Deep in Wraithwood Forest by HitchH1k3r 2021-04-28T02:55:08Z
It's a really cool concept. I was struggling to push some of the boxes though so I wasn't able to make much progress. But the graphics and sounds and mood are great.
Foon → Ludum Dare Explorer → Users → lb01
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥇 | 2021 | 49 | Unstable | Going Home | compo | Mood | 4.51 | |
| 🥉 | 2021 | 49 | Unstable | Going Home | compo | Audio | 4.44 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | Outrun The Sun | compo | 28 | 4.06 | 4.26 | 2.95 | 3.63 | 3.91 | 4.39 | 3.87 | |
| 2021 | 49 | Unstable | Going Home | compo | 14 | 4.16 | 3.48 | 4.05 | 2.98 | 4.38 | 4.44 | 4.51 | |
| 2021 | 48 | Deeper and deeper | Surface | compo | 25 | 4.20 | 4.11 | 3.59 | 3.76 | 4.30 | 4.36 | 4.14 |
It's a really cool concept. I was struggling to push some of the boxes though so I wasn't able to make much progress. But the graphics and sounds and mood are great.
I love the graphics, especially the water effects. I would have liked slightly faster gameplay, but this is a really nice nod to those mid-2000s upgradeathon flash games. Good work!
I really like the concept. I was a bit confused on the first level until I figured out the lever mechanics, but I did enjoy the levels. I'd be interested to see how you expand this in the future.
I wasn't entirely sure what to do at first, but I think I eventually figured it out. But man this game is tough. The controls are super smooth though, and I like the mechanic that forces you to constantly be moving.
That was a cool story. I think the UI/visuals could be polished up a bit more, and then you'd have a really compelling game.
omg you're making me use my brain here. But seriously this game is simple, effective, and fun enough to keep me engaged for a while. The only thing to keep in mind is responsiveness, since when I first loaded it my screen resolution wasn't high enough to show all of the window. But that's just a minor technical detail. The game itself is great.
It's a shame you only had 8 hours to work on this. I would've loved to see what you could've done if you had more time. That being said, the controls feel really nice, the sprites are super charming, and the lighting effect works really well.
This is such a different way of thinking about the "deeper" theme and I love it. Would've loved more than 1 level, but hey, 48 hours is 48 hours.
This is a great and challenging game. The recharging mechanic on the tools wasn't immediately obvious to me, but once I figured it out I had a lot of fun with it.
It took a while to figure out what to do, and I still didn't fully figure out what needed to be done with the battery besides charging it once at the beginning. I think the upkeeping a station concept is interesting, but with limited things to do it quickly became tedious, especially since there wasn't a goal besides prevent the ship from dying.
Really interesting take on the "deeper" concept. I would like to see more noticeable difficulty scaling at the earlier levels, but other than that it's a nice game.
The visuals are really striking, and seeing a racing game is pretty refreshing in these types of compos. I would've liked tighter steering (or some sort of drift mechanic so i can take turns at higher speeds without getting bumped off the map). Also for audio, take time to get whichever sounds the player is going to hear the most right. I think if the engine sound's pitch increased and decreased based on speed rather than constantly increasing, that would've been extremely effective. Overall great job.
It's a simple and effective transit sim. The expanding deeper into the city mechanic worked really well and kept me hooked. Were you inspired by the buses in my city with how frequently they broke down? Towards the end game you spend most your time just fixing buses. If they broke down less frequently as you upgraded them that would've made this game perfect. Other than that I really enjoyed it.
It's a cool concept. It took a bit of time for me to realize that you can have more than 1 pending job. My biggest criticism is that the gameplay is fairly slow. I think if there were ways to speed things up, it would be a lot more engaging to play.
The visuals are some of the best I've seen in this competition so far. Next time you should challenge yourself to add more interactive elements, since this was a much more passive entry.
Really cool concept with having to manage 2 people at once. But man is this game tough. I love the torch shadow effects though.
Also the talking menu buttons were a nice touch :)
This is a great homage to the Voyager program. This would fit right in as a Google Doodle. The only minor thing is that the text was very small when I was playing it.
I almost want to call the pixel art charming, but like in a way that makes you want to gag. Gameplay is simple but effective.
The graphics are incredible (especially the lighting). I would like to see more visual feedback when you get hit or hurt. There's also a bug where if you try to pick up a heart container when you're at max hearts the game crashes. Other than that, I enjoyed it.
