I'm always impressed when someone manages to create a game that really feels complete and whole in those 48h. 😊 The UI and style is super pretty, the music is nice, the backstory and level texts are funny. I finished all 15 levels and enjoyed the gameplay. It is fascinating how fast you get a feel for certain tricks (like selecting 2 characters for RLE can often be better because it leaves single characters in the text unchanged). I would love to see some additional mechanisms to spice things up in the later levels (e.g. a certain address range is broken and you have to compress as much as possible without loosing more than x% of data). Great entry! 💜
I can relate to the dwarfs when they don't want to deviate from their schedule. 😄
The palette, the art, the sound effects and voice acting are all very well done! 😊 And funny! After reading all the instructions, I still got stuck in level two, and could only continue after @tjm mentioning that it is necessary to build loops. But then it clicked, I had fun solving the puzzles, though I didn't manage to finish level 5. 😅 I like that you added audio feedback when a condition is not full-filled, but I would suggest to also highlight the affected dwarf. Even better, how about letting the animation play also on failure and visualize what went wrong (e.g. two conflicting dwarfs in the same room etc.)? TLDR; A tutorial and better feedback would go a long way, otherwise well done! 💜
The graphics and music are well done and create a unique style and vibe. 😊 I appreciate that you implemented an AI and also the little detail with the bending path of the arrows. I played a good amount of rounds, but my highest score was only 130. While it felt like a high precision platformer, I had some frustrating moments with the controls: Tapping a key once would move me a little bit instead of just turning around, which was quite deadly on small platforms in combination with the slippery edges. Also sometimes a gnome would spawn from above when I was mid-jump, which felt pretty unavoidable. I would definitively come back to beat my high score if the controls would get some polish! 💜
I'm impressed by the attention of detail you put into this one. The responsive animation and sound effects of the cards, the little effect when you click on the background, three different game modes, card tooltips, a lovely NPC, a quick tutorial. The graphics and music are very pretty. I won the first play-through and played it a second time, just to see if it would feel different and I'm pleased to see that you actually have some tactical choice which cards to keep and which to shed in the last game-mode. Little gem! 💜
The graphics are great and the visual style of the two dimensions creates a unique, tiny world. 😊 The slow-down of the music on the dark side is especially cool. It was challenging to beat the three bosses. I think some visual / audio feedback when taking damage would help a lot. Switching between dimensions feels satisfying. The rotation mechanic is an interesting idea and I think there is room for more experimentation (e.g. platforms for up and down movement? rotating up and down? reflecting projectiles from dome walls?). Well done! 💜
I also first thought about making a train game, but went for something else instead, so thanks for making this! 😊 There is a lot to like: Improving your train has that "just one more upgrade" feel. Upgrading and tactical decisions are spiced up with short fast-paced action sequences. A train station map! Unfortunately, there are a lot of bugs: Your inventory says Resource & Resource (instead of money and people). Carts have levels, but clicking on upgrade doesn't change it (but makes the train faster?). You can only buy one additional cart. The cost of repairing is sometimes negative, i.e. I get money. 😄 I would be really curious to play a fixed and more polished version of this, because I like the idea. Keep going! 💜
Really cool throwing mechanic, it is quite satisfying to draw two paths and see the discs go off. 😊 I like the color palette and the misty vibe of the city. The camera transitions are especially well done! The soundtrack is catchy. The level design is fun, great mixture of action and puzzling, and I can imagine that there is much potential for more level ideas. The only suggestion for improvement I have would be to not have the controls on-screen all the time, but only in the first room. Well done! 💜
I really like the art style of the characters and items and I also found the voice acting quite funny. 😊 The idea to experiment with different furniture combinations is cool, however I feel like it's held back by the fact that you do not need to buy any furniture to reach the goal (laptop until you're out of money, ice cream until you're tired, sleep in bed, repeat). I think some incentive to upgrade your stuff (for example to cover regular costs for gas or food) would really help there. I appreciate that you added a bad ending. 😁
Very fun mechanic to upgrade your cards (instead of adding cards to your deck) and gameplay is very addicting. I played until the "200 in 10 days" deadline, which I reached by day 25. By then I could play my whole deck every turn with an income of 46 stars, so it kind of felt like the deadline was no real challenge anymore. It was however very satisfying to build this deck and I could see myself playing many, many more turns with some tweaking and balancing. The card artwork is simple but adorable and the music made for a great vibe. Great entry! 💜
I love the art style, shapes, colors and UI! 😊 Sound effects and music were nice, just a couple of seconds more for the background track would help it from becoming repetitive. The game is very addictive, I played until I could cover about half the screen with tiles. I appreciate that you added resource chains, and it was fun to balance water / food / wood production. I think a great improvement would be if predicting resource production was more challenging, e.g. the position of a water pump could determine how much it produces based on free adjacent water tiles, or random events like a drought or fire which would use a large amount of water one-time. The UI was clear and easy to use, in the later game I would find a little info about how many resources you produce / consume per cycle very helpful. All in all impressive entry! 💜
PS: Did you see the entry of @seam00se ? Has some similarities and I think you both could take some inspiration from each other!
