FoonLudum Dare ExplorerUsers → LuckyFeathers

LuckyFeathers

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202456Tiny Creatures👥Age of Honeyjam1014.083.953.394.284.264.063.713.70
202251Every 10 seconds👥Fun Time Gamesjam1723.934.043.454.414.123.894.163.89
202250Delay the inevitable👥Pier Pressurejam374.274.383.904.404.384.134.364.11
202148Deeper and deeper👥Paydayjam1674.044.113.383.284.163.654.343.69
202047Stuck in a loop👥Oh My Hamsterjam1274.094.074.014.314.073.684.094.07
202046Keep it alive👥House Bouncersjam1654.054.053.204.093.943.463.843.67
201945Start with nothing👥private void Start()jam1713.883.873.794.013.923.483.823.83
201944Your life is currency👥Undertakerjam4823.513.743.122.853.743.383.44
201842Running out of spaceOverclockedjam833.984.003.594.133.663.662.333.43
201841Combine 2 Incompatible GenresBloomjam4433.573.313.653.643.403.313.143.31
201739Running out of PowerDownpourcompo633.893.393.583.954.343.292.264.06

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by LuckyFeathers

LD39 — Running out of Power

The 100% Official Liz McColgan's Running Power by OddballDave 2017-08-16T21:54:30Z

It took me almost 2 minutes to complete 800m. That means it takes 1h45m to complete the marathon, assuming I run at the same speed. If anyone completes all the game modes I'll personally come to their house and give them a cookie.

Alright, aside from the fact that you're a crazy sadist, the game is beautiful. Love the music, love the graphics. Also, the fact that the actual person playing the game is the one who runs out of power is a great interpretation of the theme. Good job!

AI-Bot Problem by Neon 2017-08-18T10:22:33Z

Hey, this is a pretty good game. The graphical design of everything works very well together, and it looks polished. I like that there's audible feedback when you click on buttons as well as the walking sounds, but I would have liked to have some ambient sound as well. Music or just ambient noise.

Maybe there could be an easier way to distinguish the bots, rather than "A" and "B"? A different shape or color maybe. I always had to hover over the switches to remember which bot is which. I only played a few levels, but if you have more than two bots at later levels it probably gets even more confusing.

Aside from that, my only complaints are some few, subtle things. For example, if I have bot A seeking yellow, and I try to make B seek yellow as well, nothing happens. So I have to unselect bot B, disconnect A from yellow, and then combine B and yellow. It would have been a lot better if it just disconnected A and yellow for me automatically. Hope that made sense :p Similarly, if I want to break a connection between the left and right panel, why do I have to left click and then right click? One right click should have the same effect. Of course, all of these things are minor details, but those details are what turn a good game into a great game.

The Empire's Fall - EstrelSteel by EstrelSteel 2017-08-04T22:20:18Z

You uploaded the wrong game! :o At least the Windows build. It's a game called TreasureHunter, and files were last edited in april. Was probably made for last Ludum Dare :P

Ardis Mobile Mission by Franklins Ghost 2017-08-18T20:28:18Z

The post-LD version is quite good. The pling sound when you find the answers is great. Audible feedback always makes the game feel a lot more complete. Beautiful graphics and animations. I still feel that the battery runs out too fast, and whenever he puts it to charge I just restart the game instead of waiting for it to charge. What I'd suggest is let the player click a button to charge the phone (such as holding down space), and if you forget to charge and the battery runs out, you lose.

The rating I give you is based on the LD version.

On/Off by ThePelranthean 2017-08-02T01:21:17Z

Good looking game and cool mechanic. Camera is an obvious flaw, and more levels would be great, but very understandable for 48 hours. If you polish the game and add more levels it can become a great game.

The Woods by strong99 2017-08-18T20:50:05Z

The graphics are great, except for the weird white borders around the player (not sure if that's intentional or not??). Music is nice, but it would have been a million times better if it looped properly. There are some minor things I would have liked to see changed, such as game balance, audible feedback when interacting with stuff, enemies and rabbits spawning several places, etc, but I guess you ran a bit out of time like everyone (me included).

Cats Can Do That by crazyrems 2017-08-18T10:38:01Z

Great game idea, really funny. Also quite well executed. I like that there's good audible feedback when you click on stuff. The animations of the spinning cat was just hilarious :D

My one big complaint is that there's nothing to do most of the time. In games like Cookie Clicker you're always, well, clicking. Here you're just waiting. I'm not sure exactly how you could make something that would fit the theme but if you did, it would make the game a lot more enjoyable.

Other than that, I only have minor complaints. The scroll wheel is incredibly slow, to the point where it's utterly pointless to use it. Multiply it by like 20. As you get more cats it gets a bit confusing which ones you've refilled with bread. A small indicator showing how much bread is left would have been great. Also, when buying new cats it would be great to know how much income it would add.

Revenge of the floating pig farm by foxroxracer 2017-08-01T20:00:07Z

Neat game, but some things need polishing. Player movements are a bit wanky and sometimes the farmers swarm around me without damaging me at all. It also gets a bit repetitive, and if you're good you can basically go forever. Some sort of added difficulty throughout the game would have made it gradually more difficult.

Mars Escape by lukethecoder64 2017-08-16T22:10:34Z

Definitely would have preferred some sound, even if there's not supposed to be any sound in space. Star Wars would have been a far worse movie without explosion sounds!

Game runs smoothly, and I really appreciate that you scattered the tutorial messages throughout the game when they were actually necessary (such as telling me how to turn on the flashlight once I got into the cave). There are so many games that just show a wall of text at the beginning, explaining what all the buttons do, and then I forget it when I actually need them.

You have a weird lighting problem. I don't know exactly what it is, but you should look into it. For example, have a look: https://prnt.sc/g9dqfo This triangle is just another part of the ground, but it looks like a hole. Similar issues occur when you're in a corridor in the tunnel and you don't know if the wall ahead is a dead end or just a turn. Again, I don't know exactly how that happens, but it feels weird. Maybe just adding textures would help, or maybe there are some UV mapping issues?

Pain That Binds Us by Jungle 2017-08-03T01:56:35Z

Best game I've played this Ludum Dare. Taking into consideration that you were 5 people making this though, I'll be a bit extra harsh and picky.

The controls at the first level are not very intuitive, and it's not easy to understand when the enemies are holding me. Also, sometimes when I was caught, my character stayed in the running sprite. Lastly, the part where occasional wind slows you down is mostly just an annoyance. Mid-air my character's movement speed decreased and I failed a jump I would have made otherwise.

Aside from that, absolutely stunning game. I loved the way it started out as a simple fighting game but ended up as a heartbreaking story. Music and graphics really elevated it. Impressive to see how you can tell such a good story without having a single word being spoken or written.

Electric Energy Tycoon by Jesús González 2017-08-15T23:33:43Z

Good game. Unlike some others I didn't struggle to understand it. Instructions helped a lot though. Game is really slow, especially at the beginning. Being able to change the time speed would be great. Also a timer of some sort, showing how much time there's left of the month, would be great. Either a bar or counting each day.

Fluffy Racer by pfeyffer 2017-07-31T20:06:59Z

Cute game and funny description. I agree there should be a tutorial level or some other way to teach you the gameplay.

Faade by Ace17 2017-08-18T11:32:45Z

The visual effects were really well made. I'm quite impressed. It's way too difficult though. Remember that the game is a lot harder for us than it is for you. While you've had 48 hours to practice, we only have 5 minutes. Tune down the difficulty a lot, and also the shaky effect. <40 is basically impossible to play, and <20 I feel like I'm having a seizure.

LD39:Running out of energy by johnnwfs 2017-08-01T20:12:40Z

Neat. Good approach to the theme. The sound from your ship is a bit too loud compared to the other sounds.

VIS by Hackingroelz 2017-08-04T21:58:00Z

Alright, cool! I like it. I wanted to make some sort of strategy game myself, but I didn't really find a good way to incorporate the theme, but you certainly did! And what a beautiful music!

I feel like everything is a little bit chaotic though. If you had color coded the text (i.e. red if you're losing energy / money, orange if <10, and green otherwise) it would have been a bit more clear what was going on. You could also have written it like "Money: [CurrentMoney] (+DeltaMoney)" and saved some lines. In terms of gameplay, there is not really any difference between water and grass as far as I can understand. How about making building cost more expensive on water? That would sometimes force the player to place villages close to mines or solar plants.

Oh and there's also no way to restart after you lose or win. You have to alt+f4 and start up again. When you have what seems to be a procedurally generated map, you want people to play it more than once!

Expectations by thebmxeur 2017-07-31T21:40:08Z

I couldn't figure out how to play this game :( It's a shame, because it looks beautiful.

BugsTD by TheMonsterFromTheDeep 2017-08-16T22:32:59Z

First time I've seen a TD in LD. I have been considering making one myself. How do you get the towers to shoot at the enemy that has travelled the furthest?

What I feel is lacking is proper feedback to my actions. I'd like an audible (and preferably also visible) feedback when I place a tower and when I start the next level. Background music is also lacking. The lack of audio and the fact that there's just one enemy, makes the game repetitive quite fast. If you're running out of time, you can just take your enemy prefab and change the color, size and speed, and suddenly you have a variety of enemies. For sound effects, you can just take your microphone and hit various items in your home against each other. It actually works suprisingly well. For music, you can make a simple track in programs like bosca ceoil. If you're really running low on time you can use this autotracker https://github.com/wibblymat/ld24/blob/master/autotracker.py It's a python script which automatically generates an 8-bit theme song in literally less than one second.

Battery Box by mrnannings 2017-08-21T22:25:45Z

Small, simple game. There's not much content, but what's there is very polished. So many LD games are grand projects with flaws, but you have made something small to near perfection. Good job!

Defend Home: Mars by sgt3v 2017-08-04T22:12:24Z

Cool! Best Ludum Dare FPS I've seen in a while. Controls and story are quick to learn and gameplay can start right away. Enemies look good, and the game in general looks quite good.

The sensitivity is quite high. I wish there was a sensitivity slider, because it's quite difficult to aim at enemies far away. There should have been some sort of recoil, because when you do get your aim straight, you can hit enemies across the map and you don't really need to move around the map at all. Game is a little bit too easy in my opinion.

The Factory by Jack D. Taylor 2017-08-16T21:06:02Z

Good overall game. It's essentially just a find-all-x-items-in-y-amount-of-time-game, like many others this Ludum Dare, but I preferred this storyline over many others. Game looks good and runs smoothly, but I would have preferred some music and sound effects. If the cars made sounds you could hear if they were coming closer. I also dislike the core game mechanics a little bit. It doesn't really make any sense that you die if they see you standing in the street. I'd suggest adding more cars, but only have them reducing your stealth bar if they see you near the boxes. Just my opinion though :)

Ash Dash by DevOrc 2017-08-16T21:16:16Z

At first I encountered some weird windows bugs where it wouldn't display the game properly. Once I got the game to worked I actually enjoyed it quite a lot. Simple, yet fun. I have no idea how that programming language works, but is there any way you could add sound? Would have made the game a lot better. Still, neat game!

Breathless Parks - Running, out of Power by gonutz 2017-08-01T00:02:50Z

Brilliant! "I wan't Matlock! I wan't Grey's Anatomy!" :D Beautiful graphics and funny game, but I spent more time downloading and installing than actually playing :p I also found it too difficult. With some tuning it could be amazing though.

A Black Screen by qzqxq 2017-08-16T22:43:49Z

This is my favorite game of Ludum Dare 39. Great job! Absolutely perfect game. It made me laugh, and the difficulty was perfect. 5/5

All of Me by Lucien Catonnet 2017-08-15T23:22:45Z

Well, this is obviously more a test of your own game engine than a game, so I'll judge it based on that. I don't know much about the topic, but one thing I would have liked to see is anti-aliasing. Movement feels very smooth. Would have liked a crosshair or some way to indicate exactly where I was pointing. The stereo sound works well.

Looking forward to seeing your next game!

Thunderstorm by alobker 2017-08-18T20:38:16Z

Good game. The sounds really enhance the experience and set a nice mood. Graphics are nice. Love how only the buildings in the background light up when there's a lightning. Overall, quite good game.

