Arachnid Escape by Kenny G 2011-08-24T10:53:00
I could get to 240, using the hug wall technique, but after that, the web seemed to stop working. :( Switching walls is quite inaccurate. Playable, but needs some more work.
Foon → Ludum Dare Explorer → Users → marudziik
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Sacred Bleorgan Artifacts | compo | 138 | 3.50 | 3.26 | 3.22 | 3.85 | 3.54 | 3.36 | 3.38 | 3.44 | |||
| 2025 | 58 | Collector | Corpse Collector | jam | 467 | 3.41 | 3.16 | 3.33 | 3.62 | 3.85 | 3.23 | 3.17 | 3.46 | |||
| 2025 | 57 | Depths | Hyperspacedive | jam | 526 | 3.43 | 3.53 | 3.11 | 3.06 | 3.77 | 3.24 | 2.20 | 3.38 | |||
| 2015 | 33 | You are the Monster | Save the Monster! | compo | 540 | 3.04 | 3.11 | 3.44 | 3.85 | 2.96 | 2.95 | 3.08 | 47 | |||
| 2015 | 32 | An Unconventional Weapon | Mortal Insult (unfinished) | jam | ||||||||||||
| 2014 | 30 | Connected Worlds | Mage's Tower | jam | 312 | 3.32 | 3.00 | 2.68 | 3.07 | 2.84 | 3.14 | 3.17 | 46 | |||
| 2012 | 25 | You are the Villain | The Hunt | jam | 266 | 2.60 | 2.65 | 1.80 | 3.15 | 2.95 | 2.24 | 2.88 | 2.75 | 37 | ||
| 2012 | 24 | Evolution | Meow for MUTATION! | compo | 261 | 3.17 | 2.69 | 3.58 | 4.25 | 3.20 | 3.02 | 3.53 | 3.04 | 100 | ||
| 2012 | 23 | Tiny World | Synthesis | compo | 335 | 3.14 | 2.59 | 3.70 | 3.22 | 2.75 | 3.05 | 2.24 | 2.59 | 100 | ||
| 2011 | 22 | Alone | Someone To Love | compo | 219 | 2.95 | 2.34 | 2.61 | 3.76 | 3.02 | 3.25 | 2.42 | 3.55 | 3.52 | 100 | |
| 2011 | 21 | Escape | EscApe | compo | 88 | 3.38 | 3.30 | 3.34 | 3.32 | 3.41 | 2.68 | 3.11 | 3.96 | 45 |
I could get to 240, using the hug wall technique, but after that, the web seemed to stop working. :( Switching walls is quite inaccurate. Playable, but needs some more work.
I really like the design and music. Congrats!
This is a very nice entry! I got to level 3, liked the story very much. Rotating tower looks impressive.
Around 1500 score for me. I like it. Looks very nice and the mechanics (besides maybe falling off the track) are quite nice. Audio could be less repetitive. Fine game!
I can see why this could be an interesting game, but without any gameplay whatsoever there isn't much to rate. Sadly, I must agree with @Shigor that this isn't exactly a prototype (from Wikipedia, "a prototype is an incomplete version of software, built so users can experience some of the proposed features or properties"). There is very little to experience here, besides the (very general) idea. I'd like to see it finished, but for now it's impossible to even tell if this is going to be playable at all.
If you're aiming for the Jam, definitely bring some friends next time, this should really speed up the development. Well, try again.
This reminds me a little of some old games with digitalized photos (e.g. http://www.youtube.com/watch?v=K6m7bYlGPq4 ). I like the atmosphere, but painted parts are... well, just bad. Especially compared to the rest, which is cool (a pity it's so short). Not bad!
The game is pretty nice, although some audio would definitely make it better. Fun to play anyway!
I really liked this one, especially physics-wise. Randomly generated levels are also fun, too.
Being able to set a different seed (thru some config file or so would be enough) would be a plus, as well as audio, but it's a great game anyway!
Controls feel a little slippery, but I managed to beat it. Twice. :] I like the look and feel, graphics are very consistent, audio is... well, awesome. A very nice entry, and damn, I don't really see any flaws! One can even use the delayed tiles explosion to travel faster through parts of the level and I'm quite sure it's an intended feature.
I definitely would like to play all "other levels". :)
Very good game, although controls might be a little more responsive, game could be played faster then. Nevertheless, this is really good. Congrats!
It isn't that bad, but there's no difficulty at all. Maybe this could be fixed by a simple solution, like adding a timer for every level? Other than that, it has some potential.
@demonpants Most of the time because py2exe isn't all that great.
But in this case... Sorry, I'm using Python myself for work and after some time wasted on getting all dependencies to work, I decided to move on. This isn't a Python/PyGame competition, there should be at least some info on what to get to make this work.
I like almost everything about that game - it has very good controls, flying mechanics are fine, it's very intuitive and the graphics... Wow. I mean, simple yet creepy in design. Some disturbing audio would make this even better!
The only gripe I might have is that some tiles in the level are messed up (i.e. have different orientation that they should've had), the level itself is quite long and the game's quite short and easy. These are however very insignificant problems.
A fine, fine entry indeed!
Nice entry. I've played long enough to find a bug: when I get as far as the next gate, I can go back and die, then press right - I'll start from the next checkpoint, even if I didn't get the key. :) I can also jump over spikes with no consequence (this could actually be a feature).
Event-based escaping from traps seems very innovative. Great look and feel.
It should be obvious now that I really liked the game. :)
Very nice graphics - music is a bit annoying, but the game is really good. I'd kinda would like to know what were your influences: any games like this, or is it Logo after all?
I'd really like to see this idea developed into something more difficult, as the puzzles were pretty easy. Other than that, this is a very good entry.
Yeah, the idea alone, roguelike plus a rhythm game, is awesome. Simple but with some strategy, and very original.
I feel like there should be some penalty for waiting too long, though. Other than that, I like this one very much!
There's definitely some gameplay involved, but not much of a game. Just like you warned - it's unfinished and feels unfinished, but not that far from the end. It's not clear that player needs to click on the ceiling tiles to use the grappling hook. Once I figured that out, the game was too easy. Sometimes the boulder behind me would slow down for no apparent reason. It's not a bad start for a game, but needs some polish.
Monkey Island reference? Hell yeah! :D Awesome entry, liked this one very much.
I've had some framerate issues (drops here and there), but it's playable (this might be Firefox-only issue). I've made as far as 11821.98 meters, but with no jumping (which should be encouraged because it looks and feels cool!). Really nice game.
@Jedi
What you probably didn't notice is that when an orange bear sees you, he gets a question mark over his head. In your next move, if he still sees you, he has an exclamation mark over him. On the next move - if he still sees you, you'll die. If he doesn't see you, he will try to follow you. You need to use this following mechanic to your advantage.
The game is almost too simple when you know that, but no ingame instructions and explaining the rules whatsoever makes it unnecessarily difficult. Graphics are fine, although camera movement needs some tweaking. This could be a nice puzzle game for kids.
Surprisingly difficult, but also soo much fun! Very nice, polished little gem. Congrats!
A pity there's only one level. Btw. I could just pass by every guard without shooting up until the last one, which I gunned down. High walls make some enemies difficult to see. The game is unpolished, but not that bad, actually. Congrats!
Fantastic work for a 48 hour entry. I absolutely love the music. I'd definitely would like to see more features, but only because I can't get enough of it, it's not like the game's lacking anything. Awesome.
The game is pretty fun, but quite unforgiving. A mistake gets you way back, but I like that. If only I could do something with my mouse cursor (Win7 keeps showing other windows when the cursor happens to hover over them). Good game!
Simple gameplay is very good, but the framerate drops artificially raise the difficulty (some optimization, perhaps?). I like the idea and the sounds - however, this simple gameplay could easily be expanded into something much better (eg. really 'drawing' walls, not just placing blocks, or introducing different types of blocks).
There's a flaw that may seem not important, but I would cling to it - the blocks have rounded edges. I fail to understand why, as this makes harder to see where the ball collides with a block, and it does collide with it anyway, just as if it didn't have rounded edges. The ball bounces always with an angle of 90 degrees, and physics-wise there's not really that much to see here, so why complicate things with eye-candies? :)
Other than that, it's a fine entry and I've found it surprisingly fun to play.
Walking sound shouldn't be played mid-air, and in general the audio isn't that great. Also, at first it isn't clear that player has to jump off the walls but levels seem to raise difficulty rather slowly.
It's a fine entry - perhaps a little too short, and it's only /horrible/ flaw is the lack of an executable. Not everyone's keen on installing stuff to run a game, no matter how hot'n'awesome the stuff is. So next time:
http://love2d.org/wiki/Game_Distribution
Other than that, as I've said before, it's a fine entry, with a proper ending and all.
Win7 64bit Firefox 6.0.1, works damn fine! The story is really great, I just couldn't exit until the last messages ("Mary: Glad that's sorted out.") - however, I managed to get everything but the fake ID. It's a very good idea though, very similar to "Digital - A Love Story" by Christine Love (a great indie game from 2010), and that game was highly praised, as far as I can remember.
I'm gonna be different than other people on the flaws, as I don't mind the slow speed of text and I think the story makes it worthwhile. The game has a little "artsy" feel to it, but it's actually entertaining (and this feat isn't that common in this "genre").
So, to sum up, it's a really nice entry!
The graphics are not bad, idea is fine and catching mechanic seems to work well. Other than that, I must agree with others that the game needs some more variety. Maybe the prisoners could escape after some time of being tied up, or could hurt the main character when touching him? Nice entry and it does have some potential - worth working some more on it.
@kevglass: read the instructions! :)
It's quite a good entry. Too bad I got stuck at one moment in a blue rectangle, but this was a little my fault (I drove myself into it in such a way that firing hooks seemed impossible). Good game though.
The game is awesome, no flaws here. Too short and not very innovative in terms of gameplay, but that's not a real problem. However, I don't see the source anywhere.
Cool game, funny with great tripping effects, but kinda repetitive. I figured jumping behind the doctors would help, as one can hit them once before they turn back, but this doesn't help much. Nevertheless , it's quite good!
This is a very nice, complete game. There are only 2 flaws: lack of audio and that it's too short! I want more!
Played it, love the idea, but balance is an issue. Generally I agree with what @wbobeirne said. I don't mind graphics and audio isn't that bad either (although after some time it can be a little frustrating). It's a fine entry!
A very interesting idea indeed. At first it was a little confusing, because I kept going straight and found a guard, but when I figured to turn to the corridor on the right, it was all fun. I agree with FireSlash on his/her thought - also, the view could be a little wider: I usually kept turning one field too early. But it's fun, and quite an accomplishment, using WebGL! Congrats!
Using CA is a nice touch - you definitely have a big plus for having interesting physics in your game (although I wouldn't recommend thinking of CAs as physics models per se). There seems to be a little /graphics-connected/ inconsistency when lava is falling down to one spot - it doesn't fill the tile, like it would do when spreading horizontally, just changes it's opacity. I didn't look into it though - perhaps it's a limitation of the model. Anyway, I've seen similar mechanics in a few games, but I think it's fairly innovative for a LD Compo.
The game is pretty unforgiving and fast-paced, but it does restart at the beginning of current level and there are unlimited continues, so the difficulty seems reasonably balanced in my opinion. It's hard, but retro-style hard, which is more than acceptable.
Humorous comments of the main character are really great, and music is also pretty neat, btw.
Oh yes, this is a very, very good entry.
This is a very good view on how a stealth game could look, although a little unpolished. I like the reality of the concept (like, I cannot see bad guys when I'm trying to hide behind the corner) and the field of view seems better than in other entries using this mechanic. I love the sounds.
Could use some audio, but it certainly isn't that bad for a 60% job. Controls are a little too slippery (in post compo version much better), but there are no real problems. Loved death animation, but starting every time at the beginning wasn't that fun. Other than that - nothing better than watching those silly natives fall down to their deaths, when I'm just standing safely on a platform.
This could be a very good game when finished.
11 hours of work - well, it's not that bad, I think. I actually like the gameplay (and that I can jump very precisely; having boxes as characters helps here greatly), but it does need some variety - this you already know. More enemies, jumping ones or stuff and so on. I've seen unplayable jam entries, so if this was done in 11 hours, it's definitely a fine entry.
Very nice, consistent graphics, but yeah, the game is too short. Of course complaining that it's too short only means that the game is also playable and fun. :) Very good entry.
Everything looks polished. Sound would make this something nearly perfect. There should be some indication when hitting a wall is fatal. Other than that, awesome.
Good game, although I agree with Shigor on the balance statement. Could use a little more strategy, but nice anyway. Graphics and sounds are quite nice, btw.
Really nice entry, although a bit hard and unforgiving (monkey slides down quite fast so when there are spikes on both sides, sometimes it's hard to see when to jump). Music is super-awesome.
Very good game. Simple, yet with interesting mechanics. Controls are perfect.
I've seen some similar-ish games on this LD, but this idea feels more complete (there's a clear goal). I like the graphics, but the game is quite buggy - but others wrote about this already. I feel that the game would be better if there would be an alternative to typing the same commands over and over - perhaps a command history would do (like, up arrow would type in the last command, or pressing tab would complete it), just like in real command lines, or maybe some buttons to click? I had rough time especially with 'disconnect' command - it pains to write this every time.
Other than that, the game is pretty innovative and if the issues brought up here got fixed, I'd definitely would like to see this idea expanded.
Quite easy, but I'll admit it was somewhat clever (my first thought was to look for ascii codes, but then I noticed the same thing as Matthias). I don't mind short games, but there's not much of a game here. Sure, one has to interact with it to "escape", but it's not really fun, it's not really gameplay per se.
Also, I feel that there should be some kind of an in-game hint for those who don't get it at first, shown after some time. Well, I finished it, so it's not that bad, but could be a little deeper. :)
Physics seemed a bit off (too slippery for a platformer, explosions increased speed only for a small distance, which felt awkward) and every time I slipped from a block and ended up with wall on my side, I got stuck. Other than that, these aren't major flaws. It's a fine first entry - I like the graphics and the explosion concept.
Sadly, this doesn't work for me (Win7 64bit). Running for the first time, I got to the title screen, could hear the music (nice tune), but after that everything flickered (like, changing resolution back and forth) and the program crashed. After that, program crashed even before showing the title screen.
Gonna try on some virtual machines or my laptop later (as for now I can see your sprites and it seems like being worth checking out). :/
God game, quite a few levels, there's audio and decent graphics. And it's fun, on top of that! What would I want more? Congrats!
I actually found the mechanics quite balanced, with mana fountains and all - I didn't really have any problems with having the right amount. I think this is a very good game for a 48h competition. Graphics are quite nice (maybe a little small, but it's not really that much of a problem), and the game feels very much complete. It's an interesting exploration of RTS genre, and quite addicting too (I spent like 45-60 mins. playing).
I feel like this is a finished product, and a really good one.
Very funny ending! I like the simple idea with a twist! Congrats!
Devs, I think copying the executable and any dynamic assets should work, as long as the computer running your game has XNA redistributables installed, possibly some other dynamic libraries which you're using.
The game is pretty neat, especially the music. Gameplay is fine, but many times I stumbled onto situation where needed to jump on a platform above which there was the flying enemy - sometimes (without purple colour especially) this is just impossible. Also, there's no in-game indication that
a) you can kill enemies by jumping on them,
b) what does changing colour mean.
I mean, for some of the colours you can see that right from the start, while for others I still have no idea. Purple power-up (jumping high) feels overpowered.
Enough! Having written all of this, know that I think that this is a very good entry and a very decent game, even if not developed any further. The only serious flaw I could pick on is the installer.
Concept is fine, but the execution somewhat lacking. Physics of the gravity-pull behave quite strange, at least under Firefox - I'm gonna try chrome later. I guess that's the beauty and the curse of JS.
On the other hand, this is quite a good entry, with decent graphics and background music, so it's fine by me. Congrats!
I also like the concept, audio and graphics are really nice, but there is something weird about the controls, that makes the game a little too frustrating for me (there's a part where I cannot gain enough distance with swings, which I suppose is the way it should work, at least when strings are involved). This is, however, a minor problem, and easily fixable.
Also, stable checkpoints would be nice. :)
Vector graphics in retro style FTW! I like the game very much - it's hard in a good way, its fun, and it feels complete. Congrats!
Awesome entry. It's hard to write anything more - there are quite a few levels, graphics are really nice, audio is fine too. Game is pretty unforgiving, but I don't really mind: it's fun to play anyway. Great work!
Game is fun, but terribly short. A decent first entry.
Very clever, but it did take me a while to get what I'm supposed to do. :)
Everything worked fine (Win7 64bit), but the game does need some polish. I mean, why WSAD controls when not using mouse in any way? I'd much prefer arrows.
The game feels a little repetitive, and as it's not possible to avoid the unending stream of what I assume to be bullets, coming from the offscreen, to the right, one can only constantly spam space and shift to survive. I didn't notice any penalty for using shift too often (HPs are refilled as long as there's even a small amount of materials), and laser overheating can easily be avoided by constantly spamming space. The graphics are fine, and the gameplay is okay, but this could use a little more creative thinking.
Theme-wise, although I like that the title is an anagram to "escape" (actually very clever!), this does seem like a yet another space shooter.
Other than that, I think the game is fine, especially because it's quite decent for a first LD Jam and feels quite complete.
Nice game, but I think what you did there is even better. Involving your kid in game creation process is sooo cool, I just wanna go and make myself a kid right now! ;P Congrats!
This is probably too hard for me (a pity that there's no control over how high, and thus how far, can one jump), but I like the idea. The world falling apart is a nice touch.
398.2, beat this! :P Nice game, although a sound effect when a chasing squirrel jumps at the player would be great.
Interesting concept, but a little too random. Spamming spacebar feels a little tedious, but the game isn't that bad, especially considering it's a first time entry.
My end score was 52/1/1920 so it's definitely winnable, but I feel it's quite random when having high speed (from about 130-150km/h). I liked the graphics, music, and warning works quite well. Definitely one of the better games in the genre.
I love how the graphics take me waay back to my childhood memories (uhh, this doesn't sound right, considering the game's topic, but you know what I mean, right? Right?!:P). Game feels a little too easy and too slow-paced. Aother than that, it's a nice little game, feels like an old classic, which is very good!
Innovative, but hard in a way that's really depending on the player's brain, something to do with left hand/right hand coordination. I, for one, suck at this game horribly, which of course doesn't mean I can't appreciate it.
Music is funny at first, but giving the player ability to mute it was a very good choice. :)
Nice fat plus for Lovecraft reference. And the game is pretty neat, too!
Theme-wise this is really good in my opinion. I like the look and feel, the running works quite well. Other than that, game doesn't state the goal, doesn't give any direction (I suppose it's not possible to escape at all?). Buildings seem to be randomly generated - few times I got stuck just at the beginning.
This could use a little polish, but isn't that bad.
@LumdumDareisCool: It certainly doesn't "suck", in my opinion. There are lots of bad/mediocre games in the compo and this isn't one of them. It just feels a little unfinished.
A very interesting and innovative idea. Liked it!
I like the game as a whole, the effects are pretty neat (and yes, quite horrifying) - but it's really hard to tell if the acquired distance is something that depends on player's performance, or if it's completely random. Could be better as an "art-game", but not without an interesting story. The messages are quite funny.