It's not an easy feat to make a fully featured puzzle game with challenging and interesting puzzles in 2 days. I really enjoyed playing this. There were a couple of tiles that I had trouble distinguishing between because they were visually fairly similar, but other than that this is a really solid game.
This is such a wild concept. However, I can't really review the gameplay because I was not able to get the eel to hit any of the buttons. It seems it kept on drifting towards the back of the room and very quickly got out of range of the buttons.
Took a bit to understand the controls, but when I did, I thoroughly enjoyed it. The game is very smooth to play, and whenever I fell to my death it felt like it was my doing and not the game punishing me for no reason, which isn't an easy feat to pull off with games that rely heavily on physics. Great job!
Man this game is Nintendo hard. It's also impressive that you did this with the actual hardware limitations from the 80s rather than just emulating the look. It's really addicting, but I would like to see the levels ramp up difficulty more slowly.
The slowdown mechanic is really cool, and it helps you (or at least better players than me) really plan out your attack plan. My only complaint is that sword sound was kinda grating. Since it's the thing you hear the most in the game, you really want to get that sound right. Other than that, I really enjoyed it.
This was a really clever use of audio, and how the instability was shown through the pitches getting all wonky. Good job on this.
This is really hard but it's a fun kind of hard. Sorta like a Nintendo hard. But the fun and smooth controls make it not frustrating at all, and kept me entertained for a while. Good job on this.
This feels like if Line Rider and r/WSB had a baby, and I mean that in the best possible way. This is one of the best interpretations of the theme I've seen so far, and its easy-to-pick-up-hard-to-master mechanics give it really good replay value. I don't really have any major points of critique. This was very well executed.
Oh man you made me pull out my Pro Controller to play this. This was a really cool concept, and I've never played anything with this control scheme before which was neat. I noticed that once I got past the first few pieces of ice, I could just spam the trigger keys to race to the other end without any ice cracking under me. Not sure if that was intended behavior, but it felt like the difficulty was super high at the beginning and then immediately went down to basically 0. But this game has a ton of potential and I don't regret pairing my controller to my laptop :)
This was a good puzzle platformer. I like that you made the 'unstable platform' piece the core mechanic of the game, which is not something you see that often.
I'm blown away by the sound and visuals of this game. It's also a pretty fun concept. If you had more time it would've been nice to spend some time optimizing for WebGL (since it was pretty laggy and I'm not on Windows). But man this was a really good entry.
I like that you channeled that absolute dumpster fire of a catastrophe into a game. The pacing was kinda slow, and I think the stakes could've been higher, but I did find myself captivated and playing around with the grid for a good amount of time.
This is super clever. I like that the introduction of the instability with each shot makes you conserve your ammo and turns what is usually a bullet hell-style game into a much more nuanced and strategy-based entry. Also the title screen music reminds me of the Brinstar theme from Metroid and that makes me happy.
Fun game with a cool line drawing style. It wasn't clear at the beginning that you could go faster by moving the car to the right of the screen, but once I figured it out everything made sense. I also liked that it wasn't an infinite runner and it had an actual end goal, which a lot of games in this genre don't have.
This is such a good strategy game. A few simple rules to get you started, but still takes a lot of skill to master. I wish you hadn't opted out of the audio category, because the sound design was really well done.
This was crazy. I liked this more chaotic take on instability, and it was a lot of fun to play. One nitpick for the future is to pay attention to your WebGL build. I've noticed with my builds that the mouse input is over-sensitive and keyboard inputs are under-sensitive. In past games I've had to throw correction things behind a #if UNITY_WEBGL so that users won't need to adjust in the game. But even with that I had a blast just trying to keep up with those super needy servers. Great job!
I really enjoyed this. It was fun, cheeky, and pretty polished (especially for 72 hours). If you had more time it would be awesome to see more minigames, but I get the time constraint. I would've liked to have seen more challenge in the executioner game, since it seemed like all you needed to do was hit a key as soon as you saw the scene. But besides that, it was super engaging.
I think this was a really good use of the unstable theme. The mechanics really helped that. I felt like the learning curve at the beginning is way too steep, especially since you need to keep track of a lot of different movements. Also not everyone has a middle mouse button (think about us poor Mac users!) so I wished there was some alternative I could've used. But really impressive work for just 72 hours.
I did not expect a game that looks like it came straight out of an Atari 2600 to have a storyline and lore. I don't finish games that often, but I had to see this one to the end. Not going to spoil it for anyone that hasn't played it yet though :)
This game makes me happy I never had a younger sibling. But in all seriousness, I liked your take on this with the instability of kids. I think it would've been more fun if the house was larger, but I get that there are time constraints. I had some WebGL issues with the camera refusing to rotate more after a certain point, but overall it was a fun game.
