Hold Please by AndyGusto 2014-09-21T03:55:00
This is addicting! I got a lot faster when I realized that the headphone jack and cable were regular jacks and cables.
Foon → Ludum Dare Explorer → Users → mao
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | Recursive Depths | jam | 340 | 3.67 | 3.42 | 4.32 | 4.40 | 3.22 | 2.94 | ||||
| 2023 | 54 | Limited Space | BoxBox | compo | 206 | 3.48 | 3.30 | 3.78 | 4.22 | 2.93 | 2.57 | ||||
| 2020 | 47 | Stuck in a loop | 👥 | Time Hopper | jam | 3.75 | 3.00 | 4.00 | 4.25 | 4.50 | 3.00 | 2.75 | |||
| 2020 | 46 | Keep it alive | 👥 | Watchdog | jam | 478 | 3.82 | 3.71 | 3.51 | 3.39 | 3.57 | 3.21 | 3.39 | ||
| 2019 | 45 | Start with nothing | Stop at Nothing | jam | 742 | 3.25 | 2.98 | 3.57 | 2.76 | 3.31 | 2.66 | 1.00 | 3.14 | ||
| 2018 | 43 | Sacrifices must be made | Untitled robot game | unfinished | |||||||||||
| 2018 | 42 | Running out of space | PolyPack | compo | 18 | 4.10 | 4.00 | 3.69 | 4.39 | 3.84 | 3.89 | ||||
| 2018 | 41 | Combine 2 Incompatible Genres | Line 'em Up | compo | 122 | 3.78 | 3.84 | 4.04 | 4.05 | 3.16 | |||||
| 2017 | 40 | The more you have, the worse it is | Downgrade VR (+Desktop) | jam | 3.71 | 4.00 | 3.25 | 3.83 | 3.50 | 2.35 | |||||
| 2017 | 38 | A Small World | Interplanetary | jam | 4.20 | 4.75 | 4.50 | 4.25 | 3.75 | 3.25 | |||||
| 2016 | 37 | One room | Upwards | jam | 743 | 2.90 | 2.43 | 2.47 | 3.65 | 3.52 | 2.89 | 44 |
This is addicting! I got a lot faster when I realized that the headphone jack and cable were regular jacks and cables.
It's surprisingly addictive! Also it works really well with a touchscreen :3
My only complaint is that it could use a little more 'spice', like different enemies and a fancier death animation.
The game is pretty fun, although attacking is a bit odd.
I was very confused by the weapon... It's hard to tell if you're within striking distance of an enemy, so I just sort of repeatedly clicked and hoped I wouldn't die.
The graphics look very cool. I like the phasing effect.
This one's very cute :3
The 'web' link is a little misleading... It links to a .rar file which I downloaded and hosted in a local web server and then opened on Firefox.
I like the art, especially the smug little kitten. The music is nice and jazzy as well.
I like the graphics! The gameplay is a pretty neat idea, although it could use a little variation.
The game mechanic was _really_ cool. I thought the puzzles were a little weird, though, since they didn't have very definite rules. The keys and levers open the respective doors, but you can only place keys inside specific houses, and the code doors seem to use whichever code you found last.
A fun, small game.
What does it have to do with the theme, though?
That was very silly :P
Neat puzzle game. I think less specific clues would make it more interesting.
It's unplayable on Chrome, though:
"81EBF88CB5D637CC9B970A292AA7103E.cache.html:5192 Uncaught DOMException: Failed to read the 'localStorage' property from 'Window': Access is denied for this document."
Can't play because I have no friends ;_;
Well that was quite something.
I'm just sad that you can't move around after the game ends :P
My sister told me the walljumping was unintuitive. I guess I just walljump weirdly. I decided to make the title screen require a tricky jump to make sure that you would have a chance to try it before the game actually started.
I was going to add WASD controls, I have the movement script set up to allow me to do that, but then... I didn't.
There's a bunch of other stuff I would've liked to put in, like a difficulty curve, but I was working right up to the time limit to get something presentable. I think I'll make a post-jam version that is a little closer to my original vision.
The music is pretty cool! (I was only able to reach the first 30 seconds of it, sadly...)
Wow, that took a while.
These are the notes I drew: https://imgur.com/a/zNEF5 (Spoilers, obviously)
I'm really confused now...
It was certainly interesting, but I had no idea what I was doing (although that isn't necessarily a bad thing).
Also, ESC doesn't actually quit the game.
I liked the music :D
I was a little confused about when the panels count (at the start or end of the beat?) but I still managed to do pretty well.
Quite fun! I only wish that there was more stuff to correlate with the truck, and also some indication of miscategorization.
Excuse me while I go play Papers, Please...
Like TheRare said, the controls are a little awkward. Clicking constantly to move the player isn't a very good control scheme.
The graphics are pretty good. I like the zombie sprites. The music, on the other hand...
It seems interesting, but I can't seem to reach the end. It just sort of stops after the picture task.
This reminded me a lot of Papers, Please. Learning the rules was really interesting.
My main complaint is that the difficulty spike is a little extreme: One minute, you're waiting 20 seconds between blue-marked capsules, the next you have 15 red/purple capsules lying on the floor.
The voxel graphics and the animations are so cute ^^ In terms of gameplay, I think you should add a little bit more spice, like a shop system or (as @steve-johnson said) some other polyhedra to play on.
Also, keyboard controls. Touchpads are annoying.
Your character sprites are super adorable! The gameplay works pretty well, but I think you should add a tutorial. It took me a while to figure out how to actually use the resources you collect.
