when the player dies. It doesn't really makes sense why we are stuck in the loop, and starting over with 3 shells and 0 scientist killed. It's lacking a bit of story line/message to tie it up with the rest.

The music is cool, but becomes annoying quite quickly I think.

But it is a nice effort overall, a cool story/idea and congratulations on making a game !

LD31 — Entire Game on One Screen

The Reaping by zatyka 2014-12-22T06:38:00

Very nicely made, very nice scenario, very nice replay value.

I had to check the walkthrough to get to the "proper" endings, even though I had gone past the wall but did not get to pull the priest from the altar ^^

Good feel/mood overall.

Good job making this game in 48 hours !

Snowman's Quest by dekart 2014-12-22T04:59:00

Cool graphics, sounds are OK but fit their role of warnings once the the player grasps the concept.
At first I thought the carrots were not enough noticeable, and in the first moment of play, you are not sure what exactly to do in the game.
The carrots disappear pretty quickly and are sometimes hidden by the trees.

From the moment you start to pay attention to their spawning sound, it becomes easier to go and fetch them right away.

Good job making a game in 48 hours.

Alpha Circuit by SecondDimension 2014-12-22T06:14:00

Nice graphics and music, but other than that, I got bored pretty quickly.
Stealth games aren't really my cup of tea for sure.
I found it pretty irritating that once being spotted, I couldn't zap the enemies.

Also, there was a big issue in the tutorial asking to press the "A" key which never worked, and instead I had to use the Space key.
It was pretty confusing, even though the rest of the tutorial presented the rest of the mechanics/gameplay but in an unclear manner contrary to what was expected.

Good polish and ambiance though.
Good job on making this game in 72 hours.

Guambo by ramonparaiba 2014-12-22T05:17:00

Good concept, nicely done.
I had troubles on the level introducing the barrels, because I wasn't sure why I was dying at first since I was focused on the other end of the screen.

Putting some explanation as to what happened on death would have probably helped catch on quicker.

Sound would have added to the mood of the game.

Good job making this game in 48 hours.

The Greenening by Erkberg 2014-12-22T05:44:00

Very nice concept and production !
The music/sound was soothing and worked with the overall mechanic.

I've also clicked (a lot !) my way to full green before finding out idol's upgrades.
It wasn't clear to me at first that this head was "helpful".
So the massive clicking made it quite tedious, but still I wanted to discover/know as promised in your description.

And I ended up with the idol rising, the plants never fully dying from ants and rocks shower but not capable of growing the plants again as well on this last phase.

That's a bit sad as I would have liked to find out what was next.
Indeed, as you mention in the comments, a bit more feedback/balance could help on this.

Also, for international keyboard, please don't only use WASD. Either allow for alternate arrow keys method, or simply go for ESDF which works on qwerty and azerty alike.
Thanks in advance.

Congratulations on making that game in 48 hours !

Dispense With Chaos by colludium 2014-12-09T15:02:00

Good idea, pretty innovative.
It seems to me though there is a balance issue. I would have preferred to be able to decide when to drop presents, and have a "manual" release for it. Or maybe not have to match 4 presents, most of the time, 3 were enough.
Also a 10 minutes timer is pretty long.

It is a nice idea to mix the "tetris" preview with a match 3 mechanic, but as I mentioned, it required too much juggling on my part for me to be really efficient at it.

But otherwise, good ambiance, very nice music, and interesting fact that more and more type of presents are dropped.

No jank on FF solid browser, as usual.

Good job on making a game during the compo.

Dispense With Chaos by colludium 2014-12-22T05:12:00

I find it's a nice concept, although I'm not completely sold on it.
The (long) timing for example is one thing I'm being kind of torn on.
I understand why it's there, but it means I have to go for 10 minutes of game each play, it's a "huge" commitment.

The fact that gifts drop independently of my will, it made it difficult for me to decide where to drop them while searching for patterns, while keeping an eye on the clock.

Moreover, if you screw the "lower strata" there is no real way to dig back so deep.

Overall nicely done and pleasant to play but a bit too "messy"/action oriented for a game that requires thoughts and planning ahead imo.

Good job on making this game in 48 hours !

Reluctant Rudolf by ainokaisa 2014-12-22T05:06:00

A bit sad there weren't sounds, this would have added nicely to the game.
Good job on the animations even if the control/timing felt a bit stiff because of it.

I laughed when I got to the second form.
Hard game to beat, I haven't so far, probably won't, but I recon a nice realisation and a funny idea.

Good job making this game in 9 hours !

Snowbert by spacedoubt 2014-12-09T14:45:00

Cute and simple yet efficient.
Good job making a game in the compo.

Jumping n' Jumping by Eduardo 2014-12-22T05:24:00

Looked and sounded nice, but the controls with inertia did not felt very nice to me.

