Sweet Baby Boi by Phing 2020-04-23T00:57:52Z
Loved the graphics and artwork, was a big reason as to why I checked the game out. The gameplay was fun too! Playing this game really made me feel like Baby Boi himself!
Foon → Ludum Dare Explorer → Users → Levi
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | THE NAUTICAL GOSPEL | jam | 4.07 | 3.85 | 4.57 | 3.42 | 4.42 | 3.35 | 4.00 | |||
| 2024 | 56 | Tiny Creatures | Tic Tac Trillion | compo | 194 | 3.40 | 3.22 | 3.93 | 2.11 | 2.97 | 2.67 | 2.47 | ||
| 2024 | 55 | Summoning | 👥 | 🐛Centibleed & The Necropods🩸 | jam | 647 | 3.50 | 3.57 | 3.15 | 3.44 | 3.81 | 3.36 | 3.32 | 3.39 |
| 2023 | 54 | Limited Space | 👥 | BULLETERO - - -🔫😐 | jam | 351 | 3.79 | 3.68 | 4.27 | 4.34 | 3.20 | 3.40 | 2.97 | |
| 2023 | 53 | Delivery | 👥 | 🫀CARDiovascular🫀 | jam | 625 | 3.55 | 3.12 | 4.15 | 3.62 | 3.90 | 2.90 | 3.35 | |
| 2022 | 51 | Every 10 seconds | 👥 | The Show Must Go On! 🥁 | jam | 819 | 3.27 | 3.17 | 3.77 | 3.10 | 3.67 | 3.87 | 3.08 | 3.39 |
| 2022 | 50 | Delay the inevitable | 👥 | 🐸 Froggy Thunder: Toad-al Recall 🐸 | jam | 997 | 3.28 | 2.81 | 3.62 | 3.09 | 3.90 | 3.38 | 3.32 | 3.81 |
| 2021 | 49 | Unstable | 👥 | Un's Unstable Table | jam | 1021 | 3.31 | 3.39 | 3.98 | 3.95 | 3.48 | 4.26 | 2.89 | |
| 2021 | 48 | Deeper and deeper | 👥 | ARTerial (the AI-generated art museum) | jam | 829 | 3.56 | 2.85 | 4.02 | 3.85 | 3.74 | 2.91 | 3.45 | |
| 2020 | 46 | Keep it alive | Space to Party | jam | 2234 | 2.96 | 2.87 | 3.36 | 3.60 | 3.22 | 3.64 | 3.10 |
Loved the graphics and artwork, was a big reason as to why I checked the game out. The gameplay was fun too! Playing this game really made me feel like Baby Boi himself!
What a very unique mechanic! I felt very overloaded and stressed the whole time, which was great fun! At one point the lock button on the phone screen slid off all the way to the left, but that was only a minor issue. The graphics were great and the use of sound was perfect.
wow what a fun concept. I had difficulty correcting the navigation system (had two sets of robots on each of two buttons adjacent to it but still it kepy failing. I really like the idea of distributed control and how there are miniature puzzles you have to solve to get to the more tricky buttons. Became a bit laggy near the end of the journey (i was so close). But there is a game here that I want to see developed further!
This game reminded me a lot of NITROME games. One simple mechanic done very well and has a plethora of ways to interact with everything else in the game. I had a very enjoyable time!
@EveryoneAbove: thanks for the feedback so far. It's become clear that our controls were more difficult than we realised during our play testing. I guess we became too accustomed to the movement early on. Also, the indicators above the character requests don't seem to be so clear (look for characters with items floating above their head). You're feedback is helpful for making these adjustments, we are just disappointed the game wasn't more intuitive and playable before everyone tried it. Oh well, next time!
