FoonLudum Dare ExplorerUsers → NiKaDra

NiKaDra

Games

YearLDThemeGameDivisionRankOvFuInThGrAuMo
202251Every 10 secondsFollowing Footstepscompo4.004.004.002.004.004.004.00
202250Delay the inevitableHemophiliac Vampirecompo1783.673.473.003.753.763.123.55
202149UnstableDimanchinecompo3.002.662.163.163.333.663.50
202148Deeper and deeperRK XKcompo1973.763.473.393.863.823.823.44
202047Stuck in a loopKilling Count Timecompo3.573.692.963.423.733.304.23
202046Keep it aliveMagic Atothcompo2473.733.183.364.103.733.524.28
201945Start with nothingLeptogenesiscompo1213.693.053.884.523.84

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Mood vs Overall

Comments by NiKaDra

LD45 — Start with nothing

Open Ocean by joe40001 2019-10-29T20:14:45Z

An interesting, and in a sense terrifying game experience! It definitely conveyed the panic of desperately trying to cling to any object you have around you in order to try to survive. I liked the idea of having different objects floating around that you can try to stand on, and use to your advantage to prevent you from drowning!

The graphics were actually really nice, I especially enjoyed the appearance of the water, and all of the objects floating around interacted well with it, making the scenery feel realistic. The game definitely managed to capture the feeling of the open ocean! The sunny sky and the clouds looked quite nice as well, all adding to the feel of being lost at sea.

It might just be me, but I was a little bit confused as to what the objective of the game was. At first I thought it was to survive as long as possible, but then I noticed I could get points by collecting teddy-bears. I think it would've been nice with some more directions in the game, although it was certainly made clear that staying underwater too long isn't good!

Overall, the game has nice graphics that make for a great ocean scene, and interesting game mechanics! Nice job!

Sushi Slasher by Phaix 2019-10-29T20:40:59Z

A really fun game with an awesome concept behind it, I'm really bummed this didn't make it to 20 ratings! :( But the important thing is you made a really cool game. I don't think anyone has had the hilarious idea of a sushi fighting game before, but someone's got to be the first!

The gameplay was simple but elegant. The round-based fighting always works, and although it can get a bit repetitive after a while it was certainly still executed well! I love how the powerups you got in between rounds were sushi-based, and they made for a bit more depth in the game. I found that after picking damage up a couple of times, you one-hit the enemies, and then the game suddenly becomes quite a bit easier. I think it would've been nice if there were other enemies, or perhaps more of the same with a bit more health in order to accommodate for this, but given the time constraint it is totally understandable you chose not to do it! The cute little moldy sushi is all that is needed!

Graphicswise, the game was amazing! I loved the little comic-strip story sequence in the beginning, it was really well drawn! The designs for the player and enemies are really cute, and the animation for attacking is just brilliant and looks very smooth! The environment itself looks cool too, definitely fits the feel of the game. Even the title screen had a very cool design!

Although the sounds were a tad bit scarce, they certainly fit well and were a nice addition! I also enjoyed the little title theme on the main menu! Overall, this was a really fun idea for a game, and it was neatly executed and had amazing art and graphics to go with it! Great job!

Blossoming Cosmos by ryusui 2019-10-07T20:35:09Z

This game manages to be a fun blend of finding out the best strategy to expand your domain with flowers and avoid entropy sparks, while also being very serene and charming with the cute color-chaning flower graphics. There was a certain stress involved as you see a spark of entropy en-route to destroy a large amount of your flowers, but also a sense of calmness in watching the borders of your blossoming land grow ever larger, slowly replacing the void behind it, and finally some accomplishment when everything is filled out.

The nice graphics of the rotating flowers are highlighted by the ever-changing colors, and the game becomes pretty trippy and beautiful at the same time with the different colors phasing in and out everywhere. The game's audio is fitting, and it works great without music, as it really adds to the serenity of the scene. The cute quiet sound effect for placing the flower stands nicely in contrast to the loud crunch of the sparks tearing them up. I found that specifically this sound effect was a bit loud, and it would have been nice if it was just a bit lower in volume, although that might just be me.

In general, it was a nice experience with a clear goal and ending, cool graphics, neat audio, and it certainly fits the theme. It felt kind of like taking care of a little garden in the middle of a void, although it still had an element of challenge to it! Great work!

ChopChop by jkniest 2019-10-08T19:37:38Z

An interesting idea for a survival game! The nights get fairly hectic when a lot of drones come in, and I sure don't want them to get that banana cake recipe! I liked that you implemented a day and night system, and the crafting system, albeit simple, worked well enough and was implemented nicely. Combat with the drones felt pretty nice, and although it wasn't too difficult taking on just one, it quickly became more of a fun challenge when I starting getting attacked by more of them.

The visuals in the game were simplistic, but definitely worked in conveying what was going on. Some of the animations, especially for chopping down trees, felt a bit slow, but in general the ones that you had were pretty good! The audio was also simple but effective, although the background music felt a tad bit repetitive. It might be too much to ask, but it also would've been nice to see some other music, or perhaps a lack thereof, during the nights.

Overall, it does implement starting with nothing, with the player having to craft everything they need from scratch, and the gameplay was fairly fun and thought out. Nice work!

Genesis by Akusan 2019-10-07T18:19:34Z

A simple and rather relaxing game. The idea of genesis, starting with nothing and creating the world, is interesting, and definitely fits the theme! It was calming just sitting around and creating stars, then making the earth and designing it as you wish. The visuals, although simple, definitely work and are in general neat in their design. The music really adds to the game's soothing influence, and while it is a bit short it still sounds pretty good! Overall, the game was a nice, short little experience, but more content would for sure have helped the game feel a bit more interesting. You quickly reach the end (unless there is more content I haven't yet found), and it's a shame the game is cut quite short once you get to populating the earth, as it feels like it has more potential. It would have been nice to see some more customization for the earth, maybe adding some houses, or other types of terrain? Otherwise, though, you managed to find something that fits well with the theme, and that feels interesting. Nice job!

Flappy Bat by Druvsaft 2019-10-07T18:51:31Z

What a creative idea for a game! It's an interesting take on the Flappy Bird style of games, while still managing to feel unique and original. My high score is currently 40, although the game gets quite hard after a while, so I don't know if I'll be able to beat it!

The gameplay is the most impressive part of the game, I'd say. The way you handled making echolocation is intruiging, given it kind of reflects how it actually works in real life to a certain degree. Coupling it with dodging obstables, it actually becomes quite challenging, but still manages to feel very fun due to its originality! It certainly helps set it apart from other similar games. The only I'd really like to see added is some more variety in the obstacles, but given the time constraint it's totally understandable, and it's definitely not something that ruins the game experience! As previously stated the game gets pretty hard, which is a good way to make it feel more intense as you progress.

