Core Defense by JCMonkey 2020-10-05T01:06:09Z
fun game, effects on the projectiles look really nice!
Foon → Ludum Dare Explorer → Users → nethead
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | NAP GUARDIAN | compo | 21 | 4.15 | 4.16 | 3.36 | 3.39 | 4.46 | 4.26 | 4.28 | 4.04 | |
| 2021 | 49 | Unstable | SOLAR CANDY | compo | 72 | 3.93 | 3.93 | 4.06 | 4.37 | 4.08 | 3.95 | 2.52 | 3.81 | |
| 2021 | 48 | Deeper and deeper | Ziggurat | compo | 108 | 3.95 | 3.63 | 3.07 | 3.53 | 4.38 | 4.06 | 4.20 | ||
| 2020 | 47 | Stuck in a loop | SORO BORO | compo | 209 | 3.58 | 3.22 | 2.90 | 3.51 | 4.28 | 3.93 | 2.26 | 3.60 |
fun game, effects on the projectiles look really nice!
loved this game so much!!! the sound and visuals are both incredibly cute, and i had a lot of fun hunting for deals once i got used to the system :D
aaaaah so impressed with this game! everything is done so tastefully and there's so much energy here. as a note tho for some reason (on ubuntu derivatives at least?) it requires libtinfo to be installed; apt install libtinfo5 seemed to work fine but it would not run before that.
The idea of this is really cool, i think it could be developed into something really fun!
i wasn't sure what you were gonna bring to the table since i've used... lots of drum machines and sequencers, both h/w and software, but the grid stretch feature is actually fantastic. it was really easy to add both subtle and not-so-subtle swing to beats in a way that sounded really compelling. great work, i think this is definitely worth pushing further post-jam.
very nicely composed game! the environment and music fit together so nicely, plus a lot of charm and a super unique take on the theme!
this was super fun and so cute, absolutely loved playing it :3
super cool entry! the visuals are pretty astounding and i love the mix of different "bumper" style scenes. really great work~
got a solid chuckle from me, great use of 5 hours!
really cool game! impressed with the level of detail and polish you were able to add, and the mechanic is quite fun.
I found this game really enjoyable and immersive! I really appreciated that dying just sent you to the next loop instead of back to the beginning of the game. Very impressed with the size of world you managed to create in such a short period! great job
I really like this mechanic! I think most of us immediately jumped to putting the player in a loop, so it's cool that you went the opposite direction and made us stick the enemies in a loop. great work :D
very interesting mechanic and the visuals are very clear/polished! good work~
lovely game! the graphics are done super tastefully and the overall atmosphere is very peaceful. it all comes together as a very nice puzzle game, congrats!
super fun, can't believe how long you were able to make this for a compo game. you implemented a ton of different mechanics, good work!
the overall mood/meaning of this really came through, and i think it's a great project even though clickers aren't usually my thing ^^
Love the character art/sounds and the bit of back story, plus the mechanic was fun. I found the game a little slow moving but that may be more of a personal thing? Overall the aesthetic and tone of the game was fabulous. A tiny bit more variation in environment art would be nice but that's obviously hard to get done in time for a comp entry! fantastic work overall.
fun game with a lot of detail, stylistically reminded me of some DOS-era platformers! felt a bit of nostalgia there ^^
tiny bit of constructive feedback: making the backgrounds darker relative to the foreground would help a lot, initially it was a little confusing/distracting visually. also, disabling colliders on dead enemies would help since in small spaces the large sprites can make it very difficult to hit the enemies that are still alive.
great job overall :)
incredibly dedication to realism, i felt second hand sleep deprivation. i just wish i could clean that rug D:
stupidly fun game, great work. loved the weapon variety! really cute sprites. only complaint is that for some reason my HUD entirely disappeared at some point and i couldn't see my ammo/hp which made things very difficult D:
some of the asteroids kinda looked like peanuts and i really liked that for some reason. graphics/sounds worked well and the gameplay was very consistent! good work~
love the snails, and the end was trippy :D i'm so bad though lol took me 73s
I really like the colour switching mechanic! Cute sounds/gfx too.
Great job making such a polished game! The text added a lot to the mood, and the gameplay felt very smooth.
