Foon → Ludum Dare Explorer → Users → morrilet
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Line | jam | 1348 | 3.26 | 3.15 | 3.15 | 3.81 | 3.24 | 2.95 | 3.15 | |||
| 2020 | 47 | Stuck in a loop | 👥 | Sammy and the Orb | jam | 1065 | 3.32 | 2.94 | 3.26 | 2.96 | 3.44 | 3.00 | 2.61 | 3.07 | |
| 2019 | 45 | Start with nothing | StarLink Xpress | jam | 355 | 3.63 | 3.63 | 3.89 | 2.77 | 3.25 | 3.35 | 2.78 | 3.26 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Puttsy | jam | 216 | 3.84 | 3.77 | 3.79 | 3.97 | 3.11 | 3.54 | 2.63 | 3.30 | |
| 2017 | 38 | A Small World | 👥 | rovR | jam | 269 | 3.56 | 3.49 | 3.50 | 3.63 | 3.29 | 3.25 | 3.44 | 3.50 | |
| 2016 | 37 | One room | Meth Horse | jam | 504 | 3.26 | 3.64 | 3.57 | 3.35 | 3.17 | 3.30 | 3.96 | 3.05 | 50 | |
| 2016 | 35 | Shapeshift | So You Think You Can Science? | jam | 507 | 3.27 | 3.41 | 2.76 | 3.39 | 3.09 | 3.21 | 3.71 | 3.27 | 64 | |
| 2015 | 32 | An Unconventional Weapon | Terminal Velocity | compo | 730 | 2.97 | 3.10 | 2.89 | 3.66 | 2.31 | 2.45 | 3.75 | 2.52 | 55 |
I really enjoyed this one. It was difficult enough that I had to upgrade and retry four or five times before i got through it, and it was fun enough to keep me entertained for that whole time, as well. The final scene wrapped it all up really nicely.
Great fun, I also found it super frustrating. Couldn't find the last 10 duck-lovers 'till the they had made another 15 of them. I think 8 is as low as I managed to get it. Controls felt a bit wonky to me as well. Still a great concept, and well done on the graphics and audio.
This. Was. Great. Loved it. This felt very well thought out and finished. Great job!
Very cool. It was hard but enjoyable. The angle of the camera made it a little tough to line up the entry sometimes, but you get used to it. Music seemed fitting as well.
Very difficult and very entertaining. Loved it.
Hah. When I actually got to the exit I restarted because I thought I was trapped again... The colors mess with 'ya. Nicely done.
I got the bunny a tail, but that was as far as I could get. It seems as though the collider on the player is huge, because I got hit from objects that seemed nowhere near me. That part was frustrating, but other than that I really enjoyed the premise.
This was a pretty entertaining game. Once upon revival, however, I fell under the ground and got stuck. Other than that, good job!
I got to the 6th floor and that was as far as I could go. Loved the idea though. Very entertaining.
Some of those shapes were really hard to get a read on. It was enjoyable, even though it was so hard.
This game was fantastic. It felt so complete and it really sucked you in. Incredible entry.
Really enjoyed this one. The graphics were simple and elegant, the sounds minimalist yet informative, and the puzzles left you feeling clever. Well done.
Huh, never thought I'd see this. Well, I also never thought I wouldn't see this... It's a very funny game.
It was pretty easy once I found the ghost the for the first time, but it was pleasant nonetheless. Good use of the theme.
SOOO hard. Very fun controls and great sound, but SOOO hard.
Pulled out a drawing tablet and went to town. This game was really unique. Loved it.
Really interesting that citizens could turn to werewolves. Nice work.
I enjoyed this but the audio loop was very short and distracting because of that. The gameplay was fun, but the collisions could use a little work... I found myself stuck in walls if I used Hovi too close and shapeshifted. Other than those minor issues, solid entry!
It felt a little unclear what the different bullet charges did, but i loved the simple, sturdy style.
This was a very well designed game. Level 12 was my favorite, for sure. Loved how you introduced new props in a way that felt easy enough to grasp.
Flight felt slow and I wasn't completely sure where to go. I spent about 15-20 minutes exploring and got a few of those eggs. Very eerie game.
Played on medium and it was still super hard for me. Loved the game though, and I'm sure easy would've been easier (duh).
It definitely took some patience to get anywhere in this game. Good idea, but I think it needed a little bit more feedback when it's dark. Definitely could be something interesting though, and it was a unique take on the theme.
Hah! Poor Edd... This game was really entertaining. Maxed out my muscle! Good use of the theme, and I loved the effects on the barbell and knees.
Art was incredible, though I had a surprisingly hard time getting all of the chickens... They kept getting stuck between farmers and creating delicious death traps.
This one was great. Levels got HARD. When I saw how you're supposed to kill the enemies I smiled. Loved that you could expand in two dimensions.
Brutal. It's like a typing game mixed with an online form. I didn't have much time to look at anything but the planet names, but a couple of the recipients I saw were funny.
PS. I found a Dune reference in there that caused my metaphorical erection to grow three sizes this day, so thanks for that.
Fun little game. I enjoyed the variety of playable monsters as well as the enemy variety. The only fault I found was that the skull's laser was pretty hard to aim even after you realize how it works. I often found myself firing the laser on a slight diagonal and missing every enemy then being unable to fire for a while. That being said when the laser works the power trip of being the skull at the end is great.
This was simple and surprisingly difficult. I liked that there was a scoreboard.
Very nice use of the theme, I really enjoyed it. It was actually pretty tough keeping the tables furthest from the bar happy. Good job!
This was super well done, congratulations. I was constantly surprised by how much content there was. My only complaint is that I had a hard time figuring out what does what during battles, and ended up randomly selecting cards instead of making informed decisions.
Okay, this game was SO much fun. I love it. I made it to the automatic shotgun and fell off a ledge. 10/10 would replay. My only bit of criticism is that I wish there was more feedback. It took me a couple of rooms to find the health in the corner of the screen, and killing the spiders was a little anti-climactic in the first level or two. Still though, this was great. Nice work!
I really like the idea of making all walls destructible, and this game fares alright as a Doom clone, but there are some notable issues. While most of the art assets work well, the crack texture for the wall seems really out of place and clashes with the style of the rest of the game. The lack of audio makes the game feel less "alive," and not having a win state leaves the player stuck without a goal and unsure if they've gotten all of the enemies. Overall though this is a solid jam entry and I had a good time playing it.
I love the concept. The game was creative, cute, and fun. Having tougher enemies be harder to flick around was very interesting. Also, the audio made me laugh.
When it works, it works. The ball does get stuck moving between two points out of reach of the paddle quite often, but when it acts as it should, the game is very entertaining. Nice work.
What a great narrative. It guides you very well, while not holding your hand too much. Took me a long time to reach the end, but I stuck with it. My only criticism is that the voicing got annoying when you were rewinding through the branches. Very cool game on the whole, however.
This was really moody. I enjoyed the story, but what I thought was most interesting was your use of the theme. This was very well thought out and executed. Nice work.
This was hilarious. I almost quit because my legs got so tired in the first few minutes, but that chair really helped. Nice job.
This one was interesting. The coworker AI is pretty solid it seems, but I'm not quite sure how the time card works aside from resetting the timer. Either way, nice work with the stealth aspects of it, and nice work with the art. Cheers!
This seemed really well polished. The gameplay was interesting, though I felt that I lacked choice in many of the experiments. My favorite thing has to be the food coming out of the tube, though. Very good work!
I found that the people coming in would often be poorly randomized, as they all wanted the same thing. Aside from that, the graphics are great and the gameplay is both charming and stressful. Nice work!
Really great visuals and music. The idea is intriguing but there wasn't a lot of feedback or juice and at times it wasn't immediately apparent what just happened. Some hit sounds would help a lot with this. I enjoyed the game quite a bit regardless!
@banana4life Meth Horse himself was kind enough to share with us throughout development. He's a really nice guy if you're not one of his kids.
This concept is so good it would be a shame to not see it made into a full retail release.
The concept is really novel and fits the theme extremely well. There are some issues with the level geometry that get the bullet to end up stuck bouncing around a doorway forever sometimes but when the game works it's loads of fun.
I found myself playing this longer than I thought I would. The graphics and audio are charming, but I found the paths of the enemies to be a little unpredictable. Also, I saved up my $10,000 and was unable to purchase the turret. That's probably because I chose the pre-fix version, though, so that's on me. All in all, nice work.
The music in this game is fantastic, definitely some of the best I've heard in an LD game. I also really enjoyed the game itself. The puzzle solutions were intuitive and made sense, the platforming was tight (although one jump between shelves was a little frustrating,) the level design was fun and the readable books were a nice touch. This is a very strong LD game.
Really satisfying game with a cool concept. At times the products didn't seem to be receptive of the component but that was only a minor issue in a game that was very strong overall. Also, props for getting 3 difficulties in there in time, it goes a long way for replayability.
I thoroughly enjoyed the simplicity of this game. Love that retro feel. The first time the enemies came out of the woodwork I freaked out a little bit. I found it a little repetitive, but overall nicely done.
Ahh that was pretty cute. I liked the 2D/3D mix a lot, but sometimes it caused some issues. Specifically, there was a growth pellet in the fridge that I couldn't get because it fell too far in the background. My only other gripe with this was that I couldn't turn around. that didn't cause an issue with gameplay, but it was a little weird when walking backwards. I really enjoyed this one overall though. Short and sweet. Nice work.
Final score: 1435.
This was really fun. Reminds me of Doom. The graphics were really cool, and really set the mood. The upbeat music and effects really got me pumped to slay some shit. I think my biggest gripe with this one is that it's really tough to see where the edge is sometimes. I haven't seen Devil Daggers, so it's new(ish) to me! But yeah. Fun gameplay, good mood, good level of polish. This was a solid entry. Nice work.
I think that this game started with a cool concept (bullets hitting you if they go all the way around), but it added too much content too fast. It felt like there was a new 'thing' every level, instead of further exploring the existing mechanics. Maybe exploring more mechanics to do with altering the bullets path would've helped pull a little more juice from it? I would've liked to see more of the early gameplay, but all things considered I think this was a pretty alright entry. The art and music worked pretty well together, too. Good work.
This was a really great concept, but I think that the execution was a little bit lacking. My main complaints are as follows: * Nighttime was really dark, and I spent a good 5 minutes looking for the mayor in darkness. * The fuel system left me unable to reach the moon. * Space ship controls were a little weird. I would've preferred Q/E to tilt. * It was a little hand hold-y with the red sticks and the objective texts. * No audio made it hard to feel immersed.
Those are my big complaints, but I also think that some of the things you did were really cool. Being on the planet as it spun was super interesting, and it made me feel really small. Also, having a spaceship and the ability to explore other planets was sort of mind-blowing for a 48 hour game.
Again, I think that this was a great concept, but it could've been carried out a little better. Nice work, regardless.
This was a cool game. Very interesting mechanics. It ran a bit sluggishly on my laptop but it worked more or less. I had some trouble finding the last portal in the huge maze of unknown rooms, but that's whatever. I liked the graphics and audio, but my concern with this entry is balance. It felt like I would never run out of essence (I had enough to close almost all of the portals before the first opened) and it also felt a bit random with the win/lose condition. This is because if a portal opens across the map near the end, there's a chance that you simply can't get there in time and would lose the game. I think that this could be fixed by making the map a bit smaller and diversifying the rooms with random events to keep it interesting. All things considered, however, I thought that this was a pretty good entry with some really interesting mechanics. Definitely a good proof of concept.
This was a really moody game. The quotes, the art, the music, and the simplicity of the gameplay all added up to a really pretty, ambient experience. I agree with those above saying that the controls are a pain, but it wasn't as bad as I thought it'd be. Still could be improved there. Other than that though, I really enjoyed it. Had a very "classic point&click" feel. Nice work!
This was incredible. The voice acting really tied it together and made it stand out. The story came across super well and the mood was really well set. I'm impressed with the level of polish on this one. You definitely nailed the cinematography. I love the fuzinness of the objects in the background during cutscenes. Also, oh my god. Biche and Damnit. I love the names. Top notch work here. The only complaint I had was that after the game ended, nothing happened. I had to Alt-Tab and close the window. That's not a huge deal though, just a little detail ;) This was definitely one of my favorites this jam.
