FoonLudum Dare ExplorerUsers → niterich

niterich

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202659SignalNAOS 750 AMjam4203.573.273.754.003.773.574.07
202558CollectorFend Shuicompo2012.722.572.853.672.852.97
202557DepthsThe Apple of my Aperturecompo2263.162.833.924.303.383.323.55
202456Tiny CreaturesThe Battle Antscompo2093.343.362.763.863.47
202455SummoningArise, QWERT!compo1423.603.684.044.283.803.58
202354Limited SpaceFear of the Darkcompo
202353DeliverySpecial Deliverycompo1433.704.022.594.063.313.363.26
202352HarvestHarvestriscompo2453.213.003.684.133.523.47
202251Every 10 secondsXenonjam11462.812.473.123.023.223.44
202250Delay the inevitableThat's a Wrap! A game about Death.compo5832.762.002.733.922.283.393.38
202149UnstableYarnballcompo1633.713.734.193.423.113.452.833.15
202148Deeper and deeperplunge.compo3473.583.453.414.023.413.683.76
202047Stuck in a loopWorld Without Endcompo6162.402.692.382.692.362.882.78
202046Keep it aliveVaccinatorcompo5703.383.273.614.063.453.72
201945Start with nothingDayunisi Builds the World!compo4502.862.732.702.822.542.97
201944Your life is currencySalarymancompo2863.283.143.163.662.883.123.403.38
201843Sacrifices must be made👥Altarjam6813.232.942.633.193.453.122.043.25
201842Running out of spaceConcentratecompo4203.273.063.833.213.313.96
201841Combine 2 Incompatible GenresRockin' Horsecompo5443.053.003.063.402.963.552.80
201740The more you have, the worse it isEndgamecompo5782.892.712.942.632.883.313.593.17

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

Humor vs Overall

Mood vs Overall

Comments by niterich

LD40 — The more you have, the worse it is

thanks, I hate it! by thristhart 2017-12-13T18:31:59Z

Nice take on the theme! It's like a one-person Space Team! Never figured out what the cranks were for, and since it's kind of hard to turn them, I just gave up on them. Turns out they don't drop to zero?

Stuck in Parallel by Omiya Games 2017-12-25T19:39:12Z

I love the concept, but the game itself was a bit underwhelming. Aside from the aforementioned collision detection issues, here are some things that I personally would like to see changed:

-Slippery-ness of controls. If the game makes use of Unity, try using a Character Controller object to directly control the velocities, and a high axis acceleration to change a linear (-1,1) axis input to a more useable discrete [-1,0,1] one.

-Kicking the lanterns around felt really bad, especially after I perfectly lined them up. Unless there was a puzzle that needs this mechanics, I would get rid of it entirely, or maybe replace it with a dedicated throw button instead. Basically, moving the lanterns should never be accidental

-I, for one, like the 3D *visual* effect of the lantern's cubes, but I didn't really like awkward skewing of the angles on the gameplay. A semi-transparent sphere with some solid lines, I feel, would be a better choice.

-Remove the health mechanic and just make the player jump back from spikes. Heck, even remove the spikes and just put some unmovable walls in. Being forced to start all over again for something that wasn't my fault (see: slippery controls) didn't feel good.

Otherwise, I thought this was a pretty good game. Music and art were clean and fitting, and the main mechanic was very interesting. Also, this is kind of weird to notice, but yours is one of the few games I've seen that properly scales down the UI so that everything remains on-screen regardless of screen size.

Good luck on the competition! Hope you get enough votes!

GeneNOM - Create Your Own Organism! by stencilchris 2017-12-06T21:10:51Z

I really like the concept of being able to create your own creature through a mini-game, and I liked reading what horribly mismatched monster I made. I was really hoping forward to some kind of visualization of the end result, though.

Pico Golf by Too 2017-12-21T20:06:50Z

A nice, simple golf game. I wish there was more! Loved the music!

Drunk cowboy by okk 2017-12-20T00:20:50Z

I think this was a really solid game. A bit short, but excels in using the jam's theme. I don't have much more to say about it, except that I think the beer bottle should be easier to see. On the itch link, they were almost invisible.

A Platformer for Ants by Elendow 2017-12-13T02:31:58Z

Very interesting concept! Everything about this game feels really good and meshes well with one another.

I don't think I agree with the checkpoint placements, though. I think that making the player work for them is okay (though maybe not for the first one), I just wish they weren't so far away from the main path, especially the one to the left. By the time you retrace your steps, you've already lost whatever benefit you would have gotten for shrinking the screen size down.

Takomakase by Zambini 2017-12-27T22:05:05Z

The idea is solid, and I wonder if this could be adapted into an educational tool since it tests touch typing while also being pretty fun. My main complaint is, like so many other people, I hated the fact that once you make one mistake you're back to two tentacles, sort of ruining the whole "the more you have, the worse it is" mentality. I personally didn't like the music either, too repetitive and anxious for a game like this.

Cliff Hanger by TeamMonumental 2017-12-26T18:23:18Z

I really like the visuals and all the little touches that make the game seem extra fresh. I found it to be a bit too difficult, especially since you move fairly slow and there's little to no cover (I guess I forgot the sprint button somehow...).

Dangle Copter by pkenney 2017-12-05T17:59:00Z

Out of the 12 games I've played so far, yours is by far the best overall. Great, unique, fun gameplay; crisp and appealing graphics; the fact that you're thrown in with little to no explanation,... My only complaint is the rather lacking sound design. I think you could've combined the "initial confusion" and "The more you have, the worse it is" to make flying the helicopter more difficult, like a Steel Battalion situation. I dunno, I thought that would be pretty cool.

Rucksack by karln 2017-12-13T01:55:09Z

Great job! Gameplay was solid, though my frames started dropping near the end (could be my Internet though...). Nice take on the game theme, but I wish there was more that I could use. That would certainly make the whole "filling up my bag with useless stuff and digging for the good bits when I need them" more prominent.

I encountered a few bugs, but nothing that really ruined the game for me. Near the end, I wanted to see if I could drag something from out of the bottom of the bag. Long story short, I couldn't, and I somehow got a rock clipped into the side of the bag trying it. I had to use a ruby as one of the final weights, which I though the game would scold me for. But I enter the final room and it still says I collected both rubies, even the one I left behind.

EA's spaceBattle by dodormeur 2017-12-14T20:09:58Z

I love how this game pokes fun of EA, micro-transactions, and gaming in general, all while perfectly fitting the theme of the jam! Like you said, the gameplay isn't great, but I think its charm more than makes up for it.

The lost strawberry by egordorichev 2017-12-06T21:05:22Z

Visually and musically stunning, but I found the gameplay to be too slippery and trial-and-errory for my tastes. That first screen in particular was pretty bad, not knowing you could climb on those ropes.

Fox Flares by aeveis 2017-12-13T19:57:12Z

I love the art and music of the game, it's all very cute and charming. Unfortunately, I didn't think the gameplay was very good. The platforms were too small and the character just slippery enough to make accurate jumping difficult, and the physics on the blue blocks weren't consistent and hard to work with.

Lice Hard by cptalbertwesker 2017-12-22T22:07:25Z

So many nostalgia points right here :heart_eyes: :heart_eyes: :joy: :joy: ! It's got a lot of charm and is certainly unique in it's take on the theme. I liked the little noises the lice made; I think that really helped sell the game.

Maximum Borkdrive by PixlWalkr 2017-12-24T02:04:17Z

It's a fun enough game, but I don't really see how it fits the theme? Like the others have said, I like the music and I like the graphics, but I don't think they fit well together.

Monuments by Corny 2017-12-06T21:27:34Z

Very nice game! Really digging the visual style especially. It's also probably the most different concept I've seen at this jam so far. It's a bit difficult to get started, though. Should probably mention somewhere that you should start with both a house AND an orchard, so you don't get people like me stocking up on apples before realizing they couldn't afford a house. Though once you're into it, it's a blast!

Wired Network by Behenate 2017-12-27T22:47:02Z

It's like what the 1980's thought the 2010's would look like, which is really sweet. The game itself was a bit underwhelming and sort of clunky. The visuals looked great, but I felt there were too many particle effects that distracted the player. And the whole "running away from a firewall" thing in the story was cool and all, but it was really annoying how you spawned facing it every time, thus having to get reoriented every attempt.

Feature Creep Inc by knarf 2017-12-22T22:33:50Z

This was such an interesting game! I love the concept and execution, especially since you only had 48 hours. I think the tutorial could use some work, especially with the text; I couldn't tell the difference between a lowercase l and an uppercase I, and it all passed so quickly that it was really hard to read most of the time.

Smooth Lines by yojammerjammer 2017-12-19T23:42:35Z

The funniest game at this jam by far. Also one of the few games where I not only beat it, but want to go back and beat it again and again. It could use some touching up in a few places (no that's not a pickup line); I wish there was more differentiating the girls besides their hair, the volume sliders straight up disappeared when you hovered over them, and I think the apostrophe graphic is bugged? But overall, this was a fantastic experience!

super rush boyy by frescogusto 2017-12-07T20:59:57Z

It's a very fun game, very easy to pick up and play. I loved the in-game music, the title and reset music not so much. I found that the edge-warping was more frustrating than anything, though it was helpful in some cases. And I agree with Ham and Swiss above, good particle effects but too much screen shake.

Santas Unwanted Helper: Reindeer Revolution by ponker 2017-12-06T22:41:46Z

Fun game, nice implementation of a scoreboard. There are few things in life sweeter than finding four or five speed candies all in a row, allowing you to go to Sonic levels of speeds. I also like the juxtaposition of bright, cheery music on the title screen and that cold, desolate white noise during the game.

Property In-spectre by Tad 2017-12-19T04:49:20Z

I love the humour in this game! Reminds me of a reverse Haunt the House. It's impressive how much work you got done! I think this is one of the biggest games I've seen at this jam! My only complaints are that the controls feel a bit slippery and that the music (though very fitting) doesn't seem to loop properly.

Too Many Chooks by Schu 2017-12-12T22:30:56Z

A simple yet enjoyable little game! I think the collectible aspect to it really motivated me to try to complete this game more so than any other entry in this jam. I love how you incorporated the jam's theme into the audio, with the chooks quickly making a cacophony as they built up.

Junk by jjjjason 2017-12-06T23:02:51Z

A nice twist on an old classic! I think this is a really clever idea for asynchronous multiplayer, and you have some pretty clever writing in there. As someone used to that free online Tetris, I found the controls to be a bit off (I use the up arrow for rotations), and I found the ghost blocks to be just opaque enough to sometimes throw off my game. Plus, as many others stated, the intro was a bit too long and I didn't realize you could skip it the second time.

I seem to agree with everything @cerno-b said, except for his last point about the spammers. I think they keep the game fresh and comical, so to speak.

Junk by jjjjason 2017-12-06T23:11:56Z

@cerno-b but if everyone is trying to get rid of all their junk, then there would be no junk leftover for the next person to get rid of, no? :)

Deadline by Sholf 2017-12-05T18:12:21Z

A well-made game that was fun and creative, albeit a bit slow. Maybe I was just really bad at it, but I didn't notice the whole "slowdown with more pages" thing. The music, from a compositional standpoint, was really good, but I personally can't stand the main instrument on the title screen.

Virus Detected by NotSpaghettiGames 2017-12-12T22:56:53Z

I like the concept, even though I wasn't very good at it. I kind of wish you didn't lose health when you revived someone, since I quickly decided that is wasn't worth reviving anyone but the biggest guys.

One complaint I have is that it really doesn't scale down all that well: menus get cut off at lower screen resolutions. I know this is pretty common for 2D Unity projects and (not having used Unity that often) I don't understand why. Just something to consider for the next jam :)

Swift Thief by kantora 2017-12-06T22:10:51Z

I really like this game, I think it's a great barebones template of what a good stealth game should be like (avoiding line of sight, not instantly dying if someone sees you, staying away for a while to let their suspicions die down, etc.) Loved the little arm on the title screen, kind of sad to not really use it like that in gameplay.

Catamari by Kieran Newland 2017-12-06T21:21:08Z

This game probably has the best production values I've seen so far, I cannot emphasize that enough. Especially in the graphics and all the little details. But I felt the gameplay just wasn't very fun. I found the whole "only eating with your face" super clunky, even at the lowest level. And by God was that music annoying!

Althea and the Magical Fruit by Nights87 2017-12-26T19:44:22Z

There's certainly a lot of intrigue here, but I think the game, on a minute-to-minute basis, is kind of boring. The map, especially the farm and forest, are twice as big as they need to be; the text can't be sped up, skipped, or switched to a shorter version after hearing it once; I think some of the text was too "creepy for the sake of creepiness" to be actually creepy (though I think it's pretty hard to induce real creepiness in such a short time, so maybe it would be better in a full game); there's some collision detection issues that make it a bit difficult to navigate; and it seems I wasn't the only one who forgot about the keys on the final day and went to the tree for a "fruitless" adventure. I know there was some foreshadowing, and reading it after the fact was like "of course!" but my first instinct was to go to the source of the mystery for some closure / super spooky thing to occur. I've read a bit of what you wanted to do, and I think that all sounds pretty cool. It's a shame that didn't make it into the final game.

If I can offer some advice: make some more, smaller changes to throw the player off sooner, like the mushroom circle changing shape / size / numbers. And definitely add music, especially since the text noise is kind of annoying. And I don't know if this was in the original vision, but I thought there were a lot things that were introduced but never expanded upon, like the mushroom circle, abandoned playground, soccer ball, fallen log blocking the alternate path down the forest... Also, play, vote, and comment on other people's games!

Althea and the Magical Fruit by Nights87 2017-12-27T03:27:13Z

@invixel if you want to give it another go, you need to feed the chickens as well. And on the third day, you need to grab the key to progress

BANANA BOI EVADING YA TRASH by Kubi Entz 2017-12-28T17:22:38Z

What version of Game Maker is this? I haven't seen that loading bar in years

Time is Bad by BudgieM2 2017-12-10T20:48:26Z

Great game, with some fine controls and a perfect difficulty. I really like what you did with the theme, but I feel it only really had an impact on difficulty at the extreme ranges. Like others have said, sometimes the slowest obstacles are the hardest to avoid. The preview before each level showing how fast each obstacle will move was a really nice touch.

Lore Finder by Eniko 2017-12-13T02:52:41Z

Very great entry! Reminds me of the Insight mechanic in Bloodborne (but seeing as they both take inspiration from H.P. Lovecraft, that's a given). My favourite part was how the music built up as you progressed, though I would have liked it more if it didn't reset each time you collected a page. My complaints were that some of the jumps early in the game gave no space for error, I found it redundant to have both a fireball and a gun, and (without wishing to spoil anything for anyone else) the miniboss sometimes didn't do his thing at the start of the match.

Trippy Drive by AntonDan 2017-12-13T19:05:44Z

A nice take on the jam's theme, but I didn't really feel that getting drunk was that big of a deal. Sure, your vision got blurry, but I felt my driving skills weren't hampered at all.

I liked the music, thought it was rockin', but it didn't really fit with the tone of the game.

The Ol' Flower Shop by Arvejeitor 2017-12-11T04:36:55Z

"Hmm... Perhaps I'll wet my whistle"

-Scene Missing-

(A fun game with great atmosphere and a clever take on the jam's theme. Maybe I don't drink enough, but I swear those water bottles look just like vodka, I think. Either way, that's some fine pianny music you got there, and I really dig the graphics too! Yup, nothing beats gettin' drunk at the ol' flower shop!)

-Scene Missing-

THE END

Endgame by niterich 2017-12-06T23:09:41Z

Thank you @sholf, @billeclipse, and @alottabit for your kind words and feedback. I'll certain keep it all in mind if/when I expand on it. I really liked all of your games as well. Best of luck in the compo!

Endgame by niterich 2017-12-12T22:17:08Z

Thanks to everyone who voted on my game. I've reached the 20 votes needed to qualify! And a special thanks to everyone who commented here as well!

And to @karln: That was probably for the best. There's no boss or anything, just an overworld, some menus, an unbalanced combat system, and a really crappy game over screen.

Craskiing by Rewzu 2017-12-06T22:24:10Z

It's a fun game with great controls. I especially love when you crash and your character just goes flying! I also like how you slow yourself down by turning, you know, like how a real skier does? Kind of wish you could turn faster (and/or slow down faster), maybe some crouch mechanic to speed up faster, and some blue sky could really brighten up the mood, especially when you wipe out. Also, more sound effects!

To The Depths by Pedro Medeiros 2017-12-05T18:04:09Z

Amazing graphics as always, but the combat was a bit too sticky for my tastes. The death mechanic was really confusing, as was the doors (I thought you had to kill all the enemies, but I think you just have to hit it?)

Too Much Slime! by Kizzyman 2017-12-13T02:16:08Z

I think this is an interesting concept, I just don't think it was used to its maximum potential. Like, there should have been some switches you needed to be big to activate, or a small passage you need to quickly shrink through or get popped by spikes.

So, it looks like this was your first time, right? My biggest advice: add sound effects. Even if it's just for jumping and shooting, I feel they add an incredible amount of player feedback and audio dynamicity to mix up the looping background music.

Connection - LD40 by JPatrick 2017-12-05T17:40:37Z

I like the concept, and the game is fun to play, even though the controls were a bit sticky (why can't I drag-and-drop the tiles, and why do they snap to the top left instead of the center?).

CoinCase (Ludum Dare 40) by Billeclipse 2017-12-05T18:23:38Z

I think this has some really nice potential, especially for a game made in 5 hours.

Though I have to agree with the other commenter: the game's pretty boring. I never really felt challenged. I certainly like what you did with the theme, but I found the mechanic really only got noticeable after 10 or more coins, and then it just felt like trying to roll a boulder around (I mean, that's the point, but it certainly felt sluggish and unresponsive). The music was interesting (though the title screen and main theme couldn't be more musically different), but I noticed a distinct lack of sound effects.

My main suggestion would be to change the flat playing field into a obstacle course, to provide some much-needed tension while rolling around.

Armed Descent by Acr515 2017-12-19T04:36:49Z

I like what you did with the game, I think the controls were pretty sweet and the graphics, music, and sound effects were minimalist but fitting. I especially like how the gun flips while you reload; I thought it was a nice touch.

That being said, I'm a bit more critical than some of the other commentors here. I know I'm going to sound harsh, but I'm only trying to make this game the best it can be. I know it's tough making a game in such short time, and it's even tougher to make one with 12 levels. So, in no particular order, here are some of my thoughts:

-The game's regular difficulty is way too hard; I think this might be because you have 8 bullets, the enemies take 4 to kill, and you almost always face them 2+ at a time. So any missed shot means you have to sit and reload while an angry enemy charges at you. -If you run out of bullets and ammo pickups, you're pretty much defenseless. I think there's one level where the exit locks until you defeat all the enemies? That wouldn't be very good. I feel like you should have some backup melee just in case. -On the level where you first get the key, the disappearing blocks are almost all off-screen, and the ones that aren't are obscured by the GUI. Those blocks should be front and center to show what the key does (granted, it's easy to figure this one out, but keep this in mind for future jams) -The time between game over and retrying is too long -There has to be a better way to show that you're losing maximum health when you get some bullets. Maybe shorten the health bar when you pick up ammo instead of rescaling the green portion? -Similarly, there has to be a better way to show ammo count, and for differentiating between ammo in your gun and ammo in reserve. Maybe make the active ammo bigger? And shown with bullets drawn on screen? -I hate level three. The fact that those guards can spot you as soon as the level begins is incredibly cheap.

Also, I got this error on the first level with the laser turret (version 1.02). Might be because I destroyed the turret on the same step as it shot? I know that's a common error with GameMaker.

############## FATAL ERROR in action number 1 of Step Event0 for object obj_playerArm:

Variable obj_laserTurret.ignoreRange(100008, -2147483648) not set before reading it. at gml_Object_obj_playerArm_Step_0 #############

Again, I hope I don't come off too critical here. I think you made a pretty great game here, but with a few minor tweaks, you could have had an incredible one.

Clumsy Paws by sovogirl 2017-12-21T20:51:35Z

I love the graphic style and the cats were super cute, but I felt the gameplay to be rather meh. I like how the music built up after you get caught, but the loop that played each time was just too short and repetitive. If you are going to make a mobile port (which you totally should), I would say to make the hitboxes more generous. There were a lot of time where I clicked on an object but it didn't count.

One Million Dollars by Luxorix Games 2017-12-06T21:16:17Z

A small value for a loan, but a fantastic concept for a game! Nice visuals and music, simple-but-engaging gameplay, nice social commentary. My only complaint is about my virtual family, those lousy bunch of ingrates. I work my butt off all day to put food on the table, and THIS is the thanks I get?

