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ManBeardGames

Games

YearLDThemeGameDivisionRankOvFuInThGrHuMo
201842Running out of spaceEchojam1693.823.503.624.223.803.413.62
201841Combine 2 Incompatible GenresSlime Battle Royalejam4603.553.343.573.883.353.483.42
201740The more you have, the worse it isDropletjam2143.803.793.043.653.322.853.93

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Humor vs Overall

Mood vs Overall

Comments by ManBeardGames

LD40 — The more you have, the worse it is

Chores Simulator!!!! by DragonFyZex 2017-12-06T14:27:45Z

I enjoyed the concept of the game. Multitasking the chores is definitely the way to get through it. First try I just stood in front of washer/dryer and waited, but there's not enough time for that, especially in wave 2 and 3. Wasn't able to get past wave 3.

Saving Crying Bryan by gyfis 2017-12-08T15:38:12Z

Fun idea for a game, sorta reminded me of when I would play Monaco and trying to sneak around and not get seen. Audio was good, but I wasn't big on this type of humor. Controlling the game was good, though sometimes I would get stopped at the corner of a wall as I was moving through a doorway area, and it would get me caught.

Snowmans Dilemma by JCMonkey 2017-12-05T04:14:46Z

Enjoyed this and loved that you used the Christmas theme with it. Graphics were good, liked that the snow moved as you moved, nice touch there.

Alien Crab in the Rotormaze by jebouin 2017-12-05T06:01:31Z

Great game you got here, controls are really smooth. I like the art style used as well. Get it finished past the turrents, would love to continue playing it

Drgn by UnlikelyNomad 2017-12-06T15:17:57Z

Had a lot of fun playing this on stream last night. Loved the low poly models (them clouds though), and the look of the particle effects/fire fit very well.

I wasn't sure at first that you could destroy the gates as well as the houses. Hitting them a few times did set them on fire, but the fire would go out and didn't really indicate it was being damaged. Until you said something in the stream chat, I wouldn't have though to hit them some more.

The controls for the most part were great. Took some time to get used to the upwards velocity when moving left or right. Would be nice to have some control over that, or maybe even an option to "glide" with the dragon for a limited time in horizontal line

Robox! by ted 2017-12-08T16:42:20Z

The hand drawn look for this is really well done. The balancing physics were on point as well, nice to see a game that is getting that right. Not sure if it's the background texture animating or if it's a shader doing the overall effect, but it would be a nice option to slow it down or disable it. It was neat, but it was messing with my vision a bit lol

Dudes Vs All Kinds of Stuff by gassasin 2017-12-06T14:59:29Z

Awesome game you have here. It's like Space Invaders had a child with Contra. Really liked the graphics and audio.

I had a bit of a problem playing on my end with the controls, but that was due to me having a split keyboard and the B/N keys being used for one of the players, which is right where my keyboard split. Maybe add an option for customizing controls in an update. Sill, the split keyboard is on me, but it's something to consider when setting up the keybinds.

Overall though, great game and really enjoyed it.

Elden by red-fan-games 2017-12-08T02:10:30Z

Love the throwback to old school shooters. Controls well, and graphics are definitely on point with the look you're going for. I kept getting hung when respawning due to one of them being right there with me. I also wasn't sure at first that I was actually dying and respawning each time when I'd get hit. There wasn't anything to indicate that I died and respawned, just the immediate being back in the beginning corridor area.

Smash! Smash! Destroy the West! Jangnanmon! by pudding 2017-12-06T15:06:13Z

This was a really creative idea. Loved the witty humor. I played it a few times more since the stream last night, and wish there was an option to skip the text if you've already seen it. There is a ton of dialog in the game, which isn't always a bad thing, given the humor behind it, but being able to skip it would go a long way.

I love the different art for the cards.

One thing I mentioned on stream that I want to mention here as well is that on some turns the AI wouldn't do anything. Wasn't sure at first if that was intentional, or something else. It happened a couple of times though, one for a few turns, and another for only one turn.

Gas or Pass by Kobi Hawk 2017-12-05T03:10:25Z

Fun game. The enemy didn't seem like a threat, there wasn't a time where he was gaining up on me. Managing fuel for speed and getting the boost was a fun concept.

Really enjoyed the graphics style.

Life & Debt: A Real Life Simulator by Krassenstein 2017-12-05T05:01:46Z

This is definitely my life. Also, quit taking me to court krass. 10/10 would play again

Quick note, not sure if your supposed to be able to actually win or not. I'm going to try some more though

Guero by beta 2017-12-05T01:37:48Z

This was really enjoyable. A good mix of really fun and really frustrating (them damn bats). The hook mechanic was really fun to use. I also really liked the graphics, though I'm a sucker for the pixel look.

Only noticed two things that may be bugs.

1. When going for the second treasure, I decided to grab it and another to see what it was like with multiple. I ended up dying on the spikes at the bottom, leaving both treasures there. At that point, the compass was always pointing in an upward direction, even from the top/starting point on the scren.

2. When I brought the final treasure up, I had hooked right at the top of the screen, above the little guy you bring the treasures to. His dialog started for beating the game, but the player character continued to move up like he was still hooked to the wall, with the camera zooming on him. Made it hard to see the final dialog.

Sushi Factory Frenzy! by jasperarmstrong 2017-12-08T02:14:27Z

I enjoy playing though management games like this and really wanted to have fun with it. The spawn rate of the white sushi was just too low to try and keep momentum going. I was able to get up to about 10 orders filled in one game before I lost because the white ones just weren't spawning. Even when pumping the conveyor belt up to max, they are just too disproportionate compared to the others.

Other than that, I really did enjoy this. Coming up with my own method of separating the sushi and the trays so I could try and get ahead of orders was fun. Graphics and controls are solid. Hopefully you can get the spawn ratio nailed down better.

Snake++ by Gnarly Narwhal 2017-12-06T15:11:12Z

Really enjoyed playing this and was happy to see that someone did a snake game. Controls felt good, and the visuals were great. I like that in the one level, you can go the normal route, which takes you around the entire level, or you could take the shortcut, but it's much more difficult.

PullPals by eric-lathrop 2017-12-05T05:13:45Z

Fun game, want more levels now. The stretching mechanic was done well. I had trouble clicking the hands/feet to move and sometimes getting them to stay attached, but overall a great game

Consecutive Meteor Crunches by Brent Chance 2017-12-05T01:21:33Z

Interesting idea, but visually it was hard to understand what was happening at first. When i first loaded the game up, the game just started, but I was waiting for maybe a title screen, or a "click to start" or something. Just stood there and died.

The camera movement and animations where smooth, thought those were done well. Like what @feedlipe said above, it was hard to tell what was actually happening with the amount of movement from the camera. It didn't feel like jumping meteor to meteor, more like i was just jumping to dodge what was incoming and landing back in the same place.

Great idea overall and look forward to seeing what you can do with it.

Overpopulation by julianeder33 2017-12-08T15:20:54Z

The how to play seems to be a little unclear, as it the Explore, Transport, Colonize doesn't work like it says exactly. The instructions state to press the [E], [T], or [C] key and click a planet to do that action. I tried several times, but nothing would actually happen. I was thinking at first maybe something was wrong on my end, and closed and relaunched the game several times.

@minimurgle @dirkinz I think I've figured out finally how the controls/game works. When you hit the [E], [T], or [C] keys, you first have to click the planet you want to sent the ships "from", then click the planet you want to send them to. I was able to get a bit going doing it this way.

@julianeder33, @fireflame74 I like the concept of the game and the management aspect of it, but after figuring out how to play it, there are some other things I would have loved to have on the screen to assist. Maybe a HUD that displays a list of the planets to see the numbers for population and growth a little easier? Or even let me click a planet and when I click it i can see the stats until i click off, instead of only seeing it when the mouse is over it. The movement of the some of the planets made it harder to keep the information screen about the planet open since the they move away from the mouse.

The gif that was provided at in the post also shows contextual information when clicking, it seems that when you clicked the buttons or planets with the little red circle where you clicked, but this was missing from it when I played it. Not sure if it was a bug or removed, but it would be a welcome addition to help the clicks feel responsive.

Rokku Bando by Yanrishatum 2017-12-08T16:13:02Z

Really nice entry. Graphics were polished and being able to change between qwer and arrow keys was nice. The song used was well done, but it felt like it dragged a bit in the beginning on both normal and hard.

Here, Kitty! by Dr. Argus 2017-12-05T04:47:06Z

Fun game you got here. The sound clip for the child is perfect for the game, and terrifying at the same time.

Babies with Guns by killerkun 2017-12-06T15:32:51Z

Loved the pixel art on this, and being able to throw the babies. Controls overall were good, just had some slight issues with the wall jumping. We talked about this a little on the stream, but I wanted to give some more feedback on that from my perspective.

To trigger the wall jump, it was setup so that I had to push in the direction of the wall i was sliding on and hit jump. Doing this however, intuitively as a player, I keep holding the direction toward the wall I'm jumping off of. This would work out typically if the height i gained from the jump was high enough so that when i came back to the same wall, i was moving up it. Almost like i was jumping up the wall so to speak (think like super meat boy wall jumping on the same wall).