@dirkinz Thanks! I added a desktop version so people can play it without a headset now.
@for-science If you got that score, you must understand it at least a little! :grinning: My best is 994 points in 5 rounds. What exactly are you confused about?
@arcticmattekar Cool, thanks for telling me it works! Are you talking about the ticker on the top, or the bar at the bottom? The ticker shows what downgrades you last received. It's mostly just there to assure you that the enemies are indeed making the game harder. The white bar beneath the score is the streak meter. Killing enemies quickly gives more points, but the bonus resets when the bar runs out all the way. I probably should've added a multiplier indicator to show that it increases your score.
Here's an [infodump](https://pastebin.com/8BbMCUvZ) with a lot of information about the RP system and some other stuff. I'll draw some images to serve as a short instruction manual tomorrow.
It looks interesting, but MY GOSH that's a lot of enemies. The graphics look pretty good. As for story, I didn't get very far, but I think you should try to keep the terminal acting patriotic and benevolent (like at the start) and avoid making snarky comments about the character's shortcomings.
For a game where there's only one square obstacle, you could probably get away with having the enemies just go directly towards the player, and let collision logic handle the rest. On the other hand, if you varied the enemy AI a little (for instance, by having some try to flank the player rather than charge), then that would reduce number of enemies you'd need and make the game a lot more varied and fun.
I have a Vive so I can't play it D:
You should add some other mechanics to make sure it stays interesting, like boxes that do unusual stuff when you click on them or even other mechanisms to contend with.
Good use of the theme! Two main points of criticism I have: - The cursor position doesn't align with the target position - No health pickups or regeneration, so if you fail late then you have to start all over again (although I still managed to beat it in one try)
Positive points: - Wonky controls contribute to the mood - Quack
I was very confused until I figured out dashing.
It's pretty cool, but the controls are rather awkward for a trackpad user (like myself). Luckily, I was able to remap the Jump and Dash keys to J and K, which was a lot more comfortable.
I have not managed to beat it yet, but I will keep trying!
(Also, a bug: I was able to escape the kill plane by dashing fast enough, you might want to tie resetting to the player y-coordinate rather than a collision.)
I collected all three sparklies, in 230 seconds and a whole lotta attempts! (What, no ending?)
I have yet to beat the first level, but here are my impressions so far.
Stuff I liked: - Graphics are pretty cute - Music is nice - Powerups increase the difficulty in a tough but manageable way - Creative subversion of typical platforming mechanics
Stuff I didn't like: - Left/Right controls are weird (tapping left while you have rightwards momentum stops you instantly, for instance) - Jumping doesn't work half the time, creating unnecessary deaths
If you're making a high-difficulty platformer (or really any platformer), the controls should be spot on. My advice for Unity is to make sure the player's velocity is not affected by the turning animation (perhaps by putting the Rigidbody on an otherwise empty parent of the Sprite), and having a cooldown which allows the player to jump a few frames after leaving the ground.
Pretty neat! One minor complaint I have is that there isn't any lock time when the piece touches the bottom to do extra maneuvers, like sliding a T into an awkward hole. You should add that (for a price of course :P)
~~Also, is the music an original composition? If not, you should opt out of the "Audio" category.~~
(Oh nevermind, I see you composed it with Garage Band. Cool!)
Really good! It just needs a few minor tweaks to live up to its full potential. The mileage people get out of PICO-8 never ceases to amaze me.
Bad stuff: - Death by squishing feels rather unfair when in a tight space, and doesn't contribute very much to the game - Bags 16 & 17 are impossible to reach without taking damage - Don't like the music very much
Good stuff: - Physics are quite solid - Graphics look nice - Gameplay flows very nicely - Basically everything but the above points
The audio, visuals, and character design were really good! My main problem was that between the weird camera perspective, the momentum of the player character lizard thing, and the distortion shader (plus the lag it caused on my laptop :P) it felt like I was dying a lot more than I should be. (Of course, that might just be because I'm used to platform hell games in the vein of Super Meat Boy, so I think every platformer should be like that.)
I didn't get very far, so I don't know how it relates to the theme. Is it referring to the distortion blob thingies? I'll just leave that blank for now.
(Edit: Oooooh it's referring to the overstimulation the distortion thingies give the little lizard guy (and the player))
The graphics and pitter-patter sounds are extremely adorable! The gameplay is a little slow for my taste, though.
I don't really like the carry limit, and having to wait for moving platforms is made all the more stressful when your inventory space is ticking down with the timer. The limited jumps are also made more awkward by the fact that the jumps don't always go where you want them to go. If the controls were a little tighter, then the inventory timer and jump limit would be more tolerable, but I don't think they really feel good in their current state.
Really interesting take on the detective genre! All that it really needs is some ease-of-use improvements. Most notably, it should be a little easier to cross-reference the files, for example allowing multiple open windows or showing file names.
I did manage to find the *true* solution to the 2nd case, but I'm absolutely stumped on the 3rd. Any hints?
Neat little platformer. There are some bugs, though. The most critical bug is that if you complete the computer minigame but die before you reach the door, the minigame won't show up after you restart and you have to refresh the entire page.
It's a little short, also. Some more levels would be nice.
The music is pretty good, did your team make it?
Pretty good! The graphics and music are nice, and the gameplay is smooth. As others have mentioned, some extra chances when failing a level and the opportunity to see the level before it starts would be nice.
I'm still confused about the description, though... It doesn't exactly seem to describe the game very well.
