Growth Industries by quill18 2015-12-14T23:10:00
fun game, i wish i was able to catch more of the live stream but i was busy most of the weekend.
Foon → Ludum Dare Explorer → Users → masterkrepta
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | The Twilight Bane | compo | 2.75 | 2.00 | 2.50 | 3.00 | 3.25 | 1.75 | 2.00 | 2.25 | |||
| 2021 | 49 | Unstable | Black Ice Fracture | compo | 277 | 3.47 | 3.55 | 3.07 | 3.81 | 3.44 | 2.68 | 2.40 | 3.36 | ||
| 2021 | 48 | Deeper and deeper | Buried Deep | compo | 809 | 2.86 | 2.73 | 2.68 | 3.15 | 2.65 | 2.40 | 2.61 | |||
| 2020 | 47 | Stuck in a loop | Minecart Mayhem | compo | 617 | 2.38 | 2.76 | 2.88 | 3.07 | 2.69 | 2.61 | 1.80 | 2.71 | ||
| 2020 | 46 | Keep it alive | Super Smash Berries | compo | 902 | 2.96 | 2.71 | 2.50 | 3.32 | 3.07 | 2.29 | 2.94 | 2.47 | ||
| 2019 | 45 | Start with nothing | Cosmoteer | compo | 497 | 2.55 | 2.47 | 2.52 | 3.23 | 3.28 | 2.80 | 2.80 | 2.89 | ||
| 2019 | 44 | Your life is currency | Dice Of Life | jam | 753 | 3.24 | 2.92 | 3.44 | 3.44 | 3.05 | 2.92 | 2.54 | 3.10 | ||
| 2018 | 43 | Sacrifices must be made | Final Flight of STS Recovery | compo | 476 | 2.59 | 2.36 | 2.60 | 2.82 | 2.63 | 2.60 | 1.95 | 3.16 | ||
| 2018 | 42 | Running out of space | Slaughter House | jam | 1061 | 2.92 | 2.89 | 2.75 | 3.00 | 2.86 | 3.04 | 2.80 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | Jungle Rumble | compo | 435 | 3.23 | 2.98 | 3.50 | 3.63 | 3.55 | 3.31 | 3.03 | |||
| 2017 | 40 | The more you have, the worse it is | LD 40 - Aliena Raptum | compo | 519 | 3.02 | 3.12 | 2.95 | 3.72 | 2.67 | 2.85 | 3.08 | 2.94 | ||
| 2017 | 38 | A Small World | The Clearing | compo | 536 | 2.20 | 1.66 | 2.04 | 2.16 | 2.87 | 2.26 | 2.09 | 2.29 | ||
| 2016 | 37 | One room | Echo Chamber | compo | 614 | 2.41 | 2.48 | 2.72 | 2.90 | 2.41 | 2.39 | 1.72 | 2.40 | 57 | |
| 2016 | 36 | Ancient Technology | Siege of Scarborough Castle | compo | |||||||||||
| 2016 | 35 | Shapeshift | Drip Motion | compo | 867 | 2.59 | 2.33 | 2.64 | 2.83 | 2.39 | 2.29 | 1.96 | 2.38 | 73 |
fun game, i wish i was able to catch more of the live stream but i was busy most of the weekend.
I was not expecting those controls, Which is funny because its actually more realistic to actual space flight (i actually just watch the Martian again, so it felt very topical.. I love the variety on display here, with the different powerups
Definitely enjoyed the unique mechanic, just the right amount of challenge
The controls are a lot of fun to play with... hard to control... but that's a good thing for a game like this.. the graphics really fit the goofy theme as well.
Really love the concept, all thought the controls do feel kinda laggy on my system, (might have just been me though, ill try again later.)
I love this. Its almost like a modern take on Marble Madness.
the graphics and music is really cool.
Was not expecting something like this. Light on gameplay, but the story was the goal. The music and pacing definitely set the tone very well.
I will definitely come back to this game when i have more time. the puzzles seem very challenging for a jam game, I love it, it seems familiar ... Insert Mandatory Cake is a lie reference here. :)
Loved the art style for this game, The predictive nature of the mouse clicking was very impressive for a jam game.
Game ran ok for me. It was tricky to aim because of the speed of the bullets, i think it should fire a little faster to hit where you are aiming
I like the idea, definitely could be expanded upon with more time
The distortion effect really creates a feeling of dread as you race to collect the green powerup. I love it. Admittedly I am jealous of all the little flourishes that you added to this. they really enhance the mood of the game.
Pretty clever spin on the theme to make the enemies the ones who shape shift, game was a lot of fun,
I Just wish i didn't reflexively hit shoot instead of capture so often, curse my fat fingers
That was some of the best audio I have heard so far, I actually played longer just to hear more of it.
I loved it. waas actually very challenging, reminds me of the logic games i played with my nephews the other day.
Really enjoyed this. I was able to find it after 3 blackouts. I loved the music, it set the mood perfectly. My only real dislike was the brown character outfit on top of the brown floor was kind of distracting, but it didn't ruin the experience for me.
The video really helped. At first i thought there was a bug because it wasnt clear what i needed to do. not too bad for another first timer, i definitely found the AI to be impressive.
I couldn't stop smiling at the music.I like how you subtly introduce the mechanics of each creature before the real challenge starts.
Good concept for a game jam. I think it might work better if human form regenerates your health over time, instead of needing to attack, Almost make the game a attack/evade mode
I love the progression in difficulty, simple yet challenging.
I noticed when the bird flys slightly off the map you get stuck, but the transformation mechanic is cool, and i found it challenging to find all the pages.
Controls make this very difficult, almost making it prohibitively impossible to play. but i like the artwork
I really like the concept, the controls seem a little clunky at times, but the interface and gameplay is very solid. There is a good degree of enemy variety.
Graphics are incredible. and i really liked the music. It was difficult to predict when the civilians would run up behind you to attack, perhaps some sort of alert indicator would help as an improvment
Great game. I think with some tweaking to the controls this would be perfect. the movement does take some getting used to but once you get the hang of it i really go into it.
Hard to judge the fun level of this, as my GF already left for work, so i dont have a player two ! but the graphics and general idea look really good
I cannot access your download on windows, incorrect command line error.
Really Loved this concept, similar to my own (failed) attempt at something similar for One Game a Month Febuary that didn't turn out nearly as well, I loved the music
I really like the game. i would add some smoothing to the mouse cursor, might just be my precision mouse but the motion feels very fast, almost making me dizzy.
nice graphics. I really like the art. the delay in shooting really makes it challenging to time your shots.
Came because Vivian got my attention... stayed for the Awesome Art work and game play, I was raised by my game boy basically so this was excellent.,
I cannot tell you how many times i was yelled at as a child for leaving the coal out next to my Atari 2600... thanks for the reminder!!!
but seriously. this was a cool game. I loved the art style and while the mechanic was somewhat difficult at first, it was easy to figure out in the end, which was a nice little reward in itself.
wow REAL ancient technology! Glad to see you went all out and set it up as a functional gameboy game. most people would have simply simulated the look.
Great game. I Survived for 59 seconds. next time i might make it a minute. i like the ability to destroy multiple enemies at once, its a bit of a challenge to set the arc
Almost as stressful as a real bar tender. I really liked the mechanic of pouring out the drinks if you mess up an order. This added a layer of difficulty i wasn't expecting, This might have been helped with more polished graphics to make it clearer what sections provide what drinks.
The customers speed wouldn't be such a large issue if holding a direction button would make you keep moving, instead of the "tap, tap, tap" single tile movement that you have now.
nicely polished game. I almost feel that you need a infinite ammo, low power base gun, it was very easy to run out of ammo. the music had a pretty nice beat as well.
This is a great start. I think if the actual collision of the black holes had some sort of impact on the game world you could take this idea even further
Great pixel art and humor. Loved the framed award winning poop hung on the wall.. who does that? I loved the layering to add to the sense of depth of the graphics, it was a small detail, but I enjoyed it. Definitely got stuck, and would love to come back when i'm less drowsy to try and figure this game out.
