Persist by AdventureIslands 2013-04-30T21:53:00
Really loved the game, did not expect that final "form"!
Foon → Ludum Dare Explorer → Users → NightShadow0
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 38 | A Small World | Aim for the Star | compo | 167 | 3.57 | 3.88 | 3.33 | 3.33 | 2.88 | 3.12 | 2.61 | 3.08 | ||
| 2016 | 37 | One room | One Room Hotel | compo | 205 | 3.50 | 3.38 | 3.38 | 4.25 | 2.92 | 3.39 | 3.14 | 3.57 | 47 | |
| 2016 | 36 | Ancient Technology | Trials of Daedalus | compo | |||||||||||
| 2016 | 35 | Shapeshift | Polygonal | compo | 259 | 3.45 | 3.41 | 2.76 | 3.66 | 3.21 | 3.22 | 2.92 | 55 | ||
| 2015 | 34 | Two Button Controls / Growing | Gift Wrapper | compo | 491 | 3.22 | 3.58 | 2.91 | 4.16 | 3.00 | 2.68 | 3.14 | 3.06 | 65 | |
| 2015 | 33 | You are the Monster | Phylactery | compo | 472 | 3.12 | 2.97 | 3.22 | 3.45 | 2.55 | 3.26 | 2.35 | 2.97 | 63 | |
| 2015 | 32 | An Unconventional Weapon | Stolen Tales | compo | 770 | 2.93 | 2.80 | 2.35 | 3.12 | 3.07 | 3.17 | 2.78 | 3.05 | 84 | |
| 2014 | 30 | Connected Worlds | Moonstone | compo | 523 | 3.24 | 3.00 | 3.50 | 3.95 | 3.00 | 2.85 | 2.75 | 3.27 | 33 | |
| 2014 | 29 | Beneath the Surface | Youdunnit | compo | 398 | 3.33 | 2.87 | 3.50 | 3.42 | 2.69 | 2.91 | 2.50 | 3.36 | 100 | |
| 2013 | 28 | You Only Get One | O.N.E. Says | compo | 488 | 3.02 | 2.75 | 3.00 | 2.49 | 3.35 | 3.15 | 3.02 | 2.98 | 100 | |
| 2013 | 27 | 10 Seconds | CyberMaiden | compo | 775 | 2.84 | 2.69 | 3.02 | 2.87 | 2.59 | 2.58 | 2.53 | 2.74 | 100 | |
| 2013 | 26 | Minimalism | Minimality | jam | 1018 | 2.71 | 2.41 | 2.59 | 2.65 | 2.75 | 2.56 | 1.85 | 2.19 | 77 |
Really loved the game, did not expect that final "form"!
Gorgeous game!
This is really good, using sound to understand how to advance is a great mechanic. Would love to see it expanded.
Thank you all for the comments!
I agree that the game takes too long to take off, will tweak that after the compo.
And i thought everyone knew that stars radiate techno music :)
Thank you all!
I should clarify that the ships and asteroids aren't mine, i got them off OpenGameArt.
The Hold bar is how long you'll stay shrunk and is always decreasing, basically the more you shrink the less time you'll stay that way.
Whew, that got really intense when the enemies started shifting dimensions! Nice work!
Stunning graphics and two gameplay modes even! Couldn't for the life of me make it through the second segment though.
Ah, i hadn't realized what the car obstacles were, clever!
If the goal was making one uncomfortable then you've definitely succeeded. Interesting experiment.
Impressive, it's hard to get the gameplay right in this sort of game but you hit the nail on the head. Great job!
Great concept!
Beautiful game, loved it!
Wow, this is really impressive!
If i had to nitpick something it'd be that your "sphere of sight" is a bit too small, especially when it comes to evading lasers, but amazing job!
This game has taught me that having no friends feels awesome. Nice work!
So adorable, loved it!
@Subi: Weird, can you pinpoint what you were doing when it happened?
Thanks for playing, all! :)
Great game, the use of lighting was really clever!
Loved it, but the random (?) slow-downs were really annoying.
Brilliant, well done!
This is brilliant, i love how you define your own goals while playing. At some point i decided the comfort of copying blocks was better than the challenge of creating them, which is interesting to think about.
Damn, this is great. My only complaint is how the camera moves around so much, it's really disorienting. Awesome work!
Damn, this is hard. I managed to get to the boss but died right away. Fun game!
Nice game! The controls were tricky as people have mentioned, especially to dodge the boss' counter-attacks, but it's fun!
Yeah i did intend to make more presents to break the repetition but ran out of time. Multiple descriptions never crossed my mind, that would've been quicker to make. Thanks for playing!
@capnramses Each kid asks for a different present, but since there aren't that many you may have gotten the same.
Thank you all!
Thanks for playing all! Glad people liked it, i'll see about making a version with more presents :)
Thanks for playing and rating, everyone!
Brilliant. I have nothing else to add.
This is pretty fun! You get the upgrades very easily though, then it's all smooth sailing (...sorry). Maybe upgrade the pirate ships after every port destroyed as well?
This is awesome, the cube explosions are particularly satisfying.
There's a little bug where the socks get dirtied/cleaned if you're standing on the edge of a platform right next to a stream of mud/water, threw me off a bit at the beginning. (http://i.imgur.com/kkRA1wh.png)
Fun game, though! I love the smiley face haha
Game's pretty buggy, crashed on me when i tried leveling up for the second time, but it's fun and an impressive entry for 48h! Nice work!
This is brilliantly done, i like just watching it orbit about even after completing the level. One of my favorite entries so far, great job!
Found the traitor! Good writing, not a lot of interaction though.
Not terribly fond of the one direction mechanic. It feels like busy work, especially when you're just making a curve, and doesn't seem to really add much. Aside from that i really like the game, nice work!
Woo, got it! Fun, nice work!
Lovely concept, nice work.
Omg, cutest thing. Loved the surprise button haha
This might be my favorite implementation of the one arrow mechanic so far, but the game gets repetitive quickly. I feel the double jump is a bit unnecessary, having to jump from platform to platform adds to it in my opinion. Overall, nice work!
Couldn't finish it, stumbled into a dead end. Interesting experience. Maybe you could consider having some noise right at the beginning just so people know it loaded.
Silly game haha, gets pretty easy once you figure it out but it's a fun mechanic!
Oh wow, this is lovely! Very impressive! Had some trouble with the final level, the hits didn't seem to be registering, but beat it eventually.
The level of polish and amount of content is very impressive, nice work!
The atmosphere in this is superb, love the art style and sound design.
This is awesome! It looks and plays great, and i love that the upgrades are tied to the plot instead of a random shop. Couldn't for the life of me wreck the Surf Ace though. Nice work!
Absolutely delightful, i always love this type of game. The wall climb before the dark room was a bit annoying but nothing too troublesome. Impressive work!
Really fun, but really hard! I always get overwhelmed shortly after getting my first relic. Impressive work!
Cute game, having to rewind makes things interesting. More unique level layouts would be nice, they feel a bit repetitive as it is. Nice work!
Holy crap, this mechanic is absolutely brilliant, it "feels" great to play. You've got something with real potential here. My only negative feedback is the audio, which gets repetitive quick. Impressive work!
Fun! Took me forever to find out how to interact with the beehive, it's not obvious at all.
Wow, i did not expect something like this in a game jam. It's very impressive how the audio is perfectly synced, especially considering the checkpoint breaks. Great work!