I love the pixel graphics. Really clean and really simple. I also like how you incorporated a bit of the "Everything changes at night" theme from the final round theme voting with the shooting stars (not sure if it was intentional or not). Good job on this! I was only able to make it up to silver though :\
I love that you made just cubes look really nice. The stability being displayed on the user was cool. I also liked that firing lasers used up some of your stability. I also thought the respawn mechanic was cool and also made the game a lot more forgiving. I did have trouble figuring out where to go sometimes, and the lasers not lining up with the cursor was frustrating. But other than that, this was a really solid game.
This was really cute. The mechanics were super unique and a good challenge, and the music really tied everything together. I think one thing to work on would be level difficulty scaling, since it seems to ramp up unevenly, but other than that I loved this entry.
At first I thought this was just a basic matching game...and then the whole map started rotating. That added a whole new level of complexity, strategy, and general chaos to the game. Tough but fun.
From what little I was able to play it's fun, but the game itself is fairly unstable. It froze up after level 1 and I couldn't progress further. Let me know if you fix it, since I definitely want to play through the whole thing.
This game is wild. It's good to see that I'm not the only one that struggles to open some games here :)
Using the spaceship was a fresh take on the physics tetris game. It looked nice, and the ship was really satisfying to control. I would've liked to see some difficulty scaling (like the timer getting shorter and shorter), but other than that it was a lot of fun to play.
It had a bit of a learning curve at first, but once I got the hang of it it was fun. I liked the unpredictable/unstable mechanics of the wand. I did notice sometimes that I would be firing right at the enemies and the spell would just graze outside of the enemy's hitbox and not hit them. But that's a nitpick, since this is a really good entry into the competition.
I liked the smooth controls and the charming voxel graphics. I found it kinda hard to aim and found it easier to just jump around and hope I didn't get hit. But this game has a good amount of polish for something made in just 48 hours.
I liked the pure chaos of it. It was fun trying to keep track of the stocks, figuring out where the right kiosk was, and dealing with the map rotating. I wish falling off the map didn't mean an immediate game over. I think a better mechanic would've been that you're stuck for a few seconds and can't sell any stocks while you're getting back on the platform. But this was a really novel idea.
Welcome to Ludum Dare! I think this game has a lot of potential. I felt like I was able to cheese the levels because I could just hold the planks under Lemmini and guide him. If there was some sort of holding timer that prevented you from holding something for too long, I think that would make the puzzles a lot more challenging and prevent cheating.
Omg this game is wild! I love that you went with a literal stable for this. I think it would be more fun if the scope was smaller, but I love the direction you took this in.
This is really well done! The pixel art is absolutely gorgeous, and the hiccups and sneezes were a nice touch. The quality of the sounds is also really good. If I had to nitpick about anything (and I'm reallllly nitpicking here), I'd like to have more of a sense of what the score means rather than it just being an arbitrary number. But again, this is a super tiny nitpick. This was a really fun and unique take on the theme.
I liked the time crunch being added to the platform puzzler. I did have trouble controlling the character because of how much she slid around. Next time, I'd recommend playing around with physic materials and try to hone in how much friction a surface has.
Not sure if you've figured out how you want to host the server, but usually when I need to spin up something and not pay anything, Heroku's free tier gives you 550 hours per month which should be enough for the playing/rating period. Let me know when the multiplayer version is up because I'm really excited to play my first ever multiplayer game in a Ludum Dare compo!
I am thoroughly impressed that you were able to make an online multiplayer game in just 48 hours. It's a fairly simple game, but the fact that you're collaborating with other people definitely makes it a lot more fun. Graphics and sound is super cute too. But mostly I'm in awe about the multiplayer part.
This is such a satisfying game to play. It's clear there's a lot of attention to detail and there are these little things (like the menu line transition moving to the right the same way the death line moves to the right) that makes this feel like a really cohesive experience. The AI was a lot of fun to fight too. And I like that the final score is based on time. Time seems to be a much easier metric to understand which motivates you to beat your score. This is a simple concept executed brilliantly. Great job on this!
I really like the old graphics style. It works really well. It sorta feels like if SkiFree were updated to use 3d graphics. I wish the controls were less stiff, and I felt like the hitboxes on the brown spots were too big. But other than that, this was a lot of fun to play.
