KiraKiraRetro by Misfit 2013-04-29T10:40:00
So many mechanics I already knew but in such an insane mix that it becames entirely new game which is very fun to play. Graphics are minimalistic but very nice.
Foon → Ludum Dare Explorer → Users → mortus
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | 👥 | Light-Fingered | jam | 269 | 3.87 | 3.70 | 3.34 | 3.32 | 4.26 | 3.34 | 2.39 | 3.92 | |
| 2020 | 46 | Keep it alive | A Wild Yeast Appears! | jam | 2412 | 2.75 | 2.39 | 3.52 | 2.56 | 2.47 | 2.81 | 2.52 | 2.76 | ||
| 2019 | 45 | Start with nothing | 👥 | Mongol Space Program | jam | 282 | 3.72 | 3.43 | 3.61 | 3.38 | 4.18 | 3.93 | 4.00 | 3.93 | |
| 2018 | 43 | Sacrifices must be made | 👥 | Don't worry about the ballast | jam | 525 | 3.42 | 3.53 | 3.03 | 3.77 | 4.03 | 3.31 | 3.74 | 3.61 | |
| 2018 | 42 | Running out of space | 👥 | The Void | jam | 50 | 4.07 | 3.79 | 4.04 | 4.36 | 4.30 | 3.87 | 2.69 | 4.12 | |
| 2018 | 41 | Combine 2 Incompatible Genres | Risky Squad | jam | 243 | 3.80 | 3.93 | 3.76 | 3.89 | 3.45 | 3.38 | 3.07 | 3.25 | ||
| 2017 | 40 | The more you have, the worse it is | The Luckiest Businessman | jam | 227 | 3.78 | 3.37 | 3.25 | 3.14 | 3.73 | 2.74 | 3.23 | 3.57 | ||
| 2017 | 39 | Running out of Power | Blocks of Power | compo | 19 | 4.13 | 3.86 | 3.86 | 3.41 | 4.02 | 3.80 | 2.20 | 3.56 | ||
| 2017 | 38 | A Small World | Zen Demiurgy | jam | 9 | 4.36 | 4.24 | 4.00 | 3.96 | 4.20 | 3.75 | 2.47 | 4.24 | ||
| 2016 | 37 | One room | It Only Gets More Cluttered | compo | 6 | 4.25 | 3.85 | 4.30 | 4.20 | 3.75 | 3.61 | 4.11 | 42 | ||
| 2015 | 34 | Two Button Controls / Growing | Spider's web | compo | 401 | 3.33 | 3.17 | 3.69 | 3.77 | 3.00 | 3.00 | 2.79 | 3.33 | 58 | |
| 2015 | 33 | You are the Monster | Power Corrupts | compo | 231 | 3.46 | 3.41 | 3.03 | 3.71 | 3.56 | 3.49 | 2.80 | 3.71 | 73 | |
| 2015 | 32 | An Unconventional Weapon | Cucumbers Shall Not Pass | jam | 117 | 3.79 | 3.47 | 3.84 | 3.58 | 3.68 | 3.53 | 3.33 | 3.38 | 69 | |
| 2014 | 31 | Entire Game on One Screen | Garden of Brewery, Science and Malice | jam | 425 | 3.29 | 3.00 | 3.12 | 3.57 | 3.44 | 2.87 | 2.74 | 2.98 | 86 | |
| 2014 | 29 | Beneath the Surface | Greed for Gems | compo | 328 | 3.42 | 3.03 | 3.08 | 3.67 | 4.45 | 3.06 | 2.68 | 3.57 | 100 | |
| 2013 | 28 | You Only Get One | The Wizardry of Differentiation | compo | 49 | 3.80 | 3.56 | 3.51 | 3.07 | 3.23 | 3.12 | 2.20 | 3.10 | 100 | |
| 2013 | 27 | 10 Seconds | 10013 milliseconds | compo | 126 | 3.60 | 3.05 | 3.40 | 3.71 | 4.28 | 3.64 | 2.03 | 4.00 | 100 | |
| 2013 | 26 | Minimalism | True treasure of Kartoffelschloss | compo | 361 | 3.37 | 3.07 | 3.01 | 3.30 | 3.48 | 2.75 | 2.79 | 3.11 | 100 |
So many mechanics I already knew but in such an insane mix that it becames entirely new game which is very fun to play. Graphics are minimalistic but very nice.
Nice! Worked in FF by the way.
Great idea. I was thinking about something like that, but ended up with quite the opposite game idea.
It was very hard and uncomfortable at first, but when you get the hang of controls it turns out to be a fun game!
I couldn't stop until I was first in the top scores. Good game and a fun method of figuring out how unique you are (at least in color perception area).
Are most enemies invincible? Or I just can't aim.
It's a bit frustrating but quite fun when you understand how to play. When you press and release A you end up being different size every time, is that intentional?
I love that kind of games, reminds me of Tile Factory, but much simplier. For some reason the level with belts was very hard for me.
It's perfect. I just don't have anything else to say. Fade ins and outs are fine, controls are brilliant, you don't need to change them. Black border wasn't confusing a bit to me also. The only thing that 'disappointed' me just a little bit was the fact that at the end the W didn't appear on the background and game didn't restart in such a way, i kinda expected that, though it wasn't logical in terms of story.
I liked portals the most.
And music still don't stop when you close the game.
Great idea. Too bad you had too little time for it. It could be a beautiful and fun game with more work.
Moody but annoying, couldn't complete it as I got bored after few falls.
Web version stucks sometimes (Firefox), I think when I click during unskippable dialogs.
Horrible, horrible music! Though I rated audio very high. I guess it's horribly beautiful! :D
Quite fun, though I couldn't see much happening on the screen, just was looking at where the new cannons are most of the time. Levels 1-4 are not too different from each other in means of difficulty, but level 5 is instantly much harder, couldn't beat it.
I was disappointed with the theme too.
I guess people who think they can code but can't draw thought that minimalism would be a great excuse for their games to look simple. The same with people who can make art but not code.
Great game, it was hard only first three levels, and then became challenging (which is good). Could be harder to be honest. ;D
Too bad you dpn't have all the planned features implemented. I liked the idea very much, but I haven't noticed strong feedback from other... people? And without it you can just run and spam E and win eventually.
Great final touch with that drawing screen, adds much to the game.
Can I play if I am that weird kind of psycho without social networks account?
I liked that way of moving around. It's a little bit boring and not very fast (or I wasn't doing it right), but it's original.
I don't think it gets more minimal than this. At least while it's still playable. And don't get me wrong, that's a compliment!
I really like an idea, but controls could be better. At some point (pretty early) I've started flying around and jumping incontrollably and just couldn't do anything to stop it.
I like the idea and graphics are very pleasant. It would be much better if controls were 'q' and 'e' instead of 'r' and 't'.
There's one thing that's bothering me though. Who are you playing as? A cow? :D
Great idea, I liked it. First game so far that I'm sad has ended so fast (though I played not so much yet).
Great graphics! Sadly, there seems to be few bugs that make game hard to play. Moving playform in cave left without me and I can't find it again. And restart won't help, only starting from the beginning.
Great game. I actually think mine's pretty deep and probably about massive industrialization:
AGRICULTURE FADE
COLD LANGUAGE NAME LOCATION
SHINE GOOD IRON WEAR
Maybe I don't get it, is there a way to affect one's destiny or can we just watch and hope?
Fun concept and pleasant music, but it would be much better if text was shown entirely before skipped - most people can read much faster than it appears.
Very nice little game, but faaaar too easy.
Works in FF. I didn't get the mechanics though, so couldn't complete later levels.
Screenshot and description looks promising, but the game is stuck on 'connecting to server' for more than 10 minutes. How much does it load?
I'll try it later on a computer with faster internet connection, maybe it's the problem.
Great game even now, I can't even fathom how incredibly great it could become after few improvements!
As some people mentioned, circular lines and obstacles would be lots of fun.
Another thing I really miss is proper display of how many and which lines are going between two stations. I was very disappointed when I saw that even in post compo version you still see only one color between stations, no matter how many lines you have there.
The fact that fireballs launch from the top makes it specific, but I don't think it's impossible. I liked the idea of meditating in order to gather mana.
At some point I entered the next screen and ran back from where I came almost instantly and previous screen didn't load, instead I was running outside the screen and there goblins killed me.
But that's fine, my son will probable avenge me.
There are few other echolocation games in this compo, but I like this one the most so far. It represents echolocating much better than ones where you cannot see walls even when some sound is played. And it's much more playable.
Too bad amount of light is independend of the sound type and volume (or too little dependend so I didn't notice).
A bit glitchy and laggy right now, but a great potential!
Interesting concept, it would be much better if there was a grid on the floor.
I really enjoyed this game. Great work!
Nice little game. I wonder if labyrinth generation algorithm was challenging to code.
Nice idea, too bad it lags like hell on FF. I've noticed some collision detection problems too.
I think it really fits the theme, so simple and yet so complex. I loved different enemies and how you handle the sound.
Very nice looking game, couldn't finish it though. I had a form, I guess, stuck with me and no matter what I did it just won't go. Music reminded me of EVE Online, I think there was a similar track, nice space music.
I liked it overall, but it doesn't seem to be too stable for me. First time I tried it gave me a human fighter despite I chose otherwise. First dungeon level was unbeatable (exit was blocked by a wall). And sometimes you can't see walls that you should be able to see theoretically. If you are to improve this game, I recommend you to show only floor tiles like you do now, and then show all walls adjacent to visible floor tiles. That should look much better IMO.
Nice game mechanics, unfortunately, I wish there was a timer for queued events.
Could be a very fun game, you should finish it.
Very clevel puzzle, complex and fun. Pushing objects is pain indeed.
I like the concept, but it's waaaay too long to wait for the next move.
Fun, but hard and unintuitive.
Very nice idea, I think this could be a good game with some more work put into it.
Nice and funny game. Minimalistic not only in implementation.
Nice game, I liked it! Great thing for me was that I've invented it (with slight difference - only one starting point) many years ago and played it on a sheet of paper with my friends. It's fun to discover a nice looking video version of it now. (and it costs you one star for innovation from me, sorry :D)
Oh. I was distracted IRL and just pushed the button while I was not looking at the monitor so he just nods (hey, that works in real life!), and it was working just fine, but when I looked back at the monitor he was already telling her she's silly (that happens in real life too). Oh, okay.
Nice game, but I've struggled for some time with controls.
Great game, and I almost thought it's mostly undone (should have read the description first as you suggest. Once you figure out how to play it's quite fun.
Great game and pretty fun too! Most of the parts are useless though (except for the hilarious effects), I've completed all levels except one with the one single configuration, which I never edited (only added eyes once for each level to read and then removed again) - just ass and legs, and I even forgot that you can rotate parts, so maybe I could have completed that one level without mouth if I rotated the ass.
Fun game, but hard too!
I think introduction of terminal velocity could be a very good idea for this game, because if you fall too far down it would be very long time until you can reach the top again. Auto-fire jumping by holding space would be a good feature too IMO.
Hey, my game takes place in 2093! :D
I don't want to sound like an asshole but come on! 4th place in Audio for a game with sounds taken from Doom 2? In Compo category? Seriously?
Anyway, cool game and a pretty one.
Sadly, I cannot download the file, error 404. I tried changing https to http but it didn't help.
Thank you for the feedback people. I know that controlling Backup Console could be frustrating and I really wish I had time to do it better.
I wrote few hints on game basics and on what to do in the very beginning. I hope at least some people will beat the game and have a fun time doing it. Please leave a comment if you are one of them. :D
And thank you for playing my game.
I'm very glad that you liked the game, I was afraid no one will make it to the end! :D
I think I will take note of issues mentioned and make a kind of full finished game later maybe.
TobiasW, I'm glad that you liked the game so much! Actually, I'll think about making a post-compo just for you now. :D
It would be cool to implement all the stuff that I've planned for this game but didn't have time for, I hope I'll get to it at some point.
I'd designate some space in description for controls if I were you. I looked for those and didn't find and the game felt very frustrating. Only after I read the full description and found out that controls were actually there (just not very easy to discover with a quick glance), I managed to play the game.
Neat concept! And it would be not all that great if not the title of the game! :D
Btw, after I figured out what's the best strategy it was easy to achieve insane score of 41,168,740,000. Didn't know there's so many. :D
Fun game, cool music and nice controls, but sometimes jumping through a narrow hole in ceiling was hell. Reducing inertia while the player is touching ground won't hurt IMO.
It would have been hilarious if it weren't so sad! It is sadly true also.
I liked the game very much. Great gameplay mechanics combined with dense atmosphere and a very finished look (despite simple graphics). I especially liked the game over screen, nice touch!
I was intrigued about this game since I've seen the first post proposing the Dream Team creation. And it's no surprise that the result is not disappointing at all.
It looks and feels (and... hears?) as a full complete game and I would play it for hours maybe if it weren't so damn hard! Either I don't get something about the game mechanics or it's very, VERY hard even to the point of frustration. Spawning enemies which I can kill in at least 20 seconds (due to shields) if I'm god of the game and aiming? Which shoot like hell and don't allow me anywhere near the line of fire? Four of them at the same time? While I'm chased around by 4-5 aiming rockets that seem to be indestructible? Really?
And I think there may be a bug somewhere as sometimes I would shoot random special attack instead of what I was expecting. But I'm not sure about this one.
Anyway, it's a great game and one of the best I've seen so far for sure. Maybe the best. Thanks for it guys and good luck with the post-compo version.
Nice idea, too bad I don't have anyone but me to compete with. Will try it later again with someone else.
Great idea and great game. Too pity the sync is not perfect, sometimes older "yous" don't do what you did back then.
@NiallM:
I'll be damned, you managed to draw the Predator! (pm1Fh9s.png)
Great 'game', I'm in love with it! Too bad it's not treating the theme too good.
Wow, a space simulator game in 72 hours. A fun one too! Many people mentioned KSP in comments but I am an Orbiter player and I accept your challenge! Of course, the fact that your spaceship has only a gyro of all navigational equipment will make it much harder.
Anyway, my first try killed me (forgot about oxygen, there was annoying beeping sound to remind me but as I turned off my computer I had no idea what was it for) but I'm going to try few more times. Consider me dead if I won't return to leave a comment again.