BirdBrain by CosmicCrystalGames 2017-12-21T20:45:25Z

I think with some polish, this could become a fully-fledged game! The controls, music, and graphics all were really nice. Though I think the seed mechanic would need to be changed... like, you get heavier and harder to control with more seeds? And I felt the background moved really oddly, making it pretty disorienting.

Cohesion by alottabit 2017-12-05T17:50:49Z

A fun and engaging puzzle experience. I feel you did the tutorialization really well. Nice calming music, though I couldn't get past level 16 :( Overall, a really nice experience

Cohesion by alottabit 2017-12-06T21:39:52Z

Very nice game! Nice calming music and an interesting core mechanic. I think you did an awesome job of tutorialization, too. Even though I couldn't make it past level 16 (even using n and p [btw, why those two buttons specifically?]), I would be super interested in what you do with this in the future!

LD42 — Running out of space

Cash Grab by KunoNoOni 2018-08-17T21:06:18Z

I'm sorry to hear you had so little time to work on the game, but what you did get done was pretty good, all things considered! I think that Agecaf person above is dead on about the game and its strengths and weaknesses. I would also add that, in addition to faster spawning coins, the walls should move in a lot quicker (to put pressure on the player) and that the gold bars should push the walls back instead of just stopping them (it's hard for me to explain, but I feel that actively reversing a process feels better than just delaying the inevitable, even if both options yield 5 more seconds of play time)

Memory by Gnarly Narwhal 2018-08-17T20:29:33Z

I think the page description needs some work, as it really threw me for a loop. First, there's a lot of backstory that really doesn't impact the game at all. There's a lot of talk about computers and bit consolidation, so I thought it might have something to do with writing in hexadecimal without making too big a number or something nerdy like that. I think just having one line of "arrange like tiles in groups of 8 or more to score" would have sufficed.

Flat Builder by Drauthius 2018-08-19T21:14:37Z

I think you got the theme of the jam down really well, but I think a couple of things went wrong in the execution. Maybe I'm just really bad at it, but I could not for the life of me build anything remotely stable. Even the most basic structures ended up collapsing under their own weight (not exploding like HAUO above), so I think some stronger beams would make it a bit more easy to play. The music was a little hectic when compared to the gameplay, so maybe slowing it down and using softer instruments might help the feel. Finally, the tutorial's textbox was too small and too blurry to read.

Aura by Papaver 2018-08-20T14:49:50Z

I think I like the idea, but the execution was a little rough around the edges. On its own the movement felt natural and fluid, but I couldn't stand how you got turned around when you hit something. More often than not, I was trying to reorient myself around already, but then I get all turned around, lose my sense of direction, and wind up running into another blob (or, in some cases, the same one again!)

Adding messages during gameplay was a nice way to add a bit of context to the game, but placing all the story-important ones at the top of the screen, far away from where the player should be looking, makes them difficult to read.

The use of your flute for both the music and sound effects was a pretty clever touch, though that also meant it could be hard to separate the two, leading to some instances where the music and sound effects clashed pretty badly. On another note, I'm pretty sure your song starts note-for-note like the riff from the Rocky theme song - probably not intentional but I still thought it was funny.

I think the 'give me my space' mechanic could be better explained. I didn't make the connection between the purple stars and the shift button until about level 5, leaving me wondering why I couldn't use my ability some of the time. I think it would help by giving the player a free shout at the beginning of each level, and playing a sound effect and/or having the empty shout meter flash when you try to use it when empty. Just something to say "that isn't going to work and this is why".

I managed to make it to the fifth day, at which point it got so hard I couldn't go on. It just seemed to me that there were just too many people and I kept getting quickly overwhelmed. Not sure if that was some kind of 'supposed to lose' fight, but I though it was a fitting end nonetheless.

The Super Olympic Death Race From Space Leaving Space Relay Septathalon 199996 by 100th_Coin 2018-08-17T19:59:55Z

I appreciate the humour and the wide variety of game modes in this game, but I think the wacky physics were a detriment to the game. For example, on the hurdles, you have to jump back and forth quite a lot, but it's entirely possible to bounce off a wall yet lose almost all of your vertical velocity, all while being just out of reach of a wall to jump from. It leads to a lot of waiting around, especially on that level. I know you said the physics were part of the game, but I just don't think removing player input for a joke is a good idea.

The Flesh Pit by frankiesmileshow 2018-08-14T21:01:24Z

I love the graphics and all the messed up monster designs in this game! The gameplay was really satisfying and the player's animations were really well done. There were a couple of quirks with the movement of you and your enemies, but that's to be expected in a game jam. Great job!

Overclocked by LuckyFeathers 2018-08-22T15:15:57Z

Once I got into it, it was really fun and felt really good to play, but I think the glowing lines on the blocks were a bit misleading. Combining the flowing patterns on them and the "transfer data quickly" theme, I initially thought it would play more like Pipe Dream instead of Tetris.

Precious Things by Patrick Woodcock 2018-08-13T18:24:05Z

Fun little game! I like how the game doesn't automatically end when you lose an item, like a lot of other game jam entries I've played. Although, I did find a bug/feature where you can drag flashing items to stop them from disappearing, not sure if that was intentional or not. I also would have liked to see a bit more variety in the items - how many beds does one person need?

Pursuit of Freedom by Lino 2018-08-14T20:29:25Z

I really dig the music and how you took the theme literally, but I found the difficulty a bit too high for a jam game. You turned so fast it was hard to maneuver through all the tight spaces, and having to restart the level each time you hit something got really annoying after a while.

Smoke: it's ok to feel by Lumpy 2018-08-14T19:21:18Z

H E L L - O F - A - G A M E

Bunny Bazooka by MZA 2018-08-20T15:08:50Z

At the end of the day, it feels nice to be overpowered! The graphics and overall presentation is very unique and has a nice charm about it (though not exactly my cup of tea). I thought the tutorial at the beginning was a nice touch, especially for a game made in such a short time. My two main complaints are about the controls and the screen shake. The controls felt awkward and confusing when you were on the underside of the planet, and having to use Q to attack just felt weird to me. Personally, I would have kept the player at the top of the screen and have left and right rotate the planet beneath your feet like that boss from Yoshi's Island. Then you can jump with up and assign rockets to the space bar. Finally, I felt the screen shake was just WAY too strong especially with how frequently you use it.

Concentrate by niterich 2018-08-13T19:42:33Z

@starven: I'm glad to **hear** you liked it!

@taner: Thank you for the suggestion! I'll see what I can do, but I'm not too familiar with QWERTZ keyboards. Is the only change that their bottom row starts with Y instead of Z?

@swess: Don't feel so bad, I'm terrible at this game too. I think the synchronization might be off... or it's just that this game is incredibly buggy.

Defrag by mediyaz 2018-08-15T21:55:05Z

The visual design was incredibly well done! I especially liked how the void looked - very trippy. However, I felt the physics were a big turn-off for me, especially how you don't keep your orientation when colliding with the walls. It made correcting my course a lot more difficult since I couldn't really plan for which way I would be facing.

Finally, with all the throwbacks to 90's PCs, how could you leave out a killer MIDI soundtrack?

Export Corp. by r3c0d3r 2018-08-13T18:43:25Z

You did a really good job with this game! I especially liked the music. However, I was very confused the first time around, as I didn't realize I had to send out only specific blocks each time. That wasn't helped by the fact that there's no difference in sound between a good shipment and a bad one. Finally, and maybe this was just me, but I thought blocks of the same colour would snap together, and that I could get a higher score by exporting bigger blocks. I think that was based on some of the screenshots you provided.

Demonic Digestion by DodoIta 2018-08-17T19:33:31Z

Though the gameplay itself was a little barebones, I think you nailed it with the presentation! Everything came together so well, the music and the visuals were great, and the player control was top-notch. However, and this might have just been my version, but I have no idea how to summon the skeleton. I've been playing for half an hour and it's only shown up once.

Vanishing Space by Doctor 2018-08-19T21:45:35Z

This game has great controls, nice and fitting music, and a satisfying punch to all your actions. I especially liked how your ship's trail looked, and how it changed colour to reflect how much time you have left. However, I think just having your ship float there in space without anything to do when you lose is a major buzzkill, and removes or at least downplays the whole 'shrinking playfield' thing. Personally, I would have allowed the player to keep controlling the player right until the very end - that way it feels like it's the encroaching void that ends the game, instead of you running out of fuel and then also the void happens i guess.

Cosmic Escape 1999 by Chocolat-Endive 2018-08-14T20:47:17Z

Really cool game! Everything came together really well, and everything was aesthetically pleasing (which, coincidentally, the first two notes of your title screen music sound exactly like that one vapourwave song). The only thing I could recommend is to add a mouse sensitivity option somewhere... since this is a fairly short game, it could even be mapped to the scroll wheel for on-the-fly changes.

Also: 13 minutes of music for a 3 minute game?

Civilisation Afloat by Starven 2018-08-14T18:55:34Z

Very good game, especially for a first time jammer! I think the core gameplay concept was great, although I felt it was a bit clunky and lacked feedback. I was never really sure if my buildings weren't being built because a) I lacked the resources, b) there wasn't enough infrastructure, or c) the cursor selector wasn't cooperating.

If I can offer some advice for future jams: Add some sound effects and make the game super easy. Some sound effects could help fix the problems I listed, as well as make the game feel more complete overall. As for difficulty: the saying that really stuck with me is "if you think it's just hard enough, it's actually way too hard". Plus, that way players can see all of your work instead of just the first two levels.

Hope that helps, and hope to see you again at the next Ludum Dare!

PS: change camera movement from WASD to middle mouse click to be able to play the game with one hand

Flame VS Water by Taner 2018-08-14T19:29:03Z

Very fun game with a nice twist, though I felt is should have been the fire trying to fend off the water.

LD43 — Sacrifices must be made

Revolver Curse by SkullPixel 2018-12-05T17:47:23Z

I really enjoyed this game, even though I didn't end up making it to the end. I thought the music was really well done, and the whole presentation really gelled well together. However, I think it was a bad idea to let the player shoot their last point of health away - seems a bit overly punishing. Personally, I would have made the player lose if they got hit without any leftover bullets.

Diortem by Ilseroth 2018-12-06T16:35:05Z

I'm impressed by how much you got done in just a weekend! The concept of "giving up one of your abilities to progress" seems to be a running theme at this jam, but you pulled it off very nicely! Although, I do agree with the criticism that the physics felt a bit wonky, and I ended up giving up powers I didn't even know I had, like chrismcmath said above.

Puzzle Kids by jsmars 2018-12-06T17:40:15Z

Great game! I thought the art and the music were very well done, and the ability to burn your puzzle pieces to keep the flame alive was a neat twist! I only managed to play it solo, but it looks like it'd be a ton of fun with friends! My only complaint is that I felt the keyboard controls to be a bit awkward (but it felt fine with a controller)

Super Sellout by Moski 2018-12-07T17:35:31Z

So, I think you know by now that you've made a fantastic game with a lot of charm and replayability. And while I certainly think it's one of the best games at this game jam, and is probably good enough to release as a full game as-is, there are a couple of issues that I think are keeping it from being the best game it can be. Mostly:

1) I wasn't a fan of the controls; using both WASD and F at the same time doesn't come naturally to me, but if you're using the arrow keys, then using F and space at the same time puts your hand at a weird angle. Personally, I would have gone with arrow keys, Z, and X.

2) The power-ups (power-downs?) didn't seem to hamper my ability much, and whatever detriment to my score they did have, it was far outclassed by the money I was making from ad revenue. I was hoping that there would be one or two that made the game *really* difficult to play but which paid out a lot.

3) The variety in the powerups were also lacking; seemed like half of them slowed you down and nothing else. What about inverting the controls? Playing really obnoxious sound effects? Increasing the time to save people? Reducing the payout per person in favour of a flat rate? Stopping the gameplay to show an advertisement?

Ursa by Maksym 2018-12-05T17:28:32Z

Amazing job! A lot of what I think about this game has already been said above: Great music, great atmosphere, occasionally glitchy movement, etc. I'm sure there's an explanation, but I didn't really see why I had to start sacrificing my abilities near the end of the game. Like, a simple "you don't need me to hold your hand anymore" would have fit the narrative pretty well, but I don't recall anything like that ever happening.

Exposure by willvasco 2018-12-06T17:05:58Z

I think you nailed it on the atmosphere and the audio-visual design, but I didn't find the game to be that interesting or fun. I think it's far too difficult to know where exactly you're going or what exactly you're supposed to do. I wandered around for about half an hour but all I ever found was a flare gun that was too far away to bring back to camp without freezing. From a narrative standpoint that's actually pretty clever, but it didn't feel like it was done intentionally...

House and Destroy by MZA 2018-12-05T18:08:15Z

That was a really fun and really funny game! I'm surprised you found the time to make a whole tutorial in 48 hours! The running commentary really brought this game above the rest for me (the amount of planetary puns in this game was *astronomical!*)

By the way, I recall playing your entry at the last Ludum Dare. You seem to really like the whole "walking around a tiny planet" motif, don't you?

CyberMayan by alareo 2018-12-08T17:36:46Z

I'm afraid I'm going to have to agree with the majority here and say I have no idea what I'm doing, how I'm supposed to be doing it, or if I'm even progressing. Am I supposed to be passing through doors that I have the equipment to pass through? Am I supposed to be hanging onto them? Am I reincarnating in the same room each time or am I passing onto the next one?

I also didn't like how Unity was forced into fullscreen mode, since my computer was barely powerful enough to render it - I would have liked to play it at a smaller resolution but a higher frame rate.

On the plus side, I think the sound effects and the music were really well done.

Bloodcaster by YongminPark 2018-12-07T16:26:56Z

Your game looks really interesting, but I can't get it to run on my computer :( The screen doesn't want to show up, and when it does, it's only for a split second at a time. Do you know if there's a way around it (I'm on Windows 7)?

Pyme's Genocide by HermesEs 2018-12-05T16:49:20Z

Personally, I found this game to be a mixed bag. The audio-visual design was fantastic, some of the best I've ever seen from a game jam. Everything is just so cute and everything just fits so well together! But I felt the controls and the gameplay didn't have the same quality. I wasn't really sure where I needed to go next, I would randomly fall off cliffs that I felt I perfectly landed on, and the jetpack seemed to only boost my height when it felt like it. Lastly, if you're making a 3D game with camera controls, I think it's a good idea to include a slider to adjust mouse sensitivity - I personally found it to be too sensitive, which really hampered my control of the character.

Long Live The King! by Player 2 2018-12-08T19:15:20Z

I was never really a big fan of these kinds of puzzle games, so take my opinion for what it's worth. That being said, there were a few issues I had; notably, one of the grunts would fall off the screen within seconds of the game starting, meaning if I didn't immediately start with him, I'd automatically lose. I also had a couple of technical problems (Windows 7 on an old laptop), with the background being a generic blue screen instead of my desktop, and having to hold my mouse down to activate a grunt instead of just clicking once (though it seems like I'm the only one with this problem.) Beyond that, I could tell it was a well-made game with some technical depth and an interesting twist to it.

Can't save them all! by lilou_cormic 2018-12-07T16:45:16Z

There's a very solid foundation for a great puzzle game here, but the AI would definitely need to be improved (which I suppose is to be expected from a game made in less than 48 hours). The AI just didn't quite have that spark of imagination that a human player would have, which made it easy to figure out a path that could save all the people all the time. Maybe think about a two player mode to find out what the best strategies are for both sides, then program the AI to react to them?

Also, I found that the score didn't always add up to 100. I'm guessing that's just a bug?

Death Metal Crowd Pusher by WizardOfOzzy 2018-12-08T20:09:49Z

I really liked how you managed to seamlessly switch between the regular soundtrack and the Lord of Metal solo section, I thought that was a nice touch.

Chiiip by LuCecyl 2018-12-05T16:18:55Z

That was a fun little game! I loved all the little messages you get on your cellphone at the end of rounds - I thought they were hilarious. However, I felt the sheep AI was a bit too aggressive at the beginning of the game; it made it difficult to get that first sheep over the fence, and it made the game get easier near the end.

LD44 — Your life is currency

Computers in a Nutshell by gonutz 2019-05-12T06:19:43Z

Yeah, this is definitely not a game for me. I can appreciate what you were trying to do, but at the end of the day, I spent more than half an hour and got absolutely nowhere. A nice critique on poorly planned man-machine interactions, but being frustrating on purpose is still being frustrating. Eventually I got a point where I said "okay, I can either create a new Unity project, write and debug a script to automatically read through these 1000 files, then do whatever convoluted steps come next, OR I could be doing literally anything else." So I just quit. Sorry. I feel like you should have started with a few easier computer problems to better ease dumdums like me into the game.

Also, I'd just like to bring up this:

>If you cannot play the game please post a comment here to let me know

>By the way, do not read the comments

Computers in a Nutshell by gonutz 2019-05-13T17:19:36Z

@gonutz Yeah, I'm sorry if my comment came across as mean. I guess I was just salty I couldn't beat your puzzle. And don't worry, I still gave you 5/5 in Innovation and Theme.

I wonder if it might be beneficial to post a semi-encoded walkthrough of the game just so people don't accidentally stumble across the answer in the comments. Like, write one answer in hexadecimal, change the font of another to Wingdings, etc. Seems like a lot of people are getting the hang of it though, so maybe it's just me.

Life Vac by caranha 2019-04-29T16:14:20Z

Ingenious and fun take on the theme! I could see myself spending a long time trying to beat my high score (I got $49!). I just wish there was a way to keep playing for longer - like being able to purchase a recharge for the simulation or something.

Your Money's No Good Here by Dis0rder 2019-05-11T06:26:36Z

I'm not sure why everyone here is complaining about the linearity - surely one story told well is superior to many stories rushed together? And I do think you made a well-told story that kept me intrigued all the way through and left me wanting more after. It's just a shame it's so short and, in the end, doesn't do much beyond just being a creepy visual novel

Devil's Bank - Your life is currency! by Wicked 2019-05-08T01:56:54Z

In short, I'd say you have really high presentation values, but the gameplay was a bit lacking. The graphics, the sound design, the voice acting, the style and humour, it was all there. But playing the game was a very slow experience. First I have to watch the door opening cutscene, then I have to talk to the person, then I have to talk to the cat, then maybe I have to watch a bargaining cutscene, then I have to watch them sign the document... it's just a very long time from start to finish with not enough payoff at the end. Personally, I would make the person automatically say their lines, and once they're done, have the chance of success pop up above the cat's head and descriptions pop up above the ... thing. Everything shows up at once, and it turns three or four clicks into one.

Speaking of that... thing: what exactly was the purpose of its desciptions? I thought it might be for bargaining but I couldn't get a pattern down.

BioTech Inc. by Paulo Brunassi 2019-04-30T15:51:33Z

A solid entry overall. The ambient soundscape really helped sell the feeling of loneliness and mystery. I did feel it was annoying how your shots went slightly higher than your aiming reticle, however.

Bank Burner by repine 2019-04-30T16:36:35Z

This game is fantastic! I especially liked the music, I think it fit with the graphic style perfectly. I also really loved the level design, and how each level had its own little unique gameplay challenge.

Salaryman by niterich 2019-04-29T17:13:29Z

@shp @ldjsq @tfdiaz Thank you all for your feedback!

@rustycrow But what if the lack of a challenge was part of the game's message, and totally not just me forgetting to make the end screen until the last minute?

RoShamBo ++ by Von Vista 2019-04-29T15:53:02Z

A fun little game, with a simple-to-understand premise and a good amount of complexity to the challenge. The overall production values were really high for a compo game, with everything coming together to make a cohesive final product. That said, I think the AI should have a much lower chance to pick the same card as you, because I don't care how realistic the odds are, getting seven ties in a row just slowed the game down a lot.

Bloodletter by shp 2019-04-29T15:35:13Z

Looks like a fun game, but all of the animated models are flattened and highly distorted. Does anyone else have this problem? I'd provide a picture but for some reason my print screen key won't work when I have the game open...

Bloodletter by shp 2019-04-29T15:54:39Z

@shp I'm on Windows 7 and I'm on a laptop, so an Intel graphics card I think?

Force of Nature by Griddolini 2019-05-07T01:41:40Z

Congratulations on your first Ludum Dare! I think you already know by now what areas you succeeded in and which areas you might want to improve on for next time. Personally, I really liked the music and visual design, though I had a hard time differentiating the small, red saplings that came in groups of three that were essential to progress in the game with the small, red flowers that came in groups of three that were just set dressing - just turn them into violets and your game is much more readable. I also think the game needs to be a bit tougher, as I could just run around the map, not attacking any villagers, and just spam Space until I found a sapling. Maybe making the villagers destroy your buildings and revert your progress would encourage more active participation in the game?

