Dr. Lud Umdare's Revenge by KunoNoOni 2019-05-03T14:00:06Z
What a pointless game, primitive maze with no enemies and therefore useless upgrade system. In my opinion it's a great example of matter over mind.
Foon → Ludum Dare Explorer → Users → lesinvisible
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | Anxiety | compo | 121 | 3.70 | 3.22 | 3.24 | 2.04 | 4.54 | 4.31 | 2.50 | 4.37 | |
| 2022 | 50 | Delay the inevitable | Crows | jam | 1075 | 3.20 | 2.41 | 3.15 | 3.36 | 4.12 | 3.71 | 2.40 | 4.19 | |
| 2021 | 49 | Unstable | Love will Prevail | compo | 157 | 3.72 | 2.72 | 3.51 | 4.24 | 4.51 | 4.08 | 2.10 | 4.37 | |
| 2021 | 48 | Deeper and deeper | Town of Monsters | jam | 878 | 3.53 | 3.00 | 3.42 | 2.88 | 4.04 | 4.14 | 3.43 | 4.03 | |
| 2020 | 47 | Stuck in a loop | Stormy Night | compo | 292 | 3.46 | 2.97 | 3.51 | 3.31 | 4.38 | 4.03 | 3.46 | 3.72 | |
| 2020 | 46 | Keep it alive | Heart of Music | jam | 1268 | 3.48 | 2.92 | 3.33 | 3.05 | 3.73 | 3.91 | 2.84 | 3.44 | |
| 2019 | 45 | Start with nothing | Moonlight Kingdom | compo | 283 | 3.33 | 2.67 | 3.09 | 3.17 | 3.75 | 3.81 | 2.29 | 3.79 | |
| 2019 | 44 | Your life is currency | Dictator's Last Year | compo | 401 | 2.98 | 2.45 | 2.88 | 3.17 | 2.79 | 2.76 | 2.63 | 3.17 |
What a pointless game, primitive maze with no enemies and therefore useless upgrade system. In my opinion it's a great example of matter over mind.
Not a bad take on the LD theme if it's not a for a typical card game wannabe gameplay I guess it could be much better. Overall gameplay is not that bad but game gets repetative soon. Graphics look like a joke.
Well, the interpretation of the theme is so primitive it almost hurts. Overall gameplay has two main problems in my opinion: awkward navigation (it reminded me of the games like dick tracy and who framed roger rabbit on NES) and to close view to the play so it's not only hard to move it's also hard to navigate. But it's a bit educational.
Didn't like the flat humor and what seems like last minute written dialogs. But overall gameplay seems nice and the lenght of the game is actually shocking (tnx for the playthrought, btw).
Though I really hate these confusing controls the game itself feels wonderful. Overall graphical and design style reminded me a little bit of Little Prince. To me it's a kinda of fun execution of the one of the most cliche theme "stranded in space".
Ahh... Not really sure what this game if doing here, I can't see know connection with the LD theme. Apart from this I can say that it's quite boring puzzle game with little strategy and thinking involved. Overall graphics are quite nice though if not for this primitive shape as a player.
Interesting to know that text-based adventures are still living here. To me it was a bit of confusing game but I appreciated narrative-based approach. To me something like this is much better than this LD's overwhelming swarm of clickers, side-scrollers and other pedestrian efforts.
Not much of a robust game mechanics as is for me, you can just run straight forward and collect power-ups. In my opinion it's kinda strange when nothing forces player to take risks and throw himself in the core gameplay.
To me it's a primitive and unbalanced piece of gameplay built on the very stale execution of this LD's theme. There is practically no way to die rather that from boredom. When I see such games I wonder was it worth the trouble of going to 3d environment rather than offer some decent but technically more simpler game.
Even giving it's due to godot and other kinda cheating in my opinion means to create game in such short time perion this game looks the most complete in this LD. Graphics are really solid and remind me of something like old X-Com. Core mechanic is limited by the small amount of planets but nevertheless is quite interesting.
Rather stale theme and execution of the theme in my opinion, but graphics are nice and the fact that you've managed to do it in compo time restrictions is encouraging.
To me it's a relly lousy execution of ludum dare's theme cos it's just an average run of the mill side-scroller. And even isn't a good one side-scroller. It is far too easy because core mechanic of reducing game speed at the cost of one health point isn't optimised.
Don't really think that this game has something to do with the ludum dare theme except your saying in the description. But I think that this is really interesting game in innovation department. Though you can often cheet the game by coloring every pixel in the copy. And overall game is far too easy I made it to the million in the first playthrough with no problems.
@kuro Thanks for review! There is an element of random in the game that's why it you can die even with the same decisions. Every turn it calculates if you survive your worsening heart and liver condition based on the percentages from your stats.
@reheated Thanks for the review and sorry for this mess with audio. For some reason it doesn't plays in Safari and mb other browsers different than Chrome. Using real scientific mind here.
Seems not soo bad for a first game compo. Wish it could be more in game mechanics.
In my opinion this is dull and mindless game, core mechanics are primitive and too easy to get bored with them really fast. Graphics are okey and the programming part seems solid but there is nothing more in it for me at least.
I really liked the graphics and overall stylization of old-school terminal and text games of these times.
Liked puzzle-like gameplay and old computer-type graphics. And it also contains some story, very nice!
Simple survival game, not much to say, but I like how the background rotates with you, seems disorienting at first but looks cool. Also, it is rare nowadays to a see a game not made on unity.
Nice game and nice humorous attempt on the genre. Seems a bit confusing to control but it's oley. Also, sidenote for people having trouble to run it in the browser - make sure that the hardware acceleration in your browser settings is enabled.
Kinda addicting puzzle-platformer, not sure what it has to do with the theme, but I like it. Especially, I loved handmade music and voices. Irritating thing for me was that you can't change the order of apples in your stash but I understand that it is a part of the mechanic.
Yeah, just my five cents on the theme of map absence. Gets really annoying but I kinda can understand that this is part of a concept. Despite the fact that I'm not a big fan of survival game,this look solid enough.
Oh God, what a great game! The amout of content just mezmerizes, it's classic chess but with indirect control! And you managed to write AI that sometimes even do something legit. I'm astonished, 10/10!
Good creative atempt, sadly, it wasn't finished as planned but still worths to at least check it out.
Neat machanic, it's a shame you couldn't finishit properly. Music and sounds are quite good by the way.
Sadly, the object pick-up system seems broken, can't do anything sufficient and my altar is dying in pain((
Interesing approach at fighting system, it reminded me of the battle system in a very old games "Knights of Legend". And also it's practically as confusing as this game. But a neat little experiment. Only downfall - textures are very glitchy in browser.
Very funny game, absolutaly love minmalistic graphics, the fact that you can bring to your house ANYTHING you want and these amazing sound effects and humming music!
Nice looking minimalistic game but navigation is very confusing and contrintuitive, in my opinion it should use more direct insrtuctions because I really can't bake anything without your advices.
@gerugames, @gildar76, @p-r, @trusty, @uchiro, Thank you all for such warm replies! Honestly, I wasn't expecting such positive replies because as some of the commentators mentioned here, I agree that this game is "eh, experimental". I'm glad that you liked it.
@shigor, @wevel, @snesgaard, thank you for your replies. I was surprised that practically the only criticism by now mentions only different set of controls. I didn't thought to much of this aspect, be sure I will take it into consideration next time.
@porocyonak, @lakrits, @marcel-oyuela-bonzani, thank you for your replies. Again, kinda surprise of this praise of the art. As even the story goes I never positioned myself as a strong artist but it seems that my level of mastery can at least translate some ideas. You definitely inspired me to create more art-works.
@nachtwitch, thanks, great that you found everything you need)
@hare-software, @local-minimum, @blaster391, @jam373, @cirno, @xephrys, thank you for your replies! Even more surprising than art and overall game feel was to hear that you liked voice-acting. It wasn't easy to record all of this and make it sound some what legit in this short amount of time. Luckily, I could free some time by simplifying overall "gameplay". I also wanted to voice main hero in Sanitarium-like style but it came out too cringy even for me and my accent showed too much.
@gamebuilder, thank you, I'm glad that you found in it something to go back for.
@grhyll, @ogre, thanks for you concern but it's not so tragic. This game is mostly autobiographic but amplified compilation of the not so optimistic ideas and concepts I was thinking about lately. But I hope that it's not "need help" material. I would even say that making games likes this helps to relieve some of the tension and cope with some of my problems. And even more, I really liked that some of you found something fascinating in this game.
Interesting idea but kinda confusing execution. Also, have problems withloading of textures. Why do you need to spawn wolves in this game?
Nice little clicker, I liked the art and overall presentation, maybe it could evolve into something more spectacular if other genres brought to the mix.
Strange mechanic in which you can shoot only directly in enemies kinda contrintuitive to what you're acustomed to. Also, the slowprogression of difficulty makes it rather tidious. On the other half absence of sounds and music makes it more alienating, in space no one can here youplay this game.
Interesting concept but it's really hard to get to it. Overall graphics and stylizations are great, really like that old feel. I'm sure this is how virtual reality looked for people 40 years from now (and, taking into consideration creation of Virtual boy, maybe even later). The major problem for me - it takes to much time for game to start over, even seems that it's actually faster to reload the page.
Great little game, it's surpisingly atmospheric! The only proble is that it has some "I don't know what to do" factor and when first zombies came I even felt like in any resident evil game - you start and zombie ates you. Well, not that bad, good work!
What a great game! I liked the core gameplay mechanic and how it fills, it kept me for many tries. Graphics are very good and this music gives me something like James Bond vibe.
Really loved sounds and this upbeat music, but controls feel very clunky, also the absence of death animation somehow adds to the stiffness feel of the controls. Also, platforming is this is very hard and reminds my of some NES classics in the difficulty and jackass unfair jumps department.
Nice simple game, despite minimalistic graphics I liked overall presentation, especially the sound effects.
Cute looking game but as people said - it really asks for some difficulty progression. But I liked dino's AI.
Wonderfully crafted and put together cozy environment.
Nice visuals but gameplay mechanics look a little bit too limited in my opinion.
Cute looking and a fairly complicated game for such short development time.
Really funny concept, I liked it.
Very cute little game, I liked it.
Liked the lightning effects so much and hand-drawn styled graphics.
That was great, fantastic pixel art!
Controls feel a little stiff and with too much momentum, but the game is short so it doesn't get irritating.
Nice little idea you have here, I liked it.
Chill music and nice graphics.
Old school type of rendering sprites and enemies but, sadly, without sound game looks a liitle empty and you start to focus more on sometimes bulky gameplay mechanics.
