Foon → Ludum Dare Explorer → Users → LoHii
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | RESPECT | jam | 690 | 3.14 | 3.27 | 3.35 | 3.03 | 2.64 | 2.75 | 3.18 | 2.81 | ||
| 2025 | 57 | Depths | 👥 | Bat outta Hell | jam | 365 | 3.64 | 3.97 | 3.02 | 3.28 | 3.21 | 3.72 | 2.66 | 3.17 | |
| 2023 | 54 | Limited Space | 👥 | The Abyssal Express | unfinished | ||||||||||
| 2023 | 52 | Harvest | Solvate Rush | compo | 176 | 3.45 | 3.80 | 2.91 | 1.90 | 2.89 | 3.82 | 4.15 | 3.75 | ||
| 2022 | 51 | Every 10 seconds | 👥 | GHST-PRTCL | jam | 834 | 3.26 | 3.08 | 3.08 | 3.54 | 3.39 | 3.68 | 2.50 | 3.30 | |
| 2022 | 50 | Delay the inevitable | 👥 | Daybreak | jam | 232 | 3.90 | 3.81 | 3.54 | 4.07 | 3.86 | 3.71 | 3.42 | 3.35 | |
| 2021 | 48 | Deeper and deeper | 👥 | Recursive Dreams | jam | 280 | 3.92 | 3.42 | 3.92 | 4.30 | 3.97 | 3.59 | 3.76 | ||
| 2018 | 43 | Sacrifices must be made | 👥 | Uhrilammas | jam | 566 | 3.37 | 3.15 | 2.95 | 4.09 | 4.35 | 2.12 | 2.91 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Eldritch Cuisine | jam | 101 | 4.02 | 3.42 | 3.69 | 4.11 | 4.38 | 4.27 | 3.25 | 4.38 | |
| 2016 | 37 | One room | JazzHole | jam | 195 | 3.72 | 3.33 | 3.37 | 3.53 | 4.00 | 4.00 | 3.50 | 3.69 | 41 | |
| 2016 | 35 | Shapeshift | Trial of Sacrifice | jam | 249 | 3.57 | 3.43 | 3.21 | 3.48 | 4.21 | 3.39 | 3.81 | 41 | ||
| 2015 | 34 | Two Button Controls / Growing | Corpse Avenger | jam | 344 | 3.50 | 3.92 | 3.88 | 3.61 | 3.04 | 3.24 | 3.92 | 3.00 | 46 | |
| 2015 | 33 | You are the Monster | Spiritbound | jam | 677 | 3.04 | 2.92 | 3.84 | 3.40 | 3.38 | 3.09 | 2.96 | 44 | ||
| 2015 | 32 | An Unconventional Weapon | Gun-chan | jam | 842 | 2.81 | 2.41 | 2.81 | 3.33 | 3.22 | 2.83 | 2.54 | 47 | ||
| 2014 | 31 | Entire Game on One Screen | Cubed | compo | 146 | 3.68 | 3.30 | 3.07 | 3.66 | 3.14 | 3.19 | 3.95 | 73 | ||
| 2014 | 30 | Connected Worlds | TORN | compo | 175 | 3.63 | 3.23 | 3.45 | 3.74 | 3.32 | 2.56 | 2.47 | 3.55 | 59 |
The game itself ended up being quite simple, but my god, the polish for a compo game.
A fun little game, nothing too major. This style would've really benefitted from audio though.
The mood and look is nice, but a little feedback after the family was devoured would've been great. Also, some stipulation in the controls would've enhanced the experience. Forcing your way trough the tight corridors wasn't optimal, especially because the camera started jolting.
The fire dude was way too strong :D
What a simple yet fun concept. The music really sold it and I felt the deadline creeping on me. The graphics were what they were but especially the outdoors fit the funny and absurd mood. My only grievance was that the game felt a tad too easy, I could just mash away to victory and ignore all the flames and chaos around me. I'm not sure if that affected my score. Nonetheless, I feel you shouldn't be able to win without paying attention to the fiery items.
First of all, I don't really see how this game fits the theme at all, which is a pretty big deal. I liked the individual pieces and the ideas, but in the end it just felt tidious. The rate of which you got the coins was too slow, and even worse was that you could only spend so little collecting them in one session. I liked the look of the game, but I would've wished for slightly more cohesion in the pieces. Individually everything looked nice, but some parts didn't really fit together.
