FoonLudum Dare ExplorerUsers → Lisek Gagatek

Lisek Gagatek

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202558Collector👥POND SWARMjam1313.904.093.283.684.083.643.543.52
202557Depths👥Unfortunate Mishaps of Subsurface Uranium Miningjam3943.623.663.543.723.673.623.413.72
202456Tiny Creatures👥Comrats in Armsjam924.093.713.644.234.113.723.674.00
202455Summoning👥⸸ INVERSIO NEGOTIUM ⸸jam294.304.264.254.514.264.304.32
202353Delivery👥INTACT™jam4793.673.683.604.303.683.833.683.53
202251Every 10 seconds👥STORQ3000jam5483.543.353.093.214.193.833.76
202250Delay the inevitable👥AMBROSIAjam5493.623.333.273.403.633.533.94
202149Unstable👥The Conflicted Merchantjam3513.813.774.103.633.653.483.723.80
202148Deeper and deeper👥DEPTHS OF THE INDUSTRIAL COMPLEXjam15103.143.212.752.952.853.003.57

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Lisek Gagatek

LD48 — Deeper and deeper

Drillromantik by pschichtel 2021-04-27T18:46:26Z

Really fun and relaxing game. Would use a little bit more polish to tell the player how to actually play the game (it took me quite some time to figure out how to produce charecoal - that you could select forest and then click on the hex on the bottom left to get it). Also one minor glitch - the graphic bug out on the edges of the screen.

Down the Machine World by Sempiternal 2021-04-27T16:37:43Z

Very good game. The atmosphere and graphics are awesome, sfx is also pretty good (only the enemies death sound could maybe be a little less in-your-face? idk xd). The only thing holding the game back is the movement mechanics. It would help a lot, if the dash direction would be determined by your keyboard movement and not mouse cursor position. Right now using the dash defensively doesn't really work. You probably hold the cursor on the enemies to shoot them and need to move the mouse into very different direction to dodge, which doesn't really work that well.

Altius by Random Thoughts 2021-04-28T16:31:35Z

Lacks some UI display for your current health and crystals, but overall it's a nice little game.

Deeper and deeper by Wargont 2021-04-27T01:51:06Z

Controls don't work for me. I can jump, but can't go forward.

MinerClicker by eps 2021-04-28T19:37:30Z

Firstly I thought it was a clicker game, but it turned out it's a puzzler :) It's pretty cool game, but I think you could add following levels by just fiddling with numbers and maybe little graphical reskins.

DEPTHS OF THE INDUSTRIAL COMPLEX by pierogo 2021-04-27T02:29:20Z

@cireneikual222464 You needed to jump into the tube in front when standing on the upper platform. But it may not actually be that obvious. We wanted to highlight all the intended directions using light, but did't really have enough time for that. Many thanks for feedback though!

DEPTHS OF THE INDUSTRIAL COMPLEX by pierogo 2021-04-27T17:03:22Z

@quasarium For further developmenet we planned to add more variety to currently a little bit dull platforming. The pistons you see in the menu were actually meant to be put into normal, playable levels. We have also coded areas that apply force to you to make a huge, moving, metal fans throw you high up into the air and other stuff, but due to time constraints we couldn't have implemented any levels that would use them.

Space Mouse by Remn 2021-04-27T16:06:52Z

I saw asteroids very late and I had not that much time to react, but judging from other comments, maybe for some reason it was just me with smaller visible area due to technical problems (?). Overall the game is quite simple, but nice and fun. Graphics are qute and the music fits well. Sometimes asteroids occupied more than only one column, but still dug the ground only on one column, making it frustrating to die to asteroids that you thought you would dogde. What the game needs the most in my opinion, is some kind of progress display when you lose and asteroid spawn height based on how deep you dug into the ground, to make them more frequent when you are deeper.

LD49 — Unstable

Make Me Rich by jk5000 2021-10-06T17:32:19Z

I couldn't get it to run on manjaro Linux :/ Game crashed with

4.27.0-17155196+++UE4+Release-4.27 522 0

Disabling core dumps.

Failed to find symbol file, expected location:

"/home/user/Downloads/JK5000_MakeMeRich(Linux)/Engine/Binaries/Linux/UE4Game-Linux-Shipping.sym"

LowLevelFatalError [File:Unknown] [Line: 153]

ICU data directory was not discovered:

../../../Engine/Content/Internationalization

../../../Engine/Content/Internationalization

Signal 11 caught.

Malloc Size=65538 LargeMemoryPoolOffset=65554

CommonUnixCrashHandler: Signal=11

Malloc Size=131160 LargeMemoryPoolOffset=196744

Malloc Size=131160 LargeMemoryPoolOffset=327928

Engine crash handling finished; re-raising signal 11 for the default handler. Good bye.

Segmentation fault (core dumped)

Unstable(d) by minibobbo 2021-10-09T00:16:33Z

I love the wordsplay with theme - I've had a similar idea, but had no balls to go with it xd

The game was really good, the animations of people running behind to catch you were so funny I can't even

Unstable Adam's Unstable Diner by mmason 2021-10-11T22:45:00Z

Very fun game. I don't think I get the connection to the jam theme, but the gameplay was good nonetheless. A small improvement I could think of would be to use color-coding on ingredients' modifier names, to help the player learn them faster. I know you have a lot of them, so it might not be as straightforwar, but still, more visual clues would be welcome.

Hiding Heisenbugs by ultrarat 2021-10-08T14:29:57Z

I think it's a really good idea for a puzzle game in general. It could use a lot of polish, especially visually - animations for running the tests would help a lot, to emphasize that it works in lines and help with players' confusion. Some kind of "scanning" animation" or similar would go a long, long way.

Unstable magic by Mads 2021-10-08T23:22:12Z

The map is just too big and empty. I spent a lot of time walking along empty pathways. The visual effects were cool, but the game would definately improve by just making map smaller or putting more enemies there.

Ruff Tuff Skies by fiaKaiera 2021-10-08T15:19:54Z

That's a really good game! The graphics and the main mechanic (repairing blocks with hammer) are superb! I just think it's a very solid and unique idea. On my few first playthroughs, when I didn't know I had to use hammer yet, I got stuck a few times falling down infinitely without losing - it's definately a bug. The controls also felt a little floaty - some minor tweaks on the numbers could help a bit, but to be fair, that's just nitpicking.

RoTable by Vitor Milioni 2021-10-08T21:53:46Z

Looks like something that could go viral during golden era of flash games. It was super irritating to play, but I guess that was the main point, so... good job xd I gave up in the level with STOP sign after trying to beat it for like 10 minutes with no progress, but overall it was quite fun.

149th element by Soulo 2021-10-08T22:07:21Z

For some reason walking diagonally made the screen shake a lot for me. The game was cool, but I got stuck on the sodium - I didn't know what to do with it. It would be nice if I could reopen last dialog or something, in case I missed information what to do next.

Seesaw King by GandalfTheGod 2021-10-08T15:44:02Z

Nice game, really well polished. Good job with visual effects - the UI animation highlighting selected upgrade was really appealing. The font you used for upgrade descriptions was very hard to read though.

Oh, and the lightning upgrade is really op, because it affects the area even if you don't fire it - but I think it's good, was a fun time cheesing all the orange stars with it :D

Precarious Powers by DrSnowDude 2021-10-08T23:49:52Z

I really liked how you guided the player via environment, i didn't really get stuck and the progression was smooth, which is usually a very problematic aspect of ldjam games in general. The combat could use some improvements. It was a bit too slow and easy. Personally, after one or two encounters, I just kept skipping the fights. It has a solid foundations - you just need to squeeze more enjoyment from killing enemies. Animations and visual effects go a long, LOOOONG way in fixing that. Even simple camera shake could change a lot in those regards.

Lumberjack Survival by kyron 2021-10-08T15:30:53Z

I got a lot of frustration from the trees colliders - they should definately be smaller. A lot of times I was unable to chop the tree, but the collider didn't allow me to come closer.

Wreckless Bar by XariusExcl 2021-10-12T21:50:48Z

Simple, but effective. That's a really good jam game, because it's actually finished from begin to end. I really liked the sfx and audio you put there. I think it would help a bit, if the items were more visible - it wasn't immediately obvious for me, where the item is - some of them blended a bit too much with background graphics. I know you added light effect - probably for the same reason, but I personally think it's not really enough. Other than that, the moment when you can serve the dishes seems quite odd - after the barman throw 5th item up, but before you actually have the chance to catch it - I assume it was actually meant to be possible after catching 5th item, but it was programmaticaly easier to do it this way, given time constraints (?). These are just small nitpicks, overall it's quite a fun game!

Ecotopia by zookatron 2021-10-08T22:45:53Z

Reminds me of the Game of Life. It's fun, but personally I feel it happens too fast for me to grasp. It would also help, if you gave out the hidden rules of the game - what each animal does, when they breed, etc. Right now it's quite chaotic.