Leaving a comment to remind myself to try this out tomorrow.
In the meantime, you should go play and rate some other games, to make yours show up on the front page.
Nice game! The mini-puzzle with the blocks while dodging the obstacles works pretty well. It could use some balancing, though. The heart/skull blocks, especially, seem way too common.
Pretty fun! My best round was 3825 KB.
The game itself is really fun and addictive, although I think there could be a few small improvements. One of the main things I think this needs are clearer piece outlines. It's a little difficult to tell which piece is which in the RAM at a glance from just the circuit lines, and even more difficult to tell what's a valid block to use compression on. The RAM also becomes less useful as the game progresses, since the piece timer quickly becomes too fast to pay attention to anything except the next piece. This is made worse by the fact that it isn't always perfectly clear what tile a piece will go on when you drop it, resulting in mis-drops when the timer speeds up.
Despite this laundry list of nitpicks, this is probably one of my favorite games I've seen so far. Now excuse me while I try to make a 5-clear...
Edit: Okay did that. My life is complete now.
The graphics look pretty good! Just the right level of simplicity vs. detail.
I think there could be a little more variety in the gameplay. For example enemies that move around or have special effects would add a lot to the game loop. (I only got to the purple enemies, so I don't know if there's anything like that later on.)
Fun game! I think the main problem is that the difficulty is a little too high. I was using a graphics tablet, and even then I was just barely squeaking by on the later levels. The title and ending screen art were very good, as was the menu music.
`what the heck did i just read though ._.`
This is addicting! Tapping coins to split them was a little finicky with my computer's touchscreen, but it didn't get in the way of the game too much. And, like @teo-miklethun mentioned, this game definitely needs a zen mode.
Oh, and I got 318 points :stuck_out_tongue_winking_eye:
I think you can do away with the physics engine for the blocks, and just make their movement scripted, because the board becomes a bit of a mess after a while. Or, you could just embrace it, and allow blocks to land anywhere.
The camera placement was a bit awkward. You should place it lower and at an angle so you can see the height of the player, or have it follow the player.
I like the concept, and the mechanic of jumping on the blocks to clear them was pretty fun, but the game definitely needs some polishing.
I made a VR game for LD once. It didn't get very many ratings, but I wasn't really trying very hard due to other commitments. VR is definitely an option for Ludum Dare.
That was really good! I always love a good platformer.
My main complaint was that the wall jump felt kind of clunky, although I've been playing Celeste, so I think I may be a little spoiled about that. Aside from that, the music was good, the sprites were cute (although it would've been nice to have different creatures instead of palette swaps), and the gameplay was pretty fun.
I got all the ducks!
Fun bite-size puzzle game! The random positioning of the conveyors adds a nice amount of variety. It takes a little while to figure out how everything works, and I still don't know what splitters are good for, but once I understood it, I had fun building tiny networks and watching them work in mesmerizing patterns. I'll definitely be saving this one.
Interesting puzzle game. I won once, but I haven't figured out a good strategy yet. One thing that bugs me is that the last piece will occasionally be impossible to put in the board, for example the S tetromino (unless I'm misunderstanding something).
Neat game! The graphics are pretty good, but I think the controls should be improved. The ability to select groups of troops and give them separate instructions, in particular, would be very useful.
Interesting concept! The growth mechanic was very satisfying to play around with. I noticed there were a few places you could use platforms to go much higher than their intended range, perhaps including growth limits on the platforms would improve the level design?
Good use of the theme! Dragging the blocks around and slicing them is pretty fun. I managed to clear both the pipe and board, after a few attempts. You should make it a little clearer how the different colored blocks behave.
Just out of curiosity, does anything happen if you fill the upgrade meter after buying all the upgrades?
It looks nice, but there's a lot that isn't clear... For example, is there an objective, or do you just run as far as you can before you get stuck? I liked it, it was fun to go through the environment and watch the ever-shifting level, but I would've liked a little more direction.
Woo, finally found the exit! Once you know how the game works, there's actually some strategy to using the environment to your advantage. I was kind of put off by the fact that it's very difficult to see any progress, but I figured it out in the end. Making a clearer indicator of progression would probably make this appeal to a lot more people.
Pretty neat! Some music during the game would be nice, or at least menu music that doesn't contrast quite so much with the main game.
Pretty nice. You should definitely revise the difficulty, though.
Random anecdote time: I made a platformer for a class project once, and literally everybody said it was too fast. I added an option to halve the player speed, and people *still* said it was too fast, but at least it was playable. Where was I going with this? Oh yeah, when you're making a game, it's important to remember that people who play it might not have the same skill level as you, so you should try to accommodate that.
Or maybe I'm just annoyed that I can only score 50 points. Interpret my comments as you will :sweat_smile:
This composition symbolizes my thoughts as I played the game:
idontknow.png
I like the minimalistic feel, but I think there should be some additional constraints or objectives to make the game a little more game-like. Some guidelines to give some direction to the player's drawings could contribute to the message of the game, without adding too much complexity.
Pretty cool! It's a little unfortunate that by the time you have enough money for the nice assets, the game is just about over... Simple yet satisfying gameplay loop.
Really good gameplay and music! I'm curious what will happen next...
The boss doesn't telegraph his attacks very much, but the battle is still beatable.
The controls are definitely unintuitive. The decision to make this particular game in PICO-8 was probably ill-advised, since reversing a move takes a lot of input and PICO-8 only has 6 buttons.
@binarysystem and anyone else who gets stuck at the multiple blocks part: It's possible to select multiple points. A block will end up at each selection point, if possible.