I have mixed feelings about this one. The atmosphere is nice, and the game looks quite good, although there really isn't a special artstyle to distuingish it from other Unreal submissions.
The music fit, but I would've wished for more little simple sounds: footsteps and maybe some eerie sound for the room transforms.
I found myself intrigued about what the story was gonna be. The actual gameplay and the way you went about weren't so hot on the other hand. The walkspeed was a little sluggish, especially compared to the turnrate of the camera, some of the look triggers were surprisingly strict, and my biggest peeve was that you could sort of go back to an earlier state. With a game like this, I really would've wished for a truly linear experience.
I really didn't get what it was supposed to be about, except the walls caving in and pressure, so I can't really comment on anything. I wished actually interacting with the thing would be meaningful for the experience, since the point is to make games. In my eyes, this would've worked exactly as well as video as a game in its current state.
Lovely game. The aesthetic was really nice. I'm not sure if happiness affected the score or unlocked choices you otherwise didn't have. Knowing that would've been nice. The ending also felt a bit abrupt, which felt extra bitter because of the incredible buildup the mood was able to do. One of my favorite entries.
This was a fun puzzle game. The graphics were a tad all over the place, but they fit the mood. The SFX were hilarious. The gameplay was fun and made me think, but the moving fish were annoying because I couldn't really tell what square it would be in once I started the fishing. Also the wait time when you gave multiple fish to the penguins was a bit tedious. One last thing is that I didn't feel this game really fit the theme. There was one screen for sure, but it changed between the levels and the setting didn't really feel like a room.
I really liked the idea behind this, but the execution was sorta lacking. The weapon felt clumsy and didn't really do much against multiple enemies that stood close to one another. I propably would've binged this a lot more, but the fact that I had to go to the menu every time I died made starting a new replay a bit tidious. All in all, great job!
A nice little arcade game. The wallbug does allow you to exploit your way through, but there is really no reason to do that so it didn't hurt the experience. A bug that did however was that the music stopped, which lowered the atmosphere. There wasn't any pinpoint dodging of the bullethells, which is the salt of the genre, so overall it felt a little flat.
I liked it! The movementspeed was nice and the graphics were cute and felt cohesive. The textbreaks were a nice change of pace after each level. I do have some nitpicks though. The darkening of the room was more annoying than anything. You technically did adhere to the theme, but since the transition between the chances in the room were instant, it might as well have been different rooms. If not for the fork pattern on the ground, the average person propably would've guessed that the rooms really were different. I liked the looping nature more than just a blank THE END -screen, but since the dialog after the first room didn't change or didn't fit the 2nd run in the first place, the effect was lessened.
Well it truly was quickie, but it had a surprising number of different interactions going on. It did what it set out to do, can't really say much else. Also, the music unfortunately wasn't my cup of tea.
Its a nice small little game. The switching of the lane didn't feel too good and the animation confused me at first with its mixed perspective. The graphics were really nice except for the presents and the monsters, which were made especially jarring with the comparison.
Holy crap. The graphics and the sounds are amazing, it's funny, it really hits the theme home. The actual gameplay is fine, but I sometimes felt that I had to focus and force for it to do what I want. I am extremely amazed that all of this was accomplished in 72 hours, or less.
This was truly lovely. The story was immediately grokkable, the visuals were nice as was the music, altho the latter two didn't mesh exactly as well as one could've hoped. The movementspeed got a little tedious in one place or two and the first progression could've been made more obvious, especially since every single one after that was a nobrainer. While I did truly enjoy this, the game side of this wasn't up to snuff. I didn't really get anything out of interacting with the world, someone watching over my shoulder would've most likely enjoyed it as much.
I really enjoyed this one, although the actual game isn't something new and exciting. It was really solid on all fronts, worked bugfree and was quite fun. If there were something to improve upon, I'd look into changing up little things if they work better: what if the powerups spawn randomly, what if the whole screen is visible, things like that.
@taddl
Hey! Thanks for the feedback. Added a some info that should help people get started. The vases and bones are just decor.
The graphics, sound and overall mood was nice, and I like thed boss fight. Having control of the spawning is interesting, but I don't think it is a fun mechanic. It makes the optimal line of play to spawn the skeletons one by one, and it is the designers job to make the optimal playstyle also be the most enjoyable one.