I really enjoyed how much story you were able to pack into this! There was a lot of detail in the art and it set a great atmosphere.
A lot of great details here: the lighting, the occasional skipping, the ability to switch between 33 and 45rpm.... absolutely fantastic job! I'm a huge fan of some ambient project like William Bassinski/The Caretaker who experiment with the gradual deterioration of loops and this gave me fantastic vibes in that direction. For a compo entry it's really amazing, and i think if you were to take some time to push this even further you could make a really stunning piece of art. great work :3
btw. it's totally up to you how you categorize this, but don't be afraid to call it a game if you do see it that way. in my eyes at least, any sort of interactive audio/visual experience like this more than qualifies as a "game" if you want to treat it as such.
apparently i'm bad at pinball cause my first run took my 5:43, but this was really fun! ball felt a lil' heavy maybe but for the timeframe this was really great. good use of colours to differentiate the elements, too!
love your take on the concept; the game was super fun + the artwork is really pretty :3 great work!
i can't get over how cute the little robot is, and the gameplay/music/graphics all fit together super nicely :D great work
love the idea, and there were lots of cute details! I was getting worried for a second that you were going to make me skip showering....
wonderful entry ^^ the fact that you lose progress instead of dying was a great choice for a compo game, and the whole concept was very unique and memorable. fantastic job :3
had fun playing this; funny and the art is super cute! i just wish i had a count of how many pinecones i dodged :3
This was an absolute blast, the first room especially gave me huge waves of nostalgia for 90s point-n-clicks that probably never existed
im already a millenial so i really didn't need this but thanks anyway. it was super cute! nice art/sounds, and the shooting was fun. felt a lil unrealistic tho because i ended up with a lot of money in my bank account lmao. great work :D
interesting game, very cinematic! the theme was executed super well and I loved the symmetry of everything. very nice ^^
wow, super cool use of Pico-8, like others have said! your take on the theme is very creative.
Cool entry, I always liked these sections of the 2d legend of zelda games so this was fun, although some more variation beyond "more switches" would have helped a lot. Even a couple bats to swat would have been nice. I'll also echo previous comments that it would have been nice to be able to tell ahead of time what part of the track a switch affects, ie. through colour coding or some kind of symbols. Great work anyway!
fuaarking great art/mood, really love this entry. has a heccin ton of personality, was very fun watching our little sprout run in circles and grow up. A+ work :3
Huge thanks to everyone who has played the game so far, I'll be taking the feedback regarding difficulty/controls into account for future games ^^
@dinosire @stuffed-wombat you both mention that it was hard to tell when you died: on death some text should pop up saying "DEAD PRESS Z/X", was this not the case? I'm wondering if on some browsers/systems this is not working D:
@doomerismo thanks for the kind feedback, super appreciated! the 4th level is the last, and you have to run right after hitting the switch (you'll wrap around and come out the left side of the screen) if that's where you're getting stuck. if you make it to the last level you'll get a screen letting you know :3
@cydouzo thanks for the thoughtful feedback! in the middle-bottom of the map there's a switch (red circle). If you hit it the door will open. to make progress, you need to open the door and then pass through it when the correct indicator (top of the screen) is lit up (otherwise you get "stuck in a loop").
@nerdytopic sorry to hear about that! did you try clicking inside the game? it seems to depend on the browser/system, but for myself I have to actually click the game itself before the controls become responsive. if that doesn't work then i'm at a loss ;; thanks for the kind feedback regardless!!
@caeonosphere thanks for playing! that would be the third room and it is.. admittedly poorly designed. it's possible to get up but it's tricky! if you're interested, there is an updated version (https://nethead.itch.io/soro-boro-updates) which makes that area a bit easier, but i realize you are probably busy playing more jam games!
@caeonosphere thanks for giving it another shot :D makes me very happy to see people beat it. the spawn rate is constant but what you're seeing is slimes from the bottom left wrapping around to the top right, so sometimes you get weird clumps like that. lesson learned though, i'll try to keep the difficulty more consistent in future games!
@kate90 thanks for playing and leaving feedback, really appreciate it! I grew up playing cave story, a platformer that uses the same z/x control scheme, so it feels more natural to me but i know now to support WASD as well in the future!
as for the diamonds, when you go through a door, where you end up depends on which diamond is lit up. to progress through a given level, you have to figure out which diamond is "correct". sorry if the puzzle was too vague!
