FoonLudum Dare ExplorerUsers → MarkoPoloDev

MarkoPoloDev

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202250Delay the inevitableProlonging the Partyextra
202148Deeper and deeperMINOTOADcompo5803.263.262.402.903.593.313.30
202047Stuck in a loopThe Mortal Coiljam4473.753.793.843.883.773.403.42
202046Keep it aliveTheft of the Inferno Heartcompo714.004.003.594.184.143.633.75
201945Start with nothingCome to your sensescompo104.153.864.213.654.504.254.13
201944Your life is currencyRadioactive Worm Stormcompo2153.403.013.182.983.903.503.75
201843Sacrifices must be madeJustifiedcompo3.252.912.582.833.413.423.83
201842Running out of spaceA Fight on the Wavesjam7353.253.143.142.883.353.192.80
201841Combine 2 Incompatible GenresCrux Swarmcompo394.013.953.763.734.374.112.643.98
201740The more you have, the worse it isLEAF WARDENcompo1713.673.333.683.833.853.903.343.48

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by MarkoPoloDev

LD40 — The more you have, the worse it is

Drgn by UnlikelyNomad 2017-12-05T05:19:19Z

Great look, the trees and planes that fade to the distant mountains is very good!

I had a lot of trouble getting to the townsfolk I wanted to eat; timing my chomps was a bit frustrating, and it felt a bit unresponsive since I couldn't interrupt the current animation.

I got sort of a rustic vibe from the lone guitar that fit pretty well, although if you are looking to expand this, music might be a good candidate.

I really liked the horizontal dirt path and "flat" buildings, it clearly lays out the boundaries of the village and immediately tells me it's a 2d plane that the gameplay happens in. It sort of locks in the player and tells me how things work without confusion or explanation.

A cozy winter walk by tinyworlds 2017-12-05T17:44:52Z

The text effects (rainbow and the oscillating wave thing) are a really nice touch!

Things that could change (aka super tiny nitpicks): - you can't see the rug when the character is in that space. Not sure if no alpha is a limitation of the engine. - I wasn't sure if being next to a thing would trigger the dialogue or if being on top of it would, so I sometimes accidentally skipped the first box of dialogue for an item. adding a small time gap where you ignore player input for half a second or a second after a dialogue box appears would probably fix this.

Quite relaxing on the whole. I wish more people would make these sorts of entries.

Dwarven Dungeon Defense by TolMera 2017-12-07T18:26:13Z

What's good: - The story and backdrop are nice. Definitely getting dwarf fortress vibes, especially from the destructible walls - rough idea is good, sort of a tower defense rpg combo where a dwarf underground fights monsters

What could be improved: - I think it would be less intimidating if there was more direction for the player - where to go / what to do first. Most of my playthroughs consist of me wandering around until a tower kills me. Am I supposed to wait for monsters to find me?

Also, please consider compressing your executable.

Dwarven Dungeon Defense by TolMera 2017-12-07T19:01:34Z

Well, usually it's better for players to learn as they play, rather than having to research things first. The in-game explanation is already very long, and I don't think people read text carefully anyways :P (says the guy who's about to drop a wall of text)

If you're planning to keep working on this game, I think a good first step would be a tutorial level. - Let players experience combat with one enemy or a few enemies without any worry about failure. Let people get the hang of right clicking and figure out how knockback works (something I never did). - Then move on to explaining how towers work - give the player enough gold to build one and walk them through it. Gives a way for a player to naturally conclude that they want a tower (player driven goals ftw). - Then move on to enemy towers. Show the player an enemy tower. explain why the player dies if they go near one. Explain how to avoid that. - Then explain the full format of the game, all the pieces together (there are enemy towers all around, destroy them all to win). This is where the game currently starts - it's very disorienting, definitely in the "anxiety" area of the [flow channel](http://fireside.gamejolt.com/post/understanding-the-flow-channel-in-game-design-ghuttxg6) for me.

Giving me one piece of information at a time and letting me practice the skills I need individually would definitely have helped. It could be that I'm just bad and the game and don't get it, but I think there's always things you can do to widen the potential audience. Hope this is useful =\

100 Meter Dash by fixedgerald 2017-12-05T05:37:08Z

That trill when you start is amazing, takes me instantly to mario kart 64.

I'm a big fan of the random quirky opponents, sort of like that odd japanese horse racing sim: [](https://www.youtube.com/watch?v=uXZlJGoK78A)

On the whole, very glad I played. Thanks for creating it!

Justify the Means by Goat Toaster Games 2017-12-08T02:01:35Z

Things that are well done: - The parallax background really evokes the feeling of being in a real forest. - The sunlight filtering through the trees gave the forest this sort of ethereal vibe that fits well with the characters - I'm a big fan of the pupil-less eyes, pointy ears, and hair. It makes the characters seem alien, and the big eyes add clarity to the state of corruption / power level. - It's always great to see 2D games that involve the third dimension somehow - the parallax background is quite good. - the falling pose on the character is nice, adds another little bit of visual appeal to the movement. - I'm glad you can jump on the enemies to kill them :D - The story is good. Not overdone or in your face since you can skip the dialogue, but also not boring. - PARALLAX. BACKGROUND. NICE.

Things that could be taken further: - A little lerp on character movement would be nice. Standard "juice it or lose it" stuff. - There are tiny gaps between the blocks that make up the ground, and it breaks immersion a bit to see regular geometric shapes in what's supposed to be a natural environment. - There's a warning about the spikes, but no warning about the water, which seems a bit inconsistent. That's also the only place a water pit appears in the game, so I'm not sure what its purpose is. I think the game could have used a platforming area where you're avoiding spikes/water and fighting monsters at the same time - getting the player to utilize all the skills they've learned at once. - I wish I could jump on the monsters without having used a plant. You could add an entire secret ending where you go through the game without using a single plant and become the true hero. sort of a voluntary hard mode thing. - The glowing particle effect is neat, although I think it would be more cohesive to have the entire character sprite leaving the trail, instead of just the stomach. - The movement on the top of the head and the arms is a bit inconsistent on the run animation. Consider having a look at [Saint11](https://twitter.com/saint11/status/782960308927291392?lang=en)'s tutorial on running animations?

On the whole, a very nice job!

Justify the Means by Goat Toaster Games 2017-12-08T03:21:22Z

@goat-toaster-games

justify_the_means_weird_artifact.jpg

I know nothing about gamemaker, so no ideas about what the cause is, sorry =\

Lord of High Fives by Nathaniel Tan 2017-12-04T17:17:26Z

Made four friends, killed six people. Would play again!

Not sure if the audio wasn't working or doesn't exit.

I was a bit confused about what to do before the control explanation page, maybe put controls in the description?

Danger Noodle by Matthew Roelle 2017-12-04T17:45:20Z

Nice chiptunes, great oldschool vibe!

StackUp by BinaryUnit 2017-12-08T00:38:18Z

Pros: - nailed the mood. saving a cat by stacking up junk? perfect. - nailed the mood. cables and cranes in stack city? sign me up. - occasionally parts of the background were also physics objects; good way to incorporate the ambient art. - falling objects help keep things interesting, occasionally they disrupted my stacking plans and added some excitement. - The crane movement is quite good. I'm glad it doesn't swing wildly, but it does still feel like it's hanging by a cable. - The controls are very manageable. I never felt overwhelmed trying to control cat and crane at the same time.

