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NIGIC

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
201637One roomDead By Christmasjam6073.123.062.883.123.282.933.1340
201636Ancient TechnologySumolemsjam
201635ShapeshiftElemental Shaftcompo3973.293.213.383.542.642.102.6249
201534Two Button Controls / GrowingGravi Blitzjam7163.113.003.723.213.172.442.002.7237
201533You are the MonsterHoly Fenrirjam2423.573.453.103.454.054.102.873.8539
201532An Unconventional WeaponMystical Youth Amycompo4113.323.372.322.973.533.112.483.0963
201430Connected WorldsDualitycompo1923.613.154.234.411.942.823.4251
201429Beneath the SurfaceSurfin' Hotjam3813.193.292.922.613.122.843.333.07100
20132710 Seconds<<Rewind!jam1323.473.313.713.902.713.072.573.2489

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by NIGIC

LD27 — 10 Seconds

<<Rewind! by NIGIC 2013-08-27T14:17:00

Thanks! And 100% agreed, adding more direction through NPCs and other hints ranks second on the list of "stuff we wanted to do should we have had one more day (TM)". (First being the entire southern half of the map that got cut. Most of the stealthy action was going to be there. Such a waste.)

<<Rewind! by NIGIC 2013-08-27T16:42:00

I've made a quick & dirty visual guide from one of my design maps. It's in the shared folder next to the game.

Hopefully it will help more people get to the end.

<<Rewind! by NIGIC 2013-08-28T19:18:00

A small compatibility update has been released. OS/X and Linux are now supported (though remain untested). Release notes are in the main description.

@Starspell - Looks like your graphics card doesn't support OpenGL. I've added a compatibility mode, will be harder on the CPU but should work (in theory).

@meszka, ghostmaple, kibertoad - Noted. I plan on rewriting the engine and using it as the base of a larger-scale game (as in, spanning multiple chapters and characters). I'll make sure to address those issues at the same time.

@ShellfishGames - And here I thought it was too short to even be called a game! I have to admit, it's hard to judge length in this type of game, where once you know the how-to, you finish it in less than a minute.

@kibertoad - Hehe, I'm no marketer, that's for sure. And to be honest, we weren't quite satisfied with the end result - it just feels bland compared to our unrealistic ideals. I'll try to rework the description a bit to make it more... appealing.

@Everyone else - Thanks for the feedback! We're glad you guys enjoyed it.

<<Rewind! by NIGIC 2013-09-01T00:13:00

@panurge - Gotta go fast!™

@Almax27 - They basically trigger on proximity (through a crappy event system). But I assume you're talking about the second guard, the warden. He also has a trigger on the key if you haven't done everything else, and another one on the south exit - The real ending was to be that way, but was cut, so there's nothing over there.

@Solifuge - You got it!

@Zammy - Agreed. On everything.

As always, thanks for the feedback!

<<Rewind! by NIGIC 2013-09-01T02:59:00

@Jupiter_Hadley - Outdated Java. (You probably have 1.6.) I'm uploading a 1.4-and-up compatible version which should solve the issue (and may create more issues), but I really recommend updating your Java environment to 1.7. Details in the notes above.

<<Rewind! by NIGIC 2013-09-10T01:53:00

@Emilien - Not sure how much there is to discover really, but thanks!

@Pitzik4 - Thanks! Definitely thinking about extending this. We do have a few ongoing projects already though, so it might take a little while to get there.

@theholychicken - Agreed. Position-based event handling isn't as easy as I thought at the time~

@Pavel - Good catch on the typo in the bash files. Wrote 'em blindly, next LD I should have a Mac mini to test stuff on! As for the exception... I'll venture a guess that you have Java 1.6 installed. The game needs 1.7 to run, so an update should fix it. An alternative would be to get the 1.4 compatibility version, and copy the bin/natives/os-x folder and bash file into it. That should also work.

As a sidenote, I just checked your game page again, and noticed the last part of my comment got cut (probably while copy-pasting from notepad) - what remains makes me sound like a total bastard. Oops. Just gonna put it here: What I didn't mention, I liked.

@jprogman - Blame me for the getting caught part - it worked as you describe before I went and messed with it! As for the fastforward, it might have been more useful in the stealth segments that were cut. Goal was to give more precise control, more or less, and that was mostly needed in those parts.

<<Rewind! by NIGIC 2013-09-10T01:56:00

And by "1.4 compatibility version" I meant the "[compat] rewind J4.zip" file. Technically it's Windows only, but it's only missing the native files really.

<<Rewind! by NIGIC 2013-09-13T00:17:00

Well crap. I've had this error while testing the build and already fixed it. Except I put the fixed file in the root folder. Facepalm.

I fixed the files, and added the native files to it for good measure. "[compat] rewind J4 v2.zip" should work. Hopefully.

Sorry for the mess.

Climb by Stals 2013-08-27T19:03:00

Fun trick: position yourself next to a spike so that you're pushing it into the wall as you jump, and mash the jump button for a turbo ascent to victory! (Just keep a look for spikes overhead.)

Fun little game. As mentionned, higher gravity (with the appropriate adjustments to jump speed) would have made this a lot more enjoyable.

10 seconds to Body Transfer by StrayCat 2013-08-28T18:12:00

Alright. Controls. So the WASD+BNM layout is just too cramped. I don't know how it feels on a full-size keyboard, but to put it plainly, on a laptop it hurts to play. I'd suggest switching BNM for something like the arrow keys or IOP. (Numpad is bad though, not all keyboards have one.) Alternatively, arrow keys for movement and something like ZXC for actions.

The movement itself feels a bit slow and unresponsive. Not so much that the keys don't work, but the hitboxes are way too small. That and upping the player's speed a bit shouldn't be too hard to fix, and would improve the feel of the game quite a bit.

Take this last point mostly as a personal quirk, but I can't stand emotes in a game's dialogue. And right now we can only guess at who's talking. Adding some facial expressions or even simple emote bubbles directly on the characters would mostly solve both of these issues, and as a bonus add a bit of flair to the still images.

There's potential in here. With a bit of polish, it can become a pretty good game. Keep it up!

Count by Tap by justi 2013-08-27T15:31:00

Fun, simple, and gets hard fast! If you plan on adding to it, support for a horizontal mode (phone turned on its side) could be useful.

Battle Switch Arena by endlosnull 2013-08-27T16:04:00

Aw man, instant death on getting randomly splatted? Evil!

Mouse sensitivity is a bit high, but after dropping my DPI settings it was awesome. And those cubes had it coming.

It's pronounced Sandmen! by threeguysandaburger 2013-08-31T12:04:00

Small bug: As I got to about one screen worth of climbing the falling blocks, I fell back down with all the blocks disappeared (I assume it's some kind of "level up"). Then my character was doubled. If that was planned, interesting idea. But then, when one got crushed, it returned to the title with what I can only describe as "the sound imploding into itself". Unfortunate end.

Interesting idea though. Could use a couple more gimmicks that would make you want to use the timestop more liberally, since as it stands it doesn't feel quite necessary.

Coin Collecter by nitrocrime 2013-08-27T22:37:00

Good job with the half-time recovery. I know how hard it can be - barely made it for the Jam myself.

I still have no idea what Pickup Speed actually does, but I enjoyed it nonetheless. Game works flawlessly, and delivers on what it promises to do.

10 Seconds to Rio by Rex Peppers 2013-08-30T18:46:00

Er. Yeah. Simply holding right on the very first race nets you a 09.96 time. Might wanna double-check how you're handling your inputs.

Putting that aside, nice little game. Clean graphics, good audio. Nothing groundbreaking gameplay-wise, but it works. (Well, aside from that one thing I mentionned.)

Good job!

Can you count to 10? by BackwardSpy 2013-08-29T13:34:00

1... 2... 5... Dammit!

Interesting little experiment. Moody.

Mission Luna by LTyrosine 2013-09-07T17:45:00

Not a fan of the mouse controls. I guess KSP spoiled me too much. But that's not a fair comparison, is it?

Interesting concept, and fun idea. Clean presentation. But very disorienting. Having a mission control where you could plan things out in advance would have been awesome.

Also, if you continue on this, make the sound a bit more in-your-face. That would really add to the overall atmosphere.

Fragment by lesterpig 2013-09-12T14:18:00

Moving platforms' period should always be a multiple or quotient of 10s. Then they'd always be in one of x possible positions when the dimensions swap. Right now it's a bit chaotic, and can become a test of patience more than anything when they get out of sync. (Looking at you, platforms after the 2nd crystal.)

Annoyances aside, it's a fun game. Pretty good atmosphere.