@jeremy-ryan @junebug @zombiebust3r @squimmy thanks for the feedback, particularly on the hitboxes! i think i'll need to add separate hitboxes for player<->monster and bullet<->monster next time, since it sounds like they were too large for the former and too small for the latter! greatly appreciated.
@joleon thanks for the very thoughtful reply! in retrospect i agree with all your suggestions regarding death penalities/difficulty. you totally got the mechanic correct, but as others have mentioned there isn't really enough feedback to make that clear and i didn't leave any hints to help with that. lots i can do better for my next game!
thanks again for the kind works on the art/music, i'm really glad the atmosphere clicked for so many people ^^
really nice music!
fun mechanic + cute art/sounds ^^ great job
wow!! cellular automata are super fascinating and the way you incorporated them into a puzzle game is really cool. also thanks for making the "undo" so forgiving ^^
Great entry, really novel mechanic and the atmosphere was great. Only minor complaint is that on my system the saw sound ended up mixed kinda loud? The rain was super nice though ^^
Really enjoyed this game, the core loop w/ stats carrying over is a really cool idea. I wish health dropped a tiny bit slower sometimes but it was super fun anyway :D
Beautiful game, loved gbc/gba zelda aesthetic + shop system. Only comment is that sometimes the gems don't move fast enough to catch up to you, but maybe that's intentional!
@kokonaught i hit panic mode when i run out of shovel and run as fast as i can :|
Fun game with super cute art, awesome job :D SFX were nice and crunchy as well. Really enjoyed this ^^
whoever decided the main character would just straight up punch the rocks deserves a raise. fun game + the graphics/sfx/music all worked well. only minor complaint is that it was easy to accidentally punch a wall if I held down/left/right a bit too long when felling or moving in one direction.
Loved every bit of this, totally nailed the aesthetic and gameplay. Would prefer if the music didn't restart after every death but that's super minor. Superb entry :3
beautiful sound design :3 lots of fun + really relaxing until you get a rock to the face
Fun/cute arcade game, congrats on getting something out in only 4h :D impressive
Really cool how the dialogue evolved as I wandered around :D only feedback is that sometimes it was hard to tell what parts of the environment I would collider with vs which I could pass through. awesome atmospheric game tho
The amount of detail you put into this really makes it, super well executed :D the combat mini game was really cute
Duuude I really like the music :D The gameplay was fun, found it interesting how you combined a side scrolling shooter + platforming.
Love it :3 Sticking to a few well drawn sprites really worked in your favour. The levels were fun and well designed and everything felt really smooth.
Super cool entry, I really love the player graphics/attacks especially!
Super impressed you managed to put out a tactics game like this for comp. Really love all the artwork, the characters are all super cute.
This is weirdly addicting, idk how my times I ran into a boulder before stopping to write a review. The artwork is cute and you're the best for adding an "invert controls" options, I desperately needed that.
Have you, by any chance been playing a bit of Celeste? ;D Had a lot of fun, some really cool mechanic ideas in here and I liked the level of challenge. The rock toss + jump was especially cool.
Oh wow, I don't know how I didn't connect the shell jumping. That 100% is it, cool :3
This was really interesting, has a great mood to it. The game was at its best when there was a slight puzzle element, expanding on that would be really cool (as others have already said).
The storytelling here is great, I loved the free association and overall atmosphere. The scene was set up super well too, enough detail to be immersive yet not visually distracting. I'm not.. totally sure if I bet it or not though. I definitely got past some key events but I wasn't really sure if there was more I could do. loved it either way :D
Love the paper mario style character, really pretty game overall + fantastic soundtrack
Ahhh I love the yogi theme :3 super pretty art, love it so much when your third eye opens
Really cool and atmospheric game. I think I'd prefer just hold to aim and release to shoot, but other than that it was fun + intuitive. Nice art :3
This was hilarious, awesome work :D Left me hungry for some cookies..
Wow, really beautiful game. The visuals and sound design are both outstanding! The checkpoints were really nice in the context of a jam, even getting through the tougher areas I never felt frustrated. Ended up with 4 deaths and 337 seconds on my first playthrough which to me is perfect for a jam game.
