Foon → Ludum Dare Explorer → Users → neontropics
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | The Ball and the Island | jam | 673 | 3.48 | 3.36 | 3.27 | 3.14 | 3.72 | 3.44 | 3.31 | 3.55 | ||
| 2021 | 48 | Deeper and deeper | Cosmonoid | jam | 328 | 3.88 | 3.96 | 4.14 | 3.63 | 3.95 | 3.87 | 2.95 | 3.86 | ||
| 2020 | 47 | Stuck in a loop | Radical Rails | jam | 739 | 3.55 | 3.42 | 3.17 | 3.32 | 3.85 | 3.22 | 3.07 | 3.27 | ||
| 2020 | 46 | Keep it alive | Soda Pop Vampire | jam | 891 | 3.62 | 3.62 | 3.19 | 3.00 | 4.01 | 3.39 | 3.58 | 3.59 | ||
| 2019 | 44 | Your life is currency | Galactic Boarder | jam | 1133 | 2.45 | 2.50 | 2.38 | 2.09 | 2.92 | 2.26 | 2.17 | 2.31 | ||
| 2018 | 43 | Sacrifices must be made | BLOODDEER SEASON | jam | 405 | 3.55 | 3.73 | 3.21 | 3.55 | 3.81 | 3.12 | 2.97 | 3.34 | ||
| 2018 | 42 | Running out of space | AQUATIC SUBGAL | compo | 317 | 3.44 | 3.28 | 2.97 | 3.28 | 3.36 | 3.18 | 2.00 | 3.38 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | ELECTROLIFE 2097 | jam | 637 | 3.40 | 2.96 | 3.25 | 3.21 | 3.68 | 3.12 | 2.71 | 3.69 | ||
| 2017 | 40 | The more you have, the worse it is | NeonTropics | jam | 707 | 3.30 | 3.22 | 2.92 | 2.57 | 3.61 | 3.61 | 2.47 | 3.30 | ||
| 2017 | 38 | A Small World | DUCKTRON | compo | 345 | 3.14 | 3.40 | 2.65 | 2.82 | 2.71 | 3.35 | 3.78 | 3.27 | ||
| 2016 | 37 | One room | ZROOMERS | compo | 474 | 2.96 | 3.11 | 2.85 | 2.35 | 3.11 | 3.21 | 2.40 | 2.88 | 59 | |
| 2016 | 35 | Shapeshift | Cactus Ray | compo | 387 | 3.30 | 3.41 | 3.38 | 3.41 | 2.97 | 2.17 | 2.76 | 67 |
This is really good, great gameplay. It gets hard as hell pretty quickly.
Some visual and/or aural feedback when shooting stuff will probably make it a lot more satisfactory as well! Also some noise when losing health would improve the gameplay as well, in the middle of it all you don't really have that much time to look at the health.
Nice humour! Gameplay is cool and a good start - it would be very interesting if the "Get in shape" thing was quicker so you'd use it more in actual fights, I mostly used it before fights now.
Very clever gameplay! Great sound and music as well.
Fun lo-fi game with a bit of a Metroid feeling, great graphics and satisfying gameplay!
GREAST intro and graphics / atmosphere in general
The weird big psychadelic pixels that show up every now and then were great
The shape select thing seems laggy and is a nightmare to use
Personally I'm more of a fan of faster movement / smaller hitbox / more bullets kinda games but I guess that comes down to preference. Catloaf seemed a bit too slow to be effectful thouhj
Fun but as you mentioned the physics are a bit weird. I'd probably streamline it and just had the gun shoot straight when pressing a button instead! Great graphics.
The Power and Score text doesn't show for me in the Web version on Chrome and Windows 8. Probably look into this and update it if it is an easy fix?
I downloaded the game and it makes a lot more sense when you can see the score and power. The gameplay mechanics are very inspired and have great potential! It is a bit hard to tell if you're doing good or bad when building though which i
Also I'm on a laptop (i.e. touchpad) and all of us laptoppers would be way happier if you added a keyboard button to switch between wall and floor tiles - scrolling on a touchpad is akward at best.
Great sound effects! Some music would be cool as well
VERY elegant gameplay, it is surprisingly fun and flexible. I like the lo-fi asthetic and the nice music as well.
Great game! Very well scoped and executed, no stupid filler. The gameplay is satisfying.
It does feel a bit like an introduction level and thus leaves you wanting a bit more - I guess this is the intent though, and the game could nicely be expanded to a cool 40 min platformer.
Great music and nice stealthy gameplay! I liked just trying to hightail it and run past enemies more than trying to transform though.
Cool game! I love beat em ups, you got the controls to feel satisfying.
Auto Saves before and after certain parts would probably work - by the 4th time I die on the dinos after the spikes I'm pretty much "kool that was fun" and quit.
DEFINITELY go to itchi.io and find the embed link for the game to use instead, it will look a lot better on the Ludum Are site.
The dino in the third wave kinda got stuck in the air and I died trying to jump up and punch him :/
Music is really great!
Great audio effects and fun graphics. The jumping is actually pretty cool, I like how you really need to focus to nail the jumps - could be expanded nicely with more levels and mechanics!
Good mechanics! the tutorial could probably have been done as text as you moved through the first level though.
I did get stuck pretty early and couldn't figure out how to move forward (just after the spikes after the water...)
Nice! Very satisfying attack as the wolf, good graphics and *amazing* effects
Very cool throwback, very full featured.
It was a bit hard to tell which attacks were good and when they were good so I ended up just mashing x and then dying after a while... that's probably more me than the game though.
I like the graphics.
Everything feels a bit floaty and the physics when punching stuff and changing is a bit weird - could either take some polishing or just embracing the weirdness and making the glitchy stuff play a larger part of the gameplay! Which would actually work well with the graphics.
Sweet game! Very compulsive and satisfying gameplay. A bit faster movement and some crazy Quake style maps would be fun to try it with.
I liked jumping up to be a bit safer an\d thee subsequent risk/reward of jumping down again to grab more boxes. Good sound effects as well.
Grreat voices! Also pretty amazing backgrounds especially.
Fun gameplay as well, though it does remind me of Olli Olli as well
I like this a lot! Great visuals and pretty fun for not having that much gameplay. Just dropping a bunch of buildings everywhere is satisfying.
Here's the best picture I took in it: http://i.imgur.com/XTlt10S.jpg?1
I'd love to hear some more on how you arrived at this look - is it a custom shader?
Nice mechanics and game!
I might have liked the bouncing shapes to be a bit larger, as it was a bit frustrating do finish off the end part of the levels. Also some visual feedback when finishing off all of a certain shape would add to the satisfaction of doing it.
Fun simulator! Could be expanded in a lot of cool directions. Respect at getting the mechanics and physics working so well.
It would be cool if the neighbouring points were raised a bit as well when you created a mountain - though it would probably need faster erosion to balance it out.
I like the mechanics! It's hard to resist just try and hit every "note" though
Cool game! Great graphics and music. The learning curve is a bit high though!
Fun idea and ugly-beautiful graphics/audio. I like the level 2 theme.
Level 2 had a bit of a trial and error part where you have to hope the snails aren't underneath you when you jump down - not the biggest fan of that kind of memorization and gameplay
Grrreat music and audio
I liked the constant choice between doing something "right" and just saying screw it this is close enough can't afford to spend more time on this dude.
I like it a lot! It's like Tetris meets Mahjong. Impressive random generation!
Wow, great game. It does a lot with a very simple concept, and the art fits amazingly as well.
Coool game! Awesome music, good shmuppy gameplay.
Honestly kinda hard to play on a touchpad, I should have brought a mouse with this laptop.
Well realized and good graphics! It could use some further twists to the gameplay to make it more interesting
Good game, very well done atmosphere and nice progression
I did get stuck before the end - might be my patience's fault more than the game for giving up eventually
It seems pretty cool and fun but the weird hit boxes and controls/physics of shooting make it a bit too hard to play!
Nice spin on the game!
Only issue is IMO the same as most matching games - for me I always end up getting the bigger combos by random instead of by being clever, but I don't know if this is because I haven't played enough yet or not.
Wow, this was really good! Satisfying gameplay and great graphics. Super good animations, it feels fun to punch the lab people.
Pretty cool! I probably would've liked a 6 lines instead of 8 and more emphasis on doing stuff fast, but that might be personal preference. Going for 8 is just a bit of a big commitment and makes you go AAARG when not making a line for whatever reason. It is very satisfying when you do it though.
Pretty cute game! The mechanics are good but the learning curve is very harsh - it would benefit a lot from an easy first minute, and I think you could probably cut the enemy speed in half to let the player think a bit more on the shape shifting decisions. Nice entry!
Clever gameplay! Personally I wish the transformations would be quicker but I might just be impatient...
Nice start prototype of a Metroidvania. Reminds me of Lyle in Cube Sector a lot
Wow, this is super impressive! Great mechanics, very clear 2D representations of the maps and it really gets you thinking of how to get to new places. Very impressive graphics as well.
As it is a Compo entry - can you provide the source? It would be really fun to go in and learn how this is put together!
Thanks for the great feedback people! Chip's Challenge was definitely an inspiration (the goal tiles are basically a colored version of Chip's), as well as Sim City (original), Tetris, Go and random roguelikes.
Re-confusing deaths: I think I need to make it clearer which ways the enemies are facing, maybe with brighter colored eyes. Enemy AI is pretty much to either walk towards player if they are turned towards them *and can move in that direction*, and otherwise turn towards player. Enemy makes his decision before the your move is executed though, which might lead to some confusion.
The glitchy jump mechanics are surprisingly fun! I liked sticking to the walls and double jumping as well
Cool game but it should really checkpoint after each level! Especially the first level is kind of boring to replay, after that they are a lot more fun though
LOVE the Bubble Bobble graphics.
It does get a bit too confusing sometimes but the feeling when you manage to sneak in and grab the flag is definitely worth it! Very satisfying.
I really like the switching a lot, very well done.
Great music and graphics! Fun idea as well, it could probably go a bit faster to make the gameplay a bit more frantic
I loved the music, and I like the idea and the little texts a lot. Great mood piece! The character is a bit too slow for me, but the music was good enough that I didn't really care.
Haha, the controls felt very random but it was great fun just to destroy stuff. I managed to blast the fish outta the room !
Surprisingly fun! I liked the Shift + Arrow keys controls a lot, it's satisfying when you get it right. Restarting is super annoying though, I'd definitely change it to restart the last level instead, but maybe I'm too impatient...
Charming graphics (great transparency on wall facing you) and good solid gameplay. I like that it's fast to play and restart. Cool level transitions (they help tie into the theme a lot as well) !
Wow, this turned dark! Great storytelling, the little animations were simple but awesome (especially that one scene...)
Fonts and text and stuff could pronably be made a bit cooler.
Well done !!
Great sound and graphics! I like how things gradually started to take shape. Always fun with some skating story
Simple graphics that work well, and while the game seems a bit too simple at first there there is a fair bit of tactics that emerge after a while! I liked the light mechanic as well.
Great difficulty curve, in the beginning you have a lot of options and it's easy, but later on it gets harder.
It is very similar to the late great Chu Chu Rocket - if you haven't played that then that has a bunch of cool stuff to take inspiration from (main thing for me would be the ability to speed up Roachie with a button when trying different solutions).
I liked this a lot - the almost glitchy level changes and jumps work great together.
Cool game! Great music and nicely complex gameplay. It was pretty hard though, I didn't manage to beat it. Dragging reminded me a lot of Solar Jetman!
The intro is a bit information heavy and a small in game tutorial would probably work nicer, though for time reasons that is pretty hard to implement in a Jam.
Also the base spaceship looks super nice and cozy
Fun game! I love the sound effects and the gameplay is a bit strategic with all the walls. I would definitely change the color of the walls though, they are very hard to distinguish from the player. Also it would probably be cooler if the enemies didn't get stuck behind walls that easily. Some music would be nice as well!
Cool mechanics! Pretty hard though, but I like the idea a lot, it's fun making switches in the air correctly and whatnot
Wow, this was super charming. Really great voice and script, and great design on everything.