Rainbow Cube Guy by Pavel M. Dlouhý 2013-08-29T13:24:00

Level design is a bit sloppy - it's basically the same "loop around the square taking everything in your path" four times with a palette swap. But this might just be a time issue.

LD29 — Beneath the Surface

Happy Fishing by Vandash 2014-05-02T02:04:00

Breeding fish with barrelfuls of explosive pheromones. And here I thought our concept was weird.

Neat experiment. And it works nicely. Good job!

Jungle Noir by vinull 2014-05-03T01:52:00

The voices in general were weak. Litterally weak. Be more confident, and put some power behind them. You can definitely do it.

The overall game was fine. Simple, but enjoyable and humorous.

Good work.

Dig Hard by petey123567 2014-04-30T03:57:00

There's the kaboom!

Ridiculously fun game. Giant laser breaks it to the point of being funny. Neat particle effects, good audio.

Good job!

Curse in the Depths by Snowdrama 2014-05-06T04:10:00

You should update the targeting rectangle thingie every time the character moves, rather than when there's a player input; it ends up not always being accurate.

A little simple as is, but still quite enjoyable. Looks good visually, and the controls are tight.

Aside from "more content", a bit of retooling of the hitbox sizes would also improve the experience.

Good work!

Trapped by spacechase0 2014-05-02T01:40:00

Easy but fun. As mentionned, overall balance is a bit iffy. I actually think reducing enemy HP and dropping the stats system altogether would have improved the experience.

Still, good job!

Oh My Oilrig! by manabreak 2014-05-06T14:25:00

Curse those peace-loving do-gooders. May they be eaten by sharks.

... You know what this game needs? Trained sharks. Head-mounted laser beams optional.

Good execution. If you were to keep going, you might want to consider giving turrets some kind of bonus when a worker is on them; would add more strategy to the placements and stuff.

Advanced Cave Crawler by josefnpat 2014-04-30T00:04:00

Oh boy, a first-person crawler!

The game engine works great. Events got a bit repetitive, especially on the last map where I'd get one Every. Single. Step. I. Made, and seemed obsessed with cracking/breaking my non-existing weapon and shield, but that's fine.

Good fun. Well done!

Arctic Desert by BenW 2014-05-03T04:48:00

A lot of neat elements that, in my opinion, just end up taking all the fun out of each other. Between the ridiculously high spawn rate, terrible starting character, unforgiving collision detection, interruptible digging mechanics, and randomly-generated items, it feels like in the end all you can do is endure until you get a lucky streak.

That said, audiovisuals are good, and definitely strengthen the experience when you start seeing some heavy action. And everything works great; it's just a case of a lack of balance between the different features.

Heaving of the Depths by Christina Antoinette Neofotistou 2014-05-01T06:15:00

There seems to be a bug where your stats get reset after every battle. After a level up, the character would do much higher damage to the octopi, but would then go back to level 1 values for the next battle.

No audio is a shame, too; the game's atmosphere is just missing that little kick to feel amazing.

Still, well done on the graphics. Definitely got that early-90's vibe going. And ignoring the above issue, you've built a pretty neat engine.

Chupacabra by Thomas Ingham 2014-04-30T02:13:00

When in doubt, go left. For some reason that led me right back to the entrance. Confused.

Tank controls were a bit awkward. Camera doesn't really work; while you had a great idea, it doesn't lend itself too well to underground environments and narrow corridors. Lastly, unless the infinite jump was intended, the character's jump needs a bit more oomph. Initial speed should be set higher.

Atmosphere was great. Reminds me of classic platformers from the N64-PSX era.

Good work!

Adventures in Down and Up by hnjslater 2014-05-06T21:20:00

Isn't the game running too fast? All of the actors felt like they were moving roughly 1.25x-1.5x the speed they should have been moving.

Good job getting this out in that short weekend!

GroundBreaker by Figglewatts 2014-05-03T00:03:00

Neat idea.

Considering how often you need to go back to base, the rate at which collision damage rises makes it a tedious chore. Was starting to get the hang of it, but then I crashed into a one-width hole in the floor while speeding horizontally back to base. Hit for about 60% damage. Left a sour aftertaste.

Visual-wise, it's clean. Everything's easy to spot and intuitive. Collision issue aside, it's quite enjoyable. Good work.

Surf Ace by Lyonsbanner 2014-04-29T17:17:00

Worked properly here. The fixes seem to have done the job.

Those harmonic speeds. Every 6 turns you get walled and have to take one to the jaw. Hehe.

Not much to judge on, but still, good job.

Doors & Secrets by Ludipe 2014-04-29T20:00:00

Music is good, controls are tight, it's fast-paced and fun. Dynamic camera might be just a bit too volatile; when there's a lot of movement, it can get a bit sickening (in the litteral sense of "making people ill", not the figurative "disgusting".)

Organ Run by kunzbe 2014-05-03T00:39:00

I reject your walljump route and substitute my own! (Skipped it all by jumping over the gravity triggers. Hehe.)

Jump physics were a bit weird at times; especially when wall-hugging.

Otherwise it played pretty nicely. Good job!

Beneath The Surface - The Path by Baknik 2014-04-30T02:39:00

Quite a decent first time. Visually, the environments are clean, and the important elements stand out. Your concept has some good potential. Good work!

Also, next time, go for a better title. Go wild! That's half the fun! (Alright, not really. But it's still important. First impressions and stuff.)

Beneath The Surface - The Path by Baknik 2014-04-30T02:42:00

Little addendum to my previous comment: thought the title was only "Beneath The Surface". My bad. (But it *is* a bit confusing!)

Wireside by Solifuge 2014-04-29T04:08:00

Good concept that isn't seen much in games. Pretty good quality for what's there, too. Clean graphics, and soundtrack is rockin'.

Control-wise, I'd have personally preferred keyboard input, but that may just be old habits speaking. Main issue was with menu navigation though - highlighting the entire clickable area would have been more intuitive, but it works as is.

Beneath The Surface Integral by SlamBlasta 2014-05-06T01:15:00

T'was fun. And I hadn't even noticed the upgrade stuff.

Clean and pleasing audio and visuals. And I'm both curious and scared as to how the theme led you to this idea.

Surfin' Hot by NIGIC 2014-04-29T17:34:00

@Cambian_Man: Those jumps are way overpowered as is, man! But yeah, overall balancing would have needed a few more hours; the Bonus Stage in particular feels a bit too "easy" to get multiple times.

@petry123567: It sure does! Now I feel like making a WaveRace clone with surfboards... Hmm.

Added your scores to the leaderboard. (Everyone else: the spreadsheet is unlocked, so you can add yours too! Don't worry about sorting, I'll handle it!)

Thanks for the comments!

Surfin' Hot by NIGIC 2014-04-30T06:13:00

@Jaenis: Close enough! Can't say it was California Games, but the concept *was* based off of a game from around that time. Glad to see the retro feel went through!

@bebopbraunbaer: Yup, getting the difficulty right was hard. In the first devbuilds, by around 8000 points you'd barely have anywhere to go to avoid rocks. We opted to make it a little more mainstream, but in hindsight some kind of difficulty setting might have been a better choice.

@all: Thanks for the comments and ratings! Glad you're enjoying the game!

Surfin' Hot by NIGIC 2014-04-30T20:13:00

@spotco: I disagree for all but one, but fair enough.

@urisensei: Alright, I get it, I'm a filthy casual! Hehe.

@NoorStudios: Fun fact: We actually had planned to have a burning skeleton pop out of the lava instead of just the surfboard. But it ended up being either that or getting the game to run properly. A decision I'll regret for the rest of my life.

As always, thanks for the comments and rating!

Surfin' Hot by NIGIC 2014-05-03T05:24:00

@manabreak: Yeah. That's a hard issue to deal with in fast-paced 3D games with a fixed camera. I tried to make the triggers a bit loose to compensate without being too obvious, but it doesn't actually solve the problem.

Surfin' Hot by NIGIC 2014-05-06T03:56:00

@Pavel: Thanks! And no more pesky compatibility issue. Hurray!

@cheesepencil: If only real lava was as nice as here. (At least it's much, much more awesome.)

@pikkpoiss: Glad you like it. Some dynamic shading was planned but had to be dropped (due to time), and I wasn't too sure how good the result looked.

@kirbytails: Good catch!

Thanks for commenting!

Surfin' Hot by NIGIC 2014-05-06T20:06:00

I'd like to know where people who found the game too easy got to. By the sound of it, the incremental difficulty went unnoticed, and it just might have been spread too much...

Surfin' Hot by NIGIC 2014-05-07T01:53:00

@NoTrueSpaceman: Er... Mines to do tricks, huh. You don't say...

Thanks for the comments.