The wall jumping sections however were setup not to jump up the same wall, but to jump back and forth between two walls. Instinctively, I would press the direction toward the wall I wanted to wall jump to. Instead, when doing this, I would just jump straight up or just fall from the wall i was on.

I hope that made some sense for what I was talking about on stream. Still, great game, hope you continue to add to it.

ALPACA AIR ATTACK!!! by Hati 2017-12-05T03:20:03Z

Really interesting, just wish I had other to play it with. Maybe put in something for solo players like targets to shoot?

Somni by Timestop 2017-12-05T03:44:35Z

Enjoyed playing though this one and getting both endings. Would love to see this as a full game. Wasn't quite sure what happens on what I presume is the bad ending though.

Tiny Guardian by Nelios 2017-12-08T16:56:57Z

The art style for this was fantastic. Overall the game was fun and has potential, but in the current state it is a little to easy. I liked the mechanic of swapping elements, reminds me of Ikaruga, and I did something similar in the game I submitted.

Problematic Ownage by dukeaccent 2017-12-05T02:46:27Z

Really like the idea of this game. Taking this and making it a full fledged management game would be really fun.

I'm not sure if this is a bug or if it's something unintended, but I found a way I think to basically not lose. 1. Set graphics detail level to medium 2. Go to work 3. Never come home. 4. Buy upgrades as they come in, but only buy games until they get you close to the 60 fps mark. 5. Return home when there is nothing left to buy but the rage is still increasing.

Currently I'm sitting at the following. It keeps telling me there is a new GPU/CPU avaliable, but i can't actually buy them, buttons never open up. problematicOwnage.png

Sanguinite by Wheffle 2017-12-08T14:41:46Z

This was absolutely fun to play. Definitely brought me back to the lunar lander days. The controls for the movement were just right. Being able to upgrade the fire rate and fire power of the drone, plus other upgrades, felt really rewarding for the exploration needed to do it.

The story setup for the game was great, and hope to see you continue developing this.

We talked about it on stream, but I'll leave the suggestion here as well. You mention in the description that it was a Lunar Lander and Metriod style. When I saw Metroid, I was thinking at some point I would exit the ship and/or drone as a character to walk around and explore, but that wasn't there. It would be a really cool addition to this, could do something along the lines of how Blaster Master does it.

Bloc by Blueman 2017-12-08T14:37:04Z

Really fun arcade style game. Having to switch between the different blocks to keep them from getting hit adds that extra layer of depth, and it works well. The addition of the normal game mode, plus a "zen" mode was nice.

The controls felt really smooth, everything moved exactly how I expected it to and stopped when I wanted it to. At that point, it comes down to my skill and not the game working against me.

The audio was really good, and the simple graphics worked very well for this.

Mini Mod by Riker Greenslade 2017-12-08T14:33:54Z

Great looking game. Controls well, and the audio is really good. Like playing around with the customization and balancing difficulty to find the right balance. Level having multiple paths, some of which you can't reach unless you have the right upgrades, was a nice touch.

The enemies playing different notes in succession as you killed them was a really great idea.

I do wish swinging the sword was a bit faster. There were times with multiple enemies, or even an enemy and projectiles coming at me, and I wouldn't be able to swing fast enough to really handle them. The attack animation would have to finish before I could swing again. Maybe could add in like a second and/or third attack animation after the first for like a combo affect when attacking?

I asked you on stream, but I really do hope that you continue working on this and getting a full game developed from it. I would love to play through this with multiple levels and the depth you could add as a full game.

Keep at it.

Critter Clutter by Burgee 2017-12-05T04:32:43Z

This was a really run game. Got the current highscore, looking forward to challengers. Having a high score mechanic linked with ludum was genius

critterclutterhighscore.png

BLOK'D by AndrewJAdams 2017-12-06T15:35:21Z

Absolutely enjoyed playing this and love that I can do it from my phone. It was amazing that you put in the option to turn the numbers on for a color blind mode. For a puzzle game, had a good balance of feeling like I was doing good and being challenging at the same time.

Love Potion #7.2 by realryanrogers 2017-12-06T15:39:10Z

Had a lot of fun playing this on stream. Had some laughs from the farting. I only hope that you recorded your own farts for the sound lol.

I only did new game+ twice, but the ones chasing didn't feel like they were going any faster than before. Not sure if it's a gradual increase in speed on each NG+ you do or not.

Rabbits Rains From Above by KeiLazu 2017-12-05T01:58:27Z

Fun game, thought the rabbits faces were made well graphically. Mechanically, I wanted to suggest a couple of things

1. There seems to be no reason to not hold shift the whole time to move faster. Like there didn't appear to be a downside to it, and it was unlimited. So really, there was no reason to not just hold it down.

2. I wanted to see what the mechanic was with the blue rabbit and the acceleration, but I was unable to try it out. A few games, I didn't even see a blue rabbit, and on the attempts that I did, they only showed up late and I was heading for a game over before I could get it

Also, there seemed to be a small graphic bug after collecting a rabbit in the beginning. Once i would collect one and move the basket, sometimes the graphic of the one I collected would seem to flash back in and then out again.

Overall though, it was a fun game. Would like to see what you could do with it given more time after the jam.

Greedy Dungeon by daul 2017-12-06T14:50:52Z

Overall, the game feels well done and polished. Graphics and audio were great, and for the most part, the controls were comfortable to use. One minor thing about the controls, and I mentioned it during the stream, would be to maybe let the player stay in place while holding down right-trigger to attack, or not stay in place, but maybe keep facing in the direction they were. Kind of like going into a strafing movement if you hold down right-trigger.

The glove felt really rewarding to use, the range on it and how powerful it felt were great. Also, who doesn't love being able to pick up chairs and thrown them at your enemies. On the opposite end of that, the sword felt a little underwhelming after getting it. The range seemed to be less than the gloves, and didn't feel stronger to use.

I really look forward to what this will become. Please keep working on this and release it.

Greedy Dungeon by daul 2017-12-09T20:46:54Z

@daul

* Adding the crosshair was welcoming, especially for controller. I felt better in control of the swings knowing where I was placing them with it there. If you wanted to go along with my previous suggestion, you could make it so that the player is always facing the left/right direction of the crosshair.

* One thing about the AI, when I'm in a room with enemies, and I move to another room, say to the left, sometimes the enemies will follow me into the room I goto and get stuck on the wall like this greedyDungeonWallEnemyStuck.png

* Also, to go along with that, they seem to follow left and right through rooms, but sometimes they weren't following me up and down through rooms. They wouldn't be blocked by a wall, but they would stop just before the threshold. This caused me to get hit some when backtracking since I didn't know the enemy was there until I went into the next room going up and they would hit me.

Stranded alone by BluesyPompanno 2017-12-08T16:00:06Z

Good start of a game. Controls are simple and intuitive, and the objective is clear. Would be a nice addition if you could make it so as your shooting the crystals they change slightly to show damage. I wasn't sure at first if I had to keep shooting them or something else in order to harvest them.

Enemy AI was pretty simple, but it did it's job. They were easy to dodge if I didn't need to get the circuits for oxygen. Maybe try making them a bit more dangerous somehow.

I found that the blue platform would sometimes not let me on to drop off the resource there. I would clip on the edge of it and had to walk around it to find a spot to get up on it. Did not have this happen with the brown one.

I was also able to continue walking into a crystal which eventually made my character move up on top of it. Not sure if this is intended to as a way to get around the enemies or not.

Also, towards the end, the enemies stopped taking damage. They keep spawning, but I was unable to hit them.

Rocket Boom by Filipe Leal 2017-12-05T06:23:27Z

Nice game you have here. Didn't' realize that the rockets went haywire from closeness to the mouse, thought it was from being close to other rockets at first

Late Night Chef by DosWosh 2017-12-06T14:39:13Z

It took a few tries to understand exactly what i was doing, but once I got the hang of it, was fun trying to keep up with everything. The jump scares definitely caught me by surprise a few times. A couple of points of feedback 1. Using the mouse seemed a bit difficult at first. I had to turn the sensitivity setting all the way down, or else the camera movement seemed to be to much to click what I wanted 2. A few times, i would click the coffee mug to select it, and would see the check mark, but when i stood up to put it in the coffee maker, it had deselected it. Could of been from me trying to go to fast, but something to consider would be having the item you selected show at the bottom of the screen maybe, like your character was holding it 3. I kept getting the top and bottom bun confused for the burgers. It was difficult to tell at first which was the one to use.

Regardless, great game you have here. Look forward to seeing if you continue developing it and doing more with it.

Handle Face by dmay93 2017-12-05T03:57:13Z

Game was really fun, enjoyed playing though it. One thing I noticed is when your walking around corners, player seemed like the edges stopped you.