THIS GAME IS BETTER THAN SEX!
Bizarre mechanic at first but it's addictive and innovative. I like it.
Vey nice graphics and overall style. Game feels very solid for a jam game.
It was quite unusual for this compo, overall feelis kinda nice.
@erin, @wrimo, @jasonsumm1, @finnthepirate, @neithernathan, @selftitled, Thank you, I'm really flattered you liked my music that much. Here is a link to download a soundtrack in case you need it - http://hizhinape.ru/games/heart_soundtrack/index.html cover small ENG.png
@erin, Thank you, to be honest probably that's because I don't know Unity nor Godot or something. But for games of this complexity pure javascript is more than enough.
@echonia, Thank you, flattered to hear you liked art, yes, maybe one day this will become something with greater scale.
@nablaz, thanks for your reply, yes, I would agree that execution can be better, but to be honest I don't think that I'm such a great composer to begin with.
@wrimo, Thank you!
@jasonsumm1, Thank you, yes I think that games looks like a freak of nature here...
@finnthepirate, thank you, I've looked up Michel Gondry's animation, to be honest, I think you are putting to much faith in my artistic capabilities.
@ilya-acid, Спасибо, приятно, что понравилось. Да, возможно это во что-то выльется со временем. В общих чертах что-то похожее вертелось в голове уже давно, но я не был особо уверен в том, насколько это тянет на полноценную игру. Да и, если честно, пока все мое игростроение - это игры для Лудум Дейр.
@epsil, Thank you, yes, I agree that game came out a little bit to hardcore and based on RNG. But in general I can say two things. First, initial plan was to motivate player to find the right combination of enemies (something like in Megaman) and second, I will confess on this one, the game has a secret ending for which you have to defend only Defender. But I sympathize your confusion.
@neithernathan, Thank you!
@lairinlair, Thank you, I'm not planning to come back to this game but maybe it will become a standalone game in the future.
@selftitled, Thanks! I thought about "retreat" mechanic afterwards, so I decided to stick to the "realistic" approach of reloading game everytime you die)
@vesper, Thank you, I'm really flattered!
@kamilko, Thank you. Responsive design is magic to me.
@dane-tesla, Thank you, I'm mesmerized you liked it that much.
@gamebuilder, Thank you, it's surprising to hear that somebody checked out more that one of my games and looks at them in the continuation. I don't believe too much in my drawing or music skills but I was inspiried by the reception of Moonlight Kingdom and tried to put them to more use here. And also add something resembling of a gameplay this time. About the difficulty I agree, it's a little bezoomny. On the other hand, guess there is no point of hiding it anymore, but you can actually have an easier "good" ending by killing the Defender and going to the last chamber but instead of fighting you should go back to Tribunal and resign from your mission.
Interesting mechanic and nice looking visuals.
Magnificent game with a simple story but enjoyable narrative.
THE. BEST. THING. I've seen in my life.
Nicely done, I liked the core mechanic and quirky theme play. Best LD46 game I've seen so far.
Amazing concept and nice visuals, I liked it.
Nice visuals but controls feel a little bit counterintuitive.
Atmospheric scene, I liked art style and music.
Though not really chalenging game, the atmosphere is top-notch, I see the spider and I feel a chill.
A little hard to understand the mechanic at first, but then it gets much better. Also, liked your pixel art.
I really liked the intro and initial mood of this game, how did you do this intro? Gameplay itself seemed a little confusing at first but it doesn't really matter that much.
Liked these small puzzles, gun options and the ending!
Nice and solid game with physics, amazing how many things you was able to put here.
Not so intuitive, but this game have strange comforting and meditative feel to it, I liked it.
Loved the art style. especially, the poster for this game. Rather sudden implementation of the Stalker theme at LD. Only problem for me - not so much variety in gameplay. But as a hommage to the film's character it's fitting. But maybe it's too fast of a gameplay for such movie)
Nice humor and one of the most original gameplay mechanics I saw this LD.
Nice work! I liked the story and I would like to enjoy it in a slower pace.
Nice touch on the concept, liked this retro feel of the graphics.
This game is too complex for a human brains to comprehend.
Neat little runner, liked the momentum of the movements, the only complaint - hitboxes feel a little too stiff.
Neat little endless runner, I also liked the reference to Globetrotter game series in the name.
@dr-v, Thank you and sorry! It's fixed.
@geegaz, Thank you, I'm glad you liked the artworks. About the endgame mechanic - yes, there is some element of random in it, but I would like to keep it secret just for now.
@basik-kent, Thank you, but you are too nice!
@bobparis75, Oh, thank you, I am very flattered!
@hom-bre, it happens, maybe I should've leaned more on the instructions. As for creator it looked not so confusing.
@borisfrommurmansk, thank you!
@blobo, I am glad to hear such nice things about my artworks, as I don't think that I am that good of a painter.
@thedarkmagi, Nice that you found something for you in it.
@yeomsley, I hope the voices are not too cringy)
@todd-mitchell, thank you, so flattered.
@basik-kent, @borisfrommurmansk, @thedarkmagi, @yeomsley, thank you again. And for you and everyone else who liked the music I made it a separate download. It also includes one bonus track which you can't hear in the game:-P Cover_small.png
@pee-thief, thank you, I tried)
@week-of-the-agents, спасибо! По материалам, кстати, почти все здесь сделано гуашью, а постер и задник - акрилом.
@island-jam-2-group-3, Thank you! Yes, I thought that it may be a little distracting but the desire to emulate live web-cams with characters was stronger.
@voidsay, wow, thank you, this must be the most detailed review I've ever got here.
Но давайте перейдем к обзору на обзор.
* Glad you liked my drawings, there are more abstract these time. Also a result of time crunch but I surprisingly liked some of them. * I see, I don't consider myself a strong composer either. * I USED MYSELF AS A TRANSLATOR! Actually, in some parts maybe Google would have done it better. Don't know but sadly my grip on English got loose, even despite the fact that I consume a lot of English content everyday. It should be the lack of focused trainings and practice. So, sorry to everyone who had to deal with my shameful English. * It should be this way with the "End Game" button, it should just trigger one of 3 different victory related quotes from the character who did this last "vistory move" randomly. * Yes, I definitely think so, for some reason I thought that 3 events willbe enough and then just got busy with other things, also map was already planned like this and you know... * I agree that this is quite poor game gameplay wise, I don't mind to much as for me it was more of an aesthetic and overall feel, or even better - the concept. But this time the theme was really worn out and we got left with only art and simple gameplay idea. And I love random so much for some reason. Hopefully, next time some concept will entertain you if the game will be that simple in gameplay department. Also, sadly, but I still program much slower than I draw. * Thanks again for such detailed review!
@bentglasstube, Thank you! Actually, that's so great that you enjoyed and overall feel, to me it's the key part of all of my games. And I understand that the random here is sat the way that it can be either walk through the park or a nightmare in hell. Honestly, it was even a part of my original intention.
@lyrcaxis, thank you! Actually, this time I was wishing I could come up with more solid concept of the game itself. So, I tried to compensate it by creating atmosphere with art.
@sozey, well, thank you! My intention was to give every character some personality, so you can pick favorites.
@rushikesh-charapale, thank you!
@mar3k, Thank you, the main point this time was in creating an atmosphere, weird and sometimes little unnerving.
@johnnysix, Thanks, I agree that this game possibly require more instructions or more intuitive interface in general, but I am glad you liked the art. Most part of it was created using gouache, poster and soundtrack cover were created using acrylics (they tend to look similar to oil paint but they can dry fast enough for a game jam).
@gamebuilder, Well, thank you so much, it's nice to see a constant fan of my games, I am very flattered. I tried more in artwork department this time mostly due to the very stiff theme (hard to think of anything interesting with such cliched topic). Also I started messing with different paints (gouache, acrilycs, etc.) since last LD, so I wanted to try it. As for the game itself, I agree about random, I also realised that I made extremely small variety of events which can happen to you during the play. And I guess you got unlucky with the difficulty, as stats for the characters generate each time you start the game (within fixed parameters). It came quite unbalanced, but I found some good in it, as sometimes it gives you a nice suspensful journey but the other time it can become even too easy.
Seems a little bit to chaotic but I like the overall style and dynamic of this game.
Interesting concept and neat minimalistic artworks. I also liked the attention which was put to the details like phrases for all of the town folk.
Such a nice small Zelda-like game! I enjoyed overall style and cute feel of this entry.
This games gives me a GYROMITE vibes with this music and art.
Haha, it was actually quite fun game, liked it!
I liked this entry, innovative approach you used in conversations and overall feel of the game.
I liked your concept and sounds. The only problem I have is with the restart of the first level. Because it respawns to far from the next platform to reach it.
Wow, very ambitious and solid core mechanic! Game in extremely hard on my pedestrian platforming skills but I like it.
As was said previously, this is game is quite repetitive. Not because of it's main mechanic but becaus of lack of some interesting challenges. Because I really liked situations when the huge pile of boxes is coming at you out of nowhere. But it's still a nice first entry.
Nice and very atmospheric game, liked the story and simple art.
Nice small game, I enjoyed the random teleportation mechanic.
Nice looking game with the magnificent tribute to old-timers. Only wish - is more things to do here in this cute setting.
Maybe a little bit too simple, but I like the graphics and overall feel.
Bold idea with RPG elements in a runner. But, it made me crave for more intuitive interface and maybe a little more interactive options.
Hugely impressive amount of work for the Compo game. Your own engine works nice and the game seems very solid and has a definite retro feel with it's difficulty.
Nice small game with a simple concept and killer menu artwork.
Really liked the Russian name of the protagonist! Sound and animations are amazing, gameplay seems a bit unfair, but overall nice.
Very solid and engagin gameplay! And I think that it's also strongly to the fact that you made such nice graphics and very impressive sound design.
Very nice art and overall presentation! The only issues I got is that sometimes you get stuck to the platform instead of jumping on it or sometimes you can slide off the platform you are already on. The control is a bit too sensitive, I guess, but it doesn't take much from the game.
I liked the basic gameplay, simple artwork and the light effects render when you go from one roon of the cavern into another.
Very nicely designed ships and overall gameplay. Had some problems learning to fly at first, but that everything went smooth.
Wow, such an atmosperic game and very likeable concept. I like this type of narrative games and imagination you showed here.
Nice little game, I experienced some troubles with aiming, but it was all very fun overall.
Nicely done! This game gives me strong Sub Culture vibes with the submarine's design and color. Movement of the sub feels a little stiff but it doesn't keeps from exploring.