Bubble Dream by denvil 2014-05-05T23:42:00

You should allow the fast punch while jumping; makes it more useful, and more balanced.

Don't handle jumps by adding a force. Set the velocity directly. That way the player can expect a constant height every time they jump. (It may be less realistic, but a double jump isn't quite realistic to begin with.)

You usually want to put camera movement in LateUpdate. Otherwise there's a slight stutter when the character moves a lot (like on the stage select).

Likewise, for smoother results, you should use Update along with Time.deltaTime rather than FixedUpdate.

Tutorial is a bit on the long side; next time you might want to consider making it either optional or integrated into the game's normal flow.

Overall fun game. Audiovisuals are pretty groovy.

Good work!

Bubble Dream by denvil 2014-05-05T23:44:00

"Likewise, for smoother results, you should use Update along with Time.deltaTime rather than FixedUpdate."

I meant for character movement. Sorry.

There's Something Beneath the Surface at Coral Cave by BoaHeck_ArtGent 2014-04-29T21:08:00

I went to t.S.C.U.N.H.O. Loved the field trips, but couldn't stand the elitist attitude of some of the staff.

Fun game. Was confused at first as to why I was drowning when I should have had 30 seconds left, until I noticed that those things on the ceiling were bad guys. They kind of blend in with the wildlife.

Great atmosphere, too. Good job!

Elder Sub by IndieKylo 2014-04-29T03:22:00

As stated, resolution is a bit too low. The HP/oxygen bars in particular should be bigger. Game looks clean in full screen, but unfortunately the HUD doesn't scale and ends up in a small corner.

FTL, huh. Game does has an overall feel on an undending onslaught of Mantis-Lanius hybrids with drones added to the mix. Curious to see what the full picture would have looked like.

Anyway, good work.

Ninja Escape by Belvar 2014-05-06T20:23:00

Hitbox felt a pixel or two too large; might be because of the animation.

I was expecting to see more obstacles as I went higher, but by 153 I only saw about 3. Oh well.

Still, fun game overall. Music sounded exotic and had a pretty good rhythm; definitely added to the overall value. It just needs that little something that'd make you feel like you're making progress, and it'd be a pretty solid mobile game.

Cognitive Dissonance by larouxn 2014-04-29T20:17:00

Typing of the Not-Quite-Dead-Yet!

The punctuation really makes it hard, though; I always fumble a bit to get the key combinations quickly, but that other guy's not even fazed by it. Damn him.

Overall fun game. Graphically it's only a few static screens, but they look great. Music definitely gets the blood pumping. Good job!

Inner Demons by voidqk 2014-05-02T00:57:00

Letting her son sleep with a kitchen knife. What.

Fun game. Reminds me of Samurai Slice. And good trap!

Breaking The Waves by BlazingFanfish 2014-04-30T06:00:00

Lesson of the day: Everything in life can be solved with a Double Radical Heavy Turnover.

You should pass the script through a spell checker for dialogue-heavy games. Nothing major, but I had to reread a couple parts, and there's a few grammar issues scattered around.

Lighthearted. Cliché at times, but not painfully so. Characters are well-drawn. Overall, it was quite enjoyable. Good work!

Finally, the obligatory: DUDE, THEY'RE SURFING ON LAVA!

Fish Photographer Simulator by Jacksendary 2014-04-29T22:41:00

This caustics effect feels familiar...

Good work. Curious to see how far you take this. Photography-based games tend to be inexplicably addictive.

I'm not who I am by Tik 2014-04-29T20:31:00

RPG Maker games in general require a runtime package (RTP) to run properly. It can be found here:
http://www.rpgmakerweb.com/download/additional/run-time-packages

A fairly simple (and depressing) game. Audiovisuals do their job nicely, and the writing is good. Good work!

Cave of Jagnog by danidre14 2014-05-07T23:36:00

Didn't seem like I could die. Could be related to the little swim I had in the lava.

Decent start; all I can say is that depending on how you build later levels, enemies might have a bit too much HP.

Good work

Reach the Surface by Agreon 2014-05-06T20:53:00

Menu navigation by keyboard then game controls by mouse is a bit weird.

The screen area where you can click isn't too well defined. When clicking "too high", rather than ignoring the input you should project it down to the "legal" area.

That aside, it's a pretty decent game. Good work!

IO - Reflection/Puzzler by oranebeast 2014-05-02T06:53:00

Have more faith in yourself. The "dubstep" version was unnecessary. If someone doesn't like your music, they'll just, well, turn down the volume, ya know?

You should probably make it clearer that the goal is to destroy the red tank, too. People who've played similar games before will go in assuming blowing up the target is game over.

That said, you've got a nice foundation. You've done well introducing the elements gradually, in ways that lets the player understand quickly what they do. Except for the portals - would be nice if which one is the entrance and the exit were a bit more obvious.

For future levels, go wild! Right now the difficulty curve is pretty good, but there's potential for much more devious puzzles!

Good job!

Hair Spirit Adventure by messthem team 2014-04-30T00:27:00

Attacks did not work on the second fairy-thing. I got a game-over, and when I restarted the character was unable to move (the move animations worked, but the character itself remained in place.)

Guess I'm gonna wait for an update before rating.

Hair Spirit Adventure by messthem team 2014-05-01T07:31:00

Works much better now! Thanks!

At times it feels like the camera might be a bit too zoomed-in (last jump before the boss was pretty much a leap of faith), but overall it was fairly intuitive.

Liked the super attack system. Useful, but not overpowered.

Visuals are excellent. With a decent soundtrack, it would make for a great atmosphere. Great idea pushing the "fuzzy" style of the character design to the flora; makes the world feel organic.

Good work!

Sub-Cirrus by abayb 2014-04-29T18:42:00

Alternately have all the food in the world and die of thirst, and have all you can drink and die of hunger. Great utopia!

Fun and simple idea for a sim game. Gets a bit ridiculous when all you see of your city is a black bar with little dots at the bottom, but hey, that's fine with me.

Good work!

Beneath the Surf Ace by Scruffylooking 2014-04-29T03:40:00

Couldn't run it on Chrome. Worked on IE. If anyone else has issues starting the game, try that.

The sharks may be a bit too aggressive; best strategy ends up being idling near the beach when there's a handful of redshirts left; any further and you'll be rammed to death before you can cross a fifth of the field.

Nice idea. The graphics did their job, but some basic audio would have helped the game feel more dynamic.

Good work.

Underline by eufrik 2014-05-06T02:30:00

What a mind screw. Real neat idea there. Good audiovisuals, too.

Falling platforms pass right through the upper area, and when falling into pits the character goes through the stuff shown there, which looks a bit weird. I'm guessing you're using two cameras; setting their viewport rects so that each camera draws exclusively to one half of the screen would feel cleaner, IMO.

I Rarely Go Outside by Blokatt 2014-05-08T17:03:00

The game started well enough, but then there simply was too much backtracking; it just felt like pointless padding. Being able to carry the trash can around, and not emptying your can on every plant, would make these a lot more bearable.

Doors should be set to right click. The controls work fine, but once defined you should keep the clicks' usage constant throughout.

Overall it's a good engine, with a lot of potential. The graphics do their job nicely, and you made good use of sound.

MechSpider by Sebastião 2014-04-29T17:56:00

Not a fan of the hammering walking sound. It's a bit too loud and takes all the space.

A softer collision system would have made the game a lot easier. (Which is strange, as usually Unity handles it pretty decently.) Game still plays fine and looks great. Good job!

PS: While it doesn't matter to me, if you couldn't upload the source, you should probably have entered the Jam instead. It's more relaxed on the rules and less headache-inducing.

Badass Pinguin by theundeadwarrior 2014-05-01T06:44:00

Nice transition. Visuals are nice and clean, with lots of movement to keep things dynamic. The background's pan speed might be a bit too low though; doesn't quite convey the sense of speed everything else does.

Like the seamless switch on the BGM.

Now all it's missing is some meaty content.

Belle job!

Showdown at the O.K. Coral by Kashaar 2014-04-29T05:32:00

This crab is all out of gum.

Fun game, and nice shading. I'm curious though: once you're all geared up, is there anything that can even hope to get through a constant barrage?

Foundation by riv_roy 2014-05-01T05:30:00

Playing this with a touchpad was something.

The monster things tended to blend a bit with their surroundings; I'd often get hit before I noticed they were even there. Some animation of any sort would help make them pop out more. (A 2-3 frame loop, some kind of particle effect, anything really.)

Overall, physics could use some more work, but it otherwise played well. Good job!

Maniac PengMaku!! by spotco 2014-05-06T14:02:00

Controls are a bit floaty - which makes sense, but makes it hard to squeeze through gaps. Felt like more of a problem with the mouse controls, actually - keyboard ended up being easier to me.