@Deraj
Yeah, the RPG engine is fine, but Ohrrpgce (Official Hamster Republic Role Playing Game Construction Engine) isn't a subject here, as it wasn't done during LD48...
It's hard to tell anything about the game though, as I have no idea what CAN be done using Ohrrpgce. True, the black&white grid was a poor choice, but the story isn't that bad - at least until you get to, like, 15th floor. Encounters are happening over and over, and the only real option is holding 'Esc' key. This gets quickly repetitive and feels like the game wasn't tested at all. It's a shame, because I saw some more monsters to 'fight' on the way and most players won't have the patience to play that long, especially if they're not fans of jRPG 'active' combat style and 'invisible' encounters. A good idea here would be to make floors much smaller, I think. Oh, and the music should go.
There are quite a few entries in this LD using exactly the same idea, yet trying to be more involving, or with interesting graphics, even a background story and so on. I understand that this is a joke, but it didn't make me laugh that much and other entries of this particular 'genre' seemed much better. :]
Again, I know I can blame the theme, but I prefer rating actual games and people who tried to do something more interesting. :)
Surprisingly entertaining, definitely one of the better ones. Also, animations look really nice, as well as the graphics as a whole. Fantastic take on the theme. A really nice game!
Thanks for the feedback!
@Danik
Mechanics-wise (controls, and the idea in general) I tried to emulate a game I used to play a lot when I was a kid - "Ugh!" - but I didn't have more time to spend on balancing. Controls take some getting used to, but game should be totally beatable... (see below)
@Klare
...but, unfortunately, I didn't have time nor strength to add a proper ending, so the last (10th) level loops. :) Wanted to add more levels first. But it's really nice to see someone got that far! Congrats!
Very addictive. I like the game very much and my only gripe is that I cannot see further. I understand that this is a conscious decision, to prevent me from easily getting to bigger distances, but I'd like to SEE further, even with no possibility to click things far away from me (this can be controlled with some distance limitation). Game is fun, but - when there are many planets, moons, and stars - seems a little random, especially when something hits me with high velocity (there isn't any way to prevent it). Maybe some bullet-time mechanics, or just slower speed of the game?
Anyway, that's an awesome entry!
Really nice graphics and audio. Awesome, but too short! :) Knock, knock!
I like the simple idea. Adding some sounds would be fine, but the puzzles are entertaining without them anyway! :)
The atmosphere is pretty creepy, but with no strategy and more interaction involved, this is somewhat lacking. Nice graphics, although being able to skip the mask sequences would be a nice option. This could be very innovative when made into a longer and more feature-rich title.
Way too hard. I mean, when average player isn't able to beat just the first level in less than 20-30 attempts, there must be something wrong with balance. That's a pity, because the idea itself is really good and the game looks nice.
Oh, and the flapping sound gets annoying quickly.
I don't think the game is boring - 17770 score; beat that, loosers! ;)
Theme-wise this isn't much, but yeah, more complicated levels would definitely improve the gameplay. I like it!
A little too artsy for my taste, I'm afraid. The game has a disturbing atmosphere, but not really that much more. It's not a bad entry, but it has some art-game specific flaws (lack of feedback to the player, not a very good choice for movement mechanic). Art games can be playable, but sometimes they do end up like this: just interesting. It's not that bad, but I wish there would be something more here.
Cool idea. The game looks nice, but feels a little too hard (especially mid-fall jump can be a little hard to get). Regarding controls, some in-game hints would be nice. Audio is quite decent. It's a very good entry, congrats!
Extended tutorial (like 2-3 levels more) + text info would be enough, I think. Also, it would be nice to be able to change WSAD keys to arrows. :)
Intro cutscene is far too long, the game is too short and easy. It's not a bad start in game programming, but using XNA seems like wasting resources (though it really depends on how familiar are you with coding, etc. - hard to tell since you didn't write _anything_ in your journal). You could do a lot better, but I will assume you did your best. There are worse games in the compo.
Fun idea, although a little too short. Very nice on graphics.
However, I don't see the source anywhere? This is a compo entry, right? :/ In your journal you write about entering the jam, and there's no source to be found, but I'm rating this as a compo entry...
Man, I thought you'd buy me with "You are a charged particle with a clear disregard for the laws of physics", but honestly, there is very little gameplay here. The idea is fine, but the terrifying amount of other *moving* charged particles makes this quite painful. Thinking how this game could be improved, I'd say MUCH less particles, especially in early levels, and some fixed particles and/or particles moving with no regards for physics (some simple trajectories) - player movement would be more deterministic. I like the concept, but the gameplay is to random now.
Not very innovative, but very fun to play. Controls feel really good. Graphics are fine - although there are visible style differences between chamber's interior, main character and pig heads. Also, I kept looking for some kind of life meter when collected hearts or got hurt, because at first I didn't notice that these influence the timer. Audio is quite decent, wasn't hurting my ears and didn't feel out of place. The game does have this "oldschool scent" - it's becoming harder and harder, but doesn't feel unfair. I like it very much, although got only to chamber 19.
Surprisingly fun. I liked the music, graphics were fine too. The only gripe I might have is that it was really hard to avoid spikes when there were two (or more) with a tile of space between them (so I needed to push left arrow just after the first jump to compensate for the ground moving left, to land just between the spikes). Feels a little unbalanced, but fun to play.
@Shigor It has nothing to do with fractals. Read the description - it's just that, non-Euclidean geometry. :)
This is like the most innovative game I've seen in years. I truly admire you guys for the execution of this idea - I mean, a good idea is one thing, but trying to make a playable game out of this - crazy, bold and awesome. The controls aren't that bad, but more control over the ball could make this a much better experience. This is especially true in levels with holes, where camera movement can confuse the hell out of anyone. Also, the camera tends to sometimes rotate 180 degrees, which can be frustrating.
I also feel that player should have a better orientation in space - maybe another view with reduced dimensions would help (like a 2D cut)? Or, maybe even better, an Euclidean distance from "escape"?
_Totally_ awesome!
Using a grid concept with fluid movement from one point to another seems unnecessary, as the controls feel, as someone said before, "sticky" (that's not the only problem there), but this doesn't bother me that much.
What bothers me is the fact that I have to start at the beginning of the game every time I get hit. The game needs some more work, but it's not that bad, actually.
Oh yeah, and there is no source available?
Creepy, nice work. I managed to escape! :)
I like the puzzles, but something about hitbox of the character doesn't fit me right. I feel this would be much better if the player stuck completely to grid, like a turn-based game (no fluent movement of character). However, button mechanic doesn't bother me at all and is a fine point of difference from similar puzzle games. Good game!
Just like the others, I like the letters effect. Other than that, there isn't much to see. It would be fun if this was explored further.
Physics feel awkward, but the idea is solid. I got to the part with two pointy things after the turret.
Very funny, although I'm not a fan of one-button games. I like PSTW Action RPG better, but this was entertaining enough.
Great idea, but the execution is kinda lacking. I didn't really feel any good control over stomping (too slow?), lifting legs on the other hand worked well. I could probably go on playing, but I kept letting these 3 men escape and now I feel that this is an unnecessary loosing condition. As I stated before, though - a great idea. I got to about 100 points.
Man, I wish there were more levels! Great game, lots of fun!
Let the player skip the intro, especially if the game can end in time shorter than it lasts. Gameplay felt a little too random. It was hard to get points and not get hurt, and the bullets flew too fast. Also, I had no control over how high I jump. Audio is quite good, though.
54710, yeah! Fun to play, but I'd really like to see someone beat the level, as I'm quite certain it's impossible. :]
Also, the source link is broken. Should be (ha! the power of deduction):
http://dl.dropbox.com/u/589602/ld21/source.zip
A quite innovative idea, but frustrating to the point where it's unplayable, at least for me. If the ground rotated around the ball instead of the center of the screen, this could be fixed (when the ball moves off the center, every rotation also moves the ball on the screen - that makes keeping the mouse cursor over the ball so hard, especially since rotation is quite fast) and make the game much more interesting.
Graphics are simple, but the game does feel complete and it's definitely nice, especially when you've done it in only a few hours. Not very innovative, but fun to play beyond any doubt.
I like the twist, but seeing "preferable" ending when "loosing" seemed weird (doesn't it feel kinda cheap when you try hard and in the end you get the bad ending?:P). On the other hand, there ARE 2 endings (which is more than I could say about a lot of entries in this LD, including mine), the gameplay is quite good, the graphics are consistent, and there's some audio - so it's a pretty good entry, though a little short.
Awesome. This game made me feel like I could actually do music! :P I like drum machines, but I don't think I've ever seen a game using this mechanic. Great idea and a very good execution!
Very original and funny!
Works in Firefox 6.0.1. Not a bad entry, but it does need more gameplay. I don't mind screen not scrolling smoothly, but it does need some clear in-game explanations or deeper mechanics.
Is there an infinite amount of levels? If so, after 5 or so rows of stars, finding the "odd one" is becoming really hard, and one can feel the repetitiveness of gameplay. It's also a matter of luck (much easier to find an element, which differs from the rest in color). With a little polish and more gameplay elements, this would be great on touchscreen devices, like phones or something like that.
Lovely music and great graphics, not much gameplay though (but perhaps this just adds to the mood of being alone). Actually, AWESOME music is the only thing that kept me playing after a while (until I fell off the map). I'd like a full soundtrack of that.
Movement feels slow, but accurate - I liked it anyway - this also adds to the mood, giving the time to appreciate the environment. Some info about the possibility of jumping mid-air (a triple jump!) would be nice though.
I love the graphics. Most comments here already state what I wanted to say so I'm not going to repeat stuff.
Add some moody audio and this is nearly perfect.
Looks nice, great concept, but theme feels little forced. However, I liked the puzzles and finished the game, so it's definitely interesting. :)
Cool entry. I mean, it looks more like a tech demo, but an awesome one. Graphics are great, but audio is crazyawesomebitchin'!
The main problem I got with this entry is that when mothers are offscreen, I still loose concentration, but don't even know where to throw sodas.
@Rijda If by annoying you mean AWESOME, that is! :P
I liked the sounds.
We got a very similar idea on the game (plus cat/human interactions) but done in quite different way. I like yours very much.
Nice microgame, but I somewhat agree with @Alex: don't see the connection to the theme, and spamming mouse click makes it a little too short. However, I like graphics and the use of sounds. I'd just wish there was more.
Maybe unfinished, but definitely a good entry.
With some more thought, this could be a very good artsy game. Now it's mostly just artsy, unless there's some hidden meaning which I didn't get. It would be great if there were some gameplay, or just more content. The art/sound part is great though.
A little lagging, but you certainly show that there's a huge potential in HTML5 games. Love the background music & level design/ artwork.
Wow! I mean, WOW! Awesome game. It's hard to believe it's possible to make something that complete in 48 hours!
Great atmosphere, especially graphics, but yeah - the base entry is way too hard to finish. Either way, loved the game.
This. Was. Awesome. :_|
Nice story, I like the humorous beginning and gameplay mechanic. Simple, yet efficient.
Very nice looking, but small area of view add some artificial difficulty. Great entry.
I might even go one step beyond the comment above and say that there's no connection to the theme at all - the story is pretty lame. But that doesn't bother me that much - the game is pretty playable and interesting. And yes, everybody loves physics! ;)
One serious gripe I might have is the lack of journal entries - I'd love to see some thoughts on making Box2d and flashpunk work together and stuff.
Voice acting is pretty good. I don't mind it being melodramatic - it's funnier this way, but it's not really coherent in terms of gameplay/graphics.
Liked the ending song. :P
You're a horrible, horrible person, mister. An I like this game, dammit! :)
Great puzzle game.
Had quite a few laughs - and it's an interesting LD commentary. It's playable, has decent graphics (especially different hit animations when holding space), and fanboy comments are hilarious.
A pity the player's sprite stays facing right even when going left, which in Flixel can be done in no time (see FlxSprite.facing, photonstorm tutorials). Other than that, it's fine.
Very nice idea, and I LOVED the yellow cat mechanics, but it felt easier to play the black one. Either way, awesome entry. Game feels complete, with nice graphics and cool music.
I ended up with some monster. :[ But the game is pretty, graphics are consistent and audio is quite good. I liked it!
Simple gameplay makes this game very playable, and increasing the difficulty according to player's score is a brilliant idea for a game which is meant to be played for 5-10 mins and works really well. Lack of music doesn't feel that out of place - it's outer space after all. Graphics are quite fine and sound effects work nicely with game's retro style. IMHO it's an awesome entry.
Very nice, innovative idea, and presented in a way which didn't make it too hard to figure out what's going on.
Pretty much what people above said. Might be interesting, but multiplayer games without some single-player options aren't very good for LD48. Starting sound makes you a horrible, horrible person and you'll probably go to hell for that. :[
@AirRider3
Yes and no. 3 endings depend on the quantity of fish given to the human, and there are 2 special endings, for which you need to find a special item.
Thanks a lot for your feedback, everyone!
Regarding controls - it would seem that I tend to increase the difficulty of my games in terms of unfair controls. I guess testing the game myself, it's usually hard to figure the right amount of 'hard' - and with this game this wasn't necessary at all, as it was story-based and I didn't aim for difficult gameplay.
Since this was also the problem with my last entry, I promise I'm going to change stuff next time.
Boring level design was the effect of me not being able to learn DAME during the compo. There's only one route to where fishes are and it's mostly too hard to get there. Noted. I must think about preparing some tilemap loading API next time or perhaps learn some kind of level editor beforehand.
Again, thanks for playing and for the feedback, it's most valuable!
It's a very ambitious game for a LD event, but the idea itself is pretty cool. Nice graphics. Llamas FTW! :3
@Andrew I rather meant it as in "complicated". :) Just that there aren't that many strategy-based games, especially written in HTML5. Imho quite awesome.
I find a storytelling game better if it's simple, so lack of gameplay wasn't that bad, actually. Good entry, and some very nice artwork.
It's not that bad, actually. It's just unfinished - in fact, I think that graphics and musics are pretty good, especially those pixellated textures. There's little gameplay, but this doesn't bother me that much. Either way, it's an interesting experience.
Pretty neat, but some kind of goal other than surviving would be great.
@digital_sorceress
Yes, it's nice that it's a long game, but very few people have the time to play for an hour in a LD game, if they want to rate other games. :)
Overall it's a nice entry, with very nice graphics and audio, but I didn't manage to finish it, as I got lost in the maze.
Also, wanted to see the source, but the link is broken.
There's something wrong with web version, at least under Firefox 8.0 / Win7, because I couldn't see the text. Everything's fine when using Windows/Linux/Mac link.
Interesting experience, but a little too short. The whole metaphor is a little flat for me, but it's probably due to fact I played a lot of artsy games. Either way, a good entry.
Beaten in second attempt! Yeah! A pity it ended in an unfortunate way for the character, anyway. Great game.
My score was 3790000 (bscgdxps every day, besides saturday) but my girlfriend left me forever alone. The bitch! I wasted three hours a day dating her! This time could've been spent programming games! ;) (yeah, I went on for the source, I know why she left me... sadly, that's a realistic condition) Very simple game, but it was okay - it would be much better with any kind of GUI, but I did play a lot of text games in my life, so it doesn't matter that much.
P.S. Thanks for encouraging me to finish my own game.
There's too many zombies to kill and it's usually difficult to recognize different sprites in the game. I've encountered some collision problems (I think due to fireballs having the width of a map tile, which is an issue when trying to shoot through 1-tile-width path), but the game does feel playable. Didn't have the time to kill all of the zombies, though. There isn't much connection to the theme, aside for some forced explanation (on the other hand, the theme was crappy). Why so little in the journal?
The entry would be fine, if not for the music (at the end of your game you state it is done by someone else) and lack of the source. This is compo after all.
I've played a couple of times and still have no idea what do points mean, as they seem to change pretty randomly. Also, the game is *very* similar to what comes out of episode 9 of Flashpunk Tutorials by Zachary Lewis. I know this is your first game, but some diversity would be great.
A pity there's not a single entry in your journal.
Music is really, really good, and I liked the graphics. Pacing is a little slow, and I've seen similar retro effects in many GM games, but it's a nice touch anyway.
Interesting entry. A pity there's no other ending, or no in-game clue that you've reached the end and cannot leave the well. ;_(
Great graphics and liked the audio very much.
Surprisingly hard, enjoyed the twist. :] Sounds concept is great.
Too simple. I understand the connection to the theme, and definitely I can appreciate graphics - no problems here - but saying this is an art game is a little exaggeration. You didn't have much time and it's okay for less than 7 hours, but don't make it something it isn't.
Is it a game? There's interaction, but no real goal, no lose condition, no diversity in content (many clicks feels just the same as the first one). Is it art? As much as generating some random numbers can be an "art", as anything can be a subject of interpretation, or "overinterpretation".
Btw. you'd probably be interested in reading this:
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8339
Nevertheless, it's an interesting LD entry.
Not my point to discuss if this is art. My point was to discuss it's quality, maybe because I apparently didn't get the idea behind it. I got that it's unsatisfying and stopped there. :)
Don't apologize that you're pleased with your work, as long as it's good.
Graphics and whole atmosphere are awesome, but seeing in your journal that you've had help, you haven't shared your framework before the compo, etc. - you should have submitted this as a jam entry, especially since you say you've been preparing for LD event for some time (and should have read the rules first).
Don't get me wrong. The game's pretty good, and this is definitely a great entry. Although the gameplay feels kinda lacking, I really love the mood and your postmortem is really nice to read - I'd just prefer to rate it as a jam entry, where it belongs. Oh well, maybe next time.
Both endings are pretty depressing, but I liked the game.
Very interesting entry, but too difficult for me. :/ Graphics are great though.
I escaped without the blue guy, kinda sad ending. Well, the game could use a little more polish in terms of instructions or some kind of gameplay introduction. No sound and very, very simple graphics don't make it more accessible either, but I finished it, so it's playable and finishable. The puzzle just before the end was actually fun.
Nothing in your journal? A pity! You should write something there!
Sometimes the guys with the red eyes got either stuck or always fell down because the level was generated in a way that it was impossible for them to reach me. Other than that, a fine entry.
Controls and collisions feel a little glitchy. It's common to get stuck after a bad jump in one of the platforms. Other than that, gameplay feels good and the hug monster does look cute.
A pity it's in an unfinished state. Idea is great, though.
Nice idea, great music, simple graphics work well. I agree with @ChainedLupine on capping ship's velocity, but some more gameplay would also be interesting.
At first I was like 'OMG, a relativity game, how awesome'! Then I went through all 3 levels. Well, there's not really anything relativity-physics based, just slowing down the light on the wall. This has nothing to do with relativity. However, even as it is now, the concept itself is actually very interesting, but there should be some mechanic to make increasing the speed of 'light' applicable in some way. I feel that you should continue work on this, it could be something really great.
I loved the audio, graphics are fine - but I did have some performance issues (Win7 64bit, fast machine). No journal? :(
@sirius_black9999 Actually, from physics point of view, slowing down the light speed = slowing down interaction speed = e.g. relativity effects seen at lower velocities. Yes, the concept you're proposing would be showing the light slowing down - but there still wouldn't be any relativity there.
Awesome. Great idea.