@gamebuilder, Sadly, the game isn't working for me either - the site doesn't load. You were kind enough to play all of my previous LD games and I wanted to step in and rate yours. Anyway, you are always welcome to check my current entry and, if there is a way to play this game - please let me now.
Wow, I really liked the minimalistic art and overall atmosphere created with music. Also, it's just very puzzling how did you made the this type movement in JS. But it feels surprizingly very slick.
I managed to complete the game only thanks to the advice above to press "Space" everywhere and hope for the best. This is was kinda confusing. The same as the fact that the game tells you that in order to wake up your "follower" you need to find "something", then you literally find "something".
In general, it was nice small experience.
@gamebuilder, Thank you for the explanation, actually the most interesting thing for me was the parallax background, was it a small picture which you looped and how did you do this or it was really a quite large and long picture? Sorry, the question resembles my small knowledge in programming.
About the game - yes, it feels kinda rough but not without it's charm and this is the most inportant thing.
@gamebuilder, Damn, that's a lot of trees, but actually, thanks for your detailed explanation. I never used such functions but I was thinking of the way to up the enty in terms of visuals or maybe just use some standalone engine.
I liked the visual design of this game, it's just amazing and very effective in conveying the story. I think that this game could definitely benefit from the post-JAM development.
Wow, C++ like in the good old times) The game seemed a little confusing at first but I really loved these cute graphics and overall atmosphere.
Very nice looking and playing game with the a simple concept. I also liked the boss fight in the end.
Nice idea for the game and good execution. I liked the top-down view and graphics, and, of course, police sounds!
Very competent entry, I loved the atmosphere and the level of details in the graphics. Sound design is amazing!
Very interesting and unusual concept, one of the most original this LD. The visuals support overall theme of the game well.
Nice small and atmospheric game, feels a little rough sometimes but the atmosphere here is the best part for me.
Nice gameplay idea and visuals, also, the physics feels natural and fun.
Very nice and smooth mechanics and controls. Graphics remind me a lot of old flash-games. I liked the "climd" mechanics too and game overall felt very nice.
What a nice game, I liked the premise, graphics and, of course, voice acting. This game feels very refreshing.
Fantastic game, everything here feels solid. It's amazing how you managed to make such COMPLETE game in game JAM.
Like many others here I got some issues with the understanding of the game rules, but than I got into it. Nice little game!
@pink-spaceman, can you tell me in what way the game wasn't working? I am shocked as this time I even tested it in a few browsers and everything worked fine except for the small glitches on the Safari.
@jamie-simpson, thank you and I am glad that you liked it. I agree that the combat got out a little confusing, it's mostly to the time constrains. Actually, I was trying to create a variation of a very old combat system which was a little questionable by itself, but I saw potential in it.
@michaelyount, thank you for the kind worlds, yes, this game seems a little strange sometimes but I hope it works on the overall deranged atmosphere in the game.
@leggy, Thank you, yes, everything in this game was done by me. I didn't managed to finish everything in 2 days that's why it turned into JAM contribution.
@ringabell, Thank you, yes, fighting is a little confusing, but this time I balanced the game so that you most likely will win most battles easily anyway. If you experience some problems you can try to pick the right combination for the enemy you have trouble with (each character has his favorite attack and defense strategy which they use more often), and use it to break they defense and protect yourself from their attacks.
@nyanpierre, Thank you.
@michael-grieshofer, Thank you, I thing you really praise voice-acting too much)
About the infamous combat system:
I. Each round you select your **Attack** and **Defense** moves. There three **Attack** options which are in reality: - Strike to the Head - Strike to the Torso - Fire a gun
They are all equal in a sense what damage they do. But each of them can be cancelled by the respective **Defense** move: - Cover your Head - Cover your Torso - Hide from the projectiles
II. Then you opponent selects his **Attack** and **Defense** moves. It's done randomly but there is ~50% chance that they will select their favorite moves which are defined for each character.
III. Then, if your opponent selected **Defense** move which cancels your **Attack** move, your attack fails, if not - he loses 1 point of health. After that it's your opponent's strike turn and the logic is the same: if you managed to select **Defense** move which cancels his **Attack** move, you don't recieve any damage, if not - you lose one health point.
And this happens each round of the fight.
@michael-grieshofer, Yes, the combat system is random and primitive at best. But I liked the core concept of it with kinda indirect control, much like the games like Laser Squad Nemesis. But, the general idea for this system I got from a very old game - Knights of Legends. Won't truly recommend it as combat system is the only good thing in it)
@pink-spaceman, This is extremely weird and I am sorry that you can't play it. What browser do you use? I can recommend trying Chrome as it's the native browser in which it was tested the most.
@threeli, Thank you for your kind words, maybe this game or game with the similar concept will turn into something bigger sometime. As probably many people here, I usually find it hard to mobilize myself on doing some programming projects not in JAM-time.
About hoovering tool-tips - this is a forbidden and dangerous programming magic for me as of now, sir!
@kenneth-wheadon, Thank you, one of the reasons the combat system got so confusing is a lack of time. As during this JAM I decided to change the workflow and first completed all assets for the game and then started programming.
@someone, Wow I am really flattered by your compliments about the voice-acting! Yes, sadly I had to keep character's interactions to the minimum as the scope of the game was starting to significantly overwhelm what was possible for me to do even during 3 days. I initially wanted to add some animations of characters on the location's screen as well, but it's gone too.
About the super tiny locations images is, again. extremely weird, maybe you got very large screen and something went crazy. This all makes me really disappointed in html format as I primary liked him because of it's consistency and stability.
@choppers, Thank you, I wouldn't consider myself a talented painter, so it always so unexpected to hear compliments to my art.
@last-angle, Thanks, yes, the only good thing I can say about combat system here is that it's like a story in porn movie - it is here but it's not that important. Most important decision here was to balance it very forgiving, so it doesn't cause any problems with progressing the game.
**--- SECRET ALERT ---**
Maybe it's a good time to share a secret that this game has **TWO** endings.
@edur, Thank you and sorry, maybe dark art of hoovering tool-tips is really needed to be studied)
@antti-haavikko, Oh my god, this the largest comment I ever got here, so, first of all, thank you for your feedback.
Fight with the governor can be a little unjust, especially if you got unlucky with health essence drops from the previous fights. I probably should have made this less random, because the fight itself if already tuned down and usually you will have a +1-2 hearts health advantage.
It's very interesting to hear different pespectives on the art, especially that your least liked portrait is the main character's one. If I might pick it would be something like Tired Beauty or Iron Power, guess I could have made them much better. With combat button I agree with you, sadly, when I figured that they are kinda small, I already prepared renders for most of the interface (it's a humble 3D model) and there wasn't too much time for reworking. You mostly correct about rock-paper-scissors nature of combat and it was actually easier to make game remember your previous combinations, but I didn't leave it this way. Guess, just felt like it)
It was really unlucky runs, happened to me a few times, but usually I got an easy ride. And, as I said, really tried to push myself to tuning down the game's difficulty, so it won't turn into radical RND mess completely. Also, if you don't care about morale, you can always cheat by choosing weak opponents (for exmaple, Uneven Pattern have 6 HP, while it's counterpart, Dreamer Deceiver only 2). Or, you can always select 1 or 2 button for attack and first button for defense (as 1st attack button and 3rd button for defence is his favourite combination).
Yes, the journal is only for fluff or if you are interested into the main character's perspective on the occuring events and people. Glad that you found it in this case)
Again, I really felt sorry that the game gave you such hard times, if it gets it easier - you can select the following pattern of characters to kill (Steel Leg, Abomination, Loving Brother, Pitiful Rat and Dreamer Deciever). This will be considered as mostly moster kills and you won't even have fight the Governor. But in this case you will recieve a "bad" ending. But, there is honestly no true destinction what is "good" and what is "bad" in this world.
Glad you liked the music, I recorded 10 sound effects in total, but it's probably still not enought to the amount of fights in the game. And I relly flattered that you liked voice acting.
I am amused by your stubbornness, as I wrote, there is an easiser way for completing the game. And thanks again for your feedback!
@dotsquare, Haha, thank you, I think it's a good comparison as I only can code in JS) I am amazed that you even tried other games from the website, yes, voice acting is a little experimental as I tried to say here, but it's kinda how I felt and invisioned it. Sadly, I never heard John Frusciante, but it's nice that you liked the music, initially it was my main hobby when I really got into doing something artistic in my adulthood.
@the-body, Thank you and glad you liked it. About art-style, watercolor here is kinda limited, because I am basically coloring inked lines like in the coloring book, but it still gave some unique watercolor-type textures.
@dotsquare, No-no, it's cool and I understand. Also, I really don't mind any critique. If anybody here wants to share that they found something bad or cringy, I would definitely like hear it. Also, this game is not perfect by any means, anyway)
@fabula-rasa, Thank you, I think you are too kind to my music, but I am glad you liked it soo much)
Yes, I agree that the battle system is the weakest link here. Both from the explanations side and actual gameplay. So, I at least hope that it didn't take too much from the overall experience.
Thank you again for your feedback.
@linkwin, Sorry, I like minimalistic descriptions, so you will go to this world with an open mind and expectations. But, yes, everything you see in the game I recorded and drew myself. The only reason it's a JAM game and not COMPO is that I didn't manage to complete everything in 2 days.
Glad you liked the overall flow and the random approach to combat is okay for a battle system this advanced)
About the tools - this game was built using vanilla JavaScript and HTML+CSS for interface. It's primitive, sure, but one of the plus sides is that you shouldn't worry too much about multiplatform compability (as it's basically just a webpage with some code). Only worrying thing is that it's still possible to have some small glitches depending on which browser you are using.
@wolfier, Still, thank you for trying and your feedback.
@silkypantsdan, Thanks, yes, this goddamn buttons are tricky, I guess I just got lost in their visual appeal and missed functionality part.
@yeomsley, Haha, yes, experimentation and doing random things is just the meaning of life in this game)
@linkwin, Thank you, but I guess for the game this complex no framework is really needed)
No, actually I planned for the diary to give you some insights about what our character thinks about others and give a small insights on his personality. This was more a compensation for the cut characters' dialogs.
@antti-haavikko, What did you say about my portrait? Lousy Pittiful Rat got it much worse!Joke2.png
@neontropics, Thank you, I am glad that you liked atmosphere and I guess HTML development really brings some old web vibes)
@nabo369, Thanks, I personally don't think that the art in this game is this good, but it's nice to know that it can serve the overall atmosphere nicely.
@crazybot, Thank you, and sorry, I guess my powers really ended on the tutorial part, I too think it desrves more explanations.