The visuals in the game look very cool, especially the echolocation feature lighting up the environment! The cave surroundings are also very neatly designed and do add a lot to the mood. The bat itself also has a pretty cool design, with its glowing red eyes and dark wings flapping about.

The game's audio is enough to make flapping the bat feel just a little more pleasant, and it's a fitting sound to be sure. The only thing I'd say is a bit unfitting, at least in my opinion, is the music. Don't get me wrong, it's absolutely not bad in its own right, but personally I think something a bit darker would have helped make the mood more immersive, although that's just my opinion, and perhaps that wasn't what you were going for anyway.

Overall, it is a fun game to play, with a creative idea for making it a little more unique. The only thing I'm left wondering is whether or not you decided to followed the theme, and in that case what your thoughts were about how it was represented, because I wasn't quite able to tell. Then again, it might just be because I'm totally oblivious to it, and just didn't realize it. In any case, nice job!

Flappy Bat by Druvsaft 2019-10-08T19:46:04Z

@druvsaft I can totally agree that the music was cave-like, now that you say it! I guess I just expected something a little darker, but that might just be what I imagine when I think of a cave. I kind of felt it would've fit really well with the gloomy esthetics, but, of course, all games aren't meant to be dark, and it totally works with this music too!

Regarding the theme, I absolutely understand the struggle. It's really hard to think of a good idea for anything, having been given just a simple phrase for inspiration. But your explanation did clear it up, and when you mention it i totally remember a black screen before the game started! Like you said, it might be a good idea to convey it a bit more clearly, but the fact that you did use it to some extent is obviously great in its own right! I really did think the game was good, though, and these things are for the most part just nitpicks!

"Start with nothing" by Beetrootmonkey 2019-10-09T18:24:01Z

A cute pixel-art game with a deceitfully simple tutorial, and a very challenging normal level! The paint-feature was quite interesting, and made you discover the level over time in smaller chunks, slowly getting to know the generall layout, and ultimately understanding where to go even without the paint.

I did think that the instructions were a bit unclear in the beginning, as I was mostly left to figure out how things worked, what things required a specific color of paint to be seen, etc. I was also not quite sure where to go all of the time, as the only pointers were the color-specific locked doors. But other than that, it was an interesting concept, and I hope you might expand on it in the future, making more than just the one level. Also, I saw there was a hardcore alternative on the main menu. I'm interested in how one would unlock that?

Overall, a nice game with an interesting mechanic, that I hope to see more on! Good job!

Spellhack by DanCan 2019-10-16T18:52:41Z

A nice pixel-art rouge like, this game was hiding a lot under its surface! I'm going to be honest, though, I didn't get too far. Even after a couple of runs I couldn't make my way through more than a couple. The game also had a very interesting enchantment gimmic, that was a lot of fun to play around with!

Ther graphics in the game were simple, but absolutely not bad! Some of the enemies actually had pretty cool designs, and the environment looked nice too, although some variation or items in the rooms might have been cool. It's totally understandable you couldn't include this though, given the time limit.

Gameplay was interesting. It was like a mix of rouge like, dungeon crawler and bullet hell, not a very uncommon sight among rougelikes in general, but it still managed to feel nice to play. By far, however, the part of this game that I enjoyed the most was the enchantment system. Although I didn't quite understand it at first (because I skipped the tutorial like a dummy) it became really interesting to try out all the combinations of items and enchantments! I also liked the inventory system you had going on, and the funny little item descriptions that actually changed depending on enchantment.

Overall, this was actually a pretty fun game to play, and I think you could develop the enchantment thing into something really cool in a full game! If you were to continue development, I think random generation would be a neat addition. Anyways, good job!

Gobble Ghost! by Zymphe 2019-10-07T20:59:32Z

The perfect game to get your halloween spirit up and running once more! It's a fun thematic take on the "Fishy Game" idea, where you eat stuff that's smaller than you. I usually really love these kinds of dark seasonal games, no matter the gameplay, and this is no exception!

The artwork is cute and very charming, I love the little details on some of the other sentient things when you get a little too close for comfort, as well as the reaction of the ghost when you try to eat something too big. The darkness works really well too, and all the sprites for the creatures as well as the other things are nice!

When it comes to audio, the music was obviously fitting, and certainly added to the atmosphere. The sound effects were also quite nice, although I didn't notice too many of them. Notably, I felt the game ended a bit abruptly when you died, without any sound effects or animations, but that's a very minor issue given many other things, especially the graphics, were actually pretty detailed!

I really enjoyed the game's spooky feeling, and although it didn't quite fit the theme it was certainly a good game to play now in October, and I'm happy you decided to go with the halloween game idea! Nice work!

Memory Palace by MattWagar 2019-10-09T19:45:01Z

A neat and original idea for a game! It was a lot of fun building up a completely nonsensical story using the symbols and my imagination, then realizing how easy it was to remember it specifically because I had made the story so strange! I could imagine that it gets a lot harder if you use a lot of symbols, however, as I only picked maybe 7 or 8. It's a very fun concept to make a game like this, that challenges your memory in a very unique way!

The graphics are simplistic, but communicate well what it is you're going to write about. Whether or not you made them yourself, they were effective for their purpose, as it obviously is good to be able to quickly understand what they're conveying in order to think of how it can work in your story. All that was missing for me was maybe a little audio, but it's really just a nitpick and certainly nothing crucial!

Overall, it definitely fits with the theme, and it's clever that the game was, in a sense, based off of your difficulties in thinking of a theme for the jam. Well done!

Leptogenesis by NiKaDra 2019-10-07T17:27:15Z

@lord-404 Hey, thanks for commenting! I agree about what you said. In hindsight some different gameplay mechanics to prevent the chaotic nature of the game, especially as time progresses, would've made it more playable. As you reach the end you pretty much can't do anything, because stuff happens too fast. Anyways, thanks for playing!

Leptogenesis by NiKaDra 2019-10-07T20:05:58Z

@twinturbodouche Yeah, you're right, a lot of the time the antimatter will be really hard, or nearly impossible to hold apart from the matter. It's manageable in the beginning, but quickly spirals out of control later in the game. I thought that the slow-down might help reduce this effect, but it's obviously still really hard. Thank you for playing and commenting, anyways!