Things that could be improved: - Lots of people have already said physics, here are the specific things I noticed: - It feels like all horizontal inertia is lost when the crane releases a box, so throwing things around like I want isn't possible. - Shapes that should fit into other shapes don't fit; consider making the physics objects smaller than the sprites so there's a bit of visual overlap when things are touching. - The music got a bit repetitive. I dig the crunchy 8 bit vibe, it's just a bit short for the length of the game. - You can't have too much parallax in these sort of scrolling 2d games :D - The player can't control the flow of the game to match their skill. In tetris, the player can hit a button to instantly place a block once it's in position. It would be nice if there was some sort of similar feature here - maybe a button to instantly spawn another block and raise the crane one increment or something? I'm just frustrated because I lost when I was just starting to see the bottom of the clouds and now I don't have the patience to play all the way back up there =(

On the whole, a great submission. Thanks for creating this game!

LUGO by Bonelazy 2017-12-07T19:49:12Z

- I like the blur / focus effect, but it seems a bit strong for me - I made a super long car and trying to figure out if I was lining things up properly was difficult; consider toning it back a bit?

- The controls for changing height work very well and made working on multiple levels pretty fluid. The camera animations are not very fluid, though, and the camera always zooms in when going up a level. Smoother movement there would be nice.

- I had some difficulty getting wheels to properly attach to axles - they ended up floating in space: [](https://www.youtube.com/watch?v=GDGnOnrZ_3o)

- I like the walled arena on a wooden tabletop feel, definitely gives off the "I'm actually putting this together on a desk from my childhood" vibe :relaxed:.

LUGO by Bonelazy 2017-12-07T23:12:00Z

@bonelazy > If I understand correctly you would like smoother camera movement between changing levels and moving camera around with WASD?

the WASD movement is fine, just changing layers vertically that has a bit of jerk to it. I guess if you wanted to be really fancy with wasd you could add a bit of lerp to smooth it out, but I think it's fine as is.

ADM - Artic Ded Mazay by Taugeshtu 2017-12-05T04:46:14Z

Saved four Penguins, killed nine monsters, cut an iceberg in half! Love the art feel, love the idea.

There may be some room for improvement in giving the player information; there's a bit of delay for both the iceberg cutting and hitting monsters. Having the delay is fine, but it would be nice to have some indicator showing exactly how much longer I need to charge my sword attack.

I'm also not sure about what the best strategy is for protecting penguins - I can't tell if there's a difference between splitting the iceberg and hitting monsters as far as the final score goes. It also might be that I'm just bad at this game :P

The iceberg skirts look great, btw :D

Techno Fever by detectiveLosos 2017-12-07T18:01:13Z

What's good: - Having art of the area around the floor (stage/bar/bathrooms) really helps set the mood - The floor glowing in time with the music. I want to know how you did that. - The crowd dancing around and/or fighting each other. It feels hectic, which is what I imagine you were going for. - the unfocused glow on the edges of the screen and the bloom effect on glowing things is very nice! - the boss introduction. Having the crowd suddenly back off and disperse really communicates that there is about to be a bigger challenge - No deaths! I think that was the right decision given how wild and unpredictable the dance floor gets. I think I would have gotten very frustrated if I had had to start over a bunch of times. It was enough to get bounced off the dance floor and have to wait on the sideline for the crowd to stop hitting me :P

What would make it better: - more animation! bartender could wipe down the bar, dj could bob its head, lantern things could fade on and off, bathroom doors could swing, stools / tables could be knocked over, more varied dancing / combat animations, etc. - a block or dodge action: - I got stunlocked by the boss in the top left corner of the area for what felt like forever when she was low on health. being able to avoid that with player skill would be nice - same goes for the crowd in general. Maybe moshpit simulator is what you were going for, but having to wait while I get knocked down repeatedly is not fun =( - More boss actions. It was super cool when I figured out I could trick the boss into crashing into the glowing lamps! More of those sorts of little puzzle things would be nice.

On the whole, well done! I got a lot of hyper light drifter vibes from this game, would love to see it refined/expanded.

Evil Money by interpol 2017-12-05T05:11:06Z

The newspapers in between scenes are great! Having view cones not project through solid objects is a really cool effect, and it fit in with the stealthy gameplay quite well!

Issues: - I glitched through walls a few times while playing. - detection is a bit wonky. Sometimes it would be delayed a second or two after I had moved out of vision, and with one camera I was able to avoid detection by standing in a certain place and not moving while it swept over me - standing still in other places didn't work. - More of me being bad than anything, but I never figured out that you could distract guards by leaving money and dodging out of sight. maybe make that more prevalent in description / tutorial?

Feature Idea you've probably already thought of: it would be neat if the sound changed once you'd been spotted. The music did get a bit stale later on.

On the whole, a good time!

Make It Home by Andrew Brotherton 2017-12-08T02:47:41Z

High score 2965, died in a fire though. It's actually quite relaxing to have no drinks and then complain about how many of your idiot neighbors have left their garbage in the street. Also, what a cheeky hood ornament.

Droplet by ManBeardGames 2017-12-07T05:44:06Z

Lvl 16, 3046 score. This game nails the zen game concept.

Pros: - The movement feels very satisfying. That's neat how it gets more sluggish as you grow - the growing mechanic is very fluid - clicking mechanic takes things to the right level of required concentration - music fits the mood very well, reminds me of an orisinal game - a tutorial?! in the game?! Nice!

I don't have any major cons, but I do have suggestions for taking things further:

This thing screams 'water on a windshield' vibes, but the background reminds me a bit of tron. Maybe some out of focus tail lights/dark clouds/umbrella background parallax layers and sort of a textured clear plastic/glass surface for the gameplay layer? I do like the variability in the darkness of the squares, just not sure it fits the water theme.

Similar idea for the bubbles themselves, adding highlights that wobbled a bit with the physics would be amazing. I'm picturing something like [this](https://images.designtrends.com/wp-content/uploads/2016/07/26185408/Clean-Water-Droplets-Vector.jpg). Imagine if they squash/stretched when they absorbed each other!

The audio for when you absorb another drop feels a little "sharp" with the raw (sawtooth?) wave. I think some sort of "softer" sound might go better with the piano. Maybe a high pitched bell ding run through a lo-pass filter or something? or maybe just the sound you used, but with echoes and reverb.

I'll shut up about ways to improve it now because it's definitely one of my favorite games in the jam. Well done!

LEAF WARDEN by MarkoPoloDev 2017-12-04T18:05:32Z

> I somehow managed to prolong the game after I got “Game Over”… so high score!!!

Yeah, the ending is not coded very well, since the game uses leaf count to decide when to reset - I should have used a timer -_-

> It would be nice if there was some kind of tutorial

Agreed that it's not very intuitive, I wanted there to be a few scenes to explain things before the main game but ran out of time :cry:

Thanks for the feedback!

LEAF WARDEN by MarkoPoloDev 2017-12-05T00:29:19Z

> Nice work.

Thanks! I had a lot of fun making it and I'm glad one other person enjoyed it :D

I didn't realise bug fixes were allowed after the submission deadline, so I've fixed the game-over bug where the score keeps increasing.

LEAF WARDEN by MarkoPoloDev 2017-12-06T02:59:44Z

@Taugeshtu > just wish the incoming wave didn’t brought so much lag :D

yeah, I would definitely want to switch to something more like an entity system for the leaves if I continued development.

> just make a static text in the corner of the screen that lists the controls

I will definitely keep that in mind! Thanks for hanging out in the stream!

@Elfcirynn

> I wish the raking was a little more satisfying

I am on a quest to make raking the most satisfying experience! Do you have ideas I could steal for improving it?