And yes, I wanted initially to make so it will be easier to reach the journal while you are in locations but my strange OCD with buttons and interface served me wrong while I was thinking how to implement it.
@noobdude, Thank you, I agree that the game came out a little like a thing in itself.
@xiyou, Thanks, glad you liked it!
@zeusonator, Thank you, now, it post-JAM mood it seems very clear that just something like changing the chance of enemies to use their favourite attack/defense from 50% to 70% will do the trick. But when life gives you lemons...
@boxedmeatrevolution, Nice, I am glad you liked it, if you even have a mood to try it again I listed some tactics for good/bad endings above.
@theapplecake, Thank you, yes, fighting here is again a black sheep of the flock, but I hope that it doesn't get too annoing. As I mentioned previously, one of the possible solutions to complete this game is to select Keeper of Dust, Abomination, Loving Brother, Pitiful Rat and Dreamer Deciever as enemies and then press 1 or 2 button for attack and first button for defense in the fight with Governor.
@frozenfire92, Wow, thank you, you're too kind)
@sabasa, Thank you, I am glad you liked it.
@doloc, Thanks, glad you liked the visual appeal, sorry, confusing combat is our second name)
@bmacintosh, Thank you for your feedback. Sorry, that the interface came so unintuitive, as I mentioned previously, there was an issue with the scale as well. In the final render of the interface buttons came as too small but it was no time left trying to re-do it. Also, I don't think that I drew them to clear to begin with, but let them be here in the normal size at least.Interface.png
@gamebuilder, Thank you, it's nice to keep this trend of your reviews).
Glad you liked the map piece, it was one drawing that at first looked catastrophic. Also, yes, I turned down difficulty on this one, so it will be easier to enjoy things which are not as rusty as fighting system. And thanks for the compliments on my writing, I think that here it definitely better than in the previous entry.
@zubspace, Thank you, I am glad you enjoyed the atmosphere, sorry about the infamous COMBAT TROUBLES, but the overall feel and design was the main goal of this entry.
@dantelich, Thanks!
@oddballdave, Wow, TROIKA games? You are too kind) It's nive you enjoyed the settings and overall compostition of the game. Combat is really the black sheep of this entry and the only logical thing of using it which I see is the following:
Try the first combination and change it depending on the combat results. Like, for example, if you hit the enemy normally, you leave the same position for attack, and, if you were hit as well, you change your defense stance for the next one.
But, to be honest, I thought about this strategy only recently.
@denzil-gomes, Thank you, yes, it was hard completing all of these in 3 days, but in general it's doable. The only issue is that because I decided to first create all of the assets, I didn't leave as much time on programming as was needed. That's why sorry for the confusing combat mechanics.
Fantastic visuals and models, I especially liked the old-sprite like looks of the main character. The overall mood of the game is very cozy and goes well with the gameplay.
Very nice art presentation and polished gameplay! Liked the overall feel of the deep waters.
Main gameplay may be a little too simple, but the atmosphere is good. I liked the controls and very consistent graphics.
I liked the plot and 2D/3D graphics. This game has a very nice atmosphere and appeal.
Very nice entry! Controls may feel a little stiff but the overall presentation is appealing.
Amazingly cute artwork and overall feel of the game. Level of polish is very impressive for a JAM game.
Very nice and relaxing game! I liked the gameplay variety and overall feel.
Very cute little game, I liked the overall gameplay feel.
Nice and really pretty to look art-style, crystal bug is really the best. Overall, the game seems very well put together.
Wonderful atmosphere with my favourite space theme! It's amazing that you managed to create a 3D game, along with music, sounds and voices. Mouse is a bit too sensitive for my taste, but the overall controls feel nice.
Very nice game, I liked the minimalystic and pretty graphics the most. They reming me of something like Stardew Valley. Constrols feels a little stiff sometimes but it didn't take from the overall experience.
Fantastic paper graphics concept! It's the most unique graphics execution I've seen this LD.
Very nice little game, I liked the digging mechanic, though it wasn't that obvious at first. The only problem for me that the attacking sometimes felt kinda awkward.
Fantastic graphics and atmosphere! Gameplay seemes solid and engaging.
Games seems a little confusing at first, but than I definitely got some fun!
Very nice graphics and overall gameplay feel! I liked old-school styled gameplay of this entry.
Very nice graphics and interpretation of this JAM's theme! The only problem for me - games seems very hard, but I am usually not good in this type of games, so it's okay.
Nice and relaxing small game. Red corals remind a little of the infamous TMNT NES swimming levels.
Nice unusual concept and pretty graphics to support it. I liked the unusual gameplay. Also, it's refreshing to see something not made on Unity this days)
Wow, this game was a blast! I liked it's blast-processing type gameplay and simple but representative visuals. The only issue is long restarts when you die.
Game seems a little unpolished, but, oh man, these graphics. Maybe I am very easy to be impressed with such things as I only do 2D, but the light effects are just fantasic!
I am hugely impressed with your graphics, it's the best pixel graphics I saw this LD. The gameplay is basic but the twist of procedural generation really keeps it fresh.
I really liked the graphics and overall mood of your game. The only confusing part for me is that the character always makes this weird mini-dash towards the enemy when attacking.
Very fun and engaging double-barrel action! I liked the overall feel of the gameplay.
I liked the unusual core mechanic and enjoued overall gameplay and visual presentation.
Neat little concept and a good execution. I liked the sense of speed and minimalistic art.
Gameplay seems a little too simple, but the visual presentation is just awesome, especially the animation.
Very nice looking and playing game, I especially love the art-style which is like the mix of old NES adventure games and modern rogue-likes.
Very nice graphics and this tea was really 10/10! Serves more like a graphical novel and presentation is just amazing.
Very fresh and creative concept, I love such type of games. Would to see what comes of this game someday too.
Very innovative mood and graphics, I loved the interactions and overall atmosphere!
Amazing soundtrack and very innovative visuals! I liked the overall corky style of graphics which remind of something like old Nintendo64 games.
Very competent little game, I liked overall retro feel and quite hard gameplay.
Nice graphics and overall mechanics, it reminded me as well about some Flash games. The only issue for me was some blind jumps.
Very fun concept and a strong art presentation to support it. I also liked the level of polish in this game.
Very nice made simple game. In general it gives an Asteroids vibe but with good tutorials.
It's a very nice and very polished puzzle game, all of the mechanics are gradually introduced, and closer to the end game starts to show some challenge. The only issue I encountered is that character gains a little bit to much momentum for such precise game.
I liked your idea and the game has very simple but dashing looks. Controls feel a little weird, but it didn't spoil the overall experience.
I really didn't expect to see a game like this here, this is very nice and I miss this style of games and interfaces. Although, my surviving results weren't great)
This game feels very fresh and unusual, definitely has some retro feel to it. And it's quite additictive.
Maybe this game is a bit too hard, but I liked the twist on the theme and overall atmosphere of this game. Feels very refreshing in general this LD.
This game is crazy in the best possible way! As was said previously, it's sometimes a little bit too random, but in other senses it's very nicely put together.
I think that this game is a very fresh take on the regular platformers. The music is good and the graphics are stylish. And it really can cause a little of motion sickness)
Very nice and fun game, I liked the retro art style and overall mechanics.
Very fun game, I was able to run it with no problems. At first it was a little confusing, but than I got into it. Liked your art style.
As was said previously, the game is a bit glitchy, but I liked the overall feel. Also, you used very unusual tools for development and it gives game some different feel, in my opinion.
Nice game, it seems to be very atmospheric, aspecially with this type of story. Also, I always liked the "Choose your own adventure" kind of games, but personnaly I never came even close to doing them RIGHT, like this one.
Interesting twist and these 3d models really worthed it! Game is a little short, but I enjoyed it.
Surprisingly, it's not the first horse related game I came upon this LD) The game was very nice and smooth, I liked it.
Very nice looking game, I didn't manage to solve all the puzzles, but the overall impression is good. Congratulations with the first 3D LD entry!
Very nice and simple game, I liked the physics a lot. My only complain is that in some levels it's not so easy to navigate when you try to look at the target.
As was mentioned, controls a bit weird, but aside from this the game is extremely fun and crazy in the best sense. Gameplay feels very fresh and lively.
Sometimes game feels frustrating, but it's a very nice and fun experience. Even including a plot twist, a solid entry.
Very nice and fresh concept! Also, I am a big fan of the graphics, they feel very cozy. In general the game feels very well crafted.
Wow, such a nostalgic thing, really brings back the NES vibes with the some day popular arcades. But there also building mechanics and beautiful animations.
I really like the game, the ghost theme is a good spice that made this game far more engaging and dynamic. And the death sounds are just awesome. My only complaint is that it's not very comfortable to use "Up" as you jump button, especially in the game where you need to do precise wall jumping.
Nice game, I found movement a little jugged, but most of the time it doesn't heart much. In part of gameplay and music it gives some Alien Shooter vibes.
This game took me some time to figure it out, but in general it was a fun little experience.
I really liked the music, the gamplay is kinda simple, but it doesn't make overall feel boring. The fact that you made your own engine for this is just mindblowing.
This is a very fun project, I like how it's put together, every element is on it's place. Especially the death animations)
The graphics in this game are insane, as well as the sound work. Honestly, I can't imagine even trying to do something like this with 48 deadline.
I liked the minimalistic graphics and overall gameplay, seems very addictive. The game is a bit too hard and sometimes unintuitive for my taste, but, in general, it was fun.
Although the concept is very simple, the gameplay overall is addictive, great entry!
As was said previously, gameplay wise this game can be questionable at times, but not problematic. I was really amazed by the overall atmosphere and setting.
There was some glitches, but the art syle and music are very pleasing and the idea seemed fresh to me. A solid entry.
This game looks very atmospheric even despite it's simplicity in looks. I liked the music piece right after you find yourself a companion. Also, it continues the story and setting of the previous game. As far as I can say, even the technical realization uses the same principles. But now everything is on much, much bigger scale. And, as was mentioned above, the story is really nice and helps you to dive deep into the overall atmosphere.
My main issue with it is that I can't progress much, it feels stupid, but the only thing I can handle is to get to the part where you learn the spells, and then get stuck in the cave (when I thought that I need either to Levitate or Teleport). Also, it makes me wonder why do we have Inventory at this point, because I can't catch this DAMN ANT that runs away anytime.
@gamebuilder, Wow, I really didn't understand that the ANTS thing was just to punish me for spamming "Space" everywhere. I was tought this by your previous game... Anyway, I was really stupid not to notice the hint about casting "Teleport" in front of the mirror. After that it was a smooth sailing, even too smooth. As I said I really liked the overall feel and atmosphere, it's a shame the the game is so short. I would really like to see it in the format of the full feature.