Moreover, on my first try, the introduction of the new shooting block at 10 points ended in me dying pretty quickly in what felt an unfair manner all to land back at 0 points.
That felt pretty frustrating added with the controls.

Congratulations on making this game in 48 hours !

All Is Lost by plauk 2014-12-22T04:48:00

Interesting idea, even though it reminded me of some of the games provided a long time ago during Scirra's first contest "Rotary games".
Graphics are nice, game's goal is easy enough to understand, but I must agree that it soon turns into a matter of spamming the auto-aiming missiles and hoping for the best.

I accidentally found out about the zoom in/out once my game was over, and restarting ended up in some kind of loop that made it so that the game was considered lost right away and the end screen went on with still trees and characters to protect. (possibly the fact of starting the layout as zoomed out causes this issue)

A better signalisation of the coming rocks could possibly be more fun, as well as some resources management (not just spamming missiles).

The audio loop is really too short and ends up repetitive quite fast.

Overall nicely made game with a concept that works.
Congratulations on making a game in 48 hours !

Jelly Test by deyteris_team 2014-12-22T05:55:00

Nicely made game.

I'm still wondering if there are a lot more stages, but after two or three unfair deaths (spawning right on top of a saw for example) I don't really want to push on.

I believe the game is missing a clear goal, something that makes it worth "surviving for" ^^

A good point of yours was to give a windows version to download for those who don't have the unity web player installed (and don't want to install it).

Congratulations on making that game in 72 hours.

LD32 — An Unconventional Weapon

Nail Gun Hero by rujo 2015-04-22T22:40:00

Nicely done.
A simple idea with a nice realisation that does the job.

The generation of the levels puts the player in sometimes difficult situations right away which is not the most fair start but overall, once the idea and controls understood we still have a fighting chance overall.

At first, (without reading the instructions) I did not understand I had to touch the nailed aliens to make them disappear. A way to make it clear from a gameplay perspective would definitely help in the long run.

A nicely made entry for the short amount of time you passed on it. Congratulations !

Ring Retorter by zatyka 2015-04-21T17:32:00

Ha the good old Monkey Island insults.
It is a good idea using insults as weapons and I contemplated doing it in my game. I'm glad I didn't so I could enjoy all the more your own game.

It's almost a shame there are only 3 opponents, but it was really a fun time playing for me.
I even saw what you did with the blue/yellow dress on your coach ^^

I believe, some of the comments about the retorts come from the language barrier. I knew what you meant, because we share French, but I also knew some of them weren't correctly spelled or written (You're =/ Your, etc...)

It is also, I guess, a matter of personal preference, when sometime I chose an insult, saw I was getting pounded for it, and yet thought "I liked my answer/retort though" ^^

Mechanically otherwise, I believe everything was there, it was clear whether the retort hit the mark or not and what was the situation in the fight.

I managed a 12/16 retorts in my first try which made me enjoy the game all the more.

Good job in making that entry in 48 hours, don't forget to post about it in your own topic in the forums ;)

Miyu by SecondDimension 2015-04-21T17:18:00

Very nicely made entry.
As usual, your team has its own world, its own pace and its own flair !

The game in itself isn't really what I would call fun.
But it was a soothing experience enjoying the music (special note on that, pun intended or not ;) ) and finding the little background surprises as I was "gathering the flock" in this different world.

Everything written in the instructions made sense, relax and explore and that's what the game is about.
From a mechanical standpoint, it would be likely better to be able to make several spritis fly through a single portal instead of having to look for them one by one, but it would be a different experience.

I believe you managed in making what you set out to do.

Good job to you and your team making this experience in 72hours !

Adventure Lamp by ryguydavis 2015-04-22T22:49:00

Very nice graphic style in the introduction/presentation and in the game.
Interesting mechanic of using the helmet although I didn't fully understood the physic of it. Using the same "attack" from the same position seemed to produce random/different results which were a bit confusing at time.

I found a bug when the lamp is flashing, coming back to your head and you shoot at that moment, you will end up with a lamp on your head and a projected lamp as well.

It was nice going through the levels nonetheless.
It's missing music to add to the mood and polish of the game though.

Nice work nonetheless and congratulations making that game in 48 hours !

Spacecat Meowpatrol by _Rilem 2015-04-21T19:50:00

As usual, sumptuous graphics and music and the basis for some fun game (I love old school beat 'em all like that).
The fists combo really feels satisfying mashing up the key and the fact that enemies on several Y gets caught in is really nice as well.

I also agree the ship sequence (ending especially) was a bit too long. And the weapons did indeed felt far less satisfying than the fists fury.

Too bad it's not more complete, I guess this was yet again a too ambitious project for 72 hours.

Keep up the good work nonetheless and congratulations on what you've released.

I WANT MORE !!!