I am biased because I love MUDs. So, gameplay is awesome. I loved the way you merged an oldschool text game with those very good graphics. It's just great - it kinda fits together, like milk with coffee or corn flakes, or pick-what-you-prefer...
Having a list of commands without having to type 'help' in every location would be helpful, but then you probably should change the commands/object model a bit to make it more flexible. Auto completion would be just as great.
What others said. It's a very good first LD entry.
It's really hard to control the enemy's towns, and the game becomes quickly kinda frustrating. Needs some more polish, but there's quite a lot here for 48hours of work anyway.
Looks awesome, but I wish there was a better way to deal with those Pigz! ;) Great graphics.
This would've been so, so, so much better with some audio. The idea, graphics, overall feel are awesome - but lack of music (especially since the main character is supposed to be hearing voices) is a bit disappointing. Of course this is a great entry anyway, so: Good Job!
I also think that the flea is not visible enough on that background. It's a very good entry anyway, and the music is great, but it needs some polish and more levels.
Great, funny topic, but I find it graphically a little inconsistent (great title screen, great gnome art - rest kinda doesn't fit in) - but hey, it's playable enough for me. For a first attempt, this is actually quite good.
Interesting gameplay, but I agree with ratking above. I liked graphics and the intro. Cool music. Where's the source?
Thanks for the source. :D
Pretty hard, mostly because player cannot stop the Planetoid - but it's a nice twist.
Worms are very cute, especially when the worm on the top has the full "device" and says "heart". :) However, some minor flaws are: low friction (this is very frustrating when playing the one pixel thing) and repetitiveness. Other than that, it's a solid entry and a good take on the theme.
I used arrow keys. WASD doesn't work properly for some reason. Took me a while to try and kill myself and I don't quite understand how do I choose places that stay or disappear (after the ending text I assume there's a point to that).
It's not a game, maybe some kind of experience. Visually interesting, this could be better with some kind of explanation.
Also, I didn't see the characters I've seen in your journal being developed. Did I miss something?
Can't run on Win7 x64, GeForce 8800GT. Got XNA and all that stuff. Nothing shows up, prog doesn't even start. :(
O.M.G. 40 levels. What can I say. Wow. "OMGYouSirAreCrazy" Wow. And these are no "quantity over quality" - new mechanics are introduced every few levels, and the level design is awesome... No level feels out of place - and the learning curve was just right for me. Controls were very my taste, so I was able to finish without cheats, although some levels were a pain in the bottom. Music, sounds are just about perfect. Just listening to them puts me in the right mood, especially regarding the topic of the game.
"Arbitrary Mood Change" level + 2 next ones were unexpected and just great, I laughed my ass off. And the boss fight... Wow.
Gosh, I don't know if this is just me, but it seems this is one of the highest rated games by me. It's incredible that this is your first compo! Yeah - the idea is fairly simple, and there's not that much innovation mechanics-wise (I've seen other games like this) but I really love how everything works together. It feels very much complete!
The only flaw: PageDown cheat. Remove it! :D
It was definitely worth waiting for the fix.
Looks really nice, feels very consistent, but is hard as hell - to the point where it's being almost unfair. Almost, because I can continue as many times as I want, which is good. I was able to finish it, but it was a little frustrating (not realising I could shoot the spikes was also the issue here). Kinda short.
The flaws are already pointed out by others - I really like the destructive terrain - awesome. This could be made into something more interesting! Btw. there's scaling in FP, only you scale graphics, not entities.
It's an awesome entry for 72 hours of work. The graphics are decent, and the audio is awesome - kinda pity it's just some royalty-free music, available for everyone and not created especially for the game, but either way, it adds to the mood greatly.
The story was kinda obvious pretty fast, and has broken relationship issues (mom and dad divorce issues?) written all over it - on the other hand, I can appreciate the depth as it is, since it does feel polished and complete, and suits the theme quite well. Good job!
Sound effects were great, and the game plays well. I also think that there should be some penalty for firing shots. Huh, but I couldn't stop playing until level 11 (433400 points), then I gave up - and what the hell man, I suck? ;p I did better than everyone! ;)
Very good idea, but the game is much too hard, at least when I'm forced to build path through red rooms. Other than that, the game feels very complete and fun to play.
It's a maze game. Pee joke is a plus, but it's not the type of game I want to play all the time. That being said, it's not a bad entry. Pity there's no audio, but it's a very good project for a first-timer in JS. Nice job!
Played it on all of the difficulties. The game's too easy - but other than that, there are no flaws. Looks beautiful, the idea is great, music is okay... Wow.
One or two very hard jumps, but I played until the end. Awesome, just awesome.
Controls are really cool. I'm also interested if that was a concious decision: this is something actually innovative in my opinion. Decent first LD entry.
Awesome graphics. Feels polished and I love the "flying islands" topic. :D
Didn't work for me in Firefox: after a while I could hear short music loop and that's all. Then I clicked "play flah in the full screen", I saw a star field just for a fraction of second... and still doesn't work (flash movie not loaded). I tried downloading the file and other stuff, but nothing helped. Download link gave me error message, so I figure there is something wrong with the server: I tried to play other games there - they work but only when fullscreen. Damn, I wanted to see those beautiful graphics in action.
Thanks, Newgrounds link works for me. The graphics are indeed awesome, music too. Great entry.
Love the topic and the graphics, but I'm having performance issues. Other than that, it's a pretty cool entry.
Some sound would make this more appealing, and the graphics are really nice, but in terms of gameplay - I'd say war is pointless because of many reasons, and the only one here is that player cannot win. I can see the message, and I agree completely that war is pointless, but I'm not sure if this work delivers arguments that lead exactly to this conclusion.
On the other hand - maybe just thinking about this sentence is enough. Anyway - it's a good entry, but I'd like to see some more depth in terms of gameplay.
Found some bugs, but the graphics and audio are fine. It's an impressive LD entry, but seems buggy and levels transition is something I wish was there (in the beginning I thought it's a bug). I like the story idea, but after loosing a couple of times, didn't continue. Plus for the title and particle physics references. :D
Poor Hank! But "f**k yeah", I saved him! :D
Lovely, lovely graphics. Audio also works really well, and the gameplay is pretty solid. However, without checkpoints, the game does get frustrating quite soon. The monster level was too much for me, even with 'Z' cheat. I actually would prefer some kind of rope-like mechanic, jump button, or anything that would give me more control.
Finished. Awesome entry - I actually LIKE that there's no straight explanation what player has to do (it's simple enough, really). Music is a bit repetitive, but fine, graphics are simple, but consistent with gameplay. Very good take on the theme.
Very cute graphics, but yeah, ending the game after fixed amount of time would work better if the player could do something more than yell. After some time it's rather impossible to keep up with the frogs, but it's fun anyway. Great entry!
A little more gameplay wouldn't hurt. The strongest part are definitely graphics.
Great execution of this interesting idea. Awesome game. I liked the music very much, too.
Graphics certainly fit the theme! As others had pointed out, some music would make this game much better.
Awesome. :)
Audio didn't work for me (Firefox), so until I install chrome I'm not rating it, but the rest is really great. Definitely one of the best entries.
Whoa, so many comments. I feel I've got nothing to add, besides maybe my own words of praise. Sometimes simple mechanics make a very interesting game and that's the case. I actually like the music, and definitely appreciate the effort. :)
Great graphics, but controls were sometimes unresponsive when trying to shift while shooting. I ragequitted after seeing third boss battle (the one with constant missile fire) screwed up for 10+ time, when the boss was actually already dead, but still firing missiles, because of controls lag.
Don't get me wrong - the game's beautiful, and I love shmups but I wish there was at least something to prevent hits for a small amount of time, more hits allowed, or controls that do not ever lag, even when pushing all available keys.
Overall, this isn't that much innovative and doesn't feel connected to the theme, but is great in every other way.
Loved it. Great story, awesome graphics! And in Poland people also say "what a small world it is" - "jaki maลy ten ลwiat", when they meet someone they didn't expect to see. Very good take on the theme.
Too short and not very fun, but I do appreciate graphics and the general idea. This kind of game should've had something more in terms of gameplay. It's playable, but I'd like to see something more.
Those eyes! What have you done to his eyes! I mean, the cat is so scary, I'll probably have nightmares! ;) The game is fun, but controls are a little too slippery.
I don't know if I like it as a game, but wow - do these HTML5 entries become better and better or what? I freakin' love the art style. And maybe it's not really a game, but it is fun in some weird way. :)
SO PERFECT I wanna cry! ;_; Awesome!
A very good idea, but lacks in execution. After n-th time eaten by those flying things most sane people will ragequit. On the other hand, graphically it's very consistent, the audio is very good and I personally love that the game can be played on Android. It's a good compo entry but I'd like to see it a little bit more polished.
I predict this is getting #1 in audio category, regardless whether voices are 100% synchronized with the background tunes or not. :> The song is depending on how good you are playing, and this bought me. Awesome, awesome idea.
Perfect, as usual. Actually no, I feel that no words can give justice to this masterpiece.
It certainly looks and feels awesome, but is there any point to the game? Watching the screenshot here and in your journal I'm not sure if I have the right version. I killed all the guys and that was it, nothing happened. Don't get me wrong - it's great, but your entry's description and screenshot suggest that there's more content than what I've seen.
It's one of the best tower-defense games I've played, mechanics-wise. It's very, very fun - I've spent just over half hour playing. I've noticed that if one survives the beginning, it's pretty easy later. One bug: when constructing a specific one tile width path from blocks and towers, bacteria keeps getting stuck on the start tile. A pity there's no end condition. Very entertaining game, anyway.
Very consistent - I really liked the graphics and audio. I'd prefer the bombs to have some real (as in, parabolic) trajectory, jumping with W and no pushing back when throwing bombs (I fell too many times and had to reset just because of this), but these are just minor complaints. The game's pretty good anyway.
Great idea regarding the theme! Riding friendly ant which kills your enemies? Awesome! Hilarious ending. :D
Wow, very clever. I was aiming for the same topic (chemistry, bonding atoms into molecules) but your approach is very impressive. I like it very much, but endless mode is a little too hard for me, as I don't see clearly how many bonds can different atoms make (I'd prefer the white dots to be near center of the atom). Great entry.
Wow, it's a massive thing. Pretty impressive. Love the visual style.
Feels very much complete, and a great LD entry. People already wrote about mouse control, and I didn't find any more flaws. Music is great.
I liked it, especially the world surface roundness. Some bull sound when they're around would be great, or some radar or something like that. Where's the source?
@Frib Thanks a lot! :D
I've lived 94 rounds and reached a population peak of 87 cells. Pretty cool. I've seen similar games during my first LD, but I think this one would be among the better ones that implement such mechanic. Making a true game form Conway's automata is hard, because player has very little control over how structures interact when trying to destroy. I used some stable structures to survive and gliders to attack, but this doesn't really help when blue cells interact with red ones. It's hard to predict what will happen.
The idea is perfect, but this was done before and I'd definitely like to see some additional mechanic for better control over what I'm doing. Graphics are awesome.
Very nice game, although I couldn't figure why sometimes I can flap three, sometimes four times when not in 'windy' areas. It's a fun, great game, and the music is especially awesome.
Great, funny, unexpected ending. I tried to lose, and the island got smaller and smaller, but I guess the pirate was bluffing with the whole bottle thing.
So hard! Even on easy mode! *_* Love it!
I almost freakin' hate you for those beautiful graphics! Had a lot of fun playing this one, although I'm not a fan of gliding - just can't seem to be able to get it. Nevertheless, an awesome entry. Love it.
Awesome, especially since we went for similar take on theme (yours is on smaller scale). Vector graphics look awesome. I'd prefer keyboard controls and the possibility to reset the charge to neutral (or even better: reset, max positive, max negative) and more puzzle-like levels (static charges), less action-like ones. Anyway, great game. Some sound would be nice.
When I ran the game, I thought 'meh, some card game'. After seeing the tutorial and playing my first game, I can say now that I'm REALLY impressed! First, it's done in Ren'py. Wow! I didn't know that so much mechanic can be put in game using this tool. Great, innovative application! Secondly, I was *sure* that the game will be stupid and that there will be some silly move that will make the mechanic broken - but I was wrong! I mean, there's an issue when both players would use warriors all the time (see @demonpants), but this can probably be easily fixed.
The game is actually very fun to play, and there's also deck building - wow... Great work!
Aside from great gameplay, I appreciate making music on your own. Flute doesn't hold the tempo, but I'd imagine that's indeed kinda gnomish. Sounds pretty nice, anyway. Awesome entry.
Ending is great and funny. That being said, there are some flaws - most of them already pointed out here. The main problem for me is that there's no challenge aside from asteroids in brownish colour, which made it hard to spot them on black background.
Wow. This is one of the most complete entries I've seen, in terms of graphics consistency, overall quality and gameplay. I've just spent like a half hour playing this. :D
This is pretty nice. The only problem I've had is that - at least in Firefox - I couldn't see the full game screen - only after opening plain swf link I could see all of it.
@tripleVisionGames: H20 is definitely accepted. In fact, if you click on my postmortem, you can see an animated gif with binding a H2O molecule. :) If H2O didn't work, that must mean that another atom might have appeared in the reaction area just before the reaction. That's not really a bug, but that does happen sometimes and is pretty unfortunate.
Again, thanks all of you for the comments, they're greatly appreciated!
@daredevildave
Yeah, balancing which atoms should appear when was pretty hard because I didn't want players to end up with only the exotic ones, without means to create oxides or acids. The best practice to get more exotic ones is to clear as much H and O as possible (roughly, the more atoms, the more H and O appear).
@Lythom
That is actually a very good idea - if I'm gonna work on post-compo version, this will probably be THE way to teach player all the compounds. Thanks!
Got stuck for a while there, but was able to get to the ending shown in the walkthrough. Great game - with beautiful graphics, good music (kinda reminds me of Dizzy game series) and interesting mechanics. Liked it!
This actually could be much better, even as a prototype, with demand bars much shorter and the possibility to win without a billion clicks. Music got quickly repetitive. The idea was actually interesting and innovative - a pity you didn't finish it.
Beautiful, but was kinda hard, even with the visual helper. But a great entry. So far I'm pretty sure this is going to be in top 3, if not the first place in the jam.
Very nice, complete entry. The game might be a little too hard - I prefer less slippery controls (although these are pretty much the same as in Mario, as I remember). It's great though, the save system pwns! Very nice graphics!
Very good. Shooting sound effect is the only thing I actually didn't like - this and that there's no source code anywhere to be found. If it's a compo entry, I'd like to see the source.
It's not fixed. I had to change the name of 'r.png' to 'rรคg.png' for this to work.
The game's pretty neat, although it would be great to make the text flow faster. On my third playthrough I've drown in blood and didn't want to read the full text again, but I assume there's more gameplay. I'd like to see the rest, but without sitting through the whole text again.
Doesn't look astonishing, but the gameplay is quite deep and fun. Theme-wise it's a little stretch, but it's so entertaining, I didn't really care. I really like the general idea, the Kubrick's film reference, and the overall feel to it. Really impressive for 48hours of work. Good job!
Music is so AWESOME. The game's decent, but the music is just fantastic.
Yay, biology! Great idea - don't know how innovative it is, but I find it pretty clever and fun to play. I don't see that much connection to the theme, but I find it very entertaining anyway.
Having seen your messages all over LD, I wanted to post my opinion here and see what you've made, but since it doesn't work under Firefox, it's kind of ironic. Besides, exactly what @johnfn wrote before.
Personally, I am glad that LD isn't just browser-only games. I'm more interested in source code of games written in C/C++, or what can be achieved by Ren'Py, or something similar. If I cannot play some game because it's e.g. Mac based, or Linux only, I can either try to work out the source and build my own binary (if I REALLY want to), or just not rate it (just like I'm not gonna rate your game, because I cannot run it). At the same time, there's no point encouraging the creator to make a game for my OS if there's no such possibility (de facto saying that this person should change his/hers language of choice to one I consider better).
People really are aware that web entries get the most rates. But LD isn't about who gets most rates, it's about making something and getting *constructive* feedback (be it in form of rates or a comment) from users using OSs the game's intended to run on. I'd rather wish to create a good Windows-only entry (and there are quite a few of those) than a shitty web based one.
TL;DR - Didn't rate, doesn't run for me. :(
Looks cool, but is too easy, has no sound, and there's little variety in gameplay. I can see something much bigger out of this, like some other people suggested here (different weapons, upgrades, etc.), but it's a very, very good start.
Very good entry. I love the music. Have seen some framerate drops in last 2 levels, but nothing game breaking. But while it's so fun and pretty, I don't see the connection to the theme. Kudos for sharing the soundtrack!
Kinda trippy, but I also kinda liked it. It's actually everything I wanna see in first-timer, and even a little more, because of its artsy look. I've played thru all three endings, so it certainly entertained me.
Feels very complete, liked it very much.
Great art style, but it's easy to loose track of all the people. Selecting more than one unit would be cool, but for 48 hours - it's cool enough. :)
Great idea. I love the sandboxy feel to it, it's really awesome. I wish there were some levels, or some goal to accomplish - but it's very, very entertaining nonetheless. A pity that sound doesn't work in firefox.
Wow, and all of this done in plain AS3. Wow, really great. I'm astonished - this is the best use of mechanic with fractals in a game I've seen so far. The only things that would make this even better are some sounds and better controls.
Very nice - feels very much complete. I like that there is a shop available, those turrets help a lot! Great animations, consistent graphics - liked it very much.
I've spent so much time on this! It looks great - for some time I didn't get that there was so much to do, but now, as I've seen most of it (I think!), it's just awesome.
Great! Simple, playable, challenging, and great music. Awesome.
Works on Win7. I like the graphics - too bad there's no sound (next time use bfxr, autotracker-bu, or anything, just for blips and stuff), but overall it's a pretty nice entry. Congrats! Oh yeah - intro animations are cool, but it would've been nice if I could skip the intro text.
Very good idea. Spawning a few rats and plants made it play on its own, and was quite interesting experience - however, after some time the framerate dropped drastically. The concept is really great and I like the not-so-obvious take on the theme.
Looks really nice. Music would add a lot, but the overall feel is pretty damn good (love the lights on walls when firing). The only flaw for me is that I cannot strafe and slimes usually hide right around the corners, what makes them pretty deadly with such controls. Anyway, it's a very good entry.
As much as I will give praise to you for achieving this in html5/python, doing a multiplayer game for LD is usually a bad idea. Don't get me wrong, I like the entry - just making it only playable with someone else is setting some high standard. The low FPS problem looks like the problem with client/server architecture. Ah, I just looked at your post-mortem, so this is nothing new. I appreciate what you've done here, but this might have been a little too big to get done in 72h. Very nice job though!
Since the bunnies population grows at an exponential rate, is it possible to win at all? :P Nice job for a half-days' work!
I think theme-wise it's a little stretch, but the game is pretty awesome. I love the humour and story. The game gets quite hard with the introduction of green aliens, so I didn't manage to beat it. Very good entry though!
The idea seems too big for LD, but is executed quite well, aside from strange walking animation. ;) Other than that, some kind of speeding-up text would be cool. The asteroids in the shmup section are almost invisible for me, but I suppose it adds to the mood. I liked the audio very much.
Very good entry.