While the controls are not what i would have expected at first, i did find them pretty intuitive, if not a bit too sensitive. I feel like with the narrow areas of the map it was far too easy to steer right into the wall when trying to navigate.
I loved the death animation(which is good because i died more often then not) Glad im not the only one who headed to the exit before realizing it was the main menu.
I found it pretty hard to get the hang of the rotation of the house, but there is something super satisfying about the visuals and sound effects when crashing into walls. I really loved the cracks in the world upon impact.
I really loved the audio, and visual elements. Hard to tell if the game is glitched or if its supposed to end after the dialog box. You definitely have a talent for setting a mood either way.
TitanFall meets Metal Gear Solid! The stealth Elements were really fun, Kinda crazy to think of using giant robots to kidnap/rescue sheep! pretty cool take on the theme as well.
Very well done. I agree with the comments about the challenge with this game. I think it could be much better if when you die you came back with more then just one hit point. (maybe not full, but at least half). Regardless overall I loved everything about this game.
The mechanic where you move the door was pretty unique, i found myself excited for each new room layouts as i moved it around.
I did crack one case, but i found myself laughing repeatedly.
I sent this game to a friend of mine who's a big bird fan, (even owning his own pigeon mask) I'm sure he will also get a kick out of it.
when i saw the layout of the room, I immediately had the idea of having to defend the platform while the targets are shooting at you, without falling off. as it stands the design of the platform doesn't really add much to the game play for me since they just appear around the room.
Nice to see a jam game with so many levels. I cant tell if the car mechanics are solid since im not a racing game guy, but i was able to stay on the course without too much issue .
I really like the concept I would love to see it fleshed out an have more variety of rooms, Or even make this a 3D game where you can actually explore the room
I loved this Art Style. From the screenshot I was thinking it would be hard to play but i found it really enjoyable. The self loathing I felt after getting the first couple of stars just to die because of a failed jump is very real! :)
Love it. i Found the laser to be my weapon of choice, especially maxed out its Very OP. There may be a bug sometimes, i found myself not able to kills all the enemies sometimes if they were too close to the alter. (noticed this most often in the lower right hand corner)
Loved the physics. Pretty morbid concept but it was quite a bit of fun to try and cram them all in the freezer.
This game almost begs for a spooky soundtrack to add to the tension. I love it. I played it a couple of times and it did generate some anxiety as i learned when the monster will come to kill me. I think there needs to be a way to make it more obvious where the monster is, and maybe even make it not a "one touch and he kills you " type of game. A more intense monster chase scene, even if its just text on the screen.. would add so much to this already creepy game.
Amazing Graphics. I loved the limited visibility of the lighting, makes it hard to predict where they are coming from.
I really liked the graphics, They have an almost Toy Story feeling to them which serves the child like atmosphere well. Was pretty challenging.
I did enjoy the variety of areas. love the fact that After a while all the debris i shoved to the side i suddenly needed to move everything again because the floor changed.
This was a lot of fun! I enjoyed trying to push the zombies into the spikes with the shadow wall close behind me. It added a lot of pressure to me. I would include a respawn button, so you don't have to go to the main menu every time you die.
Really fun little game. The controls were not what i expected at first, but once i figured out how the up and down work i found it very intuitive. I think it would be just a touch easier if the mouses speed was increased by just a tiny amount, ( I think its too easy to get caught before you get the second cheese. )
Adorable.. I love the atyle of the artwork. I found myself getting lost more then once until i got the idea of the layout of the room, but it felt very challenging .
Well done interpreting the theme! my gut reaction was how is this related to one room, but your description makes this really unique from every idea i had during the jam
Great game, I also played with a bounce mecahnic in my (2D) game as well. I agree with Khaoz_Fang, there should be a delay to give the player time to react to the quick color change and bounce. the combination of both back and forth almost impossible at times.
The graphics were really cool, almost a Nintendo Mii feel to the characters. I agree with the other suggestions that the choices in weapons feels irrelevant for the most part, and that enemy variety would add so much to the gameplay.
I loved the visual and audio style of this game, I found it to fit together quite well, I did notice one small bug where i would go to upgrade a building, only to have the repair window hover around for a while, until i clicked on that same building again.
I really loved the effect of the ship as you moved up and down. I wonder if there is a mass difference to the different bullets. as in the heavier one pushes more blocks then the small one. This would work very well if there was a shot delay included, so you have to choose between a spray and pray style of combat vs the slow methodical timed attack. As it stands I didnt find myself needing to switch weapons really at all. Well done.
I always find people who embrace the challenge for custom engines interesting. I cannot imagine attempting this at all, let alone for a jam. I really do enjoy the visual, kind of a new age take on retro style graphics.
In regards to the click and hold to look mechanic, it is slightly offputting after years of FPS gameplay experience. HOWEVER... I do think that for a specific type of game mechanic it has potential if implimented well. Imagine a monster that needs you to maintain eye contract with but you need to still examine other things in the level, Ic an see something like that getting points for uniqueness.
The shader effect is really cool. It's not quite retro and not quite modern but more of an artsy version of the two. I almost wish the world was endless, without a platform you can walk off of in the heat of battle. The lighting suggests it at first but I understand the need to prevent the player to simply run backward forever to escape
The Tutorial took some getting used to. the instructions size in relation to the location you needed to place the enzymes made things a little frustrating in the beginning. Maybe moving the box off to the side with just a line pointing to the placement point, or some other form of location highlighting would have solved that issue, however. Only really an issue in the tutorial, main game was fine, and I absolutely love the visuals, however. The look and feel of the infection as it spreads was very pleasing.
I am very suprised this game doesn't have more plays. I'm guessing you need a screenshot/thumbnail to draw attention to it. The visuals are very impressive. I found the power up punches effect was pretty satisfying. It would look really cool to have more variety in the explosion death effects, but this is a good start for sure.
This was a really cool concept. 10/10 better than No Mans Sky :) I really liked the idea of essential carpet bombing the planets from range. was also really impressed with the fact that you cant place buildings on water/moutains.
My only request would be, there were many times I found myself wishing for a simple button to reorient my ship while i was exploring the plantes.
The world is very charming. The rainbows that appear after you get petted makes me laugh every time, and the different text that appears adds some variety.
That camera rotation completely changed the game. I found myself wondering if there was more to the game, just before it changed and got interesting. The disorientation was distracting, but I feel that was intentional and part of the reason behind the challenge over time.
The Visuals are absolutely stunning, and the music fits it so perfectly. Controlling the player in the air is far too difficult to make exploring the world possible. Depending on what kind of story you have in mind, this could be amazing if it's fleshed out more in and the controls are balanced out.
I like the idea of managing a squad of planes as opposed to playing the actual combat itself. This is very unique. I think it would be a lot of fun to have a variety of planes to chose from, maybe with different loadouts to counter the incoming fleet.
I very rairly find myself finishing Narrative based Ludum Dare games, but this one intregued me. I found my self repeatedly guessing what direction things would be going as i hunted for the 3 pigs. I loved the hand painted look to the backgrounds
Getting the same Error as @jushiip on windows 10 in win 7 compatibility mode. I will try again soon because reading those who have played this makes me want to try it,
I really loved this game. the "slipperyness" felt just about right and added a nice skill set to the game. I loved the little explosion effects the most. but the graphics overall are impressive
The highlight of this game is definitely the visuals. That pulsing effect is awesome. I found myself excited to see what the world would look like after i turned around
I enjoyed the little things about this game the most, the way the beetles walked, in particular, made me chuckle. and i absolutely loved the way the target reticle would move with the body of the target. That was a particularly nice touch. Well done.
The wall jump mechanic feels slightly off. I found it far too difficult at times to jump accurately. However, the world itself was quite intriguing. I Enjoyed the minimal art style of the graphics, and the jokes sprinkled throughout the game made me laugh.
While trying to get the hang of this game, I apparently pissed off one of the NPCs and got shot in the back unexpectedly. 10 out of 10!