The game was very sensitive when looking around using a computer mouse. Overall, it was enjoyable messing around with the music and clicking the buttons, but the sensitivity made it much more difficult. The graphics of the partiers are great and their dance moves are fantastic, I wish I could dance like that. :)
Hmmm. Great work on the cinematics and cut scenes. That must have taken some time. In terms of gameplay, I like the idea and the atmosphere, but I got lost after dumping the garbage and adding my memories to the USB. Some more indication would be helpful. Cute robot! :)
A sweet little game. I loved the art style, it is what originally drew me to the game. The difficulty was perfect, not too easy but not insanely hard. The fact that you had time to stick a boss at the end was fantastic and impressive. On top of all this the audio was very cute. It would be nice to see a variation in projectiles, The patterns that they were shot in worked very well. A projectile of 'snot' that slowed you down would be an interesting mechanic. Overall very enjoyable and a fun play!
Checked out the game due to the amazing art style! The music and atmosphere are spot on and the voice acting really brings the game to a whole other level. What wasn't really doing it for me was the gameplay, however that's more of a personal preference as I'm not big on clicker games! Overall it looked and felt great!
Overall, I found the gameplay enjoyable. At first I was confused as to why I couldn't roll forward, but quickly figure out that the egg starts off on a slope. I agree with the comment above, it would be great to ad some color variation within the levels so they all have a different feel.
Saving the egg from splatting was a fun take on the theme!
nicely done. A good level of difficulty, and pretty impressed at the extend of the game assets.
Fun little game. Lot's of polish and work put into the level design and actually almost release quality for such a short period. One issue I had was the grapple was a bit sensitive at first, but after a few levels I got more accustomed. Because every move is so important and there is not much room for error, the game was unforgiving when the physics of the characters movement seemed to kill you and not your own control errors. But of course you may have been going for that hardcore Meatboy-style difficulty and in that sense I commend you! Nice work :)
Loved the look and feel of the game. So far the only game that I have stumbled across that has to do with squidging a fish to try and save it! Great job!
Haha the idea is great. It felt super badass shooting people while holding a guitar and with the great music playing!
oh wow this one is a treat. I was sucked into it until I started the rock stage and I couldn't get anything to place onto the fire. Maybe a mechanic I missed? The depth at which I think this game goes looks promising -- especially for a LD game. Just wish I could get past the rock stage. Pretty intuitive gameplay and controls. Thanks for making this!
I am a parent and can confirm that this simulator is 90% accurate. The only thing that was wrong was the lack of chairs.
absolutely loved the charming graphics, and the faces the seagulls made when grappled. The grapple mechanic felt very polished and never caused any problems. It would be interesting if there was more variation in what could be grappled. Such as 'sky sharks' which you have to dodge while swinging! Great fun overall!
Well that's a pretty tough game! The idea is pretty interesting. Like a dynamic tower defence. If you see past the place-holder graphics, there's something interesting here. I think you just need to include more user feedback in terms of what is bad/good, and what you are supposed to do at each stage. e.g. I can heal by standing on a pad (maybe make a health glowing effect), and that the purple player is who I am protecting (maybe make an arrow pointing towards them and make them the same colour as me and when they get hurt I get a negative response like a screen flash, etc.). Great start!
Downloaded it for the super cool art style. The game was quick, but a fun adventure game nonetheless. My main criticism would be to make the jump and interact button different. Maybe it is 'X' to interact with people. THat way you dont jump after every conversation. Overall, a cute little adventure game!
You nailed the atmosphere here! Something that I struggle to get the hang of in game dev. Good work, didn't actually mind the sensitive mouse, I just learned to adapt to it. Book was tough to grab at the start :) With a bit more polish on the ineractivity, I think this could make an interesting piece of work
I'm really liking the physics aspect of this with coins and the explosions bouncing around. I think some reweighting of the item purchases and powers would be good (for example I felt the pickaxe was still pretty strong compared to the bomb because the bomb was slower and ran out quickly). Lots of potential and it was fun to dig and collect the coins. Nice attention to detail like the coin sounds.
Wow that atmosphere and the tentacle movement really scared me in a few places. Was caught off guard by the start of the game. Definitely some nice polish once you go underwater. Got a bit lost with the depth charge placement... I kept being able to place infinite depth charges but nothing happened? Anyway, keep it up, great atmosphere building.