Everybody already said it many times: great idea, controls need fixing, creepy naked guy. I repeat. :)
I don't know about multiplayer, but in the post-compo version you definitely could expand the original idea. For example, I'd prefer left & right to turn the character, not strafe left or right - other than that, only 2 planets? I wish there were more, and that there were some more gameplay elements.
Although doesn't seem very much connected to the theme, I think it's quite a decent entry.
The theme is a little stretched here IMHO, but I like it anyway. Well, everything besides music, which got irritating pretty fast. However, I figured out all the levels and I like the idea very much. I even won in the mouse-controlled level, which btw. was the hardest to find (and easiest to win at). Overall, a very good entry.
The web link doesn't work for me (are the python sources embedded somehow in Java? cool idea, but it doesn't work). The windows link works well.
As for the game, it's actually pretty entertaining. Has a retro feel to it, and the powers really help going through the levels. Cool audio. Overall, I liked it a lot!
Wow, this is great, although horribly choppy under Firefox (while the loading times are okay). Well, the humour is top notch, as there aren't many games in which you can recruit Jesus himself! :D Plus, Mortal Kombat ending FTW! :D
Overall, it's a great idea! There's so much content here, and the music is actually quite good! I like these kind of games, but this one is really fun to play, so I'm giving it 5 stars, dammit! I would totally buy this, if it was a little more polished and worked well under Firefox. I loved sound effects! So cool!
Awesome entry!
Don't know if the error can be caused this way, but I've had the same issue as @dalbinblue: just as the boss was appearing, I lost my second character and got game over.
Anyway, I really liked the UI and audio, though messages kept showing on top of enemies, which was a little irritating. The game is pretty hard, having no real possibility of dodging bullets (they fly too fast), so there's some place for improvement. Overall, it's a nice entry. Good job!
Great graphics and pretty playable, although very fast it becomes really hard, mostly because the hero moves kinda slow. But while it's difficult, the art itself (and the way you use it) makes it a great experience. Your post-mortem is really great, too! Awesome entry!
The game is very playable. Nice graphics and solid gameplay (and I like tower defences) - although after 13 waves it becomes impossible to survive... or so I thought, until I figured out that plants give additional energy. :) When I finished the game, I still was able to click on next wave, but the waves didn't scale - all that came out resembled the first wave (I tried until wave 60 or so). I wish there was more! :) Great game! Also, waiting for the source.
Other comments pretty much sum it up: the game is insanely pretty, but also quite buggy. I ran into the same problem as @goffmog, unfortunately. It's a great piece of work, so I kinda hope there's some post-compo version on the way, with bugfixes, etc.
Very good visual style, liked it a lot. On the other hand, there isn't much connection to the theme, aside from the "evolving" cubes. Overall, it's a job well done!
Kinda short, but liked it overall. I managed to finish it, but it was getting hard, I also had some luck. Good entry.
Awesome entry, but everyone already said everything that is to say about it. :) Very playable. Great job!
I laughed my ass off when I saw another finger growing out of the hand. :) Very funny idea. Simple gameplay, but a very good one.
Very cool looking game! I like the idea of the circle: seems quite innovative. Pretty fast the gameplay gets too hard though, and just before that it seems as spamming hit with occasional turn is the best technique - this is something to think about when you'll be making a post-compo version - and you definitely should make it. Great entry.
I think this game is too hard for me. :P Some audio would really change a lot, but the game is pretty playable. Great weapon names, though I didn't find Spoony the Spoon much inferior to Smackerel. Actually both weapons felt kinda powerful. :P Good job!
Our games are indeed quite similar in terms of the overall theme (mutating cats), but also very different - from the goal, through the target platform, up to the creation act itself. We also differ in number of people in team and compo/jam category, so I'd say our creations are similar only theme-wise. Well, no one's to blame - it's a great merging of "evolution" and "1000 kittens". :)
I really like the shop idea and that the cats move, since I myself didn't find time to do something similar, and of course I like the theme very much. :) Some music would be great, but it's fun anyway. Great entry!
Pushing G twice spawns a green circle in the inventory, but it doesn't look like a slug. Game tends to freeze after various amounts of time. The idea is quite interesting, but it needs some more work. Would like to see a post-compo version.
Well, it does kinda work - I managed to first, get the blue block accelerating to the right, and then, to make it come back (but also too fast). Refreshing the page doesn't allow to replay the game. But you shouldn't feel that bad - you managed to finish a cutscene and there was some gameplay on the way, so that's definitely something.
If you want advices:
1) Next time, don't get hanged up on graphics. Don't start with drawing, start with implementing mechanics. Use anything: stubs, programmer art, coloured blocks or anything, but FIRST, do the mechanics of the game. Later, if you have time, you can try to make some art assets and replace your blocks with these.
2) I'm kinda impressed you're doing all of this using plain java & awt. Did you consider using some java game library? I hear there are some freely available - the point is, this usually speeds up the overall coding process.
I'm sure you'll do better next time!
Okay, I don't really see the connection to the theme, and the music is repetitive. But at least you tried, and everything else is actually very good. Well, it's not clear that player should jump into the pit with the gun, since a pit earlier is filled with saws. But that's the only flaw. Everything else is really top notch, especially graphics. I actually liked the level design, and checkpoints were a very nice feature (since deaths can be often).
Good job!
Oh yeah, I forgot about the story - while I feel there's little to no connection to the theme, the story is pretty entertaining (though simple) and had me hooked up until the sad ending, which was also quite good. This also makes the game feel complete, so definitely a plus!
I loved it. :) Great humour, I just love the intro and ending when I lose. The other ending is also quite funny. Animations look really nice (it's funny because now that I looked at them, they're very simple, but look really great) - the talking mouths are something not seen that much in LD, because people usually don't bother, but you did it, so Kudos to you for that. Your graphics are very good, actually.
Some in-game explanations on how to play would be great (like "use arrows to move" during the intro), because during the first playthrough I was sure I needed to push space or some other key to mutate things, and it seems to be done automatically.
Overall, it's a great LD entry: it's short, funny, has some audio (some music would be a plus, though), different endings and feels quite complete. While the gameplay is maybe a little too simple, this works perfectly, because everyone can see every ending.
Plus, your comic strips were awesome. :)
Simple and fun. Too bad it restarts at wave one - I've had couple cases when the initial placement was so unfortunate, I almost immediately touched something bigger.
Other than that, it's quite fun - I like it. Oh, the source link seems broken.
Very nice entry. Gameplay is a little repetitive, but it didn't stop me from getting the dog to its senior years with 100points. :)
Okay, this is a very good IF. I loved it.
That being said, you definitely should warn people about what kind of content is inside, because this is _porn_ or, at the very least, has porn elements in it, be it queer or not. And this stuff actually isn't text-only, as much as I think the graphics are really well done. This itself can be an issue for some less open-minded people, but as you might think they should go to hell, do remember that some of the players may feel uncomfortable checking your entry out in public places and not being warned beforehand. Also, many Ludum Darers here are somewhat underaged for such content.
Nhh, forget the speech. I don't mind at all - the writing is really great, and I enjoy some good IF with erotic/trippy tint to it now and then. Text quality is of a high standard and the queerness of scenes for many can be something new and interesting. The graphics were really nice, the mood is top notch and the experience is worth diving deep into it. Great job!
@Porpentine
It is porn according to definition in Wikipedia and to any other definition I might have seen in my life, as in "explicit portrayal of sexual subject matter". You might argue it's erotica, but it being porn is far from bad, in my opinion. Is porn bad, anyway? One just needs to be old enough to appreciate and understand it, I think.
Regarding the warnings: I thought you may say so. However, it's not usual for a) a Ludum Dare game, b) interactive fiction game, to e.g. explicitly show visual representations of sexual organs. Well made representations, but still... :)
The biggest issue I had is already stated in previous comments (black blocks), along with ideas how to fix it. Other than that - the game is perfect. Great, simple visuals, interesting audio, and well - it's a complete puzzle game made for LD. That alone is really something hard to achieve! Great entry!
Great work. Very much complete, though I really don't see how this fits into theme. I've read the post-mortem, and using the 'evolution' word in backstory doesn't convince me (I almost wanna bet you aimed for 'survive'). :P
However, it's fun, polished, interesting and very well-made entry. I played until the end - that must mean something, even without audio of any kind. Level design is flawless and to make a craft system in 48 hours is no small feat. Awesome job!
After 1000 seconds and around 250 kills the closest I got to the black one is the one with #442075 hex colour. He was pretty resistant to deaths of all kind, just running away from my death squares! Controlling the population by killing the unwanted ones seems really hard, but it's so fun! :) I would like the gun to rotate faster, but other than that, it's a very good entry! :D
Awesome idea. The map in the last level is waay to big, but well, I'm astonished by the fact that you were able to do all of this with no additional libs in 48 hours. I like the game transitions and while none of games feels really polished, the overall is very playable and fun. And the size of this project, the sheer vastness of the idea... Crazy! Turn-based pacman stole my heart! :D
Great music and awesome graphics. I really like the references to Earthworm Jim, Battletoads, Sonic and Mario - I just cannot figure the long and blue one (around the middle). I liked the overall gameplay, but there seem to be some collision problems (Mario was especially frustrating), especially since controls feel a bit stiff. Checkpoints when "leveling up" feel a little arbitrary and sometimes they help, sometimes don't (see: Mario). To sum up, I'm really impressed by the look and feel - controls could use a little fixing, but this is an awesome entry anyway!
Very interesting and simple gameplay. AI could play more aggressively, but then I believe writing a better AI during LD compo might be too much. I'm pretty convinced that at a finite board, there will always be a draw. Either way, this is a great entry! Congrats on a job well done!
The only thing I might pick at is that I needed more instructions than the intro screen.
However, the game is so appealing, I sticked to it, until I figured I'm supposed to find the place with pattern best matching my own (to hide, I suppose - and that's what the 'hidden' meter is for). When the time goes to zero, or when any of the guys finds it's place perfectly, the guy with the least matched place looses. That's how I managed to win, anyway. :)
The music is perfect. It's a great entry, overall.
I actually really like the game. Everything about it. Well, maybe the load time is kinda long, but I understand it's because of the music (great one!).
Liked the gameplay, disliked the overall randomness and the lack of control over what upgrades I took. Audio is great, and I liked the simple graphics. I wish the stars were more visible though, it's easier to see then that I'm moving. After gaining 4160 points there were no more enemies to defeat, so an end condition or increasing difficulty would be a good addition. It's a fine entry, and there's place for post-compo upgrades (maybe something to allow more control over pickups?). Anyway, good job!
Very good entry. As everyone already said it here, the graphics are awesome and the music is also very good. The gameplay could use some work, but I find it quite entertaining, while the level design could use a little more polish. Overall, this is of course a great game and the minor flaws don't change the experience. Fantastic job for 72 hours!
Very interesting graphical style, but not much gameplay. However, the style itself is something I would like to see expanded, it's really great.
The increase in jump height is subtle, and I kinda liked the mechanics. Checkpoints are a really good design decision here. Quite playable, overall. Very good music. Good job!
Fun and frustrating, as many others have stated before. I liked it, though I've experienced some of the problems also noticed by others (the frustrating part, I suppose).
I might actually add something in terms of sounds. I know Bach is public domain, but I'd rather hear something "out of created classical music", even sfxr/bfxr generated blips&beeps. This is in my opinion an edit/mix so it's not against the rules or anything, but I'm just stating my point of view.
Overall, it's a pretty good entry and I had fun playing it. And the source code is full of polish. ;)
Theme is a little stretched, but the game is so good, I don't really care. It's super creepy, audio adds so much to the overall feeling. Ending also was a pretty good job, and to sum up, it's an awesome entry, definitely a winner for me.
I got to level 4, where it essentially got unplayable for me because of the constant following by those balls and because every touch to the edge of screen means quick death. Too hard, but I would play it even more if I had some time - so, definitely fun. Frustrating, but fun.
Theme wise, I suspect you were waiting for 'survive' or something like that, but the mechanics are so innovative and interesting, that it doesn't really matter for me. Very good entry.
Well, there's not much gameplay here, but maybe you're onto something. If the monsters eat me, I can quit or return to game - that's kinda strange. Some indication that I'm killing the enemies would be nice (I didn't see any score counter and they just vanish). Highscore option doesn't seem to work (just a blank screen). Well - the game works, so it's not bad for an early alpha. Continue working on this, I'd like to see some post-compo version.
Since the game didn't work (ResourceNotFound exceptions), I researched some pyglet programming on my own. I'm not sure you use the pyglet.resource right, and I had to make some changes to make it work on Windows (Python 2.7, pyglet 1.1.4). I like the structure of your code, but the game quality... well, after some source hacking, I managed to run it - unfortunately, the background and every sprite flashes in a way that makes my eyes hurt (game loop issue? tried to change framerate: didn't help). I don't know pyglet that much so I wasn't able to fix this. The game itself kinda works - it's a simple, basic platformer. There's no fail condition though; losing lives and time doesn't end the game. The idea might be interesting, but it's far from being complete. Plus, pyglet issues. Well, better luck next time!
Wow. Amazing. I managed to get all the way to the ending without the walkthrough, only to not use the 'recall' command (also, more intuitive for me would be to 'say' something at the end). I could get to it with some more hints. Anyway, it was so much fun, and a brilliant puzzle! Great game!
Okay, you totally overdid the source. As a first solo compo entry ever, the game works, at least. It's playable, but kinda easy and too short, and without distinct features. First wave consists of 9 bugs and then it seems that if I don't manage to kill them all, next waves will always have 2 bugs, until I manage to kill them, and the game repeats. :)
I also looked through your post-mortem. In the end, all that matters is you learning something new during the compo, and I think you've achieved this goal. Next time remember that it's more about a working prototype than a perfect code structure (though I admire the effort!). Anyway, I had fun playing and was impressed with the source structure. Thanks! :)
You might try http://pygame.org/wiki/Pygame2exe - I've seen some entries successfully packed into exe using this,
Actually, having Python 2.x + PyGame shouldn't be that uncommon (I should know, I don't use PyGame but it's a 5min installation = doable), and your game is pretty decent. Totally worth it.
If this is indeed your first python program, then it's really great. It works, the typing text thing looks and sounds awesome, the text itself is funny (after level 3, when it crashes, I really lol'd), the gameplay is decent and I like how the bottle on the right feels with bacteria. I also think you could easily expand the gameplay and make it more fun by adding some specific goals and stuff.
Really, this is actually a good entry! Liked it!
Extremely fun. Very addicting, I spent like a half hour playing. Nicely incorporates theme, very playable. I think it's one of the most playable games here. Definitely a winner.
Well I did play it. Every programmer should have python installed anyway and pygame is just another lib. There's no need for compiling anyway. :3
But while I believe there's no harm done here, you could try and package this into a nice exe (unless you're on linux-only environment, but then - some virtual machine would do), or at the very least, write what are the keys to use in your game. I had to dig in your source to check what I can do. Some hints:
p: load slot
s: save slot
b: doesn't work :P
m: mutate current organism
1-9: select mutated organism
space: start playing (arrows: movement, pgup/pgdown: dive up/down, +/-: zoom in/out)
I like where this was going, although it's definitely not finished. But it's not unplayable. You did implement a lot of features - shame you didn't manage to finish, but the idea was pretty cool. Mutation stuff seems to work quite well, as well as moving/swimming in the world. This might have been a little too much for LD, but I believe you were onto something really interesting. Maybe try to finish it as a post-compo? I would gladly try this one out again.
Great music and awesome gameplay, but whoever is the top score holder, (s)he cheated! :P
It took me quite a while to understand the mechanics, and I'm still not sure I got it right. From what I gather the idea here is really interesting and judging from the gameplay and other comments, this entry's only big flaw is the lack of explanations anywhere. Looking at the gampleay/walkthrough video doesn't clear a thing, too. Maybe I'm just too dense, but I'd welcome some explicit info on what I see on the screen and what I'm supposed to do, especially since the game looks and sounds very good. All in all, it's a job well done, but some more gameplay info would be great. :)
Okay, so I had this in bookmarks for a few days now, remembering your entries from past LDs. It took me some time to get to it, because I knew I would need some time to fully appreciate this one, but here I just ran it.
Your math stated in comments sounds fishy, I say! 2011pics x 200k each should be ~400M! :P This is the biggest game I've seen on the LD (1.1GB unpacked!), which is its only flaw (smaller photos? with some light compression you could do 640x480 and 100k/pic; I doubt you could loose more by using videos though), because it tends to kill the hard drive, though I suspect this has to do with the exe-packaging. I also think that you just reached AGS limits, but too see something this interesting done with AGS is pretty cool.
I love the theme, and that every run-through is short enough to let me find all endings. I can see the evolution here, though it might be a little stretchy. Anyway, the game is sweet and has a nostalgic ring to it, even without audio (though it would add so much!). Also, I'm impressed by how interesting and subtle (yes, even the scrabble part! :P) is the use of sex in your game (not explicit, graphic, just "it's there, it's fun" kind of use). Loved it altogether (I'm biased, since I love to play modern boardgames) - it's a perfect, story-driven experience. Awesome entry!
@pentaphope For me it was the same, try:
http://blog.lonestranger.net/wp-content/uploads/2012/08/LudumDare24.swf
Feels very complete and is very playable, but the only way to defend is to shoot the bullets comping from aliens, which is very hard, so deaths feel kinda random and the game can easily become a clickfest. Also, I really wasn't sure if the aliens were really getting better (as they should, since they're evolving), or there were just more of them.
The idea itself has a great potential and - be it clickfest or not - I enjoyed the game (lost at waves 14-16 or so). I also liked the audio. Overall, it's a very good entry, and congrats for submitting this!
I might also add, I really like your journal, footphotos and the cat. Good job!
@LoneStranger
My flash version 11.4 r402 (Firefox). There's just empty space instead of a flash object and I can hear the music. The direct SWF link works, though.
@LoneStranger
Okay, no need to worry. Turns out that, at least in my case, the Flashblock plugin in Firefox was at fault here. It's supposed to block flash content, letting the user click on it to open, and usually it works very well (this is actually the first time it's not working properly), but in this case this somehow gets in the way. Adding your site to a white list in the plugin options solved the problem completely.
Interesting take on the theme. Graphics feel consistent, and audio is rather cool - other than that, a little too simple, though I did have fun. Adding some more moves available (like throwing yourself at the ball, etc.) or some bonuses (a lot of blocks in a row = more points) would make this even better IMHO.
There isn't much gameplay, but it's a good entry for 10 hours of work. I like the graphics and how stuff changes with time, how the town evolves - I can see the theme here, but I wish there was more of... well, everything. That's good. I also would like to see some post-compo version.
TL;DR: Nice. Gimme more.
Wow, I'm speechless. Awesome. Just awesome.
I don't know if it's my computer, but when there are a lot of beetles and bullets on the screen, it slows down a little (not much, it still works perfectly). Also, something to reset the game without refreshing the page would be neat.
Nevertheless, perfect entry.
@Benjamin Yeah, at the end of the fights, but what if I wanted to go back during the fight, the voting or just after selecting skirmish mode? :) As I've stated before, this is perfect anyway. :)
Waiting to play your entries is becoming a habit of mine, and you never fail to deliver. Great, as usual. Looking forward to seeing the source. :)
A pretty interesting entry. Gravity when jumping feels a little off, but laser eyes make up for it. The game is pretty complete for 48 hours of work! Good job!