Only CC is that since the first time I ran into the big ball at the end I didn't actually push through, I was left me floating around that area for a bit before pushing through one of the lighter areas. The light is a pretty obvious hint but maybe it could have been even more obvious?
Hey @eduardo-yukio ! You did an awesome job with the music, I'm really happy that I helped inspire that :D Thanks for playing my game again, I definitely see how the movement could be awkward coming from Super Meat Boy, whoops. Next time I'll add less death pits lol
Thanks for all the positive feedback everyone, super appreciated <3
@greg-the-egg whoops, you did find a bug, thanks :D also good point about it being hard to tell what can be interactive with, I know in the first level especially I was a little inconsistent. noted for next time.
@rhys-vdw thanks for the twitter follow :3
@sam-bigos really appreciate the feedback on the platforming mechanic, I find it hard to get that sort of thing right in one go without a couple playtesters ^^
@oeschmid thanks for the feedback on the first level, I had wondered if I was being a bit too vague at times!
@cary-stanley i wondered if going solid black on the floor tiles at the end was a bit too much, woops. thanks for posting your time :D i was wondering how long a first playthrough would take for people. also yeah, my bad re: the walking sound not stopping at the end lol.
@the-neon-shark thanks for the detailed feedback! I would have liked to add more graphics to telegraph things like what key to press on the door and when you've reached a dead end, but alas I ran out of time D: I'll keep your comments in mind for the future ^^
@jusw85 ahhhh you're right I totally missed the delta for the onion movement! thanks so much for catching that, once the jam is done i'll have to publish an update. also I'm equal parts delighted that you found my stupid comments and embarrassed that anyone actually looked at my janky jam code lmao
@tom-robson I'm glad you like what you were able to play, thanks for letting me know that the audio was cutting out so much for you. I was hesitant to upload a Windows desktop build since I only have Linux and MacOS machines to test on, but I've uploaded one since the web build is causing you such issues. If you could let me know if it works as expected, that would be greatly appreciated :D
@euler-moises thanks for the kind and detailed comment :D I made some slightly weird decisions with the controls of this game, so I can see how it would feel "off" (especially since the game is so short you might not adjust by the time you beat it). Vertical movement is pretty sharp, but horizontal movement is slightly floaty.
Conceptually my idea was to make a game where you travel "deeper and deeper" into a character's mind to find a part of yourself, but I overestimated how well I could pull that off in a compo game. I ran out of time to convey that through more text + level design like I'd intended.
I used Godot for this project; I've been really happy with Godot and will probably stick with it for 2D games.
@chrisap really glad you liked it, thanks for playing and posting your record :D one of my friends was able to beat it in 88.33 and sent me a video, so I uploaded it incase you're interested: https://youtu.be/5Cql3P7zqfs
this is my personal best so far (using his route):
Screenshot from 2021-05-14 22-01-27.png
Really cute puzzle game :D loved the mole facts lol
Really nice artwork :D Was pretty intuitive to figure out how to play.
Omg this is amazing, feels like a flash game I woulda played back in the day. Music is such a jam and it didn't take me too long to beat :3
Funny game + super comfy. Gonna second that faster movement would have been nice, but I liked a lot of the art/writing.
Fantastic take on the theme, it was really fun trying to anticipate what sort paths I'd have to take to a page :D Awesome work.
Overall the mood/art are the highlight of the game for me, the PC and enemy designs are great and I love the music.
A couple notes on the visuals:
- The backgrounds could have used a bit of work imo, given the time constraints I think doing something like a 32x32 tiled cave background would have worked better and fit the NES aesthetic a little more. The openings in the background are kind of pillow shaded which doesn't match the tile lighting.
- I like the scanline shader but I felt like it could use some tweaks. The scanlines looked a bit too soft, and could have maybe used a bit of chromatic aberration or something? I think some slight changes could have pushed the aesthetic up a lot.
On the gameplay:
For the most part I found the game really fun, but a couple slight tweaks would have improved my experience immensely:
- Be more forgiving with the out-of-screen death. Being able to jump slightly off screen or fall slightly off screen without dying would feel a lot less punishing, without significantly impacting difficulty.