This was a really cute little puzzler. The audio and art worked well together, and I loved the way that the day/night cycle went. Very consistent with the theme. It was a little bit of a pain looking for the purple things, but I eventually figured it out. Nice work overall. This was a solid entry.
This was surprisingly fun. Truthfully, I didn't think I'd enjoy it as much as I did. I was pleased to see that you used a gravity-like effect when the planet hit the goal (as I was expecting), and the sound effects were really well done. One thing to note is that in the main menu, it is a little misleading that there are brackets around the player. I thought I had to shoot up and over them, which made it a little difficult to hit the goal. I do like that the first screen acted as a tutorial, though. Also, while none of the levels stood out as being particularly difficult, they were all really entertaining to play though. Nice work! This was a solid entry.
This was incredible. I started out with the keyboard controls, but about 2 minutes into the first area I had to switch. Gamepad is **way** better. The art and audio are great, and I cracked a smile when I saw the end. Very cute, and very fun. My only complaint is that it was a little frustrating jumping platform to platform in the last area. I felt like I should've been able to jump, but kept falling before I could jump. Maybe add a frame or two where you can still jump after falling from a platform? Also, I only died once near the end, and was glad that it just restarted the area, not the whole game. Anyway, this was really well done. Solid game with tried and true mechanics and a cute story. Great work.
Unfortunately I had some issues running this one.
My specs: * Intel i7-4510U CPU * 8GB Ram * Windows 8.1 x64
I'm on my laptop so maybe that has something to do with it, but I figured you should know. If you manage to fix it or need more info on this error, feel free to reach out to me on Twitter at [morrilet](https://twitter.com/morrilet).
JavaException.png
UPDATE: Turns out that this was caused by my outdated version of Java.
Took a minute to realize that you can only move forward, but once that was figured out it wasn't long before I was chugging away. I think that the light mechanic could use a little bit of work. There doesn't seem to be any way to heal, unless I'm missing something. I enjoyed the audio and the light shaders, though. It's a pretty game, but I think that the mechanics need a little reworking.
This was really relaxing, actually. The gameplay was simple and the gravity simulation was really fun to play around with. The jetpack felt good and the particles really helped with the atmosphere as well. I found myself stuck in orbit a lot at the start, but I *think* that holding Up/Down changed the scale of my orbit(?) That maybe could've been explained better, if that were the case. Either way, this was a solid entry. Very calming gameplay. Nice work.
If you're interested in trying another planet-jumper, check out my entry, [rovR](https://ldjam.com/events/ludum-dare/38/rovr)!
This one was cute. I enjoyed the lego-y art and the music was well done. The only issues I had were with the controls. I think that Q/E to resize should've been placed further from the main controls (+/- maybe?), unless they're integral to some part of the gameplay that I'm missing. Aside from that it's just a little bit unclear how you pick up weapons (automatically, I guess?) Beyond those concerns, this was a solid entry, and it was fun to tear apart some rag-bros. Nice work.
If you're interested in trying out something completely different, check out my space themed puzzler, [rovR](https://ldjam.com/events/ludum-dare/38/rovr).
Cheers!
I had a really hard time running this. Even in 320x200 resolution with graphics set to fastest, it was pretty unplayable. As far as I gathered, though, you can just place anything anywhere for no cost. I may be missing something because I hardly got to play it, but that seems like it'd make the game too easy, no? Anyway, I wish I could've played this and given some proper feedback.
The art looked pretty good!
My population spiraled! My poor young forest world! Endor is no place to raise a family...
But yeah, I enjoyed this one. It was a little unclear sometimes what caused what, but maybe that's just me. It took me a little bit to figure out I could build, and even longer to figure out that I could rotate the planet, but I got it eventually. Nice work!
This was a cool entry. I wish the coins started coming faster. The people were **demanding**. When I saved up to buy a fish I thought they'd rise up and murder me. Also... Love the stylized art and having people in the tank. Super weird. I still don't know what the rings do except block fish... People seem to really want them. Anyway, cool entry. It felt polished and the atmosphere was well crafted, even if the gameplay was a little dry (or, wet I guess.) Nice work.
This was really cool. I'd seen this in a stream earlier on, but I'm glad I played it on my own. The graphics were good, but what stood out to me most was the way the characters looked. Very alien from the rest of the game. I liked that a lot. The theme came through well (especially at the end) and the sound effects were pleasant. My only complaint is that it was a little slow at times. Overall I really liked this entry, and I think that it managed to do something with the story (portray grief) that's tough to pull off in 72 hours. Great work.
This was a cool idea, but I think that it was a little slow. The time between waves was too long for my taste. Also, I found that even with a weapon I was still getting pushed around pretty easily and hardly pushing the enemies. That, I think, is a problem with collisions (which is basically the whole point of the game.) This was a cool idea, and the art and music were good, but I think that the gameplay could've used some more polish. Good work overall, though.
Okay, first thing's first... I couldn't beat it. **BUT!** But but but! This was a gorgeous game with an incredible take on the theme. The dialogue was really well done and the characters felt really fleshed out. Great story and great audio/art to go along with it. You really set the mood. Nice work!
EDIT: I just read above that you have an inventory! Ahhh! The locket! It makes so much more sense!!!
I really liked the style and the concept, but I thought it was a little hard to tell what was going on. When it came to telegraphing things like shooting and what upgrades do, this entry fell a little short. Aside from that, though, this was a surprisingly tough little shooter with a good story. Nice work!
First things first: I'm hooked.
I'm also astounded that this is a compo entry. It's so well polished and well thought out. The puzzles were challenging and followed a smooth curve, too. The graphics were gorgeous and the audio fit perfectly. I was constantly surprised by how much content there was, and I definitely see this as something that could be scaled even larger.
The only thing that sticks out as a negative to me is that as far as puzzlers go, this one isn't particularly innovative. You can find plenty of other games out there that follow a nearly identical pattern in terms of level design. Despite this, I really enjoyed seeing the twists that you put on this weathered formula.
Excellent work.
The art was adorable and the music was great, but the sound effects got a little bit grating after a while. It took me a while to figure out which console to use for which enemies, but I figured it out eventually. There was one that I'm not sure how to use though... Was it the EMP device? Anyway, this was an excellent first game. The big takeaways, I think, are to make it a little easier to learn on the fly, and to show the health of the planet. I had no idea when I was going to lose. Aside from that, this was pretty well done. Nice work.
I would've liked some sort of objective, but it was still pretty good as a relaxing atmospheric game. Some things that I think could've helped it are: * 'WASD' to move the planet (it was a bit uncomfortable to reach the arrows and use the mouse.) * Hold to place/sculpt.
These aren't major things, but they pulled me out of the experience a little bit, which isn't ideal for an atmospheric game such as this.
Overall I'd say that this is a cool concept. It was fun to watch the tribe grow. Nice work!
This was a good one! The art was nice and the popping sounds were light and pleasant. It all added up to a very cute game. The gameplay was alright, in my opinion, but it got a little stale. Towards the end I knew how to win and pretty much just kited the enemies until I could get a couple hits in. I think that this could be remedied with a bit of a faster move speed and some sort of block mechanism. All things considered, though, this was a solid entry with an interesting take on the theme. Nice work!
PS: You and I both had a go at personifying the planets for this Ludum Dare. If you're interested in seeing how I drew them out, my entry is over here: https://ldjam.com/events/ludum-dare/38/rovr
Cheers!
This was **super** dark. I loved it. Very good mood. It got under my skin. I think that the controls could've been a little bit better, and the end left me wondering if it was over or not. Adding some sort of game over screen would help with that. Either way, this was really really well done. The art and sound set the mood perfectly, and the gameplay was a great storytelling tool in it's own right. Great work.
This was surprisingly fun. I really enjoyed the "space" that you inhabit as the player. The black orbs got a little annoying sometimes, but that wasn't a huge deal. I actually had no idea that this game had an ending until I won, so I think that this game could benefit from some sort of sandbox mode where there's no win/lose condition and you just get to mix and match parts. Solid entry. Nice work.
@badram :: Sounds like I achieved what I was going for! Thanks, and I'm glad you liked it.
@codyhansen :: I feel like "What the hell" is a pretty explainable reaction to space-babies. PS: I'm stealing that term from you.
@coleslaughter :: I'm glad to hear that you made it to the end, despite the difficulty. Designing levels that are hard to cheese (yet still beatable) was pretty tough for such a short time period.
@orbitalblueprint :: A trajectory line was one of those things I tried that turned out to be deceptively difficult to implement within the time frame. If I were to do a post-LD build, I'd definitely play around with that idea more.
@fufi :: I like to think that the baby would've been fine in the centrifuge, but NASA just **had** to put the kibosh on that. Your game was great by the way. I left you a comment.
@TomBishopSPG :: Thanks for the feedback with the Uranus level! And yeah, you're right, a lot of the levels are able to be skipped a bit. That was a consideration during development, but in the end it felt like they were all difficult enough to skip that it didn't detract from the gameplay too much.
@PixelFormedStudios :: As the artist, I'm really glad to hear that you enjoyed the art style! Thanks!
@MorbidCamel101 :: Thanks! And thank you for playing it on your stream. It was a total blast to watch.
@feltip :: Thanks! I played through your game and left you a comment ;)
@faemir :: Thanks for the praise. We definitely felt the burn of making a puzzle game when we went to design/test levels.
@neurohacker :: A sincere thank you from the artist!
@kalm004 :: Glad you liked the title screen :) I definitely wanted to do something more unique than I usually do when it came to the menus.
@chunkybrewster :: Thanks!
@yyam :: Thank you! Yeah, designing the puzzles was probably the hardest part of this whole thing. Spot on.
@huminaboz :: Yeah, sometimes playing with gravity is more fun. It was hard to make that reliable and maintain the puzzle aspect, though.
@occultone :: Wow, thanks so much! I really enjoyed watching you work through those early puzzles. And yeah, good call with the text speed. I believe that was brought up earlier in the comments as well. Notes for next time.
@selbryn :: Glad to hear! Thanks.
@ethereal-psyche-games :: Hah, yeah I spent a lot of time trying to make the levels at least *somewhat* hard to cheat through ;)
@binaryferret :: Good input with the gravity-well mechanic. That's in there right now, but you've got to get *really* close to use it, so it's not really viable. Thanks for playing!
@those-30-ninjas :: Yeah, I've seen nearly every streamer do that so far. It's kind of funny to watch but I always hope they read the instructions...
@pyokoanarogue :: A more forgiving rotation speed could be interesting. Also, good call on the boundary reset. That was supposed to be in the final game, but I ran out of time. So far everyone has remembered 'R' resets. Knock on wood ;)
@whatsagaym :: Thanks so much! I'm glad to hear that the mechanic held up throughout the game.
@merel :: Ah! I'm the goofy planet artist, so thanks! Yeah, some of the levels definitely don't require that you use all of the planets. That's part choice and part difficulty designing levels with this mechanic.
@geckoo1337 :: Thanks, and good question. The babies are actually a carry-over from the first idea I came up with during brainstorming. They somehow stuck with me... I'll probably go more in depth about this in the post-mortem, so keep your eyes peeled ;)
@codechomper :: Thanks! The sling-shot effect is a little unreliable, but it always makes me laugh when it works out. I've got your entry open in a new tab, so keep an eye on your comments!
@somethinboutgames :: Thanks! I'm pretty proud of Uranus' mouth, actually. And interesting thought about the blind shots! Like scouting...
@epicsoft :: Thanks! I'm glad you liked it.
@archimagus :: Thanks, and I'm glad to hear you made it through! You're definitely not alone in shooting yourself off into space on the main menu -- I see that every time someone streams this game. Good call on the boundary based prompt, though. That's actually a really good solution to that problem.
@philomory :: I'm glad you had fun with it! Good point on the baby heads. They would definitely need some tweaking if I wanted to do anything more with this.
@harusame :: Thanks so much!
@toulou :: Yeah, level boundaries ended up getting cut due to time restrictions. Would've been nice though, eh? :)
@stevenjmiller :: Thanks! It means a lot.