Leptogenesis by NiKaDra 2019-10-07T20:10:51Z

@beshr-kayali Thank you so much for the comment! It does indeed get very hectic, especially since old matter will interact with new antimatter, and therefore make the game more difficult as more matter piles up everywhere. It's a nice idea to have the matter become something else, or just clump together. If I could I'd probably add something similar to that. Also, yes, the slow-down should probably have been more powerful, I just didn't want it to be all too overpowered. Thanks again!

Leptogenesis by NiKaDra 2019-10-07T20:13:27Z

@vectorwolf Thank you, what a nice way to put it! Don't worry about the physics knowledge, I'm right there with you on that. I'm way underqualified to be making a game about this subject myself.

Leptogenesis by NiKaDra 2019-10-29T18:54:38Z

Thank you all for leaving reviews! I'm so happy I managed to break 20 ratings, it means a lot to me!

@gustavo-rocha I'm glad to hear it felt 'juicy' to play! That's what I was going for the most in the design, as you'll notice there's a severe lack of colors and detailed sprites. I know it doesn't seem like it, but there is in fact an end! In hindsight, a timer to show this really would have helped, but for some reason I can't recall I didn't want to implement it. Thanks for playing!

@gabas Making more games about theories (if that's what you meant) is a great idea! If I'm ever struggling with a theme in the future I'll keep in mind if there might be some obscure physics video to take inspiration from. I'd recommend using this strategy if you have no other ideas, but it might be a bit difficult for some themes. Great to hear you liked the experience too!

@shubart Thanks for playing! Glad to hear the work I spent making the tutorial as good as I could was worth it. :)

@ofursnati That's very nice of you! It's cool that you liked the graphics, because I was a bit unsure about them! I guess the simplicity did pay off in the end, anyways. Thank you for playing!

@ryusui Haha, that's a very accurate way of describing it! I absolutely agree it is way too chaotic at times. I think I could've made the slow-down more powerful for sure, or as you said it keep it slow as default. I thought the wrapping of the matter around the stage seemed like a cool idea, but it would definitely have been more controlled if it didn't cause stuff to stay on screen. In any case, I'm happy you liked the tutorial and concept! I worked hard on the tutorial, and was fairly happy with the concept, so it's nice to hear! Thanks for playing!

@william-derksen Great to hear you had a nice time playing! Although there wasn't a lot of them, I'm happy you appreciated the little details! I agree an objective would have made the game experience more cohesive overall, as there really isn't a lot to do at the moment besides aiming to beat your high score. Although I did think I managed to get the most important stuff in the tutorial, it could have elaborated more on the actual objective, but as mentioned above I lacked one to describe, haha!

@brokenmirrormedia Thanks for playing and commenting! The view definitely could have been bigger, although I worry that would have made it more difficult to keep track of everything on the screen, but I think you're right in that there's little room to work with. I'm very happy you appreciated the tutorial, though! I think the reason I had the time to make one is that I made the gameplay and graphics very simple, and because of this I could spend more time on polishing the experience. It did perhaps come at the cost of making the game less interesting than it could have been, but it's nice to hear it might've been worth! :)

@ristoretto Those are some great ideas! If you were shown where it was going to spawn you wouldn't be so surprised when new matter pops up, and you'd be able to strategize a bit more about which material to focus on. I love the idea of adding an end goal, and it was definitely something I considered, but I ended up choosing not implementing it. I think it would have made the game feel more complete, however, and it probably would have been fun making an ending sequence! The idea of matter merging to get new properties is really cool, and I think that some different forms of matter would've added a lot more variety to the game. It would probably be a lot of fun sitting down and brainstorming different ideas for matter power-ups. Thank you for playing!

Mullet Man and the Apocalypse by clemonades 2019-10-07T16:18:47Z

An enjoyable, and surprisingly difficult game! I thought I had gotten the hang of it, until I got to round 8 and was overwhelmed by the zombies. I didn't expect it to suddenly become so hard, but it was a fun experience getting caught totally off guard and losing due to my own underestimation of the level of difficulty.

The game's artwork is great, you really nailed some of the pixel art, Mullet Man's design being the most appealing to me. The character animations are also fluent and work really well. The game itself runs smoothly and the controls work nicely, including the projectile firing. Overall it was absolutely fun, and you definitely stuck to the theme of starting with nothing! It didn't take too long to get fully clothed, however, but the heart reward system proceeding the clothing one works well to compensate for that (Unless there were other rewards I simply didn't get to!). There was some repetition involved, but I feel really dense even commenting on that given this is a game jam. The game was actually genuinely fun at times, especially when trying to dodge around the hordes of zombies that eventually surrounded me.

The only real bug I ran into was that I wasn't able to purchase an item for 30$ (during the corresponding round) despite having enough to do so. I also accidentally clicked outside the game screen while moving, causing Mullet Man to indefinitely run to the right. Other than that everything worked perfectly, as far as I could tell. Nice job!

RoadOut by Gustavo Rocha 2019-10-07T17:21:14Z

This game was absolutely incredible! Right from the get-go it was obvious how much work you put into the it, as even the main menu obviously had an insane amount of polish. The gamplay experience was excellent, and it blows me away how you essentially had the time to fit two different types of gameplay into this one game, let alone with a time limit this short. It was really fun walking around and exploring the different levels, combating enemies on the way, and I liked the story that was taking shape. I hope to see more of the game soon!

The artwork was phenomenal, varying both low detail and much higher detail pixel art, with amazing sprites and animations for everything. I also really liked the color scheme in the game, it fit great with the apocalyptic car survival feeling you had going on. Both the character, the enemies, and the environment felt vibrant and alive thanks to the amount of work that was put into their design. The 3D-effect was also fitting, and well implemented.

Both different kinds of gameplay-styles you had going on were awesome, and playing through them was a great amount of fun all the way through. The dungeon-crawler type gameplay was well-designed, and allowed for thorough exploration, which is always nice. The combat in said gameplay felt very fluent, and it was nice to see some different enemies with their own unique attack patterns. I also can't believe you managed to fit some creative level design in, full with puzzles and everything! The car section was a nice addition, adding some extra content in between levels for the player to enjoy. However, although it might just be me, the controls here felt a slight bit off. It was also a tad empty, but I feel like a jerk even saying that given how much content the rest of the game has. If some other aspect could be added gameplay-wise here, it would feel a bit more meaningful. That isn't to say it wasn't a good idea, and I definitely still liked it!

The music... oh man, it was great! Especially the boss-fight theme caught my attention when it first played, it was incredibly catchy and has been stuck in my head ever since. The fact that you also managed to have some variation even in this aspect blows me away even more. You obviously went all-in on each and every category of game-design. The other audio was really impressive too, with a lot of sounds for pretty much all kinds of interaction with the environment, including combat with the enemies.

I can't stress enough how much I enjoyed the overall experience of the game! Phenomenal job!