Really fun game. Although I felt it didn't really fit the theme, I enjoyed it. A pity there isn't a Human vs mode, since the AI didn't really stand a chance. The upgrade system is an interesting alternative, but having to choose it seems pointless, since you don't ever really want your territory to do nothing. The upgrade should've happened automatically to houses that didn't deploy troops. Also, as others have mentioned, the clicking did become tedious and with many houses it got confusing which houses had done their action that turn.
I too was unable to play due to an error:
############################################################################################ ERROR in action number 1 of Draw Event for object obj_menu_controller:
global variable name 'default_gamepad' index (100541) not set before reading it. at gml_Object_obj_menu_controller_Draw_64 ############################################################################################ gml_Object_obj_menu_controller_Draw_64 (line -1)
I'm on Windows 10
A nice little idea, most probelms are echoing feelings others have expressed. The lack of sound really hurts here, since a game with a slower pace as this really uses the soundscape to set the mood. The filesize was super large, so there is probably something going on there. There was some progression since there was the "Layers left" text, but it wasn't that noticeable and you didn't notice the progression in the actual gameplay. The game over transition was pretty abrupt, and it didn't tell you why you lost: whether it was the fire catching up or running out of one of the two resources.
Overall, a cool little idea, looking really forward to what you can do in the next jam.
@denzil-gomes If it's the first bridged platform, there is a specific spot you have to sleep to progress. If it's the 2nd, you have to awaken to progrss. If it's the 3rd (the one with the 2 consecutive bridges) you have to remember that you wake up with the plushie you slept with and the others reset. That can help you progress.
@nahuelito I added a hint/guide document to the description, feel free to check it out!
@ultimatewalrus unfortunately you just have to thread the needle there. This just a symptom of me doing the actual levels in the last couple of hours of the jam and being too close to the project. It's extra unfortunate since it requires these precision skills late into the game, so people who just enjoyed the puzzle aspect might get hit extra hard from this switch in content. Spending more time on designing and actually getting to test the levels is definitely my goal in the next jam I participate in. Thanks for the feedback!
@shaymin The waking up isn't restricted to having plushies, so you can "reset" by waking up enough times. If you somehow got stuck without a plushie on the green grass (which I don't think should be possible) you can restart even further by holding Esc.
The mood is great and the graphics are pretty cute. The sounds fit the underwater theme. I liked that there was a clear goal that you approached little by little.
The ship didn't feel that fun to control, but it might have been that challenging with crisper controls. The fact that running out of oxygen simply made you resurface made the resurfacing button a little pointless. It was slightly weird that you had to find and buy the upgrades. Finding the upgrades was the bottleneck for me, which made treasures feel a little pointless. On top of this, the upgrades didn't have prices so if I couldn't buy something, I had no idea how far away from purchasing I was. It also was very unclear what most of the upgrades did.
Overall, a cute little game with atmosphere, but the actual game part could've benefited from a bit more polish.
A cool simple game.
The game doesn't communicate a lot of things clearly. At first I thought I died to the worms since I ran out of oxygen at the same time I touched one. Addittionally, it took me a couple of tries to notice that swimming fast drains oxygen, which meant that on some runs I died before I could even reach an oxygen tank. As others have mentioned, the double dash isn't responsive. Additionally, the music was pretty low, took me a while to notice the game even had tunes. I'm glad I noticed, since it was quite catchy.
Ooh, this was a great one. The great visuals and audio formed to create the perfect mood for a game like this. I'd have preferred the music to be a little quieter compared to the effects, but that's clearly a matter of taste. The other minor gripe I had was that it took a bit of squinting to see if I had actually turned the light on in some places. Also, it would've been nice if the bed somehow indicated that I was done with the level. Overall, really good job and one of my favorites so far!
The game looked and sounded amazing and the atmosphere was great. The actual playing was a little slow, the combat seemed mindless and the lack of clear goal made it aimless. I actually didn't die, I just gave up since at some point I couldn't hit enemies anymore.
The graphics worked super well, I loved the simple style. The projectile looked super good.
