Soul Jar by farmergnome 2012-08-27T02:31:00
nice mechanics, innovative and on theme :)
Foon → Ludum Dare Explorer → Users → nosfer
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥈 | 2015 | 34 | Two Button Controls / Growing | Flower Power | jam | Theme | 4.72 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | GraveDigger | jam | 1239 | 3.32 | 3.29 | 3.55 | 4.05 | 3.70 | 3.50 | 3.37 | |||
| 2020 | 46 | Keep it alive | Social Distance Enforcers | jam | 1988 | 3.14 | 3.44 | 2.80 | 2.24 | 3.07 | 3.92 | 3.19 | |||
| 2015 | 34 | Two Button Controls / Growing | Flower Power | jam | 231 | 3.63 | 3.71 | 2.85 | 4.72 | 3.39 | 3.50 | 2.72 | 3.28 | 75 | |
| 2014 | 31 | Entire Game on One Screen | Beautiful Yoga Explosion | compo | 711 | 3.05 | 2.76 | 3.05 | 3.71 | 3.24 | 2.51 | 2.20 | 2.63 | 74 | |
| 2014 | 30 | Connected Worlds | RIMFALL | compo | 751 | 3.00 | 2.89 | 3.62 | 2.46 | 3.00 | 2.67 | 2.38 | 2.57 | 52 | |
| 2012 | 24 | Evolution | Evolution | compo | 628 | 2.45 | 2.05 | 1.89 | 2.53 | 3.26 | 2.37 | 2.21 | 2.38 | 40 |
nice mechanics, innovative and on theme :)
it's like pokemon simulator, i like it :)
great visuals, effects. I like fast action shooter pacing and lotta particles flying all over the screen :) manage to get to last level/evolution
nice but as someone else already noted - text describing upgrades is painful to read
nice simulation but not quite a game (yet?). thumbs up for sandbox
I would like to see it finished also :)
great graphics, music and gameplay :) this all theme-relation is honestly quite far-fetched :) But I like it
great graphics, music and overall mood
Nice idea and execution. It sucked me in for a while but "3 dotted robots equals?" was just too much for me :). I think this can be quite a good fun for children to match objects... and learn to clean after yourself (those side effect particles don't help :)
Jedi: I'm aware of the problem with dying loop and it should be already fixed :) You're a second person that gives me this advice about how long space is hold, I will give it a try :)
About rotating platform and other difficult jumps - for me it helps to keep on pushing space till it works (I know that shouldn't work like this :)
Finished :) quite fun, very nice graphics and animation.
many different ideas, some lacks in presentation, quite challenging. I'm not 100% sure that all different characters add anything useful ("tank" just seems to be slow and fires slow missiles - maybe if it exploded on impact - or I haven't noticed it).
nice atmoshpere and great graphics (especially filters at the beginning). I hope to see full version ;)
Nice art style and original concept!
swarm effect is cool, reminds me of Wonderful 101 on WiiU. You could add formations and special attacks
very atmospheric and depressing, is it possible to beat the level? On the second playthrough I observed those little cells are glueing to the bigger ones and they both disapear. On second level bigger ones crushed the small ones I just needed to guide the little ones to the stream of big ones. But after some time it became unplayable because of framerate drop (too much objects I think) so couldn't test if this let's me win ;)
I don't know how to play this, but it was funny ;)
Finished! Very funny, I like it :)
simple, stardust/asteroids like steering, I like the *om*nom*nom* animation :P
nice graphics style and animations. I couldn't solve second puzzle unfortunately, maybe will try it later with my girlfriend ;)
nice game but the drag&drop mechanism sometimes feel broken
Nice graphics, floaty controls but made me play for a while and run away from black swan :)
Fun. Dificult, Irritating, but fun :) Finished with 80 deaths :)
Looks VERY good but character stucks a lot. Please rewrite it on something better than HTML5 (it lags on fullscreen)
craaaazy, i liked it, made it to the end:)
very nice graphics and use of theme. Very frustrating controls, collision detection and placement of "liquid" traps. It feels more like unreal tournament (floaty) jumping than super mario :)
Addictive I finished it with my fiancee :)
not very innovative but quite playable, could be better on touch screens
yay, I won
nice music and good to see another multiplayer game :)
my arm hurts now, thanks :)
quite solid, but little hard to control. I found out that pressing Q stops character rotation. Maybe it would be a good idea to separate walking from attack so the player can walk in one direction and attack in another. Or some kind of locking on nearest enemy?