Really nice mechanics! I'm impressed with how much content you managed to make. The submersible feels a bit pixel-perfect though, especially on the first two levels if you fail to triangulate with the buoys just right.
Fun idea! Took me a while to notice the worm power bar, i just assumed there was a random chance of it showing up (like thumpers to call sandworms in Dune), which would also have been interesting. Granted, i should have just read the description. Nice work!
How interesting, i wasn't expecting a proper RPG in a game jam. The artwork and animations are really polished, it's just begging for some audio. Impressive work overall, looking forward to its development!
Got one on my second try pretty easily by throwing the beacons around me in a triangle. Fun game, if a bit too short, would love to see more content. Props for the Dune theme.
Lives saved: 0. Brilliant.
Very, very clever gameplay, definitely the most innovative underwater game i've seen in this LD, even if it is tricky to get used to. Also LOVE the music, very Duke Nukem-y. Impressive!
Hahaha brilliant twist! Would love to see an extended version of this, the gameplay feels great. Nice work!
Hahaha this is absolutely brilliant! I love how you made the plot itself into the words you need to type, very clever design. Do the choices affect anything, though?
Love this game, i'd dare say it's the best drilling game i've played in this LD, save for one thing. The drill flight is REALLY unresponsive, i couldn't get it to work half the time, which made me quit at the mandatory flight bit in The Cave. Great work otherwise!
Thanks for playing and voting, everyone!
OMG, this is incredibly adorable and disturbing at the same time. Brilliant.
Oh man, losing the upgrades upon death is evil, makes the game much more tedious, to the point where i found it preferable to just reset (granted i wasn't very far down, but still).
Being able to hold down the mouse rather than repeatedly clicking would also have helped, or perhaps drill strength instead of drill speed powerups.
Pretty fun otherwise, and the amount of content is impressive!
Holy crap, this is amazing, i can't believe you did all this in 72h. I like the Banner Saga-style combat, and the wireside toggle is really interesting, though there didn't seem to be much of a penalty for losing your avatars. Graphics are awesome, music is amazing. Would absolutely love to see an extended version of this. Impressive work!
Pretty cool, love the narration, very Thomas Was Alone-y.
Interesting concept, though i'm not sold on the execution.
The charge bar seems unnecessary and just makes the gameplay annoying; if you must keep it, it should probably be more flashy, it's easy to miss as it is.
I also would've favored subtitles instead of voice acting, or neither; the controls on the walls seemed to do a good enough job by themselves.
Couldn't get past the room with green switches, they didn't seem to react and there seemed to be invisible walls i didn't quite understand. Not sure if buggy or i just missed something.
Overall, you might have something pretty cool here if you keep working on it.
Interesting concept!
My biggest complaint is that it's hard to read the story when you have a bunch of enemies shooting at you. Took me a while to realize the lines were coming from both characters, the change of pronouns was confusing me because i couldn't quite make out the graphics.
I also found it easiest to just run away avoiding bullets and leaving the lover behind, which seems a bit counter to the point of the game haha.
Nice work!
This is awesome, nice work!
Wow, this is absolutely delightful, the level of polish and amount of content is very impressive! Nice work! That ending though :(
Took me longer than i care to admit to realize you can multi-jump. Better boss damage feedback would've been useful, too.
The game is pretty funny though, i rather enjoyed it. You'd think the external text files would be annoying but i didn't mind them much, clever solution to save time.
This might be the LD entry i spent the most time on so far, it's pretty addictive. Nice work!
Hah, this is really awesome in a really creepy way. Nice work!
The spotlight colors aren't very color-blind friendly. Really fun concept, though!
Fun! I like how you're propelled upward after running out of O2, and how you have to get your research back after crashing.
Really fun! I wish there was an option to halt production or replace rooms though, building a second Grow Box was a very bad mistake. I also feel like the difficulty ramps too harshly, when people start asking for new product they still ask for large quantities, it's very easy to get stuck. And i'm not sure what the security guy does? Nonetheless, impressive entry!
Wow, this is really good, really stressful too.
This is really fun, reminded me of the drilling bits in XCOM, would love to see an expanded version. A zoom out feature would be very useful too. Impressive work!
Hah, this is really cute, and the gameplay feels just right. Nice work!
Fun! The Blink mechanic is awesome, LOVE the music.
LOVE the music. Absolutely perfect use of the theme, right from the description in this page, and very clever level design. Not sure about the limited fields of vision though, they seem to mostly promote backtracking for no good gain. Great work!
Lovely as always. The mechanic is well executed, especially the piggybacking, will look forward to playing more levels :)
Thanks for playing, everyone! Apologies i couldn't get to all your games before the deadline.
Perma-death is rough, i was having a pretty nice run but got impatient with the iron room boss and ended up rushing to my death, starting from scratch did not sound appealing at that point.
Bit buggy at times, but the gameplay is nice, awesome music, and overall it's a solid entry, nice work!
Aah this is absolutely gorgeous, such a pity it's so short. Nice work!
This is quite interesting, very detailed worldbuilding.
I like how it expands the clicker genre by having "active waiting", but i found looking even for just two symbols at the same time overwhelming, not sure if i'm just tired haha.
Nice work!
Also, there seems to be a bug once you get more than two bins: the third glyph type won't be collected, and once you advance to the fourth, the fourth type will increment the third bin instead.
Solid first entry, the idea of multi-jump as a failsafe is interesting, as is designing around it. I ended up at an endless void, not sure if i lacked enough energy to make it through the whole thing or if i finished the game?
Technically impressive, though it feels a bit slow. Could use some level variety, and the final puzzle felt disconnected from the rest of the game, but nice work for the allotted time!
This is so polished! I can't get over how clever the level design is, making the hook rope only stable at certain angles was a brilliant idea. Great work!
Haha i don't know how you managed to make just following orders fun, but it really works. Loved it!
Interesting mechanic, took me a while to get the hang of it but was quite fun when i did. One-hit kills feel particularly punishing with such unorthodox gameplay, though (but i assume that's no longer a valid remark with the easy mode). Amazing graphics, music and overall theme, too, very impressive work!
Hah, this is what i tried to make except superior in every way. Very impressive!
Solid entry, if a little repetitive. Love the music!
Thanks for playing and rating, everyone!
This is awesome! I felt a little overwhelmed, perhaps because i've never actually played Star Fox, but had a lot of fun regardless. I also felt myself wanting a "Combo!" popup to appear whenever i got more than one enemy in a single thrust, but that's just a silly observation. Impressive amount of content, too. Great work!
Cute game, but with the weapon upgrades and the enemies always converging in the center it quickly became pointless. I just stood in the center and weighted down the spacebar until the victory screen appeared.
The mechanic is interesting but, because the bullets move so fast, i found myself just staying in slow-time a majority of the time, which breaks flow quite a bit.
That's my only gripe, however; the game looks absolutely fantastic, as always, and i really wish there was a full version of it. Using the slow-time for environmental puzzles was particularly clever. Brilliant work!
I love this game. Not sure what mood you were going for, though; the introduction and overall theme suggest something more somber, but flying around and shooting dirt up doesn't reflect that at all. That's my only reticence. The gameplay is really fun, the graphics and music are amazing, really 5 stars all around. Great work!