LD46 — Keep it alive

Keep It Alive by ZenriS 2020-05-09T08:49:48Z

A really creative way to combine testing the player's reflexes and memory into one very intense but fun experience! After going for a couple of rounds it really became quite addicting, and I'd love to come back to it again sometime if I need to get a bit of a boost in memory or reflex! My personal high score was level 22, with a score of 22000, but I did luck out on where the shots were placed sometimes, having some lucky guesses as to where to move next, as I got distracted and lost focus. :wink:

The gameplay definitely is where I think this game shines the most. It was a really creative choice to combine the idea of memory games, which usually are quite slow paced and can unfortunately get a bit tedious after a while, with the fast-paced move now, think later nature of reflex driven games. Especially when the game got really hectic, I felt I needed to commit my full attention to the game in order to do well, and this was definitely a factor in making the game pretty absorbing to play. The gameplay overall felt smooth and enjoyable, and was really fun!

Graphics-wise, I thought it was a wise choice to give the player hints as to, for example, if a laser recently entered the screen, or if it's about to shoot. This adds a sort of salvage mechanism for if you lose focus, which admittedly happened quite often to me, and lets you make some educated guesses as to where the next shot will appear, even without needing to remember. However, it absolutely didn't eliminate the _need_ to remember, but just gave the player some room for errors. The actual sprites of the game were rather simplistic, but definitely served their purpose well. I did however really like the lightning effects, which added a bit to the mood! :smiley:

The audio more than did its job, and in fact made it quite satisfying to block the shots, and all the more obvious when you had screwed up.

There were only a few things I felt a bit on the edge about. First of all, shots would occasionally land outside the buildings. I'm not sure if this was perhaps intentional, but I just found it strange that you sometimes weren't punished for missing a shot. Perhaps this was a feature however? Also, especially in the later levels, I noticed the laser sights sometimes vanished. I'm also on the edge about whether or not this was intentional, because it actually added quite a bit of challenge and variety as the game progressed. I thought I'd mention it though!

Overall, I actually quite liked the game! It was fun and challenging, and just the type of game I'd expect to quickly get addicted to! Well done! :smile:

Keep'n It Alive by Ifman1 2020-05-12T10:34:49Z

A super charming little rhythm game, and a really creative interpretation of the theme! This game would definitely hit home in the "cool" category, if such a category existed, but it was great nevertheless!

My favorite part of this game was without a doubt the player chatacter, Inferno Joe, and his amazing dancing animations! Seriously, they were great! I also really enjoyed the overall look of the game, but I definitely wished there was more to it. The environment was pretty simplistic, but worked well enough in the game's context, and the disco ball was a fun addition. If there was just a little more done with it, perhaps making it come alive a bit as Vatigo suggested above, I think the environment could have been incredible. It was still pretty good as it was, though. :) After all, there is only so much you can get done in 72 hours.

The idea for the gameplay was simple, but I felt it didn't need to be too complicated. I was totally fine just needing to press a single button to the beat, as I felt there was more to enjoy in the game than just the gameplay. However, when I played, I realized you could basically just spam-click and get through anyway. I'm not sure if this was intentional or not, but regardless it would have been a bit more fun if the game punished you for having poor rhythm. It was good that you added a lose condition, because it makes the game more exciting to play when there is something at stake, it's just that I would've liked it to be a bit more unforgiving to get the right amount of challenge.

The audio of the game were great as well, and you definitely picked quite fitting songs for the dancing!

Overall, I really liked the graphics and music, it's just that I was craving a bit more challenge in the gameplay. You did a great job regardless, though! :smiley:

Keep Space Alive by R2D48 2020-05-09T22:06:34Z

An interesting take on a fairly standard type of game, the space shooter. Gameplaywise, the concept of needing energy in order to do pretty much anything is actually a pretty unique design choice, I'd say. I found myself questioning a lot of choices that I otherwise wouldn't have thought twice about, like moving around to search for new asteroids. It forces the player to be smart about movement and shooting in order to survive, and I definitely think it helps set the game apart from others like it! The music and sounds were also a nice addition, I especially liked the look of the background. :)

While playing I did encounter some things that confused me a bit. The way the energy usage worked was a bit of a mystery for me, especially in regards to movement. At first I thought that movement only drained energy when you _started_ moving, and that holding down the button didn't cause the energy to continually decrease. But after messing around a bit, it seems like W and A cause a continuous decrease, while D and S only decrease right when you press them. I'm not sure if this what was you intended, but was a bit confusing nonetheless. Along with this, there were times where my energy speedily decreased for no apparent reason, almost as though I was hitting an invisible asteroid. I'm unfortunately not sure what caused this, though, I'm sorry I can't be of more help. :( At one time, I also spawned inside an asteroid after restarding, killing me pretty quickly.

Overall, I think you had a unique concept for a game! As said, the game had a few setbacks, but it doesn't change the fact that it was a well made submission. Good job!

Magic Atoth by NiKaDra 2020-04-21T17:02:56Z

Thank you all for playing and leaving feedback! :smile:

**Note: You should play the game before reading this comment further.**

@svenerik I totally agree that the font was hard to read. I actually noticed it while playing the game myself, but for some reason I chose not to change it. I probably should have enabled anti-aliasing, it's just I felt it didn't really "fit" with the artstyle. I'm happy it gave Tamagotchi vibes though, that's what I was going for!

@brtek007 How come? It's just a cute pet game... ; )

@nakami The tamagotchi part is definitely a bit too long, yeah. I was planning to add more things to do with your pet so it wouldn't feel as empty, but in the end I unfortunately didn't have enough time. I'm happy it served some purpose building tenstion at least!

@simonbeats Thank you! The surprise-factor was a big part of my plan to make the game feel more interesting, so it feels like it succeeded in doing what I wanted it to. I'm glad you enjoyed playing it!

@ilikescifi Thanks! I actually tried to make some kind of mash up of all kinds of cute animals in order to create a nice, sort of unique design. :)

@fateaglegames Too bad, there's no takebacks! Jokes aside, thanks for playing, glad it was a great experience!

@blueman An engaging story was what I was hoping to create, so it's nice to hear you thought so! Thank you so much for the generous rating too, mood definitely was the thing I was focused on overall!

@captandrey The controls absolutely were a bit ambiguous, yeah. I just felt like adding some sort of "tutorial" in the dark sections would risk breaking the tension, but naturally I should have added something of the sort, or perhaps at least made it so you could interact using any of the other common interact keys, like "E". It's nice to hear you liked the concept though, as well as the art and sounds!