Power Horse by Electric Bonfire 2021-10-11T21:36:52Z

Very cool mechanics, I really liked how you had to balance heat and steam. You made it so that balancing heat was actually meaningfull. Most implementations of that kind of mechanics I've seen usually break down to keeping the resources at the minimum or maximum - here optimal heat level was desired, as too low level would reduce jumping capabilities. I think it's pretty neat. The main thing holding it down for me was lack of checkpoints. I couldn't really get past the second long jump and each time I could only start over from the beginning. The ways to die were plenty - from heating up too much, overlooking steam levels, falling down, or even being trapped by AI unicorns. The checkpoints would really help here, especially because it's a jam game, so you probably would want to keep it a bit on the easier side, so that more players can see full work you did. Other than that, it's quite a fun game. Good job!

Ex-spelled by afells 2021-10-09T00:05:27Z

I really liked the graphics, especially the background image. The level design could use some work though - the maps were quite frankly boring.

Unstable: Save a Herd of Horses by Alex Chertilin 2021-10-06T16:53:22Z

Cool little game. It was unfortunately a little laggy and jittery for me on Linux+Firefox, but I know it's because of Godot's not yet production ready state of HTML exporting, which was probably out of your control. It wasn't anything gamebreaking, just an annoyance. I also think that if you have a button in game, you should make a player want not to use it sometimes - otherwise it shouldn't be a button. This is the case with shooting in your game - there is no reason not to shoot. It should be better, if the character used autofire, or if you could at least hold the spacebar to shoot continously. Having the game without mouse allows you to make controls for both hands on keyboard - right now E button clashes a bit with your movement and it could as well be remapped to arrows + ZX, or similar.

I really liked the graphics and fire animations, it looked quite good overall. The use of sfx was also on point, as well as the music. Overall it's quite a good piece for a first jam. Good job!

LD50 — Delay the inevitable

Shoal by Kerdelos 2022-04-05T13:43:06Z

Woah, how did you menage to make a Godot game load so fast on HTML5 export? Is it gles2 or gles3? I really need to know :D

The game is really good, i like the procedural generation of levels/obstacles. Not sure if it's just choosing from pre-made segments, but doesn't seem too repetitive, so I'd say it works really well. The graphics and sound create an awesome mood, I really like the slow and calm voice of a fisherman, only wish it had more variety (more sounds to choose from when a fisherman catches you). The mechanics could maybe use some tweaking - I'd try lowering the scrolling speed and fish speed, at least in the beginning of run and maybe speeding it up later (?). Not sure how it would impact the game, it would need to be checked, but the gameplay seemed quite chaotic, which isn't bad on it's own, but for me it clashed with the generally calm mood of the game.

Overall you did an awesome job, it's enjoyable to play and looks and feels good.

Annihilation by Schuster 2022-04-11T10:43:23Z

That was actually a fun game, albeit it was a bit stressing to play. I felt pressured to use my abilities as fast as possible, making me spam mouse buttons all the time. Which in itself isn't bad, but you could possibly look into making the abilities go off while you hold buttons (and not click), since you probably don't want to lose precious time by not using abilities immediately as their cooldown ends. A winning screen would also be cool, when you actually destroy all the humans. I know it wouldn't quite fit for the jam theme (since it would not be inevitable if you can win :D), but still it felt quite weird that the houses just reappeared in random spots after I've destroyed everything.

Overall, the concept is a really good foundation and with a bit more work and polish it could fit on Kongregate and simmilar sites imho.

Malarkey! by OddSocks 2022-04-05T12:39:37Z

Nice game. I think you did a good job with snowy-wind audio and steps sounds. I think it would be cool if the map wasn't infinite - it's quite easy to go into random direction and struggle to find your way back.

Gail VS Snail by Matthewsworld 2022-04-05T12:47:07Z

Lol, that's quite funny one xd Good job. I only wish interactible objects (ramps, obstacles, etc.) were more visible. Some outline maybe? Especially for the first few tries I had a problem to distinguish them. But overall it's quite enjoyable to play.

Ancient Shooter by attentionadmin 2022-04-05T12:23:33Z

I feel like I've been everywhere, but I didn't find the exit :/ Speaking the truth, the game needs a lot of improvement to be enjoyable. You could have gone more creative with what you got here - better placement of walls, the boat can be pushed so you could create some objects to be pushed inside the island, etc. etc. Just something to do, so the game would feel more interactive. I think however that the soundtrack was quite good.

Last Landing by alpqty 2022-04-05T14:10:32Z

The music could have started during the cinematic, I think it would be really cool. Hitting the invisible ceiling seemed really weird/bugged. Some flying obstacles in the air could be a really good addition, the game felt really easy.

LD51 — Every 10 seconds

Watch the cat by chispaLBC 2022-10-10T16:05:07Z

Quite fun. It's super easy if you figure out the audio is identical each time you turn off the light. Just count to 10 purrs and release spacebar. It could be improved by randomizing sounds in time.

Demons, bullets and new rules by Bugord 2022-10-04T14:38:34Z

The rescaled player modifier got me laughting :D I think it would be cool if instead of adding new rule every 10s, you would remove previous rules and maybe replace them with the new set of rules (like maybe 3 or 4 rules at a time). As fun, as it is, the game becomes unplayable after like 1 and half minute, depending on RNG.

STORQ3000 by pierogo 2022-10-06T19:12:48Z

@caeonosphere Well, sort of. I guess it's particle systems loading for the first time. Have we had a bit more time, we could have spawned each effect once during loading (or maybe found a proper solution). Should be easily fixable for project that can be developed for longer :D

Bills to Pay by Rinkuji 2022-10-06T19:36:28Z

Very nice game. Not anything flashy, but short, finished and relaxing piece is a good thing to aim for in a jam game. I wish the map was a bit bigger though, I finished it on first playthrough and didn't even try using hoe or fishing rod. The item pickup collider was also a bit weirdly placed (too high) so first I thought the flowers were not pickable.

LD53 — Delivery

Package Panic by Porcus_Pie 2023-05-03T11:52:08Z

The game looks very good and is extremely on theme. GJ for that! Gameplay is also neat, I love the time pressure and deploying almost fully loaded truck is really satisfying.

I have two suggestions tho, firstly the dialogue sound in the tutorial could be a little quieter. Secondly I think that this game would be really awesome with keyboard controls - for me it would make gameplay smoother and more challenging, I would also feel more control over what is happening. The game would then have a great potential for some real score chase.

Overall I think it's a very solid game, it's finished and really playable, I enjoyed it a lot!

Airborne Adventures by firellon 2023-05-03T18:59:53Z

Very cool visuals. I had a feeling that the game was running very slowly for some reason (?). Jumping and falling felt very float-y, but the fps seemd okay. I'm not sure if it was some technical issue or if it was meant to be this way.

Golden Hour by Tyrannas 2023-05-03T20:36:53Z

Cool visual effect. Is it custom fullscreen shader on a normal game with color snapping? Looks good, although it could use some smoothing/antialiasing.

The gameplay was interesting, although it was too slow for my liking, even with fully commiting to speed upgrades. I wondered why it was hard for me to aim and then I noticed that the bullets keep ship's momentum when fired. I think that, while it's more physically correct, it makes mechanics worse.

Delivery Under the Influence: 1925 Edition by Carraka 2023-05-03T01:38:56Z

Good game, the music was top-notch. The first track reminded me of Meatball Parade song :D It sets awesome vibe for silly adventure like this. The graphics were also pretty good, although I wish there was a background for story-text. Animations could also be improved, most of them were linear. If you used different animation curves, this would go a long way to make game object's movement seem more natural.

Gameplay wise, I wish there was a better indicator when your alcohol or will to fly meter run out. Something like a fullscreen color tint perhaps? Through my attempts, most of the fails came out of nowhere, because it was hard too keep track of the meters and move around simultanously.

The White Dude by A.Bond 2023-05-07T09:32:30Z

Simple, but a decent game, gj making something finished in a jam's time constraint. My main criticism is that everything could have been a bit faster - walking and especially "phasing"(?) animation. I like that you've added leaderboards, it adds to the replayability.

Maily Melo by Blix 2023-05-03T22:23:39Z

Cool game, with artstyle and design being its strongest advantage. I think that maybe with added plot and consequences of player decisions this game would be excellent. After playing I can imagine the power of someone controlling letters in such environment and the vastness of possibilities for interesting outcomes to occur.

The idea is brilliant, I liked it a lot and I truly hope that you will expand it into full release!

Witchcraft Starter Kit by Belea 2023-05-06T21:46:39Z

Wow, very cool idea. The graphic and effects are amazing, writing is really good too. Of course pacing is pretty chaotic but for the game made in such short time it is still really impressive that you managed to make it so interesting.

I would love to see an anthology of stories like these based on concept presented here. It is a really solid game, congrats!

Message Delivered by velvetlobster 2023-05-03T01:36:29Z

Awesome game, creepy ARG-like vibe, I loved it. I have managed to find and send the code, the AI answered, but it wasn't so obvious for me, that it was the actual solution to the puzzle :/ So I kept searching, if I have to maybe make some arrangements of the code letters, etc.

It would be awesome to see this game expanded, requiring you to login to different accounts and changing the servers with address bar at the top. Plese let me know if you'll ever make full game out of this :D

Deliver Us From Evil by F1Krazy 2023-05-07T09:53:56Z

In some levels I could walk through the walls. Sometimes I was able to go through the floor if I kept walking down the ladder. Being able to change direction you're facing while standing on the ladder would also be a good addition.

