Foon → Ludum Dare Explorer → Users → Lacaranian
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥈 | 2014 | 31 | Entire Game on One Screen | The Interview | compo | Humor | 4.46 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 36 | Ancient Technology | Earthling Exhibits | jam | |||||||||||
| 2015 | 33 | You are the Monster | Monster Mixer | jam | 476 | 3.27 | 3.10 | 3.71 | 3.22 | 2.81 | 3.22 | 3.10 | 49 | ||
| 2015 | 32 | An Unconventional Weapon | Loquacious Lepus | jam | 697 | 3.00 | 2.50 | 2.86 | 3.14 | 2.82 | 3.86 | 3.15 | 3.15 | 33 | |
| 2014 | 31 | Entire Game on One Screen | The Interview | compo | 217 | 3.57 | 3.57 | 3.25 | 3.64 | 2.89 | 3.44 | 4.46 | 3.54 | 45 | |
| 2014 | 30 | Connected Worlds | Ghostnet | compo | 555 | 3.21 | 2.88 | 3.17 | 2.74 | 2.95 | 3.74 | 3.70 | 3.26 | 63 | |
| 2014 | 29 | Beneath the Surface | Bloodbath | compo | 1106 | 2.55 | 1.94 | 2.75 | 3.46 | 2.47 | 2.22 | 2.65 | 2.47 | 100 |
Smooth minimalism with some nicely done effects! Gameplay was simple but not too simple, and level design taught it quickly enough for players to avoid frustration.
Nice ending, good puzzles, bravissimo!
Very addictive, well done. There was one bug where the camera drifted upwards sometimes, but apart from that the game was fantastic. Before I knew what I was doing, easy mode was tough, and after I figured it out, hard mode was easy.
Good work, some tricky yet engaging puzzles. Music got a bit repetitive, but nothing too bad.
Very pretty game. Lovely.
That was a treat. Laser beam overpowered digging tool!
Once I got going (learned the controls and such), was a really cool concept! Not that any of my shows went very well.
Was a little odd that money got spent when simply clicking on a house with no tool used, but a fun game, cool idea. Nicely made!
Found all but one shiny blue box. And found a ghost skeleton! Heh. Good exploration platformer- nothing fancy, but no small thing either.
Nicely done! Good to see another theme included.
A fine lil' game. Though the narrator had something to go do. I guess I'll play it when he's not so busy?
Delicious! Wonderful graphics and effects, and pretty difficult to boot. A game I wanted to get better at.
A wonderful piece o' work. The best part about simulation games is where they differ from reality.
Camera usage was great. The weapons kind of get mixed up at the end, but not too badly. A good 'un!
Very nice! Z-ordering got messed up in a few places, but the art and music worked wonders.
Very well designed. Minor gripe - the platforming was a little more difficult than it needed to be, but other than that, wonderful art and music.
That was one angry octopus thing (beat it on my first try though, so yay!). Loved the 2d sprite oriented in 3d thing going on. Some animation could be a good next step. Pretty mazeish.
Was the "why is my head hurting?" autobiographical? Because parasites are no laughing matter. Good entry!
I also could not get to the game. Alas.
Scratches that OpenTTD itch ever so slightly. Cool to see some traffic modeling in action! The procedural map generation and graphics were well done too.
For me, the music made this one. Cool art too!
Mr. Driller for the GBC was one of my faves back in the day. This is a pretty good start on that kind of thing (colors don't recombine and can't jump and drill, but for the most part still works fine)! Felt like oxygen was a little hard to come by and went too fast, but that might just be me not trying hard enough. Good work soldier!
Super tricky, but you got to love topology. Kudos.
The planes, man, the planes. Finally got killed by lava. Silly me, thinking I could avoid hitting it. Cool game!
A Construct 2 game- don't see a lot of those! This one hits some pretty good vibes- swooping around and avoiding the somewhat neo-digital foes. And everything shakes! Fun.
Smooth game overall. Well designed, though a bit of a stretch for the theme. Thumbs up!
Got the same error. Really like it so far though!
Cool! Had that old adventure game sense of confusion for a while, but got the hang of it eventually (and the one room, pretty macabre).
The moodiness of this was great. As was the inky darkness of the deep...where does it lead...wooooOOOooOOooo!
That lieutenant got what was coming to him. I assume. Delightfully silly! Good jorb.