While there are interesting graphics (cloth sim FTW) here and there's pretty decent audio, I find the difficulty much too hard with these controls. These are just too slippery for this kind of game IMHO, when you really need that every bit of precision. In addition, a very steep learning curve doesn't really help: it easily gets frustrating. But on the other hand, the game feels complete and consistent - it's a very good entry. And Kudos for a girl protagonist. :)
Well, others pretty much stated all the relevant things, so I'm here just to say, that it's a tremendous work and I enjoyed it very much. This game is so huge!
Pretty nice graphics and awesome music, too little gameplay though. I like what I see, but I'd like to see a little bit more. In terms of content, it's just sweet.
Feels very complete. I think the theme was a little forced and I wish there was some audio, but overall, this is very well done. The idea is quite interesting and graphics are very nice. Good job!
Pretty fun to play, I played for more than a few mins. Kudos for involving your kid. You should probably include some kind of packed exe version, for those without Python (yes, there are such people - crazy, I know!) or PyGame, though. Try py2exe or something similar. Anyway, very nice entry.
Actually it's pretty crazy if you look at the hiscores on Kongregate, and comments here and there. Experimental gameplay, and quite humorous one! I liked it! :3
Feels very complete. Everything fits - the music, the graphics, overall mood - and that's quite a feat to achieve during the compo. Theme is a little stretched, but the gameplay is pretty solid and leaves the player wanting more, which is a good thing. Great entry!
Wow, it's 3 hours until end of voting and boy am I glad I could experience this right now. I think this is one of the best games during this LD in terms of fun, and it's also very good in other categories. Great concept and overall polish. Loved it.
Very interesting puzzle, the gameplay is solid and entertaining. Could use some audio. Some possibility to skip a fixed number of blocks (like: 3 skips available) would give player a little more control over the result, but I managed to get a worm with a worm body, eyes, brain, two legs and two arms - so I guess I did quite good. Great entry!
Great humour and the artwork is freaking _AMAZING_. Graphically this is far beyond any other entry, even if your game isn't finished. Even if you call it "incomplete", it's pretty playable, though it's a game of quick reaction and I'm getting too old for this (well, I did manage to fire 5 people). However, I still would gladly play the finished version anyway. :)
I take this is inspired by Phoenix Wright: Ace Attorney, right? Anyway, this entry is awesome, I really like the gameplay (I might be biased because I just played PW:AA on my DS:P). As usual, I'm impressed by what can be done in Ren'py. Great piece of work.
I like the idea, I really like the mechanics. Gameplay-wise, I think it's playable, although may be hard to get into (also because of kinda awkward controls - I get why they are like that, but when I'm playing, I'm not drinking/eating/etc. so I prefer to use both hands). Graphics are good enough: some animations would be nice, as well as some audio, but these aren't really major flaws. It's an interesting concept and could be expanded into something more. Nice entry!
The jumping was already stated before, and that's actually the only real flaw I could point out. Other than that, the gameplay is pretty decent. The post-compo version is much more playable, because of the jump fix. To answer your challenge I had to switch to post-compo version - the systems are, in order of controllers appearing: Atari 2600, NES, Sega Master System, Sega Mega Drive/Genesis, SNES, Sega Saturn, Playstation. Did I win something? ;P
@Jacic Thanks! :D I'm so happy!
Theme-wise this is pretty sexist. 'Married' being a good attribute to date Lucy? Damn, I got things mixed up in real life! :)
Nice retro feel, and the gameplay was pretty decent, though simple. A very good, polished entry, and a very good post-mortem. Good job!
Simple, funny, playable, fun. For six hours of work, this is really great. Actually, it's pretty good anyway. I liked the learning curve. You could actually make something more out of it - maybe an evolution of humans? :P To sum up, it's very playable - I wish it was a little longer, but maybe this length is actually great for a LD game, since everyone can finish it.
Very good concept and for 4 hours, it's pretty playable. Now I think that every argument can be solved using pong! :D
First, thank you all for your comments and the very much appreciated feedback. Some of the issues you stated are changed in the post-compo version (and the overall mechanic is quite different), so if you want to, do check that one too (after rating the original). Here are my responses:
/selection and overall influence on the next generation/
Overall I think that selection for elimination was a bad design idea. I had some problems implementing cat creation out of many different parts, so I wasn't able to do much more than that. @SusanTheCat's idea is great, but for now the change in mechanics in the post-compo version will have to suffice.
Post-compo version fix: Choosing cats for reproduction, instead of deletion. If you choose two cats, you will get two children with features determined by parent's genes and mutation rate.
/randomness of mutations/
The mutations (random changes in a genome during the reproduction) are more often as you increase the mutation rate. If you wanted to merge just the available specimens, the mutation rate should be minimal, if you wanted a new pool of features, you would set the mutation rate pretty high).
This is the part of the game that is taking the fun away: it's more of a simulation. There are 96000 different cat combinations in 7 different categories (head, eyes, horns, mouth, body, paws, tail), and mutation changes only one feature in one category. This is direct implementation of GA, and a major flaw, since player has no real control over which cats will reproduce, and which won't.
Post-compo version fix: Mutating genome has a small chance (increasing linearly with mutation rate) of getting one goal feature. In essence this makes occurring the proper mutations more probable: then you can decrease the mutation rate and select cats with features you want to have to try and merge them.
/age, UI, other stuff/
Besides sudden death (increasing with fertility), cats also die of old age, which is around 16-17 turns and can reproduce only when they're of age 7-13! There's no info about it in the original version, though it's how it works. Moving cats isn't implemented right now but I am still considering it. Visible age value is dealt with in the post-compo version, but not in an explicit way (too much numbers on the screen, with around 60 specimens this would be a massacre).
Post-compo version fix: Added info, cats too young for reproduction are with pink tint, and too old ones are with grey tint. Instead of fertility/death rate, there's a death rate: number of cats that will die a random, sudden death on next turn. Still thinking about the movement.
If you're interested, there's also a post-mortem in my journal.
Again, thank you so much for the comments. To next voters: be sure to leave one, so I can check out your game too!
@Pierrec
That was the general idea - to remove unwanted specimens rather than select ones to mate. I also think it's more fun. And, while I get your points perfectly, I can also see that the original is a little too random. The player can control the population as long as (s)he knows exactly what the genetic algorithm is doing, and there's already an abundance of text in the game anyway - that's why the post-compo aim is to make things easier. Though I might rework the whole idea altogether at some point.
@Qaterknan
Yes, I suppose so (though only in the original, compo version). Only first 1-2 levels though. With the level progression, the number goal features will increase, as well as the number of needed specimens. From level 10 or so, the goal is selected randomly (as opposed to being a mutation of already achieved goal). There are 96000 combinations so you're gonna have to wait quite a while to win, assuming that the population won't die unattended. :) Plus, I'm pretty sure that with levels 3-5 and later ones, you just _cannot_ win by holding X (population starving, too high feature rotation, etc). :)
@wilbefast
Try the direct SWF link:
http://dl.dropbox.com/u/38899557/LD24/LudumDare24.swf
If you still got problems, try updating Firefox + Flash, it really should work (I'm also on Win7 64bit, Firefox 15.0.1, Flash 11.4 r402). And yes, GREAT MINDS DO THINK ALIKE! :D Besides, "1000 Kittens" theme was pretty awesome. :P
Again, thanks for all the comments, really appreciate them!
I wasn't sure what to do, besides killing kittens, that is. 10 mins is quite a long time and it's extremely difficult to survive that long. Music got a little boring after a while, but it also kinda fits. The game could use some gameplay reworking. Other than that, graphics are actually quite good. Nice entry!
Great game, very playable. I just had to play all the levels, though the third one is really difficult. Trying to find flaws here would feel a little nitpicky - it's really a great entry, and feels very complete (even without level progression) - maybe the only small flaw is that if I actually die in levels 1-2, it's because of this damn holes (I go to get some pickup which is just above it and I fall in). Btw. if you added another hole in level one, I don't think anyone would figure that's an exit. :)
Addictive and so much fun to play. Feels very much complete. Great entry.
It's incredible how such simple graphics can be so appealing. I'm pretty sure it's a winner here - the game is perfect for LD: simple enough, short, funny (and the last level can be a little challenging). Music is great IMHO. The strongest part of this entry is definitely story and gameplay. Great job!
Very good graphics, mood and music. The gameplay is kinda hard and can get repetitive, but this project really feels too big to be made in 48 hours. Overall, it's an awesome job. Where's the source? I wanna see! :P
This is reaallly fun, VERY playable. Music is great. Parallax works differently in x and y direction and it seems kinda confusing. But oh boy, is it playable. It's a little hard, but that actually made me want to play more and more. I can see that difficulty scales with how many DNA points I've gained, and this makes hard to survive in the beginning - later it's fine, as long as some big new organism doesn't spawn exactly where I am. Anyway, this is a GREAT game. I love how you attach cells to the organism, it just feels great. Awesome!
The music is a bit too loud, but I like how it's changing as I play. Pretty cool concept, and I also like minimalistic graphics. As usual with strategies, the key to winning is to quickly acquire technology. The game could use some polish, but does feel very much complete. Good job!
The looks are stunning. Amazing. The gameplay could use some more variety, but it's a great entry anyway. Great piece of work!
Goddamit, I wanted those spider legs so badly, but after killing all those spiders over and over, I just lost my bat wings. :) I love the general idea, the sentence "you are what you eat" makes actual sense right now! ;)
The idea is perfect. I would like to see some feedback, what am I getting from different DNAs, and under Windows the game runs a little too fast, but you're already aware of these. Other than that, the game is very playable. It's fun watching as the hero changes during the game and I would like to see this concept taken further. Great entry.
Well, maybe there's not much evolution here, but the game is really playable and feels very much complete (aside from not working stuff, which you're already aware of). Graphics are especially nice - the intro, the isometric view, are just perfect. It feels really well done and polished, and there are kittens inside, yeah! :D Very good entry!
Great concept. I won with over 420 points, though the ending itself seemed like a dead end ;>.
Very, very interesting mechanics, but the game could be even harder, I think - it's too easy to just hoard healing genes. But I'd like to see this expanded. Some kind of post-compo version, perhaps?
Huh! Our games use the same mechanics, actually, so it's no secret that I really like your entry. Great minds think alike, I suppose! :) But yeah, your entry is great - the graphics (animations!) are awesome and the game gives player a little more control over mating (this is a GREAT idea, I've done something like this only in the post-compo version).
That being said, it does suffer from similar flaws as my own game, of which main two are: the overall feel that achieving the goal might be pretty random (and somewhat independent of the player), and (still) to little control over mating and which Poggle dies and which doesn't (lightning bug + it takes time to load). I tried to battle similar flaws in my own entry, but I'm still not entirely sure there's a good way to do it.
Overall, the idea is perfect (I should know), this is as close to the theme as it gets, graphics are awesome, there's even some music. It's fun to play, but it's still more of a simulation than a game, so it targets a specific group of people, I suppose (like me). Should I add that I loved it? :P Great job!
Well, it's funny and actually quite playable. If only there was some end goal, it would be even better. Anyway, decent entry!
The small flaws I saw are already pointed out in other comments, so I'm not going to repeat. I liked the overall feel and audio, but the last level was a real pain. Good entry though!
At first, I didn't get it at all. I ran it once, read the explanation, and still didn't get it. Ran it again, and the dog followed me every time I called him, so I was ready to call it quits. I felt like this was nothing special and I completely didn't get your explanation at all.
And then I ran it again, just to check something. I went to the park, with the dog following me, and then I let it go off-screen just for the sake of it. And only THEN I understood what did you mean. I ran around the place, calling the dog, but it vanished. Quite a sad experience, I must say.
Why the happy face when the screen turns black? :( Overall, the entry has the player perplexed as to what are your intentions as author, so the unexpected mood kicks in perfectly, if the player can relate to the problem (I suspect many people can). I'd say that "evolution" theme was a little forced here, but in the "mood" department you definitely earned plenty of stars. Simple graphics were fine and the audio was quite good. I think that the game would actually be better without any explanation, but probably less people would figure out what to do to get through the full experience.
Great entry!
I created so many of those creatures, I almost killed my browser. :) It's a very good, playable platformer engine - I wish there was some goal. I really like the minimalistic graphic style.
Wow, the plot is... well, it's awesome. Crazy awesome, especially since I love all those movies like Moon or Space Odyssey 2001. This is probably the highest rated game by me so far! I love every bit of it!
Wow. Great. Awesome. Love it. The only small flaw I found here is that player has no control over infected people, at all. This sometimes is bad, because waiting for the infected ones to go another floor up can take a lot of time (on the other hand, that is exactly how it should work, and player increases chances of infecting next floor by infecting all the bottom floors). Anyway, the gameplay is perfect, even with the waiting, though after some time the music is a little repetitive. But I am nitpicking - this is an excellent entry! Congrats!
Very cool idea. Kittens look pretty - are you gluing different cat parts together? Like head + body, then colour it? It looks that way, and is pretty awesome (I should know, I used the same idea!:P) - your animations are great. I'm not sure how to mate stronger kittens (seems kinda random), and I don't know what different features mean. It might have been too big project for LD jam, but it's quite playable. Good job!
A little pretentious, but I don't mind. Regarding your post about it being controversial, IMHO the game fits the theme all right, though it's disputable whether it itself touches the problem of people not being sensitive to war. War isn't a game, amd killing in real life isn't like killing in a game, especially at this level of abstraction. There are no similarities between not feeling remorse over invisible characters in the game and not caring about war IRL.
The execution of the idea is quite good, though there's no real challenge, besides destroying everything. Well, maybe that's the point. The destruction effect looks really awesome and using raw WebGL is really something to be proud of. I would like to see some more gameplay, but I also get what you're aiming at here and that it must've been a lot of work as it is. Very good entry!
Awesome. A pity it's that short and linear, but what a great experience! Fantastic execution.
Great music and character animations. The movement is a little bit slippery. Other than that, the story is funny and the game fun to play, but also pretty hard. Liked it.
A very nice graphical effect, and the music is really good. The gameplay is simple, but it's great for casual players. Well done!
At high velocity it's really hard to control the car, but the game is actually quite fun and I liked it. I also liked how the car sprite changes angle when pushing up/down, and that the wheels are staying in the same position when it does that. Little things, but I can appreciate them. The intro animation is also a nice thing to see. Quite well done - played so much that now my eyes kinda hurt. :P
Perfect entry, and I managed to annoy Ms. Twist quite well. :) I also saw the exploding head ending, and had so much fun, that I will probably show this to my non-LD friends.
Great use of AGS, as always. Very high ratings, and well earned!
Great graphics, though it's really a tech demo and not a game (or it IS a not-game!). I would really love to see this taken further.
Great idea and awesome execution, though it would be even better without any explanation at the end. I think the overall message would still be clear enough, especially considering this LD's theme. Perfect, especially in theme and mood categories.
@jfroco He also didn't make the music, though it's a Jam entry and royalty-free music is perfectly acceptable.
The idea is great, the music from incompetech.com really fits the game, and graphics are fantastic. I would like to see this taken further - with some in-game tutorial and some more feedback to the player, this could be fantastic. HTML5 is a plus, though I had to unblock every blocking addon in Firefox to run it without problems. Congrats!
Bah. I cannot even add anything new to the above comments! So perfect it hurts! :D Congrats on another astonishing entry!
The graphics and music are fantastic. Gameplay is pretty good, though the options to pick from are sometimes not intuitive, and in few cases they don't make any sense at all. UI and the engine could use a little more work, but maybe it's just a matter of preference (and I know it's not easy being constrained to one mouse button when developing adventure game engine). It's a great entry!
Wow, what a perfect idea! It definitely feels like Pac-Man, so congrats for achieving the right mood! I think that Pac-Man's AI is pretty good - if it was any better, the ghosts would have to move much faster (and then it could be really hard to manage them).
Regarding switching: you could also put somewhat transparent numbers over the ghosts' heads (or that could be switched on/off). It would really help to distinguish them.
Anyway, I loved the entry. Congrats!
Wow, a lot of content for a compo entry. Music gets a little repetitive after a while, but there's so much other things done here, that it's not a big deal... Great job!
My score: 3095. Out of my surviving crew of 4, 2 had brainslugs. :P The game is really good, but it needs patience at the beginning - I didn't know what is it I'm supposed to do with the buttons at the bottom of the screen. It's only when I realized how building ship works I was able to finish the game. Nevertheless, this is a great entry.
The game is very polished, I really like the mechanics. It could use a pause button and the music could just continue instead of restarting with the beginning of the level when resetting, but otherwise it's pretty much perfect. Love it.
It's incredible how polished all your games are, and I wonder if you know that people most probably come here not via the "Play & Rate Games" link, but because they added your LD journal to bookmarks, like I did. I love your entries, and I super-love that you're using haxe and let people learn off your code.
However, I would also like to see something out of your "comfort zone" - what @AnnaGavaldaKedavra said makes some sense, actually - just I'm not exactly sure what would that be because your games usually differ in mechanics, and I don't really mind your trademark pixel style. @rasmusrn's challenge seems like an interesting idea, would love to see what would you come up with given such limitations.
Again, awesome job on your entry!
The idea is crazy & the game's pretty neat, though I'd like to know what I'm doing (besides that I'm the noodle). As an abstract, crazy game it's 10/10 though. :)
A bit too difficult for me, but I did try a couple of times. A restart option (i.e. without refreshing) would be great.
Really good entry. Feels very complete and polished. Pretty awesome music, but it really stands out in all categories.
I really would like to find a flaw in one of your entries. Like, once. ;) Well, maybe next time. 5/5 all. :P
Interesting entry. The poem is just awesome. I was going to nitpick about how it would be nice to see how much HP has the enemy and that "Don't meddle in the cave..." part was shown after the voiceover, a little late. But then, I got to the ending. Pretty great. Awesome. Loved it.
Looks very good, impressive work on your engine - the game is very much responsive and feels polished. Liked it very much.
The innovative type of control is definitely the strongest part of the game, although I also liked all the other stuff. Generally controls could also use a tweak or two, because it was hard to deal with enemies after getting on the ground, but it wasn't a very serious problem, it just made the game a bit harder. Anyways, it's a good entry!
I managed to kill 4 girls. :P I can see a lot work put in the game. Maybe it's not polished, but the mood is right where it should be, the music and graphics add to the overall experience. What was a little annoying was that my mouse cursor kept moving out of web player, but I suppose this is Unity's doing. Good entry.
Interesting entry. The poem is just awesome. I was going to nitpick about how it would be nice to see how much HP has the enemy and that "Don't meddle in the cave..." part was shown after the voiceover, a little late. But then, I got to the ending. Pretty great. Awesome. Loved it.
Damn, I wrote my comment in a wrong window (I try to rate a few games at a time). Sorry. It was meant for a different game - see @baykush_figtree game if you're interested.
Regarding yours. I definitely like the overall feeling, though I always ended up being shot, not being able to get all the sheep. The mood is great, the tentacles look pretty, the music is pretty neat. It does feel a little like moving through the void, with the sheep moving away - some static graphics on top of the terrain would give a sense of movement. Other than that, I'd really like to grab all those sheep, but I seem to fail miserably. :)
Sorry again for the mistake in previous comment.
