windowframe by managore 2016-04-21T06:45:00
Unbelievable game. It was a pleasure to play
Foon → Ludum Dare Explorer → Users → legavroche
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | 👥 | Minexile | jam | 1109 | 3.41 | 3.02 | 3.52 | 4.14 | 3.08 | 3.06 | 1.83 | 3.30 | |
| 2020 | 46 | Keep it alive | 👥 | Manual Breathing | jam | 1518 | 3.36 | 3.44 | 3.69 | 3.80 | 3.02 | 3.44 | 2.99 | ||
| 2018 | 43 | Sacrifices must be made | 👥 | Occupational Hazard (HTML) | jam | 551 | 3.39 | 3.33 | 3.36 | 3.92 | 3.37 | ||||
| 2018 | 42 | Running out of space | 👥 | Backpack Simulator | jam | 863 | 3.13 | 2.93 | 3.33 | 3.92 | 3.73 | 3.11 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | City Blocks | jam | 449 | 3.56 | 3.46 | 3.45 | 3.90 | 3.39 | ||||
| 2016 | 35 | Shapeshift | Shape Escape | jam | 652 | 3.12 | 3.44 | 3.04 | 52 |
Unbelievable game. It was a pleasure to play
Enjoyed the game, though I found the climbing mechanic to be a hit or miss at certain parts of the stage. In terms of the color, I think the contrast is a bit too high and the brightness combined with the black tab background with the flickering started causing some eye strain
Graphics were amazing, and I think if you guys incorporated stage transitions, it'd look amazing.
Really awesome idea, I thought the art and music were great
A bit of a learning curve, only beat the easy level but it was so satisfying by the end of it..
Awesome models and animations. The game looks amazingly polished! Great entry, had a lot of fun. My highest score was about 950+, but some portions felt impossible to get through like the really precise jumps in between the spikes
I played the webplayer version. I like the art style and your use of the theme, but there needs to be some checkpoint system since the beginning of getting the feet is tedious to go through after each loss. The jumping was also a bit slow to process and I fell on my first attempt when trying to jump right at the edge
Really entertaining, but not sure on how to get the tacos. I liked your art and music as well
Wasn't a fan of the sound effects. I liked the models but controls are a bit counter-intuitive imo. It took me a while to get use to using space to atk and left mouse to jump.
Your pixel art is amazing. Really enjoyed the game. And just wanted to say thank you for all the great tutorials you've provided
Great art and sounds, but like many said, the game is too difficult. The arrows fly too fast imo
I liked the concept but the end of the first level became really jumbled. I couldn't see what shapes were coming in and out.
Controls took a bit of time to learn, but the game ramps up too high in difficulty after about a minute or two in. Some swap formations didn't seem possible (such as going from left to right) given the small space between the meteor waves. I like your coin buying system though, offers some replayability
This game was amazing, one suggestion I thought of is maybe changing the colors of the shapeshift to match the fruit's color as well.
I like the concept but it seems to be incomplete. I couldn't find any of the additional docs the host refers to. If you flush that out along with more dialogue from the guest (I'm thinking of something like the Ace Attourney games) then I think you've got something really good on your hands!
I think this game has the makings of a good multiplayer game. Maybe have a randomized list of drawings that both players must draw?
Nice models! I found the movement to be too floaty though
Great and innovative idea. Enjoyed the explosion mechanic but I found the controls to be cumbersome. I played the webplayer version but why not allow the player to move using WASD and jump with space rather than controlling it all through the mouse? I think that would make the movement flow better
I enjoyed the mood of the game. The art and music went well with each other. I'd appreciate more directions though on what each thing would do for the land. Also, as a suggestion to take it further, how about adding some micromanagement designs, like a food/water meter for the people?
Played the non-easy version. Great game, I think the game would do well with a checkpoint system. I made it to the second level and died, and I couldn't mutate in the first level after. Not sure if that may be a bug
Awesome idea, but I'm not a fan of the wheel spin, since if you missed the right element, you'd need to wait for it to cycle again. I would've liked four different keys for each element, but great work otherwise, especially the music
Really liked the models you used. My one criticism would be that the mushroom gathering presents no challenge and so that portion gets a bit boring. Maybe use a few small enemies to keep the player busy while gathering and the like. Great work though!
Not sure how to describe it but something about the game's atmosphere reminds me of being a kid going through one of those playhouses with interesting contraptions. I hope you take this concept further and maybe pair it with really cool environments and puzzles within each room
Love the game and art. Not sure if it's just me but I found level one difficult to pass. I enjoyed the challenge though
Awesome graphics and audio. Liked the ramp up in difficulty, it was a good pace
At first I thought it was a typing game, and it began to get boring but the twist at the end makes it all come together. Great job!
Really liked your approach to the theme, but I didn't like how the water would cause death, since it's too similar to what the magma stage was doing.
Like others mentioned, it was difficult to figure out the objective. I think getting the controls a little more streamlined can do a lot of good.
Haha I liked your interpretation of the theme. I thought it was a puzzle and that there'd be some way to make it through so I was trying every input on my keyboard. It was short, but fun!
Awesome art and use of the theme. The game was really well polished and I hope to see more in terms of gameplay variety in maybe a post-jam version. I thinking adding powerups that could change the gun you're using and making something like a meat ball tank monster that rolls towards the player could be that little extra seasoning this pizza needs. Overall, great game and I hope you continue working on it!
Really enjoyed the gameplay, art, and music. It reminded me of the style of classic NES games that I loved as a kid. As others mentioned, I would've liked to be able restart a level instead of the whole game when stuck. And in terms of gameplay, I felt the falling speed was a bit too fast compared to the more floaty jumping-up motion, which made the motion feel unbalanced. All in all, this was a well-polished, fun entry. Great job!