Pretty tough to aim, it's very sensitive on the controls. I recommend tuning that down a bit or providing an option because I found it hard to get far. Nice work on the sounds though :)
@miej that's a really cool idea. Would also help make the exploration part of it have more meaning by making certain areas have 'clusters' of similar painting types in the latent space. Then you would get interesting effects like seeing the interpolations between different images in the studios as you move through the museum.
@rashcan thanks for feedback. Yea, good catch on that bug. The end was sort of a last-minute throw together so when it fades to black you have finished and you should see a new clipboard drop into the room with your score. The only other indication is that the back room will be closed. Glad you enjoyed walking around!
@profan thanks for the in-depth feedback! Honestly, if we merged our two games, I think there would be something pretty cool there, yours captured the atmosphere we were more trying to go for. The space is infinite as long as all the loaded chunks can fit into memory. We didn't push it too far in testing. Themed rooms with distinguishing parts is a nice idea with items and characters etc. Too many ideas too little time.
@sand-gardeners thanks for playing :) Yea right now the artwork is generated when each chunk in the game is generated, so it is the main bottleneck of the game. Preloading could be a good idea to speed some things up! But, we did want the art to be unique every time. The player doesn't have any influence on the art generation though so it takes away from the exploration -- very cool idea to try to incorporate that. Something like @miej's idea would be interesting.
@noble-robot Thanks for the healthy dose of feedback -- always appreciate when someone takes the time to write something thorough! The game design aspect of this is probably the weakest, so you pointed out the flaws pretty nicely. Something to work on. There's a lot of ideas that we have since come up with thanks to all the comments on here, so we are looking to see what we could do with this concept when not on a time-crunch. Until then, glad you had some fun exploring :)
@noteworthy Happy to hear it's been running flawlessly, our major concern near the end of the jam was getting the generation speed of the museum chunks to not lag the game. If you stand back from the paintings and squint your eyes, you can start to see shapes such as animals, cars, etc. Sometimes the abstractness of the generated images actually works well for a painting. B+ is impressive, that must have taken some work. Glad you enjoyed it (bar the tiny bug)!
This game is hard! In a good way though. I think it would be nice if I didn't feel like I was fighting the ball. I recommend scaling your world down a bit so the ball doesn't feel as slow and is more responsive. Really cool idea for being able to control the world around you instead of the main character, it's sort of like an inverse Marble Blast Ultra.
Hey that was really fun! You got creative with those puzzle and each time I was surprised about how you managed to come up with something different from the time before. My only bit of feedback is that some sort of game-feel and user responsiveness would be nice. For example when clicking on things there could be a colour change (like the biometric scanner, it took reading your comment above to understand what was going on). Anyway keep up the good work.
To have the time to have completed such a an intricate and complex world is beyond me. Rendering, dialogue, controls, emergent gameplay. This one has it all.
Hey! Great idea for a game. As others have been saying, well-polished for a jam entry. You already know it's really fun to play based on other's feedback, so I thought I'd just add my own two cents on some critiques :) I didn't know if there was a benefit to using different element types. The powers were different but they didn't seem to hurt the enemies differently. It eventually became so difficult I just mashed the keys without thinking about my decisions and it was an effective strategy. This is a game jam though so no expectation to have that fleshed out, just some thoughts. Enjoyed playing it. Thanks for making this.
Dang, top points for mood. This game had me unnerved the whole time while I was playing it, after I saw the prisoner go unstable. Given it's a jam game I understand it wouldn't have tons of variation in play, but if you expanded this beyond the small encounters I think this has the potential to be a much bigger game. Also, did you hand draw the art? That was my favourite part :)
@artman and @foxplayer: thanks for the feedback and for pointing out the bug. Glad you enjoyed it :)
Beautiful little game. Game me Nitrome vibes even though I know you were thinking more retro lunar lander. My patience couldn't keep me long but I would play it more if it was all I had to sit down and do for an hour. Nice work.