All About That Buzz by ConradoClark 2023-05-07T10:17:09Z

The game is very good. Dialogs are funny. However I've found it too grindy. I've achieved lvl 11, but got no spd upgrades, so the boss was impossible for me. I managed to kill him by cheesing and hiding behind the chests and making the boss stuck. The game would also lag a bit whenever enemy was killed.

Penguin Chef by Frey 2023-05-06T17:04:22Z

Really cool game, I love the co-op option! The idea is super cool and on theme. I love that the game isn't too easy and you can actually burn the food. It really gets pretty chaotic very quickly, especially with two people playing.

Maybe with some work spent on different arenas, solving the problem with food being frequently stuck in corners and after polishing movement it would be a really cool and enjoyable game. Nevertheless it's a really cool entry.

Baby Dino Delivery by Cobear25 2023-05-03T01:40:34Z

Extremely cute graphics and cool sound design (silly sounds from your mouth? extremely cute). I like the limitation of movements paired with base difficulty - the game makes you think and carefully choose every move (so it is not grindy like many match 3 games I've played before). On the other hand I think the game would benefit from some wider explanation of the rules (I think I got them after a few minutes, so it is a minor issue). The biggest issue I saw here is that sometimes the game is unwinnable due to random generation of the levels.

Escape The Delivery by StefanHolst 2023-05-03T15:18:49Z

Download link takes me to the 404 error on github site. The donwloads only started, when I logged onto my github account, but I took me a while to figure out.

Dragon Express by raptor851 2023-05-03T10:41:11Z

I will be honest, I kinda had no idea what I should be doing in the game. I went outside of the starting house and wandered around, but the fight would start sooo frequently, that it was hard to explore and move freely. When winning the fight, it would close very fast and there wasn't not much time to read the fight panel's text and understand what just happend. The game also segfaulted for me, when trying to cross the bridge to the north of the starting castle and while entering the Inn.

EmailMadness by HermanLejter 2023-05-03T16:23:42Z

That's a nice one, visuals get really god job at making this feel dynamic, although I feel like animating the FOV while dashing would make it even better.

Some reference point for scoring would also be cool. I got 5000 score, but I don't know if it's any good. Fake leaderboards are a nice way to achieve this, with made up names and their scores. This would add a bit to replayability.

Order Up! by Fractal Flower Girl 2023-05-03T14:23:15Z

Very cool execution of a good idea. For me the first two levels were way to easy, although next ones were really enjoyable. The idea is here, I think that with more levels and maybe extended interface (like some level tree to choose from and unlock more levels) it could be a nice little game that I would like to spend some more time with. GJ!

deBeevery by Kyyrozu 2023-05-04T14:15:51Z

Really cool take on jam's theme and really ambitious scope. I love the vibe and gameplay loop. It feels really good to fly around and explore. Procedural generation of levels has its downsides (handcrafted ones could grab players attention for longer) but for a jam game it is really aspiring.

Unfortunately the game has its cons, I think that controls, hitboxes, camerawork and optimalisation could use a lot of more work for the game to be truly enjoyable.

But overall the game looks good and it is really impressive given the time constraints.

Delivery by Adam Jewell 2023-05-07T09:40:24Z

Very simple game. It is possible to win by pressing the middle at the start, so you probably have a bug somewhere there. You could have expanded it by adding a timer, it would be nice to try to solve solve it as fast, as you can. I also dislike that you have to hold LMB the whole time, simply pressing once to start the game would be much more comfortable.

Pizza Delivery by Codexzier 2023-05-03T01:47:18Z

Cool little game. I found a cheesing strategy (pun intended :D). You can leave 3 houses and don't deliver the pizza there ever and just keep delivering to the same house over and over and you won't run out of time easily. The game looks weired in fullscreen. "Bendeen" button in the menu freezes the game for me and nothing happens.

packet.Breach() by Celtican 2023-05-06T22:36:11Z

Gameplay-wise it's an awesome game. Really good mechanics, challenging levels and a lot of strategic depth, that kept me hooked for long. I also love the IRC chat and conversation - on point and looking authentic :P

That being said, the game has some big issues. The main one is that the graphics, while good looking, are really unreadable in game's context. I can barely see enemies and the bullets look too similar to them. It's very hard to actually see what's going on.

Being unable to sell towers, even for free, is also quite punishing. The game makes you place towers as soon, as you can, because sitting at 3 stock towers essentially loses value for you. This means that placing excessive turrets, that will be used later when the game field scrolls a bit to the right, should be a common strategy. Buuuut, if you misplace the tower, you can make it impossible to split bullets later on, which can lose you a game on it's own. The fact that you can't see the full map also adds to the associated frustration. You should either be able to scroll the map, or remove/sell towers.

Even though my comment may seem more like a rant, I find the game awesome to play and would gladly play more polished version on steam or sth. Very good job guys/gals.

packet.Breach() by Celtican 2023-05-07T09:35:49Z

@gardenovena Yup, I totally understand. In our team we've made an unwritten rule that "there are no temporary solutions", because if something is technically done during the jam, there are very high chances it won't be revisited anymore and will end up in the same form in the published game. Thus, you should always make proper implementation from the start :D

Space Delivery Simulator by Poppy Entertainment 2023-05-04T13:31:16Z

Really cool entry. Graphics and music are really well-done and fitting. I love the vibe of this spaceship and how music becomes more dynamic over time spent in a mission. Those little tasks remind me of amogus a little bit, although here it is very well fitted to the theme of this game and managing everything becomes a challenge sometimes.

It's a really nice and polished package, the duration of missions is well balanced so the minigames don't get too old and repetitive. The game is an interesting and cool entry to the jam and I liked it a lot.

Drone Delivery Despair by KenForest 2023-05-06T21:33:59Z

Phenomenal visuals and mood, the best I have seen so far in the jam, I just love the artistic direction of this. However outside of those, the game is not that great. Controls are very floaty, the game doesn't require much movement, but picking up packages was not that easy - the controls were imprecise. I also don't like the fact that all of the keybindings are for the single hand.

However, with better controls and more things to do gameplay-wise, I think it would make for an awesome game outside of the jam, if you decided to continue development. GJ!

Jiji: The Skateboarding Postcat by Connor Magson 2023-05-03T21:14:50Z

Coll idea and not bad execution. I think the cat could be much faster to better fit "skateboarding" motiff. The game would stutter for me a lot at the beginning of each level - perhaps some godot nodes loading for the first time (I'd check particle nodes first from experience). Collisions would also sometimes not register and I'd either fall from the map or not bounce on the piston-thingy.

Downsteam by SmelJey 2023-05-03T10:22:24Z

Nice game, getting richer and kinda "progressing" through unlocking (more like being able to finally afford) new materials was satisfying, although I wish there was an actual goal in the game. I had one major issue though - pressing ESC to close city view was also closing fullscreen mode in web html player, which is very irritating, as in native resolution, the text is small and hard to read. Having more neutral keybinding for browser game migh be a good idea.

INTACTâ„¢ by pierogo 2023-05-02T02:18:35Z

The game turned out quite hard for some people when we were playtesting outside of dev-team, but it was too late to adjusts everything. Nevertheless, as a hard games enjoyer, I find levels 5 and 6 to be an actually fun challenge, if you get hang of the mechanics. You can use custom start mode (in menu) to skip levels 1-4 or to enter god mode and scout the levels first. I dare you to finish lvl 6 with Intactâ„¢ package, I couldn't manage to do so yet :D

INTACTâ„¢ by pierogo 2023-05-03T02:13:33Z

@aivaxela This is a bit tricky, as the 3rd level requires specific mechanic that is mentioned in the tutorial, but might be easily forgotten. You have to dash through the hole, down from the second room. And to dash you have to first throw a package. Unfortunately there wasn't enough time for better/interactive tutorial :/

INTACTâ„¢ by pierogo 2023-05-03T13:25:54Z

@blazerdom Thanks for playing and good job managing to get that far anyway :D We had some performance issues and the game's optimization just isn't that great. The fps drops are because of offscreen bullets still being processed. Downloadable version of the game should work better than html one though.

INTACTâ„¢ by pierogo 2023-05-03T16:31:55Z

@dissonance-generator Hey, tbf that's a pretty good idea, we haven't thought about this.

INTACTâ„¢ by pierogo 2023-05-03T21:32:25Z

@clarkdjent Did you manage to speedrun lvl6? Best time in our team was 1:55. Anyway, finishing with good quality package would be more impressive (in real life probably too) :P

INTACTâ„¢ by pierogo 2023-05-07T19:49:26Z

@praymingmantis Thanks a lot for feedback. I agree about the difficulty, but tbf balancing for the jam is very tricky. As you can see from the comments, the game in the current form was still too hard for some people. Difficultt options would solve the issue, but with only three days for the jam it's hard to justify time for it.

INTACTâ„¢ by pierogo 2023-05-07T21:24:51Z

@jelch Oof, I'm sorry to hear that. We've had a bugfix release to address this specific issue, but maybe we still overlooked something.

Wind Garden by Nordwolf 2023-05-03T11:29:24Z

Everyone will probably say it, but it has to be said: the artstyle is awesome! The game looks extremely good, I can't believe it was done in such short time.