@jake-marks Thank you for the video! I'm glad you were at least able to figure out the controls :)
Nice game! It's a fun mix of strategy and chance. I think it would be cool if some of the obstacles had negative effects when rolled, like preventing nudges for that survivor or removing an action.
I like it! The gameplay could use some balance adjustments. For example the green homing missle weapon comes with three shots, but it takes three shots with it to defeat an enemy. That means there's a lot of backtracking to pick up used weapons.
Whoooah. The game strikes a nice balance between being simple yet unsettling. If I had one suggestion, I would say the nun section doesn't need a game over screen, just a fade out/in would be sufficient.
Pretty good platformer. I didn't really notice that I wasn't able to move in the first few levels, so some of the "starting from nothing" was lost on me on my first playthrough. I was kind of confused on how to create platforms for a while, but I figured it out eventually.
Foof... This one is very difficult. I try to complete all games before I rate them, so I can give a fair rating, and this one was certainly a challenge. It's basically two games in one; playing once through on the "intended" route, and again with no powerups. With only one hit point and a long landscape to traverse, it isn't very forgiving, and it's frustrating to start all the way from the beginning. The "intended" route even has one point of no return that is too high to jump if you die after it, meaning any death after there is a full reset. This is compounded by the occasional weird hitbox or dropped input, making many of the deaths feel unfair. Attempting again with no powerups is even more frustrating, since leaps of faith are added to the mix. The game isn't very rewarding either; there's nothing really keeping the player going that's worth the effort of retreading half the level.
I like the layered level design, where seemingly innocent paths hide a shorter route in plain sight. Although the retreading was annoying, it was made easier by the fact that enemies stay dead, so it's possible to make it easier on your future self. I also thought it was cool how such a short game can have so much to discover in such a short level. The art was unusual, but I appreciated the unique style.
Out of stubbornness, I managed to complete the game without powerups. I was hoping to take a screenshot, but the ending screen is the same, so that was a bit of a letdown. Still, I like the core of the gameplay; it just needs a few tweaks to be really fun. I haven't played Dark Souls, and I usually prefer more forgiving games like Celeste, so take everything I say with a grain of salt. Nice work on your game!
Good idea! I like the idea of exploring a terminal session, but some of the platforming (particularly level 2) felt awkward.
Nice! It's like a puzzle game disguised as a tycoon game. Regarding the ingredient spawns, I found exactly 8 elderberries, and used all of them. It would be nice to have some way to replenish the ingredients, or at least an in-game way to restart.
Neat little toy. I'd appreciate it if there was a way to change the color using the keyboard buttons; it's way over-sensitive to my trackpad scrolling.
Cool game! It's kind of hard to judge whether you can take a colony or rogue tribe, but I got the hang of it eventually.
Nice use of the theme. This definitely captures that pre-jam brainstorming feel: "How about this? No, that's silly. But it's actually kind of cool..." I always love seeing all the unique directions everybody takes with their games.
Not bad. There's definitely some room for improvement, for example it'd be nice if the current player location was a little more obvious.
Interesting concept. One suggestion that I have is that, when making a puzzle game, it shouldn't be harder to implement the solution than to find the solution. A few of the levels have long corridors that don't really contribute anything; the levels shouldn't have delays unless that's part of the puzzle.
Cool puzzle! It's tricky, but manageable.
I like these sorts of puzzles, where you're thrown into a system with unknown rules and you have to find the objective. One possible glitch/oversight: It is sometimes impossible to toggle the top left symbol (unless I'm missing something?)
Ah nevermind, I figured it out. Succsessfully completed all three days! These aliens really need a UI expert.
Speaking of UI, some keyboard shortcuts for the buttons on the computer would be nice. I felt like I was gonna break my thumb with all the clicking on a trackpad.
I like the game, but it doesn't really seem to go anywhere... It would be nice if there was some goal pushing the player forwards. I do like how mechanics are removed as well as added, that's not something I see very often in these games!
Interesting idea! I liked the interaction with the narrator. I managed to get all achievements but D, G, O, P, and U.
Not bad. I do wish the walk speed was a little bit faster, and that it was easier to see where a bridge would be placed over water. I like the concept, and the puzzles aren't bad either.
I have achieved nothing! You, on the other hand, achieved something by making this game.
The art and music in this one are really nice. I do have one minor complaint - when I played it, the ending cutscene ended before I could see what triggered it. I had to play through it again to see what the cat saw. It's pretty short, but it gets the message across nicely.
Edit: How come there's no rating category for audio?
Interesting. It kind of reminds me of games like INK, where you have to reveal the level.
I found the timer and erasure limit more annoying than challenging. It just forces you to start the level over repeatedly until you've memorized the layout. Perhaps you could allow unlimited erasing, but the tiles you've erased fade out over time? One other minor suggestion is to make sure the player doesn't stop dead when changing directions; that would make it easier to find walls and platforms. Aside from those things, it feels pretty good to play.
Neat puzzle! The grab felt a little awkward, but it didn't detract too much. The graphical style is simple and sets the mood pretty well. It would've been cool to see the concept expanded in different directions, like having doors that only block when powered, but the simplicity of what's here works fine.
The music doesn't seem to play. Does it need to be in a specific location?
Here are my thoughts: The concept is really interesting, especially with being implemented in Powerpoint and all. I'd like to see where this goes.