I'm glad I downloaded it!
Cool game! The graphics are simple but the little effects make them work a lot better, if you work more on the game I'd add even more fun effects to everything. Fun idea that translated to fun gameplay as well.
Cool creepy models! Game is simple but still fun. I liked the lasers.
VERY clever concept! Great execution as well. Some nice music and sound effects would really elevate it.
Superb presentation. I was a bit too lazy to go more than one extra level "deep", and if you continue to expand on this idea I'd try and make it less of a hassle for each reward. Just a side step button (or Alt + Arrow Keys) would be great for moving around on the Arrows, or maybe even Arrow keys for the player and WASD as control for the portal thingy. The autoplay was a great touch since I could see more of the game.
I'm happy I found your site as well, it seems like there are some great games there!
Wow, this was a perfect entry, probably my favourite so far! The idea is just amazing and very well implemented. The difficulty curve is great, it becomes pretty hectic pretty fast. Only negative thing was the review text after each session was kind of hard to read. Great music, graphics and sound effects!
Man, the graphics and especially the music REALLY elevated this game. I love how you get more music as a reward for bringing more stuff to the garage. The gameplay is simple and fun as well.
I dig this game, I love having to plan your attacks out in it. Great sound and graphics. It does get pretty difficult pretty fast, which I like though. I don't really know what's a good and bad result in terms of surviving waves. Both player and enemy hits could maybe have a bit more of an impact (VISCERAL), maybe play around with some sound, as well as push back player more when you're hit?
Fun game! The weapon is a bit too weak to be satisfying in the beginning, otherwise good design on enemies and patterns.
Great twist on the theme! I liked graphics and the glitch effects, also the dog-like jump of the zombies was great
Cool game! I liked the gladiator audio. Cute graphics and solid gameplay, reminds me of Super Smash TV.
hah, fun idea! the gameplay isn't super exciting and it grows old pretty quick, but it is very amusing in the beginning. music is great!
Well, the game is fun! I dig the graphics of balls as a snake, and the little obstacles . Sometimes I try and make two turns a bit too fast and it only recognizes one - does it buffer the input at all or just read it when it's time to enter the next 'cell'? Also either a difficulty level or a gradual speed up would be cool.
Thanks for playing! Yeah I got very used to the controls when playing, I had someone else try it just before the deadline and it did not go well for them. If you or anyone else tries again, the key to the controls is to start turning one way, then immediately turn the other way to compensate for the force.
There's a light respawn thing in place if you get stuck somewhhere, if you stay still for about ~10 seconds you'll respawn, though other vehicles might bump you around too much for this to set in.
Glad you enjoyed the tunes!
It's like a very screwed up personality test! I dug some of the storytelling. I haven't really played any of these types of games, I know they're super popular but they're not really my thing so I can't offer that much more in depth analysis...
Kinda cool and experimental ! Could probably venture even further into craziness. Cool music.
It's nice to fly around and I do like the Hot / Cold meter. Once you're 'there' it's a bit annoying to have to try like 4-5 squares before you find the correct one. Gameplay probably needs some sort of twist to make it more exciting / interesting.
Nice simple gameplay.
Love the wave sound and that you made the water level rise and fall.
Haha, I really liked this. Gameplay is surprisingly fun and tight, it feels good to drive around. It'd be cool to see how it played if you increased traffic by like 300% and made it super hectic.
The lofi sounds and music are really good and help sell the whole thing a lot, the ending sequence too.
Graphics and music are pretty great! The core gameplay has lots of potential as well, as it is (and in the post LD version as well) I do think the normal speed is a bit too slow and starting the fast run you don't really know if you succeed in it until after a while - maybe more of a sound effect and some dust kicking up when you start it would make it more apparent? With some further fine tuning and a bit faster gameplay I think the mechanics would be really fun, right now the chases are still cool but sometimes feel a bit unfair. Feels great to outsmart the predators.
Very trippy! The controls were very hard to grasp though, maybe it's a combination of the controls and the camera angle. I like the graphics quite a bit.
Was there supposed to be audio btw? Nothing played for me, it would have been great with some psychedelic stuff playing.
Nice little metroidvania game, the controls are very good and I dig the old school PC graphics. The tall room with a bunch of platforms was both the most fun and most frustrating one...
Probably needs more of a 'twist' to elevate the game. Just some lofi effects made with Bfxr would add a lot too, and a music theme.
Hah, very funny and cute game. Graphics work great and the sound is pretty perfect, I like the Beavis and Butthead laugh. Gameplay isn't really super exciting but the atmosphere and writing more than makes up for it.
Very nice and relaxing. Would benefit immensely from some nice music and sound effects, and some ambient noises depending on what you build.
I love the graphics and sound design in this one. Gameplay is very, very confusing at first - a tutorial level would be very good to ease the player into it. It's a bit hard to tell your units and enemy units apart. Lots and lots of potential in this one if the mechanics are cleared up a bit to the player! Some music would be awesome as well.
EDIT: The post-mortem blog post was very interesting!
I liked the graphics and atmosphere a lot!
Gameplay and resource gathering is a bit chaotic and it would be cool with a bit more direction on how to play.
The music was cool, very Danny Elfman
Hah, great atmosphere and lofi graphics. I love how you did the earth.
Gameplay is fun, it felt a bit too hard to grab the parts correctly when you had to do it quickly (e.g. close to the lazers).
Damn, great game!
Core gameplay is satisfying and it felt very dynamic how the planet grew organically and the little workers felt 'alive'. I really liked the hands-off approach to building the planet where you can concentrate on shooting enemies and asteroids. The graphics are simple but really nice, they work well with the sound effects.
Maybe a mini-map would be cool, at least of the main planet - it's a bit hard to know where the planet is attacked once it grows a bit bigger.
Some music would be awesome.
Cool little tower defense game, I like music and graphics a lot actually.
Not knowing what things cost is a bit of a bummer, and like most tower defense games it is a bit hard to tell when you're doing good or bad - I mostly clicked randomly on the different things you could do and ended up winning that way..
Very nice mechanic! It is maybe a bit too hard at the moment - either a bigger dish to play on or less impact from shooting would be nice. Especially if you start trying to get a circular movement along the edge going, you quickly speed up enough that it becomes impossible to stay on.
I'd probably speed up the shot speed as well as add some more sound effects and maybe some sort of explosion upon hitting enemies - more feedback here will make it more satisfying.
Fun game! I really dig the sprite scaling and physics of the game, as well as the camera zooming in effect.
It would definitely benefit from some sort of timer to force the player to move faster, as well as a more constant threat to make it a bit more hectic.
It's very impressive that it is a Telnet game, it does add to the atmosphere as well.
The collision detection and movement in general does feel a bit wonky though, and the overall goal is a bit too unclear for me - though that could definitely be 'part of the charm' I guess.
Cool little game, it reminds me of Toejam and Earl a lot. I dig the little wind thingies pushing you up, it's especially satisfying when you have to use many of them to get over the spikes.
Sometimes it is a bit unclear when an area is too high up to jump to or not. The music is very fitting.
yeeah this was pretty great!
really good gameplay and good progression of getting gradually more complex.
perfect sound, graphics and animation.
if you're going to work on the game further, an 'action puzzle' mode a la tetris or tetris attack/panel de pon could be cool - in my experience it is pretty hard to take these very elegant small puzzle games much further without everything just getting too complex for most people's attention spans. it does work amazingly as the lovable bite-sized puzzle game it is now though!
@antti-haavikko: my current high score is 2010. I recommend a mix of careful maneuvering and dumb duck luck.
Delay on death definitely needs to be added yeah. I thought of adding a bit of breathing room for the starting area but I kinda like the pond simulation being a brutal and unfair virtual reality...
Hah, this was pretty great. Gameplay starts of simple but ramps up very nicely, I liked how the enemies split into multiple smaller ones when shot. Movement patterns reminded me of Space Invaders. I really like how you had both 3d and 2d enemies. Sound design is good as well, and I really liked the game over effect of everything exploding in order.
Very well done! Some cool chiptune-ish music would be awesome as well.
I like the graphics a lot. Trying every tile felt a bit random and tedious though - I'd maybe like to see the game with a bit bigger enemies and clearly visible resources, and having the difficulty being getting there and back in a carefully planned route. If you want to keep the digging mechanic then maybe something lightly inspired by minesweeper to make it a bit less random?
Fun game, very hard though. It's a very solid start to some nice 2D action, I like the design and movement of the enemies! The jump is maybe a bit too floaty and the graphics could do with a much more cohesive design. I see 3 different styles here - the flat design of the grass and mountains, the gradient/blurry texture design of the train and sky, and the low res sprites of the player and enemies - would be nicer to just commit to one of them I think! You wrote in the info a lot of them are placeholder though so I'm sure you could make some cooler stuff with more time.
Amazing music!
I had some trouble not being able to scroll the screen back down again, and didn't get very far though. But the core gameplay is fun and it does really well at creating a 'believable' and living base with very small means.
The movement of the cat is really good, I like the jumps and animation a lot! Core gameplay is fun - a 'bigger world' might make the sneaking a bit more intuitive though, it would be really cool to add a living room next to the bedroom or something.
Some more sound effects and some music would do wonders as well! The human seems to glitch out a bit every now and then and just kinda stand there watching you without going after you.
Very impressive that you made a NES game. The sound effects and music work great, as do the controls! The graphics are alright but could use a bit more of a cohesive design, the crap[ED: crab!] sprites are great though
@ cppchriscpp: haha I meant to say crab there. totally not a freudian slip :)
Looks cool man! No chance of an OS X build?
Haha, pretty morbid game, I like it! impressive that you made so many levels and a detailed tutorial. Some animated effects and music would obviously be cool.
This game is surprisingly fun! I really like how it get tense as the hammers above you start vibrating, and how you subconsciously start moving in time with the music. Watching the music play out visually is always fun as well.
Cool entry!
I dig the concept a lot! Aiming is a bit clunky/hard and as a result it's pretty hard to actually kill the enemies, but it is very satisfying when you get the hang of it. I'd probably speed up the speed of the shot a bit as well.
Great entry!
Nice game!
It is a bit akward to play on a touchpad - some keyboard shortcuts to change floor along with scrolling would be great.
Add some music and sound effects and maybe speed up the gameplay a bit and it would be really cool (4 minutes for the first sea level rise feels like forever). Some simple animation on the water (even only moving the light patches around between two frames) would be cool as well.
Wow, really clever idea!
I'd try and make the animals start over the voting process after returning home, or maybe after a certain amount of time has passed - it is a bit too easy / boring to just wait until every animal is finished before doing the next one.
I like the music as well.
The music is great! The gameplay isn't really developed enough to be very meaningful, but could definitely be the start of a cool if you add crafting and/or some roguelike gameplay.
Having to go to the main menu and back after each item is very confusing btw
I dig the little sprites for the player and villagers - the rest is done in different way and in much lower resolution and clashes with the player and villager graphics.
Some puzzle or action elements would be needed to make the gameplay a bit more interesting.
I like the idea a lot, and the progression is nice. It was a bit hard to kind of get an idea of when you're doing good or bad though, and I'm sure the gameplay could be expanded to be a bit more exciting. It's cool that it is kind of a simulation.
The sound design is fun as well!
Cool little game, I do really like playing around with the physics of the puzzles and making difficult jump. Reminds me of a 2D version of Kula World.
The normal 'walking' speed is way too slow to be enjoyable though, which makes some sections much more tedious than they should. Graphics and sound effects are good, it'd be nice with som fun music as well!
Cool little puzzle game, it's like Snake meets the Königsberg bridge problem! I liked the lighting giving it a bit more exploratory feel than it would have otherwise, it added a lot to figuring out the level. It took me some time to figure out that you could pass through to the other side. Fun music. Obviously more levels where the concept is expanded a bit would be cool.
Welp, Tetris and Sim City are both in my top 10 game lists, this game does them both proud. Really clever mechanics.