Btw, In post-mortem you said that you fail most of the times too, so I'm curious: have you actually ever succeeded in the game yourself? :D
Well, I'm back and I hate to say but I'm disappointed.
I actually managed to go 50 km away from moon surface, take great photos of saucers and get back to earth and after all that time I got crashed on the Earth surface. I didn't even think it was possible! How do you get a success screen then? Is it even possible? Do you have to land really slow on the Earth surface?
Solar panel bug is annoying as hell. I had to spend half of the time in game just aligning myself in random ways, waiting until it will get some power. It seemed pretty much random to me whether it works or not. And sometimes it will stop working even if I don't turn around.
Another unpleasant bug is saucers detection system on photos. I had 3 or 4 photos with big clear saucers on them that said "No anomaly in this picture". On the other hand, most of my close-distance photos of the moon seem to have Alien Base on them even though I've not seen it even once.
Consider following screenshot:
http://img703.imageshack.us/img703/1018/zz2d.png
Having said all that, it's still a great game for 72 hours. I hope you don't mind long reviews and criticism. :D
Great idea when you look at it first time, but when you get into the game and see how it works and how to get more score, it gets pretty boring.
In my first try I got 100k (guess I was lucky), then I realized that the best tactic is to destroy blocks you don't want first and then make one huge chain. So i did that as my 2nd try and had around 14k score when my mega-chain was almost finished. Then I chained the last block and got 470+k points in one combo, so my second try was just under 500k.
What that means for me is while the mechanic is great and I love it, game needs some means of preventing what I did (unless you want it to be beatable the way I did it). Maybe some random-spawning special blocks that prevent you from building easy-comboable combinations, I don't really know.
Thanks for the fun game anyway!
My Firefox 23 crashed when I got to the giant unfortunately.
Too bad it's just one level. I've wrote more about the game in your blog post if you
Too bad it's just one level. I've wrote more about the game in your blog post if you care.
It also took me some time to figure out what to do and what's ammo and what's energy and why the hell can't I shoot. But when I did, it was quite cool game.
I didn't manage to finish the game and read the whole story, but I think it's a story about Rotors enslaving People and I just break free of their slavery!
Cool concept and great mood though, I wish it were shorter so I could read the ending.
Great art style! I was disappointed that the story is so sad and short, but now I see a screenshot from inside a house and I guess I've missed something. Will try playing some more!
Very fun game! I wished there were a way to speed it up a bit though. It could get a little boring if you blow the bubble to high up.
That's one insane family! I can't get rid of feeling my mother wants to kill me! And I think they love their dog but hate me (dog hates me too!). And the guy still steals cookies from the dog.
It was fun though and I thought about some strange things (like appearing rooms or insta-death on mother contact) as a strange rules in kid's mind for a game he has - steal a cookie. Schematic graphics and sound didn't help me to get into that mood at first though, I thought that my mother was the killer cookie monster with hands first few gameplays for example, and it came to me only on the third level that those little beeping sounds is probably dog's barking and not target-finding radar beeps from my mother-robot-cookie-monster as I thought at first.
Anyway, as I played it more it became quite fun and not frustrating at all.
One time at level 3 I was running from mom and tried to hide in my bed and she stuck in the doorway and never left it so I couldn't leave. I didn't know it was possible to hide in bed at that point though, so I wasn't disappointed.
Very nice twist to a well-proven mechanic. I think I've found either a bug or a strange feature which prevented me from completing one of the levels. Unfortunately I can't remember its name and I've already closed the game, but it said something about inconvenience and had two terminals to repair. Oh, wait, you have it on one of the screenshots! So the thing is: on that level I go down-left-down-up-right-down-left, repair the console, wait until I'm over the gap and facing right, at that point I press up and the robot stops going right and goes up instead (shouldn't I be able to do that?) after that I press down, go through the gap and on the bottom level and technically I still point right (or is it down? I never actually checked if you can dash down), so if I dash I have to break the block and get to the second console and fix it. But instead as I press space nothing happens and message appears saying that I don't have any other moves and I lose.
I hope I didn't lost you completely and this information was somehow helpful. Good luck!
P.S. That repair sound is horrible, had to mute my headphones at some point, sorry.
It looks like I've finally found the good ending, but I still didn't understand the place. It was somewhat fun although.
Great game! It was hard as hell at first, but when I figured out just how one should play it, it became more like memory game and less like frustrating-limited-resources kind of game. And that's where the fun begins (it gets too fast to almost too easy, so after the initial few times replayability is limited).
Great mechanic! I didn't found stabbing any useful at all though, and slashing could win you a game even almost without moving sometimes.
While the concept, graphics, music and mood are great, I don't think I understood what exactly I was or why my eternal punishment was the same exact thing I seem to be doing my whole life. Don't get me wrong, I absolutely loved the game in its almost every aspect, but I don't think I've grasped its philosophical message.
I wonder about the music though. The melody sounded very, very familiar to me. Is it based on some popular track that I could have heard or is it a coincidence?
Wow. First time I'm playing horror-chess. I guess you've just invented a new genre right here!
Great atmosphere and great game mechanics idea, too bad it can't be done with real chess in the real world, unless you utilize dice or some other RNG.
I loved the idea, was looking forward to play this game since your first progress posts. Too bad you didn't have more time to complete it.
Great idea and very cool graphics and sound effects! Too pity the game is so short and easy (especially in 2 players mode).
It's much more lasting with the newly discovered difficulty settings! I should try playing it with someone else and not alone on higher difficulty, though even standard Hard is to easy for me alone. :D
If you plan to make it into a bigger game, I would love to see a bigger ship, much more space to go into, maybe a split-screen for two players so you can go farther apart from each other than one screen could allow. More threats types of course and more devices to counter those threats. Maybe some dangers that you won't be able to figure out before you go yourself to the corresponding block of a ship, like, you get an alarm that says there's something wrong in some area, but you won't know if it's a fire or enemy troops invasion before you go and check it for yourself (it starts to sound more like FTL now).
Anyway, it's just my vision of one possible expansion and it won't necessarily be same as yours. Good luck in any case!
Amazingly fun! The exploding cubes mechanic is just perfect, a great find! It's just too bad sometimes they reset too soon.
Tsumei:
I'm getting lag only at later levels and only with specific weapons and tactics and I was testing on a slow machine, so that's strange. I'll add downloadable swf version in case it could run faster out of browser for some people.
mtrc:
There is a life meter - small hearts in the left-bottom corner of the screen.
Thank you for the kind feedback, everyone! It motivates me quite a lot, especially given that I wasn't so enthusiastic about the final state of the game myself when I finished it.
Ludipe: that's great news, I really liked your game concept and was sad it's so easy. I will surely check it out once more!
Collision detection is a bit off I think, but except that it's quite interesting game and surprisingly fun too! Love the perspective and graphics.
Sad and noble theme for a game, but a simple gameplay. Which kind of supports the theme.
The game is very cool and I would play it till my fingers bleed, but the one single disbalance thing ruins it all. The Xenos (I thought they were space police until I read the description actually) were always flying the planet around its left side during my game. I don't know why they do it, because it's just the alien way they are or because the right player was winning all the time for me, but it means they actually help the winning player (or just right player in the first case) by destroying red fleet all the time. It makes game so much unfair in my eyes that I can't play it. If you make a more just post-compo version I would play it more with great pleasure!
Fun game and a refreshing take on a genre! Controls are funny sometimes, the cannon won't move sometimes even if you move mouse (or is it a feature?).
"I tried to party as long as I can and ended up married, not really the kind of party I expected."
THIS!!1
Quite unique "game", I'm not sure I can call it fun, but it's interesting for sure.
Just wanted to mention that you have to provide source in one way or another to comply with the compo rules.
Despite the fact it's very basic, I find the game very moody in its own unique way. I also love the theme is literally everywhere in the game, it's made of the theme entirely. Good job for 1 hour!
I'm not sure if I've got a grasp on tactics of this game, but I got around 1050 kills on my first go, so I guess that makes me a junior tactician at least. :D
Loved the graphics, more realistic battle sounds and some shouts and battle cries would fit IMO, but I totally understand that it's hard to stuff all the stuff into the competition's limited time.
The concept is great! But unresponsive controls kinda ruins the fun. If you could give it more time and improve platformer mechanics a bit, it would be a great and fun game!
All levels were quite easy except the last one, which was fun to understand and quite frustrating to actually complete because of hard controls.
Pretty cool and unique approach to the gameplay and theme! You get only one cube and a million shatters! I believe it would look even cooler if the shards would react to collisions a bit more, but it's cool enough right now, especially for just 5 hours!
Very nice and polished game. The difficulty curve was strange indeed but otherwise it's a hit.
Quite good for a limited time, I definitely loved the idea and the gameplay, too bad the physics are glitchy sometimes and models are too basic (not bad for 48 hours though). Great entry, good job!
P.S. I don't see a source link too.
I liked the game much, but either the score you get is highly random (and depends mostly on random order in which you click people and places) or I didn't get how to play this game efficiently, and not by clicking on every thing available.
Cool mood and cute graphics! Given more time it could become a great atmospheric find-and-bring kind of game (if you add flying of course).
Quite simple but quite fun, there are some bugs with collision detection, sometimes the ball kinda sticks to the surface of the block and moves along until it ends.
Great mood and great graphics. Too bad the game doesn't show your final score, second part of "risk/reward" kinda fades because of that and that's a shame. Nevertheless, this is one of the most fun games I've played yet, congratulations!
Very graphically pleasing game, and looks like fun to play, but it gets a little boring towards the end. I would love to see some more interaction and balance in it. I could mostly just spam first units (are they rats?) and be cool with that. But considering the time you've had on it, I think it's great! One of the most beautiful and moody games I've played this time.
Quite conceptual. I wonder if there's more than one ending. And I too don't think I understand what's the "minute" part about.
I really liked the game, but I think it's that case where your self- (and theme-) imposed limit of one link is getting in front of fun and doesn't add much to the game. I believe the game could benefit from lifting that restriction, not to mention you could create really fun mechanics and puzzles using an object linked with two or more other objects at once.
Very fun and dynamic game! I don't think it's too hard also, by the way. It's about the right amount of difficulty for me. Wouldn't call it a casual gameplay though.
I tried easy version... Nah, too easy, I'd even say boring. And I wasn't even using the arrow! Couldn't beat the boss without the arrow though. I'm not sure if it's even possible, is it?
Absolutely hilarious game! You should have named it "Dolphin Kidnap"! Why, oh, why do I have to snatch those perfectly safe divers and where are the ship survivors? :D
Great game, I've got a lot of fun and laugh of it!
Quite fun game, but it's very hard to understand how high exactly the given hex is. It makes it very hard to play.
Clean graphics are quite cool and look good. Jerking collision kinda ruins the experience, but overall controls and the game are very nice. I liked the humor around the theme very much!
Beside the controls I can only mention windows that I had to click to dismiss among the cons, they were distracting and unpleasant sometimes.
I'm confused. I've spent some minutes trying to figure it out but I'm still not sure if one can play this game. Do I have anything except the button? Can I change amount of medals I get? Very moody game but very confusing too.
Great game mechanics and great game, you make good games after all. :D It needs some polish to make it a little bit frustrating and some easier maybe and it could be a hit IMO.
Insanely complicated, beautiful and polished for a limited time! It's not too obvious why you die at first indeed, and even when you figure it out the game is still pretty hard, but I loved the idea. Theme is pretty strong in it too. I still didn't manage to complete it though.
Quite fun and innovative game. Things actually became a bit easier when they started sending legit packs that look like a bomb, because you had to just pass everything down to scanner and sort only after that. Would be very fun with some more sorting involved, maybe more conveyor lines.
I just keep playing this game instead of rating the others! You are a devil! My favorite game so far, without a question!
If you'd managed a text export/import feature for player designed robots, it would be a hit!
If you do care, here's my collection of favorite robots, you can win most rounds with them.
Rapid Shooter:
http://img14.imageshack.us/img14/5498/oi78.png
Static Slasher:
http://img837.imageshack.us/img837/7383/inly.png
Despite its name and lack of wheels, static slasher is quite mobile actually and is yet to be beaten at least once in my experience. The other robot still loses sometimes against heavy-shooting opponents.
Very cool and very atmospheric, but insanely hard too. Or at least I don't quite get how to play it yet.
Nice approach, wish changing of graphics would change mechanics someway (at least minor).
Great entry! I love the game mechanics and the puzzles, especially the earlier ones, where you have to figure out what to do first and not just do it (which is obvious but hard). Would have played this game on and on and on again if it were longer. Incredibly fun and polished for a 24 hours work!
I'm speechless. You've done a great job. I actually played it twice to see if there were other endings and I was shocked when I realized that the monologue is somewhat random each time. I wasn't bored even once during my two full plays, just... sad? Anyway, even while I don't think it's much of a game, it's certainly a beautiful interactive movie, experience, art if you wish. Will recommend this game to everyone I know, great job!
Funny thing I've thought of. I don't think it would be so immersive for me if I could understand French.
Super awesome! From hasty peaceful gold-hungry miner to the UBER TRAIN OF DESTRUCTION!
No, seriously, at some point you grow out of that initial haste and maneuvers and finding way with more gold, you don't care for drills, for turning or braking for that matter! All you care about is more coolers and lasers so you can annihilate everything around you while you pierce through the world! I literally play using mouse only at some point (and I enjoy doing it)!
Great entry! Very humorous and beautiful! Not very hard too, but I liked the different, sometimes very sudden ways to die!
That was a surprising end of the game... Anyway, it's super fun and quite pretty, with some polishing and redoing of the graphics it could be very pretty, with all those particles you have in place. One of the most fun games of this jam overall for me, wish it were longer.
Impressively well made and polished game! Music is great as always, gameplay is so much fun too. However, while new mechanics are great and assuring that the game won't become dull and boring, I've started to be confused with controls on level 3. Maybe moving E button action to Down Arrow button instead could help it, as it's much farther from R and more intuitive perhaps.
I'm sure you already know it's pretty basic, but I love the idea and the execution is solid, so, great work for a small time you've spent on it! At first I didn't know how to get points for my findings though, I think it would be better to score points as soon as you bring something to the top instead of moving it to the side of the screen.
I also noticed that you didn't realize that you can choose the current building tool in my game in 1 player mode by pressing PgDown (remappable) which made 1 player mode incomplete for you, so if you want to take another look on the game - please be my guest.
