Turbo Toilet Tomfoolery! by RonanRory 2022-04-09T14:37:23Z
Hahah, this entry did make me laugh. A really fun idea (and poster, of course).
Foon → Ludum Dare Explorer → Users → MoonDweller
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 👥 | 🥈 | 2023 | 52 | Harvest | CharacteRiser | jam | Innovation | 4.72 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | 👥 | Spear Bird | jam | 125 | 3.97 | 3.96 | 3.83 | 3.96 | 4.42 | 3.89 | 3.71 | 3.91 |
| 2023 | 54 | Limited Space | 👥 | SUPA SEAL-MAN!! 小さな氷山島に魚の事故!! | jam | 237 | 3.90 | 3.97 | 3.20 | 4.06 | 4.13 | 4.45 | 4.36 | |
| 2023 | 52 | Harvest | 👥 | CharacteRiser | jam | 22 | 4.27 | 4.00 | 4.72 | 4.50 | 3.53 | 3.08 | 3.88 | |
| 2022 | 51 | Every 10 seconds | 👥 | WindBots | jam | 483 | 3.61 | 3.58 | 3.58 | 3.61 | 4.03 | 2.61 | 3.20 | |
| 2022 | 50 | Delay the inevitable | 👥 | DOWN the DUNGEON | jam | 74 | 4.11 | 4.17 | 3.60 | 3.94 | 4.08 | 3.92 | ||
| 2021 | 49 | Unstable | 👥 | Last Breath | jam |
Hahah, this entry did make me laugh. A really fun idea (and poster, of course).
One of the best games on this jam. 2 tries took me 15 minutes of pure relax ^^
A really pretty little rover. Its cute unhappy look made me try the game till the full mission progress. As everybody above me said the art and sound are well done. Unfortunatelly I didn't find any tactics in routing task. The way I've chosen the first was nearly the right one. And most of failed tries occured mostly due to my driving local mistakes. I guess if there were any more specific rules for routing this could be a much more fun to play.
Nice game! Tutorial implementation is intuitive. I especially like that the player bounces from screen borders in the tutor.
But after some tries I've found myself on a weird thought that I don't play the game in real-time. It's nearly always in slow motion. And there is no any penalty for holding left mouse button all the time. I guess some kind of stamina could make the gameplay a bit deeper.
And an idea with a family story is inventive. I've really tried the last level so much times trying to get just any other scenario. That was an interesting move. But a bit double-edged, I guess. The bad side of that implementation is that a player never reaches the ending and is pushed into an endless loop. I dream about how pleasent it could be if after some loop iterations there opens any true ending option to choose.
Nice entry :)
Art style and sound design are really well done!
But van control process feels a bit weird: - It took time to get used to van's intention to straighten up when A/D are not pressed. That's the moment when the illusion of car driving expirience breaks. I guess it works so to make drift mechanic possible, doesn't it? - Extremely strict collision boxes that doesn't allow to ride over grass and asphalt nearby houses.
Also I guess I faced with a bug: - Van shaking seems to be fps dependent animation, because on my PC it shakes extremely fast what looks like motion blur. Unfortunatelly van isn't blurred on screenshots or a capture video, so I can show only a photo of my screen.photo_2022-10-08_18-38-55.jpg
P.S. thanks for your post about van rendering process :D
Nice game with solid visuals and intuitive controls :D
Mr. Pineapple makes boom :D
@apollowales, thank you for your feedback. I'm not sure if the described bug with letters exists as a bug of inventory. Actually our inventory UI can be misleading, because it can show only 4 letters (but in fact you can have more)
Such a nice and pleasant game :)
Finally 5 minutes of rest and relax.
God save the smart hedgehog! This little one saved my apples so many times :D
The only thing that I found a bit frustrating is that a hedgehog can't take more than single apple on its back. And there are situations where it could be profitable to drop more apples down his back
The naming made me open the entry :D But it got me some to me to get into what should I do and what is the goal. I didn't expect that actual resource to harvest is data until've read the help. Nice theme interpretation actually and I like the visuals
Fun skritek design :D
I've prepared a cup of tea when saw such long-read game description :D
What a pity that there is no any goals in this game!
I'm not sure if I guessed correctly but stone resource seems to be mined by houses, right? If yes, why there is no separate building for that like in case of wood? Imho, such building should make resource management a bit more interesting task for a player.