Handle Face by dmay93 2017-12-05T06:48:09Z

Wanted to add in from the conversation we had on stream while I was playing it, for your first game, and game jam, I was really impressed. Maze generation being random like that was done nicely. Hope to see more stuff from you guys in the future

Gem Rush by Joe Sycalik 2017-12-08T02:18:18Z

Had an absolute blast playing this in two player with my son on stream last night. It was a really cool aha moment when we realized you could ride the bats. Controls really well, but does suffer from some issue with getting stuck on the side of the wall when it looks like you shouldn't. You can still jump up/off at that point, just seemed odd.

Also +1 for adding a multiplayer game for the Ludum Dare but also giving it a single player option. Too many games now I was not able to experience because it was multiplayer only and had no one at the time to play it with.

Fourteen by JoaoP 2017-12-08T02:02:56Z

This was really fun, enjoyed playing it last night on stream. Controls were really good, and the graphics and audio are great. The enemies could be a bit more dangerous, even given the mechanic of them growing stronger give other conditions. Maybe start them out a bit stronger than they were.

Look forward to seeing what this could become if you continue working on it.

Running With Scissors by Daze 2017-12-05T05:39:36Z

This was a really well done game. Absolutly enjoyed playing it. It would be really cool, when you finish a level to have the entire sequence play out so you can watch it.

Droplet by ManBeardGames 2017-12-04T08:16:58Z

Hey, thanks, I'll get that updated

Droplet by ManBeardGames 2017-12-06T21:45:02Z

@ashtrail Thanks for the feedback, I'll see what i can do to adjust the scaling. It does scale a bit slowly at the moment. Your growth is based on the radius of the droplet you eat, not tied to the level. However, the radius of the drop you eat does affect how much progress you get toward the level counter. The level going up just spawns more droplets, so the higher you level gets, the more droplets on the screen at a time.

I like the camera dezoom idea, I played around with that for a bit, but couldn't get it to work in a way that seemed smooth enough within the time frame I had to work on the game. It's something i definitely want to add.

Thanks for the feedback

Droplet by ManBeardGames 2017-12-06T21:46:46Z

@thecritterscove I'm glad you enjoyed it. Thanks for the info about the background, it's something I was concerned with. I think it comes from the monitor I use when I'm developing being a bit to bright, so it looked fine for me, but have had others mention it was dark as well, so some calibration is needed on my end.

Droplet by ManBeardGames 2017-12-06T21:48:58Z

@instantnoedel I promise, I have a pretty decent outlook on life.....I think...maybe? I wanted to add a tutorial that was more than just "move mouse, click this, etc", and I've always thought games that criticize the player were hilarious like in portal. So I went with that.

Glad you enjoyed the game

Droplet by ManBeardGames 2017-12-06T21:50:20Z

@shaolin-dave No sorry, no Mac or HTML5 version. I did this in MonoGame, which at the time of making was a completely new framework for me. I know it can export to a Mac version, but couldn't find much in the way of HTML5 or WebGL.

Droplet by ManBeardGames 2017-12-06T21:53:21Z

@sleepystrix Thanks for the feedback. When you say the graphics didn't scale well, did you mean due to the size of the textures, they just become more pixelated/look bad at 1080p, or that the scaling causes an issue at 1080p? I'm still learning a bit in MonoGame framework, and set the virtual size to be 1280x720 and it scales up from there at larger resolution sizes, but I could have done something wrong in the code if it caused an issue.

Droplet by ManBeardGames 2017-12-09T20:53:35Z

Thanks everyone for the feedback so far. I'll be adding more to the game post jam based on feedback. Some updates planned are

* Animations for the circles instead of just static circles. * Animation on player circle so that the outer edge seems to wobble if getting to close to something that will eat the player. This should help in instances where the player and the other circle are similar size, but you can't tell exactly if it's safe. * Single click for color change instead of separate left/right clicking. * Adjusting color for background and/or dark circles since it's hard to see them for some people. * Faster growth rate, or at minimum more visually to show growth since. * Spelling errors (thanks @Zivix_)

LEAF WARDEN by MarkoPoloDev 2017-12-06T14:45:22Z

I like the idea of this game, and outside of the Ludum Dare theme, would be interested to see a more scaled back difficulty version. Maybe adding like a "zen" mode to it where the number of leaves in each wave is reduced to where you could keep going for a while to just relax and rake some leaves into a big pile and blast 'em away with my rake laser.

Like @elfcirynn said, sometimes it seemed that the rake wasn't pushing the leaves I thought it would be, maybe with the collision detection.

One last suggestion on the controls maybe would be to allow the player to choose the direction the rake sweeps in. Maybe set it up with the mouse, so you can move left and right using keyboard, and use left and right click on mouse to sweep in those directions.

LEAF WARDEN by MarkoPoloDev 2017-12-08T16:03:18Z

@markopolodev > Good call. Not sure a color change is they way to go (might disrupt the mood?); I’ll have to play around with it.

Could maybe do a animation on the leaves that are falling, versus the ones on the ground being the static sprite.

The Lost City of Bhalrim by solluxx 2017-12-08T02:06:58Z

Reminds me so much of older games like Shadow Gate. This was well done, graphics are great, and plenty of variation when venturing through the mine. One thing I mentioned on stream last night was how some events do cause you to lose health, even though the text doesn't state it explicitly. Adding something in visually to show this, like maybe the number counting down, or flyout text showing how much you lost.

Excited to see what else you add to this.

Weeb Runner by Natsu 2017-12-05T03:31:00Z

Enjoyed the humor of the game. Responsiveness felt a little off sometimes, like I would jump on a platform, then jump again after landing and he wouldn't jump, but instead just fall off. Also, that one checkpoint, that was just unfair. This is the one I'm talking about

weebRunnerCheckpoint.png

Friendly Fire by sleepystrix 2017-12-06T15:24:13Z

Fun and interesting concept. I had trouble a few times focusing on where some of my units were because i was focusing on other units. They were usually just running into a wall though lol.

Tank style controls were great, would be interesting to see if you could do some sort of single player vs AI gameplay in this.

When the unit numbers start to get higher up, the initial placement seems to work against them, and a good number of units die when they first start. Could look into adjusting the formations on that.

I hope to see you keep developing this, would love to see what you do with it.

LD42 — Running out of space

Delivery Boi by JCMonkey 2018-08-14T03:09:58Z

Had fun with this one and loved seeing it progress from the initial design to the final when you were coming into the stream. End result polish was is nice, and the addition of the Tracker9000 fits well. Love the cars yelling at me and the initial voice at the beginning.

Platform One by UnlikelyNomad 2018-08-22T03:26:37Z

Concept for the game is solid. Trying to figure out the requirements for each of the species was interesting and added some challenge to it, but it seemed a little unclear at times on what exactly was needed to place a species, be it one more food, or bar, etc. Graphics were nicely done and the humor was there on the cards and descriptions. It's amazing that you all made a card style game like this with fleshed out rules of play in the time limits of the jam. Would love to see a polished up version of this as a full game.

Here is a the video of the play through from the stream: https://www.twitch.tv/videos/300348442

Where the Cloud Lives by Tattomoosa 2018-08-22T01:55:25Z

The branching paths you can choose is a nice touch to the game. Visuals, audio, and dialog are well done. There doesn't seem to be much risk involved when playing, reducing the challenge of managing everything. There was one point where I just didn't have the funds for something, but I was able to just wait it out till enough money came in to expand more. I mentioned it on the stream, but the icon/indicators in the top left of the screen were a tad confusing at first, like the @$0.10 indicator first drew my eye because of the $ sign, and i thought it was how much money i had for some reason.

Would love to see this made into a full management style game.

Here is the clip from the when we did the play through on stream. https://www.twitch.tv/videos/300320531

Djabo by thomas-olsson 2018-08-22T02:42:06Z

I was really impressed by the graphics and audio in this one, you guys did great. The animations when walking and attacking were on point. The game has a few mechanics that need to be figured out, but does a nice job at either explaining them, or allowing the player to figure them out naturally. Nothing really bad to say about this one except that I want more of it.

Here is the video of the play through on the stream. https://www.twitch.tv/videos/300334959

SQUASH KILL by Smithy 2018-08-14T02:38:58Z

Interesting game. Took me a minute to figure out that you kill the zombies by pushing a box into them. Given the name of the game and that the boxes were falling, I thought I had to lead them under a falling box to kill them.

The splatters are a nice touch.