Good art and concept! I wasn't sure what was keeping (or if anything was keeping) the shields large, but I did stave off depression for a good while. Cool!
Cool art! And nice work with making it for the NES. Not a lot of those these days.
Made it up to Lil' Sebastian. Some things seemed a bit mixed up, but some solid puzzle gameplay with escalation.
I liked the branching tree structure and the gradual introduction to new mechanics. It was a little frustrating at points, and the graphics were a little small (hard to see), but overall, a good show. Lots of levels too :)
Asked for RPGVXAce RTP to play it, which I lack, alas.
I too liked the minimap! Not a lot to do yet, but a good start.
Neat! Some silly AI :)
Controls felt a little jerky, but nice design!
<3! Yessiree, that's a good one. No spoilers here though.
That music was loads of fun! The gameplay was alright.
Nice puzzle design, overall. I'd agree with some of the others that the voiceover was extraneous, for this kind of thing.
Cool art! Always wondered if something was setting up traps in platformers on purpose.
Was suspenseful not knowing how far I had left to go, seeing the timer count down. Well done!
Made it past a few waves in the first stage and tried the others. And controller support (yay)! Very nice thing you made there!
A melancholic tale on the surface, and a hilarious one below. Good show!
Great rounded shadows! Best distance:132. Music was nice.
Boing. Frabjous day. The life cycle of that hotdog was incredible.
I'm also having trouble running it- missing the MSVCP120.dll when I attempt running the exe, and when I run the shortcut it can't find the path.
Simple, but very well crafted. The best strategy isn't immediately obvious, but with a little thinking becomes evident. Nice work!
Download was a bit finnicky, but eh. Cool game! Couldn't figure out how the mating worked, but I built up a nice little nest. Ain't nobody gonna mess with my ants.
Great work! Moody and difficult, as miners fall into madness and death.
Cool! Was sometimes laughable for some locations to be imperceptible to guards, yet they were. Good difficulty ramp.
Wonderful! Now how did you know I liked Windwaker so much. HOW DID YOU KNOW.
Some good Lemmings-esque careful guidance. Woe betide those who let Daisy learn the truth. (cue A Few Good Men)
Neat little game. Digging was sometime tricky, and I got stuck under the treasure chest on the left. But I liked it!
Pretty simple, a good challenge. Didn't hear any audio... wasn't sure if there was supposed to be any?
Worked for me (Win8 64-bit, AMD Radeon gfx card). Text got a little cut off at the top, and it ran really fast for me (which made it hard). Also, no audio... not sure if there was supposed to be? Not sure what the orange boxes were for. Otherwise, cool concept! Good work!
Went into town. Saw that it became night. Got outta Dodge as fast as possible 10/10 would play again.
Some pretty flipping awesome tunes. Good mechanics, balanced. Plenty of fun!
Rather cool. The Sword and Sworcery feel was there, maybe with a little Road to El Dorado. The weapons weren't the most cleanly controllable, but that's part of the charm, I suppose.
Nice minimalist atom thingy! The triangles could sometimes be unavoidable, but fun nonetheless.
Link to the download seems to be down. Take a look?
Powerups use "homeostasis bits" (points) as fuel. The game doesn't really tell you that, much. Still, as a general note: some glitchiness is intended.
Mess110: Yup- fixed. Site definitely needs some cleanup/an update.
Oh and another fun fact- vessel speed and how long it takes to get back to the heart is based on heart rate (which changes) and human blood volume!
Timelapse now available for the bored, curious, or silly: http://youtu.be/Gfj_Z1TXj8s
The cell never knows what their purpose is.. they simply do as they are built to do. As such, "supposed" to do means little in the blood stream. (also I'm clearly making up stuff to cover for a lack of goals)
@josefnpat I didn't get the chance to test the linux versions, so has anyone else been able to run it? It looks like that library (libnss3.so) is one a couple distributions have in the Network Security Services, but not every distribution uses it (and since the game compiled via node-webkit, it still has a web based structure).
@bentog ;) (thanks for playing!)
@flannelvindicate: Cool, thanks!
Impressive for 5 hours. A bit short, but as a fellow connoisseur of games involving bodily functions, high fives all around. A slow drift through a spiky land.
Not sure what the turret does. But I have one! Nice game.
Pretty neat! The rank system helped the replayability, for sure.