@pincushion The background may have been a bit of a bad choice for sure, a slower speed for its movement might have helped make it more bearable. As mentioned above, I definitely could have been more clear with the controls at nighttime, perhaps with a tutorial. In addition to this, the gameplay wasn't very clear either, as you've noticed. Nighttime is basically just collecting keys, as the papers themselves work as "keys", in that doors are opened when they're picked up. I was planning to add some sound cues to make this more obvious, but I unforunately ran out of time. :( In regards to the story, I agree that it's pretty unclear what the player's role is. I focused more on the part of the story portrayed through the papers rather than how the player fits into everything, as I felt that was more interesting, but I understand it kind of makes the experience a bit cryptic. Very glad to hear the tone was on point though, and that it managed to be an entertaining experience despite the flaws!

@cogcomp Thank you, I'm happy you liked the story and mood! As said above, they were basically the things I worked hardest on, so it's nice to see my effort paid off. :)

@lestat Thanks, it's nice to hear that the game managed to fit the theme well!

@fpixel Glad I was able to incite some childhood memories, and that you liked the art too!

Again, thanks everyone for playing and giving critique! Good luck with your ratings as well! :smile:

Dumb Ways to Doctor by Specturnal 2020-04-24T20:07:47Z

A fun and challenging game that certainly kept the tempo pretty high! It was thrilling dashing in between patients trying my best to supply everyone with everything they needed, and then inevitably failing because I picked up the wrong item in my rush, or didn't make it in time.

The gameplay was, in my opinion, the part of the game that stood out as most interesting and well made. I think that the multitasking aspect, time constraint and pressure to save lives definitely combined well to make a gameplay where the player is constantly kept at the edge of their seat. It also feels as though you managed to add a good amount of aspects to patient care, and this prevented it from becoming a stale process. It isn't just about finding the right items, but also making sure you have the time to do so by using, for example, the blood bags and tranquilizer. However, sometimes I felt as though it could have been made more obvious exactly what was happening. For example, when my patients got up for no reason I didn't quite understand why, but having an additional read-through of the rules made me realize the tranquilizer could be used against this. In general, it would've been nice to have give the player a bit more feedback about what's happening, so one can understand what's wrong and how to fix the problems.

The graphics were simplistic, and they did a good job in portraying what things were so you could usually quickly judge what something is when you were in a hurry. Although some items had a bit too similar of a design, I find that you quickly learned to distinguish between them, and besides it added a bit more of a challenge to the gameplay. I think some visual feedback on a patients condition could have been nice, so that you know which patients require the most urgent care without having to read their patient report.

The music was a nice touch, and audio feedback was used well when administering care to patients, like I would've liked to see a bit more of in regards to the visuals.

Overall, the game was fun and hectic, lacking just a bit more clarity. Like others have said, sometimes it was a bit difficult to understand, but once you got the hang of it it was actually genuinely enjoyable! Great job!

Protect Your Princess by FPixel 2020-04-20T19:03:37Z

A simple, but pretty game which definitely fits the theme well! The gameplay was straightforward, but ended up actually being pretty tough occasionally, especially when arrows were coming in from both sides. Good thing there was a shield powerup!

The graphics were without a doubt my favorite part of the game, and the category I think you did best in. The pretty background and detailed castle in the distance, along with the occasional floating particle, really helps bring the scene alive. I also thought the player characters were well-designed, and I agree with niklasriewald that character selection was a nice addition. :smiley: Overall, the game had gameplay that was easy to understand, very pretty art and was pretty fun to play! Nice job!

LD47 — Stuck in a loop

Bad Skeleton & the Time Police by waynetron 2020-10-26T12:08:55Z

This is an amazing concept executed extremely well! Trying to cooperate with your past self is such a brilliant idea, and I love how I often ended up being my own future self's downfall. The game also looks and sounds amazing, truly well done! My personal high score is 62 BONES. :smile:

You've obviously hit the nail on the head in regards to the *gameplay* and concept with this game. Every single shot has to be though over twice, and it forces you to try and predict and coordinate your movement in the future. It was a lot of fun trying to figure out an optimal way to ensure my past and future copies' survival. I ended up with a coordinated strategy where me and my copies arranged ourselves in a horizontal line and never shot directly left or right. The strategy was actually pretty successful, but luckily the party skeleton is there to act as a wild card that never guarantees any strategy is 100% effective. It bears repeating that this genuinely is an amazing idea for a game.

*Graphics*-wise, the game has a simple but really slick appearance. I love how everything is a bit wobbly, it gives the characters more life and makes the game feel a bit more playful and fun. In terms of *audio*, you've chosen sounds that definitely enhance the experience and makes shooting feel more satisfying.

Overall, this is a really well made game, and I especially loved the idea for the gameplay. There really isn't much to critisize, since the game doesn't overstate itself in any way. I do however hope you consider developing this into a post-jam version, since I'd love to see what other fun ways this concept can be explored. Well done!

Loop Robot by NickyKendy 2020-10-10T10:51:20Z

The core mechanic of the game is actually really interesting, and a creative interpretation of the theme! The fact that commands are permanently added makes it important to plan ahead, in that it forces you to think of how the commands you choose in the beginning will affect the movement later on. You often have to add a certain kind of movement at the start, only to have to work against this very movement later in the level. I feel that especially the last level showed how interesting this mechanic is: it was crucial to get just the right order on the commands both at the start and later in order to win. The concept is simple to grasp, but gets really interesting and challenging quite quickly as the levels become more advanced. I appreciate the effort that goes into this kind of game design, because it really forces you as the creator to think of clever level designs that are challenging, but still have neat solutions, and I really feel like you achieved this very well! :smiley:

The graphics are simple but concise, and they managed to give the game some personality while still being discrete, leaving room for the gameplay to shine. I think that the audio probably could have been left out, but I understand the will to give some sound to your game. As others have pointed out above the sound was a bit loud and high-pitched, and I think that something more subtle would have been more fitting. I also agree that the looping speed could have been quicker, especially since you often have to sit through the same movement multiple times in order to solve the later part of a level.

Overall, the game lacked a bit in sound and speed, but the core mechanic was really unique and led to very interesting and challenging levels! Well done!

DUƎL by JLV 2020-10-26T12:42:11Z

A nice little game with all its content concentrated in a very small timeframe. Impressive that you managed to make this in only 24 hours!

In terms of *gameplay*, the concept here feels really fresh and intriguing. Dodging the enemy becomes the attack, and I definitely feel like this could be developed into something really interesting. Given your time constraint, you obviously weren't able to explore this too much, and it's unfortunate, since the concept of this kind of puzzle-like combat is quite unique. But this definitely stands as a nice proof of concept!