I have two complaints. Firstly, there isn't really much to do. Most of the time, especially at the beginning, I just sit and wait. Would be nice if there was something to keep me entertained. Second complaint is that there should be some visual guidelines to show which building a cloud is going to hit if I click on it. Like some indicator when I hover over the cloud.

Survival Adventures by tomdeal 2017-08-15T22:44:44Z

Simple and easy. Good job for a compo. The music gets a bit annoying, but that might just be because I've heard a lot of 8-bit music while testing LD games these past two weeks :p In terms of game mechanics, I don't really understand the point of the selection square thingy. Why can't I just use the mouse to click on items I wish to interact with? When there are just 4 directions my character can point at, I struggled a bit to focus the square on the item I wanted.

Core Defender by Spexxilove 2017-07-31T21:23:54Z

I like it. The graphics and overall feel of the game is really well executed. Would appreciate having the timer on the screen while playing to see how I was doing.

Doctor Duck by ViKingGames 2017-08-15T22:56:14Z

First of all, this game needs music and sound. It looks great, but with no audio at all it feels dead. If you don't have the time or knowledge to make music there's a brilliant autotracker made in python which generates a random 8-bit theme song in literally less than a second. Github link here: https://github.com/wibblymat/ld24/blob/master/autotracker.py Sound effects, like shooting and dying, can be made with a microphone in just a few minutes.

What you have made is really good though. I must admit I didn't play for a very long time because I just ended up dying. But it looks really nice, and I don't see RPGs very often in game jams. If you add audio and the ability to move diagonally to make the game a bit easier and less frustrating, I definitely think this could be a good game outside of Ludum Dare.

Argon by ristoretto 2017-08-21T22:54:14Z

Neat game. Runs smoothly, core game mechanics are good. I like the music, and the game feels complete.

Unless I'm wrong, I only get two hitpoints that never recharge? I think that's a bit harsh. I think it would have been cool to mix the health points and energy (would fit the theme even better), but that's just a subjective opinion. I also wish I could fire off the screen. The enemies can hit me while they're just outside, but I can't shoot them. Also, game feels a little bit too difficult in my opinion. It might just be because I'm bad at video games, but I wish it were a little bit easier so I could get through more levels. Always remember that while you've had 48/72 hours to practice, we only get 5 minutes.

PowerMan by C0nst4ntin 2017-08-04T00:07:08Z

For a 14 year old, this is really impressive. At 14 I barely knew how to use Power Point. Art is cool, game runs smoothly. There are lots of tips in the comments already, so I won't repeat everything. This is obviously a game that is heavily inspired by many other games, but that's fine. People learn by mimicking, and once we've mastered that, we use our creativity to create something new. A baby's first word is spoken by imitating its parents, but eventually the baby learns new words and manages to construct own sentences and use them in new ways to express itself. Take good notes of everyone's comments and see if you can improve next Ludum Dare. Good job, and good luck :)

Crazy Tesla Taxi by AViTT 2017-08-18T11:22:16Z

Neat sandbox game. A flip button would have been great because it's easy to land upside down. Some music would also be great to have. There are simple music programs out there, such as bosca ceoil. If you're running really low on time there's also an autotracker made in python which creates an 8-bit song in literally less than a second https://github.com/wibblymat/ld24/blob/master/autotracker.py

Five swords to Hell by Javier Diez 2017-08-02T21:57:00Z

I adore the gameplay and the mood and feel of the game. Everything, down to even the choice of font, fit very well together. The profane language was a bit off-putting though, but aside from that I don't have many complaints. Would have loved a longer game, but I definitely prefer quality over quantity. Great job! :)

Battery Defence by longshorts 2017-08-22T12:40:13Z

Actually quite a fun game! Original twist on tower defense games. Main character is cute ^-^ It's sometimes a bit difficult to select something though. I think you should have increased the size of the raycast collider of objects, especially the charging stations. I like that you have a tutorial, but it's still a little bit confusing. It took me a while to understand there are both charging stations and turrets. Once I got the hang of it though, it was very fun to play. Good job for a compo!

If you continue to work on the game I'd like to see enemies' hit points and spawn rate increase with the difficulty level, rather than the energy cost. As long as one tower is powered, it can take out all the enemies by itself, so I was just running back and forth and never roamed around the whole map. Also, if you keep expanding the game you could add upgrades to your character in between every round (movement speed, recharge speed, etc). This could definitely become a game I'd pay to play if you keep working on it.

Power Run by Strega 2017-08-01T00:15:39Z

Quick to learn and understand. I think I'd prefer the camera a bit further behind so you can see the path catching up with you before it's actually too late. I stumbled upon a "bug" where the path turned the same way three times and hit itself.

Sorceress by j-nat 2017-07-31T21:17:37Z

I like the concept, and the graphics are neat. Music or ambient weather sounds would elevate the graphics a lot. Also, your hitboxes seem to be a bit off at some places.

Nyctophobia by mhaton 2017-08-18T10:48:05Z

It's very well executed. Like you say, it's a "small, less ambitious game", but those are often the games that work the best in game jams, because you actually have time to finish it and add the small effects that makes the game feel complete. Music is beautiful, the enemy shadow is very well made. Lighting is just right; you're just barely able to see the walls. My only real complaint is that the gameplay isn't really about avoiding and fighting the shadows, but more about remembering a maze. It's frustrating to start over. I think I would have preferred if the space ability was available anywhere, but you have a limited amount of them which can be refilled throughout the game.

CoolCoalGame by Gris 2017-08-02T01:56:08Z

I actually ended up playing this for a while, until the cost exceeded the maximum I could produce with max generators and I couldn't do anything but wait for the inevitable death :p Good game and good approach to the theme. It's a bit complicated to grasp, so it's a good thing you added a tutorial. And don't be so harsh with yourself, you did great. The most important thing is to learn from your mistakes and improve for next ludum dare. Good luck :)

Running Out Of Power supplies by Koen Bresters 2017-08-21T22:40:49Z

This is really, really well made for a 13-year old. When I was 13 I barely knew how to use Power Point. I like that you have music and sound effects and a start menu and intro. They make the game feel complete and polished. I only have some minor complaints. I don't really see the point of the stuff I pick up. I didn't notice the score text before I was at level 3 (this should have been more visible), but ever since then it was stuck at 33333. Another color on the obstacles would have been nice, like others have pointed out. For future games, try to use a different font than the standard one in Unity. You can just import some that are already on your computer, and it just takes a minute.

However! Again, amazing work! I'm looking forward to your future games!

EDIT: By the way, I see you haven't given that many ratings, neither this nor last Ludum Dare, where you didn't get to 20 ratings. The best way to get people to play your game is to play and rate other games, because that will prioritize yours when people browse for games to test.

Lantern by Kaban 2017-08-15T23:39:35Z

Great art and atmosphere. Simple but effective game mechanics, but I did get bored quite fast and would have preferred some more features or maybe some variety in the enemies. There is of course a limit to how much one can do in a weekend though! Good job!

Say Hello by Pedrowzee 2017-08-02T22:06:02Z

Cool! It does get repetitive quite fast though. Would have been great with a wider variety of missions. Also think it would be fun if the player was doing something in his room, i.e. play video games. Would probably appeal a lot to the Ludum Dare community :P Aside from that, the game is lovely. Love the music and graphics.

Downpour by LuckyFeathers 2017-08-02T21:39:15Z

@gonutz Ah, I didn't think about that. A 32-bit build should be up now :)

Downpour by LuckyFeathers 2017-08-08T01:01:50Z

@gonutz Thanks :) I'm considering putting some more work into this and developing the game further, and all your comments are helpful. I did figure out the weird ground collision, and it was such a small, trivial thing that it's quite embarrassing :p

Don't Get Fired! by Lazzor 2017-07-31T23:53:48Z

Haha, love the funny events and comments :p I'd suggest adding a song or something to give the player a feel of despair as none of the buttons do anything useful. Could also have less time available. I love that the buttons are randomized. It adds a lot of replay value.

NOT ALONE by Xephrys 2017-07-31T23:16:56Z

Love the graphics and mood. I hate horror games though, so I didn't play much! :p Encountered a bug after finishing and restarting where the trumpet song at the end kept playing after I restarted.

Power by KRP 2017-08-02T23:34:43Z

Amazing! Simple, but fun. Spent a surprisingly long time playing this game. Mixed up rows and columns sometimes. Would probably be better if one axis had letters instead of numbers.

LifeRunner ~~~O by ruba 2017-08-02T22:19:32Z

Always impressed by people who made their own engine. Also, love the graphics. Would be nice if the tail followed the head when you moved up and down, instead of the whole thing moving together. But I have no idea how easy or hard that would have been to implement in your own engine. Wish the game was a little bit longer and a little bit easier, but overall, very good job.

Electron Busters by Imreness 2017-08-04T22:31:22Z

I think the game is broken, or I'm just being dumb. I select a stamp and mash both E and left mouse button on the electrons, but nothing happens. It's a shame, because the game looks hilarious. I'm a chemistry student, and the game description made me laugh.

And by the way, they do use iron cables for long distance high voltage cables ;) Copper is more common though.

Power House by OmnipotentIndie 2017-08-01T12:42:28Z

It's a bit too difficult. Remember that while you've had 48 hours to practice, we only have a few minutes.

D34TH by Falk Bruskeland 2017-08-01T11:17:21Z

I don't know if it's supposed to be difficult or not, but I struggled a lot and found the difficulty a bit annoying. A good rule when making games for jams is to make it trivially easy, and then call that hard mode. Remember that you've had 48 hours to practice the game, while new players only have 5 minutes.

Run and Slash by Aycan 2017-08-01T12:10:11Z

Good game. Love the abilities and the sound effects, but the game gets a little bit long and repetitive. Would it be possible to have you start with only 1 ability and get more later as enemies spawned more frequently?

Chase by Kuz 2017-08-16T21:36:57Z

Pretty fun actually. Would have liked some indicator to show me how long there was left. I.e. a sign every 5km or just a progress bar. Towards the end it's impossible to pick up more fuel though, and you just have to hope you have enough to get to the end. Something else than the default skybox would also be great. But overall, neat game.

HockeyGame by Steven Adams 2017-08-04T21:39:40Z

Game runs smoothly, and if I had friends to play with we'd probably have fun playing it for a while. I generally try to avoid these types of games when I make games for jams, because I'd probably have to spend the whole weekend programming an AI. I assume you came to the same conclusion a while into this game :p

Graphics are programmer art. Most people are either programmers or designers. You're clearly the former :p I'm also more of a programmer than an artist, but something I realized (at least for me personally) is that 3D art makes the game look a lot more impressive and is actually easier to pull off. If you learn the basics of a 3D-modelling program such as Blender, you could have made a simple goal and hockey stick (just look up pictures on Google and basically make a replica) and have the player be a sphere with eyes, and with the camera a bit tilted you'd have a great looking game.

Aside from that, a pause menu and a way to quit the game besides alt+f4 would have been great. Also, the game is unrelated to the theme. You could have given each player an endurance bar which determines movement speed and which gradually decreased. The players could pick up randomly spawning batteries (or soda bottles or whatever) to refill endurance, and suddenly the game would fit the theme very well.

Those are just my suggestions though. Take notice of everyone's suggestions and try to improve next time. After all, becoming a better game developer is what Ludum Dare is about :)

RedLight by doorless 2017-08-16T21:44:19Z

The ambient sound and the graphics set a great atmosphere. However, the controls are wanky (especially when using ladders) and the light sources are way too small. Also would have preferred character animations when using ladders. Tweak some values and find a solution to the movement, and this could be a great little game.

Writer's Block by TobiasBruch 2017-08-03T14:06:26Z

Alright, I love the mood of the game, but your gameplay mechanics need work. It took me 3 tries to actually understand what I was supposed to do and that I'm supposed to dodge the red stuff. Also, I got stuck way too often, trying to push too big blocks. I'd suggest less blocks so it would be more of a labyrinth than pushing everything aside, hoping I don't get stuck. But with some work on the gameplay, this could be great. Oh, the text is a bit hard to read in my opinion. Not a big deal, just a minor thing.

