Untitled by khaoz-fang 2019-04-30T04:06:44Z
I really like the art, reminds me of Terraria! Some puzzles are difficult, I wish the reset button also restored your coins/life, otherwise it's possible to get stuck.
Foon → Ludum Dare Explorer → Users → macs
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| π₯ | π₯ | 2022 | 51 | Every 10 seconds | You've Got Mail! | jam | Humor | 4.59 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | π₯ | Siren Song of the Deep | jam | 3.12 | 2.87 | 3.12 | 3.12 | 3.25 | 2.75 | 3.50 | ||
| 2024 | 55 | Summoning | π₯ | Cleanin' Demon | jam | |||||||||
| 2023 | 54 | Limited Space | π₯ | Cosmic Exodus: Race Against the Void | jam | 3.00 | 2.76 | 2.80 | 3.65 | 3.30 | 2.95 | |||
| 2023 | 53 | Delivery | π₯ | Porch Protectors | jam | 218 | 3.94 | 4.08 | 3.63 | 4.12 | 4.00 | 4.34 | 3.96 | |
| 2022 | 51 | Every 10 seconds | π₯ | You've Got Mail! | jam | 113 | 4.02 | 4.28 | 3.67 | 4.35 | 3.83 | 4.59 | 4.00 | |
| 2022 | 50 | Delay the inevitable | π₯ | Quota Qrunch | jam | 158 | 3.99 | 3.73 | 3.59 | 4.08 | 4.09 | 4.33 | 3.97 | |
| 2019 | 44 | Your life is currency | π₯ | MeatScape | jam | 763 | 3.22 | 3.07 | 2.85 | 3.27 | 3.40 | 2.94 | 3.21 | 2.95 |
I really like the art, reminds me of Terraria! Some puzzles are difficult, I wish the reset button also restored your coins/life, otherwise it's possible to get stuck.
I love how it makes it's own music as you solve the level, and the character art is really cool!
As others have said it starts out slow, I wish there was a player interaction to feel like I can speed this up. But I like the concept and art style!
Fun idea and fun to play! Just needs a bit of balancing and more variety.
It would be five stars overall if you could move quicker/the difficulty didn't scale so quickly! The gameplay is simple but a really great idea, has a lot of potential, and the art and music fit well.
Fun rogue lite with good enemy variety. I like the rolling eyeball robots! Simple sounds would have gone a long way in reading enemy fires patterns though, and the respawning enemies made me get lost a few times ha
This is a weird nitpick but the kill plane was too low in some levels, it took annoyingly long to retry :p I like the physics platforming puzzles and the level design was interesting!
I love the game, but I found the controls difficult. I wish I could be good at it!
Simple to understand, quick to play, and very entertaining! Great one
I love the sounds effects, especially the praise ha
Thanks for all the feedback! We really appreciate it since it was our first jam :) Definitely agree that the difficulty scaling could have used more attention, there was just so much we wanted to implement that we didn't have time for! A good lesson for the next project
@dxk2294 :) We envisioned something like that from the start, but this implementation of it was a great bug-turned-feature that happened by accident haha
@ryan-brenner Disgusting was the aim, glad you can appreciate it :) The MeatScape is a cold and desolate place, but we agree that more variety as you level would have been a definite improvement
@tomasmunro I really appreciate that complements! The art and effects is probably what we had the most fun with so we spent a lot of our time on it
@nico-fallosch I'm glad you like it! Your game has a lot of personality too haha
@b3agz Yess, just as intended :) The game as pretty cryptic (unintentionally, due to the time limit) but I'm glad you figured out one of our favorite features. Thanks so much for playing!
@cheebz Thank you! We didn't get to scaling enemies, but we tried to polish the core player mechanics. And absolutely, we had to substitute a shader to work with WebGL but having our game be easy to share was important to us!
@rhoka Thanks! I enjoyed your game too. That's a great suggestion, we had ideas for enemy variants and difficulty scaling, but didn't have time to implement them due to wasting the first day on a completely different game idea that didn't pan out :/ But we definitely learned a lot from it and still had fun
The clicking sounds and game interactions are very satisfying!