HTML5 link is not working, but I downloaded and ran the game locally.
I really like the torch mechanic. The controls could be a little bit more responsive (they feel a little bit slippery), because this is essentially a precision platformer, but I could get used to those after a while. I like that each level is a separate screen and that you restart the current level when you die.
Honestly feels quite good, the only thing it's truly missing is audio (even simple sounds make the game instantly pop). Otherwise, a great entry, thanks!
Yes, a couch multiplayer! I liked the game, I only wished that it would be a little smaller download (333MB packed, 470MB unpacked). Congrats!
What a spectacular entry, wow. I love everything about it, it feels so incredibly polished! Absolutely awesome. Everything is top notch: the graphics (love palette), audio (and there's a music difference when in shop!), controls and gameplay. One of my favorite entries, if not *THE* favorite.
The difficulty was perfect for me, though I think on the second run I've abused the homing bullets a lot, to a point where I wouldn't grab other updates. They make going through the enemies easier, though I wouldn't say the game becomes unbalanced because of that. It required less skill from me, but was still fun!
Pretty awesome that I could play on a really low end machine too.
@euler-moises Based on one of the author's itch.io comments, CT Fusion was used. The author seems to know that engine quite well - to be fair I think the beautiful outcome depends less on the tool itself, and more on the author's abilities, which are - as we see - superb.
One of my favorite entries! And yay, PICO-8! Great entry, I enjoyed the polish - the fact that you can pick up cow and drop it on top of the farmers, and that you can knock'em out as well - lovely! Great job, thanks!
@python-b5 Added the epilepsy warning to the page - that is a great suggestion, thank you!
I am very grateful for all the feedback I'm getting, thanks!!!
@aly-name Well done! You were very close to the ending - there's 11 levels in total, but then they loop back. I playtested it so that it should be very, very difficult to get past level 11 (though not impossible - there's RNG factor to it). Thanks!
@nonumbersgames Thanks! As with most pico-8 entries, you can press ENTER and pick "RESET CART", which will reset the cartridge.
@a0405u, @airgameboys, @aly-name, @anchry, @aynu, @baturinsky, @boboneoone, @caer, @cr-nch, @cryfish, @fancyreckless, @farzher, @ferit, @field-of-king, @freamdev, @hdvr02, @inferno123, @is-a-hatbox, @jester1454, @jhandsy, @jhax, @jk5000, @johnnysix, @joseph-tan, @kali, @koolruz, @kveg, @leorean, @mamboman, @manuel-cabrerizo, @mavvy, @mayrakissa, @michael-parrish, @nonumbersgames, @notnasiul, @ohjuliego, @oinkle, @olsonexi, @philocode, @pres2300, @python-b5, @resty, @stratcat66, @tikotey, @tois, @tugaryn, @verbante, @vinnnie, @whateverdat, @xorfe
Guys I am really sorry to spam you, but for whatever reason during my submission I must have clicked to opt out of the scoring, which is not what I intended to do. I in fact do not mind it, and I think it's only fair that if someone played my game, they get to rate it, as it is part of the LD experience for me as well.
If I could kindly ask you to rate the game if you haven't done it, I would be eternally grateful, even more so than I already am - thank you all for leaving comments! As a bonus I have added a link to the [post-mortem](https://ldjam.com/events/ludum-dare/57/hyperspacedive/hyperspacedive-postmortem-and-afterthoughts) if that's something that might interest you. Cheers!
@3ssthejammer, @a0405u, @airgameboys, @aly-name, @ammonit, @anchry, @arasander, @aynu, @baturinsky, @bene-labs, @boboneoone, @caer, @cr-nch, @cryfish, @egor-iv, @euler-moises, @fancyreckless, @farzher, @ferit, @field-of-king, @freamdev, @gargantuan-janitor, @hdvr02, @inferno123, @is-a-hatbox, @j-rara, @jester1454, @jhandsy, @jhax, @jk5000, @johnnysix, @joseph-tan, @kaba, @kali, @kamuniaft, @koolruz, @kveg, @leorean, @locke8, @mamboman, @manuel-cabrerizo, @mavvy, @mayrakissa, @mega-marlon, @michael-parrish, @mod-wiz, @nonumbersgames, @notnasiul, @ohjuliego, @oinkle, @olsonexi, @philocode, @piero-pbes-studio, @pres2300, @python-b5, @resty, @sbeif, @shadyshade, @sinclairstrange, @stratcat66, @thomas-bringer, @tikotey, @tois, @tugaryn, @verbante, @vinnnie, @whateverdat, @xorfe
(I hope that's everybody)
Since the voting has ended, I'd like to thank you all for taking the time and playing my game. I am very grateful for all the comments you wrote, and for your votes as well! You are awesome! I hope to see you all during next LDs! Good luck with the ratings! Cheers!
I loved the idea, and the audio cues are great. I remember seeing audio-only games in LD before, but this case fits the theme quite well, and adds to the mood. I think being able to see actually makes the game more difficult, and it's also pretty scary experience. If others don't believe me - play with your monitor turned off, late at night, no bright lights. Super scary, and the atmosphere is chilling. Great work!
I love the fact that I could slide, very cute! :penguin: Very solid entry, feels very consistent. The only issue I had was with the field of view, I wish it was a bit bigger, because although I could be very fast, it didn't really pay off that well. Awesome entry, thanks!
A great idea, really. Loved the voxel art, the crafting system works. I agree with some of the comments, that the game could use some additional feedback (like when the sword is done or similar). You didn't even need to smash pans to add audio, you can do a sound with your mouth and that would probably work too. :stuck_out_tongue_winking_eye: And quite impressive for a compo entry, great job!
Graphically this is really great, same for audio. I liked the curvature effect a lot. I agree with previous comments on the controls - ideally these would be a little bit snappier. I assume this is due to the fact that the character walks and then runs if you hold down the key. The slowness adds to the mood though, so it might be fine design-wise. Great entry, thanks!
While the game is beautiful and there's visible art directorship in play, the gameplay is a little bit frustrating, at least for me. I did not get the audio cues which should tell me which teeth are sick - I think some sort of visual cue would help there. Because of that, the moment crocodile closes its mouth means the player death is effectively unavoidable and seems a bit random. It would be nice to have at least a way to escape. I understand, however, that this might have been a design choice and the issue is on my side. The game is obviously very pretty and impressive, well done!
Audio gets a big plus, loved the "yay" at the end! :laughing: Surprisingly well balanced, I was sure I wouldn't be able to escape, but it was in fact doable, albeit barely. Great entry!
What a sick idea, I feel positively violated! :octopus: Love the humor, but I must say the difficulty is quite high, and that starts right with level 2. The HTML version works fine, but on the one embedded in LD page if I hold "down" for a while, the page starts to scroll, and obviously I get `[[censored]]`. But yeah, I like the consistent look & feel, the death animation (including sounds and the look on the monster's face...) absolutely made my day.
I didn't expect that, but I think you can get stuck like so: stuck1.png Obviously I was to blame here, not thinking about the coins - and I could finish myself with the bomb, but had I not have them, I think there was no way for me to progress or reset, right?
There are quite a lot of features in the game - pretty impressive. I can see that the art is quite minimalist, but the animations are quite good and the game is enjoyable. The audio doesn't get repetitive as well. Great entry, thanks!
One of my favorites as of now. Loved the concept and the gameplay, the upgrades are well designed, the look and feel is consistent, and the graphic palette is earthy, and fits the theme. Very well executed, the suggestion to work further on it is on the spot, I would probably play a lot. The only thing that would be great to add is some fitting background music. Congrats on the entry!
I love your entry, this is very impressive for a PICO-8 entry. It's pretty well-balanced, I really could not find anything that bothered me. One of my favorite entries! Great job!
A great entry, very polished. I enjoyed the presentation and the music was nice! I agree with a comment above, after a while it was very difficult to make sure the area was clear. Also, it was funny to see the newspaper title "the galaxies were newer clearer" with the picture of my ship right in the middle. :laughing: I had fun! Really good pixel art!
I do not always finish LD entries I rate, but this one I really liked and I'd like to see what happened with the DISCOMBOBULATOR test! Awesome entry, the interactive scenes were great. I liked the pacing and the difficulty - actually every aspect is quite polished, and the humor is what made my day. Great entry, thanks!
Great entry, playing on a controller was so smooth! Very enjoyable gameplay loop, being a mole ninja killer was very satisfying (my strategy: emerge from the ground, hit, hide straight away, attack from another direction). Couldn't really find anything to nitpick - well, maybe the theme is very light here. But obviously, great job, congrats!
Howdy, PICO-8 user, I like your game a lot! The idea is pretty neat and the execution works well. I am only missing some music, and sometimes when I stay under a fly waiting, the collision seems to not register, but I didn't test that thoroughly. However, it's a nice, enjoyable entry, congrats!
I got to 50m with panic mode setting off as I went back, which feels like an accomplishment for me. I think what works extremely well for this minimalistic experience is the combination of using 2-color palette (in particular with black color surrounding us as we dive deeper), and the audio. The audio, changing as we go deeper, incredibly adds to the mood, and it drives the whole experience a lot.
You asked in a post if this would work with different graphics. IMHO it would, assuming the palette stays in the darkish, serious area. For now I think the minimal 1-bit approach works better, for two reasons:
- it moves the focus to audio, which drives the atmosphere (or, in essence, lack of thereof) - the black background color as we dive deeper adds to the sense of isolation and depth
I enjoyed the entry quite a lot, congrats.
What an absolute powerhouse of an entry, definitely goes into my favorites. I fkn love it. :heart_eyes: Congrats. As a pico-8 user (this LD at least, and probably for future ones), I appreciate the look and feel, even though I can see it's GM. Awesome stuff! Loved the mechanics as well, btw. Audio works only after focusing the game, after loading it up. I think it's a GM thing.
Great entry! Nothing is missing, really - also, that is a lot of team! It's definitely a winner candidate in many categories. If I really _had to_ nitpick, I would say that mixing lower-res pixel art and pixel art font and not really pixelated avatar and some assets in higher resolutions would be something that either is a conscious design decision and is fine, or could be addressed. But I also kind of assume it's the effect of dividing work between 8 people, hence it's more of a remark than criticism. Awesome, awesome entry.
I really liked the entry. The presentation is consistent and polished (separate screens for fights look great). Initially I was confused why I could continue after my energy was depleted though (saw in another comment that life is consumed instead) - the mechanics here was either not communicated or I didn't register it. The battle mechanic is simple, but works - ideally, there would be some strategy to it. I liked the idea in general, the atmosphere is on point. Great job, congrats!
Unfortunately the game got stuck for me on the initial screen. I tried Win 10 Pro with Egde ver. 135.0.3179.66 (64-bit) and Chrome ver 135.0.7049.42 (64-bit), then updated Chrome to the same result. Graphics card is RTX 2070. The audio plays, I saw some messages on the console when clicking start game, but nothing else. I retried it on Win 10 Home with the same Chrome and Intel HD graphics, and it magically works, though the gameplay was a bit slow and it hanged after a while (this machine is a little bit older though). Huh.
Anyway, the graphics look good and consistent and the audio is really great. I liked the mechanics and the visuals, and didn't really need the tutorial at all, so the gameplay was quite intuitive. I also appreciate thet you've provided tutorial. :thumbsup: It's a good entry overall, thanks!
Great, complete entry, and loved the honking. Good, steep progression, liked the story delivery. :)
I agree with previous comments - there are some good points there. In particular, I found it confusing to understand whether I get the resource bonus when I pick the card or when I discard it - just based on the graphical presentation (i.e. if the player should pick one of the cards, then first they should eyeball the card description and only then resource equivalent - it's like the cost of cards in say, Hearthstone: it IS on the upper part of the card, but not centered and quite smaller). With those graphical tweaks and some balance considerations, there's a way for the title to grow into something addictive. I think in overall it's a pretty solid idea, and the take on theme feels pretty unique. Good job!
Great, creepy mood. The mechanics could be a little clearer, I also spent quite a while on trying to figure out how to get the signs which, as it turned out, weren't runes. And I also softlocked myself by accidentally staring to enter the combination prematurely. Great entry, thanks!
Great take on the theme. The difficulty was a little bit high for me and I didn't figure out that I should run the game in fullscreen until after I've read through other comments (now I can se that the info is on the page as well, duh!). Art is fine for me, good job with the music changes. Thanks!
What a great entry. Simple gameplay, consistent graphics, good audio. And here I'm thinking I knew my way around a keyboard - sadly, results were unsatisfying (around 40m)... and that got me wondering, how is it possible that some people were able to achieve so much better results? Well, obviously, they cheated, like me here:
2025_04_09_12_49_35_Hole_Punch_by_Michael_Parrish.png
:stuck_out_tongue: Great entry, thanks!
Feels very polished, I had to re-check if this isn't a JAM entry. Very impressive. Music is just superb (5/5) but then I kind of expected it might me, reading the description on your profile. But the graphics are really great as well, the feedback loop was pretty readable - I think with adding some more things (see one of the comments above) this could be a great starting point for something bigger. Great game, thanks!
Pretty deep (*deep*, see what I did there?) and polished, I liked it a lot. Audio is great, graphically as well, plus the consistency. The only issue I've found was that the resource conversion can get you to a state where you cannot finish, like so:
2025_04_09_13_24_24_DEVLIC_S_ABSORPTION_by_tugaryn.png
Regardless, that is an awesome game, congrats!
For whatever reason I especially liked the "KILL EVERY FISH" text coming up. It has something of an old Duke Nuke'm vibe. :sunglasses: Obviously the game is quite polished, there's even an intro - way more I'd expect from a LD entry.
The gameplay is good and enjoyable, though for me there could have been less levels. It also seems that when repeating levels, I may get different types of fish. This kind of breaks the balance a bit, because sometimes I get the pink ones, which are generally harder, and sometimes eels, which my net handles well. Btw. after getting the net I rarely used the harpoon anymore - it's not that it's overpowered, it's actually well balanced IMHO. I think I would use the harpoon more if I could aim it somehow. The anchor weapon wasn't doing anything for me, I tried to use it but just died because of that.
Btw. I got some encoding problems with the letters. I appreciate "Slimak" though, being from Poland. :snail: 2025_04_10_00_06_14_TRENCH_ldjam.com_Ludum_Dare_game_jam.png
Spent way too much time playing! :sweat_smile: Very solid entry! Thanks!
Okay, the game feels very polished, awesome entry. I enjoyed the audio-visual setting a lot. I agree with one of the previous comments: for me the minigames also were very difficult. Ideally there would be some sort of progression or a difficulty setting. Anyway, good work!
Very addictive, spent way too much time playing! :sweat_smile: I liked the overall game loop, though it is a little bit on the grindy side. Fun upgrade system, but it wasn't clear for me when the red update shop is going to appear, and because it resets with every loop, I'd prefer for it to show earlier. Music is very nice! Good job!
Love the look and feel, especially the graphic details (godly anims and 1-bit stuff). At first I thought the game is a little unbalanced because when I happen to dive for a couple of seconds, I can break couple of blocks, but if I hit something, it's almost certainly the end of the run. But then I replayed couple of times and I can see now that the dive mechanic should (and was probably intended to) be used sparingly, and the dash-kill helps. I tend to get killed by my bravado or it happened that I got stuck between the red triangles.
I wasn't able to beat the highscore. :sweat_smile: But I did try! Great entry, congrats!
Very nostalgic, and also quite brutal. Didn't know about GB Studio, very cool looking. I think the easiest strategy would be to remember what attribute will be tested by a given event and only pick those, since there doesn't seem to be penalty for fleeing? Great entry, thanks!
The graphics and audio add to the mood, very enjoyable (although short) experience. Loved the dialogues. Great job!
At first I was a little thrown off by the pixel art resolution inconsistency between the UI, text and the game itself - but after I got over that, it turned out to be a great experience. I liked in particular: the sense of danger as I went deeper (that feeling with 2 angry octopuses following me all the time), the fact that upgrades allowed me to progress further, the fact that scrap was always at the same place, and the visual representation of the controls. That made the game really enjoyable for me. Still, if I had to nitpick, I missed 3 things - some sort of pause (also when at the shop), resetting speed when bumping into something (the sub stops, but the velocity is still there), and a way to shake off creatures which are all around me. But yeah, minor things. I loved the entry, great job!
Okay, I actually think the game has potential, but I didn't always seem to keep whatever I got earned when retrying, and didn't understand why. The retrying itself could have been a little bit more seamless, since generally the player probably wants to continue the game - the retry could happen on its own as well. I appreciate adding the audio, though the music loop got tiresome after a while. It was fun yelling at Jerry when I missed. G&ddMN Jerry you a!%h#le! :sweat_smile:
This is a great first attempt! PyGame CE is a very powerful library and definitely can be used professionally for game dev - continue to work on expanding you knowledge about it! You already got some great comments here. Don't worry too much about the deployment - while it's worth to aim for having Web versions, there are many capable people here, who are going to download and run Python, create local virtual env and run your game. It's good to learn everything down the path, but I'd suggest to focus on gamemaking first. I think there are good tutorials on YT (see Da FluffyPotato as an example).
From my side I'd suggest going simple first. Expand on your entry. As a start, you can add some sort of point tracker to the main screen. Consider end condition of the game - loose and/or win. Maybe allow the player to shoot left as well (unless this was a design choice). Work on your audio skills.
Gamedev is hard, but very rewarding. You're making your first steps in the right direction, well done!
Btw. you can edit the entry page and upload the zip without the zip inside it as well, I think.
Very awesome, and the puzzles were really smartly designed. I enjoyed the try-to-learn approach, thank you!
As a (fairly fresh) PICO-8 user, I can tell you that I love your entry. Feels very polished, and for sure I can appreciate the amount of work that needs to be put to achieve such polished look and feel. I enjoyed it very much. For me the design choices (like the one to exclude diagonals) were pretty clear, I really enjoyed the visual presentation and I think that difficulty scales quite well. I think the only thing missing for me was some sort of audio cue when I got hit ar when I was close to death. Other than that, great work, congrats!
What an awesome entry, loving the idea. Somebody mentioned earlier - some sort of indicator where I am aiming (shadow, etc) would be very helpful. I in particular seem to be not-as-fast-as-I-used-to-be, so a minimal boost to speed would make making the rotating wheels a little bit easier (very little room for mistake). A way to slow down temporarily (with limited uses?) could resolve this as well. Great work, thank you!
In these type of games I sometimes wish I had a hint of some sorts or at least a *pizza* :wink: to get me started. The first puzzle was weirdly difficult for me, but then it was a bit easier to follow up. I think these sorts of games are quite difficult to make because they require a lot of investment from the player. Some sort of hint system would be helpful for those who get stuck. However, I personally liked the challenge. The ciphers you picked were very fun! Thanks!
Okay, the basic action is fun, i liked the graphics and the gameplay felt smooth, although here's a couple of basic points to make it better:
- turrets are waaay too imbalanced; because the heroes spawn always in the same spots, I could easily build turrets around those spots which turn the game into an "idle-game"; to make them more balanced you can - increase the cost - restrict the range - it would be great to be able to remove a turret because you can get yourself blocked by placing them unfortunately - any audio always makes the game seem more polished, even some bleeps and bloops add a lot of feedback to player
Anyway it's a lot to be done within the LD event, congrats!