Toast Up! by gwinnell 2017-08-02T23:50:30Z

Beautiful looking game. A bit more polish and more upgrades and it'd be a mobile game I'd gladly pay for.

Exocharge Infinite by Karnage Studios 2017-08-18T11:57:43Z

Neat game. Has the potential to become something I'd pay money to play. Graphics are amazing. Love the mechanic that makes you more powerful when you're low on HP.

Towers shouldn't spend their power when you're at max health. I'd like to be able to come back and regenerate when I need to. There are also some annoying deaths in the game. It's a game that should be difficult, and you're supposed to die sometimes, but falling off the edge over and over is just annoying. I'd have liked to have more blue walls so that I don't fall down all the time. Games should be challenging, but the challenge should never be an annoyance.

Lastly, I discovered a weird bug that occured several times. Sometimes I move around and shoot even if I don't click any buttons. It's like the buttons get stuck. I don't really know how that's possible, but it's really annoying. I think it happened only when I respawned. Maybe you reload the exact state of the game at the time of the last checkpoint, and if I happened to be shooting at the time of saving, it starts shooting by itself when I respawn? To stop it I have to click and release the buttons that were autonomously activated.

Prison Escape by stephen321 2017-08-16T21:29:46Z

Nice game. Quite fun to play. Gets a bit repetitive. Different types of enemies (some with more health, some faster, etc) would help a lot. I like the graphics and the small details, such as the red cross over the gates at the top when more gates open, and the green arrows pointing to the exit. Most Ludum Dare games don't get that level of perfection because we tend to run out of time (me included :D), but you have a very complete game. I like the fact that there's music and sound effects, but I don't feel like the music fits the game. Still far better than not having anything though. Also, a pause menu would be great. I had to take a quick break, and escape closed the whole game.

SpaceReturn by Larx 2017-07-31T04:09:00Z

Having some hundred hours in FTL, I liked this game. I did encounter a bug though, after first level and placing new objects I couldn't start the next level. Nothing happened as I clicked. Tried to start over but didn't manage to reproduce bug.

Running From Power by MaiMai 2017-08-21T00:42:37Z

Good game overall. Music, sound effects and small details such as game slowing down during explosions, make the game feel finished. It's a bit weird with all the dead bodies sliding around though. I probably would have despawned bodies a few seconds after dying, but I admit it's fun to blast dead bodies off the screen! :D Maybe just add a lot of angular drag (friction) to prevent them from sliding everywhere. Towards the end of the game I just ran around trying to find the last pirate, and eventually quit the game before completing it. I'd suggest adding an arrow at the top, pointing towards the closest enemy.

Fluffy's Charge by Pixelbukkake 2017-08-03T14:47:21Z

Great game. Beautiful art and music. I found a reproducible bug though. When an alert occurs twice in a row, it doesn't trigger. If I were to guess, you have a boolean for each disaster, and when the alert triggers, you set 'disaster = !disaster'. When the a disaster triggers before it's over, it just stops instead.

In terms of gameplay, it gets a little bit boring once you get some of the upgrades. Game should have become harder and you should produce money faster when you're later in the game. Maybe have a money multiplier upgrade.

Art-wise there aren't really any complaints. Would be nice if the disasters would actually be visible through the window, but I'm impressed how much you managed to do in one weekend.

Oh, by the way, Pixel Bukkake is probably the most awesome name for a game company ever made.

Gymtastic by LittleLegend 2017-08-02T01:31:52Z

I like the graphics. A bit boring with just one enemy though. Quick tip, if you just take the enemy character and change skin color and hair you have a variety of enemies with not much extra work.

Jam Simulator by vizitas 2017-08-01T11:57:32Z

Great game. Very funny. The typing was a bit annoying because I had to wait for the letters to get to the bottom. I often pressed a button just too early and had to press it again. Why not just let the player press the button as it appeared on the screen, and just increase their falling speed? Also, it would be great to have more visual aids to tell me I was running low on power. I was too busy paying attention to the typing and suddenly I fell asleep. Maybe yawning sounds as power reached certain thresholds?

Save My Phone by TheLucky 2017-07-31T20:40:34Z

Good game and game idea, but it's way too difficult. There's a saying in game jams that you should make the game trivially easy for you, and call that hard mode. Remember that you've spent 48 hours practicing this game ;)

Nectar Frenzy by LizardScript 2017-08-21T01:00:26Z

Looks really pretty. Game feels finished, and things like a (really well made) start menu helps a lot. To me the gameplay feels a bit unpredictable, because I have no clue where the enemies spawn next and if I get stuck in a corner. I wish I'd get some indicator a few seconds ahead before an enemy moves or a new one spawns. I also don't like the fact that you have to wait 3 seconds on a flower before you actually heal. It's annoying to die when I'm standing on a flower and I hear the slurp sound.

Powerless: Trump Teaches Typing by RootPew 2017-07-31T20:48:38Z

Love it! Really funny! One small thing, I'm not using an English keyboard and have the ' and - buttons on different keys, and couldn't write words with those signs.

Battery Jump by MiepMiep 2017-08-15T23:12:03Z

Good first entry. Artwork is beautiful. The problem with the game is the same as with many other game jam platformers. It's just too difficult. Remember that you've had 48 hours to practice, and other players just have 5 minutes. Try to make the levels trivially easy and call that hard mode. Try to get a friend to test your game mid way through development. I barely managed to get to the second level after playing for about 10 minutes.

One minor thing. The jump sound is played whenever I press space, even if I'm mid-air and unable to jump.

Bequeath by Spyboy 2017-07-31T19:55:58Z

Cool concept, and impressive for 2 hours. A bit annoying to have to play the beginning over and over again, but overall an innovative game.

Gadark by krish8l 2017-07-31T23:41:18Z

Great! Actually ended up playing this one for about 15 minutes. With some minor tweaks, the game could have been awesome. First of all, the batteries are too difficult to find. I'd suggest adding a fairly bright light source or some audio or a light beam or something to make them easier to spot. Also, there's no way you can collect all 10 batteries without the shield running out. Lastly, when you're holding a battery and you hit a collider, the battery spins like crazy. I'd suggest making the battery kinematic while you're holding it and locking its position in front of the player.

Oh, also, let the player skip the intro screen. It's annoying to have to rewatch it after you die and respawn.

RulesQuest by Adrien Dittrick 2017-07-31T19:46:08Z

Neat. I'm always impressed by LD games with procedurally generated maps. Would probably take me the whole weekend just to complete that part! :p Game does feel a bit chaotic to new players though. A mini-map would help.

FILEFICTION by Menno Stas 2017-08-20T22:19:40Z

Well, there's potential here. What you have is promising, but it's obviously not a very long game. With a more elaborate story I'm sure it's something I'd pay for. But if you do continue the development of this game, try to find ways to knit the story paths together. The thing with interactive story games is that most of the work you put into the game won't be noticed by a player because he chooses a different path.

LAST INSTANTS OF LIGHT by Kilirane 2017-08-01T12:27:22Z

I don't understand exactly what to do, and I die before I can do much. Some sort of a tutorial would help a lot. I absolutely adore the graphics and mood though! Really beautiful.

LD42 — Running out of space

BIO-EX-DEUS by Joror 2018-08-26T15:32:59Z

This was awesome! If you continue working on this I'm sure it can become a great game some day. I really thought the concept was intriguing, and considering this was a solo project I'm really impressed. However, I'd like a reward system. Nobody cares about a high score. I also don't like that you only have 15 terraforming abilities. Why not make it so that terraforming costs glory points, and the glory thing becomes a currency rather than a high score. The last 10-15 eras I just press next era because there's nothing for me to do.

PolyPack by mao 2018-08-20T23:31:29Z

Neat. The game looks really smooth with the animations, such as blocks fading out instead of just disappearing. Some simple sound effects when clicking and dropping blocks would be nice and wouldn't have taken too long to add. I also find it a bit hard to tell how long some of the blocks are. You should have drawn narrow lines on the blocks to separate block pieces. But aside from that, really well made game.

By the way, I also made a tetris-like game this Ludum Dare. Check it out if you like :)

Block Drop by Crazy046 2018-08-22T00:26:00Z

Simple but good. Puzzle games like these work very well for game jams because the core game mechanics is fast to implement, giving you time for polishing and game balance. Here are two things I made a note of:

- If I don't use the mouse in-game, why do you force me to use the mouse on the start and pause menu? - I didn't have a problem with the isometric view and knowing which direction I'd go, but I still think it's a bad design decision. - However, what I didn't understand was whether or not the block would lay down or stand up when I moved. It took me way too long to understand, and I feel like that concept could have been introduced in a simple tutorial level.

Anyway, neat game. Good luck next time :)

The Crappy Shipper by elenesski 2018-08-21T00:11:31Z

Alright, the concept is good, and for 12 hours you did really well. Here's the list of stuff I've made a note of:

- The physics of the boxes don't work very well. In general Unity's physics system is not very reliable, especially not at high velocities. I'd have tried to find a way around it, if possible. Maybe just turn off the whole rigidbody when they're placed on the boat. Just make it a child of the boat and they'll move along with it. - The way the boat turns is not really good. If you made the boxes children of the boat instead of using rigidbodies they would have flipped with the boat, but when you teleport the boat like that, the boxes fall off. A possible workaround would be to replace the boat with something that doesn't need to be turned, like a raft. - I can transfer boxes by holding them and not dropping them on the ship. This feels like an exploit. I suggest you don't let the player control the boat unless he's not holding a box. - Eventually the game gets really easy, and the only way to lose is to destroy the boat. I'd add a timer to get another lose condition. And then you could make a simple highscore system. - You should have a pause menu. Doesn't have to be anything fancy, just a button to continue the game and a button to quit. It's annoying to have to press alt + f4 when I'm done playing.

Oh, by the way, you should opt out of the audio category if you didn't make the sounds.

Heart Breaker by Brent Chance 2018-08-16T22:24:42Z

Alright, cool game. I only have a few minor things to note. Firstly, it wasn't perfectly clear I just had to walk to the edge of a corridor to win the level. I'd actually prefer if you had to clear the whole level, but that's a design decision. When you kill all the enemies you should have some visual indicator, like a blinking arrow, telling you to go to the edge. Another minor complaint is the massive hearts on the bigger enemies. I understand you want to make it clear they're stronger, but I can't even see the girls. I think you could have simply changed the color of the heart or adding other minor details. Anyway, pretty cool game. Good luck next Ludum Dare :)

EVOLUTION by Noa Calice 2018-09-01T00:27:07Z

Absolutely stunning visuals, and generally an amazing game. Only thing I'd have liked to see is a tooltip explaining what the different buildings do. Also, there isn't really any... gameplay. Well, there is, but I feel like there isn't really any strategy involved. What if you had a certain number of people on the planet, but the population increases of time and you have to fill the planet with buildings and energy resources to accomodate for the new citizens. Coal and other polluting energy resources give a lot of energy for its cost, but if you use too many of them you destroy the planet. Etc etc. That would be more of an actual game in my opinion.

Anyway, I'm obviously just nitpicking and throwing ideas out there. The game is beautiful and probably the best I've played this Ludum Dare. Good job! :)

ROOSTER EXPRESS by Fran Segura 2018-08-21T00:39:22Z

Great game, exciting and fun to play, nice graphics. Unfortunately it falls a little bit short because of some design decisions.

- When I get to a conveyor belt I sometimes turn around, which makes me drop the package on the floor. And sometimes the packages slide off the belts. I think it'd be a lot better if you simply teleported the package on top of the nearest belt within a close distance, and then disabled the physics of the boxes. - Why do you have a time limit? I think this game would have been better off with an endless waves type of game, but I guess that's more of a subjective opinion. - The game is way too difficult. I know it's supposed to feel stressful, but you should also make the player feel successful. The boxes spawn in way too fast. - I think you're being unfair with the player with the way you change between districts and delivery types. Several times I dropped off a package to a district, only to see that gate changing to a type of delivery. In my opinion the boxes should be accepted when they land on the belt, but that might also just be my personal opinion.