-1 (Minus 1) by Mahou 2019-05-11T06:57:21Z

Very interesting game. I really appreciated the whole "you lose health all the time but you don't how much further you need to go" mechanic. I was also really surprised by the music, which fit perfectly with the surreal atmosphere. I'm not sure I understood a lot of the symbolism in the game, though, so I think some of the impact was lost on me

New Home. New Tomb by seriar 2019-04-30T17:05:49Z

I think you have an excellent concept for a game, but I'm afraid the presentation is just too clunky. Aside from some of the bugs listed above (loud noises, getting stuck on the help menu, abnormally large download size), just trying to memorize all the different keyboard shortcuts was too much for me. I found myself leaving the game every 30 seconds to watch the video tutorial to figure out what the next acceptable input was. I think you really need to simplify your controls or, as a simple fix, extend the screen to always have the controls visible at all times.

LD45 — Start with nothing

Meet Meow by Kappa.B 2019-10-25T01:10:31Z

I've seen games with similar window resizing mechanics, and they used that mechanic in a lot of more ways in their core gameplay. But none of them were as cute as yours! I also agree that the music was too good to simply mute every time you went off screen!

NothingMan by Arity 2019-10-24T23:38:42Z

A very interesting and appropriate take on the theme with some nice music that adds layers as you collect parts (a very nice detail), but I must admit it was very rough around the edges, as others have mentioned. The awkward wall jumps, the extremely jittery camera, the lack of sound effects. I set my graphics level to Very Low and it made my movement speed so insanely high I clipped through a wall - perhaps you're missing a Time.deltaTime somewhere?

Since you said you wanted to make a post-jam version, may I suggest updating the controls a bit? For 2D sidescrollers, I've always preferred to use Z and X since they're close together and I can use my index and ring fingers; pressing space and shift with my pinky and thumb is a bit awkward.

Island of the Coconut Spirit by candlesan 2019-10-09T20:52:58Z

Amazing game! There is a very high degree of polish here for a compo entry, and the overall game was really fun to play. I found it a bit grindy to finally get the obelisk, though.

Catsaway by A.Bond 2019-10-25T00:52:20Z

You have a nice art style and I think there are a lot of good ideas here, but the execution is a bit off. And not in the weird Russian arthouse 'off' you were going for. The ever-increasing music is a good idea, but using fixed leaps instead of a steady pitch bend made it sound out of tune instead of steadily rising. The wonderful and weird background art was hard to focus on when you have to always be on the lookout for spikes, which were kind of hard to make out at times. And the jump was extremely weird, rocketing you up and gently lowering you to the ground instead of a smooth, predictable parabola.

Nottingham by nidjo123 2019-10-25T00:06:47Z

-I really enjoyed the Minecraft-ish graphics, and the relatively shallow difficulty curve meant I could appreciate the game's mechanics without getting frustrated before level 3 like a lot of game jam entries I've played.

-The maze-like layouts got frustrating since there were few unique features I could use to get my bearings.

-The spikes were a bit too unforgiving due to the fact you can't see your body, especially the level where they're in a checkerboard pattern. Maybe consider reducing their hitbox?

-I found it odd that the harmless lava had a very prominent sound effect while the level-restarting ghosts had none at all.

-For the future, may I suggest allowing the player to adjust their sensitivity with the scroll wheel? I found it a bit too slow, and I know others who would find it too fast.

Song of Creation by anttiviljami 2019-10-07T18:20:23Z

Song of Creation_BackUpThisFolder_ButDontShipItWithYourGame?

I have a feeling this is going to be one of the more unique games I play this jam. Very well done and the art has a lot of charm.

By the way, how does the game decide which symbol to generate? It's not just based on volume, right? Because I definitely got some different results for each fret on my guitar.

In the whale's belly, I sat, cried and got out by JoaoSoliva 2019-10-21T20:54:25Z

Your game has great visuals and a fun theme that fit in with the jam, plus it runs remarkably well on my aging computer considering all the loose physics objects. But I just couldn't handle the controls - I don't know if they were bugged for me but I just could not get them to cooperate. Rotate only worked when it felt like it, and I don't think Translate ever worked at all, so placing anything off the ground a real pain. And I don't like how I had to go into Edit mode each and every time I wanted to place a block. Personally, I would have changed the controls to be LMB picks up and places blocks (or drops them if it isn't valid), hold RMB to rotate block, and scroll wheel to pull it closer or further, no need to finagle with Edit mode.

Dayunisi Builds the World! by niterich 2019-10-08T01:18:21Z

Thank you all for your feedback!

@barrier @blobo @pranavftw Do you mind if I ask you which OS you're using? Because Buzzard is supposed to come every 80 seconds to drop coins on any block above water. It works fine on my end, so I'm wondering what's going on here.

Dayunisi Builds the World! by niterich 2019-10-09T20:06:11Z

@candlesan I was thinking about doing that, but I had my heart set on using the scroll wheel for zooming in and out, and I felt that using Q and E wouldn't be the end of the world. But in the end I agree that the mouse wheel is the better option. I'll keep your advice in mind for future jams!

Dayunisi Builds the World! by niterich 2019-10-09T20:55:19Z

@honey-pony Thanks for playing! Yeah, I think I forgot to tag a lot of things, so it only checks if there is *something* underneath, be it a block, a coin, or even the player themselves.

Dayunisi Builds the World! by niterich 2019-10-22T04:06:24Z

@ogre @hiroboto Okay, so that makes six people who haven't got any money and I still have no idea what's going on. I can only think maybe they didn't build above the water's surface, but that doesn't seem to be the case.

Either way, I ran out of time to program in the powerups so you're not missing out on much tbh.

TwoFiveFive by mediyaz 2019-10-24T04:07:27Z

Came here after reading your post-mortem, and I got to say, this might be one of the most unique games I've seen this jam. Most of my critiques you seem to already know, so I won't go over them. The only thing I can add is that I think the title screen might be revamped to allow players to mess with the sliders and make colours before the quiz starts. It would both be fun to the player and would show them hues are made up of which RGB components.

Zen Master by Onat Saygı 2019-10-08T17:12:15Z

Well, this is certainly a change of pace from all the 'super hard platformer' games I've played at jams before. It was very relaxing, and I found myself taking note of my own breathing and slowing down to match the pace of the game. If I had to give a critique, I'd say the monk looks too stressed out to be at peace. His eyes are all bugged out and his eyebrows make him look scared.

ARCADE GIRL by ROBOWARRIOR1982 2019-10-07T20:39:28Z

Your game was good enough, a little lacking in content and a tad too easy but responsive and intriguing nonetheless. I only managed to get 3 out of the 4 stars as I didn't realize the music selection was also a level selection. I did manage to find the room hidden above the menu, but couldn't figure out what it was for.

That being said, I'd like to address my main complaint: screenshake. Holy cow is that a lot of screenshake! Just navigating the menus gave me a headache!

Qubit by FlyingKiwi 2019-10-25T20:13:38Z

I think there's a great start to a puzzle game here, but I think it should have been harder to break the rules, or at least easier to tell when you did. Things like being unable to move onto an empty space, making an improperly walked on tile red, some harsh audio cues, automatically restarting if there are no valid moves, things like that.

...Not Even a Body!? by snesgaard 2019-10-07T17:57:45Z

That was a clever concept! The gameplay felt great, and I thought the possessed guy's walk was hilarious. I just wish there was more of it - the end screen says it took me only 58.258968 seconds. I also would have changed some of the controls around, since using R and Space at the same time can be tricky

Stickman Get Stuff by Barrier 2019-10-08T16:47:35Z

What a fun, quirky little game. It started off a bit frustrating especially with the low friction, but once I learned all the enemy patterns I beat it easily enough. The audio design is top notch - I especially liked the sound the sun made.

Not sure what people mean when they say they don't want a tree in their living room. I mean, what else are you going to do at Christmas time?

Button Runner by Nookington 2019-10-25T00:31:58Z

You have some really nice graphics and a great physics engine. I especially liked how you had to play once to get enough cash to even jump, I thought that was really clever. But can we talk about the controls? I know you say it's best controller with two hands, but in what world is jump mapped to the down arrow? And dashing forward with left? Seems like the controls should have been something like:

Press Up: Jump

Hold Up: Float (when falling)

Right: Dash

Space: Fire

Soundsearcher by nicross 2019-10-10T19:04:31Z

Very interesting concept, but I hope my version was bugged, since about 95% of my time was spent in complete silence, broken up only by the occasional buzzing (I tried on both Chrome and Firefox). I would have assumed there would be some constant loud noise I had to follow or some footsteps to indicate I was moving forward but, as I said, I got nothing.

And I also agree that WASD should be for ground movement only. For changing direction, I don't think mouse controls would work here, so I'd prefer using the arrow keys over Q and E to turn, though others may disagree with me.

ZoneX by PranavFTW 2019-10-08T15:45:41Z

It's not much, but for something made in only a few hours, it's incredibly addictive and feels amazing to control

Snake Sokoban Spiral by SSStormy 2019-10-07T20:04:03Z

Very tricky indeed! I skipped over one level but I managed to make it up to Blender. Although, based on how many people are struggling with the early stages, I think there might be a bit of an onboarding issue.

As a bit of an aside, the glowing boxes in the background really helped to liven up an otherwise boring, static screen.

Road to Something by GoldenEvolution 2019-10-07T17:07:08Z

Very excellent entry, especially for your first jam! I think you set up a really great atmosphere, and the number of different gameplay styles were all well done. The controls were pretty good, but I wish you didn't need to hold shift to climb walls and instead just stuck to them automatically. I also had justinooncx's problem with the end text bugging out.

Plant or Die by Elektroney 2019-10-09T19:24:39Z

As I understand it, this was your first Ludum Dare and you ran out of time, so I won't be too harsh on your game. However, I would recommend you simplify your controls for the next time around. It's very awkward to have to first activate an ability with one button, then press another button to pick something up and then a third button to put it down. I would personally have one button to both pick up and plant trees and a second button to water them, with no need to manually switch between the two. That way, the player only has to deal with two buttons to remember instead of five.

Pen and Play by YellowKamel 2019-10-16T17:29:42Z

I could make a joke here about your game having terrible graphics, but overall I definitely liked your interpretation of the theme. The sound effects while drawing were a nice touch too. However, the final game itself feels really incomplete. The level is barren, the combat is unresponsive, and I felt there could be more creative uses of the drawing mechanic.

Also, is anyone else having a problem drawing? Maybe it's just my outdated graphics card, but whenever I start to draw the game either zooms in really close on the top-left corner, or it draws my image really small and upside-down in the corner of the canvas (Windows 7)

Sandbox CTF by Honey Pony 2019-10-09T22:59:27Z

Looks like we both went the Terraria-clone route, and I have to say, your entry just blew mine out of the water! There's so much here for just 72 hours! Congrats!

I couldn't play the HTML version, as I got the error "Cannot read property 'getParameter' of undefined" before anything loaded.

Also, are you sure about the whole "Ludum Dare only gives partial credit if I opt out of categories" thing? I always thought they adjusted the percentages you got for partial reviews.

Bumpkin's Spooky Adventure by BrotherBondProduction 2019-10-09T19:59:34Z

I certainly enjoyed my time with this game! Playing with a maxed out attack felt great, but I think you might have overdid it with the movement speed upgrades.

Clothes On My Back, Things In The Sack by MaxyMax 2019-10-07T21:01:16Z

I'm just getting a black screen after the "Something, something, something, *nothing*" bit (I'm on Windows 7)

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ (twenty six blanks) by 888 2019-10-07T20:10:51Z

I'm having the same problem as Griz, it's running unbearably slow (Windows 7)

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ (twenty six blanks) by 888 2019-10-07T20:45:07Z

@888 It seems to be happening right at the beginning. After pressing the very first key there's about a half-second delay before anything shows up on screen no matter what button I press.

Word Salad by philliptrudeau 2019-10-29T19:51:01Z

I think this was an extremely clever game mechanic, and introducing it by turning a useless nothing to a useful "no" was fantastic tutorializing. However, I found it very difficult to spell any words in the game, both because the zombie horde came too quickly and the letters they dropped were too close to one another. It was also frustrating that misspelled words had absolutely no effect. I know that's the point of the game, but it's frustrating nonetheless.

It's a bit late now, but how about implementing a word scramble feature? So if you accidentally spell "ignot" you have a chance to rearrange them into something proper.

Yin-Yang by Keith Wang 2019-10-08T17:00:02Z

So, first impression wasn't good - I opened your game, got a blank grey screen, and assumed the game didn't load properly.

Once I got in I certainly enjoyed my time with your game, and I especially liked the visual design and its integration into the game mechanics, but I'm not entirely sure how it fits in with the theme.

Slimy Situation by PetTurtle 2019-10-07T17:31:32Z

I really enjoyed your game, it reminds me of World of Goo! I also agree that the goo can be a bit finicky at time - I think you have the right idea to add a ghost connection to show how the goo will connect and a way to get back goo you lost.

Also, I only played two levels, but I found the spikes to be more of an annoyance than an challenge - they were so small and blended into the the background well enough to make them hard to see at times. I even think there were some that were hidden behind a flower, which I felt was unfair.

Beat Builder by kyle3wynn 2019-10-28T23:29:47Z

For four hours, this is amazing work! I quite liked the simple major melody, very pleasing. I was a little disappointed the music didn't loop properly, and that changes had to be loaded in separately instead of being added on the fly.

Nothing to Lose! (except your deposit) by monsterjail 2019-10-16T17:44:10Z

Very nice game! I could see this being expanded into a whole game. The lack of sound effects was definitely a bummer, though. And I personally would have used A and D instead of Q and E to rotate the blocks.

LD46 — Keep it alive

Dimmer by Chaseplays 2020-04-26T16:59:37Z

I really liked what you did with the music, building up on the last level's theme to build momentum and tension in the next one, on top of having really well composed and mixed pieces on top of that. Unfortunately, I couldn't quite gel with the game - the player's movement had just a bit too much momentum, the platforms were just a bit too small, the level layout was just a bit too awkward. I kept thinking this game would be a speedrunner game like Super Meat Boy and that I could clear two obstacles at once if I just made a really tight maneuver, but my jump was always just low enough that I would hit the corner of the box instead, or my dash was so long that I would breeze into a pit of spikes. I also think the first level had too narrow of a margin for error that, while certainly providing the thrill of a last-second victory, was too intense for someone who was just started the game, and would be better suited for the third or fourth level after the player had gotten acclimatized to the controls.

Circuit Break[out] by smilewood 2020-04-20T17:10:16Z

You have amazing production values, with amazing graphics and engaging sound and visual design! I didn't realize I could destroy enemies by running into them (drones are supposed to be small fragile things, after all), but once I figured that out I was having fun smashing into enemies. I was a bit disappointed when the final boss died in one hit, but otherwise, great game!

Filicide by Artylo 2020-04-20T15:46:30Z

I really enjoyed the atmosphere of the game, and it was interesting to see the story unfold, even though I'm not 100% sure what happened. However, I do have a gripe with the hiding mechanic. I felt the levels weren't really set up to really make full use of it, and when I did try to use it, it would take a couple of button presses and a few shots to my body before my character got into cover.

Soda Pop Vampire by neontropics 2020-04-26T17:12:20Z

I'm not much of a stealth gamer so I couldn't make it past the fourth level, but I did enjoy the sound design and the graphical styling! On the other hand, as someone who died a lot, I can tell you having to sit through those dialogue boxes each and every time I got caught was extremely annoying.

Down to Earth by ruthiepee 2020-04-24T22:49:44Z

The graphics and sound were really well done, they really drew me into the game. I was a bit turned off by the gameplay, through - my bambooka didn't shoot where my mouse cursor was, and the asteroids started falling so fast I found it optimal to just run around the planet and blindly fire.

Help Mr Pinky by Robinerd 2020-04-20T18:37:42Z

This is such a great game! I think you've got a very creative take on the theme, and the presentation values are phenomenal! My only gripe is that, since the camera is always moving, it can be hard to accurately control where blocks are going to end up.

Keep Meat Alive by Nitero 2020-04-21T16:39:36Z

I can definitely tell this is going to be one of the entries to look out for at this game jam! The presentation values are top-notch, and the gameplay is novel and highly engaging! However, I question having to control a little tumor guy. It was frustrating to control, it limited where I could build my towers, and it kept getting stuck inside the meat. I felt the game would work a lot better if I could just place my towers where I wanted to without having to worry about a little platformer in my fun little tower-defense game.

VAMP by gwinnell 2020-04-22T23:46:24Z

Great job! The graphics and music really help bring this game to life (pun intended). I found the third level to be quite the jump in difficulty, and I think it has to do with the ranching path, and how you had to ignore the enemy shooting at you to collect the blood vials in that little room. Also, while I thought the underlying mechanics were well done, the controls needed some tweaking; the mouse is far too sensitive, but the keyboard is too slow. For short game jams like this I found I can quickly adjust the sensitivity by binding it to the scroll wheel.

Save UwU flame chan by playball 2020-04-21T19:09:48Z

I like the concept and the style was pretty hilarious, but the controls in a few of the minigames were really sluggish or had way too much momentum behind them

Vaccinator by niterich 2020-04-20T17:13:55Z

@west Thanks for the feedback! I myself had troubles orienting myself, that's why I hastily added a white spine to orient from front to back (upon reflection, different coloured organs would probably be more effective... oh well)

Vaccinator by niterich 2020-04-20T23:44:50Z

@a-312 I'm afraid my game was only designed with QWERTY keyboard + mouse input in mind. At least you got a pretty hilarious bug out of it!

Vaccinator by niterich 2020-04-21T18:32:14Z

@smilewood Thanks for the feedback! I figured people would find moving to be more helpful than rolling, so I based the controls on Unity's camera fly-through mode. I'll keep that in mind when I come back to this kind of control scheme!

Vaccinator by niterich 2020-04-22T23:37:45Z

@gwinnell Thank you for the feedback! No, unfortunately I didn't get around to adding a proper win condition, so I guess you just have to take solace in how long you survive each time. I did try to improve my gamefeel for this jam, but it seems like I still have a ways to go! For what it's worth, there are hit particles, they're just the same as the player's so they're hard to see.

Laser Evaders by Charlez245 2020-04-21T16:05:43Z

You've got a very clever concept for a game on your hands, but unfortunately I feel it's let down by it clumsy controls. I never felt I was able to accurately rotate the cube the exact way I wanted to, and the top and bottom never disappeared which made it hard to see what I was doing at times.

Symbiosis by -banzi 2020-04-21T16:20:58Z

I like your take on the theme, and the graphics and animations are really well done, but I encountered a bug when feeding on the second group of enemies that softlocked the game for me

The Mad Piper by psychic_ash 2020-04-20T18:26:56Z

I think you have a great start to a video game here, but it could use some more playtesting. I found I could easily win by putting down nothing but archer towers, and that I couldn't defeat a single enemy with bombers because they're so slow and weak.

Perpetual Motion by gabtoschi 2020-04-21T18:22:52Z

Why would a mechanical engineer be concerned with electrical circuits? We'd be more interested in one of those offset wheels with the marbles in them.

I don't have a printer either, so I drew up my own cards and played that way. Maybe it was just the luck of my draws, or I misread one of the rules, but I had no problems building a 4-tile circuit plus a battery recharge with only 3 energy used each turn. I ended up with 24 energy at the end of the game with no real thought on my end. And, if I read the rules correctly, I could set up a 4-tile loop with the power source in the first round, then keep it for the next two rounds for an easy +8. I think some actions need a bigger penalty - perhaps swapping cards on the field has an extra energy spent per swap (adjacent = 2 energy, one tile over = 3 energy, across the board = 7 energy)? Or maybe rewarding the player additional points for setting up multiple complete loops? Either way, it's a very interesting card game and I'm glad to have played it.

Super Tippy Flippy by JengaMang 2020-05-12T00:30:08Z

I thought this was really clever from a gameplay perspective, but I did not care for the controls. It's not very intuitive to map up and down to left and right - I personally would have used W, S, I, and K to control it.

Batteries Included by Michael Prentice 2020-04-20T16:26:19Z

Fantastic game, it's just a shame it's so short!

An Eggscelent Farmer by Sen Kappa 2020-04-20T16:22:19Z

Eggscelent work! I liked the graphics, the walking animations in particular were really smooth. I also felt it was a bit slow, and I didn't know you could run until I read it here in the comments - I think you should add it to at least the game's Ludum Dare description, if not in the game itself.