Heyo that was a ride. Those holes caught me off guard at the start, but boy did that cake have some graphical attention to detail in terms of how it wobbled. Top points for instability. Good work :)
There is too much wisdom in this game to comment further. A work of art to go down in LD history.
This game is great! I freaked out when the swarm of black balls fell on me. Addicting enough to want to replay and the touch of the isometric camera adds to the difficulty. Definitely unstable, with a good learning curve. The only thing I disliked was the complete resets when you lost :)
I started out a confused, but after the first encounter things made sense! Spent a few minutes hunting for more encounters, but things didn't seem to happen..? Also wasn't sure where the boundaries were or not. Saying all that, I enjoyed the graphical 'unstable' glitch effects you worked on and the overall concept has lots of potential. Nice work :)
A contender for my favourite game of the jam. You played with my emotions like play-doh. All with just some dialogue. Well done, I'd go through that whole story again :)
Damn that was spicy. Imagine if the water was flashing all different colours, now that would be cool. Very addictive game play. Nice work game-patriot. *thumbs up*
That was fun. Well designed. My favourite part was the neighbour effects of monsters and how the monsters preserve card history as they change. That would allow for a very evolving game mechanic in the future if you extended this. Nice work!
dang, zight and zounds that was fun! The touch of the green/red/blue colour was a subtle masterpiece. I feel thoroughly game-feeled. Good jam and good job.
Hey, I had a fun time. You got the color palette down for the visuals, which is no small feat. In terms of game play, I'm not going to lie, it did get a bit dry after a while. Still, it looks like you spent a good chunk of time on the planet visuals and for that it's worth a good rating. Nice job :)
Hey that was really polished for a LD game. Intro cut scene + really smooth character control. Also you made the caterpillar model look like one smooth mesh. My only gripe was I was struggling with the camera controls to get it to twist around branches, but I understand that's a tricky problem. The character's and dialogue were great. Also enjoyed the game feel of the cocoon clamping on you. Overall, really cool work. I could see you using this caterpillar fella for more games (like imagine a swarm of these babies). Cheers.
Well that was powerful... I played it a few times to see if I could change the outcome. I did get a few errors ping up as I played (in a dev console). The art was fantastic and on top of that I was impressed how well you animated the movement of the father. Would like to know how you made the transitions of the facing directions so smooth? Well done :)
Hey, nicely dicely done. Once I got into the swing of things I realized the game mechanics was very slick -- definitely worth something pursuing in the future. I struggled with the difficulty (maybe I'm just slow), but it definitely had _my_ adrenaline pumping a few times. Keep it up!
Nicely slicely done my friend. I enjoyed this. Subtle but important game feel pieces like the music. The first time I started sinking that caught me off guard in a good way and gave me the 'ah-hah' moment of what I am trying to do here. Well curated game.
WOWZA a dandelion! Hey, the character development you smooshed inside that dialogue was great. That was funny and wacky -- my kind of game. It's easy to want to veer away from simple games, but what you built here oozes good LD juices and it's very original. Something about the 'pop' of that mouth talking is perfect (I'll be borrowing that for my next game). Thanks for the laughs, keep it up.
My favourite of this LD. It was risky, because it was very ungame-like in the conventional sense. But I was lost in your world, your writing tied me all up, and when you made use of the AI-generated art in the clever way you did, I was impressed. Nice work friend.
Beautiful atmosphere. I was lost for a moment and then I was found again, with a boots and fish and all sorts of wonderful treats. Just the relaxing dive I needed. Well done :)
Hey it's like you painted this. Wonderful art style, also wacky character theme. Why a bird? Why rock? We'll never know, but we love it.
Thanks for pointing out the broken link, @lululululu! Just fixed :)
@dileriuml done and done.
Really fun. Cute, cats, you got it all. I had trouble building stuff: sometimes the drag and drop didn't want to work? Not sure if I was missing some rule (e.g. can only make one drink at a time) or if it was some ingredients can't mix. Anyway, really great work team! Awesome :)
The brevity of this game is a treat. Nice work! :)
This game is like you cracked open a can of Wako Pop and poured it on my eyeballs. Great visuals, funky chiptune music. My only negative is that the game leans on the easy side. Well done! :)
Some interesting work here. Thanks for displaying all axis of a game through the lens of AI, so we can start to see where this tools might go, what they might look like, and so on.