Some particularly positive things to note: - The mechanism of turning the boxes to find districts or courier details is a great touch, and I love how you have different labels and some even saying a district but it's crossed out and you have to find another district label. - The security camera orienting towards the player is a creative little touch. - For some reason I laughed a lot when someone dropped a burger with the mail :D

Again, great game. I may sound a bit harsh in this review, but that's just because you're 4 people and because you're just a few poor design decisions away from one of the best Ludum Dare entries I've played. I'll give you higher ratings than this review might imply. I'll be looking forward to seeing your future Ludum Dare entries :)

WetFeet by kruemelkeksfan 2018-08-22T00:15:03Z

Alright, the game is clearly unfinished so you're getting a poor rating, but let's have a little look at what we can learn here. This actually reminds me a lot about my LD41 entry where I was way too ambitious and tried to make an RTS in a weekend. A game like this would take a whole team of developers a year or more to make. When you're making a game in just a weekend you have to make something simple. Try to complete the game in one day. Then you can spend the rest of the time polishing and balancing the game.

Now, aside from that, here are a few simple tips: - Your camera movement is wrong. No strategy games move like that. When you move around with WASD you should move the camera relative to the world, not the camera. That means W moves the camera north, A west, S south and D east, no matter what angle my camera is facing. Then you can use the scrollwheel or something like Z and X to zoom in and out, aka moving camera towards the ground. - Remember to set your canvas settings to scale with screen size. Not constant pixel size. I'm playing on a 4K monitor and the text and buttons were tiny. - I need button feedback. When I click a button that button should change color and a sound should be played. I understand you ran out of time, but this matters so much.

If you get a bad rating this Ludum Dare, don't get discouraged. Keep participating in game jams and try to beat your last score. Good luck! :)

Just Balloon: Move or Lose edition 3 by zeu31 2018-08-21T00:52:44Z

Game feels complete, graphics are nice, music is nice. I like that you have stuff like high score and a quit button. These are things that a lot of people forget in game jams.

However! You suffer from another issue that I see quite often in game jams. Your game is way too difficult. Remember! You have practiced for 72 hours. What you find easy might be really difficult for someone who has never played your game before. Try to let someone play your game before you submit and see if you should tweak something. This game would be great if you had set the number of enemies at the start to 1 instead of 4.

Overclocked by LuckyFeathers 2018-08-30T20:20:23Z

@arch The time between each new block gradually decreases. After about 3-4 minutes the blocks spawn twice as fast. Glad you enjoyed the game though :)

Power Ports & Pollution by CeeJap 2018-09-01T00:06:15Z

Eventually I understood what was going on, but you really need to give the player a tutorial or some indication of what's going on in the game. At least tell me the controls. Z and X is not very intuitive. It took me a whole minute to get past the start menu. Also, that one high pitched tone was really annoying!

Alright, once I understood the game it wasn't too bad. I think you should maybe give the player a bit more starting resources though. It's weird to die after walking two steps and then placing a factory. But honestly, the gameplay isn't too bad. It's just very poorly explained to the player. Try to imagine you're a new player who has no idea what's going on. Or even better, let someone playtest your game while you watch. But don't explain anything, just let them figure it out themselves. Notice when they struggle, and improve those parts.

Good luck next game jam :)

Escape From Pompeii by ThatSommeS 2018-08-19T19:58:50Z

Alright, I like the basis of the game. The idea is cool, the graphics and sounds work well, and there is potential. Your biggest flaw is game balance and general game design. The game isn't really a game, because there's no strategy involved. My only job is to find the shortest path to the exit and hope lava doesn't randomly appear in front of me or cover the exit. What if you made the lava only spread out a certain distance. When a lava pop reaches the maximum distance it stops spreading. This can be visually represented by a darkened color. And what if you gave each character a bucket which could be used once each level to clear a line in front of the character. That way, if you use the bucket on a lava pop which has stopped spreading, you can get past it, but if you wait too long other lava pops will reach you from behind. That would give the game more of a strategy element.

The characters are difficult to spot. Give them a color that stands out from the rest of the game.

It's annoying that I have to manually select each tile. Try to do some research on pathfinding, either the Dijkstra's algorithm (easy to implement but not very optimal) or the A-star algorhitm (better performance but a bit difficult to implement). That way you can click on where you want the character to go, and he would find the fastest path himself. The youtube channel Quill18creates has a good pathfinding tutorial if you're interested.

Oh, and the game crashed after a few levels when I loaded a new level.

grOw by Sokuaisushi 2018-08-19T19:39:00Z

Great looking game. There's a lot of potential for a pretty good game here. Please note, I've only played the Ludum Dare build.

Firstly, the graphics look stunning. With some cool futuristic music you can get a really good thematic experience. When it comes to your level design I have a few issues though. While it's perfectly fine to have games be either easy or difficult, it's important that they're not unfairly difficult. For example, on level 2 there's no way to not get hit by a laser the first second, and even though that doesn't kill you, it feels unfair. Generally it should be impossible for the player to lose or take damage the first second after a new level loads. We who try your game for the first time have never seen the level before and need a second to understand what's going on. A quick countdown timer before each level starts could also be a good idea. Lastly, I feel like the game is a little bit slow. I'd probably double the character speed.

But still, the game is pretty cool, especially for a compo entry. With some more work I think it can be a great puzzle game. Good work, and good luck next jam :)

Running out of Space by Andre van Zuydam 2018-08-16T22:34:17Z

Neat. Great as a first entry. Graphics are nice, music works well. However, there are some design decisions I don't agree with. The second level is dumb, because there's no way of knowing when you hit the ground. There should be a number representing the distance to the ground, similar to the speed. Also, you should figure out a way to add a restart button when you die. That way you could also make the tutorial only play the first time you play.

RunnINN out of space by gamedevkng 2018-08-19T20:36:58Z

Awesome! I played the compo entry first and had a few complaints, but then I played the jam entry and they were almost all fixed! I love how use sounds and color changes to make it clear to the player when something happens. Visual and audible feedback are some of the most important things that people tend to skip in game jams. I'd add even more though, such as a slight color change to the block you're hovering over, or a little sound when you select a unit during battle. But hey, as a solo entry it's really good!

Some more nitpicking: - Having the text on the ground like that is a bad idea. It's difficult to read, and you don't give me any time to read it because the knights keep coming all the time. Make a simple tutorial or just display the text on the whole screen before you start the game. - When the day is over you should make the player automatically drop the block. You can place blocks while the camera is moving, which feels a bit like an exploit. - Use more bars and colors, and use less text. When I'm looking at a unit's stats I just see lots of text. Replace "HP" with a bar on top of the stats box, "ATK" with a sword and "Stay" with a bed. Same goes with the "Time left" at the top right corner during the day. I'm too busy looking at the incoming blocks to see that tiny text in the upper corner change. Make it a clock instead and make it bigger and at the bottom of the screen.

I think that's pretty much all of my complaints. In general, though, I'm really impressed with the game. For a solo project you've put in a lot of work. I actually ended up playing this one for almost half an hour!

By the way, I also made a tetris-like game for my entry. Would be nice if you'd check it out :)

Out of S.P.A.C.E. by Thöbe 2018-08-22T00:56:57Z

If you're going to make the game for AZERTY keyboards you should DEFINITELY include an option to change to QWERTY. Z, Q, S, D is not very intuitive for people living outside of France.

I didn't manage to get past the run phase of the game because the ZQSD thing just frustrated me. The only other thing to note on the run phase is that it's not very obvious when I hit or miss a button. You should have a sound play when you miss a button and another sound when you hit buttons.

LD44 — Your life is currency

BCoin - currency simulator by wdebowicz 2019-05-06T19:39:34Z

Surprisingly fun to play! So simple, yet really cool! The only problem I have is that it gets repetitive quite fast. After a minute of playing you've basically done all there is in the game. Maybe some random events could trigger? For example news that a big investor has decided to invest in BCoins (which would increase the value) or negative cryptocurrency press coverage (which would lower the value). That way the price wouldn't only be dependent on you. But that would of course take some time to implement, and it was just a weekend jam. I think you did a great job, and I wish you good luck in future game jams as well! :)

Battalia by Krassenstein 2019-05-04T20:02:42Z

Cool! Music and art were great. The game reminds me a lot of Age of War which was one of my favorite browser games when I was a kid! Would have loved to have a health bar on the units and a timer or bar for units being trained. Also, the game was a bit easy to complete (but that was probably just because I'm so good! :3). Instead of making a complicated AI, maybe you could have had 2 difficulty settings and just made the AI "cheat" on hard difficulty by reducing their HP costs. Well, anyway, good job! :)

F_NULL by feips 2019-05-06T20:05:10Z

Really cool game! It flows very well and I like the interpretation of the theme. It's very unfortunate that there's no sound, as it would have been such an excellent entry with just a few sound effects. I also think this game would have been a lot better with an online highscore. It's actually surprisingly easy to implement, and it's free. Here's a tutorial https://youtu.be/KZuqEyxYZCc Either way, great game. Good luck next game jam! :)

Stranger Coins by grena 2019-05-02T13:13:16Z

First I thought it was a traditional game where you run around and collect items with a limited amount of time. Then WOAH! My biggest problem with the game was that it was too short - which is a great thing! There were some minor issues, like not having a sprite for running downwards and upwards, not having more levels, and the fact that there's not much of a learning curve (the difficulty is pretty much the same at the first and last levels). However, overall I enjoyed it quite a lot, and I wish you all good luck next Ludum Dare! :)

Stay alive! by Richard Jedlicka 2019-05-04T21:11:44Z

I really love the idea, but, like others have pointed out, everything happens way too fast. What you should have done in this game is to gradually introduce each game mechanic to the player. For example, in the beginning, have the player only be responsible for blood circulation and oxygen. Then, after 30s or so, the guy starts to lose water, and then nutrition after 60s. Once I got the hang of it, the game was really cool. It's just so unfortunate it was so difficult in the beginning.

A good rule of thumb for any game is that the player should never be able to die within the first 30 seconds of the game, no matter how bad they are.

GTApp - Great Tube App by Gaming Night 2019-05-04T22:05:48Z

Awesome! Really fun to play, art and music work great, and the game just feels really good. One complaint I have is that there's not really any negative effect of hitting people? Sure, you lose 100, but you also get 200 plus whatever drifting points you get. The whole point should be to try to drift close to people but not hit them. Aside from that, though, I can't really think of any negatives of the game. Well done!

Beyond the Slot by Beebo Studios 2019-05-05T17:00:59Z

Yay I got the donut! :D Cool game!

I'm sure you're already aware of some of the hitbox issues and weird animations and teleporting. Stuff like that is bound to happen in game jams. What I would have liked to see is a health bar on the enemies (and maybe player as well, because the coin number at the bottom left is quite far away from the rest of the action). Also, some other clear visual feedback when I take damage would be nice. Character blinking, changing animation, coins flying out of the character, etc. The key here is player feedback. It has to be clear to the player when he takes and deals damage.

Another thing is that the enemies were sometimes hidden behind the wall. Consider making the walls a bit smaller.

Other than that, really cool game. The idea is hilarious, and I think it's generally quite well executed. Good job, and good luck next jam! :)

SURVIVOR 2048 by woody_builder 2019-05-02T13:48:26Z

Cool! I think you've done a lot of work here, and the 3D modelling is impressive. My problem in general with this game is that it seems you've put most of the work towards unnecessary things! What I mean is that some of the buildings and other things on the map are overdesigned. The neon lights look like something interactable. Such good looking barrels look like something that would explode when I shoot it. The garbage bins look climbable. But none of the things I mentioned do what I think they do. Instead, you could have spent some time making a mini-map and making the camera rotateable (it's very annoying to not see your character half the time!). I feel like you two are quite talented, but that the talent must be combined with better planning and game design.