Great entry! I love such puzzles, really simple and refreshing to the genre at the same time. Lack of resources is the game's most significant drawback and its greatest merit. It adds randomness which I don't quite like but it makes the game hard and, so, so much fun! Equipping your search team is the great feature too, I can already see how it could be expanded with upgradeable cargo ships etc.
Great concept! I wish I could go through the wall while falling. Very nice music and great effect on audio when you hide into a wall, adds so much to the mood. Great job!
Nice idea and great work for a limited time! I feel that the difficulty curve is much too steep, though. I easily finished day 1, day 2 was just fine and day 3 is next to impossible for me.
Nice mood! Took me some time to finally complete the game and I'm still not sure why sometimes doctor was able to defend himself and sometimes not. Same for a pilot. But it was fun!
Simple and fun mechanics, I love how relaxing the gameplay is after some of the 'heavier' games I've played today. :D Spent quite a few time playing your game!
I like the mood and the lighting is great and beautiful. Jumping was somewhat glitchy though and interaction with enemies is hard.
I think you've succeeded in polishing what you had, because even while it has no real goal or challenge to it, the game feels fun to just spam space dozen times and then collect hundreds of spawned treasures. If the combat part is at least somewhere near that fun, I wish I could play the intended roguelike.
I like the overall feel and the idea, but the gameplay seems a little simple. The beginning was too easy for me, but the boss was fun, nice work! I also liked the retro feel of the game.
Great style and nice mood! Despite the minimalistic graphics it looks really nice and is one of the highest ranking games in Graphics for me this time.
P.S. I like the compo version explosions more than post-compo, they were awesome!
I like the graphics style. Worm animation is just great. I too felt that collision detection might be a little off, but overall it feels nice.
Great entry! Maybe too slow and too... inevitable, but really cool. I love the mood of the game, nice graphics too, especially bubbles.
Great game and great mood! Would have played it for hours were there more levels (and more mechanics)!
Cool art! Controls are hard to get used to, I'm gonna play it some more and see if it becomes easier to control.
Great game! Reminds me of a Blade Runner for NES. Cool controls. Beautiful animations. Amazing oldschool-style boss! Even though there's not much else in the game, I still love it!
Awwww, it's so cute. Strange collisions aside, it's a great game. Gotta find someone to play it with.
My game also supports 2 player mode by the way.
I think I was getting too much fun, because eventually one of my tentacles got stuck somewhere offscreen (beneath the screen surface) and I couldn't move much.
I would love to see how it looks in replay with above-surface only looks, should be creepy! (multiplayer remake?)
Never thought I'd like a typing game! :D
Smooth and cool controls and gameflow! But it's ANYTHING but relaxing! :D
I'm still getting that error when clicking on a shattered glass. Never played the game before so it's not a local cache problem. I loved the game though, very cute graphics and description text.
It's quite depressing... in a good way. The game reminded me 'Inevitable' theme from rounds 1-4 that didn't get chosen. Great feel and great game.
I like the intro, but would be great if it were skippable.
I always appreciate two players games, it's especially impressive during LD when limited audience could be able to play and rate your game. I felt obliged to find a buddy and play it (especially since my own game also supports 2 players mode along with 1 player mode) and we had lots of fun! Great work!
Nice mood. Not much of a gameplay but I love the concept and the mood. Would be great to see more patients and more challenging puzzles.
Great mechanics! Would love to see more puzzles based on it! As I understood it, much of the world is there just for player's amusement, but it could have all sorts of fun puzzles! But that takes time, of course. I like how every environment has its own music and physics laws, that's great! On of the most unusual (and fun at the same time) games this time.
They are some scary bugs!
Thanks for the feedback! I've added possibility to remap controls. I guess it could qualify as a 'porting' change, but to be safe please consider it a post-compo version for voting purposes.
Yeah, crafting and better object placement / gem collection features were two highest priorities when I finished and happened to be just across the time limit. Ladders are cheap though, so you don't spend that much on returning back (1 red gem buys you 10 ladders).
Thank your for your feedback everyone!
@ZeppelinCaptain
Ah, I believe the problem with Megagems is that you can haul only one at a time and must return it to the surface before taking another one. It is intentional but I wouldn't have done it that way again of course. For some reason (must be fatigue) it didn't struck me right when I did that feature that it's a bad thing. Especially seeing how Megagems spawn in clusters mostly (they always spawn in 15th room from surface) and you're forced to make few similar runs just to collect one cluster.
@everyone
I greatly appreciate your feedback! Thank you all! In fact I'm pretty serious about expanding this prototype, shifting the mechanics a bit and making it to a full game eventually.
@TobiasW
Thank you very much for a detailed feedback!
I've made a few mistakes on the economy part, that's true. But as you probably know, it's hard to balance a game difficulty when you've played it yourself from the beginning of its development, especially early game difficulty. You need play testers for that, and that's something you don't have time for during LD usually.
I was aware, of course, of the situation where you could end up being unable to do anything but restart the whole game. I didn't have the time to fix it the right way and since it NEVER happened to me, not even once, during my test plays, I figured that it's something I can ignore for now. Guess I was wrong.
Concerning the controls. Initial plan was to have more buildable items instead of just ladders and torches, so switcher-button was necessary. And even with 3 more or less equally often used buttons (attack, build ladder, build torch) I believe it's sometimes easy to be confused and press wrong buttons sometimes. I will think about it for a bigger game, of course.
I really appreciate your constructive criticism, thanks! :D
@everyone else:
Thanks for the feedback! I will play, rate and comment all your games in a few days!
@csanyk
Glad you liked it. You can select what to build by pressing Page Down key (remappable in post-compo), so you can build anything in 1 player mode and change the current instrument easily. Sorry that you've missed that.
@everyone else:
Thanks for the feedback! I will play, rate and comment all your games in a few days!
@csanyk
I agree that controls are awkward, I have a instrument switch button because more instruments were planned initially and 1 player controls are strange because I planned for 2 players from the beginning and didn't make different controls for the first player in 1p and 2p mode under the stress of compo.
You can attack bats with > button (default), that's another strange and far-from-perfect key choice I've made.
@Teesquared
Thank you for the feedback. Could you please elaborate on what exactly you didn't like about the level generator? I'm working on extended version right now and I've improved it a little, but principles didn't change too much. I would like to know in what direction people think I should be moving. Thanks.
Great art! Looks really great and smooth. The game itself is a little too hard for me and I believe sometimes you encounter unbeatable random obstacle scenarios. I also like how complete and polished game feels.
That's some really unique gameplay (even if it's essentially just Something Hero game when you get to the basics). I've also thought about something similar some time ago but never had time to try it.
Visuals and sound effects are great btw! I just wish I could see more while trying to concentrate on the keys I have to press.
The base mechanics are there and are working great but I wish there were more depth in the game. It becomes too easy and a bit boring after a while. I would love to play expanded version though, and the current progress is great for 72 hours. Keep up the great work!
Quite fun, but controls are too inertia-heavy for me. Would be cool if you cool glide while in air and affect and change your flight.
Ha! That's fun! Great idea and solid execution. I didn't feel a need for larger sharks, I was fine with the smallest ones, so maybe there should be some bonus other than just plain size for buying more expensive sharks. But it's fun and incredibly funny as it is now! Feel yourself the Shark King! I'm not sure though, how should I rate audio considering it's a compo entry...
At first I thought that firing is somewhat glitchy but then I've got how it works and now I think it's a great game! You've managed to create a fine balance between easiness, challenge and greed. I've managed to get to the surface in like 20th go and I was really careful and got only 20 baubles that time. Then I decided to just make it to the top without thinking about them and managed to do that only on 4th or 5th try. Nevertheless, I never thought the game's too hard or imbalanced while I was playing. That's a great sign for a game - players losing at it constantly and not realizing it's hard at the same time.
Wow, that boss was scary. Great mood, too bad the game doesn't have any sound, it would have been much more immersive.
Great sound effects. It's a strange and curious effect when the music stops and we can suddenly hear some strange sounds... Mobile vibro? Washing machine? Stirring someone's tea? I didn't even got what really was it! :D
Awesome game! Glad I've found it, it's getting so much less attention than it deserves!
Great game mechanics, I love how you always go for an original gameplay rather than something more usual. The game is somewhat hard indeed, but I think it'll be fine if you add more easier levels in the beginning, so that levels 3 and 4 will move to the mid to late game.
Also, what Bekokstover said. I don't quite like 2 things in the game: the fact that you have to move very fast to reach some place while you fall down, it almost looks like cheating; and that the snake is so weak that it can't hold its head even over 1 empty tile. I understand that changing those things will shift the gameplay, the puzzles and the game overall in a different direction, but here's one thing I've come up with that could improve the game feel for me: what if you don't force the snake to go down all the way when there's nothing under its head and restrict the movement instead to down or side only? And if it moved sideways - force 1 tile move downwards and then stop (as long as the snake's tail is still holding on something, of course). That won't change the gameplay but will make the game more slow and maybe a bit easier.
Also, on a completely unrelated note. You know, I've made that '10013 seconds' post-compo but never released it anywhere. It's just sitting there on my hard drive for the last few months and I've remembered it after reading your comment on my game (I've left a reply there for you too). And since you was the one who inspired me on doing it mostly, I'll be glad to show it to you and happy to get your comments, but I don't want to publish it anywhere yet, so if you're interested please contact me via email: mortus778 at google mail and we'll arrange something.
Really enjoyed the game. I couldn't understand when do they believe me and when not though. My two theories are that some of them are more trustful and some are less or that they will only go if I say a specific person is waiting for them. I've tried to prove any of those theories but lost too soon most of the times. Great concept and solid execution overall!
You know, that's not very nice and definitely against the rules to change your game after almost two weeks when the jam was only 72 hours.
Very original take on the theme! The gameplay is quite fun, though confusing at first.
I liked it a lot! I think it could be a little bit brighter, sometimes it's too dark for me, especially if playing at daytime.
Mechanics is very interesting, I only wish the 'bosses' could appear more often.
Will play more for sure as I didn't finish i yet, I'd like to see how it all would end.
Hey, my last minute name was "Greed for Gems", pretty close, huh?
I liked mining mechanics and that gems are dropping to the ground and are not collected automatically when you mine.
Sound was laggy though, and platformer engine is not very smooth.
Great concept! Despite the fact that the gameplay is kinda simple I finished the game (once) just to see what the ending text is. You've really had me on the hook by that simple but effective intro. Would have loved to see what it could have been if you had more time on your hands.
What a lovely game! I actually played it twice (first time for score and second time for aesthetics of creating a balanced world). Nice work!
Nice game, a bit annoying sound though, but fun mechanics and can be played both alone and with a buddy.
Wow. That was... as experience indeed! Impossible to explain, the one you have to live through yourself. And a fascinating one too! That ending is rocket-boosting your humor rating.
Really like the concept! Some challenge would make this a great game indeed. You can have limited amount of possessions for example, or non-possessable items. Also make it somewhat time-limited (kill knights before they get somewhere / do something). Nice and fitting music too. Knightly and creepy at the same time.
Great concept! I didn't figure out what was the orange thing for though.
Great graphics and great atmosphere! One hit permadeath is too harsh in my opinion though. Either I didn't get how to fight at all or I just suck at fighting in your game, but I got the best results by just holding right all the time and clicking once for every enemy at right moments. Still couldn't get too far.
Nice entry, I like the idea! Ability to just skip levels kinda ruins the fun, but I've tried to complete each level while collecting the most money I could and restarted a lot to ensure it, so it was lots of fun. I like multi-genred games, great work! I only wish platformer mechanics were more solid and that I could jump higher.
I've caught only 12 fish before the ending, so it was quite simple to upgrade everything, but I guess you've done it easy on purpose, to ensure more people will reach the end. Would love some challenge in catching the fish along with long scrolling. Love the ending though! Hilarious game and well made.
Very nice and humorous game! I would like to see more levels. Also liked the interpretation of the theme.
I've got 1250. Love the music, relaxing and quite fitting. When I've noticed that there are layers of non-black tiles I suddenly realized that there's probably much more depth in the game than I've thought before, but it's far beyond my planning ability I'm afraid.
What I didn't like though is the way you limit player's moves. I like how pentagons prevent me from forming rings or from moving a line of hexagons, but making them end game counter is too much. I also don't like that once you've moved a dark layer from a pentagon it becomes very hard to locate one. IMO, the pentagons should always be dark and full-layered and should only stop you from rotating and shifting stuff. Make the game end when another tile reaches the pentagon's higher level instead and make few hexagons spawn randomly across the map instead. They could even fly from off the screen in a nice manner. In that case, you will always be able to locate pentagons, (as they always will be black and other tiles will never be black) and it will be more obvious to a player that he can prolong the game for him.
Of course, that could be just my own problem, but what I was confused about and disliked at first is the inevitability of the end (at first I thought that you have no way of increasing your moves count). No, the game SHOULD be finite, but people love the illusion of endlessness. Player should have some way to push back the inevitable, something to make them believe they can actually play the game forever. By obviously adding more tiles when player does not form a ring and obviously removing them when he does you make him feel that his actions are significant to the world and that he can control the game flow (which, in the end, of course should be only an illusion).
Sorry for the long and probably inconsistent comment (I've written it during a span of an hour of playing your game and discovering and thinking about its mechanics and adding few words every now and then, so no post-editing could fix that), for lots of critics, hope it was constructive. In the end I believe it's a great puzzle, that's why I think and write about it actually. Great work.
Well, I've played some more and realized that I didn't know all the mechanics in the game before. When I figured out that you can remove tiles from pentagons by circling them I've got 925 the first time without even trying. My first time I've got 1250 without ever pushing back the end, just by using up all the moves I had before every pentagon filled up. I guess that makes a good half of my original post irrelevant now.
I absolutely love this game and the fact that you can change world settings, it creates a few distinct modes which are very, very different from each other and some of them are fun in their own right (few examples: longest starting length with no powerups, lots of powerups and food aka super-speed train of destruction, etc).
Will try multiplayer version as soon as I find someone to play with, it should be great.
You should have noted somewhere that this version was made post compo though, even if it was made during 72 hours entirely, rules demand that it should be made during a definite timeframe, so it's formally not eligible for voting.