The *audio* was surprisingly developed for a 24 hour game! Especially the music that plays when fighting the boss was really well made. I also liked the duality of the interpretation of the *theme*, both in the gameplay and in the quite surprising ending.

Overall, this game definitely feels unique and interesting, but I was left wanting more! But with consideration to your time limit, this is still a well made game. :smiley:

By the way, spamming the spacebar somehow damages the boss and opens the door.

Killing Count Time by NiKaDra 2020-10-05T14:31:35Z

Thank you both for the feedback! :smiley:

@terabyte I agree fully, after playing through it again I've realized just how loud the sound actually is. It gets annoying fairly quick. I've adjusted the volume of the background sounds in the new version to levels that hopefully don't get in the way of enjoying the game. I'm happy you enjoyed the atmosphere though, thanks for playing!

@lu7cie The audio problem should be gone in the new version, thank you for bringing it to light. A map is definitely a good idea, it's easy to overlook the difficulty in finding your way around when you're exploring an environment that you've created yourself. I may have overexaggerated the difficulty of the boss as well. My main issue here was that it felt to easy to beat with lower health, since the player can easily spam the crossbow without repercussion. Thank you for playing though! I'm glad that the mood was nice and that you enjoyed firing the arrows. It can be difficult to make a satisfying attacking mechanic, so I'm happy to hear you liked it!

Killing Count Time by NiKaDra 2020-10-10T10:21:20Z

@masaru The collider and boss health has been adjusted, thanks for notifying me! As I said in the comment above, the reason for giving the boss so much health was that I was worried that players would be able to beat it too quickly by just spamming the attack. Turns out I overdid it though, I wasn't even able to beat it myself... :sweat_smile: It's been adjusted to what is hopefully a more reasonable level. I just hope it doesn't make the boss feel any less menacing, although making the boss that hard was absolutely a bad move and didn't end up being a good way to counter spam-attacking. I also understand that it's difficult to understand if the boss is actually taking damage - trust me though, it is. I just unfortunetely didn't have time to add some kind of sound or visual to make this more obvious, which I probably should have prioritized honestly. Thank you for playing and rating!

Killing Count Time by NiKaDra 2020-10-24T19:58:33Z

@nobongo That's a strange issue, I haven't encountered it before. I'll see if I can reproduce and fix it. Thank you for notifying me, and for playing!

Killing Count Time by NiKaDra 2020-10-26T11:14:10Z

@sakura-magika I'm glad that you enjoyed the graphics and mood! When it comes to the trackpad issue, I have no idea what might be causing it. Troubleshooting it with probably be difficult as I do not own a trackpad, but it might be a common problem that I just don't know of, I'll have to look it up. Thanks for notifying me! Regarding the storytelling, you were actually spot on about the clock being important! Did you automatically win the second time you fought him? I'd like to know, since it's a bug in that case. I you're interested, this is what is meant to happen:

(Spoiler alert)

As you expected, the time magic has to fail in order for you to get out of the loop. It's a bit of a stretch, but I hoped the player would realize that the clock in the entrance is the key to winning. When you reach Count Time, he exclaims how you "didn't even manage to kill all my guards." If you kill all of the enemies in your next loop, you'll obtain a special arrow, which can destroy the clock. If you do so, and kill the Count, you win. You can actually see this in the playthrough video, but I understand that it's easy to miss.

Overall, I really wish that I could have given some more clues as to how to beat the game. I think I overdid the difficulty as well, since finding all of the enemies and killing them obviously is much more difficult if you aren't the one who placed them. Thanks for playing and rating though! :smiley:

Evo Battle by Arthur Silva 2020-10-27T16:56:03Z

A nice looking space shooter type game, with unique graphics, an interesting concept and really nice audio! There were a lot of close calls for my planet, but in the end I was able to protect it and finish the game.

I'll start by commending your *graphics*: You've definitely found a nice artstyle for the game that fits the space theme. The way it looks like you're playing on a terminal of some kind is quite cool, and the sprites in the game were well made. The way the planet changes appearance with the era is also nicely done, though it's too bad that you weren't able to expand on the concept and add more eras to the planet for players to discover.

In terms of *gameplay*, it was an interesting blend of really slow paced intervals, and quite stressful moments were a lot of things were coming in at once. Letting the player absorb shots was a wise decision, since it makes the game more interesting by giving you an option: to instantly destroy a particularly dangerous incoming piece of debris, at the cost of disabling your ability to shoot. One thing that I do think could have been done differently, though, is the pacing. Each era took a bit too long to get through, and even though it would have made the game shorter, I definitely feel as though it would have been worth it to shorten them down.

Also, the *audio* in the game was excellent! Even sitting here and writing this comment, I'm realizing how much there is even to the main menu theme! I think it might have been wiser for it to launch into the more energetic part right away though, because had I not been listening to it afterwards like this I would have never discovered it! Frankly, the main menu theme might have done better as the music in-game, given how much there really was to it. But the in-game music was quite nice too, and gave a more calming atmosphere to the game in general. But all in all, the music and sound effects were really a highlight of this game.

Overall, the game has really nice graphics and audio, and although the gameplay was a fair bit too slow it was still overall pretty fun. (Also, I have to ask, where do the cows come from? :P) Well done!

FarmerDude by DavideMoriello 2020-10-27T16:18:57Z

A fun take on the Arkanoid formula! In terms of *gameplay*, I really like the idea of replacing the bricks with enemies with health, since it merges the genre into a kind of action game in quite a neat way. The moving enemies also bring a lot more variation to the scene, and I'd like to see what kinds of other fun variations on enemies that could be brought into the game! Though most of the enemies are still stationary, and I feel like the game definitely could benefit from more variation in that respect.

In its current state, admittedly, I find the game really difficult. It got to a point where I felt like the enemies had so much health that there would be no way for me to beat it no matter how hard I tried! But of course, this might just be because I'm not that good at these kinds of games. :p Making the difficulty curve more balanced might be a good idea in order to ease players like me into the game a bit more. But if difficulty is what you're aiming for, you've definitely hit the mark!

I do agree with the above commenters that the connection to the *theme* feels quite loose, but of course, it isn't a requirement. Overall, there's definitely promise in the concept here, but I'd like to see it developed further to make it more interesting. But still, well done! :smiley:

Endless Grind by Stratobox 2020-10-25T13:48:30Z

I'm always happy to play a roguelike game, and this one is no exception! With simple but nice graphics, an interesting attacking system and many different items, I think this game hits a lot of the marks for a fun rogelike experience. There were however some issues that prevented me from enjoying the game as much as I could have.