Anyway, my comments may seem a bit harsh, which is unfair. The game was really good. Unfortunately small things like not being able to rotate the camera and some minor bugs (enemies not falling over when they die and enemies shooting in the wrong direction) get amplified when I see that you spent time modelling air conditioners on inaccessible rooftops. Overall though, I do like the game, and I think it was a good way to interpret the theme. Good luck next game jam! :)

Your Life Is Currency by AdmiralSpaceKraken 2019-05-04T19:41:40Z

Pretty cool. You have a game which feels very complete, which is rare for game jams. Often people get too ambitious and don't manage to complete the game, and that shows! Yours feels like you've done what you planned to do, which is great. There's even a highscore list! There are a few minor design decisions I'd like to change to improve the user experience.

1. There's not really any feedback to the damage. I'd love to have a sound effect and maybe have the character flash upon taking damage. A health bar would also help the player actually notice that damage is being dealt. 2. The mutation upgrade after each round is a bit annoying because I have to use the mouse, which means I have to move my right hand away from the arrow keys. Then the round starts immediately, and I have to get my hand back quickly. Here you could either have a quick countdown before each round starts (a "3,2,1, GO!" type of thing) or have a hotkey to purchase upgrades. Q and E for example. 3. The music loop is a bit short. This may be a bit unfair, but there are so many of these 8-bit soundtracks in Ludum Dare that every time I hear it I shiver. I understand not everyone is a music composer (I'm terrible at it as well!), but at least try to make it a bit longer so it gets less repetitive.

Anyway, I really like your game. Sure, there are games with better graphical fidelity and all that, but what I really like is your game design and what parts you have focused on. I think that if you keep making video games you're going to make a bestseller some day! Good luck next Ludum Dare! :)

Soul Exchange by Dennis Jeong 2019-05-05T21:16:07Z

Awesome! The spider mechanics felt great! Bunny was also good, but the spider was great! I spent some time, but I managed to complete the game. Great length of the game, great looking game (aside from the incomplete assets) and overall a very good entry. I definitely think you could keep working on this. Add more levels and animals and turn it into a full game.

Safe Travels by Mekyi 2019-05-02T12:39:35Z

Cute little game. It's a quite good interpretation of the theme, and with the music and sound effects and a proper goal, the game feels complete. For next Ludum Dare, try to give your game a learning curve. The game is identical (as far as I could tell) in the beginning and the end of the game. This will either make people struggle at the beginning when they don't understand the game mechanics yet, or make people bored towards the end (or both!). I would have made it such that engine failures only happen when you're at >33% through and off-course events when you're at, say, 75%. That way the game gradually gets harder. Lastly, I think a mini-map would have helped a lot here. I often had to go to the map and pause the game, and I feel like there's more than enough space on the screen for a small map.

But, overall, pretty good entry. Good luck next game jam! :)

Save your Cash! by NitroPictures 2019-05-09T21:32:30Z

Cool! You've got a complete game which works well. There are so many people who overcomplicate their first game, and end up with incomplete projects. One small tip: The sound effect feels very repetitive. You should try to randomize the pitch a little bit. It makes such a big difference! In your audio.cs file, before you do source.Play();, add something like 'source.pitch = UnityEngine.Random.Range(0.8f, 1.2f);'. Anyway, great first game. Good luck next Ludum Dare :)

Transfusion by DecadeDecaf 2019-05-06T19:29:49Z

The game looks very nice, the music is nice and the concept is great! I got very confused with the controls though, and it took me several minutes to understand it fully. I would have used left click to select units, right click to move them, and an entirely different button (space for example) to transfuse either a nearby unit or the one the mouse is currently hovering over.

Aside from the confusing controls, I really liked the game. Neat little puzzle game. Games like this are great for jams because it doesn't take much time to develop the base mechanics, and you get a lot more time to polish the design and make more and better levels. Good job, and good luck next game jam! :)

The Poor Rebellion by Adam Clayden 2019-05-02T12:58:22Z

Audio and graphics are the epitome of programmer art! I love it! :D Just what I expect when playing compo games. My problem here is your gameplay loop. It's quite confusing at the beginning what's actually going on. Although you have a quick tutorial, it's not really explained anywhere what 'economy' and 'funds' actually mean. Also, I think the peasants arrive too early in the beginning. If they come slower at the beginning, you give the player a chance to grasp what's going on, and then the spawn rate can gradually increase.

The Poor Rebellion by Adam Clayden 2019-05-02T14:42:07Z

@adam-clayden Yes, put it in the tutorial. Also, slow everything down in the beginning. A good rule of thumb to remember is that you have been practicing your game for 48 hours, but we only get to play it for 5-10 minutes. Try to make the game easy, and call that hard mode.

Collecting Really Nice Cats! by cheesepencil 2019-05-05T21:48:13Z

Well, that was something! I've got to say, you made me laugh quite a lot at the beginning there! Good job! :D

In terms of gameplay, the only thing I find a bit annoying is that if the kids jump there's literally nothing I can do to dodge them. I wish both I and they jumped higher (and faster), and that I could go below them if they jumped.

And one minor thing. On the UI, the score and timer should be space-consistent. If I have 9/20 cats it should say 09/20 instead, so that it doesn't shift when I get 10. The same with the timer. It's not a big thing, but it can be annoying in other games where you have a fast timer. You can do this in C# by doing catsCollected.toString("D2") instead of just catsCollected.toString().

Anyway, funny entry :) Good job, and good luck next game jam!

Time Jumper by xkyl 2019-05-02T14:11:03Z

Good job completing your first Ludum Dare event! That's something most people will never do! I must say I struggled quite a lot in the beginning to understand the controls. I understand that English probably isn't your native language, but it would be great if the tutorial had said pressing L would make me float to the right automatically.

A problem I had with the special skill is that I don't know what is going on, because I can't see anything. I just have to guess if I have floated past the obstacle. Instead of making the screen black, I suggest you make the special skill recharge. For example, you have 10 seconds of special skill, and when you get to the checkpoint you get 10 new seconds.

Also, the game is very difficult. Remember that you have been making this game for 72 hours. That means you have been practicing for 72 hours. The people who play your game only practice for 5-10 minutes. Try making your levels a lot easier.

Anyway, I think this is great for your first game. I wish you good luck next Ludum Dare, and look forward to playing your games in the future! :)

Cellvelution by TrueDima 2019-05-02T13:30:37Z

Cool idea! I actually thought about doing something similar. You have a good core concept here, but there are some issues with it.

The most important thing you should think about next Ludum Dare is the term 'player feedback'. When I attack an enemy, I need to see that the game recognizes my inputs. At the beginning I didn't even know enemies were actually taking damage. Give them a health bar, and the game would make so much more sense! Also, I didn't actually know I was moving around unless there were enemies there. Again, player feedback. The player needs to see that the game registers their inputs. Just add some sort of textures to the background. It doesn't have to be anything fancy. A simple color gradient would do the trick!

Lastly, the game doesn't actually pause when you open the pause menu! The way to do this in Unity is: 'Time.timeScale = 0;' to pause and 'Time.timeScale = 1;' to unpause.

Again, your concept is good but there are improvements to be made. You will probably not get the best score this time unfortunately, but try to keep these things in mind for next Ludum Dare and see how much you improve! Good luck! :)

LD45 — Start with nothing

private void Start() by LuckyFeathers 2019-10-08T00:41:14Z

@tmpxyz Should work now!

You Lose. Good Day, Sir. by Carraka 2019-10-08T13:41:33Z

Hey, that was pretty cool! I bet you guys spent a lot of time with a dictionary this weeekend! :P

It was a bit annoying because I got stuck on some levels. Some levels I won instantly and others I spent around 5 minutes on. Was he looking for a specific word each time? Or did you need a certain score? If the latter, the points needed should be displayed. In fact, the score isn't displayed at all and feels kinda pointless?

Anyway, the game was really cool. The graphics are simple but effective, sound is on point, and there's a good focus on small details such as clicking to instantly fill out the speech bubble. Great job!

A Developer's Adventure by Jonas Michael 2019-10-08T20:39:01Z

Cool idea! Clicker games work very well for game jams. Wish there was more feedback though. More sounds, animations and colors when you unlock stuff. It is especially important for a clicker game where the only gameplay is pressing a button. Either way, good job and good luck next game jam :)

Poppy by Sozey 2019-10-08T17:15:41Z

Cool game! Great art. It felt quite difficult, but the difficulty slider on the death screen is a great feature that many more Ludum Dare games should have.

I encountered a bug where I managed to go through the wall on the 2nd level, by the way. I was outside the map and had to restart the game.

Confined Space by spidamoo 2019-10-09T21:50:35Z

I completed it! Really cool idea. One thing that annoyed me a little was how it felt a bit... inconsistent? Like, considering that I'm in space and there's no air drag, if I put a thruster to the left for 2 ticks followed by a right thruster for 2 ticks, I should end up stationary a certain distance to the left. In Unity there's a field on the rigidbody component (I think that's where it is) for air drag. I think if you had set that to 0 it would do what I mean. I also wish there was more flexibility in the thrust duration. But hey, really good entry for a compo game! Good job, and good luck next Ludum Dare.

Confined Space by spidamoo 2019-10-09T23:04:29Z

@spidamoo Oh, yeah that makes total sense. Maybe realistic movement and a heavy damping effect when you hit the walls would work?

The Adventurous King by Bauke Regnerus 2019-10-08T15:51:51Z

Great graphics! I really like the premise of being a king with 1 HP and your minions do the work. I encountered a few weird things though. If you pay for people and go back to the camp from a level, you have to pay for them again? Which means if I buy people and go to the wrong level and go back, I've lost all the resources I just spent. Also wish there were sound effects, but either way, cool game! Good luck next Ludum Dare :)

LD46 — Keep it alive

Crab It Alive! by Naca 2020-04-25T00:29:05Z

Solid entry! It feels very complete with fitting music, good sound effects and pretty art. I like that the fish count acts as a health bar. It was a bit difficult at the beginning though. Maybe there could have been fewer (or no) eels at the beginning, and they would gradually become more and more, or just move faster or something. Also, the grab range was a bit short; I often found myself kicking the item away when trying to grab it.

Lord of the Packets by Zennith 2020-05-01T22:53:18Z

Cool concept. I generally enjoy creative typing games, and this was a good one. I have a couple of minor changes that I believe would improve the game a lot.

Firstly, there needs to be a tutorial here. Yes, you have detailed instructions on the game page, but people either don't read that or forget what they just read. A tutorial doesn't have to be anything complicated, just have the first package be a tutorial level. Disable the timer during the tutorial, and highlight next command the player has to type.

Secondly, there's not really that much gameplay here because you lose after a certain time no matter what. I wish you'd get more time when you send a package, and that the timer runs down faster as the game progresses. Or maybe the packages would come in continously, and the timer is only going down when you have a number of packages in the queue. Like, make it an overheat meter as opposed to a timer.

Thirdly, and this is a minor one, I feel like the commands are unnecessarily difficult to type. Instead of 'extract-data', why not just 'extract', or 'resolve' instead of 'resolve-data'? Also, instead of input fields being named 'inputX' and packages being named 'X' where X are numbers, why not do just inputs as a single letter and packages as a single number? So for example, instead of 'resolve-data input0 0' it would be 'resolve a 0'.

MagniFire by Ogma 2020-04-30T22:07:26Z

Really nice art and music, but unfortunately the gameplay is a bit lackluster. There's nothing wrong with the general game mechanics idea here, but it seems like the game never becomes more difficult? I wish the magnifying glass would start moving faster or that the damage radius would increase over time. Also, it seems like you're setting new destination points for the magnifying glass, but eventually it just ends up going back and forth between the same two points forever? It's a shame, because the art is great, especially the cover picture, and I think that there's some potential here for a really cool little game. Good luck next game jam :)

Alien Intensive Care by Linky439 2020-04-24T23:54:15Z

Really cool for a compo game, but I must say I struggled to understand what to do. Especially that bleeding game (or whatever it is, the one with the cotton pads?). I never figured out how to do that one. I also didn't understand at first that I had to keep pressing space repeatedly throughout the whole game. To be fair, that was written in your description, but not everyone reads that. A simple feedback, either a sound or something visual, when you hit or miss the rhythm, would have helped a lot.

Either way, great game, especially for the compo!