The surfacing mechanic puts a nice spin to the idea, and takes away a lot of the frustration.

Good work.

DUNGEON DUNGEON DUNGEON by urisensei 2014-04-29T19:26:00

Going back to the door at the very start freezes the game. Also got a fatal error while spamming jewels in the treasure room (don't ask why). Animations also don't seem to change properly with the ranged weapons.

Got to where you're um... Going insane, I guess. Thought it had to do with the clouds room, but doesn't seem like it. Oh well.

Interesting ideas. It's really clean visually, and you made good use of sound. Good job!

iRiS by Kuchalu 2014-04-29T23:17:00

I'm guessing your main menu is GUI-based. If so, easiest way is to scale everything to Screen.Width and Screen.Height. (For safety, I personally always use two Rect variables - a public one which contains [0..1] ratios of screen space, and a private one updated every frame to the current screen size.)

You should also only look for the closest collider when Space is pressed; sometimes two elements are hit at the same time, and it breaks the combo. Particularly harsh when after a while there's a ton of elements on-screen. (Might want to give them a limited lifetime, too.)

Overall fun game. Soundtrack is rockin'. Good job!

Sun Fusion by NoorStudios 2014-04-29T05:12:00

Blowing up suns: favorite pastime of galactic masterminds everywhere. Granted, it's on a much smaller scale, but eh.

Chaotic and fun. Good job!

Mission Rover by Gabriel1975 2014-05-08T15:35:00

Was a bit strange when in a slope the cannon's angle would not change.

Physics have a few quirks, but it doesn't really deter from the overall experience. Overall it didn't feel very challenging, but it was fun. SFX worked well.

Incursion by pichifino 2014-04-30T03:03:00

This is just flesh colored stone, right? This is just stone, the water is high in rust concentrations, and that final scene was from a hidden camera you left in the villain's lair before making your runaway, right? ...Right?

Game played quite nicely. Though the "crushers" didn't seem to do much, even when I got stuck trying to get past one.

Lots of closed-off and seemingly pointless pathways and little details that made the world feel a lot more... organic. Well done!

Water Golf by Jaenis 2014-04-30T05:14:00

Good job on the water physics. I like how you even have reflection on the terrain.

As for the theme, it fits loosely. And for all we know, we could actually be blowing up (small) underwater charges. Which would be, y'know... "beneath the surface".

Heavy Drizzle by pikkpoiss 2014-05-06T14:35:00

Fun idea. I quite enjoy trial-and-error style gameplay when it's not too punitive.

Audio gives the game all its dramatic flair. Almost too much!

Good job!

RAW by ekun 2014-05-07T23:25:00

Thumbs up for the pacifist option.

Fun and quirky. Final boss is a fairly standard recipe (aside from taking your own bullets to the face), but it works really well. Didn't notice any issue while playing either. Music is groovy, and love the digitized style on the sprites.

Army of Gnone by cambrian_era 2014-04-30T03:40:00

This game would fit right in with the old Nitrome classics. Catchy music, nice pixel graphics with good use of the screen space, and deviously fun puzzles.

Good job!

Run, Run, Robot by kirbytails7 2014-05-06T14:51:00

Going left? What heresy is this!?

Had a weird glitch after a number of tries where the level generator seemed to go bonkers. Moved down to level 2 while wall-jumping and exploded. Then exploded again on the next try as I jumped to avoid an incoming obstacle.

Otherwise, it was quite fun. Music had a lot to do with it. Would have been awesome if the overall pace fit its rhythm.

Run, Run, Robot by kirbytails7 2014-05-08T20:46:00

@kirbytails: Basically, I randomly warped to what looked like the start of level 2 for one frame, only to immediately die. For all I know, it could be an entirely unrelated glitch.

Anyway, my first guess would be that some flag got messed up or something when resetting after dieing (I think I died on level 2 the previous game), and the triggers stopped fully following the geometry.

Looks like I was the only one to get that though, so probably not too big of an issue.

Firefly by KevinWorkman 2014-05-08T01:14:00

Neat little concept. While playing, I kept thinking of fun potential ideas using swarm intelligence and image recognition to make the flight paths more whimsical.

Good idea with the audio.

Warpigs by sorceress 2014-05-08T16:37:00

Sadly lacking in witty selection one-liners. "Poink me in the right direction!" Cough.

Neat idea with the truffles as a resource, but unless the tiles "respawned" after a while, it would lead to obvious strategic issues. Good enough for the blitz warfare we've got here, though.

Overall fun, fast-paced and challenging. As is, almost feels like a puzzle: "Find the holes in the AI's behaviour!"

Kontroise by edibletoaster 2014-04-30T05:01:00

I don't think it was mentionned anywhere that shift was the shoot button, or I missed it; was ramming the disturbance until I got the hull critical message. Oops.

Half Asteroids, half bullet hell, half exploration. Dunno how it adds up, but I like it. Good job!

How deep can you dive? by bebopbraunbaer 2014-04-29T18:08:00

Well, I managed to surface and die at the same time. (At 1895.5.) With perfect key presses, I'm guessing the highest possible would be around 2000.

The idea of having to surface would make a pretty fun game when coupled with the old "Use points to upgrade stuff to go further" mechanics.

Good work!

HammerHead in the Sea of Monsters by LTyrosine 2014-05-02T00:41:00

While I get that you were going for a mouse-only setup (I'm guessing with mobile in mind), uninstalling and equipping set to the same action is just annoying - particularly since the controls are not explained anywhere. Shop interface should not close by itself, either.

Also, keyboard shortcuts would be welcome. While the current interface works great for touch controls, a mouse cursor is only so fast and precise; breaks the flow of combat.

Character design and behavior are good. Simple yet realistic.

All issues are fairly superficial, so it has great potential. Good work!

MANIFOLD by microwerx 2014-04-29T20:44:00

File is safe.

Game feels unfinished but has a lot of potential. T'was fun, but I got stuck in a wall corner on level 4. You might also want to decrease your mole counter on kill rather than despawn, as the delay feels a bit weird.

All in all, good job!

The Meaning of Life by Pavel M. Dlouhý 2014-05-02T01:17:00

42 indeed.

Good visuals as usual. Music was soothing, but maybe a bit too low in volume.

Short but funny. Well done.

LD30 — Connected Worlds

Connected Sphere by mess110 2014-08-27T02:09:00

But... But... It said to exit stage right! I exited stage right and I lost!

Confusing theatre theory aside, that was a pretty neat idea, and good execution.

ICCC by Black Forest Programming 2014-08-27T03:10:00

I think I missed something here... Is there a way to get a positive income?

It's a fun quirky game, but yeah... Until I can figure that out I can't make much progress.

ICCC by Black Forest Programming 2014-08-27T04:07:00

Oh. Ooh... Yeah, I was just building power sources on everything. Turns out you really only need one. Oops.

So yea, took me a couple tries, but finally won. Hurray!

Last couple countries took forever to convert, so I wisely used that time to build a line linking east and west. Note to self: once I'm an interplanetary tycoon, make sure I teach my agents that planets are round!

Anyway, good job! Game turns out to be fairly easy once you're out of the early bottleneck (mostly because of that "one power source for the entire graph" thing), but still enjoyable.

Unknown by Harsay 2014-08-31T01:58:00

Nice art style, but MC really needs to have a white outline or marks near the feet or something. Anything. Too much guesswork on his position considering the tight platforming one has to do.

The two fallthrough black boxes were a bit confusing being so close to the start position, but otherwise once things started clicking it was fun.

Overall great concept, great potential.

Duality by NIGIC 2014-08-27T01:45:00

Thanks for the feedback! Was honestly expecting somewhat more negative considering how niche the genre is (or seems to be).

@Stepwise: Of course it would! That's pretty much why text adventure games are irrelevant nowadays; it evolved over time into basically what we call WRPGs now.

@AlucardX60: We think alike, friend. We think alike. Also, nice idea on the tradeoffs thing; would be a pain in the butt to keep everythin sync-ed, but it would be so worth it.
Actually, there's a little easter egg that's somewhat related to the idea if you put the "sofa" to the torch. Completely pointless, but it could lead to bigger things!

WorldShifter by PunyOne 2014-08-28T02:12:00

Difficulty isn't that bad. Died 28 times total, mostly while gauging jump distances and whatnot. Checkpoint system makes deaths pretty trivial anyway.

Art style is really interesting. Sprite is digitized, floor looks like leather(?)... The bland particle columns feel a bit weird mixed in there, but somehow it all works out.

Fun game. Nice work!