Fun "reverse-sokoban" mechanic. 😊 I really liked the level design, nice gradual increase in difficulty, had to try the last level multiple times before beating it. It took a little bit of time to get used to the controls, I think it could feel nicer without the dedicated rotation keys (e.g. when you press a direction key, the robot rotates there, then starts moving). I enjoyed the low poly art style and the intro music was nice. Also I appreciate the Linux build. Well done! 💜
Interesting concept, it was fun to figure out how to defend your eggs with traps and blocks and actively attacking and not dying. 😅 After several tries, I managed to get to 4 spiders, but then the sheer number of enemies got overwhelming; I found it hard to keep track of things when a single move of your spider would be followed by 10+ enemies moving. I appreciate the many different mechanics you implemented, and also agree with the other comments that introducing them step by step would help a lot in the beginning. Would be curious to see where this goes with some more development time! 💜
Nice little puzzle game. I felt so betrayed in level 3. 😅 Took me a while to find the correct path, but it felt very satisfying when I finally did. 😊 The music is quite lovely and I enjoyed the short story. I liked how you employed the collapsing floor / limited space and I can imagine there is potential for further interesting levels playing around with the mechanics (e.g. moving enemies etc.). Well done! 💜
The graphics are adorable and the little beep when you scan groceries is absolutely satisfying. 😊 The controls and simple UI both feel really good. First I got really angry with the customers when they would get stuck in front of a basket, but over time I got more caring and moved them away for them, mumbling to myself "there you go". 😉 I played until day 4, it was quite addicting, and I think I would have kept playing if there would have been some kind of challenge (e.g. you have to pay rent at the end of the week) and if I would have had some more options (e.g. order groceries for the next day, listening closely to what the customers want over the day). Also I appreciate the Linux build. Well done! 💜
Fun little platformer / survival game. 😊 Graphics and sound effects were simple but nice (only the crashing asteroid was a bit noisy, had to turn down the volume). The loop of landing on a planet, spotting resources, gathering them, fighting robots and getting back to the ship is quite addicting. I stopped playing after a streak of 12 and think I would have continued if the challenge would slightly increase with each level (less time, more resources to gather, more dangerous hazards etc.). All in all well done! 💜
PS: Cool that you used pygame 🐍
PPS: If anyone wants to play this on Linux, you can download and extract the source.zip and run the following commands:
Kudos to you for tackling a serious issue of our time. I think a well-done game can give the player an opportunity for reflection, and I certainly had two such moments with your game: First when I noticed that I only pick the highest paying people for the boat. Second, in the later game, when so many people got on a boat that it would surely sink, I put even more people on it just to cover the costs, knowingly sending them to their death. If those two things were intentional, hats off to you! The music gave the game a very fitting mood. The idea of the gameplay loop is fun, but some choices would go a long way to make me come back for another try (e.g. invest in "body guards" to keep people from entering the boats on their own vs invest in more boats to carry more people). All in all well done! 💜
The graphics, the music, the sound-effects, moving and shooting, everything feels polished already. Using items to step by step uncover the world (and UI) is a very cool and clever game mechanic. Had plenty of fun playing through the 8 levels. The final puzzle was a great idea! I take my hat off to you! 💜
I really liked the concept of having to do some light resource management while fighting, made for some pretty hectic moments. Played to the end, and by then I really hated the enemy robots (that's meant in a good way). The dark hallways and the red eyes make for a nice vibe and the music is catchy. I think some indicators about your attack and defense, e.g. larger or smaller explosions depending on which modules are equipped, would go a long way to make the game concept more clear. All in all well done! 💜
PS: I appreciate the Linux build. 😊 Had a few crashes though with "FATAL: Index p_index = 0 is out of bounds (shapes.size() = 0)."
