Gophers by randomhuman 2020-04-25T19:14:04Z
Congratulatiosn on the atmosphere, aesthetics and writing. They're all great.
It's short and very simple in terms of gameplay, but the best jam game I've played in a long while.
Foon → Ludum Dare Explorer → Users → m-trigo
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Edge of Recursion | jam | 1315 | 3.28 | 3.54 | 2.41 | 2.63 | 3.06 | 3.13 | ||
| 2020 | 47 | Stuck in a loop | Shatter | jam | 94 | 4.13 | 4.05 | 4.05 | 3.71 | 4.21 | 4.11 | ||
| 2020 | 46 | Keep it alive | LAIKA | jam | 169 | 4.04 | 3.88 | 3.70 | 4.20 | 4.15 | 4.34 | 4.25 |
Congratulatiosn on the atmosphere, aesthetics and writing. They're all great.
It's short and very simple in terms of gameplay, but the best jam game I've played in a long while.
Playing this made me realize I really like tower defence games. A little bit on the easy side, but I had genuine fun all the way.
Great job!
It's short, but it's so damn good!
Great execution of a genre that doesn't have enough games of its kind.
The defibrillator game isn't really suited to be played in the browser, but other than that, perfect!
A heads-up: Your itch.io page doesn't seem to be linked to the LD page properly. Usually games will have a banner at the top and a link in the "*More information*" section
banner.png
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I love this.
I could barely play it and still had a blast because of the manual, mood, sound and visuals.
Add a simple tutorial and it would become a damn good ASM learning game.
I understand the game isn't accessible, but it's still a crime that it doesn't have more ratings.
Nice concept and theme, but the controls don't feel very good.
I think having 'C' instead of UP_ARROW, W or SPACE to jump made it really hard to adjust.
Consider supporting alternative controls schemes in the future.
:dog:
You were not kidding when you said it was hard ._.
Poor fishy, man.
:fish:
Very unique and innovative.
It would be very cool (but probably an imlementation nightmare) to platn tres outside of the island too.
Great stuff!
Great job! Had a great time playing and the dialogue is solid.
The text animation really helps with the wall of text, but you could also have some of that dialogue spread throughout the level to provide better pacing. Say, at the end of each turn.
Like others have said, here are some suggestions: - Automatic end of turn at 0 action points - Enemy health indicators - Some form of rubber banding so that there's at least an option to make up for screw ups (e.g. 20% Health each level) - Action Points in a little grid-like bar [ == | == | == ]
I'd love to play an extended version of the game with balancing and more QOL features.
HOLY F%#!ING S#!T.
This is another level.
:ballot_box_with_check: Perfect "tutorial" (teach gradually through play)
:ballot_box_with_check: A lot of juice and responsiveness
:ballot_box_with_check: Simple concept executed very well
Even the LD page is amazing.
Great job! I really like the subtle variations in gameplay.
Here are some suggetions: - Is there a way to skip the intro cinematic? I think it should always be an option - Having a water ripple effect when Ganimede is flying low would be awesome (see Luftrausers as an example). It's both aesthetically pleasant, but it also works to warn the player. - I find that people are way more likely to download a game hosted on itch.io than a google link drive.
Extremely polished audio, art and gameplay. Love the name as well!
This caters to the min-maxer in me. I really liked it and played for much longer than I would have imagined.
The game was simple to pick up without a tutorial.
I don't agree with people who would like a story for the game. I would say, keep it focused on the mechanics, but tweak them so that the choices are more meaningful and there's a difficulty curve and win-state.
I would also limit the randomness to the level's encounters and make the after-level upgrades a meaningful choice.
Great job! I think you should flesh it out after the jam.
The game was good, but when the crowd reacted, it became great.
You did a good job in some aspects of the game while others could use some improvement.
Good job on - The player movement animation - Implementing Coyote Time - Color pallet - Sound effects and music - The A, D and SPACE art
Would suggest - Moving the A, D and SPACE keys to the bottom of the screen. Because the player is often going up, they block precious screen real estate - The viewport could be further away (i.e. camera less zoomed in) - Having the player fail a jump because they "bumped" into a platform never feels good =(
Overall, well done!