Everybody loses when sharks have feelings, eh? Sounds about right.
Short but hilariously dark. 10/10 would spew hate again.
Nice work! Made it to about level ten (and a palette change) before promptly dying. A nice piece o' work.
Nice story. The path to the top is a long one...
Wonderful. A revolution of sorts, methinks. Far too many deaths required, though... poor blocks.
Very cool! The vertical zig-zag bits threw me the most. Thumbs up!
I wish I could crouch. A good show, all told!
Cool, made it to floor 10. I thought the controls were okay. I was hoping I'd be able to smash stuff, and I did not come away displeased.
The cat/ATM thing was an American Psycho reference, I hope! Cool concept, nice tunes throughout. Controls and hit boxes were a little clunky, but workable most of the time.
What a cool concept. Can't for the life of me get all of the orbs, but love the physics and such.
Not sure I got how the theme fit in, but the game is a box to be reckoned with. Nice work!
Well made! Minimalism deconstructed, sorta. was tempted to back at the end, but then I remembered the wall. And the fact that probably only so much was there. Shrug?
Nice work, a bit trickier with a time limit.
Not sure how it fit the theme, but as a game it's fantastic. The morass of cubes is fun the look at and dance around. Music is nice and subtle too.
Wow! It sort of throws you right in, but the game is incredibly impressive for the time you two had to put it together. Kudos.
Nothing like some blood to liven up a flea. Wondered about an end goal, but you do note this is simply version 1. Neat!
Nicely done. The tank models were pretty good. Some real Rock Raiders vibes going on.
Pretty nihilistic there, Notch. Nice presentation though.
Cool game. The Pikmin style item descriptions were a nice touch. Kudos!
Same here. I'm curious about the screenshots though, so there's certainly more to it.
Oh, never mind! Got it. Should have considered the theme going in. Thumbs up for artsiness.
Yeah, I for the life of me could not maintain more than one planet for very long. Which was fine, as one planet was enough to keep the humans living.
169 points! Fun little game, reminded me vaguely of Mr. Driller back in the day (but only vaguely). Nice simple art helped in identifying the targets, best paths. Good work!
Short and sweet! The menu didn't always respond, but the gameplay was intuitive and challenging.
Took me a while to realize the dash was also an attack, not just rockets. Great pixel art! Nice work!
Ha, great choice in music (Stanley Parable anyone)? A nice little game, good work on the dialogue system.
I couldn't manage to switch back after going to plane 1, (sadface), but I was suitably impressed by the scale of the maps.
I stole me some planets from hair people, 11/10.
Really, nice work for a first Dare! The ship art is great, there's some good dissonance to the space music, and it's not too hard to figure out. An endgame would have been nice, but even without, 'tis a fun game.
Cool controls/concept! Simple, but elegant.
Nicely done! What struck me the most (strangely enough) was the skybox- reminded me very much of that movie Cube.
Another ghost game, cool! Hitting the least popular final round theme as well as the chosen one, a great way to go. Made it maybe 1500, then died a terrible spirit death.
Pretty cool! Not too hard, but engaging.
That's one hell of a cake story! :] I dig the ARG approach- you don't see that a lot.
Scary spooky shadows thar. Ended up walking backwards a lot to slow them down, not sure how much it helped, but whew. Never was a hallway with lights so welcome.
Gravity mechanic was smooth. Would make for good multiplayer!
Solid effort! Simple, but there's nothing let getting given a near infinite supply of money just for being smelly.
A great start- the combat starts and ends pretty abruptly, but the trading was well balanced and encouraging! Great music too.
Pretty flipping good! You did a lot with limited art, and that's almost always a sign of some thoughtful design.
That's pretty smooth. Great art, music, easy to understand premise and controls, addictive. You dun good!
Haha, yep, pretty broken. Good fun though!
Very hard, but it's well made! The emails that are almost spam but then psych you out - those really got me at first.
Ah, sorry- here it is.
Thanks for playing. There is definitely nothing more to the game. ;)
Well, I mean, there is an ending. It takes some time to reach though.
@DragonXVI - You've already got arms, numbnuts!
Yeah... the first wave actually goes on forever if the music doesn't play, if I remember correctly. Big bug to fix post compo for sure.
This one's great! I'm glad I saw it through to the end (at least, I think it was the end). Just don't bomb the cats.