The art in this game is just incredible, game feels extremely carefully put together and polished, this is astonishing. Also, typing games genre is unusual but welcomed guest in LDs.
Nice simple game, I really liked the graphics as they have some Retro wave feel to them.
This was very brave of you to decide to tackle an AI in the Compo game. In the result, the game is very pleasing and neat, I liked the gameplay and minimalistic graphics.
The idea and realization is great, I liked the graphics and soundtrack. The only issue, as was mentioned, it's a little hard to understand what it going on instantly.
Amazingly clean pixel art and fun idea for the game in general. At first gameplay was a bit confusing, but after that I got a hold on it.
Very cute game with funny twist, I liked the color pallete and graphics in general. The core mechanic is simple, but enjoyable.
This extremely cute little puzzle, looks very unique, I personally just astonished regarding the fact that it's all done with hexes.
I was really amazed by the level of polish in this game and the character design. Very enjoyable little game.
The graphics are great, I really love the card games, and it was a very freash twist on the subject.
I really liked the pseudo 3d look of the game and core mechanics. The game is a bit too hard for my taste, but it's a very solid entry.
@zarkonnen, Thank you for your feedback. Yes, I am in no way pretending to have the accurate portrayal of schizophrenia, I tried to show just my interpretation of a general idea.
Honestly, if you are interested, I am gladly suggesting you to check the real paintings of Bryan Charnley, he really could paint comparing to the arts I made for the game.
@gamebuilder, thank you again for such detailed feedback. It's actually very interesting that you consider this game my best so far. As, maybe it's influenced by a bit of nostalgia, but I would say that this should be something like "Heart of Music".
The comparison with Bryan Charnley is just too grand for my work, honestly. But thanks for the recommendation, I think I will check "In Absentia" out, I never heard of it before. As usual, I am very glad that you liked the game.
@alex-chertilin, thank you, glad you liked it.
@unagiv, Thank you, it's good that this game helps increasing awareness of him, I think he is really a good example of the more emotional/ideas centric painter.
@ghatazorg, I am glad you liked and I think that you are too kind to my artworks)
@justcallmebb, Thanks, you are too kind, but I tried some new things this time, like fully drawn interface and recording of soundtrack with acoustic guitar instead of electric one.
@circle, Thank you for your feedback, I am glad you liked the game. In general, I agree about polish, even though this game recieved some quality of life improvements since my previous entries (like tooltips), I agree that the overall interface is very rusty. Which is a shame as, I guess, HTML should be a very good friend of static interfaces.
@circle, Thank you again, no, I understand, but it's still a good observation. I basically think that I don't know enough about CSS to make games more elegant in the sense of interface. I bet there are even more easier pure CSS ways to achieve things I do here using JavaScript.
In general, I hope that, despite limited CSS, the drawn interface itself provides more lively feel to the controls. This is the first time I did this, as I previously worried, that it will be hard to map drawing beforehand and then place everything the way you wanted it to be. But it turned out much easier than I thought.
@ddesigndude, Thank you, I tried more with music this time and recorded everything using acoustic, so the sound will vary from my previous entries (still used more FXs than I planned). There is indeed a different ending to the game. The gameplay honestly wasn't that much my intention for this entry, and I think the game itself supposed to be played with the ending you got. That's why this time I even thought that it's normal that the game is very scrumpy about explanations of it's mechanics.
**--- SPOILERS AHEAD ---**
The only indicator player supposed to take careof is Anxiety (others are just grow all the time and doesn't affect anything). Using the combinations of items you need to find what works best (good hint here is the game's opening text) and try to keep it as low as possible. If by the 8th day it's lower or equal 75 Points, your character paints a piece which alludes to inclination and goes to clinic again, if not - he makes a painting in the same style as the last Bryan Charnley's painting and takes his life.
Also, there are 24 paintings and 16 journal entries in the game, they randomly switch to create motivation for multiple playthroughs.
@solah, Thank you, I agree, that despite even tooltips the interface can be confusing at first. But I am glad that you liked the game in general.
@yikescloud, Thanks, I am flattered that you can call it a "post-modern" game as I don't really think that it has anything that modern in it.
@kumber, Thank you, I am glad that you got to the good ending. But, as I said, this was most likely my intension to make something like a game that made me do multiple endings this time. As it general it supposed to just give an experience.
@michaelgamerus, Thanks, actually I was thinking about about making something more complete finally, like a standalone game, not bound to any LDs. The main road block here is that I think I need to get a grip on some engine (Unity, Godot) to realize some basic features for a longer game like saving and stuff. Maybe it's just in my head, sadly, right now these LDs are the only thing that motives me to do something finished.
@ovilia, You are too generous, but thank you. Yes, I agree that controls most likely make no sense for most of the players. It was partially the part of the planned experience, but I agree that it's still not good game design.
@kr4ft3r, Thank you, to be honest, yes, looking at the some people's lives you really start to wonder what actually prevents you from being happy and glad that you are alive.
@c64cosmin, Thanks, I was trying to focus more on the overall feel this time, did the soundtrack diffrently and approached for the first time handdrawn interface.
@trexxak, Well, you are welcome, I am glad that you liked the game.
@gamebuilder, I don't mind at all for asking, actually, there is only a small reference to Bryan Charnley in this, as he started his last paintings on 19-th, so the day is matching. The month, year and exact times are just a products of my random imagination. For some reason I wanted this game to take place in the beginning of 2000s, and the view outside the window is very similar to my current view in Istanbul, where I live right now.
@kekkodude, Thank you for multiple tries, maybe it's not that fun to re-try this game multiple times but i tried to compensate it by having random pictures and diary entries each time you play. Glad you liked the sfxs, I recorded them with stereo dictophone that is why their have this kinda "surround" sound to them (and I bought 6 pack Cola for the beer sound effects).
@gamebuilder, Yes, there is a very slight connection there. As for my origins, I am actually from Russia, but now I am working in Istanbul. That's why there are some elements from this city's landscapes in my games' arts (like a big mosk in the background in the beggining of "Moonlight Kingdom").
@gdesecrate, You are always welcome)
@polkoii, Thank you, I tried to do my best and stay away from the common trops of personal disorders.
@manio, Thanks, I agree that music may got a little stale, but this was a part of the desired effect, I still tried to enchant it with sound and guitar effects. If you want to find out about alternative endindings, you need to read SPOILER message in this discussion.
@tygrak, You are too kind, I never heard of Hylics before and,after I checked, I can say that their art style is much more stylized. I am glad that you liked the game.
@alexej, Wow, thanks for the detailed review with unusual twist in the end) Yeah, I agree that the game could be more specific, but, thankfully, there not too many functions or possible actions this time, also tooltips were a milestone for me. As for the multiple usages - I limited them, so not to spend to much time on balancing the game, because, as I said previously, getting to the different ending by all costs wasn't the main goal for the player.
@natalia-dushkina, Thank you for the kind words, I am glad that you liked the atmosphere and overall mood that much.
@rufson, Thank you.
@moddingmachine, Thank you, but, to be honest, it's more a coincidence that the paintings suited your actions in this fashion. I didn't have enough time left to program the reaction of paintings to the specific user actions, but at least I programmed a shuffle of 24 art pieces, so every try should be a bit different. The only paintings which differe depending on your actions and have a foreshadowing meaning - are the pictures onthe last day.
@flying-dog-fish, I really never thought about this kind of solution, I guess you can do many things in all of my games this way. But I am ashamed that you had to look at my code.
Anyway, thank you for feedback and I am glad that you liked it.
@bbaf, Thanks, yes, it's a bit unusual. Mostly due to the fact that the most favourite and encouraging aspect in making games for me is being able to tell a story. Also, as of now I have limited programming skills which prevent me from tackling some mechanics and genres.
@caeonosphere, Thank you, as I said previously, in this entry I tried to change the ways I approached graphics and music a bit. And I am glad that it paid off in the end.
@binaryprinciple, Thank you, yes, the atmosphere was the main key during development of this game.
To be honest, I was thinking about a full lenght feature for a some time, but I was planning to learn some standalone engine for this one. As I think that even for my games HTML and JS becoming too limiting. Especially, if I am not using the canvas element, for which I still need to use some 3rd party library in order not to program the wheel from the start.
@boon, Thank you, I am glad that you liked the atmosphere.
@liam, Thank you, yes, as was mentioned previously, intuitive game design isn't one of my strong points as of now. But I am glad that it didn't distract too much from the overall feel.
@lcstark, Thank you for the feedback. I agree about user friendliness, during all the game the loop is that you can perform any of the six actions (take pills, write in the journal, drink beer, paint, smoke or take a walk) once. The catch is that painting a new piece ends the day, serving as a transition action.
About the paintings, there are total 24 of them and they are separated into 8 groups by 3 for the number of days you spend in the game. Each day game randomly selects one of them, so there is no dependencies here. Only on the 8th day game foreshadows the ending by other showing a dramatic last painting for the "bad" ending or one of the other two for the "good" ending (they are less dramatic and more uncertain).
The game is too hard for my taste, but I never been too good in this type of games. I liked the overall presentation and graphics.
Very amazing game for a Compo! I liked the graphics and the fresh idea. The on;y issue I got is that the controls sometimes feel to slippery.
Very straightforward and polished game, it gives me Bomberman vibes.
Very nice, this game really beggs for a more enriched standalone version. Was a fun little experience.
--- sorry, was a multiple post ---
--- sorry, was a multiple post ---
I think that this game is a little bit too difficult due to the control. But overall it's a nice experience with cozy graphics.
Your art is fantastic, I liked how you managed to create such cozy atmosphere with this minimalistic graphics and love to details. Gameplay seems solid as well.
The game was a bit unstable for me as well, but I found arts and sfx very neat and well put together. The game itself has a very warm feeling to it due to the selected color pattern.
Very nice looking game, but I especially like the arcade feel of the mechanics.
Cute little game, it was also a first time I used DS emulator. I don't think I can say anything new about pinball, but the whole situation is fascinating. Like I would really like to know why do you like developing for this exact platform and what do you use to programm this for DS.
I think this is the most original game I have seen this LD, idea and humor is top notch.
Very nice voiceovers, they put you in the game immediately, the only issue - is some troubles with walking. Also, it's a very cunning move to put on of the fuses in the first roon you start in, it's like in the old PC quests.
This game is crazy in the best possible way! The concept seemed very fresh and I liked the graphics you made. The only issue for me was a slightly weird camera behaviour.
