Eggcelerate by TimBeaudet 2020-04-20T10:17:46Z
Had a good laugh on this one, the physics-based gameplay is simple but a lot of fun.
Foon → Ludum Dare Explorer → Users → Nazorus
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | 👥 | Tarophilia | jam | 82 | 4.02 | 3.75 | 3.57 | 3.92 | 4.10 | 3.42 | 2.71 | 4.07 |
| 2024 | 55 | Summoning | Hentoad | compo | 122 | 3.66 | 3.68 | 3.68 | 3.22 | 3.68 | 3.62 | 3.85 | 3.61 | |
| 2023 | 54 | Limited Space | 👥 | Mashroom | jam | 579 | 3.55 | 3.56 | 3.70 | 4.07 | 3.86 | 3.25 | 3.41 | 3.59 |
| 2023 | 53 | Delivery | Toad Pizza Express | compo | 45 | 4.03 | 4.17 | 3.57 | 3.80 | 3.86 | 3.89 | 4.09 | 3.81 | |
| 2021 | 49 | Unstable | 👥 | Devon Rex Disorder | jam | 186 | 3.97 | 4.00 | 3.60 | 4.15 | 4.09 | 3.97 | 3.97 | 4.00 |
| 2021 | 48 | Deeper and deeper | Captain Zapdash | compo | 145 | 3.85 | 4.12 | 3.43 | 3.42 | 3.84 | 4.07 | 3.38 | 3.50 | |
| 2020 | 47 | Stuck in a loop | 👥 | Hyper Hamster | jam | 214 | 3.96 | 4.18 | 3.02 | 4.22 | 3.56 | 3.93 | 4.11 | 3.75 |
| 2020 | 46 | Keep it alive | Mr. Fluff | compo | 569 | 3.38 | 3.46 | 2.93 | 4.04 | 3.17 | 3.75 | 3.89 | 3.37 |
Had a good laugh on this one, the physics-based gameplay is simple but a lot of fun.
I love the gameplay and animations, the juggling mechanics with the torch are very satisfying and fun to play with. I think this idea has a lot of potential. In line with other comments, I found the difficulty curve to be pretty steep as well, but I have a feeling this is just a matter of learning.
The atmosphere felt pretty slick despite the lack of music or ambient sound, it has a somewhat Dark Souls-ish tone to it.
Great work on this compo, this is really impressive for a solo 48h sprint!
I love the art style and the animations! Is this a homemade shader? The monster's voice is a nice touch, with the 4th wall breaking controls explanations, that reminded me of N64 Rare games like Banjo-Kazooie or Conker. :smile:
I like the attention to detail like displaying an arrow so the player doesn't get lost. The music transition issue is no big deal, I imagine this could be solved by playing the new song from the current time of the previous one (if that makes sense).
Great job on this submission, very charming game!
Wow, it's really cool that you were able to make a 90s style 3D game from scratch with JavaScript! And in just two days, congrats! Perhaps you'll be able to make cool stuff out of you new homemade lib in the future :wink:
The game itself is pretty funny, especially the sound effects which are hilarious :smile:
Good job on this one.
Neat little game, killing enemies to feed them to the blob is a nice take on the theme. The gameplay feels a bit flimsy at first, especially because you have to stop before you can attack, but the sprites and animation look very nice with the retro style. Good submission!
Great looking game with solid and enjoyable gameplay. I really like the atmosphere as well. It seems you've put a lot of effort into the pixel art, animations, lighting, sound design, and the attack and dashing abilities. I have a feeling you intend to continue working on this game. :wink:
Good job on this submission!
Interesting game, I like the little attentions to detail like the dice rolling, and it's neat that you implemented an AI. The combination of chess-like mechanics with dice rolls has a lot of potential I think.
Fun little game, I like the music and the little animations! Interactions don't always work properly though.
Fun little game, great job!
Very intriguing game, I love the mood and graphical style. I can feel there has been a lot of effort in the cinematic aspect and atmosphere of the game. Thanks for sharing!
This is an interesting approach to a virtual pet game, it reminds me of The Sims in many ways. It took me a minute to figure out what to do, maybe I should've read the instructions first :smile: I like that you took the time to include path finding. Good job on this compo game!
Very neat concept, you were able to create fairly complex puzzles with a super simple mechanic, this is great example of good and innovative game design. Good job!
Cool concept, a mini quasi-RTS survival game! Good choice of music and very nice homemade sprites and animations, the similar colors just make it a little bit hard to read.
For some reason wasps started spawning all at once, which make it impossible to defend the queen, I'm not sure if that's intended.
Nice idea, clean execution, well done :v:
Gorgeous pixel art and animations, cool music and sound effects, and solid tried and true Megaman-style gameplay. This game feels incredibly polished and well done. Looks like you have a lot of experience in the field. :wink:
Great submission overall!
Pretty cool game, the visuals are great and the "juggling" mechanic is very neat idea. The overall gameplay can feel a bit flimsy at times, but it's no big deal.
I love how the soundtrack builds the tension when you toss the plant.
Interesting gameplay and clean-looking design, had fun playing it!
Cool game, I like the concept of keeping a plant alive with some action platforming! I like the art style and the music. Sometimes monsters can get stuck inside walls, it's no big deal in a game jam game :grin: I think the game is a bit too easy, but that's understandable given the time constraints.
Good job on this one!
Hi, fellow rabbit game maker.
What a strange and atmospheric game. I love the mood and the music, it's so intriguing and otherworldly. The low-poly dark forest with giant trees are very effective at setting the mood, and those electronics look... Peculiar.
Probably the most unique and memorable game I've seen so far, you've really got a knack for creating a unique atmosphere, great work!
I really like the simplicity of the gameplay and the visuals are very cute. The bird sound effects and the soft guitar track (which I assume is homemade :smile: ) are nice and relaxing.
Indeed there seems to be an issue with cherries because I couldn't see any while testing, I will probably try the updated version later out of curiosity.
Good job on this jam :v:
Neat little platformer, keeping a fire alive is definitely in the theme. It took me a while to understand you can jump on ankylosauruses since they look so spiky :sweat_smile: Good job!
Weird but funny physics-based gameplay. It's very hard to keep stuff inside the boat, but I had a lot of fun trying. Good job!
Interesting concept, this is more planning ahead than improvising a fight, almost to the point of putting together an AI. There's a lot of potential in this.
I didn't have any audio, I don't know if that's normal.
The pixel art is beautiful, by the way :v:
Nice little game, it reminds me of Super Mario 64's slide level for some reason :smile:
I think a survival physics game like this is a great idea with a lot of potential and could be expanded beyond a game jam. I like the intricate level design with secret shortcuts (maybe unintended? :grin: ). ~~The only thing really missing is some sound effects and music to support the mood of the game.~~ Actually the sound options were switched off by for some reason, this is nice!
Great job on this one :v:
Interesting game, the crafting system is nice and intuitive, and I like the ambiance. Good job!
Cool idea to make an escort dungeon crawler for the theme! The gameplay feels very natural and easy to pick up. I kind of enjoyed the screen shake, it feels satisfying even if it's a bit much.
Overall this is pretty damn good for a solo game, good job!
Nice little game, it's clean and well polished for 16 hours of work, and gameplay loop is fun and well balanced. The choice of blocky pixel art was the right one :thumbsup:
Pretty funny game, I loved the sound effects and the animations, good work!
Awesome, I love the atmosphere of this game, the visuals and the soundtrack really set a strong mood. The intro especially is such a nice touch. I like the Celeste-like gameplay, although wall-jumping felt a bit flimsy at first.
Everything feels super polished, you've put a lot of effort in this game and it shows, I have a feeling you are not done working on it :smile: Keep it up!
Space survival with ressource management is a really cool take on the theme, good work :)
The gameplay feels a bit slow at times, but it's pretty good for a first solo ham. Keep it up!