- Expand the resolution vertically a little. The consoles where this style of game originated had a near-vertical resolution, which meant you had a lot more room to play with and could feel out a room before before having to climb one way or another. As is the space is just a little too confined, which means sometimes it's almost impossible to path a room correctly on the first try. Especially true when the moving platforms are introduced.
- Less slippery physics. Slippery physics have their place in games where they provide feedback regarding your horizontal speed. In Super Mario Bros for example they help you get a feel for how fast you're moving, and you can explore that a lot with the vast horizontal spaces. In a game like yours where you're almost always on 1-2 tile wide platforms, it feels like you're just giving the player less control over their character.
I'm giving so much feedback 'cause I think your team has a lot of potential, really excited to seeing what you do in the future. With just some minor changes you could be making some of my favourite games :3
Super polished/fun with a lot of attention to detail, and a cool take on such a classic game :D Great work all around.
Great job for a first jam, the platforming feels good and you got a few different mechanics in :D Totally fits the theme. The player is super well drawn/animated. Could maybe be a bit more forgiving with the instant death for a jam game, but it was not overly challenging regardless (which is good!).
The art and music are super nice and trippy. Gameplay was fun, I think I'd like it if it sped up a bit more as you got farther but I think keeping it at a nice easy pace for ludum dare was a good decision.
this was strange and uncomfortable but in the best possible way, i love it so much
loving these body horror themed entries, as uncomfortable as they make me. awesome art and physics :D
Cool game, I liked the pixel art (nice palette!) and climbing mechanic. Nice tone overall.
really unique take on the theme, the upgrade system was great as others have mentioned. only minor comment is that I found the normalize direction mechanic a little unintuitive, but once i got the hang of how movement worked it was a lot of fun :D
Wew, level 3 was hard. I loved how the square would just start spinning like crazy lol
awesome game! the tile burning mechanic is really neat, and a lot of the level design was really clever. I loved the art overall, but sometimes I found it hard to see either the spikes or the things I was supposed to light because they are so visually similar to everything else. A very minor issue though :) Linux build works fine btw, thanks for making one!
looks nice and the idea is interesting, the scoring seemed inconsistent though? sometimes I'd toss cubes into the pink area and get no points, or i'd randomly start getting points and wasn't sure why lol.
I learned a lot about myself from this. I don't know what I'm going to tell my neighbour about her dog, though. Thanks anyway :)
alright you've convinced me to open a coinbase account, good marketing. very engaging and realistic simulation except my account keeps ending up green which is very unusual. I would complain that the slip penalties were a little punishing when you're just barely off the line, but the markets don't care about my feelings.
This is really cool, I loved the art and the gameplay you finished was fun
loved every moment of this, super impressed you pushed this out for compo. the dialogue was all fantastic and the art was super cute, really great job :3
Really cool mechanic idea, it's an interesting deviation from the normal constant spamming in a shmup. Overall it was super fun, although I agree with earlier comments that making the gun stronger would have added more risk/reward. I think using the stability mechanic more for gun balance would be really awesome :3
the text prompts really make it :D really good fundamental game design imo, coming up with a risk/reward system and executing it.
loved it :D officer coolguy is officially a pro negotiator. the art was especially nice, and the dialogue w/ the pizza shop owner was absolutely A+
Really nice art, simple concept but it plays really well. Game acts kinda weird if you spam the space bar? Anyway, great job :3 I rarely like 3D ludum dare games but this one was great.
edit: I think the music could be a bit louder? I like it but tbh I didn't even notice there was music until I was in the middle of writing this review lol
@morris thanks :D appreciate it
@junebug thanks for all the feedback :D the way the game behaves once one side gets really heavy is unfortunate, I find it kind of annoying myself but didn't have time during comp to find a way around it.
basically, each turn the game checks the total "weight" of each side, and if the difference is >= 6, it flips. so, when you end up with a bunch (7+) on one side and none anywhere else, it gets really hard to get back to an even state. i might try to come up with a solution to that as a post-jam change.