For a jam game, the AI seems to be pretty advanced. During the 10 minutes, I played it looked like there was a variety of different reactions based on the conditions of the moment.
At first, I thought I simply didn't understand the mechanics, then I saw where you were going for. While not actually a game, points for innovation in that regard.
I like the simple feel to the game. It's well polished, yet there is still a challenge.
While the gameplay itself was good. I feel the controls were very counter intuitive. I had to restart several times do to rolling backwards off the map when i meant to simply look down. It would be much simpler to use twin stick shooter style controls.
while the mouse movement didn't feel natural, i found it grew on my over. I think if it had a more fluid motion it would feel better. Imagine if there was some slippery-ness to the ship like in asteroid, where you could slide around corners
I enjoyed the one room at a time style of combat, and was greatful during later levels where you give the player some health back, I did find the constant camera rotation to be a little difficult at times, maybe a suggestion of improvment, but what if when the doors close, the camera locks to a fixed angle, so you can take on the enemys without fighting the camera?
Came from your blog post. I loved everything about this from the Humor perspective. the wiggly arms made me laugh the entire time.
Really loved how useful the different spells are in different situations. That bridge Section nearly killed me, sandwiched between two of the giant enemies caught me off guard, I was very surprised to see that. but it was not cheap because it is possible to survive and escape .
Gameplay was pretty straight forward. the idea of using items was an interesting improvement of the standard fez game.
The game was interesting to play. at first, the health bars were quite small, but they fit the theme so it makes sense in the long run. Definitely missed the sound, some music or effects would set the tone nicely. at some point, I noticed you could slide backward on the screen, not sure if that was a glitch r intentional. but It was slightly offputting.
Not a bad little game, I like the visuals of the planets and the particles of the explosions. I think it is a bit too easy for the player to die early on as you begin, not sure if this is because of the health of the planet, or how close they are to the player.
The gameplay itself was enjoyable. It was a little difficult to pick up some of the powerups, the ones that landed on blocks were hard to pick up in the chaos of gameplay
Your title screen for this was amazing. You managed to make poop so incredibly epic. you have nailed the feel of the old 90s era games.
I dont know how you got that clink sound effect but its amazing. even for a mobile game like this. I did the windows version but i think the effect works better as intended on a android device.
Loved the art. Camera was a little rough to get the hang of but the game has a good ps2 feel so thats appropriate
What a great idea for a comical game, I loved the level of challenge as you jump higher and higher. Feature idea would be to have enemies you have to dodge back and forth as you climb up higher and higher.
Awesome. Id really like some sound to hear what these little guys sound like, i imagine its some combination of the minions with the "mine" seagulls from Finding Nemo, would be cool to also be able to pick up some more as opposed to just trying not to lose them all.
The animations and art style was really impressive for the jam. my only suggestions for improvement would smoother controls to make the action feel a bit more fluid. I can tell with more time this could be a nice little action game.
The mini map was a life saver. Especially considering the randomly generated nature of this. The combination of mouse and keyboard felt very smooth.
I love these types of "areana" games where enemies come from all directions. The sound effects really stood out to me the most. The controls took a second for me to get used to but eventually fell into a good rhythm.
This definitely needs some indicator that the gun is firing. either visual, auditory or both, but one or the other for sure.
This was so much fun. The visual variety was pretty impressive. seeing a variety of aliens was really nice, and the structures on the ground add quite a bit of challenge to flying the ship around
Love the art style of this. huge fan of bullet hells. I love how you can play this as a single player or two player game, Used to love couch co op games with shared life pools.
This music, was just wow. Im rating this all 5s because of how much i loved everything from the visuals to the audio, the gameplay was so much more enjoyable then i was expecting. and not that this compliment is saying much, but this is so much better then Superman 64 So well done.
So.. admittedly i am slightly intoxicated while playing this. Have to say the trippy effect of the coffee when there is alcohol in my system makes it SO MUCH BETTER!!! Controls were off just enough to make it challenging when the effect takes hold. And i loved the graphic style
Congrats on completing your first LD. My only issue with this seems to be the confusing visuals, independently i like the look of everything but most of the enemies blend in too much with the background, so its hard to tell where they are or if i even hit them, since the bullets blend in as well.
It was a lot of fun to run to the exit. I agree with everyone else that it could definitively be awesome with some quirky sound effects or at the very least a music track.
I ended up not getting very far in this. the asteroids seemed to come in pretty fast and made it easy to die, I might just suck at reacting to the indicator but maybe there could be a few extra seconds before the warning and it hitting you.
I found the music to be enjoyable, as well as the essence effects The way the level is laid out, it feels like this could use a double jump or wall bounce mechanic to make the movement more fluid.
My game was very similar in core mechanic of (IE: collect the things to make enemies harder) but i feel like you did a better job then i did in planning your ramping up of difficulty.
It definitely doesnt have too much of a challenge, unless you get greedy for powerups its pretty hard to get to a point where the enemies are a danger to you. Maybe if they were shooting back at you it would be different.
The visuals and music combined nicely to give this a nice relaxing feel. It ramps up pretty nicely in difficulty. but not unfairly.
It does get very difficult very quickly, perhaps slowing down the enemies or speeding up the ship would improve that issue. other then that difficulty curve, i liked the way the ship moves through space and the art style.
I could see myself easily getting lost in this game for hours if i allowed myself to . The music is quite hypnotic. and the overall gameplay, while not the most challenging, was addicting as hell.
Thanks @ohmmus. It is not just you. Many others have pointed that out. The reticle was a last minute feature I added without really testing it. It actually is just a rough visual that locks the mouse cursor in place as you rotate, so its not accurate at all, which throws aiming off quite a bit.
Thanks for playing
I enjoyed all the sci-fi references hidden throughout the map. The gameplay itself was a little difficult due to the navigation controls but once i got the hang of things it seemed easier.
This was hilarious. I love the whimsical style of the music, and I enjoyed the random audio call outs.
As others have mentioned, an ability to run would have been helpful, especially near the end when its a race against the clock.
Love the combined art and music style. I found this game to be a lot of fun. i Really appreciated the little things like being able to always track where your ship was with both the indicator and the onscreen mini map. I kept racing out to destroy as many ships as i could early on and needing to race back to protect it from a wave that slipped past me.
Im impressed to hear there are multiple endings. Rather surprising for a game jam. The only thing i would like to see is some music or at least sound effects to help enhance the story.
As a forklift operator in my working life, this game violates several safety regulations! But seriously. This was a hell of a lot of fun. I think the pacing in difficulty was just about perfect, I had just enough time to get comfortable with the core loop of pickup and delivery before the crates started spawning like crazy!
I really liked the feel of the controls as well. Very arcade style.
I Loved the movement of this game. I was half expecting to die right away on enemy contact but thankfully i just lost size. This was a great way to keep the game fun while still challenging. It was easy to get trapped after a while but that is the whole point of the theme. So this is a great project overall.
The click controls felt like a strange choice. Not knowing how much time is left before the train made there not be much variety in the gameplay.
It was definitely confusing for sure. I had to restart often because i made rooms inaccessible in level 1 by accident. The portal mechanic is nice, and i can see what you are going for.
Loved the grappling mechanic. This game would be lots of fun, if not nausea inducing, in VR! I agree the shooting mechanics seemed to be optional. Like others have suggested it might play better either without shooting at all or with more polished gameplay. I found the enemys only dangerous if i tried to actually stop and reload.
I played both the web version and it seemed to run super smoothly in my browser. (as long as you go full screen)
I loved the music. I think it would control better if space or something else was used for the jump. for some of that later levels that are more challenging i think the devils hand starts too soon or is too close to time perfect jumps and such. This makes it dependent on trial and error to survive.
This was a brilliant idea for a unique take on a bullet hell. I like the idea that you cant get crazy just blasting at everything because of the wall damage mechanic.
I loved the graphic style and the voice over work. I couldn't stop laughing at the way the hand animations play out. The hand felt like it could stretch across the entire room. It was difficult to get some of the boxes on top of others since i felt like i was just dragging them around the room. as opposed to actually picking them up for stacking.
