Daybreak Inn by Joror 2019-05-16T16:29:12Z
Love it. Art is nice, idea is good, and it's a ton of fun to play +10
Foon → Ludum Dare Explorer → Users → Lone_Wolf
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | Ratsaurant Rush | compo | 117 | 3.65 | 3.57 | 3.31 | 3.76 | 3.57 | 2.92 | 4.08 | 3.61 | |
| 2024 | 55 | Summoning | Graveyard Kerfuffle | compo | 231 | 3.27 | 3.12 | 3.07 | 3.62 | 2.92 | 3.10 | 3.05 | 3.05 | |
| 2023 | 54 | Limited Space | 👥 | Mad Dash Moving Inc. | jam | 945 | 3.10 | 3.00 | 1.92 | 3.76 | 3.07 | 3.28 | 2.41 | 2.72 |
| 2023 | 53 | Delivery | Unwanted Delivery | compo | 331 | 3.07 | 3.23 | 3.02 | 3.21 | 2.23 | 2.86 | 3.31 | 3.00 | |
| 2023 | 52 | Harvest | Encryption Harvester | compo | 90 | 3.71 | 3.86 | 3.52 | 3.13 | 3.45 | 3.50 | 3.50 | 4.00 | |
| 2022 | 51 | Every 10 seconds | Trick or Retreat 3.10 | compo | 377 | 3.10 | 2.84 | 2.82 | 2.41 | 2.75 | 3.41 | 3.28 | 3.54 | |
| 2022 | 50 | Delay the inevitable | Gladiwaitor | compo | 416 | 3.26 | 3.45 | 3.26 | 2.97 | 2.82 | 3.06 | 3.50 | 2.93 | |
| 2021 | 49 | Unstable | Trick Or Retreat II | compo | 309 | 3.40 | 3.45 | 2.92 | 2.90 | 3.35 | 3.30 | 3.13 | 3.17 | |
| 2021 | 48 | Deeper and deeper | Backwards Quest | compo | 742 | 3.00 | 2.85 | 3.22 | 2.87 | 2.76 | 3.14 | 3.05 | 3.00 | |
| 2020 | 47 | Stuck in a loop | Pi's Great Escape | compo | 559 | 2.84 | 2.80 | 3.26 | 3.08 | 2.71 | 2.65 | 2.86 | 2.54 | |
| 2020 | 46 | Keep it alive | Beware the Dark | compo | 802 | 3.10 | 3.18 | 3.18 | 2.87 | 3.12 | 3.39 | 3.82 | ||
| 2019 | 45 | Start with nothing | Trick or Retreat | jam | 910 | 3.04 | 3.28 | 2.69 | 2.45 | 2.72 | 4.25 | 3.19 | 3.03 | |
| 2019 | 44 | Your life is currency | The Healthy Gladiator | jam | 914 | 3.03 | 2.80 | 2.96 | 3.14 | 2.71 |
Love it. Art is nice, idea is good, and it's a ton of fun to play +10
Nice work. I had a lot of fun. Detective games are one of my favorites. +1
This game is great! I'd go into more detail but koalaura seems to have read my mind. Keep up the good work +1
@mika-la-grand Are you selecting the spell and clicking on the enemies you wan to use it on?
Great game. +1
5 stars. Great job. More ways to kill them would be neat. It would be nice if you could clear areas when their inhabitants leave/die too. To prevent language and blocking other countries +10
Nice work. Graphics were great and the game was a lot of fun!
5 star game. This is amazing. +10
Great game. Nice work. Never played a platformer like this before. +10
Nice game. Interesting idea. +1
Love it! The graphics are great. +1
Love it! Nice work +1
Neat. I wasted a ton of lives trying to get my jumping right lol. +1
Nice idea. Love how you can kill things by throwing money at it :P
I also have greendinogame's error. I'm running Firefox on Xubuntu 19.04
Awesome game! Loved the graphics and the idea. I had a ton of fun. +1
Nice game. Lot of meowing before I won :P +1
Great work! Loved the idea, and the graphics were great. +1
A 'struggling to get free' animation when you're dragging them around would be a funny addition. Interesting game. +1
What kind of characters @mia-devs ?
@matt-pattabhi I spent an hour or two trying to figure out how to compile it with PDCurses. Gave up after that. I'll look into it again I guess :P
@matt-pattabhi I finally did it. Enjoy
@ninjacatz The window closed when running `thg` in the directory the game was in? Or did you double-click the exe? I'm not sure if the latter would work. I haven't used Windows for quite a while though
Ok. @ninjacatz Try opening the program with command prompt https://www.wikihow.com/Run-Exe-from-Cmd-on-PC-or-Mac (If using `start` doesn't work try typing in the exe name and pressing enter)
@redz0ner Thanks for letting me know! Should work now.
@mikelovesrobots I just tested. For some weird reason if I compile with gcc the program crashes when the shop is opened. VSCode's debug feature shows the player variable is messed up. I'll have to look into this tomorrow. For now you could attempt to compile with clang or whatever else you may have available. (I used clang to compile for Ubuntu)
Heh, the main menu looked empty with only a play button. Glad you liked it!
@mika-la-grand How are you trying to run it? Are you using Command Prompt to navigate to the directory the exe is in and running `thg_windows_64`?
@mika-la-grand You can't double click it to launch it. You need to open it using Command Prompt. This might help if you aren't sure how: https://www.wikihow.com/Run-Exe-from-Cmd-on-PC-or-Mac
@mika-la-grand If your graphics card isn't good enough it may flicker a little. Making your window a little smaller might help. (If that's possible) I didn't know I would be doing this until the day it started. So I had no time to go learn Godot (Hopefully I'll be able to use that this October). I originally only compiled this for Linux users. And most of them are pretty handy with a terminal. So I didn't think too much about people having trouble running the game. I didn't realize there would be this much interest from non-Linux users either. This game was made with the assumption that the players would be familiar with games like this (In most ASCII art games the @ symbol is used as the player character. And the first letter of the enemy name is used as their symbol) I guess I could have explained the fighting though: When you are next to an enemy you will automatically attack them. Running away is usually pointless because the enemies are slightly faster than you. And you can use the potions whenever you want. They fill your health to to max regardless of what your current health is. Enemies deal their weapon damage +/- 1 or 2 (Randomly selected). I recommend only using the potions when the enemies attack could kill you if it hit with the +2 damage. Feel free to do whatever you want with them though lol. If you use a potion you will heal before a fight takes place. Sometimes when using a potion you may notice your health not fill to max, this is due to the enemy hitting you right after you drink. You always strike first in an attack. If an enemy dies from your attack you won't take any damage
@lomna What exactly do you not understand? Kill enemies for extra life. Buy things with your life in the shop (Shows up at the end of the match). Repeat. There's some more info on fighting in the original post
@lomna Ok. Great!
> `Also, I found that the game is easier without using the shop. I can defeat three champions with only a shortsword.`
Hmmm. I guess I could decrease the amount of life given when you win a battle. Weapon prices would have to go down a bit too :thinking:
@curled-leaf Yep. Terminal games are fun.
Not sure why the shop window won't open. What were the names of the enemies you were killing at the time?
@138 Thanks for letting me know. I'll look into the potion prices too (Plus the shop bug and batch files...). I hope to eventually add a win condition and maybe a storyline too. For now you can consider yourself a winner lol
@julia77 actually I recommend just drinking a life potion, it's only $3 and cures *EVERYTHING*
Nice work. Movement is a little weird though
Nice work! Great calming game. I enjoyed the drive :thumbsup:
Any chance you could zip up the game so that I could try to run this with WINE? I'm on Linux and seem to have trouble with unzipping .rar files
@dis0rder Thanks! It worked.
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Great game. Only problems: * Couldn't exit the game while playing. I had to finish it to be able to access my computer again * Sound was broken for some reason. Only the cat's meow sounded anything like a meow
Other than that great work. I enjoyed playing :thumbsup:
Great game! My only regret is that there isn't a harder mode so I can spend more time playing :P
Nice work! Clever idea. I enjoyed playing
Nice fun game. Great work!
This game is amazing. You deserve to win LD45
Great game. I can't think of any suggestions/things I didn't like about it. Awesome job :thumbsup:
Nice idea. Great work lol :thumbsup:
Nice idea! :thumbsup:
Amazing game. I had 10+ tons of fun. Great work :thumbsup:
Nice game :P
**Suggestions** * Make it easier to place walls where you want them. It's hard to place in the heat of battle
> **@ nick-lives wrote:** Really charming and a genuinely fun puzzle game! Clever but simple mechanics are fun to figure out, and the art fits it like a glove
nick said it all. Awesome work!
Nice game! I enjoyed myself a lot.
* Wolves can walk through walls. I noticed this with the first wolf when I jumped to the piece of flint before killing it * Rocks get stuck on the sides of walls when thrown * If you kill a wolf next to a wall (I saw this with the first wolf) you can't get the meat that spawns in the wall
Despite the bugs I still had a ton of fun. Fantastic job :thumbsup:
Please ping me when you get the HTML5 version out!
Great game. I loved playing this. My only suggestions have already been mentioned: * Improve the group name and character name fields * Maybe add some tooltips and stats on the different weapons
Nice game! Had a lot of fun. My only suggestion so far is to fix the web build :P
Any chance of a Linux build? I'm interested in playing
Please use .zip instead or .rar I can't even open the Linux build because .rar isn't supported by my archive manager
Thanks! This was a fun game. It took a few deaths to figure out what the best strategy was. But once I did it was pretty easy like the others said. Other than that nice work :thumbsup:
Great game. Enjoyed every second. Nice work :thumbsup:
This may have already been said *ignores all previous posts* but the itch.io link isn't working :P Please ping me if you get it back up again. I'm interested in playing!
It works. Amazing idea. Great game :thumbsup:
Don't need to ask us. If we liked it we'll rate it :P
Awesome game! In the end I realized I could just press all the words at once and I would be able to pass any trap with ease. Maybe invert what some of the keys do. Like 'Everything burns' instead of 'Nothing burns' Other than that nice work :thumbsup:
Haha. This game is great! It was a pleasure to play. Thanks
Great game! It would be nice if you could figure out how to put up an HTML5 version. Or at least add a Linux build. I had to use WINE to play, which isn't always fun :P
Nice game.