@poffle :: A sincere thank you from the artist :) And yeah, those trick shots are pretty tough to get, but they always make me laugh when they work out.
@sagarpatel25700 :: Are you suggesting to remove the 'R' to restart bit entirely? I hadn't thought of that. I feel like it's important to keep it casual, but if you're hitting it accidentally maybe I should've used a different key. Good note, though. Thanks!
@flipsy :: Thanks! And yeah, it was really hard to shoehorn the player into one solution with the mechanics we went with. Glad the humour got you :)
@ajayajayaj :: They're supposed to be challenging, but they were... tough to balance. And thanks!
@vidinu :: Thank you! I tried to make it tough to shoot straight to the goal, but by all means try! Sometimes it works out ;)
@timeracers :: That's awesome. Were you using the gravity to slingshot? And yeah, it's not really *true* gravity. Good call on the restart message, and I'm glad someone noticed the exit method. Thanks for the feedback!
@jupiter-hadley :: Hey, thanks so much! I always look forward to your Ludum Dare coverage. Great video.
@pit :: Thanks for the feedback! I'll definitely have to play around with a setting up a background if I come back to this.
@inventroom :: Thanks for making a video! Your feedback was really honest and helpful, so thanks for that, too.
@cerno-b :: Thanks! Yeah, the gravity slingshotting was half deliberate and half sheer chance. Overall I'm glad that it's there, but it certainly is hard to pull off and it can feel a little cheat-y.
@devpaul :: Thanks so much! That's high praise, indeed :)
@sgstair :: Hey, thanks for streaming it! And as the artist, thanks again! But yeah, designing puzzles for this was pretty tough. Some of the puzzles (I think) are real winners, and others sort of tread water. What can you do, though? 72 hours is a bitch ;)
@finlal :: Thanks!
@dmit :: Hey, I left you a comment! Glad you liked the game :)
@richard-michael-smith :: Thanks! I've never played Paradroid but I'll have to check it out.
@molpe :: Hey, thanks for making a video! It was super fun to watch. The zoom level is something I've received a lot of feedback on. Definitely should've made it bigger, methinks.
@thelonelynug :: Yeah, this isn't the most innovative take on the theme but I'm glad the mechanics managed to grab you.
This was gorgeous. The graphics were astounding and the tinny little sound effects when you hit a spaceship were perfect. The power-ups really added depth to the gameplay as well. My only complaint is the controls. I wish I could've moved the ship instead of the planet underneath it. Anyway, the gameplay was fun, the audio was charming, and the graphics were beautiful. I can overlook the control scheme. Great work.
I enjoyed this on the whole. My biggest issue with it was that the dialogue obscured the platforms quite a bit. Aside from that and some totally expected LD-style bugs, it was a solid game. Nice work!
If you're interested in trying out my entry, you can find it here: https://ldjam.com/events/ludum-dare/38/rovr
Cheers!
This was a really interesting game. I enjoyed thinking up a strategy to try to beat the system. I thought I had a handle on it, then my towns rapidly died off... The sound and art worked well together, and my only major problem is that I'm still a little dizzy from it. I think that giving a bit of a bigger camera view could've been helpful for that, but then you'd be able to see the status of all the towns/farms/rivers at the same time and some of the challenge would be lost. Dizziness aside, this was a great first entry. Nice work.
This is a really cool game. Very interesting mechanic. It only took one game over to figure it out. One thing to note is that it didn't fit very well in my browser and I couldn't see the whole game at once. Aside from that technical gripe, this was a good entry. The art and music worked well together as well. Very cute. Nice work!
This was a really cool game. I loved the way that the levels came into the scene (that unfurling of the world.) The SFX were good, but the music was a little repetitive. After my first try I decided to leave it off. It was really hard to predict where the bird shit was going to land, and even harder to keep hitting those trees. It felt like the birds were really aiming for me. Great work!
As a side note, I had to scale my browser down to 80% to see the whole screen. That's not the end of the world, it was just a bit of a pain.
I really liked this. It was strange and funny and puzzle-y all at once. The art style really worked, as well. It took me a while to realize that I had an inventory, but I figured it out after getting stabbed for the first time. Overall this was a really cool concept wrapped in some really cool systems. Great work. I look forward to seeing more stuff with this engine.
This was really good in terms of theme and audio, but I found it really confusing. It felt like you absolutely needed the hints to make it through. My biggest issues with this entry are the speed at which it all takes place (it felt too slow for my liking) and the finicky pickup/set down behavior (as mentioned by @random-storykeeper). That said, the writing gave some genuine insight into Dr. Blackcrafts character (who I loved), and the mood was nicely crafted. The art was good, but it was sometimes a little hard to tell what's what (ie: the desert). A possible fix for this type of thing in the future is to really highlight a couple key features in the asset. All in all, I think that this game did really well in terms of story and mood, but fell a little short in terms of accessibility/play-ability.
Love the effects and audio. That was great. The movement gave me a little trouble, but that wasn't huge. I really enjoyed when everything went nuts and you could just blow through everything for a little bit. I'm not quite sure why that happens, though. Nice work overall.
Hah, I thought that the rocks were slimes at first...
This was a super cool concept, but I feel that it needed a *little* more polish to really shine. Shooting things with the gun was super fun and gave great feedback, but the meteor and lightning I think could've been improved upon (in terms of feedback.) One other thing I think would help is the ability to zoom out the camera. I found that sometimes I simply couldn't find any of the species. Overall I'd say that this was a pretty solid entry that could've been improved upon with a little more time. Nice work.
This was a really cute entry. The gameplay was fun and the powerups gave me a reason to risk my neck going through enemies. The music was good, though, as mentioned above, I don't think it fit perfectly with the gameplay. It fit well with the theme you were going for but just not the gameplay in my opinion. The art was a strong point for this entry. Very well done, though I think that the blocks needed a *little* something to indicate that you can just walk through them. A couple other small thoughts that I had while playing are that I would've liked to have seen my score when I died and that the controls were a little confusing for me. I kept feeling like space should've been the jump button. Those two points are pretty minor, however, and overall I'd say that this was a very fun little game. Nice work all around.
I'm in the same boat as @doppelgunner on this one. This game could really use some effects. The concept was cool and the art was really good, but the I couldn't get past my issues with the camera. It's *really* close to the player, and I can't see where I'm going because of it. There are also a **lot** of enemies. Possibly too many to reasonably be expected to kill. Anyway, the concept was cool and the art/music were really nice. Good job.
This is a really cool entry. The art and music work well, and the style of the home planet is incredible. My only gripe is that there's no sideways animation, but that's not a huge deal. I ended up missing the ladder, but I love that it could end either way. Nicely done.
If you're interested in trying another space/planet-themed game, check out my entry, rovR: https://ldjam.com/events/ludum-dare/38/rovr
Cheers!
This was really cool, but I wish there was a downloadable version. It didn't run very well in browser for me, so I had to skip the level and just watch the cutscenes (which were great, by the way.) The story was unique and the art/music worked. It's pretty impressive to me that you managed to pull together a team from Reddit and come out with a cohesive entry. Good work.
Played this one in 2 player mode. Loved every second. The concept was really original and seemed incredibly polished. Being able to choose your avatar was a nice touch. The mechanics were incredible as well. Very elegant design. And then there's the art and music... They really work well together. My only wish is to be able to disable the AI for 2 or 3 player games. Nice work. This is something I'd play beyond judging.
This was an interesting idea. I liked the concept, but I found it hard to play in general. I kept hitting escape and quitting the game when I meant to exit a menu, and the wall of text at the start made the game feel unapproachable. I think that some sort of built in tutorial or something could've helped with that. This is good for a first entry, but I feel like you may have succumbed to a little bit of scope creep. Overall I'd say that this was a cool idea that needed more time to really shine. Nice work.
Clever! I don't think I'll ever be able to play this without sitting there thinking about my move for at least a couple minutes. The story fit the theme really creatively, and the art was just fantastic. Really stellar work. The only thing I don't *quite* get still is the way that the cards swap when you make your move. Maybe I just didn't pay close enough attention. Either way, this is a really solid, well polished entry.
I wasn't particularly impressed with the gameplay on this one. The weight mechanic seemed a little wonky and the fact that only the right side has any bearing on the weight distribution seems limiting. With that out of the way, however, I have to say that I really liked the graphics. It was a little sluggish on my laptop, but the art was stunning. The ambient music also worked to create a calm environment. The menus were expansive, but not super pretty like the rest of the game. Overall, nice work. This was a gorgeous entry.
Well, I came here to post my stash, but it looks like @aviland takes the cake. Oh well. I've been beat.
SetSails.png
This game took me a little while to get the hang of, and I'm sure there are plenty of things I still don't quite fully get. It was loads of fun, but I feel like it could benefit from some added features. Most notably:
* A sell option * Some way to count your gold (useful when you've got an obscene amount) * Some sort of monthly profit calculator (maybe takes away some of the fun, though) * A way to see the direction of the routes.
That last one is iffy. I'm actually not sure if the routes were one way or not, because I've seen points flowing in only one direction, but also in both. Seems a bit inconsistent.
The mood and theme were spot on as well. I love the way you did the coins. Brilliant job.
This was really cool. Not the most innovative game out there, but you really nailed the 8-bit atmosphere. The puzzles were hard, but they made perfect sense and it really felt like there was only one way to solve it, so solving them felt really good. 15 levels, too... That's a lot for 48 hours. Nice work, I had a blast.
The art was stunning and the difficulty curve was well done, but for me the real killer was no audio. I really enjoyed this one but even some simple sound effects would've livened it up quite a bit. All in all though it was well done. Nice work!
PS: I managed to get to level 3 wave 3.
I really enjoyed this entry. The art was fantastic and the music fit perfectly. The puzzles were entertaining, and the difficulty curve was rock solid. My only complaint is that it's pretty hard to tell which direction you're going to go. I get that this is important for some puzzles, but it'd be less frustrating if it were easier to see which way the character is facing. Also, the story was also really good. Very minimal, but it works. Great job on this entry.
And hey, I actually did a pretty similar game! If you're interested in seeing another take on the planet-jumping mechanic, check out my entry, [rovR](https://ldjam.com/events/ludum-dare/38/rovr).
Electric Space Jelly for President!
But really, this was adorable. The story was really compelling, the gameplay was tight and polished, and the art/audio was cute. Nice work. This one is a winner.
This was a cool idea. I actually really liked that. My big issue with it is that it's hard to tell what's going on with the animals and what the visitors want. I'm never sure when to invest in food for the animals. I also think it'd be cool if there was some way to terraform the planet, as well as some bonus for if the visitors see the animals in their preferred biome. Overall I'd say that this was a really interesting game, but it needs to be a little more clear about what the animals need and what the visitors want. Nice work.
Wow, this was really well done. Let me start by saying that the UI is striking. You definitely gave a good first impression with that. I loved the gameplay and the way that it scaled. The powerups were fun and the asteroids felt relentless. I only managed to get a score of 2800. My only bit of criticism here is that there didn't seem to be any audio in-game, only in the menu. Maybe that was a bug? Time constraints? Either way, it didn't take too much away from the whole experience.
This is definitely the kind of game I'd keep on my PC after judging ends, so great job!
Wow, the graphics were amazing. This seemed so well polished, and the mood was set so well. I got sucked in for possibly too long. Great work.
I'm impressed that you crammed this much into the game in 48 hours. I especially liked the watermark joke. I think that you did a pretty good job with the story, too. Not too obvious, but I knew what direction I wanted to take the conversations. The voice acting was funny, but I think the clips cut out during the last couple seconds instead of finishing entirely. That little bug made it tough to feel immersed. All in all this was a really cool game. Great work.
This was a really cool concept, and I really enjoyed the level design (they all felt so unique). The story was well portrayed, even with just an image. The art and music worked well together as well. I had a bit of difficulty navigating the menus, but aside from that everything was smooth. Nice work, this was an entry to be proud of.
If you're interested in playing another space themed game, check out my entry, rovR: https://ldjam.com/events/ludum-dare/38/rovr
Cheers!