Also, can I ask what the 77 and 10 in the corner means?

Keep it a-fly-ve by cros107 2020-04-20T16:04:24Z

The best part of the game is the controls, which are unique, fun, and (most importantly) very responsive. I always felt like my inputs were being registered, which is very impressive for a game made in 12 hours. That being said, the game is far too easy. I think the flyswatter needs to track the player's position better, as I managed to get a fairly high score without moving at all.

LD47 — Stuck in a loop

Bad Panda vs The Cursed Maze by Pandakipu 2020-10-14T19:22:08Z

A very simple concept, but decently executed. I like how the skeletons build up on the first screen to remind me how stuck in a loop I was. I liked the music to start, but it quickly started to grate on me - a lower pitch and a B section might have helped break up the monotony.

waveloop by radmars 2020-10-12T20:34:50Z

I like the music track itself, and how the gameplay integrates itself to make a song that naturally builds tension before releasing it by breaking the loop. Unfortunately, I didn't really like the core gameplay itself. I honestly didn't know what exactly the game wanted from me. Did I have to match the waveforms based on shape? Frequency? Are some of the instruments out of tune? Or was it just the track arbitrarily chosen to be the 'right' one?

Hyperloop by R3L0ad1 2020-10-06T16:37:32Z

The gorgeous minimalist aesthetic reminds me of Thumper. Though I kind of wish there was a graphics setting, my computer couldn't handle all the post processing at a full 60 fps

Flip a Talk by gamescodedogs 2020-10-19T15:02:42Z

I think the game as a whole, albeit a bit slow, is polished enough with some very nice visuals. However, I am also confused by the overall message of the game. I understand game jam games are usually limited in scope, but if this game was meant to teach children with ASD about proper communication skills, I feel requiring them to verbally attack their opponents as the main means of progression reinforces negative behaviors. I feel like a more suitable win state would be to de-escalate the scenario, or to build a friendship with a new member to your party, or convincing a stranger that you need to pass by, or even figuring out which fights aren't worth fighting and learning how to walk away.

Moby's Trip by blaster391 2020-10-17T17:49:51Z

The graphics and the music were great, but the controls and the camera were both a bit stiff. Any time there was a sharp turn or an inversion I could never properly see ahead of me and often ran into an obstacle immediately after it.

Placid Incandescent Impala by hijomo 2020-10-14T23:48:44Z

I think the non-Euclidian geometry was really impressively done, especially for a jam game, but I just didn't really like the gameplay itself. I didn't understand the logic to the puzzle for a long time, and even when I did, it was obnoxious to have to run from room to room each and every time. I also thought the auto-smoothing on the camera was excessive, as it made the controls feel extremely unresponsive.

Ternimal Velocity by Infraxion 2020-10-05T15:29:51Z

What a charming little game :) I'm a sucker for games with dynamic music, and having each animal play their own theme and instrument was a really nice touch to the game. But what happens to Mr. Mole? How can he get down from there?

I also found a glitch where, if you push someone over to Mr. Mole's ledge and talk to them while falling too quickly, you'll get stuck repeatedly bounce off it while slowly clipping through it. Also, the background disappeared for a bit, but I don't know what caused it.

World Without End by niterich 2020-10-06T02:34:37Z

@leorid Thanks for playing! I always submit to the Compo, I run out of energy and patience after 48 hours of straight game jamming. And this was an idea I've been kicking around in my head for a while, but more in a long form Metroidvania game, so it'll take a while to properly expand on it.

Hyperloop by jmoocow2003 2020-10-22T15:45:32Z

I was also impressed by how the AI moves around the screen - very nice for your first Ludum Dare!

That being said, I was a bit confused about the secondary gameplay loop. I didn't notice that different systems dropped different materials so I didn't understand the purpose of the warp outside of refilling health and ammo. Even something simple like colour-coding the text on the warp screen to match the planet they're found would help bring that across better.

Beyond Death by Trypants 2020-10-08T16:06:17Z

Beautiful graphics! Lovely music! Amazing attention to detail! Honestly one of the most polished game jam entries I've ever seen!

...that being said, I thought the gameplay itself was just okay. Kind of slow, not very challenging. I feel like there could have been some more puzzley elements to it, especially with those weighted cube and switches.

Snek by Nyunesu 2020-10-06T16:11:07Z

Very nice puzzle game! The atmosphere was nice and foreboding, and the stars around your head when you bump into the wall were a nice touch. I also really like the the last puzzle, it really brought home the theme of the jam in a clever way

[WebGL/HTML5] Murder Loop by leorid 2020-10-05T14:57:36Z

It's always great to see a jam game with such a visual pizzazz! The rubbery limbs looked amazing, and the graphics were consistently blocky (in a good way!) and had a very pleasing colour palette. I was also really gracious that you added an options menu to adjust the mouse sensitivity, as I usually find the default options to be waaaay too sensitive.

That being said, I have to agree with pkenney and say the bugginess of the game dampened the experience somewhat. I got sent to the center of the map so many times from using a healing station, or kicking the cubes around, or even just turning my character too fast. If all the lose physics objects are giving you trouble, have you tried making the blood particles disappear after a while? or at least remove their Colliders and RigidBodies once they've settled down?

Tropical Hop by shp 2020-10-09T16:09:45Z

This game is super fun and well-polished and has amazing game feel, but I think it's just too hard. Like a couple of others above, I had some difficulty with the air control and overly-tight time limits. I also second @somnium 's comment about repeatedly falling into the water because you respawn right on the edge with no momentum. I know the Quake engine is what it is, but I would have really appreciated some more platformer tropes to help with movement (tapping space for short hops, coyote time, etc.)

I've found mapping aim sensitivity to scroll wheel can let players adjust their aim on the fly without having to keep going in and out of menus. Something to keep in mind for future jams :)

Guntasy by bigwhiteshogun 2020-10-14T20:22:28Z

I feel like I should be enjoying this game more than I do. The music is great, the visuals are good, the controls are nice, but somehow it's just not clicking. It's a lot of little things, I think. The camera feels a little too zoomed in, and the platforming is a little too precise, and the level design is just a little rough around the edges, and the enemies are a little too annoying to deal with, and it takes a little too long to reach a goal...

Loopity by oceanm 2020-10-10T18:46:00Z

I love the music in this game, very poppy and happy! I'm very interested in the main mechanic, and I appreciate the fact you let us define our own difficulty, but I'm really thrown off by how long it takes to restart the game. When I get in the zone, I want to just keep playing and playing, not slowly fade out and meticulously readjust the settings each time.

Jerry.IsDead by Natw 2020-10-13T19:03:15Z

I wanted to play this because it looked like an interesting concept that had a nice visual style. But actually playing was an extremely buggy experience. I kept running into the very first laser gate because I didn't know you needed both a direction AND a movement command - I would have assumed the direction would be enough. I understood quickly enough, but I panicked because the timeline moves so quickly and accidentally ran into the spikes to the left. Once I restarted, my character's sidestep became so limited that it no longer passed around the laser gate, permanently softlocking the game. I think you have good presentation values but the game itself is virtually unplayable.

Shape Escape - A minimalist strategy game by S J Palmer 2020-10-14T22:16:52Z

Wow, this is really amazing! Very nice presentation values in every area! Though it was a bit frustrating when a square piece spawned right in front of a round goal :(

I also prefer the permanent track changes, but I wonder if that has to do with the fact that we're all beginners here. Like, we don't understand the metagame so we have to constantly correct our course, but a more experienced player would understand the flow of things and get more enjoyment about the correct planning of goals. Like how a beginner Tetris player might go for single-line clears to keep their board clear while a veteran would build it up for back-to-back tetrises. I dunno, food for thought.

Tuneloop by Jay Berlin 2020-10-22T15:17:15Z

The itch.io link worked fine for me. I thought the game was pretty good, I especially liked the music and having the ship rotate when moving was a small but much-appreciated touch.

I third the game being really loud, but I'd like to add that the sound effects for flying and shooting drown out a lot of the music and should be significantly lower in volume. I was also not a fan of the Y-axis controls being inverted by default, I would have liked to see a toggle to uninvert them.

Hell Loop by HakunaSoft 2020-10-22T16:13:32Z

I think you've got the graphics and atmosphere down pat (though I don't think purple is the scariest colour for a mood light), but the complete lack of feedback really hampered my experience. I didn't even know I could kill the skull demons because they didn't react in any way to my shots and took way too many to take down. Even the low-poly giants were hard to tell if they were killable with just the pistol. I think a pained sound effect and some blood particles could really help convey this to the players.

HYPER-LÜP by MoreBreadGames 2020-10-05T15:45:12Z

The voice acting was a nice touch, and while I certainly got that feeling of blisteringly high speeds, I just can't get used to the controls. Using the keyboard is nearly impossible due to the way the steering feels both twitchy and sluggish, and using the gamepad improved it to be just twitchy.

The name of the game is O but apparently it's too short for ludum dare by Default Labs 2020-10-17T18:01:28Z

See, this is the kind of game jam game I love to play: a polished and unique experience that perfectly encapsulates the theme of the jam into the core gameplay loop. If I were to make a complaint, it would be that the sound when you keep quickly switching back and forth got a bit annoying, but otherwise I think this is one of the games to look out for this jam!

In The Loop by Luc-creationallabs 2020-10-05T20:42:30Z

I agree with most of the above comments that this could be fun, innovative mobile, game but that the pixel graphics don't work as well as simple vector drawings.

I also found a bit of an exploit where I could launch the ball down into the guards so it easily counts as two catches without having to pass it back and forth between loops.

ギ Improvisation “恒久 ”회전 by PCA 2020-10-08T15:12:24Z

https://www.youtube.com/watch?v=2aegP8j5al0

LD48 — Deeper and deeper

drillerROBOT by Yamzho 2021-04-26T20:36:04Z

A very polished and fun game to play, with crisp and clear graphics, but I felt the title screen was a bit of information overload. There was just so much text my mind completely glossed over the "press R to start" bit and I got frustrated when I couldn't start the game.

HELLEVATOR by pickens-inc 2021-04-27T15:09:01Z

Everything looks and plays great, but I think there's something wrong with the gun? I can't seem to fire it at all, and can only attack by dashing into enemies. I think it's a testament to how good the game is that that was fun enough on its own, but it definitely feels like something's wrong with the game.

HELLEVATOR by pickens-inc 2021-04-30T20:32:08Z

@pickens-inc So I redownloaded the game and it suddenly works fine now? My only guess is my overly-zealous antivirus removed a key script somewhere.

Deepahead by KOHCEPBA 2021-04-26T15:53:16Z

I... don't get it. Like, I get that it's supposed to be experimental and expressionist or whatever, but I just cannot solve the third puzzle. Spilt milk, belt, ball, flowers, torn drawing... I just don't understand the symbolism or how any of it relates together. I feel like I'm missing half the clues to solve this puzzle. Even the second stage was a bit iffy - what is that one object, a burrito? How does that relate to my broken heart?

The rotate-the-shredded-paper minigame was pretty interesting, but even then it was hard to rotate it precisely how I wanted it, and I felt the clues it gave me were vague at best.

Also, I'd like the sound effects to be muted while I'm rearranging the pieces. I had to mute the game because the sound effects got so grating.

Transcendental by pdotjpg 2021-04-27T14:36:45Z

The visuals and audio are on point, and the lasso mechanic was a neat twist I don't see a lot in jam games. But I was initially confused when deflecting the negative thoughts. My first instinct was to bat them away as hard as I could, but they ended up clipping through the lasso and got launched right at me. I eventually found out the optimal strategy is just to lightly bump them, but it still seems odd to me that I have to be do delicate with them

Fore! by TheBlondeBass 2021-04-26T16:17:02Z

Very creative use of the theme! Although levels with repeated numbers could be cheesed by dividing those numbers by themselves - one of my answers was something like 17 = 17*(7/7)*(23/23)

The Depths of Despair by Michael Feldman 2021-05-18T19:22:40Z

I really love the production values on this game! The cel shading, the animations on the character's hands, the particle effects, the adaptive soundtrack, everything came together to make a very impressive looking game.

Gameplay-wise, I thought it was okay. I enjoyed the variety, but nothing about it really stood out to me. The combat was decent, the puzzles were decent, the exploration was decent. But they were just decent, not extraordinary. Also, the first puzzle ended up being the hardest because I didn't know I could light the chandeliers.

ChronorhC by NikorasuChan 2021-04-26T15:06:39Z

Very clever concept! I had a lot of fun playing through this game. I'm not entirely sure how it relates to the theme, though. And some of the levels can be beaten fairly easily without reversing time, which seems like an oversight.

plunge. by niterich 2021-04-26T14:41:56Z

@ville Thank you for your feedback! I think there's a difference in how the HTML and Windows versions lock the mouse: on Windows it should snap the mouse to the center before locking the mouse, while in HTML it just locks the mouse where it is. And pressing ESC should close the game, so technically it's working as intended. I'll try to implement your feedback around the end of the day.

plunge. by niterich 2021-04-27T14:17:16Z

@pdotjpg Thanks for the feedback! And it sure was inspired by Pyramid Song, right down to the piano-driven music track with odd time signatures.

Dreamcatcher by TheCommonThug 2021-05-08T20:05:47Z

I have to admit, the beginning of the game didn't really engage me. I made a game with a similar "build up your resources to dive deeper" theme, and the #1 complaint I got was that the beginning was far too tough and hard to enjoy - I think a similar critique can apply to your game as well. Plus, the game was kind of awkward in its controls and some of the mechanics weren't explained all that well. I ended up hardly rotating the screen because it was just too disorienting to me.

But once I started to build up my energy and was able to explore deeper into the cave, I got into it. I especially liked the ending! A very interesting twist on established game mechanics!

HOOKSHOT HELL by Moritz Jaeger 2021-04-27T16:09:28Z

What's the option to completely turn off mouse smoothing? It feels like there's a quarter-second delay on all my moves and no matter what I change the camera never seems to control the way I want it to. I couldn't get much further than the first grapple hook section because I just could not aim for the life of me.

Snake on a Sphere by MachWerx 2021-04-26T14:26:38Z

This was a very nice twist on the Snake formula! The level transitions were super satisfying, and the way the snake moved and grew in 3D looked impressive. I don't agree that there was no sudden spike in difficult, though: the game seemed impossible to lose up until the yellow level, at which point one wrong turn could end a run.

6 Feet Under by theStoff 2021-04-29T15:02:08Z

I don't think I can add much feedback you haven't already heard. Everything about the game is great, especially the art and music, but the level design was just too hard. In particular, I found the second stage to be the hardest of them all, and the later stages with the keys got way too long and frustrating when you accidentally hit a flame and had to do it allllll over again. I only managed to make it up to 3-3, when I had to restart one too many times and decided I've seen enough. I would 100% want to see more of this game, but the difficulty curve definitely has to be adjusted. My personal suggestion would be to either have mid-level checkpoints or a health bar so one tiny mistake won't ruin an otherwise good run.

Fractal Finder by VD-15 2021-05-17T15:17:20Z

This was a super impressive game with a unique twist, and it even runs well enough on my old laptop, so you've definitely have some amazing technical skills!

That being said, I didn't really care that much for the game itself. I felt some of the details were far too small to notice, and the amount of very similar yet technically distinct features (by the very nature of being a fractal) got annoying after a while. It was a bit too much like finding a needle in a haystack for my tastes.

Birdy adventures of Sherlock Worm by spacecadet 2021-04-26T14:58:48Z

I would also like to voice my appreciation for the intro cutscene. You don't see too many of those in game jam games, especially not one as funny as yours. The gameplay itself was fun in a simplistic kind of way, but I felt the difficulty was a bit wonky. I felt it was too easy to die within a few seconds if you didn't know what you were doing, and the audio bug when reloading the game was very annoying to listen to each time you died.

DeepTris by hilkojj 2021-04-26T21:02:29Z

This was super impressive! I was planning about making a Reverse Tetris for this jam but I couldn't think of a way to do pull it off. It plays great, it looks great, it sounds great, everything about this game is great!

That being said, I do have two nitpicks. One, you can't bring your pieces back up once they've dropped down, which is frustrating and doesn't really mesh with the goal of precise and creative block placement. And two, I think the lose condition is a bit strange. Since you need to fill up two whole rows, I could theoretically keep building a tunnel down one column and never lose. Seems to me that a system that checks how many blocks total you've lost would be a more logical solution.

Sam Sludge: The case of the dirty runoff by doubleday 2021-05-17T14:58:54Z

Did anyone else have performance issues when they got to the glowing green waste? I swear, my FPS dropped to the single digits whenever I looked at it.

Overall, I think you had some strong atmosphere, but there is definitely a need for a bit more polish. Things like the performance drop above, to some physics bugs that made me completely slow down while in midair, to some minor quality-of-life additions like some sound effects to tell if you've picked up an object or whether you can't open a door right now.

Sweet Lies by Fundee Squad 2021-05-08T15:39:44Z

I liked the art and the overall candy theme to the whole game. I think you've got the core of a good game here, but I think the final presentation was a bit too sloppy. My choices didn't seem to change the story much outside of a few lines of dialogue, which is understandable for a game jam game but disappointing nonetheless. The dialogue itself was also a bit sloppy, with some dialogue being either really stilted, cut off, or flat-out placeholder dialogue. Like I said, you've got a sweet nougaty core to the game, but some wayward cream soured the experience for me

LD49 — Unstable

Make Me Rich by jk5000 2021-10-14T15:08:08Z

I think there is a neat concept here, but I don't think it's quite as fleshed out as it needs to be. As others have said, it's kind of a slow boil, and I couldn't bring myself to go past Year 20. I had to play by myself, so some of the impact was lost, but I never felt like there was enough interaction between players - I often found I was able to do better by focusing on my own properties and ignoring the second player. That is, until I drew a "Steal another player's property" card and completely crippled them, thereby ensuring my victory.

Unstable Ground by gamepopper 2021-10-04T21:49:48Z

Really clever take on the theme! Though I did find it a bit too difficult and kept dying at the first weather event.

Except the one time I lost when all my people were dead, even though I could clearly see them running about? I'm not quite sure what that was about

-Y- by Iluvatar 2021-10-04T20:59:47Z

I'd love to see more from this game! Beautiful art and excellent sound design, but it's just too short!

Instability by R3L0ad1 2021-10-04T21:39:20Z

I think you have the presentation values down pat - the full-fledged tutorial, the bloom, the adaptive soundtrack, even the little particle effects when you land. It all looks and sounds super amazing!

That being said, I couldn't quite into the groove of things. The platforms were just a little bit too awkwardly placed so I felt like I had to keep starting and stopping to land on them. And the ropes felt a bit weird to climb and often slowed down my momentum in an otherwise fast-paced game.

And @decentsauce : You got 63.51? What a coincidence...

instable highcore.png

Karawan by Rongo Matane 2021-10-13T21:08:47Z

Amazing. Absolutely amazing in every regard. The music, the graphics, the gameplay loop, they all come together so well!

My only complaints are: for a quick game jam game, it can be a bit confusing to get used to so quickly, and the sound when you die is oddly grating and out of place with the rest of the game.

And about the auto-harvest: I think there's more of a negative impact if you *don't* include it right away. I think it'd be enough of a tutorial if the map can be set up where each new member immediately passes by a plot to harvest. Excluding the auto-harvest just introduces a bunch of extraneous clicking on new players just getting accustomed to the game

Tower of Idols by simex 2021-10-14T15:20:51Z

Fantastic entry! I think the gameplay is really unique and I'd love to see it expanded into a full game! My only complaint is that it's a bit difficult to start, but I've learned to accept that from game jam games

Potion Trouble by Yorsh 2021-10-05T20:28:00Z

I love it! I'm surprised you made this all by yourself for the Compo! It's all so well done!

My only complaint is that the pedestal was kind of annoying to walk around - I kept thinking I could approach it from any angle when I could only enter and exit it from the side.

Unstable Speed by Maksim Chugunov 2021-10-05T20:47:43Z

Interesting game! Getting heavy retro Asteroids-esque feelings from this one. I like how the sound effect gets faster along with your ship's speed.

I wasn't a big fan of moving a circular control scheme using only left and right, though. I felt it added too much unnecessary clunkiness to the game

Unstable Employee Rabbit by JoshuaRabbit 2021-10-06T20:36:32Z

Really cute! I like the art a lot, and the visual flair was phenomenal. That being said, I think the game was a bit too hectic to really care or notice the different kinds of blocks. I just mentally lumped them all under "if I hit a block, I'll boost my morale."

