Foon → Ludum Dare Explorer → Users → LeviDSmith
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | Caves and Critters | compo | 2.13 | 1.88 | 2.00 | 2.50 | 3.38 | 1.50 | 2.00 | ||||
| 2024 | 55 | Summoning | Worker Bees | compo | 3.25 | 3.25 | 2.75 | 2.00 | 3.00 | 3.00 | 2.50 | 2.75 | |||
| 2023 | 54 | Limited Space | Time Labyrinth | compo | 314 | 3.03 | 3.00 | 2.64 | 2.08 | 2.79 | 2.95 | 2.22 | 2.81 | ||
| 2023 | 53 | Delivery | Air Delivery | compo | 2.67 | 2.50 | 2.33 | 3.75 | 2.58 | 2.90 | 2.10 | 2.33 | |||
| 2023 | 52 | Harvest | Anguis | compo | 1.50 | 1.50 | 1.00 | 1.50 | 1.50 | 1.50 | 1.50 | 1.50 | |||
| 2022 | 51 | Every 10 seconds | Old Timer Peg Game | compo | 2.75 | 3.00 | 1.50 | 2.00 | 3.25 | 3.50 | 1.00 | 1.25 | |||
| 2022 | 50 | Delay the inevitable | Possum Blitz | compo | 533 | 2.97 | 2.95 | 2.29 | 3.47 | 3.32 | 2.82 | 2.76 | 2.90 | ||
| 2021 | 49 | Unstable | Waiter Extraordinaire | compo | 501 | 2.88 | 2.81 | 2.43 | 3.21 | 2.91 | 3.11 | 2.93 | 2.29 | ||
| 2021 | 48 | Deeper and deeper | Digmania | compo | 604 | 3.23 | 3.58 | 2.65 | 3.73 | 2.69 | 2.98 | 2.61 | 2.91 | ||
| 2020 | 47 | Stuck in a loop | Circuitus Infinitus | compo | 335 | 3.38 | 3.14 | 3.52 | 3.83 | 3.24 | 3.02 | 2.56 | 2.92 | ||
| 2020 | 46 | Keep it alive | Chicken Little | compo | 841 | 3.05 | 2.98 | 2.76 | 3.36 | 3.02 | 2.95 | 3.37 | 2.79 | ||
| 2019 | 45 | Start with nothing | Mahjong Drop | compo | 199 | 3.53 | 3.40 | 3.55 | 2.63 | 3.35 | 3.48 | 2.83 | 3.05 | ||
| 2019 | 44 | Your life is currency | Yen Master | compo | 411 | 2.95 | 2.93 | 2.80 | 3.30 | 2.85 | 3.00 | 3.30 | 2.70 | ||
| 2018 | 43 | Sacrifices must be made | Stratospheric Aerosol Injection | compo | 352 | 3.13 | 3.10 | 2.98 | 2.78 | 3.20 | 3.13 | 2.91 | 2.79 | ||
| 2018 | 42 | Running out of space | Crazy Delivery | compo | 597 | 2.95 | 2.82 | 2.40 | 2.40 | 2.82 | 3.16 | 2.85 | 2.91 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | Blocks of Nibiru | compo | 225 | 3.58 | 3.60 | 3.75 | 3.88 | 3.15 | 3.31 | 2.74 | 3.09 | ||
| 2017 | 40 | The more you have, the worse it is | Irwin McSpenders | compo | 403 | 3.26 | 2.86 | 2.81 | 3.60 | 3.26 | 3.31 | 3.60 | 3.11 | ||
| 2017 | 39 | Running out of Power | Slowbot | compo | 180 | 3.57 | 3.39 | 3.04 | 4.04 | 3.83 | 3.57 | 2.45 | 3.41 | ||
| 2017 | 38 | A Small World | World Fighter | compo |
LeviDSmith leaves an average of 22.6 feedback comments each event.
I wish all Ludum Dare entries were like this one. Quick to start. Doesn't require a lot of reading to figure out how to play. Adding damage to the VIP by friendly fire was a nice touch. My best score was something around 118 left. Maybe add some visible indicator showing when you can build a box.
Reminds me of the old point and click adventure games I played when I was a kid. The only item I could find was the penny. Wasn't sure how long I was supposed to wait to go back for the coffee. I noticed he gets angry if you ask too many times.
Neat concept. Finding the cats with the flashlight was really entertaining. Longest I lasted was 13 seconds.
Nice game. That final boss took a while to defeat. I'm just glad that I didn't seem to take any damage and didn't have to start over. The ending said that I was hit 26 times.
Nice game. First time I only lasted 88 seconds, after the old guy picked up the knife that I dropped on the ground. Second try I lasted 191 seconds. I stopped up the water with a key, but couldn't find anything else to stop it.
Nice maze game. I liked how it got darker as you run out of energy. I really enjoyed collecting all of the pennies.
Nice game and music. My final score was around 3970. At first I was mashing my 1-5 keys, then I realized after a few minutes that I could just hold the keys down. It would be cool if there was a bonus or challenge to shoot in sync with the music like a rhythm game.
It looks simple at first, but I was pleasantly surprised that there was a level up mechanic with three available upgrades. After a minute or so I figured out that you can just hold the fire button down to auto fire. I wasn't sure if the numbers at the top of my screen were my score or level, but I ended up at 77.3983 and 46.
Nice game. My high score was 197.272. It starts out sort of slow, but really picks up once you hit 100 seconds.
Nice racing game. My only suggestions are to make the road a little bigger and then have the cars speed reduced if they run off of the road.
Nice game. It took me a little while to get the hang of aiming and throwing the nuts. A timer showing how long my tree survived could help to keep track of score.
Nice space shooter. I had 444 points then time expired. Near the end it seemed like I could just keep shooting the last second number and keep going for a while.
Nice visual effects and I liked all of the sparkles. Smashing the red cubes was very satisfying. My best score was 405 then I accidentally fell down a hole.
Nice battle system and control scheme. I could definitely see you taking this concept and making it into a full game. I held them for 7 turns and defeated 12 enemies.
Nice maze game and it was definitely *blue*! When I was playing it I was thinking that it would be nice to have a display showing how many of the buttons I pressed. Unfortunately I wasn't able to find any of the secrets.
Throwing rocks at the cave trolls was very satisfying! Not sure if there was an ending or just to survive as long as possible.
Good stuff. Reminded me of meat boy with the evil sun from Super Mario Bros 3. The sun wearing sunglasses like on the box of Raisin Bran was a nice touch!
Reminded me of Bust-A-Move with a math twist to it. I liked the control scheme. My final score was 32.
Interesting concept. Reminds me of when I was in second grade and had to do sentence diagrams. I made it up to ad 10 ($218) before running out of adjectives.
I liked the unique concept. I eventually managed to get the tail whipping around pretty good like the whip in Castlevania, and I was able to hit one fly.
Neat concept and the hookshot mechanic works really well. Jumping across the little platforms makes landing on the aircraft carrier in Top Gun for the NES feel like a walk in the park. ๐
Nice little game. I liked the cute pixel based characters. I completed all six stages without too many problems. I noticed that your bullets would move along with the character, which was awkward at first, but I eventually got the hang of it.
Nice game. The hand drawn art was well done. I liked stacking the different animals... and keyboards.
Nice little story game, although I'm not a big fan of blood and gore. It froze when I picked up the telephone, so I assume that was the end. I guess he escaped by calling someone and getting help?
Nice Zelda style game. I managed to make it to level 2-1. The slime enemies seemed really aggressive. Took me a little while to get the hang of the controls. More heath drops could help.
That was really disturbing. I managed to make it 24 nights and then couldn't smash the buttons any faster. I was really expecting a jump scare at the end.
Nice game. I made it to the third stage, but couldn't get the last ingredients in without messing up. I like the concept and use of physics to put the ingredients in the pot. Only suggestion I have is to make it so you can add the ingredients in any order, because I kept failing on the first stage and didn't know I had to put them in the correct order.
Nice physics based game. Reminds me of when my cat used to knock things off the table for the fun of it.
Nice game. I really liked the mechanic of mixing potions to create magic attacks. At first, I expected the potion to automatically mix after adding the ingredients, so I was wondering why it kept blowing up on me. Then I noticed that you have to press the "Q" key to mix, which felt a little awkward since I'm used to pressing "Q" to quit a game. It would also be nice if the potion combinations were listed in game, or maybe unlock them as you progress through the game. I made it to stage 11 on my last try. It felt very gratifying when I blasted four or five purple blobs at once with a fireball.
Nice game. Seems like an allegory for real life. Mess up people's daily routines and they go nuts!
Not sure if I fully understood the scoring system, but I did enjoy blowing up the blocks. I think if each stage had a target score to pass, it would make it more challenging. I also really liked the name of the game!
Nice game! I liked how all of the mini-games were tied together to complete the overall objective. One issue I had was using up resources (such as fire extinguisher) as I was trying to fill up another one (such as guns).
Nice stack-em-up game. I liked the variety of different items. On my screen, I couldn't see the current height because of a cloud. Not sure if there was an objective height I was trying to reach.
Cute frog! I like the world wrapping mechanic. Reminded me of old arcade games where you could wrap around to the other side. Couldn't figure out how to get past the switch in the third or fourth level. It does feel like this game was made for a different theme.
Nice game. I liked the idea of having the instructions in a PDF file, which definitely has to be open in another window. Does anything ever happen if you don't put in the correct combination aside from the buzzing getting faster?