But don't let it stop you from expanding this great game, it's too much fun and I would love to see it expanded and polished more!
Nice idea, I like the way the game becomes darker and darker instead of just having a timer. Maybe it would be better if you've set the vertical speed of a character to a fixed jumping speed instead of just adding some value to current vertical speed. That would make double jumping more constant, easier to use and harder to abuse. For example, right now you can easily jump 3 blocks high by pressing jump button twice very fast. Quite fun overall, nice job!
Great entry! I love survivals and I love animal simulators. Wish there were more interaction and more challenge.
I was confused at first but then it turned out to be pretty addictive game. Only stopped playing after 3 or 4 fully cleared asteroids when I've jumped to the last asteroid just to see what's there and couldn't return back (I guess it's a bug).
Takes some time to get hang of it, but after some time it turns out to be pretty deep and strategic game. Will play it more for sure! Nice and matching music too.
If you're interested, I've added controls remapping to my game 'Greed for Gems' as a post-compo feature. You said you couldn't play it before, now you can!
Great and quite innovative game mechanics. You feel just like a shepherd would feel (I guess). Although the crowd control is unresponsive at times, when you get the hang of it it becomes very fun.
I like the bouncy platformer mechanic, it's quite fresh and fun. The game overall is quite great for a first complete game and in such a limited time, good job!
That is so much fun! Best game I've played yet for sure! Robot-like graphics makes wonky arms control great looking feature that adds to the mood and not just irritates. Lighting is great! Sounds are great! I love it!
It looks really fun by the images, but unfortunately I don't have a suitable mobile device nearby right now. Will try to play and rate in in a few days.
Well, that was weird. I kinda like your description and absolutely love the game title. And I guess there's really great gameplay somewhere above, but the worm is so deep beneath the surface that the game crushes before he can actually get there. Gonna go 'play' it few more times!
Great game! I'm not sure I understand how it works, though, because sometimes I'm doing better when I'm just clicking random phrases (or maybe I'm just such a creep?). Also, does it have some sort of ending, except black screen with some text? I've got a positive message few times, but mostly it was window escape and such. Anyway, great mechanics (gotta remember it and use in a dialog in a game some time), great mood and quite fun game!
That was confusing at first. After few plays I finally understood how to play but still couldn't finish the game. Add some hints maybe? I liked the mechanics though!
Nice concept. I would like an ability to turn magnets to attract mode though. And you've mentioned that already and I agree that you need more mechanics or more fast-paced gameplay maybe to make it more fun. Right now it's too simple and slow for me. But I like the idea, it just needs some work and polishing.
I love the concept and the visuals, but it's too easy right now. On every level I've gotten to I could just build a straight pipe down to the oil without any forks by 'discarding' every pipe segment except the straight vertical ones (placing all other segments somewhere disconnected to both my tower and the World Oil Deposit). Sometimes, though, I had to go around impassable blocks, but it was done in the same manner and absolutely safely to the environment. Some balancing or self-imposed restrictions (don't build anything disconnected from your pipe network) makes this a fun and addictive game though!
Great visuals! Mechanics are cool too, too bad there are so few levels, I'd love to play this game more.
I like the concept but why does he always go left after the ladder?
Nice wrap-around-the-corner feature and visuals style overall. Post-compo version also looks more fun, too bad you didn't have time to make it during the jam.
A simple gesign, but nice execution. I like how responsive the controls are, that's something you can rarely see in a bigger game. One simple thing that you can change to improve the game IMO is to make boulders appear less often and instead add more negative powerups.
What the... I'm not sure what was it, but it was cool! Really simple gameplay but quite addictive! And it's yet another game where I love the bubbles. I guess I'm just a sucker for bubbles. Didn't know that before this jam, so thanks, I guess! Gotta make a game about bubbles myself next time!
Really cool design, but very hard. I wish there were more space between the jumps. And few bugs make this less playable, sometimes you jump like 3 times higher than you should. But it has some style and the gameplay is nice overall. I believe it could be a great and addictive game if you improve it a little.
Very nice climbing mechanics and great mood! I wish there were more levels.
Love the graphics! I think it could be a great game if you add more types of modules and levels system.
Took some time to figure out how to control this, but after that it's quite cool!
I love that you've tied this game to some sort of reality, it wouldn't be so fun if it was abstract.
Just played it with the updated controls. Naaah, too easy and simple now, it had STYLE before. :D
Great concept and style! Would be great if I could remove not only the whole paragraphs but independent words too (like 'there was a [s]small[/s] riot'. But that would be far too much work for 72 hours probably.
Great idea, I like the concept. It doesn't look that much hard to me, except it's too easy to lose by too much distance. It sometimes seems that I lose when the distance is in middle range and sometimes they could be so far apart and I still won't lose. I also have no idea what does the words around the level say, every time I have time to look at them (and remember they are) it's already too late because I've lost. :D
Great game! I love genetic algorithms in general and artificial selection in games especially. I believe you've managed to find a decent way to apply it in to a game. Loved the music too!
Would be great if we could select more than one for breeding to combine several good traits.
Great idea! Most of the times though I was losing because conveyor sometimes ignores STOP button and just goes on when you press it.
Great work! Was hard but very fun for me. I've stuck for much too long on the second level, couldn't notice that there's a checkpoint there and had no idea whatsoever on how to beat it. Would love to play more levels and have more changeable variables, but the more you add, the easier it becomes to cheat (real cheats, not intended ones) and complete level not how it was supposed to be completed and much easier too.
Nicely done, I liked the tire-traces.
Great controls scheme! It's so much fun boosting around and swinging tentacles like crazy!
I love how cannon balls slow down in water, not something you see too often in sea games. I wonder what material they're made of, seems they're not too heavy. :D
Very good work for one day! Probably good that you've stayed simple and neat instead of trying to achieve unachievable in such a short term.
I love the visual side of the game and all the small things that are not working right now but were, presumably, going to work in a full game. I would like to play this game after some more development, nice work!
Very nice puzzle design. At first I thought it's a standard and basic thing but then the water and other mechanics eventually changed everything and made it sometimes a dynamic game (I'm almost sure I've completed those levels not how it was intended!). I was under impression sometimes that the level could be completed in at least few ways. For example, I've completed level 11 without using space button and while stuck in obsidian deep underground (I've dug a way for lava myself and then hid in water) but I'm not quite sure it was intended that way. Even though I didn't come up with another way to complete that level. Anyway, you've succeeded in creating easy to learn game this time, and it's definitely hard to master for me. Will play more and see if I can finish it all!
Completed the game, it was lots of fun. Some levels were too easy to beat though, probably because you didn't realize that there's an easier solution than the designed one during the short cycle of game development. As such, the two challenge levels are almost the easiest ones in the whole game (except the earliest levels and tutorial levels), I've completed both in under 1 minute by moving only 1-2 blocks (hint: sensor-drains are overpowered, you can move them almost anywhere easily to block lava flow where you need it).
While the gameplay is basic and balance is almost nonexistent in this game, I still like the idea. Could be a fun game with expanded mechanics and some balancing.
Nice! Very hard after some time and a bit frustrating when you can't turn back and have to kill yourself, but very fun!
Well, it's pretty basic but it's solid. Would be nice if at least later levels monsters had more life. But considering you evidently had to both visit moon and make this game in just 48 hours, it's fine overall. :D I liked the narrative a lot also.
Nice game! A little too slow-paced, as others already mentioned, but quite addictive! I loved the smoke particles effect.
Wow, that's a great concept! First thing I did was to send my pickaxe gnome down below in a series of zig-zag tunnels. By the time I was able to catch up with him with my ladder gnome, he already used up his pickaxe and was stuck down below, eventually with 0 food. I managed to feed him and other gnomes but the problem is I have no iron now to craft a pickaxe. Would be nice if there were a way to craft a pickaxe without actually having one. Although maybe that would be not enough hardcore. Will play more for sure, I love the looping mechanics!
That's super stylish! I love the mood and I love the mechanics! It's very hard though, avoiding the orca if it emerges right before you is nearly impossible for me.
Great entry! I should learn to create games with less content and at least half that amount of completeness for jams.
I like it, finding out various combinations instead of looking them up in readme is quite fun, wish there were more. It's also nice that you don't see stats of your planet right away, adds some challenge.
The positive effect of correlation of your planet's stats and requirements evaded me though, I've always earned around the same amount, maybe it just looked like that, I'm not sure.
Nice game, but couldn't you play infinitely by just spamming left/right until robot falls out of your reach, collecting all available stars and repeating it all again?
I like the idea a lot and playing is quite fun, but I wish controls were more easy, sometimes you just fall in lava when it looks like you should have crossed.
Great entry! Figuring out the controls was hard, but very satisfying in the end.
Absolutely hilarious! Is there an option to export and save the gallery? I'm kinda proud of some of my creations. :D
I've not encountered that moment yet, but I believe it gets repetitive after some time. Have you tried combining more parts randomly for greater replayability? (or do yo already?)
I like the mood of this game a lot, it makes me want to destroy stuff! Why did you disable the music by default though? It sounds very nice. It's just too bad there's not much to destroy in that room and I also wish the coin was unreasonably heavy and bouncy, so you can perform combos.
Great entry! I was expecting it to go more chaotic and was surprised when most of my customers actually stayed till the end. Levels system with longer movies (actually, shorter ones in the beginning) and specific cinema-world events would benefit this game I guess.
Cool concept, a little bit hard to get hang of though. I like that you've put effort to the story.
Quite fun and very challenging! I'll try to get to the last channel later, no luck so far. Physics are a bit glitchy, you stuck in walls and such stuff, but it's not gamebreaking.
The only thing I didn't understand is if the fact that you don't die sometimes when you switch inside the wall is a bug or a feature.
Pleasant graphics, nice sounds and addictive too. I couldn't close it before I completed all levels, though it got repetitive and boring-ish after first half. Is that what you call addictive? :D
I also loved horrible stories of patients you hold in scanner for too long. How many is there? The only reason I've seen two is because game rules are not very obvious and tutorial mentions shaded and blue areas before you even see what's it all about. So I've read it again and again, trying to understand how to play, and killed two patients while reading. :D
I wish it were more obvious on which part of the body should I look though. I believe they do not match exactly for added difficulty, and some parts, especially chest/arms could be very easily confused for each other. Someone mentioned Papers, Please. That was there with faces too, they didn't exactly match, but first of all, there was a button that could auto-check it for you, it just took a little bit more time; and second, aren't you looking at schematic medical guidelines that should be as easy to read as possible? It makes no sense in this case to make them hard to read.
Anyway, I've had some fun and I believe this game have lots of potential. Great work and good luck!
First time I've played I've remembered hotkeys incorrectly and wasn't be able to do anything, so the wheel rotated like no tomorrow and I didn't lose anyway for a few minutes (I guess I've not spent any seeds or spent a little). Well. After 30 minutes of sea sickness and fighting with myself to launch the game again, I was able to play at last, and figured out it's quite a nice game when you know how to play it. :D Memories of my first try would torment me in my nightmares for days, though, I'm afraid. :D
Also I'm pretty sure sometimes I'm spot on the weeds, but they won't disappear 50% of the time anyway. Maybe i just can't aim.
Quite fun, although slow at first. I love the visuals style and the way arena is designed. You can't see more than half of it and it seems strange and bad, but after few rounds you realize you don't have any business there anyway. :D
Surprisingly fun! I wish there was a fast way to randomize all knobs at once. And then export as image.
I've played until I've got killers moving 2 tiles and killing 2 tiles away and it was lots of fun. After that it became too random for me to enjoy. I was always feeling like I'm guessing though, but I was always right, so either I'm extremely lucky today, or I was choosing less randomly than I thought.
Anyway, fun game, will play it more later, the only complaint I have is that it's hard to tell that you have limited actions in the beginning, not sure if I've read about it anywhere in the game. I was thinking the timer is glitched and the night starts too early my first few turns, so I've had to restart the game and start playing properly from beginning.
I can't see how this relates to theme, but the game itself if quite great. Couldn't pass the cliff on the right though, not sure how is that even possible tbh. (Yes, I've had climbing power)
Not bad for 4 hours. It's actually much harder and much more fun that it looks at first. I'm not sure the ice is completely non-bugged though. I believe sometimes it acts weird.
That's quite fun, but I don't understand how do you get more jumps. It takes me at least two to get a gem in most cases, so saving isn't really possible. Do I miss something here?
I love the concept, fits the theme perfectly. Too bad there's not much gameplay implemented.
Great idea and solid implementation, too bad there's not much of it. I also wish there was no embed ability on new LD site, because it makes voting process much harder. Your game doesn't fit the embed frame btw.
Hilarious dialogs and nice touching music. The game is simple bot not as boring as some dating sims. :D
Not the most beautiful or complex game I've played this jam but for sure most fun and addictive so far! Great work, congratulations!
I've tried to figure out how battle works but couldn't do it in the end. Sometimes all numbers are falling down to their places and matching, but 1 or 2 is off and I have no idea why. And I'm not sure how the damage is calculated. It's not a problem, though, as I've just centered my gameplay at collecting maximum random stats, completely ignoring what stats do I actually pick up. In fact, I just try to walk as much as I can and when artifacts start to show, pick those. That works perfectly because when you learn how to play the game effectively, it becomes easy to get 200-2000 in every stat and the boss is just piece a cake. And that's exactly why I wish there were more powerful bosses in the game.
Just got back to play it again and I must say RNGesus has turned away from me this time. I've started 5 or 6 times just to end up trapped at some point with 200+ movement and crap stats (I kill the boss anyway, but they are crap by my own standards :D).
It's really funny reading comments BTW. I've noticed it for my games too, there are always people who obviously didn't get the base mechanic of a game at all (but write it's a great game anyway usually), people who realized that it's not about picking random stuff, but about picking boots (they are still complaining that boots are getting too rare), and people like me, I guess, who realize that for a level to be successful for you in terms of movement, it only have to have ONE pair of boots. And four X2's in accessible spots.
The reason I'm leaving second comment is because I absolutely love when people actually take time and figure out my games' mechanics. Because usually my games are not too obvious. :D So, in case you're like me - I think I've figured your game. And if you ever decide to expand it, please let your first improvement be a new level generation without locked rooms. :D
P.S. Forgot to mention. My record is 33546 health. What's yours? :D
I like the idea and overall looks of it, but I have no idea how to play. Some hints would be useful. Looks like I've managed to focus on few actions but I don't think that changed anything, and then the channel just switched. Am I missing something here?