This game had everything. Gameplay was really fun and the art and sound fit it well. We had a similar interpretation of the theme (having agents protect the president), but your execution of this idea was amazing!
Really fun game! I would've liked more of a challenge though as the game progressed, because the upgrades made the later levels really easy. The art and humor were spot on, great job!
It was a fun game with a really nice artstyle. One thing that I would've liked is the ability to still attack while the text was going through. It felt like an unnatural breakpoint in the gameplay. Otherwise, great job!
Made it to round 11. This was an awesome game and I'd like to share some ideas on what I think could help improve it. The sacrifice mechanic was well done, but since we couldn't sacrifice a higher level for a lower level (for example, I tried giving up the goblin that was 2 stars for the goat that was 1 star), I would have no idea what units I'd like to keep or get rid of for the next round. In my next few playthroughs, I got a better idea, but that was more through trial and error. I think if you have some sort of display to show the next group of enemies, that could open more strategic play in terms of saving possession for later rounds. Overall, that was a great game!
@altega Hi, are you getting an error on the itch.io site or do you mean you can’t reach the site?
@goatboatgames @jevgeni-orehhov @earlybard Ahh.. yep the controls were one of our biggest worries while designing the game, we’ll try to improve upon it in a post jam version. Thanks for playing!
@justalocalhero thanks for the encouragement!
@coda-highland :) Glad that was evident haha
@sky-coding ahh, we noticed that in our playthroughs as well that there seemed to be a delay in letting users instantly pickup and drop the bombs. We will try to iron that issue out in a postjam version. Thanks for playing!
@wyatt - that’s a respectable opinion, and thank you for giving our game a try despite that!
Awesome effort! The minimalist art and music really worked well together. I'm interested in knowing what your original vision was for this as you mention that you could've worked with the theme better if given more time. I thought the puzzles were challenging enough, and I hope you continue working on it to reach the vision that you had for it. Great entry!
Loved the music and the art! I liked that the enemies signaled the direction of their attack. Nothing felt too unfair. If I had to suggest a small improvement though, I think I would've liked a visual cue to show that Mary was being injured (maybe like a red flash). There were times when I played and didn't notice that I was getting damaged. Other than that, great job!
Saved 18 people. This was an awesome idea for the theme. The graphics were simple but it matched really well with the bit audio. The level had a good amount of challenge to it. It ramped up very fairly and I liked how you included the instructions within the game rather than just through a control menu. The only thing I wished this game had were more levels to play. I hope to see this as a full game at some point. Great job!
Loved the 2d art that you had and I think adding that type of texture onto the spheres would've made it really cute. I think I would've liked to see a way to replenish the bloops as a lot of them would naturally fall off the platform on their own. At some point the game slows down since there weren't enough bloops for combos. Overall, it was a great entry that can be even better with a few more mechanics. Hope you continue working on it!
Holy production value... loved the art style and the amount of work put into it with the cut scenes and different classes/mechanics. I thought the sacrifice mechanic was too punishing since it sacrificed a character as soon as I entered combat. I would've like maybe a risk/reward system. Maybe like if you choose to kill something, then you sacrifice a team member but get some buff. Or maybe you can run away, and protect your team members, but then you get hit with a debuff. The game has great potential, but I didn't feel there was ever a need to enter combat so it became more of a dodging game to reach the boss. Great work though, I look forward to your post-jam version if you guys choose to continue working on it!
Amazingly well polished. The art, music, gameplay... all of it was really well done. The only thing I think can be improved was the climbing mechanic. The cat would slowly decelerate on the ladder rather than completely stop when I stopped providing input. This threw off my timing many times. Other than that, amazing job well done!
Good job with the gameplay and art! I have some feedback in regards to the game difficulty though. I felt that the small ents were really difficult to see and hit in comparison to the large ents. The large ents also die with one shot like the small ents, so they're much easier as an enemy type. Maybe they can be given more health and balanced to be much slower. I think doing so will provide more diversity in the gameplay and a sort of risk reward mechanic of trying to delay engaging the large ents by running away but the longer you keep them alive, the more difficult it'll be to defeat an entire group. I also would've liked to see the ents' movement take into account the trees as it was hard to predict where they were coming from since they could walk through trees. Overall, this was a great entry and I hope this feedback helps in your post-jam version!
Gameplay was simple, but really fun. The difficulty jump made it feel like we were forced to use the bigger gun since they had so much health. I think one thing that could help give the player more choice is to sacrifice points to upgrade their current gun. That way, players still sacrifice points but still have a viable gun that fits their desire playstyle. Great entree!
This was a fantastic game. Really fun gameplay and great art. I've got nothing else to say besides great job!
This was a great interpretation of the theme. The sacrificing body parts and having it impart the robot was really innovative, and it made me think out the specific order that I should use when solving the puzzles. Awesome job!
Loved the relaxing atmosphere created by the art and music, it really caught my eye. As some other mentioned, having some more interactivity with the world would be nice. Excited to see what comes from it if you continue working on it!
The atmosphere was great. I got tense right from the opening scene. I got a bit stuck after I got my third note, I think having some sort of hint system that highlight points of interest could make this game much better. Great job!
Would love to play it, but am waiting for the windows build. Please let me know when it's up
Great gameplay! It was really relaxing to just cause that much mayhem. Loved to see that everything was affect-able by the tornado. I enjoyed the upgrades, but at some point it was too big that all the obstacles flying around made it tough to see where I was going. This was tough near the end, because I was getting much less points so I tried to prioritize increasing my score while avoiding humans, but the lack of visibility made that difficult. These are just small issues that I disliked, but I guess one can argue that that's what makes this a compelling tornado game haha :) Great job!