Moving on to gameplay, I think that the animation of deploying plants should be shorter/skippable? It gets old very quickly, especially when you have to deploy many small plants at the beginning. Furthermore, it's pretty weird that it is impossible to scroll to the side in order to see what was planted earlier.

Overall very nice little game, the graphics are surely it's advantage. I can imagine it would be extremely enjoyable and relaxing with more biomes/ hazards/ price balancing. Nevertheless, it's impressive and I liked it.

U-haul U-surper by Grace Schorno 2023-05-03T01:41:56Z

The idea is decent and quite unique, but the controls were waaay too float-y for me. The back of the car could keep less of an angular momentum.

Midnight Muffin Delivery Service by Tyler M 2023-05-07T08:23:10Z

Really cool game, I dig the idea and execution. The physics are done really well, the objective is clear and pretty hard to reach. I spent a good few minutes on some score chase - it was really enjoying. Overall this is a really solid jam entry, congrats!

Post-Mech Pidge by Mr_DanH 2023-05-07T10:30:43Z

Really polished visuals and fresh game motiff. I really like upgrades when you win the level, they are useful and seem balanced. The main problem I had was that my pidgeon seemed slow and I had problems with delivering every message, since targets would spawn both on the left and right simultaneously. The levels were also pretty short. I think that if you made levels longer, but left the same number of targets to deliver to, the game would me much better, since statistically you'd have less targets to deliver to at any given time, thus having less situation with them being both on the opposite sides of the screen at the same time.

De-LIVER by Its_Capp 2023-05-03T11:20:15Z

The pun used on the theme is hillarious, although deLIVER should be emphasized more imho. If you didn't remove organs other than liver, and maybe called the main character "deliverer" or something like this it would play better with the theme.

The game was very fun to play, I liked the jumping mechanic, it was pretty good. I managed to complete the game with no upgrades, but the time was pretty close and I think I was rushing close to perfectly.

I think that enemies could use some form of "deactivation range". So that they wouldn't move towards the player when he's too far away from them. When escaping, sometimes I would have to stop for a moment and the gigantic wave of enemies would be impossible to stop.

The mag generation from predefined chunks, while a very good idea, didn't really seem meaningful. Maybe it's because of too few terrain variations.

Stork Exchange by Payaosito 2023-05-03T21:28:50Z

Poor stork :c Why isn't there a good ending ???

Cool game, but the special move makes it pretty unbalanced. I can just do nothing and use special ability each times it comes off cooldown.

Hell'o-Cargo by agudar 2023-05-03T10:57:57Z

Wow, very enjoyable game, I wish it was longer. A lot of the things in the game reminded me of Celeste (map tiles, signs, text style, etc.). Very readable level design. I also liked the visual effects, it reeeealy stood out from the game-jam-crowd :D

The only criticism I have is that it would be better to have pickup/throw keybinding as a button/toggle and not as a "hold button". It was quite irritating.

Hungry Space Cat by Bitlytic 2023-05-03T02:27:37Z

Cool game, graphics were really nice, especially the cosmic backgrounds. It would be cool if there were more background objects closer to the player (on a parallax layers that move faster) - sometimes, when I was flying without enemies around, it would look weird, as if I was not moving at all.

On my first playthrough, when I was supposed to upgrade something, I thought I'd better not spend my precious EXP yet and wait to upgrade dash first, but then nothing happened and I thought I was softlocked :D But having interactive tutorial in a jam game is impressive anyway, so gj for that.

The living deadlivery by Stingby12 2023-05-03T17:54:17Z

Probably the most polished and finished mini-game I've seen so far in this jam, congrats! I have finished it all and the difficulty was on point. Graphics are minimalistic, but look preety good with consistent style. Initially I thought it will be just another simple Sokoban clone, but the twist and introduced ghost-related mechanics were pretty clever.

The only issues I see (albeit rather minor ones) are that undo sound could have been quieter and less in-your face, since you usually do many undo moves in quick succession. I also found the font to be not-so readable.

If I Fits, I Sits by Vykri 2023-05-03T01:48:44Z

Wow, this game is very cool. I like how you approached the theme of the jam. The game's premise is excellent. Gameplay is solid, graphics are original and readable. The biggest advantage of the game is definitely humour; I chuckled when I realised that you are actually throwing contents of packages in the trash. I like how the flat opens up while you progress and trashcans become full - the game doesn't feel meaningless thanks to that. I'd love to see more advanced movement mechanics tho (strafing in cats measuring game???).

Delivery Of Death by Hora-Timer 2023-05-07T10:38:53Z

Music is taken from Deth Note anime, you should definitely opt out of audio category, since it's not yours. I'm not certain, but I think the 3d models also weren't all created by you (or all created during the jam, they look too detailed) and if that's the case, you should also opt out of graphics imho and credit the original source.

On the other note, why does Light look like a woman? xd

Spirit Mail by Fabian Denter 2023-05-06T21:16:55Z

The game is really pretty, was it all done in 48h or have you had some things prepared beforehand? If it was all done during the jam it is insanely impressive, really.

I like the mood but this is really what this game is - there is no gameplay, just walking around. I managed to fall off the level a few times and it is possible to spam jump on vertical walls and go up this way. Maybe if there was more time for proper character writing this would be a really enjoyable game experience.

KnighToad by Wild-Babou 2023-05-03T15:51:39Z

Short game, but pretty fun. I love his name, Jonathoad xd

Gameplay-wise, the collisions were quite janky. Cometimes I would collide with nothingness, jumping on the platforms from the bottom would also be cool. Jonathoad didn't damaga enemies, when they were going in the opposite direction and at the beginning I thought that I just can't kill them.

Some Postman by jakelazaroff 2023-05-03T18:49:20Z

The text when you sort love letters appearing in the middle of the screen hides hearts on the letters underneath, because it has the same color. The text could be in the upper part of the view and have other color. Other than that it's a decent minigame.

Packing Up by RRADU 2023-05-05T17:39:33Z

Really cool game, music and graphics are well-done and really fitting. The idea is creative and goes well with the jam's theme. I've collected all items but it probably took me way too many days, the second run could be better.

I have two nitpicks tho: the sound of selling clips sometimes and game is too forgiving (?). I have a feeling that you can't really lose if you take too long to learn how to play it, the food and shipping expenses are so little that they can't be the reason of your bankruptcy. I have no idea how to balance this so i could be a challenge tho.

On the other side I love how the room itself is a good indicator how well (or bad) the items are selling and it is really satisfying to see it full of cool items at the end. I like this game a lot, it's just well-done, creative and polished, so gj!

Dungeons & Deliveries by sorreveloper 2023-05-03T17:03:37Z

Tbf that would be an awesome game if it was any longer. If there were levels with more/different enemies, items and layouts, it would be pretty good. The graphics don't look great on their own, I see you have opted out of this category, but they are so blurred you must have made some mistakes when importing. Normally that would be an issue, but in this game the lowkey deepfried style is actually pretty funny and makes the game 10x more awesome :D

IGNN International Galactic News Network - Deliver The News by Adam Jenness 2023-05-03T01:50:41Z

The game is extremely simple and straightforward, although it has some cool ideas for prompts and interesting take on the jam's theme. An option to skip last cutscene would be very helpful; that way game would be more enjoyable to replay. I also think that adding some visuals (like simple icons) to the facts about the universe would make them more readable and the interface would become clearer.

BANKWAVE: Neon Networth by Frabjous Studios 2023-05-03T01:46:40Z

Awesome sprites and overall vibe. I like it how you thought about situation when someone presses the bell while taking to supervisor at the beginning. This game looked like it could have interesting story, although there was... none? It's a shame, I'd love to vibe in this bank a little longer and maybe having some gameplay goal would make the experience a lot better. I'd also love to see how the consequences of player choices would play out but for now your game feels like a black box. Some dialogue lines are neat though! Lastly, I have two little nitpicks: the font in dialogues uses anti-aliasing(?), so they look a little weird, and I also think that repeating sprite of the supervisor right after you finish the first conversation doesn't look good (given you made a lot of cool designs for this game!).

Logisticlaw by Cubellia 2023-05-06T21:01:46Z

Very solid game, was really of fun to play. Sometimes the package would not register on a truck, thus making the level impossible to finish.

On My Way by Zefphyer 2023-05-07T17:33:53Z

Nice polish highway simulator. The controls are done well and the idea for gameplay is there. I like how the car behind you create an apocaliptic crash in second after stopping. Level is also generated neatly.

I would love to see this idea expanded upon, something like another lane of cars going in the other direction (it would create some overtaking chaos probably). But overall it is a fine jam entry, I hope you will partake in next jam!

Hive by blank_3D 2023-05-07T11:25:20Z

Wow, controls and camera work are really good. It is of course pretty annoying to be precise with reaching pollen but when I think of that it really looks like bee movement irl (they don't stop mid air like hummingbirds lol). The game looks really impressive thanks to this camerawork.

Models are also really good, the idea is there and it is on theme. I wonder how the game would be if there were some deeper mechanics added (like resource management and maybe further time limitations?). I would love to see this project expanded because I had fun playing. It is a really cool jam entry, gj man!