Both Tetris and Sim City did have great music and sound effects - if you add that this would be so cool.
Haha, I dig the glitchy backgrounds and how the other cars usually show up from way outside the road.
It does capture that OutRun fun factor - especially when turning the sense of speed is great. Good simple sound effects too. I'd try and get rid of the green grass background and make something nice and glitchy like the far backgrounds, and maybe change the car design to match that as well.
I like this a lot, reminds me of Solar Jetman.
Good solid gameplay, enemy hitboxes seem a bit small though, or maybe just more feedback after hitting them is needed?
The controls are a bit too hard but it does feel very satisfying when you get a good glide right! With some fine tuning and music / sound effects this would be really great.
Charming little game, it was fun to play something were your ability to focus was the important thing. After a while it did feel a bit random if I managed to see the culprit or not when there are many people in the same area.
This was pretty fun (but chaotic) joining a Twitch feed of it!
With many people it was a bit hard to grasp the actually pretty simple mechanics, but once you did it was fun trying to "outsmart" the others. Kinda feels like a LD-scaled DiveKick for boardgames game.
Probably the mechanics are meant to be very simple, but it would be cool to maybe have some more tactical options or something.
Damn, at first this seemed super simple but by the flower level it clicked and I realized how amazing the mechanics are. Very clever take on turn-based battles.
I'm very impressed with the levels - they are almost too clever in that the solution seems pretty obvious in hindsight but is very hard to get too. Seems like you either worked very hard or got very lucky to get these right... Would maybe be good to make some more room for flexible solutions - it feels a bit like each level has one proper solution.
Great music, graphics and atmosphere - reminds me of Earthbound.
Great music and graphics! The gameplay has a good base but is probably a bit too slow - faster walking speed / enemies and movement would be great. This ties in a bit with the intro which is great the first time but gets old very fast - it should be skipped when pressing the throw button or something like that.
I'm playing on a laptop as well and it would be great if there were keyboard keys to throw/catch hats - it's a bit akward on a touchpad.
Wow, this was really good. The idea is great and makes for engaging gameplay - you get a lot of mileage out of one button! There's a surprising amount of tactics in how to plan your jumps.
The shadows displaying a map of what's coming above is genius as well.
The difficulty scaling is a bit too slow for me - I would happily increase this by 2x at least. Maybe a button to speed it up if you're inpatient? (a la Tetris Attacks or something like that). Would love to play a post LD game sometime in the future, a nice music theme and maybe some powerups and stuff would be amazing!
Reminds me of an upside-down Downwell.
I like the kinda floaty controls! Gets very hard very quick though, and the. Good humor in the design. The pigs are a bit more of a random hindrance than something you can actively avoid.
Great DIY-y looking graphics and music - I like that there's multiple music themes.
Fun game!
It's perhaps a bit hard to successfully shoot the glitches and the game is a bit hard in general. The polish on the graphics is great and it is fun to play - it captures the intended atmosphere very well.
Very clever take on mini-golf games! Also nice little puzzle atmosphere in having to do it in one shot. It was fun making plans and then executing them, though sometimes I had to redo the same plan a bit too many times with small changes until it worked. Really cute and fitting graphics + music!
Nice game! Simple idea but the gameplay is well-tuned and it it immediately fun. Pretty great music as well - I like that it goes almost semi-dissonant for a little bit and then gets really funky afterwards.
As a shmup player I feel like the player's hitbox is waaay too big though - you don't get get those exciting close calls and most of the times I die I'm more "really?" than "welp gotta do better next time". It's less of an issue after buying a speed upgrade or two, but the hitbox could easily be cut in half I think.
Thanks for the feedback so far!
It definitely needs a couple better tutorial levels to ease the player into the game, and the fruit/enemy mechanic is not really very obvious from playing the game.
@nardanas: hah yup, peahats, octoroks and moblins are the first 3 enemies you meet in the NES Legend of Zelda as well. They're all pretty basic enemy archetypes of the Archer, Fighter and Unpredictable Annoying Flying Thing though. Will probably try and add some more original enemies as I expand on this game.
@Minemes - hmm, do you get to the site at itch.io and it doesn't load, or does it just say the page is missing? It's https://neontropics.itch.io/neontropics-ld40-web-high-quality right? It works for me in Safari and Chrome
@fernandxor: yep I left that in there in case people get really stuck and still wants to see the rest for whatever reason (+ for myself for fast traversal when checking new levels).
You still won't unlock the walls around the levels or save your scores unless you beat them properly so err if you want the real game experience I would not use the transport cheat.
Nice little game, I like the models and the music! The gameplay has a good base but the player does move too slow - I see you've already taken that feedback and will fix in the future which is great.
I died twice on that first jump before making it by the way - with the slow speed it was a bit hard to make.
Cute little rhythm game. Difficulty was a bit weird in that it was either a bit too easy and repetitive or very hard... also some of the harder notes did not seem to correspond that well with the music playing. Music is OK. It's a good base though, would definitely want to play an expanded version!
YEEEEAH this was great. Super fun take on the theme, and the gameplay is very engaging and interesting for what first seemed like a 'humor game'. This was a real joy to find!
Fun idea! Getting the babies over obstacles is probably a bit too finicky, and the speed of the jump is very fast making it even harder.
It was very satisfying getting the throws correct though, some music and sound effects will probably heighten the experience a lot!
OK this was pretty great. Very fun and clever puzzle platformer. The combos are satisfying (which is one of the most important part of action puzzle games IMO)
Great scope for a LD game as well - feels perfectly realized, but the idea could easily be expanded as well.
Great graphics and backgrounds, plus the little sound effects and animatins. Otherwise there's always a little too little interactivity and meaningful choices in Tamagotchi-likes for me, but this one was funny. Enjoyable game!
I really liked the simple little graphics, and nice twist at the end! Not much gameplay otherwise though, and a little tune and some sound effects would do wonders as well.
Very nice atmosphere and music!
The gameplay is fun and it is satisfying to escape the enemies. maybe a bit more zoomed out view would work, I mostly died to enemies that were previously off screen coming at me at the exact direction I happened to be going.
Some more feedback when killing enemies would be great I think - faster shots and maybe a stronger sound effect would help with this.
Very nice graphics and good audio!
The base gameplay is good but the shots are waay too slow to be satisfying - coupled with the lack of feedback when hitting enemies it makes it much less exciting than it could be. Some faster bullets, enemies and movements, and some spruced up Christmasy explosions when killing enemies and "more of everything" and this could be a nice cute little shmup! I'm a big shmup player though so I might just be wishing for more bullet hell.
Good mood in the game, and I like the mechanic of sweeping away the void!
It was very hard though - after seeing one of those hellhounds it was usually too late for me to not get hit by them.
The footsteps are a bit creeoy but do not really sound like footsteps
Very nice game!
The idea and execution is super good, and the graphics have a nice dreamlike suburbia feeling. It is really very polished with the edit and drive mode functioning perfectly. It is probably only let down by the fact that you quickly get a bit tired of having to do the edit part before retrying - it is just a bit slow to move everything one by one. I don't really know of a good solution to this thought...
Good work!
Seems a bit too simple at first but really takes a good turn with the twist!
The blinking graphics are nicely psychadelic, but everything would look a lot better and more cohesive - the blocky background buildings clash a lot with the detailed people and trashcans.
Nice game, the time rewind mechanic is very clever - I have had a hard time actually using it in a good way though - I'm usually either too slow to start it when I really need it, or when I really need it I have to go so far back to survive that the game becomes super fast after.
Wow, really really good graphics and mood!
I didn't find the gameplay that engaging though - the controls and layout led to much more "oh crap" moments than "niice, I avoided that enemy on 5 glasses of mulled wine"
Fun game! Very clever twist on the endless runner actually having to balance your pick-ups.
It did perhaps feel a bit random - especially the dashes I usually just had to hope I didn't eat too much on.
My highest score was 11 000.
This was super fun! Good well tuned gameplay - these sorts of games needs that fast movement and constant near misses and nice manoeuvres around the enemy. The slow-mo powers were a nice twist. Graphics were great as well - you did a lot with very few pixels.
Reminds me a bit of Pacifist mode in Geometry Wars, or this obscure amazing japanese freeware game TKKN.exe
Great entry!!
This was really great! I like the surreal atmosphere - fits very well with the music. Running is very satisfying as it feels much better than walking, but also ups the risk.
Shooting provides very little feedback compared to the awesome bursts of light of the enemy (and yeah I didn't get that I could reactivate blue platforms until I read your comment here).
Very fun puzzle game!
The little animations along with the moving sound made moving satisfying, which helps a lot in these games
Sometimes the main block would get stuck in between two tiles - I think maybe if I moved too fast?
The game got appropriately frustrating some levels in... great effort!
Thanks for the feedback everyone!!
@stames: main reason to not shoot would be when you want to aim precisely and might not hit correctly because of the interval between bullets. That said, yes mostly the best strategy is just to hold spacebar.
@ranjan: kamikaze mad rush to the finish is The Way of the Submariner.
@huvaakoodia: Thanks for the detailed response!! Glad you found it fun. Yeah especially the turret sound effect/explosion *really* should have just played when in view. It was a small 3 line fix - I've added it as an optional v1.01 now. Also especially the last level I just did not have time to place the tiles properly together so it looks a bit glitchy at times.
WebGL performance does seem sometimes bad on the last level - I've added a Linux build now as well.
re code: 1. Yeah this looks much better, I haven't messed with Singletons in Unity so should do this! 2. Hmm currently I need the '-1's in there because that's what you get from the Tiled map .csv when not specifying a tile. The Dictionary format also allows me to skip some tiles (I didn't put anything in spot 5 in my spritesheet for example). 3. I should check this out more! I still have some needs to be able to query a matrix of the TileEnums when doing the Algae growing etc, and I would need it to spawn actual GameObjects etc,. so I didn't dare to jump into it during the compo, but I'll mess around with this before the next Ludum Dare.
Nice vector graphics! I like the sense of space that is created even when just knowing your location and velocity relative to the planet. Good sounds too.
Possibly a bit too hard to land - a couple of first levels that was much easier would smooth out the difficulty curve a lot, since now it was a lot of dying over and over again at first.
Great music and dialogue! And cute graphics, plus portrait in the end.
It was hard to see when I took the right steps but that was probably the point.
Nice game! The puzzles started out easy but got harder nicely, and it was fun thinking up solutions. It took me a little bit of time to figure out how to clear the spikes at first, but I got the behaviour after a little bit.
Fun little music and sound effects too. Graphics could stand to have a bit more flash.
Really nice graphics and sound!
The gameplay is fun - it gets very exciting hoping your Blast Cannons shoot the enemies that are close so you can build something where they are etc.
It was very ambiguous why/how much of the resources I was generating, and sometimes it was unclear why I couldn't place a building in a certain spot.
The graphics are so good I would like something more zoomed in version, like your first screenshot!
Very nice first entry!
It is perhaps a bit slow to ramp up - it did get harder pretty quickly, but I fell into a loop of saving up some scraps, then using like half of those for a health refill over and over again. The initial pea shooter is frustrating but I guess that's the point, and it gets much more fun after a few weapons upgrades.
Some more feedback (explosions!) when shooting enemies or getting hit yourself would make it a lot more satisfying as well.
Very clever little game!
The tight camera did make discovering and memorizing the enemy patterns better.
Even while it had a great mood, some music and sound effects would have really helped as well.
Major props for using your own engine as well..!!
Nice cute graphics and Christmas-y music!
It did feel a bit random how well you did since a lot of it was dependant on the level, and the movement could possibly be tweaked to be a bit more exciting, but otherwise solid and complete entry.
Yeeah, flawless audio and presentation really! The pixel art meshed very well with the low poly graphics too, and great lighting work for it. I like how the music starts out kinda nice and chill and then quickly becomes very metal.
The gameplay is definitely fun, it probably wouldn't stretch beyond a 5-10 minute game but it doesn't need to.
Great mood, very gruesome but still fun graphics! Amazing audio and music as well.
It was a bit hard and probably an easier first day would have nice to ease you into it.