Careful Deer by Beth 2021-10-05T20:10:31Z

I love the idea, but I think controlling all 16 points of articulation is just a bit too complicated to get my head around. I also agree that showing the controls on-screen is a very nice touch

You Gonna Cry? by Legolula 2021-10-04T21:58:25Z

Fantastic game! The animation was really well done, and I love the humor throughout!

Untrailed by bakuchi 2021-10-08T21:51:25Z

Excellent entry! The gameplay was fantastic and the audio-visuals came together really well!

Finite Runner by Anthony Servedio 2021-10-06T20:43:57Z

Solid entry, I thought the music was really catchy.

But did anyone else's game appear super small and refused to resize? I played as best I can but the screen was only about a hundred pixels wide. (I'm on Windows 10, if that helps)

Building Game Building by randomerz 2021-10-04T22:15:00Z

Excellent game! My record was 7 milestones and about 1000 points!

Pills by shellofagirl 2021-10-05T20:18:54Z

Yeah, since Mordrick brought it up, the controls *are* really good. It's a shame they don't get used to their full potential in such a short game. I get that's kind of the message of the game, but I feel the impact is a bit lost due to its length

Shipwreck! by astrochili 2021-10-04T20:50:21Z

Very nice! I think you added a very nice twist on basic movement mechanics that makes sense thematically. I would have loved to have had some sound effects though.

...although the constant BROING BROING BROING of a jump effect would probably be pretty annoying...

Bob's Monday Morning by ruofusun 2021-10-06T20:53:27Z

I really liked the cat cutscene. Very cute and funny!

But man, did that morning alarm scare me! It's so loud and so sudden! I supposed that's what alarms are supposed to do, but I had to take my headphones off for that cutscene.

LD50 — Delay the inevitable

Pay Up! by kbf123 2022-04-05T21:47:31Z

Love the art and the sarcasm of the clerk! But I agree, it's too easy to break the balance and end up with more money than you know what to do with. Would have been nice to have an ending where you pay off your debt and get your family back, but I suppose that would go against the theme of this jam.

Donchar by MatLab 2022-04-14T16:55:56Z

This was a really well put-together trippy experience! I especially love the visuals - how did you get that psychedelic material on the rocks and car bumper?

Zom-Beware! by adam-gould 2022-04-06T20:25:11Z

I love the little board game aesthetic! And that extra flourish when the pieces get knocked away was a very nice touch.

Like others have pointed out, my main complaint is that the invasion phase can take too long. I lasted for 6 minutes on 8 minutes of prep - that's nearly half my time spent doing nothing. Some interactivity during that phase - being able to reposition pieces, having buildings get knocked down and needing the builders to repair them - could go a long way to help alleviate that boredom.

Claustrowordia by Antti Haavikko 2022-04-14T17:50:40Z

This is the best game I've played so far! Everything is so well put together - the visuals are nice and bouncy, the music is catchy, the gameplay is super fun and interesting!

Kalopsia by tailow 2022-04-14T17:18:57Z

I'm honestly not sure how to feel about this game. The triangle attack was very innovative, the movement was smooth, fluid, and responsive (wallrunning/jumping was especially well done and fun to play with), and the audio and visuals were very competently done and meshed the feeling of the game well.

But I just couldn't get the triangle attack down pat - does it deal damage to anything caught in the polygon in 3D space? Does it send out rays from the camera and attack anything that the triangle covers on screen? Why does it only seem to kill enemies some of the time - do you have to attack a certain part of them? And while the triangle attack and the wallrunning were both well done on their own, I don't think they compliment each other well - wallrunning requires fast movement while the triangle attack, in my experience, favours more accurate standstill movements.

For clarification, I enjoyed my time with Kalopsia and would like to see more of it in the future. I just think it needs a bit more polish and focus.

(also, yeah, mouse sensitivity was suuuuper high for me too.)

The Time Between by RemiCraft 2022-04-05T21:08:07Z

It's not often that a game jam entry makes me genuinely feel something, but something about your game really spoke to me

Bastet's Quest by onnofal 2022-04-06T20:33:58Z

Love the artstyle, and the humor was spot on too! I just wish it was longer!

Lethal Dice 50 by marcmagus 2022-04-06T21:27:11Z

It's always interesting to see tabletop games submitted to LD... but it's also a bit hard to tell if you're playing the game 100% correctly. For reference, I just used a pen, paper, and a random number generator to draw my cards and roll my dice. I thought the game was very imaginative and offered a high risk-reward structure that reminds me a bit of Liar's Dice or a classic Chicken Game.

I definitely misread the line "...place *all* **such** cards face-down..." as "...place *all* cards **!** face down..." and discarded my entire hand when I needed a 5 but didn't get one. I think that line might be better rewritten as "If you covered every box on every card, choose one card and place it face-up in the score area. Otherwise, place each card with at least one unfilled box face-down in the score area."

Also, the inner pedantic scientist in me is screaming at you to label the axes on the graph.

IRS'isnt by TheDevAtlas 2022-04-09T20:50:22Z

I think the core gameplay is fine and the graphics are very well done, but the difficulty is waaaaay too low. Even on the highest setting I could easily outpace any damage I took. I think reducing the time the red gems give from 10s to just 1s could make each round end much quicker

Circleville by Pierce Brooks 2022-04-13T00:13:53Z

So, just to make sure I'm hearing this right, the soundtrack is *supposed* to be a nearly 9-minute loop of computer noise? Not complaining, that stuff's my jam, but it is a bit of an esoteric soundtrack to a game.

Overall, this was quite the baffling ordeal. I think I kinda got it by the end? But after a while I lost interest and just tried to draw shapes hoping one of them would match. But I do agree that it could make a pretty cool hacking minigame with a bit more polish.

Spilling Cups by Mensio 2022-04-11T20:37:24Z

That was a really interesting take on the theme! I think with a bit more tuning, this could become a pretty neat little mobile game!

That being said, I think the controls need a bit of work. Having to keep track of 4 buttons for a game of this scale seems very overbearing. I'd imagine it would be easy enough to simplify them down to just one button: click on an empty space to place a new bucket, click over a bucket to start a new connection.

Conctoww by oxnh 2022-04-09T20:32:02Z

I really like the sonorous sound effects - I think they give the game a lot of charm

LD51 — Every 10 seconds

Twilight Souls by Yword 2022-10-20T15:55:26Z

This is the best game I've played so far at this jam! Everything is so well done and meshes together so well! I especially like how cute the protagonist is

Kalamity Kitchen by R3D3R 2022-10-19T17:29:41Z

Reminds me of those old 2000's Flash games. I love the flair in this game - all the animation and the great art really bring this game to life! That being said, I agree that it's kind of repetitive, and I would have liked to have seen a bit more involved gameplay - something like having to choose the correct ingredients for each order or something.

Tiny Tiny Orbit by Belonzik 2022-10-15T02:21:49Z

You have some very high production values here, from the amazing pixel art to the dynamic soundtrack to the comprehensive crafting system that seems like it would be quite a feat to program in 72 hours. However, I just could not wrap my head around the controls. I get that you're doing a single-button control scheme, but it just feels awkward for me to move with one hand and perform the primary input with the exact same hand. And while it does fit the 10 second theme well, I kept on accidentally picking up the light bulb and struggled through 2-3 lives trying to find which option let me install it again.

Dungeon Rusher by PoshDan 2022-10-19T18:42:01Z

While I think it's obvious the core gameplay is a bit lacking, you guys certainly did a lot of the little things really well. All the little set dressing with complete destructibility really help sell the scene and make it stand out from a lot of other static and plain jam games I've played. I'm also kind of impressed by how well the game runs, considering all the dynamic lighting going on in the HTML version.

You have 10 Seconds by BuzzyBee 2022-10-15T20:57:29Z

Controls feel great, the music and sound effects are nice to add character to the game. I would also like to see an infinite lives mode, just so I could see all the levels without having to spend too much time gettin' gud. Maybe change the incentive from "don't run out of lives" to "who can speedrun this game the fastest"?

My Robo Nanny by satacat 2022-10-15T20:17:27Z

I think the artwork is beautiful and the premise is funny and promising, but the controls really kill the game for me. I don't know if it's intentional, but I had to move my hands all around the keyboard just to play, which is really frustrating for a first-time player. Move with arrow keys, but then I have to water the plants with WASD? And now I have to fold laundry with IJKL? E is to interact but Space is to confirm? And I can restart the game with Enter? C is to cut but nothing else? I could understand the crazy controls if you were stationary and had to remember which button did which action, but since you're always in a discrete minigame, I don't see why there couldn't be a single unified control scheme.

And having to recharge every 10 seconds seems like an unnecessary step. Seems to me like "there's a new minigame every 10 seconds, do it or you're fired" would have been a satisfactory game loop.

Into the Color Dementia by Phantom49 2022-10-15T00:21:33Z

I am also confused about the objective of the game. I think even just adding a one sentence description of the objectives of the game could help point people in the right direction. But I do enjoy the visual effects, and the jumping is tight and responsive. I think with a bit more time this could be a pretty fun game to play

Demon King Wizard's Hat Escape by Spiritw 2022-10-15T21:04:39Z

This was really good for a first entry! I really like the variety in all the magic attacks. My only complaint is that there doesn't seem to be a restart button? It's kind of frustrating having to close and reopen the game each time.

Boom64 by Valyn Tyler 2022-10-15T21:37:45Z

Fantastic game on all fronts (music, graphics, gameplay, etc.), just found the mouse to be waaaaayyy too sensitive - even on the lowest setting it was a little bit too fast for my tastes. Plus you have to go back to the main menu to change it... I've had some success with letting player control FPS sensitivity on the fly using the scroll wheel. Maybe that could be something to think of for any future updates?

Tower Stack by ChrisWiseman 2022-10-15T20:45:57Z

This was really impressive for your first game jam! I've found physics can be a nightmare to handle, but you seem to pull it off with aplomb! I thought the minimalist visual style was clean and easily readable while complimenting the gameplay. And, what I think is most important, you made a fully complete game - not something half-baked or over-scoped like so many other first-time entries I've played.

For some advice for a first-timer, I will always say this: Going forward, remember that you'll work on your game for 48-72 hours. Everyone else will be playing it for 2-5 minutes. Whatever negative qualities you feel about the game are going to be 10x worse for the players. If your game is "tough but fair", it's actually frustratingly hard - cut the difficulty in half. If the controls are "weighty but satisfying", it's actually clunky and unintuitive - make the controls more responsive. In your game's case, you might have felt the length of each level was "just right", but I found even the first level dragged on. I think it was just really hard to actually build up a tower, since once one stack fell over you couldn't really rebuild and just had to make as big of a pile as possible.

Have you ever heard of Tricky Towers? It's a "Tetris but with physics" style game that you might want to check out. When you get to the end of a race, your tower has to hold the piece above the finish line for 3 seconds before you win. I think that could be used to combat that "click on the goal to win" problem you have.

Also, I haven't used Game Maker in a while, but isn't there an option to export a plain .exe instead of an installer? It's always frustrating having to manually install a quick game jam game.

The Madness of Martha by lavendaggers 2022-10-20T15:41:54Z

"Together they shrieked out a banishing spell and waved their arms in a way I didn't want to animate"

True art.

U.F.O.: Unconventional Farming Operation by SMilfred 2022-10-18T21:34:08Z

I really enjoyed this game! I love the retraux art style and the music was catchy and weird in a good way. I think the core gameplay loop of walking and picking things up worked well, but I think it needs a bit more of a challenge to really engage in the mechanics. I found a winning strategy to be to just throw them right behind the blade and hoping they grow enough before the next rotation. Perhaps changing from a score-based game to one with a hunger meter might better incentivize growing all the way?

Also, make the center a solid object. I kept running right through it and dying as soon as it turned on

Mochi Gang by MioMilo 2022-10-15T00:41:45Z

I love the graphics - the tutorial images are super cute! - but I'm not a huge fan of the gameplay. Like others have said, it can get annoying having to wait a full 10 seconds when that character isn't part of the puzzle. I also got frustrated a couple of times when time ran up while I was still moving and it sent the other character into the water

LD52 — Harvest

Elonkorjuu - Live Harvest by Tutti Ankka 2023-01-19T15:00:26Z

Amazing game! Loved the DOS-style presentation to everything, it was a real blast to play! I especially liked being able to control mouse sensitivity on the fly with PgUp and PgDn, I thought that was a really nice touch!

Reapo Man: Death Who? by LandoSystems 2023-01-11T01:56:48Z

Very interesting and unique little game! I think it was a bit difficult to plan things in advance, having to default to reaping random souls and hoping I hit the ones I need. But there was a lot of nice visual flair to it all that made playing the game an amazing experience

I loved the soundtrack! For the music references, I only managed to catch the Queen bassline. I tried to listen out for Don't Fear The Reaper but I couldn't pull it out. Any hints on where you hid it?

Dice Settlers by Jimbly 2023-01-21T21:11:10Z

Very professional! I admire the high quality of the gameplay and the cohesiveness of the graphics and audio! That being said, it certainly felt like a slog to play, especially at the beginning when I had just two wimpy settlers that only wanted to Gather after I already emptied the quarries and forests. The screen also got really clustered from all the text on the screen, which could sometimes overload my senses.

Super Plant Farm by superpokeunicorn 2023-01-09T01:03:33Z

Love the game! I used to play Super Crate Box all the time back in college, and I think you've replicated that fast, fun atmosphere very well!

It was all for the Tuna by rosypenguin 2023-01-15T21:44:25Z

Whenever I play one of these arty "games with a message" experiences, it's hard for me to tell what was intentionally painful to drive the point home and what was unintentionally painful due to it being made in 72 hours. I love the visuals, the core gameplay was simple yet responsive, the adaptive music lent to a nice sense of progression... but something about this game didn't click with me. I struggled to find a town for my first upgrade because I didn't have a map. The chiptune instruments were incredibly loud and grating, drowning out the piano and ruining the otherwise calm atmosphere (again, artistic pain or wrong soundfont?). And the upgrades were just a bit too far apart for my liking. I gave up after about 16 minutes because finding 300 fish sounded just a bit too dauntingly tedious for me to continue.

Have you played a game called Trash the Planet? I feel like it has a similar vibe to this game.

Fall Faybound Festival by juxipolo 2023-01-15T21:13:21Z

I'd be very interested to see if you develop this further! I'm a sucker for monster collecting games like this one, and this game certainly seemed to scratch that itch! I love what you did with the mechanics, adding a Hearthstone-like counter to the game to help ramp the excitement up over time. I wasn't a huge fan of the card mechanic though - seemed like too much randomness and too much letdown when you're down to your last Faymon and you only drew cards for the other 2.

Acornville Escape Room by candlesan 2023-01-19T14:40:00Z

Great game! The puzzles were well done, and I really enjoyed the themeing!

My only complaint is that the mouse sensitivity was a bit too high for my tastes. Since there's going to be a lot of different gamers playing my first person games, I always allow players to adjust mouse sensitivity with the scroll wheel - that way, they're not stuck mucking about through menus when they should be playing the game. Perhaps that could be something you add to add to your games as well?

Harvest match by ChicoMCastro 2023-01-11T00:43:44Z

I am a firm believer that fun can come from anywhere, even from a very simple game such as this. If you feel like you can put enough of a polish on it, I think this game can do well. I think you did well in the visuals, with everything being very bright and colourful while still being easy to read and understand at a glance.

That being said, at this very early stage, well... There's a lot of inertia to the controls, and there's quite a wide turning radius which makes the player feel very clunky and bulky to control. There seems to be a few bugs and oversights like some people have already mentioned. And I think the gameplay needs some more gameplay loops beyond "get correct block, bring to customer". I happened to run out of blue blocks halfway through the game and had to wait out the last 20 seconds with nothing to do. Perhaps some kind of ability to regrow plants might be in order?

Square Factory by rodel77 2023-01-11T01:42:13Z

I think this is the first Ludum Dare entry I've played with The Lick in it, so congrats on that

But overall, I thought this was a wonderful little game. The music is fantastic, the visual design is minimalist yet striking and beautiful, and the enticement of watching numbers go exponentially up is a guilty pleasure of mine. I liked the twist where you have to manage how much each factory makes so they don't cut into each other's production

Harvestris by niterich 2023-01-09T22:27:05Z

Thank you everyone for your feedback so far! It looks like people are finding it difficult to understand what to do, and that's all on me; poor tutorialization seems to be a running trend in my game :(

@paulstraw My HTML versions have been all messed up for the last couple of Ludum Dares. I think I have to actually disable gzip just so it runs on Chrome to begin with lol. Sorry Safari users.

Harvest Festival 64 by Warrrkus 2023-01-17T23:01:51Z

Excellent game! You've captured the feeling of old school Animal Crossing so well! The visuals, the characterization of the characters, the sound and music (especially the music! Kudos to Modus Interactive!), it all works together perfectly!

Organ Trail by maymay 2023-01-09T00:54:41Z

Excellent entry! Loved the narrative, the characters were very well written!

Though I do find it weird that the guy wearing a propeller cap says he wants to blend in and be inconspicuous...

Night of the Werevester by RaynaldDantigny 2023-01-11T00:56:24Z

I really enjoyed the visuals in this game! Especially the inclusion of an intro cutscene, you don't see that a lot in game jam games! I thought the concept was really fun too.

My only complaint might be in the optimization department? This is one of the few Unity games from a game jam that made my aging laptop slow down a lot. Maybe having fewer grass or hair strands might help boost performance for lower-spec gamers?

LD53 — Delivery

Professor Package by Remco 2023-05-02T15:17:58Z

I went into this completely blind and couldn't figure out what I was supposed to do. Once I stepped back and read the controls, the game is actually pretty fun and addictive! But I still think some of the information conveyance needs touching up. Like, I thought combining colours to make new ones was pretty neat, but why does red and green make blue? I think it would be more intuitive if you started with red, blue, and yellow and made complementary colours from there.

Artifact by Untitled Studios 2023-05-03T22:36:02Z

Excellent game! I loved how complex things got from such a simple concept! Plus the music, audio, and visuals all came together do well to set the perfect puzzle mood!

Shooting Stars DX by creepyounguy 2023-05-02T15:36:58Z

Absolutely love the game! Controls are responsive, the matching is engaging, and I think the inclusion of enemies was a bold choice that ended up paying out in the end! My only complaint is that it's a bit too hard; I can't seem to finish even one cube before time expired.

Penguin Chef by Frey 2023-05-02T13:48:28Z

Such a cute game with a fun concept! Though I do agree, it's a bit difficult to control where everything goes. I personally found the grill to be more trouble than it was worth - I had trouble getting food off of it and it ended up being burnt into a candy apple for some reason. Maybe it would be easier if the grills were stationary and you could walk over them?

A Letter To My Friend D by Foursay 2023-05-02T13:29:34Z

I've been doing Ludum Dare since 2018 and I can easily say this is one of the most cinematic jam games I've played! The music is stellar, the message is poignant, and the visuals perfectly complement the mood.

My only complaint is that, like whywhy above, I was also confused on the title screen. I get that maybe in-game it makes sense to not have complete control of the bottle, but on the title screen it just felt like something was wrong

Postominoes by Rawb 2023-05-03T22:00:47Z

I agree with CaliceDev above, I thought the packing and the delivering would be too disjointed, but they ended up complimenting each other very well! I initially thought I would just pack them as densely as possible, Tetris style, but I quickly found it was more efficient to pack them in order of delivery. Then it became a game of balancing how many parcels I could fit, how much rearranging I would have to do, how much time it would all take... very strategic gameplay from such a simple concept!

Toad Pizza Express by Nazorus 2023-05-03T21:32:52Z

Great entry! The sound design is top notch, and the physics and controls are superb!

My only complaint is that the level design is a bit too tricky. I feel like there were a lot of times where I had to dash through a brick wall, only to dash too far and fall in a pit of lava

Stork Exchange by Payaosito 2023-05-03T21:22:37Z

I liked the sound design - I think the music and sound effects helped make the game feel a lot more alive. I think the gameplay was a bit slow and needed more of a sense of urgency to it. And like everyone else said, there would be times when I would just go in and out of HQ to find a baby that matches

Parcel Larceny by amarokczukay 2023-05-02T14:31:02Z

Love the use of the theme here! It's so much more inspired than all the games that just have you deliver stuff normally (on an unrelated note, don't look at my game lol). The controls were also uniquely different, and I loved all the little touches that made the game feel more complete, like the granny cussing you out when you step on her flowers. Wasn't a big fan of the dog, though - I felt it came out too fast and was too hard to outrun most of the time.

E.G.A.D.S. by floralvikings 2023-05-02T14:10:06Z

I love your take on the theme! The visual style is also great, and I chuckled at the end screen.