@mnickels Unfortunatelly it's not as polished as it first appears. On top of a couple of bugs, the UX, gameplay loop and endings need a lot more work. I'll be polishing these up on the post-jam release.
I'm glad the music worked out. It was a last-day addition that threw a wrench into development, but I think it was worth it.
The art style reminds me of the first Wasteland and early Ultima games.
Congratulations on all the work you put on the engine!
I never wished so hard I could throw my phone into a fishtank.
Great job!
Hey, congratulations on your first game!
In many ways I think this is a poster-child of what a first game should be: a simple concept executed with focus. Great job!
Loved the game's intro. Keep at it!
I read the LDJAM page instructios before playing, but the mechanics are very intuitive. I would say it's easy to learn by playing. Congratulations!
The game takes a while to click (until you have several fish and you notice they can stave), but when it does, it's very engaging.
My only post-jam suggestion would be to have the screen getting cleaned in-real time. That way, at first you would have a huge part of the screen blocked, but not that many fish. While at the end, most of it is visible, but you have to manage several fish.
Great job! Complete, polished and elegant. 5 fish out of 5
:tropical_fish: :tropical_fish: :tropical_fish: :tropical_fish: :tropical_fish:
Great job!
I really enjoyed the programming questions. The humor of the game was also spot on!
Congratulations on your first game!
Solid concept!
I like the art and audio, but I think the mechanics could be improved.
I understand you reveal tiles as you move, but it doesn't feel like an informed decision from the player's perspective.
But all the same, congratulations on finishing and posting a game! :smiley:
THIS GAME IS NOT WHAT IT SEAMS
WHATEVER YOU DO, DON'T REWIND
DON'T REWIND
DON'T REWIND?
REWIND?
REWIND!
OPEN GAME. REWIND.
That's a very nice concept, but like others have mentioned, the balance is a little bit too swewed on the side of hard. I do think showing the orbits would be helpful.
A couple of other things I'd like to suggest are: - Labeling the values on the bottom of the UI - I don't think you can back out of the tutorial
It's a creative idea leveraging the theme. Good job!
First of all, great job all around. The aesthetics of this game are insane, both in the visual and audio department. I understand and really respect the lack of a restart button to adhere to the theme, but I think it hurt the game design a little and I have a suggestion of how to address that:
*Count the success streak from the last time you messed up, not from the start of the song! As if it was a continuous loop without start of finish.*
You would still have to have a success streak of the whole **length** of the tape, but as soon as you mess up, you can start a valid winning streak instead of just practicing for the next loop.
Regardless of that, great job on the game!
As others have commented, the link seems broke. This is my speculation, but maybe the game is not set as public on itch.io? Take a look at your settings.
Go to **Edit Game** on the top left, then all the way in the bottom, under **Visibility & Access** set it to **Public**
Awesome concept! I would love seeing more of it. It just felt zen and relaxing to move around, but I think the obstacles got in the way of that experience a little bit. More targets and less obstacles would be my request :slight_smile:
Very fun! It feels great to do a double-kill!
I'd love to be able to crouch to be able to dodge bullets as well as jumping.
Great job overall, I'm not too sure how it fits the theme, but it's one of the most fun games and polished games I've played so far
@noam-blei @raivk @belenos @dokthar Thank you! I wish I was faster at making levels as well, but it was my first time designing puzzles. I also wanted it to be longer. Probably around 12 levels would be ideal.
@rikitaner Every level has a "one-move" solution that is possible with the right timming. You just played well :stuck_out_tongue_winking_eye:
Good job!
I managed to scale up walls and get across pits by spamming the wip and clinging to walls and ceilings. Is that intentional?
That's a serious amount of content for just 72 hours, congratulations!
And thank you for the sensitivity slider, I was feeling a little bit of motion sickness playing it at first.