Dungeons and Diapers by lasagnegames 2014-08-27T13:14:00

As is, it's kind of... easy. I'm guessing that's an idea that you didn't have time to implement (since there's unused platforms everywhere), but requiring the shadow to take a different path than "jump the gap" would make it a lot more satisfying. Something like "you must stay away from sunlight".

Concept is great though. Soundtrack has a pretty good groove to it. Visuals are interesting.

Good job!

Shattered Worlds by burny123 2014-08-31T14:17:00

Exception in thread "main" java.lang.IllegalArgumentException: input == null!
at javax.imageio.ImageIO.read(Unknown Source)
at com.ld30.connected_worlds.graphics.ImageLoader.<init>(ImageLoader.java:18)
at com.ld30.connected_worlds.objects.entity.Baddie.<init>(Baddie.java:21)
[...]

In other words, your assets aren't set correctly.

Dave's RGB Adventure by swabbur 2014-08-27T13:37:00

Movement overall is too slow. Sprinting barely makes it faster. Makes red room more balanced, but the other two are just painful.

Also, you can cheese the ice room by just grabbing the chest while you're sliding next to it.

Assets are pretty good. Seizure when you've got two dyes placed was... special. Game is pretty well crafted overall.

The Never Ending Cycle by AlucardX60 2014-08-26T14:15:00

Holy-- 220MB? Just shaving off all the unnecessary assets and zipping what remains might have been more appealing download-wise.

Mechanics could have used some explaining. Having to /use/ the souls to do... whatever those two options do wasn't really obvious.

On the other hand, you've made pretty good use of the audiovisuals. Gives a good atmosphere overall.

And not sure if it was intended, but that sneaky passage for early magic was pretty neat.

The Never Ending Cycle by AlucardX60 2014-08-27T02:50:00

About the Chrome warnings: Pretty sure it's just Google being idiots. Any zip file that's not recognized by their systems seems to get flagged like this.

The Astronaut by danielbw 2014-08-26T15:14:00

Welcome to LD! Don't worry too much about the time management thing, it's a wall nearly everyone slams into on their first time. But in the end, this event is all about learning and having fun!

About the game. Well, there are some glaring mechanics issues (I could list what I noticed if you want, but you probably have a pretty good idea already), but it's functional, and what assets are there hint at an interesting style.

It's a decent first try.

HEAL by Stepwise 2014-08-27T02:46:00

Particles are not being very friendly to the engine - harsh framerate drops whenever things explode.

Only one stage, but it made good use of the "skillset switch" mechanic. That's always fun.

Good job!

Shadows and Lights by aucguy 2014-08-26T15:44:00

Jumps are too floaty. First level was a bit bland, but the new mechanics after that were neat.

Unfortunate that it ended right when it was getting to the fun part, but puzzles don't exactly write themselves, eh? (Well... unless they're randomly generated puzzles... but that's unrelated.)

Overall, good job!

World Glider by Superhiro20 2014-08-26T15:56:00

Win condition isn't triggered.
Number of steps with the orb doesn't get randomized.

Neat idea. Kind of like Q*bert, but your enemy is yourself. With some polish, it could be a pretty fun puzzler.

Soul Shepherds: Passing Ghasts by A-Flat Miner Studios 2014-08-27T02:36:00

"Percentage of souls herded: 66.67%" Man, I truly am a natural at this Heaven/Hell stuff.

Controls feel a bit weird, but I'm pretty sure that's related to character positioning more than an actual technical issue; having the game go horizontally would be a lot easier on the brain.

Handdrawn art and audio are great. Game flows smoothly, without any major issue.

Good job!

Benn's Adventure by sorceress 2014-08-27T14:35:00

That was waay too meta.

The diving goggles do nothing; seems like you can swim around as much as you want without 'em. And noone wants my whip, which makes me sad.

Anyway. Game was pretty good. Having another not-stargate so that the worlds go full circle would have been nice for the backtracking thing. But there's wasn't a whole lot of it anyway.

LD32 — An Unconventional Weapon

Nuclear Arms by Logicon 2015-04-21T02:36:00

So... Rambo meets Iron Man meets Rainier Wolfcastle meets... the Silver Surfer? Sure, I'll take that.

Controls could use some tweaking; movement is mostly fine, but punching falls a bit short -- literally, the range isn't quite as long as I'd have expected and the delay is fairly long, making regular close combat nearly impossible.

Otherwise, fun game with good humor. Looks and sounds pretty nice. Good job!

Functor by Enneract 2015-04-23T14:51:00

I had also set out to do something with terraforming initially, but after pacing around for an hour trying to figure out how to translate it into gameplay, I dropped it. Makes me appreciate this game even more.

Visuals are simple and yet look great, and along with the audio give a nice atmosphere to the game.

Like how your transformations persist after finishing a level. Would be even better if they stuck for repeat playthroughs.

A bit of a repeat of previous comments, but yeah, camera controls can get a bit disorienting, and it can be hard to see whether you're supposed to push or pull. Quaternion-based rotations and some visual feedback as to the status of the current base (like a colored glow, a billboarded dot, or something) would solve those issues.

Great game overall. Good job!

MEDIUM by SaintHeiser 2015-04-21T03:16:00

Killing yourself while controlling another character creates a strange glitch where you're controlling both characters at once.

Stopped after getting the key, as I couldn't figure out what to do with it -- the glitch happened around that time, so I may have simply broken something.

Anyway, from what I've played, it's a nice game. Enemy placement could be better, but there's a nice variety and figuring out how to deal with each one was pretty fun. Nice use of monochrome, and pretty good atmosphere. Good job!

Super Banana Gun by Ventura 2015-05-11T15:00:00

Well then. Game wasn't unplayable as others suggested, but had some glaring issues. Was going to make a long list of suggestions, but you've already addressed pretty much everything in the new version. I did notice though that the new "charge" didn't always immediately recognize the mouse button being released, which made the 2nd level pretty much impossible for me. No idea if the issue is hardware or software related.

Anyway. Jam version. Plays alright, has a bunch of issues. You already know what they are. Good audio, though. +1 for humorous entry.

Saber Disk by Neonlare 2015-04-20T04:14:00

These scanlines.

Rad game. Took me a couple tries, but it was worth it - final boss is neat. Great graphics, great music, awesome atmosphere. Great job!

Still no idea what each of those disks actually do, though. It feels random. Kinda.

Hi Score: 36450.

Gunslinger by Jack Zackowitz 2015-04-20T05:18:00

Throwing your shotgun always works. Always.

Nice idea. Weapons are a bit unbalanced; the delay before and between shots made pretty much everything but the shotgun a bit inefficient. Still plays great though, and is quite fun. Good job!

The Great Debate by MiniBobbo 2015-04-21T16:00:00

A fairly accurate simulation.

Nice idea, and good pacing. Looks and sounds good. Would be even better if the crowd cheered when you got a high score. Short, but good replayability. Good job!

Hallway Hero by Croze 2015-04-20T03:44:00

You might want to make the colliders on those doors a bit larger; getting into a class works fine, but getting out is a chore.

Nice concept that's pretty well executed. Good job on the AI, too.

Mystical Youth Amy by NIGIC 2015-04-20T02:27:00

Thanks everyone, and sorry, being a bit late on updating the description / writing a readme file. I'll at least add the controls right away.

Glad you liked it!

@MiniBobbo: Yeah, the music IS a bit repetitive... I'll see to add a little something to that effect in the pause menu when I can.

Mystical Youth Amy by NIGIC 2015-04-20T17:33:00

Version 1.2 is up, adding some audio control among a few other adjustments - see description for details.

As always, thanks for playing and leaving feedback! Glad you enjoyed!

@stoarch: Patience you must have, my young padawan. Better to bait 'em than try to kill 'em.

@Jack Zackowitz: Yeah, colliders are top priority in stuff I have to fix later on. And definitely going to play around more with the power-ups.

@keyboardsan: Diagonal? You mean dedicated keys? Hm, that might be something to try... And yeah, fun fact, half the time I spent on music was on the boss theme, which ended up not being used at all. In hindsight I should have put it into the later levels as BGM. But doing it now would be cheating, wouldn't it?

@HolyBlackCat: I know, right? Definitetly titling my postmortem "This LD gave me cavities".

Mystical Youth Amy by NIGIC 2015-04-22T13:35:00

@Robotic-Brain: Yes. Yes, that's totally cheating. And I didn't even think of that when I coded the inputs, so it's fair game.

And yes, there's hardly anything original here; pretty much every single element has been done (better) by some Touhou game or other arcade shooter. And it's on purpose: the goal here wasn't to reinvent anything, but to make something that I actually felt was in a finished state. That said, I don't believe this has any impact on the use of the theme itself. (Rather, I'm expecting a big fat zero in innovation. Hehe.)