**Suggestions** * Fix the bug where the player will stick to walls if the brush up against them * Make the skull a little more obvious, I wasted 5 minutes looking for it
**Known Bugs** * ~~Music gets louder and game eventually breaks if you play again. **Fix: Restart Program**~~ * ~~Window has focus problems **Fix: Coming in next release. Which will be in under 12 hours hopefully**~~
All known bugs are fixed! :tada:
@nisovin Thanks for playing! I unfortunately didn't have the time to draw more house scenes (Or improve the current one :smirk:). I did make the helicopter slowly start to shoot and move faster as your go along though. So once you reach 60 points you hopefully won't have the time to feel the repetitiveness
@rdcooper Thanks for playing! I was going to do more helicopters but didn't have the time in the end. The speed and fire rate of the helicopter does increase through the levels to make a challenge. You only really notice around 60 score though. I guess I should have increased the starting speed/fire rate values
The max speed of the helicopter matches the alien speed and the max fire rate is 2 shots a second
@black-flag No problem. I played and enjoyed your game a lot. Totally worth the wait
Well that was fun. I panicked and retreated at the last second
score.png
@thecritterscove Yeah. I was originally aiming for compo. But time turned out to be a big issue lol I'll hopefully find the time (And motivation :smirk:) to finish up the art and add some variation to the fighting soon...
Thanks for playing everyone! Wish I had a bit more time. I was planning on adding a little more to the process of getting candy, varying the enemies a bit, and changing the bullets to look more like a stun gun, in addition to city variation and no half-done textures
@danilo-freire Unfortunately SFML doesn't support web builds. And since I'm compiling everything with my Linux terminal I'm not sure it's possible for me to compile for mac without getting a mac and Xcode
Nice work! I enjoyed playing
If you get a Linux build out pleae ping me. I'm interested in playing this o.o
@elmos-minion WINE on my side. And it didn't work for this game
@alazarius Ok thanks. Good luck lol
Nice idea Found a few 'bugs' in the HTML version: * You can 'fly' by shooting pixels down to the ground after jumping * You can get infinite pixels by emptying yourself near a healing square, then using the healing square, and collecting yourself again * I beat the penguin and a grave appeared, but nothing else happened? (May not be a bug, just checking)
Nice work though :thumbsup:
Nice. Haven't seen many sandbox games. This is one of the better ones. Great work :thumbsup:
Great game. But like @ palmek said. You end up just using one mouth to catch them all.
Other than that great work :thumbsup:
Any chance you could add a linux build? I'm interested in playing this game
Nice game. I enjoyed every second!
Agreed with @u-tsang-clan. Great game though :thumbsup:
**Suggestions** * A way to sacrifice score for more life
Great work! I enjoyed every second! ~~Reminds me of SK's guns... hmmmmm... :P~~
Fun little game. The music added a nice touch, even if it was a little repetitive Suggestions: Remove the ability to fight. I went through the game without realizing I could fight. And had a lot of fun dodging the sharks
Made it to 199 meters. Great fun!
Great work, I had a blast. Clever way of increasing the difficulty too. Are there multiple endings past the error room?
Nice work! :tada:
@nikita-demidov You're keeping the dumb cat alive (I say that with humor in my voice). Also: There was audio for me, maybe use a different browser
To talk about the game: Nice work! Still stumped on a few of the riddles lol
Great work! I had a blast playing this!
Me: *shoots off planet after doing 360 on bike*
Mom: "Harry, don't leave the neighborhood!"
Nice work lol :thumbsup:
Thanks for playing! I'll have to remember to add support for other keyboard layouts next time...
BTW: Increasing the difficulty increases the size of the woods
Thanks @liam @gwinnell @squirmonkey and @vectrex28! I'm planning on continuing this once I finish porting my LD45 game to Phaser too. (For those who have played it: Yes I lied about not continuing it)
Among my plans for this game are: * Wind - If you don't dodge it your lantern will go out and you will have to navigate in the dark with the monsters chasing you down * A story to go with the game, and maybe other areas you have to make it through * Making the monsters in the trees drop down to the ground at a regular 1-3 second interval. That way you will have to memorize their movement in addition to location
Nice work! I love games like this!
My only suggestion would be maybe making the music stay at roughly the same volume, could just be me and my preference to lower volume though
~~(Maybe a 'hacked' version of this too with godmode and infinite hearts. Those last levels were tough)~~
@gehad 'base code' means code that 'isn't related' to the game you submit. So code for managing sprites/creating menu buttons/handling the playing of music etc is fine, but not starting with half your game.
Even if it was allowed you'll probably still get bad ratings, it's a bit of an unfair advantage over other contestants
Nice work! Is there a way to end it or do you just try to get up as much stock as possible?
@milestone-games maybe call it a 'game won' after buying up all the large coffeehouse chains you put out of business due to your excellent coffee
Nice work! Only suggestion would be more visual feedback
Being able to save would be nice, it was getting repetitive towards the end as I was figuring out what to do.
Other than that nice work!
Awesome work, haven't managed to beat the boss yet. I'll have to try again later...
Nice work! I ended up cheating with a loop-de-loop near an obstacle like a few of the other reviewers here
Well that was hilarious lol
Neat to see someone using SFML
Great work, my head hurts now. 10/10
Love it! The music was a bit loud at first but once I turned it down it was great.
Nice work. I really enjoyed playing this.
Nice work! @edalbung seems to have covered any feedback I would give.
I really like the art style, never seen anything like it before
Neat game but the wall sliding mechanic gets in the way more than it helps. It makes it unnecessarily hard to move around
Awesome work. This was a ton of fun to play. Holds up well when I turn on an autoclicker too (Screen shake warning)
Great game. The music fit perfectly and I enjoyed myself through all of the levels
Easy mode is the quit game button. Guess I should have just said that in my explanation text.
I didn't have very many testers so I wasn't sure how difficult I should make it. A 10-14 year old beat the whole thing in under 3 minutes though
(Duped message)
> Geez this was frustrating and fun, the platformer physics felt floaty but worked remarkably well considering the levels were constantly rotating.
Yeah, I don't think Godot liked me rotating everything like that lol
Yeah, the pie sprite was fun, had to avoid googling reference material though :smirk:
@lombax I'm very sorry, that wasn't intended at all. I'll add a warning I guess
@techsec Huh, I'll have to take a look at that game someday...
@daspikeyboss Thanks. I'll probably touch up the controls a little more post-jam.
I didn't want to allow the player to slow down the platforms too much or it would be too easy :smiling_imp:
@rolly Thanks for playing!
I tried changing it to rotate the player only but after an hour of failures I scrapped that and went with this method. I haven't done too much with godot's physics yet so I was probably missing something.
I'll probably have another go at it post-jam
@yword @oneiromancer thanks for playing! It looks like you didn't rate me in a few categories though, my OCD is triggered lol
When you reach the actual end the game will freeze if you're using the HTML version and it will close if you're using the Downloaded version. To escape The End level you need to go to the right and swing yourself upwards once you reach the end. There's a portal that doesn't move with the level up there
In the case of cheating the puzzles I don't mind that. I was worried the game would be too hard for most people
Heh, thanks for playing @honey-pony. I'll look into maybe slowing the rotation down...
Welp I'm absolutely stumped with this one. 2020-10-06_16-52.png
Great game, ♾️/♾️. The only thing I missed was a 'reset all commands' button for when I wanted to start over from scratch.
Just took a look a few hours later and I finally solved that and the rest of the puzzles. Dang lol
That was a blast. My only suggestion would be an FOV slider, I like to play with an FOV of 100 in most FPS games
Nice work lol. I'll put 'cow roper' on the list of things I've done
Nice work! The comments have mentioned any gripes I might have had.
I also like how you set up the stars. Neat effect
Awesome game. Music was great, controls felt good, and it had just the right amount of challenge to it.
5 stars from me. Made it to ~50 seconds with my best highscore. Probably going to play again eventually
This is a neat idea. Would be nice with sound effects but it's still fun
Nice work. I like how you did the gravity. Music fit quite well too :thumbsup:
~~I don't see anybody mentioning it so: your link is broke~~
This game looks neat. Would like to try it out
Would also like to know who rated the game without playing it
Nice work! Let a young kid play it and now they won't stop asking to play some more of it lol. They got a ~2.5k highscore
Nice work! Only feedback I'd give has already been given :thumbsup:
EDIT: The mainmenu was a little confusing, the title looked like another button
Nice simple game, was quite fun to play. The mouse controls make for a very tense few seconds when you have to move fast to escape from the spiders. The eating sounds are also great
You need to make your game public, I'm guessing it's still a draft. You can change that at the bottom of your 'Edit Game' menu
This was incredible. Very nice work!
~~My mind actually melted a little bit from this. I can feel it running out my ears~~
Amazing.png
#### PS: Doesn't seem work on Firefox
This is great. Deepest game I've come across so far, and one of my new favorites too.
I got stuck on the second puzzle like everyone else, checked the solution download (thanks) and then later slapped myself when I realized I had misread the bit about the special floor numbers working *at all times*, I also forgot the first floor was in my past messages too. I take full blame for that, although if you ever continue this (something I'd love to see) it might be best moved up into the later (harder) levels
Nice work! I want to use Bevy with LD someday. Just need to learn Rust, make an engine that covers the basics, and finish a few projects first.
I felt really good when I made it to the end. Only thing I'd request that hasn't been requested already would be to have the R button work even when you aren't dead
I'm having the same issue @sacredbacon is. I'm on Firefox, Windows 10
@karlipoppins Yeah, I put it off for later because my internet is too slow to download a new browser, but it turns out I'm really good at forgetting about the existence of Microsoft Edge, works fine on that.
You'll have my review sometime tomorrow. I'm going to try to post my review with a gold score if I can. I love games like this :P
Great game!