Any chance of a Web version? Looks very nice!
Gameplay feels great and really polished! The feedback when attacking is very good and satisfying and just general movement is fun.
Graphics and music are really good too - very good and complete experience.
I like the feel and look of the game, and the sounds remind me of Warcraft II. The enemies have a nice janky way of moving.
Standing in a doorway and just swinging at the enemies proved to be a bit too good of a strategy, and I didn't really feel the need or use to use the shield much. Some more feedback when you get hurt would probably be good. Playing a pacifist run and not killing any enemies was fun too, though I only managed to snag one goat that way.
Very nicely polished game! The mechanics are fun and it there is a nice build-up to every encounter.
Overall experience is very good but I do still feel that opting out of both Graphics and Audio makes it a bit hard to judge the game overall
Good movement and nice simple enemies and bullet patterns!
The Eat button looks almost greyed out, and unless you remember what you had before it's pretty hard to tell what the bonus is for it.
Maybe I've played too many shmups but the low firing rate and lack of impact makes the beginning a bit slow, and it takes a bit too long to build it up. Also the graphics were nice but I didn't get a feel for the characters hitbox, and generally prefer a smaller hitbox for some fun weaving in and out of bullets, but it might just be the shmup fan talking.
Very good (if derivative) graphics and mood, some background music would work wonders!
Very polished and complete game! Graphics and audio are great and it feels good to play.
The moving and shooting could be a bit less clunky - you feel like some encounters should be very easy but they are actually pretty hard due to having to click to move a little bit, shoot of one fireball, then haae the character stop and get attacked etc
Very nice use of the theme!
I really like the general feeling - voices are great and the little zoom ins when you get to a star is great. The 8 second music isn't even overbearing but kinda funny in the context.
On the one hand I really like that there's a bit more at stake compared to most indie platformers these days where you can only lose ~10 seconds of work if you die, there's more tension this way of trying to make it to the end. That said you do feel a bit defeated after dying and the gameplay would likely have to have some more juice to have you want to try many times and replay the initial part.
Great music that really fits the game. Good mechanics and satysfying gameplay, however restarting from the beginning gets old pretty fast. It's hard to get around it and keeping the choosing the number of shurikens though!
Great entry!
Obviously very good graphics and audio and it feels very polished and complete, but the underlying mechanics are very clever and fun too.
Really good graphics! Especially the beginning. Great music and voices as well, and I like the corporate volcano god.
Game idea is interesting and it's fun, though perhaps a bit too slow.
Good mechanics and great humor
The controls are very slidy which may or may not have been intentional. I also didn't know if it was time-based or if you got hurt when on flames - either way some feedback and a status bar to show how much health or timeyou had left would be great.
At first I thought the graphics were a bit too glitchy, but they have a nice charm to them!
The sounds are great and definitely classic GB ones fitting the graphics. The generla shooting/jumping physics don't feel that satisfying and the "ball" you shoot just kinda goes in a weird way - this kinda works with the general glitchy asthetic, but I think I would have liked this to be a bit tighter.
Great mood! Good graphics and very fitting music. Clever attack animation, and very nice feedback on attacking.
The font is potentially a bit too hard to read, coupled with possibly slightly too much talking initially led me to be a bit impatient.
Really good entry, definitely a full experience!
@jordantanner Yep, custom shaders! Been looking into dev logs and twitter posts of games like Sable, Obra Dinn and Manifold Garden for tips on outline shaders lately, but then this tutorial is a really good starting point as well: https://halisavakis.com/my-take-on-shaders-edge-detection-image-effect/
After the outline effect it's just normal bloom, fixing to 480p resolution and then changing the color depth to I think 16 or 24 bit to achieve the posterization look.
Great overall gameplay, and really fitting graphics and soundtrack. The platforming and shooting have a very good feel and visual feedback.
It does really start out way too difficult I think, and with enemies taking 3 shots it's very hard to find good places to actually shoot them.
Intro is nice, but a bit long! And in general the gameplay takes a bit too long to get going.
The general feeling of shooting is nice - some more feedback when hitting enemies would do wonders I think.
Nice graphics!
Movement does not seem to be normalized so you move a fair bit faster when moving diagonally. Some audio feedback when attacking / hitting enemies / getting hit would do wonders.
Very polished and great graphics and audio!
I'm not really that big on clickers - generally, and with this game, there's a bit too much time taken compared to interesting stuff happening
Yeah this was pretty amazing! Relaxing music, amazing graphics, very fun to just sail around.
Am on a touchpad so could not change weapons, and would have been great to have a keyboard fire button as well. The fights did have a tendency to become a bit too chaotic, but maybe that was due to me getting closer to the enemies then I should have anyway!
My favourite game so far! The silly voice controls brought a smile to my face.
It would've been great to more of a hit/explosion sound when hitting enemies.
Cool little block pusher. The shop/aging mechanic was pperhaps a tad too slow moving to be really involving, and the graphics have a bit too little contrasts before you get used to them (though I do like the general artwork and GB graphics!)
Good general feel of the gameplay! Great visual feedback with the explosion effects, and solid control. Could perhaps used some more "spice" since the main Theme mechanic isn't that interesting and a pretty generic wave-game one.
Sounds is good but i do always feel weird rating "chosen" music and would probably opt out of that category when doing this.
I liked the silly basic MS paint art!
The physics are a bit wonky and there's not much feedback to hitting the enemy or getting hit yourself, but some audio would have helped a lot with this in general I think.
Normally not too big of a phan of shmups with this low firing rate, but it did feel strategic enough that it was still fun here!
Amazing graphics and music and general vibe of game.
No bullet or explosion sounds make things a bit more lifeless than they could be, and it doesn't quite get hectic enough for me to not lose interest after a while (though maybe I just didn't advance far enough?)
Amazing graphics! Really cool reflections.
I did not actually get what you were supposed to do and lost interest pretty quicky, but I did enjoy my time with it.
Very nice gameplay! Feels like a mix between Yoshi's Island, Towerfall and Max Payne (stopping mid-air feels bullet time-y).
Enemy bullets not getting stopped by the environment feels wildly unfair, and there are a lot of fun strategic duels that would happen if this was implemented.
Some nice graphics (I really like the player sprite and the water bottle!), could use some polish and cohesion in certain parts though. Audio is nicely mysterious and fits the atmosphere.
It's perhaps a bit too slow to get going
Great graphics and general atmosphere! Awesome music as well.
Would have been nice with shadows to better "ground" the cats Bullets almost just vanish when hitting something, a bigger explosion would've been nice as well. Gameplay feels a bit too glidey and unprecise - it's still fun, but could do with some tuning!
Very addictive and smooth gameplay!
Sometimes you get into these little duels with people knocking each other back and forth and it's really great, as well as when there are multiple enemies close by and you have be really careful.
It would be either fun or annoying if the traffic in the lanes changed a bit more in speed, or if cars could start blinking to move between lanes.
It possibly takes slightly too long to get going, but that's a general issue with wave based games and hard to solve without making it very difficult for first-timers.
Got to Wave 3 and $14 000
Cute little graphics! and good animation and sound on it.
i was a bit too impatient to really figure out which bacteria were good and bad - would probably have . liked that part to be simpler and just more focus on survival!
Wow! The music is just amazing and really help sell the whole thing. The graphics are great too, and the general atmosphere of walking around.
Would potentially have liked some more tactical manoeuvring or choices - I felt like I did pretty randomly, but perhaps I just didn't play enough to really learn it.
I do like the simple graphics, especially attack animation.
Some audio would do wonders for general feedback when attacking etc.
The graphics are nice if slightly unpolished, and some more feedback when hitting enemies / getting hit would do wonders for the general feel of the game!
It also felt a bit to random walking a lot to find the hearts. It would be cool if enemies got stuck a bit more behind cactuses and had to walk around them, so that you could run around them strategically to avoid the enemies.
Very nice graphics! Good animations and the UI works well.
Some audio would honestly have done wonders - it does feel a bit empty without it.
This is very fun and polished! I love the unappreciative messages you get when healing. The gameplay is satisfying and just chaotic enough to always be interesting.
I would have liked to be able to move with WASD - even if stood still when healing this would be more fun but I've never been too big of a fan of mouse movement.
The sound, graphics and general design of this is great! The added juice and polish really makes it feel good to play.
For some minor feedback, for a jam game you get a bit too frustrated when you lose the song-birds.
Nice smooth gameplay and good controls - strong Hotline Miami vibes.
I think I would have liked the camera to be a bit more zoomed out to lessen the trial-and-error aspect, and while it wasn't super frustrating or anything I don't know if the escord aspect made it more fun.
This was really fun! Clever mix of shmup and rhythm means you have to think about the positioning a fair bit which is really fun.
When you miss a beat it's very hard to recover and I usually just spiral to death pretty quickly, it could maybe be a bit more lenient there.
Any chance of fixing the Mac build? This looks super impressive and I'd love to play it!
This is cool - it's a fun take on Tetris!
It would need some more sound effects, maybe some more visual effects, a combo system or more clear scoring system and some awesome tunes to really elevate it. For the kindling and logs I just treated them the same and put them close to the fire - it's a bit hard to tell when you're playing good or bad.
Thanks for playing and leaving feedback everyone!
* I'm an inverted camera kinda guy so had that as the default. Only tested it on a Macbook and trackpad as well - if I expanded on it I would definitely add settings to toggle Inverted on/off as well as change mouse sensitivity
* You can get noticed when entering an enemy's cone of sight, but if there's something between you and the enemy then you'll remain hidden. There's sadly no visual indication of when you're safe in these scenarios.
@talops thanks for the detailed feedback! I wanted to build levels more around the health depletion mechanic but just didn't have time sadly - all of the level design was fairly last minute
@jake-marks thanks for playing on stream! Also good job on sticking through level 6
Thanks for the comments!
@eckkert Did you play full screen? The web build will look blurry otherwise. (and strangely, will look good in window if you enter then exit full screen - it seems this is some strange WebGL bug)
@battlerager Thanks for the detailed comment! Basically - I didn't have time to implement any partial cone effect so the enemy line of sight will always fully display. However, if something like a wall or a crate is between you and the enemy you won't actually get seen - the enemy needs a clear line of sight to see you. This part would be easier with better visual representation, as it is now you have to get a feel for it and just trust that you're hidden.
Fun take on the twin-stick shooter! The graphics are very cute and the movement is satisfying, it feels nice and polished. Music is great too and fits the mood well.
I didn't really know when I was doing well or bad in that I felt like I could almost always just put out fires and save people pretty quickly - perhaps if you burned up and respawned and lost some seconds if your fire truck got too damaged that would add more incentive and feedback on playing well?
One of my favourite games so far - great general design on the UI, the gameplay is fun and accessible and the story is interesting! Very nice general level of polish - only very minor point is a scrollbar on the message panel would be cool.
The graphics and sound for this one is cool, and it sells the setting very well.
I don't think the sprint button would've been necessary, as there was no reason to not sprint at all, and the gameplay had a bit too few choices - I mainly walked ahead and in random directions until I either found oil or died.
The core gameplay of this is is very nice and it feels good to play.
It does get a bit too frustrating a bit too soon, and some sound effects and music would be cool.
Wow, this was really fun - it sells the concept immediately with the graphics and audio. I like the chaotic controls in general, however I had a bit too much issues getting hold of the heart (and on some runs couldn't even get it out of the box due to pizza being in the way).
This is really cool - very clever gameplay and great ramp up of difficulty (you have to be at least a tiny bit clever from Level 3 onwards). The graphics and the music are cute.
The reload button is a great quality of life improvement - I think I would like a fast forward button or key to hold would be nice for when you've died a few times on a level.
Smart clever gameplay and nice charm to the game! I like the chiptune soundtrack and the MGS style intro.
The difficulty curve is very steep and even the second level is really hard (even when you know that you can throw the fish).
It would have been nice if you had kept original LD version playable on web as well, since if I wanted to rate this fairly I had to download the desktop version.