Awesome, I had a lot of fun on this one! I love the music, it really struck a chord with me :smile: The physics-based gameplay is great, and the animations are simple and effective.
I think it would be nice if left click picked up the nearest box instead of having to click directly onto it, and it took me a while to figure out you can jump with W (instead of the spacebar) which made walljumping a bit tricky.
Great job overall!
Thanks for your comment @historymaker118 , I'm glad you liked it :smile:
I think what made the gunplay fun was adding the flashing background and that small but noticeable animation on the gun, along with the sound effects. The three combined make for a pretty "crunchy" feeling somehow :sweat_smile:
I agree that the rabbit's needs could be clearer, I wanted to keep it a little vague so players have to do some guesswork while shooting the zombies instead of just "click to fill the gauge" which I was afraid would be too trivial/boring.
Thanks for the feedback @lt-farfetchd! I'm glad you liked the gun sound effect :grin: I had a lot of fun recording it. The truth about the visuals is that I have zero artistic talent, but if I was to continue developing this game with more time, it's the first thing I would work on indeed.
Thanks as well for you comment @guille :slight_smile:, I absolutely agree that the difficulty curve could be improved. Strange issue with the audio, which browser are you using?
@ldd People seem to love killing that poor Mr. Fluff :grin: I have to admit I did not put much thought in the color selection, it's probably pretty bad. Glad you enjoyed the gameplay and the music!
@scott-steffes I'm happy to read that, I made a point of not using "absolute" indicators like a hunger/thirst/stress bar to make things less trivial and slightly more ambiguous. The hand is supposed to represent pets or cuddles to reduce the stress level of Mr. Fluff :wink:
I chose to use my guitar because it was the easiest way for me to create music with my very lacking skills, but in the end it was surprisingly well received. I'm glad you like that it's "hand made" music, I had a lot of fun making it and it makes me want to try that again one day :v:
Thanks @themightytrout, @ben-newington, @huvaakoodia, @ondrasej, @diegoctorguet for the comments!
@ben-newington I'm glad you liked the "hidden" needs of Mr. Fluff :smile: , I felt it would be better to have ambiguous visual cues to keep the player on edge and give more significance to the pet-care aspect of the game by emphasizing guesswork, instead of just having to fill bars.
@huvaakoodia Thanks for all the constructive criticism and ideas, I'll definitely keep those in mind if I resume development of the game one day. I fully agree that the game's difficulty curve isn't satisfying right now, and the bunny care action durations are a good idea to add some challenge, I also like the idea of having some enemies take multiple hits. I'm conflicted on reloading because it makes the gunplay less "pure" but I'm a bit biased on that subject. Again, thanks for taking the time to write all this :thumbsup:
The game seems to crash when I click play :confused:
This is not something I expected to see in a game jam, full points in innovation!
Very cool puzzle game, it's a shame you don't have that many ratings! I really like the lighting and shadows (even though it can be a bit difficult to see unpowered wires sometimes), and you managed to create an interesting atmosphere despite the lack of soundtrack.
The puzzle themselves are just the right amount of difficulty to me and were fun to resolve. Good job on this compo submission! :v:
(btw, the game seemed to crash when I died, except during the end room)
The gameplay feels super nice and fluid, and the concept is awesome, loved interacting with my own past selves and their mistakes :smile: Great work!
Simple and nice looking game, I always love these kind of puzzles that defy de laws of geometry! Very clever interpretation of the theme too, you have to notice when you are stuck in a loop and consciously break out from it, neat! Too bad there is no sound to support the mood of the game, but it's still an awesome entry, good job!
Beautiful and relaxing game! While it's a bit lacking in terms of gameplay, it's still nice to walk along the bushes and enjoy the sound of birds. I loved the attention to detail like how many different bushes there are, and how the character looks up and daydreams when I stop moving. Good job on this entry, the game is very simple but still impressive for a solo submission, good job!
PS: Only french keyboards use ZQSD, so it would have been nice to be able to move with A and D for most people here, I think :smile:
Hey there, fellow hamster game maker!
I loved how relaxing the game is, it's rare to find a city builder in a game jam, and the looping world is a nice spin (pun intended) on the theme :smile: The tutorial makes it easy to understand and the gameplay is very intuitive. Great job overall, only the UI looks a bit wonky!
Btw, we also made a hamster game with @baylej if you want to check it out :hamster:
Loved it, the gameplay feels nice and super fluid, I really like the concept of unlocking new skills to explore more of the cave, it fits the theme without being too repetitive. It's great that you took the time to include some narration, that and the music really help setting the mood.
The only thing I would change is the scaling of the pixel art, the game would look more coherent if all sprites were the same resolution (dwarf, hearts, goblins).
Btw, that goblin talk cracked me up :smile: , great job on this submission!
That's pretty impressive for only 8 hours of work, good job! It's a cool take on the theme and the puzzles were pretty fun to solve.
Impressive looking game, a lot of care was put in graphics and effects! The gun holograms and the time rewind are a cool take on the theme. It's also a nice touch to add voice acting and bit of backstory. The only things I would improve is to make the rewind faster, especially on harder difficulty.
Good job on this submission :v: :hamster:
I chose not to press the alarm and it was worth it! Love that kind of easter eggs.
The game looks and sounds great, and I liked the attention to detail such as the description of items in the environment. Unfortunately, I was not able to do much outside of alarm fighting, button pressing, and coffee making, I did not understand how to see any ending. (I played v1.0.0 for fairness)
Despite some issues, I think it's a cool take on the theme and it was overall a cool experience, good job :smile:
Interesting game, I like the dash animation of the samurai, it's pretty satisfying. I think you can improve it by making it much faster to keep it more stimulating.
Pretty cool atmospheric game, the graphics are interesting and I can see kind of aesthetic you were going for, reminds me of E.Y.E: Divine Cybermancy. I like the log-based story telling, some of them were hilarious.
Unfortunately, the game crashed before I was able to open the engine door. (also, a new date is generated every time I press E on a log screen)
I love the animation in this game, it feels so fluid and organic, you've put a lot of effort in it and it shows. The gameplay is extremely simple, but the presentation and feel make it fun to play nonetheless, good job!
That was pretty fun, I love how you end up upside down after a while :smile: The only thing missing in this game is a way to accelerate I feel, driving a bike makes me want to go fast! Overall that's a fun simple game, nice choice of music too. Good job!
Nice take on the theme, being stuck in a programming loop! It was fun to explore the different levels and unlock skills to reach new areas. Also that intro was hilarious. The only thing I would improve is to add a text box that explains how to use the wall climbing and gliding skills, it took me a while to figure out.
PS: I smiled at the "while(trou)" :grin:
Pretty nice game, especially for a very first one! I love the art style and the little animations like the eyes of the character that look in the direction he's moving. The only thing I would change is to add a health system (instant death seems kind of harsh), and maybe add some music and sound effects as well.
Anyway, you managed to finish a simple and fun game in time, so that's great, good job :smile:
That's a pretty fun concept, I think you can go pretty far with it, the only thing missing is a goal that is a bit more achievable, or maybe some levels that would require different shapes of loops to complete!
The game looks a bit rough but charming, and the haunted stone actually looks pretty damn good. I think you did a good job despite the time management issues you mentioned, especially for a solo game :smile:
Clean really is the word that comes to mind to describe this game, it's pure and simple in its gameplay, visuals, and sound design. The lack of music reinforces that feeling too. I really like the subtle animation effects like the paper planes spawning or the white strokes when you get a pickup, and the death explosion is really well made.
Very simple and competent game, reminds me of phone games like Snake but much smoother and cleaner, good job :smile:
I had a lot of fun with this game, very Dark Souls-esque with just the right amount of difficulty. The art style is quirky but pretty nice, the only thing that could use some improvement is the music.
Good job on this entry, it's unique and has really tight gameplay!
Thanks for playing and for the kind words @jonrei :smile: I'm glad you had so much fun!