However, even though the concept is interesting, there isn't really a whole lot to show for it. There are only three levels, none of which present a big challenge. Even though the music didn't play in the game for some reason, I did download it and give it a listen, and, um... it's not exactly pleasant to listen to. Maybe that's what you were going for, but you should probably look into having a scale, or melody, or structure of some kind before thematic connections.
You're right, I was judging this on the expectations I formed with all the completed games. I just saw this in the feed on the main page and thought it looked interesting; I didn't notice it was marked as unfinished. I really do like the concept, it reminds me of the minimalistic puzzle games by Bart Bonte. I'm not a fan of the music, but if it sets the mood you're going for, then keep it. Don't take criticism too hard (especially misguided complaints like my own). The purpose of negative feedback in a game jam is to help you identify what you can improve in the future, not to disparage what you've done.
I like the sandcastle game, it sets a really good example for what you can do with this medium. I found the text speed somewhat slow, but that's just my preference.
So yeah. (rapidly flies away)
There are some glitches where the wires will randomly destroy sparks after entering and exiting play mode, but I managed to work around it. I like the setting and the concept, although it's a little rough around the edges. The puzzles are pretty difficult, but not to an unmanageable level (once you figure out how everything works).
I had some trouble getting the spell wheel to work. It would often select things immediately upon opening, or crash into the screen border, UI, or level geometry making some of the icons impossible to select. I also had to alt+tab back to the game description page to remember what each icon did, since there's no indication of that on the spell wheel. The art and music are pretty good, and I like how the music adds layers when picking up the spells.
Pretty fun! The later levels get a bit overwhelming, especially since the box spawners don't give you very much time to think. I love how everything is synchronized with the music.
I like how the mechanics interconnect. It's very easy to get trapped in a downward spiral, but it's never impossible to climb back up. As long as you make sure to rest and get your energy back, you can take advantage of the opportunities on your way to reach success. (This is a commentary on the game and not on life as a whole, but I guess it could work either way.)
I love this concept so much. I saw it in Jupi's compilation up there, and knew I had to check out the rest of the game. The end is a bit hasty, but aside from that I can't really find much to complain about.
I love the concept on this one. The controls were a little difficult to figure out since they kept spinning, but I figured it out in the end.
The game looks interesting, but I can't really figure out how to play it effectively. Why do the Robies die, and am I penalized for it? What does the left click aim at? I managed to get through a few areas, but I don't understand the game well enough to progress any further.
Okay, tried it again and managed to complete it with only 2 robies dead. The auto-aim never seemed to point in a useful direction, so I had to play with only the fixed aiming. This is tied to the direction of motion, which made it pretty difficult to fire at enemies or holes without putting myself at risk (and nearly impossible with a keyboard). It would also be nice if the enemies had a consistent range and fire rate so you could judge which paths are safe. You can still have enemies with different stats, just set them apart in some way.
It's a pretty good game, just a few nitpicks that could easily be resolved if you want to work on this further. Just use standard top-down shooter controls (mouse to aim, click to fire) and make the mechanics a bit clearer, and you've got yourself a game.
I like the concept, I think there's a lot you could do with it. It would be cool if there was a little more depth, or if the sequencer was a little more "musical". Trying to string together as many patterns together as possible is pretty fun!
Pretty neat! I started placing tiles more strategically when I figured out the stability mechanic. The only thing I'm missing is a fast-forward button for when you're waiting for a particular tile to vanish or heal.
I like the mix of resource management and exploration! I thought that the rate of food spawning to hunger depleting was a little unbalanced; when fighting the boss, the biggest pressure came from time rather than the boss itself. The boss took me a few tries (although I fled for camp rather than dying), but I managed to get it by waiting in the center of the field rather than chasing after it.
I love Tetris, and this hit the spot! I got to level 29. It seems like it's possible to game the system by just vertically stacking, maybe filling the board could be made more profitable to balance that out? I also think it would be cool if unused batteries stayed active for longer so you could make extra long combos. Quite fun!
Neat! Not too difficult, but still makes you think. The card draws can mess you up late in the game if you don't get enough arrows, but you can mitigate it by using the less powerful cards by making room for better ones. Love the music as well.
Love the central mechanic! It would be nice if the moving platforms had some indication of their extents so you could judge your jumps a little better.
Also check out my [extreme speedrun strats](https://static.jam.vg/raw/e09/z/32985.png)
I noticed the platform in the first room would go right to the end if you had charge, so I just made sure to respawn there by skipping the first checkpoint. I thought to try this because my game has a similar exploit :stuck_out_tongue:
The theme is adorable! I love all the little jokes. Also, hard mode is *hard*, wow. I managed to win on medium, but is it even possible on hard?
I like it! Reminds me of March of the Minis. All it needs is some more levels. Also, why is there a zipper on the level select screen?
I like the atmosphere, but it just kind of starts and ends, and I'm not really sure what's going on. I also got confused about what to do with the TNT for a while, I didn't notice the floor opened and thought I had broken the game. The art is pretty good and sets the mood quite nicely.
Not bad for your first Jam game!, Like others have said, could use a kill/score counter.
It took a little bit to figure out I had to surround the food to convert it, but once I got that, I had fun commanding my flock around. I also accidentally closed out of the web version because of Ctrl+W, but I tried again with the standalone version and that worked well.
Interesting idea. I managed to escape with 5 survivors. I think the reaper is not really necessary for this game, since it forces you to run through without thinking about what your actions will do. I like the mechanic of ordering the followers to move and stay still, but it took me a while to figure out that it existed.