Interesting mechanic, i enjoyed it. The multiple spawn enhancement is a bit odd though, as it discourages experimenting with fusions; i made it through the game just spamming triple lv1 apes.
I found the controls too floaty for precision jumping and the short length of the sword, but the light mechanic is really clever. Impressive amount of content, too. Loved it!
This is awesome! I found no issues whatsoever, which is impressive with a mechanic like this. Great work!
Pretty good game, though a little repetitive. I never found the need to deploy the bot in attack mode, especially since its range is higher than the wizards', so it just became a regular twin-stick shooter. LOVE the music, by the way. Nice work!
Hahaha loved this, your voice acting is on point. Great entry!
Interesting mechanic, i appreciate how it matches the theme of the game, but the fact that the blast feels random results in many frustrating shrapnel deaths and completely kills the pacing.
Solid entry. A little too easy, especially the boss, but enjoyable all around. Nice work!
I was skeptical about the mechanic, but it actually works quite well. The game gets harder as you progress but you also get stronger when you're dealt damage, which strikes a nice balance of putting you right back in the action while never feeling too easy.
My main complaint is the beginning, i'm led to avoid the enemies for as long as i can but the game only picks up when you kill them, so to effectively start the game you need to get hit, and that doesn't feel great. I'd suggest starting the game with a weapon to avoid that, or only displaying the damage after the first hit.
+1 to WASD controls, too. Nice work!
Could've used a timer or score, but it's a really fun game! Nice work! My favorite was the minigun, the recoil is insane haha
Took me a while to understand the battle system, but it's actually a rather interesting mechanic. Impressive level of polish, too. Well done!
Haha love the tonal shift when you run over an animal. Fun idea! The gameplay is a little unwieldy, though, and i never found the need to jump. I feel it might also be a little too long, by the end i was finding myself just looking for lone patches of grass and it lost some appeal. Complaints aside it's a solid entry, nice work!
(also, 1st place on my first attempt </brag>)
The guys from the left move way too fast. Neat idea, though, i enjoyed it.
Haha unconventional weapon indeed! Fun game, the level design is really inventive, great work!
I really, really like this in principle, but found it too hard to be enjoyable. One-hit kills from bullets that pass through walls when you're still learning the rhythm of a new weapon aren't very fun. Still one of my favorite entries, though!
This becomes impossible real quick, to the point where the timer no longer even appears. A score counter would have gone a long way too. The music is pretty catchy though, and i find it oddly entertaining that it looks like the NSA guy is dancing to it.
Of course, you already know all of this, because the post-compo version is significantly improved, so well done there!
Haha this is certainly different! It's an interesting mechanic even without the controller, having to avoid the mines(?) with only three or less possible directions, though i didn't realize they were harmful until i died. I also have a hard time telling orange and green apart, so that was occasionally troublesome. Still had fun though. Digging the music too. Nice work!
Controls felt a bit floaty (on a controller, at least). Starting with only one health is pretty frustrating, especially when you get health pickups before getting your first health boost, and it also de-maximizes the window when you die for some reason. Game is fun though, love the graphics and music, found it interesting how the enemies are randomly selected. Impressive work!
Clever concept, i like the using of your life as a resource to move.
The controls aren't very intuitive though, and it took me a while to realize you can float because i wasn't sure if i just had the wrong angle/strength to get through level 2. Some sort of guiding arc might have been useful.
Solid entry though, i like the artstyle and music, very Castlevania. Nice work!
I'm not sure where the collision boxes are, but i couldn't eat other creatures half of the time, especially as i grew bigger. Gets rather dull when you have the same speed as what you're chasing, too. Graphics are cute though, the little dust cloud feels oddly satisfying. Is this memes?
I'm absolutely dreadful at this, there's so much going on, some difficulty settings would make me very happy. But damn, this is really impressive and surprisingly polished, you could easily pass this off as a commercial game. And that music is SO good. Brilliant job!
Oh man, this was really depressing, in a good way. The goal isn't very clear though, i was trying to avoid humans for a long while and only randomly started to chase them after running out of places to explore. Totally worth it though, brilliant work, i love everything about it.
Cute idea! I had trouble figuring out when exactly the mother got to the room, but i managed to finish it eventually.
Love the effect the drugs have on the text. Interesting concept overall, i'd like to see it expanded to multiple days/tasks.
Sorry guys, i screwed up the html file. Should work now, and should auto-focus when clicked on. Thanks for letting me know!
Thanks for the feedback so far guys, i probably didn't make this clear enough, but you have to make your zombie interact with the glowing coffin by pressing up against it.
Thanks for playing and rating, everyone!
This is awesome, i love the concept. Had to go back and replay it after reading the description because i couldn't tell if there was a goal, though. Didn't feel to me that exposing myself as a vampire had much effect on the world, either.
I would love to see this broken down into several smaller levels, you have a lot of neat mechanics here that could be explored further. Impressive level of polish, too. Great work!
I absolutely love the 3D world, it's really well done. Controls felt a bit too floaty for me though, it's rather easy to fall off, especially when treetop jumping. I also thought the sound effect jingles were a little excessive and too long, but that's obviously very subjective. Note that i played the original version so any or all of this may be outdated. Great work!
I like the mechanic, reminds me of The 3rd Birthday.
Sound effects would have gone a long way though, it's very hard to tell if you're dealing/taking damage, especially when you're close to the walls.
Having to start from the beginning is pretty frustrating too since the game is not easy at all; i couldn't make it past level 2. Would make it more fair if the enemies actually had to turn around before firing at you, so you'd have a little time to ambush them.
Overall it's a nice concept with potential, though. Nice work!
Clever concept! Really hard, for me at least, couldn't get past the second level. Love the art style, too!
This is really impressive! The mechanic is great, i expected it to be mindless but it's surprisingly strategic as the levels become more complex. I'd suggest having regenerating health, since you already have the primary losing condition of losing all your minions and it's not very easy to gauge the range of the enemies. This didn't affect my enjoyment much, however, which was high throughout.
Amazing level of polish too, surprising length, great graphics, and a really catchy tune. It doesn't make sense to me how you made all of this in 48h. Brilliant work!
Haha this is brilliant, the art style is amazing! I wish you didn't have to restart from the beginning, it's a little tedious to have to redo all your answers, but i enjoyed it! Nice work!
This is certainly different, i enjoy the surreal art and sounds, though it gets a little obnoxious when the sounds play over each other.
This is really polished, the little steam clouds, the screenshots at the beginning of each level, such simple details but they add so much.
The gameplay is also surprisingly smooth, i always expect tentacle movement to be unwieldy but you made it work really well.
Impressive amount of content too, nice level design, challenging but not frustrating. I will say that being able to destroy turrets may be unnecessary though, as it makes those sequences a little easy; i found it more fun to just avoid them in later stages.
Great music as well, just impressive work all around!
Interesting concept, but it doesn't seem like there's a lot to it, i didn't feel the difficulty increasing at all and barely had to think about my plays. Could be more interesting if you couldn't place your monster pattern if it overlapped with rocks, perhaps.
I had a hard time getting the possessing to work, which became particularly frustrating when you have a short window to get to the clerics before they step into the light beams. A longer range would probably have made it more enjoyable. Other than that i really like the game, solid mechanic, good intro, great artstyle. Nice work!
Oh this is interesting, we had somewhat similar ideas but i like your take on it, it's a clever mechanic. I'm not very good at it haha. Would be interesting to see it expanded with more items/minions. Nice work!