Thanks everyone for all the kind words! I'm glad you're having fun with Hyper Hamster, it has been blast to make :smile:
So glad to see you guys are having fun with the game :hamster: Thanks for playing and for the feedback!
@julienlussiez You're right, it kinda looks like Halo!
@ansoneh @flying-basement-studios @jorbits @cedric86 Happy to hear you liked the music, there are issues with it that I wish I had time to fix, so I'm glad to know people like it nonetheless :sweat_smile:
Hey @avatargreggles I'm glad you like the game so much :smile:
I'll give you a few hints on how we did it: The hamster only moves left/right and up/down, the rest of the movement is actually the wheel that spins, and we have a bunch of invisible triggers on the wheel that spawn obstacles on the wheel behind the camera. The speed effect (other than making things move super fast), is mostly done using camera FOV and particle effects.
Anyway, thanks for playing and for the kind words! :hamster:
Thanks everyone for playing, it's great to read all the feedback :smile:
@jamster Hamster Dash is very similar to Hyper Hamster indeed, I played it and rated it!
@lunareffect Putting smiles on people's face is exactly what we tried to accomplish, I'm glad you had fun with the game :grin:
First of all, I have to say the rocket launcher sound effect is absolutely amazing. The game is full of nice touches, like the intro sequence, the fluid effect on the oil, the reflection maps, and even the main menu! Gameplay wise it's pretty solid, maybe the shotgun recoil is a bit too much, I think it can be a lot of fun in multiplayer (I couldn't try it this time).
Good job on this contribution :smile:
Nice puzzle platformer, the gameplay feels nice and fluid, is it all done with Unity's physics engine? The music is relaxing and suits the mood of the game quite well, and that hamster is pretty cute. I don't think it's very useful to keep the menu on the left displayed at all times, but it's no big deal. Good job overall, this is impressive for a solo game :thumbsup:
Love the retro-neon aesthetics, that background is mesmerizing! And the music is pretty cool too. Gameplay wise, I wish it was a lot faster despite the speed upgrade, but it's still competent and fun as is.
Good job on this entry :v:
I tried to play with an Xbox One controller and the mapping was: Left Stick to move, B to shoot, Right Stick "Click" to open the menu, and Start to shoot :grin: I ended up playing with the keyboard instead.
Pretty cool game, love me some jetpack action, and I like the kind of game where you unlock new abilities to be able to explore more area, the only issue I have is that it might be a bit too punishing when you run out of time. Also the scaling of the UI seemed strange, at least on the HTML5 version, the HUD was very large while the signs were so tiny they were hard to read.
In any case, the gameplay is pretty solid and satisfying, and it's a cool entry overall, good job :v:
Really love the pixel art, and the concept is pretty cool too, I like how you have to work with physics to escape. I just wish the game was faster because it can become a bit tedious sometimes. Good job!
Very nice puzzle game and a cool take on the theme, programming loopy to complete levels was very intuitive and fun, and I loved the relaxing music too :smile:
Great job overall!
Cool little game, the visuals feel kinda trippy, it's always nice to hear some music and the slow-mo effect when you hit an obstacle is pretty neat. I don't think the inverted controls make the game that much more difficult when you're outside the tunnel, but it's cool that you can choose to be in or out.
Had a lot of fun with the game, it was pretty tough to beat. The gameplay feels nice and snappy and it always feels like you're in full control of where you're going, there is a good variety of enemies and obstacles with interesting patterns. My only gripe would the the hitboxes which feel a bit unforgiving in the beginning.
Graphics look cute (though I wish I could zoom in to see things better) and the falling sky and boss are cool as hell. Loved the music too.
The game feels amazing to play, it's so bouncy and responsive, I love that. Animations and sound effects are super satisfying, especially the charged jump. It's challenging but fair, I died a bunch of times but always wanted to try again until I reached the end, items that become death traps are a bit sadistic but in a fun way.
I also really enjoyed the retro music as well as the simple/elegant pixel art, everything feels super clean and polished. Also you get to become the ruler of hell in the end and isn't that just neat.
That's it, I don't have anything negative to say about this, you nailed it.
Absolutely bleak and unsettling, everything about this makes me uncomfortable in the best way possible.
The control scheme is awesome in how it's both intuitive, fluid and also deliberately inconvenient to build tension, animations feel slick and satisfying, especially reloading and using syringes. Visuals and audio are minimalistic and do a great job a setting the mood.
I love it.
That was interesting, I really like your idea after reading the full description and I can easily imagine all the mechanics you've implemented for the concept to work. I get that not having a clear idea of the character's opinions and stress levels is the point of the game, but I think it's a bit too opaque in its current form, it's hard to tell whether the choices actually have any impact from a player's perspective.
Still, the concept is great and I'd love to see it explored deeper. Good job on this entry :smile:
That was interesting, I really like the root generation system, it's mesmerizing to look at. The fact that the music only continues when moving made me want to keep playing just so it wouldn't stop, that's a neat way to encourage the player.
Other than that, it's a shame that there weren't any goals other than the score or more mechanics, but it's still a really cool game you've managed to put together, good job!
Cool little game, the rabbit is cute as hell and the graphics and effects give a nice surrealistic feel to it, though maybe a little blurry. The gameplay feels smooth and responsive, there's just the jump that might be a little overtuned. It got really intense and a bit stressful when the hordes of spiders arrived, in a good way, it made digging that much more fun. I also really liked the music.
The message of the game hits close to home, I really enjoyed that, the mechanics also do a great at conveying the struggle of getting stuck in doubt. Atmosphere and soundtrack were great too. Good entry.
The game feels super smooth and polished, and has that nice clean pixel art aesthetic, it took me a minute to understand the controls but I quickly got the hang of it and it was pretty satisfying to play, the dash feels great to use.
I'd say the only things missing here are a sense of progression/difficulty and some music to set the mood, and maybe the ability to smash through stuff with the dash.
Overall it's a great entry, you guys did a great job, and it feels like it could become a cool little mobile game :smile:
That was really good! I like the aesthetics, the cute animations, the lighting, and how fluid the game feels. My only gripe is that aliens seem to detect you from any distance, even when they're off-screen, which can make the game pretty difficult at times, but other than that I had a great time. The music also does a good job at setting the mood.
One last thing as a fellow french dev, I appreciate that you included ZQSD in the control schemes, merci bien :smile:
Good job on this entry!
Super trippy, the audio and visuals create a cool atmosphere that I really enjoyed. The control scheme is interesting but it also ended up being a bit of a hassle after a while playing, especially for repetitive actions like shooting and moving.
Overall it's a pretty good entry, especially in terms of mood and visual/audio design, good job :thumbsup:
Really like the pixel-art aesthetics and the choice of colors, and the gameplay fits the theme. I find that the character is slow and difficult to control though, especially the double tap dash because it requires to release the second button tap for it to take effect which is counter intuitive if you want to keep moving afterwards.
The game felt pretty hard so I didn't go very far, but it's a solid entry and really impressive since you're doing everything yourself, so congrats :smile:
@exofrenon I tried again on the WebGL version, and dashing is a lot better like that! The game is still pretty difficult but I had much more fun this time. Another improvement I would suggest is to make the transition and respawn animations faster so that death feels less punishing. Again, I'm impressed with the effort you've put in this solo game, good job :thumbsup:
This is the coolest interpretation of the theme I saw so far, so kudos for that! Some puzzles were kinda frustrating (mostly the ones about dodging bullets I have to admit), but I really liked the concept of both playing the game and using the manual to be able to progress through it.
I only found one bug, I was able to walk inside of a collider at some point, not sure what's up with that.
Cool entry, possibly the most interesting I've seen yet!
Very simple and elegant, I finished Frog Mode and went pretty far into Champion Mode. Levels are pretty tightly designed and it was fun figuring out how to beat each one of them. Champion Mode was more challenging but also more interesting to play I thought.
Graphics are simple and working great, it's a good compo entry overall, good job!