That popping sound effect at the end made me actually jump a bit. Very jarring shift in the sound. The artwork is amazing as always.
I played the mobile version. Its really fun and polished. the chaos of having each drop off point in different parts of the plant made this more challenging then i was expecting, but that is part of the fun of it.
There were times near the end where i wish i had a jump button, but the game play was really fun and hectic. The AI was keeping pace with me really well.
One issue i had was the way the ui covers the top part of the screen. I feel like there could be a slight border around the play area for those elements to sit comfortably without blocking off a part of the play area.
The puzzles were really challenging. It's a lot of fun to try and scale the walls with the double jump. This type of game definitely needs some music.
Loved the atmosphere here. I found the boss battles to be fun and challenging.
I tried the windows build since Web isnt working.
This game is frustrating as hell... But a surprising take on the theme. I loved the style of the graphics and animations.
changing up all the keys makes this almost impossible to play, I think maybe a short break in the action to allow the player to get used to the new controls would help improve that.
This is the first game i Have given a score of 5 out of 5! There is so many things I enjoyed and found pretty unique here. The way the screen grows with the number of enemies on the screen is awesome. The combat feels fluid and the enemy announcing their attacks was perfect.
The boss battle was an unexpected surprise, that really changed up the gameplay.
Well done
The music and introduction feels perfect for this game. I really enjoyed the character. and colors of the universe. The only thing missing would be some animations for the player to polish this up a bit more.
The bug with the WASD keys made this almost unplayable. I tried it again once I saw everyone's comments and that made it much better to use the arrow keys.
Other then the bugs with the controls and the UI buttons not working after your first failure the game was pretty fun. The core concept is solid, it just needs a little more variety.
Overall I really enjoyed the game. I felt like because of some combination of their slow move speed, high spawn rate, and size of the level, That success in this game comes down to did you prepare for that final 25% of the rescue bar when they overwhelm you near the end. It took me three play through to survive.
One other thing i noticed is that you can board up a door and still pass through it yourself. Not sure if this was intentional or not.
Also I think the way they all bunched up in a nice neat row seemed a bit orderly for zombies, so maybe adding some variety to their movement path (assuming they are coded with waypoints?) would help them feel more zombie like. 2018-08-25.png
I loved the music and over all feel of this game. managing your upgrades is a fun mechanic. I think the visual effect is fun and adds to the challenge, even though it does make it too easy to die. I think it could be balanced better if you had more health, so you dont die right away so you can better learn from your mistakes.
Nice work on the graphics and controls. This felt very smooth. I think the little green enemies look too much like pickups to me instead of enemies, I tried to run over them at first before i noticed they were harming me.
As much as I love the arcade style of the audio, when you shoot is quite loud, and gets annoying very quickly. So I would either cut back on the volume sightly or maybe control the effect to play slightly less often.
Wow I am impressed. the graphics and sound work so well together. I noticed if you stand directly over the hole it will not patch, you have to position your torch on it. which makes sense of course but for an arcade game feels more precise then it needs to. (at least thats the Web GL version)
There were so many pop ups, i felt like i was fixing my parents computer! I really Found this super challenging. I never did manage to figure out the kill code things but I don't think it impeded me from experiencing much of the challenge.
The music and the art are amazing. It fits the feeling you are going for perfectly.
The controls took some time to get used to when i was upside down, but once i got the hang of it i really started to enjoy the gameplay. The sounds are amazing, and i liked the screen shake.
I noticed a bug in my final report where it said "Kids missing: 5" instead of "Kids killed due to your reckless driving: 5" :smirk:
But seriously this game is a lot of fun. I liked the music and the graphics. The bus feels difficult enough to drive without being too floaty. I think it could use some sound effects, like crashes or children laughing to give more feedback to your actions.
This game has some potential. I think the UI is cluttered in its current iteration. With a little bit of tweaking it could be amazing just by simplifying down some of the details.
I also noticed the WebGL build gets very slow as more and more humans spawn in, although i found the windows version to be just fine.
This is my favorite take on the top down shooter where you run out of space to move games I have played. The art is amazing. and the gun play feels very fluid. Its a shame you didn't have time to add music to this. It needs sound so bad to be just that much better. Very well done sir.
And as of this comment. I am second place on the leader board.
I love the Graphics. They are amazing. I couldn't stop laughing at the size of everything (why is the lightbulb almost the same size as a TV, and the TV is almost as large as a Dryer) I know realism for a game like this is not required, but I loved it.
I like how you can trick some of them into falling into the center themselves without pushing. I found it incredibly challenging. It Sort of reminded me a little like trying to keep a pinball in play in a pinball game. The art was very impressive.
I enjoyed the hand drawn art style, reminds me of some of the simple paper games my friends and i used to play back in elementary school. The music really fits the feel of this game very well. I would keep working on this, flesh out the puzzles more and you would have a really fun casual puzzle game (would be fun on mobile)
I loved the art style, and the music. I noticed at a certain point where it looks like the game just keeps going even without touching the controls. I expected the bullets to kill me and everything else to slow me down, but they seem to act like any other obstacle. I took my hands off the keyboard and kept getting speed up powers so the game played by itself for several minutes before i was too slow to continue and the level reset.
This was really fun. And the opposite of my game where you slaughter as many animals as possible. I love how you have to look for the mustache on the males of the couple. You managed to make mini fetch quests enjoyable. I loved the artwork.
My first thought when playing this is "Wow he implemented the exact solution my game is lacking" (the right click to sweep is what i am talking about) It really makes the shoving feel fluid and intuitive, I wish i would have thought of something similar for mine. The camera feels too close to me for the scale of the characters, and the way it tracks the player exactly feels very rigid. I felt slightly claustrophobic at times because of this. But overall I enjoyed the experience of playing this.
The music was really nice. There wasn't much of a challenge as i think the attack is a little over powered, but i did enjoy the use of the guitar solo to bring push back the darkness. Well done
The hand drawn look is interesting, but makes the game pretty fun. At first I hated the steering controls but after playing a bit i decided i like it. It feels a little like moving an actual wheel. Another option for controllers would be to rotate the analog stick to really simulate the feel.
Unless I missed them, I feel like you should add fuel pickups as you go so that good players can really go for that high score.
The mouse control does seem to delay when you need to turn around rapidly to avoid enemies. Keyboard controls at least as an option would make that aspect more manageable. I was confused about the colored footprints, and once i found the one and only gem i found in my play through i am guessing they are supposed to be indicators as to which direction to go to find the others? if that is correct then I like that concept, as it makes it easier to navigate the dungeon.
I enjoyed the game play, The decision to destroy the tile when you reload is unique in my experience. I feel like the game needs a jumping mechanic. often times i would find myself instinctually hitting spacebar to head over to another tile instead of waiting for it to level out so i could move onto it.
Congrats on your first Ludum Dare. The idea of a shrinking screen is pretty cool. The main bug that I found to be a massive issue is the shooting direction changing.
I loved the mood of this game. and the humor in the tutorial screen as well. The way the ludum dare 42 text appears near the end of the tutorial had a kind of cinematic opening credits feel to it. '
I think the jump was a little too weak to me. I felt like if i didnt perfect my double jumps i would die every time. Congrats on completing your first Jam
There is way too much here for a weekend game jam. I got completely confused during the Skyrim section. It seemed like there was no easy pattern to determine which is which. I like the idea of being stuck in a console and having to collect things to escape. I think that would have been a better mechanic to focus on then keep changing it up.
very simple game. I like the way the ships change into pirates instead of spawning in. I think maybe the pirate boats could damage the other boats as well. Maybe the world shrinks a bit more if the sail boats get sunk which would incentivise you to hunt them down quickly.
My first thought when i saw your blog post was.. this looks like Salad Fingers.. And i was not disappointed! I enjoyed this so much for some reason. I think the audio is the biggest factor in that. The song was amazing. and as a fan of the Salad Fingers series I think it captured the feel of the character pretty well.
game play wise I found it surprisingly challenging. The board is just large enough that if you don't pay close attention to where you have been you can set yourself on a path that you may not be able to escape from because you either cut it off or the missiles might have destroyed your path.