That said, I think it was a bit hard to control. The plane just moved too quickly in a lot of the levels and it didn't feel like there was a lot of wiggle room to avoid enemies.

Micromanager by ZombieWalrus 2023-05-03T22:19:04Z

The controls feel pretty smooth and responsive, but I think it needs a bit more work in the information conveyance. When I first started, I was told to "find a shop", having immediately forgot what a shop looked like and with no way to immediately tell what is and isn't a shop. I stumbled on one by accident and didn't even realize it until I happened to pass by a green triangle. And every time in the future, it would take me a second just to find where the dropoff location would be because the screen is so dense. Plus, when I restarted the game for a second attempt, the triangle was hidden behind the buildings! Having just a bit more contrast to the objectives (shops light up when you need to find one, dropoff triangle rotates and throbs a little bit) I think the general readability of the screen would be much improved.

Warehouse Tycoon by Ixil Miniussi 2023-05-02T15:08:59Z

This puzzle game is that special blend of "easy to learn, difficult to master" that I love to play puzzle games for! Plus, the graphics and visuals come together to complement the game so perfectly! I managed to get to round 13, but I'd love to keep playing in the future!

LD55 — Summoning

Necromatcher by wilsk 2024-04-23T13:57:25Z

Very interesting game mechanic! Once I got the hang of it I was having a lot of fun, but I think there needs to be a bit more of a tutorial to teach the player how to play the game. I wouldn't have figured out that I could place skeletons diagonally if I didn't read the comments, so I think that's one area for improvement

Whip it up! by recursiveanomaly 2024-04-15T22:33:11Z

Very creative! I love the presentation values, the sound and visual design are all excellent! It's a bit annoying how you have to use A and D for the stirring minigame when the rest of the game can be played with just a mouse, though. Otherwise, this was a great game and I'd like to see what you do with the concept!

DESUMMONING by InitialPosition 2024-04-17T14:09:46Z

Very impressive game! I love the visual style and the soundtrack was amazing. The way the lemon speaks was a nice touch, too. As much as I loved the gameplay, I did find it a bit simplistic: like Vasco said above, it seems the best strategy is to just always pick the biggest card. Have you thought about making single cards that have both attack and defense values, like Yu-Gi-Oh? That might make things a bit more interesting, where you have to choose whether attacking or defending is more important. Either way, I'm interested in seeing more of that cut content you were alluding to!

Cat Summoning Terminal by Patrick Pang 2024-04-16T21:32:15Z

Very cute idea! I wish there was a bit more gameplay to the game, though - even something like small like adding a timer would make it a bit more engaging

Ecaroh's Mecharoh by goodwincek 2024-04-15T22:02:39Z

Great game! The movement felt smooth and responsive, and the visuals were charming and easy to read from a distance. That said, I didn't realize I could power up the crystals to give a charge by placing a helper over it until I watched one of your gifs - I was manually charging up each time and placing my helpers wherever I could, which usually meant they got immediately destroyed. That definitely lead to a lot of frustration, which a simple in-game textbox could help alleviate a lot of it. But once I figured that out I had a blast playing your game!

Fall of the Ritual by davidkbd 2024-04-16T21:07:42Z

Love the production values! The opening cutscene and the soundtrack were the two standouts! I'm no good at bullet hells so I couldn't make it too far, but from what I could see the controls were nice and responsive and fun to play around with

Life As A Lich by VortexB 2024-04-15T23:26:06Z

screenshoot.png

I thought your graphics and atmosphere were top notch, but I was super confused by the gameplay. Even with the in-game instructions I didn't realize I had to make the skeleton collapse on the spinning sigil to move forward - I had to read that in the comment section. And even then, I'm not sure if I'm doing it right? I thought I should be going on to the next level in my screenshot, but I'm stuck and I'm not sure why

Final Chants by chybby 2024-04-25T21:22:19Z

I feel like there's the making of a great game in here - the audio is on point and the visuals are distinct and charming. ...that is, when I can actually see the visuals. Maybe there's an issue on my end, but your game has a very painful visibility problem. Most of the time, it's nearly pure black on my screen, with the sparse torches often being hidden due to the pixelization. But picking up Pyron didn't help either, since the bloom from it just turned the screen from pure black to pure white. I'd love to see what else is in the game, but I had to quit after lighting five torches just because I could not see where I was going

Arcane Ante by Rob6566 2024-04-15T21:35:25Z

Very clever mechanic! It was super satisfying to build up a powerful hand and seeing all that damage take out an enemy. The core idea was very understandable (if a little underwhelming visually) but some of the auxiliary mechanics seemed a bit obtuse. I'm still not too sure of the specific of the card shop (do I need to select both a card and an upgrade? what exactly does "all suits" do?), and I don't even know how someone could make it past the 1200 health demons. I think adding some of the visual flairs you mentioned like moving cards would help a lot with information conveyance. But overall I loved the idea and would be interested to see where you take it!

Baby's First Demon! by JonasO 2024-04-16T21:21:55Z

Excellent game! The audio and visuals were outstanding, and the gameplay was a really clever spin on the theme! Memorizing all the symbols was a lot to take in all at once, though, so I only managed to clear one demon in total.

Flying Buttress by Jack728 2024-04-15T22:19:20Z

I'm going to have to agree with the other people who say the controls don't quite feel right. I think it has to do with the walljumping code - I seem to bounce off the walls a lot when I don't mean to. It unfortunately makes the game very difficult to control, but the presentation values from the visuals and music were both very well done! I'd be interested to see how fun the game will be once the controls are tightened up a little bit

The Ballet by Sevansevan 2024-04-16T20:57:31Z

Very clever idea! I'm not good a puzzle games so I couldn't make it very far, but from what I saw this was a very clever take on the theme!

Unpetrify by Jawdan 2024-04-15T23:45:54Z

There's something very satisfying about growing up a huge army of skeletons and terraforming the land around you! But I felt like there should be something more to the game - from what I saw, digging and expanding was the only thing to do

Let Them Cook by Bonemane 2024-04-16T20:40:04Z

You certainly got an impressive start to a game, especially for your first Ludum Dare, but I think it might need to be a bit more user-friendly. I didn't get that I had to click and drag to move the camera - I didn't see that control anywhere and I thought the whole game was just the starting screen. I also wasn't a huge fan of the controls, with Space and 1 being spread fairly far apart for my hands. I think making the camera follow the player and changing the controls to something more conventional (like Z and X, or Q and E) would go a long way to making this game more accessible

Sokoban Summon X by Zowie 2024-04-25T22:07:24Z

Once I got accustomed to the game, it was a really enjoyable experience! The graphics were nice and the writing had a lot of charm and wit to it. But there were a couple of things that were pretty unclear to me. For example, I didn't know that standing next to an object and waiting would cause my character to interact with it - it took me a long time just to open the trunk of my car to get my stuff. And I swear the logic for placing the three tributes was bugged, because I know I placed the items in the right place but nothing changed.

LD56 — Tiny Creatures

Beetle Brigade by bentglasstube 2024-10-17T16:43:40Z

I love the concept for this game, and the music and visuals are all top-notch, but I couldn't get past the second level. Like a lot of other people, I felt the difficulty was just too high. I agree with loveapplegames above, the marching beetles made my controls get locked up in ways I couldn't anticipate, but since the board didn't reset or randomize, it felt like my goal was just to make a straight path from the start to the end, while being interrupted at the most inopportune time by the marching beetles.

Dream Quest: Land of the Living Wishes by fusionnist 2024-10-17T16:22:08Z

The graphics and music are all really well done, but I just don't get this game - in a lot of ways. I don't get why all the controls are for the left hand. I don't get what the living wishes did. I don't get if I'm attacking my enemy or not. I didn't get that I needed to defeat a whole bunch of enemies without dying to level up - because, as I said, I didn't know if I was even damaging them. I don't even think I understood what leveling up entailed, aside from dealing more damage. I think the core for a good game is here, but there needs to be a lot more feedback and explanations to the player.

Purrfect Drift by Rewzu 2024-10-19T20:22:24Z

I absolutely love the visuals - very well done, especially for a 48 hour jam! The idea is really clever and really shines through in every aspect, from the controls to the sound design to the way the floor reflects the ceiling lights. However, I did find it to be a bit too difficult to control my cat. That may be my fault, using an older computer with a lower frame rate, but once I hit a wall or a corner I felt like I was all over for me. No matter what I did, I would just end up fishtailing and going around in circles. I think a little bit more friction at lower speeds might help players correct course better

Shrew by LightningST 2024-10-08T14:56:32Z

Amazing game! The graphics and visuals were all on point, and the puzzle design was nicely varied! I agree that it's a bit long and tedious to run back and forth so much, especially for a quick game jam game. But overall I was seriously impressed by how much you could fit into 48 hours of work!

Maginot by vfqd 2024-10-19T21:17:02Z

Wonderful game! I'm a big sucker for these kinds of games and this one really scratches that itch super well! I unfortunately couldn't beat the game, since at some point, my collector guys got stuck somewhere, so my production completely halted.

Roll to Attack by AStrayRae 2024-10-17T16:04:31Z

Very creative! I love the idea of this game, and the artstyle is nice and vibrant and highly legible from a gameplay perspective. I do think the game is too hard, though: while rolling the dice is a neat concept, it's kind of hard to accurately do in practice. I think that could be part of the fun, but the strict 4-turn limit was simply too much to ask for me. I'd be interested in seeing that Peggle-style change you mentioned above!

🐜 Antwars 🐜 by Mibi88 2024-10-07T15:28:58Z

Very interesting idea, but I agree with DropMania that the controls were unintuitive and the long wall of text at the beginning was pretty boring. Condensing it down to just "Use arrow keys to select anthills, press Space to assign troops" might make onboarding a bit more interesting

Creator's Dilemma by elykx 2024-10-07T16:16:45Z

I like the concept and the banter between the angel and devil was a nice touch, but I'll echo the sentiment that I was also confused about what my goal was. I think I got up to 800 people at one point but one of the devil's catastrophes dropped it down to 600 and I just couldn't get it to rebound. I eventually picked up that I should save the curses for times of abundance in order to offset their impact, but with the random nature of the cards it felt completely up to luck if I drew a card I needed. I think it might be a nice twist if the evil cards had a mixture of good and bad to it, to make the player more tempted to play them. Like a "feast of gluttony" card that boosts happiness but drains food supplies, for example.

Chlorella Warriors by prora 2024-10-07T15:54:54Z

A very creative puzzle game with some fun elements, but I just cannot get behind the graphics. Everything looks the same at a glance - a hodgepodge of differing levels of grey. It often took me a few seconds at the start of each level just to figure out where my character was. I think toning down the background tiles to be a more uniform grey color, plus adding some movement and color to the player character and important objects, would do wonders in increasing the game's readability.

Micro Mayhem by Derly 2024-10-07T16:27:27Z

Fantastic visuals and excellent controls! I especially like the rippling water effect - very impressive for a game jam game! That being said, the camera wobbling around was really vertigo-inducing, and I think I only had to use the exploding guys 2 or 3 times throughout the entire game - I would have liked to see them implemented more.

LD57 — Depths

Carpathian Goodbye by FireSlash 2025-04-25T17:00:02Z

Very fluid (heh) movement mechanics! I made a game with a very similar theme and setting a few years ago - were you also inspired by Radiohead's "Pyramid Song"?

I think the random level generation and loot system might need to be revamped. There were a lot of times, especially early in the game, where I would dive as deep as I could but couldn't find anything to pick up. I think having more items to pick up, even for a lesser value per piece, would make each dive feel at least a little fruitful.

Revenge of the Slimomancer by Josh Riley 2025-04-25T15:56:59Z

I absolutely love what you did with the music! The way it dynamically swells up as the action intensifies fit perfectly! I do feel like the slimes had a bit too much autonomy, though - I'd be trying to carefully navigate them around the turrets but they'd keep latching onto a nearby robot and walk back into their line of fire. I think a more player-centric slime AI might reduce these frustrations

Depth of Field by Gao Ming 2025-04-24T17:40:40Z

This might be the best game I've played so far in this jam! Looks like we both used depth of field as our core mechanics, but I can safely say your game is way better than mine! The graphics are lovely, the gameplay is fun and engaging, and the sound design help tie it all together in a unique, cohesive experience! Great job!

Color Depth by PhilStrahl 2025-04-25T16:17:25Z

I also couldn't open the post-jam version - my computer said the zip file was empty. Perhaps there was a problem exporting?

Either way, fun little toy! It can be a bit difficult to lower a piece when there's a tall on in front of it, and it's a bit of a bummer you have to click each and every time instead of using a drag feature, but I had fun playing with it!

Anyway, here's a Pikachu.

colordepth pikachu.png

The Treasure of the Gigantanic by Zirrrus 2025-04-08T18:12:07Z

Very impressive for a compo game! Reminds me a lot of piloting the Cyclops in Subnautica. Love the graphics and atmosphere. The variety of things to micromanage and the different ways of interacting with everything was very impressive, but I could not for the life of my get a good workflow going. The furthest I got was 5 minutes and 15 treasures deep. I think a slightly more forgiving difficulty might help people like me finish the game.

"Jammy" Bolt Digs a Hole by kroltan 2025-04-24T18:04:22Z

Very interesting game! I love the twist that you can't dig up - it really made me consider and plan my route ahead. My only suggestion would be to add some sound and visual flair, but reading the past comments it looks like there were some implementation issues at the last minute so I understand why they're not there.

Hole Punch by Michael Parrish 2025-04-24T17:37:18Z

Love your interpretation of the theme! It's a very simple game, but well-executed with nice graphical flair and responsive sound effects

Deep Drop by bad_fetus 2025-04-08T18:23:20Z

I've never been a huge fan of these kinds of rage games, but I was very interested in the mechanic of launching yourself up instead of using a more traditional move-and-jump control. I think it worked really well for this game! Though, like I said, I spent about 5 minutes playing but couldn't make it past the first ice block.

rabbit hOled by melonboy 2025-04-08T17:39:37Z

Loved the vibes of your game! You captured the mood of the setting perfectly. I just wish there was a bit more game to play - I ended up just falling the whole game through, not getting to use the rope outside the very beginning, which is what I thought would be the unique selling point would be.

LD58 — Collector

Super Tower Bros by crazi456 2025-10-24T14:15:40Z

What a nice mix of tower defense, bullet heaven, and Super Crate Box! Having running powerups that required you use the correct tower was a really smart addition that guided you towards using all the towers instead of just the same one (though I mostly stuck to the green one - the rapid attack speed more than made up for it lack of power). I got to the boss fight but I unfortunately hadn't leveled up enough to beat it, but I still had a lot of fun playing!

Stamp Collecting on Planet Q by cassowary 2025-10-06T18:34:25Z

Amazing game! I love the charming aesthetic to the art and music, and the core mechanic is really intuitive and fun to work with. I'm not too good with puzzle games, so I didn't get to finish it, but it was fun enough that I never felt frustrated with the game.

Greg gathers ghosts because that's what he loves the most by Blue Pin Studio 2025-10-08T14:38:45Z

Amazing game! Loved the graphics and the sense of humour. The gameplay felt really smooth and polished, and the difficulty fell right on the perfect edge between being too hard and not hard enough. Would have loved to see the endless mode!

snake-collector by nekowei 2025-10-06T18:46:00Z

Very impressive game! People are talking a lot about the switch from 2D to 3D but I was equally impressed by how the extra heads were added in. There were a lot of great instances where you showed, not told, the player what to do and I think that works well to invite the player in to learn more. I just wish there was more to the gameplay itself and what to actually do once you've gotten all three heads.

Collecting Dust by jacobwinters 2025-10-06T18:04:15Z

I'll echo what a lot of people mentioned here: the premise was great, the graphics were nice and cohesive, but the gameplay was just way too difficult! It seemed like roombas would spawn wherever they liked and bounced off walls in just a way to home in on a very dusty piece of furniture to reset any and all progress I'd made thus far. I think slowing the game down a bit, or better telegraphing where the roombas are going to move, would make the game a lot less frustrating to play

What is to be done? by aou 2025-10-07T18:40:37Z

The art style is definitely a big draw to your game! The vibes are very trippy and match the esoteric nature of both the theme of the game and the offbeat gameplay itself. Sadly, I could only find 4 of the 5 organs and a "Truth" that I couldn't seem to use, so I couldn't finish the game. My only complaint comes from how you pick things up and hold them. It's understandable that Q and E map onto left and right mouse respectively, but I use E as main pickup but LEFT mouse as main action, so there's a bit of a disconnect there.

What is to be done? by aou 2025-10-07T19:46:41Z

@aou I would start by trying the left and right mouse buttons to pick up objects directly, cutting out the middleman of Q and E altogether.

Ultimately, I would question whether the objects would need to be held at all: maybe I played the game wrong, but on a purely mechanical level, I never felt the need to hold onto and juggle multiple items the whole game. Burgers could be eaten right away when you walk over them (because why else would you be heading towards a burger?) and the jump objects can be permanent upgrades to your jumping abilities. That just leaves the organs and the weapons, both of which could be equipped by just walking over them as well.

But thinking it over, the current slightly-awkward control scheme *does* help build the atmosphere of an off-kilter world a little bit more, so smoothing out that confusion might end up lessening the experience.

Part Collector by heat 2025-10-07T19:31:03Z

Very fun bullet heaven! Definitely getting a lot of Brotato vibes from this one and had a lot of fun playing it. I just wish there was a bit more variety to the weapons and the builds. And correct me if I'm wrong, but spending money on the weapons doesn't make them more effective, it just changes which weapon they are? That seems a bit counter-intuitive: spending thousands of points and ending up with the same weapon you started with

GunShift by ShadyShade 2025-10-06T19:00:49Z

Very fun game! The minimalist graphics and oddly calming music made a nice and interesting contrast that somehow felt really cohesive. It was fun finding and experimenting with all the different powers, but I think the difficulty curve needs some adjustment. My first few rounds I just got hammered with a lot of difficult-to-avoid lasers, but once I picked up the powerup that healed on dashes and a free dash once I was out of ammo, I was practically invincible.

LD41 — Combine 2 Incompatible Genres

PathMatcher by Lerc 2018-05-02T02:49:22Z

I spent much longer on this game than most other Ludum Dare entries, while being engaged the whole time. I found the whole mechanic to be really fun to work with, and the backtracking to dig out of a dead end was an interesting and naturally occurring twist to the game.

One of the things that really annoy me about these Match 3 games are when the blocks are too similarly coloured. Maybe I'm the only one here, but I have difficulty telling, say, light blue from dark blue or green to teal. Again, I seem to be really sensitive to this, but it's certainly annoyingly common.

They Love it When She Sings by Lintfordpickle 2018-04-23T19:44:13Z

I don't know what the rules of Ludum Dare are, but I think it would be really cool if there were 8-bit covers of some of the songs you type to. An interesting game nonetheless. Great job!

Heart of the Cards by Neon 2018-05-10T16:32:37Z

It looks like I'm the only one who's gotten it, but I got some massive graphic glitch when playing itHotC Graphics Glitch.png It made it hard to judge the game on its own merits, but I do think it's clever you have a chance to recollect your cards before you lose the game.

Salty Scuttle by Omiya Games 2018-04-29T18:43:32Z

I unfortunately couldn't find anyone to play the game with me, so I feel I missed out on a lot. But from what I saw, I really enjoyed it! The cool music, the hilariously wonky physics, it all felt really good to play. That said, I think you could have spent more time making a background image that properly looped.

The Cavern of Bad Ideas by Jani Nykanen 2018-05-02T15:33:46Z

It's a fun game to play and it has some nice visuals to compliment it. As others have said, the lack of music was kind of disappointing. The only thing I could suggest is adding an Easy Mode that gives you more time to explore.

[Web] Stealth Dance! by Linver 2018-05-09T03:50:36Z

Dang, this is such a nice game! I love just about everything about it: the awesome art, the funny jokes, the amazing atmosphere, the progression and tutorialization of the games mechanics, everything! My only complaint is there didn't seem to be enough feedback on if you're pressing it right. Like, the camera should quickly zoom in and out if you time it right and there should be a noise if you're off beat. Also, some of the word phrasing felt... off. I kind of want to see how far you could take this concept, with different venues and music styles. Definitely one of the highlights of the jam!

Friendship is Magic by adsefhr 2018-04-28T17:42:56Z

Like others have said, making a multiplayer game for a game jam isn't the best idea since most of us are playing solo. That said, I liked the graphics, and the music would fit extremely well if it were longer and had more sections. But speaking as someone who played solo, I just got frustrated at it. The puzzle to get the statue was where I drew the line. I got softlocked and just gave up. I found out the beaked one could wall jump, but pulling it off felt like a glitch over an intended feature. And I've heard that the genre mixing takes place in the second stage, but I simply couldn't reach there.