Took me a while to get the hang of it but I had a lot of fun playing Red Archer, being in full control of dashes and the slow-motion felt really good once I got familiar with the mechanics.
A couple issues I noticed: the game freezes if you go outside the map (had to try), and it seems you can only fire arrows with a "short click" (nothing happens when you hold then release, which felt counter-intuitive for a bow and arrow).
I often see your games on social media, and I gotta say I really like your art style, it has a unique pop to it, and your gameplay always feels satisfying and cathartic. Great job on this entry!
(oh and as a fellow french dev, it's nice to be able to use ZQSD, merci pour ça! :smile: )
Now that's a neat cave exploration mechanic, having to rely on the scanner to see things adds a lot of tension to the game and kept me on my toes the whole time. Sound design is also really good, especially the sound of enemies, pretty scary.
My only complaint would be that it's a bit too difficult to see the position of enemies even with the scanner, so I ended up just running and hoping they didn't hit me.
One last thing, as a fellow french dev it's always good to be able to use ZQSD :smile: Good job on this entry :thumbsup:
Thanks everyone for the kind words, I'm glad you're having fun :smile: I'll be sure to check out your games as well!
@phthalogold perhaps death is a moan-worthy experience in this universe, who knows!
Thank you for all the positive comments, I really appreciate it! I'll find some time to play your games as well.
@stuartc I found myself doing that too during testing and I was tempted to add a rhythm mechanic, but decided it would be too risky to implement :sweat_smile:
@secret-magic-404 Obstacles can still get to you at the edge of the screen, so this approach requires some luck :stuck_out_tongue: but I guess you're still less likely to get hit ^^
@airwaffle I agree that more variation would have been great, I had a few ideas but ended up spending more time on audio instead ^^
@exofrenon Thank you :smile: The death sound effect is indeed a recording of my own voice! I agree that graphical assets are the weakest part of the game, I'm not much of an artist so I make do with what I can. For the record there are actually 4 parts to the game, each time you get 12 orbs the game increases in difficulty, and after the fourth part there is a little end sequence. That said, you're right that I would need a proper level generation algorithm if I were to push the concept further. Thanks again for playing and all the feedback!
@tim77 @kunal Zooming out the camera is a great idea, it would open up a lot of possibilities in terms of level design and gameplay. Thanks for playing and the kind words!
@kepsert Yes, this isn't explained in the game but the depth meter is kinda like a negative score :wink: if you never get hit and never miss any orb, you'll finish the game with minimal depth. Thanks for playing and the kind feedback!
I try to play all your games to leave a score and comment, thanks for all the feedback! I'm glad you're enjoying Captain Zapdash :smile:
Everything about this is wrong. It's amazing and I can't stop playing and laughing.
Thank you for making this.
Good effort on this entry, the gameplay is working fine although maybe it's a bit slow. My only gripe is that it can be hard to see where we're going sometimes, it would have been nice to be able to turn the camera, but overall it's a solid game and you took the time to make a good amount of levels. Good job!
I laughed way too much at this, I have the humour of a 5 year old x)
The game is pretty solid and well done, though I have to say there isn't much to do or see once the initial laughter wears off. Still a good entry, good job!
That was pretty nice, I managed to survive the fall! I liked the art style and the indicators are a nice touch to make the game more fair. You did a great job for a Compo game and a first Ludum Dare, be proud :thumbsup:
Okay I had a lot of fun with this one, the controls are wonky as hell but in a good way. It's pretty tough though, I wasn't able to get past the climb to the intermediate route unfortunately, I wish I could see the rest of the game.
Aesthetics are simple and efficient, I really like the "fluid-plain-pixelly" style and the music does a great job at setting the mood (too bad it stops after hitting R). I did get the bug where a force was constantly applied, but respawning fixes it. Great entry overall!
I like the core concept, having to throw the light instead of carrying it, it makes it so you have to plan your jumps and try and remember the level. One criticism I have is that it's possible to lose the lantern in a pit, and since there is no way of getting it back you have to jump randomly to either die or get to the next section.
Apart from that, the game looks nice and I really enjoyed the calm music, so kudos to you! :smile:
If I had to sum this game up in one word it would be "cute", the plushies, the sounds, the mood, it's all super cute! I also really liked the little random texts on the bottom-left, with neat references and such :smile:
Gameplay-wise, it's solid and I had fun with the game, though it starts getting a bit repetitive after a while since the best strategy seems to be to repeatedly smash the same spot, the random texts is really what kept me going.
Overall, this is a great submission for a first Ludum Dare, so kudos to you! :thumbsup:
Beautiful visuals and very cool music and sound design, I especially liked how the music gets more intricate as you progress through the game. Gameplay-wise it's fun enough, though I could mostly get away with spamming the spacebar and didn't have to switch directions all that often. Is there any benefit to choosing walls with higher or lower numbers? It was hard to tell.
Good entry overall :smile:
The game looks great with a neat color palette and good effects, it has a beautiful atmosphere. However, I could not figure out how to continue after the violin sequence, I dug to the sign below and couldn't interact with it.
Still, it was an enjoyable little experience, good job on this entry ^^
Very simple and elegant game, I had a good time with it. It's satisfying to build up speed and listen to the music get faster and faster, I got 39 gold. Good job!
That was great! The gameplay feels tight, the pixel art and animations are awesome, and boy am I loving the music. Descending into the depths of hell is also a great take on the theme, I'm always a sucker for that.
The death animation might be a little disorienting at first, but it's nice and impactful and "straight-to-the-point", I think that's one of the best ways to handle death in a game, make it pop and make it quick.
While I enjoy the tough challenge, I feel that the hitboxes are a bit too unforgiving sometimes, and there are some parts of the game that feel a bit unfair, but overall I was enjoying my time and I wanted to keep pushing and retrying. The auto-scrolling also felt a bit frustrating at times, but I'm sure this can be improved in some ways while keeping the concept intact, for instance if it speeds up a bit when the player gets close to the edge.
Overall, this is an brilliant entry and you guys should be proud of what you've accomplished during the jam, congrats! :thumbsup:
Just played another similar game about growing roots, and yours is the superior one I have to say. It's very relaxing and I like that you have to keep collecting energy and send additional roots to the orbs so you can keep playing. The game is very simple and elegant in every way, and also super lightweight which is always nice.
Good job on this entry :thumbsup:
That felt pretty good, the gameplay is simple, fluid, and satisfying, and depth of sleep is a good take on the theme. I always enjoy a fast and hectic game like this the goofy ragdoll animations on the character are awesome. Cool choice of music too.
Good job on this entry :thumbsup:
This is nightmare-inducing, goofy as hell, and barely playable, I love it. The game also feels super clean and fluid, good choice of music and great take on the theme.
I was really curious as to how the moth works, so I was happy to read your explanations on the comments, I learned a few things today :smile:
I love it, the mood is just so strong. I'm a sucker for hazy cryptic games like that, with a striking aesthetic and color palette, and nebulous audio atmosphere. It made me want to keep trying and reach the end, which I finally did. I get the feeling that there is a message behind this game, perhaps the pursuit of short-lived spurs of joy throughout life, until you find your place of happiness, that you can enjoy while it lasts?
And yes, I did enjoy it while it lasted.
This might be my favourite entry so far, big kudos to you.
I wasn't able to move in the HTML5 version, so I played the Windows version instead.
The game is pretty fun, I like the Terraria-style exploration and it's satisfying to get random upgrades in chests, it makes me want to keep going and see how powerful I can become. Lighting effects look really nice with the heightmaps, and particle effects on gun shots and enemies feel nice and juicy.
Overall it's a pretty cool entry, so good job!
Amazing use of shaders to create such trippy effects on surfaces and shapes, I'm very curious as to how everything was made, it felt like a psychedelic reimagining of Antichamber.
The game is the perfect length to get into the puzzles and fully appreciate the aesthetics without causing visual fatigue. The constantly shifting wall textures and painting were particularly intriguing.