Okay, while the music is a little bit loud, I actually liked it so I didn't mind too much. And generally, the game feels quite polished. I really liked the color scheme, somehow reminded me of flashpunk framework. I think others already mentioned what are the main problems (which, to be fair, are very minor given this is a Compo entry):
- the fact that there are no checkpoints, but what made it a problem is the next one: - you don't retain abilities - this is the true issue; I could live with restarting at the beginning, but I had to always get the checkpoints which unlocked the abilities, which seems to artificially extend the gameplay; - the text is too small - I would also add that the text presentation feels a little inconsistent with the gameplay presentation (too high res), so not necessarily just a matter of font size.
Also, I know that the level gets repeated when I die, but at the beginning I unintentionally skipped the text on initial checkpoints, and that text explained how to use the controls. :sweat_smile:
Anyway, it's a quite polished Compo entry, the controls were very smooth and I liked the graphical style and music. Great work! Thanks!
Pluses for your own engine and tech - I tend to gravitate often towards custom solutions and I know how much work goes into baking your own stuff, congrats! I like the overall mood and polish - the music contributes a lot to that, so you picked the correct one. It misses more levels (especially more like the last one), but for a LD entry that is already quite good. Thanks!
The land is now dead, well done. I tried to make them go at light speed, and didn't expect an ending. Yeah, the game misses some sort of danger or a way to loose (or maybe I'm so good at it). Liked the graphics, sound was fine as well. I also experienced performance drops every 30s or so. Great entry, thanks!
Wow, what a polished title! I enjoyed it a lot! The mood is on point, I hate the go#%!amn book so much tho, always gets in the way!!! :unamused: :sweat_smile:
Okay, it's a first Pygame-CE I played in the browser I think, I wasn't aware that you could do that, so there - I learned something new, thanks. I like the look and feel of the game, and the fact that it's basically a puzzle game. The restart is pretty brutal, and the game could use some basic tutorial (I also spent quite some time on figuring out the wall slide), but yeah, feels pretty complete and a great entry overall! Congrats!
First of all, congrats for finishing within Compo timeline! I am liking the art, very much reminds me of my first LD entry (quite a while ago), and some old Win3.11 games. As mentioned by others the game could use some work on the audio and controls - but the idea is pretty rad anyway. Cheers!
I sure did NOT play more than 2 times just to confirm my theory about the sudoku (with a little hope as well). Love the humor and execution. 10/10 would play again.
Pff, too easy.
No but seriously what a great entry. The difficulty is brutal (too brutal for me, but I understand that there's a range of players which will master and speedrun this), and I used to play VVVVVV (https://en.wikipedia.org/wiki/VVVVVV) long time ago, which is what this title reminded me of. I like everything about the entry, the graphics are consistent and music is great. Awesome, congrats!
I am loving the mechanic of this little puzzle game. I'm not sure if I've seen something like that, but the overall execution and the (most importantly) gameplay is top notch. This is the most important thing in a game and IMHO it works very well. I especially liked the reasoning - cat dislikes water (obviously!), and therefore it jumps over it, and the funny graphical representation of it. Awesome.
If I had to nitpick - there are very small things to point at. First, the tutorial is spread, but I'm not sure on the order of the key introductions. The R (reset) key should be communicated right at the beginning, because it was possible for me to get stuck before it was shown to me that I could reset (to be fair, there was info about it on the page). The other thing is the minor graphical inconsistencies in resolution: some text is hi-res, some lo-res, the button on the right pixelated vs the in-game graphics. IMHO consistency would make this game even better.
As I've said though, these are minor things and the game already feels pretty great. Awesome work, congrats!
Made it to the top, finally. I liked the graphics, there are quite a few assets here but the player probably doesn't have time to admire them because of how quick the gameplay is. It's actually the main problem for me - the game was so quick that the only way to finish it for me was to spam-click and jump in a straight line. I think you could slow down the gameplay but introuduce some sort of penalty for what I did. Anyway, it's obviously a great entry, especially for the compo! Great job!
Yeah, a great, impressive first entry! The stuff that is inside is already quite well polished, honestly you'd add some levels, enemy movement etc and you're good to go! Anyway, the movement is very smooth, I liked the graphics and same for audio (very polished). Great job, thanks!
Okay, first of all, this is a PICO-8 entry, so it's already a plus. I like that it's a twist on the Tetris mechanic, and quite clever at that. I sure suck at it, but I can see that there are going to be people way better than me at this.
It took me forever to even clear the first lines, because for whatever reason my brain didn't register the fact that the piece is registered only when covered completely by soil, but after that... uhh, no after that I was still sucking a lot. :sweat_smile:
But the entry feels very much complete. Loved the graphics, audio is awesome and the gameplay idea is very smart. Good job!
The mood and ambient sound build up some really creepy atmosphere, I love it. I couldn't really figure out what to do and after a while I heard some sort of alarm and even though I applied oxygen and got some in the O2 tank, I still died - wasn't clear why. The graphics are consistent and make it all fit together, really great work on the skeletal animation. The creatures are so scary! Great job!
Yeah this is gonna get a prize for graphics. But while the graphics are awesome, like waaay beyond what I'd expect even from a fully polished game, the controls required quite a bit of patience. I assume this would work better with touch events (but couldn't test it), but with mouse, moving especially the compass out of the backpack was very difficult. Same for lighting the matches.
The focus on graphics and atmosphere is visible, but I'd prefer to see more of the gameplay. Not sure if the ending should be just a black screen - I gave the ring to the girl and heard music, so I assume yes? I'm not personally sold on the theme interpretation, but at least it's different than the usual bunch, so I appreciate the explanation. Anyways, great entry, good job!
Hey, I'm glad you decided to post your game, even if it's a bit unfinished! I can see the general idea behind it, the fights and shop more or less work, I can move to the next town, see that there's an exp/leveling system in place etc. The idea has legs.
If you do want to finish next time, I'd suggest focusing on reduction of the scope. It might be a little too big for now - the game here sounds like a RPG system which isn't simple to do, and LD isn't the best format for creating a lot of content, which is usually required in an RPG game.
I'd focus on making something super-small, which is a challenge itself, but a good exercise.
Awesome that you posted you game, cheers!
What can I say, I played till the last wave and did save the villagers, with 5 hearts left. It's really playable. I liked the graphics style a lot, the audio was also very polished. It's a great entry.
Minor things that bothered me were the fact that hitting escape (I did that in the first 2 runs to exit the menu) resets the game (having a clickable button on the screen would be better for me) and the fact I couldn't play in fullscreen.
But yeah, I loved the gameplay. The difficulty is also well tuned to the Ludum Dare format, had me hooked. Congrats!
We've had somewhat similar idea, and I think yours is fleshed out a little bit more than mine ๐ . I enjoyed the gameplay a lot, I think the rotation and flipping does change the approach to this type of puzzle and I liked it a lot.
What I missed was the ability to view the suitcase upfront, but I understand this was a design choice. I can see no rating for the music, but I think it was a good selection.
The only problem I see is that I couldn't resize the game. I think it would benefit greatly from a 2x scaling, I even took a screenshot and can verify it looks awesome in 2x scale as well.
Congrats on the entry, great job!
So. Much. Cringe.
But yeah, the gameplay was good, and the ending was funny. There really should be a web build for LD, though.
Congrats on the entry!
Coming from your post-mortem of sorts blog post.
I had to do couple of replays and then I also read the comments to understand how to finish the game. That would be a bad thing, but I really liked how the final idea is handled, that includes the joint usage of things, the spillage. Even after reading your blog post I didn't fully expect it and enjoyed the surprise.
There were couple of games like this (i.e. using more than the initial game area) in earlier LDs and this idea always comes off to me as quite innovative - maybe because it's rare and not really expected. And it's fun.
Congrats on the entry, it's nice to see participants do experiments like that!
Wow, I had to check (multiple times) that this is indeed a compo entry. It's incredible what has been done here in such timeline. It looks (and sounds) absolutely great. The music is easily 5/5, but this is such a great entry in general... Extremely good.
I played for quite a while and found that because there doesn't seem to be a key control, when I pick multiple dice, ast some point I won't be able to do a reroll anymore (this is my second run, after finishing once): 2025_10_21_11_37_36_Greenshot.png
Other than that, I see no flaws. This entry feels extremely polished for a 48h of work. Besides, it's quite innovative (for me), I've had lots of fun playing it. Thanks!
Congrats on the entry!
I like the presentation part of the game a lot, and the take on theme is on the spot as well. The game loop feels interesting, and the idea behind it makes sense.
The game is definitely missing music, or any sort of audio. Even a simple click sound would improve the interaction greatly. Also, the lack of tutorial (tooltips might be helpful) vs the apparent complexity and the balancing of it all (e.g. I didn't seem to get penalized for just proceeding to next day) made it hard to get into the game.
However, the comment above is more related to the LD format than the game itself. It's more about reducing the impact of RNG - even for simple requests I may not necessarily get generated items soon enough.
I think there's definitely a good idea here, and what's available feels quite polished.
Congrats on your entry, good job!
This is a great entry, got me hooked up for a while. I like almost everything about it, I think the game loop is working very well, the graphics are awesome, the music is top notch.
I enjoyed it quite a bit, and I did manage to find 2 things I view as problems. They happen only in fullscreen.
First one is the fact that I cannot expand in the first column:
2025_10_12_20_19_24_Greenshot.png
Second is with the labels - their positions are messed up. Hopefully it will be visible on the screenshot:
2025_10_12_20_29_13_Greenshot.png
These don't happen in window mode.
Anyway, I've spent way too much time playing :sweat_smile:
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Great entry, congrats!
The game is awesome. Short, playful, fun. The music is pleasant. The gameplay allows for optimizing time, so there's competitive aspect as well. And yeah, I'm biased because of PICO-8 but it's just fun.
I loved the effects when grabbing the incorrect mushroom and I appreciate that the mushrooms are randomized so the game is quite replayable. It's funny because when I collected all of them (including the bad ones) I managed to be even faster than when trying to get just the correct ones. ๐
What would make your game even better for me is if it showed the timer on the screen. That way I would know if I have a change of beating my previous time.
Anyway, awesome entry. Congrats!
This is a great entry. I loved the theme and the darkish humor, but the gameplay mechanics were also really good and pretty unique for me. There's quite a lot of content as well. Not sure about the balance - but then, it's forgivable given the jam timeline.
I also love that you list your inspirations. I'm familiar with *Kingdom* but I've only heard (good things) about *Oxygen not Included*. Now I'll be sure to check it out as well.
Awesome entry, congrats!
I have to admit, I wrote an auto clicker after one level of moving through each of the sprites to find the appropriate Ludumon. ๐ I don't think that's a bad thing though, I'm just lazy like that.
Later levels were really tough for me (maybe because I wear glasses and I really needed to focus). That being said, I enjoyed the challenge and I know people who would play this for hours. I also quite like your entry - especially the variety of searching targets and the explanations for those. It feels quite complete (gfx/sfx works really well), the Ludumons are designed very well, the scope and gameplay length fits LD formula very well.
Obviously, I was able to write a clicker because there's no penalty for incorrect selection. I feel that addition of such mechanic would make the game even better (even if that would mean I'd have to check each sprite one by one). Another thing would be timer, so there would be a number to compete against. However, these are minor nipicks.
Congrats on your entry, very well done!
Oh, the code for an clicker in AHK2: ```autohotkey ; press Win+c to start/stop #c:: { static m_down := false m_down := !m_down while m_down { MouseClick Sleep 2 } } ```
OMG, such a great game! ๐จ
I am biased towards PICO-8 games, but damn, this is jus so well made... The tune is superb, the graphics are awesome, the gameplay and everything feels so complete... It's just incredible, and all of this on the tiny PICO-8, and done in such short amount of time... I just love it.
Thanks, and what a great entry! Congrats!
Wow, what a great game. I think this one has the one of best graphics I've seen this LD. I love the pixel art, you clearly utilize the resolution well. I love the palette as well. Actually, everything works really well together, because the music is also quite awesome.
The gameplay also works well, although I would prefer to be able to jump higher/lower depending on the amount of time the button is pressed (like in Mario games) - this is just my personal preference, the controls worked very good as they are. I was astonished with how much you squeezed in a LD entry - the game feels very complete and has all the features I would expect from a platformer.
The only (minor) problem I saw is that when I got hit and attacked at the same time, sometimes I didn't notice the feedback of being hit (might have been overwritten by attack animation?). An audio cue on hit would help with that. I also saw some minor slowdowns when entering boss rooms, but nothing that would really bother me.
Either way, I've had lots of fun. Thanks! Great entry, congrats!
I think this is graphically quite impressive, I quite enjoyed the gameplay, though I imagine with another player it would be much more satisfying. The only problem I've found is that when I start the game, menu buttons aren't always responsive. They do work correctly when I go fullsscreen though.
I haven't found a reason to crouch.
Congrats on a finished game, cheers!
I liked the mood, very playable. The 2d/3d style blend looks very good, audio works very well. I really enjoyed different types of spells.
Initially LD web build didn't load for me but after a couple of refreshes it worked. I'm glad I didn't miss the content, was worth it.
Great entry, congrats!
I enjoyed the puzzle and also both graphics and audio felt consistent. I completely agree with some of the earlier comments - adding a moderate randomness would really make the game shine.
One additional small issue I have encountered is that for my resolution (3440x1440) the bottom part of the game was cut off in fullscreen.
2025_10_10_10_05_29_Greenshot.png
Congrats on your game!
A really well-made game. I really enjoyed it, replayed it quite a lot and it took me some time to get a grip on it. The graphics look consistent and the audio works very well.
The gameplay works well, though I'd like to have some sort of idea on how much area a given spell works on. It also seems that quite a lot depends on the RNG. If you're able to keep a fairly small deck of high-level fire spells, it generally is easier to keep the enemies at bay.
I'v had fun playing, congrats on the entry!
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I think the scope of the game is great for LD format, the sounds are funny and the gameplay is generally fine.
It took me forever to get that I need to click *and drag* to get a line in the desired direction. I mean it's written right in the description, I just missed it - but ideally, a click (when the cursor is showing as 2 crossed lines) should not register as a vertical/horizontal drag.
Having understood that, the game was quite fun. I like that you thought of two ways a player can compete in (positive/negative score) - the problem with that is the negative score is significantly easier to obtain (just by doing nothing). In later levels its basically not possible to put any line anywhere. ๐บ
Anyways, I've had lots of fun! ๐ Congrats!
Very good entry. Feels very complete - gfx and audio work well, the style is consistent, the gameplay simple but definitely requiring some skill.
IMHO steering adds to the difficulty of the game - and I'm guessing it's already difficult for a lot of people because of isometric view. For me it sometimes felt a bit unpredictable whether I hit something or not. I'm guessing that was due to the relation between the layered car sprite and the isomeric pixelart. Driving backwards was somehow easier at times.
The mail disappearing was a clear game mechanic for me, though I'd prefer another visual (and possibly, audible) feedback than making it smaller because it was quite hard to figure out If I'd reach it on time or not.
Other than those small remarks, I feel the entry is done very well, especially for a Jam timeframe. Congrats!
Oh yea my measly score:
my score
It's a cool entry - playable, with good graphics and fitting music. It's nice to see a little bit of exotic/old school stuff like OpenBoR engine used.
The gameplay works for me though I'd prefer there was a penalty that would force me to actually avoid enemies, or even just a timer that I could race against to get some sort of value for optimizing my playthrough. But on the other hand, at least I was able to finish the game. ๐
That being said - and I know it's a limitation of the engine - it would be great to have a web build available as well. You can look into OpenBOR-WASM or something like that, though I'm not sure how viable it is.
Congrats on the finished game!
It's definitely not a game for me (>4 mins), but I did finish, so there's that. I can see the appeal to speedrunners, there's skill involved in finishing this fast. Skill which is beyond my patience. ๐
Based on couple of runs, Blob seemed to have the most potential for winning. Im quite sure Blib has zero chances with speedruns, but I'm sure somebody can prove me wrong, because I tried Blab for a while and it was suffering - and I could see someone did him within a minute. Crazy.
Congrats on the entry, it was quite infuriating but fun!
Wow, what an experience! I truly thought that having to get a pencil and paper for the cheese puzzle was a sign of a good design - but then the last puzzle came and boy, did I have a laugh. Awesome. I loved the design - from the bigger things like the art style and audio, to the smaller ones like how the parts move when I drag them and how the huge burger moves from one side to another.
I usually try to find something to improve in the games I play, but I honestly couldn't. I feel the pacing was really great - it rewarded me when I sought challenge by solving puzzles, it wasn't trivial, the scope was great for a LD entry.
I loved the humor in particular, but the really "revealing" part of it is when it got to the last puzzle and I noticed screen moving up. This was an "oh boy!" moment, as I really didn't expect it at all. The second floor got me laughing, but it was just the beginning. I love this.
There's not enough stars to give here. I'd be really surprised if this isn't top-1 in at least one category.
Awesome entry. Congrats!
I enjoyed the idea quite a lot (because I like minigolf and this is somewhat similar), the controls were generally fine, and the humor was on the spot. I really appreciate the tutorial being there, it's very rare for LD entries to do that.
I think - as others pointed out as well - that the physics need some tweaking when it comes to traversing elevation changes. I think that after a certain threshold, the force applied is too strong, and it's easy to get flung out of control even though the arrow was just a little bit longer than before, when the obstacle was blocking movement. While this may be related to the steepness of the slope, in 3d you'd see it easily, but it's hard to represent it in 2d. The amount of force required to move past those felt pretty inconsistent for me.
That being said I did spend quite a lot of time trying to pass level 3. Really enjoyed the entry, congrats! ๐ง
It is a very innovative title. I like the moody, relaxing audio, and the graphics fit the game well. The scope fits LD formula and the gameplay idea is very interesting
That being said, I agree with some of the previous comments. The visual cues might be necessary, because the sounds aren't exactly the same. Maybe it's a hearing issue, but for me it was very difficult to match the sound of anything other than the cuckoo and (miraculously) the buzzard.
Am I correct that the bird voices actually match the ones in nature (disclaimer: I basically live in a cave; I have *seen* birds - I *like* them - but I do not recognize their sounds at all๐ ), i.e. the game has educational value? If so, even more power to you.
I enjoyed your game. Great idea. Congrats on the entry!
Well, this is a really well made game.
The idea is great for LD format, the animations (when player finds a bug) are really great, but what definitely makes the game is the music. The loop is seamless.
The only issue I've found is related to resolution. See the attached image: 1 is the itch.io page, 2 is my fullscreen display (3440x1440). 3 is my puny score, though I might re-do that later. :3!
2025_10_08_08_30_12_Greenshot.png
Great job, and congrats!
Loved the voice acting, which really isn't common in game jams - funny and entertaining. The graphics style was also pretty consistent and interesting, same for audio in general.
But I did have problems with the controls, which felt unresponsive and slippery. It was really hard to navigate, but also a lot of times I've had just bad luck trying to find and deliver garbage. It's a shame because the dialogues were really funny.
Congrats on finishing the game!
This. Is. The. Best. ๐ฆ
I am biased towards liking PICO-8 entries, but I genuinely think everything here works really well. The scaling is done correctly, the graphics are awesome, the audio fits. The gameplay was so addicting it made me play through the full game - and the balance is made so that winning is challenging but possible.