LEAF WARDEN by MarkoPoloDev 2017-12-06T04:06:57Z

@Elfcirynn There is a raking sound effect that is actually noise put through a bandpass filter, but it's pretty quiet.

I definitely agree that the rake moves leaves inconsistently; I didn't understand until I saw @manbeardgames trying to play it! definitely needs a bigger hitbox / better leaf collision detection.

LEAF WARDEN by MarkoPoloDev 2017-12-06T20:53:10Z

I've tweaked the rake size and fixed the hitbox - turned out I was flipping the sprite but not the hitbox, so raking on half the screen was wonky -_-

> Maybe adding like a “zen” mode

Agreed, I kind of regret adding a lose condition now.

> maybe allow the player to choose the direction the rake sweeps in

Definitely on the post-jam feature list!

LEAF WARDEN by MarkoPoloDev 2017-12-08T05:08:02Z

@arly Glad you liked it! Thanks for the feedback!

> As a design/UI thing, I didn’t realize the bar at the top was how many leaves there were before you lost

Yeah, I definitely learned to rethink my definition of 'intuitive' this jam. I'm thinking a vertical bar on the side with a copy of the leaf sprite for an indicator that moves up and down and fades to red / starts shaking as it gets closer to game over.

> standardize the pixel size across assets

An artifact of my poor art skills =( Good call, I'll have to work on this.

@one-seed-fruit Glad you liked it! Thanks for the feedback!

> cool down for the laser

That is a good idea, although I think I'd have to find another way to get rid of leaves; sweeping them offscreen doesn't seem like it would be very satisfying. Maybe I'll add little tables you can sweep them under XD

LEAF WARDEN by MarkoPoloDev 2017-12-08T15:34:31Z

> laser turns leaves into ashes or compost

Or maybe more sand, that disturbs that carefully drawn lines of the zen garden? :thinking:

> rake the fertilizer on to the tree in the middle to grow it better…

That's supposed to be a big carved rock, not a tree. TODO: learn to draw rocks :laughing:

> I had hard times distinguishing between the falling leaves and the ones on the ground

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

Thanks for the feedback!

LD42 — Running out of space

Wherehouse by SalamiChild 2018-08-14T16:37:06Z

Neat Concept! I wish I could see the storage areas and player area at the same time, the scrolling up and down was a bit awkward.

Is there actually a controls / tutorial section in the game? Left and right don't do anything on the main menu, only space.

wherehouse.png

LEO by Bracula 2018-08-15T14:58:27Z

great to see a more zen experience next to all the action games. Very low-stress "out of space" vibes :smile: leo.png

Backpack Simulator by legavroche 2018-08-14T03:13:22Z

* the sound effects are very loud compared to the music * "fish: somehow it smells even worse than fish" :D * I couldn't scroll in the backpack window using a scrollwheel, I had to click and drag the bar. * seems like there were two witch attire recipes in the crafting list, but I couldn't scroll down far enough to see the second one? * are the enemies random? The dragon was the only encounter labeled boss that I noticed * Neat take on things to be reincarnated as a backpack XD

Thanks for making this game :thumbsup:

Grid Weaver by HacksawUnit 2018-08-14T16:51:22Z

Well put together, very polished. All the little animations from hopping and bugs falling off is juicy :thumbsup:

grid_weaver.png

Smoke: it's ok to feel by Lumpy 2018-08-14T18:00:01Z

I lost it when I walked out onto the highway and my son drove by :laughing:

I also got the weird movement behavior: every time I grabbed the honey, I couldn't move :slight_frown:

A Fight on the Waves by MarkoPoloDev 2018-08-14T13:57:45Z

Sorry about windows exploding, working on fixing that now.

A Fight on the Waves by MarkoPoloDev 2018-08-14T14:56:10Z

@the-triumvirate @steffo @tontonpizza @skyrex Windows version should be good to go? Godot changed the export templates to .appx by default and broke all my export scripts :( Sorry about that! Let me know if it still doesn't work.

Demonic Digestion by DodoIta 2018-08-21T17:58:01Z

Linux build doesn't work for me:

$ ls -la total 42372 drwxrwxrwx 1 mark mark 0 Aug 21 12:43 . drwxrwxrwx 1 mark mark 8192 Aug 21 12:43 .. -rwxrwxrwx 1 mark mark 9608084 Aug 15 23:29 demonic_digestion_linux32.pck -rwxrwxrwx 1 mark mark 33767609 Aug 15 23:29 demonic_digestion_linux32.x86 $ ./demonic_digestion_linux32.x86 ./demonic_digestion_linux32.x86: error while loading shared libraries: libXcursor.so.1: cannot open shared object file: No such file or directory

installed libxcursor1 and libxcursor-dev, still no luck:

libxcursor-dev is already the newest version (1:1.1.14-1ubuntu0.16.04.2). libxcursor1 is already the newest version (1:1.1.14-1ubuntu0.16.04.2).

looks like there's a couple libraries I'm "missing" even though I have them installed:

$ ldd demonic_digestion_linux32.x86 | grep not libXcursor.so.1 => not found libXinerama.so.1 => not found libXrandr.so.2 => not found libXi.so.6 => not found libasound.so.2 => not found libpulse.so.0 => not found

Any ideas? :slight_frown:

Edit: I was able to download the and run the source code (godot ftw!) but trying to run an exported version gives me the same error. This is the first time I've had library issues with a linux godot game, very mysterious.

Demonic Digestion by DodoIta 2018-08-21T23:28:20Z

@dodoita I would have assumed that it was library name differences between arch and ubuntu causing it, but that didn't explain why I couldn't export it myself. I was messing around a bit and found out it works fine if I export a 64 bit version. Do you know if there are libraries specific to the 32 bit godot linux template or something? I'm even more confused now. :laughing:

Running Out Of Spice by Raivk 2018-08-15T00:20:32Z

Lots of this has already been mentioned, here's my two cents:

* glowing particle effects? check! glowing powerups? check! glowing death mines? check! :thumbsup: * below a certain spice level you just can't come back, slowing down to a crawl is depressing :slight_frown: * _ludicrous spice speed_ :laughing: * I kept hitting things that were directly in front of the ship I didn't see, maybe smaller ship or give asteroids more visual contrast with background - the way the ship takes up more screen when going slower sort of works against the idea that going slower is easer :\ * similar thing with the blue afterburner trails, they look awesome but I can't see through them :sweat_smile: * Glowing mines are great, they're very obvious and every time I hit one I know it's my own mild spice pilot skills holding me back :smiley: * I missed a lot of shots with the cannon and eventually gave up since I couldn't reliably hit stuff in my path and it was easier to try to dodge. some kind of autotargeting maybe? * flavor text about how the spice's the limit, etc are very good

Thanks for making this game!

spice.png

LD43 — Sacrifices must be made

Justified by MarkoPoloDev 2018-12-03T22:36:18Z

> Music is awesome

Thanks! glad you like it.

There is a way to defeat the boss, but it's not really explained anywhere :slight_frown:

Spoiler alert: you cannot damage the boss, but enemy attacks can. There's not a fancy ending or anything, though, so if you've seen the boss you've pretty much seen the whole game.

Thanks for playing! :thumbsup:

LD44 — Your life is currency

GARUA by dietzribi 2019-04-30T15:05:02Z

Neat! It's very cool that you can reflect arrows at archers, or trick them into shooting each other. Thank goodness the player is healed after each arena fight, definitely helped me keep momentum. Nice work!