This was pretty darn cute, I have to say. The music and art gave this game a very relaxed and innocent mood. The movement was alright, though it seemed sometimes that I didn't move exactly where I was trying to. Aside from that, my only concern is that it was pretty short. Maybe making the game restart with increased movement would have helped with that? Anyway, nice work.
If you're interested, I have an entry set a little further into the sky for you to check out. https://ldjam.com/events/ludum-dare/38/rovr
Cheers!
I grabbed 76 thing-a-boops! This was super well done. I found myself yelling apologies to the poor aliens just trying to feed me soft tacos. I knew what was in store for them... As for planets, my favorite planet by far was the green cube one. My only complaint is that sometimes you get a little stuck with the jumps (I only collected 2 items on the dark matter planet because I was scrambling to stay up). Aside from that, I thoroughly enjoyed this.
I got to area three on my first try, then messed around with a bomb and died because I forgot about permadeath. Yeah. This game was great though. The art was incredible (nice use of shaders) and the sound effects were spot on. I loved the one when you hit a little space rock. The gameplay was great as well. It definitely encourages patience, and sitting there watching the screen and trying to use gravity to slingshot myself made me feel like a real space-pilot. This game was incredible, and it's definitely going on my list of favorite games this time around, but the one bit of criticism I have is that it fit the theme really loosely. Aside from that everything was spot on. Great work.
EDIT: I forgot to mention how much I enjoyed the rocket particles. Watching them hit asteroids was exhilarating.
This was super duper hard. I loved the art and music, and the gameplay felt unique and challenging. The planets were **adorable** and the obstacles were well thought out and fit with the game. I was surprised at how you incorporated the story, as well. Super creative.
My big issue with this entry, however, is the difficulty. It's not that it's too hard, it's the *way* that it's hard. I got pretty frustrated somewhere around level 12 or so, and that kept building. There are, I think, some things that would fix this. @t-mv already said what I was thinking, but for me, the big ones are:
* A way to view the whole level. * Reset the asteroid to it's last position.
I think that with these two points, this game would be significantly less frustrating.
Even with the aforementioned frustration, however, this was a very solid entry. Lots of fun to be had between bouts of shouting. Nice work!
I liked the idea of using trivia to fight the space-ship, but truthfully I had no clue what I was doing much of the time. It seems like many times I wasn't able to input an answer, and I didn't know which color I was. I think that this game could've been better if there was a little more explanation or a tutorial or something, as well as some more difficult trivia questions. Nice work with the trivia mechanic, though. That's a pretty original idea for this jam.
The art and music were good (though the music became a little annoying after a while), and the idea seems interesting. It took me a while to figure out what was going on, but I never actually figured out how to stop the clouds from covering up the stars. Overall this game looked great, but it was too unclear about the gameplay for me to thoroughly enjoy it.
The atmosphere was well crafted, but I felt that the controls took me out of it a little. The notepad was a cool idea, but I would've liked if it were easier to open and close during dialogue. There seems to be a lot of content in this one, but it feels like it's a little tough to get into/through. Overall, I liked the setting and the concept, but I wish it had a little more polish.
Unfortunately I can't seem to access your game. This is what I'm getting:
404 Not Found https://storage.googleapis.com/itchio/upload2/game/137221/452501
If you fix it up, feel free to contact me on twitter at [morrilet](https://twitter.com/morrilet) and I'll give it another try.
This was super cool! Unfortunately, it kept crashing on my system. Specs are below. I got the ship from the wood-wanting alien and flew off. The art was incredible, the sound was fitting, and the story was great! It took me a while to figure out that the thing on my back was a GUI, but that was a nice touch. Unfortunately, due to the crashes, I can't say too much more. I'll rate the things that I feel I saw enough of :)
Specs as promised: * i7-4510U CPU * 8 GB RAM * Windows 8.1 x64 OS
Also, as a side note, you seemed to have a really well set up site for hosting, but getting redirected to download the game was a little weird. Maybe it's not for everyone, but you can [create direct download links with google drive links](https://www.labnol.org/internet/direct-links-for-google-drive/28356/), if you're interested.
I really enjoyed launching my shield and dodging enemies, only to grab the shield again. That fast paced, reflex based gameplay was very fun. I do, however, have a couple gripes:
* Sometimes enemies are behind buildings without me knowing, and walking into the building causes an unexpected (somewhat frustrating) death. * It's really hard to catch the shield in most cases. * There doesn't seem to be an end.
These things can (I think) be pretty easily remedied, so they aren't a huge deal. Just notes for next time. Overall though, this was a good entry. Nice work.
This was a cute entry. It sort of reminds me of the old flash games we used to have. I like that mines increase the spawn rate in addition to increasing the gold cap, but I had a hard time getting past 100,000 gold. Speeding up the moles when one of them dies was a good call, but because moles coming out of the mines start with that speed buff applied it creates a sort of positive feedback loop that becomes very difficult to manage. I hit a wall at about 80,000 gold where I just couldn't keep up.
Overall this was well done. The mechanics were interesting and the gameplay was fairly entertaining. Nice work!
This was brilliantly executed. The concept was incredibly innovative and the difficulty curve left me feeling challenged but never frustrated. The art and audio really helped further the mood, too. The only bit of criticism I have is that the four-way intersection block didn't quite fit with the others visually. Given the level of intricacy that you pulled off with the other blocks in such a short time, however, I'd hardly call it a real issue.
What a fantastic entry. Brilliant work!
I wasn't able to beat more than one or two of the knife guys before I gave up. They're super hard, and the controls are a bit slow. I often found myself exchanging blows with the knife guys without being able to avoid their attacks. Outside of that though I really enjoyed this entry. The art and music were really well done, and the health bar was a funny gimmick.
This was a cool entry. I wish I could've seen more of it. Nice work!
The graphics were really great here. I was less a fan of the audio, but it served its purpose. I enjoyed the gameplay, and I felt that it ramped up in difficulty quite nicely until the giant money came down, as I felt that it got a little too easy at that point. I enjoyed that the movement was fixed. Such a simple mechanic made for some surprisingly interesting gameplay. One thing I felt myself wishing for was a more dramatic / climactic ending, as it felt quite abrupt. Maybe shaking the legs and making them fall over could've done it?
On the whole I really enjoyed this entry. It's a good example of how simple gameplay and a little variety can come together to create something greater than the sum of its parts. Great work!
@elinks Hah, yes, I think there will be a lot of people using the 'r' key. Thanks for the note on the difficulty curve! I always find it tough to pace out games like these, so I'll have to leave myself a bit more time for it next time around. (PS. I left a comment on your game just now. Nice work!)
@nachtwitch I'm glad to hear the curve came through for you! Glad you enjoyed it.
@ghost-in-the-toast Yeah, I would like to have scaled the viewport a bit so that you could see more of the map at once, but there were some complications with that and, well, time limits and all. You know how it is.
@mrabnox Hey! Thanks for playing this on stream. It was a blast to watch. I'm off to play yours in a minute here.
@sirred Yep, the movement can be tricky like that. Gotta learn to love the void ;)
@joe-williamson Thanks! And a minimap would've been interesting. Good call.
@falu Ah, good note. Maybe some particle effects would've sold it. Thanks!
@guitarbro Yes, I had initially intended to fade in a reset prompt when you got far enough away with no change in trajectory, but alas, time she is a cruel mistress. The white helper text up by the timer was the best I could do in the minutes I had left.
@yomissmar Yes, from what I gather many folks have experienced a bit of a learning curve with the controls. Glad you still had fun!
@roque Thanks! I'll have to pass the word along to my audio buddy ;)
@mrerdalural Yes, I did attempt to whip up a quick look-ahead camera, but it certainly wasn't perfect. Good to know there's something ready-made through Cinemachine. I'll have to look into that. Thanks!
@franciszek-pyrc Totally agree on the default Unity buttons. They get the job done but they're an eye-sore. As for the preference window, I figured it's nice to let folks select the settings that work best for them, and I certainly didn't have time to make a custom solution this time around. Thanks for the note, though!
@moebiusmeow Thanks! I was pleasantly surprised when I ran it for the first time and realized the full implications of the tractor beam. I started playing around with asteroids of varying mass at that point. Glad you liked it :)
@hermitao Thanks! I'm glad you liked it. I can totally see the grappling hook comparison.
@asimov I'm happy to hear that! Thank you so much. The level progression was tricky to set up; I'm just glad it made some sort of sense.
@fammy Thank you!
@lovetocode999 Thanks! The learning curve has certainly caught some people off-guard. I'm glad you enjoyed it!
@lokhmaty Thanks! I'm glad to hear it.
I feel like I got my confidence a little early but hey, maybe I'm just an early bloomer. This was a super cute game. The dialogue was well written and the interactions were helpful without being overbearing. I enjoyed talking to everyone in town, and the fights were entertaining despite their simplicity. My one piece of criticism is that I found the perspective made the platforming a bit difficult at times. Perhaps a little extra collision zone extended past the far edges of the platforms would have made it feel a bit more forgiving.
Overall, this was a really good entry. Great work!
This was pretty nifty. The mechanic was really fun to play around with, and I liked the inventory limit. It really made me consider what to pick up. The only bit of criticism I have is that the attacks all felt like the same thing to me. It was clear there were meant to be some differences, but I didn't notice them much in practice. Perhaps enemies with clear resistances could've helped? Outside of that, though, there were tons of enemy types, great voice overs, and even a boss fight. I'm satisfied with that.
Great work!
This was pretty interesting. The story kept me engaged and the world was pleasant to explore, but there was a lot of it. I think some directions or landmarks could've done wonders here, as I kept turning down the same stretches of road over and over again without realizing it. My only other criticism is that I would've liked to have been able to skip the voice-over / text crawl and just see the completed page. Outside of a skip feature, speeding up the text crawl might have helped with that a bit.
On the whole though this was nice entry. Good work!
Wow, that opening particle effect with the camera shake... Gorgeous. The gameplay felt fairly standard but the graphics and mood are what set this entry apart for me. Nice work!
This was a super cool idea, but the execution fell a bit flat in my opinion. I had a really hard time manipulating the rope, flinging, grabbing, and rotating in a timely manner. It felt like I was clinging to each button press for dear life and the gameplay suffered for it. I didn't even manage to beat the first level in the fifteen or so minutes I spent with it. All that said, I think the mechanic was really clever and the presentation was gorgeous in its minimalism.
On the whole I think this was a really cool concept and it made for a pretty decent entry. Nice work!
It took me a long while to realize I had to click to begin. Once I sorted that out this was a really entertaining and relaxing game. I really like your interpretation of the theme, too. I made it to meditation level 7 in 191 seconds, though I'm not sure how exactly that stacks up.
Overall this was a really cool entry. Great work!
This was very neat. The writing and music went very well together, and the art was minimal yet impactful. I really enjoyed the style and mood you folks cultivated. One complaint I have is that using the arrow keys and mouse left my wrist a bit uncomfortable through the whole thing. I would've appreciated WASD as an option.
Really though this was well done. An interesting idea with decent execution. Nice work!
I'm in the same boat as @rodrigo-denubila. Pretty sure I got everything, but nothing happened. The cat certainly didn't seem to be able to do anything to me either.
I think this could have used some more time in the oven, but I like where it was going. Nice work.
This was a really nice concept. The gameplay was simple but there was still a lot more exploration of the space to be done. Very cool. My one point of friction was the UI. I kept accidentally placing blocks when I was trying to change my block selection, and the directional blocks were very unclear regarding which way they'd point in the world. I also would've liked to have been able to tilt the camera up and down a bit for a couple of the levels.
On the whole, though, this was a pretty well done entry. Nice work!
This was pretty interesting. I liked the sequence of events, but it took me *way* too long to realize I could walk. Outside of that, I feel like this fell into the classic point-and-click trap of "click everything until something works." Maybe some sort of signposting could've helped with that a little bit? There also were a lot of actions that had no effects or animations, and the clock sound got old pretty fast.
On the whole I did enjoy myself, though, and I think this was a pretty nice entry. Good work!
I really like the design of the boss fight, and the destructible terrain is a super cool feature to have had finished up in 72 hours. I'm actually quite curious about how you did it. My only complaint is that while using the curve of the planet to get an angle on the ships was really cool, it unfortunately made it super difficult to shoot enemies and I couldn't keep up with the difficulty curve. Maybe some sort of lobbed projectile would've been helpful there?