Styx by manioora 2023-05-03T10:57:26Z

First of all, I love this logo and map desing. The animations for the boatman are solid too. The music is climactic and mood is set beautifully.

On the other hand I think that the boatman dialogue is... unfinished? When I picked the very first soul he was like ":D" and ":$", which is extremely unclimactic given the circumstances of this dialogue appearing.

The controls are sadly pretty awful :(. The boat feels like it is covered in something really sticky. Why is there no simple option to go forward? The boatman doesn't have any paddle, so doing "adadadada" spam in order to move forward doesn't make any sense here (or am I missing something?)

Overall for me the idea for this game is solid, mood is there but it surely requires much more work to be really enjoyable.

Pack-Man by GyReDHawK 2023-05-04T13:16:03Z

Firstly I have stumbled upon the other site and I was really sad that the download link wasn't working. Maybe adding a direct link to this site would make this more approachable?

The first screen is extremely cute, overall the game is really good-looking. I have seen some guards t-posing tho. Sneaking around is really enjoyable, although for me jumping and stacking mechanics are not precise enough, it's probably because of perspective. If they were somehow adjusted (I have no idea how tho) or swapped to something better fitting to the chosen perspective it would be a really good game.

Still it's a solid entry and I enjoyed it, gj!

LD55 — Summoning

Cultists Feast by LeReveur 2024-04-22T10:06:12Z

I managed to get to ~40000DKS. Not really sure how it's calculated though. There's a lot that could be improved in terms of visual presentation, but I know from personal experience how hard can it be. The thing I'd recommend the most for this aspect is to check out some color palettes online (e.g. here https://colorhunt.co/). Just look for something that you like and apply only the colors from there to your game, it will be way easier to make it look good. It's a really easy to make first step.

A Tale of Six Rites by graebor 2024-04-17T13:43:20Z

Awesome work with atmosphere and colors, it really makes the whole experience great. I mostly wish it was longer, the first 4 levels are of trivial difficulty and more stuff like later levels would be nice. Also the one subtle thing - I feel that the kick in soundtrack is too prominent (makes for a weird, slightly "choppy" feeling for me on headphones), but overall it still sounds really, really good.

Summoner Swarm by FudgeMcGroobs 2024-04-17T00:23:19Z

Doesn't also work for me - I can't move

Druid Island by bwalter 2024-04-20T23:42:43Z

Very impressive what you achieved in such a short time. Good, oldschool 8-bit style with graphics, music and sfx. The arrows shot by villagers looked super nice, with this semi-turn-based effect, although they seemed not to do damage (?). The only issue I have is that my summoned allies would sometimes refuse to attack nearby villagers and just run aimlessly around.

Alien Summoner by harusame 2024-04-17T10:54:37Z

Niceee, great submission. Awesome graphics and audio and the most enjoyable gameplay I've seen so far in the jam. I have a few nitpicks though: - My hpbar wasn't working (was empty from the start or after a few shots, but definitely when I still had lots of hp). I thought I was invincible and ended up dying near the end because of that xd - Pickup/interact radius is weird. It seems I'm collecting energy and shooting with my shadow, but dodging with the ship. At least the collect radius could be larger, so that I could grab energy with ship. - You gain so much energy so fast that spamming J K L nonstop is a go-to strategy.

The Ball and the Island by neontropics 2024-04-22T10:17:50Z

I tried, but didn't manage to complete it, the steep hills are really hard to navigate and the camera seems to be against me (I can't see where I'm going). Also the penguins seem to be kinda weak? They can't beat any enemy 1 on 1, but I can only spawn one penguin.

Rythm Ritual by rasblo 2024-04-18T14:43:03Z

Cool game, good rhythm game mechanic and nice job with QoL feature of highlighting optimal press time on the notes. Some of the note patterns were way overcharted though and didn't correspond well to the music.

ManaFest by johnnysix 2024-04-19T00:59:15Z

The game is pretty cool. The graphics and animations look really nice and cute. I had a problem with spawning platforms, very often it was confusing when I can spawn them or can't. It seems as if it works in pre-defined spots only (?). If that's so, it would be nice if those spots could be seen by the player somehow.

Kitty Conjurer by Tyler Slabinski 2024-04-17T23:32:44Z

Very nice, reminds me of Potion Craft. I think I've summoned all of the cats, but I still don't know what some resources like rocks and sticks were for (?) If something was at stake, e.g. you had a limited number of total resources to get to all of the cats, this could actually be pretty addictive with forced restarts when you run out of materials (the game is short anyway, so no big deal imho).

Birb World Tour: Royale by samboyer276 2024-04-21T00:05:16Z

Awesome game. You can actually feel the speed, nice work with that.

Summoned Army by dasilvacontin 2024-04-20T10:25:38Z

Very fun game. I only wish there was some other difficulty differentiator than enemy portal count - something more gradual.

Summoned Army by dasilvacontin 2024-04-20T11:16:18Z

@dasilvacontin Hmm, I have a couple ideas, but without testing I'm not sure how well they'd work. You could: - Decouple enemy spawn cooldown from player's. Make enemies spawn interval smaller to increase difficulty without increasing portal count. E.g. instead of going from 10 portals to 11 (10% power increase), reduce spawn cooldown by 5%. - Introduce other units for enemy. Could be just reskins with a bit increased stats. E.g. instead of normal swordsman, archer and shaman, make enemies goblin spearman, slinger and shaman that work exactly the same. Introduce troll with club in later levels that is essentially a swordsman, but with 150%hp and 75%damage (or something along those lines, you get the idea). - Add a cannon to enemy castle that attacks your units. You can adjust it's damage gradually as level number increases. The cannon could have max attack range, so that it's harder for your units to break through, but wouldn't affect defending. It would make the fight more "bounce-y". - Figure out how spawn positions influence the battle. Move them to make levels easier or harder - e.g. in certain levels, place some of the ally spawners further from the battlefield, so that the units arrive later. Or make enemy spawners not in a single line, but two and always spawn swordsmen in a first row and archers/healers in the second one.

Streets of Mage! by Human Writes Code 2024-04-17T10:00:21Z

Pretty cool game with fun gameplay. I just wish it was more dynamic with faster rocks or something - in later stages the rocks would stack and be almost everywhere with no place to dodge. Maybe the player's character could be smaller to allow for sneaking between rocks? I don't really know.

The symbols in menu's bottom left and bottom right corners didn't render for me - I guess they would be an arrows?

Dialtide by Diego Escalante 2024-04-17T00:20:08Z

Very nice idea to create a numpad-based typing game. Although everything was happening very fast and I was just spawning whatever I could without thinking or strategising - I just didn't feel there was time for that. If the enemies were coming in waves instead of spawning continuously, it would feel much better imho.

The music was a banger, and especially the part coming in around 2-3 min.

Unleash the Ender by Ixio 2024-04-22T10:00:06Z

Lacks "Buy all" button on the upgrades. Also the elemental symbols could be put on the buttons.

Ouija Boy: What's My Name? by VaustXIII 2024-04-20T23:59:31Z

Cool game, very replayable. The rules are simple, but fun. The game was a bit harder for me, as I'm not a native English speaker, but I enjoyed it nonetheless!

Ethereal Tower by Zliebowitz 2024-04-22T09:36:32Z

Cool tower defence game. I liked the sound and look of it - simple, but effective. Collecting money from killed enemies was a bit inconvenient. I don't really know why you didn't just go with auto-collecting, but at least getting them by hovering the mouse over money bags would feel much better for the player. Some kind of a timer at the beginning of the stage to place your first tower could also be useful.

The tower's targeting should be changed for them to always shoot at the first enemy. It's really frustrating when the tower just doesn't attack the first enemy who is about to escape and damage your base :/

Demonic Dominion by LaserPanzerWal 2024-04-19T23:06:44Z

Cool idea, really fitting to the theme. I think it's a pretty good game foundation that could be really fun when developed further. The balancing needs a bit more work I think, the skeleton and especially big goblin are really underpowered compared to just spamming rats. Also it would be nice if every generated room had something in there - at least one enemy or a chest.

Summon World by Itskdog 2024-04-17T23:22:50Z

Very fun and enjoyable to play. I only wish there was a setting to slow down/pause time. Everything was happening so fast - I place a new crystal and it's removed in what feels like 5s by the villagers.

Polymancer by Maxthedoom 2024-04-20T10:52:54Z

Very nice game, pretty fun to play. I spent a lot of time playing and managed to get to lvl 14 with ~1500 killed enemies. I think that later on, the exp required to gain level grows waaaay too much. Getting from level 13 to 14 takes more time than from 1 to 12 or so it seems. Also I think that projectiles visibility could be improved here (do archers even shoot arrows?).

Mycelium Runner by suvi 2024-04-22T20:54:30Z

That's a very good game. Awesome graphics and really solid and polished gameplay. I love the broad selection of items that you can buy and how you apply them to different parts of your mushroom (the item that increases it's sell value with each round is my favorite, great idea). I wish there was a sound, but of course it's Ludum Dare and not everyone has time for that. However I can see some areas for potential improvements:

The first thing is that I'm not really convinced about moisture balls disappearing over time. It seems to me that you did this to synergize with other strategies (buffing you when you collect moisture), but to me it creates a more boring pattern of gameplay. During each round you have to collect as much moisture as possible; otherwise you'll lose in a few rounds due to being under-statted. It means that you have to constantly go in circles, to end up in a spot where you last killed an enemy to collect money. And it makes gameplay more boring than it would be if the money was either just collected automatically, or stayed until the end of the round. Either that, or maybe you could try to spice it up and make it drop much further from the killed enemy, to create more situational opportunities for the player and spice up gameplay.