props for bald green smurf :)
props for own engine, original use of theme. It could be turned into a bigger game :)
I liked it :) This could be really fun with wiimote from Wii :)
Thank you all for your comments and playing my game, Please be patient and watch out because I'm making post compo version with optimizations, more weapons and avatars! :)
very nice graphics but hard controls. I like the metroid vibe :)
controls work great, nice idea. sound could be better and also music could really add to the game humor :)
could be little faster and have some sounds and music :)
great! fun to play and too damn short! :) I was expecting that kind of ending :)
awesome, reminds me of half life in 2d :)
super grafika i feeling lat 80tych, pozdrowienia z Polska i zapraszam do zagrania w mojÄ… gierkÄ™ :)
argh!!! infuriating :) took me some time to take used to controls and discover I can change direction/speed only after first jump :)
Nice music, hard to catch anything :) I also made a game about flowers :)
Haha I love how it glitches in most funny way for example when you jump on mushroom and the situation when mobs are running after you :)
it's sometimes hard to tell when to press button but beside that quite fun
disgusting but fun, greetings from fellow polish developer :). Did you consider changing controls to arrows ? Changing direction and smacking if you are already in that direction?
Argh! Too hard for me :)
The infuriating adventures of kneeless Steve :) Nice mechanics but needs more polishing around the edges :)
Great graphics and puzzles. Could be extended to full game with more levels :)
When I learned all the controls it was fun. Also the instructions for selecting/moving soldiers are switched I think :)
As a fan of zelda i find it really funny :) But I could get past the sword. It's sometimes really hard to turn at right moment and also animations break the game rhythm. But overall nice entry, great graphics and music :)
My game is also about growing flower! I love the tech around your game. I also agree player needs some kind of motivation like health bar and maybe changing speed.
Love the mood, humor and storytelling!
More of a experience than the game but I like it. Managed to grow some flowers even when I didn't quite knew what I was doing :)
great! and big cheers for taking extra mile for doing this on old platform!
nice graphics, audio and overall mood but as someone already mentioned - there should be skip button for intro or skipping one dialog line with a click. I've also killed alien by butchering him with a scalpel. RIP ;(
Great - the best I played so far. Also - what is there at the ending? I typed D too fast :( Love the graphics style. On thumbnails it reminded me of the old Speccy games and gameplay wise it reminded me of old Game and Watch games :)
Liked the isometric graphics and the mechanics. Managed to finish all levels :). One note from me because I've also made similar puzzle game some time ago (Cyber Sentinel - it's on steam). If you introduce new mechanic/type of puzzle/switch - don't mix it at first with other mechanics at once. Nintendo does this right - first they introduce new mechanic (e.g.switches) without using any previous (beside those basic) then they develop this mechanic further (multiple switches) and finally they mix it with previous mechanics. This is also good idea to make many levels with each mechanic.
Nice concept, graphics (these cellshaded guys and animation :) and music. This can be polished into bigger game. What I didn't like is the need to use both mouse and keyboard - it could be played with only mouse with some UI elements and would probably be touch friendly.
The dancing fox is cute. Managed to finish it by looking for the solution online :)
Love the story and MUSIC!
Nice graphics - impressive set of assets gfx+sfx. But the food carousel/switching is very annoying - maybe something like weapon ring in GTA would be better? Holding RMB slows time, blurs the screen, displays ring with all types of food and player just need to move mouse slightly into the direction of desired food.
nice game - very polished. I've seen the concept few times already but it's very well executed here.
ow that's one cute firestarter... and the fox is a**hole
Love the wobbly humanoids and procedural animations with bending backward IKs xD gameplay wise - why oh why I can't go backwards? Couldn't get object the first angry person wanted so I rage quit :)
Very good graphics and audio. Game get's hard at second level but gives promise for bigger thing :)
Unique idea but the UX is just abysmal :)
nice graphics, really annoying jumping :) unity physics+fpp+platforming sometimes fails :)
nice concept but this would really shine with some music and sound alerts, sailor grunts when assigned to tasks etc. Great polish in the game mechanics department.