Mental instability is also a great interpretation of the theme and it's executed beautifully in this game. This might be my favourite so far.
Okay, that's pretty fun and simple game, the physics feels super smooth and it's strangely relaxing. Good job on this.
Neat concept, farming mushrooms and trying to find the right balance of light, heat, and moisture! It took me a while to figure out how to get more seeds by composting mushrooms and I ran into some of the issues described on the page, but they're pretty minor.
The art is really cute and the audio is relaxing, overall you guys did a good job ^^
Took me a while to figure everything out, especially the overheating and debugging mechanic, my first few runs ended pretty quickly because of that :smile: (I also got the glitch when I fell through the floor, but that's pretty rare/minor)
The game is a nice fit for the theme and graphics are cute, I'm pretty bad at these types of puzzle but they are well executed. I think the only thing that game is missing is some clarity about its mechanics (debugging, overheating, the matrix rain, etc) so that it's less confusing in the beginning, other than that you did a great job.
Awesome, a super simple yet fun concept!
It was pretty confusing at first because the panda is so small at the beginning but once I got the hang of it I felt like playing over and over again :smile:
One way to fix that would be to add a quick indicator at the beginning of a run so that players can spot the panda more easily.
The art is clean and very cut, and the audio sets a powerful mood, really cool game!
I absolutely love that skeleton lol, the models and animations are amazing and I like how everything is wobbling, losing limbs on taking damage is also a nice touch. The game is pretty tough and it can be hard to hit enemies without taking damage or dodging, and I would sometimes get insta-killed by a falling object when it looked like I wasn't underneath it, but other than that I had a of lot of fun with the game. Spooky music is pretty cool too!
Good job on this entry!
Took some time to get going but that was pretty good. The pixel art is solid and I'm really digging that music! Really sets the sci-fi mood. My only gripe is that the game feels pretty slow, especially at the beginning, and that it sometimes won't place buildings (when they're too close I assume).Other then that, the game runs very smoothly and I didn't encounter any issue.
Good job on that entry guys!
Thanks for the kind words everyone! I make sure to play and rate all of your games as soon as I can :smile:
@coda-highland sorry the sound didn't work for you, maybe you could try the downloadable version?
@geckoo1337 Thanks for the feedback! The sprites are indeed handmade by @yuanankh, and I did record my own voice for the cat meows ^^ We were inspired by games like Yoshi's Story or Castlevania with some added weirdness and psychedelic effects, I've never played Pony Island but it looks pretty damn cool lol
The game looks great and 3D animations are fun and smooth, especially the wobbly alien. I also enjoyed the Among Us style minigames. It took me a while to understand how to interact with elements and I sometimes had to press F repeatedly for it to work, but other than that I didn't encounter any issues.
The voice acting is a nice touch as well. Good job on this entry.
Nice take on the theme, the gameplay is solid and made me want to try again until the end :smile: it's the kind of game that's difficult at first but you quickly get the intuitive feeling for it.
The programmer art has its charm. Voiced sound effects are hilarious and I honestly love the silly a capella music.
This is very confusing, I don't know what's going on.
All I know is that I love the art, the music, the animations. It feels like a trip in a separate, unstable, painful mind.
It's great. And weird, but in a good way. Hope you're okay.
Great concept for a simple multiplayer game, good job for that!
[This](https://gyazo.com/6a6a80f0523bd39e41b96885a5eee78a) started to happen after a while, I'm not sure if that's normal lol
This game is great, it feels so smooth and relaxing, I just wanted to keep playing! The pixel art is nice and simple, animations are satisfying, and the concept is both fun and a good fit for the theme. I'm a big fan of the gameboy-style color scheme too. Hover-on effects and screen transitions are a nice touch, as well as the notation system at the end of levels (though I'm not sure it's detecting right-side up correctly haha), I got one "dope" and one "yay"!
Not much to criticize here, everything feels clean and polished. Did you make the music yourself? I really like it.
This is definitely the best game I've played so far! It feels so smooth and satisfying, there's a good variety of weapons, animations and sound effects feel so great. The banana peel is absolutely hilarious lol
The weapon constantly switching is a nice take on the theme (it's also a mechanic present in one of my own games funnily enough!), and you managed to create an impressively competent top down shooter in 48h, everything is here: satisfying shooting, smooth aiming and camera, pathfinding, particles, audio. I'm a big fan of Nuclear Throne and that game really is the game jam equivalent :smile:
That was fun, I liked the graphics and the atmosphere, sound design was good too. Didn't expect to see a rhythm game at Ludum Dare!
Here's the theme interpretations I found: - Deliver eggs and creatures as in moving them from A to B - Deliver a show (music part) - Deliver creatures as in set them free - Deliver as in help give birth
Good job on making this cool entry, especially as a Compo game!
That was fun, and the music is a nice touch! Sound effects were a bit loud compared to the music (at least with headphones). It's the kind of game that makes you wanna play again and again to try and get a better score, the core concept is strong. Good job.
Starting with the obvious : It's hard, and not my personal cup-of-tea kind of hard. It's more about playing long enough for the physics and pendulum timing to become second nature, and then I'm sure the game becomes challenging in a way that's truly engaging. So that means I don't get to see the end of the game, but it's not big deal.
Did I still have fun? Yeah! The core concept is very strong in its simplicity and make for a solid, super smooth, flappy-birdesque experience.
Visually, the game looks amazing, big fan of the pop-art style and scrolling textures. Audio is also highly competent with good music and crisp sound effects.
Overall this is a great entry, good job guys!
Probably my favorite game so far, I really like the visuals, especially the color palette. The gameplay is simple and fun and it felt good chasing merchants and upgrading my ship. Music was great too. Good job on making such a quality game in 3 days!
Et content de voir des français participer à la Ludum Dare :v:
Solid art and animation, it reminds me of Rick and Morty, especially the zombies' face. Gameplay is very simplistic but it works, I just wish there were more to it.
You guys made a game in 72h and that's definitely an achievement, good job.
For some reason the message in the mailbox won't display properly on my computer.
screen.png
So here's what I could experience from the game : It's beautiful, love the color palette, the platforming is very tricky, maybe a bit too hard for a jam game, which means some people won't have enough patience to experience the full game. Now I'm left wondering what the big twist is with the mailbox, I'll try again with another PC when I can.
In any case, good job on delivering !
@alaah 2736x1824 with 175% window scaling
Hey there, I was finally able to play the game correctly and this was really fun. This is easily the best game I've played so far in terms of theme and innovation, very cool concept. It's a real shame people have been missing out because of technical issues or by missing the QR code entirely.
This makes me want to experiment with the dual-device idea in some future projects, I feel like there's potential for making fun games out of it.
Thanks for making this and sorry it didn't turn out the way you wanted. Great entry.
The game looks pretty nice and the animations and movement feel very smooth. The difficulty felt well calibrated too, not too easy and not too frustrating. The biggest problem for me was that double tap did not work correctly most of the time, so I wasn't able to boost consistently (especially problematic for lightning).
Overall this is a very solid compo game, good job on making this in 48h!
I like the idea of frantically trying to cook and drive a truck at the same time, it's like Overcooked meets Crazy Taxi. In practice, it's almost impossible to do it efficiently, the truck tends to zoom past the delivery point or you have to make it drive so slow that you end up not saving much time. But you know what? It's fun trying anyway, and I think the concept could be made into a full game by figuring out the right balance between the two.
Good job on making this experiment, I truly had fun playing.
Game feels super fluid and responsive and I like to see that! Cute graphics and music. It took me a while to understand that the wand was lighting the stars up, maybe there could have been stronger visual feedback.
Good job overall!
Simple and fun, maybe a teeny bit frustrating at the beginning but it gets better once you get the hang of it. I like the little music and the sound effects are pretty funny. Nice animation on the bomb.