The second aspect is the pricing/power level of items you buy. It would be more interesting in my opinion, if there were more items that are stronger, but cost much more. Right now it starts to feel underwhelming when you have items in all slots and are limited in buying by slots, not by items price. It's just not that satisfying to buy the slot for 60 to then place item worth 20 in there.

Anyway, the game is great, very good job and you guys can be proud of yourself!

Parsley by Wouter52 2024-04-21T00:31:47Z

Okay, the voiceover at the end was hilarious :D The game was great. The collisions could use more work though. I tried to be smart and catch all of the food except mice, so that when I catch it last, I'd be close to home (and thus earn nice highscore). But when I collected fish, the timer started anyway. Is that expected?

Make New Friends by Benjamin Halko 2024-04-22T00:03:59Z

Maaan, I love LD entries with online highscores! It's always so nice to try to beat others and leave your nickname out there in the top :D

The game is super fun, I love this cute and friendly sound when you successfully match the incoming shape. The music is also pretty good.

There are two small things that could be improved in my opinion. I know it's not a rhythm game, but it seems very similar and my muscle memory tricks me here constantly: shapes should be considered not matched when they run out of your screen/leave the space where you spawn your shapes, not when they touch it. In rhythm games you usually want to press the button when the note is right on top of your reference point, not before it. Imho it would be nice if this game here allowed pressing the shape in later moment like this.

Also, the sound and visual effects when you complete the round look as if you messed something up, but they are signalling the good outcome (you have finished a level and you're going to the next one).

Other than that, there's nothing to complain about. Great entry, gj!

Hell's Helper by nohac 2024-04-22T10:26:51Z

Very playable, with good mechanics and even a lobby map for upgrades. That's rad. I personally had the feeling that the fights were ending kinda abruptly. And were very repeatable. You probably wanted to go for the theme, but the gameplay would benefit if you were supposed to kill mages summoning knights instead of surviving. Also, you could spawn enemies in bigger waves, but less often, it would feel a bit less stagnant.

⸸ INVERSIO NEGOTIUM ⸸ by pierogo 2024-04-18T23:46:06Z

@zimny11 Very valid point with marking an end of the map for the player. We planned to add a graphics for a "ritual circle" around the candles, but we thought about it only in terms of aesthetic addition, not gameplay QoL, so it wasn't that high on priority list.

I'll also drop a comment here for a small chance this finds a fellow osu! player - the game should be playable using a graphical tablet. We have a hidden controls enabling Z and Spacebar for lighting candles, but it can be remapped in options anyways. If someone does try it this way, please leave a comment, I'm really interested if this works for you :D

⸸ INVERSIO NEGOTIUM ⸸ by pierogo 2024-04-25T01:21:52Z

@dovodx Thank you for playing and I'm glad you enjoyed.

A lot of valid criticism, the players using only a small selection of sigils being the most prominent through all the fedback we received. Although harder spells do in fact deal more damage in the game. Full zigzag two-shots most bosses. We're already planning a post-jam version of the game, where you'll equip only a few sigils before each fight, so that it's more strategic and less overwhelming.

The victory screen is just the menu with the church destroyed, nothing fancy, as we had no time (the same goes for pausing).

And yeah, slowing down time was a decission to keep tension. The game was meant to be fast and brutal, punching you in the face. If not the overwhelming selection of sigils it might not have been that bad.

Chibble Nibbles by Brogan Ward 2024-04-22T09:50:52Z

Wow, the music is really good in this one. It's weird that you can start your summoning sequence when it's still presented to you for the first time, but it will always fail :/

Ancestor Rain by ELLISBUG 2024-04-22T09:09:12Z

Nice, I've summoned Tiktaalik! The music adapting to the notes you play is very well implemented and makes this experience a lot of fun. It's funny to hear this messed up notes in the middle of playing. It also helps with realtime feedback for the player, which is always appreciated in rhythm games.

The voiceover was a really good addition to introduce the lore. Its mix could use some more work though, it's very quiet and not that clear.

Summoning Master by JamesW 2024-04-22T08:54:13Z

The idea is really nice and the gameplay pretty interesting. Although I'm not sure if reshuffling all the cards in your hand after each turn is that great of an idea. It was at first confusing to me when I wanted to leave a card in my hand (+2 minion and hero hp), stall for one turn and heal, but the card disappeared for next turn. I think it would be better and less random if instead of drawing 5 cards, you drew 2 or 3, but cards from previous turn stayed in your hand. Also I really agree with @themixedmaster - adding more than one card after round seems like a good direction.

Fausto by PabloAbraham 2024-04-16T23:53:54Z

Great atmosphere and music, but you probably heard it already :) I think I have encountered a bug though - after completing the game I have chosen "Drink" and the screen turned all black and nothing else happened.

Summoned Survivor by Jaxah 2024-04-19T23:17:22Z

Cool entry, very fun to play. I think the skeletons are a bit to fast. Also, I figured it's really not worth shooting, because you lose your orb attack and there's a high chances you will miss anyway.

Paralax, Cats and 22 snacks by Lamp_p 2024-04-22T09:42:29Z

The paralax background looks great and the music is pretty nice too. Camera movement when jumping looks a bit weird - it shouldn't move up until the player is in the middle of the screen (or sth like that). It doesn't really matter in this piece, as there's no actual jumping involved, but just saying in case it's going to become a part of the project you'll keep working on in the future :)

Bring on the Blocks by alzhu1 2024-04-22T09:18:20Z

Small but good game. The level 3 caught me off-guard and I needed to read comments to be able to progress further. I think the mechanic of placing blocks floating should not be introduced that abruptly with a harder puzzle. You should first make a level where the player can't place the block in any other location, so that to force him to see that this mechanic is in fact possible.

mouche(s)? by PieRo_PBeS_studio 2024-04-21T00:20:37Z

Great game. I love how it's initially difficult, but also easy enough to get used to the throwing mechanic and be able to finally beat it. Sfx were on point, maybe a bit too much fly noises at the beginning of level 3, but maybe it accents the fact that so many of them are there, so that's okay :) The only thing lacking for me is some kind of cursor that would tell you the position of the book when it's not on the current screen.

No more summoning! by Anthonny 2024-04-17T10:13:20Z

Nice idea and good sound effects in there. Feels a little bit like playing osu! xD One thing that would make this soooo much smoother though is input buffering. If you allowed for choosing dash destination during jump animation and perform dash after landing, it would feel great.

Forge Lord by Hazard Game Dev 2024-04-20T11:43:43Z

Interesting game, I like the progression in difficulty and summoned allies. The addition of your base's auto-healing is a really good addition, so that I'm not that much at a disadvantage if I mess up early on.

Succubi Slayer by Lonthy 2024-04-17T00:09:49Z

Nice sound effects and music. The gameplay was not really finished, but with more time this could get quite enjoyable. The easiest thing that you could modify to make the game more dynamic is to spawn enemies closer to the player, blocking his path so that he can't just run away.

Vital Warriors by Tata 2024-04-22T09:27:41Z

The gameplay mechanics of this game are pretty weird. I have used an ingredient 4 and then number 2, leaving some of it floating. I kept pressing it to spawn shooting allies, but the ingredients weren't disappearing, so that I just spammed them to fill the whole map in like 30s and became effectively invincible. It would be good to have some limit on the number of spawned allies, or some kind of cooldown/timer.

Eldoria's Gold Quest by Gulcar 2024-04-21T00:44:20Z

Noooo, I died like 2s before my cart reached the destination :/// That's sad.

Jokes aside, that game is really a good deal of fun. I love that goblins aren't just a simple reskin of the bats and actually have a different behaviour.

There is no reason in the game not to shoot with the main attack all the time. It should happen automatically, or at least it would be nice if the player could just hold left mouse button.

Deadly Roots by Vincent4096 2024-04-22T10:10:47Z

Interesting idea with reverse tower defence game. I think it would be better if you gained money from destroying towers instead of just waiting for them to spawn though.

LD56 — Tiny Creatures

It Ant possible by voodinator 2024-10-10T22:45:25Z

I love this game genre and I love the pun in you game's title xd I agree that it feels a bit unpolished, but it wasn't that big of a problem for me and I managed to complete all 8 levels. I think it would be useful to list how many ants I'm supposed to save in each level, e.g. my solution in level 8 left me with only 1 ant reaching the exit and I'm not sure if there is a better way I'm supposed to solve this. The wait command is kind of weird, because the ant's walking direction is the same when you remove the command and thus if you use it to block other ants from falling off the cliff, you can't really save it. I think the direction should be reversed on removing this command.

Also, there is a mute button and a shortcut, but there is no audio, right? Or did I miss something?