As always, thanks for the feedback everyone

Overward by vulpineblazeyt 2015-04-23T02:41:00

There are some issues with the z-order making it hard to read each upgrade's stats. Game also lacks a sense of progress in general.

That said, the concept is good, and the systems work pretty well. Graphics need a bit more differenciation between each options, but are clean and nice-looking. Interesting overall. Good job!

You Are a Skunk by LTPATS 2015-04-20T04:59:00

I somehow managed to get out of bounds and above the level from the high ledge that drops to near where the game starts.

Interesting idea. Game looks nice, and plays nice. Doesn't smell nice though.

Good job!

Star Power by NickMakesGames 2015-04-23T01:01:00

Hurray, shinies.

It's an interesting, original concept. Good difficulty curve. Interface is easy to use.

Two main gripes though:
- First, it's really slow-paced, especially on the later levels. Attack animations being pretty much cosmetic, a skip option would have been great.
- Second, the random stats are a bit too... random; I got a couple levels that were pretty much impossible, while my final try on Level 5 was litterally a freebie. (Then again, that last one is to be expected of randomly generated puzzles...)

Pretty good overall. Good job!

QTST by DeltaF1 2015-04-24T00:50:00

Managed to finish it, though pretty much had to rush through the first half to have enough HP to last through the second.

Lighting kind of worked early on (a bit too dark maybe), but once past the ladder it seems like it just broke; everything but the actors and the large pool of (lava?) was pitch black, making navigation mostly guesswork. No way to exit/reset either outside of ALT+F4 or dieing, making falling into those pools (or just reaching the end) a bit of an issue.

Needs a bit of refining, but the base idea is neat. Music lends to a nice atmosphere. Graphics were clean, and level design had some clever bits. Good work

Transposition by Robotic-Brain 2015-04-20T03:56:00

Experimental LD is best LD.

Had a weird glitch on Level 2 where I had to pull the crate off the switch to activate it. Had me confused for a while.

Short game, but it works fine (mostly). Art is pleasing to the eye, and everything feels fluid. (Except the lava. "Thud" doesn't exactly suggest fluidity. But I digress.) Good job!

The Messenger by Mossy Frog 2015-05-11T23:00:00

Super easy to get OOB. Unfortunately I didn't find much to do with it. Oh well.

Level design is a bit iffy. Simple platforming, but the irregular geometry and cramped spaces made some jumps harder than they ought to be (and created a whole lot of spaces where you could nudge yourself into the wall). At least it wasn't really punishing on that.

Soothing music. Good aesthetics. Controls are pretty solid. Good job!

(PS: And I notice just now that you've already noted on the clipping and stuff in the description. Silly me.)

Fish Smacker by Garrett Hoofman 2015-04-27T01:19:00

Specifying controls in the description would have been nice. The... U? I? O? Whichever key I ended up using, isn't a very obvious action key.

Clean presentation, works pretty well. Good work

Celery Samurai by rantt 2015-04-23T01:33:00

Samurai was not that apparent.

Nice little action platformer. Killing enemies lacks a bit of feedback (which incidentally the crates do have), but otherwise it's smooth and clean. Level design is pretty good. Good job!

MECHAHORN by xtty 2015-04-27T02:02:00

Second attempt at the final boss: "FATAL ERROR in action number 1 of Step Event0 for object Obj_Enemy2". I'm too awesome for my archnemesis.

This game was... weird. But fun. Monster HP is a bit high though. Platforming worked nicely. Looks good. Good job!

Her Majesty's Apathy Bomb by ianburnette 2015-04-23T02:26:00

To be honest, jumping off was the first thing I did -- and I must say, the castle looks gorgeous from afar. Aside from that one random palm tree sticking out from the wall. That looked silly.

Fun, high-quality adventure game. The narrative and atmosphere are pretty good. Good job!

Masks fight by Antonio Elizio 2015-04-27T01:35:00

I'm guessing that this game wasn't quite finished (judging from the random "Shake Screen" button and how P1's up arrow somehow affects the camera, but nothing else).

Game looks good. What's there works pretty well (though the scoring seems to trigger twice from time to time -- can't tell for sure without seeing the source, but I'd guess that it's due to the target spawning on the same spot.) Good work

FINAL BREAKFAST: Your World is Toast by GhostBomb 2015-04-21T15:16:00

Welp, 1086. Game is deceptively easy at first, then shamelessly crushes your ego. That's nice.

Audiovisuals are quite pleasing. Not all inputs seem to be aknowledged when trying to play fast, but that mostly balances out with difficulty.

Pretty good overall. Good job!

Defence Bot Omega by stoarch 2015-04-23T01:57:00

Well. I won, but I think everyone's dead. Yay?

The input-sensitive area is quite thin. Not sure how exactly you're handling the click events, but you should instead take them in from anywhere on the window (or at least give some margin) and then clamp them to your desired range. Would be a lot more comfortable.

Nice new take on Space Invaders. Looks great. Control precision aside, it works great, too. Good job!

The Song of Aria by sydan 2015-04-20T03:22:00

Real fun game, and good concept. Demon AI was a bit wonky at times, making it hard to pull them to wherever I needed them to be. Otherwise it worked great.

I dig the art style. Audio is great. Great atmosphere overall. Makes me wanna play some MegaTen. Which is... Actually, I'm not sure whether that's good or bad... Oh well. Good job!

Padilla's Pancakes by Borkleby 2015-04-21T14:36:00

I need one of these guns.

Fun game. A bit unfortunate that there's seemingly no scoring or end case, but it otherwise works pretty well. I dig the character design. Good job!

Orion's Battle by w1n5t0n 2015-04-20T04:34:00

I'm going to assume that UFO's spawning in all 4 corners on every frame after a while wasn't intended behavior. Or is it? I'm not sure... (Happened after one bomb on Hard, and at about 25 points on Medium.)

Anyway. Killing things with your thrusters. So counter-intuitive yet rewarding. quite the fun idea. Good job!

Gender Gender by Chikoness 2015-04-21T13:30:00

Web version seems to freeze when the game starts. Windows version works, albeit with a few glitches. (First time through, jump sound would spazz out until I landed and double-jump wouldn't work. On later runs I had issues getting the transformation to trigger. Movement feels sluggish, too, as if it wasn't updating at a full framerate.)

Blobs with hats is an interesting character design. The game in general feels positively silly. Like it. Good job!

The Power Of Love by KunoNoOni 2015-04-21T03:45:00

So... Some pointers after checking out your source:
- Your collisions issues are due to your character's position being frozen on all axes. That's under Constraints on the Rigidbody, and basically tells the physics engine to not do anything on the position -- like applying gravity, or forcing you out of a collision.
- Third-person camera and tank controls work pretty well together if the camera turns with the character. A quick and dirty way to do that in Unity is to simply put it as a child of the player object. You can then also remove that DontRotate script from the health bar, as its rotation then naturally follows the viewport's.

SFX are too loud compared to the BGM. Especially with the sprinkler things. I suspect that's because so many of them play at once...

Otherwise, overall it's a neat arena game. Clean and simple presentation. Pretty fun. Good job!

PS: Theme and username/avatar fit too damn well.

LD33 — You are the Monster

Possession by ComicSans 2015-08-25T04:08:00

That was pretty impressive. Good job guys.

Had some issues with the mole getting stuck in walls, but otherwise the gameplay felt nice.

Visuals are great. Music gives a strong atmosphere.

BORD by wy477wh173 2015-08-25T04:28:00

Carpet bombing of annoyance.

Interesting idea. Kind of satisfying, too. Couldn't quite grasp how the scoring worked exactly, but oh well -- didn't matter too much.

Liked it. Good job!

Holy Fenrir by NIGIC 2015-08-25T17:35:00

Glad people are liking the music. My pal is never satisfied with his work.

@Andrew - Yeah, between clumsy hit detection, no SFX and no damage animation, you don't really feel your hits. First thing we would have fixed given a couple more hours. Also, you should totally try it: working within GB limitations was unexpectedly challenging, but also pretty fun!

I'll definitely be putting more time on the game. More ideas kept flooding in as I was working, it was hard to stay focused on the current scale! Probably going to switch to a different engine though; as nostalgic as working with RPGMaker was, it's not really suited for a full-scale version.

Holy Fenrir by NIGIC 2015-08-26T05:00:00

Thanks for the feedback!

@Insality - I assure you, this game is 100% Canadian.

@Lucho9 - Fair enough. I do tend to make somewhat casual-friendly games, out of habit. I'll try to look for a good middle ground for later versions.

Being a Kraken by struffy 2015-08-26T23:07:00

Pretty neat experimental game. Though it seemed to act pretty weird with Win7; had to close it through the task manager with only keyboard inputs available.