Does Money Grow on Trees by Antti Haavikko 2019-04-29T15:57:31Z

Wowza. I didn't know it was possible to completely recreate stardew valley from scratch in 48 hours :D I really enjoyed it! From the email drama between your parents down to the whoosh-whoosh particle effects when fertilizing. Nice work!

Radioactive Worm Storm by MarkoPoloDev 2019-04-29T15:25:05Z

@borys Thanks, glad you liked it!

@antti-haavikko intended strategy is basically grouping up a bunch of robots for a big push and then taking a lightning rod (and the land just beyond it). Rinse & repeat until the whole map is yours. I agree that the game doesn't really punish you for being passive. I'm not sure how it could do that. Maybe worm-controlled lightning rods would give them some advantage or something; I dunno. Thanks for the feedback!

In the shadows by Pacman 2019-04-29T15:20:28Z

Neat!

* The smooth wobbly character animations are cool * I never figured out where the shop was or how to get it to appear :slight_frown: * Very cool how I could hide in the shadows to get security to leave me alone * bosses are too hard :P

LD46 — Keep it alive

Egglicious! by miningape 2020-04-20T19:19:42Z

The glowing egg providing light is a cool idea. I like how I had to go back for it and couldn't just leave it somewhere safe while I pummeled skeletons into oblivion.

The movement was a bit laggy for me, not sure if that's a processing thing or if it's my browser or what.

Nice work!

Tomb Flamer by AfroAnt 2020-04-21T07:35:15Z

* menu music, tomb music, boss music. Nice! * having to use the spiders to build webs to burn the boss is a tricky and time-consuming tactic, but I figured it out. Alas, the game crashed before I could actually finish the boss. * The "health" bar literally being on fire is great. * When I was already pressed up against a barrel, I couldn't dash into it, which was a little annoying sometimes. * having the torches to light up places where I'd already been was nice, I think I might have gotten lost without them. * Nice work!

Its Alive! by automatonvx 2020-04-20T19:58:53Z

* Exit animation and trill is a nice touch. * I died a few times because I expected w/up to be jump. * parallax background is very nice, I like the pillars! * It would be cool if the camera didn't scroll so far past the edges of levels. In some situations there's a lot of screen space taken up by nothing. * I like the time pressure level where you're racing the zombie, that's a classic platformer feel! * There's a little overhang above doors so I can't jump if I'm pressed up against one. * Crunchy 8 bit tunes are nice :thumbsup: * Nice work!

A Meatball by Slowpoke 2020-04-20T19:44:31Z

* Fading out for resets is a nice touch. * The c h i l l b e a t s are excellent. * I like how it introduces new concepts one at a time. * The movement can be quite finicky. I wish the ramps and sloped refill checkpoints & goals were more forgiving. * The ball art is very nice, it's cool how you can see exactly how quickly you are rolling by watching the texture. * The shrinking/growing meatball is a neat mechanic. * Nice work!

Corposprint by SaRNEh 2020-04-21T08:06:53Z

* It's cool that there's a separate animation for when you're sitting at a charging station. * There's some strange behavior with the movement. Several times I just stopped running for seemingly no reason. * I like the different obstacles: potted plants, poo, people. Even the pigeons would sometimes hide a danger in their feathered ranks. * Are you supposed to be able to jump off of falling plants? You can get some intense height if the pots happen to fall in the right layout. There might be other things too, sometimes it was like I could double jump. * That parallax background is very good! * Nice work!

Stalking Shadows by Iferit 2020-04-21T07:55:01Z

* The torch visual effect looks cool. * Not sure if my mouse sensitivity is too high, but I found the camera movement to be a bit too responsive. * That character model is impressive! The idle and walking animations look good. * The ghosts are very spooky. I love how the lower the torchlight, the more their bodies blend in with the darkness, so when you're full of light they're very clearly these black humanoid shapes, but as you get closer to out of light they're more and more just a pair of eyes creepin on you. * I noticed that the camera can clip through walls a bit. I couldn't put it to much use, though :p * The sound effects and ambient sound are very appropriate. I think it's probably better that there's no "music" per se. * Nice work!

Egg Mother - Keep It Alive! by Barrier 2020-04-20T19:33:15Z

* The color coded bugs are cool - it's neat that you know what they'll do based on their color, and they change color when you scare them off. * The birds turn very quickly, I got chomped just by dashing into theirs backs sometimes. * I like the sound effects: the way birds laugh as they sneak up on the egg and their beak sounds are nice. * It would be nice to be able to predict when the birds were going to dash. Some visual or audio indicator there would help. * The little flip turning animation is great.

Mewbies by nightcrawler9001 2020-04-21T22:20:04Z

* The art helped me feel a genuine connection with the mewbie. I felt awful whenever it started weeping. * I was very confused about what to do and how to do it, and I'm still not sure I understand how to play. In game explanations for controls are nice, but I think even having a "how to play" section on the jam page would make the first few minutes less frustrating for new players. * I think being able to save is an underrated feature in jams, it's great that you have it here, especially in a long-form game where you might leave it and come back. * I'm not sure what strategy is better, fishing for things and then buying stuff or grabbing items via boing ball. Maybe if the store only sold things you couldn't get elsewhere, that would encourage players to use the boing ball for a quick hunger / happiness fix and then fish for currency so they could get the cool stuff the store had. Or maybe selling items could be a feature, I dunno. * Being able to jump between games and home and the store whenever I wanted was nice; lots of games like this will force players to play a mini-game for a set amount of time, and that's not as fun. * Overall, a cute game. Nice work!

Keep the Base Alive by Sebby Webby 2020-04-20T20:14:21Z

* Those particle effects! I like the muzzle flash and the bouncing explosion when an enemy is defeated. * I wish there was some way to see where exactly I am aiming, whether with a projectile or just a line or something. * The screen glow effect is nice, it spruces up the blocky shapes quite a bit. * The music is a bit grating, more variety would definitely help. * The sound effects are nice, classic crunchy hit and fire sounds. * I like how enemies continue to pile up on the game over screen. * I wish there was an indicator of the score while playing. * The way enemies speed up as they get closer is cool, really lends a sense of panic and urgency to the game once things start to get out of control. * Nice work!

Beat-o-matic by greizgh 2020-04-20T20:36:06Z

* I like the sound effects, the way the flatline fades out after game over is nice. * I couldn't get very far, since I have no idea what a given bpm sounds like; I racked up heart attacks very fast :laughing: * It would be nice if I could resize the window. Try going to project settings -> stretch settings -> mode -> 2D or Viewport and stretch aspect -> keep. * The red Xs at the top to indicate heart attacks are very nice, and overall the UI is very clear. * Nice work!

Organ Simulator by mneubrand 2020-04-20T20:25:25Z

* Classic frantic feel of way too many spinning plates in the air. Nice! * I wish there was more warning before a game over happened, my reflexes are not fast enough :laughing: * The different sound effects for when activating an organ is cool, helps give them each a unique identity. * It would be neat to give each organ it's own audio indicator for when it was about to explode, so you could hear what needed attention. * not sure if it's intended, but you can just hold the space bar to keep the heart pumping in between typing out liver words. * The cheerful music contrasts nicely with the frantic pace of trying to keep someone alive. * Nice work!

CPR Simulator by derstander 2020-05-11T03:12:47Z

* "I had big plans that were scaled back dramatically." Welcome to ludum dare! :smile: * apparently clicking in time with a beat is a secret talent I didn't know I had, so thanks for bringing out the best in me. * playing on a small resolution monitor, and I couldn't fit the whole game on screen at once. a fullscreen option or landscape mode would be nice. let me know if you want advice on how to do that in godot. * It looks exactly like the dummies used for cpr training, nice artwork!