Shikigami by MaximeG 2024-10-11T15:35:06Z

Fun game. I find the movement a bit weird, that if you leave your mouse close to the character, it's not moving in the direction you are pointing to. It looks like you are scaling the movespeed with mouse distance from the character, which is nice, but perhaps the scaling is too small when it's close?

Meatheads by bigwhiteshogun 2024-10-10T23:40:01Z

Okay, I finally managed to win, took me like ~6 tries i think. This game reminds me a lot about Tooth and Tale, which I love (as you can guess from the avatar xd).

My first approach to the fight was to buy only yellow critters and just kite the frog by attacking once, immediately retreat, reposition and repeat with the idea that their attack cooldown would run out when repositioning. It kinda worked, but I noticed that I can't switch my commands quickly enough. When I pressed E to retreat, I would need to wait ~2s to be able to attack again. I'm not sure if it's intentional, but it made playing with this strategy quite frustrating, because sometimes I'd think I commanded the units to do one thing, but they didn't do it. In the end I won by just spamming red ones, they are really OP. The biggest factor is that frog's melee attacks are way weaker than distance ones, so it's better to keep units close and heal them, rather than trying to dodge and navigate around the map.

The frog's AoE is fricking off the charts, it can wipe your whole army in one attack if you time things badly and it was the top #1 reason when I was losing. Making projectiles go through no more than, say, 3 units would really help.

I really liked that boss telegraphed attacks in a very clear way, it's such an important detail and props to you for implementing all of the necessary indicators (marking where goo projectiles fall, etc.). I wish the boss had some kind of repositioning attack, e.g. when jumping it could land on the opposite side of the map for example, would make the fight more dynamic.

Also, the very simple thing that would imho improve the game is to make the fight harder with time by adjusting frog's time between attacks based on it's hp.

Generally speaking it's a really good jam game. Allows for enough depth to develop strategies, looks and plays good, gj.

Small Sands by zimny11 2024-10-10T21:34:21Z

Cool concept, fits the theme very well. Simple but very effective gameplay, intuitive enough to not need an explanation - I like it. I'm however not really sold on the idea of limited resources. In theory it's pretty cool, because it'd force you to rearrange your units accordingly and e.g. send only 2/3 of your units to collect grains from the closest points and 3/3 from the furthest, etc. But in the early game it doesn't really matter that much, as it takes time for resources to deplete from the starting values and you don't have that many workers to drain it quickly. Later on you kinda have too many workers and you can harvest everything at max capacity anyway. This way, you just put an artificial limit on the theoretical speed you can gather resources, which really only makes a game longer, because you can't give better job for those workers and there is no "better play". It's a subtle thing that doesn't really matter all that much, because the game is not long enough for it to really be felt. Anyway, really cool game, gj!

Fish Fighter by Str8griz 2024-10-11T15:59:30Z

I really like the idea and the fishing mechanic in an overworld (genius use of scrollwheel there). Very cool graphics and quite a lot of content. What sadly made me not enjoy the game that much was that text and animations were unskippable. I don't think it's really necessary to show the text like "Starting Rod used Crank" slowly appearing each time player attacks etc.

Space Station Pet Rescue Force by PerfectSquare 2024-10-10T22:18:28Z

Cute puzzler. I very much agree with @voodinator - I would love increased walking speed. To add to the list of suggestions, I also think that using A, S and D (or 1, 2 and 3, etc.) to choose characters would work better, because right now you need to remember the switching order and it's a bit frustrating if you click through the character you just wanted to move.

Hero must die by DmitryGalias 2024-10-11T18:23:17Z

I'm not really sure where the difficulty would come from, I just kept making spawners and it seems the hero was no threat at all? I just stayed outside of the range and auto-won. The game looks visually very pleasing, i like the hero jumping around, projectiles graphics and slimes' cuteness c:

Goober Goblins: A Nose Picking Simulator by Cam Moore 2024-10-10T00:34:42Z

It's so silly, I love it. Music is simple but effective, the game is short so the repetitiveness is not a problem. I managed to kill big goblin when I had around 1-2s left on the timer, but after killing him the game was still running for a while and I lost anyway :c Also, the aiming seems kinda weird, the finger moves so slowly that there's really no point in trying to aim, because the small goblins can just jump in any moment.

Comrats in Arms by pierogo 2024-10-10T00:12:16Z

@bigwhiteshogun Yeah, sky vs ground rats was exactly the idea :D Thermometer should allow you to heal allies by clicking on them (the cursor changes to "+" sign). We however had a bug (just fixed, right before I wrote the answer) that was checking if the unit has full hp and disallowed healing when it did. Due to a very stupid programming mistake, it was checking hp of rat with thermometer and not the one that was supposed to be healed. So, when thermometer rat had full hp, it couldn't heal allies. Easy stuff but also easy to mix in such a rush :)

Comrats in Arms by pierogo 2024-10-10T21:59:20Z

@bigwhiteshogun He's not in the game. Our first idea was "small rats fighting vs huge enemies like golems etc." in a more boss-rush kind of game. Fortunately we realized in time how terribly overscoped it would be and pivoted to this version.

@cliff-coffee What would a jam game be without a good old race condition, eh? Sorry to hear that, bugs like this are really devastating in a survival game with no check points :/

Comrats in Arms by pierogo 2024-10-10T22:03:45Z

@jelch I agree, ideally we'd add graphics to the tutorial text at the beginning to make it more interesting, since 7 pages of bare bones text are really encouraging people to skip it. But you know, no time and all that... Is there some explanation for game mechanics that you'd like to be told earlier? I might add some info to this ludum dare page for future players' reference.

Comrats in Arms by pierogo 2024-10-10T22:22:33Z

@jelch Text colors might add to that, but tbh I feel that just reading that much text upfront is boring as fuck and I would skip it myself too xd

Living by Tritax711 2024-10-10T21:50:42Z

Hey, good job finishing working game for a jam. I'm not gonna lie, it definitely is a very basic bare-bones platformer, but it's the process and actually finishing something that matters. My biggest suggestion is that the controls feel really "floaty". Try pressing left or right button super quickly and see when the character stops moving, it kinda keeps moving for like 0.5 - 1 second. It's not so ideal in my opinion for precision platformer. For horizontal movement you have two possible solutions: tweaking friction parameter for velocity-based movement, or changing to non-velocity-based movement (character keeps no momentum between frames). Imho the second approach is easier and usually better if you're not trying to apply external forces to the character and that's what I'd recommend.

LD57 — Depths

The Misadventures of Sir Delaware Jones: In the Temple of the Wooden Skull by stmatn 2025-04-08T20:39:46Z

Just letting you know that I also can't run the game - the same problem as googlefrog . I have "openjdk version "1.8.0_442" " installed.

Pack by Jeremy Ryan 2025-04-13T11:24:38Z

Very good and all around polished game. I'd like to give some constructive criticism, but I can't really find anything serious you could've done better. Great job.

Leap of Faith by Kyrios 2025-04-13T11:46:38Z

I tried linux version but it segfaults when you press RMB. Windows version with WINE worked smooth though.

Very good graphics and music (especially music). First track is a banger, but it cuts off quickly when you change to second area :/

As for the mechanics, idk if it's just my seeing ghosts, but I thought my movement upwards was slower than downwards and to the sides (?). I'm not 100% that's it, but something felt wrong when moving, especially up.

I also think it would work better mechanically, if your character had a smaller hitbox. Bullethell games usually do it in a way, so that the character has a clear small glowing part and only it takes damage. If you made the angel hitbox cover only the eye and made it shine, it would be smoother to play imho.

The Dig by ditam 2025-04-08T20:52:51Z

I really had no idea how to play this game. It would be super useful if you gave some kind of description - what is your goal, etc. I think it's based on audio cues (?) but I couldn't have figured out what to do.

A Final Deed by 0X_VOID_X0 2025-04-12T14:59:35Z

The game concept is solid and execution pretty good. Graphics are really nice and the music sets up a strong, melancholic atmosphere. I've however found the animations waaaay too slow. I think literally speeding them up like 5x would be a good idea.

Another aspect that slightly bugged me is that it would be more enjoyable if you were typing actual words, instead of random letters. You could put there words that have a meaning that connect to the main atmosphere you want to give and it would be more pleasant to type. It would be easier and so you'd be able to put more emphasis on gimmicks (like typing on color circles only, etc.) - make longer words with more mechanics in each.

The chronicles of Mr. Marmo by Wouter52 2025-04-12T14:43:39Z

I love the music in this xd If only it was actually looping, that would be great, it's super funny.

The controls a bit too janky for me. You generally move very slowly, but get the "bursts" of speed when you jump. I've found it too inconsistent to have fun navigating the levels. If you just made the base character speed higher and lowered the sudden velocity gain, just to make it more consistent, I think it would really help.

Squirrel swirl by rucksack 2025-04-08T22:46:50Z

Very solid game. I think I went super far into the run with almost reaching 4096 squirrels upgrade. It was a little confusing at first, I think it would be way better if you greyed out upgrades when the player doesn't have enoguh resource for purchase, instead of just hiding the buttons. Also, it was really hard to judge whether it was better to build a new tower or upgrade the existing one. Some info on tower damage, slow%, attack speed would really help (does upgrading slowing towers incsrease damage, or just slow% ?). Once it clicked, it was a very pleasent game. Congrats!