I somehow got stuck on top of a ship for a while. I think. Eventually managed to wiggle my way out.

Otherwise it was enjoyable.

Good job!

Princess Harem by tal 2015-08-25T20:53:00

Well this is awkward. I got censored to death.

Strange but charming. Nice aesthetics. Collisions were weird at times, but overall it wasn't too distracting.

Good job

Trouble in Werewolf Town by Dibasis 2015-08-25T17:26:00

Infinitely munching on the same corpse is the best.

There's some obvious issues, but it's a neat idea. With a bit of difficulty scaling and arcade-style chaos, it would be quite enjoyable. The art work is pretty good.

Good job!

Dino Domination by ThisIsDaniel 2015-08-25T03:22:00

Fun game overall, though slow to start: game felt underwhelming at first, until stuff started spawning a bit more evenly. Then it became a lot more enjoyable.

Leaderboards are a bit funky. They don't scale too well with resolution, and the mouse wheel's sensitivity is way too low.

Liked it.

Dark Lord by AlexSet 2015-08-25T18:59:00

While the low lighting makes for a nice atmosphere, it also made the game hard to actually play.

Game was pretty fun. In the end I player mostly with stealth, worked better than trying to fight.

As mentionned, very atmospheric. Looks good and surreal.

Good job!

Hunger by jphelps 2015-08-25T02:47:00

The double-click-to-start thing was a strange choice -- I guess it was a workaround to some sort of issue?

Pretty straightforward, and it does what it aims to quite nicely. Some difficulty curve as you go would have made extended play a bit more satisfying.

Graphics are clean. Or rather... well, you know what I mean.

Good job!

Warrior Of Dragons by Jesse Freeman 2015-08-26T23:40:00

Got an IndexOutOfBoundsException on my first try, when the map loaded. Not too sure how to reproduce it: it was on Hard mode, and everything worked fine on the second try.

A minesweeper-like hint system would have been nice; reduce the randomness a bit. Got a map with roughly 6-7 tiles of grass; still managed to find 4 heroes through sheer luck, but it's a bit annoying to lose to a dice roll.

Assets are well made. Game overall is short but quite fun.

Good job!

LD34 — Two Button Controls / Growing

Gravi Blitz by NIGIC 2016-01-01T08:53:00

A bit late on the response, didn't get much free time over the last two weeks.

Sorry about the sound effects; there's definitely some volume balancing issues. The sound clips themselves are fairly rudimentary, too.

Controls work more or less as intended. There's always some possible improvements, but I felt it was a good balance between the feel of moving around in a vacuum and ease of use. (That said, the inputs themselves are obviously not as intended.)

Thanks for commenting!

Temple of the Anonymous Evil Elder God by kardfogu 2016-01-03T19:36:00

Soft-locked while grabbing a molten thing in the middle-left part of the volcano.

I'd forgotten just how sluggish the RMXP battle system was. Don't miss it at all.

Anyway. Fairly solid game overall. Writing is simple and light-hearted, and does the job well. Feels a bit grindy, until you realize that most of those fights (and the gear itself) are pretty much pointless in the end.

Good job with the ending. I was totally joking and not expecting anything to happen when I went for a third option. Welp.

LD35 — Shapeshift

Eclipse by scorder 2016-04-24T17:54:00

As mentioned above, what's there is incredibly solid for an incomplete game. Gameplay feels solid, it's unfortunate that there isn't really any content to go with it.

You're A Mimic! by rhill 2016-04-24T17:30:00

Alright, so the game glitches out on the second question - a random BAD END is inserted in the middle of the answer to "The chest belongs to a powerful wizard", leading to a state where you have both the end screen a a new answer menu for a couple seconds, before going back to the title screen. That's on both the Web and Windows builds. Checking in Unity, it seems like multiple events are firing at the same time (like say "PowerfulWizard" and "PowerfulWizard2"), causing a mess.

Meanwhile looks like "I defeated a one foot goblin" can lead to both the good end and bad end one behind the other.

Glitch aside, interesting game. Looks nice, has good humor. Short but fun.

Good job!

Elemental Shaft by NIGIC 2016-04-18T14:03:00

Hm. I do remember this level not quite working in my last-minute check. Thought I had fixed it, but might still be some issues left. Will check first thing tonight (and hopefully fix level skip while I'm at it).

Thanks for the feedback!

Elemental Shaft by NIGIC 2016-04-19T00:51:00

All fixed now. Squashed a couple more bugs while I was at it - see change log for detail. Now, off to the lavatory!

Elemental Shaft by NIGIC 2016-04-21T19:42:00

Thanks for all the feedback, guys! (And gals. And nondescripts.) Much appreciated.

@backgrounds - But that's part of the charm! Though in hindsight their contrast is a bit too sharp; should have made their colors a bit more subdued.

@classes all looking the same - Yep. A bit of a byproduct of starting work on character art 3 hours before submission. Tried keeping their clothing color-coded, but they could have used a little more. Like, say, a bird's eye view instead of top-down. Or different poses. Everyone loves poses.

Elemental Shaft by NIGIC 2016-04-24T19:20:00

@hildegarbage - Fair enough. To me though, it's not so much a matter of improving the game as much as being a core component of the puzzle mechanics: no matter how one spins it, the element of "taking on the properties of the last removed piece" will remain. Now as for _how_ it's implemented, that's purely a matter of personal preferences, and I can't argue on that.

Thanks for the feedback!

The Canis Incident by srakowski 2016-04-24T16:47:00

Solid, glitch-free gameplay. Interesting way to present the story.

You sort of fell into a lot of the trappings of this game type though. The shotgun gives way too much coverage vs the rifle's somewhat-higher fire speed and range; the only time I ever even wanted to switch was during the final level, where the rifle simply outranged the boss. Infinite ammo and ridiculously high (infinite) health regen means you can just hold the shot button and run around carelessly. And enemy placement feels, well, random, and aside from the first couple levels, you don't feel any progression in difficulty (or anything, for that matter) from one level to the next. All levels looking exactly the same didn't help on that front either.

Still enjoyed it though. Good job!

Map Shifter by woodenrabbit 2016-04-21T01:20:00

Fun. Audio was pretty solid, graphics were clean and intuitive (though the walls being made from the same bubbles as everything else had me wondering for half a sec).

Wasn't expecting to be thrown into the action this fast though, was totally off-balance on my first playthrough. Title screens are important! Even if they're only the title in plain letters and a play button, it gives the player a feeling of control over the pacing of the game, which can affect first impressions a fair amount.

In any case, it was a good experience. Good job!

Flower Power Sprint by OnePixelMonster 2016-04-21T02:42:00

Trees are bad, man. Always being total butts just because they're taller than you. Bushes are much friendlier. Usually.

Nice game. Quite zen. Floors being much paler than the buttons was confusing at first, but you get used to it after a couple deaths.

Good job!

Escape from Shapeshift Dungeon by edelmaneric 2016-04-24T17:43:00

Small bug, when the timer runs out on your power only the last thing transformed gets its original sprite back. Behaviour seems to reset correctly though.

Short and sweet. Interesting concept. Pretty fun game. Good job!

Diana Has Changed by magicagrilsdoinggamesforsenpai 2016-04-21T04:32:00

So halfway through the game I found out you can sort of swim your way to victory. (aka you've got infinite jump while moving through a different-typed block)

Physics were a bit of an issue, but otherwise it was fun. Original platforming concept, interesting visuals, and "colorful" (cough) narrative. Enjoyed it.

Good job!

Postmortem Hero by sistinedisco 2016-04-21T01:58:00

Nice use of color. Though it didn't get to shine too much, the element of "picking the right man for the job" was interesting. Game was fun.

Good job!

LD36 — Ancient Technology

Modus Catapultus by invader 2016-09-17T16:43:00

Took me a while to figure this one out. First time through, I shot down both my ally and my base fort before getting destroyed myself. Also had some issues with stones not always spawning for me to shoot (though that seems to have been fixed in the post-jam version).

It's an interesting old-school type of game. Once you've grasped the mechanics, they work nicely and make for an entertaining experience.

Visuals give all the necessary information effectively, though a sharper contrast between friend and foe would be great. Sound effects give a satisfying weight to your attacks; you may want to add some to the shooting action itself. Pretty good overall.

Good work

Vålnad by Rutger Megahertz 2016-09-17T17:00:00

Ugh. For an exploration-type game, tank controls should be avoided when they're not justified.

Sounds and visuals fit nicely, and gave all the necessary information. Gave the game the right mood.

The puzzle was interesting, though the mirror things turning as they were lit up could quickly become annoying if the game was much longer.