Screen Shot 2020-05-10 at 9.58.20 PM smol.png

LD47 — Stuck in a loop

Dude Ranch by ColeSlaughter 2020-10-21T01:05:45Z

2020-10-20 19_56_22-Dude Ranch.png

Nice to see you guys at it again with the zany humor! You probably know this already, but it looks like the "this game" and the "highscore" numbers are switched? The tunes are great, the animations are on point, and the gameplay is fun enough to give me carpal tunnel syndrome. I like how the gold dudes leave behind a trail, so sometimes you can stumble across a golden scent and follow it for that cash money. Thanks again for the stream the other day, hope to see you next spring!

The Sun Wants a Hug! by nimmems 2020-10-09T01:42:02Z

That sun was so friendly, I couldn't help but oblige it (on many occasions :slight_frown:). Bullet-wrap shenanigans were a cool tweak on the usual shooter mechanics. I liked how you could end up with a million projectiles on screen, it really added to the hectic feeling. Nice work!

LD48 — Deeper and deeper

Dungeon Blast by Yword 2021-05-08T18:26:44Z

always nice to see a game jam entry with screenshake :thumbsup: I like how the levels don't drag on, if I died I didn't have to redo a ton of stuff to get back to where I had been. Also, the particle effects on that title screen! Another thing I noticed: it's cool that you don't run out of energy on the first level, before the game has taught you that you need to care about energy; it's a nice touch. Great work!

Until There Was Nothing by dietzribi 2021-05-08T07:23:20Z

Neat. Hope you got something to eat :thumbsup: One small thing: that vertical bar indicating where the next dialogue would start is a really good idea; made me feel like I didn't have to stop every time new text appeared just in case there was another trigger too close.

The Deep Inferno by neonian 2021-05-08T17:28:58Z

Strong "Kingdom" vibes coming off this one! It's cool that the map layers change as you scroll down, nice touch. I also really like the background art for the battles, spooky red caverns and cracked stone everywhere, it reminds me of the nether from minecraft :thumbsup: The throw animation for the little guys is great, I love the sweat beads that fly off them.

I think it was a good idea to randomize most of the choices you have at campsites, but always keep the "hire a unit" option. Keeps things fresh. I love how all the spear guys throw in unison when you get a couple speed upgrades going, really helps sell the "me and THIS army" feeling.

Probably not relevant for a jam game, but fyi I played this on a 1920x1200 resolution monitor, and the edges are a little cropped (could only see 1 pixel of the r in "choose you(r) path").

I also got the "last boss not taking damage" issue; I had multiple accuracy upgrades, maybe the spears weren't aiming at the right spot? I dunno.

This is a super solid entry, nice work!

Depths of Darvaza by ghost-in-the-toast 2021-05-08T18:00:52Z

I don't have much to add to the praise from the other comments, great work! I do have a crash report: after descending from level 4 to level '????' I foolishly listened to the guy telling me to turn around and went back up the elevator instead of continuing. Then, after going through level 4 again and trying to use the elevator to level '????' a second time, I got this: Screenshot (6).png

Abyssal Lab by frankiesmileshow 2021-05-08T06:19:52Z

Killer art, as always! It's neat that you took the time to do 8 unique sprites for the turrets, I appreciate it! The seaweed sway, the way the radar dishes scan around, the shaking tops on the drills, it's very good. And the way bubbles of different sizes all bounce around as they rise, very cool. not to mention the enemy animations :thumbsup: good stuff! abyssal lab.png

Jupiter II by Wheffle 2021-05-08T06:38:12Z

I liked the variety of creatures to encounter, especially the pattern of "this might be dangerous, I have to actually look to find out" in the darker parts with the little chomper guys. I'm definitely planning to look through your source code to find out how you did the scanner ray, that's cool! Nice work :thumbsup:

Jupiter II by Wheffle 2021-05-10T19:51:13Z

@wheffle woah, that tutorial is something else, thanks! I didn't even know Line2D was a thing :laughing:

Freg, Fregg, and Freggy: The Last Band by Honest Dan 2021-05-08T07:48:52Z

the way melophobia shrivels up and shrinks away when defeated is amazing :laughing: I'm also a big fan of the way the sound plays during combat, are you unmuting/muting a different track for each character during their attack animation? As always, top notch art (the 2d illustrations & the 3d models & animations!) & quality voice acting. I'm a big sucker for puns, as far as I'm concerned Sister Anolga is the pinnacle of comedy. Nice work you guys! :thumbsup:

MINOTOAD by MarkoPoloDev 2021-04-26T18:06:12Z

@linus-lindberg Did the trapdoor not open in the final room? There's a pretty clear ending, sorry it didn't work properly :grimacing:

MINOTOAD by MarkoPoloDev 2021-05-11T07:04:48Z

@apg @huitre @felo07 @dragonzbw @echo-gameworks @fueelin @rngames @pijamar @wheffle Thanks everybody for the heads up about the hoplite issue, I think it's fixed. I've also added an 'easy mode' (toggle with 'p') if you missed out on the minotoad before and want to witness all it's toady glory.

MINOTOAD by MarkoPoloDev 2021-05-11T16:29:42Z

@rongo-matane did you do the tutorial? you have to kill all enemies before the hatch to the next floor opens. In the tutorial, you destroy a dummy enemy to open the hatch. There are three dummy enemies in that screenshot, you have to destroy them to open the hatch :thumbsup:

MINOTOAD by MarkoPoloDev 2021-05-11T19:20:27Z

@rongo-matane oops, that's another bug, sorry about that! if you skip the tutorial once, it never shows you the tutorial again (regardless of the ladder you take :grimacing:). As a workaround, if you restart the game / refresh the page, you should be able to actually see the tutorial. Thanks for letting me know!

Blub - Blub - Blub - I am drowning in this intelectual puddle. by ludrol 2021-05-08T16:50:34Z

I liked the different sound effects that played when grabbing tiles, slotting them into the grid, and pushing buttons, it's cool to see someone taking advantage of the sound aspect of ui feedback :thumbsup: The animated background looks cool, they way it starts with clouds and sinks deeper into the waves the further you go is a neat little detail!

Todd the Caver by Sam Bigos 2021-05-08T07:12:17Z

Very glad there was a reset button on hand, I accidentally jammed myself in here because I thought it was something I could interact with :laughing: Screenshot (3).png I love the way the skulls and bones just get thrown everywhere every time I landed in a pile, it reminded me of jumping into a ball pit as a kid :thumbsup: Those bridge physics also made for a lot of fun. Definitely a neat art style as well, the way the vision cone fades out (and changes color at the end!) Nice work!

LD50 — Delay the inevitable

Devil of Destiny by Fatsheep 2022-04-20T04:17:24Z

I decided to try a pacifist route:

2022-04-19 23_09_27-Devil of Destiny.png

Thank goodness he killed me before getting 10 stronger, that would have been scary!

The detail that went into the art and animations are great! And the character movement is better than some triple-a games I've played, kudos! If I had one suggestion, it would be to texture the arena, even if it's a really simple quick and dirty repeating pattern - I got disoriented a few times since I couldn't tell if I was moving on the flat brown ground. I like how the crosshairs is literally a cross, that's a nice detail. Good stuff!

The Lars Mission by Honest Dan 2022-04-21T18:37:25Z

Here I was, proud of getting 20 people out of there, and then I come to the comment section and see that people have almost doubled that :laughing: you all killed it as usual, great stuff! I really like the main menu scene with the two people being useless in the background while lars looks up with that quiet desperation that was his (and mine) primary emotion throughout the experience. The muffled voices coming from the suits are great, especially when things get a little hairy and people start panicking.