This was a lot of fun! The graphics were really charming, and the gameplay scaled in difficulty fairly well and kept me entertained the entire time. My only critique is that the game started almost immediately before I had a chance to figure out what all the units were, but other than that it was a good entry.
This is a pretty topical game. Extremely hard, but I feel like that's the point because of how hard doctors and nurses have it these days. Sometimes the icons don't show up so I don't know a patient needs anything until it's too late, and it took me a while to figure out how the icons matched up with the cures (but maybe that's why I'm not in the medical field :smile:). Overall a stressful game that I enjoyed every second of. Great job!
This game is incredible! I think this is the most time I've ever spent playing a Ludum Dare entry. The gameplay was fun and kept me engaged, but the storytelling was on another level. And the graphics and sounds really made it even better. This is also such a new and unique take on the theme. Really amazing job on this!
I think this is a really interesting premise. I did find it hard to understand what was having an effect on the time. I would be clicking around wildly and the look up at the time and see that I added 15 seconds without understanding why. I think having more clear feedback when you successfully add time and more combinations would make the game more engaging and less confusing.
The mechanics are really good. It took a bit to get the hang of the grappling hook, but once I got that the game really took off. One thing I would've liked to see is some sort of difficulty scaling, where if you are going faster the worm will rise faster to keep it challenging for more experienced players. But other than that I had a lot of fun with this one.
I'm getting WarioWare vibes from this game. Really simple and effective. And really good job on the 8bit aesthetics. I wish the game continued past 100 seconds though to drive home the "inevitable" part (or maybe it does if you have all 3 candles, I was down to my last candle).
First of all, the music was incredible! It added to a much more relaxed vibe than I was expecting for this compo, which I found refreshing. The story line was also interesting. One small sound design critique: the kart movement sound didn't loop properly. If you used an mp3 instead of an uncompressed file for that sound, Unity for some reason isn't able to seamlessly loop mp3s. But I'm splitting hairs here. Really good job on this.
I had fun playing this. It took me a while to figure out that the different weapons were for different speeds/power levels, so if that were in the instructions that would've been helpful. I would like to have more feedback when I hit an enemy/get hit, or at least a health bar for the enemy and something other than small text in the top left that's telling me how much life I have left, since I found myself focusing on the enemies and hoping that I had enough health to make it past the wave. But this is a really solid concept.
This has a lot of polish, especially for a compo entry. Really simple but addicting gameplay. I noticed that sometimes a cell I want to select gets pushed out of the bottom of the screen by another cell, so I'd need to wait for it to scroll back in to select it. But that was really only an issue right at the start, since by the end I was just trying to keep the cells at the top alive. Really good job on this!
Simple, easy to pick up, a really good entry. I think it would be cool if there wasn't an upper limit (it seems like 39 seconds is the max you can last), but some sort of difficulty ramping with more birds being spawned in/respawning and them moving faster. But this is still a lot of fun to play.
This is such a unique game. I'm always a fan of abstract art styles, and this is really simple and clean and works. It's also a lot of fun to play. The movement of the protons and neutrons are really satisfying, especially when you make them collide and combine. I was a bit confused about the 2 different stability meters at first. I think including what the one on the right was in the instructions would've helped clear things up. But this was really fun, and surprisingly relaxing (this theme seemed to bring out the more anxiety-inducing games so this was a refreshing take).
This is a tough game. I think having to control platforming as well as aiming and shooting enemies with a mouse might be a bit too much. I think if it was replaced with a more typical "jump on the enemy's head to kill it", it would be more doable. But I love the retro theme, and it was pretty fun to play.
I did not expect to be this engaged with a clicker game. Loved the bad ending(s), being up against the clock made it a lot more engaging and active than most clicker games, and it was pretty funny too. The difficulty seems to ramp down as you progress, but it still kept me engaged. Really enjoyed playing this one.
Really captures the emotions and excitement of haphazardly slamming your hand on your bedside table to try to silence your phone. The difficult control scheme reminds me of QWOP, which I loved. I think there's an issue with the audio since I didn't hear any sound while playing. Chrome 100 on MacOS Big Sur
I liked the resource gathering loop. It was really cool how you had to descend into planets to gather resources. There were a few confusing parts of the game. I didn't realize that the meteor was moving towards the planet at first, and I also got confused when I died because the game immediately restarted without any indication that I lost. I think to take this game to the next level there should be more guidance on what you need to do, as well as make it clear when you lost so you're not confused as to why you suddenly respawned with 0 resources. But all in all, this is a really creative idea.