I'd be curious to see more out of this. Solid game overall. Good job!

AfroRPG by GeenJaBeN 2016-09-17T17:28:00

Building complex mechanics from scratch in the short allocated time can be hard, especially if you're not used to it. What's here is quite stable, and looks and sounds pretty good. There's definite potential.

As far as mechanics go, there are two issues that may need to be adressed if you take this further:
- The attack range is short. Really short. Forces you to take damage in order to kill enemies.
- There is no knockback on hit. Knockback helps give weight to attacks, and helps keep the enemy away from the player, reducing the first issue's overall impact.

GRAVIQUATRO by puppetmaster 2016-09-17T16:10:00

As mentionned previously, it's a bit on the slow side, and doesn't seem to look for an end condition.

The added rule adds a lot of depth and complexity to the game. One thing I feel is missing is letting the player choose not to change the gravity on their turn; although there's already enough options as is, so it's not much of an issue.

Thematically, I get that it's supposed to be "lost technology", but it doesn't really pop out much within the game. Then again, I'm not sure how one could push that further...

Game is smooth, and looks nice. For the purpose of a two-player board game, it works great. Sound fits in flawlessly. Good job!

Brigit Fall by nihilaleph 2016-09-17T17:56:00

The font size is fine. Makes things easy to read quickly. One thing I'd suggest would be to add breaks in the text, with just a "Continue" option, making sure it doesn't flow beyond the screen.

What's presented of the world and story is pretty good. The pacing feels a bit rushed, and lacks focus, though. The scenes don't connect much to one another, and the story keeps jumping around with no breathing time.

I guess that was a necessary sacrifice to get the full plot in within the deadlines, and I do appreciate that we actually got a full story from start to finish.

Was a nice experience. Good job!

The Temple of the Clockwork One by kardfogu 2016-09-17T18:52:00

The difficulty jumps all over the place, which is unfortunate. The puzzle for unlocking the secret ending was pretty clever. (Though I'll admit I had to look at the assets to even know it was a thing.)

Visuals were good. So was the flavor text.

There were a few issues (coughgrindcough) but overall this was a pretty solid entry.

LD37 — One room

Orbital Engagement by tompudding 2016-12-21T03:19:00

Infinite nukes feels wrong. But hey, they're just "asteroids", right?

Interface is a pain to use with a touchpad, but otherwise it works fine. Solid physics, and it's a nice touch that the projected trajectory is less precise than the actual one (intentional or not).

Clean and simple visuals. Nice effects on the CRT.

Good job!

Neuroleptic by pratess 2016-12-14T02:51:00

That was certainly unique. Great atmosphere, from visuals to sound to the game's overall pacing.

The risk-reward mechanics are well designed. They take a while to figure out, they're sometimes outright confusing; for example, first time around I ended up using all the pills as soon as stuff started happening, since I didn't really catch the time-sensitive events. Didn't end well. Still, slowly figuring things out was fun.

Good job!

Defend One Room by Fib 2016-12-21T02:49:00

Attempt 1: Bad tower placement, resetting...
Attempt 2: Softlocked at wave 3 (1/18 remaining)
Attempt 3: Died on wave 7. Between the low amount of towers, high number (and density) of enemies, inability to remove a tower during a wave, short distance from spawn to base and high number of potential routes, it's just way too many variables. Playing on a touchpad doesn't help with quick decisions either...
Attempt 4: Oh, I can trade off HP for extra turrets, huh. But softlocked at wave 7... (1/38 remaining)

It's a nice take on the genre, but strangely enough I think it's doing too much with too little. Too much information to take in a short time, with not enough control to react properly to said information. Some tweaks like fully mobile towers (or maybe cooldown-based) or some information on the upcoming waves would make this a lot more interesting.

Still fun. Visually simple but clean and effective.

+1 for stray hits still hitting stuff behind the intended target. That's always nice.

Good job!

Isolation Knight by dylanwolf 2016-12-14T03:40:00

Good idea on paper, in practice it felt a bit off. That said, I'm a bit biased (see below)

The main reason for me was that RNG can completely screw you over: I killed the first monster on first try by chance, and ended up getting quite frustrated at the imbalanced third fight - only learned about the Shield skill when looking into the source to try and cheat my way past. After that, it went pretty well.

The increasing complexity of adding new layers to each fight was neat. RPG Maker's somewhat... rudimentary battle system made the whole experience a bit shallow, but you've made good use of the cards it dealt you.

Dead By Christmas by NIGIC 2016-12-14T09:54:00

Um... alright, here's the deal: from your comment, I'm guessing that you got through the intro, then closed it assuming it had "crashed".

Since this is a jam entry, I messed a bit with the "intro" (with the dragon) as a meta joke of sort - it uses a mix of premade images and sounds that come with the engine, and is made to look as much as possible like "your typical RPG Maker game". A game-within-a-game, of sorts, that the murder victim is playing/testing before getting, well, murdered. After that point, pretty much everything was hand-made within the 3 days of the jam, yes. Which is in part why there isn't much of it.

The game "breaking" after the dragon, if by that you mean everything freezing with a buzzing sound, that's also normal, and will last around 4-5 seconds. (Assuming one waits around a bit - I didn't think it was long enough for anyone to drop the game there...) Then the actual game (or what's done of it) starts from there.

Also, @other players out there who may get stuck on the dragon: there are a few healing options under the Magic and Item menus. In the end, all you need to do is survive 9 turns until the game "crashes".

Legacy by rojo 2016-12-31T07:46:00

Well, deciphering the messages took longer than I care to admit. Overall the actual puzzle solving was fairly basic, but I still had fun doing it. Putting everything together at the end felt satisfying.

I like the visual style.

Boss Room - A 2-player game by Qui 2016-12-14T10:53:00

Neat. The boss has a nice variety of attacks, but it still feels somewhat balanced. Chaotic and fun asymetric gameplay.

Won't speak up on the assets as I'm not too sure what you've made and what came from elsewhere, but everything's fluid and creates a nice mood.

Nice game overall. Good job!

BattleTub by NoobPete 2016-12-31T06:56:00

You should look into locking the cursor when attaching camera movement to the mouse. It's a game breaker when playing windowed.

It's an interesting premise. Nice level progression, and while the game itself isn't exactly hard, the time attack aspect does allow for a bit of self-imposed challenge.

Good work

The Cell by Iluvatar 2016-12-14T10:42:00

Alt tabbing was a bad idea, colors and everything turned weird. Fixed by going windowed, but first had to rename the exe as the setup file was looking for "One Room.exe".

Otherwise I couldn't progress too much either - feels like there should be a way to open an inventory and use the stuff you've picked up, but can't quite figure it out. Doesn't seem to be any keyboard key, anyway. Will wait for more details and give it another try.

Game otherwise looks clean, and nicely sets the atmosphere. Intrigued by where it's going...

The Cell by Iluvatar 2016-12-15T03:12:00

Well I feel stupid now.

I don't know if the game crashing when leaving the room was intended, but it made me chuckle.

Puzzles were creative, without being completely random. The tongue-in-cheek writing is nice. Liked it.

Good job!

Schrödinger: Story of a Ludum Dare failure by kardfogu 2016-12-14T03:52:00

Well, that's... um... a failure, alright. A Windows failure, that is.

You should remove accented characters from all your filenames. (Specifically the ö's in Shrödinger.) It seems to break the RMXP decompresser, and even after decompressing it with another tool (hi 7zip) and attempting to repair the corrupted filenames, it just won't find the files.

Or that's what I assume is going on, anyways...

Schrödinger: Story of a Ludum Dare failure by kardfogu 2016-12-15T04:06:00

Hm. As-is, still can't install the game normally. Simple solution though: rename the downloaded installer file (which still has an ö). It's kind of dumb, but eh. Windows logic.

Found one ending! Then sort of wandered around for a while, not really knowing what I was looking for. Still don't. Still in the box.

Original. Delivers on its promises. (Except the last one. Grumper's totally bad.)

Good work!

Velocity Glyph by sudojess 2016-12-14T10:20:00

Already mentioned, but was the game overall faster (I'm talking like 4x speed here) and the AI more aggressive (even if it has to cheat a little), this could be really fun.

The AI opponents are fairly stable, if really slow. (though that seems to be mostly from taking turns as wide as possible). Had a bit of fun watching them go, then I accidentally went past them, and then one of them was gone. Probably fell off the track, and didn't really restart until I turned around to check on them.

The normal checking for staying level with the ground could use a little more work, it's a bit wobbly when passing over the seams along the track. Otherwise everything runs really smoothly.

Fairly simple design graphically, but it still looks great. The hovercars in particular. Sound design is really good. Had fun playing.

Good job!