A little late to the party, just wanted to say that your game is pretty fun. http://imgur.com/fTw0aIv
Hah, this is a really clever concept! I got to a point where no new monsters or games were spawning though, had over $1000, not sure if there's anything beyond that. Also, and this may be a pretty silly observation, but i love how the dot paths connect to each other, it's impressive to me for some reason.
Do the sticks the feeble humans throw have any effect? Might be interesting if you had to chomp them out of the air to avoid taking damage. A score counter would go a long way, too.
Hahaha this is so good! Brilliant writing! I really like the graphics and music too, they're rough, but in a really charming way. Not sure that this relates to the theme though, the protagonist sounds perfectly relatable to me ;)
Solid mechanic, found the game a bit too easy though. I like how the ending is actually outside of the game and is left open to the player, clever concept!
This is hard! It became a little easier once i realized you could also level up stats, but i still died a lot haha. The hearts also blended a bit too much with the bloodstains for me, i often ended up missing them. Solid entry though, impressive amount of content, nice work!
I like the concept, but it becomes a little dull to have to wait until nightfall when you're tailing a cultist, especially because you're unlikely to find multiples during each cycle. Eight is probably a bit too many. Took me a while to figure out how to identify them, too.
Moving around as a monster felt pretty satisfying though, especially that pounce.
Man, those long jumps are annoying. Got through the first one, but gave up on the double-jump one. I like the artwork and music, though!
Love the voices haha!
I was hoping for random explosions and was not disappointed haha! Nice use of the theme, nice artwork too! I'm not sure how much my choices mattered though, the customers never objected to any car i showed them so i just raked in the cash. Maybe i am the monster.
Oh man, this is so good, right in the feels. I love everything about it. So simple, yet superbly delivered. Brilliant work.
Hahaha, that ending, brilliant! I love the animation, pouncing feels really satisfying. The camera can be a bit wonky when moving though, and it's not very clear if you're dealing damage to the dogs until they die. I had fun with it though, would love to see it expanded into something like Tokyo Jungle. Great work!
I like the concept, i can see it having potential if you could use the facts you learn to unlock different types of interactions. As it stands you can make enough money from experiments that you never have to worry about feeding the critters or them dying; at the cost of feeling like a monster, of course. Well done on your first jam!
Hahaha that werewolf though. This is a clever idea, well executed, nicely done!
My major grip with the game is the "X days remaining" message appearing every turn, it feels unnecessary with the day counter, and it's particularly annoying that it can't be skipped when you want to click on bottom tiles. It's a fun concept though, would like to see it expanded with more levels. Love the retro aesthetic too. Nice work!
I love how polished this is, impressive amount of depth for a two-button game. The tutorials were nicely done, though they could stand to have a delayed spawn time, i'd always miss one minion before being able to read the instructions; doesn't really matter in the long run, but it doesn't feel great. I also had a very hard time figuring out when two minions were coming at the same time or had a delay between them, but that's probably just my failing. Amazing soundtrack, that goes without saying really. Brilliant work!
This is so clever, i love it. Only suggestion would be to spread out the amount of information, it starts pretty overwhelming right off the bat. Great job!
Haha this is adorable! I could not for the life of me squash those bugs though, it felt like the finger should've hit a wider area, and the puzzles were not at all conductive to this gameplay style. Ended up with 91... It was a lot of fun though, nice work!
Wow, i did not see any of this coming, absolutely brilliant, full marks!
This was a lovely experience. I enjoyed seeing the names popping up, even if they couldn't keep up with all my discoveries. I know it's not the point, but it would've been helpful to have some sort of visual aid to what you've already discovered, like a light fade or something (that said, i did find everything). Nice work!
Oh man, that animation is absurdly cool, i literally said SO COOL out loud.
Changing between robots is a neat idea, but did the missile robot really need to be that slow? The game isn't exactly easy as it is, i lost in sector 3.
Brilliant work, though!
Wow, full marks for innovation, this is really impressive!
Does the time limit actually do anything? I got an out of time warning but kept making the game with no issues.
Great work!
I'm having a really hard time figuring out how the collision works. I'm guessing the collider is on the character, not the arc they create when you click the mouse buttons, but either the timing is really precise or my sense of perspective is awful. Couldn't make it past the first boss, i just keep missing.
It looks and sounds amazing, though.
Aww man, this was all kinds of adorable. Such a simple concept, but so well executed. Gorgeous art and music too, just lovely all around. Great work, full marks!
Interesting game, very moody experience, i love the way you used actual photos.
I finished the game, don't know if there were other endings; the choices didn't seem to really matter, but i was conditioned to click the left one because clicking the right one at the beginning reset the game.
It was a bit frustrating to have to sit through the dialog again after accidentally clicking a button that closed a puzzle, but the puzzles themselves were interesting, if a bit nonsensical by the end; figuring out what buttons to use to input the final password was a bit too trial-and-error, i thought.
Regardless, i felt it was a really interesting experience. Great work!
Hah, this is cool. Controls are pretty awkward, but i like the concept. Being able to move to previous rooms and accidentally resetting your progress is really annoying, though. Still, i had fun, loved the aesthetic too, great work!
Also, i got a fatal error after dying in the room immediately after the baby lord: "Variable o_map.<unknown variable>(100132, -2147483648) not set before reading it.
at gml_Object_o_testing_Step_0"
Oh i like this, it's far more strategic than it seems at first glance, you have to let yourself float down and control your rotations to get the pickups at the right angles. Once i figured that out i got up to 450m, but it did start to get a little monotonous after a while.
Love the aesthetic, too. Great work!
I really like this, the gameplay is awesome, but i don't see the point of the limited vision other than looking cool; it feels needlessly frustrating with an already limited control scheme.
Not sure how i feel about using a slot machine to get upgrades instead of a shop, seems like it would be frustrating in the long run.
The concept is really solid though, great work!
Maybe it's because i'm tired, but these wobbly graphics were really messing with my eyes, i just had to stop playing. Is there a reason you picked such an odd pair of keys, too? The gameplay concept is interesting, i wish i could enjoy it, it's just delivered in a way that is physically unpleasant to me.
Cute concept, i like the relaxing mood but there's not a lot to it, would be more interesting if you lost fish when you bumped against a wall.
Ah, i do love this aesthetic. The bunny in particular looks adorable. The game is cute, though it does get repetitive; gradually speeding up the pace might have made it more interesting. Still, solid entry, nice work!
Oh this is clever, i like it. The never-ending body makes a nice puzzle mechanic, and the two-button rotation movement also adds some complexity; there seems to be some input lag though, not sure if it's intentional but it feels a little off. Love the aesthetic, too, and you managed an impressive number of levels for a jam entry. I could see this being popular on mobile devices. Nice work!
What an odd set of keys. Floated around for a while but didn't really see the point, i probably missed something.
Thanks for playing, rating, and leaving feedback, everyone!
I don't have a second person to play against so i can't rate it, but the growing/shrinking concept seems interesting. The music is really grating, though.
This is an interesting idea, but the systems were really obtuse for me. I figured out exhaustion eventually, but not before my three teammates died, and still have no idea how hunger works. Also didn't figure out how crafting works, and/or how to get rid of the inventory clutter. It also feels frustrating to have no idea if the gathering/hunting is working until an item arbitrarily appears.