Nice auto scroller. My best score was 292. It really brought back memories of GunSmoke for the NES, probably due to the upgrade station. The speed boost "upgrade" seemed to make the game a lot harder. I like the hat and fishing pole upgrades, but I wasn't sure if they did anything aside from decoration. I thought maybe the fishing pole would help collect coins.
Really captured the agony that I've been through to play some game entries in the past. However, it does make me miss the days of putting games on CDs or disks and giving them to friends. Nice use of video and sound clips.
Destroying the tables was very satisfying! I couldn't figure out how to get around the red wall of death in level #4.
Nice game! It took me a few tries, then I got the feel for the right amount of time to hold down the right mouse button to properly fire. I like how it's a combination of dungeon crawler and RPG shooter, and how the damage is determined by how long you charge the weapon. Good job!
Nice digging game! After a few tries, I was able to make it down 16 levels and collect 15 gems. I was a little confused as first, since I didn't know if I should move to the growing gem to collect it, but it seems like gems are automatically collected. Maybe having stamina slowly recover over time would help prevent getting "stuck".
Fun fishing/RPG/platformer hybrid. I'm usually too impatient to play fishing games, but this one made catching fish quick and easy. Somehow I thought I lost my lure, but I think I just needed to cycle back to it with Q. I got the hook, magnet, worm, and green key, but I couldn't find the golden egg. The only thing strange was how the line would go through the ground at times, and I don't know of any good way to fix that, since the line has to sometimes go through turns to get to the bottom.
I really enjoyed the game and is a good interpretation of the "deeper and deeper" theme. Took me a little while to figure out how to increase my gold, iron, and copper.
Nice puzzle game. Always glad to see more Godot entries. It took me a while to figure out that I could only pick up blocks to the left or right (and not below). I made it about five room down and then got stuck.
Fun game to play! I wish there were more entries like this, that don't require reading a book to start playing. ๐ I think drilling into the enemies was my favorite part. I did manage to go "out of bounds" at times which let me skip the obstacles and enemies in the level. Nice use of particle effects!
Nice spaceship game. I couldn't figure out how to buy the upgrades in campaign mode, but I was able to collect 220 coins. The endless mode controls reminded me of flappy bird.
Nice fishing games. I managed to catch five different types of fish. Seems like the hook has to hit the fish directly in the mouth to register.
Nice game. Took me a minute to figure out that I was supposed to lure the enemies into the plants. I got a good laugh out of the crab boss at the end. lol
Neat little platformer/shooter.
Neat text based game. I liked all of the different items that you can collect and rooms to explore.
Cute kitty. I like the objective of collecting the different mushrooms to make the correct shade of purple. The first time I somehow stumbled on getting the correct combination without trying. The second time I paid attention to the colors I was collecting and it took me a little longer.
Neat racing game. Reminded me of F-Zero. My best lap was 49 seconds.
Nice little game. My best score was 62. At first I thought I was supposed to be drilling the rocks, but instead I should be avoiding them.
I really enjoyed this game. At first I just started clicking the puppies and trucks, then realized that I was supposed to be playing tetris at the same time.
Great idea. I've never seen a meditation game before. It took me a little while to get the hang of grabbing the thoughts (just need to hover mouse over and press space). The tutorial was a nice touch and helped a lot.
Nice game. I made it to day 2 with about $200.
Good idea and nice implementation. I managed to select all of the correct answers during the confrontation phases.
Nice little game. Reminds me of Zelda but underwater. The pixelated water effects looked nice.
Fun game. I liked the smooth torpedo movement. I made it down 604 meters before I hit a bomb and died.
Neat game. First I got "suck in limbo" lol and then died in lust.
Nice simple little game. My furthest distance was 226 m.
Nice game. I managed to kill the queen and become the ruler to 28 other bees. I liked the layout of the maze and buzzing sound effects.
Nice game. I managed to get the key and make it to level 2 after a few tries. Seems like a lot of enemies without any way to fight back. Maybe cut the volume on footstep sound effect by about half.
Cute game. I like how it gets darker as you go deeper. I really enjoyed the homemade sound effects as well! That's what Ludum Dare is all about.
Took me a few tries to figure out what I was doing. Neat concept for a game.
Neat game. I liked the different colored lighting effects as you get deeper.
This game was weird but in a cool way. Takes a little while for things to get started. It took me a little while to figure out that the white thing at the top of the screen was an arrow telling me which way to go.
Nice game. I never would have thought about doing a digging game RPG style. Sort of reminded me of Actraiser. One problem I had was that whenever I pressed space to open the menu, it would make the browser window scroll down so I couldn't see most of the screen anymore. Maybe a maximize option would help (at least that's how I get around that problem in Unity). Sometimes it seemed awkward that I would have to be facing the right way to do things like building houses.
Neat game. It gave me flashbacks to the original Pilotwings game where you have to skydive and land in a pool of water.
Neat idea and well executed for a game jam. At first I didn't know I was supposed to hold space to make the items go down the line, so it would have been nice if they just moved automatically. Maybe have a bar to separate the customers' orders.
Nice little zombie shooter.
Neat game. I kept looking for a username and password to login, but I couldn't ever find it.
Neat game and use of music. I sort of wish there was a score to keep track of how many bounces I had or maybe some obstacles throughout the level.
Cute hamster! ๐
Nice game. Reminded me of Jet Set Radio, which actually had a level like this where you were skating on a huge record.
Nice game that fits the theme well.
Nice little game. I like the idea of moving the boxes around to solve logic puzzles.
Cute game. I chased the ball with the ice cream, but eventually fell in a hole, so I will never know if it's possible to get the ice cream back.
Simple but executed well and actually applies to the theme. My best was 338m. Good job!
Neat game. I made it outside after losing about 20 lives, but wasn't sure where to go after that.
Nice little rhythm game. At first I didn't know what I was supposed to be clicking, but the tutorial helped.
Cool concept speeding things up and down. I really wasn't sure what I was supposed to be doing, but I was able to slow down the falling guy's inevitable death.
Cool concept. It was a little hard figuring out what colored block does what, and then put that all together to move the little ship around.
Shooting the zombies was a lot of fun!
Neat idea. My best score was 15. Only suggestion would be putting the slide action on the down arrow key.
Fun little game. I liked how you used the same level, but made it different with the gravity effects.
Nice shooter! The difficulty ramps up pretty quickly!
Neat game. I made it up to day 22. I was failing miserably until I read that it needs to be watered every three days on the game over screen.
Neat game. I liked the art, particle effects, and music. Seems like it took a really long time to get the last heart to get past the doors to fight the boss. It sort of reminded me of a pokemon, but I can't remember which one. I played for a few minutes until I realized that I could just hold the left mouse button down.
Nice game. It reminded me of old school Metroid. Good use of particle effects. Some of the jumps were pretty tough.
Neat game. It took me a little while to figure out that I needed to swing the torch to make the bats go away. I managed to get 60 gold on my second try. The flame effect looked good.
Nice game. My best time was 53 seconds. Seems like the best strategy is to just use to up key and not move left or right. It really felt like Asteroid controls.
Fun little game. I like all of the different kinds of fruits to feed your critter. I made it up to 33,000 points and called it quits.
Nice little shooter. I made it to wave 4 and my score was 320. I liked how the camera zooms out as you start to move around.
Neat concept for a game. Those rats are so destructive. I made it to August then I ran out of money.
Nice relaxing game. I like the music and art style. I was able to collect 15 flowers. Not sure what the game has to do with the theme though.
Nice game! It seemed to remind me of king of the mountain. Took me a little while to get the hang of dashing and ground pounding.
Fun little game. I managed to make it two nights. I liked all of the different types of weapons (or toys) in the game.
Cool game! Got a few good laughs out of me. I liked all of the different scenarios. I didn't know what to do with the toilet paper, so I just threw it in the bath tub! ๐
Nice game. The pixel art critters are really cute, and it was fun watching the bunnies multiply. ๐
Noticed that this game was hosted at Pixelbyte Studios, so I was wondering if you work with Recursor (fellow Tennessee game developer)?
Nice little game. Burning down a forest seems to be opposite of what the theme is, but at least it is a unique idea.
Nice little runner game. That title screen and intro felt like an eternity.
Nice little game, and it's educational too! I like how the words (rat, hop, stomp) react like the objects they represent.
Very nice game. I liked the painted art style and the mini-games, fishing and defend hades. Using the map to move between different areas was a great idea.
Very cool plant simulation! At first I had the slider bar to the far right to speed things up and it didn't seem to be any faster. Then I put it on the far left and it started growing like kudzu. ๐
I like how if you don't feed/water your plant it starts to die.... then if you water/feed it again then it starts growing again. It also seems like the branches grow in a different direction each time. I would be interested in hearing about what algorithm you used to determine the branch angles.
Nice spaceship game. I like how collecting the different parts upgraded the ship. I couldn't figure out how to use the hook.
Nice shooter. I liked the upgrades at the end of each wave. I wish there was an auto-fire option. The particle effects looked nice as well.
Nice coloring game. I wish there was some sort of indicator showing when you got close to a hidden object. I got the brown and green paint buckets to paint the trees and flowers, but I couldn't figure out how to get the other paint bucket colors.
Nice CCG / tower defense hybrid. I was a little confused why it said that I had five cards, but it seemed like the most I could ever play on a turn was two or three. I liked all of the different models and characters in the game.
Nice climbing game. I was hoping he would find some pants as a reward at the end of the game.
I liked building the picture by guessing words. I couldn't figure out what to do for "I'm hungry".