I did encounter an error, I believe it's the same one that @conorod experienced above as well. When pushing a box that then turns into a zombie, it throws the error. Here is the error information that is shown if it's helpful at all.

``` ___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Step Event0 for object obj_player:

Unable to find any instance for object index '106367' at gml_Object_obj_player_Step_0 ############################################################################################ -------------------------------------------------------------------------------------------- stack frame is gml_Object_obj_player_Step_0 (line -1) ```

Clippy's Awakening by aevek 2018-08-22T04:02:20Z

A lot of managing disk space on a computer games this ludum, but this one stands out from the ones I've played. Making it a small adventure through the folders of the PC was a nice touch. Controls were smooth, and the folders and names of some of them were great, including the memes. The power ups felt rewarding to use, especially in a combo style, like using the shield to gather shots, and them going into cut/paste from that to move through more incoming ones.

There's a lot of nice small polish added to this as well, like the screen shake when getting hit and the fly out text of the file sizes being added.

The disk usage never felt like it was a threat however. I think that's my only critique.

Here is a link to the play through video from the stream: https://www.twitch.tv/videos/300351585

High Castle by Wheffle 2018-08-22T03:32:21Z

This was a fun challenge. I definitely feel the Rampart inspiration here. Visuals and audio are great. The controls seemed like they would be overwhelming at first reading the description page, but when actually playing they were intuitive and did exactly what I would expect for the different scenarios like shoot, grabbing, and placing items.

The only snag that I found was that it seemed hard to notices sometimes why a closed in section wasn't closed in. I'd place a piece, but it would be a small corner sliver that would be missed. Another thing, I never felt like anything was really running out of space. Maybe if I had made it further in the game, as I saw the island was falling apart. With the enemies in the waves coming in, it felt more like an overwhelming situation than a running out of space one.

Overall solid entry and would pay for this as a fully fleshed out game.

Here is the video of the play through from the stream: https://www.twitch.tv/videos/300348441

GRAVEDIGGER - A final stand by Lavinski 2018-08-15T07:50:19Z

There was so much about this game that I enjoyed. The different gun types add a good amount of variation to the game as well as the different enemy types. Using the play space as the "health" was a good choice and fit well with the theme. Audio fit in well.

Couple of things to point out that I mentioned on the stream: * I didn't realize at first that you can't fire while holding shift (to run). This was confusing at first, wasn't sure why i wasn't able to fire. Figured it out pretty quickly though. * Having the different weapons is nice, but sometimes I would get one I liked, and accidentally walk over another one during the chaos, and lose the one I had. Maybe having something where the player can choose if they want to pick up the weapon? * Having some indicator as to how much ammo you have left in a weapon you pick up. A counter, or small meter?

Other than these, the game played really well. The controls were smooth and audio was done well.

I know we had the stutter on the stream, still not sure what that was about, but for me while playing it, there wasn't an issue. Here is a link to the video from the stream if you'd like it: https://www.twitch.tv/videos/297558885

LOÜJ by Thomas Lean 2018-08-16T08:21:43Z

This game is fantastic. Very challenging. I absolutely love the art style. The audio is on point from the background music, to the subtle sound effects like the small whoosh when pressing down while jumping. Visually this is well put together, between the scrolling layers all the way to the small effects when using dash or down.

There are a couple of things control wise I'd like to point out now that I've completed the game. * I mentioned on the stream earlier that sometimes when I'd jump, it didn't seem to register. I couldn't figure out why then, but I've found it now. Sometimes, you can trigger the double jump/floating right as you land on the ground. This occurs form pressing up just before landing, which I usually do right in front of a spike where I'm attempting to jump again and can't. * The dash is pretty much key to winning this. The pickups that are sometimes spawned within the spikes, or extremely close to them make it a necessity. However, there were times where I would time it just wrong and instead I would dash not only through the spike, but through the pickup as well.

Other than these two things, I really enjoyed this game a lot.

Also, since you ask for it, here's some pics for you. I had to capture it fast so not best quality, but died shortly after getting past 1000m

Louj_is_happy.png

Forgot to add this in with the comment, but here is the link to the playthrough from the stream: https://www.twitch.tv/videos/300351587

Oddblock by Joe Sycalik 2018-08-15T07:33:56Z

Great entry. Visually this is a great entry, and the game play is super solid. I did notice a few times I had trouble hitting a block if, say, I was moving up, and the block was in the column next to me. I would hit left to hit the block, but instead I'd move up one square past it. This could just be me being clumsy on the controlling.

Good palette choice for the game, It fits very well. I thought the audio fit nicely as well. It was mentioned on the stream, but I would have loved to see my score during the gameplay as well so I'd know how close to a high score i was. Otherwise I really enjoyed this one and look forward to what it becomes post LD.

Here is a link to the video from the stream https://www.twitch.tv/videos/297556370

L: An Interactive Mystery by Cercle 2018-08-15T08:06:27Z

This is my absolute favorite so far. From the opening scene, setting the mood, the voice acting, the audio, the narrative unfolding by looking through the phone. Just really great. The amount of detail that went into this with the different voiced dialogs, all the way to the inclusion of a silly game to play on the phone. Very well polished.

I think it would have been neat to have the battery draining while playing instead of just scripted when you do things, but I get that there's a lot to take in and that might be to preventative for the player.

The ending did feel a little abrupt, but i can't say much without adding spoilers for anyone that hasn't played yet.

Here is the video of the play through from the stream: https://www.twitch.tv/videos/297561404

Echo by ManBeardGames 2018-08-15T08:53:11Z

Thank you everyone for the feedback so far. To reply to some specific ones

* @smithy Watching others play it on streams, I am seeing that the tutorial was a bit long. It's one area where I need to get better at. I had originally planed to have the "tutorial" be something that was there from the start of the game, but as development went, I decided to break it out into it's own thing. Thanks for the feedback * @randdir I wanted to add controller support, but ran out of time to properly test it. * @wheffle Not enough actual playing the game and realizing that only one active node a time is what did that. I spent way to much on polishing other things that I neglected polishing that aspect. It was one of those things that kind hit me after submission, I really should have done maybe 3 active nodes at a time. * @g4mr Ahhh WASD in the menus, how could I have left that out. Thanks for letting me know. * @shredmer The black and white can be a bit of a strain for some people. One thing I would like to do is add alternate palettes, keeping it in the 2 colors only motif, but with different variations that may be better for the player to use. * @danielpancake The rectangle around the credits was actual a product of (1) copy/pasting code from one scene to the next and (2) doing the credits last and needing sleep. I agree, it would have been much better without the border around it. Thanks for the feedback * @bustosman I mentioned it to wheffle above, but I agree about having more than one node. Just my lack of proper play testing on that one. Thanks for the feedback on it. * @thomas-olsson Slowing down while attacking instead of stopping is a great idea. Could definitely change it to something more akin to that. The sword up and down animations were difficult for me. Doing pixel animations are a huge weak point of mine. I made the left/right animations first and struggled to find a way to make that animation vertical, so I just did some placeholder rectangles. Originally, running was actually faster and the energy bar was a stamina bar, and nodes were just free to use. I changed it to energy for the nodes kind of last minute, and slowed down the speed of running a bit to compensate for the lack of stamina. I've heard others ask about the run speed as well though, so it's good feedback that maybe I shouldn't have slowed it that much. Thank you

Thank you all for playing and the feedback so far. This is definitely something I'll be doing more with outside of the jam. It was a lot of fun to create.

Echo by ManBeardGames 2018-08-21T23:57:47Z

Mass replay to everyone, thank you all for playing and the feedback so far.

* @darkrabbitgames Honestly, i'm not even sure what my thought process was for making you stop to attack. It's definitely an intentional line of code, but lack of play testing it over the weekend didn't make me realize how bad it felt. Very good point, and will be changed in the post-jam version. * @zlou-kote Thanks, i'm really glad you enjoyed it. I've heard the minut comparisons some, but I've not actually played that one yet. 1-bit art style games fascinate me. * @rafael-endo I'm glad you enjoyed it. The squish was is the voice of friend of mine. Kind of a late addition to it, but I felt it lightened the mood just a little lol. * @thomas-olsson I'll try that out. In my mind that looks weird, but I lack a huge artistic skill, so maybe it won't be as bad as I'm imagining. Though for the post-jam version, attacking is going to be very very different, so I may not even need the animations at all. * @iballs Thank you, i'm glad you enjoyed it. * @vlashikito The music stops because I was dumb and forgot the one line of code for 'isMusicRepeating = true". Just completely spaced on adding that in. I mentioned it above to @darkrabbitgames, but the attacking while walking thing should definitely be taken out, just didn't play test enough to realize how bad it was. I'm glad you liked the tutorial, it almost wasn't added in. I was trying for compo, but ran out of time for it, so since i had the extra time for the Jam, I spent time on the tutorial. * @kyle-kaehler Thanks, I'm glad you enjoyed it. It's nice hearing that the tutorial was good, for some reason I really enjoy doing tutorials like that (see my LD40 entry, did a similar styled one there). * @joe-sycalik The menus should have been controllable using arrow keys, that was an oversight on my part. Currently, I don't have mouse support baked into the engine for the UI, but it's on the list of things to add. I can see how it gets confusing with left click supporting continuing text. The teleporting is from code that should have been removed. Originally the ceiling was just walls, and you couldn't walk under them. They would push you back if you were in the way when they closed in. Didn't realize they were still doing that, so it's technically a bug. Thanks for letting me know.