Overall I'd like to see a bigger version of this addictive game with maybe more buildings or complex rules :)
Hahah, I didn't expect this game to have multiple endings! The ending posters are fun :D
Gifs with PS1-like visuals made click the link and play :upside_down:
I retried the race 3 times but still didn't find any usecases for drift button. Riding in grip seems to be a better and more controllable choice for time attack score.
This huge "Phong-like" white specular on a car is a bit too much for my perception but I like the overall nostalgic PS1-like visuals :D
And yes, the track config is definitely great!
Wow, that was a longrun! I didn't expect the game to have such a huge scope. I really tried to stop the tractor in the end :cry:
I like the ambient music, it leverages atmospehere level for sure! DoF effect is a bit too much, imho, it makes hard to read NPCs' requests, but I'm not sure if it's made on purpose :upside_down:
Btw, very relaxing experience
Whew, this game is definitely huge for a game jam entry! And really hardcore one!
It took me some time and effort to pass it all through. I suspected that hearts are needed, but ending showed me why :(
Btw the core idea and level design are great! Very nice entry!photo_2023-10-12_22-47-43.jpg
Haha, tetris, that's gonna be ez... *gets locked in self-made prison*
Nice entry!!!
Some random thoughts (maybe I'm repeating someone above):
* I didn't immediately guess why this game feels so pressing in comparison to basic tetris. Not to mention the obvious (the indirect control), imho, the difference comes from the case that falling block gets totally out of players control after starts falling. In basic tetris the block is controllable till reaches the endpoint. This distinction not only takes things out of player's control but also narrowes timing room to think.
* As said above wall-rotating mechanic is a bit frustrating when you have to go out of the wall to hit it again. I guess just rotating the block on each user button press after the wall is in contact should be enough to make the controlls more handy (for ex. `touch the right wall to first rotate` -> `double press D to rotate block 2 more times`).
But overall that's already a great experience!
@hakro, thanks for your feedback! Whoops, our controls' descriptions appears misleading :D
You're right, left mouse button isn't used during gameplay. It's used for menu button clicking only :upside_down:
@navenka, hehe, we've finally added fish leg animations! You can see it in our POST-JAM verson :smiley:
@jordantanner thanks for your feedback!
Unfortunately, we didn't have time to add more gameplay features during jam weekend. We considered using dash or adding some extra events (like in Crash Bash Polar Panic minigame). Overall we decided to concentrate on vibe aspect of our game this time, but maybe we'll add some gameplay features later :)
The concept of switching between 3 different levels is up-and-coming. I'd like to see how this idea can be grown with some more specific tricks bound to each layer. By the way, the controls already feel quite responsive.
And yes, since it's a very dynamic game, I thought that GIF should present the game a little bit better. But when I tried to record one, it appeared to be a little glitchy due to the effects on the character :D InfernoRun.gif
@lereveur, hahah, I don't remember. Probably I've hit this key combination, but I certainly didn't do that on purpose :laughing: And for creating GIFs, I record video using **OBS** at first. Then, rescale, cut, crop, and convert the video to a GIF via a Python script that uses the **moviepy** package. But I'm sure that there are more convenient ways to do so :upside_down:
That's one I'd call a hidden gem!!! I was so surprised to see that it's an actual story-based game! DepthDarkForest_win.jpg
Exploring **the labyrinth** reminds me a lot of early **Shin Megami Tensei** and **Persona** games. The level design is excellent, and the **audio hits the mood**!
I want more people to try this entry.
It's a pity that you don't have a Web build. I hope this GIF will help show the vibes of your game: DepthDarkForest (2).gif
An incredible job done for a COMPO! DeepLine_win.jpg
The main menu and intro are so good that I've got a feeling that I'm playing a game published on Steam. Scanning VFX is visually pleasing, and the audio adds a lot to that experience. I was surprised when I realized that by scanning objects, I could interact with them.
And here are some of my thoughts on further improvements I'd like to see:
1 - Sometimes I find the fall damage distance a little too punishing. I died several times thinking that I could land somewhere safely. Just like there: DeepLine.gif
2 - Also, if I'm not mistaken, movement control in the air is totally absent. That sometimes scared me when I was trying to get off the edge of the platform carefully, and suddenly got a huge horizontal speed up (what I guess is caused by the nature of capsule collider), which I couldn't compensate in the air.
3 - It's a pity that the scanner falls back to a kind of torchlight with a noticeable cooldown when you are doing exploration. I suppose if the scanner had more than a single battery segment, I could progress through the level a lot smoother.