I really like how polished the visuals are. The way the bullets hit and the pickup effects are really cool. The sound made for a decent mood as well. It would be slightly easier if there was a cool down or knockback ability after you get hit so you cant get ganged up on in the later waves.
There definitely needs to be a delay between pac man chasing you and the level loading (or more space between the two of you) As it stands right now. if you are not instantly reacting you will die and have to start over no matter what. Plus when the new level changes if you don't take your finger off the arrow key your movement will not be recognized and you will die instantly.
Also for quality of life type of improvements, I think this needs a restart from the last level type of system. Having to replay each level just because you died in one of the later ones is pretty frustrating.
The controls felt backwards to me, as has already been mentioned. But I loved the visuals and over all feel of the game.
The base game was really fun. I do feel like there needs to be more variety in the options or make the game play shorter. It does get somewhat repetitive fairly quick.
Thanks for playing @nakami , even though its in a semi broken state right now. I actually forgot to mention in the instructions, that the Left shift is the boost, which makes movement a little better. But you are correct. I let a few friends play last night and they all said the same things about the speed.
Art and feel are definite high points here. The variety of people needing rescued is impressive for a game jam/.
I feel a lot of the stickers are just more speed reducers, and with more time could be fleshed out to affect game-play in a greater variety of ways.
I like the models on the tanks. It would be really nice to see if the rest of the level was at the same level visually. The movement was really smooth.
This was a really fun game to play. The graphics have an almost LEGO feel to it that makes this feel like a fun casual squad based shooter.
Loved the combat effects and the way the enemies dissolved as they take damage.
I really like how the puzzles are not super basic. This was a bit trickery than I was expecting with the the way you gave out your clues. The graphics were amazing.
Really liked the controls here. I loved the little details in the background Like Wall-E and the Lunar Module.
I like the way you implemented the tutorial phase. The particle systems you used as well were a nice touch. I particularly liked the charge shot on the bow.
I loved the progression of the levels here. You introduce the new mechanics at a reasonable rate.
Twin Sticks would definitely improve the controls. I loved the variety of enemy attacks, when i hijacked the ships with the 3 turrets for example, I loved having to relearn how to drive and fight with the next ship
I couldn't find the chicken until it was too late... IM SORRY JESUS! lol
joking aside, I was really impressed at how big the world is. At first i thought all the details in the background were just for visuals, but once i couldn't find a chicken, I realized how much more involved the game is. I loved the excellent voice over work and the visual/audio feel when the god became displeased.
I liked the art for the most. early on i found it too easy to avoid making sacrifices. It was only really once I missed one theif and they all bunched up around him that it was kind of unavoidable.
I like the concept. I Think it could use some terrain details though, I found it too easy to dodge the predators and a lot of my time was just spent traveling across an empty plain
I loved the art style, and the overall feel of the game is fantastic. I really like the overall presentation of the gameplay. It would be interesting to see if you could implement player combat in such a way that you are more useful as a minion and not just collect and hand out equipment to other bots.
Those tanks are crazy. I loved the way your implemented the sacrifice mechanic. Watching the robots charge to their death was satisfying.
I Loved the polish you have here for a game jam. The voice over is hilarious and added so much to the enjoyment.
It is difficult to make decisions once you have 4 people in your party since you cant re examine their stats
Cant say enough about how much I liked the graphics. And thank you for the tutorial links.
The game itself was pretty easy. Navigation was a bit of a pain since there are so few landmarks to help navigate but Overall this was fun.
I really enjoyed the chaotic Unreal tournament feel this game has for such simple graphics. The particles are very well done, and the pacing while a little slippery was still pretty fluid and fun. I think it definitely needs a cursor to make it easier to aim for sure. the only weapon i was able to consistently get kills with was the area of effect ones like the rocket and poison launchers.
The combat was really funny. I liked how the boat followed me around as i tried to run away from it to avoid the side effects.
The control issues aside, I think this could be a fun game if you added more polish. most important is the movement issues, but with some interface work as well it could live up to its potential.
I'm very impressed with the level design. I think there needs to be some sort of camera tweaks when you are near the bottom of the level. The geometry Blocks view
Ironically, I did a similar concept for [Last Ludum Dare](https://ldjam.com/events/ludum-dare/42/slaughter-house). I enjoyed the graphics the most. It was pretty straight forward, but very well polished.
I really like the concept of potions to change game play. As it stands I think the poison effect is too short. Not enough time to get your used to the new handicap before the timer runs out. I agree with everyone else that the Stock player model is a bit jarring in this setting, but I understand how pressed for time Game Jams are.
I think what could improve this would be perhaps a menu system, where you have to take the time to decide which potion effects you want to take, so you feel the sacrifice a bit more.
Good start for a simple game and mechanic. I liked the hand-drawn art style.
Amazing Visuals as always. I enjoyed the enemy variety. The only card I hated was the flip movement controls. I died almost every time with that one.
The pre fixed version was almost completly unplabayble for for, but the input lag was fixed in the post jam version. I liked the shader and overall balancing act of pushing for more followers in exchange for fuel. and the upgrade system felt pretty well fleshed out for a jam gam. well done
My thoughts:
* I loved the music. It greatly sets the mood for the art style * My favorite thing.. is the way the coins collect in the player as you pick them up. I love that visual indication of how well I am doing * weight mechanic was unique.
I liked the variety of balancing options you have here. You can either go for uber turrets with high power or spred it out a bit. I think an indicator of the range of each turret would help. There were times where turrets looked like they could hit targets that simply would not fire at the enemy even when there was not another enemy closer.. they just sat idle
Thanks for playing @xahell - The game contintues until you run out of health or time. It may have been a bug, (That i just patched). I just fixed it by including a skip button for both the cards and the store in the event you cannot afford any of the available tiles.
@enderswype @luis-j-benitez Thanks for playing. I took a look at the code and found the bug that was causing that issue with the store not being able to skip. I have patched it and added it to the downloads. Now when you Click a skip button on both the Card select and store screen that will toggle on and off in the lower left hand color.
This was so much more fun than I was expecting. Its a cool Gameboy style. The music fits so well also.
I played this game.. and got depression HAHAH just kidding. I really loved this. I played it a couple times to see what kinds of combinations there are. I am amazed at how everything feels really polished for such simple concept.
I got the web version to work just fine. I seemed to hit a bug after upgrading the tractr beam a few times, where i could no longer abduct anyone.
Things I liked: *the style of the tracor beam in both modes was a cool visual *The countdown timer and lock on indicator gives you some strategy to avoid getting fired upon.
Improvement ideas:
* Some sort of indicator when you are in danger of taking damage * the ability to dodge missles. (It seems like they are unavoidable once they fire.
The music is amazing. And i love the game concept. I didnt realize right away that you could click on things to change the pictures. I think some sound effects when you change things to give better player feedback would be nice.
I liked the low poly style. My only grip would be i would prefer faster movement.
Mine ran smoothly with no issues, but i did just build a new system with a RTX 2070 in it so that may be why. I enjoyed the core gameplay puzzle solving. Very strong portal vibes in that regard. But I found the enemy combat to be a bit lacking. with the epic soundtrack included, i was expecting an action packed combat system but very well done all arround.
Nicely done on the feel of this game. once i was fully upgraded i had a lot of fun just blasting like crazy at the enemies. I loved the art style, the 2d/3d type hybrid (i dont know what else i would call it) was interesting visually.
I almost wish there was more levels to upgrade. having only 6 levels makes you max out pretty quick if you are any good at these types of games.
The game was fun to move around in. I like where things are heading. I always enjoy the Retro style
I love the graphics and music. The spherical world made for some really interesting combat, so I could hold back and spam bullets over the horizon to destory the turrets. I think a cool feature would be a way to recover health by picking up a limited number of health packs. It would be cool to use your power ups to survive and have to scramble to find more health to recover for the next fight.