Get To The Airlock by Dan Davis 2018-08-15T08:22:17Z

First thing I want to mention about the game is the controls. Games like this with similar controls, reminiscent of like Lunar Lander, are usually a bit too sensitive, but this one got it just right. Having the gems as collectables and a score of # out of how many at the end of a level was nice, and gave the incentive to be sure and get them all. The design of some of the levels was really cool too. Not sure if it was on purpose, but for instance in level 4, that small jut at the beginning that can just knock you up into the spike area.

One thing I wanted to mention is that the oxygen level felt really tight. It gives a great sense of urgency to get to the airlock quickly, but the later levels, you pretty much have to navigate perfectly hit no spikes to complete. For instance, you saw in the steam the failing of that one level right as we had entered the air lock.

Still, solid entry, and was really fun to play.

Here is a link to the play through from the stream: https://www.twitch.tv/videos/297564166

Screen Saver by Sammy6 2018-08-22T03:48:51Z

Great concept on the running out of disc space / managing folders on pc for the theme. The windows boot up screen was classic and hilarious The system32 folder mechanics were great and can catch you off guard if not watching out for it. The different purchases seemed well through out and added a nice depth to it.

One thing I wanted to point out is that it gets a bit easier by stacking files to the extreme edges, makes managing the new folders that come in a lot easier to see. I don't think this was an intended effect of play.

Also, we made the 1500 coins to win, but it didn't let us do it. You mentioned on the stream that it was still set to 3000 cost.

Here is a link to the play through from the stream: https://www.twitch.tv/videos/300348443

TCGD AntiVirus '98 by Allen Oliver 2018-08-15T08:29:16Z

Good entry, enjoyed play this. I did hit a small bug while playing it on the stream, but you pointed out you were aware of it already. I liked the gauntlet feeling of it with the spawner points and having to destroy the.

Adding some variance would go a long way into the game. Maybe some different weapons or power ups for the player. Some rooms felt empty with no enemies while moving around to explore, and the boss felt a bit underwhelming since it didn't seem to have any attacks.

Graphics were good though, and as I said at the start of the play on stream, it kinda reminded me of smash tv from the gif, though it wasn't like that once actually playing. I think this would fit great with a game play similar to that, maybe a mix of that and the gauntlet style.

Here is a link to play through on the stream: https://www.twitch.tv/videos/297565542

Chef Frank's Franks by GhostGoatsGames 2018-08-22T01:36:36Z

Had a lot of fun with this, there's definitely a rhythm that you have to get into, but once you get it, the challenge is becomes fun. Not sure how I fell about the constant audio when moving around, but that's just a personal preference. I didn't really feel much incentive to use the 'z to move appliances around', but it is nice that it's there allowing players to create a setup that works well for them.

Really the only thing I just didn't like was from the side menu for getting the condiments. The menu works well itself, but noticed I was getting frustrated in instances where I'd already be holding like mustard, and would select ketchup, and instead of swapping the mustard for the ketchup, it would just put the mustard back. I'd move away from the menu then and forget i had to select ketchup a second time to get it.

Another nice thing would have been to have a restart/retry on the game over screen, instead of having to go back to the main menu and selecting play again.

All around though, excellent entry. Made $106

106.png

MASTER OF POWER (vs jealous villagers) by randdir 2018-08-14T03:03:17Z

Neat concept. I could see this more as a small part or scene in a larger game rather than a stand alone game itself. Others have already mentioned the mouse going out of the window on dual monitor setups, so I'll throw mine in as well that it happened for me. An easy way to take care of that if you didn't want to lock the mouse to the window boundry is to allow the mouse pointer on the screen to be visible. You have the tracking at the bottom of the screen, so instead of just rotating it around the player there, just have it float around with the mouse pointer.

grOw by Sokuaisushi 2018-08-22T02:48:14Z

I absolutely love these kind of games, and the art style is great. I'm a sucker for some neons though. I love the subtle effect going on the background grid with the sweeping change and the small lines moving though (i'm assuming a shader doing that?)

Controlling the game was good, and the puzzles felt though out. On the last level, it didn't occur to me that I was getting stuck moving between the walls because I was "grOwing", but once you said it in chat, it made perfect sense lol. There is also a description on the page about what the red lasers do, but nothing explained the green lasers (and the pickup like in last level). I wasn't sure at first what they were doing at first, since the change was subtle.

Overall a solid entry Here is a video of the play through from the stream: https://www.twitch.tv/videos/300335639

Lemon by TroyD 2018-08-22T03:39:44Z

Had fun with this one. The torrents coming out was unexpected and a nice surprise to add on to the already increasing difficulty of the floors. The dialog back and forth was great and hilarious. For one requiring a lot of movement and hoping around, the controls were smooth, I'm just not normally great at games like this.

I wasn't able to beat the game on stream, but as you know from the stream, my son was determined to do it. I'm a few days behind on writing out the comments here, and this technically doesn't count as streamer beating it, but hopefully he was the first to do it lol.

**spoilers** (link to image he took after beating it on 08/16 https://imgur.com/7TFDUZ6).

Here is the link to the play through on the stream: https://www.twitch.tv/videos/300351589

ShortServe by G4MR 2018-08-15T08:36:59Z

I've only played the jam version so comments and feedback are based on that.

This is one of those games that I could spend hours playing trying to do better and better each time. It is a little unforgiving in how fast everything fills up, and it seemed to not roll out enough of the items needed for orders. I believe you said you fixed this in the other version.

Visually the only feedback I can think to give is to maybe add some more variance to the colors of the items. So many of them are very similar in color, it gets hard to find what you need once it starts filling up.

Also, pointed it out on the stream, but the small bug was found. You can submit just one item for an order that has multiple and it takes that and gives full score for it.

Overall solid entry and with some polish this would be a really fun game to play, especially on mobile.

Here is a link to the play through from the stream: https://www.twitch.tv/videos/297566873

Sodaboi by Tony Redmer 2018-08-15T07:41:08Z

Had a lot of fun playing this on stream. Very solid entry for the first game you've programmed. I enjoyed the take on the theme a lot. It was a fun challenge splitting my focus between clearing out the screen and shooting to get a score. It felt so rewarding when I could line up the shot and follow him to chain the combos in.

One critique I have is that he moves sometimes a bit too random. With focus being split between him and clearing the screen, sometimes I would find I'd follow to line up the shot only to have him turn the other direction right when I shot. Just a small thing, and I'm sure playing it more I'd get accustomed to it.

Audio was really good, enjoyed it a lot, fit very well into the game.

Overall a solid entry and I hope you continue to pursue making games, and continue to work and develop this game as well.

Here is a link to the game being played on stream: https://www.twitch.tv/videos/297557797

Dr.Helper by zlou_kote 2018-08-22T02:53:55Z

This was a great take on the running out of disk space/virus on computer. I played a few other takes on this idea, but this one definitely stood out with the humor and how each folder was it's own small mini game. The final boss was a surprise and fun to see.

I loved the visuals on this. The slight CRT curvature with the scan lines was great, and the screen corruption when getting hit on the boss was a great add in. No real critiques to give on this one, i really enjoyed it.

Here is a the video of the play through from the stream: https://www.twitch.tv/videos/300335367

Flash Flush by BustosMan 2018-08-22T03:44:00Z

You mentioned that this was your first entry, so congrats on that. The concept of managing the water flow in the toilet is solid, but it felt a little lacking in challenge at times. The items spawning seemed to cluster just a bit to much, and with the top down view and the items on different z-levels, it was hard to pick and choose which ones I wanted to get to manage the water level. I found at times I would try to snag a coin and hit a ton of others by accident, leading to a massive rise in water, or a sudden drop.

Other than that bit, it was a fun play, and look forward to other entries you do.

Here is a link to the play through on the stream:

https://www.twitch.tv/videos/300351588

The City Of Forgotten Toys by dk5000p 2018-08-22T02:06:17Z

"Budum Budum Budum"

I loved the all acapella audio. Concept for game play is good, and I love that the more toys you're carrying, the slower you move. Adding some visual indicators for what happens when you get hit could help improve a lot. It seems that you lose all the toys you've picked up when hit, but it doesn't 'feel' like that, if that makes sense. There were a couple of places on the ground that you clip against and can't smoothly move left or right because of the uneven ground, not sure if this was a design choice or not, but felt i needed to mention it.

Fun entry to play. Here is the clip from the stream where we did the play through https://www.twitch.tv/videos/300325104

Tale of the Bagger: A Love Story by trozen 2018-08-15T08:13:42Z

Had a lot of fun playing this one. The difficulty curve in the game is nicely done, adding on a new element each level. Having to manage the items into the bag from the conveyor was a great challenge, and I goofed up a few times, but felt I was able to get the hang of it quickly. A good challenge, not too difficult, and not too easy, hit that sweet spot.