The game was good, but there were many more enemy encounters than traps/boxes, so I found cycling through all the characters to get back to Henry was cumbersome. The idea is good, but if you can find a way to streamline the swapping, then I think it'd be that much better. Great job!
It got really tense once there were enough spawns at once on the map, but as @benburgh mentioned, the enemies spawning in the same location made it feel somewhat repetitive. It's got potential though, and I think it has room for more variety of enemies and different gun types in a post-jam version. Great job!
The art was charming and I liked how you balanced the swapping by making the coins obtainable by only one of the two forms. The puzzles and platforms were nice, but I found the movements were a bit too "floaty" in my opinion. Great job overall!
Really cute art! The swiping feels unnatural on pc, but I can see this porting well to mobile. I also would've liked the difficulty ramp up to be a bit faster as it was starting too slow in the beginning. Great job other wise!
Really loved the graphics of this game and the humor with referencing bitconnect. Great entree!
Awesome interpretation of the theme and innovative gameplay. Game ramped up well in terms difficulty. Nothing felt unfair. Great work!
This game had a lot going for it, and I think if you had a bit more in-game guidance for players then the experience could be much better and smoother. Overall, I think you have a great framework to work upon and I hope you continue working on it post-jam!
Loved the art style! Really added to the humor of the game
Great art design! Song was a bit tough, I think I would've liked to see something a bit easier while I was getting use to the controls. Good job!
Really nice art and music. A game that's perfect for this time of the year!
The gameplay isn't bad, but it is brutally difficult. It seems cutting down the trees only give me 1 plank each, so I assume I need to get near 40 to protect the pc from the rain. In the game's current state, I'm not sure if that is doable. Like others mentioned, I also wasn't able to refill my canister at the same rock upon using it. I see a lot of promise in this game though, and would like to revisit it. I do wanna finish by saying that this is very impressive as a compo entry, and I hope you continue refining it.
Awesome game! It was pretty difficult keeping all 3 alive at the same time, but when I was down to 1 plant, it became a bit too easy. I think introducing some additional mechanics when the player gets further would be welcome. Like maybe the pump gets jammed at some point or bugs can eat through the umbrella so it doesnt lower temperature as much might be interesting mechanics for a post-jam version. Overall, this was on of the most polished games I've seen, great job!
Splendid art and gameplay. Had a blast with the game but wanted to leave some suggestions. I thought the ice ended up being useless since the stones replenished the life of the tree anyway. At first I thought that I was running out of air due to some time limit but later realized it was because I was in the black area. I think having the ice stones be pockets of air and introducing an air gauge mechanic might give more purpose to the ice. Overall, great job!
This was a really ambitious entry. I was surprised there were so many levels with such varied mechanics. The only thing I had a suggestion on was that the levels seem to stall, and I couldn't figure out how to proceed. I think it was the bacterial level where the bacteria no longer spread, but I had no ways to deal with them.
Really good choice of audio and I loved the pixel art. It took me a while to realize that I had to wait to see their actions as I was just shooting all the black silhouettes haha
@snowl: Thanks! We hoped that would happen :D
@trozeman: Hi, thanks for playing! Can you please let us know what bugs you're referring to? Sorry your experience wasn't so ideal, we figure it might have to do with the webplayer somehow. What issues are you seeing? Since this was our first time building for HTML using Unreal, we'd like to know the issues that you saw so that we can hopefully resolve them in future games. Thanks!
Loved the art style and audio. It really did remind me of the 90s! It was hilarious to me that you can throw the humans into the fire and I was pleasantly surprised by all the enemy variety. I'm not sure how you could balance this, but I found the ending part to be really difficult since they crowd around you and get in the way of your throws.
Great idea and execution! Giving us an object to throw and protect really helped expand the puzzle aspect. Awesome job!
Loved the concept and enjoyed the game overall. I enjoyed the sidetasks given to the player to balance protecting the pet. Some things I would've liked to see was maybe a quest log tracker of some kind that shows the current objective. Sometimes I found myself missing dialog and not knowing what I was suppose to do next. In terms of gameplay, I didn't really enjoy the pickup and drop command in order to perform an action. I think applying that mechanic to just items would really help streamline the gameplay. For example, not having to drop the bubbles in order to turn on a bath. And to streamline the pickup mechanic I think I would've liked to see an exchange system, like if you tried to pick up the shovel while holding the pet, it would just swap the pet with the shovel. Overall, great job and I hope you expand upon this game!
I see a lot of games starting too difficult or starting too easy and never adjusting. This felt perfect in the difficulty ramp up. The only thing I think I would've liked to see was some powerups to add more gameplay variety, maybe in a post-jam version if you guys plan to continue working on it. Great job!
Really cool game, reminded me a lot of kingdom which I really enjoyed. The atmosphere was amazing, loved the artstyle and the use of the god rays. Some things I would've liked to see were more spirit types and I noticed the background kinda shifted with you as you moved. Great work in such a short amount of time though!
Awesome entry with really good set pieces. I got GLADOS vibes from OLEC. The only issue I had was that the ending part kinda confused me at first. Not sure if I might've missed an instruction log that said to disable the 4 server racks. If so, then disregard that comment, but if not, I think I would've like to have some instruction for that in the logs. Great entry, and I hope you guys expand upon it further!
The art was amazing! Really liked the slide mechanic, but I felt the arrows were a bit too fast and I think I would've liked to see some invincibility frames since I got knocked into multiple obstacles and died lol. Great job!
Loved the ps1 style graphics, really brought me back to my childhood. Gameplay left a lot more to be desired, but I know you have a lot planned for the post-jam version, so I eagerly await that. I liked the route that you went with, and would love to revisit it in the future!
I really like the concept and glad you also included an AI option. The art style is minimalist but fit the game perfectly.