Cool ambiance! That maybe more than anything else made it interesting.
Ha! The collision. Didn't see it coming.
Holst! Woo.
Good tether physics. Made my day.
That's got some vibes to it man. some serious oh snap enemies vibes. Primal platforming prison.
As others have noted, not so gamey, but good art!
Mechanically not super balanced (and I couldn't really tell whether I was winning or not), but the crossover between worlds thing was sweet! For a first dare, you dun good.
So cool! Good thing dodos can swim. maybe that's where some still are...
Short and sweet. Platforming was a bit punishing at points, but not really (since free respawns). Music was great!
Never play with crystals kid!
A good puzzle.
Despite being very short, I loved the art design. Very clean cut and expressive for something so simple, though the controls seemed rotated to me.
I'm from Colorado (well, the American state, anyway)... sadface.
But hey! A great showing for a Ludum Dare. Great music and animations, even if taking the theme a bit loosely.
Simple, but great art and style!
Some good wordsmithing a la Boggle. Kudos.
Short, nice world switching mechanic!
So hard! But nice use of customization! I dub thy game a good one.
Difficult but lots of fun. Some of the hitboxes seemed a little off. Good show!
Solid piece of work! A bit long (the music got repetitive), but it helped to reinforce the theme.
Solid game! A few glitches as you mentioned in the 48 hour version, but the mechanics and progression feel smooth. I tried the 49 hour one for good measure, and it did seem a little better. I did have it happen in both, where if I collided just the right (or maybe wrong) way, the sumoer would glitch off screen for the rest of the round, causing an inevitable loss (and return to level 1 in the 49 hour version). Otherwise, this would make a good starting point if you want to expand on it for a larger project!
dem bugs what are they?!?!
Pretty sweet! Can't think of many ways to improve it except for polish.
Solid and challenging gameplay. Gameable a bit if you wait to start, as food will spawn anyway. Nice art!
@rzuf Digging that clock idea!
Seems a bit threadbare at first, but the music imbued shooting down the tunnels with intensity. Then that intensity was contrasted with the seemingly mundane foes. but then there were more neat things. A short and sweet game, all told. The cyan box be the best.
Cool concept, what's going on? Why am I in a tiny room? How can I afford so many TV's HOW DID I GET HERE?
jk good game
Fairly good for a simple game! Especially with less time. Having fun is mostly what matters, I'd say.
Short, but fantastic art! Wasn't sure exactly when to hit the arrow keys at first, but afterwards it was pretty easy. A few spelling mistakes here and there, but nothing too egregious. Nice job!
Solid art, gameplay, and concept! Would have liked more such puzzles and more complexity, but what you have is very polished. Feel proud!
Fun! A little hard to control where the bullet went, but that was kind of the point. Remember that movie, Wanted, where they bend bullets? Yeah. That was a good movie. Too bad they didn't know how to do that in the old west.
Great work! Sound effects got a bit repetitive, but the music was good. Took a bit of time to figure out what the powerups do (which made things a little easier for sure... mostly). I won on medium difficulty! So there's that
A bit buggy, but lots of content. A fair amount of story in just a minimal interface. Nice work!
Great great game! Music was cool, if a bit repetitive. Art is super solid from an appearance perspective, though as other have noted the rooms are a bit small (maybe as an elaboration zoom into the current one until the encounter is over). But, I mean, that art. Vunderbar.
Dang! That death ghost. Gots me good.
Nice environmental design. Spooky, hissy.
Cool! Clicking the followers precisely was a bit difficult at times, and losing came fast, but I stuck with it long enough to get most powers. Nice work!
Hitting "StarT" sent us back to the opening cinematic, and hitting "How to Play" quit out of the game. Bug?
Nice! The music was cool, lasers were blinding, and the future was now.
Music got a little repetitive, but major kudos on the number of ring toss variations you made. There are a lot!
Mechanically a bit messy (getting reset to the start a lot was unfortunate), and music was silly. That said, I liked the concept!
Nice execution! Felt very DEFCONish, in the indirect combat mechanics.
@VDZ You expect a lot from Ludum Dare games ;)
Your comments are, regardless, spot on.
I'm of the school of thought that exploration and learning are more important than fun in games (though I like both), so I make the admittedly costly trade-off of letting the player find out how to play for themselves. It is possible to kill the dragon, though maybe not by brute force. This is not meant to be obvious - I'm also of the school of thought that likes difficult games, and makes them accordingly. This game isn't for everyone.