@candlesan Thanks for the feedback! The rotation actually is based on the weight relative to the side. The problem is that when a "corner" is filled, the board rotates a full 90 degrees (instead of 45, which would be realistic). So, for example, if the "left corner" is full, after rotating 90 degrees left, that corner becomes the right corner... and it is still full, so it will rotate again next round if you can't balance it out by popping or adding enough candies to the other side. It isn't a bug but I'd like to come up with a way of making that situation feel a bit less awkward.
@zwodahs Thanks for the feedback, I'm glad you were able to figure out how to use the middle blocks :3 they can be really handy. It really does become a race to clear out as much as possible when a corner is full, I find that you pretty much have to set up the board such that rotating will cause the heavy side to clear out, or you end up kinda doomed lol. I like the idea of the weight blocks, trying to tilt stuff into the hole sound interesting.
P.S. I fixed WASD; there was a last minute export issue that I hadn't noticed, so I did a quick re-up with no other changes.
@chargrills21 Thanks for playing :D I'd love to do at least some minor post-jam updates, and maybe add some more levels or a story mode.
@chris-hay thanks for the feedback :D hope the game didn't make you too dizzy haha
absolutely perfect, was a pleasure to play. pretty much a play-by-play of me trying to get a pirated diablo 1 CD to work in 2004 ngl.
GIVE. ME. MORE. PILLLSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS.
Really cute art :3 enjoyed not having to turn off my music
Loved this game so much, pretty challenging but super fun and a good length. Really minor suggestion would be adding a timer so that if I click with no blocks, but pick up a block immediately after, a block still gets placed. Mostly only relevant on the last level, but it would make that specific mechanic feel a lot smoother. Great soundtrack btw :3
TOOK ME 200s BUT I DID IT. I BEAT THE GAME.Props for making a genuinely unstable game, I love it. If there was text mentioning that I could wall jump I missed it, but I figured it out anyway so I guess it was intuitive enough lol.
Really fun game, much like other people I ended up spending a long time playing it :D i had a chest spawn in a solid block once but other than that I didn't notice any bugs or anything! Cute art.
The double jump mechanic off the rewind is suuuuuuuuuuper cool, as is the fact that you wrote this with your own engine :D awesome work. Linux build seemed to work fine btw, using Pop!_OS 21.04
Art and music are both super pretty, and the combat mechanics feel really nice. Only minor issue I noticed was that the you can reset your timer by sliding into an energy drink (i assume that's what they are) after dying, in which case you're still dead but have to wait until the timer goes down again to continue.
Really cute game, enjoyed the art and arcade gameplay. Sticking in one area and spamming x seemed like a bit of an op strategy but maybe i just got lucky :3
Absolutely tragic that my affirmations didn't stop the ship from sinking :\ I always love your entries, great sense of humor.
This was really cool, I wasn't sure what to expect but something about this is really fun!
loved it :D the music is especially cute. I appreciate that you kept the level design compact so that I could get a feel for the mechanics and move on without anything getting repetitive. kinda wish I could dash straight up? but lobbing myself around at angles sorta fit the charm of the game.
really liked the art, especially for the sci lab and submarine. the game has a really cool atmosphere to it.
I found that the bombs created a good sense of urgency, which was probably my favourite part of the gameplay. I think honing in on that (frantically trying to defuse high impact events) could be really cool. As others have mentioned the maps felt a bit large. The size didn't really detract from initial playthroughs, but when replaying it's nice to jump into things a bit faster. I found I had a lot of fun when only a couple rooms were left and I was constantly forced to make tradeoffs.
as an aside, this is a rare case where i actually think the lack of music added to the experience. the sparse sound effects created a really eerie soundscape.
This is a really cool concept, and the execution was enough to make me excited for where you could go with it :D
I'm not sure if I was supposed to use the evolution to adapt to the environment (ie. different enemies, amounts of vegetation) or to try to guide evolution towards a more specific end goal of my choosing. Personally, what initially really excited me is the idea of being able to decide what sort of organism I'm trying to "create" (a fast predator, an evasive prey animal etc) and guiding evolution in that direction.
I love the idea of making evolutionary tradeoffs instead of just improving stats, and would love to see this explored further! Really cool game.
I really like the art, this game has a super funny/quirky attitude <3 I agree that the whole burger making process was a bit much for me to remember, but overall I like the idea of switching between those tasks and fighting off zombies. Only bug I found is that during one playthrough I seemed to get stuck fixing the toaster forever?