I love it, wish there were more! I couldn't find 2nd ending, but I'll get back for it later for sure.
I can't believe I've spent so much time playing this. It's a very addictive simulator for me. I'm rating now but will play more until I get 5 stars.
Tutorials weren't teaching anything so I wouldn't call them tutorials, but having limited set of tools helps to understand the game. I also wish there were a "back to menu" button.
I also have to restart because my pan got stuck between the wall and one of the tools. Would be nice to be able to sell/destroy them.
Great concept and beautiful execution! I love that smart and simple minimap implementation.
Awesome! Reminds me of so many great arcades! The only thing I dislike about this game is the colors of the background. I've noted your progress post during the event and noted it as a perfect example of good theme use, turns out the game is fun and addicting to play too! Too bad there's not much levels. Great work!
The game's quite fun and has lots of potential IMO, but it's a bit frustrating that you can't fire up or down, it forces you to get damage sometimes. I loved playing it anyway, great work!
Extremely fun! I had no idea what to do or what's the point, but it's just fun playing around and I guess that's the point. :D
Thanks for the feedback everyone!
Yeah, I've encountered bean animation bug too, but it seems it happens only in browser and I couldn't reproduce it in better debuggable environment. It also only seems to happen if you leave the browser tab with the game and switch to something else, or on slower machines. I've added few safety checks now and it seems it doesn't make the game unplayable anymore, it's not fixed though, but further changes are too complex so I'll keep them for possible post-compo version.
Diplomacy counter thing is a new one for me, but seems to have the same roots, thanks for pointing me towards it.
Fantastic! I just love such games where you can create something monstrous using basic parts! Will make sure to get back to it and have more fun.
Lots of fun! Remembering a lot of combinations becomes a bit tedious when the enemies become so diverse. What would be cool to see is some hint/reminder on how to beat known enemies, maybe show 2/4 notes on them or something. That way you could add some combos to the game and enemies that require a lot longer combinations (bosses).
Anyway, it's beautiful and very fun, great work!
P.S. Huh, you've opted out of Audio? A shame, that's the kind of game I actually try to rate higher in Audio, well your Audio points go to Innovation then I guess.
Pretty fun idea, I loved the containers with draggable loot, reminds me of Ultima Online a lot. :D
I'm not sure how hit chance works though, I've added 2 items with ~40 hit chance and it didn't change in stats window when attacking the door.
Super cool graphics and monster merging system! Quite fun to play too, nice work!
Very nice mechanics and fun idea! Would love to see more levels! (and hear some sounds, it's amazing how even the simplest sfxr sounds could benefit a game!)
Great visuals and lots of fun! Especially in a powerup mode. It gets a little repetitive when you don't get powerups for a long time though.
Just a few things I think could get some improvement (hope you don't mind some constructive criticism :D):
- it's hard to notice power ups given the amount of particles you have (which are super cool IMO);
- it's quite sad that your car can't take even one slightest hit;
- I think if would be much more rewarding if the ball was heavier, right now I rarely get to destroy more than 2 objects in a swing, because the first one almost stops the ball;
- brakes sound!
Congratulations on a cool game and good luck!
Fun Zen game, I wish there were more interactions with the environment. It's quite fun to just run around and plant green stuff though!
That's probably the cutest game I've ever seen in LD! Controls and fight mechanics could use some more love, but so far I'm absolutely fine with just jogging around that beautiful forest! Great work!
It looks great and it seems to be very fun but for some reason I just can't figure out how to play this effectively. I lose every single time. :D
Great work on the visuals!
Great! Love the gameplay, very old-schoolish, you've nailed that perfect feel. Leafblower sound is also amazing. Btw, I didn't think it was hard at all, hardcore in a good way - maybe, but given that it has checkpoints - it's kinda easy. Maybe it would be nice to have limited lives, but make spikes not insta-killers in that case (hit for 1/3 of life instead or something).
The game is hilarious and actually quite fun to play with nice controls, but... You do realize physics don't work that way, don't you? :D I guess I'm physics nazi! :D
Cool game and nice story, good luck!
Nice idea and an original approach to controlling a plane, I don't think I've seen an isometric airplane simulator before. Lots of fun overall, great work!
Great game! One day I will create a boss game too, wanted to do it for a while. :D
Controls feel quite strange though, all that inertial jumping...
I wonder if you keep track of the words one person uses in a row, it could be a fun psychological experiment. :D
Love the idea, it's a lot of fun in the beginning, and then at some point you actually struggle to come up with something new. Great job!
Just great! Probably the best game mechanics-wise I've played this LD! The gameplay is so unusual that at times I was thinking that it's even theoretically impossible to complete a level, only to complete it in the easiest way imaginable 2 minutes later, experience in other puzzles did not help me at all playing this game. And that says something. Great job!
P.S. No 'Theme' rating? That's unusual. Kinda breaks the whole point of having a themed compo.
Cool idea, like a pacman with a twist! Is it possible to convert everything though (in a reasonable amount of time)? I will sure try. :D
Controls are very fluid and fun. Sometimes I've felt like it's even too easy to navigate the world given the amount of movement possibilities you have, but I guess with more enemies and things to avoid it would be quite fun. Maybe it should be a little bit harder to climb walls (slip down slowly when you don't press anything?).
Lots of fun! Maybe if it could be a little bit slower if would be even more fun, I liked the hiding and attacking from the cover part the most.
That's hilarious! Gotta get that 100 score though.
Very nice entry and lots of humorous stuff! Would recommend to friends (not that I have any).
I love the game over screen :D Is there anything after the sail boats with bombs? I think I could have played much longer, but safe deep health regeneration gameplay is too boring so I decided to eat only people and no fish at some point and that killed me in the end.
Couldn't find anyone to play with quite sadly. Looks fun though and practice mode was really nice. Trees are not very obvious as a platforms indeed, but the level design teaches you how to use them very nicely. And while having a more conventional flat platform instead would be more intuitive for platformer players, I really love how the trees blend with the rest of graphics, making a level whole and seamless.
Brilliant and original idea, as always. Though the best tactic for me seems to be creating only 1 entry and stacking lots of defenders there, but I have to beat the game yet. Will surely get back to it to explore more tactics.
It crashes right after the disclaimer screen for me.
Looks like it's a problem on my side though, will check later.
It works now. Not that I'm entirely sure it's a good thing though :D.
Does it have only 3 "levels" or is it crashing again after level 3? I mean... I've definitely seen some nudity and gore, there were disturbing noises alright, but I'm not so sure about sexual violence. Yeah, you can't really tell. That's why i think there could be more to it than I've seen.
Nice graphics and a neat music trick. I quite liked the mechanic, would love to see more features, like different kinds of photographers and such!
Even before the ending I was constantly thinking: "I am a monster indeed, killing those innocent dancers!". And when the heli arrived I tried to kill the pilot immediately but I guess you can't do it. Or I just couldn't.
Fun game and great mood! Like the music also.
Beautiful graphics and a very fun idea! Replayability is quite decent, can't stop playing it.
Impressive work! Tentacles get stuck from time to time, but it's even more fun sometimes.
This game is hard! But you probably didn't notice, as a professional herder. It's quite fun though, especially as you learn to play more efficiently.
Very original and quite fun. Love the sounds. Wish I'd have noticed earlier that I was starving though.
Nice idea, I wish there were more options, like a combine nodes that have 2 inputs and 1 output. Guess you've planned something like that initially?
Great game, I love how slow and colossal you feel. I had an idea to create a reverse shadow of the colossus game this time, but couldn't come up with an exact gameplay idea I could do in 48 hours. Looks like you've managed to do it.
Beautiful game and very nice and fluid controls, great job! I only wish there were more things to do. I mean... devouring human souls is fun enough, but having some powerups and objectives could be even more so!
Also, sounds of towers destruction!
I really liked the idea the moment I've first seen that screenshot! And peaceful music somehow adds to the experience, it's so casual for you as a monster to catch and eat skiers after all. :D
The way people move is bugged though, I guess. For me they were always going in a straight line and animation is weird. (probably changing the movement direction constantly)
Nice idea, quite fun, but a little bit too slow for me. Also, is there a reason the game is controlled by QZD for me instead of AWD? Is that some kind of revenge to developers who make games without different keyboard layouts support? :D
Great idea and beautiful graphics. Would love to see that expanded.
Now, that explains a lot of things! Didn't ever think of a stealth action game about getting to the door to leave the note.
Great job! It's funny and it's fun!
A beautiful graphics, too bad it's kinda too easy. Music sounded weird sometimes too, but overall it has a nice feel.
Great! I was thinking of something similar but in the end decided it won't be much fun. Well, I was wrong! Much more fun than my game in the end. :D
At first I thought it's a trivially simple game, but once you realize how hard and unpredictable it can become, it turns out to be a clever and unique puzzle. Great one!
Beautiful experience and great work! But have you ever seen a real dog in your lives? :D Their legs don't bend like that. At all!
Hilarious concept and solid execution! I always hope I come up with an idea like this for LD but I never actually do. :D
Didn't think it's too hard though. Maybe I haven't played enough, but definitely much more than 5 rounds. Too sad my best attempt failed because I've pressed a button too fast in a snake game and it didn't register. I had around $600 max, bought $500 money upgrade for it and lost the next round.
Is it okay that I hate this game because I have no one to play it with? :D In all seriousness though, great concept and a solid implementation, the only problems I've got with controls are from me controlling both characters at the same time. I want to make 1st person 3D clone of this now!
Quite fun to play once you figure out what you have to do. I really liked an unusual and somewhat roguelikesque (is it a word?) approach to the labyrinth game. Maybe a bit too random though.
I'm afraid I wasn't able to get any good at the game. The rules are clear and simple, yet I just can't use the tools I have to prolong the life of this small world. I always get ~3000 points, so a score you get with just random clicking. My best score is 3660, any hints to improve it? So far I'm feeling like you want to have some ruins early on and you want to develop nice areas around those ruins, at least I've got best results out of that strategy. But then again, I definitely can't play this game properly, so what do I know? :D
One thing that bothers me with the mechanics is similar to what @joatski described above: recycle only clears already existing ruins and not industrial cities, and when you convert a tile to ruins you lose some stats and lose your recycle. So you have to create some ruins first (losing your recycle if you had it), and also have a place with fresh tiles to get all stats back to full. It would be much more intuitive to me to keep the recycle once you've earned it even if stats drop down. Or have a threshold where you gain the recycle and above which stats can go so you get a buffer and won't lose your recycle immediately.
I like that it looks like a finished game a lot, a feat I usually don't have in my LD games. Sounds are nice and relaxing and fitting to the mood of the game, graphics are good and fitting too. Great job!
You know, I have to admit I've come to expect a low overall game quality from a LD platformers with obvious programmer art (hello powerup icons :D). But this one got me entertained for sure. Funny thing is, I usually do not even enjoy metroidvanias all that much, but this time I've completed the game in a single breath and was sad that it's not longer. I guess that makes your game a very good one. :D I don't know if it was intuitive paths or frequent checkpoints or cool particle enemy death animations, but it just felt right.
Too bad about the audio and some missing animations, other than that it's a great fun game for me, good job!
I absolutely LOVE it! Don't know if a game is that good or if I'm just in a really good mood, but it's my favorite game this LD without a doubt. I just love how heavy the legs feel. I was having lots of fun trying to tip-toe my way through the city, sometimes smashing a building or two I didn't notice (skyscrapers really blend with the sky), but when I've arrived at the "boss" and realized what's going on I just burst out laughing.
Would be an absolute hit with a few tweaks and some more physics-based destruction. Great job!
Great entry! Will definitely recommend to all my metroidvania-loving friends! :D
It's not easy to figure out some stuff at first (what is doors and how to deal with the cores), but for a small game, where you can basically see the whole world (almost) at the same time it's probably not a big issue.
I also love the jumps mechanics (although it killed me quite a few times)!
Until today I was oblivious enough to not realize that people who comment on my game and don't have a game of their own listed are actually part of a team, gotta catch up and rate all the games I've missed!
Great idea and a solid implementation from what I can see by looking at a tutorial level. Love the sounds. If you expand the game I'd love to see more proofreading on the texts though, because lines like "I left this sad town tomorrow morning" leave me wondering what actually happened there and when, which is critical for such game. It got much harder than I thought it will be really fast, actually the second level was too hard for me. (looking at the walkthrough) Ohh... That's totally not how I got that diary. He saw the beach all the way back, that makes sense, I think. That's what I got:wonderfullMap.png
He started going east, then followed along the coast and had to turn back to travel NE and still see the starting point.
Edit: also, it would be cool to get 3-4 journals and cross-reference them for a more complex level.
I love card games and I love particle simulation games, perfect!
I was reading the cards carefully at the beginning and managed to get dolphins achievement, but then same cards kept coming again and again so I just started clicking on them randomly. Can you lose? Does your planet inevitably become an ocean world which happened on both of my playthroughs? I guess not, since I wasn't able to get any other achievements for some reason. Will get back to it to try again for sure!
I really love the way rockets work. It could have been just the homing missiles and that would work, but this way it's far more fun. It also justifies having a small spherical planet in my opinion, in contrast to many games where it's done just for the aesthetics. One thing that confused me a bit is that you fly over most mountains, but can hit some of them. I was trying to crash during the first level and when I wasn't able to I started flying over the mountains on purpose, until I hit one. Nice game overall, good job!
Very fun and original game! I love how controls work, it's unexpectedly fun feeling and dynamic. I was feeling like there should be a limit on amount of some tools though, for example if you can justify using small moons after you've unlocked the big ones, it's hardly like that for laser satellites. In fact, the game becomes arguably too easy after you unlock the satellites. So, I believe, with a few minor tweaks it could be even better than it is now. Great game anyway, good job!
Edit: forgot to mention that either enabling continuous collision detection for small moons or disabling their collisions with each other altogether could probably make them more predictable and useful/fun.
Is this... a puzzle? I'm not sure if it was bugged for me or if I just didn't figure things out, but I think it did different things for me in different reloads. It's probably just the way the game works though.