Bacannon by donan 2015-04-22T23:01:00

Somewhat classic mechanic. I must admit that's not the gameplay I enjoyed the most so far of games I've tested.
Nice realisation, the game works well and does the job.

Although I can't help but ask myself philosophical questions.
Why are pigs angry ? Because they are not eaten anymore ? Isn't that a bit reductive as to the reason there are pigs on earth ?
Also, why to defeat angry pigs are we supposed to shoot bacon at them ?
Wouldn't that make them even angrier ?
If human soldiers at war would shoot at themselves throwing limbs of fallen comrades, this likely would piss off and traumatise a lot of people, wouldn't it ?

Good job making that game in 48 hours !

Boreocracy by Sean Noonan 2015-04-21T16:30:00

Very moody so far, nice gfx, nice audio.
I'd love to know the story of what happens on the first floor :)
Reminded me of one the "tasks" in "The twelve tasks of Asterix" and he has to run through a roman "bureau" to get the correct form and not get crazy in the process.
Sounds like a similar premise, although we are some kind of killer somehow.

Great job so far, but as far as LD goes, not enough/too short. Would love to see more nonetheless.

Monkey Business by colludium 2015-04-21T17:03:00

Frustrating, that's what I really take on this game.
The controls felt a bit "moon-like" at times, with a strange momentum that did not make sense.
Spikes in trees and on the ground :/
Why can't I move around the tree trunk when bullets can go through it from anywhere ?

Also why touching a hunter makes it so that I must die the next time I hit the ground/a platform/branch ? This does not make sense to me and adds to the overall frustration.

I like the idea of throwing poop, the "monkey business" joke and theme, it's all nice, but I believe the game would have been better if more accessible/fair. At least I know I would have enjoyed it far more.

Good job doing a game in 48 hours nonetheless !

It's dangerous to go alone... by Hamsternator 2015-04-22T23:35:00

Classic mechanic (almost tower defence).
I feel the energy regeneration/level is missing some visual feedback for the player to understand where we are standing.

It also felt like no matter where/how many eye thingy we spawn, did not really matter in the end. The game is perhaps lacking a bit of strategy/tactic, or I missed it.

As mentioned in other comments the art style is pretty childish, as is the sound, it did not appealed that much to me on this specific game.


Congratulations on making a 48 hours entry !

Dino Warriors by ito123456789 2015-04-20T04:13:00

Interesting concept, but indeed, I suffered the same bug as reported above, after almost getting my entire big group of dinos/trex/raptors murdered by a single enemy dino that wouldn't die.

Interesting concept though.

Dust Bunny Bounty Hunter by jshaffer94247 2015-04-22T23:21:00

The art could use some work, but every one is not a graphic artist. To improve on that I strongly recommend you to practice out of jams to improve on that peculiar point. I know I did and I feel more confident about my "game art" now.

On the mechanic side of things, I really dislike WASD controls. You may not know it but not everybody is using a QWERTY keyboard and having only the WASD scheme is just painful to use on and AZERTY keyboard.

That makes it even more painful in this game where precision is somewhat important.

I also feel there were too much informations/clutter on screen.
Either go for touch controls or for keyboard/mouse control but a "bastardize" version of both is possibly too much and may be confusing.

On the good side, there was a lot of humor in the transition vignettes and an evolving story.
Even your message to "apologize" you did not have more levels was funny which makes it one of your strength and something you'd likely should rely more on in future games.

Congratulations on making this entry in 48 hours and keep making games even outside of game jams for further practice !

Safer in the Dark by broknecho 2015-04-21T16:23:00

I have to agree that the despawn/respawn mechanic takes away from the fear/mood.
On the other hand, it feels like some of the monsters are to be "defeated" that way.

Nice idea overall, well executed.

I don't feel like shooting right now! by fragileannihilator 2015-04-22T23:26:00

It's a pretty good idea in itself.
The game as it is is not really making sense and "responsive".
I don't know if you actually can get Berta to shoot, but the idea that a defense cannon must be in the correct mood to shoot is one of the best take on the theme I've seen so far.

The GUI is a bit confusing as well, some labels indicates +X, +Y when it is actually -Y which makes gameplay sense.

There is something to work further on here.

A Drawers Knobs Shooting Socks by bryanwood 2015-04-19T22:02:00

Too bad you did not thought about non qwerty keyboards, which makes the controls harder than they are supposed to.

Sirkles by Kyatric 2015-04-21T15:51:00

Thank you all for all the nice comments and feedback !

BoxAttack by drschizzo 2015-04-22T23:05:00

I must confess I'm pretty confused by this game.
I don't really understand why I'm a square shooting at squares. I don't really understand what the unconventional weapon do. I don't really understand how to manage the speed combo.

Good job on making an entry in the compo nonetheless.