MechaSnek by bluescrn 2018-04-24T01:09:57Z

Very impressive all around! The sounds, the programming (I love what you did with the camera), the game feel, and especially the graphics! A bit too good for my computer though, and I had an abysmal framerate, which affected performance.

FRESH to UNDEATH by NvrSkipGameDay 2018-04-30T21:16:11Z

Ragdolls really do make everything more hilarious, don't they?

Flowdrive by Dustyroom 2018-04-29T01:49:14Z

Absolutely gorgeous art direction and accompanying music!

Lacerti and the Puzzling Dungeon by dalbinblue 2018-04-30T23:50:42Z

There's a lot of content here for such a short time. I'm impressed! I liked the visuals and the puzzle design was really well done.

That said, you asked for some constructive criticism, so here are some of the things I found:

-The framerate seemed kind of choppy, and it felt like it occasionally made me move two spaces instead of one, pushing a block into an inescapable corner

-The enemies weren't entirely predictable, as if by a glitch. Sometimes I could push a spike block into some pink guys and defeat them. Other times they got turned around. And yet other times they push it right back at me.

-I got bored and frustrated after only 7 gems and couldn't see any of the Zelda-inspired powerups you had to offer. I feel this should have been introduced earlier; after all, this is a game jam, and your idea should be front and center (IMO)

-For the most part, I really liked the music. It was very retro and suited the mood perfectly. Unfortunately, the instruments used started to grate on my ears really quickly.

-I didn't notice it while playing, but a green character can be hard to distinguish against a green background (Fun fact, this is why Spyro is purple!). Additionally, I found a lot of the enemies were hard to distinguish, since they all seemed to be pink/purple rectangles. I would consider repainting them, but I wouldn't know to what colour, since it all fits in the game really well as is.

Overall, I think you did a pretty good job. The amount of content you got done, especially how you tutorialized everything, is impressive considering how long you had to make it. However, there were some technical issues that made the game less fun than it could have been.

Kelly's Marvelous Adventure by commanderstitch 2018-05-12T22:22:44Z

Hilarious game! Everything felt very whimsical and cohesive, a true product made out of passion. I agree that having to click on the stairs was a bit counter-intuitive, but beyond that I thought it was a really neat game!

@euske: It slows down the more you have. You can get a bomb in about 3 clicks if you currently have none, but it ramps up to around 50 if you want to increase your stockpile from 6 to 7 bombs.

Twin Stick Town by patrickgh3 2018-05-10T01:19:46Z

Amazing game! The controls and gameplay worked really well and offered a challenge with a very open-ended solution: Should I build in small clusters but limit my vision, or spread out but risk losing buildings? What about long streets versus large neighbourhoods? My only suggestion would be to make the player move the camera with the mouse while on the building screen and to add more buildings with more power-ups to get.

Barcelona Secret Party by yscik 2018-04-29T19:16:21Z

I really liked the visuals in this game, but I felt the police AI were too hard to avoid

Line 'em Up by mao 2018-04-26T02:12:38Z

Your game is well done and very fun to play! It's just a lot to take in at once. The hectic spawn rate and the four separate weapons with completely different mechanics but little visual difference were my main problems. A slower buildup of blocks and a clearer indicator of which weapon you were using (like your player changing colour and shape) would help ease the player into the game. And I personally liked the variety of weapon choice, but I think @lukbabalduke is into something with his two-gun suggestion

Legend of Zoom by pkenney 2018-04-25T03:16:27Z

Everyone knows that Link is left handed 0/5

But in all seriousness, this is a fantastic game in every aspect. Can't really add anything that hasn't already been said. Great job!

Bloxcars by karln 2018-04-29T19:05:02Z

It's a shame to hear you didn't have much time to work on it, because I think there's some real promise in here. The 'cars' handle surprisingly well (this is coming from someone who made a full-fledged racing game!) and the core gameplay is pretty solid. But I think the placing of the blocks could be improved; I personally didn't like how they kind of snapped into place, regardless of what angle I drove into it at. I think if the block rotation was entirely determined by you drifting into place, it would feel more natural (but probably a pain in the butt to program...)

Learn Math With Flappy Bee by nusan 2018-05-14T20:31:49Z

I would have loved to have played an edutainment game like this when I was a kid! I think it's a great way to bring the concept of graphs and such into game form. My only complaint would bee (haha) the music: For a game like this, I would imagine it should be happy and inquisitive, and this felt too somber and morose.

If you take it further (which I think you should), can I offer some advice? Add a help function at gives hints with progressively more information. Like, the first hint would be an obtuse hint on how to solve the problem ("What happens if you put a cosine inside another cosine?"), the second would draw out a pre-tested path, then the third and last one would provide the basic structure but without any of the values, like _*cos(cos[_]*_).

Firun by Novella 2018-05-12T23:11:45Z

Interesting concept, though I don't think 'wave-based' is really a genre... I'd say it's more like a horror infinite runner, which I think was fairly well done. The spreading effect was pretty cool to look at and provided a fairly unique concept to the game. However, it does feel a bit lacking, especially since there wasn't anything besides the doors to punch and that the coins only really served to give you score.

Rythm is Lava by egordorichev 2018-04-24T19:20:50Z

I seem to be in the minority here, but I didn't like the game all that much. Yes, the graphics and music were great, and the basic movement was good, and there was a crazy amount of content, but the gameplay itself was way too frustrating in almost every way. I think adding the lava was too much to focus on at once, so you either time your jumps to the beat but end up hitting the two players together, or you take your time and get hit by the lava - even in the demo gif you get hit three times. I think I got to a point where it became more maze-like, and I just gave up after getting lost one too many times by accidentally leaving the screen immediately after starting a room.

Restructive by aeveis 2018-04-28T21:31:32Z

Everything is so cute! The music, the graphics, the setting, it all works so well together! I just wish there was more of it to play with! My only complaint is that if you stack a lot of pieces on top of each other, they start to glitch out and sometimes fall out of the map.

Typistry by mahalis 2018-04-23T20:25:04Z

Very interesting! At first I was hesitant to this game: I thought typing tutors were supposed to teach homerow and stuff like that. But I think you made typing tutors fun! The graphics looked pretty good, though my aging laptop couldn't quite handle it. Didn't really like the music though, and the lack of sound effects was kind of annoying, but by no means a deal breaker.

SUSHI IS FISH + RICE by SimianLogic 2018-05-04T16:46:41Z

For only having Sunday to work on it, I think you did a really good job. The basic mechanic of buying enough materials to satisfy orders but not too much to clutter your inventory added an interesting twist to the game.

As someone who doesn't like sushi, I had a lot of difficulty telling which fish to buy on sight alone. What do you mean the yellow meat comes from those black urchins?

Jump N' Shoot Man Ludum Dare 41 by jessefreeman 2018-04-30T23:02:40Z

Aw yeah, lemons!

I really like the graphics in this game, really nostalgic for me. I found that the controls were a bit counter-intuitive: press A to start the game, but then X and C to play it? Seems like X or C would have done a better job. And for that matter, I've usually seen games like this to use X and Z for their input. I was going to list some other complaints but it seems like you're already aware of most of them and are looking into them.

OLEK by Ethan Allwood 2018-05-12T20:40:57Z

I really enjoyed the gameplay and thought the animation was really well done. I think you have a good combination of the genres, but I wish there was a stronger focus on the card element. This feels less like playing an action card game and more like an action game with a roundabout way of attacking. I'm also in the boat that you should be able to hold down 'Q' to keep drawing more cards. Finally, I think the cards themselves take up too much screen real estate, constantly hiding enemies from view.

I disagree with lolfrad above in that, while drawing cards does slows the game down, concepts like hand advantage and draw phases are important in card games and are a fitting inclusion in a game like this.

If you do continue this game, may I suggest adding a deck-building element to it? Before each round, you can build a deck based on different effects (start with more keys, focus on AoE cards), so you start with a set of known cards to play with. And then with each new card you pick up you can add it to your deck for future runs?

Ritoru Ponpon no inu by Steing 2018-05-02T03:09:18Z

This has got to be the cutest game so I've seen so far! I really like the music and the visuals, and the mixing of the genres is very well-realized. I'm seeing a lot of people saying the game is too difficult, but I didn't think so. I just wish there was a feature to add a node between two existing ones instead of having to start all over if my pattern just doesn't turn enough.

BEAT KILLER by Dragojt 2018-05-04T15:56:38Z

Interesting concept with some nice controls and catchy music, but I feel there wasn't a good job of teaching the player. like Xycko said above, the first enemy is really hard to deal with as a newcomer to the game. The random locations of the arrows made it really hard to tell which ones to press, so without any penalty, I ended up just spamming all the arrows at once. I had no idea you could jump down off platforms, so I would have been stuck if you hadn't mentioned it in this thread.

Also, if you alt-tab out of the game, when you come back, all of the notes are bunched up into one.

Feed the Beat by Benstar 2018-04-24T19:40:47Z

This was a great game in every way! Definitely a highlight of LD41! Amazing graphics, catchy music, great gameplay.

I didn't really notice the fighting game element in it, though. I know what it was: the inputs under the enemy were the combo you needed pull off. The problem was, either I wasn't pulling them off when I know I did it properly, or I was doing them properly but the game didn't tell me.

The Imaginary Room by abductedPlatypus 2018-04-24T18:53:48Z

Very original and very interesting! It's amazing that you did all that in just 72 hours. You managed to explore quite a few different puzzle concepts that I think went really well. I think the first room was a bit too crowded for it's own good, especially since perspective matters a lot in this game. Otherwise, I thought this was a great game!

Apostle: Vanguard by Shess 2018-05-06T22:38:37Z

Very nice visuals, music, and overall themeing of the game. I thought your had some really good writing, but there were some times I thought it was trying too hard to sound cool or edgy. Unfortunately, even with the help menu, I had no idea what I should be doing. I'm not sure why you chose to use the right mouse button for most inputs when most applications use the left mouse. Even punching the mutants felt odd since it highlighted the tile they were standing on and not the monster itself. I think if you continue with this, a more direct tutorialization should be on the top of your priority list.

ClickerDefense by PhoenixofForce 2018-04-26T00:42:55Z

I could say a lot about this game: how the graphics were pretty underwhelming, how the towers were incredibly unbalanced, how your success or failure depended a lot on your first round, how the clicker element wasn't fully realized, how there was no music...

But the fact that I played this game for 45 minutes without getting bored kind of renders those point moot.

Kinbaku by vkmicro 2018-04-30T22:47:51Z

Out of curiosity, I looked up what "Kinbaku" meant. I don't see how it really applies to this situation...

Gone Fishin by fenwick 2018-04-28T18:25:40Z

Like a lot of other people here, I liked the arcade gameplay, but the boat was way too fast to make accurate shots. I like the the graphics and the music, but I don't think they gel well together. I think a happy country-ish chiptune track would have fit better with the arcadey action and graphics

TOBY GAWK PRO WALKER (🔥NOW WITH HTML🔥) by N8M8 2018-04-29T18:03:14Z

As someone who played a lot of Tony Hawk, this hit a little too close to home. Especially the music, which synced up really well with the results screen. And that glorious MS WordArt title screen... Did we really think that was cool?

The Dungeons of Indianapolis by Coda Highland 2018-05-12T23:30:52Z

3 hours? I can't even imagine making a game in that amount of time! And having to work on your vacation day? That just sucks, dude! Your boss better have a good explanation.

The game itself is pretty monotonous, but I guess that's to be expected given the subject matter. This game reminds me of Desert Bus, or one of those all-white paintings you see go for millions of dollars: A combination of satire, deconstruction of the artform, and a heaping helping of "my four year old could have done that"

In case it wasn't clear, I liked the game.

Cocaine McBain - A Farm Rush Adventure by Goat Toaster Games 2018-05-02T15:50:30Z

You definitely have a 5-star visual style, and I love how you incorporated the farming theme into all the parts of the game. The controls were well done, but the difficulty was kind of all over the place. You could spam A and D and not have to think about if it was an animal or a crop, but then one single crate would make you restart the whole thing again? I think if you take the feedback from everyone here, you could easily have a game you could release for realsies.

Obaké by mrspeaker 2018-04-28T19:14:02Z

I like the game, but I agree with Nash above when they say the two perspectives don't mesh well, and would be better suited for a puzzle game. That said, the game here was really fun to play and the controls were solid. I thought it was interesting, intentional or not, how you had to keep moving upwards (towards known danger) or to the side (into possible unknown danger). It made it that much more spooky to play

Froggy Froschy by Likirus 2018-05-12T22:41:34Z

You've got a nice little golf game here, but I think it's let down by the aiming controls. My frog doesn't seem to want to go where I tell it to: the angle that I aim at doesn't correspond to the angle it jumps at. I think you should change the straight line into an arc of the path it will take.

Also, why is the music is turned off by default? I thought it was a pretty chill track and was about to mark you down for a lack of music.

Hyper Beat Engine by hypersnow 2018-04-28T21:37:50Z

I'd really like to play this game, but I'm getting a really bad glitch. When I load the game, I get a load of command line errors, which I've seen before in Godot games, but which may cause the following: whenever I start a race, the screen zooms in extremely close to the track at random intervals and I can't play properly.

Skaart And The Cursed Woods by Kwisarts 2018-05-10T15:55:18Z

I'm pretty much in the same boat as everyone else here in saying that you have some very lovely visuals but the core gameplay was lacking, mostly due to the overpopulation of bombs and the high health of the enemies. I can definitely see where you're coming from on this, and I think you already have a fix for a lot of the problems by adding more pieces to the reel (so that you're not always getting this colossal failure, just an effect you might not have wanted at this time).

Modern Art Critic Hero by jeplmr 2018-04-24T01:53:54Z

Hmmm... Fascinating...

While I liked the humour and the graphics, I found the gameplay to be too difficult. I could never tell when exactly to hit the button, as if the collision detection was off. And the harsh penalty for my (frequent and undeserved, IMO) failure meant I could only finish one non-tutorial stage, ironically enough called "Frustration".

But maybe I just don't get it.

Band Battle Fantasy - A Turn-Based Rhythm Game by MartinTristan 2018-05-03T00:33:22Z

I really like the idea you were going for, and I had a few laughs at the lyrics, but the unsynchronized background was a big turnoff for me. I liked the instrumentation a lot, though I think the vocals are a bit unfitting. I wish you had more time to work on the game, since it seems like you had a lot of great ideas that got cut due to time constraints.

TetrisBridgeBuilder by GettingRekt 2018-04-28T22:29:59Z

I really like the concept and I think you nailed the humour category, but the block placing could use some work: they move and rotate way too quickly to be accurately placed which, while it does lead to some humorous situations, is more frustrating than anything.

RV Having Fun Yet?! Bill and Jackie's Race Across America by nerdyHerbivore 2018-04-28T20:45:51Z

I think your build might be broken. There's no standalone application and Unity won't open it

Extreme Fishing: Shark Bait Edition by stephen321 2018-05-09T03:17:26Z

My version of the game is super zoomed in and I don't know why. Any help?

Blocks'N'Blaster by HPMNK 2018-04-25T02:57:22Z

An interesting take on an old classic! My only complaint is the speed malus power-down, which was needlessly frustrating in an already-difficult game.

Deep Space by SG Alin 2018-04-24T01:31:05Z

I really like the gameplay and the graphics, but it seems like any other shmup to me. Not a whole lot of genre blending going on here. The in-game music was a bit boring, which is especially weird since the title screen music, which you only hear for a few seconds, was really catchy and interesting.

Hallway Rumble by Sholf 2018-04-23T18:56:03Z

Great game, even though the jump is a bit too floaty for my tastes. You have some veryimpressive sprite work, especially on the player's run cycle, but it all becomes very hard to see when it's in motion. Like someone else said, a bit more colour would help the sprites become more distinguished.

Bang Bang Revolution by Talonos 2018-05-08T02:46:51Z

Even though I was terrible at this game, I really enjoyed it! I thought it had a really nice charm and some engaging gameplay. And I second minibobbo's comment about the gunshots, and how they don't interfere with the game. I was a little disappointed that it was more rhythm than FPS - though with my high score of 6, I shouldn't be complaining! But I sometimes felt like there targets I hit but it didn't count - maybe some lag or desyncing on my end.

Bang Bang Revolution by Talonos 2018-05-11T19:01:02Z

@talonos I hear that! I worked on my game so much I thought everyone could pick it and play. Based on feedback, no one was able to figure out the controls! And the one piece of advice I've heard about difficulty is: if you think the difficulty is just right, it's actually way too hard.

The Merging by C1FR1 2018-04-30T21:36:39Z

I certainly had fun, but I had no idea what I was doing half the time. I found if I merged into a block above a colour-dominated area, I could get a lot more pieces covered and get a lot of score without really puzzling anything else. I liked how the colour changed with the background, I thought that was a nice touch. I think if I had more time to play with it, or there was a slower ramp up in difficulty, I would have had a better time, but I think there was too much thrown at me at once.

Super Slime Slasher Ultra by sebastianscaini 2018-04-30T22:30:40Z

Great game! I love pretty much everything about it! The tutorial and voiceover were nice touches. I think the mechanics blended really well together, and the gameplay itself was pretty fun. I did manage to get stuck along the bottom of the screen though, and my non-standard gamepad wouldn't work properly; I think it was trying to read both mouse and analog stick inputs and got confused. You should definitely consider polishing the game and releasing it for realsies.

Rockin' Horse by niterich 2018-04-23T19:23:57Z

@vasco-freitas Thank you for your feedback! Ironically, I did have a visual indication at some point, but it ended up getting desynced from the beat so I scrapped it instead of fixing it. Oops.

Rockin' Horse by niterich 2018-04-24T16:32:31Z

@mrspeaker Sorry about that! I'm new to Unity and completely in the dark about Linux/Mac, so I thought the default export option would be enough.

Rockin' Horse by niterich 2018-04-24T19:48:09Z

@gexalmighty Thanks for the feedback! I guess the controls are a bit weird, and there probably isn't enough feedback. You hold W to apply the thrust, and you tap Enter to the beat to either speed up or turn better. You get a speed cone ahead of you if you timed it right. I'll update the description to make that clearer.

Rockin' Horse by niterich 2018-04-25T15:14:59Z

Thank you guys so much for your feedback!

@logflames: Thanks! That really means a lot to me. I'd have to look into the Steam uploading process, and would really need to update my game here: based on the reviews here, the game I threw together in 48 hours isn't quite ready for prime time yet. If you want, I can keep you updated if I decide to pursue this route.

@cole-and-jordan-studios: I've been hearing it's hard to keep track of the timing from a lot of people. I'm thinking there might be a syncing issue here that I'll have to look into.

@homoludens: Graphics were never really my forte, so I'll certainly keep those things in mind. And after playing a lot of game jam games, I'm starting to realize how important an in-game tutorial is, even if it's just a simple splash screen. Thank you for the advice.

Rockin' Horse by niterich 2018-04-26T01:42:18Z

@pkenney Don't worry about your score, I couldn't get higher than Sir Snail either. I think it might be glitched.

Rockin' Horse by niterich 2018-04-28T19:38:21Z

@abductedplatypus Thank you for the in-depth feedback! I'll certainly keep this all in mind for my future projects!

Rockin' Horse by niterich 2018-05-02T23:55:18Z

@ciaranw Nice time! I don't think I even got below a minute. There were other titles like "Speed Daemon", "Sluggish Simpleton", and "Archduke Average", but I accidentally added a line of code that immediately overwrites them with "Sir Snail". Based on your time, you should have been named "Sir Speed".

Dedicated User Defined Entity (D.U.D.E.) by Bros. 2018-05-06T23:47:04Z

I think there's a lot of promise here: I've visualizing a game where you see a huge level ahead of time and have to create a deck to match it. Like others have said, there's some balancing issues here: I found I could reliably discard my hand until I got one of those ultra cards that gave you everything. Other than that, the UI was nice and clean, and gameplay was fun.

Eat Your Ammo! by CiaranW 2018-05-03T00:17:36Z

I really enjoyed the core gameplay, these kinds of games have always been one of my favourites. I really liked the fake 3D effect on the bullets and the **FERTILIZING BLOOD**. And I agree with the above two people, some more audio cues would be much appreciated.

Also, I'd just like to mention a common game jam trap: running out of bullets when the only way to get bullets is through killing. I think I got to that state, but I died shortly afterwards so I couldn't tell.