The *graphics* were, as said above, simple but still nice. The pixel artstyle is always welcome in my book, and the sprites in the game are well made and create quite a nice environmental design and overall feel for the game. I especially liked the sprites for the items in the shop, but the walls also had a lot of nice variation to them.

In terms of *gameplay*, I had mixed feelings. The combat system allowed for some interesting strategic moves, where skipping a turn allowed you to get the upper hand, so long as you knew the enemy's attack pattern. However, I didn't actually encounter many enemies, and most of my time was spent wandering around looking for them. When I did find enemies, it was always the same demon-looking enemy, except for a single time where I encountered a tough mage. I felt this was a shame, because the combat was after all the most interesting part of the game, and I would have loved to explore it more than I was able to. It also would have been nice to try out the combat system on other enemies with different behaviors. The environment was also quite repetitive, which isn't necessarily a problem in and of itself. But because enemies were so hard to find, navigating to new areas became very important, and I often ended up accidentally backtracking and getting lost. Another problem that I had was that I wasn't able to access the shop after the start of the game, which was also a shame, since there seemed to be so many other cool items to try out.

When it comes to *audio*, the sound effects gave some more life to the gameplay, and music in the background is always welcome! I do however agree that after a while, the music became a bit repetitive.

Overall, I didn't feel like I was able to explore everything this game had to offer, which is always a shame, since it means that your hard work as developers goes unnoticed. For future jams, I definitely recommend making all of your content more accessible, so that players can take part of all of it. For example, you could make enemies spawn more often and make these enemies more varied, as well as making it more obvious how to access different features, like the shop. But in general, I still enjoyed the experience of the game! Well done! :smiley:

Note: as others have pointed out above, the links to itch.io are broken and need to be replaced.

Plague Friend's Deathly Journey by sakura_magika 2020-10-23T20:20:22Z

This was a fantastic little experience! The game definitely had quite a distincive feel to it, I feel like I've never really played a game like this before. The cute and genuine art style, the way the day progresses as you move, the ridiculous sense of humor, the characters and the dialogue, the moving back and forward in time... Everything felt so unique.

What shines most about the game, in my opinion, is the *dialogue and humor*. The characters, especially Plague Friend, were just so unpredictably bizarre, but at the same time likeable and charming. Their dialogue felt unforced and was just all around super fun to read. It provided an excellent reason for interacting with the characters as much as possible to see all the possible wild things they would say, and as such also a driving force for progressing and seeing the game through to the end.

When it comes to *art*, the game also feels really different - it's this blend of really well made visuals, and stuff that looks kind it was kind of scribbled down quickly. This made the game's atmosphere casual and playful, which definitely interacted well with and emphasized the humor.

The *gameplay* was quite simple at surface level, but the time travel mechanic made things a lot more interesting, letting you bend the rules a bit by bringing things from the future into the present into the past, vice versa. A great idea that fits perfectly with the theme! Not to mention, the humor of the game once again shines through with the way Friend interacts with the other characters and the environment.

Overall, the game kept me playing until the end with its peculiar art style, sense of humor and mechanics. Well done! :smile:

LD48 — Deeper and deeper

Storm: Last Resort by Skosnowich 2021-05-01T17:16:30Z

An intense and engaging experience! The game was, as others have mentioned, quite difficult due to the AI's aiming abilities. Their shots were really hard to dodge, although this make the times that I did manage to dodge them all the more satisfying. It also helped make them more menacing, which contributes to what is in my opinion the game's main strength: the intensity of the combat. I also agree with Simon Rahnasto that the enemies hitting themselves actually ended up being a great addition. It was also interesting that you had different choices for upgrade your ship, which ends up rewarding skilled players (not me :p) since they don't have to spend gold on repairs. I also enjoyed the small story parts in between battles, especially the one preceding the thrilling final showdown.

Graphics-wise, I especially liked the environment. The ocean looked superb, especially seeing the shadows of clouds rolling along the waves. The rain and darkness helped intensify the later parts of the game, building up the mood. When it comes to audio, I personally, in contrast to DevMerlin, actually really liked the choice of sound effects. I felt it added a lot to the mood and made the combat more thrilling.

Overall, the game was intense and exciting. Though its difficulty did make it hard to enjoy at times, it was moody and engaging, and had a lot of other strong points in its gameplay. Great job! :smiley:

Deeper Into Technical Problems by thesambassador 2021-04-30T20:34:50Z

A very fun idea for a score-based game! I can only agree with what others have said above: interesting propulsion mechanic, simplistic graphics which still manage to give the game satisfying finish (especially the animations, such as shooting, exploding & collecting ammo), and an amazing song to top it all off! The random generation gives some variation for each session, and honestly, if you hadn't mentioned the chunk thing I don't know that I would've even noticed. :) I do agree with dpmzi above that the jump could have been a bit shorter, or perhaps gravity a bit greater, although this may have increased difficulty too much, of course. There is also great potential for adding more content in a post-jam version to expand upon your idea. Overall, great job on a great game!

The Moore Contingency by Greet 2021-04-30T13:01:43Z

A great game with an intersting story and unique mode of gameplay!

The art style, music and sound design were all well suited for the futuristic, sci-fi theme of the game. I think that where it really shines, though, is absolutely in its unique mechanic of controlling the character. When starting off, the controls were a bit tough, but it didn't take too long to get used to them and to get your character swinging about. When properly understood, the controls were quite satisfying and very fun! The level design allowed the player to gradually build up this understanding, and also provided enjoyable challenges that expanded upon this distincive concept of movement.

I ran into a couple of strange situations when playing. I got stuck once on the side of a wall, not being able to move for some reason:

Screenshot 2021-04-30 13.24.49.png

There were also a couple of times where the rope disconnected and I started running around freely. It didn't seem to be possible to reconnect to the beacons with the control key. Perhaps this was intended though?

Screenshot 2021-04-30 14.28.01.png

Lastly, using the control key to place beacons meant that I accidentally pressed a couple of key shortcuts which paused the game (such as control-s or control-d), since I was playing in a browser.

These were only minor issues though, and overall I really enjoyed playing through the four levels that you put together! Well done! :smiley:

RK XK by NiKaDra 2021-04-26T18:22:06Z

@twoshoedlou Thanks for playing! I understand that the name was perhaps a bit too cryptic - it's meant to be a sort of shorthand for "Archaeology Excavation".

@dhim There is not mac support unfortunately. :( Thanks for showing interest, anyway.