It was pretty fun flailing around as a mannequin. I did manage to collect all of the body parts and open the door.
I liked the gameplay of spinning the planets to build your power to lift off. The different types of planets were nice as well. It seemed like one time I was able to control the direct of the rocket after lifting off, but I couldn't ever figure out how to do it again.
I liked the concept of using the enemies and obstacles to make your own levels. I made it up to level 7.
Neat little game. I liked making a an island of random stuff. Those sharks are really sneaky!
Nice little clicker game. I like how the stars twinkle and explode when you click on them.
Neat puzzle game. It seemed like the game was a little slow to start, and it was awkward how the text fills end from the ending to the beginning. I like how the game kept expanding and giving you new things to do.
Neat idea. I liked moving the letters around a rotating them to build a staircase. I just wish I could have kept moving them around without resetting.
Nice gardening game. It reminded me of Viva Pinata with the watering of seeds and plants. I liked the sprite animations.
Fun little game. It reminded me of the old Scorched Earth / Gorillas type games.
Interesting puzzle game. We played it on this month's Knoxville Game Design podcast. https://youtu.be/kQi3igt8Zqs?t=2178
Nice game! It reminded me of a cross between Zelda and Metroid. We played it on the Knoxville Game Design podcast. https://youtu.be/kQi3igt8Zqs?t=1800
Nice game! After playing it, I realized that it's best to either stick with the missile upgrades or laser upgrades, since switching between the two resets the damage amount. I really liked the the screen shakes, since it made it feel like I was doing some hefty damage. I also liked the explosion and flame particle effects, and how you used palette swapping to distinguish between the different shields for the enemies. My best score was around 19,000.
I like the reverse tower defense concept! The gameplay and movements felt very solid. I wish there were some checks to ensure that you don't overspend, or some indication of how many units that you can buy with your current money (math is hard!๐คฃ)
Cute game. I made it up to level 5 on the second try. I sort of like the trial and error aspect of this game, but I sort of wish there was a way to detect which squares were dangerous before making a move.
Neat puzzle game. I like the concept with dropping hearts to distract the zombies while you make your way to the exit. Different types of zombies and additional levels would make the game even better. Also, it's great that you posted time lapse development videos!
Nice little fighting game. The blood effects were cool and the sound effects were realistic. Seems like the sword swing animation could have been a little wider.
I really liked the sound effects in this game, especially when you "zup"! The controls felt well done. I just wish it moved a little faster. I eventually realized that you can speed things up by pressing a mouse button, but there didn't seem to be any benefit in doing so other than to just speed up the game.
Nice little game. I had never heard of TIC-80 before, but it reminds me a lot of PICO-8. It took me a while to figure out where to deliver the hamburger, but thankfully the game gives you more than enough time to complete the tasks. I think I still had 7 minutes left after completing everything.
The art style of this game is very nice. I had always wondered if it would be possible to do a hand-drawn game for a game jam. I lasted 195 years. I never really understood how the currency system worked, but it was fun clicking on the towns and seeing the dragon attack them.
Nice stock market simulator. I didn't get anywhere close to $10,000. The first thing I thought was that it would be neat if you could buy an sell different body organs.
Nice little shooter. I was able to get 73 of the guys. I liked how the heart refills your health and the enemies speed up as the game goes along. I would have liked an auto-fire powerup or different types of guns and enemies.
Nice game and concept. Everything seemed fundamentally solid, but I just wish there was an option to speed things up a bit. I was able to deliver three babies before the end of day one. It would also be nice if I didn't have to go back to an item each time (for instance, let me carry 5 bottles at a time).
Fun little game. I liked seeing all of those dollars bouncing around and knocking my guy out. The hearts were a nice touch. I like that you have to pay $64 to just quit the game. :D
Reminded me of GameBoy games that I played when I was a kid. I liked how you couldn't push rocks when you are old. Getting older/younger from buying and selling the sword seemed a little odd. Maybe add some backstory like it's the sword time. I wish I could have played it in full screen instead of the tiny window.
Definitely a unique game that fits with the theme. It was fun turning people into skeletons, but I couldn't figure out what the overall objective of the game was. I was able to harvest some organs. Whenever I tried to negotiate, it always seemed to fail. The music fit the theme and the animations were well done.
Submitting post compo versions as your entry is cheating.
This is a really nice unique game, but it's too bad the Ludum Dare theme wasn't pottery games. I like how it rates your pieces after you complete all three. At first I didn't know how to sculpt the clay, then I figured out how to move the hands around.
Nice little dice rolling game. Sometimes the die went outside the camera view when rolling. Maybe use a transform.LookAt(DiceGameObject) to keep the camera locked on it. The gate model and clouds looked really cool. Some visuals could help with making the numbers feel more meaningful, such as showing a guy getting sick as his health decreases or a big stack of cash as your money goes up.
Neat little game. I got 678 points. At first I didn't understand why the screen was going dark, but I guess it was supposed to be the patient passing out.
Nice survival game. I managed to complete both levels. Once I figured out where the exit was located, I would make a mad dash through the level and have a long conga line of skeletons and rats following me. I liked the graphics and animations (eight directions for the player is a lot). I wish there were some health pickups throughout the level, and I kept wanting to interact with the books on the table.
Neat tower defense game. I made it through 10 waves, then got flooded with knights. I liked how the zombies required a grave from a hero to summon. The graphics were really cute. Some sound effects and music would have helped add to the feel of the game.
I really like the space feel to the game, such as the thruster jump and "sun" lighting effects. I got stuck trying to find the source of the radio waves, because I didn't know which direction "East" was. Is it relative to the asteroid circling the planet? I went right from the ship, assuming that the "sun" was north and couldn't find anything. Maybe it would help if the player was constrained by rocks or walls to prevent the player from walking too far in one direction. Hopefully someone makes a gameplay video so I can see where I was supposed to go.
Neat unique game. I made it up to John Quarter (30 cents). The flipping was really well done and felt authentic. It seemed like the best strategy for me was to keep flipping and shooting, otherwise you will start having too many coins gang up on you. I liked the piggy bank at the beginning, and was hoping that somehow it was more involved with the game.
It's really cool how you were able to make a real time strategy game in GameMaker in just 48 hours. The graphics reminded me of Dwarf Fortress a little bit. I wasn't sure how to use my dwarfs to attack the enemy. I liked how you had the stats for each dwarf listed on each unit, and how they update in real time when they start mining a deposit. I couldn't figure out the difference between left click and right click. It seems like if I used right click, then the dwarfs would follow and remove any walls in their way. I liked the big simeball looking creature, which reminded me of the overlords in Starcraft.
I liked the mix between Punch-Out and CCG. Lightning Larry is tough! I think I could have beat him if I had more stun / punch cards, but it seems like I had a bad draw and was left with a bunch of blocks. Good job with implementing the card interface! Some background music or crowd noise would add more to the atmosphere, but I know most of us don't have a crowd of people readily available for a 48 hour game jam. ๐
I'll admit that I like Pico-8 games because I know the controls will be simple and the gameplay won't be overly complicated. I like all the mechanics, like double jump and the disappearing blocks which keep the game interesting. I gave up at the point with all the bridges that go upward which take you back to the room above. I'm not sure what the point of changing colors is, so I just assumed that it was some inside joke.
Cute looking models and animations. It took me a little while to figure out that the guy was shooting in the direction of the mouse cursor, so maybe a targeting reticle would help. There also doesn't seem to be any incentive to every leave the refill area with the circling rainbow.
The models were really cute and the camera work was well done. The biggest problem seems to be trying to control all of the robots at once. Maybe if they moved in a single file line it would work better. I liked the Mario 64 style design of the level. Unfortunately, I got stuck after the ramp jump and couldn't get out.
I didn't play or rate it, but I think posting links to post-compo versions is cheating and should be disqualified.
I really liked the concept of an Oregon Trail type game on a deserted island. The game and menus worked well, but I wish I didn't have to press confirm on each character, and overall it felt like there were unnecessary clicks. Maybe display the available actions for all characters at once on the main screen. I also wish there was a health/hunger meter, since it seemed like my characters just died randomly for no reason.
Neat puzzle game. I like that it is something different, and the rules weren't too complex. I'm not sure if I fully understood the element priorities, since it seems like the element preceeding the arrow wouldn't always destroy the one following it. I also kept wanting to merge orbs of the same color, but I kept forgetting that they have to be the same value as well.
The models look really nice and detailed. It seems to be fairly difficult and I was playing on easy. I liked how you lose some health for using your guns, but losing a whole health unit for expanding the level on the paw print makes it seem a little impossible. I never saw any health recovery pickups and none of the enemies seemed to drop them after being defeated either. The controls felt a little awkward at first (I expected "up" to go forward in the direction that you are facing), but I got the hang of it after I realized that the movement buttons moved you around in world space.
Good job on the models and animation. I managed to collect all six cogs, and saw them spinning at the house. I wasn't sure if anything else was supposed to happen after that. If I stopped walking it seemed to bug out (maybe a missing animation?). Only suggestion is to maybe use smooth shading on the elf instead of flat shading, that way he looks less boxy.
I liked the concept of sacrificing the pink little guy to make stepping stones to get to the exit. I just wished the number of lives reset after each level.
The link says "Windows Mac and Linux" but there are no Linux downloads. ๐ฅ
Seems like all the fundamentals for a good game are there. The jumping felt a little bit floaty. I also frequently got stuck in walls, so I wasn't sure if that was by design (sometimes you could find secret areas in Metroid that way, but it was used sparingly). The music got a little repetitive, just being seven or eight notes repeated. Sometimes it seemed like the speech bubbles were inaccessible or on the wrong side of the wall/door.