I Love the hand drawn artwork. It could definitely use some feedback on hit for extra polish.
I think some visual feelings for impact of the player would be ideal. I felt like I was just throwing coins randomly and hoping to take the enemy out.
I liked the design of the enemys and the world. It was a little dark but I think with some lighting in the world it could be really scifi and alien like. I got a feel similar to the alien world from Half Life.
One thing I wish for would be a way to determine the range of each tower visually. So i can better plan the layout of my towers.
I really enjoyed this epic quest to buy that hat. I like the feel of the player as he grows in size. It was not initilally clear that i had to shoot at the bill to pay it, but once i figured that out I reallly started to enjoy everything. Very well done. I enjoyed the entire experiance.
I cant tell if its the towers being underpowered or if the enemies just move too fast but I could barely survive the first wave. The only tower that seemed to do any damage was the handgun one and it took so many shots that i couldnt stop the enemys from stealing the cargo. With no way to recover them after they are taken, you do not have the time to prevent them from robbing you blind
*Love the graphic style and polish to everything * The way the minions change the gameplay in a considerable way(reversing movement was the death of me) was unique * I enjoyed the shield ability, and the recharge mechanic made it more strategic than i would have expected intially.
* the combat felt a little slower paced then for my taste in the begginging. I felt like the projectiles were a bit slow
I am also one of the players who runs out of fuel almost as soon as the countdown ends. I am not sure if im doing something wrong or not.
Ok I tried again and figured it out. If anyone else cant play this, make sure your graphic settings are not set to very low.
I like the feel of the jumpping from car to car. there is a nice satisfying feel when you kick enemies off the car.
I love the artstyle .
The controls felt a little off to me. I felt like was moving on ice the entire time, which makes hitting the landings while dodging attacks pretty difficult.
I loved flipping the cars over with the defensive shield. I really enjoyed the music the most, and the atmosphere of the graphics.
Nice graphics. I can see where this was going, ands its a shame, But as far as level design is concerned I like the feel.
Some of the spinning bullet patterns were really intense, but that fits the genre for sure. I really liked the control with the mouse. I can feel that this would be awesome on a mobile device.
I played the WebGL version incase that matters. I found the camera controls to be a little crazy to manage. I found myself getting a little dizy at times during extream moments of combat.
Other then that camera issues, I loved the look and feel of the combat. every gun was fun to use. I liked the variety of enemies.
I can see where you were heading with this concept and i like it alot. I didnt read the instructions right away so I was going to question the choice to not let you move forward.. but I played again after realizing the Z key was needed.
Some ideas:
* visual feedback when you hit the enemies * include the shop mechanics you intended * sound effects like the vampires cheering.
I was initially confused because there was no indication visually that i was firing. I found myself shooting randomly to make up for it. but i like the idea of a bullet hell with limited ammo(life) forcing you to evade enemies
Great atmosphere. I loved the co op mechanic and even found it kind of managable as single player(although its definitely designed for 2)
Actually playing this on a phone is 10x better, that actual bang sound when you lose is perfect. (although really morbid and horrible to think about ) But hey. at least if someone wants to actually play russian roulette now they can do it safely.
Nice to see a narrative game well done. I dont know if the early choices affect the narrative or ending at all, so if that is not the case that would be a nice way to improve this. I think the dialog would be easier to experiance if it was stored in a text box of some sort, so that you you can consistantly read over everything.
I loved the audio and the dialog puns. I think the projectiles felt a little slow, when i would miss i had to wait a few seconds before i could fire again.
F for tile #5, Cant wait to play this tommorow
@onat-sayg @james-beninger Opps. sorry everyone. I messed up the zip file last night. Just reuploaded it you it should be good now.
I really enjoyed this style of artwork. Felt almost like the whole thing was made with construction paper
The visuals are amazing. The knife guy was very difficult to figure out, took me a couple tries.
This was surprisingly enjoyable. My first thought was the movement felt very floaty and rather frustrating to control. However, as the gameplay expanded I found the challenge to be just about right. The decision to make it easy to get right back into the action made it easy to learn from my mistakes and ultimatly finish loading all the assets. The final bossfight(s) in particular were very enjoyable, if not a little too easy. (the second one never even got a shot off on me).
Its not the most action packed game. But thats the whole point.
Telling exactly where i was on the grid was slightly confusing. and it was not clear at first that i needed to collect parts of the ground to survive. There is a lot of charm and character in the introduction that would fit really well in the rest of the game.
Gameplay was very smooth, and i loved the graphics and audio.
I wanted to bring this to your attention. I noticed when there were multiple enemies on screen I got this error message. It did not seem to affect gameplay at all, but something was off. 2019-10-13.png
The visuals on display here area very impressive, and the gameplay itself is a lot of fun. As already mentioned, the controls feel very loose, and i got stuck a few times where even reseting my position didnt seem to help break me out of right away. I loved the minimap feature, This would have been imposible to navagate without it.
My first ship was almost impossible to control due to my own bad decisions, once I took my time and thought it out I really enjoyed the variety this concept allows for different styles of play.
Love the overall feel of this game, the music and graphics are my favorite.
My two biggest suggestions would be to make it easier to find the body, and prevent the player from getting stuck to the wall, making it so difficult to control when the pumpkins start to overwelm you.
The visuals are very impressive for a jam game. I enjoyed the progression from nothing to unlocking weapons. I enjoyed the unique experiance of having to go backwards to enter some of the portals.
The concept is really fun. I think the introduction of mechanics needs some balancing, as the game goes from simple to complex very quickly.
I liked the steal weapons mechanic. One idea to expand this gameplay loop would be to allow the collection of two guns with different fire styles and the ability to toggle between them to add more strategy to the action.
Ironically I loved the music, I think i used it for a top down shooter i made in the past. It fits that style of action well.
I love the concept. but Its too hard to control due to movement bugs. It looks like I should have been able to role straight up the ramp once i had the body but the movement seemed to do its own thing no matter what i tried.
The spinning mechanic is really fun, I started to get a little dizzy during intense combat moments, maybe a delay in the camera tracking would help? The graphics and sound mesh together perfectly.
@itskdog Thank you. Originally the plan was to make a standby animation for the inactive characters, So them staying on the screen was intentional. I ran out of time to set up smooth camera transitions to help alleviate some of that disorientation
@jeremy-ryan I noticed that as well when I did more playthroughs. There are definitely tweaks to be made. I set it up with trigger colliders on the fists of all the characters themselves, so they are hard to control
Thanks @pilarius, Didnt realize i forgot to add it.
@jerm Thanks. I discovered a bug near the end of development where you can spawn more enemies than are required to actually finish the wave, so that is why this happens.
@shaolin-dave Thank you for taking the time to do a Mac port! I will upload it and credit you. The character select screen pops up when the wave ends. Originally the plan was to make a standby animation, and transition animation for the inactive characters, So them staying on the screen was intentional.
@fatsheep I think there is a debug tool still in place to let you switch characters, (which ends the wave) , But this is a good idea.
This could definitely be expanded with more weapons and enemy types. The enemies are definitely taking a long time to kill. I almost wonder if it would be better for there to be more combat encounters with easier to kill enemies rather than these pseudo boss like battles with 2-3 guys.
I enjoyed the gameplay so much more than i thought i would. The Ai seems to have eyes like a hawk. Maybe they need a smaller sight radius than what they currently have. for the hide and seek gameplay to be more balanced.
I really like the atmosphere here. The music and art style feel perfect for this.
I did notice a bug, where somehow i got the farmer glitched near the fence after pecking him away.. he just jittered back and forth, no eggs and no fox would appear, until i pecked at him again and unstuck him from whatever what causing the problem, then the fox and eggs began to appear again.
Really like how the firehose works. As someone who had to make a game with what was supposed to be a water cannon based weapon in the past, you did a great job getting the feel and movement of this type of weapon
I loved this game. It does ramp up in difficulty extramly quickly, which is kind of frustrating but the core concept is amazing. I love the variety of ways this little dog can get itself into trouble. The popups were not only funny and clever, but caused exactly the feeling of fear and anxiety I think you were going for at that point.