I think one piece of feedback I'd give would be to make the time-machine mechanics more obvious inside of the game! It's easy to think the machine doesn't do anything at first and then just wander off and never use it again.
Good job!
Like everyone else has been praising, you nailed the mood and the atmosphere! It made the delivery of the message that much more impactful.
I hope you'll make more of these in the future!
Great job!
Like others have said, it reminds me of Super Hexagon (and that's an amazin game).
I really like the music, it would be awesome if it looped cleanly, but I know that's something very hard to do.
Overall I'd suggest making the start of the game little bit harder and faster. The first 4 or 5 rings are a little bit too easy compared to when the yellows start showing up. And the yellow rings are by far the hardest.
I had a good time playing it. Congratulations on the game! :v:
It's always hard when you have to pivot the game idea in the middle of the jam, but congratulations on managing to finish a game in time all the same!
It took me a while to understand how to play, but you should be proud of what you put out!
I really like it. In particular the success sound effect. Just like the game, it's simple but very effective. Great job for just your second game jam, you're going to go far!
A suggestion on how to improve the game would be to give checkpoints to offset the spawns' randomness. Right now I'd guess the spawn is completely random and sometimes the RNG can make or break a run. "Catch-up" points could help aliviate the influence of that randomness.
Great visual and audio design. I love the isometric art style.
I also really enjoy games you can play just with the mouse and that's probably the reason I played your game for so long, even thought I sucked at it so hard :v:
I would love to have the platforming be more forgiving with wider platforms, coyote time and a little bit of snapping in favor of the player.
Great job overall!
Great brain-teaser game. All around great job on the aesthetic and audio design. It was great when it finally clicked. And you guys did a good job gradually teaching mechanics through play.
One small suggestion would be a way to restart the level because it's possible to get stuck. Here for example, where my time puppet couldn't reach the button without me anymore: Untitled.png
But the game is great all around and on theme as well! Great work! :v:
Great job all around. An ideal jam game.
My only suggestion is some kind of visual feedback of how soon an enemy will move into lower orbit.
This game is fantastic. Very likely the best game I'll play this jam. The clear and evocative artstyle, the amazing camera work, and the sound design elevated the game so much.
Only two suggestions I can think of are: - The transition between loops is a little bit jarring and could use a fade or screen wipe - Adding in-game instructions
But even these are nitpicks on a phenomenal jam game. Excellent job! :v:
Really good job. It's crazy how much having the shells lie around after you fire adds to feel of the game.
My one request for the game is being able to hit multiple enemies with a single shot!
Moving to the right spot to line up enemies just before the shot would add a nice layer of depth. It would also create an interesting decision where sometimes you'd want to ignore enemies to save ammo and time, only to try and kill several enemies together in the next loop. That would be a nice player-driven risk-reward dynamic.
I laughed aloud when the door broke. Great humor and I the door opening animation is very smooth.
Great job, *specially* for your first game! Hoping to always play your games in future jams!
I know the feeling of "not having made your best game to date" stings, but at the end of the day, you shipped it. You put out a new game. You did it (and for the COMPO), and you should be proud of yourself!
Also, nice title pun
Solid idea and execution.
It may a little bit too much on the easy side though. It took me a while to run out of light, even when trying on purpose. I'm not sure what the real-time countdown represents if not the remaining time with light.
It was an enjoyable experience all the same. Congratulations.
This game deserves more love, it's exceptionally creative! :heart:
I would have liked to have an option of toggling the scraping mode instead of having to hold down a key or mouse button, which can cause strain on the fingers.
Your game is beautiful (in more than just its graphics) and it's the best implementation of the jam's theme that I've played so far. Congratulations
Super fun (and funny)! As someone who often heals in games, I loved it (check out a game called Healer's Quest if you haven't already)
My only small piece of feedback would be to add some visual indication of the time left on buffs like the HoTs and the shield.
But that's nothing compared to the amazing work you guys put out here. Great job!
This is amazingly good for a compo entry. Awesome work :heart:
You should edit your itch.io game page to add the "Ludum Dare Submission" banner at the top.