What a great entry! If this isn't on the top in the charts - well, it definitely is in my mind. Thanks, and congrats!
Yes, PICO8, already a plus! Actually, everything is just great here. I'm totally biased - fair enough - but I enjoy every aspect of this. The palette works very well, the clouds look awesome.
I had to find a way, btw. To "loose". Took some work, but doable. :)
2025_10_07_23_15_08_mushrooms_by_PBeS_Studio.png
Anyway, congrats on the entry, very well done.
Interesting take on the theme. I think the wiping mechanic works particularly well, and the windows were a bit funny because I kept trying to clean a fingerprint and it didn't register - because it was on my own monitor, duh... It's also funny how people (not me!) hate cleaning, but they will play a game like that. ๐
Minor problems: there are some camera-related ones and sometimes the character gets stuck, and controls don't really help there.
However, I did spend unusual amount of time on cleaning my own monitor (because of windows in game), so there was some real impact on my quality of life there. ๐
This is a very well-made fake-os/hacking type of game. I like this type a lot and I enjoyed the playthrough. The graphics and audio are fitting the theme. I also enjoyed the humor very much.
In the end, the game doesn't really require any knowledge on how things work from the player, or even too much thinking - they can just test every option possible until they get it right (that's for sure what I did, and I more or less do understand the idea behind some of the in-game exploits). There's no penalty involved, but maybe that's good given the topic - but honestly I wouldn't mind if there was (I'm biased - as I've said, I like this type of games).
Anyway, it's truly a great entry, congrats!
This is a really nice, polished entry. I enjoyed it quite a bit, and got the "garbage collector" ending. The graphics are very consistent, and the music is of very good quality (though I can hear when the loop repeats because of a small audio distortion).
I feel the controls (the feel of movement, but also the ones related to item selection, they didn't alweays work for me) could use some more polish, and the dialogs should be skippable to encourage replays, but this is already pretty good quality.
Great job!
Hey, it's nice to see a rhythm game in LD. The song works quite well and now I'm probably never going to get rid of it from my head. Thanks.
The graphics work very well, though the player doesn't actually have time to fully appreciate the different Lafufus. The progression would be fine for me, if not for the slight de-sync, which seems to matter more in the later stages.
I couldn't make the web version fullscreen, and the UI is not fully visible as it is, so only the Windows version worked for me.
Anyway, great entry, congrats!
Btw. I enjoyed your blog post. You might say, in the process of creating your game you also became the collector, yourself! ๐คญ
*Disclaimer: Labubus are not my thing. I'm with the dog on the matter.*
It's a very unique and clever take on the theme. I liked the art and the music fits the content quite well.
I noticed that I got often repeating choices during the "dialogues" (even within the same dialogue) which made some conversations easier than the others. The gameplay idea is interesting, but the timer and the repeating choices (based on character) are probably hard to tweak.
The LD version didn't work for me - I used the one on itch.io.
I enjoyed the playthrough - very good entry, congrats!
Oh god, am I a sucker for this type of game - poetic, narrative, emotional. I not *that* big on visual novels and they rarely work in LD format, but this one actually does.
I think the idea and theme adoption was clever, and the music and drawings illustrated the text very well. IMHO the interface could be more responsive (i felt not all clicks registered) and could be more aligned with the Ren'Py GUI standards of visual novels, but it's overall a very solid entry.
Maybe it's just me, maybe it's after Doki Doki - but for a while I was pretty sure Kouko will eat my face or something like that. ๐ฑ I'm glad she didn't and that I made a friend in this journey.
I enjoyed playing very much, thanks. Congrats on your entry!
The voxel graphics were very good, same for audio (even though it's not rated, you did pick one that fits the game quite well). The idea for the game loop is great, and the theme is clearly visible.
While I did enjoy my playthrough (a lot), there are some notes I've taken which may help with improvements: - I sometimes didn't understand *why* I got hurt; was it a trap? a ghost? I mean after a while I did figure out traps and that full fear hurts, but maybe some clearer feedback (e.g. when stepping on something) here would be helpful. - My fear rose quite fast, which meant I couldn't really explore a lot. Maybe there could be a way to reduce - or at least stop - it. - The mouse focused out of the game window (I played fullscreen on itch.io) whenever I moved to next level. Clicking resolved this. - While the 3d voxel presentation looked great, the fonts, UI and sprites felt a little inconsistent.
That being said, I think the game is really enjoyable and I had quite some fun playing it. Thanks, and congrats!
A really good entry, feels pretty complete - the audio, graphics, intro and ending are all there. The graphics do feel unique and the gameplay mechanic is done well.
I got to the ending, but I did it mostly by cheesing. If I stayed at the same level as opponents, that probably wouldn't be possible. I think it's a common problem with beat'em-ups, just difficult to fine-tune the enemy behavior, hit range etc.
Very good job, congrats!
Well done! Music makes this game, but the humor is something that stands out here as well. I enjoyed gameplay, I think the graphics are awesome, consistent and funny. The animations are top-notch. Loved the surprising ending.
I tried to find an area for improvement and honestly it's not easy to find one - maybe collisions could use some minor tweaking (right at the beginning of the alien ship level). Theme-wise it's a little bit of stretch, but the mood makes it up for me. :)
Congrats, great entry!
Given the timeline of the compo, this is a pretty good entry. I like the gameplay and I can see where you were going with the enemies. Yeah, I'm biased towards liking anything in PICO-8, but it really is fine. I lked the graphics, but the music/sfx is *really* good. I enjoyed it very much.
Congrats on finishing within compo timeline!
The animations and graphics were good, same for audio. I especially liked the fact that collecting the jaw prevented final death. I think this part (rolling to get the jaw) was thought-through and gives a better chance of surviving.
While the idea is funny and clever, I've found the hitboxes and the combat mechanic in general to be quite unreliable - it wasn't always clear if I would connect with a hit or not (and get hit as well). This makes the game really hard.
Other than that, a great entry, congrats!
I also did not figure out that I can pick up the sensors. And I didn't really understand what they do at first - I think I figured that out quite late, like on the last level. Btw not sure if that was intended, but I did something and was able to walk around that last stage as well:
rec.gif
Anyway, even though the game feels a little bit rough, I wouldn't call it "unfinished". Graphics work well, the audio is really good, and I had fun playing. The only thing it really misses is some in-game tutorial, though now that I think about it the ghosts are visible in the beginning, but become less and less visible, so I guess that was exactly for the tutorial purposes.
Great entry, congrats!
I really liked the idea, though for me there was something off about the grappling hook mechanics. One is the swinging mechanic, which I didn't find that much use for, and two was the fact that I have to hold up to use the grappling hook to jump to the platform above. This wasn't very intuitive for me and the momentum could be a little bigger - but then, maybe I'm still using it wrong. :sweat_smile: I managed to finally get somewhat adjusted, but I feel it kinda worked against me anyway.
Other than that, I liked everything else. The audio design for the radio mechanic was really great. Congrats on your entry!
I loved everything about this entry. Literally the only thing I wish for is more content - as in, "I enjoy this stuff so much I'd like to have more please". What's here is extremely well put, especially for a Jam entry. The graphics are just so extremely good, wow. And I for sure did not expect a full voiceover. Wow. Just wow.
Thanks, and congrats.
@guardaro The p8 file from sources bundle should load. But I also attached `cart.zip` which contains the exported cartridge. Have fun!
@mdotedot Haha, actually they just fall down on their own after a while - you just need to avoid them. But that's a great idea to implement in a post-compo version! Thanks!
I liked the mood in particular, and the entry feels pretty complete. The visuals are consistent, and overall it's a very good, playable entry. Is it possible to actually win? I tried twice and even when being quite conservative with the fuel management, I just lost sanity. Maybe I'll revisit later. Anyways, congrats!
@iovorobiev Originally I didn't even pass the first night. But I played again just now and finally I was able to finish - the "Calm" spell did the job, I didn't get it earlier (is there some randomness to the events? might have been just bad luck). This plus the "Lightning". Also, initially I didn't think about synergizing spells with the choices, and this also helps quite a bit. Thanks!
It took me quite a while to understand what to do. Even watching the tutorial video didn't really help, until I actually opened couple of tabs and tried to move different letters into right places, in different tabs. And now I finally get it. Wow. The fact that it actually works and it's a multiplayer game in Compo time makes it pretty impressive. I'm guessing the server still needs some work, because I opened like 6-7 tabs and after finishing one puzzle I got stuck and wanted to open another tab, but I got the same thing as @dzejpi. I'm guessing this might be why I was stuck (couldn't move any letters).
Anyway, it's very impressive to achieve a working multiplayer game during the Compo. Congrats!
Wow, what a complete experience. It's incredible, and even more incredible being a Jam entry. The writing is just great, the gameplay simple but actually works well, allowing the player to focus on the story. Music is awesome and illustrates the story very well, and the gfx is consistent and matches the overall atmosphere.
I enjoyed the game very much, and it's one of the best I've seen this LD so far. Awesome work, congrats!
I loved that there is a tutorial, and I liked the gameplay a lot. I think matching signals mechanics worked very well. The only thing I would change would be to set just a single button to pickup the jammer and to set it up. But that's a very minor thing. I didn't mind the timer, though an endless mode would be a good addition, especially since I encountered more difficult signals only fairly close to the finish.
It's a shame audio doesn't work in web build. However, the graphics were good, and I liked how the car balances when making a turn (and in the correct place). Had lots of fun - thanks and congrats!
Oh, btw on the web build in fullscreen on 3440x1440 resolution part of the UI is cut:
2026_04_24_14_16_30_SIGNALIENS_by_An_Otter_Game_Studio_pkalaizich_Mache30_David_Ruiz_Danito42.png
Re: up. I'm not sure if I would describe the game as "relaxing", lol.
You almost gave me a heart attack with the shrieking sound whenever that "entity" showed up. The second time I even knew what to expect but I still jumped. The audio works quite well indeed - I agree it's usually not the focus during the compo, and it's always nice to see (hear) something new. The empty levels didn't bother me too much, it actually moves the player focus to searching for audio cues (which is why I got jump-scared, hah).
Even with the scare, it was quire fun. Thanks, and congrats!
I liked the visuals and audio a lot. Especially visuals, this mixed-media thing works quite well for this entry. The only problem I've found is that, after getting additional flowers, it was extremely hard to match the bouquets with the requests (I think I didn't even get one starting from that point), so some more clarity on how this can be achieved would help the game a lot. I liked the addition of a "free play" mode. Congrats on the entry!
Yay, got a good ending (with the skull). I might check out others later as well - I really enjoyed the game, I think this is a good application of the underlying quirky engine. The graphics are very consistent, the audio is a good addition, and the writing is funny.
The only issue I had was the collision detection. Maybe it's related to the perspective - I often unintentionally collided into objects, sometimes fell off the level, sometimes got zapped by the jellyfish, or initiated dialog which I've already read. This wasn't anything major though.
It's a very good entry, thanks a lot and congrats!
Hello fellow fantasy console enthusiast! I really enjoyed your entry, I think it fits the theme quite well, and had a lot of fun playing - though I do agree with some previous points made in the comments, and will add my own:
- the main problem is the speed at which the screen changes to the next message after the current one is decoded - Caesar and Affine and are less fun than the Vigenere one in terms of the mechanics - when going backwards, there's no sound feedback the Affine cipher (minor, but it's easy to miss the next message whenever the code was matched via brute force)
Either way, there's a good idea here which needs just some minor refinements. Thanks and congrats!
The execution is extremely good. The idea is superb (I didn't even thing about this), and the overall delivery is just great. I love the music and how it changes appropriately, the premise is funny and the graphics are consistent. I loved the totem making faces and sounds when the insult was being delivered.
The only thing that could be improved is to clarify what impacts the actual damage, because after playing couple of times I couldn't really figure out when my insults are gonna do significant damage and when not, other than using insecurities. In fact I tried to play extremely nice, and the grammar check is definitely there, because by being nice you deal 0 points, but it wasn't clear how to maximize them.
Game. Good. Brain. Big. And. Smart. Entry. Good.
Well, the embedded version here didn't load for me. What helped was accessing the file directly here:
https://files.jam.host/embed/$428747/51627/index.html
I also played the post-jam version. I really like the mechanic, the idea was great, well actually I like everything. The graphics take me back to good old times, and Ifeel you picked very good music for the theme. I think the jumps are pretty well-balanced and I've had lots of fun hopping from one satellite to another.
This is a great entry - thanks and congrats.
It took me quite a while and reading the comment above to even get what I'm actually supposed to do - and even then it wasn't really clear which option do I need to pick. On one side I want to contribute this to the scope, but after spending some time playing I would agree with the previous comment - some of the confusion needs to be attributed to the UX design.
However, I feel the idea is pretty cool. The music is just superb, and while the letters were a little too small for me (or the color made them difficult to read), I dig the aesthetics. Congrats on the compo entry!
I managed to find endings for 0-4 jewels, but I got a hint about one the Kona one from a previous comment (because I searched for it). If anyone wants a better hint (because the one I got spoiled some fun out of it), this one shouldn't spoil anything (it also might not help):
!> Read the text you see on the screen aloud, including the name of the character.
It would be more fun if I figured that puzzle out on my own, but I don't think I would, and even if I applied the hint above I'm not sure it would actually help me.
I liked everything about the music and gfx, though I feel that brute-forcing for a hidden entrance everywhere is not a thing I particularly enjoy (and to be honest I'm not even sure it's a viable option, since I found only one jewel like that). Or, more probably, I'm getting too lazy with games/life and require some more direct hints. :sweat_smile:
Anyway, even though I wish I had found all the jewels, I had fun getting the ones I did. Congrats on the entry!
I didn't read the text correctly at first and it took me a while to figure out that I should move left and right while typing, but once that was clear, I managed to finish the game. It might have been even a little bit too easy, but better too easy than too difficult, I guess. I loved the art style, somehow didn't expect the rats to be so cute :smirk_cat: and the music was great as well. The intro was funny and contributed a lot to the overall mood of the game.
I must ask though... If the rats "meant no harm", then how come that when you loose you get a big red "death" sign, hmm? I wouldn't call that "no harm" at all, haha!
This is a very good entry, congrats! I actually wouldn't mind to play more adventures with Comet - as in, continuing the story with the magical flute. Pretty fun!
I liked the visuals - music and Dracula's voice were also pretty cool. The game idea is simple, but playable - however, for browser version you should somehow make sure that the browser ignores ctrl + w, ctrl + d combinations. Also, it would be nice to be able to remap those - some prefer to drive using arrows. Congrats on the entry!
I wanted to post my score but looking above I can see there's nothing to be proud of with my ~50 signal in total. The game is awesome. Some minigames felt harder than the others, but given there's a way to reroll, that's probably a design choice. The audio and gfx were great, and the gameplay is extremely stressful, but I guess that's the idea. :sweat_smile:
Great entry, congrats!
I really liked your entry. Initially I didn't really understand what to do, I think the tutorial shows up a little bit slowly - but after reading some previous comments, the gameplay was pretty clear. The idea is great and the only problem I see is with the controls, which could be made simpler. Or maybe just improved, because even leaving the previous command on would be of great help.
Unfortunately there's a way to get soft-locked in the last stage:
the glider landed beyond the towers reach
(the glider landed beyond the tower's reach, I cannot ask it to taxi - for whatever reason LD images are broken, see [link](https://drive.google.com/file/d/1qV1nAmmHH40xVNmfQC75sPAvZfSPVsOO/view))
Other than the issue above and maybe some controls improvement, I've had lots of fun (mis)managing air traffic. Congrats!
Love Twine games on LD, it's such a rare thing nowadays (I did one entry in it back in the day). Awesome game, I liked the writing and the humor was just great. The scope was nice and short. The only thing I'd add is the following:
!> It would be nice be able to return back to the roof straight from the office. In general, with Twine games it's nice to have an option to skip a path if we're backtracking.
Either way, because of the well-thought scope this isn't really a big issue. Congrats on the entry!
Wow, what a great use of the theme. The whole entry feels very professional, there's a huge "Wow!" factor involved. I must say that even with pause, it wasn't entirely clear if I'm making the right choices (or the intended ones). The art style is superb. Congrats, I'm pretty sure this is going to get rated quite high! :upside_down:
It took me a good while to understand the mechanics, but I got it after a while. Without the screenshots and the tutorial I'm not sure I would have figured it out, so it would be nice to have some sort in-game tutorial. However, within compo timelines, it's understandable.
The mechanics are quite smart. The game really does remind me of Zachtronics games, and that's a very good thing. What could be improved is the controls (maybe drag & drop would work better? hard to say). The graphics and audio work very well.
That's a very impressive entry, congrats!
I've spent unreasonable amount of time "stretching the frog" here. That sounds dirty, but so is "playing the frog", "making the frog go uaaaz", "abusing the frog" and any other description I might think of. Aaand I somehow enjoyed the experience - which probably makes the previous statement even worse.
But yeah, awesome entry, thanks!
I like the take on the theme, and the gameplay works for me quite well. I weirdly like the controls, even though I thought I wouldn't when I started playing, and the game is quite hard actually. Turning this way and accelerating somehow contributes to the feeling of being inside the submarine. What could be improved is the inconsistent gfx resolution, but other than that, I had fun. Stressful fun, but fun. :sweat_smile:
Thanks, and congrats on the entry!
That was some crazy experience! The idea is great, trippy, feels very unique. In the end I did die because the last obstacles prevented pumping blood and I wasn't prepared for that - but boy, was that fun. The heart (well, one of the hearts) also became very big in the process.
In fullscreen the text spills outside of boxes. Possibly due to my resolution (3440x1440):
2026_04_24_01_28_35_I_MUST_SCREAM_by_I_2.png
Other than this small issue (not affecting the gameplay), I enjoyed the game a lot. Thanks, and congrats!
Your timelapse video brought me here. It's a fun & simple game, I like the scope, love the art and the music is picked very well. The entry is funny as well, which gets additional points in my book. I'm not sure if there's any depth to the mechanics though, because to be honest I just spammed signal until the aliens fed me and then took me for reeducation. That's why initially I didn't even notice that I can move the satellite dish around.
Anyways, great entry, had fun playing, congrats!
@dontgiveupboy OMG I played again now and somehow I missed the initial (pretty obvious!) hint and that I can also click on the "hint" sign! :sweat_smile: Yeah that explanation makes way more sense. Btw. it's not against the rules to modify the entry page post-jam and add those instructions here if you're tight on time during the jam itself. Thanks!
I liked the idea, though it was very difficult for me to decipher when I need to text her, or what do I do. Seems the only clear thing was how to do my job, which is kinda funny now that I think about it. I get that the game is called "Mixed Signals" and not "Obvious Signals", but still - in terms of the gameplay, I wish they were just a little bit more clear. :sweat_smile:
Presentation wise, it is very cool. I also liked the audio, and the job tasks were also quite fun. Obviously, I only managed to get the bad ending. Anyways, congrats on the entry!
Very good, moody entry. The shadows made the game a little bit too difficult at times - for example, the monsters were pushed into them, but didn't shrink and disappear like they did normally. Other than that, this is a very good, polished entry. The atmosphere shines (haha, pun!) in particular, but it feels very much complete overall. I enjoyed the gameplay as well (and the web version on Chrome works quite okay). Congrats!