Either way, this was really well put together. Great work!
This was really fantastic. I love that the hints get progressively more heavy-handed as the game progresses and the intensity picks up. I certainly found myself carried away by the moment and ignoring the tree towards the end. The ending came very suddenly, however. So suddenly that it could have been a crash, actually, but I got no log saying as such so I'll take it.
Either way, this was really well put together and the mood was absolutely perfect. Great work!
This was pretty nifty. The gameplay was entertaining, but I had a hard time dodging the burning building bits. The robber is just so large...
Nice entry. Good work!
This was a gorgeous entry. The effects were a bit much for my laptop to handle but I did put them on once in a while to have a gander. I'd say my only complaints are that it's a little tough to see the black hole that I (assume) I made, and that the camera seems to move around a bit strangely when things get too intense graphically.
On the whole though this is a really relaxing little entry. Great work!
The art and audio worked pretty well together, mechanic was pretty solid. I like that some ghosts have to have the light put on them and others have to be left in darkness. I feel like wandering around in the darkness got old after a couple memories, though. Perhaps adding some extra light around the main character for each memory they collect could've helped provide some sense of progress? Additionally, the memories coming in a random order made the narrative a little jarring at times. I heard about the end of Billy's story pretty early on, for example.
All things considered, this was a very nicely put together submission. Nice work!
This was shockingly cool. Definitely has a strong Dwarf Fortress vibe, which I love, but it also does some super unique things. That first moment where the room generates around you is great, and then putting the whole world into color after killing the first enemy was incredible. It's a shame the rest of the game takes place in a dungeon, honestly. I would've loved to have seen some more neat effects on top of the ASCII art. Looking beyond the graphics, I definitely felt overpowered, which really took the fun out of it for me. It's a shame this didn't quite get there in time.
On the whole I think this is a really cool entry that just needed some more time in the oven. Still, nice work!
This was really well designed. The puzzles were tricky yet do-able, and the powerups, while simple, were very impactful. My biggest complaint is about the controls. I frequently felt that I was fighting the controls, which was really frustrating. On top of that, I often hit 'r' when I meant to hit 'e' and wound up resetting my progress. I think an easy fix for that would be to move the reset key far, far away from the other controls, and use contextual controls wherever possible ('g' and 'f', for example.)
On the whole this was a great entry, though. Fantastic work!
I wasn't quite able to figure out how to get stone or metal, but I sure did my best with the wood I was able to collect. I think this was a super ambitious concept given the time limit, and the fact that it works is fairly impressive. I think the minimap could've been clearer, though, and perhaps some more instructions could've helped folks like me who weren't sure what to do.
On the whole this was a nice entry. Good work!
The mood is nice, and I was pleasantly surprised when I got to the second part of the game. Very cute. One bit of criticism I have is that collecting the memories leaves you going back and forth across areas you've already seen, which felt a little dull. Maybe some moving obstacles and a linear path could've helped liven it up?
Either way, this was a nice entry. Good work!
This was really (ele)fantastic. The level design was great, and I love how one room sort of locks you out until you've explored the rest of the world. The art was totally on-point and helped carry the mood quite well. On top of all that, the writing was really well done and served to tell the story without taking me out of it. I was curious to hear more. It took me a little bit to figure out how to use the pedestal effects, but once I did it was smooth sailing.
My only criticism is that the ending came somewhat abruptly. I would like to have seen a couple more rooms, perhaps.
Overall, this was a really great entry. Kudos to everyone involved.
This was super tough. I wasn't able to beat the boss, but I enjoyed the journey. Getting the suit of armor felt super cool, considering you start with so little health. One thing I noticed is that the enemies were super easy to spam to death. Dodge rolling to them and spamming left-click killed them all without me ever taking a hit, whereas the boss was a huge step up in difficulty.
On the whole this was a pretty cool entry, though. Nice work!
This was a pretty unique game. The movement felt smooth and glide-y and exactly like what I want in an asteroids-style game. The addition of the tail was a cool touch, too. It came in handy when picking up those tiny ammo pellets. One small annoyance for me was that at some point I ran out of ammo entirely, which just ended the game. I think it'd be nice if the ammo respawned when there's no more on screen.
On the whole this was really cool entry. Good work!
PS: I also came at this prompt with an asteroids-inspired game. I went the no fuel route, though, and slowly evolved away from the asteroids-style game loop. It's sort of neat to see how we diverged.
This was surprisingly eerie. The snarling, the lack of music, the torchlight... You folks really sell the atmosphere. Unfortunately I can't comment too much on the gameplay as I got about 8 frames a second playing this, but the animations were really solid. I was pleasantly surprised that everything had a corresponding animation, and the dancing minotaur made the framerate worth it.
Overall this was a solid entry. If you manage to clean up the framerate a bit I'd be interested to give it another go. Nice work!
Wow, what a touching little game. I felt the paper-cutting got a little old, but the mood, music, and writing kept me around. I definitely got caught up in it. My only real criticism is that the fill percent felt a little arbitrary. I was never quite able to tell what filled it, as at some point I cut the entire sheet out in one go and got something like 20%. I had to restart at that point because there was nothing left to cut and I was stuck.
Overall though I'd say that's a fairly minor thing. This was a solid entry. Great work!
This was super tough, but I'm glad I stuck it out. The ending was super neat. The gameplay was interesting on the whole, and I liked that challenges got progressively more complicated as you obtained powers. The audio and graphics served their purpose pretty well and generally fit pretty well into the piece. One point of criticism is that I felt the flying was a little too tough due to the delay between pressing space and getting some feedback. If you were dead-set on the floaty, delayed flying I think it would've helped to make the animation for it a little snappier in order to let the player know that their input was doing something.
Overall though this was a solid entry. Good work!
This was really well polished and the mechanics were very, very interesting. It feels like you managed to pack a lot of depth into a very concise package. The audio in the tutorial was incredible, but it seems that the backing track went away after a while. Also, I noticed that if one mouse button is held down and you click the other you can cheat the speeds a bit. Those minor gripes aside, this was a really fantastic entry. Great work!
@diptoman I had just skipped the tutorial after I got most of the way through it (after repairing) in the web build, actyally. Not sure if the tutorial is meant to repeat once you restart (hit r, not refresh) but I kept having to skip the tutorial - maybe that has something to do with it? Hopefully that helps!
@johnwayyyne Thanks! Yeah, we should probably have added a bit of tutorial text, but we ran out of time for it. Definitely going to include that if we push a post-jam build.
@iron-leonem Thanks for the feedback! All valid points. We've since discussed how we might go about tweaking the controls, but obviously that'd have to be in a post-jam build. SFX were a little lacking indeed, but that came down to time, unfortunately. We had the assets but didn't have the time to get them in-game. Physics is a whole other can of worms, but I think a lot of the button issues had to do with the colliders needing some love. Thanks for playing!
@dyguests Not sure if you played this before or after the controls list went up, but holding Shift + R for a few seconds should clear your platforms.
@ukulelefury Hm, interesting - I haven't seen that issue before, but I don't doubt it. Maybe it's a framerate-dependence bug? Either way, platform placement (shift + space) is unlocked after you get past the first door so that block needs to come down. Definitely something to investigate if we make a post-jam version.
@pleb2 Hey, thanks for the Portal call-out! I got that vibe a bit myself once I saw some of the finished levels come together. Definitely all good notes, too - we'll keep those in mind if we revisit this.
@valkija Hey, thanks! Sammy certainly stole our hearts throughout development.
@amin-jk000 Thanks - and yeah, the physics need some work, unfortunately. Trusting the Unity physics system can have... mixed results.
@usenrame Thanks!
@100th-coin Good to hear it! And thanks - the puzzle design was really fun for us this time around.
@vphyre Glad to hear the controls weren't *too* off-putting. Using one key for everything sounds good on paper, but I think we've learned that it needs a lot of teaching in-game to feel natural. Thanks for playing!
@pedrocoden / @nickzouk Thanks!
@ava-skoog Yep - you guessed it! You gain the ability to place platforms after you get through the first doorway. I have heard reports that people are unable to get the box at the top of that room, though, and I think that's a framerate / physics issue. Unfortunately we don't have a fix lined up for that just yet. Thanks for playing, though!
This one really blew me away. The concept is incredible and the execution matched it flawlessly. I wish there was more to play, but I really appreciate that it wrapped up so cleanly. I thought I got stuck at one point when I went straight into a wall, but then I got to feel absolutely brilliant when I walked to the end of the ribbon to reverse. You did a really wonderful job with this one.
This was super neat - I had no idea these genres could mash together so well. Kudos on that! I think my issues with this largely stem from the lack of polish, though. I kept making slight mistakes that caused me to reset and it took too long to get back to where I was, which got frustrating after a while. Maybe giving the player more control over the height of their jump could be a good way to take the blame off the game and put it on the player?
Either way, this was a really cool entry and the puzzles seemed really good. Good job!
The scene change from the bedroom to the moon was a really good break. This was a neat concept. My only complaint is that I can't skip dialogue - I often finished reading it and would have liked to be able to move to the next line instead of waiting. Audio would have been a huge help, too - even just some footstep effects. Nice work!
This was pretty neat. It's good to see how much story you were able to squeeze into the game, but the puzzles were a little simple. I enjoyed reading the observations on things. Also, it would be nice to be able to skip the first VHS tape - after restarting a handful of times it starts to feel a bit frustrating to have to wait through it. Lastly, I think you should still leave v1 up (if v2 came out after the submission deadline) - it'd be good to rate the game as it was originally submitted. Nice work!
So. FRUSTRATING! I really enjoyed this, but oooh boy did it frustrate me in the end. I suppose that's what you're going for with a game like this, though. This was really well executed, and the use of the "loop" was very well justified. I was all ready to come over here and write about how I found a platform I couldn't reach until I figured that one out. Super fun - great work!
Edit: This totally feels like something I'd load up on a RetroPie and have a blast with. Love that.
Interesting to see tank controls here. I can get behind that. I found it really tricky to line up my movement, but I suppose that's part of the game? It was a bit hard to tell. Game looks great, but I wish there were a couple more levels to play!
This was really cool! I love that you managed to tell such a neat story with so little. The only things that soured it a little for me were the hitboxes - I kept getting hit when I felt that I shouldn't have been. For the bosses I just wound up standing still and shooting them because I wound up getting hit less overall. Still, hitboxes aside this was a really fun entry. Great job!
This was an interesting concept, but I think the execution could have been cleaned up a little bit. The camera didn't seem to behave nicely when near a wall, which happens a lot, and the gameplay started to feel a bit repetitive after a while. That said, there was a fair bit of polish in the menu and graphics which was cool to see in such a short amount of time. I would have liked a way to lower the bloom a bit, but maybe that's just me. Nice work!
This was a really neat concept - wish you'd had the time to get it exactly where you wanted it! Like @mikoziq I also got stuck on the third level (my character never left the button, despite recording it.)
The audio and mood were really good, and while the graphics were simple they did their job well. Love the way you hold keys over your head!
I really liked the atmosphere you created here. The magma pit and the flying sparks were a great touch. I think one of my robots left their post really early on and stopped the whole line, though. Would have been nice to have some more explanation about how to handle that sort of thing.
This was neat. I liked the audio, and the concept was fun to mess around with. I appreciated that travelling in one direction or the other varied the outcomes - that's a nice touch. I did find myself wishing for a way to skip the dialog, though, as well as a more concrete way to tell when the game ended. As-is I'm not totally sure I saw any ending, but I did get to a point where nothing else happened so I guess I did? Either way, this was a fun little game to mess around with and you had an interesting take on the theme. Nice work!
This was super neat, and absolutely gorgeous. Great work! I had a hard time finishing it, but I don't *think* it was because I didn't understand the solution. The biggest issue for me was that for a long time I wasn't sure what I could and couldn't interact with, which was compounded by the fact that some things had interaction buttons and others didn't. Also, for the liquid, it'd probably be good to have some place to place the you-know-what so there's no ambiguity about how much has hit it. Trying not to give too many spoilers here... Really though, great work!