Here's how to do it: https://twitter.com/moonscript/status/1385736799943741442
Nice work for just 10 hours. You should feel proud! Congratulations.
@tengusheath Thank you. It's way simpler than I would have liked, but stuff was cut due to time.
@dandala88 I agree the music is awesome, but it wasn't made by me, which is why I opted out of the rating. All attributes are in the posting (and in the itch page). The BGM is “Galactic Knight (Chiptune)” by MAOU from OpenGameArt.Org
@xxnolanxx I won't be adding an infinite mode (I think), but I will be extending the gameplay to be much longer and add the theme-twist mechanic
Thank you all for playing
@conrad123 I agree with you on the theme. I'm really sad that I had to scrap the recursion mechanic due to time constraints. Thank you for playing.
@rialgar @xiyou Thank you for playing. That's a good idea that never occurred to me. I'll experiment with it in the future.
@jack-lance The recursion was going to be the thematic mechanic where there wasn't enough fuel in the starting level, so that you had to go into sub-levels to acquire more.
Each sub-level would also have its own (optional) sub-level with more resources, but also more (and faster) asteroids. It would be a judgement call when to start "recursing back" up the levels with enough fuel to finish the very first.
Tutorializing this mechanic so that it wasn't confusing to players would have taken way too long, so I had to scrap it for the jam version.
I settled on "Edge of Recursion" because: - I needed a name that would work for both the complete and jam version (the "trivial case" of the recursive gameplay) - I figured naming it would motivate to work on the post-jam version with the mechanic - I specifically did **not** want to name it "Deep Space" because that was never the thematic implementation of the game - The name sounded cool and I was running out of time (I considered "End of Recursion" too)
This was a really neat game. Two of the highlighs for me were: - The in-game tutorial - The treasure pick-up animation and SFX
I ended up in the following situation, where all I could do was wait to die:
stuck.png
But that didn't detract from the game's enjoyment.
It's a very solid COMPO entry, congratulations!
Great job. I loved the isometric perspective.
Really good job. The background music is simple, but I think it's one of main reasons I kept playing.
It has the perfect amount of content for a jam game and new mechanics are introduced often.
Like others have said, the backtracking and boss fight are the biggest areas of improvement that stand out, but those are minor things in an otherwise really solid jam entry.
Amazong job, congratulations!
Amazing job on the game, but I will never be the same person again.
Looks great. Good job
Awesome work with the audio! It added so much to the atmosphere!
See You Space Cowboy
I liked the name for the game and the difficulties!
I think the movement would have worked better as tile-based instead of linear.
All the same, good job putting out a game with the limited time you had! Congratulations
There's a lot to like in this game because it's so pretty and polished, but I'll highlight what I enjoyed the most: **the title screen**
- It has a volume slider - It puts the attributions right in the game (thank you for the idea, I'll be doing that in the future!) - It's awesome how it just overlays the start of the game and then moves away
Great job. It's a simple game, but very well done.
I caught myself apologising to every animal I accidentally hurt.
This was a smart and beautiful game, thank you.
I had a good time playing it, congratulations!
Like others have also mentioned, I finished it without using a rope. I think it comes down to the fact that learning the ropes - pun intended - is costly. There isn't enough experimentation room to learn how to use it properly in the same way that the other mechanics have (fall damage and pickaxing).
But it was a pleasant experience all the same. Good job on the music starting near the end of the climb, it worked really well!
Hey, great job!
I'm very curious to know how did you make it portable to WebAssembly! Is that a SDL feature?
Good job on the art and polish.
Like others have said, the gameplay needs some degree of choice. As it stands, it's fully deterministic and what you should do at each moment becomes a calculation instead of choice.
But it's a game you've made from scratch in 48 hours and you should feel very proud!
Great work. I had a good time playing.
I'll add some minor points where I think the game could be even better: - One of the SFX (at least on Firefox) was very broken and gratting (I'm not sure which) - The background music has a very short loop - The level transition is very sudden and be confused with death instead
But those are minor improvements to a game that is already pretty fun to play! Congratulations!