Cute game. Graphics and animations were well done. I just wish I knew what I was supposed to be doing. A quick tutorial would have helped.
The shooting seems well done, and the shakes and particle effects added to the overall feel of the game. I like how the eggs start piling up once the cannon is full. It would have been cool if there was some variety in the types of enemies or eggs shot.
I think the idea of a shopping/door buster game is really cool. It's kind of weird with the 2D player sprites with the 3D boxes for the items. I liked how the alarms go off when you run out of the store with an item. The particle effects and camera shakes were well done. I'll admit that I didn't read through all of the text at the beginning and just mashed space to get to the game.
This definitely gets the award for weirdest LD game that I've played this time. The shooting works well and the controls feel responsive. I like how you can upgrade the ship with extra firepower, which helps with the final boss. The levels seem a bit repetitive, so I'm glad that pressing spacebar shortcuts you to the end. I always believe that some music is better than none, but the same four notes got a little bit repetitive.
I wish all Ludum Dare games were like this. Simple controls, no walls of text, can be played in under 5 minutes. I managed to catch all of the critters (the second mouse was pretty tough to pounce before he went back in his hole). The cat sprite animation was really well done. The title and end screens didn't seem to fit the aesthetic, but maybe that was part of the joke.
Nice fun little game. Using your dead bodies as a raft was very clever. It seemed like if I held right after respawning I could sometimes fall through the wall and go directly to the exit. Good job on breaking up the levels, so that the player has to master one concept (jumping, double jumping, etc) before moving onto the next.
Solid game. I liked how the tower lights show your current level. I made it 7 levels up, and I died on the point where the altar was on a bridge between two knights. Most of the levels felt unique and the enemies were easy enough that I wanted to keep playing. I like how the knights gave more health, since they are much more difficult to defeat. I would have preferred if jump was mapped to the up key. Some background music would have helped.
Nice lemmings clone. Seems like you got most of the types implemented. I accidentally picked blocker at the beginning, then had to change him to a bomber so the other ones could get through. I liked the builder animation as the bridge is created. Some simple models to replace the standard capsules would help. There also seems to be a bit of delay when the unit reaches the exit, preventing other units from exiting.
Nice little game. I like how the hue changes the color of the level as you play through the game. I just wish there were some different obstacles to avoid aside from the spikes on the top and bottom of the screen. Having the different difficulty levels to change the size of the spikes was a nice touch.
Neat game. I thought figuring out how to play was part of the fun. This seemed to work for the first level, but I'm not sure why it is correct. I couldn't figure out how to complete the second level. I did seem to make it freeze up with some infinite recursion relationships.
Neat game. I could tell a lot of work was put into getting the camera angles right. I was a little confused at first, but then got the hang of it when I figured out that you are supposed to knock the bunnies into the evil blocks. I got up to level 4 and there were just too many of them. The models looked good and animations were well done. The controls did feel awkward, and I would have rather had the guy punch in the walk direction, rather than having to move the mouse around which seems more suited for a shooter style game.
Nice game. It reminded me of meat boy, except with the explosion mechanic to reveal the pieces of the level. I managed to complete all of the levels, and each of the levels seemed to be unique and nothing seemed repetitive. My only suggestion would be to make the blob explode when hitting a spike, that way you can see what killed you. Having an in-game tutorial was a nice touch and something you don't see too often in LD games.
Nice fun little game. I liked how you had to avoid the holes that are created when you shoot the projectiles and you can try to get the enemies to fall into those holes. I felt like there was too much text to read on the title screen, and I still don't fully understand the scoring and reserve system. Getting hit by an enemy really didn't seem to do any damage.
The frogs were really cute. I really didn't understand the connection between the fruit and leaves, and how popping the balloons factored into it. I got to 63 frogs before running out of leaves.
Cute graphics. I eventually got to make it past the first set of enemies. The crafting system was sort of confusing to me. I wish I could have crafted more than one item at a time.
Really neat concept with color mixing. I liked the tutorial, but I really didn't understand what needed to be done to get a "stable solution". I got to the level with two black dots and two yellow dots, but couldn't figure out what I needed to do to win.
By the way, I didn't rate because it says that you used third party assets, which aren't allowed for compo games. Sorry, but next time correctly submit it as a "jam" entry.
Very nice game. I like the concept of weapons getting stronger as you lose life. The squishy sound effects were really well done as well as the particle systems. The first time I played, the music wouldn't play. I couldn't make it past the room with the enemies that reflect your small shots. There just didn't seem to be enough room to move around, and you have to keep your health relatively low to do any damage.
I really liked the Resident Evil feel of your game, using the static cameras that change as you move between sections of the map. The fire shooting was well done, and I like that you had a sanity meter that shows how much more you can use before running out. I also liked how you have the story text built right into the game, which changes as you move throughout the game. The crosses that add to your sanity helped, but I had a hard time finding the keys to escape.
Great game! I think this is your best LD entry yet. The art style and animation looks great. I think adding drawings of the ingredients in the frying pan was really going the extra mile. The sounds were cute and made the eggs feel like they had life and personality. It did take me a minute to figure out that the orders to complete were on the left side, and also that I had to hold on an egg to use it as an ingredient. I think sacrificing the eggs was a great use of the theme. I couldn't tell if there was an end game (if it stopped after messing up so many orders), but I made it to 113 points before quitting. By the way, the fill meter when pressing an egg reminded me of the old XBox 360 controller lights, so I was wondering if that's where you got the idea from.
Nice little game. The run animation looked good. Sometimes the game seemed to freeze when I picked up a coin.
Neat concept. The walking felt a little weird like the guy is drunk and it was a little hard to get in and out of the cars. The retro style and music were well done. I couldn't figure out why one guy got angry faced when I put the car with arrow over it in the delivery area, and it didn't seem to matter where I parked it, he wouldn't leave with his car.
I liked the look and style of this game. However, I'm not a fan of reading walls to text as a prerequesite to play a game. It seems like there were way too many mechanics lumped in at the beginning of the game. I would start out with having the player deliver a few packages to the matching colors at the beginning, then on the next level add the brown packages, then the next level add bombs. I would also shorten the level time to 60 seconds or less. It also took me a while to realize that the required package colors were in the upper left corner of the screen. I would move them down next to the customers where you deliver the packages.
Nice game. I know that making a MOBA isn't easy, even an offline one, especially in 48 hours. I would definitely suggest using Blender's smooth shading option for rounded objects like cylinders and spheres. I'll admit that I really couldn't figure out what the special abilities did. It also seemed unfair that my side didn't get the bigger workers to spawn. I managed to make it to the enemy base, but there was a lot of slowdown with the enemy units continually spawning, however, I was playing the web version.
Neat civilization style game. I really wanted to turn the planet to build around it, but it looks like I was limited to a 5x5 grid. I never figured out the point of the warehouse, since the production seemed to be based on the number of factories. It would have been nice if there was some sort of award after reaching a certain amount of cash or workers.
It took me two games to get the hang of what I was doing. My best score was $27. I really like the concept of making unique orders for the customers. Seems like there was a little bit too much micro managing, like putting the buns down and moving the appliances just confused me. Good job on the tutorial tips at the beginning, otherwise I would have been completely lost.
My best score was 198. The graphics are simplistic, but it has everything needed for a complete fun little game. Nice use of shadows as a warning for where the blocks will drop. There was a little bit of slowdown when there were a lot of blocks all falling at the same time. The UI could be cleaned up a little bit to replace the old style Unity GUI button components.
Very cool concept. It reminded me a little bit of Braid but turn based instead. I got up to the level with two gold keys, but that one stumped me. The character was really cute and music was well done. Maybe a hint would help on the later levels.
Neat concept and cute graphics. I like the different ailments and how people lose health at different rates depending on the severity. I think the gameplay could be a little better paced to give it more of a puzzle game feel. Seems like there is just a mad rush and I was just clicking any person to assign to the next available bed. The "bleeders" seemed to die before I even had a chance to assign them to a bed. After a few minutes of playing, it seems like there were so many people that they got stuck trying to get into the room. The game also seems to go on forever with no end (I ended up with negative money).
I like the unique concept. Seems like the game has a little too much micro management. I wish the people automatically got on when the elevator reached their floor. Sometimes it seemed like the doors didn't automatically close either, so I just started mashing the close door button. I think it would also be nice if the camera automatically followed the elevator instead of having to manually select the floor level. I still think it's a really cool concept and would be lots of fun to play if the minor issues are fleshed out.
Nice line completion game. It took me a few times to figure out that space turns and I read the instructions to find that Enter shoots. Seems like the game ends randomly after I complete about four lines. The controls seem really sensitive, and it seems difficult to move just one square.
Seems like a nice puzzle game, but I couldn't figure out how to get past the part with five spikes in a row. I liked how you can pick up different movement abilities.
Really nice lighting effects. I like the concept of clearing out computer memory. I finished the first level pretty easily, but it seems like the boxes stacked up too rapidly on the second level. I liked how the screen grays out as you lose power.
Not a bad little shooter and it fits the theme well. I liked how you can buy weapon upgrades in the shop. Maybe add waves of enemies, and clear some of the ads after completing a wave. Some music and sound effects would help too.