The Last Primpy by gamesplusjames 2020-04-21T22:58:18Z

Cool! You've done a lot of work considering it's a solo game. Music and art work quite well, and it's a nice experience overall. Maybe the game could have been a bit more difficult? Like, if for example the boost required power, then there would be more of a strategy element to it because you could only use it occasionally? I found myself just holding the shift button constantly. Anyways, great solo game :)

Lone Soldier by Mau Zer 2020-04-22T10:38:26Z

Cool game! You've made a fully functional FPS in a weeekend. Good job! The game was quite difficult at first, until I figured out the enemies have a max range and that they aim straight at you. After that it was quite easy. I wish the enemies had longer (or infinite) range, and that the direction of their bullets was slightly randomized like the player's bullets, so that you wouldn't die instantly the moment they get in range and stand still. Also, keep in mind that this is a game jam, which means people will be play testing lots of games. Most people won't spend more than 5-10 minutes on each game, so there's no point making 4 levels that take at least 5 minutes each to complete (and even longer if you die a few times).

Untitled Sport Game by fancypants 2020-04-30T23:24:39Z

Fun little game. The game works quite well, and it feels complete. I do feel like I was thrown straight into the game quite quickly though, and would have liked to have a simple tutorial level where there was no AI and I could just practice shooting the ball around. Also would have liked to have different difficulty settings for the AI. Doesn't have to be any complex code. Just call the AI you currently have hard, and then you make easy and medium where he simply just moves slower.

Bunnurse by Brainoid 2020-05-11T21:35:41Z

Really cool game! Great work with the 3D modelling and art in general. Love the intro cinematics! I also really liked the whole idea behind the game, being a medic in war trying to save people. And the mini games were a great addition!

One small issue was that the days didn't really... matter? I mean, since the number of saved bodies carried over to the next day. Would be cool if there was a bar with something like "War status" instead, representing how the war was going? Like, the more soldiers you heal, the better the war goes for your side, and if it goes all the way down you capitulate. That could also make it possible for a win condition if that's something you'd want.

Also, it wasn't clear to me at first that I could carry multiple bodies. I think that could have been explained in a simple tutorial text box? EDIT: Apparently it says in the description that you can carry multiple bodies... My bad! Still feel like it could have been explained in the game though! :P

Either way, really cool entry :) Looking forward to seeing what you come up with next time!

Trail Blazer by Teo Yong Jie 2020-04-25T00:40:31Z

Cool idea! Reminds me of my very first Ludum Dare game where the theme was "running out of power" and I did something similar where you're a fireball who has to avoid the rain :)

The controls are pretty good, the graphics are pretty good and the music is pretty good. One thing I really don't understand though is why you went for that recharge mechanic. It took me maybe 10 plays to realize that you had to stay at the lumber for the entire duration to heal. This is unnecessary. You should either make the player immediately get bigger when he hits the log, or gradually get bigger whilst staying close to the log. The current implementation is unnecessarily harsh and doesn't contribute anything positive to the game.

Aside from that though, a solid entry.

Save The Buddy by oceanm 2020-04-21T21:52:30Z

Fun concept! Good and simple art and music. The core gameplay was a bit faulty at times though. The guy didn't always get launched towards the mouse. Sometimes he went the complete other direction.

Are you kitten me, Cthulhu? by BIG EVIL CORPORATION 2020-04-21T22:10:55Z

Fun game. Goofy games like these usually work quite well for game jams. One complaint is that there's not really that much strategy or planning here. Tentacles spawn suddenly, and all you do is shoot through that window until they're gone. Maybe if there was a warning in the window before the tentacles spawned so that you could plan ahead somehow? Or maybe you could have a wave to keep a kitten safe, like some cage where they're protected. Occasionally they wander off and you have to put them back. That way you'd give the player a strategy decision to either focus on killing tentacles or on putting kittens in the cage.

Also, for text you should use TextMeshPro (TMPro) over the regular Text and TextMesh components. It looks a lot better.

Competition of Living by bulle 2020-04-25T00:17:27Z

The music is awesome. After like 3 minutes it starts to get annoying though, but it's still awesome! =D Good game overall, especially for a compo.

Look back by Fables 2020-04-24T23:59:41Z

Cool game @fables! :) I saw Dan play it on his stream, and now I've tried it for myself as well. Great solo game entry. Art and music are great! Whenever I went into fullscreen though the menu button ended up almost in the middle of the screen? Seems like you have your canvas scaling set to constant pixel size?

Time is of the Essence by primed-pixel 2020-04-21T21:16:40Z

Amazing that you made so many games in so little time. They mostly work very smoothly, but like others here I have to agree that it's way too difficult. Remember that you've practiced these mini games for 72 hours, and we new players only get 5 minutes or so.

Vestige by BitPokit 2020-04-25T00:08:44Z

Hey, that was really cool! I loved that the platform also acted as a healthbar. Controls feel great, and the screen shake as you take damage is neat. I wish there were some sound effects and that the music was a bit more... hype? Really would have fit the game. But hey, for a solo jam game this is great!

Invocations by hypermania 2020-04-22T21:53:44Z

Looks interesting, but difficult to understand the controls. Should have been more clear what the buttons the book told me to press actually did. Maybe some blinking box around the thing it affected would help. It's a shame though, because the music is great and the art looks great as well.

LD47 — Stuck in a loop

Lone Racer by gwheel 2020-10-21T20:24:42Z

Fun little racing game. I actually quite like the way the car drives. It's difficult, but not too difficult. Really wish my lap time was displayed though.

Free The Rollies! by gamesplusjames 2020-10-12T16:22:31Z

Great game as always :) It seems you didn't make the audio because you opted out (?), but still, the way the audio was put together fit the graphics style and gameplay so much! Really satisfying game to play. The rollies sometimes went through colliders though, especially when I was supposed to lift them up. And it was sometimes difficult to get them through the circle thing with the path through it on the last level. Maybe the path could have been wider? Last thing I would have liked is a way to replay a specific level to improve my score.

Anyway, great game altogether! Looking forward to your next game! :)

Circle Golf by CG_Fred 2020-10-13T10:43:11Z

Fun and simple game. It's easy to lose motivation when you're stuck on a level, so a level counter (like, "level 4/6") would help motivate me to get through all the levels. The game restarting after I'm done felt a bit unnecessary. I thought maybe the levels would change slightly, but as far as I could tell they're exactly the same? The fact that you're moving around in a circle is enough to fullfil the theme. Audio is good, though the music is a bit too repetitive, but it works for such a short game. Good, solid entry!

Stuck in the Room by ianmust 2020-10-06T10:40:02Z

Graphics are great. Music fits the style, although it's a bit too loud and squeaky for my liking. Gameplay is quite good once I got the hang of it. Was confused at first about what the different levers actually did. Maybe this could have been made more clear? Some of the colors of the boxes were very different from their button counterpart, especially the blue one. I assume you're just adding a tint to the texture? A separate texture would have made wonders. Lastly, I would have liked a pause menu and a a button to quit the game.

Oh and I don't think your game is always solvable? There's no solution to this one, right? Or am I just being dumb? Either way, a way to restart the level would be nice. http://prntscr.com/uu08si

Stuck in the Room by ianmust 2020-10-06T10:59:24Z

@ianmust Oh, I understand the time constrains, no worries :) I may have sounded a bit harsh, it was a good game! As for the level, I know the level is possible to solve, but is it posslbe to solve from the situation I was in? If the player can end up in unsolvable situations you should have a feature to restart level.

Hyper Hamster by Nazorus 2020-10-12T16:34:44Z

Awesome! Such a great example of how a simple but complete game is better than a complex but unfinished one. The audio is great and works well with the rest of the game, the graphics are great for the purpouse and the game overall just works really well. I would have liked even more particle effects when going hyper speed to really emphasize the velocity and give the player a sense of accomplishment, but that's just a minor complaint. Great job guys!

LD48 — Deeper and deeper

Monkey Quest by paulloz 2021-05-01T14:11:27Z

Really cute game! Quite fun to play as well. I just have a couple of minor issues.

- It's annoying that I buy items by walking on them. Wish I had to press a button to actually purchase and spend my money. - There should be a checkpoint at the start of each level so I don't have to restart the whole game when I die. That's just frustrating and doesn't bring anything positive to the game. - Game is generally too difficult for new players. Remember that while you've had 72 hours to practice, we just get 5-10 minutes. - This might be controversial, but I don't think you need any enemies at the first level. It's a good intro to let the player peacefully mine stuff for half a minute before fighting enemies.

Billy Nauseous by cake 2021-05-01T11:56:05Z

Really good entry. I like the graphics and the base gameplay. The game is too difficult though. This is a common problem in LD games. You have to remember that you've been practicing the game for 72 hours, and we just get 5 minutes. After about 6-7 minutes I quit before beating the first boss. This could also have been solved by not forcing the player to restart from the beginning, but rather respawn at the same level.

I also think it would have been simpler if movement and shooting was limited to 4 directions, i.e. only up, down, left and right. Not sure though, maybe that's just because I'm used to Binding of Isaac.

Lastly, I think the bottom wall should have been removed because it often blocks sight of enemies.

Other than that, pretty good game :)

BashRL by luddegodofpain 2021-05-01T11:33:02Z

Really cool game! As a Linux user I particularly enjoyed this one! I found it a bit difficult at first though, and I think it's even more difficult if you're not experienced with terminals. I think the first level should be easier and guide you through the commands step by step. Kinda like a tutorial level.

Once I got the hang of it, I really liked it though. The visuals and audio fit the game very well.

The case of the door in the woods by jonah 2021-05-01T11:42:19Z

Cute art with fitting music. Don't really have any complaints, simple and solid entry!

LD50 — Delay the inevitable

Ava-launch! by LandoSystems 2022-04-11T18:15:07Z

Cool game and a great idea! It took me a couple of rounds to really understand what was going on. In a game with so many concepts and controls a tutorial would help a lot. Also, the default music volume is super loud!! Still, quite a good entry :)

Aloft by ColeSlaughter 2022-04-11T18:30:08Z

Really cool game! The art style and audio fits very well and the aesthetic of the red balloon in an otherwise black/white game works very well. The game is easy to learn (great for a game jam), but still has game mechanics you explore over time, such as how you can finish after you've run out of air. Personally I've never been fond of this type of game (reminds me of games like Super Meat Boy), but I can certainly recognize and appreciate the quality anyway. Good job!

A couple of minor issues: - Server seems to be down. I couldn't see anything on the leaderboard. - The font is a bit too hard to read. I like the aesthetics of the font, but it's a bit too much. - I wish there was a button to restart the current level. At the difficult levels I know very early if I've failed the level, and it's annoying to sit and wait until I die.

Horde! by Fear Games 2022-04-11T19:04:25Z

Funny game! The audio is great. And wow, there's a lot of helicopter landing pads in this city! :D

Couple of remarks: - The text at the beginning is very slow, even when you click to speed it up. - The camera movement is weird. Like, it's turning a bit? Not sure if it's intentional, but to me it's a bit annoying. Also, it moves too slow, so when you walk in one direction the character kinda catches up with the camera. - There isn't really that much gameplay? The game is quite easy because the zombies walk towards you, so I don't feel like I have to do anything. I mean, I guess it works if it's supposed to be inevitable that you win, but it's a bit boring for a game? :D

Anyway, fun game! Good job!

Populus Romanus by Bauke Regnerus 2022-04-11T18:52:11Z

Very well done for a game jam. This is a complex game which often ends up feeling incomplete in game jams, but this works quite well. I like the art style and music. Gameplay is good, but I feel like the rule of not making people too happy is a bit weird and counter intuitive. Still, a very good entry. Good job :)

Lumi and the Cloud Shepherd by Heremeus 2022-04-11T18:39:31Z

Cute little game. I like the simplicity, but it also becomes a bit boring quite fast. The bearded guy feels unnecessarily harsh. Like, I'm not sure if there's much strategy involved here besides staying away from him. Would be nice if you could fight him somehow perhaps? Or just not have him there at all, because he's just a frustrating element to an otherwise fun and cute game.