I messed up quite a bit for this run but I think I still managed to beat your score. Got intense towards the end :sweat_smile: WOOO.png
(Yes I had made it to gold already but I got greedy :stuck_out_tongue:)
I can't think of any feedback that isn't covered by 'Great Game' other than two bug reports: * The ghost recorder records resets (So you'll see yourself practicing before you got the run that broke your record before the current) * The ghost doesn't reset when you reset
Actually I guess I could say that the ghost was a surprising and nice touch :thumbsup:
I love this game. Nice work.
I'm sad that there was no 'HOLY CARP' in the dialogue though
Selfie from under the map (I can swim up and explore the outer world too) Selfie.png
Splelun-did work! I don't often see Love2d games (Lua ftw)
This feels nice and complete. It's also got a good amount of polish for a compo game. I had a lot of fun.
The game randomly went black two times, the first time I was able to Alt+f4 and restart but the second time I had to kill the game via task manager. Unless someone else reports that though I blame my system/self
@chris-delta oh I didn't realize there was an end to it.
With your advice in mind I just replayed and successfully made it to the bottom. Thanks!
Nice work! I love games with homing missiles, yours were done very well.
The rest of my feedback has already been covered very well by Viperux so I'll just point to theirs
Nice game fellow wolf! I enjoyed this a lot once I figured out how everything worked. Would love to see more buildables like a gate that your warriors guard and a wall that enemy miners can't mine (Might need some thought put into it to keep game balance)
At one point I had been playing for so long that there where literal millions of ants and I was starting to get serious FPS drop (And my PC isn't on the slow end of the spectrum). Maybe every 50 or so ants could merge into a bigger ant?
@retrome you probably didn't have the required resources for the barracks, you need 500 mineral and 50 gold IIRC
Second card game I've played this LD, second card game I've liked a lot that makes me think I need to get into more card games. Nice work! :P
I've sunk quite a bit of time into this, still haven't beaten it though. I'll keep trying
@deadmanjw @indigowolf thanks for playing! I wanted to have it so that you had to take the same amount of damage as your past self that originally fought through the boss, but I ran into a slight issue with doing the player health bar and decided to leave it until I finished more important parts of the game, never got the time sadly.
I figured controls might be a little weird at first but once you master them you can easily cheese the first boss. There are some tight blind spots where bullets don't cover.
I might try out using Arrow Keys/Mouse to aim the character's attacks if I get around to doing the post-jam version
@ruslanch Thanks for playing!
Why didn't you rate me in audio/theme? I feel like I covered those categories. Got any extra feedback that would explain why?
This was a lot of fun. I've never played any games that have a similar mechanic to the rock, so this was a new experience for me. It worked quite well.
The ability to skip levels is nice, I was struggling with wall-toss jumping after the two levels where it was introduced (I could nail it every time when it was introduced but not the levels afterwards, maybe I just needed to practice it more)
Those were the only levels I skipped though. The rest I toughed out. Great game!
Nice game! The web version was just laggy enough to be unplayable. The downloadable version was fine though.
I liked how the swinging vines doubled as traps in the water level. Was fatal a few times. The camera was weird at first but my brain switched over after ~10 seconds and my only challenge was with the enemies. So no complaints about the camera from me, nice touch!
Nice game, sad you didn't finish it all of the way.
In the end I got snatched by a giant seagull and then dropped down from space, I'm still falling. Untitled.png (Go deep then head full speed for the surface, enjoy your flight)
Welcome to Ludum Dare!
This is a really nice first game, especially considering the amount of time you had to make it in.
I'll probably keep this open in the background while I rate LD games. I must mine the entire earth!
Welcome to Ludum Dare!
This is a nice first game to have. It's playable but has enough room for improvement that it won't dwarf your future submissions, gives you a nice easy starting goal to beat for the next jam too.
What's your highscore? This is mine: 2021-04-27.png
Nice work! I forgot how much I liked card games. This one may have just gotten me back into them.
Took me a bit to figure out how the game worked but after a few blind runs the tutorial made sense and I enjoyed the rest of my playtime.
Inputs were a little slidey but other than that nice work! I liked the story!
The music you suggested added a nice touch, it reached the end before I finished playing though. Fun little fru-laxing game. Nice work.
I is happeh plant Boden.png
Out of all the games I've played I've never seen one quite like this, nice job with the HTML/Javascript!
The story was nice, would have probably complemented the game if you spread it out but I didn't mind reading it all at once, I like reading though so maybe that doesn't mean much :P
I couldn't figure out how to progress after learning the 4 spells, so I took a quick break, got back and solved it first try. (For those stumped: Pay attention to the 'special' spells)
Made it to the end after reworking how my brain handled the gas/solid controls at least three times. The game was fun and encouraged a little bit of self-improvement lol
I like how you can use the left/right arrow keys to control difficulty in the first few levels, and your music was also quite good, I would have liked to hear the ending you had prepared.
Nice job!
This was hilarious.
I thought the potato was just a side joke, so I shoved it in the compartment with the orb and continued. I got it done, but the potato triggered the bomb when I tried to move it, so I started over and got to the same point, but that time around the potato shot out before I could get the whole machine into the finisher. So I decided to give up and just finish it. Then I realized the potato actually is used, lol
(I did get 100/100 after that, nice game!)
PS: I'm sad the lamps have no collision, I would have loved it if I could fly up and perch there (I got the flying part down)
@gamebuilder @greenxenith @gamebuilder thanks for playing!
More costumes were planned, didn't get the time though. As to more flying enemies: I think it'd be neat to bring in the attack helicopters from the first game.
I probably won't do all that for this game though. I think I'm going to combine the series into one big official game when I get the time. Using LD to scout out more directions I can take the Aliens + Halloween idea
@thesedatedprince @devparty @laurenceogden Thanks for playing!
The bird spinning was intentional, like a few other weird things :P
If you manage to follow a bird after hitting it you should see it straighten out and continue as normal.
@mateusboga @nyxkn thanks for playing!
@montazhnikus I'm not sure what you mean. Is it too easy or too difficult? I added a difficulty slider but wasn't able to balance it enough before the compo time was up.
@rubenwardy @honey-pony @yopox thanks for playing!
> One thing I liked is I’m pretty sure I saw two birds collide at one point and fall down. Those kinds of interactions between mechanics are always fun to see.
If you win below a bird you will kidnap it on your way to space too :P
@jk5000 I added a difficulty slider, was the lowest difficulty still too hard? How would I improve it next time?
This was neat! I like how you did both 2d and 3d in the same game.
It's sad you weren't able to do more with the story, I liked where you were taking it, and the area it's set in was quite relaxed and beautiful.
Almost want a 72 hour compo, I think the more skilled contestants could do very well with it.
This was hilarious. My record is 39 burgers. Only thing I'd suggest is a cooldown on the gun so it can't just be spammed in all directions while collecting burgers. Great work!
* Pros: Finish first try * Cons: Say they finish first try * I'll join the group not listed and say the blockade got me :P
I like shooting guns, driving big trucks, car chases, and big explosions. You did all of those things quite well.
I'm sad you didn't get the time to make more levels, I would have played them all. Nice work!
Great work! I had a blast horsing around, a really really big blast, and two small ones.
~~@gurt said the hitboxes were unfair. I didn't notice it after playing for a bit. I can see what they meant though.~~ Ope, never mind
10/10 on the cutscenes btw
iwsab tgupremalbutGOTon,buinevwati sthfai.
Amazing game. Great voice-overs, and the ending scene looked incredibly realistic, 10/10 3d modelling skills :P
It took me until level 8 to realize that mines had nothing to do with post-raid revenue (mines vs landmines), so I unfortunately was only able to make it to level 9, I think that was partly my fault though, as the mines clearly did explode when hit :P
Nice work! I especially liked the music
Beat my highscore, you must stay __well inside__ the circle __at all times__
(The projectiles go away after a long while) 2022-04-18_13-19.png
Great work! This was a lot of fun, though my only real experience with text adventures is Fighting Fantasy/Joe Dever's Lone Wolf (I liked the latter quite a bit as you can see).
I thought the point-based action system was really neat, and great for a jam because it's easy to pick up.
Audio would have been nice, but I see you agree in the comments. Here's a text-based game I played a while back that I thought did audio really well: https://ldjam.com/events/ludum-dare/44/invertebrae
I'm going to have to come back to this. You managed to nail the perfect balance between relaxation and last minute panic
I was excited to see you actually came through with this :P
The web build seems to be broken, but the downloadable Windows build worked fine.
Respect for using Love2d
Constructive Feedback: * The window should probably lock in the player cursor, I kept accidentally clicking out into other windows (until I minimized everything so only my empty desktop was behind it, which fixed the issue) * I was unable to make it past wave 4 before reaching a point where most players (At my skill level) would get frustrated and leave. I was never able to upgrade anything, so an increase in gold received for kills might fix that. * An alternative to the above might be an increase bullet velocity, so you don't have to plan your shots ahead as much
Instead of getting frustrated and leaving like I mentioned above I decided to pull out my 1337 gaming skillz and not only challenge your frogs, but your *entire game*. I'm satisfied with the results :P
I can confirm the sky pirates are lead by Thanos, and their victory is inevitable. There wasn't much I could do (besides even more in-depth 1337) once the ship health scaled with the wave count to a certain point.
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Keep up the good work! You'll only get better as LD goes by
@floatingvertex Should be fixed now, I was still setting things up :P
@sirjupitron @billnotic @oliver-richmeier Thanks for playing!
I've pushed a fix for the audio, thanks for letting me know. I've been having trouble balancing my system sound lately. The music track is intentionally low volume because I wasn't able to finish it, and I'm worried it'll get repetitive.
I had wanted to do multiple enemies but my system for targeting is very quick&dirty, and can't handle more than one enemy at a time. It would probably be a reasonably easy change to make given time though
@billnotic what platform/browser are you playing on? Was the game not focused?
@floatingvertex Thanks for playing!
The volume meter is actually a 'volume shift meter', its value is added to the game's default sound volume (So -20 reduces the game volume by 20 'points').