RK XK by NiKaDra 2021-04-29T13:19:27Z

@labete Thanks for playing, I believe the random deaths should be taken care of now. I guess the main character does look a bit like a bee, though it's meant to be a gas mask. :)

@bloodycoin The losing health error was due to fall damage working improperly, it shouldn't be a problem anymore. Thanks for informing about the key placement as well. While making a game, I think it's easy to forget that the controls take time to adjust to for new players, so I'll have to keep that in mind for the future. Also, I definitely agree that the game is missing more content - in the end it turned out to be a bit more flash than substance so to speak. Thank you for playing and rating! :smile:

Deep 90 by Bit Assembly 2021-05-02T11:04:49Z

A moody underwater game with a bit of anxiety mixed in, noticing the water getting deeper and deeper, making your movement more and more restricted. The environment had a cool, dark design, and I especially liked the big windows letting you gaze into the surrounding abyss. Coupled with some great sound design, it gave the game a nice, murky atmosphere.

The puzzles were fairly straightforward, but became tense thanks to the danger of the rising water. When in the final room, however, I noticed that the water seemed to pause at a ceratin level. This took away a bit of the intensity, seeing as there was no time constraint. At the end of the day, I think it was the right choice to give the player some leeway (especially for players like me :p). But it was such a central theme of the game, that I can't help feel like the danger of rising water would have been worth it to keep.

Overall, though, the game's atmosphere and environment kept me hooked throughout. Well done!

Pharaohs Tomb by Tauheed Game Dev 2021-05-01T15:50:42Z

The game has a simple but fun concept of gameplay, which is expanded upon well by the various powerups. I agree with others that the 3D effective is especially cool, while also having a clear function in gameplay by allowing the player to see around the pillar.

The graphics and interface are polished and well-made. They stick consistently to the ancient Egypt theme, as with the background music, which also uplifs the excitement and intensity of the game and the time limit on the player. The sound effects are also satisfying and fit the gameplay well.

Since the powerups spawn randomly (I think? otherwise, please correct me!), getting progress feels like it's largely based on luck. Of course, the player can find more powerups by being quick, but I think that it would perhaps be nice to allow the player to increase their time in other ways, maybe ones that to a larger extent involves the player's skill. Overall, though, this is a well polished game with some interesting powerups that expand upon a basic but fun concept. Well done! :)

LD49 — Unstable

Dimanchine by NiKaDra 2021-10-04T20:37:26Z

@lakea @the-lame-brain @caudatecoder @korolles My apologies, the project should now be correctly uploaded. Thank you for the directions, I'm new to building with Unity. :sweat_smile:

Dimanchine by NiKaDra 2021-10-05T07:28:04Z

Thanks for playing everyone!

@ukulelefury Right, I noticed that I would fall off quite often myself. I considered adding some sort of extra mobility (double jump, hover etc.) to counteract this, but alas - as always - I ran out of time!

@korolles I completely agree that the graphics are lacking. A lot of time was wasted trying to get the game to work, and sadly I had to totally rush what little graphics there are.

@caudatecoder Yeah, the lack of sound effects is unfortunate. My plan was to spend the final hours on improving graphics and sound, but (as per usual for me) the time just slipped away.

@ugly-robot I'm glad that you could see something positive in the minimalist graphics! But still, they definitely would have needed a lot more attention. As you say, it's never a good sign if you can't tell things apart.

Wizards Quest by Lakea 2021-10-05T07:52:22Z

I agree that the floor-crumble was a great interpretation of the theme (though, as ugly_robot said, perhaps it should have happened more quickly. Most rooms the floor was completely intact when exiting.) There was a nice variation in enemies, which kept me going to discover everything the game had to offer. It took a second to understand how the turn-based combat worked, but once I got the hang of it, it was quite fun! I do however agree that the attack phase could have been skipped, since you can always attack the enemies during their movement phase anyway. Also, I have to add, the sound effect at the end of each room, when the floor totally crumbles, was really nice. Well done!

Wizards Quest by Lakea 2021-10-05T08:32:04Z

@lakea Hm, how strange. I think I managed to do it by spamming Q during the player attack phase?

Corovans by korolles 2021-10-05T08:13:18Z

The concept is sure unique! I can't say I've ever played a game where I buy 64 socks, only to sell them for 1000 bitcoin each to the next shop, all in order to survive bandit attacks by giving them... milk? This game excels in its weirdness. From the ridiculous prices of the bandits, to buying 10 copies of "Skyroom" or "Landem" in the middle of the desert. But it was also quite fun getting ridiculously rich from selling something you bought for a tiny sum just before. I do think that the time between shops could have been decreased, and I felt like the game was missing an end goal (except for getting rich and stocking up on massive amounts of milk, of course :smile:). Well done!

LD50 — Delay the inevitable

Hemophiliac Vampire by NiKaDra 2022-04-14T20:49:49Z

@thomas-higgins Thanks for playing! I'm happy you enjoyed the graphics. I do however completely agree that it's difficult to tell if you've taken damage. I was planning to add a "hurt" sound to make damage more obvious, but as always the deadline got to me before I had time. :sweat_smile: The damage would definitely also need some balancing.

@tengusheath Ah, interesting! Our games actually seem fairly similar in the overall concept, so I guess we're both lucky we ended up going for separate themes. :wink: I'll definitely be trying out your entry later. Good point about the dash as well. Since it's pretty much the only means of dodging the enemies, it would likely have benefitted from being on a separate button. Thanks for the feedback!

@labete Thanks for the info, I think it should be solved now. About the graphics: yeah, in retrospect I can see that they're *way* too dark. That's the unfortunate side effect of working with a game in a dark room - you don't know how it will look in the daylight. :)

Hemophiliac Vampire by NiKaDra 2022-04-18T13:20:24Z

@tompudding Thanks for the compliments on the visuals! :) I agree fully that the wolves ended up way too difficult to battle - even for me! In retrospect I think the damage of all enemies probably should have been tuned down a bit, perhaps in favor of a quicker constant rate of loss.

@minaus Thank you!

@charred-axolotl Your point about the concept being more like a punchline is really quite helpful, you managed to articulate something that subconsciously bugged me throughout the development: whether I should make the game moody, or hone in on the 'fun'/'funny' factor. In the end I agree that the latter probably would have been a better fit, at least with the subject I chose. Thanks for playing! :)

@terabyte Thanks! :)

@cyzaine Hm, that's strange - there is actually audio to be experienced in the game. I'm wondering whether this is a problem on my part or yours. Would you mind sharing what system you're playing on? (or any other technological details which may be relevant) Regarding the difficulty, I'm totally in agreement that the wolves packed too big of a punch. Overall, the game ended up more imbalanced than I'd have liked, and it definitely would have benefitted from more playtesting. Nonetheless, I'm happy you liked the graphics and controls! Thanks for playing! :)