I like the concept but had some thoughts on gameplay as I was playing. I felt the colors were straining to the eye since it was so brightly colored, maybe tone that down. Also I did not see any feedback on score or lives. No matter what I did, I did lose lives nor gain score. Its an interesting idea, but I think it requires some more work to flesh out the gameplay aspects.
@shakedimus Yes I was connected to the internet, not sure if there needs to be some more setup
Hilarious concept, and I loved the visuals and art style. I think I found a way to cheese the game though. If you just click the new plant, it'll eventually grow and then you get the cutscene and can reset all their timers. Also I would've liked some other button or key to restart the game, since players are already clicking the mouse like mad and it was very easy to skip the ending screen with a unintended click.
Oh? You're approaching me?
Had a great time with this, and really enjoyed the art. I think if this was expanded to 4 players and with a few items/powerups to add more gameplay variety, youd have yourself a great couch co-op game. Hope to see you guys expand upon this!
Made it to the third wave but then they were moving too quickly haha. Great entry, especially for a compo! Some things I noted: the top lane dragon was blocked by the mom so I didn't actually know there was a baby up there until a the steak made its way to it. I think having the player lose when they lose just one dragon is a bit too difficult. I personally would've liked to see them act as score multipliers, so like if you had 3 babies surviving, your score would be multiplied by 3 for example. All in all, really enjoyed it!
@cheesepencil Ahhh, can't believe I missed that haha, just had another go at it and definitely felt a lot better to control
Really cute game! One suggestion I had was enlarging the cats click radius to make it a bit easier or maybe ramp up the difficulty by making the cats start a bit slower to ease players into the gameplay. I think adding a few more gameplay elements like alternative methods of dealing with the cats could really take this game to the next level. Good job, and hope you continue working on it!
This was an extremely well made game! I enjoyed the hectic-ness of the later waves, the gameplay really made me feel like Captain America!
Really ambitious concept and interested to see where it goes if you choose to continue working on it. I had a bit of trouble discerning what all the different skills and abilities could do, which caused me to go with a trial and error approach. Would like to see the information be presented in a bit more digestible manner, like maybe a popup when you hover over an ability in battle to get more information of the damage/heal/etc.
Really well-polished entry! I enjoyed the gameplay, but like others mentioned, the platforming with acid was tough and having a checkpoint system would be a welcome addition. The robot models, especially the third one, were really cute!
The game felt at it's best when I was able to lineup a shot and then the ball positioned itself right onto another gate, but those moments felt few. I think part of it was the difficulty of hitting balls that were currently still rolling. I found myself missing a lot of times even when it looks like it was perfectly lined up. If you refined the controls then I think you'd really have something special. Good job!
Really enjoyed the art, reminded me a bit of the top down Zelda games, especially with the sword animation. I wanted to share some thoughts on what I would've liked to see in the combat system. First, it was pretty punishing and I didn't know how much health I had. Second, I think adding some sort of knockback system can really help balance the combat and provide the player more feedback. I think the difficulty really stems from them still being able to charge at you even when you hurt them, which makes it hard to time when I can attack safely. Great concept though, hope you expand on it further!
@convg: Just played the postjam version and had to say it was much improved! Good job :D
Great game! I had some small suggestions on gameplay that I personally would've liked to see. I think your game has all the proper elements but I would've liked a bit more control in order to plan out my actions. One suggestion that I think can help with this is to have the ball velocity be based off how far the user drags the mouse instead of having it adjust back and forth by time. Great work overall though, the game felt at its best when the ball ricocheted in just the right way to cross a tunnel!
One of the most innovative games I've seen so far. At first the gameplay frustrated me, but when I changed my mindset to think of it as a puzzle, it was a lot more enjoyable. Great entry!
This was the most visually impressive game I've played thus far! The only thing I had gripe with was that the wind seemed to be unresponsive at times, and I wasn't sure if there was some meter that kept me from using the wind successively.
This was a really innovative concept, but playing as the engineer felt counter intuitive since the ship was still being shot at and could take damage. This feels like a really good foundation for a coop game though, where P1 is the ship and P2 the engineer.
This was a really good concept. I liked seeing the depiction of the clogged arteries with the junk food. Some things I wanted to see in gameplay though were to have each enemy maybe move or even attack differently. You have a lot of different designs for enemies which is awesome, but in the current state, I feel like I've seen all the game has to offer around level 1 or 2 since there's no change in gameplay. Maybe you can add like an enemy that shoots a slow projectile, or maybe an enemy with a shield of some sort to add more variety. All in all, I think you have the foundations for something really fun, and I hope you choose to expand upon it further!
The game was really hectic and fun, but the only suggestion I had was to have the shield point in the direction of movement. I found it a bit cumbersome to have to let go of the mouse button and reclick each time I wanted the shield to face a different direction. Other than that, great work! I found the use of the platform being the player's health very innovative, and I enjoy mechanics that punish player mistakes.
I like the idea, but I felt that it needed a bit more. Maybe a mechanic to somehow fend off the shark would be interesting. Also I noticed the later part of the game didn't have the shark attack anymore and I was only able to wait it out till reaching the goal line. I think shortening that last part or adding something to vary the gameplay would really help. I really liked the art, the turtle with the food dangling in front was cute!
Hey it look's like the exe file was deleted? Would love to give it a shot once it's back up!
The idea was cool, but like others mentioned, I couldn't get past the first round. It seems like the best option for the turret was in the center of the map but even that wasn't enough to stop him. Would be interested in seeing where you take this idea though, good luck!
Awesome game! Took a bit to memorize the actions for the 3 buttons, but once I did I was able to get a good rhythm going. Would love to see more levels in the future, next job!