Well I didn't get to the ending everyone is talking about :( But I like the story and narration so far :)
Nice graphics... but bad controls like everyone stated. It's not the first game with this issue - if you map a lot of things to the keyboard - stick to the keyboard. If you want mouse+keyboard then go with traditional way - arrows/WSAD, and mind that the player can probably use one more key that is very near and that key is SHIFT or SPACE - no more! Because other fingers are occupied with WSAD players have only pinky and thumb that can comfortably only be used for shift and space. Other keys that are near (1-4,R,Q,F) can only be used for sporadic single action like reload, change weapon, open door because you can't use them simultaneously with WSAD. When you decide to use arrow keys then the possibilities are even more narrow. Don't kick the doors that were already open since first Wolfenstein and Doom :)
Nice graphics, great music. Cool game but quite difficult. The Unity 2D physics is bonkers for platforming - it just loses any precision after 2 screens so second wall jump section in first level behaves differently also character often blocks on tiles. Also the tiles don't snap sometimes - did you use some kind of tilemap solution?
@conroy yep - the build version behaves little better and I managed to finish second level :)
Nice - got some sokoban+lost vikings vibe
RIP Grandpaaaaa ;( Love the level of graphics polish on this one
56 seconds :) - nice art. Fish could've swim faster for the food and I don't quite know how to clean the tank bottom
Quite nice. Don't quite understand why the player FOV is so narrow also ammo is very scarce so I ended with no bullets fast :)
nice music and graphics, like the camera angle - reminded me of the Metal Gear Solid on PS1
Yes, this is exactly how games are done! Just a little too much information in the tutorial at once for my taste.
I don't know what I have to do where the two "balls" stucked to the chains are, I can't jump over :( Like the graphics
44800 points! nice idea and cute dinos. It reminds me one game for PC "Ninja Cat and Zombie Dinosaurs" (also about dinosaurs and typing). What I would change is the colors of letters - they are sometimes hard to read (maybe using Textmesh Pro with some outline?). And also the sounds of dinosaurs don't match up the cartoon style - look at the Yoshi character from Nintendo games - he does cute voices :) And the difficulty don't seem to ramp at the begining and at some point it just goes very high :). Overall - nice!
really fun concept plus the voxel art but... overcomplicated controls and I think different angle could be better to judge the distances (top-down or isometric) :) BTW I had similar idea at first and it reminds me of old PC game where you had to guide robot spider. Unfortunately I don't remember the title :(
Love the PS1 aesthetic but polys could be even wobblier :) I managed to finish it. A lot of work in modeling, AI etc.
I'm also too dumb for this but the graphics and audio is great :)
nice graphics and overall complication of game mechanics. After some time I discovered I can upgrade my guy but I think my battery just corrupted over time and didn't charge so well :)
Nice graphics. I think this could be better as topdown as everyone already stated.
Finished! Love the graphics, sounds, ambients, controls and overall polish.
100 ppl saved. Very simple but nice graphics!
nice particle effects
I would consider changing the limit of traps that you can disable to disabling traps for limited time. Graphics and animation is nice.
very satisfying bug squishin
Nice, simple but polished game! Also love the cheese so kudos for that
Nice graphics but I don't quite understand :)
very pretty
@kevin-meissner well you have to keep everyone alive by keeping them from the streets ;)
@randomhuman well I thought about adding some detection to it but maybe the strategy of missing some points instead of the possibility to loose the combo is better. I don't know :)
I've updated the game a little bit with some object pooling (this resulted with 2x fps for me) + made Windows, Mac and Linux builds for download. Have fun everyone!
As mentioned above cool particles, cool main character, and lacks in sound and gameplay aspects - it gets boring very quickly due to the small challenge and I also experienced problems clicking on some holes in the plating.
Nice music. But this fadein during movement is quite distracting.
Very polished game but very difficult to escape the lizards. After a complete upgrade of the pickaxe, some kind of weapon against them would be useful (besides digging holes). EDIT: And yes - the very simple checkpoint system would be a great option.
