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NueboMundo

Category Medals

YearLDThemeGameDivisionCategoryScore
đŸ„‰ 2017 39 Running out of Power PowerCubeStationBoxℱ jam Innovation 4.65

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
201739Running out of PowerPowerCubeStationBoxℱjam1123.873.454.654.283.873.193.463.55
201738A Small WorldCOSMOMOMOMOÂșjam2963.513.114.143.663.553.812.403.40
201637One roomTelepathy Dungeonjam1113.884.003.733.884.033.473.133.7865
201636Ancient TechnologyBRAVE To The Corejam

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 NueboMundo

LD36 — Ancient Technology

BRAVE To The Core by NUEBO MUNDO 2016-08-30T01:35:00

Search for the ancient technology and make a fortune out of it!

BRAVE To The Core by NUEBO MUNDO 2016-08-31T23:51:00

@Alkrimil
Interesting idea, we definitively consider a play>get money>updgrade>play again mechanic, but ended up ditching it due to time. Thank you for your kind comment!

@kokiriandco
Nice score, but you sure can do better after some nice alioli >:D

@Gordun
Thank you some much! Kudos to @jorjenz13 ;)

@cubotrox_toni
Thank for your comment and suggestions, Toni! A lot of people asked for upgrades, so we'll add something along the lines in the post-jam update ;D

@ccglp
goto previous comment about the upgrades and stuff hahaha
Thank you for take the time to play our little game!
P.D: About TTGL... actually it may be!?

A Day With Mr Lmao by seveca95 2016-08-31T18:31:00

The detail I liked the most is the seconds you can move after death. May need I little more tweaking in the difficulty curve hahaha!

Roll Of Totems by mrbadg3r 2016-08-31T01:21:00

Sweet low-poly 3D graphics!

I was so proud of myself when I finally beat that hellish second level...

The sfxs are absolutely on point hahaha

Rampage of Technology by kokiriandco 2016-08-31T00:57:00

Nice art and animations.

The level design may need some work (feels a little too... samey?), and also the player movement.

Really cool CRT-effect shader ;)

Super Cute DNA Sucker! by larkkkattack 2016-09-01T00:35:00

Very cool game!

The game feel was impresive for a game done in less than a day. The last weapon feels amazing when shooting.

Some minor problems with enemy spawning and hitboxes, but overall a really good job, congratulations!

LD37 — One room

Telepathy Dungeon by NUEBO MUNDO 2016-12-15T03:37:00

@FunkyDelPueblo
Sorry for the nightmares lol (and thank you for playing!)

@Ariake81
Oh, you're too nice! Thank you very much!

Telepathy Dungeon by NUEBO MUNDO 2016-12-16T23:39:00

@EtherealPsycheGames
Thank you some much! Your praise of the art is really apreciatted!

@erik
Yep, that's our major concern with the gameplay too, but we'll work hard to fix it in an upgraded version. Thanks for your feedback!

@Horoe
Wow, those are big words, thank you so much for playing!

@Gamechoy
Thank you for your kind words!

@TeamScripta
Thanks! <3

Telepathy Dungeon by NUEBO MUNDO 2016-12-18T20:50:00

Some people asked for them, so... WINDOWS AND MAC BUILD ADDED!

@josemwarrior
What a compliment! Thank you, man!

@BoltKey
Yep, we're aware that right now the game is somehow too short, so we're working in a post-jam version to make something greater out of this!

@Vadim Ivshin
Done! :)

And thank you all for your nice words, it means a lot to us!

What's Inside? by iamkraya 2016-12-19T01:17:00

Was expecting a screamer almost the whole game hahaha

Awesome entry, you went for the psicological terror route and nailed it.

BomBallRoom by Bomballroomstudio 2016-12-18T15:43:00

Nice entry! The main mechanic have potential and the sfxs were funny and adorable.

For me, the main problem was the UX and the presentation of the mechanics; maybe you can implementent the tutorial as a first (skippable) level so new players can learn all the inputs right away.

NINJA ROOM by josemwarrior 2016-12-16T21:02:00

Love it how the rotating camera makes the game more challenging while highlighting the 3d effect of the sprites.

The bomb guys seemed a little unfair sometimes.

8600 was my best attemp ;) Cool game!

The Painted Lady by Verz 2016-12-15T04:16:00

Another jam, another distubingly awesome game by Verz.

I'm a gameplay-first person, so I can't really give this a perfect score based on my personal taste, but you really outdone yourself with the graphics and music.

I really like the sordid mood surrounding everything in the game, but I feel as it can be developed some more for a greater impact in the user. Anyway, the game is different of what you usually see in a jam, and I like that... keep doing your own thing!

Empty by dustyroom 2016-12-21T22:46:00

A truly masterpiece for a jam game. Brilliant concept and elegantly executed.

Great job guys!

One Roomba by Pestel Crew 2016-12-18T13:49:00

Really nice twist on the theme, very enjoyable entry overall!

The lack of music and tediousness of some puzzles are the main issues I can think of.

RITUAL by larkkkattack 2016-12-15T04:28:00

I was really intrigued right from the start, and loved the way the player interacted with the "voice".

After some waves the game seemingly stops, and that was disappoint because just with a little glimpse of the story I know it could be some interesting.