Fun little game. It took me a minute to figure out that I was supposed to use the arrow keys to move instead of ASWD. The turn based combat felt solid, but the game seemed to lag at times. Maybe it's because I was playing the web version. The tips on the load screen were helpful, but I couldn't figure out how to use the skills.
It's really cool that you made you own alien language, but I didn't have a clue about how to decipher it. I did figure out how to pick up the fire extinguisher and put out the fire and picked up the ID card. I didn't know what to do at the back of the ship with the two guys.
There didn't seem to be much to it aside from placing the buildings on the planet and watching it die. It seemed like Plants vs Zombies without the fun.
I didn't understand how to control the ship, aside from selecting the direction with the mouse and clicking to move. It only gave me like 3 chances to hit the wall before the ship exploded, which makes the second level seem impossible.
I gave it a try, but I didn't rate it since I don't have four players. Seems like it is a nice start to a party style game with tactics style gameplay. Generally, requiring multiplayer isn't a good idea (especially four players) for a game jam if you want other people to play and get ratings. Even just some simple AI would have helped a lot.
Neat unique game. Nice music. I managed to score 100 points on my second try. Maybe some sort of trajectory display would help me shoot better. The only issue I noticed was that if I used all of the dishes before time ran out, then I would have to wait for the rest of the time to tick down before I got the results.
Very nice game! I liked the animated fire effects and how the fire seemed to spread from one tree to another. I was able to find all three keys and made it out through the gate. I noticed that the paths made of rocks seemed to lead me to the keys which was good design. I liked all of the environmental objects like the tents in the camp and the gravestones. Maybe add a congratulations message after escaping. I did get stuck in a tree sometimes, but if I just pressed one move button at a time I seemed to be okay.
Very nice game. I like how the difficulty increases as the game goes on with the additional color boxes being added in the mix. The music and sound effects were well done. Only suggestion is to have a sprite on the boxes. I also noticed that when I got game over, if I started a new game the target configuration seemed to be still at the higher level (with magenta and yellow boxes), but the boxes on the conveyor belt seemed to reset to the initial level (only red, green, and blue boxes).
Nice little battle racing game. Reminds me of R.C. Pro-Am on the NES. I really liked seeing the blue wall take out all of the cars. I did seem to get some slowdown when there were a lot of cars colliding with each other.
Pretty fun little game, once I figured out the best strategy. Nice balance between having to upgrade towers by racing around the track and taking out the enemies with the flame thrower. If you focus on either aspect too long, then you will lose. The lego style graphics and car were cute. I wish the music melody was a little longer or didn't repeat so often.
Very innovative concept. I got to level 5 and the game froze, which I think was due to me maxing out the hunger value. After a while I figured out the the audible tick meant that you hit the beat correctly, and a loud beep meant that you missed. The gameplay felt solid, and the key presses felt in time with the music. I guess I should have read the instructions first, but I just tried to keep away from the ghosts instead of eating them.
I liked the combination of the classic snake game with keyboard typing. Entering the words to make the snake turn seemed to be well done. I wish it would move me on to the next level after eating a required amount of fruit. The game seemed to continue when the snake head collided with the snake body.
I liked the idea of a SimCity / shooter hybrid. I liked building my tank up just to see it get torn apart. The enemies seemed to really not like it when I went off the edge of the world. I never figured out what the tree did (I'm assuming expanded my slots) or the harvest pick axe. Some additional enemy types or collectible could have helped make the game a little more interesting.
I really liked the absurdity of the sheep and dog in space with astronaut helmets. Seems like the best strategy is to use shift and pull the sheep into the goal area. I wasn't sure why my score decreased as I returned sheep, but I ended up with something like -40,000 points. The game just seemed to keep going, so after a few levels I let the alien eat a sheep and win.
Really neat concept. The enemies and movement were really well done. I liked the halo effect around the tank lasers, which is something I want to figure out how to do. Sometimes it was hard knowing what numbers were on the sides where I couldn't see. Some cooldown on the rate of fire would prevent button mashing. I was also able to make it pretty far without attacking any enemies at all. Disappointed that there were no sound effects or music.
I liked the concept, but I really couldn't figure out what was going on in this one, even after reading the help. It feels more like a simulation, even though I could select a character to move around. Selecting the different types of music didn't seem to change the music or gameplay. Maybe make the band members for each side wear the same colors.
This one was tough, until I picked up the first engine upgrade. The piggy banks help out a lot in buying the upgrades. I really couldn't notice a difference with the AI upgrade. I made it over 9 miles until I ran out of gas. Running out of gas just seemed to slow me down, and the game kept going. By the way, the green and blue colors are backwards in the custom color picker for the car.
Very cute game. I didn't realize that I could move the hook around until my third try. My best score was 1246. The fishing and cooking animations seemed to be very fluid, and the art style was nice and colorful. I think there are many ways that this game could be expanded, such as adding additional note buttons.
Pretty cool concept. The collision detection on the far right paddle seemed to not work at times. The guide showing where the ball is going really helps a lot. Music and sound effects would have added a lot to this game.
Neat take on tower defense, but I didn't rate it because it obviously used pre-existing sound clips from AOL mail and Donald Trump. Should be a "Jam" game. compo_rules.png
I tried all three levels. I couldn't jump on the platforms on the first level because the jump wasn't high enough, but I could get stuck next to the platform and type jump repeatedly to get on top of the platform. I did like how you can jump on the circles on the third level to defeat them. I liked the concept, but I felt like the difficulty curve was too steep. Maybe add different words to type to perform the different actions.
The gameplay felt solid, but it was frustrating at times when I would need to go in a certain direction, and there were no more spaces to allow moving in that direction. I liked that Manly Thomas showed visible damage when he was hurt by the obstacles. It felt like the exit spawned in random locations, which made some levels easy if the exit spawned to close to the entrance. Some more interaction with the pong game could have helped make it more applicable to the theme.
I really like brain challenge games like this. The four mini-games seemed to be done well. Maybe add an in-game explanation of each, so that the player doesn't have to exit to look at the instructions. I liked how the tempo of the music changed, and the puzzles seemed to get more difficult as I progressed. My best score was something over 300. Sometimes pressing play again would mess up the game, like it would try to load two mini-games on one side.
I really liked the combination of typing and dungeon crawling. I sort of wish that I was typing real words though. Maybe layout the level like a crossword puzzle. Sometimes the key seemed to spawn close to the starting position, which made completing the levels a little too easy sometimes. I did manage to complete all 20 levels and become the typing master!
I wish there was more to do in this game, but it did make me laugh when I randomly ended up in Twine hell, which was totally unexpected. Nobody likes Twine games anyway, right?
I had a hard time figuring this one out. I did like the creepy clown and the announcer voice. I think the concept of a pong/breakout and bullet hell is a cool idea. It just didn't seem like I was damaging the clown with the balls. It just seemed like I needed an unspecified number of balls at the end of the time limit to move on to the next stage. I made it to level 2 and couldn't get any further. However, seeing that many balls colliding at the same time did look really neat.
Nice game. I was able to make it to the end and defeat the alien boss. I was sort of hoping the objective would be to defeat the aliens while saving as many cowboys as possible. There just didn't appear to be any way to differentiate the aliens from the cowboys, so I just ended up killing them all. Maybe have some powerup you can use to detect aliens, like the glasses in They Live or Bart vs the Space Mutants. The aliens could move differently, so it would be like a Hidden in Plain Sight game, which would make it more fitting for the "combine two genres" theme. I liked the different weapons and each seemed to have their own pros and cons.
The graphics are nice, and I like the combination of FPS and farming. The controls felt sluggish, like I was moving around in mud. Not being able to use items while moving also felt like an annoyance. I kept wondering how to plant more carrots, after I sold my stock and then I realized that I didn't need carrots in my inventory to plant them. Having carrots as gun ammo (infinite) and a limited resource to be sold was a bit confusing at first.
Nice game. I really like typing games, and Karate Champ was one of the first games I owned as a kid. The gameplay felt solid, especially after I figured out that I had to block before attacking (I'm bad for not reading instructions, especially when they're really long). The space invaders game felt like it was tacked on at the end and really didn't seem to affect the outcome. Nice "ship it" joke at the end. I would have played more if it was longer.
I liked the platformer / puzzle combination. I just wish I could have picked which way the blocks moved, instead of them moving in a random direction. I also couldn't figure out how to change weapons. It seemed like I was stuck with the default weapon, even if I picked up another one. I liked how the entire screen would just randomly go black for a little bit. The eye blinking on the characters was a nice touch.
Neat concept. I just wish the outcomes didn't seem so random. I was actually able to get a date, but it just seemed to be random luck. The music seemed to really fit the game.
Gameplay reminded me of the old Twisted Metal games, that I really enjoyed playing years ago. Seems like rocket launcher is the best choice, since it's a one hit kill, however it can be hard to hit with it. I was a little disappointed when I drove off the world and it was an instant game over. I also wish that picking up weapons also increased the ammo count. The enemy intelligence seemed to be really well done for the most part, but I did see some cars get stuck at times.
Neat concept and executed well. One major problem is that there isn't any penalty for using your cards as fast as possible, so the best strategy is to just keep pressing up to use your cards as fast as possible. That way you'll get numerous extra balls going at the same time. It took me a little while to figure out that the red ones are the ones that you're supposed to avoid, instead of the skulls.