By the way, it's a very interesting entry! I hope to see a bigger version of it :)
@designernap thanks for your kind words! It's very pleasant to hear you remember our game :heart: And, of course, I understand the problem if “Runnin out of time”. You have already done a very impressive amount of work! I really enjoyed the game.
We get into this time-management trap every jam :D Even this time when our team encounters 5 people! But we overscoped once again :upside_down:
An incredible amount of work done for a single dev!!! As a DMC/Souls enjoyer, I couldn't miss an opportunity to play this game :D
Surprisingly, many things already work. For example, I successfully parried on the first attempt. The timing appeared to be very close to the same in souls :)
Nevertheless it's a very good attempt of implementing a 3D action game for the JAM there are a couple of things that distance it from a solid experience: 1 - is the overall lack of clarity. In most cases, it's quite hard to tell in what exact state the game is: Did I get damage? Did I damage an enemy? Is an enemy in stun lock still, or is he ready to fight back? 2 - Instability of mechanics. The parry sometimes works really great and is very conservative for the player. However, sometimes it doesn't work, even if the player is properly facing an enemy. I tried to find out why this happens, but I didn't succeed in identifying any pattern. 3 - Whirlwind Riposte is less reliable and useful than a regular parry. I've been damaged several times during the execution of this move. So I stopped using it completely, what is upsetting since the visuals is great!
P.S. Hahah, parry and attack moves are still working after your death! It reminds me of a Jojo episode :D Oasis.gif
Overall, a very nice entry, I hope to see your further games!
I find the artstyle really great! The gif you placed in your post showing the solution with vanishing tiles got my attention :) Yep, I have held the browser tab with your post opened for several days until got some time to play :D
Btw, it took me some time to finish all the levels. The last two appeared really difficult for me. I tried to come up with some strategy of using some shovels and only two glowsticks for the level, but that was never enough. So I fell back to memorising the level (what is not a strong side of mine :D) and by tryharding I somehow managed to finish the game. Ah, yes, I really adore the smooth reload of the level!
So, overall, I wonder if there is a proper strategy that keeps you away from jumping into the void?
@daandruff Thanks for the explanations! Yeah, I've noticed some sinusoidal patterns when the phase went short, but I didn't suppose that the whole level is based on that approach :D
Hmm... since all the levels are procedurally generated, then it's really non-obvious on how to make them certainly solvable. Anyway, the procedural generation of levels is cool by itself, imho.
Ah, yes, an asmr game :headphones: :heart:
Audio-only games are really rare and, of course, are very challenging to design. Surprisingly, this one works really well! I nearly always knew what to do and what was happening in the game. A great entry!
Since this time we did some experiments with web audio too, I'm very interested if you tried something to vary the spacing of the audio source? For example, on my first playthrough, I died because I didn't understand whether a monster was in front of me or just behind. The voice hint to run helped me on the second attempt anyway. So, if the monster sound was positioned more to the left I guess I'd start running even without the hints :runner: But I'm not sure if unity allows to do so in WebGL builds.
Probably my favorite entry this far! I love the job done on tuning post effects. Spatial audio adds significantly to the immersion!
I died several times trying to reach floor **-100**, but each time I was killed by the monster somewhere around -66. Until I accidentally misclicked and turned on the *Retire* button :D
**P.S.** That's a pity that you don't have a Web build. So here are some GIFs for you guys:
elevator_1.gif elevator_2.gif
This game definitely has nicely polished visuals! I like the job done on shaders and VFX's: outlines and recoloring of sprites look very pretty! Did you use custom RenderFeature for URP or rendered the mask with the second camera?
Also, I'd like the birds to absorb fewer hits before being killed, so I could continue without stopping. I guess that making running continious would make the flow of the game a lot smoother.
As for a render programmer, the Depth of Field idea comes to mind one of the first :D And I'm really glad that someone did implement this non-obvious on-paper idea into a real game! A very good job!
This entry really reminds me of Baba is You. At least the last level got me to a very close vibe.
I hope to see this game being grown into a bigger one!
Still chilling and listening to the voiceover :)
chill_and_listen_to_voiceover.jpg
That's undoubtedly the strangest entry I've seen this far.
Hehe, rocket jump :)
I got stuck right at the begining of the tutorial, because couldn't jump over the obstacle. And then the thought appeared: *What if I use the bomb?* And what a pleasure it was when it worked! Great one!
It took me around 20 minutes to complete the game since I died several times on the 2nd level. And, yeah, the boss is very tough! I tried several things to beat him up. But I managed to do so only when I stuck to the corner. So, is there any other strategy to do so? Or is it just my *skill issue*? :D