I always feel like there's a million little details that go into the games you make, and I try to notice as many as I can. Like the way the camera moves when you go to realign the radar dish; you didn't have to add that bit, but it makes the game better to see the dish actually moving. or the shiny copper texture on the sides of the cabinets holding the equipment, and the little light-up logos that show which piece of equipment goes where. or the way the medical plants actually look like succulents with the thickness of the leaves and the shiny-ness. or the way the sliders change color to tell you when you've hit the right spot. a million tiny little details, that really add up to aid that suspension of disbelief and make things more fun. Nice work!

The Lars Mission by Honest Dan 2022-04-21T18:44:45Z

@elysiagriffin After my 20-researcher run, to decompress I did a "pacifist" run where I avoided using missiles or letting people in, and just sat petting the lizard in the dark while waiting for the launch codes to compile. Much more meditative :laughing: :lizard: :lizard: :lizard: :lizard: :lizard: :lizard: :lizard: :lizard: :lizard: :lizard:

Prolonging the Party by MarkoPoloDev 2022-04-19T22:09:18Z

@ukulelefury glad you liked it! Thanks for the heads up about getting stuck in the walls. I've uploaded a new version that might reduce how often that happens :fingers_crossed: Did you fall through a floor or jump through a ceiling or punch through a wall? It didn't happen very often during development, I'm surprised you manged to pull it off multiple times :cold_sweat:

Prolonging the Party by MarkoPoloDev 2022-04-19T23:18:27Z

@ukulelefury okay, the change I made should prevent that :thumbsup: thanks for the qa help!

mote by KianaMosser 2022-04-19T19:18:17Z

plot summary: * Transient space rabbit almost fades out of existence, but eats light to survive. * Makes friends with a bunch of space blobs & space jellyfish. * What's not to love?

One of the blobs didn't talk back, and I was dismayed :laughing:

the footsteps / dash seemed a little loud to me, but overall the audio side of things is very nice! I love how there's a unique audio effect to go along with the unique visual elements. The final room where the music plays when you walk is a nice touch too. I dig the visual style, the rings of light that surround the start/end points are neat, lots of nice contrasting eye candy throughout. Well done!

Meteor Power by UkuleleFury 2022-04-19T23:15:47Z

2022-04-19 17_50_59-Meteor Power by Levi — Mozilla Firefox.png

holy cow, this one's going in the bookmarks for me to dissect later! It's got it all: rope physics, rts elements, and 2d platformer pathfinding for goodness' sake! I also had the "bot leaps off to explore the great unknown" in level 2. I don't have any criticisms you haven't already heard. I really like the shine animation on powered solar panels, that's a nice touch! The bot animations help quite a bit to make them feel more alive and active. It's a nice little thing that if you're lucky they can block asteroids with their bodies as they jump around. The feeling of playing this game is nice, it's fun to lean back and watch a bunch of busy bots running around tripping over wires and themselves.

2022-04-19 18_00_24-Meteor Power by Levi — Mozilla Firefox.png

Definitely something to be proud of, especially in a compo setting! Nice work!

Wildfire by LaserPanzerWal 2022-04-20T00:47:13Z

The radio chatter sound in the background made me feel a lot less like a floating eyeball in the sky and more like I was in a control room giving orders; it's a nice touch! I too think a speed control would be nice, especially on the first level. Really enjoyed level 4, the bulldozers add a whole other layer of strategy to things! The firetruck water-spraying animations are nice, i like the flashing vehicle lights, and of course the fire effect is great. The art style as a whole is very cohesive, and the game is very clear about what's on fire, what's not, who's evacuated, who isn't, etc. etc. Very readable gameplay :thumbsup: Nice work!

Defend 'till the end by kjscott 2022-04-19T20:05:19Z

2022-04-19 14_51_31-Defend 'till the end _ LD50 Casual Extra by Kieron Scott — Mozilla Firefox.png

The clouds are really nice! I love how they match the color of their shadow to whatever they're drifting over! I also dig the variety in asteroids, it's nice to not be shooting the same rock every time. Not sure how hard it is to do pitch bend with pico8, but the missle-shooting sfx got a little repetitive, and even just randomizing the starting pitch a little bit would help a lot. I really like the visual effects: missile trails, astroid explosions, etc. all very nice! It's especially cool that when a meteorite hits a continent, after the meteorite explosion fades (which is also a cool effect) the continent is destroyed and there's a giant lake there now. The planet having its own gravity well is also sweet, it's neat that sometimes asteroids get slingshotted away. Nice game, Well done!

Embers by andrewkennedy 2022-04-19T19:44:08Z

Does the game keep the entire grid loaded at the same time? I went looking for the edge of the map, but never experienced any hint of a performance issue (I didn't find the edge of the map, either, though I went in a straight line for some 500 tiles). I thought the game had frozen at the end, but eventually the tiles caught up and I got the score :thumbsup: The flipping tiles look cool, I also like the way the fire flares up when you drop logs on it. It feels nice to keep coming back to drop off bigger and bigger loads of wood. Nice work!

2022-04-19 14_38_03-LD50.png

Fate's Flower by Prismapunch 2022-04-20T03:56:06Z

Neat blend of 2d/3d art assets! I like the glow from the flowers/torches/chandeliers (and the animated candle flame is a nice detail). the atmosphere in general is nice and spooky w/ the tattered cloth drapes and little drains in the brick walls. It's nice that there's no confusion - the enemies and player stand out well, I never lost track of where I was on the screen.

LD41 — Combine 2 Incompatible Genres

Lucky Towers! by FormalCloud 2018-04-24T17:44:16Z

I might have gotten a bit carried away :smile: The game started to lag a lot for me, I was kind of bummed I couldn't push to the point where enemies started threatening me again :P

take 1_small.gif

Sudoku Junction by selfsame 2018-04-24T00:43:29Z

* The frog is awesome: "It's a studio apartement... welcom- welcome home" :D * I accidentally fell out of the apartment by walking towards the camera, not sure if that's intended or not. * "2014 Hondola Drivera with 148,000 miles" :smile: * Lots of null reference exceptions, trying to work at the factory didn't do anything =( * random city dwellers with cat / penguin heads :thumbsup: * walking is very slow :( * I love how you can just push your coworkers around :D * Low-key music is nice, never really got annoying :thumbsup:

quirky and humorous. Well done!

Alida of Arx by jsmars 2018-04-29T23:21:15Z

* Half the fun of these games is finding what the main character has to say about random things. I think my favorite was "I am NOT putting a dead fish in my pocket" followed by "That window must be expensive" :smile: * Some of the title text is cut off on my 1920x1200 monitor; Consider letterboxing instead of filling? * Mrs. Wolf, Mr. Wolf, four sons, one daughter: that adds up to seven, doesn't it? I feel like I must be really bad at riddles :smile: * I thought the first hint for the spell the ancestor gives you was to swap the first and last parts, like Lugi's instructions on the summoning spell :slight_frown: * The art style was great, it was like a king's quest game made by studio ghibli :thumbsup: * I got two endings; is there a third? I want to know what's behind the locked door! :smile:

Thanks for making this game!