I liked the overall concept and these visuals are terrific, the landscapes are very immersive.
At first the game was a bit confusing, but I got a hold on it. Old screen filter is just fantastic!
I managed to run the new build as well. Game seems a bit glitchy, but overall fun.
The overall feel of the game is very nice, I liked the graphics and the mechanics. It's a shame it's so short, would definitely be glad to play inthe enhanced version.
Very fun game and preatty addictive as well, I liked the level of polish of this one. The only complaint, as was mentioned before, is the font, it could be more close to the overall game's style.
The art style and interface are just fantastic, I am really amazed on how you managed to do all of this in such short amount of time.
Very pretty looking game, I liked the overall feel of movement and retro graphics.
Game is very polished and the visualstyle looks unique. Aiming was a trouble, but besides that, it's a solid entry.
Very nice little game, I liked how you managedto bring the most experience using this simple premise. The music is fantastic and adds a lot to the overall mood.
The game has fantastic mood and feel to it! The gameplay is a bit confusing, but the main point for me here was the atmosphere.
Very nice little game, in my opinion, it's core mechanic is quite solid. My congratulations with the first JAM entry.
This games has very ambitious ideas, it's understandable that for such short amount of time it's hard to polish everything. But I liked the overall feel and I always liked city builders.
Very addictive experience, also this centered view reminds me of some really hardcore games on the NES. I liked the minimalistic pixel art and double vision.
Nice little game, the music is very nice and in general the gameplay is solid. Congratulations with the first LD!
The game feels very fresh and unusual, I liked it. Also, the bug sprites are very neat.
I was really impressed by the concept, the idea seems very fresh. As for gameplay, it's unstable in the best meaning of the word. Was very enjoyable.
This game is very enjoyable, and it got me sucked in. Also, the music in this game is really just INCREDIBLE.
I loved the art syle and overall concept of the game. It seems very powerful for the first release, my congratulations.
As some people above, I got some issues with the performance, but the game was nice. Also liked the sound effects, they really add a lot to the atmosphere.
Gameplay feels a bit chaotic, but the overall visuals and sound design are very fresh. And the ending is just great.
The music is very good, but the game itself feels limited gameplay vise, stiff and not very refined. It could use a little polish or more gameplay variety.
Very impressive art-style for a Compo game (aside from front view of the rooftop everything looks as amazing pixel-art realism). Music is minimalistic but it suits well this moody atmosphere. My only wish is that the writing could be a bit more refined for such serious game topic.
Very nice visuals and effects, I liked the overall feel of the game. The only problem for me was that it takes some time to adapt with the main game's mechanic. And, as was said previously, hordes or critters are a little too big.
Wow, very nice weird graphics, these game gave me a very nice feel in the visuals department. And I liked the physics of throwing stuff, first they are a little annoying, but then they achieve some addictive feel.
The only minor complain - enemy AI isn't very good, half of the men were stuck in the stumps.
Nice retro-style game. Water flooding mechanic is very advances for something made in the NES days, I liked it. The only complaint is that the sprites could have been more unique and meaningful. I was always fascinated with the NES games about the graphics, how much character did their creators were able to put into sprites with such harsh pallet and memory limitations.
Wow, it's fantastic how many things did you manage to include into a game. The game itself feels very refined and perfectly put together. The main mechanic is a bit weird at first but solid.
My minor complaints are mostly about the visuel style as these character sprites don't really go well together with these backgrounds with the weird perspective angle.
Wow, it's amazing how much of stuff you managed to put into this game gamplay mechanics wise: dashing, rocket jumping, wind mechanics, etc. Looks very impressive and the game was addictive enought to figure it all and get to the end. Some of the jumps were a bit unfair, but this was mitigated with generous checkpoints. The only point is that the spritework for characters seems kinda limited, but this was also mitigated by the lighting which you made.
Wow, the mechanic of this game feels very unusual and addictive, great work. A think that the mechanic itself deserves a realisation in the standalone game.
I really liked your pixel art style, like it really looks a deliberately chosen style, not just the easiest for the game making. Sadly, the game seems very polished in what it got, but feels a little empty in gameplay. It's a very relaxing experience, but some music addition will be very nice.
This is extremely impressive for a compo game and the game looks very polish for this amount of mechanics. The gameplay was a bit confusing at first, but I guess it's just because you are accustomed to much simpler games here at LD. After I got a hold of it, everything was nice.
This is exactly why I what I love LD for. Very unusual mechanics, and this invention is very fun and addicting. I like how the game doesn't rush you with the need to choose your attack, and even enemies have different weapons and some kind of AI. The only problem for me was that sometimes enmies killed me when I though that I was out of reach.
Very nice game, it has this retro feel to it, and I liked how the firing mechanic doesn't restrict you in any way. Everything depends solely on your reflexes. This is a solid entry with 85% success rate)
Your games are getting better and better. And, because of the unified theme and art-style they really look like a parts of much grander story. I enjoyed how there are more options gameplay wise, some things like resource management are a little questionable (as at some point I started to spam Beg mechanic in the city), but all of these are nice touches. And I like that the game is, as usual, very minimalistic in it's explanations, and you have to figure out everything on your own. Also, the music this time was just fantastic.
I really think that we need some kind of Nanna stories Remaster, because it would look just fantastic combined together with a bit more polish and enhanced scenes. Like, for example, the ending here shows some jam's time limitation.
I liked the overall presentation about the artwork and animations. The gameplay itself felt a bit confusing, as was mentioned previously, the drawing mechanic wasn't very intuitive. In general, it creates a nice feel, and it could really had much stronger impact with some moody music.
Nice small implementation of the traditional clicker game, I liked how the cat looked.
I was very surprised with this game! Yes, this is very minimalistic and the actual mechanic of breaking the vase is very simple, comparing to what I expected initially. But the graphics and animations are so cute and really create this lively feeling. This game gives a very nice impression.
Nice idea and main gameplay mechanic, the problem for me was that the best way to play is to camp near the castle and kill enemies/heal yourself all the time. More variety or maybe some quests or something which will force you away from the castle could have really spiced the things up.
Fantastic visual style! And I was impressed that you include some nice story elements into gameplay. My only complain was that the movement feels a little janky, which a usual problem with isometric games, I guess.
@stenblood, @noisemaker, sorry, guys, I am an idiot as usual. It should be working now.
@koro-games, Thank you, you are so kind, as usual the main thing for me was the atmosphere.
@caeonosphere, Thanks, don't want to spoil all of the mechanics this early in the jam, but, in general, this is how it's supposed to be played.
@skruffye, Thank you, for art I used a simply concept but with a goal that it will give the whole game unified and a bit claustrophobic look. And, as simple as these HTML games go, there were some groundbraking additions as gifs with noise for the camera visors)
@azara, Thanks, for the gameplay part, your main goal is to help characters leave this place, but in reality it's more like semi-interactive exploration. As gradually (by playing a game a few times) you visit different places with different characters, talk with them more and learn about the planet and their personalities.
@pequi, Thank you, as usual for me, the game came not very intuitive. Only when I draw the layout for the interface I thought about some changes which could have make selection of characters and overall navigation a bit more obvious.
@fireslash, Thank you for your feedback. About the overall goal, again, not spoiling all of the details now, but I have a hint for you - read the information on the end screen and compare it with information which is given to you in the beginning. This should brush off some of the questions and create a tie in with this jam's theme.
@trexxak, Thank you, yes, the main flow of the game corresponds with the theme maybe even too much this time.
@quadape, Thank you, sorry about the controls, as usual, my control mastery lead to the fact that even the controls with 4 buttons seem overcomplicated. As for the record, "observe" and "report" both mean interaction with the selected character. But when you ask a character to observe, he will share his thoughts about the location when he is currently stationed. And when he ask him to report, he will share his views on the current game's situation. These reports are unique for each turn, and I tried to tie them up with the game progression.
Agree about the ending theme, I got carried away a little, but it was mainly because I wanted to point out the twist which is revealed in the end.
@allax, Thanks, about the "how to play", what was the main difficulty? Was it about the main goal of the game or even simplier problems regarding how to control the characters and such?
@conradoclark, Thank you so much for a detailed feedback. I am glad that you enjoyed atmosphere that much and, no, there is no connection between the places which you visit and deaths of your characters (the order, in which they die, is actually random).
About the twist...
***--- SPOILER ALERT ---***
In-game situation is that your characters escaped their planet after the rebellion started. Then one of them betrayed them, stole the money, they crashlanded and so on... BUT... On the end screen it says that all of your characters were killed during they escape's attempt, and, in reality, they hadn't even left their home planet. So, there can be multiple versions about the place where they are in the game, but the twist is that your characters are ALREADY DEAD. That's why there is no positive outcome and, if you perform more characters' interactions, there will be hints directing to the fact that what is happening isn't real.
@drumgadget-433, Thank you!
@benmcnelly, Thank you, actually, I think that these diffuculties were again due to my interface designing skills. But I am glad that you persevered.
@aliiiii, Thank you, you are very kind.
@xedur, Thanks, sorry, I got a little carried away with the noises, but I wanted to use something which will enlarge the overall atmosphere.
I agree, as usual, the game is not very cooperative in the sense of explanations. But the main point was to play a few times, an as more other characters about their pieces of minds regarding different in-game situations. That way you will know them better and get some foreshadowing elements of the overall story.
@jelch, Thank you, yes, as usual, the game came out not very intuitive, I agree that I could have used the visuals more to highligh what is happening.
@wuppos, Thank you so much for the detailed feedback, I agree that the game lacks in terms of the intuitive gameplay, although, my main idea for the game was like an explaration experience without that obvious main goal, I could have indicated it better. As for the minor things, yes, I should have drawn Darkened Ruler in the same vague style as the cam screens of other characters.
I am glad that you liked the atmosphere, it was a main goal, the only bad thing here for me is that not all players understood the twist in the end, although, I tried to make it a clear message.
@aeveis, Thank you, I agree that AP management could have been reworked (like, for example, make all of the actions except Move, free), but it would have required more work with turns management (as I wrote unique phrases for each character and each turn), so I decided on this jagged scheme. About the main goal of the game, it was spelled out on the title screen together with some backstory. You need to find your money and escape from this place.
@lex, Yes, there is only one ending in this game and it's not a good one. It has this twist due to the overall concept and the theme of this LD. The main goal was to play a few times and talk more with the characters, to learn more about them and the situation.
@epb9000, Thank you, yes, judging by all of the feedback, I really managed to make this simple controls not intuitive enough. I will try to improve on this, or, maybe just to stop being lazy and start writing some instructions here.