I played the first level, but then it did not seem to continue after that. Still, it's something, and it's interesting. Nice work.
That was darned fun. You tackled the right level of difficulty for a LD game, but exceeded in execution. It felt daunting at first, but just a few clicks in and I was hooked. Already I can see this game being expanded, strategies and stories unwinding. Nice writing, too!
Oh damn, level 5 broke me. Visual-spatial reasoning overload. Still, if I had some more time this eve, I would have kept going. Nice learning curve, nice difficulty, easy to play, hard to master. Overall, a good package.
What a fun little game. Like Geometry Wars with pickups and ... Limites Space. Great innovation. The only downside was that it lagged quite badly for me, but that might just be my machine not handling the future of window-powered game manipulation. Nice work.
The initial coziness of this left me unprepared: things starting to explode in very pleasing ways. A fun little sim setup you have here, which I'm sure you're already thinking about all the cool directions this game could be taken. Good work on the last 10% polish, the game is smooth and was a joy to sit and just play with.
Nooooooooooooooo. it's so cute, when it squashed. Thanks for the game :)
This feels to me like a dynamic-Go game, where players play in real-time (maybe you mentions this in your design writeup above). Through that lense, it's a very good execution: well paced, interesting enough to take this further as a full-fleshed game. I'd be very interested in the emergent properties of this simulation with more bacteria, etc. Good theme choice for microbes. Good luck!
A surreal concept, that's for sure. Given some time, you could increase the precision, control, and I imagine you have a very unique game here. And thanks for the snail fact :)
Absoutely love the narration. Like a dubbed Halo narrator. Nice execution on a great design.
Thank you for the music, without it I would have stressed the freak out. It calmed my twitching, angry fingers. And the ending had me going back and double checking that you hadn't tricked me from the beginning. Nice work.
Polished as ever, and good work was put into getting out of the theme-box and coming up with a novel story. The tutorial had me laughing. I really wanted to see all the enemy types, but also did not want to play it again and again after my fifth death, so maybe a way to warm restart would be cool. Great work!
How do you not have more reviews? The urge to get a Cuthulu is so great I had to just burn through it and play. Would be awesome to see more extensions like combinations of sheeps + imp summons or something. Plenty of room for growth and well scoped. Great work!
Incredible little game you have here. It was hard to use 'x' and the arrow keys at the same time as the mouse (not enough hands), but then I saw you could use Space and that saved me. Would love to see this game mechanic go to more places! Amazing. Favourite game of the jam so far.
Also thank you for making me aware of the WASM-4 console.
I think I figured it out finally :) That was a fun little doodle experience thank you.
It bubbled, I brewed, I bellowed, it stewed. It swelled, I'm well, a cauldron, green, and a spell. Very atmospheric. Nice work!
Wow. Where are this games ratings? There is such simplicity in here, with a touch of great art as the reward for each level. The loop and mechanic is very scoped and tuned, plays smoothly, and anticipates how a mistake should feel. Then when it starts to play with itself and double the mechanic up, things get really exciting. Very good work.
The amount you managed to put in for a game jam is impressive: card editor, deck editor, and on top of this the variety of abilities in the game. It's a tough game, but I'm sure you did not have much time left for balance and tweaking. The general concept of the game stands well and survives. Little hard to read the text when you play. Some tooltip would be great! Good work!
Haha, this is flooking beautiful! Can I even lose? The isometric mixed with physics and the dithering graphics is a nice polish. Well done.
Oh sweet swarms of goodness. The minute I moved my mouse and with it ten mice joined its party, was the moment I was hooked. Very satisfying to navigate my party around. Some of the rooms felt empty, but I imagine that was either proc-gen or not enough time. I thought the mana curve was well tuned. Nice work!