Are the signs the people show what they want? Or what they protest against? In some of my playthroughs they did new things when I gave them what they shown on those signs, on another tries they just completely ignored them. I'm not sure. But I like the music. :D
I have no idea what worms are everyone talking about, but it kinda reminds me of scorched earth... But it's cats so that's okay.
Seriously though, it's quite nice, but I don't think that giving infinite walking is a good idea, because you can just come near the enemy and nuke him. Anyway, it's nice to see a game with destructible landscape made in such a short time, good job!
Cool idea! I was thinking about something similar but never seen it actually done before.
@navot There are actually 2187 variations of tiles, because they're random. Well, not really 2187, because that number does not take into account the possibility to rotate, so... ah, never mind, I'm bad with math.
Scouts are a little bit better in a post-compo version that's downloadable at the bottom of an itch.io page. They are still dumb (they're supposed to be), but they find crates much faster usually. It also has an option to play with mouse only, without using keyboard, so check it out if you liked the game.
@david-cookie A like your advice about the music a lot. I never thought about it too much, but good relaxing music should indeed have quite times in it. I'll use it in future for sure, thanks.
@mwcz I REALLY wanted to have birds in the game and was quite happy I've managed to add them in the last hour. Glad that you've liked them!
Thanks for the feedback everyone!
@merlin Thanks for a good feedback, actually all of those features are present in a post-compo version I'm working on right now.
@meenners Yes, you can rotate the tiles using the mouse wheel or Q/E buttons.
@bajarymi I believe that bug is fixed for the post-compo version currently available at the bottom of the page. Not sure though (definitely fixed in a current version I'm working on right now).
@balthazaar There's a downloadable post-compo version at the bottom of the game's page which has the restart button, it can also be played with mouse only and doesn't pause in background.
@rplnt For some reason I'm getting better results in post-compo myself! That's strange because the mechanics in it are unchanged. It gives more points for towns though, but I'm definitely getting more area covered too.
Love me some solid pixel platforming!
There's not much to do, but it's satisfying as hell to just run around and climb and enter doors. Would have loved to see where this was heading.
Nice and smooth gameplay! It's hard to aim though. I think I've only hit people twice during ~700 points run and never was able to hit a dog (is it possible at all?).
Sorry for the double post, the site is laggy.
Great aesthetics! After looking at the screenshots I fell in love with it. I wish those dice could be of some use, I expected a way slower game that it turned out to be.
I really like the graphics style you've got there. The first time the enemy died and left a cross behind I was like "wow!", it's such a simple but such an effective feature. I'm afraid I didn't really understand how to play though, or maybe (after reading other comments) I did and it's just quite hard. Maybe a bit more visual feedback on hitboxes and precise projectile position would be good. Good job overall!
Well, camera could definitely use some upgrades, but overall it's kinda fun. Gets a bit repetitive, which could be fixed with additional enemy types. Also there's a really easy maneuver that lets you avoid all damage - just hold back and either side strafe every time you see the enemy stop (they always do that before the dash) and don't stop spamming attack. I could go through dozens of rooms with getting only 1-2 hits when I was getting lazy or impatient.
After like 3-4 dungeons the game became very laggy for me - constant freezes for 0.5-1 second every second or two. I was trying to get a diamond sword (lacked only 1 diamond on the previous surface visit) but at the end quit because it was very hard to navigate or even see which door you've just entered the room from with those freezes.
I believe this could be a great game with more work put into it, great job.
As a KSP and Orbiter enthusiast, I can say that controls weren't a bit challenging for me, so I've had some great fun with this game! To be honest, I was kinda surprised you have infinite fuel. Come on, you can star-wars-style the whole way! :D Few improvements that would be great is a possibility to attach to the asteroids so you don't have to push them but can also pull, and also to see the path of objects for a longer distance. I was a little upset there isn't a warp time button at first (I do realize it's a difficult task to program though), but turns out it's not needed as the game is fast-paced enough already.
@navot Having a moon to put in a stable orbit would be great! And then installing some laser cannons on it so it can protect itself from the meteors. Actually, anything that brings more planning and messing with the orbital parameters seems good to me! But I guess more arcade-y approach is nice too.
So, I'm gonna just ignore the graphics, because you know everything there is to say about it already. :D (to be honest, though, it's kinda cool somehow, I mean, bad, but in a cool way)
I liked the floppy narrative a lot, and music adds to the nice silliness of the things. Wasn't able to find the second ending though. I tried replaying it and it seems you can't progress without giving away the battery, so you can't fix it yourself? It also seems strange that you can't find a battery before talking to the angry house man, but you can do everything else (except the tree) without his hints.
@mars Huh, I didn't try that. Had to go back and get the second ending now. Space scooter looks kinda like a dickbutt though. :D
I'm not into such games much to be honest, but it was a nice experience. A bit hard to figure out things at first, but then it becomes more fluid, and challenging too! Graphics are a little hard to get used to too. :D
The gods must be crazy indeed. I'm not sure I get the idea behind this game completely, but it's quite fun to play with as an aimless sandbox even. Love the graphics and sfx too! Why did you opt out of a mood category? It seems very moody to me.
I wanted to say that it's relaxing, but it's actually not, it's... hard to describe it... depressing, but in a good way? If that makes sense? Like when you're a fat farmer whose hot wife likes the bull more than you, and all you can do is plant seeds? Anyway, the game is... soothing. And I quite like the art and the music. Too bad there's not much to do in it.
I like how you went from Kolonizoka (initial project name I suspect) to Exploroka! :D That happens to me all the time - planning too many features for a LD game and having time to barely do half of them, if even that.
I really dig the generated landscapes from your screenshots and from the bug/feature screenshot above, too bad that the game camera doesn't do them the justice. After looking at those screens I thought it would be some kind of a strategy, they remind me of a sim city landscape or something like that.
Overall I quite liked it, got 6 stars, but it gets repetitive fast.
@krunoslav I mostly meant that you have to look at that landscape from afar to appreciate it, don't really have any good ideas on how to use it in game. The screenshot from your latest comment looks nice though, and it would fix the tediousness of finding 6+ gems without losing your bearings somewhat
I really like how that game took a turn for me. I was expecting a mindless farming simulator where more and faster means better results, I was impatient about slow growing rates of wheat and I was spending all time at the stones and all my free space (including the house roof) was planted with wheat and some trees. But after I've figured out how to bake quality bread, it all changed. I don't spend time at the mine, I don't plant all my free space. I'm keeping a close eye on my few precious plants to make sure they won't spoil. Then I go to the grinding stone and count. And so on. And I love it! Wish there was a more complicated farming game like this one, that's not centered around planting as much as you can.
The only thing I dislike is the fact that you don't know what quality of stuff you have and you can't throw away low-quality stuff. Like I have some 100+ wheat and I know some of it is good and some is not worth processing, and I don't have a way to know which is which.
I also like the aesthetics a lot, and while you can see some fast implementations like a shop landing on a corner of an island to leave you with more free space, and few little bugs like a tree I couldn't chop down because it was planted between the house and the tub, it's more than bearable. Great job overall!
P.S. Highest quality bread - 91, completed game in 31 minutes (I think I've got a bad ending? damn, this game is hard). Also, I've completed it without realizing there's a windmill, are there more hidden buildings?
Fun little game. I had no problems with it having no checkpoints, the first level is very short and you can chose the path that's difficult for you in the second level and do it first anyway.
By the way, there's a way to cheat the second level I think. If you go south and jump over every other falling platform, you can get the gem at the end and not use it in a nearby socket, but carry with you back to the beginning of the level by jumping on the platforms that are left.
I'm also not sure what's the intended way to beat the left path. I just jumped over the whole thing on my way there and on the way back was spamming right and jump and usually it pushed me off the platform but I jumped and it saved me.
Collisions are hard to get correctly, but that was fine for me, because physics are really forgiving and it's hard no fall down by accident.
Nice job overall!
Nice game, beeutiful experience. It reminded me of an old dos game "Quarantine" about... erm... a taxi driver (beep-beep). Maybee because of the way the city looks and the Perimeter and stuff. The mouse sensitivity is a beet too high though.
I also like how the bee looks, I guess you have to bee a bee made of some metal (beesmuth?) to bee living in a city.
Uh, it took me waaaay much longer than it should have. At first I was like... rainbow? Why rainbow? it's not quite right anyway, and it doesn't work! I guess the frustration I've had is akin to frustration that makes people quit their cubicle jobs.
I didn't realize the person who commented on my game was in a team until today, glad I've made it in time to rate your game!
...or not a game? Beautiful experience anyway. I wasn't sure if my answers were affecting anything, were they? Fun thing is: one option that I was always missing was going full asshole and pushing them out, or returning back when you can fly and they're still kids and bringing the revenge with you, but in reality I've chosen the most peaceful options all the time.
I really like the idea and the graphics and mood are great, but the controls are ruining it for me a lot to be honest. It doesn't feel smooth, it's hard to grapple (didn't get it at first that you can only grab by the horizontal surface, not the side), it's hard to see where the next block is exactly and it's really hard to not be confused around 45 degrees rotated controls. Would probably be my favorite game this event after some polish, but for now controls are too uncomfortable for me to enjoy it fully.
Surprisingly challenging game, and quite addictive too. The music is nice too which is hard to believe when you first hear it, I thought the short loop would drive me insane, but it harmonizes with the intensity of the game and somehow becomes really welcome.
Is the screenshot at the top real one? I was never able to build so many houses.
Very nice idea and mechanics, the level of polish is great too. I have a hard time playing this game though, because I've made quite similar one in the past (not exactly but there were hexagons which you had to connect to form circuits in a similar way), which didn't have power restrictions so my first instinct after playing that is to experiment and rotate them a lot, which drains all the power really fast. I have to make conscious effort to stop myself from doing that and to solve the whole level in my mind before I move even one (which is, by the way, not the greatest thing, optimal way to solve a level involves a sheet of paper and not touching controls at all). But anyway, I've had great fun with it, great job!
One advice I have - increase the iframe height in itch.io game settings and uncheck "add fullscreen button". Unity WebGL player that you're using already has that button, but it's hard to see because it's mostly below the frame so you can barely see it.
I love it! Great humor, enough different events to keep you entertained at least for a few flights, AWESOME IN-DIALOGUE MINIGAMES! When I got the first fire I totally panicked and lost half of my remaining furniture.
The only two minor things I disliked were the controls (you stuck at the walls sometimes and if you hold up and press right he'll keep going up, instead of turning, which I didn't like), and I think I've had a bug when I was bringing the last table to the furnace and decided to throw it to move faster, and once it was flying I've got a "no energy" dialogue. I still had my pants at that point so that's okay, but would I lose if I hadn't, even though there's a table remaining?
It's simple, but in a good way. I like it that there's not much buttons involved, everything happens by itself. Also, it's hard to miss the stuff you have to go over, but it doesn't look like everything just teleports around like it so often happen in games. Also it's cool that you remember the layout of the city (?) while you move around and on a second or third box you already know (or half-guess) the optimal routes to chargers and possible box locations. It was quite hard for me though. Quite fun overall, nice job.
I always like gravity related games. This one is more of a minigolf game than a space-gravity-thing game because of a limited gravity area and liquid space, but it's fun anyway. Got it in 39 tries.
Really nice implementation of the theme. You basically feel how power slips from your hands all the time. The game is quite complex too, and can surprise you at times. Takes at least few gameplays to get what's good and what's bad and how to remain in power for longer, but worth it all the while.
Nice platformer with a great mechanics twist. I like it that the levels are quite unique and even if you've mastered one, you'll have great challenge at the next. Each level I've completed took me quite some time, but if I go back to it, I can speedrun with 2-3 deaths on each level max now.
Maybe controls would be better if you could move for a smaller amount at a time, it's hard to navigate narrow places sometimes. I also dislike that the rings can spawn right under you while you already have one, essentially killing you.
P.S. That jump though, almost made me rage quit (although as I've mentioned before, now I clear it 9/10 times):
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I really like the aesthetics of the game, platforming is on point too, but I have to admit, it looked more fun in theory from the gifs I've seen. Once the signals get complicated, it becomes guesswork in a lot of cases for me. But I enjoyed the game anyway, it just requires much more complicated thinking that I was expecting. Also, somehow I didn't realize that the signals are from -1 to 1 (not 0 to 1) and spent much more time that I should have on thinking over how this situation is possibly correct:
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Great! Has a nice Castlevania vibe to it. I really like the background. Unfortunately, most of the levels are too easy - you can just climb to the top platform and stand there spamming X, but it gets quite interesting when you lose your ability yo move, I totally didn't expect that. Could be interesting to try removing random abilities for a level and then giving them back, or to have power-downs that fly around the level and that you can avoid which will take one power from you if you touch them.
There's a graphics glitch in a game that makes it literally unplayable for me. It's basically just a black screen.
Seriously though, it reminds me of the times when I've had my first minor eyesight problems and decided to make a game that you can play without looking for when I go blind completely. Unlike yours it was a racing game though (you've had a navigator who told you when to turn and in what direction).
I enjoyed your game quite a lot. Sadly it doesn't look (no pun intended) like something you can expand on and make a full project of for obvious reasons. But then again, how many games are there for blind people really? I see quite a few gamers with different disabilities from time to time who have special tools and contraptions to play games, literally people with no arms playing mainstream action games. But there's not much you can do when you're completely blind. And then again, that's what I love about Ludum Dare - you can have games here that you won't see anywhere else because they only work in a game jam environment.
Anyway, on the game itself. I usually strongly dislike LD games with recorded voice, but this one is a nice happy exclusion from that rule. You have a nice voice and mic I guess. The levels are nice, I think there could be 1 or 2 more actually. The hardest one for me was the one with the maze, I think I've missed a turn to the left near the rightmost wall at least 2 or 3 times and went back to the beginning. Last level, surprisingly enough, I've completed on my first try and in seconds. It's almost too easy, could have beaten it with my eyes closed (pun intended).
Anyway, great job, looking forward for more original games like this one in this and future LDs!
I have very limited 2 player experience with this game, but it looks quite fun. Maybe a little bit too short rounds? Or maybe we weren't good enough to stay alive for a long time. I like the overall composition of the game - sounds, music, playstyle all come together quite nicely.
I like that idea. Unfortunately, you can click winders on autopilot and almost play it like a normal platformer. It's still nice though, and I loved the boss fight. And since you can only fire horizontally and most enemies approach you from above it's difficult to hit them usually.