The lack of sound hurt the mining sections a bit. Some screen shake, particle effects or some other juicy could've made the mining more fun. The scarcity of ammo made me wish the staff just shooted straight since now I ended up wasting some ammo to the twirly aiming. I also missed if there was a price for going down initially, my first run I just bought upgrades and didn't realize going down cost crystals.
Nice looking good little game, that mainly lacked in the gamefeel department.
I didn't complete it, since the game crashed when I died after getting 3 items of importance. The level looks amazing, although some assets feel very out of place. The music is ethereal and really fits the atmosphere. The potatopeopledesign is simply great, the lizardpeople was a slight letdown after that. It was a little weird at first having E interact when you aimed with mouse. The UI elements didn't look good and the font choice was pretty odd. Playing the game itself wasn't that enjoyable, it was just moving around and avoiding the lizards. Biggest gripe apart from the crashing was the lizard's chomp sound. It was way louder than anything else in the game, bordering on actually painful.
This was superb. Fun mechanic, looks great, sounds great. Is there an ending to this? I managed to complete all the skeletons and was slightly surprised that I didn't get any ending.
The game drips with atmosphere and style, but it isn't that much fun to play. Most of the bigger levels I found it easier to just run through everything than actually trying to kill the enemies. The irresponsive loading and the massive spread on the weapon were the two main factors for this feeling.
A tight platformer, I enjoyed it. Took a while to differentiate between the platforms I could grab and the ones I couldn't, those could've been more clear. Also, I didn't really grok the distance that could kill you, so some parts where jumping and not-jumping was enough to cross the threshold felt super annoying. Also, I think I got to the ending, but since it was quite abrupt I'm not sure if I missed somethig.
A sweet, quick little game. The jump felt a little floaty and the camera snapping didn't feel great, but despite all that a surprisingly fun platformer.
I had fun with the game. Precision platforming was a bit tight and I got a lost couple of times but overall I enjoyed myself. The dark look was okay, sometimes it was a little hard to navigate. However I really liked the dash and zoom-in and sound it had, it was very satisfying to use. I wished a bit more from the ending, but I understand that the very end might not be the best place to put polish and/or content.
Damn, this was real great. The pace is hectic and there is surprisig amount of strategy, although because you can't see the whole screen, you might get punished by randomness. The leaderboard is a great touch. No real complaints, sometimes near the reiling on the lifted section it was hard to cut through bombs, it felt like I went through them without slicing them. Also, on the web version the screen so small that I couldn't click the Unity webplayer fullscreen button, and it didn't work when I had already clicked itchio's.
I really liked this. I haven't played a conveyor belt game like this before, and it fit the theme nicely. I'm not sure if the mechanic had enough meat to carry it for that many levels, but it was still enjoyable. However, I couldn't use stopping power, since space just scrolled down.
@raphiell Tested it, and none of the buttons worked for me on Firefox. Switched to chrome and there wasn't an issue.
Man, the look and sound of the game is amazing. Incredible stuff. The gameplay itself is pretty fun too, but it got a bit samey after a while. Taxes as something inevitable is a good idea, but the mechanics itself didn't really reinforce that, since you could just win the game.
The feel was nailed and the game looked and sounded nice. My biggest issue was with the faster star background. They moved at a similar pace to the enemy bullets, so they became much harder to see. On top of that the patterns weren't that varied. For the time it was made though, good job.
The movement idea is good, but I don't think this was the type of the game to use it. The optimal strategy seems to be to avoid the mechanic, which is a bit of a pity, since there definetly are rules where the player wants varying degree of oscilating.
There's something here, but lots of small things get in the way. The rate of fire is fast enough I wish I could just hold down the mousebutton, especially since there doesn't seem to be a downside for shooting. Also, I wish the screen would focus on somewhere between the mouse and the player, so you could see further in the direction you were going, the little men came at me so fast I rarely could relate. Fullscreen on itchio would also be nice, since my movement stops if I accidentally click outside the screen. I enjoyed the look of the game!
@kankje Thanks! Glad to hear you had fun.
Difficulty is an aspect we usually have trouble nailing down. Usually we make our jam games too hard, so this time I think we consciously erred on the other side of the spectrum.
Thanks for the heads up about the freezing. I think it might not actually be freezing, but the name screen is actually an input field that shouldn't be able to be deselected. Not focusing might do the trick. So if it happens for anyone else, try clicking the text with your mouse to see if that does the trick.