@roccay, Thank you, I am really glad that the confusing controls didn't take that much from the overall impression. I agree that much more could have been done with this concept aside from the LD entry. But, as usual good and bad thing about LDs is that you encouraged to do every idea which comes to your mind here because of the small scope, but it's hard to get committed enough to proceed with this ideas in a standalone project.
@harmadillo, Thank you!
@gamebuilder, I am very glad that you made it here. Thank you for the detailed feedback, sadly I don't know anything about TSR games, so can't fully check this comparison, but I am very glad that overall mood and story hit the mark here. As I mainly use this medium for storytelling purposes, these are the main things I try to achieve.
Sorry, I feel very stupid that I managed to goof-up such simple interface. I really didn't think that the "Wait" button, which looks like the only active button at the start of each turn, will be an issue, before the feedback on the game came. But I am glad that this distinctive "interface feel" didn't prevent you from enjoying the game.
As for the under the hood aspects, I am glad that the game looks solid in terms of unified style. Since the last game I've been trying to make interface one with the in-game graphics. I drew it by hand again, but this time, because of the more complicated interface, it was a pain aligning it to the CSS grid. To create this sepia colored world, I used minimalistic set of materials - only ink and graphite aquarelle pencil. As for the sound effects - there are multiple recordings of the electric guitar static noises, with wich I tried to simulate radio transmitions.
Also, I never did this before, but maybe it will be interesting to look at the original concept-art for the game. Concept Art.png
@gamebuilder, Thank you again, I’ve never written post-mortems before, but I really can’t deny this request. Sorry for the improvised format, as I don’t really know how it should be done traditionally.
***- CROWS Post-Mortem PART I -***
***CREATION PROCESS***
Surprisingly, although the theme for this LD was the best in all of my time of participating, I had serious problems with it. It was hard to think about interesting process, and I spent a lot of time just doodling random ideas which went nowhere. Also, I really didn’t want to use my favorite shtick again (about a character who goes into a weird world and meets strange creatures), because “Heart of Music” and “Town of Monsters” were very similar in this sense. I would even say that “Town of Monsters” was a pale copy.
Then finally and idea came, recently I watched an old horror movie called “Scarecrows”. It is a very primitive B-movie, but with an interesting twist. It follows a group of armed mercenaries which try to get away from the authorities after the attack on the army base. They are flying on the plane and got a lot of money which they stole with them. Then one of them turns on the group and parachutes from the plane with the money. They survived the hand grenade which he threw and land on a creepy farm with the scarecrows. After that it’s a traditional slasher – scarecrows come to life and start killing the heroes one by one. As I said, the movie is very primitive, but it had a twist that all of the heroes were actually killed during their attack and are already in some kind of hell or limbo. Throughout the film there are different hints at this. But they are very sudden and can easily get lost, also the ending was shot in a very confusing way which, in my opinion contradicts the twist.
But I was really fascinated with this idea and, after I remembered it, I thought it will be a great base for the small LD game. I changed the setting a bit (with the former government officials instead of mercenaries and IN SPACE), wrote the ending twist so it would read better and increased the amount of hints about the current state of our heroes. About the Space thing, I really liked the idea to make something which will take place in space, but I was fearing that it will constrain some of my designs, so I was going to keep the surreal part. It should have been a space like in Little Prince but more with Alice in Wonderland game’s feel. Also, I have been toying with the idea of some game with indirect control for quite a long time. It’s very limited here, but I tried to re-create this feel with the fact that you have a limited control of the characters and have to perceive the world though their eyes.
After the main concept was ready, everything went much faster. I quickly created designs and main traits for 4 characters, the interesting wheels of every government machine: Berk (in general well-intended but cruel and one-headed Minister of Military), Seda (soft and good at heart Finance minister, who represents people who work for the oppressive regimes but try to distant themselves from the atrocities they commit), Feast (up-beat and cynical Head of the State Propaganda, for me he represents that “you got to be crazy” to do this work) and Hron (weak and uncaring minion who made his way to the Chief Executioner). This all looks kinda grim, I believe my dissatisfaction with the Russian government in general and recent events in Ukraine affected overall somber feel and tone of all of this. Still, while writing the dialogs for the game I tried to focus more on their personalities and dimensions of their characters, as, I believe, in their situation, WHO they are is more important than what they DID before.
***- CROWS Post-Mortem PART II -***
***GAME STRUCTURE***
After fleshing out the main idea, I decided on the core mechanic. It should be a turn-based game with the main goal of exploration and character study. Each turn every character can either observe the place he is currently at, talk about his overview of the current situation or move to a different location. This is a very crude way of AP realization, but, as I said here previously, this seemed like the best solution from the story management. I wrote unique phrases for each character for every location and every turn. And decided on which turn there will be deaths of characters. So, the turn with deaths are constant, but the characters die in a random order.
As for the locations, it was mostly a play of my imagination. The main goal was so every one of them will have some kind of menacing feel and will resonate more with some characters than with the others. Some of them, like running car with no engine, are hommages to “Scarecrows” movie. This should’ve ideally create a motivation for player to try this game a few times and visit different places with different characters. Also, the replies about the locations also serve as a mean to dig deeper into the characters and their view of the world. For example, judging by Berk’s replies you can get a hint of the oppressive nature of the former government’s regime, Seda will show her soft and carrying nature, Feast will be forcefully optimistic but will break at the Laughing Well, Hrom will show his weak and scared nature.
As for the dialogs, each of the character has a progression towards the end. The main idea was that this place drives every one of them insane during the course of the game and they redirect their attention from the initial goal (of finding money and getting off the planet) to their inner self-search. Berk will stick with his beliefs to the end and die saying that he did everything right, Seda will come a realization that all of her life she was doing things which actually brought her no joy, Feast will deny all of his former beliefs and condemn his former leader, Hron will learn an ugly truth of his life and won’t be able to face because of how weak he is.
As for the killing force, I liked to keep it just something unknown, in such weird place not-knowing is more effective than the scarecrows which came to life. There are some hints at the masters of this place like place for rituals or scary shack with different ugly weapons, but I wanted this place to be more mentally creepy with the symbols not actual enemies and monsters.
***- CROWS Post-Mortem PART III -***
***GOOD THINGS***
***Feel and look.*** I am satisfied with how the game looks and sounds. Taking into account my very limited programming skills and tools which I am using, it really went well. The main achievement is that the game really looks very unified and whole. I was afraid that because of the limited art tools it will look more doodly and raw, but, judging by all of the feedback, it wasn’t like this.
***It works.*** In my opinion, when you know basic things about the game and had overcome the main interface issues, it actually plays quite nicely. When I finally finished programming and played it first time when everything was working, I was kinda surprised at how it went. Even some questionable decisions like the noises as sound effects, layered over the music organically when performing actions.
***BAD THINGS***
***Interface and explanations.*** Main thing that have been addressed many times, interface came out as very counter-intuitive, I really didn’t spend too much time testing it, and overlooked many things which seemed obvious to me as a developer. Also, I think even more damaging is that game doesn’t communicate much, and many of it’s good aspects (like custom location descriptions or dialog progressions) are remained hidden to the average player. The game seems much less than it really is, which is very harming for a small and simple game to begin with.
***Time management.*** Due to my struggles with the theme, I spent most of the first day unproductively. This really harmed the game, as this time could’ve been spent on polishing the interface or writing more dialogs, etc. Also, because if this, I didn’t manage to finish it by the Compo deadline which is also sad, as by all definitions it’s strictly a Compo content.
Thank you all for playing the game again!
@gamebuilder, I am glad that you liked this autopsy, yes, I think it will be nice to make a post linking to this post-mortem, maybe more people will read it.
Wow, I honestly didn't mean it to be that deep, but it's always not what something is, but what others can gather from it. And, in case of this game, I think less lazy and artistic approach (like at least writing an instruction on the game's page here) could have helped with this issue at hand.
As for the names, in most cases I just picked names which in my head were in harmony with characters' traits. Only Feast has a kinda pun-name, this was because I wanted to highlight his extravagant and hedonistic personality. Also, I thought that it will help the overall surreal atmosphere that one of the characters is named in a different fashion than the rest.
Very nice and solid game, I liked the gameplay mechanics and overal visual style. Also, it was so nice to see these old school menues operated with comfortable hotkeys.
This game has amazing cozy atmosphere to it and I felt for the character each time I had to go far from the file. The presentation is just fantastic and, although, it's quite simple, it was one of the most atmospheric games I played this LD.
Very solid looking game with not so simple mechanics. Slime mechanics seem confusing at first, but you grasp their principles during the gameplay. Pseudo-retro style feels nice and, also, some of the jumps seem as unfair as those in the retro-games.
Very nice visuals and audio, I liked the overall atmosphere of the game, and how the controls felt. My only issue with the game was that it's kinda too hard, I don't know if it's just my problem or not. But for me it was quite challenging, and didn't manage to beat it.
As from the technical part, I agree with some of the comments above. The visual cues for flowers' needs and hotkeys could've been reworked.
This game has a good feel, at first it physics was a bit confusing, but after that I felt very nice during my EXPLORATION. Good job.
Very interesting interpretation of the chess game. I liked the mechanics and the level of polish of everything. Impressive how you managed to do all this in 3d.
This looks like a very ambitious game. I liked the overall fell of the movements and the atmosphere. The only issue is very limited communication between the game and the player. You often find yourself completely on your own.
It was a fun little game, I liked the visuals and overall feel. The only thing I was wishing for is a bit more variation on the gameplay. As sometimes you just sit and wait for your cool downs restoration.
This was the most complicated game I've seen this LD, and I wasn't COMPLETELY sure about what I was doing even after some time in it, but I like it. It really has some old mobile gaming vibe to it, the graphics are nice and clean the idea of bulding a dungeon bring back some Dungeon Keeper's memories.
Very nice small game, I liked the graphics and overal feel of the controls. The difficulty curve is also on par, as it gets more difficult in the right time, and, when you think you can hanlde it - the building collapses. My only complaint is that gamplay could have been a little more diverse.
Nice small space adventure, I liked your mood and overall simple but quite story. And you didn't forget about small quality of life improvements (like the fact that you don't have to start from the beginning if you butched the asteroids part). From the minor complaints, the "Shift" mechanic is useless, as there is no point of ever stopping sprinting, and the game isn't becoming more difficult towards the end (maybe asteroids can start flying faster or with less predictable patterns).
Nice little game, as usual with this this games, it has an additictive feel to it. The only thing I wished for is some gameplay variety.