With all of that said, i did survive long enough to reach warmer lands and enjoyed the overall concept, especially for a compo entry. Nice work!
Honestly, i have no idea what was going on. The movement is really erratic, and aiming is impossible because you're rotating wildly. I tried both teams and both times the game ended without me understanding why.
This is really interesting, very boardgamey. I'm not sure i fully understand the mechanics of how the terrain evolves over time, nor the advantages of placing terrain yourself (if any), but i really enjoyed myself. Lasted 180 turns until i forgot to keep track of the hunger meter. Nice work!
Haha fun concept! Shame you didn't have time for a longer level. Looks absolutely gorgeous, as usual. Nice work!
Haha points for humor for sure, the title alone is brilliant. Clever idea, if a little chaotic; took me a while to figure out what exactly was happening, i expected my character to be on the left and the newest messages to be on the bottom. I did manage to barely defeat Bart on easy with .6 seconds to spare. Nice work!
Oh man, this is absolutely brilliant, i hope you're planning to keep working on it, this could be the next Don't Starve.
Took me a while to figure out how to use tools, namely the map, but once i did i was hooked and didn't stop until the treasure was mine (nothing happened after i dug it up though, but i assume i won?)
So impressed, full marks.
Nice concept, i particularly like how you have to melt yourself to get through smaller gaps, clever!
The game started to feel a little repetitive after a while despite its short length, mainly due to the fact that you get slower as you get bigger, which makes sense but does make the whole experience a bit of a slog. Sound effects might also help. It's definitely a solid foundation you could build upon though, nice work!
Wasn't sure how the red stuff worked at first, but once i realized it was just a timer it felt somewhat bland. Could be more interesting if it blocked blue entrances now and then, so you'd have to be careful when choosing where to enter.
This game game me vertigo. It was a lot of fun though, i first went to the underground powerup and very nearly got myself trapped but managed to slowly escape by digging a tunnel up and flooding it with blocks. It can be pretty frustrating when starting off, especially with such fast movement, but once i started memorizing what each block did i started building proper stairways and safety nets, and it became much more fun. Great work!
Also, after collecting the final powerup, the game crashed with a fatal error, attempting to move to a non-existing room i believe. The game also started slowing down when growing blocks after a while (Windows version).
This is a really interesting and well designed idea, every time i thought i found a way to take advantage of the system the boss would do something to keep me on my toes. Reminded me of Titan Souls in a way, challenging but fun. Great work!
The game made a lot more sense once i realized that blocking gave you energy back, but then it also became a little too easy. It's an interesting mechanic, though.
The chat really makes this, even the "typing speed" is accurate, i just sat there reading it vote after vote, so good. I love how you created such a captivating setting and characters with such a simple interface. Super impressed!
One thing i might add: i didn't think to check if the environment changed after each motion was passed until the first day was done, and think i might have missed some content because of it. Maybe that could be fixed if you returned to the room after each vote, or each passed motion at least? It would break flow a bit, but it might be worth it.
Also, none of my neighbours have a computer; how are they performing their CIVIC DUTY?!
Couldn't get the hang of the controls at all, love the aesthetic though!
This is great! The controls seem a little odd at first but they're easy to get the hang of, and they're really fun! Having the space stations be obstacles themselves was really clever, too. Great work!
The gameplay is a little weird, the rhythm controls were a little lost on me, but the concept is brilliant. Nice work!
I died my first playthrough with no idea what i was doing, having some arrows when building rooms would make it more obvious that you can select different ones. Being able to zoom in and out would probably have also been useful. Of course, it doesn't help that i'm absolutely horrible at the game. Interesting concept, though, nice work!
Well you've made me hate rabbits haha, taking all your water in one hit is really frustrating.
Some sort of distance bar would be nice, i couldn't tell if the world looped or not (if it didn't it probably should, to avoid excessive backtracking).
The controls aren't easy to get the hang of, having two buttons to move and jumping automatically (or not at all) might have worked better.
Cute concept though, i like the art style. Nice work!
Cute idea! The waiting in place for the action is a clever way to get around the two button controls but it felt either too fast when i didn't know what i was doing, or too slow when i did.
Didn't see the need to plant seeds since the animals give quick money with none of the work, and since everything resets when you change maps.
Combat is a little annoying when you have to back up to the right then go left again to attack more than once, and health upgrades would've been helpful to avoid backtracking.
Overall it's a nice idea though, the art style is cute, and it's an impressive amount of content for 48h. Nice work!
Hmm, interesting two-key mechanic. Shame the game is so short, doesn't have a chance to explore the mechanic's potential. The aesthetic is simple but light-hearted, music matches it well too. Nice work!
I like the concept, but the systems weren't apparent to me at all (it might be worth mentioning that i'm not much of a strategy game player). I don't really know what was producing what resources, so i didn't see any point to developing anything other than for exploration's sake, and lost interest once the island was fully revealed. Love the aesthetic though, and it's a solid entry, just didn't grab me personally.
Hm, interesting concept, but a bit confusing.
Wasn't entirely sure how the lives system works; do you lose lives for empty spaces? If so, that seems a bit out of the player's control, since the shapes are random and there's no "gravity".
It also felt like there was a lot of wasted space, the playable screen could easily have been taller, and the horizontal loop-around is just disorienting.
It is an interesting concept though, good work!
Oh wow, this is amazing, both from a technical and a design perspective. Impressive amount of content, too.
It works perfectly with the fake window, but i had some issues with the real window where the game would slow down and the screen would keep flashing white; this eventually made the game completely unplayable in the second boss level where the screen is slowly descending.
I really enjoyed my time until then, though. Brilliant work!
You might want to add an epilepsy warning, those flashes are intense.
Solid entry, gets repetitive a little quick, having the screen always so full doesn't really allow the game to show off the different enemy behaviors.
Froze time, fell through the still ocean, looked into a tree and saw the other world. Had little idea if i was doing well, but mashing the spacebar seemed to trigger the rhythm section so i did manage to complete the rituals. Super surreal experience, technically and thematically impressive. Great work!
Oh i love this! I had a super similar idea several jams back, even the aesthetic was similar, but this is so much better executed. If i have one criticism it would be the lack of checkpoints, and those springs seem to have been placed in exactly the worst positions to make you take damage every time. You might also be given too much all at once, it might have been better to grant the abilities over time. Super well done though, great job!
Whoa, this is super trippy. Really cool mechanic. Finding switches and crawlspaces was especially interesting; with the platforming i usually found it easier to just feel my way through it. Interested to see how you could expand it further. Great work!
The square's movement is really interesting. I got the square stuck really quick, and led the triangle to its death; i'm sure there's something i'm not getting, but it's a neat premise nonetheless.
It's a little annoying that you can't do everything with the mouse, especially since the direction isn't apparent with the board's perspective. A reset button would also have been useful. Solid entry though, nice work!
Interesting concept. I didn't get that you were supposed to protest to gain GBs until I read the description. It's also tough to see the GB size of the circles when you're rolling so fast with so many circles attached, especially since the size of the circles doesn't really correspond to their GB size. I do like the premise though, pretty funny.
This is great, shifting from bird and shooting an arrow in midair feels super cool. Difficulty escalated a lot in the first level though, and dying in one hit is pretty brutal. Dying on level 2 respawned me on level 1, which i assume is a bug. I see a lot of potential here, nice work!