This *really* sells the setting and it feels like playing a real arcade machine - the graphics and sound design are really impressive, and the way the suction works feels very satisfying and realistic. It doesn't quite have the excitement of pinball - it's a bit slower and less flashy - but everything doesn't have to and it feels like an obscure machine you could find in a corner of an old arcade down the pier.
Cool entry to the underrepresanted Wobbler genre! Fun animation and general atmosphere with the simple music.
I know it's likely the point but I thought it was slightly too hard to grab things - but I think I just prefer the Massive Instant Chaos sub-genre more than the Every Action Is Very Hard for wobblers.
This is super cool! I'm a big Tetris fan and this was a great twist - great graphics, execution and music. For some feedback:
* It took a fair while for me to understand that I was supposed to go past the Safety level if I blew the chain, as well as to power the phone * A high score system would be great, and for bigger combos to add exponentially more power (and visual effects) * I could go on for a long time just building upwards towards the Safety level and ignoring builiding any chains - this only really stopped working once the game got too gast. * It's likely just practice but it's much harder to play than Tetris at higher speeds - hopefully incentivising chains more and adding a scoring system would help with this! * Any reason you didn't include more of the classic Tetris shapes? It gets a bit hard building dense chains with just straight shapes, but perhaps that's the point!
Really well polished game! Great concept and execution.
I mostly picked up and dropped off the runes in very short bursts, which was sometimes a bit too easy. I'd maybe halve the number of levels as well, to have the difficulty pick up a bit sooner from the beginning, but it's very impressive you made such a full game.
This was awesome, one of my favorite entries so far! The graphics and atmosphere are great, the music is funky but mysterious. Really, really strong core gameplay and just fun to play - the feel of the movement is great. Makes me want to ditch Unity and go PICO-8 for my next jam...
For minor feedback:
* Having checkpoints instead of restarting every room does slightly add to the tension, but at least for a jam game is not worth the added frustration IMO
* While the graphics are great, it would be good to distinguish the spikes more (there were some rooms I kept dying multiple times just because I forgot where the spikes were and didn't pay enough attention)
Great mood in this one! The audio and graphics are great - a very nice cosy winter atmosphere. It plays well but the gameplay gets a bit repetitive and samey after a bit - maybe I just like more action in games but it'd be cool if enemies could shoot at you and there were more explosions in general.
This is super cool! I think the concept and general vibe is possibly a bit cooler than the experience though - it feels like a very rich sloth sourdough simulator, but it's a bit obtuse and the 12 page in-game instruction manual is a bit much for a Ludum Dare game. But I do feel like I could learn to make sourdough from it, and the graphics and audio are great..
OK this is way more addictive than it has any right to be.
The core gameplay is fun - I didn't quite get if it got harder or not over time, or if I just messed up eventually though.
Hard mode all day everyday.
Nice cute graphics! Some sound would be great - even just basic bleeps for shooting and hitting enemies. Game Over screen was genius and I thought the game crashed at first lol. At first I didn't get how you lost health. A high score system would be great!
Nice twin stick shooter! The graphics are pretty great.
It would be cool with a nice explosion when killing enemies - as it is they just kinda fade out which is not as satisfying. It's also pretty hard, and I'm more of a fan of "faster enemies with less health", but that might just be personal preference.
Very nice intro and a cool world! The elevator system is very nice and clever.
It's likely a bit too ambitious for an Ludum dare game - there isn't too much gameplay yet(or it is perhaps a bit too hard to find?). There is a lot of potential in exploring this world though. Some music and sound would do wanders.
Really, really good graphics and vibe!
The gameplay was cool but a bit too hard for me - I had trouble aligning correctly and never really used the dash successfully.
Really great graphics - the whole studio is lovingly created and has great fun little details. Having rooms be separated by colour scheme was great. The audio is very fun as well, including the little character mumbles.
It goes fairly quickly from not too much to do to complete chaos - a smoother rampup here might be good.
The general concept of this is very cool - it's a meditative and nice core gameplay loop. The graphics are simple and beautiful as well. It took me few reloads to really grasp how to play and some simple on-screen instructions would ease the difficulty curve.
it's perhaps a bit too slow in the beginning, and some sound effects and chill music would really help sell the atmosphere more!
Very nice graphics and catchy chiptune music!
The gameplay is simple and would likely benefit from some added twist - I just mashed all the buttons at all times, it would be fun if there was some sort of strategy or choice when playing.
Very nice concept and well executed! I really liked the semi-indirect control which was very smooth. At first I missed that you could kill bacteria by clicking on them but that's mainly because i skimmed the text.
It was a bit overwhelming taking care of the whole body and figuring out where to go - perhaps more blood and more viruses would make everything feel a bit more tangible and like you had a clearer goal at all times?
The music was fitting and really added to the atomsphere.
The heartbeat mechanic is cool, and really adds to the mood! The graphics are cool too and have a nice creepy vibe.
Like your comment above says, the bottles were a bit confusing.
Very funny concept and execution! The attack animations are just really funny.
The graphics are sometime scaled a bit weirdly with some really small text and inconsistent sprite sizing - standardising this and adding some more flair to the battle screen would be great. Some sound effects of the pigeons attacking would up the humor as well.
Nice cute graphics and good core gameplay! I like the meows.
More of a twist to it would be cool, and otherwise just more explosions and enemies at all times.
I like the graphics and the gunplay is good - the shaking effect helps a lot in making it fun!
Some audio would be great - even just bleeps and bloops for sound effects.
Very good design and music! The puzzles are a bit too reliant on memory or just random trial and error for my liking - but maybe I just didn't get it or got far enough.
Very nice setting and graphics!
As others have said, it's a bit too difficult, do it seems you fixed this in the post LD update. Some sound and more feedback when landing attacks would be great - they could easily be a lot more satisfying with some juice. I thought it was fairly hard to outsmart the enemy.
I downloaded the MacOS build but it seems to just be a zip of the Contents folder of an app - I can't seem to start the actual app
This is very good - the grungy voxel graphics fit the insect theme very well and the levels are cleverly designed. I've made a few of these Sokoban-likes myself for Ludum Dares and the momentum based approach in this is a fun twist to it.
The audio is nice and atmospheric, though it'd be cool with an actual background theme. If you do expand on it, some plants with e.g. swaying animation would make the world come further alive!
Very cool concept and I really like the lofi graphics! It's very satisfying to play and the effects when shooting are great as well.
It gets a bit annoying getting back to the first enemy after dying on later ones, and I never quite grasped how many shots I could withstand and why I sometimes fell down and sometimes restarted.
I like the graphics and audio a lot! The concept is nice but it's perhaps a bit too slow to get going.
Cute little game - I like the graphics and the jumps are pretty satisfying. Would be cool to speed it up a bit and add more enemies.
Very nice and polished game! The graphics and music are just really great and fun.
I basically camped by the baby turtle spawn points until I had enough turtles - this got me fairly far but eventually got to be too much. When restarting the initial parts are a bit slow - this is a tough problem to solve in general, but maybe some scoring system would work?
I like the concept and execution a lot! Good sound effects and music.
The ducks bounce around a little too much, along with Ivan moving fairly slow means that it gets a bit frustrating - having Ivan move quicker would help a lot here.
This looks nice - any chance of a Macor Web build?
It took me a while to get the mechanics of this but it is a very strong core gameplay loop! The graphics are cute as well.
Even some simple audio bleeps would do wonders for the atmosphere.
I like the graphics of this a lot!
The gameplay is simple but feels good. It gets to feel a bit too unfair when a really quick object comes from the other side, but perhaps I'm just not quick enough on the shield.
I liked this a lot! You do really have to read through the Icons and Tool tips on this page to get it. It's very atmospheric and does sell the setting very well, especially with the great little spaceship bleeps.
This looks really cool! I'm sadly getting "The application “BuildGBWMac” can’t be opened." on MacOS Catalina (10.15.4) even after Allowing apps from Anywhere to play - could be my personal setup though.
This is super cute! I treated Herman pretty bad though and he never lived long - I'm always a bit too inpatient in these sorts of games and mainly threw everything at him.
Really well made! Absolutely sells the setting with the graphics and banter, and it's fun paying attention to both the game and the rest of the car. I always like these "game-within-a-game" things - reminds me of Game Center CX / Retro Game Challenge, and playing NES games in original Gamecube Animal Crossing.
Really good design! Very cute graphics and the LCD grid is great. Other then that it's a Tamagotchi - I never found them too endearing and I think the gameplay needs more of a twist.
I like the graphics of the ships!
It would be great with some explosions and feedback when hitting enemy ships, and the main laser sound gets a bit grating after a while.
At first I thought you had to plan everything out in advance, which was both interesting and a bit taxing. Needing to plan out a few moves and adding some enemies with movement could be cool.
Limiting the number of moves per level and forcing the player to have to use the loop function could add some cool puzzles as well!
I liked the beach tile.
I like the graphics a lot! And the design is cool - it's a good concept.
* Some sound effects and music would go a long way to heightening the atmosphere * This might be a personal pet peeve but I strongly prefer a fixed pixel size with pixel graphics - e.g. the little bits of grass being scaled differently always looks off to me. * Animations on the water would be great
One of my favourite entries so far! Pure, unadulterated silly fun. The "Fun" mode was a laugh, and the cute little cars have a nice wobble to them. I liked the ones with a cat on the roof.
It was potentially a bit to slow to try again and replay the first few levels to try and do better.
Surprisingly close to that real roundabout!
Really good graphics - like a little lofi Link's Awakening. The different palettes for different times of day were very nice. Cosy wave sounds!
The story and general concept was good. but could perhaps been explored a bit more clearly. The houses being flipped was a bit disorienting and I usually tried to walk up upon entering from muscle memory of other games.
The graphics are great and it looks like a great cozy dingy arcade! If you added some bleeps and bloops in the background it would go a long way to further sell the setting.
For me the gameplay was a bit repetitive - it somehow reminded me of Tamagochis which were always a bit too much busywork and too little satisfaction for me.
Really cool graphics, and cute audio! Also good physics, everything bops around in a satisfying way.
For me the crane game action is a bit too slow and I do find myself tiring fairly quickly after missing a few fish in a row. That's part of that genre more than this particular game I guess - in real life there's real money on the line and the potential for a real prize, and without these things it doesn't quite have the same allure.
Good music and general vibe! The snare controls did feel a bit loose to me and I did have trouble getting it to do what I wanted.
I like the silly music! And the rhythm gameplay is fun.
The timing felt a bit wonky at times and I didn't quite know when I successfully hit an enemy or not.
Great take on the theme, and feels very satisfying to play! The physics are just right and it's fun to plan out the jumps. Very impressive that you made three different playable characters.
Really clever use of the theme and great puzzle fighter gameplay! It feels great to outsmart the level, and it's great to just sail past stuff that I initially died on when being reckless.
Great graphics and audio as well, I love the tactile squishiness of everything.
I got to level 10 and my one criticism is it just feels way to harsh to start from level 0, and for a Ludum Dare game I had to little patience than to start over again. There's satisfaction in the above mentioned sailing past previously difficult levels, but for the levels you aced the first time it's just fairly boring to play through them again in a turn-based game. Potentially a checkpoint every 3 levels or so would work if the difficulty was balanced around this instead, if you want to keep some of the long-term survival aspect of it and not have the player restart on the current level.
Great graphics, audio and atmosphere! And the little radar worked very well, it was fun to sneak around and avoid the red slime ghost monster.
I thought it was hard to know what I could interact with, and the mouse sensitivity was a bit high - perhaps because I played on a laptop and touchpad.
Clever gameplay, cute graphics and nice choice of music!
Certain interactions felt a bit hard to time correctly, like activating the fan - might be good with some indication on the tile it pushes for the duration it's active to help the player learn the timing.
Very clever! A good mix of doing some strategy while also trying to be as quick as possible on each run. I'm playing on a touchpad and it was very very hard to be able to enter the code in time.
I liked this game but you've given 8 ratings and done I think 10 self-promotion posts on the main web site since releasing it. Ludum Dare has a great system in place where if you want more ratings and feedback you can actually participate in the playing and reviewing process and your game will be more visible, instead of only asking others to play yours.