At first I was playing this like a kill 'em all shooter, but soon enough I've ran out of ammo and realized I'm doing something wrong. After that the game became completely different experience and the theme connection made much more sense too. Could use some polish, but overall a nice experience, good job.
Nice and relaxing gameplay. Although upgrades prices sometimes feel weird. And with lots of boats micromanagement gets quite complicated. Would be great if you could select and give commands to your boats without resetting the time warp to 1x speed. Overall quite enjoyable, nice job!
Very nice and polished game. It's quite fun to just navigate the debris even if there's not much else to do. Would be great to have some pickable powerups - even more reason to fly around which is super fun. Graphics and sounds are nice, but most importantly input feels right. However, I didn't find it useful at all to shoot.
Oh, it's so refreshing to play arcady game with simple controls after some complex strategic or tactical games I've been playing lately this LD. I love this simple but fun game, engine sound is great and when I realized I can do loops it became 5 times more cool! The art is great too! The only thing I didn't like is that with time too little boxes appear and when you inevitably lose you feel like you couldn't do anything to prevent it. Failing engine sound is great though :D.
Thanks for the feedback. ASD control side and forward thrusters (of which there are none in the starting ship) and do almost nothing in the beginning. If you'd like to steer with A/D you can reconfigure the controls in Unity launcher when you first start the game. Just set Rotation*/- axes to D and A.
@roycocup Yeah, I should have at least mentioned somewhere that not all sides are attachable on all blocks, it's kinda obvious on engines and spikes I think, but on structural blocks it could be hard to realize. Maybe that's because in my placeholder graphics structures were a lot thinner and farther from the side they can't be attached to.
@themonax I'm not even sure why did I disallow that to be honest. It would probably take 1.5 minutes to let you do that, all the mechanics are already in place (taking blocks from yourself would be no different from taking them from the wreck) but I guess it is what it is now, not gonna change it afterwards. It makes the game different though, not strictly worse, and not entirely in a bad way.
@qzqxq Thank you for such a thorough feedback! Difficulty is definitely over the top, I didn't have time to tweak it. Honestly, I should have taken another day and enter the jam probably. I think I've reached the 5th level? Or is it 6th? There's a room with mostly turrets and then with mostly kamikaze ships and I've completed both, but not the level after that one. And even if I'll get to the last level (which I'll try to do but it's hard) I probably won't be able to complete it. It's kind of a boss fight.
I have no idea why you've had the bug you've described, never happened to me.
And your comment doesn't look negative at all for me, thanks for the kind words. Actually, I think most of the comments on LD are too kind in many cases. Either people are afraid of rating revenge or just don't want to hurt someone's feelings or something. I personally always try to point out bad things in my comments because it's the way to perfection in my opinion. Blind praise is never good for a creator.
Also, believe it or not, I've remembered about Galaxy Trucker's existence about halfway through development or even later. I think after I've started drawing art and it's style, which is accidentally (subconsciously?) similar reminded me about it. And now I want to play it too.
Thanks everyone for comments and for feedback, gonna play all your games and leave comments a bit later when I have more time!
Very nice aesthetics and mood, why did you opt out of it? Gameplay is a bit repetitive and simple, but it's so fun and pleasant that it doesn't get boring at all. Killing those robots feels too good to stop.
I wasn't able to find anyone to play right now, but I've tested it a bit single-player. For some reason I was unable to jump most of the times. Sometimes I jump, but 9 times out of 10 nothing happens when I press Space. Is it a bug or am I missing something?
Not rating right now until I can play versus someone and learn how to jump.
@robinerd I've tried it in 1280x1024 fullscreen and 720x480 windowed. This time it's more like 49/50, I basically can't jump at all.
Awesome job! I've tried quite a few times to make simple game with somewhat realistic space physics that is fun and have fun controls but failed every time. It seems you've nailed it! Battle scenes are awesome and engaging, exploration is neat and not boring, it have some tactical and strategical depth, it's basically all you can dream of. I can see myself playing this game after event ends for days and days. Don't be surprised to see more comments from me if I stumble upon more unexpected things, and I hope you'll see me in a leaderboard too. :D
Also, the atmosphere is great, which is greatly supported by changing and good music.
I'm not sure I get it how to play this game, but looking at your video it seems like I didn't miss any important mechanics. Isn't the fastest way to charge thrusters just staying down below and always recharging 2 batteries and moving/using one? Do you have to fire up the second thruster? Anyway, it looks really nice, crash-landing is great and with few more features and some balance it could be a great game. Nice job!
Quite enjoyable game. Not sure I'm a great fun of lawnmower storms, but I dig the tactical part a lot. Really liked the intro (although I'm not sure what exactly happened there :D ).
Very nice feel when playing, controlling the car is fun and rewarding. Of course I was playing hardcore mode exclusively. :D
I am a bit disappointed that you can't lock the pedals down with a fish or a badger or something though, that was half of the fun. :D
I quite like the overall idea. Although it seems to be too easy, basically you can't lose after 1-2 tries when you know what to do. I think some random events and more buildings could bring some randomness and make this game quite engaging and fun to play! Also, I liked the dialogue-tutorial a lot. Would be great if you could skip it though. Nice job!
Great art and really nice mood! I just wish walking sound could be a little more varied. Looking at the screenshots I initially thought it was a point and click quest, but it turned out to be even better! I really liked some of the puzzles, not that hard as they are, sometimes solutions were unexpected and surprising for me.
Really like the game overall. I honestly didn't think that problems other people are describing are too bad. Maybe I was just lucky. Yes, on further levels not finding any water randomly could be discouraging, but how else are you going to increase the difficulty?
Tutorial is great and describes everything you need to know without taking too long in my opinion.
The foremost thing that could make the game a lot better would be smooth animations instead of teleportation on movement. Oh, and tutorial is unreadable on 4:3 monitor in 1280x1024, which is, again, probably not a problem in 2017.
Not overly complex, but nice music and I really liked the lights going out and back in the background. Really nice and unobtrusive indicator of a progress.
I really like the lighting and changing visuals for projectiles a lot, but like others have mentioned the high-inertial movement feels really weird.
Nice. Love the cheerful graphics.
Great and unique approach to the game world, I really like it. Although cleaning up charges to regain power becomes a little tedious after time. Would it be too nice to be able to automatically clean rooms you're not supposed to get into anymore? In the end I've lost because I couldn't be bothered with cleaning every little tower I've left behind and ran out of power. The fact that you sometimes have to first spend thrice the power to be able to clean it all up is not helping either.
Really fun physics, but I feel they are somewhat hindered by a theme of a compo - if you'd not run out of power all the time it could be more pleasant gameplay. Art and sounds are both great too, good job!
I like it a lot, very fun to play, and you definitely get that rewarding feeling when you earn money. Even plugging districts in is rewarding in itself because of changing icons and sounds etc. Those are little things but they're really, really important for a fun gameplay.
However, as others have noticed, elevated icons really make it hard to see which lines you need to connect or disconnect. I think moving them lower wouldn't hurt, as well as highlighting the lines they connect to when you hover your mouse over them.
Fun and addictive game, I wish there were more levels so I could play some more. I liked the boss fight, that's something I didn't really had time for in my game. At first the game was very difficult for me, but when I've played few times and realized the more effective way of playing it became much nicer. My strategy was to get as much speed as comfortable for me (around 3/4 max) and never change it. Batteries give too little power to make any extra maneuvers. Which ties the game to the theme a lot stronger than it may look, because you can't sustain your energy (I couldn't), you have to work with what you have in the beginning.
Possible improvements I've thought about: * just a little better AI so you can't force enemies into your bullets * more hp on the large structures (or split them into multiple modules) - they look like you should avoid them but in reality they're just loot crates * explaining what the fever mode is? :D I still have no idea
Great job overall!
Quite cool overall, but a bit repetitive. Maybe some random events could make it more engaging.
Also, I recommend unchecking "add fullscreen button" in itch.io settings and increasing the iframe height, because Unity web player has its own fullscreen button which is not fully visible on the current game page.
Great entry, simple yet really fun. Just the way the jam game should be in my opinion! It also has very intuitive controls which is always nice. I've managed to get to school 20 seconds early.
I like the idea and style a lot, but I was hoping to see more wrong answers, so you could screw up more. Also, does it just give the correct word for you if you don't do anything or was I lucky all the time? I thought you should be on timer to answer with the correct word so you have to add umms and erms to reset the timer if you didn't find the correct word yet. Just my 2 cents in case you'd expand the game in the future.
Great game! Would love to see more levels with more level design created "mechanics" like fishing for a rescuee in a narrow chasm you can't get yourself but can build a "rope" to get into. While you didn't have time to make more content, I like that the game looks finished and complete, that's very important for a jam game I reckon.
Quite fun gameplay, but I feel the sounds and music don't match the visual style much. Art in itself is nice though. The fact that it's so short is a bit disappointing, but I guess it would get boring after more time anyway. With addition of some powerups and different interactions with people it could have a nice expanded version!
Great, as always! I won't even start on graphics. :D
I don't usually like hectic gameplay like this, but it was surprisingly fun and nice. Very hard too. I like how cats always do something and create that chaos, that you can't keep track of it, but have to focus on one task at a time.
@binaryunit Thanks! It's actually quite consistent if you play it safe. Maybe even a little too consistent. Also, I think you've played a version with few terminal bugs which I've noticed and fixed in the last minute of a submission hour.
Thanks for the feedback everyone!
@oceanosaurus Yeah, the fast forward button would be nice, or at least a setting for changing animation speed.
@iamtalin That's the point, it's always great-uncles you never knew existed!
@interpol More locations would take more time unfortunately. Actually there were hotel and security shop in game which I cut out at the last moment because I had no time to draw graphics for them. Hotel was a place with a crappy bed but no risk of robbery at night, and in security shop you could buy cameras, better doors etc.
@ponchoguy Thanks for the thorough review! I was afraid no one would buy useless cars and furniture! :D
@pkenney Glad that you've liked it! That was the plan - let the story create itself, and if I'm lucky, it would be a different story in different playthroughs. The game needs more content for that though.
Very nice aesthetics, I love the visual style. Gameplay is quite fun too, it's an unusual and interesting idea to go down the river all the time without being able to turn back, while using camera angle like it's an open world.
Nice simple farming game. I like that instructions are on screen so I can always check if I forgot something. I feel like watering time window may be too narrow, I got stuck first time because I didn't water my plants fast enough (I guess) so I couldn't buy new seeds or grow the ones I've already planted.
Cool concept, I've always wanted to make a game based on minesweeper mechanics. I dig the fire cracking sound a lot. I'm not sure I understood how to differentiate between mine types (there are 2 types, right?), both soldier and miner show the same icon in instructions and at least once I've blown up on a tile I defused right before it. Very nice game, I will definitely play it more in the future. The dog is annoying though, is there really a reason it must always block you?
Okay, so I've replayed the game after reading the explanation in the post. I didn't realize that other objects also change the numbers in cells before. The game becomes more fun and much easier now with that knowledge. I didn't manage to get out of the minefield yet, still playing though. Is it big?
Some ideas I have about expanded game: - skewed view looks cool, but makes it harder to tell which cells are adjanced with a fast look; - different coloured flags would be great to mark locations with resources or with no mines, also to mark specific types of mines; - healing mechanic could be improved, maybe let player select which body part to heal? Definitely would help to let player choose how many medkits to use so you can only heal most dangerous damage and keep some spare medkits.
Good luck with the full version!
EDIT: Finished my playthrough. It was quite easy (but not fast), only made 1 mistake and spent 2 medkits - medic felt as the most useless character of the 3. At the end I realized that I only have 4 squares to the exit and can probably just tank through the mines with soldier, healing him every time with medic. But I ended up using disarming tools blindly on each next square. Made one suicidal blind step in the very end with soldier but was lucky and there was no mine on that spot. minesweeper.png
Nice game, I like the graphics and flashy explosions. I found it hard to aim at your enemies though, but in most cases they die offscreen anyway, if they don't there's a good chance they will hit me. Also, I think bullets go through the walls, or is that intended?
Unique and quite fun game. Too hard for my ears though. Even on easy I have a hard time picking 5 instruments. Would help if you could listen to it again without making a guess you're almost sure is wrong anyway, because you've had to guess. At least on easy.
Very nice graphics and some cool mechanics involved! You can build quite a puzzle with even simple wolves, falling trees and some death harvesters from hell. Feels a little bit strange when you die after some amount of your caribou dies, but I guess it's better than keep playing only to arrive to a gate with not enough followers and none to collect on the map too.
Absolutely astonishing experience! I often ask myself what is a horror without jumpscares, I think I know now. Every time that closet opened it was an adventure for me and a total surprise that never gets old (well, at least until the end of the game). I love it, great job!
I'm not sure what's the goal there, I guess everyone will find their own, and that's quite fun! I personally find it really fun to go for realistic poses instead of tangled space-monster ones. It gives me less comfort (points?) but it looks really nice. Great concept overall and a nice implementation!
Awesome game! Simple mechanics building up to a very complex, strategic and fun to play game. That's what I want to see in a LD game! I wasn't able to win yet, but I'm getting there. I can definitely see myself getting back to it after the jam ends. I wish there were a bigger room, maybe a network of caves with different blobs? An idea for an expanded version maybe? ;D Also, that claustrophobic feeling when it's only you and a shark blob (btw, a shark blob! WOW!) left in a tiny crevice is so strong and great in its weird way, that's just great!
Cool idea! I play a lot of aRPGs and the struggle with fitting everything in your inventory is real! :D
Battle royale on an iceberg, great! I really like the AI of other penguins, their movement looks very natural. Adding a few icebergs on the background could have improved the visual component of the game a lot, I think.
Wow, that was something... Not much in the action department, but the graphics are incredibly cool. And I wasn't expecting that kind of an ending cutscene...
Really fun and entertaining game, despite the memories! :D I love the audio, it adds so much to the mood of the game. Will have to play it few more times to try and find a perfect balance between complaints and time spent. I've always tried to win with no complaints, but then I've decided to take a look at what will happen if I open doors midway, so... Untitled.png
Fun and nice game, I liked the clean graphics a lot. Looks really polished, that's great!