The greek letters and the nuclear symbol do have power, but of a different sort than the letters that precede them, and there is little indication that this change has taken place, since you can't see the properties and effect your words have until you try to use them. The only hint that things have changed is that the alphabet in use has changed.
An aspect of the game which is not patently obvious is that the more clicking you as a player do, the more enemies spawn. Animals in the wild are merciless, especially to those they see as a threat. The controls are they way they are to make gauging the level of frenzied bloodthirstiness the player exhibits simpler for the code, so this is part of the design, if a bit lazy.
For a post-jam version, I might show the player some visual gauge of word strength in the smithy before they create a new word, though maybe not with an indication of any special powers those words possess (this could allow the effect of the greek letters/nuclear symbol to be clearer). I could allow players to select any of the words they had previously crafted, which I thought about but didn't implement (that was a bit a shortcoming in the code effort). Finally, tweaking the spawning mechanics to prevent spawns on top of the player would be a quick change, though I'd like to keep the amount of spawning high for click-happy players.
The graphics were the work of my partner in crime - I'll pass on the compliment! I did the music, but thought I rushed it too much. Thankfully the accidents in the audio contribute to the overall silliness of the game, so people seem to like it more than I thought they would.
Thanks, fellow essay writer!
Took a minute to figure out how to throw the bread, but after that...yep. I walked away richer.
Nicely done! Just the right amount of repetition in asset use, with some solid use of space/lighting. I kept trying to throw the bomb before the game let me though...heh.
Very pretty, the as others have noted, the camera is problematic. Couldn't really figure out the combat (or the locked door).
Cool! Ragdoll physics got a bit silly at times, but that's ragdoll physics for you. Three thumbs up.
Not sure how to play, sorry!
A bit difficult, but addictive. Solid work! I never made it to Troy.
Being a giant bird!
Yeah! Good idea, and even better execution. I ate so much trash. It did seem like people were forever scared of me after screeching.
Stellar! I've played around with Haxe, but have yet to use it in an LD. Maybe I will one of these days!
Nice howling/music! Could see the skybox or some such from the edge of the map on the left once. Liked the group following dynamics
Such a simple, clean aesthetic. Pools of blood (if that's what it is) made me wonder about the cube's biology. Cool!
Count me in as a fan of the bouncy first person perspective - being close to the ground really helped sell the animalistic killing machine theme. Don't know if there was anything beyond sheer sheep/chicken slaying, but that much was fun! Good modeling/animation work.
Just updated the link to point to the PDF more directly; I'm not sure why you wouldn't have been able to find it before.
Very good feel to this one! Solid art, especially in the title screen, for the time constraints; if you decide it expand it to have more levels, varying up (i.e. adding more) music would be an excellent addition (especially if it follows with areas/theme changes as you go).
I didn't think much of this one... until I figured out I could destroy buildings. Pretty repetitive, but cool concepts. Getting bigger was fun, although people got too far down to properly punch very quickly.
Very good art (and good use of prefabs, from the looks of it). Music was pretty good too! Story made me curious, but I guess it's not quite done yet. Worth finishing!
Simple and sweet. Music was unobtrusive, mechanics were hard but fair after the tall guys appear (seemed to me like there was a Dark Souls influence, but I've been playing that lately). My favorite part may have actually been the background art - good use of parallax!
What. WHAT. Well, that was interesting, Katamari-themed jazz. Got some console errors though, null pointers and things.
Ha, love it when they tumble over! Simple and sweet.
This one's more than a tad bit tricky! Has a clear style to it, and gameplay doesn't slow down at all, which is good. Unfortunately, it doesn't take too long to feel played out. Nonetheless, a solid submission, kudos!
Destruction that feels so harmless! I particularly liked the title voice acting, nice one there!
That's a really good example of theming. Well done there. Had to finagle a bit to get it running, but worth it.
As others note, the controls are a little tough, but I made it through alright! Definitely worth refining into a longer game if you feel the inclination.
Ha! Short, but sweet. Ran up against the edges a few times; they're pretty sticky. Other than that, it's not too hard to keep away from the old lady.
Not super clear what the goal was, but I ate people. Because, you know, shark. Game of the year?