The core gameplay loop is satisfying, and it is just the right level of frustrating to have to wait to be in a proper position to blast the aliens. The funky tunes and crunchy sound effects help a lot too.
Initially a bit too much text stopping you from playing.
Very funny and suprisingly satisfying to play - the controls are kinda wonky but it fits with the silly theme. Great silly music as well.
Good audio and general atmosphere! And the gameplay is satisfying - the only caveat is the controls were sometimes a bit too sensitive so I didn't feel like I could always line up the shots I wanted to take.. I did fairly quickly start running out of bullets and astronauts as well.
I like the general concept a lot and the game plays well!
It was sometimes hard to see exactly which parts the switches affected, and with having to wait until you reached a switch again to test it again this got a bit frustrating.
Very cute graphics and audio! And perfect autumn atmosphere. The gameplay might need a bit more of a twist to make it really engaging, but it played well.
Very cleve game, and well executed! Cute graphics and it was cool to have to go back in and out, and the game titles were great.
The platforming was okay but could have some more oompfh to it, or otherwise maybe more puzzles using the main game switching mechanic. The music was nice, but I found the jump sound a bit grating.
It was fun to try and get as high score as possible and the controls and gameplay was very tight! I liked the simple but clean sprites as well.
It's a little bit of shame there was no sound - just one sound effect for coins and one for getting hit would do wonders in providing more immediate feedback and overall feel when moving.
This was really good! The timing based gameplay feels good and the different graphics depending on if you do good or bad work great as feedback.
Great graphics! I love that the torch / light circle moves a bit, it's a great touch to make it more alive.
The game plays very well, but is perhaps a bit slow in the beginning. But it's a really solid base and could easily be expanded from this.
This was great! Fun little fish world with great dialogue. The graphics were perfect and really nailed that fun lofi vibe, and the water effects and sounds really helped the overall atmosphere.
The camera movement sensitivity was really high and detracted a bit from the overall package - the somewhat janky controls were otherwise really charming and meshed well with the general vibe, but having to fight the camera as well wasn't as fun.
@korfi Thanks for the feedback! I did actually implement an option to invert them (listed under Menu -> Controls in the game), but turns out it was broken in the initial release due to sharing the input button with something with something else. I've added an update 1.0.1 where you can invert these controls with "I" and updated the web build with this.
Really charming pixel graphics and general atmosphere! And the little text over the player was great. The physics for the water and the fire is pretty great and makes it fun to get further.
Obviously adding sound would do a lot to help the already great mood, and I know some people like the mix of old and new but I wish the smoke felt a bit more pixel-y like the amazing smoke and water - it feels a bit too HD at the moment and stands out against the rest of the graphics.
Wow, the graphics and general vibe are incredible in this game. Some of the nicest and cleanest cel shading I’ve seen in a jam game, and great effects on top of this. The movement and gameplay in general are great too, though I might’ve preferred a but more of a traditional 3rd person shooter style where you always aim “forward”.
Very clever and fun puzzle game and nails the important part: easy to grasp, hard to master!
The inclusion of a leaderboard was great as well.
Very nice game! The graphics are great and the outlines work great with the sprites. The weighty combat is really good and felt easy at first until I met the first 3-eyeballs-at-once encounter. I'd have liked to be able to move just a tiny bit earlier after slashing, or otherwise to have more animation until you're ready to move again, as it sometimes ended up feeling a bit unresponsive. But who knows, maybe that would've made it too easy, as the strategizing on when to strike was great!
I did play through the whole game but mainly because of the written promise of a boss encounter - without that I'd probably have quit 1 or 2 levels beforehand, as the levels got a bit samey. The boss was very nice though, and overall it was a great entry!
The concept was great and the graphics are simple but effective! It also has a great sliding feel, so the title is earned.
The mouse sensitivity was really high and made it harder then it should be, and it also felt fairly random if I hit any spikes as it was often that you'd pick up a lot of speed and have it be mainly luck if you could avoid them.
Clever little puzzle game! The oxygen added a nice real-time twist to what's usually a turn-based genre.
After a few levels part of it felt a bit too much like busywork for me, but I think that's just my personal preference and it was a definitely a good puzzle game.
Great digging twist on Puyo Puyo! The graphics are simple but there's great feedback and "juice" for every action. Very fun audio and soundtrack as well.
It would've been nice to get some more bonus points / bigger digs for combos as I was expecting more "reward" for cool moves.
This was really cool! There was a surprising amount of planning needed to catch the fish which was fun, and the fish AI felt pretty life-like.
15 tadpoles was perhaps a bit too much for the first "level" and got a bit tough once the herd thinned out, and it also got a bit old in later levels to have to start catching from 0 every time you died.
Very nice graphics and general idea! And the little physics work great.
I don't know how deliberate this was but uh Q and P + mouse were very frustrating controls. Q+E would've worked so much better for a normal QWERTY keyboard. In the end I mostly died because it was super slow using Q+P to breath and still getting time and focus to use the mouse, so I'd just disregard the breathing to be able to move stuff around faster.
Best audio of any game I tested so far! Just really perfect music and voice acting. I really liked that the audio seemed to muffle when under water.
The graphics and general gameplay is great as well and it's just fun to drive around and dig water tunnels and watch the water. It does maybe get a bit too slow after a bit. Maybe there would be a good way to add enemies?
The core gameplay of this was very fun and had a good mix of action and some strategy, and the game had major MS DOS vibes which was fun. Nice entry!
I would've really liked if you could run over the soldiers, and it would've added some more feedback if you got bumped back a bit when you got hit.
The graphics have a great clean but cute minimal look that fit very well with the music, and the platforming was good in that it was fun to just walk and jump around.
After dying a few times past the first level it gets tiring having to redo it - I think either checkpoints at every level or otherwise a bit more "juice" in the gameplay would be needed to balance this out.
Incredible entry! The water and rope physics were perfect and made just jumping around feel great. I was really surprised that newer levels kept adding mechanics and they all fit perfectly - this is a really solid entry and could definitely be expanded into a full release. The amount of levels created was also very impressive.
The music really nailed the Water Level Vibe standard set by Donkey Kong Country.
The ~~strawberries~~ diamonds were a great optional challenge, though like in Celeste I was often too impatient to go for them.
Very solid roguelite! Good progression making even bad runs useful for something was fun. Incredibly polished graphics and feel for a jam game.
The combat was fun but there wasn't really any incentive to do it, so it mainly served the same as bombs and were just obstacles to dig around. It also felt like you could almost always dig around stuff without too much of an effort, and then it was more of a endurance run with some luck thrown in on how far you could get. Maybe some e.g. Mr. Driller style falling blocks and more "dig physics" could have made these more challenging and unavoidable.
Clever mechanics! And nice cute space graphics.
It did get old fairly quickly, though I think some sound and/or music would've gone a long way to help the feel of the game. Also potentially some "!" signs over the equipment when one of them was close to "dying" might be a good way to add visual feedback and increase urgency.
I really like the dirt graphics! Digging is fun but some simple audio effects when digging and picking up resources would do a lot for the general feel of the game.
This plays really nice! Great visual feedback and sound when hitting enemies, which is really important especially when you have to wait a bit between shots. Getting hit didn't have nearly as much impact though and I mainly didn't care that I got hit (except when I died). It was very fun getting into fairly chaotic huge shootouts.
The graphics are very nice and charming in a lofi way, though it might've been good with a bit more contrast between the floor and wall tiles. The game controls very nice but it does feel "loose" - perhaps some momentum or more weight to the character would make this feel more grounded.
Great voice acting and general vibe! The controls were smooth and fun as well and it was cool to explore deeper and deeper. Felt like a lofi and a bit creepier Finding Nemo. The amount of stuff and different enememies in this is really impressive for a jam game.
It did get a bit difficult for me in the end, but overall a great entry!
Nice simple Faller! I really liked the screenshake and sound when landing, it made a huge difference in fee. Great graphics and fun audio as well.
This was great and very unexpected! Felt like a punk rock early 2000s web game. The music was great and I loved how the guitar riff played when attacking.
I didn't quite get the combat and just selected random attacks. This didn't matter much as it was still great fun due to the great atmosphere, and in some respect actually helped the whole "strange forgotten punk web artifact" aspect of the game.
Great UI and graphics, making it a joy to play. Also really nice writing adding detail to the planets you explored. Overall this was super polished for a Jam entry, and it gave me a it of a Master of Orion 1 vibes which is always great!
Really good graphics and overall "juice" with the UI and audio feedback for every move! Just feels really good to place tiles and is a very relaxing and chill game overall.
This is a small thing but I loved the water tiles and was a bit sad to make them disappear in favor of land hah.
It's fun to just hold down and manouver around stuff! Nice graphics, though I think the perspective could have been a little less extreme. Movement felt nice overall but shooting rockers felt a bit too jerky and disruptive.
Really good audio! It's just super relaxing just exploring with the music. The general momentum and gravity based gameplay is good and feels nice (though I did kinda get stuck on walls sometimes). I did a somewhat similar game some Ludum Dares back actually, though less relaxing and more manic: https://ldjam.com/events/ludum-dare/42/aquatic-subgal
The core graphics are very nice and captures that Gameboy kinda vibe!
It's really incredible the atmosphere that was created with fairly simple graphics. The music started out great and I was very happily surprised that it kept growing and evolving into a crescendo - very impressive for a jam soundtrack.
I did find myself getting a bit impatient with the slow pace, but it was fine after I settled into the groove.
This looks awesome, would love an HTML or Mac port!
Great graphics for the battles, as well as the audio!
I didn't really get the difference between the shapes in battle and just basically cast random stuff for most of them - a tutorial and/or the names of them would have really helped. It was a very impressive and advanced system for a jam game though!
Very nice graphics and overall vibe! The platforming felt great too, and the music was nice and mysterious. The rounded visual effect was great, though it did make me feel a bit motion sick after a while.
Nice twist to the twin stick formula! Feels great to play, the soundtrack was funky fresh and the graphics are great and reminded me of Earthbound.
I don't know if the "catch" mechanic is completely necessary - the timing of it feels hard to judge so I ended up just mashing the right mouse button when close, but that meant it could likely be automatic without really losing out on much.
I didn't quite get _how_ the controls work, but I was able to steer the pancake at least decently! The music fit the general vibe well, and I liked how it turned Katamari with you picking up things you bumbed into.
Really cool entry! Feels super good to slowmo, shoot some arrows and dash into the enemy. I didn't quite get how often I could go into slowmo.
While everything felt very nice, some extra graphical effects and juice when hitting enemies would elevate it even further as it is a really good core gameplay loop.
The graphics and UI of this is great! And the combat system is very fun and a nice twist to turn-based combat.
Audio would obviously do a lot to help the overall mood, and I could've done without the scanlines (or with "fancier" scanlines), but very nice entry overall!
OK this was great! Old school adventure vibes, amazing music that wouldn't be out of place in a 90s Tim Burton movie, and interesting and fun setting and text. Super solid and very impressive for a jam game!
It would be great to have a white outline when hovering over interactable objects when hovering your mouse over them to make it a bit more clear what can be clicked.
This was super cool! Like a strange spaced out take on F-Zero. Really great graphics.
There wasn't much feedback on when you were breathing in and out - I think some more effect there (both visual and gameplay) would've added a lot. It was also a bit long and I'd likely have wanted to halve the game time to 45 seconds and played it twice trying to get a better score, but perhaps I'm just not Zen enough!
The overall graphics and vibe of this was great! And the monsters were appropriately creepy. I liked the woman robot voice.
The water didn't feel quite watery in graphics nor controls so that part felt a bit strange, and I had to go back and read the text here to get the generator and health behavior.
Cool little digging game! The audio really helped sell the general vibe.
It was a bit too slow to move and dig and I think it could likely have been sped up to be twice as fast.
Very nice graphics and great feedback with the audio after every move. The title screen -> game transition was great. I didn't quite get the strategy except "just grow further" but it was still fun to expand the root network.