Welcome to Snake Academy! by Sintel 2018-04-25T00:49:31Z

That's a sssSSsuper game you got there! But I think there's a glitch where other snakes appear when Akemi is clearly the best one.

Haiti Kitty by Beebo Studios 2018-05-12T22:56:30Z

On the whole, I think you did a really good job, especially with the presentation. Aside from the awkward-to-understand baseball minigame, I don't think there's anything wrong with the game as it is. However, there are some things I wish were different:

-I think the in-game graphics were cute, but I wish they were styled like the title screen, which I think is a much more appealing look.

-The music was fine from a composition standpoint, but I didn't like the instruments used; it made it difficult to pick out the different channels so it all kind of blended together awkwardly.

Other than that, great job!

Shattered Melodies by yancharkin 2018-05-01T00:44:31Z

Interesting idea! Godot's web export feature did seem to worsen my experience, though. I don't know what you're planning to do with the game afterwards, but could I suggest setting the melodies to certain key signatures? I've always found it pretty difficult to match notes when they're chromatic like that. Maybe add a background chord to further the harmony?

Also, untuned ukulele blah blah blah.

ASM Hell by vilix64 2018-05-02T23:47:17Z

From what I can tell, you really nailed that early mainframe computer aesthetic and and the assembly coding and rudimentary graphics that goes along with it.

That said, as someone who isn't fond of this style, I found the game pretty frustrating. I guess it comes with the subject matter, but I found writing in assembly code to be slow and annoying, which I don't think is ideal for a video game. I would have preferred some drag-and-drop tiles, but I suppose I'm not the target audience.

Puzzle Prizon by Walter Mays 2018-04-23T20:06:56Z

I agree with pretty much everything Travis says above, especially that failure to load levels. I could never get the fourth level to load in.

Beet Boy by Ryan Bishop 2018-04-24T02:16:00Z

I absolutely loved how you did the in-game tutorialization of everything, the sound design was great (I really like that skull guy's attack sounds... it just fit perfectly), and switching between top-down and sidescrolling made it feel very interesting. However, the graphics were a bit muddy overall, making it difficult to tell the difference between the ceiling and a stalactite, which used the ceiling's graphic but slightly darker. Also, it might just be me, but the game ran horribly on my machine. Like single-digit framerate at times.

Beet Boy by Ryan Bishop 2018-04-25T00:16:03Z

@ryan-bishop:

"This was our first game jam..."

"...our biggest issue was an over-estimation of time"

Yeah that sounds about right. Happy first game jam!

And for the performance issues: I played it on Google Chrome, on a Windows laptop from 2013, which I expect to be at least part of the problem.

Physics Fighter by Vasco Freitas 2018-04-26T00:59:58Z

I agree with honest dan above, I think you managed to do a lot with the physics aspect of the game but should probably had a health bar.

Proelium. by Markram 2018-05-12T23:53:46Z

This is a fantastic game, but I don't think a single weekend is really enough to give the concept the attention it deserves. A lot of it can be summed up as "great idea and mostly great execution, but there's something off about it and it's really bringing the rest of it down". The graphics were great and the player's animation is beautiful, but I found the boss's sprite to be jarringly too static and his attacks were too jerky. The story was interesting but I felt some of the wording was iffy and had too much of a "tell, don't show" vibe about it. The music choice was poignant but the footstep sounds were just awful. Again, an overall great game, one of the most memorable out of the 100+ games I've seen at this jam, but its flaws are very noticeable and very detrimental to the whole experience.

Click for Speed by Borodar 2018-05-04T16:10:56Z

I think this is one of the better entries for this jam. It's just great on so many levels: fantastic music, gorgeous visuals, polished gameplay, everything just fit together really well! That being said, I didn't like how you lost so much speed when turning; seems like it would be more controllable if you could click on separate buttons to increase speed OR turning rate, and then control the car normally with A and D.

Also, I found a glitch where, if you click on reset while the music is fading out, you start the next attempt without any music.

Pinball Gardener by KianaMosser 2018-05-02T16:14:39Z

I agree with the general consensus that, although the game is very well presented, the integration of farming sim into pinball wasn't fully realized. I think that Fabian guy had it right, where the crops should be placed on the pinball board and you water them by hitting them with the ball. Maybe even buying resources could be something you have to aim for. How about using the crops you produce to either get cash OR augment the board to give you more resources per hit?

MechJox by Houruck 2018-05-07T00:35:20Z

I enjoyed the game, but like a lot of these text adventures I just got stuck. I couldn't figure out how to get past the scientist. I also found a syringe and some antidote "waiting for a suitable means of transportation", but couldn't figure out how to combine the two.

Modern Fairway 4: Spec-Ops in the Rough by Lost Dutchman Software 2018-04-28T20:24:49Z

I like the concept and the presentation (especially since it's one of the few 3D Unity games that runs well on my old laptop, so thank you for that!), but I do have some qualms that a lot of other people mentioned: the fact the ball has too little friction, the course is randomly selected each time, the stamina bar is mostly redundant, the mouse sensitivity isn't adjustable, etc.

Maybe it's just me, but I felt there wasn't enough modern warfare flair to it. I was expecting burned-out buildings, strewn rubble, some angry radio chatter, a downed helicopter serving as the windmill trap, things like that. I think that would set it above a golf game with guns in it and into a full-fledged modern military golf game, if that makes sense.

That said, the concept is hilarious and the game was really fun to play!

RoadRover by Bisher.d790 2018-04-25T02:14:42Z

I've always wanted to play a game like this, and now I can! I feel there's a very solid concept for a game here, but the controls felt a little too tight (despite what everyone's saying about slipperiness). A single tap of the turn button would make me do a 90 degree turn right of the road. I can't be the best judge of this, since it ran kind of poorly on my aging laptop, but the graphics look pretty sweet, and the music suits the game well.

If you do take this game further (which I think you totally should), I would make the road a bit wider to it's harder to fall off it, and maybe change the aiming sight from an arrow to a full-on laser for better accuracy.

Beat Warriors by Von Vista 2018-04-23T19:59:31Z

I think you did a really great job! I'm playing on a five year old laptop, and I didn't feel any lag or slowdown. I really like what you did with the music in this game, with your attacks changing pitch to match the chord. My only complaint is that the game feels a lot slower than it actually is, if that makes any sense. Like, the game itself is fine, but the enemies move too slowly towards you. Like there's *too much* time to prepare. Maybe I got used to the hyperspeed mode in Guitar Hero...

Cold Stars. Empty Voxels. by Alexander Danilovsky 2018-04-24T00:45:44Z

This was certainly one of the more interesting games I've seen so far, but I have to agree with everyone else and say it's a bit clunky. When there were few blocks left, I often got disoriented when rotating around. I think it would really help if there were planets or suns to help keep track of orientation. It looks like you ran out of time to add enemies, which is a shame, since I think they would help make the game come alive.

Gun Appetit! by Nyunesu 2018-05-01T00:17:25Z

That's some sweet style you got there! I love the art, the music, the rapid switch from Smash TV to Cooking Mama gameplay, your game has some great presentation values!

That being said, I found cooking the bullets to be too frustrating. It's hard to cook fast enough to avoid getting hit; like others have said, some slowdown while cooking would have alleviated the stress. I also found that, if you finish a meal but exit out of it too fast, you don't get the bullets.

And out of all the puns you could have made, you somehow passed up "BONE Appetit"?

Life Jumper by RobinbyZhou 2018-04-28T18:53:47Z

A surprisingly poignant game for a game jam, and an interesting piece of gameplay driving narrative. I liked how you could still see some choices but couldn't jump high enough to reach them. There are some typos, but it never interferes with the story. If you continue with this game, I would suggest consider some force constantly moving the player forward. I got to a point where I was study for my high school finals in my late 30's.

Indirectris by Synedraacus 2018-05-06T21:19:39Z

I like the concept of the game, but something's not quite there in the execution. I think it's mainly the physics: they were difficult to get used to and didn't seem to work in the way I thought they would. Perhaps having a preview of the block's trajectory would help in this area. The graphics and sound effects aren't my cup of tea, but they're coherent to each other and match the game well.

Run for Love by SmokeSomeFrogs 2018-05-06T01:18:03Z

Congratulations on your first 3D Ludum Dare! I really enjoyed all the funny billboards you placed all around, and the slime girl graphic, like my ex, was pretty cute but really annoying to be around. (just to clarify, that was a joke)

I think the gameplay was a bit slippery; you might want to increase the 'return to deadzone' option in Unity so you stop faster. There was also a lot of glare on the floors in the game that looked odd and I feel should be fixed (by turning down the smoothness & metallic sliders in Unity). Finally, and personally, I could not stand the music in the main level. It sounds like the kind of thing I used to make before I learned music theory, all unnecessary chromatic lines and no really sense of musical structure.

Bullets of Insight by notgreat 2018-04-25T23:10:22Z

What I found most fascinating about the game isn't how difficult it is, it's where the difficulty comes from: you lose not because you don't have the reflexes, but because you miscalculated your trajectory and stopped inches from a bullet while trying to max out your score. The replay feature and the math behind the trajectory calculator were also very impressive too. However, I wasn't a big fan of the music or the mix of low-quality objects and high-quality particle effects.

With a little visual flair, I think this could be a really popular mobile game.

Wordslide by TravisChen 2018-04-28T22:00:03Z

I like the concept and, for the most part, the execution. I felt the graphics shader was a nice touch, the music fitting but not really my cup of tea. But I think you dropped the ball on the controls, though I too may be biased towards Tony Hawk. It all felt a bit slow, and using A and D to strafe instead of turn just feels wrong in a skating game. I was also kind of hoping for some big air jumps to reach all the high-scoring letters.

Wordslide by TravisChen 2018-04-29T17:40:30Z

@travischen For the grind rails, you could make the letters form common prefixes or suffixes so it's more convenient to slide down the whole rail instead of picking out a few letters

STEREOtype by caeonosphere 2018-05-02T02:11:36Z

A very interesting game with some great style! I found the game to be really engaging and in that sweet spot of tough-but-fair, but because I'm not good at typing, I couldn't make it past the 5/4 section. I think what really got to me were when the beat happened on the last quarter note, where I wouldn't have enough time to look at the next word and also re-position my fingers (I can't touch type), or when the beat missed the emphasis on the main beat but the metronome still played it (IE, ONE AND two AND three AND...), since I felt like I should be playing a different rhythm. Besides that, the visuals were appealing and the randomly generated music was a nice touch, though a more structured melody would certainly help.

DRAGON PET SIMULATOR (Virtual Pet + Stealth) by pixelbug 2018-04-23T19:16:31Z

Very cute graphics! I just wish it was a bit longer

Intergalactic Goblin Ramming Speed! by IndieLucky 2018-04-29T17:36:35Z

Fantastic game, very enjoyable! I was amazed by all the little things you added to the game like the graphics settings and all the breakable objects strewn about. It reached that sweet spot of "so overpowered there's no challenge, but there's enough going on to keep you interested". My two complaints are the lackluster sound design and how you use the mouse to aim your ship but the space bar to warp, instead of just pressing the left mouse button.

Chalk Racer! by PSiv 2018-05-03T23:29:05Z

Congratulations on your first jam. You managed to make a really fun game that you should be proud of! I think the voice work was phenomenal, and the blending of the genres worked out really well in the end. It certainly motivated me to hone my math skills! That being said, I found it too easy to lose track of position, crash into a wall, and lose all my momentum, which was frustrating.

Color Coder by SaberOfSong 2018-05-09T00:48:12Z

The core gameplay of shooting things to survive works well and is generally fun to play, but I don't really see how it really mixes genres. Maybe taking out multiple enemies with the same shot should give more points? Then the challenge would be to keep as many enemies on screen at once without getting hit, thereby naturally increasing the difficulty. A fun arcadey shooter nonetheless.

LD41 by Juzley 2018-05-09T02:55:39Z

Windows 7, also can't play

Puzzle Dungeon by Crsrc 2018-04-29T01:19:24Z

The game itself plays well, but I don't think there's as much merging of the genres as I would have liked; it felt like a puzzle game with an RPG to the side instead of a full-on puzzle RPG. I think enemy attacks that more directly interfered with your board would really seal the deal: things like reversing your input, increasing the drop speed, turning your blocks into garbage tiles, etc. Based on some of your comments, it seems you were going to do that but ran out of time, which I totally understand. Either way, I had a great time playing your game!

Amass a Fleet by Isle 3 Studios 2018-05-06T23:58:09Z

I'm really digging the visuals you made! I think there's a glitch where you can jump in mid-air if you walk off an edge, and I think I know why: you seem to set some canJump variable to true when you land and false when you jump. You should make it so that you check if there's a floor beneath you for every jump.

Fishing With Mr Bear by GexAlmighty 2018-04-25T02:35:58Z

It's a little BEAR-bones in places, but it was actually surprisingly scary. The fact you have to focus so hard on fishing meant Mr. Bear showing up actually jolted me awake.

IDLE CLIMBER - Love Platformers but need your Idle Clicker Mania? Look no more. by HomoLudens 2018-04-28T19:32:26Z

Solid entry with a great idea! A lot of people are talking about how the idle-input thingies don't match up or whatever, but I found it easy enough to remember. That being said, I think just adding some symbols or a more obvious colour coding would help the game immensely.

I found the platforming to be a bit frustrating, a little bit slippery and a little bit unfairly laid out. The one point that stood out to me was right after you break your first set of blocks, you have to jump from a 1-tile wide platform onto another 1-tile wide platform, while having to deal with a fairly low ceiling. I think making the earlier platforms wider and easier to jump on top of would help a lot.

Jet Boy by Harry Light 2018-04-23T19:00:47Z

There's a potential for a great game in here, but I got turned off by the huge difficulty curve. Great mechanics, great music, appealing graphics... but I can't get past the third boss. If you have the time, I'd really like to see an easier mode of this game; like, throw in some invincibility frames and increase the amount of health?

CHARLIE by notb 2018-05-06T01:51:01Z

This is certainly one of the more interesting, experimental, and adventurous game jam projects I've seen to date: a neural network music creation tool. The visualization was certainly very beautiful to say the least.

That said, I had absolutely no idea what to do or how to do it. Like, at all. I could change the node values, but I didn't know what effect it was having on the music, or even how to tell which node I should even be rewarding. I wanted to teach a machine how to make music, I really did. But I was completely and utterly in the dark the whole time and I think the experience was completely ruined for me because of it.

Catchinko by Team Yarn 2018-04-28T20:35:55Z

It's certainly a cute, fun little game, if a little bare-bones, but I don't like the sound design at all. It sounded like the lead piano was out of tune, or playing a completely different scale to the rhythm one.

One Man Crew by Lucas Hoffmann 2018-05-12T21:36:59Z

As a whole it's a bit meh, but as a game made in 6 hours it's very impressive! I definitely loved the music in the game, it's so epic!

Shmlashing Shplanets by let-off-studios 2018-05-10T16:11:52Z

For some reason, the game wouldn't play properly in Chrome. The sound wouldn't load and the results screen wouldn't show up. Works fine in Firefox though. And even then, I couldn't get the arrow keys to stop controlling my scrollbar, so my view was constantly changing.

Once I got it all figured out, I found you made a pretty nice game. The music was nice and the colour-matching element gave some variety to the game. That said, I agree with Ratherjolly about the colour selector being too difficult to read at a glance. I feel it should have used more vibrant colours since they blend into the black background otherwise.

LD59 — Signal

Formation Tactics: Line Breaker by wdebowicz 2026-04-25T17:52:45Z

Very interesting puzzle game! I enjoyed the minimalist presentation and I'd like to see what this would look like as a 2 player versus game. That being said, I agree with the others who say the game kind of drags on, especially at the end. My strategy was to go column by column, and once I got down to 2 or 3 empty columns it felt impossible to make any more headway.

Caws & Effect by A-Flat Miner Studios 2026-05-03T23:21:01Z

I agree with a lot of the others here: the visuals were amazing, but the gameplay was a bit underbaked. When I tried to use the platforms as expected, I found the ball clipped and fell through it each time. I ended up mostly pushing the ball with crow itself, except on the occasions where I couldn't for some unknown reason. It sounds like you had some difficulty with Game Maker's physics engine, which I understand, so I won't be too harsh on you, though I did wish you had time to add in the codes and secret message to better tie the game to the jam's theme

Fission Quest by Jahwffrey 2026-04-25T23:15:00Z

Incredibly memorable entry! Point and click adventures are so rare for game jams, doubly so for FMVs, so imagine my surprise when I found your game! The vibes are astounding, really captures the cheesy low-budget 90s vibe.

Call Inc. by Astoeth 2026-05-05T19:16:46Z

Love the presentation! It's amazing to see how much you got done in such a short amount of time. The music and visuals really complimented each other, and provided enough stimulation without being too overwhelming to think over. I ended up playing for almost half an hour, so I got really sucked into this game! My only complaint is that the cash flow at the beginning was far too slow. I made a few wrong connections at the beginning and just had to sit there and wait until two already-connected neighbours happened to call each other. Giving the player more cash at the beginning (or maybe even have a sandbox mode) would go a long way to improve the onboarding experience.

Grand Theft Alien by wingy-mammoth 2026-04-23T19:28:39Z

I love the idea and the graphics are very nice and cohesive, but I was also overwhelmed by how many signals there are. I feel like I could learn them eventually, but the feedback on what counts as a mistake, and how many mistakes I can make, is fairly obtuse. I can rack up a dozen warnings without a game over if I floor it down what I think is the correct path, but passing through the first intersection results in an instant loss? A more visible (and more lenient) system of grading the player might help the player learn the rules of the road a bit quicker.

(EDIT: I did not see the penalty marks at the top of the screen because they were cut off by the border in the HTML version. My point about the instant loss through the first intersection still stands, though.)

Signal Warp by InfinityWhile 2026-04-23T19:44:07Z

I like the idea, especially when you introduce having to match pairs of numbers at a time, but I think the difficulty ramped up too quickly for me to get very far. Once the numbers started falling faster, I didn't have enough time to read the string, remember the sequence, and troubleshoot on the fly if I mess up. I think clearing out the written string when you make a mistake might help, because it's a bit hard to tell how far along you at a quick glance, and I don't have the time to take a longer one because the action is so fast.

Bottom Up Maid by vydra 2026-04-25T18:28:59Z

The core gameplay is really fun! The movement is fast and responsive and the shooting matched the pace of the game perfectly! I also appreciate the twist of having to clean up afterwards, but it did take me a few tries to realize I also needed to dispose of the bodies, as well as where to dispose them. Having had to restart so many times, it was frustrating to have to return to the main menu and rewatch the opening dialog each and every time - I would have liked to have seen the level immediately restart a la Hotline Miami so I could keep playing while the energy was high

GlorpCorp by JonasO 2026-05-09T00:24:32Z

Absolutely love the graphics and the vibe of this game! The UI, the sprites, the animation, all of it comes together to make one of the best-looking games I've seen this jam! The music was also really fun and catchy, and the use of a dynamic soundtrack was a very nice touch! Though, I did encounter a crackling in the HTML version that I've experienced before when syncing dynamic audio in Unity. It was annoying, but I understand the standalone version was probably fine.

For the gameplay itself? I really couldn't get my head around it. Some more instructions on how to best use the satellites, or some more feedback to understand when and where the signals are, might have helped. It seems like I was meant to collect the full signal all at once before bouncing it around the planet? Which isn't what I think of when I picture a real-time phone call. But even then I'm not too sure if that's right.

Tipsy Tower by Timo5034 2026-04-27T19:29:14Z

For a short tech demo this was really fun! The physics seem really intuitive and responsive, so kudos for that! I just wish I could place/remove pieces with the mouse button instead of the space bar

Agent Gnortz by Murumart 2026-04-25T17:29:30Z

This was really fun and clever! I especially enjoyed all the cutscenes throughout the game - quite a nice touch to add for a game jam game! My only complaint is that Ni-Cola Tesla furrows his brow and becomes engulfed in flames when discussing the radio, a subject he supposedly likes. I dunno, it felt like the facial expression and intent didn't match, and that the game was giving me mixed ... signals...

Commotion Conductor by Auto 2026-05-03T23:52:59Z

Amazing jam game! I love the visuals and the interpretation of the theme so much! The crashes have so much life to them, too!

I do think the gameplay might need some tweaking, though. Especially on the last two levels, there doesn't seem to be much room for error. In order to get the trains to where they need to go, you need to direct them almost immediately as you see them, which seems unfair - doubly so since the whole map can't fit on the screen at once (at least, not on the HTML version). I think having slower overall trains, more time to react, and some more branches for last-minute saves would go a long way to improving the gamefeel.