This really reminded me of Stanley Parable, which is great! The scenarios provided were hilarious
I also found the horizontal movement tough to control. But also one thing I would've liked to have was a score system maybe in the form of a timer, so I had an idea of how well I was doing in each playthrough. I think adjusting the movement and adding some high score system can really go a long way for your game.
Really challenging, but it felt good once I got a hang of the warp mechanic. I think adding just a bit of a slowdown on the fall after the warp could really make it more accessible. I got to the part with the yellow sphere but I wasn't sure what to do at that point? It seems my life was draining really quickly at that point and I would've liked a bit more guidance at that point. Great job overall!
Really interesting mechanic with the sound. I'd like to see what else you come up with for future level in terms of incorporating that within the gameplay/puzzles. Great job, really liked the art style! Really reminded me of Limbo
Love the concept and really nice art! I wasn't too fond of the out-of-bounds death, since it felt pretty challenging already. Great work everywhere else!
Short but sweet! The graphics, mood, and audio choice was great and made the chomping action really satisfying to use. The only area I could really nitpick was the platforming segments. The horizontal movement felt a bit floaty, so it was hard to properly move how I wanted. This wasn't too bad for most the part until I reached the end area. Overall, really good job and I'm excited to see what you come up with in the post-jam version!
Gameplay was simple but fun. There were cases were the obstacles were just unavoidable though due to how close they were. I think fine-tuning the game balance can result in much improved gameplay with what you currently have.
This game is so incredibly polished. Everything from the sprites, animation, audio, etc just ooze quality. The attack sounds were a bit too loud imo and became a bit grating over time. I also felt the movement was too floaty. The acceleration from sideways movements was difficult to judge and I found myself hitting into enemies often.
@ditam Thanks for the feedback! The gold is disappearing because the miners purchase equipment once you've unlocked one of the equipment upgrades
Really liked the concept and environment. I found the combat and platforming a bit tough to get use to as it was hard to gauge the colliders. I think improvements on that side would really refine this game
Really liked the music and overall style, but as others mentioned, I found it tough to control the shooting. It felt like sometimes it would launch the other harpoon and not the one I intended. Not sure if I missed this, but I also think there should be some mechanic to refill the air gauge when deep in the caves to avoid needing to constantly resurface as that breaks the fun explorative aspect.
Really cool concept, one of the most creative that I've played so far this in this event. The controls took a bit to get use to, but once I did, it was really fun!
Really liked the visuals. That combined with the gameplay gave me a lot of nostalgia from some of the gameboy games I used to play. Great entry!
Really enjoyed the gameplay. It was simple but very fun due to the variety of enemies. The audio and art really fit together. Great job!
I felt the game was a bit unforgiving as there was very little time to react once you see a platform underneath you. Maybe it can be balanced by having the collectables increase the lighted area for a duration when collected?
Loved art style and really enjoyed the calming atmosphere of the game. The gameplay was simple but fun. If I could make a suggestion though, I would've liked to be able to speed up the reeling up of the rod if I hooked the max amount of fish for my rod.
I enjoyed the explorative feel but felt that the constant backtracking to upgrade detracted from that. Not sure how one can design around that while still keeping the game balanced though. Good job, I liked this entry!
Really interesting concept involving the human psyche. I liked how each colors represented a type of emotion and it sorta gave me "Inside Out" vibes. I found myself getting stuck at certain times though due to the creation of moods around me. Not sure if that was intentional but I think having a way to break out from that situations would be nice.
Great entry! I enjoyed everything from the gameplay to the visuals and audio. If I could make a suggestion, I think having some powerups like one to let the user drill through rocks could add some nice variety.
Simple gameplay but really fun. I enjoyed the fluidness of the movement. I would've liked to see some movements from the helicoptors or maybe even some objectives while we were in the dirt in order to vary the gameplay.
Really enjoyed the art style. The interactions between the player and the enemies were fun, but I felt that the digging to find ladders and keys were a bit tedious. I would've liked some sort of indicator or sound effect to let me know if I close to the vicinity of a key or ladder. Maybe something like a metal detector item would be nice? Hope to see you take this game further!
The game was a tad too dark imo, and I had trouble seeing it clearly. I know you said that you didn't have much time so I assume the level was incomplete, but I wasn't able to progress pass the first level
So for the entire game, I played with a childlike smile on my face. Beyond the up/down/ascend/descend mechanic (that was repeated a few a times), there were a few levels that incorporated the description of the text in to the level that made me grin-from-ear-to-ear. I won't ruin it for anyone because everyone should play this game. I absolutely loved every second that I played and would easily purchase a retail version that incorporated the text even more (like a level with a door and you have to use the 'key' text to get a key or like a level with a word avalanche when talking about the character slipping down a hill). Totally got a "Tales of" feel from the soundtrack too.
Game Genres: Farming simulation + RPG! The artworks are well-polished. Well-fitted music too! Actually "farming" the souls instead of "farming" from other haha! Great work! Are the control inputs suppose to be well-executed like playing Dark Soul? The seeds hit hard!
Coming from someone who does not play Shoot-em-up games, I am very conflicted. I can see this as a shoot-em-up that I definitely play and enjoy playing especially the art style and the semi-silly premise. I liked how the main menu gave subtle hints on the game mechanics. I liked the rate of upgrades and the natural-feeling of creating memorable game experiences. But some of the upgrades, like the bullet upgrade made the game much more difficult with the spread. There were a few times that I felt that I was stuck/couldn't avoid anything because there was too much going on. Also, is the high score hard-coded? I tried getting up there but had no opportunity to add my high score (and it appears #5 is blank?)
Great job! The concept is interesting! Playing the game while at work haha. Maybe add a "boss" in both the roadway and the office, to form more gameplay/theme connection. The Physics makes the top portion of the game a bit of challenging, but it is doable.