BunkerDefense by UnlikelyNomad 2018-04-25T04:43:40Z

* Game definitely made me feel like I was a real hacker defending a core from security guard/zombies while I stole billions in trade secrets / blackmail material :smile: * keyboard sounds are great, not too obnoxious, definitely add to the mood * I wish there was a way to know how much each turret would cost to upgrade just by looking at it. Some sort of status / monitor indicator would make it easier for me to avoid upgrading turrets that are already high level when I want to upgrade low-power ones first. * the multiple cameras / multiple corridors idea is great, not too confusing (like if there were multiple angles of some area and I had to figure out which hallways went where) and not too boring (a single hallway). definitely adds a sense of "I need to constantly be monitoring everything" which adds to the l335 haxxor experience :D * It was frustrating that once a hallway started to fall behind, there was nothing I could do - sending a drone out to upgrade / place more turrets just wasted materials since it was instantly destroyed :( * There's a couple dimensions or strategies to explore that make theorycrafting interesting: should I build multiple drones to reduce travel time to get to a turret to upgrade? lots of weak turrets or a few strong ones?

bunker_defense_high_score.png

I was not expecting it, but this is probably the most fun game I've played this jam. Nice work!

Demon Trials by saucygames 2018-04-29T01:30:14Z

* UI is nice; simple and easy to understand. * I also liked the cloud particle effects :thumbsup: * I feel like a map or an arrow or even some kind of landmarks would help, since I was constantly lost and going to fast to care about figuring out where I was. * Lighting is nice, and enemies / blood vial things stand out very visibly against the level :thumbsup: * I fell out of the map a few times when hitting a wall at top speed =\ * The fountains were a neat little feature, would feel cool to drift around them getting all the vials if I could pull it off :smile:

Thanks for making this game!

Rude Bear Rogueolution by alexrose 2018-04-24T16:01:28Z

* Jams pumped ✓ * Fly Dabs ✓ * Fresh Beats ✓

Enemy design was pretty phenomenal, tambourine crabs mvp.

I wish the help text had been on a background, it was hard to read what with the letters dancing around and all.

Final boss was as dope as promised :thumbsup:

Was kind of hard to know if my attacks were doing anything to enemies, more visual/audio feedback would help.

Piano key spikes on the pits was a good way to communicate their dangerous-ness.

Floor decorations were pretty sweet, not overwhelming or distracting. I also liked the floor arrows subtly letting me know where to head next.

Thanks for making this game!

Snowy by broken-matrix 2018-04-25T04:00:34Z

* I've got a confession to make, I've only read half of the first sentence of that backstory :D * swinging around is a lot of fun, clicking from rock to rock combined with the first person perspective is a super cool mechanic that I found to be very intuitive :thumbsup: * It was surprising that holding forward while hanging and pressing space sent me flying backwards, away from where I wanted to go. It would be neat if space just cancelled the grappling hook instead of pulling you towards the anchor point. * I like the big, empty sky setup, it was very easy to keep track of the rocks and figure out my next move. * The bounding box highlights on whatever rock the cursor was over made it clear when I was clicking on the right thing and when I was not. I think I would have gotten very frustrated very quickly if I hadn't known whether the rock was my sights correctly or not. * That said, it would be nice if there was an indicator of whether or not a rock was in range for grappling. Maybe turn the indicator a different color or have it jitter or something? I dunno. * I'm so glad the rocks are actual models instead of cubes, they definitely add to the visual interest of the scene, even if they are just rocks floating in space :P

Thanks for making this game!

FishOut by auxC 2018-04-25T00:38:18Z

* The mines are a nice touch, adds another kind of strategy to a neck & neck race :thumbsup: * elevator music helps add the chill vibes that accompany fishing in a nuclear wasteland :smile: * I think a parallax background would help sell that "enormous wasteland" feel. * The "map" that shows how close each of you are to the finish line is good, definitely helps player know when progress is made (or lost) * the art is great, the giant piles of garbage and bug-eyed fish definitely give the game a quirky lightheartedness :D

RPGs Done Quick by rhythmlynx 2018-04-24T01:26:11Z

rpg_speedrun_victory.png

And here I was so proud of myself. Makes me feel just like a real speedrunner, never as good as the pros :smile:

Well done!

Thrust Vector by pogo 2018-04-29T01:06:25Z

* I love the smooth shading on the background rocks, really means they aren't visually distracting compared with the more detailed ships :thumbsup: also the depth of field / blur effect is great! * The mechanics are simple and intuitive. * I'm glad I don't move on a grid like the enemies, that would not be nearly as interesting. * I'm glad the enemies broadcast their moves clearly. * I'm glad the player ship doesn't collide with enemy ships. * I'm glad there's no actual fighting involved, just kiting.

All this together really focuses the gameplay onto this one mechanic of controlling the thrusters, which is super fun. * It's really neat how different combinations of thrusters can be used in different situations to do different things based on what happened last turn. yay mechanic depth! * The grid highlights are neat, helps me plan moves and keep track of the "battleship" aspect of things. I wish I could see where the out-of-bounds were before I get close to them, though. * The predictive path that shows where I'll go with the current thruster set up is incredibly useful, lets the player experiment and learn without consequences when things aren't quite as expected. However, the hologram thing does seem to go a bit farther than the actual ship does, which might be frustrating when trying to plan precise maneuvers. * I did find what I'm assuming is a bug where I ended my turn in a space that had been a danger zone, but had just cleared, and I lost anyway: thrust_vector.png

I have never felt more like a rebel trying to escape from the space cops, it's like elite dangerous meets grand theft auto :smile: Well done!

Thrust Vector by pogo 2018-04-29T01:09:13Z

Also, the "PogoUK" twitter link in your team section is broken, should that be "RoloPogo" instead?

MULLIGUN by those-30-ninjas 2018-04-29T22:24:17Z

* Spinning heart for health is a nice touch * Controls are pretty straightforward, although I kept pressing the wrong button between E and Q * The mimics scare the heck out of me every time :smile: * I think a bit more information about the deck would be nice: how many cards? What's in the deck at the moment? should I shred this card? Where are the health pack cards hiding?! * Sometimes the enemies phase through walls, which is a bit immersion-breaking :slight_frown: * I loved the variation in floor and wall panels, very glad it's not all the same texture :thumbsup: * I love how the "Shred?" text gets shredded. * there's a sightline in the last level through a couple of partially open doors through which I could see the exit; very helpful for keeping my orientation! * Music was very good, crunchy vibes fit the art and didn't get annoying on repetition. * I beat the game with one health left, so the difficulty must've been right for me :smile:

Thanks for making this game!

Cocaine McBain - A Farm Rush Adventure by Goat Toaster Games 2018-04-24T15:16:03Z

Loved this take on the theme: infinite runner meets farming simulator :smile:

I struggled a bit with the controls, then gave up and just mashed a and d constantly.

Graphics are spot on, I love the hills in the background! One thing did throw me off, though, the parallax grass between the ground and the fence doesn't seem to be moving at the correct rate - maybe put it behind the fence, or have it move at a rate between the ground's and the fence's rate?

I hit a lot of crates at first, especially at the slower speed of the first level. Having to start over seems a bit harsh, maybe some other punishment? how about speeding up the game significantly every time you hit a crate? start hallucinating after too many hits to the cranium? I dunno.