Graphics are great, and the inclusion of little things going on in the background gave it some good humor as well. Audio was nicely done, from the very fitting music, to the announcements over the PA system.

Also, that bonus level lol.

Here is a video of the play through from the stream: https://www.twitch.tv/videos/297562912

Mr. Shovel by yashmakesgames 2018-08-15T07:58:24Z

This as a fun little game to play through. Would love to see more of this, I love games like this that give a trial and error to figuring out the route to take to complete it.

Few things to point out that was mentioned on the stream * Adding a restart/replay button to the pause menu would be nice. There's on there when you get a level failed, but not on the pause menu. For a game like this with trail and error, being able to quickly restart is a must for the player * I was a little confused at first about the "You can cross up to two blocks in front of a guard". At first i thought this meant I could be two tile distance away in front of a guard before they saw me. Figured it out though that it meant literally crossing over only two of the brown spaces in front of guard. * There were a few times I was inputting to move, but it didn't seem like it was accepting my input. Not a gamebreaker.

Overall, this was a solid entry and would love to see more levels and play through them.

Here is a link to the play through on the stream: https://www.twitch.tv/videos/297559979

Secret Knight by shinysteel 2018-08-22T02:37:58Z

Really run to play through, definitely feeds into drive to want to improve my score. There is a strategy to this to figure out in order to maximize killing and not being seen. I didn't read the tips for those that struggle on the page, so I will say that the first one you mention isn't quite apparent in the game. There are also some times where I felt I wasn't seen, but i would still get a couple of witnesses. The camera zooms out with the mouse wheel, but I think allowing a little further zoom out could help alleviate being able to see safely when I'll be witnessed.

Over all, this is a fun game and I've come back to it a few times since the stream to try and improve my score (though, i haven't been able to much lol).

Here is the video from the play through on the stream. https://www.twitch.tv/videos/300334383

Scrap book: A doodle quest! by PunisherXA 2018-08-22T03:57:22Z

I loved the visual style chosen for this. The scrapbook look with everything on paper, and even animations with it are great. Adding the challenge of shooting to much being a negative was fun to manage. I wasn't able to get past the first boss (mini-boss?) in any of my playthrough, so not sure if any of the hidden drawings are past that for the check icon on the title screen.

Controls were a little hard, it felt at times like they were tight when pressing movement in small increments, but if you move by holding down a direction for a period of time, it becomes a little to fast it feels. Other than that, i love this.

Here is a link to the play through from the stream: https://www.twitch.tv/videos/300348440

Laser Racer by Kappinski 2018-08-22T04:05:52Z

I loved the neon visuals on this. Controls were smooth, jumping felt right and not floaty when trying to move while jumping. The difficulty ramp between each section felt smooth and nicely thought out.

Here is a link to the play through video from the stream: https://www.twitch.tv/videos/300351586

Park & Match by Carlos Giraldo 2018-08-22T04:11:10Z

Had a lot of fun playing this one. Definitely takes a couple of plays to get a nice rhythm going on parking the cars and managing the colors. The challenge of switching between bringing cars in, tracking colors, and moving cars out felt like a good balance, though it does get overwhelming quick if you don't manage it properly.

Visuals and audio are great. The controls took a little getting used to at first, but I was able to get the hang of it quickly.

There were a couple of times where I would ram one car into another and it would send it flying off screen. I'm not sure if this was intentional, but it provided good humor on the stream.

Really solid entry and will definitely be coming back to this.

Here is a link to the play through from the stream: https://www.twitch.tv/videos/300352891

We Have Important Work To Do by Five Side Studios 2018-08-15T07:25:49Z

Enjoyed this one. The different pop ups were very reminiscent of the Windows 95/98 error things. It was nice as well that there were a good amount of variance to them with different effects for some. Hatsune running round the screen was hilarious as hell. And what was up with that oyster pic lol.

Fits very well with the theme. Playing on easy didn't feel like I needed the additional items from the market to complete, but on Hard they were of great help. Solid entry.

Here is a clip of the playthrough we did on stream https://www.twitch.tv/videos/297555372

LD41 — Combine 2 Incompatible Genres

Succulent Drive USA by uvwar 2018-04-25T06:11:36Z

Interesting concept, but would love to see something more done with this other than the zen aspect of decorating the desert with the succulents. You mentioned on stream the you don't like the rules that you have to bring into games, and this definitely shows that, allowing the player to basically just explore. Nothing wrong with that.

Highway To Hell: First Person Rally by red-fan-games 2018-04-25T06:08:37Z

I love the visual style of this (and your previous LD entry). I did find the controls a little frustrating at first until adjusting the mouse sensitivity. Still need to play around with it some more to get it to a sweet spot for me. The separation of rotating the view from turning the car to having to manually do it with the mouse, and having it 360 degrees at times left me confused with the direction I was actually moving, but overall we were able to finish it on stream.

OPTIC by atmospherium 2018-04-25T17:23:57Z

This was a super interesting idea for the two genres to combine lol. Visuals are really well done and the audio is fantastic.

Golfing Dead by FiveCyclops 2018-04-25T06:05:44Z

I liked the idea of the game, but fumbled a bit on the controls. When looking down at the golf ball and pressing right click to start swinging at it, the camera would move down a bit from the ball, so i found myself having to readjust more and more.

Fighting the zombies was interesting but a little frustrating for me. At times, I found it difficult to measure the depth between when i should swing at the zombie to hit it and it being just out of reach.

DroneOut by Nufflee 2018-04-26T01:45:16Z

I like the design of the enemies moving in, and the visual style of the HUD being on the back of the gun. That was a nice touch. Also, having an online leader board is great and encourages replay of the game. I never felt in danger of the AI having a higher kill count than me, and each time I died, my count was still higher.

The melee attack felt kinda pointless though. You seemed to have to be to close to use it, and in the later waves ~wave 5, using it is almost certain death.

Overall you have a good base to make this into something once polished up. I'm not getting which genres that are incompatible this is for, for the theme though.

Good work.

Duality by freso 2018-04-26T01:20:42Z

Interesting trying to do this solo without a someone else controlling the other side. I will say that the shippy side got a tad bit easier to manage once I discovered I could just hold down the fire button without really any danger. Then i could just focus on the platforming side.

Collecting the hearts from both sides was a nice touch, along with the power ups collected from each side being for the other side.

Overall it is a good concept and enjoyed playing. Good work.

BASEBALL in HELL by ragtagradical 2018-04-25T06:02:43Z

The atmosphere of the game definitely brought on the creepy side, got that nailed down. The indicator for the pitch wasn't showing up properly it seemed when I was playing on stream. Loved the concept though,

Match3 attack by Aterlamia 2018-04-25T17:53:04Z

Really cool concept, I love games that mix match three with other gameplay, like 10000000 did.

Catching Crazy by Burgee 2018-04-25T05:55:01Z

I enjoyed the rhythm part of the game, especially once the different effects started adding up. I was able to find 4/4 of the objects, and you said on stream that there are six total. Don't think i saw any of the others expect the four I got. The digging section was cool.

Also, I totally responded back on your last LD entry :D

Puck Off by Matthew Roelle 2018-04-25T06:41:40Z

That was pucking unbelievable. I could only get it to end in a tie though lol. You meshed these two genres really well together, look forward to that online multiplayer

TIMBER by ponker 2018-04-26T02:03:43Z

The amtmosphere in the game is spot on. Visually and the audio make it seem pretty chill, but once you get going with running back and forth managing structures and enemies it can become pretty intense. Would love to see this polished up and released later if you continue to work on it.

Couple of suggestions from things I noticed when playing. * I didn't notice when clicking fullscreen that it was actually going in and out of fullscreen. I'm guess the resolution in windowed is 1920x1080, so the size of my monitor, but having it borderless at that point doesn't allow for resizing it down if I wanted. * Would have liked to see some number information on the structures before building the, like their overall dps or attack/strength value, as well as how much of an increase it gives when upgrading. If it is there already, I didn't notice the information provided. * Maybe a small tutorial or more descriptive how to play as well. I wasn't sure exactly what i was supposed to be doing right off the bat other than protecting the tree and what the controls were. You start within the tree with the "F" message for adding branches, so I was assuming that I should do that first instead of later.

Overally I enjoyed this. And MonoGame on top of that <3

ShootEm? by Merrol 2018-04-25T05:47:45Z

Absolutely enjoyed playing this on stream earlier. The concept you have here is solid and incredibly humorous

Honest Dan's Trout by Honest Dan 2018-04-28T16:18:33Z

**Graphics**

The blend of simplicity and that classic Tetris looking UI were fantastically put together. This definitely felt like I was playing it back on my gameboy as my mom was yelling to clean my room

**Audio**

The music was really well done and fit perfectly. It never felt too repetitive, and and was the calm needed to counterbalance the stress from that ball screwing over my line clears. The sound effects were spot on for the style.

**Controls**

The controls were good, but one thing I found frustrating was that if I hold down S to move the block down, it detects that I'm holding it down and continues to move it down. Where as with A and D, if I wanted to move multiple spaces over, i had to press them repetitively instead of holding them. This felt off to me from what I'm used to with Tetris games. I'm mostly think of the current Puyo Puyo Tetris on the Nintendo Switch as I can't remember exactly from the earlier entries (NES/Gameboy/Arcade), but in those, holding the movement direction (left or right) will keep moving it in the direction instead of having to press it over and over. I kept doing this instinctively and it was messing me up.