Thats deep bro by AdamsMcCall 2025-04-13T11:57:21Z

I love weed

DEVLIC`S ABSORPTION by Tugaryn 2025-04-13T19:57:40Z

Great game, very fun to play. It was really satisfying to transform consecutive terrain into the depths. My main complain would be that it's a bit easy to "softlock" yourself - destroy all the terrain that gives you resources so that you have to wait a reeealy long time to make money for the monster that destroys the castles.

Also, after completing the game, I wanted to tray hard mode. I pressed "replay in hard", but was quickly overwhilmed. I restarted the page and went to hard mode from main menu, but this time it was way easier. I think your hard mode button in the menu just launches normal mode anyways.

Unfortunate Mishaps of Subsurface Uranium Mining by pierogo 2025-04-10T12:18:29Z

@runningopenloop Like a reverse escape room? Sounds super fun actually. Be careful with the uranium though, I've heard you can get a cold from it.

Unfortunate Mishaps of Subsurface Uranium Mining by pierogo 2025-04-11T00:26:29Z

@runningopenloop Ah, okay. I thought what you meant by "real life" was "no-computer", so that's way different approach. Sounds super cool nonetheless. I love games using special hardware for controls, it makes them very unique.

Unfortunate Mishaps of Subsurface Uranium Mining by pierogo 2025-04-15T20:22:28Z

@sam-gorman Thanks for playing and constructive feedback! Yeah, the RNG can be a bit problematic. The game offers a solution, although I'm sure we didn't communicate the usefulness of this mechanic to the player enough. I'm talking about turbo button. You can speed up your drill a lot and reach deeper to "re-generate the minerals". It comes with trade offs - your drill heats up when you do this and you lose time, but it can sometimes save the run.

There are a lot of shortcomings to the balance though and the issue you describe is definitely connected. It's a jam game after all and unfortunately, balance and playtesting takes more time than you can put during just three short days.

Pogo-Lift by Patatje 2025-04-08T20:31:52Z

The horn audio when level starts is so obnoxiously loud. You probably know, bacause you made the disclaimer about loud audio on the page, but I find it pretty weird, since the rest of your audio is actually not bad at all.

I've found the kick mechanic very hard to work with - I was constantly missing it, especially when falling down with high speed. Maybe the collision is too small, or there's some code that makes it harder when your velocity is high? Might be a skill issue too though :p

Sticky's Aquarium by Salaro 2025-04-13T13:25:00Z

I love that you've came up with a pretty unique fishing mechanic (at leas I haven't see it used anywhere else as a cozy game connoisseur).

Sometimes when the new point on a ring in this minigame was spawning, it was in a place super close to the one I've just cliced on. When this happened, the fish was drawn over it, so I couldn't immediately see this point. I think it would be a good idea to introduce a minimum distance between the points in the minigame and/or maybe reduce the fish size.

In the DEPTHS by Planetary 2025-04-08T21:05:28Z

Cool game, straightforward but effective mechanics and nice, chill music. I had some things that were bugging me though: - visuals for trajectory don't really show the path that the ball will take. It doesn't take into account the hitbox size and might also be slightly shifted (?). It would be cool if I could gauge whether the ball would manage to fly over the hill, or will it hit it and stop. - materials pick up sounds are super loud.

Shelter from the Blight by Yiraa 2025-04-12T14:13:13Z

I think the game would greatly benefit from more strategic depth (heh) when it comes to building placement. Right now my go-to strategy was just spamming buildings whenever I could without much thought. If you made some interactions between buildings it would really help make game more interesting - e.g. some of them requiring other buildings to be adjecent, getting bonus production from adjacent buildings or even making it so that on certain tiles you could place more than one type of building (so that you'd have to decide which one will be more useful), stuff like that.

LD58 — Collector

Don Trickle the Taxmaster by Wakobu 2025-10-12T20:28:04Z

Pretty funny experience. I really like that even with jam's time constraints you've managed to make a cool game with interesting upgrade loop and clear ending. Although I thing controls would use some more polishing. It seems unresponsive that attack animation locks you in place and disables movement and jumping, it's probably the most frustrating part. I also couldn't figure out how to dash, I've tried spamming some random keys on a keyboard, but with no luck.

Astrocracy by slay a stone 2025-10-10T19:10:36Z

Cool little engine building game. I've found it a little bit confusing though. It took me a while to understand that I needed to enable/disable usage for each resource separately for some buildings and that some of them would just raise limit of the resources, while others would produce them. It would be nice if you included an explanation for each building on hover.

I also thought the game would include more adjacency rules (like the basic colony building), although I understand you've probably just cut this feature due to short jam time.

Opa is de Koning by Re-Markable 2025-10-11T16:23:59Z

It looks pretty cool, I really like that you've gone for stylised graphics. It's a nice idea - pixelisation filter for 3D - but I guess it could use some more work. Pixels kinda jump around a lot and their size isn't consistent. Some textures (e.g. brick behind where the grandpa sits) are blurred, while others (e.g. the board with items to collect) aren't. You should probably play with viewport/texture filtering, I guess (?) It's probably a complicated thing, so of course I would't expect this to be fleshed out in a jam game anyway.

When it comes to gameplay, I really liked that item you picked up were impacting your movement - like picking dandelions that made you fall slowly or hive being heavy. And while it was a nice and chill game, I still felt like walking back to grandpa with each item separately was slightly boring. It would probably work better if you could pick up multiple items and bring them in batches or something.

Audio was pretty nice, I didn't expect a voiceover in ludum dare tbh. The volume levels were a bit inconsistent though between different voices.

All in all a pretty appealing entry, good job!

Chill Gems by Cisco 2025-10-10T18:51:01Z

While I can see the concept, I had some issues with controls. Scrolling is too slow imo and putting shapes into holes can be bypassed by putting them in the middle of the bottom panel and scrolling. It would be nice if gem shapes were more recognisable and unique. I liked that gem manipulation was physics based.

Poopy-mon by Andreas Roschal 2025-10-10T19:57:25Z

Very satisfying game, really polished. Great sound effects - everything adds together for a really shitty experience :) I really like that the UI is very clean, without unimportant information or clutter (e.g. the fact that you ommited explicit money goals on the chart on the top). My very small nitpick is that I've found it a bit weird that there are two separate upgrade screens - I understand you probably didn't want to have a very long list, but I was slightly confused at first. All in all, great jam entry.

Tax Collector by ManTou 2025-10-13T13:07:44Z

Very satisfying game, I think I've build and upgraded everything possible. It would be cool if there was some more difficulty, or just a bit slower progression, since when it took off after buying a few automation upgrades, the game was done in almost seconds.

Sound effects are pretty cool here, everything fits very well for silly game like this.

Ghost Collector by Ausstein 2025-10-22T19:28:00Z

Unfortunately this game is very hard for me :( I don't think that making ghosts run away from you when you flash light on them (while aiming) and also making the vacuum radius so small AND giving player 1 hp works really well here (unless I don't understand something). Maybe if aiming was disconnected from flashlight? (idk how could it work tho). Overall I haven't gotten really far but I appreciate the game's mood and funky visuals and sfxs.

Tiny Museum by Keith Wang 2025-10-10T19:39:08Z

Awesome sounds, especially for ladybirds :p Cool game idea, very small but nicely executed. Although trying to get all 12 was slightly hard, I guess it would be cool if you increased the chances to get the missing collectibles. Also the pixelart looked a bit blurry, you should probably turn off interpolation in your engine (or export graphics with better settings.

So, to put it shortly - that's what Silksong would look like if it was good.

POND SWARM by pierogo 2025-10-08T20:24:14Z

@madcat92 Thanks for pointing this out. I believe it might be caused by embedding game's pck inside the exe file (from what I've read). I've change it and hopefully chrome will allow this for others to download without hassle.

Bail-out by kazetheroth 2025-10-10T18:39:13Z

For some reason the french voice acting was super funny to me. Generally speaking that was nicely humorous with wacky walking animation and the voices and overall theme.

I'd love a mouse sensitivity settings, it was barely playable because my mouse was too fast. This combined with camera clipping into walls made it mostly a frustrating experience, unfortunately.

The Witch Chef by dumchevdev 2025-10-12T20:02:23Z

Very climactic! It reminds me of these weird ass halloween flash games I used to play as a kid. Although I was a little bit confused at the beginning since there are more things that react to the cursor, I got immersed in searching for new combinations rather quickly. I like the puzzles, music and graphics are amazing considering short production time.

Hoarding Keys by TimeLost 2025-10-10T19:24:29Z

The game has a nice retro look. The sfxes are off unfortunately, some of them are really loud. I would place the camera a little lower and focus more on the movement, since this is the core mechanic of the game.

Holy Dible by NekoBones 2025-10-21T12:58:25Z

Very fun and polished game! I love the art and the quality of the music in the menu surprised me a little bit (it gets pretty repetitive tho..). The puzzles are cool but I think that showing descriptions all the time would streamline the game for me (i checked them often since I'm not really familiar with dice vocabulary). Roll-to-roll dopamine management isn't really strong here but restarting levels and coming up with good loadout works really well. I liked the goals in levels (it could be really easy for devs to just go number go up" progression and current solution is much much better!). Overall a really good entry!