The game works well with the theme. An online highscore is very good for a game like this. Overall good entry for a compo!

LD51 — Every 10 seconds

Beardadette and the Eternal Hiccup by Honest Dan 2022-10-18T20:04:43Z

Really good game! Cute graphics and fitting audio. Good variety of puzzles, and the game duration is suitable for a game jam. I think you could have used the 10 seconds element more, like how you used it for the last puzzle where you had to time the hiccup with the jump. Would have been a better use of the theme. Now it mostly feels like an annoying element tacked on to an otherwise great platformer/puzzle game. That's just a minor detail though! Good job :)

Oh, also! I forgot about the whole drinking water thing until the end. This was actually a cool and original feature which could have been integrated more into the puzzles.

Just press the button by Harksa 2022-10-18T20:29:34Z

That's really cool! I had the same idea and made a game about just pressing a button! It's awesome how much you can do with a game that's literally just about pressing a button! Your take was a bit different than mine though. Feels a bit like The Stanley Parable in some ways, breaking the 4th wall and all that. I'm really glad you added checkpoints, otherwise there's no way I would have finished it :D For some reason I couldn't move right? Like, the D button didn't work. Was that intentional? It was really annoying! Love that you can jump for no reason! :D

Magical bombs to relax/defuse to by Sethios 2022-10-04T16:53:44Z

Beautiful game in terms of graphics and the background music. Gives a great chill vibe to the whole game. It was really difficult to grasp the basic concept, though. Remember that you guys have practiced this game for 72 hours, but new players only get a few minutes! An in-game tutorial is always much more helpful than the description on the Ludum Dare page. And I often felt that 10 seconds was way too short to figure out what to do, but that's obviously a problem with the theme itself and not your game :)

CONJR Rapid Text-to-Image by walaber 2022-10-04T17:02:58Z

That was real fun! I kinda wish there was some sort of scoring, where there's a correct picture for me to choose and a correct angle and size, but I'm sure some people will disagree. 10 seconds felt way too short, but that's more an issue with the theme than the game :) Good job!

C'est la fête! by Scratch 2022-10-04T17:22:10Z

This game has a lot of potential! You've done so much right, and it looks and feels really good, but there are a few shortcomings which I believe would help the game a lot without requiring too much work to implement.

- The font is a bit too difficult to read. - No button feedback on start menu - That one really loud song is a bit too loud! - No win/loss condition (?) Maybe I made a mistake or misunderstood something, but I just kept going until I had like 40 guests but the game never ended. A simple timer would help so much. "Keep the party alive until 3am" makes the game so much more fun to play because you have a specific goal. - No way to quit... For some reason a lot of people forget this, but a simple pause menu with a quit and continue button helps a lot. You don't want the player's last experience with your game to be frustration because they have to alt + f4 to quit the game.

10 Second Defence by ZLuca 2022-10-04T17:38:00Z

There's a lot of potential, but I must say it was quite an ambitious game for one developer to make in a single weekend! No worries, I've made the same mistake many times. If you participate in another game jam, I'm sure you'll remember to make a (much) smaller scoped game! :id: Also, remember that as a new player it's very difficult to understand what's going on. A somewhat goofy but quite useful rule of thumb is "make a very easy level, and call that hard mode". Remember that you have been practicing the game for 72 hours, but I only get 5 minutes.

One quick tip: Zooming should move the camera forwards (relative to self, not world) instead of upwards. Use _this.transform.forward_ to get the Vector3 pointing forwards relative to the camera. Ideally you want to move towards the mouse cursor using raycast with ground as layermask to determine where mouse is aiming, but moving forwards is a simpler solution which works quite well.

LD41 — Combine 2 Incompatible Genres

Get Baked! by Budaniel 2018-05-07T17:27:49Z

This was pretty cool. I love the start menu and intro cutscene. They lack music though. Was a bit surprised to see music and sound effects in-game but not in the intro. I understood the game and controls quite fast, and it was quite fun.

I don't really have any complaints except for the audio thing. Good job!

Heck Deck by torcado 2018-05-04T12:13:52Z

Really cool concept. I like the superhot mechanic and that you can move slower or faster as you please. Makes it easy for new players to learn the mechanics well and lets experienced players skip past the easy stuff. Also, pretty art you have there :)

I found the game a little bit confusing at first. I thought I was supposed to pick up the bullets because they were cards. Game was also a little bit difficult. Remember that you have spent a whole weekend practicing, but new players only have ~5 minutes. Maybe decrease the fire rate of the enemies a little. Higher spawn rate of new cards would also be appreciated, as I feel like I wander around a lot because I have no cards left. And also, that bomb thing is really difficult to dodge. Oh, and a health bar on the enemies would be lovely.

Overall, though, really good entry. Good job! :)

Realm of Platformers by Lukesta 2018-05-14T01:48:18Z

Server is offline :(

Big Business Clicker by alobker 2018-05-13T04:14:47Z

Alright, I'm generally not a huge fan of clicker games, but I do see the appeal. A business clicker game is an awesome idea, but you need to realize why clicker games are as popular as they are.

In itself, a clicker game is extremely boring. You click the screen and that's it. The reason why people find them fun is because of the thrill of progress. You start out with nothing, getting 1 item per click, and eventually end up with more passive items per second than a whole hour of clicking would give. To enhance this feeling we use visual feedback. Take a look at the original cookie clicker for example. Every time you click, a cookie appears in the background. As you get a lot of passive cookie generation there are tons of cookies in the background. In your game all I have is a tiny, tiny text saying "+xxxx per second". You could make dollar bills fly around, gold bars appear, etc. Your icons look great so I'm sure you have the artistic skill to do so.

Same goes with the businesses. Now, I understand this is just made in 48 hours, but how awesome would it be if you saw hotels appear in the background when you bought them? Instead of the white background, have a simple image of an empty city (just grassland, a few houses and a sky), and each time you buy a business you place a sprite on top of the city sprite. As you get more and more the city gets filled with stuff. That would be satisfying and entertaining!

Another thing, I feel like your layout is a bit weird. It's not very intuitive that I'm supposed to click on that one specific icon out of 8 similar-looking icons. Make the click icon bigger and place it in the middle.

Here's a super quick sketch I put together with lots of stolen art: clickerSketch.jpg

So anyway, if you change the game a little I think it could be a fun little web game. Good luck, and good luck next game jam! :)

Soccer for Strategy by jondalnas 2018-05-14T00:47:08Z

Wow. You managed to make an AI playing soccer by yourself in 48 hours. It's not perfect (for example, if I just press space and skip turns it doesn't score) but wow, I'm impressed. Took a sneak peek at your code and it looks really neat. Good job! :)

If you want to keep working on this, I'd like to see some clear indication that I'm carrying the ball with me, as well as a smarter AI.

BattleLove by Trenton Pottruff 2018-05-07T17:42:09Z

Cool game. Music, art and gameplay were all good. If you decide to continue working on the game I'd like to see more types of mini-games like pressing space at a certain time or follow a specific rhythm. The constant space-pushing gets repetitive quite fast. However, for a 48 hour compo it's understandable.

One minor thing though. The movement feels very sloppy, kind of delayed. This is because you use Input.GetAxis to determine player inputs, and by default that will gradually accelerate the player to max speed. If you instead use Input.GetAxisRaw the player will instantly get to max speed. I think that would work a lot better for a game like this where rapid movement is necessary.

Anyway, good job! :)

Fifty Card Crawl by ghost-in-the-toast 2018-05-10T17:47:23Z

Beautiful. The best compo game I've played this event so far. The music, the cards shaking when hovering over them, the sound effects, etc, make the game feel complete. I can only find two issues with the game: Firstly, the game is a little bit difficult to understand in the beginning, even if you read the instructions first. Try to make a simple tutorial telling you where the next card will spawn, etc. Secondly, the game is a little bit too difficult I feel. I actually spent almost half an hour on this game because I really liked it, and finally I managed to beat it. But for a jam game you should expect players to spend 5-10 minutes on your entry, and in that time range I don't think any new players will manage to beat it. If you had more time it'd be awesome with multiple levels.

Anyway, really good entry. Again, this is the best compo game I've played thus far. Good job! :)

Sneaky Beats by gamesplusjames 2018-05-10T18:07:25Z

Awesome work! Probably the best game I've played thus far in this Ludum Dare. Music is great, basic gameplay works very well, menu feels good. Basically the game feels very complete. Good job!

I have some minor nitpicking things though. I use the keyboard (or controller) the whole game. Why do I need to use the mouse to click buttons on the start menu or the death screen? Secondly, it put me off a bit the first time I did a new song, because the speed of the notes indicator thing was different. I think it would have been better if you had it stationary and moved the notes towards you instead, at a constant speed (like in Guitar Hero). For the longer songs some of the notes would simply start outside of the screen. Hope that made sense. Lastly, I found it a bit weird that you spawned right next to the exit on some levels. I understand the idea of letting completionists do all the extra missions and let others skip the most difficult parts, but having the exit right next to the spawn is a bit weird in my opinion.

Either way, great job! :)

Stop Motion by Maduke 2018-05-13T02:48:57Z

Cool idea. I feel like the basic movement is a bit clunky for some reason. Not really sure how to fix it. Tried to use my Xbox controller to move and mouse to shoot, and that felt a lot better because I could variate the movement speed gradually, rather than a binary input from the keyboard. Maybe you could have a run-button and walk-button? Or maybe you could set the movement speed somehow? I'm not sure, but if you could fix this issue somehow the game would be awesome.

Win My Heart: Battle Royale + Dating Sim by misterstripey 2018-05-15T02:37:38Z

Great work. I love the focus on small details such as the sound effects and the text moving when you click it, etc. These are the things a lot of people forget in game jams, but they make such a big difference. I'd like some better feedback when I choose a line though. The same sound plays no matter if it's a good or bad decision, and it's not that easy to tell how many hearts I gained. However, that's just nitpicking. Really good work for a compo game!

Survival Chess by Chuck Zelvis 2018-05-10T18:34:16Z

This is really impressive for a 48 hours game jam. You've done so much work. Unfortunately it was a bit too ambitious. I did the same thing with my entry this time, and I think it's very common for many game developers.

That being said, there are some things I would have done differently. I think the map is too big. It becomes too confusing a few rounds into the game. I think the size of a standard chess board would be enough. Secondly, what if you changed it a little bit and spawned with more pieces, and at one side of the board? Kind of like in traditional chess. And the AI continously spawned new units at the other side of the board. That would make it feel a bit like a much more strategic version of Plants vs Zombies, or something along those lines.

I would encourage you to continue development on this, but do some changes to the core gameplay and do the polishing you didn't have time for. I think it could be a really fun and unique game. Good luck! :)

Solitairey in School: The Card Game Dating Sim/Visual Novel by Lyxil 2018-05-15T02:18:06Z

Aww, what a bummer that it had to end so abruptly :( Really cool game. Great music and atmosphere. The start menu and first few seconds feel like a dating sim made over several months. Really good job. I'm not really a fan of dating sims, but the card game was really clever because it forces you to save "good" interactions for certain people.

If you continue work on this, I wish you the best of luck. And also, good luck next game jam! :)

Tofu Royale by Bernhard 2018-05-14T01:00:42Z

Pretty cool. A bit annoying that I sometimes die instantly because I spawn right next to an enemy. I think you should pause the game for a second or until a keyboard input, and let the player decide where to move first. Also do a check when you generate AI spawns and check if anyone is within a certain distance from the player.

Considering it was made by 8 people I expected some sound though! :p Either way, good job, and good luck next game jam :)

Two Second Detective by darkfieldgames 2018-05-15T02:24:17Z

Remember to give the player feedback when stuff happens. I can't tell if I get hit by the shots or not. Make them explode, play a sound, make the lives text blink red for a second. The idea here is cool and there's a great atmosphere, but small things like that makes the game feel so static. Anyway, I think there's potential here, so I wish you the best of luck next game jam :)

Run N' Cook by LeonLaci 2018-05-07T17:58:35Z

Neat. For a compo, pretty good. There's music, there's proper art, and there's basic gameplay. I found it a little bit confusing at first, but it wasn't a big issue. However, I didn't really have any idea what I'd get from the different food sources. Like that first farm. I can't tell if that's a garlic farm or carrot farm or potato farm or whatever it is. Just some simple text above would suffice.