Compo entries aren't allowed to use pre-existing graphical assets. https://ldjam.com/events/ludum-dare/rules compo_rules.png
Gameplay felt solid and it was fun, but the game never seemed to never get harder and nothing changed. I kept wanting to hit the tennis balls back at the enemies, but the balls always seemed to just shoot off in some random direction. I really liked the vocal taunts by the enemies, and the animations were well done. The main character not having a face reminded me of The Blank from Dick Tracy. I got to wave 10 and stopped, since it seemed like the game just keeps going forever as long as you keep moving and avoid the enemy attacks.
Nice combination of Tetris and Breakout. I seemed to do better if I focused on hitting the ball with the pieces as they dropped. I think a little bit of color would have helped a lot. Overall the gameplay seemed to feel solid and the mechanics worked well together. Sometimes the paddle felt a little too sensitive but maybe it was just my mouse.
Nice way to combine action adventure with racing controls. I felt like the best strategy was to stay on the outside and do laps around the room going clockwise. The enemies were well done and different enough from the Zelda enemies to avoid infringement. I was hoping there would be a Zelda car at the end to rescue, but it was just the old man again. I like the engine and squealing tire sounds that the car made as it went around the room. The length of the game felt appropriate, as it wasn't too short and the boss battles were spaced appropriately.
Nice take on the theme. I've always found endless runners boring, but the puzzle aspect of this game made it fun. The beginning was a little slow. I would suggest making it so that if you press forward, you run a little faster. I kept expecting the knights behind me to help or count as lives, but I guess they're just there for aesthetics. The particle effects looked really nice. I couldn't tell if there was any penalty for pressing a wrong button.
Nice combination of genres. I felt like I was getting the hang of it on my second game. The descriptor hints in the text box really helped. A complete listing of commands could make it better, but I guess discovering what words work is half the fun. The game felt solid, but a little music would help.
Nice game. I kept wondering if there was ever an ending to the game. I got to the point where 8 things were required, and stuff was spawning outside of the pit so I couldn't move it to the box. I think the inverted smile on the box was a nice touch. Some color could have helped, but maybe that would have made the game too easy. I like the wide variety of objects which didn't seem to ever get old. Some objects seemed a little out of proportion, but that's okay.
Nice use of the theme. The gameplay felt solid and the card logic felt appropriate. The music and sound effects were well done. It seemed like the triangle spike killed me when I was not on that tile. The laserblast also can destroy regular tiles making it impossible to complete the level. I couldn't tell if there was a penalty for reshuffling the deck. I liked being able to buy new cards with different abilities with the hammer points after completing a level.
Pretty fun game once I figured out what I was supposed to be doing. The animated GIF on the entry page helped me figure out how the controls worked. I prevented extinction and was the asteroid master! The dinosaur wearing the hat and microphone was awesome.
Nice use of the theme. Just clearing one line felt like a huge accomplishment. On my last game I scored three lines (a single and double). At times I felt like I could have used more rotation cards. I really liked the music, and how it speeds up when the stack gets higher, just like in the old GameBoy Tetris.
https://www.youtube.com/watch?v=rAqqkkZw41w
Nice game! I noticed a lot of improvements since your last 3D GameMaker game. The controls and attacking worked well, and I liked that you had to get a specific card to attack the matching enemy. I just wish there was a way to tell which card I was currently holding. Maybe there is a way to change the reticle to show the current card. I figured out that I needed to find the key and make my way back to where I started to unlock the exit. Maybe add a congratulations screen at the end once you escape. Keep up the good work!
My gameplay video https://www.youtube.com/watch?v=WwJ1LLi1vmc
Nice little shooter. The enemies movements seem well done. Sometimes it was hard to tell where I was shooting, so maybe adding a reticle would help. Movement seemed a little loose, but the best strategy seemed to be just staying in the middle of the screen. The only thing that seemed unfair was that when I was hit, the existing ice would grow, but it seems like it would be better if only the size of new missed shots were larger.
My system really started suffering from slowdown after about 10 seconds, and I was using the Windows build. I tried the HTML5 version as well, which wasn't much better. Seemed like a neat concept. I just think the number of instantiated coins killed my system, but I can't imagine there being much game logic in the coins and they appear to be composed of complex models.
Neat control scheme for this game. I liked how the different letter balloons had different properties and movement patterns. Sometimes it felt like I was just pressing buttons, and the star just lined up with the circle goal area. The level with the small balloons circling around was definitely the toughest, and it seems pretty random when I got the star marker over the goal area. The loading indicators did get annoying after awhile.
Nice little shooter. I liked the procedurally generated levels, but it seems like some levels were too easy and some were too hard. I liked the heat map, which was like bread crumbs showing where you've been. I would add a message on the weapon purchase screen or on the entry description that says to use the mouse wheel to select weapon, because it took me a while of randomly pressing buttons and clicking to figure that out. I liked the variety of weapons, but I only got to try three. The ones I did try did seem to be unique, and the last one was a one shotter with massive recoil. The enemies were okay, but I found myself running past them for the most part, which resulted in a long train line like the Benny Hill show. It just needed Yakety Sax playing in the background.
Solid little dungeon crawler RPG. The double tapping to move was a little awkward a first and seems like a strange design decision, but at least it tells you how to move on the title screen. Some of the enemies on the opening levels seem a little overpowered. Maybe introduce more powerful enemies later on in the game. I think the flooding meter works well, so it keeps the player moving through the game. However, it seems like there's a point when the flooding goes a little too fast.
First play through I didn't know I wasn't supposed to pick up coins, so I obviously didn't make it far. The platforming seemed solid. It was very lenient about the boundaries for where you fall off a platform (seemed like one pixel of the foot could be on the platform and I wouldn't fall off). Sometimes the hearts didn't seem to refill my health, so I wasn't sure what was going on there. Plus, when I died it respawned me at the checkpoint, but it didn't restore my health, which I thought was unfortunate. I've never been crazy about wall jumps in games (some parts reminded me of Super Metroid), and using a keyboard made it even worse. It's still really good considering that you used Pico-8 to create the game. The animations like the waving checkpoint flag seemed really well done.
Neat concept. I liked unlocking all of the different chickens... or are they roosters? I didn't think roosters laid eggs. My best score was 29 eggs fried. Sometimes it seemed like two roosters would drop eggs at the same time, which seemed a little too difficult. It seemed like the different types of roosters were purely cosmetic, but it would be cool if there were different properties for each (egg drop rate, velocity of egg, etc). Good job on the custom made sound effects!
I'll admit that I played this one a lot longer than I expected. I guess it reminds me of the days as a kid watching television over the antenna and the picture would get really garbled. I did manage to collect all 128 coins, but that last one over the vertical line of checkpoints was a real pain. The music was a little repetitive, but for some reason I never got tired of it. The auto-jumping when holding up was a little frustrating at times.
Nice puzzle platformer. The difficulty curve seems to go through the roof once you reach the levels with the buzzards. The hand drawn art style is a nice touch. Having "pick up" and "put down" on the same button was aggravating at times, so I think it would control better if those functions were on different buttons. The auto-jump on hold was a little annoying at times as well.
Nice shooter game. The controls worked well, but walking was a little awkward at times in the isometric view. Seems like the best strategy is to go through the entire level and clear out all of the enemies first, and then go back and pick up the hostages after the path has been cleared to the exit. Otherwise the hostages just end up shooting you or each other. It reminds me of those old co-op games with the "friendly fire" option turned on, which always frustrated me. Some music and sound effects would have really helped. The 3D models looked really good and the physics seemed solid.
Nice little game, which seems straight and to the point. I liked the long chain of robots following me, which reminded me of old NES games like Dragon Quest. Some additional levels would help make the game a little longer, because it seemed like it was over just as I was starting to get the hang of it. It took me some trial and error to learn some of the rules (enemies can kill the Gnome followers, but the Gnome followers can't be hurt by bomb explosions). Also, the game says that you can use cross bomb if you have a blue follower, but you can keep using the cross bomb if your blue follower dies, as long as you don't switch bomb types. I thought the sprites were really cute and made the game enjoyable to play.
It's cool to see so many mini games made with the same aesthetic for one game jam. I'm not sure how having a lot of games applies to the theme. Most of the games were solid, but it seems like a lot of them could go on forever unless I intentionally killed myself. Maybe make it so that you use the points earned from the mini-games to feed your virtual pet, so it ties everything together. This game also reminds me of when people ask me about starting game development. I always tell them to start out by making a bunch of small games, which this entry does a great job of demonstrating.
Very cool concept, and executed well for only having 48 hours. It took me a few tries to get the hang of what I was supposed to be doing. At first I didn't know that I was supposed to type to respond to the text message. It would have been nice if there had been different responses. Taking selfies and swiping the pictures was well done. I liked that each task had a different mechanic for completing the task. The difficulty curve just ramps up a little too quickly when all three tasks are on the screen at once. Maybe give the player three chances of messing up before game over.
I really like the wave effect. I was trying to do something similar with Unity shaders for one of my other games, so I'll definitely take a look at your source code. The best score I got was 29. I sort of wish there was a way to "sober up" if you have picked up a beer for so long. Once it gets too wavy, there really isn't any way to save yourself. I really didn't use the roll control much, as it seemed like all of the beer could be jumped over. I do like that the levels were randomly generated, so it was like a new game every time I played.
Gameplay seems solid. I wish there were more levels. Theme incorporated nicely, with the bullets making it more difficult to run. One thing I thought was really well done was when I was hit by a projectile, it only knocked me to the ledge of the platform and didn't push me off. That avoids a lot of aggravation on the palyer's part. I wish more platformers did that. I'm pretty sure I defeated the boss, but I just got a stat screen, which said it took me 39 seconds to finish.