**Overall**

I really enjoyed this overall and will keep playing it after LD ends, just because I want a better score.

Toppen Ultimate Anime Defense by DosWosh 2018-04-25T05:51:46Z

I loved the over the top moments of the game, especially the announcer. A few points that I mentioned on stream earlier that I would have loved to see

* Being able to see some stats on the cards before using them, such as dps and/or range of the unit * Being able to remove or replace a structure with a different card * Also would be cool to be able to switch to the overhead camera manually instead of just when using a card to place a character

Overall i really enjoyed this.

Hungry Hungry Shippos by Joe Sycalik 2018-04-26T02:48:00Z

Solid game overall. Controls were good and I like that size did affect your movement speed. Shooting felt enemies to shrink them felt punishing at times, not because it also shrinks me, but because of how fast you shot when holding down the mouse button. I found myself a couple of time when i first started shooing to much and the enemy shrinking down to nothing.

Good work on this though.

Slime Battle Royale by ManBeardGames 2018-04-24T02:19:44Z

Thanks @MarkoPoloDev for the feedback. The punishment for not making a choice was meant as a deterrent for players just starting a fight and sitting there. I didn't notice it till i watched someone play on stream a minute ago that the internal timer for it bugs out every once in a while, so it probably wasn't something you did.

You're probably not bad at RPS, it's just all random. Each enemy is given a seed to use, and randomly chooses an attack from that seed. Some seeds will cause them to choose one type of attack more than another, but it's still all random.

I'm really glad you found it hilarious, humor was something i was trying to go for.

Slime Battle Royale by ManBeardGames 2018-04-25T06:16:21Z

@G4MR For movement, the AI start with a Random flag, which means each frame they alternate between making a random movement, and one movement towards the player. If the player doens't move for a certain time (3 seconds), then all enemies are flagged to move towards the player each frame until the player starts moving again. I originally had pathfinding, but ran into some problems with it and had to take it out at the last minute.

Unless you are referring to the attacks the AI uses. There are 6 different seeds, each one weighted to make them use one type of attack more than the others. Except seed 6, it's evenly weighted. From that the AI chooses a random attack from the seed each turn

Slime Battle Royale by ManBeardGames 2018-04-25T06:17:34Z

@jmw327 Thanks, I'm glad you enjoyed it. I choose the gameboy palette because I wanted to limit myself to see what i could do within the boundary of the limit

Slime Battle Royale by ManBeardGames 2018-04-25T06:19:30Z

@Merrol I glad you enjoyed it and liked the textures. Typically i stick to safe things for visuals, like just colored shapes (see my previous LDentry), but wanted to do something more this time. As for the movement, originally I had pathfinding for the AI, but it wasn't working properly so I had to improvise at the last minute to get the game made. See my comment i made previously to G4MR on how the AI movement works

Slime Battle Royale by ManBeardGames 2018-04-25T06:20:13Z

@Aterlamia It's not bad luck, it's just a lot of RNG. I'm glad you liked it.

Slime Battle Royale by ManBeardGames 2018-04-25T06:21:34Z

@bitten-toast-games Thanks. Hope you got a chance to play it as well.

Slime Battle Royale by ManBeardGames 2018-04-25T06:23:38Z

@JCMonkey I'm glad you liked it. I had trouble finding a good balance for the HP of the player and for the enemies. Originally the player had 200 health, and I went through and just repeatedly choose rock against every enemy to see how much HP I'd have at the end, and just adjusted for that. I'll definitely be fleshing this out into a fuller game post Ludum Dare, and I'll keep the HP idea in mind.

Slime Battle Royale by ManBeardGames 2018-04-26T02:28:05Z

@honest-dan thanks again for playing on stream, really enjoyed watching it. That win was definitely a legit strat lol.

@wheffle The combat system was the hardest thing for me to get down. It went though a couple of different versions, before finally settling in on the RPS system. Mashing the buttons is kinda the way to go, since in RPS, it's really random either way right? Some enemies are actually weighted to perform certain attacks more than others, but there's nothing visually that would indicate that. There are 6 different attack seed arrays in the code, and each enemy is randomly assigned an array, and randomly choose from their array which attack to use (https://gitlab.com/manbeardgames/ludumdare-41/blob/master/MazeRunnerRoyale/Scenes/GameScene.cs#L257)

Glad you enjoyed it though, I'll be polishing this up and expanding out the combat system. I really want to do a post LD release of this more fully fleshed out.

Slime Battle Royale by ManBeardGames 2018-04-26T15:40:04Z

@fashionbatman Yea that's a bug. The timer doesn't rest properly sometimes on testing if you don't make a choice. Didn't notice it till after I had submitted, sorry about that.

Thanks for playing though and the feedback.

Slime Battle Royale by ManBeardGames 2018-04-27T02:17:16Z

@mrspeaker Thanks, I really enjoyed making the trailer. I didn't have any way of testing mac and linux builds but I do have them. Just not sure if they work lol. If you get up with me on [twitter](http://www.twitter.com/manbeardgames) I can send them to you. Didn't want to add them to the jam entry since i was unsure if they would even load. They're the same build as the windows build, they just use the MonoKickstart binaries to launch the executable

Slime Battle Royale by ManBeardGames 2018-04-27T02:17:57Z

@expat1999 I plan to do a full non-jam version of this after ludum dare has ended. Multiplayer is something people have asked me for in it, so I'll be attempting to put it in

Super Slime Slasher Ultra by sebastianscaini 2018-04-27T02:04:23Z

Finally got a chance to sit down and place this. I really enjoyed this game. Here's some of the feedback I can think to give.

--- Graphics ---

The graphics were great. Reminded me a lot of the games done by "The Behemoth" like Castle Crashers, that sort of style. Having the controller on the tutorial screen was a nice touch as well. The different designs for the slims are really cool, especially that pesky yellow one (I swear I got hit more by them than the other colors lol)

--- Audio ---

Audio was really good. Music was great. Even though it was short and on a loop, it never felt repetitive. The narration in the tutorial screen as well as the call outs during the game were great. Seemed so dissapointed at me loosing my chain, but man did she get excited when I could cash in.

--- Controls --- You stated that it was better to play with a gamepad, and that is 100% accurate. The keyboard controls are pretty solid, and would be as good if there was some indication as to where the mouse was other than the direction of the sword pointing. Maybe a small dot or some type of non-intrusive reticle. I think that's all that would be missing for the mouse, just something to visually track separately from the sword direction

Moving and aiming with a gamepad is much better, but I it made my arm tired. I think it was because of having to constantly mash the right bumper. Typically with gamepad controls, buttons you mash a lot are in the A,B,X,Y buttons, so mashing the bumber was felt a bit odd. Maybe give the option to customize inputs?

--- Gameplay --- The game play was fun with the right amount of challenge. I noticed that some of the slimes would move faster and intentially run toward me while some just moved slowly toward me and some just sat still. It gave it a good depth and challenge to building the combos and trying to survive.

The risk / reward of building a chain was interesting, but I found myself sometimes killing slimes that I wasn't technically attacking. For instance, I could attack a yellow slime at my 45 degree angle, and one sorta next to it but closer to 90 degree angle from me was still getting hit, even thought he sword graphic wasn't touching it. I broke a few big chains because of that.

--- Overall --- Overall I really enjoyed this and hope that you continue working on it after Ludum and do a full release. You all did a good job.

--- Also high score --- Also, i believe i'm currently #1 on leaderboard with 863 :D high_score_863.png

Obligitory link to my game and asking to play/rate mine as well https://ldjam.com/events/ludum-dare/41/slime-battle-royale

Crux Swarm by MarkoPoloDev 2018-04-25T06:36:25Z

You did a great job with this one @MarkoPoloDev Had a lot of fun playing it and the graphics and audio are great. Controls incredibly well.

It took me a little bit to find tower three for some reason lol. I was able to find the others and then spent a good few minutes looking for that one.

Torn by drnoir 2018-04-25T18:10:21Z

Who know my anime girl would be waiting for me in hell.

Cool concept, definitly unique. The overlapping audio helps set the creep mode, and I felt bad for the robot lol.

Maybe make it more obvious that you need to talk to each one first instead of going straight for the sign in front of you, which seems to be the end.

Beet Farmer by oneseedfruit 2018-04-25T16:38:09Z

This was really enjoyable, but it did take a minute to get the hang of what was going on. Not the actual controls, just the mechanic of what each selection actually was. Instructions on page were a nice addition.

I liked the audio in the game, helps give it a super chill vibe. Overall enjoyed this.

If you have time, you can also check out my game as well https://ldjam.com/events/ludum-dare/41/slime-battle-royale

Hawt Ballz by galactic0wl 2018-04-26T03:21:16Z

The graphics were really cool and I like the concept. The controls were a little unintuitive at first and felt frustrating. The how to play shows that it's W to move, but i didn't realize at first that you only move up to the point of the reticle. There were times when i was trying to move into position along the edges or in corners, and was pressing W to move, but wasn't moving since the reticle was right on the player. I would have like to see it with WSAD to move and moving the reticle/mouse spins the player for aiming instead.

After completing both holes, there was a textbox to input name and submit, but I didn't see anywhere on the LD page or the itch page for viewing high scores, so not sure about that.

One question I have is why the player has to pickup the bullet item before they can shot. I was wondering if you had planned for different types of shots you could do, but only had time for the one pickup for the compo.

Overall good work, just need some polishing on the controls.