I laughed at the idea of a sentient vespa getting hired to deliver pizza with no driver. Gameplay feels greats, you really nailed down how to make the driving feel natural and fluid, great job on that.
The game aesthetics reminded me a lot of 2000s era cartoon 3D games so that's also a win, and I think I see some Pizza Tower influence in the UI. Cool music btw.
Big kudos for doing the Compo, this is a great entry.
Love the aesthetics and the moody atmosphere, and I always enjoy exploring an open playground like that. Gameplay is a bit finnicky but fun to learn and master. I get the "Delivery" theme but it also feels like it was inspired by "Shelter", right? In any case this is a refreshing take.
Overall it's a strong entry and one of my favorites so far, very impressive that it's a Compo game too. Great job!
Took me a while to understand how the game relates to the theme, good pun. The fencing mechanic reminds me of Nidhogg and feels great to play. Pixel art and animations are top-notch, so is the sound-design. Overall it's a very strong entry, congrats on making such quality game solo in 3 days!
I got lucky enough to finish the game without cheating, hurray!
Overall I had a good time with this game, I liked reading the room descriptions and the combat system was engaging despite its simplicity. Good job on making this in 15 hours.
This was so much fun, I was laughing the whole way, especially during the slow-mo baby-landing scenes! Gameplay feels great and it's super satisfying to build up speed and try to make trick shots with the babies. The stars and score even add some replay value to the game.
Definitely one of my favorites so far, great job :v:
This is great in a way that's difficult to explain. Thanks for making this game.
Gameplay feels like post-apocalyptic Ambulance Simulator, in a good way, the little cutscenes are amazing, the second phase had me smiling the whole way.
Good job guys.
Cool game, graphics and visual effects look very sleek. Music is also nice and groovy.
Gameplay wise, it was fun to learn or to move around with the ship, and once you get the hang of it it becomes pretty satisfying to delivery packages. I wish there were more visual feedback about the speed of the ship, I found myself going way too fast unintentionally as I was approaching planets and struggling to correct my speed and trajectory.
I'm a bit concerned about the AI usage, which parts of the game are hand-made VS generated?
I thought I did something wrong at the first explosion, I guess it's just part of the job though! Very fun game, it gets pretty hectic and panicky sorting through all these parcels. The game feels nice and smooth and I love how explosions make everything shift and shake everywhere.
Good job on this solo entry!
Had a lot of fun just build stuff on my cube, and it felt pretty satisfying when it finally started lifting off the ground! I wish the lighting didn't make it so dark under the cube, it was hard to see what I was building there.
Anytime I see a BadPiggy game in a jam I know I'll have fun playing it. That 2.5D pixel art works great as always and the core gameplay loop is highly satisfying, you have a way of making enemy and player actions impactful through screenshake, animations, and audio. Cool music btw.
Operating a forklift and turning it into a beat-em-up is a fun take on the theme, and I think you've delivered a really strong entry for this jam. Congrats!
Glad to see fellow Pizza Tower enjoyers here! @mavvy @peterfiftyfour
Thanks for the feedback, I play and rate all of your games.
@daniel-gelband I don't have Linux on my PC right now so I couldn't try yours :(
Great game! It was fun going back and forth and doing those mini-challenges to get items. Having to mug customers to get napkins cracked me up.
Pixel art and music were really solid, and the gameplay feels nice and responsive. I just wish I could swap weapons with the mouse wheel but that's just personal preference.
Good job on this entry J and N!
Making a game with weapons, AI opponents, and vehicles in 3 days is ambitious, so congrats on delivering all that!
It took me a while to understand I could just buy the building next to me for free, would have been nice to add some explanation for that.
I noticed a few bugs: - Once I entered a vehicle, my body disappears but its hitbox stays in the same spot and enemies can still hit me and make me lose money. This also teleports the invisible body at the spawn point and I can continue driving as normal. - Sometimes I was able to just press E to complete a delivery without getting to the delivery point. I think this happens when I get the same delivery point multiple times, maybe a proximity flag isn't reset properly
Overall I had fun with this game, it's a bit janky but it's part of its charm.
Nice pixel art, love the color palette. Gameplay feels nice and punchy with satisfying freeze frames, crisp sound effects, great music. I wish there were more variety in attacks or ennemies but this is already a lot of fun.
Good job, go pickles!
That was interesting. Very solid execution across the board with smooth graphics and animation, engaging gameplay, and nice chill music to top it off. Can't say that memorizing signs is my favorite thing to do in a game but that's just personal preference.
In any case congrats on making Seagullarity, this is very impressive for a Compo game!
That was fun! Game looks great with top-notch NES-style pixel art, and it's complete with nice music and SFX. Only the jump physics feel a little bit off, but I still had a good time completing the levels. That's a strong selection of levels for a game made in 3 days btw.
Good job on this strong entry, the game looks very clean and "premium" for a jam game. Kudos for taking the time to make the intro too.
Fun game, great pixel art, always happy to see a well-made tutorial like that. The difficulty increase was just right and the last level gave me a real challenge. Good job :thumbsup:
Took me a minute to understand you have to drag boxes on symbols, I thought the box on the left was a button to press. In any case the game is simple and the continually increasing difficulty makes it engaging. Good job on creating an entry in 48h.
I like the idea of preparing a dungeon for heroes to arrive, and having to avoid traps and enemies is a neat way of making that interesting. Gameplay felt solid and visuals are good, my only gripe is that it was a bit laggy on my PC (I guess Unreal games are trickier to optimize).
Good job.
Solid gameplay, it feels good to flap and glide around in between buildings. The biggest problem for me was that it's difficult to tell how buildings are placed on the Z axis, I get that there's a color scheme but it's not very intuitive. Sometimes the background buildings would also display over obstacles which was weird. The music was a nice touch.
Btw, on the last level my bird was pointing downward and I wasn't able to fly properly, bot sure what was up with that.
In any case, congrats on making a game in 3 days!
Big fan of the music. The game feels nice and smooth, it's satisfying to run around and watch the stress indicators shrink. It does get a bit samey after a while and I wish there were more mechanics, but it's a great achievement as is. Good job everyone!
Big fan of the chill jazzy music, the minimalistic art style works really well too. In terms of theme/concept, this is one of the best takes I saw for now. I like that you have to be careful with your letters and make sure you can still deliver them after making robs or killing bad guys.
The only things you could improve would be to make parts of the gameplay a little more fluid, like rope climbing, and making sure your textures are imported with correct options in Unity so they don't look blurry.
Overall this is great, congrats on making this game!
Cool little game, feels good to play and it was fun figuring out the fastest way to complete the level. Jiji
It took me a minute to understand which letters should be delivered where, and it became pretty fun to just sort through all that mail.
The art is amazing, you should be proud of that.
Gameplay-wise, it's simple and relaxing in a good way, like some of those flash games back in the days. If I had to give advice on how to improve it, I'd say either add some challenge or more mechanics to the game, or just crank up the juice with cool visual/sound effects to make delivering mail extra satisfying.
All in all this is a good entry, good job!
That was fun, the bubble's visual effect looks super cool and this is a nice concept for the theme. I agree with Kinami that the game is very hard when it comes to shooting + dodging, maybe a strafe or dash mechanic would've helped.
Anyway, congrats on making this on you own :)
Love the concept, very simple yet challenging, and a cool take on the theme with the goldfish running out of space. A couple of notes: some key combinations are impossible on some keyboards due to keyboard ghosting (basically some key combinations may not be recognized because of how keyboards are wired internally), and the game is hard to play on a french keyboard because it assumes a QWERTY layout. :smile:
Other than that, I loved it, very nice visuals and music, and, again, cool concept. Bien joué à vous deux !
Hilarious take on the theme, this had me laughing the whole time. Art style and graphics are clean and well made, music is awesome, difficulty and length are just right. Love the little comments characters are making.
Really good job on this, this was my favorite game so far. Stay cosy!