Neat concept, sort of like a 2D Katamari Damacy. I couldn't figure out how to increase the orange star score. The faces were cute and I like the variety of selectable faces. Sometime I wish I had a little more time to react, so maybe a warning about where next black blobs will come from would help.
Pretty solid wack-a-mole game. I like the original guitar music. I'm really not sure how it fits the theme. I guess the more moles there are the worse it is trying to hit them. The television scanline effect was nice. The hammer model was well done and the animations on the moles looked really good.
Should be a "JAM" entry, since it uses pre-existing music made by others. I didn't play or rate it.
Nice seeing a Pico-8 entry. Yes, the first ropes are easy to miss if you're not looking for them. I made it about 5 or six levels in, and then the platforming was just too tough for me, with the ghosts chasing you and the crumbling blocks. I liked how the color palette could be changed. Maybe automatically change the palette after every level.
I had fun smashing the packages. I wish I could have just pressed "K" to smash the boxes, instead of having to jump first. I was a little confused about what the lines on the boxes meant when you touch them, but it looks like I got 30 points for them. I thought the game was over when the boxes got pass the red line, but it looked like it just made a indestructible skull box.
I couldn't download the file. We figured out that it was because the "f" and "d" in "handcrafted" need to be switched. Your URL needs to be updated.
Neat concept. The controls seemed a little difficult to manage at first. I think having the option to stop an entire lane by changing a stop light would be easier control, and then maybe have multiple intersections to manage. The models were well done as well as the particle effects.
Nice unique idea. In the 100 hats mode, it seems like the best strategy is to create a log jam, which lets the hats continue to pile up without moving. I also tried to catch the pilgrim hats and red hats only, since those seemed to be the most stable. The small details like the eyes blinking on the face are a nice touch. The beat box style music and cat purring was really memorable. I like how it shows the line for my best score and how it dynamically calculates the current height.
Nice simulation game! This reminds me of the push/pull processes that I learned about in my Industrial Engineering lean manufacturing classes. I got to 100M coins, and then everything seemed maxed out. I liked the different colored bars, and the challenge of keeping everything balanced. It seemed like 20 minutes flew by in no time as I was playing the game. The animations of the worker characters were really cute as well.
Very cool game! Sorry I didn't get to it until the last day of judging. Gamepad controls worked well, but I wish I could have controlled the camera with the right thumbstick. Seems like I spent a lot of time positioning the camera just right. I gave up on the third level after about four tries. I finally figured out what I was supposed to do with the bot up top, but it seemed to go too fast for the precision that I needed to get the box lined up perfectly to go down the slide. I wish there was a quick reset button for when I mess up. When I was in full screen mode, I have to press Escape twice to get to the menu and then put it back in full screen after resetting. I was impressed with how solid the game felt for a Unity HTML5 game. I would definitely like to see this game with some 3D models added in for the robots and other objects.
There really didn't seem to be much to it aside from collecting the circles to keep your bug moving. The bug really seemed lifeless and could have used some animation. The music and sound effects seemed fine.
The gameplay felt solid for a rhythm game. The beats felt like they were in time with the music. I made it far, but couldn't ever reach the full distance. Sometime the game felt lenient, but then as I got further it seemed like if I just missed one beat then it was instant game over. I think a lot could be added like bonus multipliers for getting so many beats in a row and maybe add enemy cars that you would need to dodge.
Nice concept! The music was great. First time I played, I started a family and only made it to my 30's. The second time I made it to 94 years old! I died a single, wealthly old man! The meter bars seemed really well done, and I could tell that the game was well balanced so that you couldn't live past a normal person's life span.
I tried the .exe and my virus scanner flagged it as a high risk for SONAR.Heuristic.170, which isn't the typical "Reputation" warning that I usually get for LD games. I didn't try the Flash version. The HTML5 version seemed too laggy to play. zerovoltx_flagged.PNG
Solid puzzle game. I liked the simplicity and pace of the game. I managed to complete all 20 levels, but level 15 had me stumped for a while. I think this game would be great with some additional enemy types and maybe some additional game mechanics. Maybe add in a best time score to make players complete the levels as quickly as possible.
It's too bad that I couldn't rate this game for mood, because it feels really snowy with the overlay and sound effects. I'm glad that I was able to deliver the medicine to my father. I think some additional enemy snowman types or powerups would help this game. It would also be nice to have a way to recover health. I had to be really careful when I was down to my last heart.
I thought this game was really fun. I liked using the moons to kill the enemies. It reminded me of the last LDJam which was "A Small World". I wish the moons didn't blow up my ship, since getting more moons seems to make the game more difficult. I had six going at one time on my last game and my total score was 70. I liked how the core of the planet changed color based on the amount of shields left. I would suggest using smooth shading on the enemy mines and on the earth as well. I really liked the sound effects! A little bit of music would help.
I'm not sure if it was because I was playing the web build, but it felt laggy (my jumps would start a fraction of a second after I press the W key) and the game would periodically freeze for a moment at times which would mess up my jumps. I liked the concept of powering up your robot companion and being able to call it to help you. I got killed by the mud coming out of the pipe which was hard to see, which seemed a little bit unfair. The platforming on the first stage seemed a little bit too difficult for an opening stage. I liked how the music started after you pick up the first battery, but I wish there was some music playing when the game started.
Nice little game. I messed up my first try and bought like 8 of the critters. I wish there was an easier way to tell if they were charged or empty, instead of having to hover your cursor over them. Maybe make them turn green when they are full and red when they are empty. The moving back and forth between the shop and pen got a little tiring after a while. The boxes need to be texture mapped all the way around, because they look plain on the back side. It would also be nice if the boxes disappeared after you use them on the food or water supply. When I opened the door to go to Hawai then game closed, so I wasn't sure if that was intended or if the game crashed. I was expecting a "congratulations" or something. It would also be nice if there was some sort of sound effect when you purchase items. When I first started I didn't know I was doing anything when I clicked on the papers for the shop on the wall.
The graphics and particle effects were well done. I'm probably going to state the obvious, but some music would have really helped the game. The mouse-aim shooting felt a little awkward. I would have rather had eight-way shooting. Some additional types of enemies and gun upgrades would have really helped. Maybe also add different level layouts so that you move to another level after surviving a certain number of enemies in a wave.
The music is very nice! I liked how there is downtime for the crew members, which forced me to use all of them instead of just maxing out three of them. I really wasn't sure if there was anything I could do after sending a team on a mission, aside from just pressing "Advance 1 Hour". On my second playthrough, I couldn't ever make it further than 2 jumps from home before running out of power. It really did make me think about whether it is more beneficial to upgrade the crew manually, or let them upgrade automatically by performing the missions. I liked the random name generation for the crew members. There were a lot of stats to take in at once. One improvement could be to color code the stat values, or groups of values. I also liked how the mission details were randomly generated each time.
I had a lot of fun sling-shotting the robot transformer around! My score was 186 after two minutes. I could tell that using Box2D was a definite improvement over some of your earlier games. It felt much more stable, and the physics looked very realistic. I'm always amazed at what you can make in Processing!
Nice game! I kept trying to figure out the code. I think each generator gives you a letter, which is a hint about which word to select when you move to the left at the entrance. I liked all of the different critters in the level. Sometimes my character was a little hard to see, so maybe make his clothes a little brighter.
Nice little platformer. Reminded me a little bit too much of Sonic. One annoyance was that your character is three tiles tall, and your gun can only shoot two blocks standing/crouching, which makes you have to do a quick jump/shoot over and over again to get past the destructible blocks. It also took me a while to figure out that I just needed to outlast the boss, after I noticed the numbers counting down in the bottom right corner. Maybe make the boss start flashing/smoking as he loses power. I gave up after the second stage in the third (fire) world. A little bit too much going on at once. By the way, using a gamepad is almost mandatory on this one.
Nice game. I liked all of the variables to control. I couldn't make it further than half way before I ran out of power. Sometimes it felt like the generator would get stuck in "double down arrow" mode even when I turned everything off. I like how the ship freezes over if you stay in the stop position for too long.
I lasted for 2:21. I really couldn't tell if dispatching the police made a difference in stopping the bad guys (red circles). It seemed like the technicians (yellow circles) did repair the lights, but I wish there was some indication of which lights were being repaired. I did like the effect of the map being erased as the lights are destroyed.
I didn't rate it. I feel like this game should be DISQUALIFIED because there doesn't seem to be any way to play the 72 hour jam version. The link on this page takes you to a download which is version 1.0.4. On the Itch page, there is only version 1.0.1, but supposedly the original jam entry is version 1.0.0, and there is no way to download it. If you're going to make post competition builds, they need to be clearly marked as so and there should be an easy way to download the original competition entry.
Cute game. I liked the concept of using the plane to deliver mail, but since it's impossible to hit anything, there's really no point in taking off. However, the flight controls feel well done when you do take off. The popping sound when you are walking was really annoying, to the point where I almost turned my speakers off. The other environmental ambiance was well done. I talked to the boss after delivering all the mail and got the paycheck, so I think I won. I couldn't figure out if there was anything to do with the paycheck. I liked how you had to match the stamp color to the color of the scarf of the recipient.
Nice little platformer, which I think uses the theme well. I wish I could have restarted at a checkpoint after I lost all power, instead of having to go all the way back to the beginning. I had some issues with falling off moving platforms and getting stuck one platform. The auto-jump also threw me off sometimes, so maybe don't let the player jump again until the up key is released. Some additional gameplay features (such as enemies to shoot at) would help as well.