DinerBash! by stardynamic 2018-04-25T06:00:24Z

It started out kind of simple, but the difficulty of managing getting the food to the people ramps up nicely midway. I would love to see more beat'em up in the fighting part.

Rhythm and Cruise by DigNZ 2018-04-27T02:37:04Z

--- Graphics --- For a pico-8 game with the limited palette, the use of colors was done really well. Graphically it was really cool.

--- Audio --- Again, pico-8, but the sound was pretty cool. The music didn't get old quick, which was nice since it was short.

--- Controls --- Having to control the boat moving and doing the rhythm part was fun and challenging. It was a great use of the controls for pico-8 and splitting it between two game styles.

--- Gameplay --- I really enjoy rhythm games, and this was was super fun. This would definitely be one I'd be playing all the time if I had like a PocketChip or other handheld pico-8 device. Moving the boat and splitting that with the focus of ryhthm games was fun and challenging.

--- Overall --- Overall this is a solid entry and I really enjoyed it. Makes me wish i did have a PocketChip to play something like this on the go.

--- Highscore ---

I got 380 for my highscore 380_highscore.png

Obligatory play / rate my game if you get a chance https://ldjam.com/events/ludum-dare/41/slime-battle-royale

Hook That Fish! by GhostGoatsGames 2018-04-26T03:05:37Z

The hooking sections were really cool with the crabs blocking the paths as you were trying to get to the fish. After a few play though, the patterns and where to drop become more apparent. Sound effects were really good. The actual game after hooking was fun, but sometimes I found it not detecting the keys I was pressing, not sure if it was because of pressing them to fast or what. It seemed to be when there was a space bar press involved in one, and then in the next sequence as well.

I played the web version on matty's server with the leaderboard. When I played, I put it in full screen and noticed that some of the text elements go outside the defined spaces for them. Other than that, this was a solid entry and I enjoyed playing it.

Red Rock Harvest by popcorn_hat 2018-04-28T15:23:47Z

**Graphics**

The graphics were really charming. I enjoyed the layout of the map, and the placements of environmental objects like the buildings and the barrels.

**Audio**

I know you removed audio from the ratings, but just wanted to say that the music you choose was a good fit. Sound effects were good to.

**Controls**

I usually dislike controls where W is just move forward and you rotate around with A and D, however, it didn't feel out of place here. Once I got the camera into a position i liked, i just locked it there by staying in Building mode and move around as I wanted.

**Gameplay**

For a prototype, you've got a really solid foundation for the gameplay. Overall, it wasn't challenging, but with some polish this could be really fun. At first, having to go back and forth between harvesting and worrying if I had enough cannon placements was a neat challenging, but around wave 5, it wasn't much of a challenge anymore. Even the bosses seemed to go down much quicker than I felt they should have. Maybe could have slightly increased their health or how much damage they take from a shot with each wave?

I say that, because by wave 20 (see pic below), nothing was even able to make it past the first small group of cannons.

**Small Bug**

One small bug I found was that if you press esc to bring up the pause menu while the ">>" is active on the screen from speeding up the game, the buttons on the pause menu can't be clicked. This was done in Unity, so my best guess is that the ">>" image on the UI is blocking the mouse raycast to the buttons preventing them from being click. Maybe move it behind the buttons on the canvas or disable it being shown when game is paused?

**Overall**

Like I said before, you have a solid foundation to build on now with this prototype. It was enjoyable to play and see what you've done with this, and I look forward to what you make of this in the future.

Also, I think this pic means I won right?

wave20.png

--- Obligatory be sure to check out and rate/feeback my game https://ldjam.com/events/ludum-dare/41/slime-battle-royale

On The Fly by qkjosh 2018-04-27T03:38:15Z

Just finished playing, here is some of the feedback from me

--- Graphics ---

Visually this was really great looking. The depth of filed used on the insects coming towards was really nicely done as well.

--- Gameplay ---

The gameplay is pretty cool, I imagine it would be better with an additional person to play with (sadface). There were times when I would try to eat one of the insects and it would just pass through the birds neck because it was just barely to low. Led to a lot of having to tap the direction to eat, since pressing the button fully extends the neck out

The dialog with questions between the two was interesting. Some of the questions, like "What is my favorite time of day" felt a little strange when I got it wrong. I didn't really have much insight into the birds so I wasn't sure what their favorite time of day could be. Some of the others, I could tell what the correct answer could be based on them being in love/dating.

--- Audio ---

The environmental sounds definitely fit the game and help with the overall mood. The sounds used for the birds themselves was really good too

--- Controls --- The controls works fine for single player. It wasn't too complicated controlling both, and would have worked just as well with two players.

--- Overall --- Overall this was a really cute entry, and I enjoyed it. Nothing much else really to say.

Trivia Runner by G4MR 2018-04-26T02:40:34Z

Really cool concept and enjoyed playing this. There was enough questions to pull from that I didn't see any repeats in the play through. Having the correct/incorrect affect things in the game was cool too.

A couple of things I noticed that I wanted to point out * There should be a timer on the trivia question. As it is right now, nothing seemed to prevent me from just alt-tabbing and looking up the answer. * I wasn't sure exactly what upgrading the bullet did. I didn't feel like they were doing more damage, though I was spamming the hell out of the space bar, so that could be why. * If you run into an enemy, when the bounce back, they almost immediately hit you again. Visually it felt confusing seeing it happen, especially when it was a group of them.

Overall i really like this concept. Good work

RogueFarm by jmw327 2018-04-26T02:21:17Z

The pixel art is done really well, and the audio is great too. I hope you continue to work on this, would love to play it once you get the crop part for farming put int.

Having the buses destructible with items in them was a nice surprise, I found my self hunting them down just to stock up on the potion items.

I played through a few times, but wasn't able to find the secret mentioned on the game over screen :(

The reset button on the game over screen also didn't seem to work. I was playing the HTML5 version though in FireFox, so not sure if that had anything to do with it.

Desert Drifter by Literal Games 2018-04-28T14:21:03Z

**Visual**

I really like the look of the bike being low poly and tron-esque. Other than the objects your supposed to take pictures of though, the environment was a little bland. I know it's a deserts, but it would have been neat to have some other environmental things to see and maybe take pictures of as well

The camera zoom out was a cool effect, once you start getting faster

**Audio**

The small little audio effects, like wind wooshing and I think a breaking-ish sound were a nice effect, though I couldn't descern what was triggering them. The wind sound would come sometimes when moving fast, or when moving slow, or even when not moving at all, but the camera was high up. There was another sound, I believe was a break sound when slowing down, but it didn't trigger consistently for me.

The music was ok.

**Controls**

Controlling the bike was easy enough if I just wanted to ride and go fast. However, there are small raised surfaces throughout that case the bike to take air, and it seemed more than anything to want to always flip backwards. Sometimes it would 180 turn around after landing, event on a straight land impact, and I'd have to slow down, or self correct at the high speed.

The camera was fun to work with. I tried a few times to get shots of the bike going really fast and jumping over things. I'm terrible at that though, so they mostly didn't turn out great lol.

**Gameplay**

Outside of just driving around, or taking pictures of the landmarks, there wasn't much else to offer. The atmosphere of the place helped set the mood, but the environment felt a little lacking outside the landmarks to encourage exploration.

**Overall**

I really enjoyed Pokemon Snap as a kid, and It was great to see a similar style game setup with a camera and taking pictures as you move. Good work on the submission, overall it was enjoyable.

--- Obligatory go check out my game and let me know what you think https://ldjam.com/events/ludum-dare/41/slime-battle-royale

TypeBoxer by KScorp 2018-04-26T01:32:05Z

Cool game to play. I saw you mention in a comment above about the words colliding with each other, and at first I thought that's what was going to happen when I played. Would have been cool, since it would have given it more a competition against the machine instead of just going until it's so fast you can't keep up.

Also, if you mistype a letter and the letter turns red, instinctively, I wanted to press backspace to correct it. Backspace however seemed to clear the whole word to type again instead of just the mistyped letter. I didn't realize at first that you could just press the correct letter at that point to fix the mistype.

Overall a solid entry. Good work.

Soccer cube in dungeon unfinished prototype by EchoSpark267 2018-04-26T01:13:24Z

You only provided the ```ld41challenge real download.exe``` file for the download. This looks to be a unity game, so you'll need to include all the files and folders that are produced in the build folder when you build the game. You can just put them all in a zip and upload the zip file to itch for download.

Without all the proper files and folders, this is the message that appears when attempting to launch the game.

Error.png

Incompatible Rally by Wassim 2018-04-25T05:58:00Z

This was interesting and I'd love to see what the final product is. It seems a lot of time and effort was put into the visual effects of the menus on the title screen, would loved to have seen the same effort put into the visuals in the game play itself. The controls felt a little floaty when jumping, but I was able to adjust to it.

Underground - Battle Royale by Akanthaur 2018-04-25T18:41:10Z

Fun game. Looks good too. Reading through the comments it seems you already know about the AI issues. I definitly feel you there. I did a Battle Royale style game too and had so many problems with AI movement that took pathfinding out for a just random movement system lol.

If you want, check out my game too. https://ldjam.com/events/ludum-dare/41/slime-battle-royale