Very well polished: the audio, the animations, the frames, everything. Not much I can add, a mash-up of two tried-and-true concepts with a fascinating twist that was tastefully executed.
A fantastic twist on a game that until I played your game had no room for innovation. Very fun. Very clever. Very well executed. My only issue is that when I right clicked to remove bounces, it still opened the right-click menu. (Might just have been me but maybe remap it to a button that places it over the cursor?)
I love how the music gets you worked up to do some insane word-smithing action. Very impressed with the programming, concept and execution. Maybe give the player the first line of the lyrics to give them some direction or maybe have a prologue where they are playing a random song in their garage got practice?
I loved the game's aesthetics and music but I learned the controls through trial-and-error. This is amazing for 72 hours but I would have loved some instructions/sandbox/maybe place the first few blocks in a tutorial that gets the PC on to the block-platform.
Bro, how you manage to have this humor, gameplay and look in three days is a nothing short of amazing. I feel weird leaving a comment that has no 'constructive criticism' but I got nothing. The sequel should be the lawyers fighting the appellate court and/or board of attorney ethics.
@minibobbo Yeah, I read your comments about the cut-content like the un-used VO lines. I guess its that old saying of "cut your expectations/goals by half" - either way the only people who know that the game is not in its full-glory is you guys. To an outsider like me, the game (albeit short) is perfect.
The physics and the concept are cool. It becomes slow-paced when I realized I was allowed to snipe them from far away by spamming. Hold RMB/Space to use a stronger smash would be awesome!
I wish the restart level button is in the middle instead :( Maybe it is just me, I misclicked the restart game button couple times.
I feel like I am just not getting something. Like, is the idea of driving a succulent a meme or something? The game seems to have a lot of heart, a lot of flare and a lot of character but... how are the genres incompatible? It seems to just be a platformer with some transformative elements, a mechanic that is not foreign to platformers. I really want to say that I loved and enjoyed the game cause it seems to be there but I must be missing something.
I found the movement difficult to get use to starting off and the restart after each fall felt very punishing as a result. I sometimes ran into cases where I didn't have the right block to match, but that was usually fixed by jumping off and restarting the set. Once I got use to the movement, the game was a lot of fun. I liked the idea, great job!
defeat by my own creation...so this is how it ends...good game :)
This webcam control game is fun and innovative! The technicality of this game is astonishing. deep neural network programming(for machine learning?) + webcam + tensor flow and building the game in Javascript is a plus plus plus!
Game is oozing with character, I love the design, look and feel of the game. But I feel like I am missing out on something? I lose matches but charm still goes up? Is there ever a reason to swipe left?
The game oozes with character and I love it: from the sound, to the title screen, to the classic retro look. I too found fishing confusing at first, I think the window to successfully get the fish should be a bit bigger and the "!" a bit bigger as well. But this might just be a result of my reflexes. Either way, I genuinely enjoyed the game with a huge grin on my face.
I genuinely feel that I cannot add any more feedback then my colleagues above so I will emphasize that I loved the graphics, mood and tone of the game. Incorporating things like the stage lighting as a gameplay mechanic was very cute. Gameplay and puzzle mechanics were solid and well-paced in terms of a learning curve. Again, as others have stated, the small font and line breaks in the middle of words made it difficult to catch the plot and subtle humor.
@weekend-panda, Thanks for giving it a try despite the large resolution! I lowered it based off of your comment so I hope that solves the vision issues. Please have another try at it if you'd like.
@Zimmer, Haha that's kinda what we were aiming for, but hopefully it was more fun than annoying!
@KScorp, really appreciate your constructive criticism and will keep what you said in mind as I refine the project in the future!
@polegar, Ahh based off of your comment I'm assuming you "beat" the game by reaching the high score! I do agree it was a bit sudden but we wanted to sort of be more direct with what the message/analogy of the game.
@RilleP, Good point, we did notice that at the beginning and opted to add a small trail behind the ball, but I think we'll play around with more contrasting colors.
@notgreat, Yeah as mentioned earlier we wanted to be more direct with the messaging but we have plans on just adding an Endless mode with more traditional gameplay with more powerups and different blocks. But congrats on beating the game!
@EthanLittle909, Thanks for the kind words!
@Theras, Yeah we had some issues with balancing the amount of left-side and right-side words. From initial playtesting, it seemed a lot of people found it really difficult so removed a lot of the right-sided words.
@Autumnotopia, Agreed. At first we had whole phrases/sentences, but it was way too difficult given their length. We do plan in post-LD changes to generate parts of those phrases/sentences in order so that the player can read each word and hopefully notice that they're part of a whole phrase.
@simon-rahnasto, Thank you for taking the time to review it! Really enjoyed watching you play it on stream and hearing your feedback :)
@NorthernHawk, Sure would love to! So the game is an analogy for texting and driving. In hindsight, we should've made that a bit more clear maybe via additional audio and sprites related to cars. The voicemail is rewarded upon reaching the goal score, that's playable in an alternate main-menu screen and it alludes to the fate of the player.
@winniehell, I never thought about what if two players attempted this! Makes me wonder if we have some room to adapt some multiplayer mode down the line haha
@AlejandrodeCea, Congrats on "beating" the game! So the voicemail was suppose to be our reward to hopefully have the story come out to the surface. So our take on the theme was sorta an analogy for texting and driving. I hope that info makes the glitched screen scene make more sense now
@minibobbo, Ahh really appreciate your attempt and I hope you'd give it a try again very soon!