Neat concept, I like how you handled the limited space theme. I think you could push it even further by making upgrades change the level differently (adding water instead of walls for example, or maybe dividing the level in sections with teleporters).
Overall this is a solid entry with nice pixel art and a clean gameplay loop. Good job!
This is brilliant, I don't think there's anything you could have done better. Soundtrack is awesome, art style is charming, gameplay is clever, easy to learn yet challenging, loved how you wrote instructions. Even the "waiting" is great, it forces the player to be disciplined.
You guys are experienced and it shows, this is a near perfect jam game. Did I mention how awesome that soundtrack is?
Nice pixel art and super smooth gameplay. I like how you handled the theme to turn a simple concept into a challenge. Music is pleasant and relaxing. Good job!
Cool puzzle game, I don't think I've played anything quite like it and it was pretty fun to think about how to place the wizard efficiently. I'm a big fan of the hazy patterns you've made with the floor animation!
Btw it's impressive what you managed to accomplish in only 20 hours, complete with animated graphics, music and sound effects. Congrats!
Hey there fellow metal enjoyers! For starters, really cool music and kudos for recording on a real guitar during a game jam! Dynamic music is a nice touch I always enjoy in a game. (I also tried to make dynamic music for mine, also featuring heavy electric guitar :metal: )
The game is pretty good, it feels smooth and the shooting is decently satisfying. The upgrade/downgrade mechanic is an interesting idea and could be a nice way to incentivize the player to switch weapons with some tweaks. For now, the launcher just always feels like the most powerful weapon IMO (mostly thanks to its low reload time).
Visuals looks nice and trippy/horrific, perfect for that album cover you made. Overall this is a great entry, so good job!
Cool game, the zombie summoning itself looks hilarious and that "clap clap" never gets old! The game feels too long for a jam game so I'm not going to beat it, sorry (still played until the rooms with green bouncy stuff on the floor).
There's really not much I can criticize, the art looks great, music and sound effects are top notch, maybe the gameplay could be slightly more polished so it feels more responsive. Sometimes the hitboxes do feel a bit unfair but it was alright.
Overall this is a very high quality entry, good job!
Cool game, I like how you have to summon by making "shapes" with WASD and it was pretty engaging to try and defeat the hoard of tiny people coming my way. It does get hard quickly and I wasn't able to survive long after the 1min mark.
Pixel art looks nice, music is awesome, everything is working fine, so congrats on making a feature-complete game for this jam, I wouldn't call that barebones at all! I bet you learned a ton of things working with Godot and that's what game jams a really about in my opinion: learning new stuff.
Cheers!
Had a good time with Colormancer! First of all the music is great, and It's pretty cool that the game runs in the actual console command terminal. The game is short and sweet, just the right amount of levels to feel challenging while not overstaying its welcome. Puzzles were just the right amount of difficulty for me, tricky enough to force you to think, but not convoluted.
This is a great compo entry, good job!
Managed to get the perfect ending in a couple of runs!
perfectending.png
This is one of the coolest game I've played so far in this jam, I love the visual effects and atmosphere of the game, as well as the audio (especially the spirit realm music). The second window gimmick is just that, a gimmick that doesn't actually do much in terms of gameplay BUT it helps create that "dissociation" feeling and maintains an illusion of urgency just by having the conversation window still open, it's a great idea in my opinion.
A couple of complaints : there are a couple of typos and the second window sometimes stuttered for a few frames on my PC. I get why you didn't go for a web build, it just wouldn't feel have felt right.
Anyway, that was a great entry and congrats on doing the compo!
Cool game, art style makes me smile. It got a bit repetitive to have to drink mana all the time, I wish there was automatic or that it wouldn't run out as fast. I didn't understand what to do outside of gathering fish, gold, and mana, do I have to just keep going right?
In any case good job on submitting for the compo!
Wow this is a really cool concept! You managed to combine chess and roguelike mechanics in a very engaging way, with bite-sized levels and satisfying rewards. I can see this become really addictive.
The pixel art reminds me of 90s PC games and the gameplay feels smooth and intuitive. Music and sound effects are a nice touch too.
One of my favourite entries so far, good job :smile:
It's impressive what you were able to accomplish on your own in just two days! The game makes me think of Dwarf Fortress and it's fun just looking at minions doing their thing. It took me a little while to understand how to setup a base properly and gain ressources (your guide was very helpful though), and after that I enjoyed growing the base and whatching the numbers grow.
The game does get stale rather quickly and it'd be curious to see a post-jam version if you plan on doing one. In any case good job and kudos for doing the compo!
Such a cute game with a chill atmosphere! It starts out a bit slow but quickly becomes a hectic management game, which is quite fun. I'm not sure what's the best way to manage elementals in levels with lots of them, maybe put them near a torch?
Other than that the game feels super smooth, pixel art looks nice, and I like the relaxing music a lot.
Kudos to you for doing the compo :v:
Wow the game is not even 1 megabyte, and I'm discovering Pico-8, cool concept! Nice twist on the theme, the game itself is pretty fun and engaging thanks to the cops that force to be on the lookout. It's impressive that you managed to make a full game with such a compact code, congrats!
TOOTH!
That was pretty fun, kudos for making fully animated 3D characters for a compo game, complete with music and sound effects. I really liked the goofy animations of the main characters and the squishy tooth guys, and the visual effects for summoning circles are pretty neat.
My only complaints are the locked camera with a fairly narrow FOV, it makes it hard to anticipate where enemies and projectiles are coming from, and that it can be a bit frustrating to time the traps properly, maybe it would feel better if they were a little bigger.
Great submission overall, and congrats again for doing the compo!
EDIT: I'm just noticing now that your screenshots show much bigger summoning circles, mine were always the minimum size even when charging them, is it a bug or did I miss something?
This is giving me Devil Daggers vibes! Love the idea of baiting rats into shooting stuff for you, the game gets difficult pretty quickly but that's part of what makes it fun. The atmosphere and visual effects are pretty cool too. Good job on doing the compo!
That was fun, reminds me of that one mobile game about combining fruit but in 3D. Love the creepy aesthetics and the eerie music. The game was a bit laggy on my computer but I was still able to play.
I'd say the mood is the strongest part of the game, there's a real hypnotizing vibe to it. Good job on delivering!
Looks like you need one more rating so here you go!
This is a good looking game, I dig that art style, and the audio is pretty strong too with that fun ominous music.
Mechanically speaking I had fun play the game, but it was a little confusing, even with instructions I found it hard to anticipate how battles are going to play out and which monster I should send. It's also unclear how to make the best use of items and rooms in order to have a chance at beating the game, especially since a single bad fight can tank a run.
Overall this a very cool game in terms of aesthetics and mood, congrats!
Cool game with an interesting and tricky gameplay, and a solid game feel. It was fun figuring out how to best use bombs and gravitiy fields to move around. Bombs are a lot easier to handle and it would be nice to have more incentive to use te gravity fields somehow.
In any case congrats on delivering!
Good looking game with a strong atmosphere. The ritual-making feels nice and organic, although sometimes it's difficult to move objects in a predictable way and the screen can feel a bit cluttered. I got stuck at some point so I didn't get to see the ending unfortunately, but I that was a fun experience nonetheless.
Congrats on making this!
Cool game, love the color palette. The ancestor/time travel mechanic is neat and reminds me of games like Prince of Persia Warrior Within, the transition looks and feels very satisfying. After a while the game starts to feel a bit like a memory game, which could be interesting when mixed with platforming.
Kudos to you for writing your own engine and doing the jam solo, that's no easy feat! It's a good entry overall.
Wow, it's crazy what you were able to achieve in just 72 hours! This is a solid dungeon crawler roguelike with strong visuals and audio (I really like the Banjo-Kazooie vibe of the music). Combat feels really good, the UI is great (special mention to the health "bar"), crafting is simple and satisfying, everything is top notched and feels very professional.
Just wondering, why is the game requesting internet access? Are you gathering telemetry on player behavior?