Really cool game! You can utilize that mechanic in so many ways, so much potential there. I loved the main menu, and your humor is nice too. :D Better visual feedback on collision detection would be nice though. It's sometimes hard to say if you would touch the spikes or if the black matter would stop you from doing so.
Nice little game! I love the aesthetics and music is very fitting. Would be great with more special passengers, although it could go against the very idea and the mood of the game. :D Also, it's pretty random, sometimes I was able to make it to the door in 2/3 of time and sometimes I barely make it on the first level. Maybe it's just me not knowing what I'm doing or how to play though. :D
That's hilarious! I wish it were like a pseudo psychology test and it told me something at the end though. :D
@rock-night Thanks! And sure thing, especially if you give us a link to the VOD later. :D
Really spooky game! I've literally jumped in my chair the first time I've turned around and saw the thing go at me!
I think you've made a mistake again, the folder name is still different, it's "Hadcore..." (missed the letter "r".
Concerning the game itself: wow, I'm really impressed. Really cool idea and a solid implementation. What looks like a stone age guy with a vacuum... for people... which is also... a painting device? Awesome! A lot of polishing also, it looks, feels and plays very nice. Is there an end though, or is it a high score game? I was almost losing, but then enemies stopped coming from everywhere and I killed everyone, but did not win, I think.
Great game mechanics-wise! Fun, original and easily scalable. I think I've encountered a bug though, on the second day I've upgraded one of my medics to use a truck and the following day I couldn't use him at all - he was just sitting at the bottom of the screen, doing nothing. Understandably, I could only save ~30% of people that shift. And the next day it didn't fix itself, so I could only use 2 medics to the end of that game.
A fun and very polished puzzle, great job! I especially love the combination of sound effects (both music and their little oohs and aahs) and art. The only thing that was a bit clunky for me is controls - moving blocks right away when you first press on them would feel much better I think, instead of when you've dragged them to the next tile.
The game looks really cool and plays well, but either it's bugged for me, or I don't understand something. What's the goal of the level again? I've managed to bring 3 people to the grey rock at the left, and nothing happened. I've tried blowing it up, tried drilling through it, putting all three people in the room at the same time - nothing happens. How do I complete a level please?
I really like the idea, and graphics are really cool! The game could use some polishing, though. It was hard to get into, because of the lack of ingame tutorial and no sound, but cool graphics convinced me that it must be a great game. And it turned out it is! Quite strategic and very thematic. However, it looks like it's not completely bug free. At some point I couldn't recruit more cultists despite the fact that I didn't have any on the map. Do they not free the houses I've built after they're killed or sacrificed? That means I'll never be able to keep up with the farmers, after my demons get killed, because I can't recruit more cultists. Either that, or I've misunderstood something completely. Great job overall!
Really cool game, I like it a lot! Would love to play more levels of it. Didn't find it as hard, as some people reported, probably because I'm used to games like EtG and such. It's a really promising concept and quite polished game, so instead of praising it, I'd like to provide a list of things I didn't like, so you can, maybe, improve some areas of the game. :D
* Leveling up is scary, it looks and sounds like you've received damage (and getting hit is very scary in a game like this one, where health is your primary resource. * You can hit enemies through the walls, which make it possible to cheese a lot of rooms. * You want to go with your best weapon, but you don't want to level up with it, which leads to metagamingly switching weapons before you kill the last enemy on a level. It's really clunky and unfun. I'd suggest either upgrading all weapons in your inventory, or at least transfering XP to the next weapon that's not yet upgraded to the full. * Not a bad thing, just a suggestion - you should be able to sacrifice items to get upgrades to current items, because often I don't need to be restoring health and have full inventory of crap I don't need.
Once again, great game, I've played it to the end three times just for the fun of it.
Awesome game! Fun, simple, and metal af!
Fun game, but why do you put your boots before your pants? :D
Best strategy for me seemed to be to block the lady in the bathroom and loot everything else first, then unblock her and finish the job.
Controls are a bit clunky, but I enjoyed the idea and finding more items was fun while it lasted.
I love the simplified graphics. Is there a reason to use command at all though? I've piled up all my warriors near the stone itself and it seems to be working okay.
Cool idea, I really liked combining the nebulas together, but running around for them is a bit tedious. Maybe it's because VR games with movement always make me nauseous. Also, I don't understand what can I do to stop the black hole from destroying everything. Back-hand slapping was too weak for me, ended up never using it. Great graphics, though, and really fun mechanics of pushing things around.
Great game! Always loved the alchemy type games and this one has a nice twist to it. And it looks like I've managed to discover all elements before even reading about the F12 hint. :D I was afraid I've missed something after I've nuked the whole map and nothing happened.
Great work overall! Really good first impression, but very high entry threshold. I feel like when player sees a wall of text like this a lot of people want to just skip it. But the game is story driven basically, because the core mechanic is just chosing the option with the result that you can survive, and because of that wall of text might be actually okay (if you don't want to look at text at the beginning, you probably won't play a game with lots of text in it anyway).
I kept reading everything for a while, but at about halfway through just ignored it and clicked through everything except the main quests. I guess it's because this game is really easy to deconstruct to its base mechanics and narrative doesn't seem to affect it a lot, so you can just ignore it for the most part. The same goes for battles - at first I tried to be "strategic" in them, but in the end just clicked buttons randomly and sometimes won.
I really liked the ability to chose a trait in the beginning. I feel like adding more of those and giving them mid play would add a lot of replayability and unique feel to the game. You would feel like you're building your new civilization and suit it for your preferences and needs. Maybe grant 1 new trait after 1 main quest completion, or add special locations for that (of course, they shoud not just give new options in encounters, some may alter battles or provide passive bonuses for exploration etc.).
Our own game had zero instructions for the first two days of voting and still has almost none (that's intentional), so it was a bit strange to see a game with a full three screens of rules and controls explanation, especially for LD. :D
Great game! Always love to find games in LD that are fun to play by itself, and to which I would probably return after some time just to have fun.
The controls were a bit laggy for me sometimes - either the button push won't register, or it will, but with a noticeable lag. But it doesn't happen too often.
Beautiful and really atmospheric game, but I didn't quite like the feeling of always being rushed.
Really love the idea. I will be sure to get back to this game and try to improve my strategy and play some more, it seems like a game I would play after LD finishes.
Beautiful, as always! I instantly knew whose game it was as soon as I launched it (randomly stumbled upon it on itch.io) - your style is unmistakable. I don't think I even have anything specific to comment on, so far everything is perfect, that has been my favorite game so far and I feel I will return to it for the years to come, as I do to Dominoes'n'Dominions. Great job!
I call this build "Assassin in slippers". I was pretty much invincible and died by stupid mistake of not noticing a knight can kill me (I had to stop even considering "shield" warnings because of how they interact with extra actions from soul cards). record.png
I really like the game, it's quite relaxing despite all the stress. Love the sounds especially, for some reason fishermen's mumbling makes me laugh every time. :D
On my very first attempt I've managed to jump over to the land and "swimmed" there for some time, but went into a dead end and lost.
The only thing that's bothering me a little is when you get the same course segment again and again several times in a row, especially if it's a pause segment. Would love to see less randomness there.
What a great atmosphere! I loved the game when I saw the gif and wasn't a bit disappointed after playing it! All the way I kept wondering if changing pitch of an "aaaaaah" you get after banishing the rune means something and you can reach some kind of mega combo and maybe win that way. :D (my score was 6:05)
By the way, we've made a first person game in a somewhat similar dark medieval setting, but that's a parkour game. You can [check it out here](https://ldjam.com/events/ludum-dare/50/light-fingered) if you want!
I really liked the graphics style as well as the music. The story also kept me wondering what's coming next. The controls were a bit disorienting though, I've kept pressing wrong direction arrows even after some minutes of play. Also, I didn't think the game will restart if I chose the "wait for 22:38" option in the end, because the world ended many times before at 22:38 and the game didn't restart then. So I was a little bit disappointed by that (I would have chosen the other ending if I knew it was the end). Otherwise, great game, would have loved to play it some more if it were longer!
I really liked the game! Once I've realized I can jebait the enemies by walking to the side opposite of the hole through which they can reach me, it changed for me almost completely! Then again, once I've realized that the goal is actually getting to the bottom as fast as you can, it changed again, and I really liked that.
I'm not sure it fits with the theme that well, but that's probably my only critique, great job! Also, I always dig any game about digging!
Wow, the graphics are stunning! Really like the concept, but I was hoping for more interaction, like maybe you have to create messages out of words (like in dark souls) but you have to find words somewhere first. You know, some more gameplay.
Anyway, I've spend quite some time just fishing for bottles even as it is. :D Will have to return in a few days when more people would have casted their bottles into the sea hopefully.
Great game! I loved the way you have to combine attacks to fight different enemies. I hate the blue guys because of how little AoE the blue attack has though. :D
I've managed to save the kingdom first try (like a true gamer), but died soon after. I suppose, it becomes infinite and you can only delay the inevitable after that?
@ciderpunk Thank you! The team made fun of me when an invert mouse option was basically the first feature I've implemented. :D (I can't play without it)
@antonsem Well, if you don't visit the wings and go straight to the cathedral and never loot anything, you can kinda explore it safely at your own pace, maybe try that! The main hall is the place with the most amount of tricky jumps anyway.
Oh my god, the old tracks feature is brilliant! After I've realized there is a minimap the game became much easier and I stopped looking at my old tracks though. :D I ended up even skipping one energy.
The ending is too cute btw, I can't even...
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Nice game! I really liked combining different power ups, but I suspect that taking too much chain backfired on me, because projectiles stopped splitting after hitting enemies. :(
I think this has potential, would love to see some interaction with the darkness around (shrinking, effects while inside of it, etc.)
Simple but effective! I like the level of polish your game has, it looks like a complete game and that is great. I've managed to go through the first round not realizing that I can't pick the cards from the whole round, not just the very last one. I guess I've misread "in a round" as "in a row", lol! I thought the game will throw some really confusing distractions on me to make sure I will forget the one card I've just picked. Anyway, the way it actually works is cool and I liked it a lot, great game!
Great art and nice idea for a game! Unfortunately I could not finish it yet (apparently there is a good ending?) because it kept crashing for me for some reason, but that leaderboard just might bring me back to try and earn more score.
Our game also has ranking (although you can't see it before finishing the game) and creepy entity that keeps following you, [check it out](https://ldjam.com/events/ludum-dare/50/light-fingered)! :D
Win10, Firefox. Every time it happened after entering a new room. Twice the hallway and once somewhere else. And by crash I meant if freezes up, not really crashes my browser or anything. Also, I think the first time it happened I've noticed that objects were displayed incorrectly - smaller than usual.
Really like the aesthetics! Graphics style is great and sounds work well with it. I feel like there are a bit too many objectives, it becomes really repetitive a bit too quick. Also, that goose made my day! :D
Great game! I've managed to build a very promising foundation with two pizza boxes above the trash can, but on 29 items in it sadly collapsed as I put too much weight on the edges. The only thing that bothers me is the randomness, sometimes you get a fishing rod or a second pizza box as your 2nd or 3rd item, and sometimes you get 3 bowling balls almost in a row.
Will definitely go back to this and try to beat my record (which is 5 rn, because I'm greey).
Took me quite some time to get familiar with the controls, but then I've had quite some fun! I think there's still room for improvement controls-wise though. Otherwise, fun game, congratulations!
I quite like the idea an the atmosphere, but sadly the game feels kinda repetitive. I think first alterations to the portrait should appear earlier, because it's hard to know the point of the game as of right now, without reading the description. Also, it's a bit hard for me to determine the good answer (maybe I am just a psychopath though).
Anyway, I think this could have some great potential if you add more interactions and more events happening, in addition to the telephone ringing!
Really cool and addictive game! I will definitely play it more in the coming days.
Great game and great mood. It feels fun from the second you start playing. Great job!
Awesome idea and a good amount of polish. I quite liked the mechanics, great job!
Cool idea! Dodging part made a farming game fun for me for once! :D
Great atmospheric experience! Your take on the theme is surprising and interesting and it works really good. From the very first second I've felt like I'm my own biggest enemy in that game. Great job and good luck!
That's the kind of a game I see myself going back to for months after LD ends. Great job and congratulations!
@geek-freek No midair shooting is there to balance movement a bit. I wanted to make people decide if they want to move or shoot, that's why you move more slowly while shooting too.
@Budaniel It's definitely partially inspired by Frozen Synapse, although a little more arcade'y. If I were making it again I would have done replays and multiplayer in a totally different way to make sure it's more consistent, but given the little amount of time I decided that it's better to keep replays buggy but finish making the game.
@nebbishhacker That's why you tell him to look away during your turn, and the game says when it's his turn and erases all movement traces at that point.
Really cool game! Except for somewhat janky ball collisions I like everything about it! Really hard too, it took me some minutes to get my first row done.
@honest-dan I mean that sometimes the ball doesn't go where you'd expect it to go. It deflects at a (seemingly) wrong angle, especially at the corners. I can't describe it better. Also sometimes it snaps a bit to the side when contacting blocks. Honestly, I don't think a game like this needs "real" physics engine, it's probably better off with simple rules of the same angle deflection.
Really cool game, I just wish there were more things synchronized with the music. Rad graphics!
Very cool idea, but I feel like the randomness hurts the game a little bit, sometimes it's a real puzzle how to get to the door, because you don't have much moves at the very start of the level. The ball is also a bit too fast for me.
Very fun mechanics and nice graphics. Too bad there's no sound. Could be a great standalone game with some replayability added (with help of additional tools!).
We have a winner! These genres are truly incompatible. I'm not sure it's a good thing though... :thinking:
Wow! Pretty cool puzzle that also gets complicated and hard really fast! You can do a lot of fun things with that kind of controls, congratulations on a great game!
Awesome entry! Two games combined suddenly open up the whole new layer of tactics. I find that the most effective strategy is to prepare the field for future blocks with safe positioning and then score with the move that's hard to miss because of beforehand planning. Like that: Untitled.png
Great game in many aspects, will definitely try it later and try to master it. I like the displacement of letters placed in the wrong spots a lot. My two biggest issues is that if you press the first letter of a word too early, it won't show at all, so you have to delay it to be safe, and that partially wrong words (with 1 letter typo) are counted as totally wrong. My highest score so far is 17.