What an awesome idea, I had so much fun! 😄 I really like the alternating flow of building and fighting. When playing for a bit I got really proud of the ship I put together. And then the aliens destroyed it before I could make a screenshot. Oh well. Also the art style and sound gave everything a nice vibe. Somehow the aliens kept coming and coming, but I never managed to get past wave 2, that might be a bug, or maybe I missed some game concept. Small suggestion for improvement for the controls of the ship: Indicating thrust and / or a little (exhaust) trail would go a long way to make everything feel more snappy. Anyway, really well done! 💜
I really liked that the "cheese bombs" are both for directly attacking and for area control, nice use of the theme! The art was simple but lovely, the music gave everything a frantic touch. The move sound was a bit repetitive and noisy for me, had to turn down the volume. ;) The AI was surprisingly challenging! There seems to be a glitch that sometimes the AI does not move when a round starts. Good on you that you added local multiplayer! All in all well done! 💜
I really like the art style, especially the color palette, and the music was nice too. 😊 And the short intro is a lovely idea! I'm impressed with the amount of buildings you created in 48h. The interface is easy to use, but the menus covered a lot of screen space, which sometimes made it hard to place a building. I think the game would benefit from resource chains; a limit didn't really feel limiting to me because you could increase it with just one building. That said, I played it to the end, it was quite addicting and reminded me a little bit of a fast clicker game. Well done! 💜
LD54 — Limited Space (21)
Bit Golf by badcop 2023-10-20T19:35:13Z ♥ 1
I'm always impressed when someone manages to create a game that really feels complete and whole in those 48h. 😊 The UI and style is super pretty, the music is nice, the backstory and level texts are funny. I finished all 15 levels and enjoyed the gameplay. It is fascinating how fast you get a feel for certain tricks (like selecting 2 characters for RLE can often be better because it leaves single characters in the text unchanged). I would love to see some additional mechanisms to spice things up in the later levels (e.g. a certain address range is broken and you have to compress as much as possible without loosing more than x% of data). Great entry! 💜
Dwarf Monastery by hotaloca 2023-10-18T15:34:18Z ♥ 0
I can relate to the dwarfs when they don't want to deviate from their schedule. 😄
The palette, the art, the sound effects and voice acting are all very well done! 😊 And funny! After reading all the instructions, I still got stuck in level two, and could only continue after @tjm mentioning that it is necessary to build loops. But then it clicked, I had fun solving the puzzles, though I didn't manage to finish level 5. 😅 I like that you added audio feedback when a condition is not full-filled, but I would suggest to also highlight the affected dwarf. Even better, how about letting the animation play also on failure and visualize what went wrong (e.g. two conflicting dwarfs in the same room etc.)? TLDR; A tutorial and better feedback would go a long way, otherwise well done! 💜
Gnome In The Abyss by Plepletier 2023-10-17T23:32:10Z ♥ 0
The graphics and music are well done and create a unique style and vibe. 😊 I appreciate that you implemented an AI and also the little detail with the bending path of the arrows. I played a good amount of rounds, but my highest score was only 130. While it felt like a high precision platformer, I had some frustrating moments with the controls: Tapping a key once would move me a little bit instead of just turning around, which was quite deadly on small platforms in combination with the slippery edges. Also sometimes a gnome would spawn from above when I was mid-jump, which felt pretty unavoidable. I would definitively come back to beat my high score if the controls would get some polish! 💜
wild maid by thyoi 2023-10-17T15:57:42Z ♥ 1
I'm impressed by the attention of detail you put into this one. The responsive animation and sound effects of the cards, the little effect when you click on the background, three different game modes, card tooltips, a lovely NPC, a quick tutorial. The graphics and music are very pretty. I won the first play-through and played it a second time, just to see if it would feel different and I'm pleased to see that you actually have some tactical choice which cards to keep and which to shed in the last game-mode. Little gem! 💜
Dimensional Grove: The Rotational Odyssey by brandann 2023-10-14T21:40:18Z ♥ 0
The graphics are great and the visual style of the two dimensions creates a unique, tiny world. 😊 The slow-down of the music on the dark side is especially cool. It was challenging to beat the three bosses. I think some visual / audio feedback when taking damage would help a lot. Switching between dimensions feels satisfying. The rotation mechanic is an interesting idea and I think there is room for more experimentation (e.g. platforms for up and down movement? rotating up and down? reflecting projectiles from dome walls?). Well done! 💜
Train Trouble by Harmadillo 2023-10-13T13:44:31Z ♥ 1
I also first thought about making a train game, but went for something else instead, so thanks for making this! 😊 There is a lot to like: Improving your train has that "just one more upgrade" feel. Upgrading and tactical decisions are spiced up with short fast-paced action sequences. A train station map! Unfortunately, there are a lot of bugs: Your inventory says Resource & Resource (instead of money and people). Carts have levels, but clicking on upgrade doesn't change it (but makes the train faster?). You can only buy one additional cart. The cost of repairing is sometimes negative, i.e. I get money. 😄 I would be really curious to play a fixed and more polished version of this, because I like the idea. Keep going! 💜
Disc Runner by rasblo 2023-10-13T13:00:09Z ♥ 1
Really cool throwing mechanic, it is quite satisfying to draw two paths and see the discs go off. 😊 I like the color palette and the misty vibe of the city. The camera transitions are especially well done! The soundtrack is catchy. The level design is fun, great mixture of action and puzzling, and I can imagine that there is much potential for more level ideas. The only suggestion for improvement I have would be to not have the controls on-screen all the time, but only in the first room. Well done! 💜
PS: Appreciate the Linux release!