Really cute game, and the level design is really good! It seems like you can get stuck at a few points if you die after hitting a switch or run out of ammo, but I might just have been missing something.
Clever mechanics and a really beautiful aesthetic. Being able to push the walls back by shooting was a really really cool detail, even if I felt like it ended up not being suuuuper relevant mechanically since you spend the whole game shooting regardless of the walls advancing on you.
Super cool game, love the graphics+audio and the fact that you made a NES game :D
tbh I found it quite hard, I think the speed the crusher goes is good once you've internalized the controls but when I'm just starting out I found I was mostly struggling to mash the right buttons instead of thinking about where to place blocks lol. maybe I just suck though :)
I... feel like the game might want me to leave... but I won't :3
hell yeah, this was fun :D i liked that the weapons switched up super crate box style. cool music :o
omg this is so cute, and very accurate lol. the art was really nice and the gameplay gave me a danganronpa vibe.
Some kinda UI that shows the order of the colours might have been nice, maybe just always have them listed in order but highlight the one you've selected? I found it hard at the start to remember which direction I had to scroll. Not a big deal though, loved the game!
Super cool, still impressed by the explosion effects on the building. +1 to loving the narration and sounds too
Loved it :D Really impressed with the music especially, having the extra tracks for various events added a lot. Only found one secret, might have to do another playthrough later to see if I missed any~
... also thanks for reminding me i still have to do my taxes ...
Awww this is such a sweet game, I especially love the characters :D The difficulty felt good to me, took a couple tries for me to be able to get past the first "level" but from there it was fun seeing how far I could get.
Had a lot of fun platforming through your development process :D Very unique/memorable game for me, sort of played like a weird development fever dream which is a vibe for sure
Really liked some of the smaller details like the player looking towards the mouse and the text in the empty houses. I do agree with other people that the boss fight was probably ~2X longer than it needed to be, but that was my only minor complaint! Great theme of overcoming your anxiety/depression :)
Really cute music and art, I like the vibe of this a lot. The switch puzzle took me awhile to figure out lol.
@forgin-bits Thanks for the feedback :D I might try adding an endless mode like you described, that was actually the plan initially but I wasn't sure how to balance making it fair to play without having it potentially go on forever lol.
@defrag oh no, were you able to press down or S to buy something from the shop? maybe one of the dialogues didn't show up, but you should be able to upgrade your attack (the first upgrade) and then go kill the dummy (Z/SPACE).
@lanalux thanks for playing! I might end up doing a post-jam update with a few extra clients/levels :D
@eli-haun Thanks for the feedback, glad you were able to get used to the jump/dash mechanic even though it's a bit unusual ^^
@quill18 really glad you like the art! I've been practicing a lot lol
@castitatis thanks for playing! it gets pretty crazy when you start maxing out the upgrades lol.
@benskca thanks for the feedback, I agree the combat mechanics are a little bare right now. was hoping to be able to put a bit more time into refining them but alas, turns out that's hard in 48h!
@claytonrumley yeah, i've never made a game like this before so I wasn't really sure how to balance wave difficulty lol. I didn't know if it would be fun to have the waves get so crazy that you can't win or if that would just frustrate people. thanks for the feedback :D more powerups was a stretch goal that i didn't quite meet ;~;
@defrag Appreciate it, super glad you enjoyed it!!
@lantto hehehe glad you were able to achieve ninja state :D
@rhewid thanks for the feedback and congrats on finishing it!!
@shellofagirl @loueee thanks for playing :D
@james-7777 thanks for the kind feedback :D I'll have to try to make the dialogue advancement more clear in the future!
@f1krazy Thanks for the detailed feedback, super super appreciated! 100% agree on the dash mechanics needing work. If I flesh this out into a longer game I'll focus a lot on reworking the dash to serve more purpose and be more rewarding. I have a few ideas floating around :D I also would like to add the bombs to the tutorial, and add more variety to the consumables (ie. not just the bomb).
I'll take the fact that it felt too short as a compliment ;D I had a stretch goal to make more levels (different layouts + NPCs, potentially with recurring NPCs and a plot progression?) so that is likely the direction I'll go if I expand on this! I could definitely see myself writing something like a ~10 level story.