I didn't notice how badly I labeled it until you mentioned it though. Thanks lol
@boaromayox @lcstark @honey-pony @bastienre4 @itskdog @porcus-pie Thanks for playing!
> attacking is pretty slow
Yeah, I would have liked to increase the speed a bit, but I wasn't sure how to balance it with everything else. I'll have to do some post-jam testing
> One thing I’d change there is to make sure each enemy has a different reaction than the previous one
I wanted to do this but it got drowned out last second unfortunately
> However, I was completely unable to score a single hit on the final boss (on the normal difficulty). It is cool to have an escalation in difficulty there, but I’m not sure I have the patience to play through the rest of the game each time while I try to develop a workable strategy. One way to make this work better could be to have the second enemy, for example, be closer to the final boss in terms of how hard they are to hit–that way I could learn how to hit harder enemies better without having to play through the entire game each time.
Yeah, I realized last second that my boss behavior changes weren't being applied, so all my balance was built around it being disabled (I did quickly nerf their damage/reaction speed, but I guess it wasn't enough)
[SPOILER]: The behavior change involved making them retreat if you roll towards them, so strafing their sword (without rolling) as they attack and stabbing their side should still work, you have to cut things close though.
> Is this Elden Ring?
heh, actually: The only game with rolling I've ever played was `Fable: The Lost Chapters`, I did think of the Dark Souls series while making this though, I'd love to play them at some point.
> I think more variations in the enemies would be good and maybe some way to get health.
I had planned on adding bribery as an option in addition to insults. You would then have to choose between money for potions in a post-game shop, or bribery. It got cut due to time constraints though.
> I will admit I didn’t get up to the final boss, but I still had a good time without this
aww, you should have tried out the difficulty slider at 0.1x :P
> I think the graphics and audio do let the game down slightly
Yeah, I think I had a flawed definition of 'overscoped' when I started this. I will have to try to save time for audio/visuals next time
#
I have all of your games on a playing queue, I may not be able to comment on them all though, I'm a bit crushed for time lol
This didn't feel as content-packed as some of your previous games. But the puzzle 'potency' seemed the same, which I think you were aiming for, so good job :P
I think the 'medkits' (to give you my internal name for them) gave me the strongest feeling of delaying the inevitable, they even let you change what the inevitable thing was. (Note: I didn't think of this until I read the comments here)
One thing I'd suggest is saving the command tree across executions, so you don't have to rebuild it every time you fail. I was using Flameshot's Pin feature in some of the harder puzzles.
Nice work though! I had an enjoyable ~~14 minutes
2022-04-04_18-42.png
Dave holds their book at arm's length as the cold silently tinkles all around, slowly but surely creeping in and freezing them, preserving a perfect example of a bookworm dying for the love of their live
2022-04-13_15-36.png
(For the unbelievers that say it's just a log: yes, it's a *log _book_*)
This was a lot of fun. I was reluctant to stop playing. Would be nice if there was a save feature, I think I'd come back later.
If you do add the increasing continue cost maybe also tie it to a difficulty setting, I like the more relaxed panic feeling the game currently gives.
Being able to queue cards would be a nice addition, as some cards don't really make sense to delay the activation of when you intend to use them in the level.
Instead of a 3-2-1 counter maybe have an 'interact (via keyboard?) to start instantly' setup; then I don't have to worry about not doing something in time, as I directly choose when the drop starts
It would also be nice if you could play this keyboard-only, I think I would be able to manage my cards much more easily then
That's all that comes to mind at the time of typing this.. Great game!
When I first started this up I stayed in the menu to hear the music through, very good job with that.
This was a lot of fun to play, but having to refresh the page after every death got annoying after ~8 runs. Did I miss a button?
This was neat, and quite fun, but in the end I stopped playing because the freezing/lookdir changes were too much of a pain to work with.
I tried refreshing and switching browsers/game versions but nothing helped. Not sure what's causing it. I have good internet (maybe not ping-wise) and a decent spec'd computer too.
I liked how the graves added to the look of the maze, while also actually indicating other player's death points. After adding quite a few of my own to the pile I finally managed to make it onto the leaderboard, so all the struggle was worth it
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Great game! Here's to hoping the bug's capture is inevitable :P
Hmmm, the game crashes whenever I get to the first left fork, on both versions (Brave Browser)
It seems to work fine on Firefox
I had no issues this time around. Much more enjoyable
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This was well done, the only gripe I can come up with is that you bound dash to shift, my pinky is very bad at coordinated/fast presses.
My best time was 93.87 (World record?)
Great work! (Gladiator games ftw)
This is very well done!
I've made it to 167 before having to go to bed
Short but sweet. I like the dimension idea, and can't think of any complaints/issues to voice.
Great work! Wish I could have played for longer.
To hide the cursor you need to do `cursor: hidden;` on the canvas element (`canvas.#unity-canvas` or `
The reset 'pshhhhht' was maybe 2x too loud, making it very jarring. Once I muted my sound I had a much more relaxing playthrough.
This currently feels like a jigsaw puzzle with a twist and nice space theme. Not sure if you were going for that, if not I think this could be made more interesting by resetting the loose triangles to their starting positions every 10 seconds, and making certain triangle arrangements stick together and not get reset. So you have to build a 'foundation' within the slots that need to be filled first.
Otherwise: Great work! unknown.png
I think it's currently a little too hard to move lights around, it's better to just follow a big group.
I still had fun though. Great work!
I submit my highscore: unknown.png
Fartastic job sir!
I'm not sure what the alien weeds do, but they got me to planet X so I guess things are good. I liked that you could change direction mid-fart, it allowed for much more efficient space-shopping runs.
A potential sequel could be fixing the space change caused by all the extra C02 released
This was neat. I wish I could have played for longer.
I kept pressing enter to submit things by habit, and at one point got confused as to how to delete my input because it was defocused. Some music would be nice to have, but that might be hard to do without ruining the mood.
Feedback aside: Great work!
@jibberwocky I'm sorry, I may have confused you with my links to the previous games in my series, I've fixed them to point to their LD pages instead.
The link to my LD51 submission is here: https://landarvargan.itch.io/trick-or-retreat-310
@wouter52 @incd021 @ben-barsdell @lustdante @corporation @purpledartfrog @0x-void-x0 @hungryroy Thanks for playing!
> I like that there is a lockpicking minigame inside this story. It felt a bit out of place though, because I could not discover any other minigames.
Yeah, I wanted to add a few more but ran out of time. I ended up squeezing music/sound effects into the final 4 hours as it was.
> I made a point-and-click adventure game recently and it was a lot of fun writing it, I hope this one was for you too.
I enjoyed it a lot, I want to make a custom engine and start exploring this genre in future LDs.
> Nice attention to detail with the buttons actually embedding in the rest of the site.
I'm not sure what you mean, but I'll take credit for it :P
> though I feel like the only reason that you implemented the lock pick minigame is so that the game matches the theme
Actually I'm a Skyrim junky and only added the timer to it when I realized my theme interpretation would be at the end of the game :P
> I’d like to see a finished version of this little adventure.
I've explored the world in my head quite a lot. It might take a while, but I think I'll eventually make this series into a full game
I would have to travel to the center of the universe to find any feedback that hasn't already been given, and I'd like to rest after getting back from my first trek there.
Amazing work! I looked up to see an hour had passed. I like the confetti at the end :P
PS: The wrench is slightly awkward to use, would be nice if it harvested in a full 360
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Nice job! When I first started playing I thought I had to click to shoot. But other than that I can't think of any suggestions/complaints. This was very well rounded
I shall return if anyone contests my global highscore...
Sound doesn't work when I run this with `wine` on Linux, not sure if that's something you can fix without doing a Linux build.
Despite the aforementioned issue this was a lot of fun. I really like the spell mechanic, and the fact that you have the player hunt for brains instead of the zombies :P
Great work!
@wouter52 If the reset occurs while you're in the bugfix menu the map doesn't change. So if you get a well pathed map you can farm it for quite a while before you need to let it change again.
It also seems like there are some tricks you can do with where you stand when the map resets, in order to influence how it changes. But I haven't tested that enough to say for sure
Nice work! I died a few times by spawning straight into a bullet, but other than that this was quite fun to play.
Props for using your own engine!
11/10, Great work!
I played this until I had every ending, which was a little longer than it should have been because I mistook fear for guilt/self-doubt
At first I was overloading my brain by trying to use the movement controls in addition to everything else. Using only (occasionally jump +)slomo and mouse movement felt much more fun to control, I wasn't aiming for a highscore with that though.
Nice idea with the slowmo/timer interplay, I didn't notice it at first.
This is a well rounded entry. Great work!
> It's been quite a while, I should probably stop playing now
> Untitled.png
> ehhhh, a few more clicks...
> Shoot, number 10 cards, my collection is all messed up again...
> Dangit, I finally died, it was too hard to balance getting rid of my old health sets with keeping down the monster population
Nice work! One thing that might be nice is an indicator of how much health you're going to lose from enemies at the end of every 10 seconds, would allow for more intense situations where you're balancing an extremely fine line between healing and fighting
Good voice acting/filtering btw!
The controls felt a little clunky, but I may just not be familiar with the style you're using.
Other than that nice work! I didn't make it to the end but you can't say I didn't try a lot :P
This was an absolute blast to play. The gameplay was hard but easily picked up, and felt fluid and satisfying all of the way through.
Amazing work!
This was well polished and fun to play. I like the mechanic limiting you to a finite number of actions, it made me think more about what I was doing, but not so much that I would have regret or lose over bad choices. I was also surprised at how quickly I picked the gameplay up.
Great work! Until now I hadn't heard of the engine you use, I'll have to take a look at it...
PS: I didn't notice the map, it looked like a logo, so I guess I didn't pick up as much of the gameplay as I thought :P
I notice one of your team members is named Roadwarden, I just bought that game on Steam a few days ago :eyes:
--- To get back to the game:
I was looking forward to this, and I wasn't disappointed.
I'm sad there wasn't more progression/unique gameplay, but the high level of polish is an acceptable replacement :P
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Great work! I didn't know I wanted this, but now I'm going to go hunt for more DUNE games...