In any case this is a very strong entry, good job!
That was actually pretty fun. Sometimes it's hard to tell what item is what but the info screen is helpful for that. Pixel art is cute and I liked the sound design, especially the music getting faster as the timer runs out, it gives it "Wario Ware" feel.
Kudos for doing the compo, good job!
Thanks everyone for the feedback! I tried to reduce the mouse sensitivity a few notches since it seems to make a lot of people struggle haha.
@rob6566 Pentagrams are on white cubes, but a more eye-catching effect would be more helpful yeah.
@historymaker118 Thanks ! I do want to continue working on it, it could be a simple arcade platformer with timed trials, it's simple enough to work on mobile too I think. Maybe it can even become something bigger one day, we'll see.
Thanks everyone for the comments, I read and consider every one of them! I also play all your games :)
@cogcomp Agreed, lots of mechanics need to be polished (mid-air momentum is clunky too) and if this becomes a full day one day it'll need beginner sections that subtly teach which animal does what.
@xry Thanks for trying the android build! I was surprised how well the touch controls turned out :smile: 3D plateformers on mobile could totally be a thing
@sudocoffee I'm not a fan of using invisible walls either but the game would have been too easy/boring without them, I ran out of time to separate the paths in more interesting ways. Unintended skips are still possible though, just limited
@gawain-doell Glad you had fun playing! I'm not sure I visualize which one you had to cheese, the trickiest challenge in my opinion is where you have to jump around a wall, then flap to turn around, and then switch to toad and wall jump between the wall and a pentagram block, so maybe it was that one? In any case cheesing is also a valid option IMO :wink:
Thanks for reporting the corner bug btw, I might continue working on this project so I'll keep that in mind!
Geez, I finally fixed mouse sensitivity, turns out it I'd made it framerate-dependant, which explains why people were still having issues with it despite lowering it multiple times. Thanks @linus-lindberg @phlip45 @cogcomp @historymaker118 @jnw @s95rob for pointing it out!
That was pretty fun! I love the little attention to detail like the ritual's summoning indicator or the souls squishing as you collect them. Sound effects are absolutely hilarious.
The game feels super smooth even with lots and lots of summons, there isn't really any challenge to it but it's still satisfying to just keep upgrading those devils and rituals and flood the game with an army of red little guys.
Overall this is a solid submission, kudos for doing the compo!
Funny twist on the summoning theme :smile: The butler animations are a nice touch and the audio made me smile. At some point I got stuck and couldn't understand what to do next, I'm not sure if this was a bug.
Anyway, this is a cool first team project, good job!
Fun and simple game with pretty good art and cool parallax effect, complete with music and sound effects too so it's the whole package. The leaderboard is also a nice touch, what did you use to store the scores ?
My only nitpick would be the hitboxes which feel a little unforgiving sometimes.
Good submission overall, good job guys :smile:
Someone's been playing Balatro 8)
Cool game, it took me a while to understand the interface, it's not super intuitive at first glance despite the tutorial. What makes it confusing is that cards to be picked and future cards are lined up with the hands, but after a couple of tries it's easy to use. Audio is a nice touch, and making poker combos is always satisfying. Kudos for doing the compo!
This game is hilarious, I can see the inspiration from Lethal Company!
The core concept of stealing stuff and dropshipping is funny on its own, and the ability to teleport to different locations really sells the idea. The summoning visual tutorial is a very nice touch, it would have been difficult to explain with text and the little animation makes it immediately crystal clear.
I have to say the typing part is absolute comedy genius and buyers' comments were really funny too, but I can see it getting old after a while if you guys intend on continuing the project.
Only two complaints : the controls felt a bit laggy for me (played the web build on an office laptop), and the game could use ambient SFX or music.
Overall this is a great entry, it's funny, engaging, very polished with cool effects, keep making games!
Very cute game, I liked the animal sound effects :smile: the art is also charming in its own way. Like others have mentionned it would interesting to be able to fill ultiple orders at the same time.
Loved the intro btw, that was pretty funny. Good entry overall!
Cool concept, but I couldn't understand how to use an item, I was just able to move them around :/
The game feels very "homemade", kudos to you for writing your own engine! I like the platforming + summoning combo. It can get pretty hard to focus both on jumping and placing my own platforms sometimes. Good job on submitting!
Interesting game, it was fun trying out different routes. You managed to incorporate the theme into a text-based adventure which is pretty cool. Good job!
What a charming game! It's a bit difficult to understand what I'm supposed to be doing, I just kept summoning minions and buildings but always ended up defeated by humans at some point, and my minions would sometimes stop doing anything. Maybe I should've managed my priorities differently?
Apart from that, I enjoyed the experience. The pixel art looks nice and the simple animations create a nice child-like vibe for the game. The core concept of accumulating ressources to grow an army of demons can be pretty satisfying. Kudos for making music and sound effects too.
Cool entry overall, good job!
It's like a minimalist memory-based Overcooked! It's pretty fun, I like the way those bouncy squares move around and the game has that "just one more try" feel to it, as in I want to try again every to get a better score every time I die. Good job on doing the compo!
Awesome idea, a wind management god game! First of all I love the music, and the gameplay itself gets pretty fun with all the boats to manage and having to think how one gust can affect several.
Did you use a line renderer for the wind? I really like the way the trails move.
One way I would improve this would be to make the wind feel more responsive and maybe a bit faster, but then again the current speed could be the whole point of the game.
In any case this a great entry for a first game jam, kudos to you for doing the compo. Good job!
That was a fun game, I enjoyed summoning minions to gather more and more ressources. The difficulty spikes pretty hard at some point and I guess the point is to increase your ressource/minion production faster than the difficulty curve which is fun in itself. Visuals are cute and the game run smoothly, sound effects are serviceable.
Solid entry overall!
Aw, such a cute game about murdering rats! Needless to say, this is very impressive in terms of visuals and animation, it takes a lot of work to have this level of polish and detail in a game jam. The gameplay was pretty fun, though it's a bit difficult with a non-QWERTY keyboard. Very good entry overall!
Very impressive result for 3 hours of work, this is a great example of how good and polished a game can feel when the project is scoped exactly right. Love the aesthetic and the little animations like the starry background and the death animation. Good job!
Love the peaceful atmosphere, it reminds me of old-school Minecraft in a way. The minimalist look and the color palette are pleasing and contribute a lot to the relaxing feel. Only issue would be the tall grass which makes it difficult to see where I'm going sometimes (although I guess bugs would be too easy to spot without the grass). The collection table at the end is a very nice touch, makes me want to catch all the bugs!
Reminds me of old school Resident Evil inventory management, that was pretty fun. The choice of body parts is interesting to say the least, and the pixel art is well executed. Gameplay wise, it would have been interesting if we could rotate the body parts (with an outline showing their orientation). In any case, good job making this on your own!
A psychedelic disease collection roguelike deckbuilder, now that's the kind of game I don't get to play very often. That was a funny and memorable experience for sure with interesting mechanics. I'm pretty sure I was a few Slay the Spire references as well, which is always a plus. Good job on this entry!
Edit : oh, and the music is awesome :ok_hand:
So simple yet so engaging, had to play it till the end. Love the cute aesthetic and how it reminded me of a WarioWare minigame. Audio is a bit loud so I had to turn it down, but the goofy music is fitting and the sound effects have that satisfying arcade feel to them. Overall that was pretty fun, kudos for doing the compo btw!
Amazing low-poly/pixel-art look and dark atmosphere, love the attention to detail like the title screen transition and the lantern texture and movement. The fact the lantern needs to collect flames to keep lighting the room gives a good feeling of urgency, and the procedural generation made me want to keep exploring and discovering new layouts. Easily the best compo game I've played so far, good job!
Good attempt! The art style is charming and just needs some animations to come alive. The footprints are a good way to help the player find their way in the level. Sometimes the combat is a little glitchy but it stills works OK. The tools tips are also a nice touch.