That opening... So good. Honestly this was sort of brilliant. The graphics were great and the humor was on-point. The only thing I would have liked to see is some more variety in the gameplay. Maybe rotten teeth that you need to extract before you can place an implant? I also think you probably could have re-used the mouse as the way to punch, but I'll admit that there was something satisfying about slapping the space bar. Great work!
This is incredibly well polished - kudos! The gameplay is interesting, and I think it would lend itself to all sorts of unique levels. The audio is top notch as well. Seriously, fantastic work. My only gripe is the difficulty. I couldn't get past level two, but I could see myself going back to this later when I've got a little more time (and patience) to get through the rest of the game.
Edit: I think a lot of the difficulty for me came from the ambiguity between what was and wasn't able to be hit. Rocks, for example, seemed okay to pass over but I wasn't totally certain and spent a long while avoiding them. The rest came down to impatience and poorly timed shots.
This was super cool! Definitely had early FPS vibes. I enjoyed the speed with which you move, as well as the variety in weapons. I think a bit of contrast on the stairs / tunnels would have been nice, though, just so they're easier to see when you're near them. Nice work!
This was surprisingly neat for such a short development window (4 hours, oh boy!) The movement feels a little weird because the hammer is the larger object and it feels like *that* should be the pivot point, but I think that's probably part of the challenge. Nice work!
This was super neat. The look was fantastic, and the ending was very much worth the journey. I think my only complaint is that you don't *really* need to use any of the upgrades other than depth. Maybe adding some enemies that chase you for a short stint could be a good way to make speed more useful? I also initially thought range was how long you could stay under, but figuring it out didn't take too long. Overall I think this was a really relaxing entry with some great art and audio. Good work!
PS: I wanted to do a similar water and darkness effect for my game, so seeing actually implemented was really fun!
This was really cool. The humor was top-notch, and scrolling through the feed was really entertaining. I wish I could pick posts to attack, but the random encounters in the feed were fun. My only issue with it was that the UI overflowed my screen a bit so it took me some time to figure out how many cards I could play. Outside of that this was really well done. Nice work!
P.S. The art is killing it. Amazing.
@southpawdevelopment Glad to hear it! Thanks for playing!
@totteriludum I think there's some value in thinking that through. Definitely an interesting experiment to see how that'd work!
@nardandas Yeah, the music gets gradually more complex down to 850 meters, but that leaves a lot of room where it's just on repeat. Totally get the death bit, too - I think the enemy / movement balance could have used a little more time in the oven. Thanks for the feedback!
@bmacintosh I think some sort of challenge from below could be really good. Giving the player a reason to slow down and put themselves in danger is definitely something that I feel was missing here. Thanks for the feedback!
@cam-moore Thanks! I'll have to give your game a try!
@foursay Oh, I just looked it up and that game looks super neat. And thanks! I'm really glad you enjoyed it!
@michaelyount I wasn't sure how such low gravity would play out but I'm glad it got the effect across. Thanks for playing!
@hippolytea Noted - adding some collectibles to reward players for slowing down is a really good idea. Thanks for the feedback!
@johny0911 You and me both. Thanks for playing!
@yorsh Totally. Originally the level was going to get darker and darker with bioluminescent coral as you went down, but 72 hours is only so many hours. Glad you liked it, though!
@twbst Hah, that's a new one. Never saw that in testing but I'm glad you got to hear the audio regardless!
@filipe-leal Hey, thanks!
@ismael-rodriguez Oh, oxygen refills could be really cool! I originally didn't want to add shooting because it felt too close to Downwell, but I agree that there's not much to do outside of fall and wait. Jumping on enemy heads might be the way to go. That mockup looks awesome, too! I was thinking originally of darkening the level and making everything glow (time constraints), but flipping into neon like this would be super cool. Thanks so much for the detailed review, and thanks for playing! (P.S. I just played you game and I was floored. Left you a review - great work!)
@cdunham Giving the player some other options would be really cool - but reading some of the other comments I'm suspecting that a dodge action and some collectibles could make a difference here. Thanks for playing!
@keppu Hey, thanks for taking the time to write this whole thing up! Hearing it from this perspective is really helpful, and I think you're on to something with adding some extra mechanical bonus for wall sliding. Originally it was meant to just slow you down to avoid enemies from below, but that behavior didn't really come through in the enemy designs. A horizontal speed boost could be really good addition here. Thanks again!
This was a super interesting take on the typical wave-based shooter. I was a bit surprised to see that I couldn't carry more than one item at once, but it definitely added to the challenge in a good way. Unfortunately I think the dominant strategy here is to just keep the gun up and shoot the zombies, pulling coffins off the line as necessary. I think making the coffins take longer to spawn zombies could be good, or maybe just making zombies not drop coffins once killed. Both of those things would slow the difficulty progression down a bit, which I think would give people more time to learn the ropes at the start. Either way, this was a cool proof of concept. Nice work!
The ending was fantastic. I think moving the blocks around was a little tricky because of the physics of the blocks, but if that were fixed up I think you'd have a unique little platformer on your hands. I sort of liked that you couldn't rotate blocks, too, because it made some of the block placements more puzzle-y. I also really enjoyed the art and cutscenes. The way you did that with a 3D camera made it really fun to watch. Good work!
This was an interesting take on the theme. The platforming was a little finnicky at times, and I'm still not sure whether or not the double-jump mechanic was intended. Still, there was a solid amount of difficult platforming here and cramming a narrative on top of a 72 hour deadline must've been a tough one. Nice work!
This was pretty good! I found it a little difficult to see what was going on in most cases, especially when transitioning from water to air, but I managed to squeak by. The varied uses for the flares was a nice touch, though I always found them in very short supply. Nice work!
This was a fantastic example of how much intrigue and tension you can build using a limited palette. The scene is well built and the effects made my stomach drop *every* time. I also really enjoyed the minigames. They were all simple enough to do without being frustrating and they felt convoluted enough to fit the "operating a shuttle" theme. Also, the parallaxing in the menu is a very nice touch. Excellent work!
This was super fun, despite the simplicity of it. I really enjoyed the variety of weapons, though I found it a little too easy at the start. The difficulty ramped up nicely as it went, but I think a lot of the late-game is just spent burning the massive scrap reserves you accumulated early on in the name of hull repairs. Maybe that's intentional, though - who knows.
Either way, this was a fun one. Nice work!
Wow, this was fantastic. The tether mechanic was brilliantly executed, and the level structure did a fantastic job of teaching and slowly ramping up the difficulty. Putting the player on a leash made for so many interesting puzzles, and I was really blown away when switches were added to the mix. This was a really clever idea. I'm struggling to come up with some criticism here, but I think I would have liked a more responsive wall-jump when you're heading away from the wall. Really though, excellent work. This is easily in my top three so far!
This was really clever - a very interesting take on the theme. I found the physics a little hard to be precise with, but outside of that everything was smooth and reasonably predictable. Good work!
This was cute! The movement confused me a bit at first when the fish started pointing up or down, but I figured it out eventually. I would like to have seen some more challenge in the game, but going for points was pretty relaxing. Nice work!
That second green level is a *doozy*. This game can be frustratingly difficult, but the mechanics, art, and sound design are all really solid. I love that the eye isn't perfectly round, and the levels were really cleverly designed. I think one thing I would like to see is a better strength indicator for when you're not firing with full power. Only giving feedback when you're maxed makes it really difficult to plot out weaker shots. Still, good work!
This was really relaxing once I figured out that I was meant to avoid hitting the walls. The art and audio were really nice and the gameplay, while simple, was well built. I would have liked to have seen some more variety in the enemies or maybe had the number of enemies slowly increase, but it was still fun as-is. Nice work!
This was really interesting. I love the idea of combat on a more realistic scale. Accounting for gravity was really fun when it came to the projectiles, but I felt that the movement was more of a danger than it was worth. I kept either falling into the black hole or leaving the system. Being able to see my orbit would have been really cool, I think, and would have helped give me some more confidence in moving the ship. Overall I'd say this was a neat concept that could have benefitted from some more direct feedback for the player. Nice work!
PS: Falling into the black hole looked astonishing. Brought a big smile to my face. Very cool.
This game has some real style to it. It looks great, and the mechanics are simple yet very fun. I love the sluggish, fighting-gravity way in which you move. I think my biggest gripe with this is that the shop is so spread out - it's tough to know what's available when you have to scroll to the next page for every item. Outside of that the game feels well balanced and genuinely entertaining. The price curve is on point, too. Great work!
This was really well done, but I think there was an issue with the reloading. I wound up waiting around after each engagement slamming the 'r' key for up to 30 seconds, which was frustrating and slowed down the gameplay a lot. Outside of that I really enjoyed the enemy AI and how much popping out to shoot them felt like diving out of cover. The art was good too, but the audio loop was a little short so it got a bit repetitive. Either way, this was a solid entry. Nice work!
I think dropping the trash is definitely the most fun part of this. I'd love to see more of that sort of thing in a game with this movement style - it was really satisfying to figure it out. Nice work!
It can be a bit tough to tell what'll hit you, but adding a laser helps with the immediate collision concerns. Realizing that I could use both thrusters at once was a revelation. Very fun little game, and gorgeous to boot - good work!
Those orcas really come out of nowhere sometimes. I almost didn't notice the air meter, too - I thought the orcas were somehow getting me. Still, the art and audio were great. Very difficult but also pretty entertaining. Nice work!
This was pretty fun! I wound up breaking the game a bit when one of my characters died at the same time as an enemy and the game didn't seem to know whose turn it was after that. Outside of that, I think I would have liked to have seen more incentive to use the block or heal actions. They didn't feel super useful, so I just always attacked. Either way this was a fun little clicker. Nice work!
This was pretty interesting. I like the idea of controlling a school of fish, but the sharks were *really* difficult. There wasn't much you could do when one of them decided it wanted a snack, and with no way to replenish fish (or is there?) it was really difficult to make it more than a few dozen meters down. Still, the atmosphere created by the art and audio was really relaxing and the environment design was good, too. Nice work!
This was a really cool idea! I wish the camera was a little larger so I could slow down before hitting a new maze, but outside of that this was pretty well done. Nice work!
The art was gorgeous, but I felt that the gameplay left a little to be desired. I wasn't sure which of my ships was which, so tracking what was going on was really difficult, and I spent all of my resources on mining upgrades without seeing much gain in efficiency or a way to recoup those resources later. All of that said, I was really pleasantly surprised by the writing and the amount of events in the game. This was an interesting idea that I think just needed a little more support mechanically to really shine. Nice work, though! (And again, *gorgeous.*)
Pretty entertaining! I'm still not sure what the start button was - I just mashed the keys until the game started.
This game was really pretty (woo, parallaxing) but I had a hard time finding the second ship part. Overall pretty neat - I'm always happy to see a space game with this type of movement. Nice work!
This was pretty good! The gameplay was simple but the audio and controls felt good. I would love to have seen more levels, but I get that time was probably tight. My only complaint is that the sharks might need some delay after attacking - I got into a situation early on where I couldn't turn fast enough to shoot a shark, so it kept attacking me and killed me from full health despite my attempts to shoot it. Outside of that this was a neat and tidy entry though. Nice work!
This was an interesting little tech demo. Not much to play here, but I can see how this might be used within a larger project. Super neat - nice work!
This was fun! The gameplay was simple but the art and audio design makes up for it. I would have liked to see a way to choose whether or not to pick up a powerup, but it's no great loss not to have it. The particle effects were great, too! Nice work.
Wow, you really nailed it with the setting. The tone was set well and the refuge was interesting to explore. The dialogue was well written given the time frame and I really enjoyed hearing the lore of the refuge. I found the traps to be a bit annoying, but they did serve to break up the area and make you more conscious of not just running to everyone and spamming dialogue. The dialogue buttons were a little buggy, as well, but I managed to get through it. It should also be noted that some of Dracula's text was cut off as it ran out of space in the box and I felt that I missed some info. That said, I still managed to get it right on the first guess! Overall this was really well done, so congrats.
I like this. It's pretty slow paced and relaxed, and I never had any trouble keeping the ship alive, but it was fun for a little bit. I wish there was a little more to do, but I understand that there's a deadline and this was a compo entry. The sound effects were also a little sharp for my liking, but I think this was a good entry nonetheless. Nice work!