@mikropiru There is some mercy system in the spawning, but having more than one color in a combo and having more than zero but less than required is definitely the tightest spot. Also, thanks for the heads up about the ultra wide screen! I did do some stuff to support every aspect ratio in an atleast playable way, but the system that helped to show everything on screen for less wide aspect ratios than 16:9 hurted the wider ones. That should be fixed now!
I echo the sentiment with the controls. They were very confusing to get the hang of. I did beat the game, but I still didn't feel comfortable with the controls, which definitely hampers the fun-factor. Also, I'm not sure how well the gmae fits the theme, since just the 10 second timer, which you can control when you start, isn't really _every_ 10 seconds. The graphics are beautiful however.
Oh wow, this was insanely fun. I'll probably come back to this again, wanna win in 5 rounds. The upgrade screen could've been better, I'd especially liked to see the icons in shop to faster familiarize myself with them.
I'm impressed by how much stuff there was to manage. The game dragged on a bit, but I enjoyed it still. A little funny that the shooting was basically the only sound, but at least it drew the attention.
The levels are a bit long for the 10 second switching. A lot of the levels feel like mostly waiting. The one with the U shape in the white background is especially bad, since the optimal play is almost just waiting for 20 seconds. Also, because you can't see the next platform, there are sometimes "gotcha" moments where the change kills you because you guessed wrong, which makes you wait for another 10 seconds. I'm not also sure if I beat the game, since at one point there's just a white screen. I really do like the consistency of the graphics though.
I don't know if the settings on your mouses is different, but the controls were real bad. I couldn't get the light reflecting of the third mirror before I got literally nauseous. The idea is cool, but didn't really fit the theme since the candle going out made the experience more tedious than anything. There is something here, but in it's current iteration, it just ain't fun.
Extra clever way of explaining the in-narrative reason for the switching spells. The graphics are a bit crude but they work with the tone. A surprising amount of variety in the spells. My biggest gripe was that the difficulty didn't escalate fast enough for my taste, meaning the game got a bit boring at times.
I really enjoyed the game, the theme fit really well. The graphics are cute and the game stays entertaining for long enough. The jump seemed a bit pointless, in fact it broke the game, since I could use the jump to hug the wall and climb so high that the enemies couldn't attack me.
The mood is excellent, but as other have said, the transition is a bit logn and almost makes you feel like the game crashed.
Chopping trees and making the zone as big as possible was very fun. Didn't really get much out of the reward the circuits gave, but had fun nonetheless. However, this feels veri tenuously connected to the theme.
I'm not sure if this was just on my end, but the music seemed to get quieter whenever another sound played. This made the experience very disorienting. The game also ended up being frustrating, since I'm not sure if the grounded check worked on every landing, since the doublejump worked only every now and then.
The graphics are great. I also really like how you fit the theme. The gameplay is the part I have gripes with. The camera wasn't that good and it the jolting while aiming made me a bit nauseous. The bull also sometimes spawned right on top of me when the level started, and I had to quit once I managed to lure the bull outside it's probably intended area and then trap myself there later.
@sharploaded Thank you for the kind words. The ending tries to tie it together, which is probably not the best plan considered how well it is hidden. I was afraid the colors might be a bit much for some, but it was the fastest way I thougth of to make something splashier looking with my artistic talents.
@streq SPOILER: Good job on getting there! After the line, there should be one screamy sound effect after which the game indeed closes itself, so you didn't miss much!
@justine-olshan I think the scaling on eat was broken until the literal last 15 minutes, so once I realized that I didn't have much time to test the actual numbers. It's the one that definitely should've had more tuning.
@wouter52 There was supposed to be a small jumpscare, but I had the bool check wrong so the application closes before the sound can finish playing. You didn't miss much though, and good job on getting to the end!
@bezbiletnym @philstrahl Thanks for the feedback! The background and the colors were a time efficient risk that I took because of my limited skillset. I know some wouldn't like them, but I'm sorry to hear if it veered into actual discomfort for you. And yes, "eat" slipped through the cracks, since the difficulty scaling didn't work unbeknownst to me for most of the developmemt.
I like how immediately the game clicks. Can't test it, but real crazy if you got online working in this time slot. I couldn't tell if there was any differences between the harvesters apart from the visuals.