I rescued 16! Would have been nice to have the instructions preface the game, but those are about my only complaints. Very fun hidden roles central mechanic. Was just about hard enough to get a gun, and tricky to kill while nobody else was looking. Well done.
Pretty good! The skill needed to win the final boss battle wasn't necessary to learn until then, but besides that, good difficulty curve.
Add me to the camp that didn't expect this kind of WASD! Simple, but endearing, and rather funny. Good work!
I got myself a Sega Mega Drive - not bad for a few minutes work! The generation algorithm here isn't perfect, but it is pretty fast, and pretty balanced overall. Good to see HaxeFlixel in use too!
Maybe a larger viewport (ever so slightly) would allow the player to see the snakes before they come knocking, especially in those narrow corridors where they're waiting just on the other side. The light on the player was a cool effect, with different brightness out from the source, though it could have been centered a little more (and for bonus points, it could even extend further at the much reduced brightness!). Good jorb all told!
This is a solid entry of which you should be proud!
The easiest way to solve the oft mentioned difficulty problem could be to spawn the player at each powerup station (checkpoint?) after death - the punishment from death could be to lose your powerups thus far, but you'd still have some permanent progress. Alternatively, the permanent progress could be keeping the powerups themselves, so that the player becomes strniger over the course of the game, even though they have to start from the beginning.
That said, there's something to the old arcadey model, where only the player's own knowledge and skill can take them to the finish, so that might be alright. Good music, good art, and engaging game!
Haha! Solid entry - I played the HTML5 version, and it seemed to work pretty well.
I began by only skimming the tutorial (though a fun read when I actually decided to tackle the wall of text), so of course a pressed A and D as fast as I could and got nowhere. With a little pacing and steering though, I managed to ram the boat adroitly. Felt rather heroic. Well done!
A simple game, but a good entry all told!
@thauber Glad you liked it!
Agreed on the negative side of things - at risk of explaining too much (SPOILERS), I did provide an "on hover" summary of a player's income (which comes directly from artifacts) and expenses (which increase via a formula over time to ensure the length of the game falls within a certain range of months, about 25-30, for average play), but the normal path of mouse movement never touches it. So that's a small failure on my part, but something better post a post-jam version if I feel sufficienty motivated to make one.
Another feature I wanted to try that would've been good for player feedback was a screen where you could view your current artifacts and their respective values - not all artifacts are created equal! The only feedback to that respect that made it into the game was the rate at which visitors appear, but even that is a bit obscure, given that it doesn't increase at a linear rate.
So, anyways, those are some thoughts (and extra guidance for the kind of player who wants to dig deeper on this kind of game). Cheers!
@Geruhn The game was experimental in a lot of ways - we made it using the Linux version of Unity (to see how well that works these days, turns out pretty okay) though I had never used C# or Unity for a full project, drew any large background art outlines by hand with pen and paper before taking a picture of them (no scanner ;.;) and coloring them (thus the odd style), and played extensively with one function to almost always end the game at the same time, but with enough spread to keep it interesting. The randomness was probably too low for the upper tier artifact-getting-methods to feel fair, especially when it typically meant the player wouldn't be able to try again for a few turns, if at all.
So overall, experimentation breeds quirk, and this game has plenty of that!
Rather good! The progression of the difficulty/interest curve was especially good, as the asteroid doesn't begin to attack the player until you know the player can fight back. A good challenge, and as others have said, good music!
Whoa! Nice simulation there, and good way to play around with genetic algorithms and that jazz. Good piano music, though with the slow Chromium I run on my Ubuntu machine, it does get repetitive on the way to ever more destructive means of death. It did feel like the "brick" reached extremely efficient ways of killing within one generation (an entire column being smashed into a scream-inducing wave of general unpleasantness), but maybe I just answered the quiz questions well. Who knows? Good work, regardless.
(And I didn't even know Unity Pro could build projects into screensavers, even if only with an add-on, that's pretty wild)
A bit tough in places, and after a point I stopped being able to draw lines, even after shaking, (in the second level with all the horizontal lines like blinds), but fantastic art and solid mechanics! I wonder now where I can get an Etchflix subscription. Probably through the mail!
The especially bouncy diagonal level was tough - making it easier to draw lines at odd angles could be a useful feature, though I'm not sure what the best approach for that is with WASD conttrols. Solid work!