Nice Faller game! Controls felt good and it was satisfying moving past the wall shooters. After a while it had a bit of weirdmix of being a bit easy generally, but also since you die on a single hit it felt a bit random if I made it through a section or not.
It's a nice functional base for an RTS, and fairly ambitious in that you had a nice opening animation and camera movement!
I never stood a chance against the enemies and just mined resources until I could get to the next level
Really great graphics and the parallax works great with the low resolution woods. The general atmosphere and sound design was great.
The wolf gameplay felt a bit fuzzy and I didn't always quite get when I scared them off or if I was doing the right thing
Nice manic action game! It was pretty difficult and initially I mostly died very quickly, but that's perhaps part of the charm.
Very nice janky graphics! And the core gameplay is actually very fun and it is fun to go for attacks while still trying to evade getting hit.
It did became pretty hard to tell what was happening after a while. It also felt like getting trapped to the right side was a death sentence?
The controls work very nice and it's fun to scramble to the other side to try and evade in time! Also nice music.
The actual evading is fun but some stretches are a bit slow when there's no immediate danger and you just fall downwards.
Really great graphics, especially the characters, and great bittersweet music as well that really help making it enjoyable to play through the game. Good writing and story as well, it felt very personal and intimate and it was cool to meet all the relatives.
Some unobtrusive sound playing along with the dialogue would be nice, e.g. Animal Crossing style (but maybe a bit more somber and faded to fit the mood).
It's perhaps a bit slow but I think I might just not be used to this type of game, and overall this was a really great entry!
Nice simple game that is very well executed! There's not much depth to the gameplay, but it is cute and it has enough juice and effects that it's fun to mash the buttons to dig.
I loved this - you really nailed the PSX vibe with it and it just felt super good to move around and explore the world.
The gameplay wasn't super interesting in comparison, and the shop was a bit overwhelming with stuff, but the great polish and overall vibe more than made up for this.
A+ dithering would play again!
Very solid and fun platforming, and great abstract graphics! I'm a big shmup fan and loved the element of avoiding projectiles in this.
There were some white lines showing up between sprites sometimes, and the sprites did kinda scale in non-"pixel perfect" ways sometimes making them look wavy - a small detail and not really detracting from a jam game, but definitely something to fix if you expand on it further.
Wow you really nailed the audio on this one! Amazing fake happy robotic voice acting.
The gameplay was fun, but I usually ended up being a little too risky and exploding in the end. I enjoyed working myself to death for this space corporation and would do so again.
Fun core gameplay! It feels satisfying to land the jumps properly and moving feels good.
Some more sound effects (like when hitting helicopters) would do a lot to improve the mood and feedback, and it might be cool if the helicopters moved around. Likewise, digging trails in the places you've been would be cool as well.
Nice little RTS! I liked the graphics and audio, it all has a nice lofi vibe and everything gets suitably chaotic after a while.
The graphics and overall vibe are great, and it really feels like you're descending! It was cool how the pictures you took were saved and you could try and get all of them.
Very nice entry! Tight and fun gameplay and a nice spin on the Faller genre. It's a bit hard and I do get a bit frustrated going back to the beginning, but I am also fairly impatient - maybe a "scroll faster" button would help?
The music felt like a mix of Hotline Miami and Castlevania, which was a perfect match with the great graphics and general vibe.
The controls were good and I liked how the submarine turned! Also cute music and nice simple graphics.
The view ahead was fairly limited and I think it would be a bit more fair to have the camera have the submarine higher in the screen.
Very nice physics! It's fun to grapple and the shotgun is a nice twist to the formula. I liked how it feels a bit close to real climbing in that you have to get to the next hook to advance.
Some of the jumps are pretty tough and it gets a bit frustrating going back to previous checkpoints, especially as some places feel a bit trial-and-error.
Nice vibes and overall mood! The music fit well too.
There wasn't really hook you too keep playing after soaking in the atmosphere a bit. The walls might benefit from some variation along the z-axis - as they were just straight lines it didn't seem like you were moving and it was a bit tough judging distances.
Sorry wrong game comment..
The general world/ocean felt expansive and nice to explore, and the shadows from and on the seaweeds were a really nice touch to help ground the submarine.
The general game loop was a bit slow and perhaps something more could have been added to spice it up
Perfect scoping and very well executed! The audio was great and the graphics were nice. Maybe I was just lucky but I managed to extract the moth on my second try.
This was great - very clever twist to the Sokoban formula! And the graphics, music and overall mood were amazing. It got a bit too frustrating for me on later levels but that's more down to my taste - the levels themselves were very well designed.
The level transition effect is _incredible_
Very clever puzzle game! I think my patience for these isn't the best honestly but it was fun tackling the puzzles and the vibe was great.
Really nice graphics - the little animations help make them a lot more fun. Good music as well that fit the vibe.
I mainly collected flowers and summoned random stuff - it was a bit tough to know what I did that was good or bad.
Yep this is one of my favorite entries of the jam so far! The intro is amazing (loved the use of black and white) and the graphics are very charming. Reminds me of Sim City. I really like the small little houses with red/orange roofs.
I think turning the shooting into automatically doing it once it recharged might be cool, and move it more towards a Vampire Survivor-like game? It'd probably go a bit against the summoning theme but I would love a more survivor-like version of this that upped the craziness
Fun deck-builder! Just the right amount of synergies available to be fun but not overwhelming for a jam game. Good charming graphics and audio as well. The last boss was very hard though...
I really like the graphics and especially how the perspective and scale switches between screens! The story is basic but pulls you in enough.
Some music and sound effects would go a very long way in further selling the mood I think!
Really polished game! Great graphics and music and I loved that the UI layout.
It took me quite a while to realize I needed to buy a table to get any guests hah. It is fun trying to make your cafe successful but I did not fully understand how the different stats and jobs interplayed and what was a "good" strategy, so mostly just placed them randomly.
Really cool graphics, music and effects! Just feels very good to play.
The "summon far away for more damage" was a very interesting mechanic and added a nice layer of strategy, but didn't feel very intuitive when playing the game - I think getting more feedback when you did this and being able to discern more easily how much damage you're doing would be nice.
I really liked this! The graphics and mood are great and the effects help make the sprites seems 3D.
The controls are good and the slicing effect is very satisfying. It was fun having to think quickly a little bit on each category. It was really difficult though, and the waves are very quick - I think a more gradual difficulty increase would be nice. I might try the post-jam version with the easy mode!
Very clever mechanics! And great vibe and atmosphere that meshed well with the gameplay. The filter and the retro style graphics look very good together.
It was very hard and I was too impatient to finish all of it, but that's usually the case with these sorts of games for me and it is a clever and fun puzzler.
Really good entry! Great graphics, audio and mood, satisfying platforming and it's fun you added a leaderboard. I loved how the gameplay got more chaotic as you got more summons, as well as the summons bouncing around on each other.
This was really well done! Great mood, graphics and audio and fun gameplay. I liked that it was very freeform and you just had to figure stuff out yourself, even if I didn't manage to summon the pizza in the end.
Great Evil Dead Necronomicon-style sound effects as well.
Nice graphics and mood in this game!
I like the walking simulator thing it has going. The walking speed is a bit fast and it's a bit hard to see where you're going - I think halving the speed would be nice. It also seems like the walking speed isn't really affected by elevation, it'd probably be more satisfying to just walk around if it was quicker going down hills than up them.
I also didn't find the mountain until I read the comments as I initially followed the dots as a trail, but thankfully the mountain was super close when I restarted and came back to it.
The dice and gameplay have a very nice tactile feel to them - the 3d graphics and Inscryption-style feel really help make it more fun.
The gameplay is good but I didn't really figure out when I played a good or bad strategy - I mostly just bought whatever I could afford pretty randomly and then selected everything for battle.
Really good graphics and atmosphere in this one! Just overall really creepy, great PSX style graphics with some modern touches. The stereo sound effect footsteps messed with me hah.
I had a weird issue where alt-tabbing in and out of the game disabled the mouse except for when it was clicked... maybe a Godot thing or maybe just my computer? Sadly stopped playing after but will return to it without alt-tabbing.
Great entry! The mechanics remind me of that Kirby game on the Nintendo DS, Canvas Curse, but the physics aspect adds a chaotic twist here.
Great use of the theme and awesome audio and mood. It's very tough and I honestly didn't get very far in the game, but it was very fun
Very nice atmosphere and art! Good mix of creepy and silly. It does scale up satisfyingly to more and more stuff happening.
I don't have too much experience with clickers - is there a fail state in this one? I didn't really know when I made "good" or "bad" decisions and mainly bought random stuff, some more feedback to help on this might be good.
Some simple music and sound effects would go a long way to help make it more fun I think - e.g. some feedback sound each time you click on something etc.!
I really liked the art and animations in this! Just overall a great vibe. It was great how the different items actually impacted the graphics as well.
I just kinda randomly added items to the animals and didn't really get when I was playing good or bad - some easier way to distinguish strategies would be nice. Also this is just a personal thing but with such great pixel graphics I'd love if the font was sized also low-res with the same resolution instead of higher res.
Very nice tactile feel to the game and dice! The core gameplay is nice and snappy. I think I'd want some more synergies and crazier effects in the game, but I've also always been more of a Monster Train than Slay the Spire guy...
Really good graphics and music as well, great job on this entry!
Really nice entry - great controls and atmosphere. Great lighting effects and the dancing gameplay was fun with the mouse controls.
My first time playing I don't think the dance part started for whatever reason? I was very lost and walked around a bunch and then just restarted and I got to it the next time.
I really dug the graphics in this! Lots of personality. The gameplay is smooth and has some nice strategy and everything just feels good, one of my favorite playing games this jam. I liked the variety of weapons and how later ones usually felt more satisfying.
The theme felt a bit like just window dressing would be the only negative, but this was a great jam entry!
Fun twist on chess! The randomization and chaoticness adds more fun to it (I've dabbled in normal chess problems but they can be a bit dry).
I did play pretty randomly though and mostly used rooks and bishops
Really good vibe on this one, it's tactile and reminded me of Inscryption. Takes me back to playing on PCs in the 90s!
It is mostly just rock paper scissors so there wasn't too much of a hook after the initial few games - would be interesting to see if there was a way to inject more strategy to it.
Great lofi graphics and vibe, and it was fun spamming tons of summons! Good music as well.
I didn't really get the strategy other than spam all summons close together and try and hide from the arrows
I dig the graphics and vibe on this one a lot! And you nailed the whimsical wizard music, very Danny Elfman. The atmosphere made it fun to just walk around and try and find the correct items.
It was a bit difficult to know if stuff were placed correctly on the table, and if it mattered if you had other extra stuff other than the pieces needed. Would be nice with some more feedback in the game here as I initially didn't know id something didn't summon because I had the wrong items or because there were other items as well.
This was fun - clever gameplay and not really like any other I've played! Good atmosphere and vibe.
I did click the wrong instrument sometimes - some outline to show which one you selected would be great. The failed sound was also mixed pretty obnoxiously high, but I guess failure should have a price sometimes...
I loved this - amazing vibes and it was fun just following the demon and watching it warp the world. Would love to play an expanded version with some more actual gameplay.
Also I had to boot the game up again after I read you used a plastic bag for the rain, good job lol, it sounded very convincing.
Amazing atmosphere and art in general! And the music and sound effects are perfect as well, and it's a fun humorous take on the theme. Really good job on this one!
The gameplay is a bit simple and does get repetitive after a little bit - would be cool if there was a way to inject some more strategy to it.
Really good vibes on this one and overall very polished entry! Great moody music and the graphics had the perfect balance of being dark but also always seeing something you could go explore.
On the one hand I like that it was open and you just explored this creepy castle without much guidance, but on the other hand I do get impatient pretty quick when I don't know what to do next.
This was very fun! Gives me flashbacks to playing GTA 2 back in the day hah. There's a nice little bit of tactics involved in deciding how to evade the cops.
Would be very nice with some collision with the other vehicle, as well as maybe being able to bump tables and stuff around.