Cute little game. Although the timestop and that you could dash while already dashing were kinda weird, I still enjoyed the mechanic.
The combination and colors really set a cool mood. The Vampire Savior style combat was surprisingly fun. The game felt a bit long, especially with how punishing and fast dying to wizards was. I'd also liked some landmarks, since now getting lost was almost an issue. I get it's a dungeon/labyrinth, but still. I managed to beat it tho, even though I almost missed 2 of the monsters, who were very close to the top of the screen.
The pace was a little slow, but getting anything ready in 4 hours is impressive.
Really good game, had a blast. Found a cheese tactic, however. I could build stuff in front of the cancer to prepare my pipeline in piece, without having to worry about it overrunning everything. I wish there was an option to multibuild, since clicking each individual was sometimes bit of a chore. Another thing I wish that could've been adjusted was game speed. A couple of times you had your pipeline ready, but had to just wait for the goal to accumulate. Clicking through the buttons and accidentally building or deleting something was sometimes an issue. But those are minor points. Really, really, really good submission.
I really like sliding ice puzzles, and the penguin brought a nice little twist for it. The sliding lasting a constant time was a bit weird, and the soundscape would've really benefitted from some music (I know, it's a compo, can't have everything). Restart button would've also been nice, although trapping yourself is a funny way to reset. Nonetheless, I enjoyed myself and beat the game!
Really moody, and quite fun. I'm not sure if the tasks or killing ghosts did anything, but that's a minor complaint. Good job!
The boundary and feedback in the form of an UI were mentioned, and I also think those would be good ideas. The graphics were really cute. I'm not sure if you'd ever want to walk instead of run, and it took me a while to figure out why I was sometimes moving more slowly, especially since the tutorial boxes were quite easily missable. Even if it was a small game, it was still fun.
A nice platformer, the voice acting was definitely the highlight. The music was very catchy, especially considering how short of a loop it is in the end.
The only thing I felt was actively detracting from the experience was that it was hard to tell if the shots were landing or merely disappearing right before the target. Better feedback there would have gone a long way.
I really enjoyed the spaceship view of the setting and how the boards didn't immediately come up after completing the level, creating of feeling of actually having to maintain something. As for the gameplay, it took me a bit to figure out how the jumping lines exactly worked, and the bigger issue was that the larger levels started to feel repetitive.
@wouter52 I actually did write a small track for the game, but it started sounding grating to me when I was testing so decided it that I was probably better off without it. My very limited skills can maybe pull off something atmospheric but racing needs something more punchy
The systems are great, but I do wish a bit more introduction and clarity on a lot of the features. I'm still not 100% on what the actual goal is. I'm not sure about the difficulty, since I'm not sure if I'm missing something and that's why I'm struggling.
Addendum: The rules encourage that if you use AI generated assets you omit yourself from those categories. This is to have the categories sort of remain as a competition for those who craft the assets themselves.
The focus mode was probably necessary, but it ran sort of counter to the idea of navigating by sound. With the levels being so large, the short vibrating of the camera movement was extra noticeable (this was probably because for player and camera, one was updated in process and one in physics process)
Could be my setup, but the mouse movement didn't really work for me properly. When itch.io focused the browser, I couldn't move it at all, and unfocused the motion was registering but couldn't move further when the pointer reached the edge of my screen.
@pegasys Yes, got it working on chrome!
Impressive amount of atmosphere real fast. Still, at some points the music did start to sound borderline silly.
I did get startled by the monster appearances, but the tension was quite low as it seemed pretty easy to "survive" it. Bugwise, once when it appeared behind corner I was locked looking into the wall so I wasn't sure exactly where it was.
The ending slightly changed the feeling of safety which I really liked, although I wished there was still some interaction in that portion instead of it essentially being a cutscene.
Damn, a nailbiter. The differing interactions with a timer was a great twist. The visuals and audio set the mood perfectly. Kudos, not much to add.
We made surprisingly similar games, even if the overall theme was very different. The fungus-network signal screen looked really cool and I loved how it added "noise" to the direction.
It took me reading the hints in your description to understand the stamina mechanic. Still, it didn't affect my enjoyment negatively. These are the hardest kind of submissions for me to review, as it is so competent and clearly skilled in every way it is hard to give any feedback on how to push it to the next level, especially without veering into personal preference territory. Great job!