@elsiana-eaves, Haha your comment really made my day, really glad you noticed that! In some of our own playtests, we found that most didn't have the chance to notice the words due to the multitasking involved. In hindsight, I think that was an area we could have improved on. Some plans we have for our post-LD version will hopefully address that
@cristiano-m-garcia, Thank you for the kind words and definitely planning to continue. I really enjoyed your game also
Very cool and unique mood established by the game's description and title screen. I found myself getting most of my kills via "insta-kill" holes and those felt awesome - what did not feel awesome is that I never had a chance to use any of my items because I had to constantly disenchant items to stay healthy/not-die. During my ten minutes of gameplay, I only saw one uncommon weapon. I definitely would have appreciated when starting a level a pan-over shot of the entire level or a zoom-out feature. My first map when I played the game had all the balls out-of-the-screen and made it difficult to immediately capture the goal of the game.
So I played maybe about 18 games and couldn't survive longer than 40 seconds in any run. This probably is not my type of game. I do love the idea and I do love the novelty - I would say that I was laughing for about 90% of the time that I played it (especially at those rag doll deaths). I'm conflicted on the (what I can only guess as) procedurally generated levels. While it is cool and the coins do show the route, it is very difficult to get in a grove in the game and train my muscle memory. Personally, I had a hard time analyzing the depth of turns and at least twice turned too early. There was one death where a car was parked right behind a truck that I had to slide under and instantaneously died (I am guessing this is what happened cause I couldn't see behind the truck). Maybe this review sounds too harsh but I really did enjoy the game - especially given this is likely not my type of game.
Absolutely brilliant premise to actually create purposeful "jump-scares." Jump-scares being in quotations because its not quite a jump-scare. I don't think the game has to be this dark... maybe have it take place in some fleshy-pit? Honestly, thats a small nitpick in an otherwise fantastic game.
I like the game idea! The game mechanics are interesting! Good polish for the Menu/Volume/Graphic options! A music cue or visual cue for getting a tower upgrade card/caste repair card would be awesome! A visual cue for directions of each wave would be great too! I was caught off "guard" haha. Overall, I enjoy it!
At first, I thought I was just playing a retro-text-based game with gritty lore. It took me a minute or two to realize I was playing Minesweeper and had to conceptualize the map in my head, it was a lot of fun. Overall, excellent use of the theme by mixing two genres in a quirky but harmonious way. (I also agree that auto-scrolling and maybe some audio, like a typing noise, footsteps, radar noise, might have helped)
Really fun game and big fan of the audio. Wanted to mention that I attempted Todes Fantasia on the web build and there was an error when clicking the retry button. Just a minor inconvenience, as I had to exit back to the main menu each time. Please have a setting to turn on infinite health, it would've been nice for people without much coordination (like me) to still be able to hear your songs in their entirety. Great work!
It should come as no surprise that I am going to repeat what everyone else has already said. Absolutely fantastic work especially in light of your ages. The 3d work and sound are really where your game stands out. I too had issues with the sword animation being too quick and the window to reflect bullets is too small. But I am so floored by the 3d work that its quite clear you have a bright future ahead of you.
Game has much more depth than I originally thought. I had a little problem with keeping the knight facing in diagonal directions to reflect attacks and often would just use either the X or Y axis. I collected the 4 runes but had a very difficult time finding my way back to start. On one run, I had to use the turrets to make a route for me to get a rune and loved it - but I feel this was probably just from a fluke of the map being procedurally generated. But because the turrets can destroy blocks, it was hard for me to conceptualize the layout and get back to the beginning. I think this could be solved by different parts of the map having different colored tiles. Lastly, in my last playthrough, I realized that it was much easier to just run past the turrets than methodologically reflect the bullets. In conclusion, great concept, great execution, definitely room for improvement.
Innovative use of the theme with really fun gameplay. Props for finishing such a great project at such a young age!
Is this Papa Johns? Because this game is a MASTA-PEECE! The game oozes with character from the ice beam launching the PC upwards to the hidden paths, to the audio, to the graphics.
I am anxiously awaiting a full retail release.
Edit: "Ice is nice." ~Knack 2, 2017
I really the conversation and the game over screen. The movement control is smooth. Well done!
If you look at a game like Rocket League the game is built around a simple core concept (hit the ball) with a twist (cars/physics engine). You definitely have a the same foundation, a core concept (score the ball) with a twist (platforming/slight-beat-em-up mechanic) but right now the goblins are a bit too aggressive. I still had fun for the few minutes that I played your game.
This concept is really unique and I loved your interpretation of the theme! Big fan of the xkcd-style art too. A solid entry!
Great game to play! It reminds of turn-based RPG in the old days, but in a 3d version! More card variations would be great! I don't know if it is intentional, there is no sound effect. Attack cards for each term would be awesome! Overall, the game has lots of potentials!
Great work! Enjoyed the beginning stages, especially when discovering planets and building trade networks. Though after a few minutes of play, I found myself wanting more variety of cards but maybe I just didn't get far enough to see all of them.
Wow this was an amazing entry. I loved your interpretation of the theme. The gameplay was very fluid and I really liked that extra depth of having the ball affect falling pieces. I imagine people with more coordination than I will be able to take advantage of that mechanic to rack up those lines haha. Personally I found the game very difficult but once I did get a line, it felt very rewarding. As another person who went with a breakout genre mash, I'd really love to hear your feedback on my version of it. Please give it a try if you'd like: https://ldjam.com/events/ludum-dare/41/city-blocks
And thanks @rebecca-kremer for sharing this entree in your post, otherwise I might've missed it
Its like if Surgeon Simulator and Tetris had a child, in space, and then rotated 90 degrees.
A lot of successful games, like Rocket League, take a simple concept and implement a fascinating twist - you definitely nailed that formula for success while nailing the jam's theme. The game is very fun to play albeit short. With more mechanics and a more fleshed out story, I definitely see this being a retail release. All and all, very cool for what's there!