I really enjoyed the style of this game. The need to juggle my crew from one station to the other was really fun and challenging.
I think adding a click to drag style of controls would make navigating a little easier. I kept instinctively trying to pan that way based on my past game experience
I love the atmosphere here. I think the combat in the early dungeon was pretty difficult. the fact I had to be grounded to swing my sword made the combat a little more difficult than I think it needs to be.
Im impressed with how well you laid this level out. There is a lot of potential here.
I really like the personality behind the Macrophages. It made me laugh every time they floated past me. I like the fact that you had unlimited ammo, even though it made the game very easy. Maybe a cooldown mechanic would improve that.
Very cool visuals. I feel like i could have just taken the elevator just straight up from the beginning. unless I'm mistaken there was nothing on the other levels but enemies to fight.
The intro was pretty fun. Ironically, my dog was looking at me as the game loaded so that was an experience!
The graphics were impressive for a first time Blender user. I Agree with some of the previous comments, the lack of feedback to let me know I was hitting the wolves made it hard to verify I was having an effect.
congrates on making your first gamejam a success. it looks like you may have overstepped a bit with this project, I think it would be more enjoyable for one or two of your concepts to be more polished. The sound effects made me laugh, with the realistic graphics and the mouth noises for the shooting
The doom astetic is nice, Last years Global Game Jam my friend i did a similar Doom Clone. I like the retro feel of the graphics, and the music. The concept of shooting them to heal was interesting. The controls just felt a bit off. it was pretty difficult to control in the midst of the action.
The concept for the game is pretty nice. I also enjoyed the graphics. I think improving controls are my only advice. I imagine if you controlled the turtle with the keyboard, and moved the army around with the mouse would have made things slightly easier to manage.
This feels like a much better version of a game i tried to make several years ago when i was just learning unity. https://masterkrepta.itch.io/bit-shifter. You did a much better job on it than I did for sure :) The difficulty could definitely ramp up over time a bit better, i crashed my ship the first 3 times at the very first doorway.
I liked the way the visiblity as you explore the map is designed. i noticed a fairly consistent bug where a coin and a poison effect would spawn on top of each other, basically canceling out the effect of both. by the fifth level I did feel like i saw everything that the game has to offer, so if it gets any harder i missed out on that. Overall other than sound and a visual indication of what was happening when you get hit, pick up coins, etc this is well done.
Nice implementation of a fairly basic gameplay loop. Once i saw the comments about playing with the mouse i had to go back and play it that way. really adds to the challenge that way. The graphics and sound are a lot of fun
@aterlamia @nicoccino I know there is a bug I need to fix with the bats occasionally pushing you off the track and breaking everything... There is a (admittedly not very visible, Contrast is a thing I forgot about) series of buttons that appear at the top of the screen when you reach junctions that should allow you to choose your path.
@bloham Thank you. I will look at the web build. I didn't test it properly when i submitted.
That music is suprisingly catchy!. The actual mechanic was really interesting. I barely made it to the end, having lost most of my cultists to fireballs near the end. maybe i should have been more careful.
I dont usually finish these types of story based games, but I sure did with this one. Music was great, the humor kept things amusing. I got some Groundhog Day vibes while playing through the looping days.
I did enjoy the style of the combat, once i figured it out it was a lot of fun to play. I found myself actually having to plan ahead to land my shots
The game itself was very fun. The parallax was a bit of an issue, It started to mess with my vision for a minute. The effect also made the platforms and gameplay element very hard to see. I think some more contrast between the foreground and background would be a huge improvement.
You managed to recreate the feelings I had playing one of my favorite games growing up (Adventure for Atari), minus the dragons. I really found the game fun and challenging at times. The way I felt like I was constantly rotating around the house, like it was one large cylinder shape was really clever way to make it feel like a loop.
I did get stuck a few times, i accidently sent the elevator to the 3rd floor when i was in the basement, and had to reload the game to get out of it, but other than that bug I had a fun time playing this. Love the ghost flowing in the breeze effect on the player.
The movement was a little difficult to get the hang of how you move, but i like the bullet bouncing mechanic.
Having never played the this is the only level, i really was enjoying this take on it. I did enjoy coming at it fresh.
I like the atmospheric effect for setting the mood. I did notice that the player doesn't move exactly to the point i click on, so I found myself overshooting the target to get the pickups. There were also times where I felt i was close enough to get the pickup where it seemed unresponsive, so maybe increase the radius of the colliders would help.
Well done.
The visuals are really cool. There seems to be a difference in the amount of damage each type of zombie could take, which was a nice touch
Its a nice little puzzle game for a game jam. some of the later puzzles were difficult, but i enjoyed the challenge, some more mechanics would be nice for an additional challenge.
Thanks for looking out @jk5000. Its published now
I like the Retro art style and music. the desires in the later levels to collect all the jems while avoiding the enemies and obstacles was fun. I noticed that some of the enemies can float in mid air if you delete the tile underneath them. happened to me a few times.
Cool visuals for the game, It might just be me and my laptops onboard processor, but i think the motion blur effect was a little too much for me.
I really like the way you implimented the interface into the world instead of making a basic hud. I liked having to juuggle the multiple responsibilities
this was a cool take on this type of camera monitor perspective gameplay. it was a little challenging at first but a solid experiance overall.
pathfinding did get a little strange at times, but overall i was able to navigate . the concept was fairly unique for the theme, as i was expecting to theme of sinking instead of climbing a career ladder.
I liked the music here. I was worried i had to land my collisions perfectly, but i am glad to see that as long as you get close enough to the memories you can collect them. i fell through the floor at one point and fell off the map.
I was confused as to the DDR style of gameplay. It may just be me, but there didnt seem to be any differance in what i pressed and when, when the screen disapeard, i could simply move away and escape the explosion.
I loved the art style of this game.the combat felt a little clunky with the charge and stop mechanics
I got the link to work. The game runs a little laggy on the web build, and there seems to be some layout issues where text appears off screen.
as for the gameplay though, i did enjoy the variety of mini games. the hair cutting one was unplayable for me (although im testing on my lower spec laptop so that may be part of the problem. )
Amazing art style and atmosphere. I loved exploring around the sea and finding treasures
The atomspherics are spot on and impressive for a game jam. I loved the way the background got darker and darker the deeper you got. I didnt find all the treasures on the map but Is there a way to get more oxygen while underwater anywhere? I think the need to keep going back for air is the only feature that felt somewhat tedious.
I enjoyed the flow of combat in this game. I got stuck once i got to the blue spiked enemy, maybe i just needed morepower to damage it, but i got to the point where i could not make any moves against him and had to quit out. couldnt attack and had no shield or heal ability either.
the lack of a health bar made it difficult to judge what was happening. originally i thought the goal was to drill my way through the bubbles, since i played as a drill and all. I also think it could have been more fun if you could control the drill in real time instead of being locked to the side of the screen.
Loved not only the mechanics, but the mood and humor of the delivery. I found myself having a real hard time keepiing my fingers off the banned keys at any give time.
@lakea thank you for playing. Can you be more specific about the specific issue.was it a bug or do you mean your path was blocked and you couldnt make ot back to the base?
I did test each level a handful of ways and could complete them all, but some of them get tricky and you can easily break the ice you need to save to complete based on the path you choose
Thanks for clarifying that for me @lakea That is definitely an unexpected bug.
I have fixed the pickup bug that everyone is encountering.
thank you @salazin I tried to keep it atmospheric for sure. (which has nothing to o do with my lack of musical skills lol)
My initial impression was the movement speed was a bit slow, but as i played longer i think it fits the gameplay well.
I enjoyed this game a lot. I loved the character graphics and the pun on the theme.
I agree with the group on the controls being very clunky and hard to manage. either Keyboard controls would help, or maybe change the perspective so you dont have to rotate to see everything.