Nothing big, but here are some thoughts that I remember having:
Since this is a high score game, I'm not sure if running out of stamina should just restart the game, since the timesink is so big that runs with and without are basically in their own categories. However, I can see why you can't really "fail" since the message is that there is someone for everyone, and it does keep the game more lighthearted.
Even more in the preference territory, from the runs I tried the location of the shrooms is static, so the best runs tend to end up as memorization, and even more importantly for me, sort of devalues the signaling mechanic since you can end up less meaningful. However, there were so many shrooms that I'm not even sure if there is shuffling or not, and it needs quite the dedication to actually start remembering where everything is. And is a player that dedicated even bothered by it at that point.
Similarly, I was not sure whether the stamina cost on the signal seeking should be lowered, since it is the mechanic connecting to the theme and does take some time to use. Even here I'm not sure of the second point, since the timer seems to pause on some screens, maybe. Could just be the stamina that gets stopped.
The idea is a really great one and an excellent take on signal. The way the PUG raid experience was converted to a singleplayer one was so perfect. Still, the numbers I don't feel ended up clicking in the end. The lack of sound or many effects at all made feedback very limited and getting someone nearer with jumping was not that satisfying in the end. Jam time is limited, but I still feel like something truly great was not that far away.
The start of something is clearly here, but it is missing a lot. Gameplaywise, I don't think there are that many decisions to make. The only time I felt I had a choice when I was closer to the medium shield upgrade, since for that I had some context. Without any numbers, I was just buying stuff for the weapons since I had no idea which choice was good.
The explosion of enemies would've added a lot, but that's something you knew already. It's a jam, life comes in the way. I know you're not in the audio category, but moving sideways caused the audio to shift weirdly.
I was kind of surprised to see a story mode option. I think for a jam game especially, you don't want to create so many levels that you feel the need to have "shorter" path, rather focus on the levels you do have.
I did enjoy the chain sending aspect, but it felt a little tacked on. The color was a bit subtle, so I didn't note that one of the characters were different, and all the questions happened right before I got to write my own version, so there there wasn't that much of an attachment
Really fun idea, and the mimic scanner was pretty fun to fiddle with. I don't know if the downside of breaking the chests was enough to warrant all the scanning though. I think the hidden wall mechanic could've been done without, as it just incentivized me to bump into everything
The title screen has really nice cutesy-retro feeling that really spoke to me. However, the gameplay didn't mesh with me much. The speed was at a frustrating pace where I felt that the pieces I ended up missing weren't really at spots I could even possibly reach, whether it was true. Also the pace which highly correct placings gave you back health was way too generous, having the runs last multiple minutes without really a sign if it was ever gonna end soured the experience for me somewhat. I feel its important to leave the players wanting rather than wishing it was over.
Oh my, the atmosphere was really intense and the game looked and sounded beautiful. The character speed was a bit of a drag. I think in the end it ended up fitting, but I know I wouldn't really say anything if the character did end up being faster. I liked the story, but the ending left me a bit wanting, there was never a proper release for the tension I felt. Excellent work nonetheless.
Orbital laser rocks
Wow, what vibes. The idea is great, and actually connecting the stars was fun. I'm a bit disappointed that the signal aspect seemed irrelevant. Listening to similar ones did not help me actually connect the constellations, and they were distant enough from each other that there was never confusion which ones were distinct groups. Still, a very cool and moody experience.
The idea is really cute, and the graphics fit the mood excellently. I'm not sure if I like that you can just spam the signal, especially if you use both mouse buttons. It does fit for the spirit of an annoying cat, but it made the aiming a bit pointless. The first time the alien approached felt like a trap, I'm not sure if many players survive their first encounter.
I'm torn on this one, as the theme and the controls are very much on point, but I still didn't end up completing it. Finding the initial signal felt more like a chore, and after I hit a couple different No Encryption sources I just gave up.
I do love the little walk to the chair and that you could spin on it. Pure soul.
The idea is really clever and cool, having the signals determining what sort of weapon you can use. Unfortunately, managing the signal yourself wasn't that fun for me. The movement and shooting were fast enough that managing the range yourself wasn't that exciting. I was hoping that the areas would determine what you would have and the positioning limiting your arsenal would be the option. Now most of my time was spent on ensuring the coverage.