Great puzzle design, well done. Coming up with a fresh puzzle mechanic and a whole bunch of challenging but beatable levels in a such a short amount of time seems tough.
I really love the draggable UI cards and objects, it feels physical like moving tools around on a desk; playing god with the universe. Such a nice idea and fitting feeling for this game. The restart button is also very clever :) I hard a bit of a hard time figuring out how to make the constellation last longer, so the game loop was a bit lacking, but I think with better feedback for players actions affect what's going on could make this more fun to play with.
Joe washing machine, the everyday hero. In what state of filth would our clothes be in without Joe?
Typing random letters gameplay was pretty boring to me. Is it meant to be tedious to simulate manual labor? Stayed for the sounds and art, and glad I did. I think you have something great with the surreal art style and story.
I really like your 2D drawing and animation, especially the player. Has a kind of flash animation/newground feel in the best way. Also like the rings on the bullet trail. The shooting mechanic was pretty fun, especially with the punch and power up mixed in. Lack of sounds on the enemies made the game a bit frustrating though, I often died to enemies I couldn't see.
Seeing your comment above, I'm glad you pushed through and submitted anyway despite your doubts. It's just about challenging yourself, regardless of level of success you still learn something. And that comment pushed me to check out your itch page and find Below the Ocean. I thoroughly enjoyed every moment of the demo and I want to play more. For me it feels on par with Celeste, with a mechanic just as innovative. I think your reputation is safe ;)
I had a good time sprinting through these levels. Agree with commenter above it strongly reminds me of Hotline Miami. Difficulty and pacing were on point for me, I was able to keep moving the whole time and ended each level with a sliver of health. I think the minimal graphics were effective, and the laser looks awesome, it made me enjoy swinging the gun around the screen to watch the laser.
All your game assets create a cohesive mood that makes for a relaxing driving experience cruising down the long road to somewhere. I will say as someone who know very little about driving I had a hard time figuring out the optimal driving speed LOL because of this I felt like it was never worth it to take the repair option at the station, as the gas timer was always ticking down. Felt like it needed some balancing for me, but I enjoyed my time playing it over anyway. Nice job
Challenging to get used to the controls, but fun once I got the hang of it and figured how to do drive-bys on planets. I was able to get 6 planets before fuel ran out. Could be interesting if there was a mechanic to refuel from planets or some other source to delay your fuel running out.
Simple and addictive! Played to the end and I want more. I really like how the game teaches itself by starting simple then ramping up the difficulty gradually.
Hectic game that engaged me well. I like that I had to split my attention between controlling the shield and shooting down rockets. Nice variety in the rocket design as well that kept it interesting, and the difficulty ramped up well. The upgrades were a bit difficult to remember with all else going on, though they probably would have helped a lot. Though I appreciate that you had an upgrade that allowed healing to 'delay' the end, I missed this in some other entries. I wish I didn't have to go through the tutorial to restart! I just want to keep looping and getting better. I guess that's a good problem to have, good job with your game!
Fun idea for a game. The upgrades were already addicting, and I had fun watching the enemies stack up so much the game started to lag, but it was scary when they hit me and their damage stacked. I found trying to do damage to enemies while dodging a fun challenge, but one they started to really stack up the evading gets boiled down to kiting in a circle. I think adding some knockback to the enemies when hit could give the player more options for crowd control, and might help add a feeling of weight to the hits. Dodging the crazy horde of enemies was fun, but I couldn't help but want to not stop to turn; I wish it was a little faster paced so I could pull off some stylish drifts :)
Very interesting movement system you made; Definitely unconventional. It could be frustrating sometimes to be locked into a long path, but I think that added some tradeoff that made it challenging in a good way.
Is the world procedurally generated? It seemed to change every time I played. That's pretty impressive to do in the jam time restriction.
Theme connection felt pretty weak, but that's okay.
I completed that game several times, but I couldn't tell if I won or lost each time :) Feedback there would be appreciated, and probably drive someone to try again more.
Great use of the theme! It added an interesting twist to the platforming, that had me timing my jumps on the gravity transitions and trying to read the level ahead to see how things would change with the next rotation.