If I had a nickel for every time I didn't realize I could move in a mouse-based game in this jam, I'd have two nickels. Which isn't a lot, but it's weird that it happened twice.
Really fun use of the theme! The game got a bit laggy once multiple windows were open, but the effect was worth it. I love how the shrinking screen space forces you to balance between attacking enemies and expanding your view so you don't get hit by sneak attacks.
@bmacintosh Funny story... The original plan was to let the player choose box colors, and I started out with exactly the solution you described. I removed it, with the intention of adding a tool to recolor boxes, but I didn't finish it before the compo deadline rolled around.
I had the same issue, here's my browser log: https://pastebin.com/Y2YZjK59
Neat take on sudoku! It took a while to resolve any cells until I figured out a few tricks to make things faster, like placing digits with fewer bits first. A way to quickly cross out numbers would be nice, or some kind of assist like showing which numbers have been used in the given 4x4 box (I'm a very casual sudoku solver).
I found all the ribbons! The ending definitely got a laugh out of me lol
The camera is a little wonky sometimes, but that seems pretty hard to avoid. The good news is I was able to abuse that to see where one of the secret ribbons was.
This one's really fun! Awesome interpretation of Snake, dealing with velocity and gravity wells adds a lot. I found it pretty tricky to get escape velocity at fist, but I found that turning into the gravity seemed to help.
Cool! I didn't realize at first that I had to put belts on top of the sources to get the items, but I got it pretty quickly.
Speedup button was quite appreciated. I do wish there was a bit of forgiveness with dragging the blocks around, they tend to get stuck pretty easily. Other than that, pretty cool.
Pretty cool! One hit point seems a bit harsh, but at least the levels aren't too long.
I do love a good sorting game. The main failure condition seems to be when the boxes spill over into the incinerator, since they come in much faster than they can be processed. Love the visuals and sounds.
Neat puzzle! I love the use of the theme. The animations are adorable.
The undo and restart buttons sometimes wouldn't click for some reason. The dragging was fine, though.
Oof, that timer is pretty tough... I only managed to complete about half of each task before the end of the day, but that still felt like an accomplishment. For some reason, the purple delivery truck never came back after leaving with 5 items, so I didn't have the chance to complete the purple task (not that I would've had time to, anyway).
By the way do the red/green lights on the processing areas mean anything or are they just there to cause anxiety?
ld54-hexak.png
I ended up with 99 points. I must confess I didn't really understand what I was doing for the most part, for example why some of the tiles didn't light up. I tried to connect them with roads, but I don't think I was doing it right. The graphics and mood are very nice.
(Also, minor typo: The help text says that the right mouse button moves the view, but it seems like it's actually the middle mouse button.)
Cool game! I didn't realize I could move for a while, but that was mostly my own fault.
This seems really cool, but unfortunately I can't get the rock climbing to work consistently enough to reach the top of the wall in the first no-double-jump zone... It works fine elsewhere, is there some weird interaction with the colliders there?
Love the art! I found the walljump kind of inconsistent until I realized you can't jump consecutively on the same wall. I managed to get up one screen, but I can't seem to escape the boots...
Screenshot 2023-10-03 235210.png
I think I got the ball stuck... Well, not quite stuck, but it'll take a while to reach the paddle.
Figuring out the strategies was pretty fun! It took me a bit to get used to the available moves, but I managed to finish with a perfect score. (As long as you ignore the one incorrect refinement at the start when I was randomly poking buttons.)
It's pretty cool how the different pieces created emergent interactions: coal likes to rise while stone likes to sink, but you need them to do the opposite to actually take advantage of their movement, so you have to make extra moves with the gold to "replenish" the moves you have available.
Kinda reminds me of Magic Tower with the resource-management elements; it works really well in a platformer setting. Love the graphics and audio.
Unfortunately I only got 8 gold XD
@zettasimp Thank you! Turns out I mixed up the order of an if statement, causing gems to be about 10x rarer than they were supposed to be... Whoops lol
@defrag Layer 10 is the deepest (because floating point precision issues crop up if you go much deeper). There's a significant boost to the gem spawn rate, but it's pretty difficult to find enough descents to get that deep. I'd love to make a post-jam version with unlimited recursion at some point.
@jahwffrey Yeah, I had meant to change the highlight colors to be a bit clearer but didn't get the chance before the deadline came. If I make a post-jam version, that'll definitely be one of the first things to change.
@khaotom Thanks for the report! I'll fix this when I get the chance.
@binaryspark Well... It's stored in Godot's scene tree, mainly XD
Each tile keeps a reference to its 4 children to keep track of which corner they're in, and there's a helper function that walks up and down the tree to determine the adjacent tiles for player movement. Tiles split by hiding their sprite, adding scaled down copies of their prefab as children, and giving them appropriate loot or obstacles. So it's basically just a pile of nodes pretending to be a quad-tree.
Honestly, I'm astonished that it performs as well as it does. I suspect that the tiles not moving helps, only the player and the camera actually move around.
I got all 10 cows, but I completely missed the fact you can pick up the farmers... I'll have to try it again!
Cute game! The swipe movement on my phone is a bit finicky (at least with the web version), but still usable. Love how polished it feels.
Excellent entry! Loved the humor, and of course the puzzles as well.
I did encounter some minor quirky behavior, which helped me solve a puzzle possibly slightly easier than intended. In the second to last level, I was able to move the ID card to the right from this position:
grannys_gotcha.png
Honestly, I'm not sure what the intended behavior for this would be, so I don't even know if this counts as a bug. Everything else felt really solid for how unusual the central mechanic was. Very impressive work!