@m11 Really appreciate the feedback on the shaders and speech noises :3 I've been putting a lot of work into those details so I'm happy to hear that you like them.
@svemir thanks for the feedback, the shop could definitely use a different design. I'll try to come up with something clearer ^^
@stefan-laimer glad you liked the tutorial and music :D i appreciate the feedback on the difficulty, i usually get comments that people find my jam games too hard so i probably overcompensated a bit this time.
@the-great-gallus Very much appreciate the feedback! Knowing which parts you enjoyed really helps me understand when I'm actually executing things the way I intended to, which can be really hard to tell on my own. It's also great knowing you (and other people) are actually interested in more content, since without that I probably wouldn't be motivated to expand on the project. Now I almost feel obligated to ;D
@evedoll thanks for the super thoughtful review :D I think being able to upgrade the bombs is a really good idea, and I definitely want to expand on the consumable mechanics as a whole in the post-jam version.
@cakestorm thanks for all the feedback! I agree about the upgrades not providing much feedback, and that's something i'm working on improving right now :D
Really good idea for the gameplay imo, it was a fun struggle trying to open the right bins at the right time. Sound effects were really funny too.
First of all, great art/sounds/music.
I think my thoughts are the same as your own and what's been said before. I found the first playthrough a bit surprising since I didn't expect the plants to take over so quickly, but had a lot of fun trying to organize my machines to contain the plants on subsequent playthroughs. I think a game like this is hard to balance, sometimes it felt like the plants snowballed a bit too quickly once they reached a certain threshold but at the same time without that the game may have been too easy. I think just starting off a little slower so that you can spend the early game preparing a bit more by mining and setting up buildings would have been nice.
Overall really enjoyed the game though, great work.
Probably the most memorable take on tetris i've played :D really well executed. Had me screaming in frustration, but in a good way lol. Setting up combos is haaaard but I think I'll just need to practice a bit :3
im out of pills and food but this game helped me avoid reality for a bit longer
This is a really cool take on a tactics/auto battler sort of game! Good variety of monsters, made it interesting ^^
cool game, I liked having to manage my orbs by running around to see which trees need them most :3 the art for the player character and dragon are really nice, would be cool to see what you could do with more time for environment art
the graphics are really cute and the game is super fun, I liked balancing my greed to get a little higher with the need to refuel! good level of difficulty for a jam game imo
omg this is so cute, really put me in a good mood :D you did a great job setting a really lighthearted atmosphere, awesome work. All the mechanics felt good too and the individual games were easy to learn.
I really like the art + music. I agree with other that the animations felt a little long, it adds some tension but I'm also kinda impatient lol. Overall a really fantastic atmosphere though :D
SO CUTE :D managed to break the 1:00 mark. Really like the idea of making a single button game like this, works really well for a jam ^^
Cool, I love the glitchy art style and sounds. Looks like you went at some of the graphics with a hex editor :D I would have liked to be able to hold Z to actually carry the crates or something instead of just knocking them around, but overall a solid idea for the main game loop!
Absolutely fantastic, this is super atmospheric. The writing is great and the resource management mechanics work really well to add tension. The atmosphere of the game really made me want to explore the planet more :)
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Loved it :D gave me a good does of nostalgia, reminded me of some old flash games I was addicted to. The character sprites are fantastic <3
THE SHINIES. Really like the visual style of this game and found it really fun.
Sometimes I'd lose control though (wouldn't move in the direction I'm holding, or start jumping weirdly?) and I wasn't sure if this was a mechanic that I didn't understand or if there were a couple bugs. Fun regardless though!
dope. the off-screen shurikens were pretty brutal so I appreciated the generous health lol. appreciated the ~special~ message at the end
very peaceful game :)
ahaha I lost it when the bars first started moving. really fun, awesome job :D here's my high score, idk if I'll be able to beat it:
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It took me a couple plays to get exactly how the mechanics worked, but I thought it was really cool once i figured it out :D An initial screen just explaining the mechanics in a tiny bit more detail would be cool (I think you just have to cut down X generations of trees in one spot to "find water"?), but the mechanics were simple and intuitive enough regardless. Original take on the theme :D