I like the look of the game. I was very confused as to what I needed to do. I didnt get very far in the gameplay.
I had a hard time navigating in some spots because of the camera clipping through the wall.
I loved the visuals, felt very similar to geometry wars
The controls made it slightly difficult to free multiple horses side by side in the same stable but that just added to the challenge.
I could not stop laughing at the way you can moonwalk away from the cowboys trying to catch you.
Hilarious game that any LD Jammer can relate to. I enjoyed the way things kept changing regularly to keep things interesting.
My mother and I used to play Kaboom on Atari 2600. This felt like a major improvement over the original game. the balancing mechanic was really cool to mess with and added a nice level of challenge.
The sound was a little droning and i found it to be a distraction.
The gameplay was interesting. I liked the way you could toggle things with the magnetic mechanic and have different strategy's accordingly.
cool concept . i suck at it but this was more of the unique games ive tried
The gameplay and graphics are really cool. one thing i noticed is there seemed to be an awful lot of lag on windows when i accidentally walked into another room, and caused another batch of enemies to spawn.
I enjoyed the combination of multiple classic games, I think the controller movement could use some smoothing. the lag when trying to change directions caused me to lose more often then I would have with smoother movement
I loved the music here. the concept was pretty hilarious. it is difficult to figure out exactly how much energy they each need, but i did enjoy how the zombies change their look the higher the amount gets.
Thank you everyone for playing. The 3 second turn was actually a oversight from my last minute testing, I corrected the number to 7 seconds, which is more inline with what i had intended.
@mAnimal thanks. The trees i used are actually part of the the environment package in unity.
Thank you @kr4ft3r. When i was brainstorming this game concept I actually had qbasics gorillas in mind, It was one of my first non commercial games when i was younger.
The car felt a little slow for a racing game, I understand why though because it has to mesh well with the stealth mechanic.
A cute art style can work for horror, This was just fine for the feel you seemed to be going for. It definitely could have used a lose condition as its impossible to lose at the moment.
The dialog was the best part of this game. It was absolutely hilarious.
I really enjoyed this game. i told my friends about it and we are going to try the online version as soon as possible. I really liked the graphics and level layout.
Loved the atmospherics of this game. Something about the wind made it feel suspenseful. I loved how you could kill multiple enemies when they happen to be bunched up (I got 3 of the last 4 in a single shot without being detected) I think to fit the artillery theme better, and increase the challenge at the same time, there should be a slight delay ahead of the actual shell hitting. This feels more like a top down sniper game since they hit as soon as you click.
When my girlfriend gets home i will have to try this with her, it definitely feels like it needs a second player. This may have been intentional, but i found it very difficult to match 3 near the end as i was getting overwhelmed. the shake became to intense to accurately focus.
This is a jam Game? Wow! i am so impressed with what I see here. The art, the mood and the music feel on par or surpasses the sci-fi computer games of the 90's. Well done. I was somewhat confused at first, I'm thinking an indicator for the character dialog to help it stand out would help
Playing it on the Itch page itself, I did find it annoying when panning the camera, my mouse kept scrolling the Webpage, but the Stand alone version removes that problem entirely.
I typically hate rhythm games, but this is so much fun. I really prefer the post jam graphics of course as they look so much better, but even the jam version is nice for such a fun game.
I dont know how you managed to combine my favorite genre, with my least favorite genre, but i like it. As a long time fan of Bullet Hells i was worried the typing mechanic would be too difficult but this plays very smooth. I feel the boss battle could use some tweaks, there are points in his movement pattern where it felt very difficult to avoid taking damage. Either way i was very impressed with this game.
Core concept was pretty fun, even though as others have pointed out the difficulty curve is pretty intense. I think a visual indicator when firing projectiles would be helpful as well, the lack of a bullet or bullet trail made it slightly difficult to adjust my aim while rushing to avoid the walls closing behind me. (I am assuming this is because the shooting is probably done with ray-casting)
The game was a lot of fun, i definitely loved the graphics and sound. It was slightly difficult to tell if i would clear the row or not. there were times where it looked like the row would disappear yet it would stick around
I had a strange bug at one point where there were no enemies in either direction, it went away when i reloaded the game.
As far as the game itself, I loved the background, and found the music to be another highlight.
This was a lot of fun. i think it might have played better if you had a way to strafe as you run up to the ball, it might have been easier to control my aim,
I really enjoyed this game. I love the graphics.
The bouncing was difficult to control, but i think if either the level was larger, or the player was smaller would improve that.
Super difficult game, but I really enjoyed the art and feel of this. The Gnome incoming and the old man shouting was hilarious. For a Jam game, The gun play felt like it really had a nice weight to it, I love little things like that. .
That music during the 3D scenes, LMAO. I need to get some of that office coffee myself. I enjoyed the combat mechanic, and the particle system when the enemies die is awesome
Reminded me of my own experience with Tinder :) I enjoyed that each monster seems to have its own personality, it wasnt clear which responses were best, but thats part of the fun behind a dating sim.
At first i was expecting this to be too easy, since these are grenades, but you surprised me by changing it up quite a bit with the different layout. My final score ended up being only 90, so i am officially just as bad at this as regular bowling :)
Simple yet satisfying. I enjoyed how it can be played as regular pong as well as the shooter elements.
The AI was really impressive for game jam, the enemy cars seemed to be dodging me fairly well.
Would love to try this with friends at some point, this was a pretty unique experience by far for me. love the way you incorporated the cell phone into this project
I played with a keyboard and mouse, and found it fairly straightforward. My biggest wish would be for the game to pause when you open the crafting menu. not having the pressure of upgrading while being attacked would definitely help
I didnt realize there was a random button right away to fill in the board. i was half way through the tedious act of selecting numbers before i saw it. I enjoyed the take damage mechanic by having to hit the blocks, it was a fun way to combine the two mechanics
What is here is off to a good start, I love the idea of a single player experience in an MMO world.
Lots of fun. I enjoyed the art style, especially with the cows themselves. There were times it seemed like it would be almost impossible to avoid obstacles, however i may just not be planning ahead :)
Now i know i would still suck at golf even if was able to use a gun :). I noticed the ball seems to roll a bit at the beginning, which made it difficult to hit the ball with the sniper rifle. But I really enjoyed the pistol and rifle.
Well done. my overall impression was that the Combination of horror and upbeat music combined with the cutesy visual very well. Almost a surreal experience. im not sure if it was just a html bug or not, but the actual slicing was unresponsive at times, where it looked like it should have worked just fine but didnt. Refreshing worked in those instances
Since Xcom is my favorite franchise i had to play this. The controls are very intuitive. it would have been nice to be able to jump down at an angle from one platform to another. it definitely was very challenging, much like xcom itself
The controls were very confusing. I did not understand the dragging until quite a bit of trial and error, I was beginning to think the WebGL build was broken. It does makes sense once you figure it out, but it's not as intuitive as i would have expected. The gameplay itself though is pretty fun. I loved the sound effects and the trails from the engines
This game is beautiful. The little touches on the animations really make this world feel alive, I agree it needs music if you take this idea further. I would also have found a sprint mechanic to be helpful at certain points, I had trouble timing my jumps while watching the enemy ships to avoid damage
Really loved the visuals here. after a slight bug with controls not responding (that i'm pretty sure was my controller being difficult) i had a lot of fun playing this. My only comment is that i found the shooting to be a little hard to control, it seems to be snapping to a specific angle.
I really enjoyed the mood the graphics and audio put off. as others have pointed out it was difficult to understand exactly what was happening, as it seemed like i would simply restart the level randomly for not doing things correctly.
Very nicely done. The music does get slightly old if you play long term, but i enjoyed the style of the graphics combined with sound effects and music.
Graphics were very impressive, and map rotation felt intuitive. could have used to music but 3d Minesweeper was fun
I really enjoyed the graphics, particularly the lighting i found matching the toon shading very well. the game was pretty confusing initially but once i realized i could damage the monster
Well done! I love the little details in this map, and this is certainly a unique way to play tetris for sure.