Motorhome Rabbit by JoshuaRabbit 2023-10-11T21:46:30Z ♥ 1
I really like the art style of the characters and items and I also found the voice acting quite funny. 😊 The idea to experiment with different furniture combinations is cool, however I feel like it's held back by the fact that you do not need to buy any furniture to reach the goal (laptop until you're out of money, ice cream until you're tired, sleep in bed, repeat). I think some incentive to upgrade your stuff (for example to cover regular costs for gas or food) would really help there. I appreciate that you added a bad ending. 😁
Deadlinez by mickey-sanchez 2023-10-10T22:15:05Z ♥ 0
Very fun mechanic to upgrade your cards (instead of adding cards to your deck) and gameplay is very addicting. I played until the "200 in 10 days" deadline, which I reached by day 25. By then I could play my whole deck every turn with an income of 46 stars, so it kind of felt like the deadline was no real challenge anymore. It was however very satisfying to build this deck and I could see myself playing many, many more turns with some tweaking and balancing. The card artwork is simple but adorable and the music made for a great vibe. Great entry! 💜
Landfall by LCStark 2023-10-09T09:46:27Z ♥ 2
I love the art style, shapes, colors and UI! 😊 Sound effects and music were nice, just a couple of seconds more for the background track would help it from becoming repetitive. The game is very addictive, I played until I could cover about half the screen with tiles. I appreciate that you added resource chains, and it was fun to balance water / food / wood production. I think a great improvement would be if predicting resource production was more challenging, e.g. the position of a water pump could determine how much it produces based on free adjacent water tiles, or random events like a drought or fire which would use a large amount of water one-time. The UI was clear and easy to use, in the later game I would find a little info about how many resources you produce / consume per cycle very helpful. All in all impressive entry! 💜
PS: Did you see the entry of @seam00se ? Has some similarities and I think you both could take some inspiration from each other!
KosmoPod by Hakro 2023-10-08T17:55:56Z ♥ 2
Fun "reverse-sokoban" mechanic. 😊 I really liked the level design, nice gradual increase in difficulty, had to try the last level multiple times before beating it. It took a little bit of time to get used to the controls, I think it could feel nicer without the dedicated rotation keys (e.g. when you press a direction key, the robot rotates there, then starts moving). I enjoyed the low poly art style and the intro music was nice. Also I appreciate the Linux build. Well done! 💜
Boxes and Webs by Unentokku 2023-10-08T14:56:15Z ♥ 0
Interesting concept, it was fun to figure out how to defend your eggs with traps and blocks and actively attacking and not dying. 😅 After several tries, I managed to get to 4 spiders, but then the sheer number of enemies got overwhelming; I found it hard to keep track of things when a single move of your spider would be followed by 10+ enemies moving. I appreciate the many different mechanics you implemented, and also agree with the other comments that introducing them step by step would help a lot in the beginning. Would be curious to see where this goes with some more development time! 💜
Sky's the Limit by clema 2023-10-08T14:14:09Z ♥ 0
Nice little puzzle game. I felt so betrayed in level 3. 😅 Took me a while to find the correct path, but it felt very satisfying when I finally did. 😊 The music is quite lovely and I enjoyed the short story. I liked how you employed the collapsing floor / limited space and I can imagine there is potential for further interesting levels playing around with the mechanics (e.g. moving enemies etc.). Well done! 💜
Tiny Shop by chuckeles 2023-10-08T12:39:30Z ♥ 1
The graphics are adorable and the little beep when you scan groceries is absolutely satisfying. 😊 The controls and simple UI both feel really good. First I got really angry with the customers when they would get stuck in front of a basket, but over time I got more caring and moved them away for them, mumbling to myself "there you go". 😉 I played until day 4, it was quite addicting, and I think I would have kept playing if there would have been some kind of challenge (e.g. you have to pay rent at the end of the week) and if I would have had some more options (e.g. order groceries for the next day, listening closely to what the customers want over the day). Also I appreciate the Linux build. Well done! 💜