The level design also used the mechanics very creatively; impressive for a jam! I found most of the levels the right amount of challenging; the designs guided me to the correct path pretty well, but were still rewarding to complete. I also appreciate that there was an intended path but the platforming mechanics and level design allow for many "shortcuts" if you know where to look. This was probably my favorite part of your mechanics, and I could see this being fun for speed running.
I had an annoying bug which (playing in WebGL) where my character would stop listening to input after an uncertain number of deaths. Because of this it took me 3 restarts from level 1 to get all the way to the end and I didn't have the heart to restart again when it froze on the last level :(
But I had fun playing even despite that, very nice entry :)
10 seconds goes quick, so in the beginning I found myself a bit disoriented at what to do. Your nicely drawn comic which explains exactly what to do didn't quite work on me the first time, lol. Once I got past this, I find the way the reset mechanic interacts with the puzzles is very interesting. The end felt like it came too quickly and left me wanting more satisfying puzzles :) Very polished and fun entry in every category for me, I only wish it was longer
p.s. Under the time pressure, I had a hard time hitting interactables right consistently, would be nice if the triggers were slightly more lenient
Funny idea for a game, definitely unconventional and innovative haha
The grab mechanic was something different, and you made it harder over time in an interesting way (no pun intended)
Directional controls were very hard to get used to. I guess this is to intentionally make the game difficult? Pretty frustrating to control, but I see how it aligns with the rest of the game
Really nice mood you've created with the camera and lighting, and the fantastic music ties it all together.
I found myself wishing I could interact with the cool environment more by doing well or slacking off at the email game, but I understand you didn't have time to implement all that you planned. Looking forward to seeing your updates.
You're right our games are quite similar at the core. Funny so many people chose to relate to this topic, each with quite a different mood though!
The premise is hilarious, well done. The gameplay is simple, but the progression of difficulty kept me engaged. The game gets really difficult after 4 minutes, I tried twice but couldn't survive much longer. I'm sure the trap upgrades were contributing to my survival, but I was too focused on what I was doing to notice if they did. I think upgrades that directly affect the letter opener might have felt more impactful (AOE ability?). It also feels like you accomplished adding a ton of content for a jam game (mail carrier variety and upgrades), that's cool to see. Overall solid entry, I'm glad I clicked!
It took me a while but I finally found enough items to make the delivery! Fun game, I really got sucked in and lost track of time. I like the exploration aspect a lot. Thanks for making a tutorial, learning the mechanics was simple and smooth.
Interesting concept, but I found this hard to figure out without a tutorial. Even just some description on this page would help! I did okay figuring it out up until the last delivery, then I seem to have gotten soft locked and couldn't move the gloop no matter what configuration I tried. I would have loved to know where I went wrong (:
I can't believe this is a compo game! So polished all around. The mechanics seem pretty unique and interesting, I would love to play with the content fleshed out more. It felt a bit too easy, or maybe that was just the luck of my draw. ItsAllInTheDelivery.PNG
RIP me, thanks for the heads up @baturinsky, @anper, @nirlandec. The link is fixed now
Really impactful story, it surprised me how much it got me :_) I was engaged from start to finish.
It was unclear how much impact my choice of memories to leave behind really had on the story, but for a single playthrough game I'm not sure that's important; I think how well the mechanic ties into the story and theme more than makes up for it.
Strong experience and well polished, a perfectly executed jam game IMO. Well done!
Excellent concept and commentary on greed. Well polished execution. No feedback I can think you add, you nailed it with this one.
Started off slow and checking the encyclopedia a lot, but it picked up pace as I got the hang of it. Once I got over that initial learning curve, I found myself wishing there was time pressure to keep challenging me and upping the difficulty. With the different cooking methods, I could also see serving multiple waiting customers at the same time, but I understand there's not time for everything in the jam :) I loved the different personalities of each character! That kept the prompts from getting too repetitive. I'm curious whether you mixed and matched pieces of text or hand-wrote all of them. I played for about 10 minutes, and I guess there's no win condition, but I'm proud to have served the adventurers.