Nice graphics but the game is too difficult for me and favors enemies more than me :) When player gets hit he's penalized with quite a push backward, character constantly swims upright when not controlled (but enemies don't have any problem navigating under water), weapon has very short range, you can only shoot in straight angles etc. EDIT: shooting pushes you back quite hard also, enemies are bullet sponges :/
Finished! Very fun but iritating sometimes - especially during magic fire appearing on last level :) Also as probably many people already suggested - add different button for jump - very often I jumped instead of spraying water. Also the platforming could use some tweaking (jump only on keydown). This is fullgame material here! I would also love to see some water particle physics maybe? Powerups like water pump jetpack - similar to Super Mario Sunshine. Good job overall!
Audiovisual masterpiece but gameplaywise - very annoying controls at least on keyboard+mouse. I don't understand the purpose of using mouse orbit in a shooter when you can't shoot in the direction you're aiming. If you aim with the mouse, there is no strafing and you can't shoot and go backwards at the same time. I understand that the game was targeted at the controller, but it was possible to replace the mouse orbit with an automatic camera movement like in 3D platformers e.g. Mario 64, and the game would also be playable on the keyboard. Besides, on my gamepad, which works seamlessly in Unity, the second analogue stick can only control the horizontal axis... and by moving it in the vertical axis :) Also the mouse sensitivity is sky high (had to slide it nearly to the bottom) - please tell your testers to switch their mouse DPIs to normal human settings :)
Great graphics, sound and mechanics... massively frustrating. Took me 58 minutes and 2 meltdowns to get through. I'm curious how it would be played on a pad where sword movement would be assigned to triggers.
Kudos for all the work you've put into modelling and animating the characters - for jam conditions it's a real achievement. Controls could definitely be improved, some combos added - it could be a Demon's Soul clone as that's what the giant enemies suggest.
Great sound/music design - at least on my headphones. Very good graphics too.
Finished it after some tries. It's a bit too short - after finishing it, there's unfortunately no reason to play it again, maybe some randomization of the board besides the treasure position would help? I also regret that the toilet plunger was not used properly to shoot/grapple something :)
FINISHED! Very fun game. After some time it gets quite easy but maybe for JAM game it's good so everyone can finish it. Especially the instakill laser upgrade was an overkill upgrade in my opinion - maybe you could add more upgrade steps to it? Start from bullet type (you need to tap UP instead of just holding it), first ugprade means faster reload times, then rapid fire, faster rapid fire, then laser, powerful laser and instakill. The last one could have wider beam at it's just a weapon of DOOM in my opinion :) I also think that maybe the game could benefit from some kind of storyline, add a kitty in the base that the player can talk to after returning to base?
I feel like it really doesn't take much to make your game more appealing - sounds, improved controls, shooting speed and the ability to fire multiple bullets. I can already see a lot of work put into the AI for example - enemies jumping to get us etc.
Nice graphics and audio. Unfortunately for me winning was rather a matter of luck. It's hard to see obstacles in the lower parts of the screen when camera just doesn't want to show you what's below.
Cool vibe, reminds me very much of the PT already mentioned by @tomlbarden . I would love to see the final version with the ending.
Nice little game with good audio and visuals. My time on first try 142. At first I thought that speed boosts powerups will replenish my 2 boosts but now I get it :)
Man that was frustrating with default mouse controls but fun and easy with keyboards. Seems kind of random in many parts - I don't quite get it when I will be crushed with the blocks. My only strategy is to smash down as fast as possible, occasionally steer into the direction of $$$ :) Overall well done!
Nice artstyle - especially the main hero. I went straight to the bottom - does that mean I win? The ammo don't last very long and for quite a while I couldn't find more ammo powerups. The foreground objects don't distuinguish much from background and I bumped on them few times.
Great music and graphics. It was hard for me to see anything and most of the time I didn't even know what hit me. There's also not much chance to avoid bullets/manouver especially when those skull snakes come to play.
Nice graphics - the perspective reminds me of Super Stardust Ultra, nice usage of simple normal maps (I think).
Don't know how this connects with the theme but overall congratulations on finishing the game. It looks quite good, adding smooth camera follow instead of mouse orbit could add a lot to the game. Plus sounds and music of course. Nice attempt.
Love the concept. The gameplay tempo could be improved - but that probably depends on the strategy of the user. Mechanics could be developed further - add more weapons/upgrades, faster weapon, explosive arrows, multiple arrows, time bending arrows - sky is the limit :)
Very nice small game. Kudos for steampunk style graphics.