This was fun to sit and play for an hour while watching/listening to YT on my other monitor, although I wasted a lot of time before I figured out the 100% bug :P
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I was able to pick up on the mechanics pretty quickly, but the mis-clicks or use of the wrong tool never stopped :P
It would be nice if you didn't have to guess/calculate how much you were going to earn at the end of a turn where you harvested something, but other than that this was a fun, well-rounded game!
I submit my highscore, a Day 16 finish for the final level Saturday_14-09_22.png
This was a solid and fun compo entry. Although I can see it getting repetitive after level 8.
I beat your score, with $1560 :P
Nice work!
I think this needs a handholding option, e.g where you provide a screen with all of the info displayed together, and maybe allow drawing on it too. I spent 5/6 of my playthrough trying to figure out how to break down/process the data I was given, and that's really hard when switching back and forth between the different menus, trying to rely on my unreliable working memory, or pulling up a notepad external to the game/computer.
My first step was to pull out Flameshot (A [screenshot tool](https://flameshot.org/)), screenshot everything, pin it on my screen together, then end the game and add the result to my collection of data.
Once that was done I drew a bunch of lines, testing different approaches, and eventually figured out what I needed to do.
unknownd11h17_3.png
With my approach in mind I then started a new game, screenshot-pinned all of the data on the screen again, and with that I was able to solve the mystery, with a minute or so to spare.
unknown.png
Instead of figuring out the game's mystery I (personally at least) had to first figure out the game, and then its mystery.
---
Overall this was a great compo game, I was pleasantly surprised by the 3d models, and everything was polished well. I don't hold a grudge for the potentially unintended experience, I got double the content from it lol
I'm either up way too late or am a god that doesn't need tutorials. Most likely the former, so excuse any incomprehensibility:
The tutorial in this game didn't seem to explain the important parts of what I needed to know, it was hard to discern from the game's background story (which I like to skip unless I'm playing a game centered around that) and I felt like clicking anything other than the 'Skip Tutorial' button would skip the tutorial (:P), due to how I automatically only focused on the area within the tutorial's panel.
The quality of the tutorial didn't matter though, the gameplay was easy to pick up on. I came in expecting one of those cooking rush games where you have to fill out an increasing number of timed orders while also managing your stock, but since this turned out to be a peaceful turn-based game the fact I missed all the restaurant tips gave me something to learn as I went along, which in turn resulted in a good sense of progression. It also doubled my playtime, because I was eager to start over and apply things I've learned.
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Nice job! You've given me some things to think about for my own tutorials, hopefully you've learnt a thing or two too. I'm headed to bed now :P
@ben-toosey @adamwatters @vasco-freitas @pincushion Thanks for playing and giving your feedback!
> I would just prefer if you had to input actual words. By being able to input anything, it’s far too easy to give in to the temptation to cheat.
I think being able to cheese it a bit helps stop people from using the !cheat command I provide. I've never made web requests with Godot either, so I'm not sure how quickly I could set it up to poll an online dictionary :P
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> After a few rounds, I stopped seeing yellow letters, which increased the difficulty significantly
Hmmm, good to know, I wanted to ramp up the difficulty further in the story but wasn't sure how much of an increase that was.
I did provide a setting to force-enable it, but I guess that's easily missed. I probably should have colored the *`disabled`* text red unknown2.png unknown.png
@muhuk thanks for playing! What stopped you from force-enabling the hints?
You can exit to the main menu and click that toggle without losing your progress, should I have explained that?
@muhuk I don't have any game mechanics that prevent you from force-enabling the hints. Although I do disable `!cheat`s (not the same thing) in the timed mode, which is meant to be competitive. I don't think you were playing that though, so I'm stumped.
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* Enabling the post-jam version automatically turns on the force-extra-hints toggle * Made the yellow-letter help text below the hacking terminal more noticeable when disabled * Added help text saying your progress is saved if you exit to the menu
@archfan7411 thanks for playing! Timed it perfectly with my review of your game lol
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> I think that a quality-of-life change would be to tell the player how long the word that they need to find is - otherwise I have to manually count the spaces.
I recently got my game played on stream by someone and they said the same thing. It's added to my TODO, although I'm not sure if I'll do anymore post-jam fixes
@bartalomew @john-gabriel @wouter52 thanks for playing!
The post-jam toggle is convenient but it's surprisingly hard triple-checking everything to make sure only fixes make it into the jam version, I need to figure out a way of hosting multiple web versions
---
While I'm talking about the post-jam version:
- Added letter count to the text showing the current word - Made the guess command change its color while typing if you don't have the right amount of letters - When you make a guess the terminal will automatically write 'guess ' for your next command - Added text to tell you when you're guessing two words merged together (like "PACIFICOCEAN" instead of "PACIFIC OCEAN") - Fixed highscore mode being pretty much impossible play. It might as well not be in the jam version. - Clear terminal whenever you move to a new set of words
- Fixed a bug where the highscore mode would hard-lock the game.
@scolondev Thanks for playing!
> Is there a way to refer back to the story you just read to get hints on what words might be?
There should be some help text pointing this out, but you can type or click `exit` to exit the terminal and re-read the part you were just at, my hints were not fully fleshed out though, I'd recommend filling out `aaaaaaaaaaa` or something if you want to advance a little.
Also make sure you enabled the 'Extra Hints' option too, I didn't have much time to playtest my game and made the mistake of leaving it disabled by default.
@maartene @teenythanos Thanks for playing and leaving the kind words!
Music is something I usually only allocate two hours to, so it usually comes out pretty shallow, I probably could have done more if I didn't geek out when making the terminal interface, we'll see how my scoping goes next LD.
@honey-pony Thanks for playing and leaving so much feedback!
Not sure what happened with the web version, I can't find any issues, and it's an untouched Godot export.
Your observation regarding the word-solving rhythm never occurred to me, but it makes a lot of sense, that was very perceptive. That and your other points will be really helpful with making a non-LD version, depending on if my unexpected post-jam version's energy returns.
> One other note: at one point I did one of the optional guessing sections, and in that section guessed the word “candy”… this was a fun moment for me at least, as I am “in the know” as to the rest of the series, perhaps? I don’t know, it was cool.
This started out in its own universe, but the Trick or Retreat (Tor for short :eyes:) universe slowly crept into the story as dev went on. I'm probably not going to be able to escape it for a while :P
I'll work on a separate music volume slider next LD, I always lean too far on the side of not killing people's ears otherwise.
This was a lot of fun!
With something to give a stronger sense of progression, and some music, I'd personally put this on level with Shattered Pixel Dungeon. Very impressive for a compo game.
Not sure how you did it again but this is the second LD game of yours I've spent an hour relaxing with, I haven't even tried hard mode yet :P
The enemies kept my eyes open, especially with the quality plants, but I never worried about them unless I was experiencing a drought, which was a rare occurrence with my card selection. Despite that they felt like an addition to the game, rather than a half-implemented feature
A well-rounded game, maybe slightly lacking in polish though. I didn't notice the price tags below the rabbits until it didn't matter anymore :P
Here is my highscore unknown.png
*bows and exits*
I opened up this page for later and noticed it's not possible to leave a rating (That section is missing). I see in the description you ask for one though, is that intended?
All levels beaten >:)
When I first started playing I didn't realize that movement was grid-based, and had a few accidents until I realized that. Some solutions that come to mind: * Add a slight delay after every move (Sacrificing speed of play, which might not be worth it) * Make the floor look like a grid so that it's obvious you're looking at one (Sacrificing art, maybe) * Do ^ but only around the characters, in a + shape (Sacrificing art less?)
To me it seemed like final two levels weren't really harder, they just had a lot more softlocks than the previous levels, and so it took longer to find the correct path.
Those are tiny nitpicks though, this felt like a well rounded and complete game, nice work!
PS: No dark theme?! :P
10/10, well rounded and polished gameplay, great take on the theme, perfect atmosphere, and was fun to play.
Many harvesters were lost, but I eventually made it out with 450mg, hopefully boss will pay me extra for that
Nice idea! It's a shame you weren't able to flesh this out. It has a lot of potential.
A reference to what the ship costs would be helpful when harvesting, and it would be nice to have the option to skip the battles, as after a while it gets annoying to sit there and wait for it to play out.
First try (LandarVargan) :sunglasses: Thursday_12-08_31.png
This is one of the most unique takes on the theme I've come across so far. Not to mention a pretty unique game in general.
I'm not sure if it was me or the gameplay loop but I found it hard to pay any attention to/take advantage of the evolution mechanic, maybe because it felt more rewarding to just harvest 1x3s with 1x1s and use those to fill in gaps left by giant plants.
I'll also put in a vote for a WASD/Mouse option, hand health is a worthy cause though.
Great work!
This is a fun, well rounded entry, with a small bump on the audio section (The audio for this was perfect).
I like the unique interpretation of the theme, and the gameplay was pretty quick to pick up on, but I'm unable to beat the score I got when I first started playing and had no clue what I'm doing. (I'm glad I took a screenshot, it doesn't look like you have a highscore tracker?)
One suggestion I have would be to make the enemies more distinguishable from the loot, on my first run I think I lost some hp trying to stuff the first enemy into my pockets (yes, the same run I somehow highscored on)
If this was easier/less challenging I would have played for longer. But I can't stand the smug look on the face of first-try me every time I compare my consistent measly score of 3-4k with their 6.8k. They asked me to tell you "Great work!" :P Saturday_14-09_20.png
This was an absolute blast! (Made it to Wave 11, I assume it's endless?)
I would complain about the gun imbalances, but having an OP gun I didn't need to switch from simplified the gameplay a lot, and resulted in an (IMO) overall equivalent/better experience than if there was good balance.
I had an issue in Brave (Chrome-based browser with privacy features) where I'd get stuck in the shop and would be unable to exit it because the game wouldn't regrab my cursor. I switched to Firefox and that fixed it, although the cursor grabbing still seemed weird.