This is absurdly difficult, the bats respawn too quickly and they shouldn't take more than one hit to kill, it's silly to have to grind for experience in a game like this. The controls are also too floaty for one-hit spike traps. I do love the graphics though, even if the attack feels over-animated.
This is interesting, the tank controls took a bit to get used to but i enjoyed the challenge they presented. Turning into a ball and keeping the momentum is quite clever, too. I didn't notice there was a timer and was a bit disappointed when it went off though, maybe a separate mode without it could be fun. Nice work!
I like the main mechanic, super simple one-button control, works really well. The mirror part is... different. Not really my cup of tea. I can definitely appreciate the inventiveness, though, and the amount of content is impressive. Other than that, i just wish the upgrades persisted after the game ended. Nice work!
The controls are pretty floaty (gamepad on standalone build), the boat seemed to handle best but having the flag cover so much of your view is a bit annoying. The track is way too big, i played for several minutes and never lapped, and if you crash once you'll never see another car again, making it quite boring. Some music would've helped too. The idea is interesting, but too ambitious for 48h i think.
Man, do the eyes never stop chasing you? Once i found the tunnel it was pretty simple, never felt the need to shapeshift from insect form unless an eye was chasing me. I see potential in the idea with some more intricate level design. Nice work!
Oh this is such a clever idea! So much potential, would love to see it expanded. Brilliant writing, too. Great work, full marks!
Haha this is amazing, how do you even come up with this idea? Brilliant mechanic, allows for some pretty interesting puzzles, though i have to say that the jumping-higher-while-deflating thing feels very awkward. Really enjoyable all around though, great work!
The world effect is supper trippy, it does make it tough to spot the spikes sometimes but it looks really cool. I wish there was audio, would've helped the atmosphere immensely. Nice work!
This is pretty challenging, losing the key after you get hit is really frustrating, and you might as well just restart if you hit a skeleton at any point. I did make it through the first level eventually and the second one was more enjoyable to me, felt more like it had a puzzle element to it. Would've liked to see it expanded, the idea definitely has potential. Nice work!
Hahaha i did NOT see that coming, amazing! That music!
Fun! The announcer got annoying really quick, and the first few levels were a little too slow, but it gets quite challenging once all the shapes are in. Nice work!
It's basically impossible to aim the gun, and punching doesn't seem to work. Couldn't tell what triggered the transformation, never seemed to work again after the first time. The shop UI is really confusing too, i couldn't tell if i bought something or not or what my current transformation time was.
This is a brilliant concept, though i had some issues with it. Equipping guns on the second and further rows didn't seem to have any effect, so i just kept expanding sideways; the kickback on the shots felt a bit too intense, started to get annoying; i destroyed the boss's weapons pretty quickly, so then i had to just stand there shooting at the core for a while. I really like the idea though, it has a lot of potential. Nice work!
I see what you were trying to do, but there's no real ambiance here, nor real exploration to be had, just the same thing repeated over and over. I like that you can walk between the trees as opposed to them being just a solid wall; i wish you would've done something with that, as temporarily losing myself in the forest was the most interesting part in this experience for me.
Could use more feedback when you're hit, first time i died it just suddenly restarted and i didn't quite know what happened. The collision box is a bit off too, you can hit the enemies from quite a bit away, especially the boss; once i figured that out, the game became really easy. Solid entry though, nice work.
Cute artstyle, if a little inconsistent. It was not apparent to me at all that you could go into the walls for the longest time, the level design did not reflect that, there should probably be an impassable passage earlier on. Once i accidentally figured that out i found no reason to ever leave the walls for long, so the difficulty disappeared.
Solid mechanic, though it does start to get repetitive after a while. I enjoyed the tonal shift of the narrative, and the "rough" aesthetic is very charming. Nice work!
Damn, that starts off quick and stays quick, might want to introduce a slower difficulty curve, or increase the rotation speed. I'm color-weak so i had a little difficulty with the colors, found them a bit too desaturated. Solid entry regardless.
Man, this is really hard, the timer is super strict.
I did manage to 100% one of the sculptures and was very pleasantly surprised to see it transform, but couldn't make it much further.
Where i lost the most time was in counting tiles, to ensure i was hitting a height of 6 and the like; maybe a built-in grid or ruler of sorts could mitigate that?
I loved it though, really fun game and very clever concept.
Great work!
The control scheme is very awkward, you should have at least allowed for directional keys as well.
The enemies have too much health, the correct strategy (as far as i could tell) of attacking twice then blocking takes too long and makes the combat very repetitive; alternatively, maybe the first enemies could not have a shield and/or telegraph their attacks better.
I also didn't realize the hole was a hole until it was too late.
This is still a solid entry though, especially for your first LD, and i really like the artwork and animations. Nice work!
This is an interesting idea, i like the concept of making you figure out what each button does, i could see it as the basis for a puzzle game.
Couldn't figure out how to interact with anything other than the first door, so i just clipped through the pillars to get to the final room, where i couldn't do anything (Windows build).
The textures are nice, especially the walls, though they seem cel-shaded almost and contrast quite a bit with the other textures.
The music can get *really* grating in the long beep parts.
I see what you were trying to do and can appreciate the game's potential, but it needs a lot of work. Solid effort, though.
Whoa, the graphics are amazing! Though the style of the main character (strong black outline) feels a bit out of place compared to the rest, and the background is so busy that platforms are hard to tell apart; i'd suggest making the background more blurry, desaturated, and/or darker to avoid that.
The gameplay is solid, though one hit kills feel a bit harsh, a health bar would definitely be appreciated.
Overall i really like the game, love the theme, gorgeous aesthetic. Great work!
Couldn't figure out where to go after the falling bridge, my character kept dying even if i didn't land on spikes, and having to do all that platforming again is really harsh. I like the graphics though, they're very charming.
It wasn't very clear to me where the spears came from, they seemed to spawn somewhat at random from the soldier's general vicinity, and holding down the spacebar made the spears disappear mid-flight.
The game does get a bit repetitive after a while, as does the music, but it's a solid first game. Keep it up!
Haha it's supposed to be a makeshift saw which you use to cut bramblewood, i agree that it's not very clear :)
I also agree with checkpoints, it's something i would've added with more time, i'll try to put up a quick post-compo version with them during the weekend.
This is pretty good, i like the concept of unearthing technology to make your units stronger. I died horribly, but i'm not great at these.
I wish there was a way to tell which ruins have already been explored, and some animations would have added a lot, but this is very impressive for the time spent. Nice work!
Ooh, this is cool, i was waiting for a double jump the whole time but the actual powerup is much cooler. I'd argue that it might take a bit too long to get to it, though. The level design and the size of the level is really impressive too, and i liked the scattered logs. Great work!
Oh this is gorgeous, i love the cog mechanic.
I did not like that you have to press up to auto-save, i forgot about it the first time i died and thought the game had glitched out because i lost the ability to cling to cogs. It seems odd that platforms don't reset but abilities do.
I'd also argue that the "you can do it!" message didn't need to stay there the whole time, the animation when you're gaining the powers is a bit long, and the triple jump was a bit disappointing since it doesn't feel very different from the double jump.
With all of that said though, most of these are minor things, i played through the whole thing and really did love it! Great job!
Holy wow, this is so good. Brilliant mechanic! You created an absurd amount of content with it, really impressive! Amazing job!
Well, i'm honestly impressed by the backstory, it's a very interesting setting. The game itself though, such as it is, doesn't convey any of it.