I liked the overall gameplay and the wacky physics of this game. Very nice piano music and unsettling bug sound effects.
I liked the concept though it feels too iterative sometimes, and the game looks very nice. The only issue is that platforming mechanics could have been more refined, especially, with some of this difficult jumps.
Very nice interactive tale, I liked the overall minimalistic graphics (only backgrounds were a bit rough). My only complaint is that, as the story goes, I was expecting a longer and more massive narrative. I think you should make it into a standalone game with more story.
Flying mechanic which was implemented in this game is very unusual and challenging. I didn't manage to get to the end, but it was challenging and addicting. The sound design goes nicely with the overall game. And, because of the choosen color pallete, game has some GameBoy feel to it.
Wow, the sound and visual presentations are very nice, it really looks like something from PS1 era. Gamplay vise I wished for more control over what is happening, as sometimes it looks like a complete mess. A more obedient camera would have helped a lot, as when it behaves, the game feel is fantastic.
It was very interesting messing with the different options each time I played it. I liked the randomly generated characters and different kinds of events and options for reacting to them. My only complaint is that some of the responses from your servants are not intuitive(like the reactions on warm welcoming). In moments randomness spoils the experience a bit.
Neat little game, I likes the minimalistic graphics, they really have some ZX Spectrum vibe to them. My only grief is that the game doesn't become much harder the longer you play.
Very cute graphics and overall premise. The only thing I wished for - is more gameplay variety. As the game feels a bit limited in this department even for a jam game.
Very nice graphics and music, game looks and feels very polished overall. The only mystery for me here is why did you decide to add an auto-lock feature in this game.
I liked the mechanics which you implemented, you managed to capture this feel of the stylized katana fighting. It's enjoable and challenging.
Very nice, I liked the premise and overall gameplay. The REAL LIFE physics of the papers can be chaotic at times, but it doesn't take you much out of newspaper editor mood.
Very fun game, the only disappointing point for me was that it seems to be completly random. At first I was under the impression that it's a real AI art engine. Still was fun non the less.
This is the most original game I saw this LD, very nice. I also got some forgotten choose your own adventure vibe from it.
Very nice idea and execution, it was fun to play. The only issue for me was that web version, as usual, is a bit laggy, but it doesn't take much from the game.
Very cute little game, my only complaint is that even with instructions it seemed a bit confusing at first. But after you understand what to do, it's a satisfactory experience.
Fantasic special effects, especially the blur when you move. My only wish is that this game was a bit more challenging gameplay wise.
Very solid entry, I liked the progression of the difficulty and how it's decievingly easy at the beginning.
As usual, the game is very atmospheric, I don't know how to say it correctly, but the whole approach to controls that you use is something I never seen before. It's strange but usually it adds to the overall atmosphere of the game and the worlds that you build.
The musicthis time is just fantastic, and I was impressed that you managed to record three different and memorable tunes. They add so much to the overall feel.
My main complaint this time is that it's so short. As soon as the atmosphere starts to sink in, it's over. I don't know, maybe I got extremely lucky run, and I understand that this is COMPO, but, as usual with your games, you want to enjoy this surreal and magic worlds for longer.
Very nice game, I liked your spin on runner gameplay and the retro graphics.
@kimynay, sorry, there were some issues with my hosting, and I didn't dare to try embedding, as even my normal links from the previous LD stopped being visible (right now this weird double-link format is the only thing which does it for me).
Anyway, it should be up and running now.
@dysleixc, @thegamearchitect, Thank you for your feedback, I was a bit surprised that the only complaints by now are the ones related to the UI. Because, as these primitive games go, I was quite proud of this version of the UI. I agree that the deselect option won't hurt, but you can also BRAVELY click on anything if you selected an action by mistake! With all seriousness, I really didn't think it will be that of an issue during development.
@velaachlorine, thank you for your fedback, sorry about the errors, sadly, in these time constraints the final writting is usually the last thing to go, and sadly I don't use English for anything sophisticated on the daily basis.
As for the game itself, you can use the items in your inventory on other objects or characters. This will surely bring you to the end.
@msplanlos, Thank you, to be honest, this art seems a bit sloppy at times, not my strongest for sure, but I finally managed to finish the game of this scope within COMPO.
@carrotvan, I am glad you liked it, I also don't remember the last time I saw something like 90s quests. I think our big leaps forward in graphics and "moon logic" killed them. But recently I was studying them a lot, which in part inspired this game. There is so many fantastic set pieces and world building in them.
@wilko, glad you liked the art, and, judging by your struggles, I managed to create a bit of "moon logic" myself. At least there are no dead ends...
As for the arrows, yes, there is at least one time when I broke 180-degree rule, got a bit carried away in the draft for the map.
@lex, No, I abandoned the concept for different endings in this entry, as I wanted the whole story to lead to this climax. So, yes, saddly, it's not a very bright closer.
@capitals, Thanks, the atmosphere and overall integrity are my main goals with this type of games. And I see that in user-friendliness and basic quality of life improvements I still have a long way to go.
@abdonatioera, Thank you for your kind words.
@pbg, Thank you and glad that you liked it.
Sorry, I don't know the wizardry of making your comments with spoilers hidden, so I will write it plainly.
**--- CONTAINS SOME SPOILERS ---**
The watch is a cunning ploy to distract and confuse the player (old adventure games style). The first thing you need to do is to find a motor and place it on your boat.
@dzejpi, Thank you so much and you are way to kind. As I said previously, I think that due to the time constrains of compo, art looks a bit rusty at times. But I am glad that it still works.
@serxiolas, Well it's either the end or SOMETHING GOT TERRIBLY WRONG. So, I hope for the first option. Actually, if the music changed - you are on the right spot.
About the sounds, I agree, got too worked up with other stuff, so there weren't much time to do them properly. And I didn't want to add something on the fly. As in the game when you need to click on everything and try to do everything, some rushed sound effects may have been very annoying.
@mavvy, Thank you, as usual, atmosphere was the main priority.
@pianoman373, Thank you, comparing to my previous entries, I tried to make this one a bit more surreal and dream-like.
@caeonosphere, Nice, about "Is this the end?" question, - if the music changed - it's the end. The is no "End Game" subtitle, but I thought that the last screen speaks for itself that it's a final one you'll see.
@delpod, Jam connection isn't strongly defined... BUT, if you click on the Forest in the beginning of the game, the character will say that disturbing flares (which started his anxiety) light up EVERY 10 SECONDS. I rest my case.
@real-human-1000, Thank you, I am glad to finally hear something positive about the interface as well.
If you are asking what did I use from the technical perspective, - it's just HTML&CSS and pure Javascript. With NO CANVAS, because it's as primitive as it can get.
@ribout-horace, Thanks, I never heard of Hylics before, but, after I checked what is it, it's a very flattering comparison.
But this item gave your character strenght to go into the great unknown, into the darkness of our souls...
@last-angle, Thank you, hope you can make it. I think I will write a walkthrought in a while.
@gamebuilder, Thank you, what a Ludum Dare without your review and kind words. About the contributions, to be honest, lately I am thinking that it will be much more useful and productive to concentrate on a full standalone game instead of LD jams. As I do any game development only here. Maybe it's time to get more organizized.
@noeloskar, Thanks, it's hard to say what's on the mind of our silent protagonist, I guess he doesn't want to go empty handed in a more spiritual sense.
@bentglasstube, Thank you, yes, one of the reason the game is too short is that it takes too much time to make these scenes. Especially with my mediocre programming skills.
@tattomoosa, Thanks, yes, you caught me there, many items don't have much gameplay purpose and, sadly, COMPO deadline doesn't allow the luxury of giving to even empty gameplaywise elements much needed fluff.
@coderaurus, Nice, I am glad that you made it, I will try to include the "END GAME" sign anywhere I go from now on. I am flattered that you loved the art style, taking into account that I went with COMPO this time, it was a bit rushed, but it's good that it's still enjoyable.
Nice little game, it has a comedic tone, but, actually, I think that this type of shooting mechanic is quite under used in the games nowadays. Shooting at the light dots in the distance feels very atmospheric.
Nice game, I liked the visual presentation so much. As for the gameplay itself, I am not a big fan of platforms, so it must be only my take, but this game relies too much on TRICKY jumps, in my opinion. Even some NES games used the types of jump when you need to hit the ceiling and just barely lan on the next platform only 1-2 times per stage.
Very nice! Such cute and lovely variation of the well known mechanics. My only suggestion will be to make game a bit more fast paced at the early stages. As it picks up the steam a bit slow in the beginning, in my opinion.
This game looks so polished and I loved the basic wrapping mechanic. Also think that the game may pick it's pase a bit faster to keep you excited from the start.
This fighting was much more chaotic as I remember it in a good old Prince of Persia. I mean even the non affected by the random effects part, sometimes I felt that a won by accident. But it's well put together, I liked how all the aspects like the music and sounds got worked on organically.
This was the most addictive game to play this LD for me, the presentation is very strong. I like the main gameplay loop, and game in general feels very organic.
Oh shi... This game is crazy, I really liked the gameplay, it's so energetic. And, as usual with PICO, graphics are very nice and retro.
The movement in this game felt fantastic, very polished and fun gameplay. I also liked the TRON-styled pseudo retro graphics.
Interesting mechanic which can be explored further in some standalone project, here it proves to be an interesting concept. But looks a bit underutilized, for example, you can camp in cleared rooms before you get a shooting guy, which I found more useful.
Very impressive scoup for the compo game! I really liked the frantic gameplay and overall presentation. The only issue, as was mentioned previously, controls are slippery.
Nice collection of mini-games, was a bit hard to understand the rules of the second game at first, and the game behave weird a few times. But I guess it's again the problem of the embedded version.
Very solid concept, the graphics reminded me of something from the Gameboy. The core gameplay is very addictive.
Funny concept, I liked the presentation and how shooting felt. As for the possible improvements, I think this concept can be explored further in the future, and the game is a bit too easy for my taste (especially when you are able to restore your health).
Very fun game, the portal clone of my dream, 10 out of 10. The gameplay itself feels a bit rough at times, but this is not the point here.
Wow, this was sick! A very minimalistic game, but it feels so energetic and fun. The art style is very clean and sound design is just amazing.
The only thing, as it was already mentioned, it will be nice if the main mechanic got some surprises in it.
It's a very neat and fresh concept, I like when games at LD go away from typical and tried and true mechanics. Nice background and fluff, they are far better than they have any right to be for a puzzle game.
I also struggled with the gameplay a bit, but it didn't take much from the overall experience. I was amazed how many mechanics you managed to include in this game.