Gameplay is smooth and the graphics are fun!
Some sound as well an explosion or animation when you destroy enemies would go a long way towards making it more satisfying.
Great PSX style graphics!
I did like the frantic gameplay and there is more strategy than you initially think in trying to move somewhere safe and have enough time to summon something. I do like the push your luck element of waiting to summon until you get to the next level, but risking being hurt by enemies.
I did just die a lot when trying to summon. Some more feedback when you summon a mushroom (so that you know you summoned it) as well as when mushrooms attack enemies would be great - it was initially a bit confusing not really knowing
I do like the graphics and vibes of this a lot!
The gameplay is good but there's a lot of info on that initial How To Play screen - I think more of a gradual tutorial would be great in not making you feel as overwhelmed.
I really dig the graphics and presentation - I've always wanted to make one of these sorts of games with multiple windows for Ludum Dare, but never figured out a good enough idea.
The gameplay is fun and clever but does feel a tad too random - I went like 20 turns without getting an I-piece. I also didn't quite get if the action/story on the right screen was "linear" or if you influenced it somehow with e.g. timing of forming connections.
There's a surprising amount of tactics, and nice use of the theme! I like these sorts of tactics / puzzle games and this was a fun implementation.
Really good graphics and general vibe! Also props for the music, this is the first entry with vocals I've played hah.
The puzzle gameplay was good and clever - I didn't beat all the levels as I'm just a bit too impatient in general for lots of these games, but what I played was very fun.
Really good lofi graphics and vibe, could be an old DOS game. Great music as well. Very solid entry!
The gameplay is fun but would benefit a lot from some sound feedback when you hit enemies, plus maybe an explosion or something - just some more juice in general.
Really amazing graphics and vibe! Good music as well. It took me a while to grasp the controls and gameplay but once I did it was good fun. I guess it's part of the challenge to move with the mouse and balance that out with having to do the summoning, but it might be nice to move with arrows/WASD?
Fun little rhythm game! Good music and vibes helped make it fun. The timing was pretty good but also pretty strict, and it actually took me longer than I'd like to admit to realize I should've looked at the hands counting to help the timing
The initial parts are a bit boring to replay if you died later
Really fun entry! It's impressive you got multiple small minigames going that were all fun enough. Good graphics, audio and writing tied it all together and it was a clever and distinct use of the theme.
I really dug the "No! Who made this crap?" menu item, and the intro song is amazing!
I like the graphics and hand drawn vibe a lot! It took me way too long to even get past the first level but once I grasped the mechanics the puzzle gameplay is clever, and was just the right level of puzzling for a jam game. Good job!
Very satisfying gameplay and great effects and audio! The graphics are very cute and it just feels very good to play. Reminds me a bit of Bubble Bobble somehow - I'd love to play an expanded version of this
Great vibe in this game! It controls well and is fun to go around and attack mice.
I do think you should maybe opt out of being rated in Graphics as per the rules at https://ldjam.com/events/ludum-dare/rules since you've used bought assets - even though you've created some of the very nice looking characters it's still using third party assets in the game and it's a bit tough to rate the original stuff in isolation.
@anaastaska cool, that makes sense!
Very fun idea and fun graphics! It's cool that it feels like a connected 3D space even with only the Google Maps style photos.
The gameplay is a bit simple and gets a little repetitive, and some music and audio effects would go a long way in further selling the theme and humorous mood.
This is super polished and really fun! I love how the difficulty scales up naturally the more plants you grow. Atmosphere + graphics + music are obviously amazing.
I would probably have liked the grown/evil plants to keep shooting enemies and bullets even when you aren't close to them - it would have made the difficulty scale faster and made it more intense quicker. But this is pretty personal and I'm sure lots of people prefer it not to be that fast paced.
I'm more of a controller/keyboard guy as well - I would maybe have liked the attack to just go in the same direction you're facing (like the roll), but the mouse aiming is needed for the watering so I guess it would be weird to change this.
Would have worked well for last LD theme as well!
Cool game! It does get surprisingly close to the F-Zero experience. I would probably have liked the course to be completely tubular (a la some F-Zero GX courses) instead of having the hard turn when you switch sides.
As others have said, it doesn't really feel like it has a goal - something to work towards, or some AI to race against, would be great!
Good concept and execution! Having to do your shots quickly before you get hit in certain places worked surprisingly well.
Funny sound effects, though after a while I would have just liked "normal" sounds as well!
Wow, cool concept! The graphics and camera controls are super smooth which is nice. It does have some fun clever thinking, but some parts are perhaps a bit slow and/or random.
Seeing the other players move was really cool. I would add a fast-forward button when viewing their moves though.
I super dig the palm tree models in the game, and nice fun music as well!
Neat idea and good controls - probably a bit too slow for me though, in that it ended up being a fair amount of just waiting for the correct enemies. Some more verticality, and more enemies and hat guys would be cool!
GREAT concept! Good level design and clever little puzzles. Super nice atmosphere and as well.
It did get a bit too hard for me a bit too quickly, and it was frustrating setting things up again after failing a platforming game, but on the other hand it did add to the tension.
Nice concept! The animations and graphics really help sell the theme.
It has a good base gameplay, but I would like a bit of a clearer hitbox on the player. Also I just always put the plants in the upper left corner as a strategy.... and I ended up just having all my money invested in some ongoing plants when the time was up
At first I thought it was a bit easy, but the difficulty ramped up nicely and it got frantic. I like the simple graphics - especially the characters are great! Nice music theme as well.
Some more tactics and more of a sense of when you're doing good or bad would be cool - I mainly just started placing "towers" randomly after a while.
Daaaamn, I am super impressed by this. Great concept, great music, great design. I love these super focused puzzle platformers and this is one of the better ones I've tried.
I don't know if I'm just super bad at it but uh, Normal is pretty hard...
Thanks for the comments everyone!
@willowblade it's mainly simple bloom using Unity's default Post-processing stack, plus rendering the game part at a low resolution. Then there is a shader for the sky gradient and sun, and some tricks done when changing the lighting to get it to update less often for more of a retro look.
@Rawrasaur hah yeah that’s how I ”fixed” the bug of sometimes falling through the ground. Glad to hear you got all the photos actually - I was a bit worried people would give up before getting any!
Cool game, I do really dig the concept. The people walking around and the little lizards are great and all feel very "alive", especially since you're building and expanding a nice little world for the lizards!
Probably a bit complex - a tutorial or simplified starting level would be great, or even simplified general gameplay (it felt like you had to play a fair bit to get the strategy).
Btw - the helptext on the icons on the top right wasn't really readable since most of it was outside the screen.
I like this! The cars have good controls and the burst-like movement of the enemies means there is a lot more space in moving strategically compared to if they would just move continously.
It does feel perhaps slightly too random - sometimes the goal was much easier to get to than other times, and a lot of the time it was quicker to just go there directly than to mess around with getting a car.
Amazing graphics and overall polish on the animations! It really elevates the rhythm gameplay.
I would probably have liked a music sound instead of the attack sound, and while the hits you were supposed to do were kinda on beat they didn't really correspond to anything that was happening in the music otherwise - would be very cool if it followed some melody and had Up being higher notes and Down lower etc.
Core gameplay and execution is really good! Great idea as well.
It is a bit too hard to hit the enemies when they're far away - especially when there's only one enemy left this leads to pretty slow gameplay where you're just waiting for balls. Some tuning on this and some background music and this would be super good!
Great graphics, and a good take on shmups - I liked the guns being among the normal bullet patterns.
The hitbox was a bit large for me - it was sometimes hard to know if you were going to get hit or not, and felt a bit unfair when you got hit at times.
Very nice game! I got past the first screen after a few tries. Got to level 10 in the end.
Once you get the basic strategy down it does perhaps feel a bit random/hopeless to beat the aliens - I couldn't really say "where I went wrong" when I died in the end. Super cute graphics and chiptunes.
Very nice concept, and good execution! I am a bit lazy and mostly just started jumping towards the right, and then would "read" more tiles afterwards to figure out why I died. Charming sounds and lofi graphics.
It reminds me of a bit of navigating the later levels in the obscure but awsome Kula World / Rollaway for the original playstation, where blocks would fade in and out of being visible.
Haha, I really like this. Rhythm games are always fun, and small music themes were surprisingly catchy and fun to play. It was really hard though...
Physics and platforming were not as interesting as the rhythm parts for me, but the rhythm parts were good fun!
Very impressive! The core rhythm gameplay is very satisfying, and the music and graphics are super cute.
Some rhythms felt either off or just too hard, and that one room with an enemy literally two steps from you was very hard to even last a couple seconds in without getting hit and being pushed back.
I really like the pixelated graphics, and with some sound effects the gameplay would be pretty good!
The lack of sound means there is a bit too little feedback on your moves, and I don't really know if I buy pixel and not-pixel as game genres - the non pixelated rabbits obviously stand out and I'd probably prefer the gameplay with straight pixel graphics.
Wow this is super impressive! Great mashup of genres (I love Super Smash TV as well which helps), and great graphics/music/atmosphere. Very impressive selection of cards and general polish as well.
The beginning is a bit overwhelming - it would be good to start with fewer types of cards and then work your way up a bit more. An while the graphics are really good already for a Ludum Dare, some more feedback and animations when hitting enemies with cards would really add to it as well.
Very fun and polished game! The graphics are simple but perfect - the lighting of the tiles really help the atmosphere, as well as the small animations. Fun music. Lots of interesting decisions on where to go and where to aim.
It is perhaps a tad difficult to see what's going on after a while.
Being able to move with WASD and aim with the mouse would speed it up a bit.
Very nice twist on Tetris, and plays very well! As a decently fast Tetris player this was a bit too slow for me though - I would have liked Expert mode to be without the random blocks showing up at the bottom, but starting out about twice as fast.
VERY clever game, and great execution! The limited number of moves really helps you focus your moves.
I did recieve the same Runtime Error as @stevenjmiller on Level 3 on my first run though, but managed to pass it on subsequent runs.
Also, some catchy music would be amazing - it's a staple of any classic puzzle game (which this definitely could become - I'd love to see an expanded version!!)
Nice game!
At first it seemed a bit two simple, but having to input new commands before the last one was finished was great and added a lot of flexibility to it.
It's pretty challenging though - maybe I'm just lazy but I did get pretty frustrated after failing a level a couple times and having to redo the first part of it lots of times.
Great graphics and music!
The idea is great as well, and the core gameplay is good, however there is a bit of a lack of feedback when filling or running out of bars so - having the bar light up and some animations for the characters when certain bars got filled up would increase the playability a lot.
Very impressive!
Very fun! Breakout has always held a place in my heart since the GameBoy Alleyway game, and this is a great twist on it. The controls are pretty perfectly implemented - choosing the cards feels great and very satisfactory.
It does feel a bit random but I mean, that's the charm of Breakout. It also loses some of the breakout tension - juuust missing the red guy is not as satisfying juuust hitting the ball with a paddle.
I like the crazy music, and the main game board has a good clean look! The info panels on the sides are sometimes a bit hard to read.
It was a bit hard to distinguish what was a good strategy - having all of the tiles be obscured also meant that there were less interesting decisions to make in regards to movement.
Cool little core gameplay! It was hard to et a handle of what the different cards did, and then I ran out of them though.
Cute little game - I really like the graphics. Having the wolves follow the player a bit more would be cool - having to nail the rhythm under a bit more pressure would be nice.
I like the main concept of mixing shmups and card games, and the ship graphics are neat! As a shmup the controls are way too floaty for me though - I feel it is veeery hard to succesfully have acceleration and deceleration in shmup controls. The card part also doesn't really differ much from normal "choose a ship" with different shots, or just normal powerups, in most shmups.
This is great! I'm a big shmup fan and this had a nice frantic gameplay. It also looks very much like it could be a japanese indie game from like 2006 (which is a compliment!). Music fits really well as well
I like the clean graphics, and the platforming was fun! If maybe a little bit too frustrating. I didn't really get what was a good or bad strategy in the turn based parts.