That was way harder than I'd anticipated. I think the design was mechanically sound, and the audio combined with the particle effects was great. I think that signposting what each brick does could've been improved, as in level 3 I anticipated that the grey ones couldn't be destroyed but that wasn't the case. Really though I'm having a hard time coming up with meaningful feedback because this was incredibly simple, polished, and to the point. Great work!
This was really neat. I liked the art and audio, but I had a hard time telling what to do at first. I mapped out like six laps before I realized how to play properly, and even then I had a hard time figuring out how the ship would react to my inputs. While I really enjoyed the concept and the instructions in the description were handy, I think this game would benefit from some sort of first-turn tutorial or something. I'm also not sure if the race ever ended or not, but the game started skipping through turns so I assume it did. Overall this was a really cool entry but I could've used some extra explanation. Good work!
The music and graphics were really good, but the bugs made it pretty hard to finish. I fell through the floor twice and then the see-saw bugged out and wouldn't let me climb it even with all the bricks on one end. What I saw (up to the first turret) was really cool, though. Bugs aside, I think this needed some sound effects to help keep the player informed, but beyond that this was a really neat entry. Nice work!
As usual, the biggest problem with games where the user inputs text is getting the user to input the correct text. This game managed it pretty well, but I did find myself stuck at a couple points. The to-do list was also confusing because I didn't actually do much of it but still made it all the way to the end. The concept was really cool though, and it was actually executed pretty well. The mood was also set really well and even got me pretty creeped out after the TV dialogue. Overall this was a pretty cool entry. Great work!
You've got a really interesting concept here, but between the speed of the players and the camera angle I had a hard time getting anything done. We played for several minutes without scoring any points or really having any meaningful development. That said, I liked that the playing field changed and I think the game looked pretty good. Nice work!
The art and audio were great, and the intro was super cute. It took me a while to figure out that I needed to keep the towers stocked with ammo, but once I did I got a little further. This was still really hard, though! I'm not great at match-3 games to start, so you can probably guess how I did. I also feel like the cursor was a little difficult to work with, and I can't help but think that using the usual cursor would've fixed some of that awkwardness. Either way, the game was solid. Nice work!
This was a fun entry. I found it to be a little frustrating at times that cars would just barrel into you, and I'm not sure if there was a way to not lose on the last night, but the gameplay itself was fun. I like the idea of a taxi-style game that didn't time you but rather made you take the long way for extra cash. Good work!
Wow, this was a really nifty idea. As soon as I figured out how to turn the pieces in tetris I was off to the races. The feeling of watching a piece you need get hit by bullets or miss an invader is pure torture. I wish there was some audio though! Even a couple little chiptune-y effects would've gone a long way. Nice work!
EDIT: I also wanted to thank you for including a link to the design doc!
The tech behind this was amazing, but the game itself was lacking. Stick this on a more interesting game or a series of minigames and it could be pretty cool. Full points for innovation, though, as this is a really interesting concept. Great work!
This was a lot of fun! The concept was great and the graphics/audio fit the mood. I think the biggest sore spot here for me is the controls. I'm all for sharing a keyboard, but we were pretty much in each others space when playing this. Maybe tossing in gamepad support would've helped with this, but I understand the time constraints. I would've also maybe made the track a little shorter, but I'm also just being nit-picky at this point. Really this was a solid entry and has some of the best 2 player interactions I've seen so far in the jam. Great work!
This was adorable! I think a fishing racing game was a clever mashup, and you executed it well! The audio was calming and after a little trial and error I was riding a shark across the finish line. I like that you can actually catch the fish, too. There were a couple UI scaling issues with the help menu and I think the game needed to actually end and bring you back to the menu when the race was over, but aside from that this was a good entry. Nice job!
This was really cute. The puzzles were well designed and the presentation was smooth. I had to maximize the window to see things properly, though, and the text was a little hard to read as the spacing didn't seem even on it and words had line-breaks part way though. I also wasn't sure what two genres you mixed to get this, as it seems to me that it's just a puzzle game. Platformer, maybe? Anyway, the entry was solid. Good work!
This was an incredible entry. Definitely one of my favorites so far. The audio and visuals were awesome and the time-slow/ripple effects were super satisfying. I wish you could go through platforms from below, though, because I kept losing my ball up in the rafters... Of course, that may have a variety of unforeseen impacts on gameplay. Anyway, this was a great entry. Nice job!
@SniperA Thanks so much!
@HPMNK Thanks! I'm glad you enjoyed it.
@makiyoshi Thanks! I'll pass that along the the modeler.
@swav_gav Yeah, agreed, clearing tower placements isn't ideal. Combining the two modes is an interesting idea, actually. And I'm super happy to hear you liked it!
@Justintime4u2bu Hah, tower-offense. I may just steal that. Thanks!
@Yetman Good note on the cannon controls. Maybe an arrow pointing out when the ball is in it?
@MrBreadMan Thanks! And good idea on the victory screen. And actually, firing over walls was the intended behaviour! It's not super obvious though. Maybe a shadow under the ball to show that it's flying? Ah well, 72 hours and all.
@NickMarcha Although I never considered taking this off-grid, there was definitely talk about putting things like drawbridges or honey traps on the green, so your suggestions aren't too far off from reality! Thanks for playing!
@jaredmercer Thanks so much! I'll have to keep that in mind ;)
@Beebo Studios Yeah, I wasn't sure how many folk would catch on to the cannon but you all seem to have jumped right on board. And of course, more levels were on the agenda but... Time constraints. You know.
I'm so glad you liked it, though, and I'll cherish the fish forever!
@Densin Thanks so much for the in-depth write up! It goes a long way. Agreed, some sort of 3D view after the putt that follows the ball would be super cool. Having cannons rotate on their own is a clever idea! I hadn't even thought of that, and bringing a timing element into the game would be really fun. I'm super glad to hear you liked it, though, and I'll be sure to pass on the good word to the audio/graphics folks! Thanks for playing!
@gimbalock Yeah, the menu presented an interesting problem... Apparently Unity renders RenderTextures from back to front, and I didn't have the expertise to fix it in the 72 hour window. And good note on the perspective camera! I'll have to load this up again and see how it'd look. Thanks for playing!
@mrPenguin Yeah, I feel like minigolf needs to be crossed with laser tag and a dinosaur to really shine in real life ;) And good to know about the background! It was my first time playing with cloth physics and I got a little carried away... Thanks for the feedback!
@mmyhre Thanks! I'm glad you liked it.
@hankworx Yeah, leaving stuff in place didn't happen due to the time constraints, unfortunately, but I'm glad to hear the mouth-sounds were on point! Thanks for playing!
@tayl1r
SadWindmill_Small.png
(Also thanks for playing!)
@alxander Thanks so much!
@lost-dutchman-software I want to rate everything in terms of how many cats I would startle while playing it now. Thanks for playing!
@funisfun8 Puzzle x Golf is a good way to describe it, you're right. And I may consider revisiting this project, acutally, so I'll keep those notes in mind! Thanks!
@hermeses Yeah, I agree. Time constraints and all. Thanks for the feedback!
@devastus That's an interesting take on it. There were a couple levels that we fiddled with that very much more skill-based, but it's true, you still only get the one shot and then it's in the hands of the towers. Thanks for the feedback!
@cool-summit Yeah, the towers not resetting is my biggest regret this time around. Good note about the more direct control, though. When I was testing levels (near the end, unfortunately) I felt a similar way. It's a little more intuitive to click and drag, methinks. Thanks for playing and I'm glad you enjoyed it!
@jk5000 Yeah, after hearing this a couple times and thinking on it, the power controls definitely could've been a little more intuitive. Thanks for playing!
@DeepTerror Thanks! I'm actually pretty happy with the possibilities this entry presents me with for the future. So many unexplored ideas...
@moski Hey, thanks! The cannons were actually the whole reason I added the arrows in the first place. They were a little hard to read, I get it. And yeah, the hit-boxes for the putters are a little smaller than a grid square and could maybe be increased. Thanks for the awesome feedback and thanks for playing!
@fox-in-sox Yeah, totally agreed. The tower reset was more of a shortcut in development than any meaningful design decision, and it's my most regrettable choice yet. Thanks for playing!
@mza Yeah, agreed on the towers point. Glad to hear you enjoyed it!
@alans-antics Yeah, I think it could maybe use some re-branding in the future. As for difficulty, I think the levels here were definitely on the easier side. I'd toyed with the idea of things like drawbridges and honeytraps to add a level of timing to the game, and I think that (along with a more diverse set of towers and grid-pieces) would really help make the levels harder. Plus, of course, more rigorous level testing than can be done in 72 hours. Also, good note on the putter towers. Thanks for playing!
@mektidas Thanks! And we'll have to wait and see if it pans out ;)
@caleblewis I think we already gave your game a go, actually! @caterein left some feedback. As for the final levels... Yeah. I think it was a mix of me (stupidly) assuming people wouldn't be so quick to grasp the cannon and not having enough time to test the levels as much as I would've liked. Thanks for the feedback!
@kpded Yeah, totally agree on the towers. And thanks! I'll pass the good word along to Mr. Music. Thanks for playing!
@hilvon Yeah, the starting push can really be a killer. Agreed on the turrets. Thanks!
@csanyk Yeah, a bit of polish goes a long way, methinks. The little things like towers not resetting tend to bite you in the end ;) Thanks for playing!
@larryseinfeld Hey, thanks! Yeah, I'm big on taking the extra time to plan in the start ;) Glad you enjoyed it.
@mr-chocolatesalmon I'm glad the mashup was more palatable. Better than the sum of the parts or something, I suppose. Thanks for playing!
@miroky Thanks! I'm glad you liked it, and I'll pass the good word to the audio/graphics folks.
This was a really cool concept but it was SO complex. There wasn't much feedback in the match-3 part, and I wasn't sure what was for points and what was actually important. Reading the instructions also didn't help a ton, as they were quite dense. Aside from the complexity, I think it would've been nice to have some sort of background to show movement, and some sound effects or music would've helped a lot, too. Overall it seems like you've crammed a whole lot into one jam, and it suffered a bit because it was hard to get the swing of it. Nice work nonetheless. I think I'll see if I can make any more sense of it some other time.
I had a hard time figuring this one out, but it looks really polished. The art is stunning, the audio is on point, and what I saw of the gameplay was actually really well fleshed out. My biggest two wishes were for the stove to be further from the door and to be able to sleep until nighttime, but those were both pretty minor. Overall this was really well done!
This was surprisingly difficult! I think you struck a nice balance between teaching the player and challenging them, and the idea was really unique, but I wish there was audio! Even some clicks and clacks for sound effects would be super welcome. Nice job on making an entertaining and mechanically sound game, though! Woo!
I ran out of stuff to do pretty quickly, but the the mechanics were interesting once I figured out it was a numbers game. I'd say adding more content and some limits (so I can't walk through the oceans) would be pretty handy here, but it was a pleasant experience overall as is. Nice work!
I actually didn't have much trouble picking up the controls, and I think the game was really unique. It was a little tetris-esque, actually. I feel that the music got a little repetitive, but I think you've stumbled onto a pretty clever mechanic here. Good work!
So right off the bat the audio was great and the visuals were charming. I felt that it was a little difficult to control the units, though, and even harder to tell exactly what they were doing because they were a little slow. It was also hard to click the sometimes and I would've liked if units stayed selected. Aside from those minor gripes though, I think this was a super fun game and I'm really impressed that it was a compo entry. Great work!
I don't usually split my comments up into positive and negative, but heck, I'll give it a shot.
Positives: * SUPER cool idea. * Fez-esque. * Time freezing when shooting was clever. (Thought this was a negative at first. Works well, though!)
Negatives: * Presentation is rough around the edges. * Platforming felt float-y.
That's a net positive! Hah, really though, this was a cool entry. I think the concept was spot on. Great work!
I enjoyed dodging cannonballs and turning towers against each other, but I found it really hard to block properly. In the end I opted to just run and try to dodge, never really using the shield. Still though, this was an interesting mashup. Nice work!