I really like this, the gameplay is solid (though there seems to be some input lag on the jump button) and the animations are great.
I feel that the physics go counter to the intended mood though, at least how i perceive it. It feels like the game wants to have a lonely and expansive mood (maybe because it reminds me of Journey), but the fast movement and insane jump heights don't convey that at all. I think the game would benefit if it was slower overall, and the jumps lower.
Very solid entry though, great work!
This is so much fun! Surprisingly strategic and addictive despite the simple premise, super charming and funny art and sounds, lovely music, just loved all of it. Great work!
On my first run i died of starvation while not quite understanding what i was doing, but on the second run i got the hang of it and finished it.
This is SO GOOD. Perfectly designed, every character is necessary (except the last one, who i never used), challenging enough to always keep you on your toes but not so brutal that you feel too overwhelmed. Amazing art, gorgeous music and sound design. This is definitely my favorite entry so far. Really impressive work.
Oh man, i like the concept, but this is a LOT of information to hold...
Nice work, but i'm definitely not the target audience for this haha
This is really charming, great graphics and music.
I like how jumping drains your air, too.
The perspective makes it a little hard to catch the air pockets sometimes, but it didn't feel as much of an issue as it could've been.
Instantly dying by touching the walls feels unreasonably tough though, not sure how necessary that is.
Nice work!
This is a nice concept, i like how you need to stay within the room's boundaries.
The controls are really floaty, it's not very easy to control, the movement speed feels too high and the jump feels too low for how the platforms are laid out, which makes it frustrating.
The level design also seems to rely too much on memorization, in some instances there's no way to know which path is correct until it's too late and you can't turn back, and the projectiles come out of nowhere without giving you time to react.
With all of that said, for a first game this is already a good start. Keep it up!
Ooh, i like this, the graphics are absolutely gorgeous.
I really liked the overall mood of revealing the room object by object, and especially the twist of the final scene, though unfortunately it cut off the description of the final item i clicked and i couldn't read it.
This feels like a really nice start for an adventure game engine, i'd like to see it put to further use. And that this is your first project is really impressive! Great work!
Really interesting mechanic, i very much enjoyed my time with it. Lovely aesthetic, too. Great work!
Haha this is really fun and polished, what a great concept. My only annoyance was that the hand would often try to grab the units when i just wanted to fling them and it always threw me off. Great work!
Went through the routine of setting up each room for a while until i decided to rebel and just run to the elevator, and only then did i realize it was a maze game.
Interesting idea, but after a while it became monotonous and started to lose my interest, i kept expecting something new to show up that never did.
This is a nice concept, i enjoyed it, though it felt a little easy, didn't have much trouble with the puzzles.
Not sure if i missed something, but the winning condition for each level felt arbitrary, often i won before i was done.
I also like what you were going for with the music but its compression feels too high, it can get grating after a while.
Overall a pretty enjoyable game, nice work!
Played the jam version. Really, really difficult, but very nice concept. Gorgeous art, too. Nice work!
Man, the concept is interesting, but i have no idea what i'm doing.
Fun game! Surprisingly addictive for how simple it is, i like how the bosses keep gaining new mechanics.
My biggest complaint would be the lack of feedback when you're hit, took me a while to even notice i had a health bar.
I got to Bomberman and just barely defeated him, but died immediately after.
Nice work!
This broke my brain, i have no idea how you did any of those awesome transitions but they are the coolest things. Amazing stuff.
Didn't have a second player to play with, but this seems pretty fun. Love the art style and the animation, it all feels really bouncy, which i assume was the intention.
The keyboard controls are very awkward though, and i couldn't quite get the hang of jumping higher, the window on that could maybe be a little wider.
Nice work!
Interesting idea.
The outcome when you win feels a little underwhelming, since you don't even get feedback via e-mail.
The amount of e-mails also felt redundant since it's irrelevant which one you pick as far as i can tell.
It would also be helpful to have the connect 4 rows numbered to be easier to check which one you want to play in.
Got a few random crashes while playing so i didn't get very far, but i did figure out the strategy for connect 4 which was fun. Nice work!
Played the compo version, i figured out what the machines did pretty quickly but there was just no way to work quickly enough to stop the hunger/thirst from creeping in. Nice concept though, loved the aesthetic.
Haha your take on the One Room Hotel is brilliant, what a great idea!
It's really fun but it gets intense really quick, not sure how the rooms you're given or the guests' moods work, but i only lasted until the 4th day when i only had one bedroom that everyone wanted to go to.
I also kept misplacing my rooms in building mode because i thought the bottom-most room would be the one placed first, Tetris-style i guess.
Great polish too, love the voices (at least until everyone gets mad at you). Awesome work!
Fun game, can get really frenetic though, can't help but think it might've been better as a turn-based game. I won with the upload at 97%, not sure if that's a bug.
The music's pretty fun, but the sound effects can get really annoying when you have multiple characters firing at the same time.
Nice work!
Holy, that escalated quickly, those dog things are terrifying. Did not get very far at all, honestly i'm not sure how i survived any wave after the first, they seemed to just abruptly end. Really intense, nice work!
Played version 1.0. Really fun game, though picking up things can be pretty hard sometimes, and cleaning up things might've worked better if you could hold down the button instead of mashing. Love the art and music, the whole aesthetic is just darling. Great work!
Oh this is fun! The premise is brilliant, and the aesthetic is adorable. It's a little hard to tell if you're having any real impact because the people/cash stats are very abstract (at one point I had 0 people and expected to lose, but didn't), but it's still really fun to experiment with the options and see your planet change. Great work!
This is interesting, too complex for me but i can definitely see what you were going for. I had a little trouble picking up the parts and often ended up creating random wires by mistakes, and a clear board button would be very useful, but other than that this is definitely a solid entry. Nice work!
Solid entry! I appreciate the little warning signs before the meteorites spawn, a small detail but it's the kind of polish that really makes a difference.
This is a great game, impressively unique! The tutorial starts off a little heavy, and honestly most of the features don't feel that necessary; i survived with two natives and only ever built ladders, harvesting food and wood was all i needed. If you were to extend this, i'd suggest adding the additional buildings and resources over time with different levels, instead of having them all at once, and perhaps being more clear when the water level is going to rise. Great job!
Adorable concept, and very fitting artstyle. The gameplay was a little confusing to me, i wasn't quite sure how my choices were affecting the combat, there seem to be some systems in the background that i would've appreciated being explicit, like showing stats for each weapon's number of shots and their accuracy, that sort of thing. Nice work!
Oh this is fantastic! So polished! The way your planet kept creating more critters all with different behaviours of their own, and all the different aliens, and the way your harvester homed in on all the targets, and the sound effects, gods, i love those sound effects, not sure what it is about them but they're super satisfying. Really impressive work!
Holy, that escalated quickly, the difficulty just went from 1 to 11. The speed at which the asteroids come is pretty insane, and often you have no way of dealing with other asteroids while you're dealing with those incessant streams. Perhaps if the missiles could've been sent in other directions, maybe by shooting them with the mouse while controlling the barrier with the keys, that might have helped balance it out. I really like the premise and the overall aesthetic though, both the art and music are pretty good. Nice job!
Props for the technology used, i hadn't seen this being used on a gamejam before. The game itself could've used some challenge, as you basically just have to go to the highest dimension then back again to the lowest to win, but the premise is interesting and the presentation is pretty entertaining. Nice work!