Cool relaxic vibe - the music made me snooze off a few times :)
Finished! Quite fun but probably less frustrating on touch devices :)
I like the graphics and sound design very much, but the gameplay could definitely be improved. I think this could be better with just shooting using the same controller as movement. Besides, I always die on the third level because of some invisible collider - maybe a piece of tooth? EDIT: Ok - now I've just read there's a time limit :)
Not much of a game in a game but great graphics, music and narration :)
Finished! I like the atmosphere. I think you could spare the projectile shooting zombie for some later level and just rely on the simple zombie at first. The slow shooting was quite a bummer especially there's no any weapon progression further. I would love to shred those zombies with some machine gun :)
I like the narration, some interesting facts. The UI could benefit from some original design not just bland default Unity UI buttons. The portrait of Sigmund on the wall is nice touch but it hurts from some Z-depth errors (at least in WEBGL) version - could be fixed by just moving portrait graphics out of frame.
yay got the flower - this put a smile on my face :)
Finished! Love the ending. Reminds me of Steamworld Dig. One thing I would fix is assign digging to some action button because often you dig when you don't want to. Overall - FUN game
There's gamebreaking bug in FIRST level - try not to grab coffin but just push it in the hole - will try to patch it tomorrow
Ok, uploaded quick patch
@para-no dziekuje i nawzajem :)
@ogelgames Thanks! Yeah I know I will add some speed limits and conditions in postjam version surely. I already did some refactoring and now need to play other games :)
​Ok another quick fix in POSTJAM:
- fixed the gamepad button order because it sucked :)
@frasse @heremeus @pfs @theblindeye Thanks for the feedback! have you guys tried the POSTJAM version?
@xcvzxc thanks for the feedback! Yes the postjam version has 3 more levels and also some movement fixes.
10/10 on theme, would dig again
Ah - reminds me of good old Porrasturvat/Stair Dismount game
Instant Steamworld Dig vibe - relaxing digging with calming music. I seem to often forget to extract in time :)
Short but fun game. You could probably improve on this further stretching it to more levels, more mechanics like teleports, traps, doors, switches, keys, timed traps, floors that can only be stepped once/twice/etc.
Nice graphics - remind me of old vector adventure games like Hunter for Amiga. I like the story telling and narration. I got a bit lost when I just had to look into mailbox :) I would add some sound effects and maybe "grunts" before dialog lines.
Nice graphics, but the controls and jumping on platforms needs "some" tweaks. I would like to know what owner of claws instead of hands thought it would be a great idea to disable the arrow controls and group all the buttons so close together? Also, when we already have spikes on the ground we don't need them on the ceiling too - that's a bit overkill :)
Nicely designed levels, but... Terrible walking speed - it looks more like crawling, and running with SHIFT key seems to be the correct walking speed. Also, that head bobbing script should be printed and exorcised - it looks like the hero has some kind of convulsions and can't walk straight. I also missed the automap terribly - if you're doing a horror game, especially when everything around looks very similar and is a maze - the first thing is some sort of map. In terms of narrative, there's some strong twist-style element missing.
Great graphics but quite irritating sound :) Love the vertical layout - reminds me of arcade shoot-em ups. Managed to finish it but it took me a while to get used to the controls. I would leave the left/right key for left/right thruster. Overall fun game.
FINISHED! Great art, simple but effective graphics, usage of postprocessing and volumetric lights. I would love to see this in VR maybe with some haptic interactions. BTW: I've managed to block myself on falling shelf but no biggie :)
Super atmosphere and feel of the game, especially the music. I missed the alternative underwater music a bit, but maybe because of my memories of Traps'n'Treasures on Amiga. And as the rest already mentioned, it would be useful to upgrade the swimming speed, because the returns are getting longer and longer.
46 seconds :) Very good first game jam entry. At first the walls melt into one mess but after some practice you can navigate better.
Finished! I have a strong Metroid(vania) vibe here - great mood. The only thing I don't like is I can't target backwards - defeats the whole point of mouse targeting :)
Very nice visuals or I'm just a sucker for caustic effects fake or not :) I found that it's much easier to just use cannons for manouvering as it does not drain fuel and is much easier than main way of navigation :)