That was so good... Loved the art, the music, the twists on the typing game formula, everything. I did appreciate the time to read the prompt and prepare before the timer started (especially since my keyboard is broken). Excellent entry!
Love the variety of the puzzles! I replayed a few times to see them all, although I was disappointed to see that they didn't seem to unlock in the "Doors" menu (at least in the web version).
Neat twist on Minesweeper style gameplay! I appreciated the particles warning when a tile is in a row that's about to collapse. I kept running into tiles due to my broken keyboard sending multiple inputs, but I still managed to get a pretty decent score by the end. I did suddenly die instantly to a collapse upon entering level (I think) 14. I still had plenty of supports, so I imagine it was due to a row starting already below the limit.
Love this entry! Messing around with the mechanics and figuring out what's possible was really fun. I know the whole "figure it out yourself" design philosophy isn't for everyone, but I personally really enjoy it. Bonus points for writing it in Webasm, of course.
Really cool! I do wish there was a bit more of a difficulty curve for the microgames, but I know that's a tall order on a jam schedule. Some of the microgames did feel a little rough, particularly the Statue of Liberty game having weirdly low mouse sensitivity (playing on the web version on Chrome), but again I know it's basically impossible to address all of that during a jam. I thought the nightmares were a really cool twist on the formula, it would be cool to see more of them if you decide to develop this further in the future.
My highscore is 101 points!
Ah, a zero player game...
Really interesting concept. I love the way the changing backgrounds make the size of the deck feel more tangible. This sort of thing might not be for everyone, but I personally find it really interesting to play with probability and just see what happens.
The timer did feel kind of unfitting, though, since it encourages you to just click as fast as possible instead of engaging with the game and reading the card descriptions.
Took me a bit to get the hang of it, but it was pretty fun! I love the style & vibe, as well. The last stage took me 116 tries, I don't even think I was doing it correctly :P
It took me a bit to understand how the movement shift works. Maybe it would help if the player changed a bit more depending on whether the shift was ready? I noticed it changes a little bit, but it's pretty difficult to tell when it's moving so fast.
Neat! The bouncing movement took a bit to get used to, but it's pretty fun once you get the hang of it.
Interesting puzzle! Reminds me of how I used to stack portable inventories from Minecraft mods inside each other. The level with the locked bags is where I tapped out... Maybe I'll come back later and finish the rest of the levels.
I do wish the later levels still had colors. The first few levels without colors were interesting, but after that it was just kind of tiring keeping track of which bag was which.
Pretty interesting! I liked the strategy that the different colors of blocks required.
Mostly, I think that the rules should be a little clearer. It took me a little while to figure out that the grabbing worked across distances and that the purple blocks did not have to be in a straight line. Once I figured those things out, the game was pretty fun!
Nice music, also. Did you make it?
@FussenKuh That is high praise! I actually did think about a mobile version while testing it with Phosphorus, perhaps it could be a post-compo project?
While designing this, I noticed it was possible to survive indefinitely with enough practice. I tried to "fix" that before submitting it, but I couldn't find a way. However, realizing that games like Tetris have the same property, I've had a change of heart...
Enjoy Hard Mode at your own peril! https://scratch.mit.edu/projects/218130061
@jeplmr The genres are Block-sliding puzzle game and Survival shooter. I probably focused on the block-slideyness more than the shooterness, but oh well.
@creepyounguy @pparadigm I'm aware that the left hand controlling both the movement and weapon select is awkward. Unfortunately, Scratch does not support capturing the mouse wheel or right clicks, so those weren't an option.
Thank you for your feedback!
@LMB Good suggestion! Early on, I briefly considered having the IJKL or arrow keys fire the weapon, but I thought that would be too limiting in a wide area. Once the map gets crowded, though, 8-way controls start to become a lot more practical.
Put everything into a .zip and upload that, and I'll play it!
It seems like there's a bug. The transparent walls don't interact with bullets, and they push the player instead of ending the game.
Probably not the intended behavior, although it did give me an interesting idea for a game...
Yeah, still broken for me also.
@jaime-Paz-Lopes The walls are supposed to kill you, and vanish when you shoot at them, but they don't.
(oops this comment was meant for a different game)
Okay, here's my actual commentary:
I like the idea of having to concentrate on the notes on order to move! It would be cool to see some other expansions on that mechanic. I wouldn't exactly call it a rhythm game, though. There's a metronome, but it doesn't seem to do anything?
Clever combination! It was a little annoying to have to wait for desired letters, but aside from that, the game worked quite well.
(Also, a personal note: thank you for using the .zip build rather than the installer build)
A fun take on both the Samegame and dogfighting genres! Too bad I'm horrible at flight sims :stuck_out_tongue:
Flying around and attacking the blocks felt quite natural once I got the hang of it. There were some small bugs, like the keyboard defocusing after restarting a level, but those didn't degrade the experience too much.
Yeah, that sounds like the same bug.
Really good concept, gameplay, and graphics! The aim assist made it feel a lot better than I expected, although it was a little annoying not to be able to attack enemies below me.
I got 26800 points by the way.
Interesting concept! Seems simple at first, but it's fun to figure out the enemy movement patterns.
I did run in to a bug where the aliens never took their turn after replaying a few times. Also, it'd be cool to see some more variety with this sort of thing.
Really fun game! The combination of survival and memory worked very well. I loved the unique challenge the blue bullets provided, where you had to carefully search for matches while simultaneously staying alive. One thing that I would change would be to make the currently selected tile a bit more visible; it's surprisingly easy to lose track of when the board is revealed. The music was also a little grating.