If I were to expect AAA-level quality from this jam game these would be some of my nitpicks: * No fullscreen mode * No sensitivity/FOV slider * No trouser-vacuum upgrades, so when I have spare money I can't upgrade my money-collecting-range to get even more :P
This was a blast to play. IMO the perfect kind of game for a gamejam.
I have a widescreen monitor, so the game was off to the left, with a black space filling my screen to the right after what I assume was 1080 pixels. I think Godot has an option for screen sizing that would make sure the game stayed centered, and might fix any screen coordinate breakage. I don't mind the black space to be clear, it would be nice to have it distributed equally on either side of my screen though :P
With that said: Great work! Aspect ratios are a pain, and after several LDs I'm still trying to improve how I deal with them :sweat_smile:
It's always nice seeing a 'console' game in HTML5.
* The difficulty was balanced well enough that I didn't get bored trying to upgrade everything until around level 25 (on all workers) * The colored trails of the workers is a neat touch, this game would probably make for a pretty cool screensaver.
Nice job!
The wagon movement was pretty buggy and almost soft-locked me a few times (on rocks or going back to the starting point). Other than that though this was a pretty fun game.
The difficulty felt perfect, I was always worried about losing, but always managed to scrape through last second
Great work!
This is a solid compo entry, and feels well polished, I especially like the completion animation and voice sounds.
Great work!
The voice acting was great, and I always love playing LD games with graphics like this. Nice job, and good luck with your game engine!
Nice work! This is a very well rounded Compo entry. I didn't find the controls any harder to use than I'd expect for a flappy bird game. My biggest struggle was probably getting used to the physics, and I figured that out pretty quickly
Sunday_30-06_36.png Sunday_30-06_35.png
Thanks for playing everyone!
Replying to @mateusboga @xedur @jpbaraky and @zundou:
I'm very happy with the ending, I only wish I could have tweaked the story to fit it better, I didn't immediately think of it so it kind of wrenched things in a different direction.
I tell myself if I had about 4 more hours I would have had an inventory system with keys/upgrades/etc and puzzles you need to solve throughout the map, but I wanted the game to be done within this century so I skipped that :P
The combat system was inspired by old text adventures like Fighting Fantasy and Joe Dever's Lone Wolf (:wink:) but for a jam game I think things ended up being way to complex, especially since I had no skill level mechanics. A version of this used for teaching math is probably a good idea, I've seen some games that do something similar, but not in a fantasy combat setting.
I wanted the dice rerolling to have a Blackjack kind of feel, but I think I fell a bit short there, it's been a while since I last played it :P
The theme was definitely rushed, as usual. I didn't want to miss my 10th consecutive LD, and I've got a pretty decent streak of compo games in too. Next time I might go for a jam game, and am going to aim for a good theme score.
The dice sound is sampled from my metal DnD dice, it feels really good to roll them IRL, the sound is :ok_hand:
Dear game author
The beginning was a little confusing, but thanks to the help text in the OP I was able to start playing. I wasn't sure what I needed to type out, and there was no visual feedback so I couldn't even tell if the game was receiving my inputs, so I never got to the point of doing trial & error on all the text I could see.
The music immediately set the tone dead on. When combined with the first few words I wrote I could tell this would be a wholesome story with an event of grief-but-grateful (I would have been unsure about the grateful part if I had't been following you for a while) somewhere near the end.
The game background was pretty in a way that added to the mood, but allowed my brain to completely ignore it as it looked for the next word to type out.
The letter animations and floating speed were good at what was probably near 60-80WPM. It was a great idea not to add a punishment for failing to type everything out. I failed a few times, but me kicking myself for it was a good amount of punishment, and it of course allowed you to add the moment where it was impossible to type everything (their feelings) out, giving your storytelling a lot more gravity/punch/depth.
At one point I realized I could type out the words in whatever order I wanted, twisting the meaning of the letter as a whole. I think that idea might have a lot of potential if explored in its own game.
Amazing work. This was like reading a good book (well, short story), but it was written in under 48 hours, and it made good use of the opportunities games give in storytelling.
~ LandarVargan/Lone_Wolf :P
PS: After finishing this review I quickly replayed the game, and I think on my first playthrough the flood of letters hit before the calm start of ash's letter, that added a lot to the grief I perceived. You probably could have taken Phoenix's letter before that out too (making sure to still keep the time gap obvious), which would make it be Ash's grief connecting them again.. ..but those are just my thoughts, in an area where I have little expertise.
This was extremely hard at first, then it became extremely easy, and fun.
I think the sensitivity of the controls is too high, I was really frustrated with them until I figured out I needed to start tapping on the keyboard instead of trying to full speed through levels, which would have felt really satisfying.
In the end I had a blast though, and managed to complete the game without mistakes, and in a decent time
I found it very hard to figure out all of the different trajectories needed to deliver the packages to the right place, it was a really good idea to limit how many deliveries the player needs to make, as it kind of placed an upper limit on my frustration. I'm very tired at the time of playing this though, so maybe I'm not giving it the patience it deserves.
With that said, solid work! The engine you used looks like a good alternative to Love2D, I'll have to try that out at some point...
This was a lot of fun to play, I especially like the way you implemented the controls/how you hit things, it was simple and intuitive, unlike what you'd find in some other game jam entries with a similar graphics style.
Nice work!
This was a blast to play, the animations and sound effects were spot-on funny, and the controls were intuitive.
Great work!
Out of all the games I've played so far this has to be my favorite. I never played Oregon Trail but this gave me Roadwarden vibes (I think the font?)
The graphics were great, although they break a bit on widescreen, so I had to play this game in the non-fullscreen res.
I like the strategy that the gambler stop gives, you can use one of your items there (if they're that kind of item), then attempt to gamble it, if you lose you'll probably be fine, as you've already used its effect once.
It was sorely missing music/sound effects, but I appreciate the more polished game that I got instead. Awesome job!
Great job on making not only a fun, seemingly bug-free, and good-looking 3D horror game, but doing so in the compo category! I might have to try Godot's 3D out at some point..
'The Incredibles' scores well with the AI download.png
Great game! I can see myself spending hours on this
Nice work! This reminds me of a game I made a while back, the physics were a pain, but I was using Godot, not Unity. I hope you had an easier time implementing/integrating your physics :P
The eagles were impossible to escape at first, once I learned how to avoid them they just became annoying though, I never had time to go and splat cars because another one would always appear hot on my tail.
I wasn't bothered by the camera rotation, but when I first started playing it felt disorienting and I thought it might bother other people.
Adding a highscore counter would probably fix the feeling of needing to use the money for something that a previous comment mentioned.
Other than than that, nice game! It was fun to play during the times between eagle escapades :P
PS: Great game name too!
I died as soon as I spawned in, ~~I LOST SO MUCH LOOT!!~~ :P
Once I figured out I needed to immediately gun it I managed to escape safely, and then I traded my way to where the red arrow marker was pointing (the outer rim). I had badly misread the text at the start of the game so I didn't realize I had to collect oxygen/fuel first, I figured those were options that would allow me to get through dense clusters of enemy planets without having to stop, and the speed upgrades were for a risky run and ~~gun~~ evade approach, so I made it out, but didn't win.
Looking back on my playthrough I think the game is a lacking in polish (See other reviewer's comments) and 'gamer accessibility'. That last bit is optional though, I swear I'm normally smarter than I was when playing this game...
With that said though I personally didn't feel the lack of polish while playing, because you nailed the gameplay, and if I'm immersed in the gameplay for the short amount of time LD games normally go for I don't really have time to notice the polish, so nice job!
This is a really well-rounded and polished game. The only really issue I can think of is that it got repetitive screenshotting my last arrangement so I could build on a decent starting set of people instead of having to rethink every seating arrangement every round.
I love the contrast of level 2, especially since that's what I seem to be a natural at :smiling_imp: 2023-10-11_23-02.png 2023-10-11_23-07.png
@fortho Thanks for playing!
There is a settings button in the main menu, which you can click to change your keybinds. I assumed most people would click that before they went to play the game.
@natano Thanks for playing!
Yeah, you can definitely see where we ran out of time, there were a lot of plans but we had to cut down on them due to complications. I have a lot more appreciation for the background code of tetris games after this lol
With that said though I'm quite happy with what we ended up with considering it's our first time teaming up together, my username is 'lone-wolf' so that's not a small feat :P
I laughed when I first heard the employees bleeping at me, I whispered 'LETS GOO' through clenched teeth when I successfully dodged 3 of them in a row to get to a ladder, and ended up cursing with the employees and crying with the MC after ~6 failed runs. Until I finally managed to figure out a few glitches/tricks and secure first place untitled.png
Great game, although if you play it too much you might catch a serious case of introversion from the extremely limited personal space lol
Tips: * You want to get as deep as possible while getting hit as little as possible, and then go on a berserk rampage grabbing as many coins as possible right before your vision is too low to find more * When you first spawn into a level the game is frozen until you move so that you can get your bearings, take advantage of that to find the closest exit
Glitches(?): * If you hide here enemies won't be able to get you untitled2.png * By walking N/NE/NW while in this spot you can attract enemies into the boxes to the upper left and right untitled2.png
This is a neat game. I never thought I'd read the word 'Quetzalcoatl' while going though LD submissions.
I like how you implemented the theme, the only 'space limiting' I felt was from myself, not a dead, undynamic box like I'm expecting to see a lot this LD
~~I noticed it's possible to trap the Aztec inside of the Quetzalcoatl to the point where they're occupying the same space, missed opportunity for a splash sound effect and instant restart :P~~
Great job!
The lack of sounds is a shame, they could add a lot to this.
After my first few tries the hexagon/pentagon shapes you sometimes see reminded me of a song that would probably go really well with those. So I started [this](https://www.youtube.com/watch?v=juZUdf_A3lM) in the background and did another game. Instant 9/10 experience, all it was missing after that was some gunshot sounds and maybe editing to sync the music with the bullet fire or enemy spawn rates.
GODMODE.png
You could probably make a pretty good post-jam game out of this, great work!
Well this was a ~~*trip.. (shoot, someone said that already)..*~~ uproarious stumble lol.