This was really pleasant to play, and it was a super unique mashup as well. I found that I had an OBSCENE amount of keys after a bit and just slammed through the last doors. I also thought that the typing bit was a risky play. Was it case sensitive...? Maybe leave a hint there for people who can't get it after a while? Anyway, this was a great little game. Good work!
This was really cool but it was SUPER hard to learn. The instructions page helped a bit, but I couldn't go back or exit a match to check it again. I also feel that the fight timer went REALLY fast. Maybe if the players had to mutually end their turns to progress it would've been easier to learn the ropes. I think that the gameplay was clever, though, and the presentation was on point. Great work!
Edit: Maybe some sort of tutorial fight would be helpful, too? Something with predetermined card draws and an AI built to lose if the player takes the right (guided) steps?
Wow, this game was SUPER fun to play. The genres you picked worked really well together and I really enjoyed building to an archetype with my deck. My biggest complaints are that escape insta-closes the game (huge bummer when you accidentally use escape to get out of the deck-building screen) and that you can't see the mana cost of cards in your deck. Other than that though I really enjoyed this entry. Awesome work!
Wow, this was shockingly fun. It's hard as hell, but the concept was really interesting. Being discovered for the first time put a smile on my face, and the second time I was discovered I was almost instantly killed. This was a really cool mashup, and I like how you tied the story in to the mechanics by explaining that that you have terrible weapons. It definitely would've been too easy if you could one-shot your enemies ;) Nice work!
This was really well done! The art and audio were really fitting and the gameplay was fresh and exciting. I found it a little hard to see what was going on occasionally, but the effects made my mistakes look stunning. Great job!
This is pretty cool. I like that the main mechanic is also what makes the game difficult (moving around properly is hard!) I think some text effects to help explain scoring in a subtle way would've helped out, as I didn't get what the numbers even meant until after I'd played a few times. Overall this was a pretty good entry. Very fun and casual. Nice work!
Thoroughly enjoyed going in blind. What a cool mashup! I maybe would've liked some indication of what I had to hit for various tasks, but I suppose fumbling about could also be seen as part of the fun. I really enjoyed this entry, and could definitely see myself playing a series of short games about doing mundane tasks with this twist. Great job!
This was really good! It seems like a well thought out mashup. I would've liked if you could stop fishing voluntarily, or if the fish button wasn't the same as the skip build phase button. I found that I would stop fishing and hastily slap the spacebar to maximize my fishing time during the wave only to skip the build phase and die. Aside from that though I think you nailed it. Good work!
Yeah, as others have pointed out, the music was hilarious. I've always struggled with getting proper audio and it never occurred to me that I could beatbox my way through Ludum Dare. I found that waiting to refuel was pretty tedious, though, and the store prices were steep. I see that you've uploaded a fix for that, but I played the original. Overall this was a cool mashup. Nice work.
This was neat! I liked that you capped the fuel for the rockets, even though I basically only used rockets anyway. I think I would've liked for the game to wait until you've finished building the first time around to start the red wall of death, but aside from that and the occasional forgivable bug I think this is a solid entry. The genres you chose to combine worked pretty darn well together, too, so bonus! Good work all around!
This was really well done! The graphics and audio really pulled it together. I think the gameplay was fun but I never got good enough with the car that I could reliably follow one path like I wanted to. It made the track more like a long, drawn out chase for me. That's just my ineptitude, though, and I think that mechanically this was a really sound entry. Great work!
This was really well done! I had a blast playing it and it kept giving me more and more stuff to look forward to. My one complaint is that 30 waves takes a loooong time. I thought it ended at 10 for a moment when I got the first letter and thought that was a reasonable stopping point. That said, having too much content isn't really a valid complaint... Great work to everyone involved!
Also +1 for using "godspeed."
This was actually SUPER creepy, so nice job! I had something like 40 apples when I lost in the orchard and lost all but 10 :( I couldn't seem to beat it with stupid Greg talking about corn all day. Really though, the mouse didn't stick to the screen super well so I found myself holding right click, and I think you shouldn't have to get so darn close to people to chat with them, but the atmosphere was killer and those are pretty minor complaints. Great work!
The mood was great! I actually found it surprising how chill this game was even while I was fighting for my life. I think that the rocks probably should've had colliders so that they could block shots and make combat more interesting, and I think that the shrines should've had some indication of their health, but aside from those two points this was well done. Nice work!
This was a unique concept and I think that there's a lot you can do with it. That said, I think the execution could've used some polish. One example of this is allowing the player to move the camera or delete misplaced platforms. I also think that the player should be allowed to walk into a wall as it lets them get their bearings. Aside from those minor gripes, though, I think this was a cool entry with loads of potential puzzles. Great work!
I'll start by saying that visual novels aren't really my cup of tea and the presentation on this was a little rough around the edges. I would've liked to have been able to skip to the end of the dialogue to progress a little faster, and I found some of the dialogue to be a little out of place. That said, I really liked the ending. It caught me by surprise and I think it shows that you have something special here in terms of the storyline. Nice work on the whole.
This was pretty neat. I think the concept was really cool, but I found it frustrating that I had to wait for cards to resolve before playing new ones. That made it pretty tough to recover from not having enough movement cards for a turn or two. Because of this, I would suggest making the player act a little faster so that the cards can refresh quicker and put more of a focus on skillful play rather than luck. Aside from that though I thought the art and audio were well done. With some tweaking I could see this being a game I'd play occasionally on mobile. Great work.
I like the idea of a racing game crossed with a tower defense game. Clever. I found that the car was a little frustrating to control, though. Aside from that I think that I would've liked to have some indication of how many resources I had and how much it takes to upgrade the towers. On the whole though I think you've made a fun little game. I liked the art and the audio was pretty good, too. Nice work!
This was really fun! The concept was good, and the execution was well done. I liked the graphics and the controls felt really good. My only complaints were that I had a hard time navigating the menus (didn't know whether to click or press) and sometimes it was hard to tell what I could and couldn't drive through because of the camera angle. Aside from those minor things though it was a really solid entry and lots of fun to play. Great work!
This was pretty cool. You basically took the best part of GTA and made it's own game ;) I think I would've liked to be able to move the camera and to have some sort of arrow telling me the general direction I have to go, but aside from that I think this was a nice little entry. I like that you included a rampage mode and I think the license plate was a nice touch. Good work!
This was hilarious and such a joy to play. I would've maybe liked some sort of reload mechanic or the ability to walk around to some limited degree, but I loved this nonetheless. Seeing your bullets fly around was a blast. Great job!
Side note: have you ever played Receiver? I feel like the gun mechanics in that game would be super fin in this. I just want a Receiver/Gun-Hockey mashup now...
This was incredible! I spent way too long trying to beat it but it was tons of fun. I really enjoyed the art and audio, as well as the exploration. Memorizing the patterns almost reminded me of the mine cart level in Donkey Kong Country... My one wish is that you could hold space to shoot, because I think I might just be getting sore from spamming the space bar. Great work!
Oh! Almost forgot to mention: that itch page is a work of art! I love that it blends so well into the game.
Oh boy, this was CRAZY hard. Even on easy I stood no chance. I liked the gameplay but I think my shots weren't hitting at the start of the fight. I think some sort of trajectory visualization would really help this game, at least in easy mode. The art and audio were pretty solid, and the mechanics were fun to play around with, but it was a little too tough for me. Good job!
What a surprising mashup! I would've thought those genres were mutually exclusive, but you've made it work really well. I'm not sure that barbed wire did anything and I never got to buy cannons, but I really enjoyed trying to manage my men and set up multiple lines of defense. Speaking of, I would've liked a way to send men back! But really, overall this was a great entry. Good graphics, audio, and gameplay. Great work!
I had a pretty hard time playing this because of the bugs and such, but I think the concept is cool. I'm not exactly sure what the cards across from me did, and I don't think any of my cards or towers actually did anything to harm the enemies. I think the idea of a tower defense card game is great, but this needed some tidying up to really shine. Still though, I think you have a cool concept to polish up, so good work!
This was pretty cool. I really liked two genres you chose, but I wish it were finished. I would've liked for the aquarium buttons to work, because as is it's mostly just driving. I see where you were trying to go with it though and it's a super cool idea. Finally, I would've liked for the game to continue on endless-runner style after you hit max speed instead of pulling me out into a game-over screen (no matter how pretty that screen is). All in all, this was a really cool idea that needed just a little more time to really shine. Nice work.
If you want to see a more slow-paced mashup, come check out my tower-defense/golf game, [Puttsy!](https://ldjam.com/events/ludum-dare/41/Puttsy)
The menu music was a great lead-in to the rest of the game. It had a very casual feel to it, and as others have pointed out, killing the blue dudes was satisfying. I would've liked to see alternating spawn points or maybe some powerups or something, but the simplicity of just mowing down enemies was actually really refreshing. Nice work!
If you're interested, come on over and see how we shoot stuff in [Puttsy](https://ldjam.com/events/ludum-dare/41/puttsy)!
I like this concept but I found it really hard to knock the opponent into the tree, even when we were jumping around and actively trying to be knocked into the tree. I also think that losing all of your heart meter when you fail a question is a bit harsh. We played for close to ten minutes without actually getting to talk to the girl. With all that out said, however, I think that the art and audio was well done, and I appreciate the french translation. I think if you game players an incentive to jump or made it easier to knock the opponents into the trees it would make for shorter matches and ultimately a more enjoyable experience. Still, cool game and nice work!
@Julink Ah! Okay, I was charging the punch but I had no idea that you could angle it. Good to know!
I think I fell out of the map on the fourth level, but I enjoyed the rest of the game. It was really simple platforming but once I got the hang of the float-y feel it was pretty smooth. I tried to rush through the levels in order to miss the spikes and it seemed to work, even though I'm not sure that's how you intended it to be played. Nice job!
I really enjoyed the art and audio, but I felt that the car was hard to handle. It felt a little unresponsive and because of that I found that the best strategy was to slowly roll through groups of creatures. I would've liked to have plowed through them at a higher speed, but I never hit seem to hit anything that way. I did really like that you could change your cars colors, though. That was a nice touch. Overall this was a good game. Nice work!
The presentation on this was awesome! I think the tutorial screen could have been a little more clear on what EXACTLY to do, as the controls are really unique, but I managed to figure it out after a while. I can't hold a beat for my life, so this was tough for me, but I really enjoyed the unique mechanics and the art/music. Great work!
This was **really** hard. Even the first level was tough. I think part of that comes down to the camera angle. It's tough to see what's coming and even tougher to figure out the depth of the 15 objects I can see ahead of me. It made it a little frustrating to play for me, but being able to skip around to different levels was helpful. I got to *see* the boss even if I never actually beat him. Speaking of, I got to level 5! Anyway, the racing/puzzle game is a cool angle, but I think it needed some adjustments to make the game a little easier.
Also, if you want to see another take on the theme, check out my tower-defense/golf game, [Puttsy](https://ldjam.com/events/ludum-dare/41/Puttsy).
This was pretty neat! I would've liked some visual representation for the drill upgrades and such, and I had a hard time seeing what's going on sometimes, but for the most part it was great. I really loved the cutting/pixel effects. Very impressive, technically. Was there audio, though? I didn't hear anything, but I would've liked to. Nice work!
This was really fun. It took me a couple levels to figure out why I couldn't place towers in certain areas that seemed totally open, but I think I got it after a while. I also thought there would be more towers to unlock because of the way the GUI was structured. Overall though the art was really good and the gameplay was entertaining. I wish there were more levels but what was there was really entertaining. Nice work!
This was hilarious. I've never been happier to have a buddy and a couple controllers. One complaint I have though is that the physics are a little unstable and the sound effects can't really be heard at all. I also wasn't sure what to do with minigames so we just fought with a different camera angle. Nice work!
Hm, I got stuck in some dialogue with Knight Maerwynn. This was pretty fun though. I didn't think it'd be so hard to divide my attention but it was a real challenge! I'd say one thing you should do though is make the gold more obvious. It took me a couple deaths to realize where I had to look to check my money. Nice work!
I can't say I'm a fan of the true random nature of this, but it's a really unique idea and I love that someone made it. Nice work!