The Music and rhyme are cool. The game itself is cool, but it is lacking another genre. Animating the car in the background probably won't do it. Maybe add some car dodging mechanic would work better? Btw, WebGL version doesn't have the arrows for me(using Google Chrome).
Great work! The music really fit the visuals. As others mentioned, movement was a bit difficult to get use to at first. One suggestion I had was maybe easing players into the game by first giving them only a set axis of movement and then gradually unlocking the full range?
I like the idea of the game and can see it being a fun educational game that I could introduce to my younger family members. I was unable to get past 7-8 seconds as some other reviewers noted.
Genres: puzzle + platformer + block buster! The gameplay, the sfx. the music choice, the moving control, the level design, the help menu, the theme! All well done! 10/10 GOod job guys!
I have a suggestion, prevent the ball from leaving the "view", when it is bouncing (similar to old Mario game), would make it even better!
It is a memory/puzzle + reflex + top-down shooter game. The idea is great! It reminds me of those diffuclt stages/level in tose brain training games!
I wish the input-control/gameplay for the shooter part is easier though, every move are critical for this game when we cannot make any mistake. Maybe allow us to use the mouse to turn or move forward instead, so we can respond/move faster in difficult situations. :)
Got 230! Really liked the concept, great work! Some issues I had was that I sometimes found myself not having enough jump cards and the speed of the ground was a bit too fast to cycle out cards. In my opinion, lowering the ground speed a bit would help make it more fun.
Very calm, very relaxing and I enjoy the interpretation of the theme. Its amazing what you can do only with the space and jump keys. I do agree with an above commenter that the arrows fall down too quickly. The first time I saw the white-arrows I thought they would only harm yin. I look forward to your future works!
Seriously, where is the second - and more importantly - incompatible genre?
10/10. First off, you are the first game that I played that actually has a plot. Not only that, its a good plot with foreshadowing/atmosphere-setting and world building. Second, you nicely incorporated farming mechanics with the horror elements. There were times when I couldn't figure out the interactables but having the journal linked with the house/next-night was brilliant for figuring out what to do. The few places you used audio were superb but you probably should have opted out of the "humor" and "audio" categories. My one issue is that the chicken phase in and out of the barn. Great work.
Very short but very sweet. I very much enjoyed the game that was there - it was the perfect mix of difficulty: a lot going on but many ways to complete the level. Very cool concept and would make for a very cool full game.
Please accept this as feedback from someone who has never played Final Fantasy Tactics, Fire Emblem or Disgaea (I think Disgaea is relevant here?) - I still had fun: I still enjoyed the mechanics, the pixel art and music. I thought the AI was a bit challenging but judging from the above comments maybe I took longer to figure out the mechanics? The above comments biased me and now I also think some kind of "%" chance indicator like (% chance to crit... er... steal/shoot) would be nice. Overall, even without the background in these kinds of game, I thoroughly enjoyed it - would love to see a 2 player mode!
Great work! Really like the art style and music. When the matching cards are there, the game feels at its best. Might I suggest having the option to swap your cards with the right click? I think giving players that risk/reward mechanic of going for the right card for a multiplier could add additional depth.
Really nice graphics and audio. The humor and dialog was the best I've played so far, and that really kept me progressing in the game. I think a bit more variety in the gameplay and you'd have something special. Great work!
Movement is not bad. I think one or more additions and you could've had a pretty fun driving game, so props for getting that done in 15 minutes. Will look forward to seeing you in the next jam!
Very fun and very silly, I smiled while playing the game. Very hard to dodge meteors, the game lagged (or was it intentional slow-mo?) when issuing a meteor attack - also could walk off screen and that confused my orientation.
Edit: I kept playing and realized I could unlock the astro-helmet and that was a very nice touch/addition.
a simple and innovative game!
Holding down LMB/RMB might work better. :) Hands get tired of clicking after a while haha.
Great work! The platforming controls were a bit finicky and took a while to get use to, but I enjoyed the hide-and-seek platforming mechanic. Was difficult getting used to that "esc" restarted the level instead of pause. I expected more dialog options for the dating simulator portion of the game. I would like know whether or not you planned this game to have a horror theme because of the unsettling spritework and post-platforming-music. Overall, I think refining the controls and adding more dialog and choices will make for a great post-LD game!
Loved the artwork, the theme and concept. Personally, I watched the trailer and I it spoiled a little too much. Could have benefited from a little bit more foreshadowing/dialog/exposition. Overall, I can see myself paying money for a more fully fleshed out game and narrative (like a dark-tamagotchi-like game).
Very impressive work and creative concept for a 1-man team especially at your age. I definitely liked how the rocks become more transparent as enemies run in to them. Currently, it is too easy to cheat the AI. Especially at the later levels when you get enough rocks to just put them all at your finish line and watch the enemies crash themselves. Similarly, the AI seems to be programmed to make sharp turns where they hug the walls leading up to the finish the line so its easy to just place the rocks hugging the walls. The controls need to be a little tighter for the tight corridors, especially for turns - or, alternatively, keep the controls and make the game wider/more open. Basically, this is very strong foundation and very promising work.
Game lags hard when I type (in web browser), maybe I am typing too fast? It also seemed to have been inputting my 'backspace' as a 'backspace' and not as a: I just spelled open with two n's and I'm looking to backspace one of them. After reading the comments, I'm genuinely interested? Do you ping a server for the words? Does that mean there is a certain level of flexibility in typing the words? I'd really like to play the game in a less laggy state.
Great work! I've never played a meal hiding simulator like this before. I loved the mood set by the audio and tasks. Definitely would like some variety when it comes to the objects to hide because I think you could have slowly revealed the story/secret that way.
A simple and interesting game! Faster pace at the beginning would be even better! Music sounds really epic for the mood.