You went for a pretty big scope but managed to pull it together quite well considering the time you had. The controls were a little clunky, but that kind of just added to the game's feel. I enjoyed the flying a lot once I figured it out.
When I went to play I skipped all text but the controls, only coming back to read the rest when I had finished the game, and comparing the Matrix-reminiscent theories in my head with what you wrote I think the game is more fun without the backstory :P
Overall this is a solid, well-rounded entry. Nice work!
This was a lot of fun!
The game could use a little polish when it comes to interactions (I sat over the boy holding F for a minute or two because I thought I was healing them) but that's only a minor nitpick, the story/art more than made up for it.
Great work! These kinds of LD games are probably the ones I enjoy the most
My internet isn't the best with large downloads, but since you only need one more rating I'll try. Is there anything unnecessary adding to the file size that you could remove? Or is the game actually 0.7GB?
This was neat, instant nostalgia as soon as the game started.
I wasn't used to the kind of 3d you implemented in this game so it was hard for me to dodge things at first, but eventually my brain got it and I was fine. I guess it's because I've never played any games like Undertale before?
I played on easy mode, but it felt like this game was made to shine in the harder modes, I unfortunately didn't have the time to practice enough to play them though. I did enjoy the 'fights' though, and liked how you did the corrupted versions of the files. I deleted Internet Explorer first :P
Nice work!
I am a huge fan of games like this, and it was an especial surprise to see one as a Compo entry.
When I realized you had to take a picture of two vases at once to continue on I got a buzz that I only feel with a select few games, like Outer Wilds and Nodecore. You have a really interesting but simple core mechanic, that could probably be drawn out to make a really good post-jam game. I saw you had started adding depth with the red blocks at the end, but it felt like it was rushed a bit, and as a consequence took me a few playthroughs to understand.
Sounds effects would have been nice, but those are hard for compo. Have you ever used sfxr, or (my personal favorite) [jfxr](https://jfxr.frozenfractal.com/)?
With that aside though, great work! This is one of my favorites games this LD
This was a fun experience. I managed to get the happiest ending first try, but I'd probably attribute that to you making the story consistent/clearly communicate it's tropes/rules.
--- **SPOILERS AHEAD**
Disclaimer: I don't do much writing (yet, hopefully), I just like reading books and listening to story critics. My suggestions are also only my immediate thoughts.
When the story first starts, after "I certainly am now!", there's some dialogue that feels contrived only to explain the story (specifically the excuse explaining your duty, for what is apparently not the first time), which is something you might see in lazy movies that don't have the option of having the character explain directly to the reader. To keep things mixed up though you could maybe have started things the night before, and made staying up late reading a minor choice with explanation around it that lets the player project onto the character, explains the same things the dialogue did, and only affects the state Miiri finds you in. Which in turn, depending on the state, they might bring up as a jab when they want to get you to take them with you.
"Elder Aestel has called for you. That sounds like a more important duty to me!" ..this feels illogical, since you had no way of knowing they would call for you in the morning(?) when you decided to stay up late reading. It might be "unwise/foolish of you to stay up late" though, if it's possible for the elder to call you in the morning during day to day life
I got the feeling that you play as a bit of an outsider/newcomer to the village, partly from explaining your duty to Miiri earlier, and partly from not knowing which of the Elder's steeds were fastest. Maybe I misunderstood the stable boy's explanation though, and he was impressed by you being given the finest steed, which doesn't happen often(?). While reading I (maybe personal preference) reinterpreted things as being something along the lines of a rather tight-knit village, with everyone being friends and knowing each other, but following the formalities and keeping the order of their ways.
Kharzo 'betraying you' feels weird because you accept your penance, which shows commitment to the greater good of your people, which I would assume includes doing whatever you can even while serving your penance, expecting nothing other than the continued thriving of your people in return. I could have missed something though, as I only skim-read for alternate endings.
---
That aside, great work!
Crash on windows 10: (Happy to help debug for you, not sure what the .net equivalent of gdb is) ``` 2024/04/22 21:02:47.352 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.ShapeInstance.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent 2024/04/22 21:02:47.364 | Info | JAngine.Rendering.Window.RenderThread | JAngine.Rendering.OpenGL.FragmentShader, JAngine.Rendering.OpenGL.CreateEvent 2024/04/22 21:02:47.365 | Info | JAngine.Rendering.Window.RenderThread | Gui.Shader.2D, JAngine.Rendering.OpenGL.CreateEvent Unhandled exception. 2024/04/22 21:02:47.371 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent 2024/04/22 21:02:47.371 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent 2024/04/22 21:02:47.371 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent 2024/04/22 21:02:47.371 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent 2024/04/22 21:02:47.372 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent 2024/04/22 21:02:47.372 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent 2024/04/22 21:02:47.372 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent 2024/04/22 21:02:47.372 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent System.Exception: Failed to link shader Gui.Shader.2D: at JAngine.Rendering.OpenGL.Shader.JAngine.Rendering.OpenGL.IGlObject.DispatchEvent(IGlEvent glEvent) in /home/frederikja/Projects/JAngine/JAngine/Rendering/OpenGL/Shader.cs:line 186 at JAngine.Rendering.Window.RenderThread() in /home/frederikja/Projects/JAngine/JAngine/Rendering/Window.cs:line 299 2024/04/22 21:02:47.401 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent 2024/04/22 21:02:47.402 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent 2024/04/22 21:02:47.402 | Info | JAngine.Rendering.Window.QueueUpdateUnique | True, Gui#1.Instance2D.ibuffer, JAngine.Rendering.OpenGL.UpdateDataEvent ```
@frederikja163 AMD RX 570 https://pcpartpicker.com/product/tyNypg/gigabyte-radeon-rx-570-4gb-gaming-4g-video-card-gv-rx570gaming-4gd
Neat take on the theme, 'tis a shame the compo only gives you 48 hours.
As mentioned by previous comments a better way of seeing all of the floors would have been nice. There was a point where I was basically forced to stop playing because scrolling was too hard. That's a good issue to have though I guess, nice work!
The music/sound effects fit perfectly, and the movement/combat felt great, reminding me a bit of Swordigo's (a 2d platformer mobile game I like). The intertwining of the puzzles with the combat was neat too, I'd be interested to see what comes of that being explored more.
The summoning system felt clunky (it appears to force you to swap from keyboard to mouse to select things each time?) and caused me to have to constantly redo the level you added flying in, since I wasn't sure how exactly the flying worked, and would get blasted moments after the game unpaused from summoning while I hurriedly switched back from using the mouse. 'Infinite jumps' might have been a clearer name, although 'Flying' is nicer.
On the starting level when I first summoned Cthulhu I tunnel-visioned (maybe fight or flight triggered when they rose up to face me?) on the first option and immediately went "No way, I must worship you, not attack you", looked for a no option, and walked back to the start of the level looking for something else I could do before I realized I had skipped over the middle option, which cleared up the confusion upon reading it. My bad, but you might be interested to know. :P
With that said: Nice work. This is a really solid entry, and I'll be sharing it with a Cthulhu-loving friend
With the right balance of gameplay (turns in the road, creepy forests, etc) this would make for a nice podcast-listening game. I like the vibe you've set up
Thanks for playing!
@ooboob The wand being inaccurate explains why you don't just resurrect your relative. I guess I don't really need to follow that logic for the fireball summoning if it makes the game more fun though.
@abrds What do you mean by 'looping options' in the character customization? and yeah, there isn't really winning or losing in this game, other than not making it to the ending. The unspoken joke is that the main character wanted to resurrect their relative back to normal, not as a zombie :P In the future if I do a game that "doesn't have winning" I'll put extra focus on having a fun gameplay loop though
EDIT: Heh, whoops. Fixed the names
* Fixed web version failing to communicate with the 'relatives server', you should see more than just the basic zombies now
@camd67 Thanks for playing. If I were to continue this I'd probably make it harder and add a difficulty slider. Did the zombies have any names above their heads btw?
@maymay What errors do you see in your console? Does reloading the page and playing the game again fix it?
For some reason if I view the game in a private tab it doesn't load in other people's relatives, so maybe that's a related bug. I'll look into it...
@maymay You need to rightclick to summon them. Maybe that wasn't clear?
@martta Thanks for playing and reviewing!
As I was making the game and deciding to work on the server/relative system I had the nagging feeling I was going to pay for not putting more effort into an explanation/tutorial, but wasn't fully sure what was missing, so reviews like yours are helpful.
* In the start movie I tried to convey with the sad face over the middle grave that someone had died, and you wanted to bring them back to life. I probably could have fleshed that out more. * Both the attack and summoning are inaccurate, which is why you don't bring your relative back from the dead first try, and probably why the wand wasn't stolen from that tomb/coffin long ago. I think I needed to figure out some way to better explain the inaccuracy part, and the inaccurate attacks just took away from the fun of the gameplay. * There's no way to 'win' other than making it out of the graveyard alive. When brainstorming the game I thought up the inaccurate wand and relative's grave in the middle of a graveyard scenario first (which I think can be fun/stand on its own if implemented properly). Following the rules of the game's world I'm not sure there's any classic win condition I could have added though, other than maybe the relative not actually being in their grave (queue mystery spy thriller sequel), or the wand suddenly working the way you want it to when you manage to cast it on their grave.
Thinking about it now I probably overscoped with the story, but much less drastically than in previous games I've done, so I'm happy :P
---
@camd67 Weird, Firefox works first try for me. A downloadable build might work, but I've probably taken up enough of your time by now. Thanks for reporting, I'll have to add more debug logs if I do a game with a server connection again.
This is a really well rounded entry. I can't think of any suggestions to make other than maybe increasing the selection boxes on the demons so that it's easier to grab them while looking at something else.
Other than a bug with grabbing that deletes demons this works on mobile too, and is the kind of game I'd be willing to pull up on my phone instead of playing with a mouse
Great job!
Nice job. The visual effects are really well done. The gameplay is simple but that's not really a bad thing, especially for compo games. Some music/sound effects wouldn't go amiss though :P You might like [jfxr](https://jfxr.frozenfractal.com/)
This is an impressive compo entry.