Thanks all for the feedback so far! It's been a busy couple weeks for us, so we have only just got to seeing this. We hear you on the screenshake -- bad call on the shake settings and sadly didn't have time to make an in-game options. But we still appreciate your insect-oriented enthusiasm :) @rugg @eriku @arman @lildyll @marnova @nardandas @spexxilove @eriku @danyclockworker <- thanks!
Great little game. Gets pretty jammy in there after some time. You scoped well, but didn't shy away from a strange theme. Why chickens? Why eggs? Why the tentacled The Thing swallowing them? We shall never know, but its a good peggle-esque! Nice work
Big points for innovation! Just some more time and you could have had an interesting puzzler here. I imagined the tentacle thing as an evil starfish actually, and I really liked that. Nice work!
I almost cried when my familiar died :') My poor spidey. What a satisfying little game. Would I almost call it point-and-click systemic or something like that? Real fun and keep designing weird things like this thanks.
A chewy experience. Opening cut scene very good. Immediately pulled me into the experience and made me want to play the game, just to show my sheep-less-ness! Challenging, but after a few deaths you begin to pull it off.
My father always said to me, "There are few things better than a good game of Glorble Brawl." He was not wrong and this game has proven that. But in all seriousness: how'd you generate these little things? Amazing fun once I figured it out. Think the curve could do with a little more difficulty. But I can see the variety of this game really expanding out with different shapes and sizes and speeds of creatures. So long my Troreng, my Klatrol, and my Schpinbulk.
I will be honest: I judged this game off its looks at first. But when I saw the core concept and started playing through Level 2, I was really impressed. And then the looks of it started to grow on me. What a great game! I think the hit boxes for the lasers were a little funky, but it didn't stop me having fun.
Great work :)
You've made a hellish, devilish delight of an experience. I really enjoyed playing the waves. My only wish was that I could level up my character somehow and get more powerful. Was hard to get past level 5. I'm sure you thought about this though. Really enjoyed it, good work!
The core concept is great: push your luck as far as you can and venture out. Then gain upgrades and skill to continue to push that luck. You should definitely consider taking this game play and running with it further. Great work!
A masterpiece of fly-swatting gameplay. Other fly-swatter developers need to play this and play it well. Juicy, bursting with blood, and great story. Thanks for this little game. :)
Amazing. Haha. Simple. Execution. Works. A. Treat. Your first game jam but you've got a knack for a scene and spinning a funny dialogue. Keep on making.
I could see that if this was paced and I was given more time, I would definitely start to reverse engineer these combos and I bet this game could get quite complicated. A really interesting mechanic, and a fun choice to not make it turn-based but real time. If you can crack a way to make the combos make sense and feel learned, then you've got something special here.
What an intellectual bird we have here. Capable of summoning (of the cloning kind), reasoning, and all that. Had lots of fun. Second level took surprisingly long for me to crack and that didn't bode well for the rest of my performance. Still, really enjoyed it. Fun narrative too.
I saw six wonderful rings and so I clicked. This plays as smooth as the flow of milk or cream. The music and the sound effects fit that vibe just right. There was a non-linearity and discovery about this whole game that took me by surprise. Very much appreciate giving me the time to enjoy the experience and not rushing it. Great work.
Dam. I just kept playing and playing and when I played the first time, I thought the enemy progression would be the same, but then those big ones came in and it was real exciting then. Top game. No need to comment on the aesthetics and juice, you know you did well there :)
Geometry wars meets THE CELL. You made a game, I played the game, and I had fun and clicked retry multiple times: that is a success. I specifically really liked the touch of the soft-body interactions of the cells. I'm just envisioning this game scaling up and you have hundreds of these things all squishing together and forming crazy interactions as they chase you. Good game design :)
Nice work. It reminded me of that indie arcade game Black Emperor, with the simple game mechanic pushed to the extreme. A sign of care in game design. Good job keeping your scope tight for the short time period.