Shrinking Universe by Erroneous 2023-10-07T22:20:28Z ♥ 1
Fun little platformer / survival game. 😊 Graphics and sound effects were simple but nice (only the crashing asteroid was a bit noisy, had to turn down the volume). The loop of landing on a planet, spotting resources, gathering them, fighting robots and getting back to the ship is quite addicting. I stopped playing after a streak of 12 and think I would have continued if the challenge would slightly increase with each level (less time, more resources to gather, more dangerous hazards etc.). All in all well done! 💜
PS: Cool that you used pygame 🐍
PPS: If anyone wants to play this on Linux, you can download and extract the source.zip and run the following commands:
pip3 install pygame~=2.5
python3 ld54.py
Mediterranean Smuggling by TTKayttis 2023-10-07T11:59:13Z ♥ 1
Kudos to you for tackling a serious issue of our time. I think a well-done game can give the player an opportunity for reflection, and I certainly had two such moments with your game: First when I noticed that I only pick the highest paying people for the boat. Second, in the later game, when so many people got on a boat that it would surely sink, I put even more people on it just to cover the costs, knowingly sending them to their death. If those two things were intentional, hats off to you! The music gave the game a very fitting mood. The idea of the gameplay loop is fun, but some choices would go a long way to make me come back for another try (e.g. invest in "body guards" to keep people from entering the boats on their own vs invest in more boats to carry more people). All in all well done! 💜
textures_failed_to_load by Yorsh 2023-10-06T19:20:49Z ♥ 1
The graphics, the music, the sound-effects, moving and shooting, everything feels polished already. Using items to step by step uncover the world (and UI) is a very cool and clever game mechanic. Had plenty of fun playing through the 8 levels. The final puzzle was a great idea! I take my hat off to you! 💜
NarrowLabs Rumble by stmate03 2023-10-05T14:24:43Z ♥ 1
I really liked the concept of having to do some light resource management while fighting, made for some pretty hectic moments. Played to the end, and by then I really hated the enemy robots (that's meant in a good way). The dark hallways and the red eyes make for a nice vibe and the music is catchy. I think some indicators about your attack and defense, e.g. larger or smaller explosions depending on which modules are equipped, would go a long way to make the game concept more clear. All in all well done! 💜
PS: I appreciate the Linux build. 😊 Had a few crashes though with "FATAL: Index p_index = 0 is out of bounds (shapes.size() = 0)."
Awesome Spaceship Dude! by BangKerpow 2023-10-04T18:27:38Z ♥ 1
What an awesome idea, I had so much fun! 😄 I really like the alternating flow of building and fighting. When playing for a bit I got really proud of the ship I put together. And then the aliens destroyed it before I could make a screenshot. Oh well. Also the art style and sound gave everything a nice vibe. Somehow the aliens kept coming and coming, but I never managed to get past wave 2, that might be a bug, or maybe I missed some game concept. Small suggestion for improvement for the controls of the ship: Indicating thrust and / or a little (exhaust) trail would go a long way to make everything feel more snappy. Anyway, really well done! 💜
Boomsqueak by Zomk 2023-10-04T17:30:27Z ♥ 0
I really liked that the "cheese bombs" are both for directly attacking and for area control, nice use of the theme! The art was simple but lovely, the music gave everything a frantic touch. The move sound was a bit repetitive and noisy for me, had to turn down the volume. ;) The AI was surprisingly challenging! There seems to be a glitch that sometimes the AI does not move when a round starts. Good on you that you added local multiplayer! All in all well done! 💜
Moon Base Constructor by SeaM00se 2023-10-03T02:17:53Z ♥ 2
I really like the art style, especially the color palette, and the music was nice too. 😊 And the short intro is a lovely idea! I'm impressed with the amount of buildings you created in 48h. The interface is easy to use, but the menus covered a lot of screen space, which sometimes made it hard to place a building. I think the game would benefit from resource chains; a limit didn't really feel limiting to me because you could increase it with just one building. That said, I played it to the end, it was quite addicting and reminded me a little bit of a fast clicker game. Well done! 💜