The customer support job could probably be made to feel a little less manic. One thing that might be nice is a clear countdown time (I've only hurriedly glanced at it a few times though, so maybe I missed something) or maybe having your current ticket auto-submit when the day ends or whenever you get everything right.
The game makes up for the aforementioned roughness with the well-told story and world you built around it though, great work!
I think you could keep the key-at-a-time limitation, but it would be nice if there were more keys, I can only play the first few notes of the pink panther theme currently :(
'tis a nice piano though, and has promise if you plan to make a bigger one
This was a lot of fun, and the music is :ok_hand::ok_hand::ok_hand:
Other than the movement not feeling polished enough (The mazes felt tight, and turning corners occasionally gave trouble) this is a really well-rounded entry, and is probably one of my favorites this LD. Great work!
Either my inability to draw straight enough lines or something to do with my widescreen monitor caused the game to not accept my drawings half the time, and once I got to the 4 dots variation the assumption in my mind had been established that all lines must end where they start, so I got stumped in the same place `Anton Florey` did, and 10 minutes of trying with the input issue I mentioned earlier just caused me to stray further from the answer. I think I needed more feedback, like the game rewriting my input with one perfectly drawn showing what the computer thought I was trying to do.
With that aside though this is a neat game, and I probably could have saved myself time if I had come back and read the comments. Nice work! :P
I avoided looking at explanations out-of-game, and as a result, with maybe a bit of bad luck, the main mechanic of the game completely failed to click with me. I think I just needed clearer visuals on the pentagram as to what was happening. Right now I'm reminded of when I was little, wondering how clocks without a seconds hand could tell time when they needed to measure out 60 seconds before moving the minutes hand :P
Considering this is a compo game the lack of clearer/fine-tuned visuals is completely understandable though. And despite not figuring out the main mechanic I still had fun randomly trying things while summoning an army of 1s (I got lucky with an army size increase on my first game), and I was able to last for a decent amount of time with only that. Nice job!
I got absolutely owned by the opponent on my first try. I enjoy a challenge though, so I ran it back a few more times. It took me a couple rounds to figure out how the units functioned and what they did, I couldn't tell from the tooltips because half of them got cut off the screen. It made running things back a little frustrating, since it felt like I was losing just because I couldn't figure out how to play, not because of a bad strategy.
I'm personally fine with simple graphics like this (I love the two grinning faces on the main menu), but shapes/colors still need to contrast sharply and be used consistently to avoid confusion. I might have had an even harder time distinguishing units than most because I'm playing at night with a heavily red-shifted screen.
Constructive thoughts aside though I still had fun. Reminds me a little of my Darwinia/Multiwinia days. I haven't played many strategy games other than those though, which might be why it's hard for me to figure out how to win.
Nice work!
A few things felt a little janky, like the directional lights, and the bugs generally seem to act a little unnaturally/intuitively in how they react to the different lights, but that's if I ignore the fact this is a jam game. This was still pleasant to play, and is a really cool idea. I'd be interested in seeing how this turned out if you turned it into a full (mobile?) game.
Great work!
As mentioned by others some sound/music is sorely missed. Although I heard faint boss music in my head as I struggled through the lava level :P
This was a lot of fun, and very impressive given you only had 48 hours 2024-10-16_20-46 (Custom).png
This is a really cool idea, and a lot of fun to play too. I unfortunately haven't made it to the end though since I keep messing up and getting killed. Do you plan to do a post-jam version with checkpoints?
One minor bug I only noticed after a few deaths: When you're throwing followers they kind of hover upwards slightly, which can cause them to clip into any ceilings they were touching and get stuck
PS: The web build shows up as a debug build. I'm not sure it hurts anything but release builds tend to be smoother/faster
Really fun game, the dictionary felt a little limiting at times though (*yoyo* :cold_sweat:)
This was the score for my first run, I look forward to challenging any other highscores that pop up :P Monday_ 7-08_08.png
This is a neat game. I really like music, and how it ties in with the death sound :P
Only nitpick would be that keypresses aren't in a last-pressed queue, so when I release a key the movement doesn't switch to the one I was pressing before that. I was easily able to change the way I was pressing keys to fix that though.
Minor bug: It looks like you have the bat do a scan when it enters a new area, but I never see anything on the map when it does, so I go in blind whenever I enter a new area. I'm on Firefox/Linux
@flojiq Thanks for playing! I've never played Overcooked but Ratatoullie was definitely an inspiration :P
Thanks for the info, I guess I should have positioned the player so that they would walk past the sewer before anything else, or maybe made it so that you start with a rat in your hand
@david-york @gabriel-chan Thanks for playing and giving feedback!
To add to late-game difficulty there is a rare chance for cheese to come down the conveyor belt, which the rats are unable to resist gorging themselves on. I didn't have enough time to perfect the food-spawning rate though, so it's really easy to miss them eating the cheese among the jumble of other foods. I guess you could say the game's dominant strategy matches my dev process as the deadline drew near :P
@bearcage @budster16 @googoobachoo thanks to you also for playing/giving feedback! I should have reloaded the page before I sent my last message, heh
I guess the conveyor belt-controlling rat should have had a different arrow indicating they're more important.
I didn't even think about the physics/collision being hard to get used to. I'd probably need to simplify them a little and add more space to the serving area to account for the late-game customer crowds.
The player speed was originally half what it is now, but I increased it when making the game so it would be easier to test my work. I guess what felt like wasted time for me probably isn't fun for players either. I had planned to revert the change but (fortunately it seems) decided not to when it came time to publish :sweat_smile:. You can still see the old speed commented out in the code: > `@export var PLAYER_SPEED := 18000 #9000`
The current speed felt a little fast to me when not going straight from a to b, a dash feature is a good idea to remove the tediousness of the straight a-b bits though
The sounds/music were done in the final hour of the jam, so I'm not very happy with how they turned out either. I might do a post-jam version just so I can give them a better try. Hopefully it was better than nothing though.
I made the mistake of leaving the goal of the game for later, so I very quickly ran out of time to do anything creative with it. The current goal is to serve as many customers as possible before you fail to serve 10 of them. If you're looking for a challenge my current record is 68, I suspect the serving counts may be very dependent on luck though. I use RNG for assigning customers to tables, and the cheese spawn rates. I should probably look at applying randomness more thoughtfully in the future...
Sensitivity is maybe 3x too high for my taste (Probably needs a slider, or make sure it's not tied to FPS/delta time), but I managed to get used to it after a while.
It would be nice to be able to open/close/dispose via a remote, so I don't have to be next to the machine to throw creatures into it. The fact I didn't have to press a specific button on the machine is maybe what caused me to try/want to do that.
It also doesn't seem like the matching system works, since it seems to be counting creatures even if they don't match, unless I'm supposed to ignore the hat colors?
Pro strat I found: Press E, throw creature at the top of the machine entrance, press E again; It will open a little gap at the top of the machine for the creature to get thrown through, without letting the other creatures inside out. I won the game by just throwing all the creatures in and disposing :P
This has the start of a fun gameplay loop, I've never played Slime Rancher but I wonder if this is similar to it at all. Nice work!
For some reason the game didn't end when I won, it just blanked everything but the score. As I went to screenshot it seems a spider managed to walk over and eat me, so I 'lost' :P Thursday_10-04_50.png
Neat game though, nice work!
I was hoping I'd come across some mystical/folklore interpretations of the theme, and I haven't been disappointed so far! The music and general game vibe also reminds me a lot of Roadwarden, although I think that hurt my experience a bit, because I came in expecting everything to be pretty much fully hand-crafted.
My strategy was to set out for a place where it had seemed nice last round, but I thought gave me bad settlement results due to spending a lot of resources exploring the rest of the world. I interacted fully with every event I could on the way, despite my past experience indicating they're generally negative outcomes, and managed to get two stories (and not as many bad events as I expected) before I reached the spot I was headed for. It looked pretty good from the description, so I settled there: Tuesday_ 8-06_00.png Rather than adding depth the fact that events were random at *every* visit just made the world feel unexplorable and chaotic. It still might be possible to pull off with more work though, and it's completely understandable if you didn't have time to implement persistence.
Other than that though this game really stands out quality-wise, nice job
Very artistic entry. It was a little hard but an enjoyable experience once I figured out what to do.
What's the record for most flies survived so far? :P
2024-10-16_21-12 (Custom).png
Neat to see an RTS game. I was able to figure out how everything worked pretty quickly, and managed to win the game without too much trouble.
Since you decided to use third party sound it would have been nice to have a few more audio tracks, but the one you went with was still good.
A few bugs(?): - When selecting units it was confusing that the rectangular area that appears is the actual selection area, but the circles around the units would pop up outside of that area, making me think they were selected - You can send one unit off to lure all the monsters to a corner where they're too big to follow, pretty much removing them from the game since they will never change focus. - I think simply fixing this would have ruined the game for me, since it already took quite a lot of the same gameplay to harvest everything and win the game, and avoiding the monsters the way things currently are would have probably been pretty boring/tedious. I also liked that I was able to leverage my tiny size to outsmart the monsters, it added depth to the game's implementation of the theme. - Camera pan interrupted me a few times in the middle of monster-luring. It thankfully didn't get my luring unit killed but was still jarring. I'm going to botch this description but maybe instead of freezing the game and moving your camera it should pop up a camera view taking up a minimap-size portion of the screen showing the growth with an arrow pointing to your base - Things got a bit laggy (I'm on Firefox/Linux with an RX570) towards the end. Not really something I can complain about for a jam game but you might find it helpful to know you were pushing your engine limits.
Other than that, nice work! This was a fun game.
Nice take on the theme! I have a craving for Grimm fairytale style games now.
I managed to dodge the hand a few times, but it seems to go invisible and grab me as I try to go past it again. Other than that I found a few tiny ~~bugs~~ creatures: - I have a widescreen monitor so it messed up the graphics a bit, but that was easily fixed by resizing my window. - You can fall off the left side of the map in at least one place - The hand catching sound was a little loud, it enhanced the hand's jumpscare power by a lot though :P