@hotaloca very much appreciate your lengthy review! All noted, and all things I wish I had more time to add. I'm glad you enjoyed it at least a bit. The boxes that disappeared were likely the 5-vertical or the cross, which both have the possibility deleting boxes. Without animations it is tricky to register. Thank you for playing!
@dashvirus amazing, thank you. This was a concept i've had mulling in the back for a bit, and realised it might fit this theme -- so much more to do with it with more time. GoL was a large inspiration and noted on the AI haha :) Trying to get the AI to reason about the patterns was a tricky problem. Thank you for the honest feedback.
@arscene good point on the increased constraints making the game more interesting. Something to think about more on how this feeling of a constraint can be put in place while keeping an open board. Thank you for playing :)
Top points for innovation. Really enjoyed the mechanic of having to identify the enemy type before making an action. It feels like you could take that type of concept and expand it to something much much larger. This proof of concept got me excited by it already. Nice game!
Dang going strong, Wave 11, then game froze up and crashed. No bother, though! Retried like 4 times before I hit that perfect curve you've setup where you can just about trigger and awesome flow of blue orbs and get those T-cells flying while those power houses be spittin! Great balance, great visuals, great submission. You did it! Favourite game so far.
Hey, innovative twist on the game. Enjoyed it after it took a while to get it, but your instructions were clear. I liked the tools you used to make it! :) I can't believe you made a jam game in your own game engine.
Hey: you get top points for humor and mood. How is this not THE theme of the dare. Nice work. It was very good that there was so much physics involved in everything: the bullets, the dynamics. My one feedback would be to avoid a feeling of sickness from the rotations would be to use some smoothing on the rotations and not instantly turn. Great level design and good retry mechanic. Loved it!
Holy dang, a great concept. Managed to get to 10 purple orbs collected. Music was fitting. My strategy ended up being: rotate all the screens until I found the nearest orb, then make one move, then rotate all the screens again, and move again to the new nearest orb. Rinse and repeat. Awesome work!
Tricky driving, but: I think that's what made it. The controls are interesting enough too that once I figured them out, it became part of the game. You got in quite a bit of polish, and setting up any physics-based game takes a lot of time tweaking these parameters so I appreciate it. Great work!
87 at final! That was so simply executed and clean, that you left yourself plenty of time to make the levels. A great touch of humor and just enough polish that it wasn't the polish that made the game, but the game design itself. Thanks for the experience! Nice work.
Hmmm. I din't quite get this one as my ants kept dying. I was careful not to let my mouse touch them. And I tried to make them collect different foods and touch different items to see if they needed food to survive. Still, my first thought was how good the ant-simulation was. Its very cool to see them mass-transit and follow the trails I drew. And so I resorted to making interesting drawings on the screen and having them follow :)
Shoot shoot and shoot again! You had the game feel down for shooting and for death for sure. A little bit of work on who I am defending (I am guessing it is the blue blobs that are moving around) and then how I get to keep them alive and for how long. Took down some big peeps for sure. Keep it up!
Any game with a decapitated gnome gets a thumbs up from me! Loved the story.
Beautiful characters and hilarious dialogue. I enjoyed parsing their whimsical sayings and figuring out what I had to do. Yay for lichen!!
:) *whale kiss noises*
woah woah, top points for mood. I really felt like I was tasked with being in a homely spaceship, out cowboy-ing among the stars, and gathering resources on my eternal quest. A lot of complex work done in a short time :)
Early on, when you "plugged in the living matter detector" that was such a good 'aha' moment for me as a player. Really hard to do that in a game jam timeframe, so kudos to that. This is a very creative and unique entry and I had a lot of fun playing. Great music, great voices :)
A fun little treat. The polish on this piece was great -- for example the mini-map I appreciated and thought was very clear. The concept is awesome and I can imagine you expanding this to other things you discover. I wish there was some tradeoff system with the number of probes I had, as it felt like I was always trying to put all my probes down at once and the limitation was my own click speed. Good work!
Strong, strong mood and atmosphere. It's cool how you managed to make infinite scrolling on the wall. Scared me :'( Keep it up!