My highest score was 206, mainly due to a round where I got lucky with the blue bullets :smile:
The itch.io page isn't published, it shows us a 404 page.
*Postmodern!*
Seriously though, great idea. I feel like it could've used a little more "epicness" befitting a Guitar Hero game, but that would probably go against the idea.
Nice game! The mechanics worked very well, although I am rather bad at the game.
It would be nice if lives didn't carry between levels and you had health instead, so you can use the earlier levels to figure out the gameplay.
Oh wow. I got goose bumps from that. This captures a state of mind in a very unique way.
There were a few bugs, mainly due to buttons appearing too early, but aside from that, it was really good.
I had my sister play this, and she went straight to the final location which I thought ruined the mood a little. She also encountered some of the same bugs I did, mainly stuff like images for two different areas appearing at the same time, or accidentally opening a choice box while dialogue is running. The story and art were absolutely wonderful; once you ensure the game goes as intended, this will be perfect!
Oh, I had her play the old version that I played. Glad to hear you've gotten most of the bugs straightened out!
I got 23 points, although it seemed like my clicks did not count sometimes.
I would hardly call mice and cats genres...
[57560 points](https://i.imgur.com/Xcz4tn0.png), thanks to some careful line forming at the beginning :wink:
There's just a few tiny things that separate this game from being something I would addictively play. Adding some more Tetris features, like counterclockwise rotation, a next piece indicator, a larger delay between piece spawns, and slightly longer piece lock delays, would make this perfect.
I had some weird luck during that game. Around 7 Z pieces spawned right after another. I just kind of tossed them on the bottom.
As Crypt of The Necrodancer shows us, music goes with anything :smiley:
I got to around 7500 points with 3/4 of my health, at which point I decided that I was invincible.
The game feels pretty solid, but it could use a little more flavor. Better music and difficulty, more variety, and this could be really cool.
Also, I found that I could just kind of walk out of the house into nothingness. Is that intentional?
Fun little time waster. I managed to beat all three modes.
Not much to complain about, although that's mainly because it is a fairly small game. Perhaps game modes with larger grids or more symbols needed to make a match?
Love the music! The game is a little difficult since it isn't completely obvious when to tap to get boosts, and it also isn't clear if the speed and handling boosts stack.
I like the idea! Some of the tuning could use work though. I noticed that enemies would sometimes not spawn for several seconds at a time, and then have many on screen at once. Enemy waves are one thing, but the time between enemy spawns and the amount of enemies that spawned seemed odd, to the point where I thought it might have been a bug triggered by restarting the game. I do like the way that you had to balance the line matching and shooting, although I think it would be helpful if the playfield for shooting was just a bit larger.
You should probably use a smaller viewport size; the game doesn't quite fit on my screen, and most of the elements are very small in comparison.
Okay finished! The art style is certainly the games's strong point. However, some other stuff - especially the character and camera animations - felt awkward by comparison. It also feels a little weird to simultaneously tug along multiple characters, since they lag behind each other. I suggest looking to Thomas Was Alone for inspiration on this front: tight level designs, adding shortcuts as progress is made, and giving every character a chance to use their abilities. The keyboard controls were a little awkward as well, with the right hand going unused while the left works overtime.
Judging by the "Coming soon" end card, you probably intend to expand and improve this game in the future. I wish you the best of luck, you have a very promising start!
This was pretty fun! One thing that I definitely did not like was the fact that touching a side wall instantly locked down the piece. This made it very difficult to correct mistakes, since once a line has a gap in it, there's basically no way to fix it. The failure quotes helped me keep going to the end, though.
Would you mind uploading a standalone (.zip) version? I don't like installing things during LD. When you do, @ me and I'll make sure to play this.
Pretty good concept, although I admit that I had no idea what I was doing most of the time. I think some better level design that guided the player to figure out the interaction system would be nice.
I did like the way the game handled failing the tutorial :smiley:
I can't figure out how to move... After typing "move left 1" it just says invalid parameters.
Okay! ..but now I'm stuck on crafting. Is there a list of recipes somewhere?
Alright, finally got the hang of it!
Good implementation of the text adventure component, although some shorter names and aliases (like w for west) would make it a little easier. Comprehensive instructions on this type of game are very important, since it's difficult to experiment. I only managed to place some walls before zombies killed me :smiley: The combat surprised me with how it was clunky yet manageable.
The game is small, but it works pretty well.
Something like this: https://i.imgur.com/bX5Bfdv.png
Basically, tiles would have the darkened color of whatever was on the next layer down, or just dark blue if there isn't anything. Dwarf fortress does a somewhat similar thing to display a 2D cross section of a 3D world.
Nice graphical style!
One of my biggest problems with the game was the controls. The 45 degree rotated inputs are only necessary when the game is both *restricted to a grid* and currently using keyboard controls, otherwise they just add confusion and false difficulty. In this case, W on the keyboard should move the ship up on the screen. Compounding this, the ship felt extremely slidey and hard to control, making the purple gem much harder than it needed to be (until I found a slightly cheating strategy). The boss fight was really fun, and the other stages were enjoyable once I got past the weird controls.
Looks and plays pretty well!
It would have been nice to have health rather than instantly failing when an enemy laser hits you, especially given that you begin to move faster than your camera will let you see after a certain point.
I like this idea. I got stuck at the same place MegRabbit did, is it supposed to end in an infinite loop like that?