Why do you use J for inventory? There's not a lot of buttons in the game, so it's annoying that I have to lift my right hand from the mouse to press a button on the keyboard. Not a big deal, just a minor thing that's easy to fix.

Overall, good game. Fun and goofy, which is great for game jams. Good job!

RPG Racer by GameCarpenter 2018-05-10T18:46:42Z

Pretty cool! The idea is great for this theme, and generally the game works pretty well. Here's the stuff I made a not of:

- The upgrade menu really, really needs text telling me what the upgrades do. It doesn't really matter how you do it, where you place the text etc, but you must tell the player what the upgrades will do. The pictures tell me nothing. + The upgrade mechanics is generally really good for game jams. Even though you only have one level, there's still a lot of progress throughout the game, and I'm motivated to keep playing. - A simple countdown before the race starts would be great. Sucks to start half a second later than my opponents. - A simple pause menu letting me quit the game or return to the main menu would be great. Also would be nice with a simple win menu after the race is complete, telling me how much upgrade points I earned.

Blackout by Arthur Amorim 2018-05-13T03:21:57Z

I've spent a couple of hours in Slenderman before, and this is basically a top-down version of that. My problem with this game is that you give the player no time to react. As a new player, when a yellow dude pops up on the screen I need a few tenths of a second to remember what I'm supposed to do. I see in your code you have "if (TimeToKill >= 0.1f)", so apparently you're giving the player 0.1 seconds to react. For me as a new player this wasn't nearly enough. In general I think it's a good idea to give the player a gradual increase in difficulty. In a game like this, in general I try to make it so that no matter how bad you're at the game, the game should be so easy that you don't die the first maybe 30 seconds or so. It just feels demotivating to die and never get any progress. How about making the timer limit decrease throughout the game? So when you increase TimeToKill by Time.deltaTime, you could instead do it like this:

float pagesMultiplier = Mathf.Clamp(GameManager.pagesCollected, 1, 4);

TimeToKill += (Time.deltaTime * pagesMultiplier);

And then you check if(TimeToKill >= 0.4f) instead. That way the player has 0.4 seconds to react in the beginning of the game, but for each page collected he has less time to react. For page 4-8 it's at 0.1 seconds like you intended.

By the way, are the colors on the character in the game slightly different from the character in the menu? I can't really tell, maybe it's just the different backgrounds.

Anyway, pretty cool idea. I actually feel like a top-down version of Slenderman is a pretty cool idea. Maybe change the pages to something else so you're not blatantly copying Slenderman, but you can definitely keep working on this and release it on Kongregate or something similar.

Simulator for average people by Dorkus64 2018-05-13T05:04:35Z

First of all, your art is the epitome of programmer art. It's just like I made it myself! :D

The mechanics is fine. You have a working game here with the basic features. What you need is a little bit of polish, and the game would be so much better! A game like this is actually fairly intuititive, and shouldn't need a tutorial. Yet, I got confused, even though I read the tutorial.

For example, my first playthrough I didn't understand what to do with the monster, and I ended up dying. When I restarted and read the tutorial again I understood I had to click on him. This could have been solved if you simply had sounds when clicking. One sound for moving to an appliance, one sound if you try to move but are unable because of the monster, and one sound for clicking on the monster. That would make the player understand if a button click is registered successfully or if he needs to click somewhere else. If you also had two songs playing, one if the monster is there and one if he's not, then you suddenly don't even need a tutorial.

By the way, the installation is a bit annoying. I've never used GameMaker before, but are you sure there's no way I can play the game without having to install it first?

Either way, I like the core gameplay here, and I'm looking forward to your next game. Good luck! :)

A-Racer-Can Idle by Ryfi 2018-05-14T01:57:13Z

The early part is way too slow. Takes several minutes to get first upgrade.

Dungeon Drifter -- A roguelike racing game by Triceraptodactyl 2018-05-10T18:20:25Z

Cool game, looks absolutely beautiful, and the music fits very well with the art. I agree with most of the people in the chat who say the insta-death when hitting a wall is too harsh. Generally the game is a bit too difficult for a game jam. Remember that you've had a whole weekend to practice, and we only get 5-10 minutes of practice. What I would do is to make the levels ordered instead of spawning in a random level. That way you can have one fairly easy level at the beginning to let people grasp the basics of the controls and the mechanics. Then you gradually make it more difficult. One of these difficulty modifiers could be insta-death walls. Just give some walls a different color and/or spikes or something, and the player will understand that he needs to avoid those. Lastly, I think a minimap would be really helpful here, especially when you die instantly upon contact with the walls.

Real time Reversi by thesnide 2018-05-13T04:37:17Z

With the colors being random there isn't really any gameplay here, which sucks because the rest seems to be well implemented. If I understand the game correctly there's supposed to be a turn system where you alternate between white and black? I've never used Pixi before, but I assume there's some way to add a boolean? Something like

let whiteTurn = false;

And in your function OnDown(eventData) you say

if (whiteTurn) {

whiteTurn = false;

let texture = player_textures[ 1 ];

}

else {

whiteTurn = true;

let texture = player_textures[ 0 ];

}

And then you do the SetTexture and SetPlayer like before.

Infestation by aurelwuensch 2018-05-13T05:27:17Z

Cool idea, but is obviously unfinished. For my rating I will judge the game as is and will be a bit harsh, but if you continue working on this it can be really cool. I suggest you read through the feedbacks and don't focus too much on the rating because it will inevitably be a bit low. There are some obvious things lacking which you didn't have time for, but let's focus on the design decisions and what you could have done in a different way in the same amount of time.

1) The typing game. It's annoying that I fail if I accidentally hit one wrong button. This is unnecessarily harsh in my opinion. Just remove letter if I hit the right one and don't do anything if I fail. Also, instead of removing a letter when I've typed it, just colorize it instead. It's annoying that the word keeps moving around as it gets smaller, and people generally feel satisfied when their inputs make stuff turn green.

2) The words list is too small. If I were to guess you have an array of strings that you pick randomly from. For my game this Ludum Dare I needed random male and female names, and what I did was find a list online of names and put them in a text file and make Unity pick a random one from the text file. The code when working with external files is a bit different if you've only worked in Unity, but I'm sure you can find some tutorial on it. If you did that you could add a whole dictionary of words in seconds!

3) Visual feedback is important! When I select a unit I need to know that the game registered my click and that I have a unit selected. Just change the color of the material slightly if you don't have time to add an outline or another indicator. It makes such a big difference!

Anyway, I think the game has potential if you keep working on it. Good luck on the game, and good luck next game jam! :)

Modern Fairway 4: Spec-Ops in the Rough by Lost Dutchman Software 2018-05-10T19:20:00Z

Note: I only played the Jam version.

Really cool game. Hilarious concept, and the music is very fitting even though it's not made by you. The shooting feels awesome. There's proper recoil, and each weapon feels unique. You two are obviously quite good game developers. Yet, there are some design decisions I simply don't understand.

First of all, the mouse sensitivity is incredibly high. I think I moved my mouse a total of 2 cm the entire playthrough. Secondly, why can't I reload? I suppose it's not really necessary because there are no enemies, but when I blast the ball away and know I won't be shooting for a couple of seconds, it's a natural response to reload the gun. Thirdly, why does the ball just keep rolling forever? Just simply add some friction (it's called drag in Unity) to the ball. Fourth! The ball gets lost easily, and you added a way for me to track it, but why do I not get any indicator showing me where the hole is? I had to run around for a whole minute before I found out where the ball was supposed to go. Just add a simple arrow on the canvas which you rotate towards the hole. Fifthly, the ball is too difficult to hit. Make it a bit bigger. Especially with the sniper I felt like I hit the ball but nothing happened. Are you sure the collider matches the 3D model? And lastly, the text was way too small on my monitor. I play on a 1440p monitor, and everything was tiny. If you go to your canvas and change from "constant pixel size" to "scale with screen size" you won't have this issue.

Anyway, the game is really cool, but there are some annoying flaws that make the game fall through a bit. If you make a note of these flaws and improve next jam I'm sure your next one will be amazing. Good luck! :)

Supreme Racing by Inusun 2018-05-13T05:43:42Z

I actually thought about doing a typing + racing game this jam! The reason I decided not to was because I didn't know how I'd do the turning. Making a lane system is actually a pretty good idea. Good job!

However, there are some weird things here. First of all, everything is way too fast. Slow everything down like 3 times. (Maybe it's because of the framerate? I have a powerful computer and if your game depends on the framerate, as in the movement speed doesn't depend on Time.deltaTime, the cars drive faster on my computer than on slow ones). Some other things annoy me a little, such as my car starting stopped but the other cars driving instantly, and no restart button. Also, the words you type can be shorter (such as "Left" instead of "Turn left"). Fixing these issues shouldn't take very long.

Another problem is the driving. I'm not sure how you did this, but it seems like you're using the physics system and it's not really working that well. I think the best way to do this game would be to have 4 different lanes, and have the cars follow those lanes precisely (don't use the physics system, just set transform.position each frame). If the car ahead is slower and you hit him, just set transform.position right behind the other car. I think that would work a lot smoother. My opinion of Unity's physics is that they work fine in most cases, but at high speeds and with small units, it's very unreliable.

Anyway, there's definitely potential here. Good luck, and good luck next game jam! :)

Rhythm Sea Restaurant by parkinje 2018-05-13T03:33:21Z

Awesome! The fish model is the epitome of programmer art. I love it!

I got the hang of the game pretty quickly, and the game works very well in general. The sound and graphical effect when you miss a tone work very well and there's no doubt you misclicked. My problem is there's not really too much strategy involved, or like, any high-level mechanics. Once you've played the game for 2-3 minutes you've mastered it. If I knew what the upcoming notes would be I could start moving to an area with fish of the matching color. I'm not entirely sure how you would add that feature, but I'm sure you can find a way. Add a minimap as well and you have something that is easy to learn but requires skill, and not just RNG, to get highscores.

Either way, good job, especially for just a compo game. Good luck next game jam! :)

American Revolution'mon by nick11h 2018-05-14T01:07:33Z

For later, it's better to upload a zip to itch.io or something similar.

Game is obviously just a proof of concept, but it looks good so far. I'd like to see some info on what a move will do, because the first playthrough I just used random abilities. The rest looks pretty good, and I like the idea. If you'll keep working on this, good luck, and good luck next game jam :)

Love is a four letter word by tyen 2018-05-14T01:35:03Z

I have mixed opinions on this one. I think a game like this definitely is possible to make interesting. It's like those clicker games. The game itself is basically nothing, but everything else is what makes you keep going. And btw, the way the words gradually appear before you as you type is absolutely beautiful. However, with no music, no pictures and a story with no surprises, it just becomes a little bit boring. You could have added some statistics, such as words per minute and percentage of wrong letters typed. That way it could be a typing practice with a nice story.

I like that you tried something completely new though. I definitely think this type of game has a potential, but for it to work it needs a heavy focus on art. If you ever do something similar or continue working on this, I wish you the best of luck. And also, good luck next game jam! :)

Cities: Platforms by lucasbra1 2018-05-04T12:41:53Z

I think there's a bug. I cannot jump to higher floors. Never used Lua before, but I had a quick look through your source code and it seems like the resolution might be an issue? I'm playing on a 2560 x 1440 resolution monitor.

Anyway, the game looks really neat. The pixel art is very good, and the music and sound effects are great. The code mechanics is where the game unfortunately lacks a little bit. It doesn't seem like the buildings actually do anything? I'd expect the people rate to increase with residential buildings, and similar for money with commercial and materials with industrial. I believe this would be possible by simply going to your player.defineSprite() function and increase your ui.peopPS, ui.monPS and ui.matPS by a certain amount. Well, they're local variables so you'd have to make functions on your ui script, but you get the point :)

I realize I probably seem quite harsh. The game is actually really good, but with a little bit more work on the code it could have been amazing. Good luck next game jam! :)