I love the animals' expressions, too. Those cows never knew what hit them :smile:

Medieval Comedy DefJam : Heckler Edition by kyperbelt 2018-04-27T14:19:29Z

Playing the mac build, the enemies never actually said jokes, just what looked like error messages:

* [NotFound: Wizard-interrupt-dwarf] * [NotFound: Wizard-comeback-dwarf]

and other things like that. Not sure that's intentional =\

Neon Space by SMILEY_4_ 2018-04-24T00:20:22Z

* I really like the line indicating that there's still some connection between ship and bomb before detonation. * Other people have mentioned the strange input lag; It would be nice to have some indication (user ship glows, small beep, etc.) that user input had been recognized to prevent people like me from inputting two moves in a row accidentally because I didn't think the first had registered. * I like how you can crash into other ships, even if it damages you! :D * the background white noise/snow adds a sense of depth to the screen :thumbsup: * It's a bit strange that the energy counter ticks up on the enemies' turn, seems like it would make more sense to have it be as a result of player movement rather than as a result of enemy movement. * I like the pink -> green background gradient to contrast the green player that stays mostly on the left side and the green enemies that stay mostly on the right side. * I wish I could drop multiple bombs. I want to explore the strategy of turning the whole place into a minefield :D * screen shake is :thumbsup:

Well done!

Midnight pulse by Szekeres Szabolcs 2018-04-30T01:22:25Z

You guys really put together a nice game!

I think other people have pretty much covered it about checkpoint complaints and gorgeous visuals :smile: reminds me a bit of Thumper :thumbsup:

One thing: at the very beginning, if I timed the jump just a smidge too early, the ball would stick on the corner of the next platform and wouldn't move for a few seconds before going on. didn't happen very often, but if I tried for it I could get it once in a while. Makes me wonder if there's other places to "stall" the ball and get free points :smiling_imp:

Thanks for making this game!

Stirfry's Rhythm Rave by joltjab 2018-04-24T14:56:37Z

Nice job with the art!

Music is very good as well, it's good to have that predictable drum kick in rhythm games :thumbsup:

I'm not sure if I'm totally inept at rhythm games or there's some input lag on my keyboard, but I never figured out how to consistently get boosts :(

Stirfry's Rhythm Rave by joltjab 2018-04-24T15:21:56Z

Oh! Also there were some strange visual artifacts that I've seen before in pixel-art games that use some sort of tiling system. Not sure if gamemaker has a "perfect pixel" mode for 2d rendering, but another option to try might be to make the background tiles a pixel bigger than they have to be.

stirfry artifacts.png

Honest Dan's Trout by Honest Dan 2018-04-25T00:03:51Z

Glad this came together! It'd be neat if the leaderboard was accessible from a web browser, more convenient for me to defend my 2nd place title :smile:

Honest Dan's Trout by Honest Dan 2018-04-25T00:32:12Z

@Honest Dan Sorry, I don't mean the web version of the game, I just want to see the leaderboards without starting up the game and losing a round. Looking at dreamlo, seems like there's a public version you can post a link to, something like http://dreamlo.com/lb/public_url_thingy/json-asc ? Not sure that's possible, just a hope :thumbsup:

The Fish and the Furious by Relsqui 2018-04-27T00:52:00Z

hard mode, best I could do =\

screnshottt.png

Nice game!

Slime Battle Royale by ManBeardGames 2018-04-24T01:00:51Z

* The messages are great. I was not expecting to be notified when enemies started dying to poison :D * Sometimes I would get punished for not deciding a move almost immediately after another move. It would be nice to have some timer indicating how long remained to choose my attack. * I must be really bad at rps, since I was down 100 health after duelling only three enemies :smile: * the RPS sound effects are nice, I like how the different combinations all had different sounds.

This is easily the most hilarious take on the theme I've seen or heard about. Well done!

Crux Swarm by MarkoPoloDev 2018-04-23T22:24:21Z

@selfsame > Didn’t see the theme’s combination of genres

My reasoning is * metroidvania -> explore, find powerups * tower defense -> defend from waves of enemies using towers

I struggled a lot at the beginning trying to come up with something, best I could do =\

@James Dunlap > would have been nice to know what my limit was on each kind of weapon and how many I had so that I would know when placing one would erase one I already had

Yeah, definitely something I would add. I counted on players trying to place as many as possible as soon as they found one, but apparently only I do that :D

> I did experience a weird issue where after playing for a while, I got very slow

Full disclosure, I've not played it for more than like 10 minutes straight, so there could easily be some weird lag issues. Sorry about that :(

@JavaSaurus @Nerzal @Angelbait Thanks! :D

Crux Swarm by MarkoPoloDev 2018-04-25T02:17:55Z

@joqlepecheur

> I appreciate arrow keys

Sorry about that, I hadn't even thought of non-qwerty layouts :slight_frown:

> I didn’t find a way to erase a turret

Yeah, there's not a way currently :\ I think it would be better to have an easy-to-see "turret inventory" and then when the player hits the limit prevent them from placing new turrets until they've deconstructed old ones. Sort of force them to go hunting for unnecessary resources they can repurpose.

> Good job :)

Thanks! :smile:

@Johnny Turbo

> unique mood, good use of a simple color palette

I wasn't sure if it would push people away, glad it appeals :D

> tower limit

Yeah, similar to above, tower usage wasn't totally clear; I've also had people complain about not being able to find the cores they were losing, so I think some kind of map or directional guidance might also be in order.

> movement bug: not able to move up

I've heard a few people mention movement issues, I'll see if I can hunt it down.

Thanks for the feedback!

@lautregars

> I personally had fun

Perfect, that's what I was going for :smile: Thanks for playing!

Crux Swarm by MarkoPoloDev 2018-04-27T07:15:06Z

One quick note: Thanks to @rebecca-kremer 's stream, a bug was discovered that more or less soft-locked the game. It's been fixed. If you were finding the game particularly unbeatable before, you might be able to finish it now. Sorry about that :frowning2:

Red Rock Harvest by popcorn_hat 2018-04-27T14:06:16Z

Maybe I'm missing something obvious, but I can't find your linux or mac executables. Are they hidden on the itch page or something?

Red Rock Harvest by popcorn_hat 2018-04-27T14:33:46Z

@popcorn-hat got it, thanks!

I am getting a "not optimized for your mac" warning that looks like it's a complaint about the lack of 64-bit: https://support.apple.com/en-us/HT208436

I can still play the game, though :thumbsup: although my laptop doesn't seem to be able to handle it very well :smile:

On The Fly by qkjosh 2018-04-27T03:45:31Z

Probably nothing here you didn't know already:

* The rotating skybox constantly transitioning through time of day combined with the changing atmospheric effects to give a slightly surreal feel to the whole thing; reminds me of a lot of Ferry Halim's orisinal flash games :thumbsup: * The neck craning animation is a bit strange, seems like it might be better to have the entire body move / stretch / etc. I have no idea if skeleton animation is doable within the time frame of a jam, so maybe this is unrealistic =\ * better grass than a skyrim mod :smile: * it was kind of difficult to see floating obstacles coming, so it would be pretty frustrating if colliding with them had significant consequences.

Not sure if sound effects are relevant, but: * I think it was a good decision to make the "eat bug" sound a water drop instead of like a chomp or something more abrasive. * that metallic clink from the pot hitting things is very good.

Tactical Hydra by MacDoom 2018-04-29T00:22:13Z

* hydra art was neat. I liked the lack of necks :thumbsup: * I wish there was a way to just go forwards, I didn't really get the hang of steering (or aiming, for that matter :smile:) * The UI is very clean, I think it's well laid out. The little spinning hourglass to show that time was passing is a nice touch. The gun charge and cloak available indicators are very useful!

Nice game!

Escape the JoJaTo Hack & Slash Room by Nerzal 2018-04-23T23:53:37Z

Neat! I like how you can zoom out to get a bird's eye view of the bear carnage :smile: There was some strange behavior with movement - moving left and right felt much slower than moving up/down or diagonally, not sure if that's intentional or not. The giant bear spawner is also a nice touch. Well done!