This is a really nice concept, but my critter keeps dying in the first few seasons and i'm not sure what i'm doing wrong; having some labels on the bars would probably help with that. I did really enjoy my time with the game though, the aesthetic is truly delightful. Nice work!
Man, this starts at 11 and does not let up, i could barely make it a few seconds. It's fun, but the controls and the endless onslaught of bullets feel really unforgiving. I like how the bullets go around the planet though, that was a nice touch. Nice work!
This is great! Such a rich and intriguing backstory, and voice acted no less, really well done. I wish the gameplay's difficulty had ramped up quicker, because i actively had to give up trying after a while just to see what would happen, and some faster guidance to the inevitable end wouldn't have broken the flow of the story so much. Really well done though, i'd like to see the story continued.
This was really good! Loved the story, the way it's told and the way you progress through it. Ordinarily i'd say i'd like to see it expanded, but this feels exactly the right length. Great job!
This is pretty interesting, i like the concept, it's fun to see the different effects the elements have on the tiles. Would like to see an expanded version with objectives and different-sized worlds. Nice work!
Your concept was very ambitious, the cutscenes are much longer and slower than they needed to be, and the mission itself has a big world filled with mostly nothing which makes it dull to traverse as well. I'd suggest streamlining the story and having either smaller levels or more easter eggs and things you can interact with, perhaps the NPCs could go off in different directions to populate the map a little more. Good effort!
This is interesting. The game is a little dull at first when you have to wait to get minerals, until you get a few quarries going and don't have to worry about them so much, at which point it becomes quite fun. But then having to constantly build solar panels ends up becoming quite dull as well. I played for a while and never came across any coal or oil, not sure if i was doing something wrong, but that meant that i couldn't accelerate my energy production at all, and eventually just got bored. It is quite an impressive game for the platform and the timespan, though. Great work!
This is really cute, i love the art style and the sound effects. The gameplay is solid, though i did find the movement speed too fast, to the point of being a little disorienting, and sometimes meteorites would spawn really close to the planet and be impossible to reach. Nice work overall though!
Fine premise, but the game kept crashing on me so i couldn't get much out of it...
This was a very bizarre experience, enemies spawn out of mid-air at any time so there's really not much point to the turrets, you just have to keep moving forward while soaking up damage. The music was pretty annoying, to be perfectly honest. I did however love the premise and the intro cutscene, that was pretty great.
I enjoy the premise, as it's similar to my own game's :) This is quite fun, the katamari-like mechanic is solid, though i did find the controls a little too floaty (using a controller), which is thematic, but it does feel pretty frustrating when you're trying to capture something and keep missing it. Eventually i grew tired of collecting rocks and dashed off towards Mercury, but ended up falling into the Sun. I feel like there's a lesson there somewhere. Nice work!
This is so much fun! I love the gameplay, reminded me of the bonus levels in Sonic 3, maybe the difficulty escalates a little too slowly but i had a great time with it. Gorgeous aesthetic and fantastic music. Brilliant work!
What a beautiful game. Amazingly presented, surprisingly lengthy for what it is, and particularly impressive for having two distinct gameplay modes. I would've appreciated some challenge, if not for finishing the game then at least for planting all the trees, but i do understand that's not the point of the game. The exploration level where you move from portal to portal to find the pellets and the trees felt particularly satisfying and i feel has potential. The ending did feel a bit counter to the rest of the game though, as there was no real build up to it; it felt unwarranted. I did have a lovely time with it, though, and must commend you for your impressive work. Keep it up!
The game isn't very challenging, i just kept moving forward without nothing really threatening me for about 3 minutes, and then an asteroid hit me straight on and i was sent flying into space. Which was pretty amusing, to be fair. I like the premise though, the 3D movement is well made and the graphics work quite well.
This is a fun concept, love the execution, but a few things confused me. There's a jump sound every time you press the jump button, even if you already did a double jump, so the button does nothing but the sound is misleading, and it took me a while to realize that. It also feels really weird that your character gets kicked back by standing on the platforms, it's really counter-intuitive and i could never quite get through that. I see potential in this though, especially the aesthetic, which is beautifully minimalistic. Nice work!
Oh i love this mechanic! I wasn't quite sure what you were going for at first, but when the previous animals started moving it clicked, and it's such a clever idea! When you deliver a few votes it's super satisfying to watch all the animals move on their own without ever touching each other. My only complaint is that one of the shrimp spawned directly on top of some seaweed and i instantly lost a couple of votes because of that, but i had a really fun time while it lasted. Great work!
This is really fun, i love this type of puzzle game. I enjoyed the way new mechanics are gradually introduced, would like to see a longer version. Nice work!
Well done on your first game! The cube's movement and jump feel a bit too slow and heavy, and the jump button doesn't seem very reliable, but the idea of having the cube rotate to reach the platforms is interesting.
Surprisingly addictive! The game starts out at 11 and stays there though, there wasn't even enough time to read the premise on the first level, nor was i able to read any of the text that came up when hitting stuff. I also got stuck a few times when landing on corners. Really fun regardless, though, nice work!
I like the idea, but the controls felt very unreliable. The bouncy walking was pretty erratic, it felt like the distance between hops kept changing randomly, which made the strict timing of the high jump even stricter. The game also didn't seem to be very fond of high jumps going around world corners, as the gravity kept glitching, sometimes throwing me in the opposite direction when i did that. Still, solid entry, nice work!
This is an interesting concept. I like the idea and the aesthetic of the pocket worlds. The difficulty escalates really slowly, though; i made it until wave 11 to see what the boss would be like but my army of knights made short work of it. I thought i'd make a huge mistake when the second world appeared while my knights were still moving to destroy the first, but then the second enemies just went for my units and ignored my tower, so i really didn't feel much penalty for my choices. I can definitely see potential here though, especially when multiple worlds arrive to fight you. Nice work!
I love the aesthetic, but this is really glitchy at the moment. Ramps should be avoided at all costs, every time i jumped the car spazzed out and ended up flipped on its side, you may want to restrict rotation on a couple of axes. It's a solid start though, with a little work you could get a Micromachines going. Nice work!
This is really challenging! I got better at it after a while, but the enemy AI is surprisingly good. The 3D movement felt great and fun to play with. Nice work!
This is such a great mechanic! I love it! I could definitely see this being expanded with an upgrade system that changed how far and fast you could throw the shield, that sort of thing. The collision feels a bit unforgiving though, especially since the enemies take a second to die, i kept dying by moving into enemies after i'd already killed them. Nice work!
This is really good! It feels so simple, but it's a great take on the auto-runner. It took me a while to internalise that landing on lower layers wouldn't kill me, despite you explicitly stating so right below the Unity player; i think it's because of the contrast in colours, perhaps if the second layer had a more similar tone to the first it wouldn't feel so jarring, and then by the third layer you could play more with the colours because we'd already have learned that it's safe. Once i figured that out, though, i had a lot of fun. Great work!
This is an interesting concept. The controls are decidedly not intuitive (at least to me), but i made it through for quite a while. It could be a little more challenging, i appreciate that it's not too hard due to the nature of the controls, but i got myself stuck in a loop where i caught a particle then got hit just enough to slow down to where i was before i caught another particle, and that lasted long enough for me to get bored and close the game. Solid entry, nice work!