I was only able to put the ball a short ways before I ran out of power, so I guess it definitely applies the theme. I waited around for a few minutes, and none of my power ever regenerated. I'm not sure if you're supposed to play with other people over the network. If so, maybe provide a single player option as well. I would recommend texture mapping the ball and ground and maybe change the shading type to make it look more realistic. It looked like there were debug messages on the "Pause" screen. If I was able to play further, I would have liked to see different golf course layouts instead of just one big square.
This game reminded me a lot of Ghostbusters for the NES, or at least the better part of that game, which was catching the ghosts. Nice voice acting. I'm really not sure how the running out of power theme applies. Maybe make your power (ammo supply) run out as you attack and regenerate as you collect more clouds. I liked the different monster characters, but I wish there was some gameplay difference between them. I liked the different types of clouds with different attack patterns and the boss clouds. Sometimes the game felt a little unfair and covered the entire screen with enemy lightning bolts. Maybe add a bomb option to clear the screen like in bullet-hell shooters.
I like the color matching gameplay. Wish there was a little bit more to it. I liked the comic book style artwork and the voice acting. My best score was 47.
Nice graphical theme on this game. It sort of reminded me of Tron. The robots were animated well. I couldn't figure out what the overall object was aside from shooting the robots. I think it was supposed to be a wave shooter, but it doesn't have any objectives aside from just staying alive. The controls were frustrating at times and the camera seemed to rotate too slowly. I would lock the camera behind the player. I also had the problem with the mouse leaving the window which unfocuses the game window when you click, so I would lock the mouse to the center of the screen to prevent that from happening.
I liked how the squares moving was in time with the music. It took me a little while to figure out that I could only charge the meter up to green if I had green boxes. I was able to get all nine rows on my second playthrough.
Nice use of Unity tail renderers. I like how the musical notes changed as you collect the mini-orbs. I wish the characters were a little more interesting than just glowing balls. The gameplay got stale rather quickly too. Collect the mini-orbs, lower the wall, talk to the next guy and answer a question, then repeat. I'm really not sure what this has to do with the running out of power theme. The choices I made really didn't seem to impact the outcome in any meaningful way.
Really neat graphical effects. Took me a little while to figure out what I was supposed to be doing. Then I realized that I was pressing 'A' instead of 'Z'. The blue laser door was confusing. Sometimes the switch would make the power rise and sometimes it would fall, which just seemed random. The first time the screen went completely dark, I didn't know what to do and had to kill the game and restart it. I tried pressing 'R' which didn't do anything, then I eventually figured out that you had to hold 'R'. A message about "hold R to restart" when everything goes completely black would help. I got to the red laser and couldn't figure it out. Eventually things just went really wavy, so I wasn't sure if it was a bug, I won the game, or it was just some graphical feature being tested out. The sprite was well done and I eventually noticed that he had a plug in his hand which was a nice touch.
The models and animations for the ants and the player's hands and gun were really well done. The rings around the towers turning from green to red showing the tower health was also a nice touch. The ticking sound quickly got on my nerves. The music loop seemed a little too simple as well. I survived for 5 minutes on my second try, which seems to be a little too long with nothing new happening. More levels with different enemies and more environmental stuff (walls, trees, etc) in different layouts would help. I also had a problem with the cursor leaving the window, which would cause the game window to become unfocused. There is example code available on the web for locking the cursor to the middle of the screen in Unity so it doesn't leave the window.
Nice idea. I'm impressed with the fact that you made a 3D game in MonoGame for a game jam. I tried creating a 3D game in XNA years ago, and it definitely wasn't simple. I wish that the robots would keep moving until they completed their commands, since I had to keep pressing Enter or press the run button repeatedly. It would also be nice if the robots were animated. I would also introduce one robot at a time, until the player learns all of their abilities. It would have been nice to have a visual cue to show the robot capping the waste, since the only way you could tell how many turns it took was by hovering over the robot. It seemed like any robot could hack the door, and I was confused if the objective was to cap all of the waste, hack the door, or both.
The game seemed a little short, and I didn't get a chance to use the rest of the power-ups. Aiming felt a little awkward and it was hard to get the planet to rotate in the right way to shoot. The cartoon graphics looked nice. I would have the build menu on a different key than escape, because it took me out of full screen with the web build.
Fun little game. Sometimes it was hard to tell if I was about to crash into a mountain or building. I liked the consistent low-poly style. I wasn't sure if it was possible to divert the missile back towards the helicopters to destroy them.
I had fun playing this, but it seemed to become monotonous after a while. I got to 1000 altitude and then had to quit. I'm assuming that it is possible to eventually reach Pluto. Sometimes I felt that the placement of the asteroids were random, and if there is a break in asteroids then it's impossible to continue. The yellow asteroids were a nice touch by allowing the player to continue.
Nice little game. Could have used some music. Seems like it took forever to get around, even when I held shift to run. Maybe some of the time spent on the opening story could have been devoted towards adding other gameplay mechanics.
Nice water effects! I really liked the unique concept. I think the sponge bases should have been different colors. There could have also been an hourglass or waiting icon displayed whenever the AI is processing its move.
It looks pretty, but the gameplay still needs a lot of work. It would have been nice if there was different difficultly levels. The units seem to pretty much be the same by walking in a straight line to the enemy base. The units should probably also have differing costs to construct based on the type of unit. There seemed to be a bug when I pressed escape, it said press escape to unpause but it didn't do anything. The models looked pretty, but the animations could be improved. I liked the bright stylistic health bars.
Fun little strategy game. It took me a little while to figure out what the icons meant and how to attack the enemy units.
I liked the AI of the characters in this game. Nice unique feel and story. Sometimes it reminded me of the old Batman show from 1960s.
Too bad you didn't finish. I was looking forward to playing your game. ๐
This game reminded me a lot of Kirby's Adventure. It took me a little while to figure out that I could jump higher by jumping again after landing. Maybe introduce the jump mechanics one at a time and not all at the beginning of the game.
Fun little game. The controls were simple enough for me to start playing without reading a lot of instructions, which I really liked. I wish there was a way to replenish my health. Maybe have powerups dropped after defeating the enemy ships.
Seems like a cool concept, although I never really understood what I was supposed to be doing.
I really wasn't sure what I was supposed to be doing in this game, but swinging the moon around and crashing my planet into things was fun.
Great game! Sometimes it was hard finding the exits and the crabs sometimes got me before I had a chance to react. I definitely think that your pixel art has improved compared to your previous entries. I would like to see this game expanded with more enemies, powerups, and things to buy with the money that you've collected.
Nice new take on the classic Angry Birds slingshot mechanic. I like how getting the coin on the first try added an additional challenge. The four planets with differing gravity properties was a nice touch!
Nice little game. It reminded me a lot of Blaster Master for the NES, which was one of my favorite games as a kid.
LD54 — Limited Space (13)
Spaceport by freeworld 2023-10-10T00:15:57Z ♥ 1
Very cool. I managed to save 17 ships. Reminded me of Picture Pages, which is really showing my age. Now I've got the Picture Pages theme stuck in my head.
Skyfallers by almageddon 2023-10-10T00:10:23Z ♥ 0
Nice idea of controlling the wind. I played until I saved 20 people.
Blockhead by Fnkee 2023-10-10T00:07:22Z ♥ 1
Neat concept for combining falling blocks puzzle with platforming. Just felt like the character needs to be able to jump a little higher. I kept getting suck behind L and I pieces that are taller than two blocks.
Awesome Spaceship Dude! by BangKerpow 2023-10-09T23:53:45Z ♥ 1
Nice shooter. I liked the concept of adding more things to the ship by picking up stuff from blown up rocks. I managed to have 5 lasers on my last try.
Bee Catcher by Jeremy Klassen 2023-10-09T23:52:42Z ♥ 1
Very cute. I liked the extra long tongue on the lizard. I managed to eat 54 bees on my second try.
YOU KING HAVE FUN by kiv 2023-10-09T23:40:48Z ♥ 1
Neat concept. Things can get overcrowded really quick. Maybe delay the babies for 9 months. ๐
Musical Tunnels by Lakea 2023-10-07T22:16:46Z ♥ 1
Neat game. I made it up to twinkle twinkle little star. Sometimes it was a little difficult to anticipate how many times I needed to rotate before the next gate.
Mini Architect by Mr Bluecap 2023-10-07T22:11:39Z ♥ 1
Nice unique concept. Took me a few minutes to figure out what I was supposed to be doing, but it all made sense when I realized there were different tabs with room types.
DEFRAG-MENTOR by lucydango 2023-10-07T22:10:18Z ♥ 0
Nice tower defense game. I managed to make it all the way down to 0%. Being able to stack and move the anti-virus made it a little easy.
Gold by Alexey Akulovich 2023-10-07T22:02:00Z ♥ 0
Nice game. First time I played everything was completely dark and it reminded me of the old Dragon Warrior dungeons. Then I played again and I could see around the player.
Free The Slime! by Christian Zommerfelds 2023-10-07T21:58:45Z ♥ 2
Neat concept. I made it to the third experiment. I couldn't figure out why sometimes my block would stick to other blocks, but other times it wouldn't.
Indcosmus by milq 2023-10-07T21:54:24Z ♥ 1
The one hit death seemed a little unforgiving. Maybe add a life meter. Jumping felt a little floaty but otherwise solid.
Zombies In The Hall by recursor 2023-10-07T04:33:48Z ♥ 2
Nice game. Enjoyed the zombies in my hall theme song.