Christmas Stack! by Geck0 2016-12-16T20:20:00

The classic gameplay works well, but maybe some extra twists like immovable presents (like you said in the to-do list) will make the game more appealing to play.

CORE by atcolombini 2016-12-16T20:28:00

The mechanic is quite smart once you get a grasp of what is actually happening. The fact that you control both your movement and your shield with the same key have some potential, but the controls need some polish in order for this to happen.

Pixel Pizza A Muerte by seveca95 2016-12-16T20:51:00

Cool gameplay, but it gets out of hand really quick. I sheltered in a corner trying not to get killed, but the japanese cuisine forces had no mercy.

The mix of sfxs playing and thousands of enemies walking around makes my head hurts hahaha

LD38 — A Small World

For The Love Of Money by KunoNoOni 2017-05-05T02:24:42Z

The movement is slow, and the hitboxes are deceptive (though interestingly, in a lenient way) but the core game is interesting. I don't see barely any connection with the theme, but with better level design, maybe that slow/classic movement can work wonders, or alternatively, making the movement more action-like and design the levels around that, for a more engaging and intense experience (and I do mean while conserving the square based, "classic" game grid)

Petty Puny Planet 38 by JorgeGameDev 2017-05-03T19:17:04Z

The pet-planet idea as its finest, very funny entry!

I enjoyed the experimentation and trial and error with the answers, although sometimes the "nothing happened" outputs repeated a bit too much.

The "cosmetic" variations of my little planet were a highlight for me, but it was a shame that all my complements didn't stack (maybe some answers nullify others?)

P.D: I burst out laughing with the manga/anime related options lol

Command Ant Conquer by JuDelCo 2017-05-05T01:15:56Z

Wow, a couch game for the LD, now that's some dedication!

Even with the nice little explicative image in the How To Play section, I was a bit lost at the beginning. Fortunately, the game is very self-explanatory once you try it out for a bit. Even with the initial confusion, I managed to win at the end, mostly investing all my resources in creating the biggest ant army ever (lol). Turning the tables on the CPUs was very satisfying!

Extra kudos for the IA of the enemies, feels really "alive" to me, impressive work right there.

Carefulzilla by glimaleite 2017-05-06T10:58:36Z

Killer concept!

I love this kind of silly-yet-challenging mechanics in games, especially when the gameplay is a lot of fun like in this one. The smooth movement of the toe is perfect as well, it gives such a cool "dead foot" sensation lol

The only drawback were small bugs like when both feet are offscreen and you are unable to continue (impossible to grab them with the mouse), maybe a zoom out for this kind of moments (while also clamping the max position of the feet, so we doesn't end up in a advantageous situation) would be an easy solution.

Anyway, this is really good overall, impresssive entry for your first time, great job!

Planet Domination by Sir Magic 2017-05-08T00:33:50Z

Sadly, it's a very unfair game, that severely lacks depth and relies almost exclusively in luck. It's fun to shoot other space ships and move around (although in a very limited fashion -XY axes only-), but trying to fulfill the objective of the game it's just a gamble. All shots look the same and are difficult to dodge, the movement of the ship is slow and you can't go any faster, you are essentially alone against everyone else, your health is low and the unfortunate re-spawn of an enemy often means an automatic game over, and back to the beginning...

One solution would be focusing in the combat and making the movement feel good first and foremost, so "capturing the flag" is enjoyable and satisfying. Being able to "run", team colored shots, different ways of attacking (slow shots, long shots, spread shots... depending in the time you press the button, for example), equal number of ships in each team, Z axis (not necessary at all, but has great potential if done correctly. However, sometimes potential is worse than simplicity, so choosing correctly between the two is key for a fun, engaging game) ...just some ideas!

Flovala by larzan 2017-05-06T01:00:14Z

Bright and clean art, impressive for a gamejam!

I feel like I did not really get what was the point in getting bigger / stronger by eating the enemies, as in the end I got back to the "cell" stage all the time.

Switching teams with the dark ones was an interesting change, although the gameplay felt slow and almost tedious (player controls did not help) at this point.

Planet Desumaton by SiegfriedCroes 2017-05-03T12:53:43Z

Awesome little mechanic!

When I finally beat the big planet I was left with the desire for more exploration and battles with my cute little planet. Hope you expand this into something more complete.

Slice of Life by tweedle 2017-05-03T16:19:51Z

Wow, I loved the animations (and the graphics, in general), really fiting for the overall mood of the game.

About the gameplay, at first It was confusing because I wasn't avoiding the enemies myself, and most OHKO you almost instantly. Once I learned that, the game became really easy, using a combination of number 1 and number 2 for defending the base (although I think number 2 was enough) with no problem at all.

Even with that, a rather cool game, good job completing it on time!

Throw by somethinboutgames 2017-05-06T00:25:05Z

I really really like how the planet gets "caught" and the sound it makes! The mechanic is well made, though sometimes the behavior is a little odd (in the zigzag level, when you use max force it doesn’t bounce with more speed, but instead it loses all momentum and stops). Simple, but good "base"!

The Adventure of Malvin by NOFUEL 2017-05-05T23:04:38Z

A pretty nice platformer with heavy Mario influences (mostly theme-wise), although your little ladybug is way more athletic! I loved the fact that you can run on walls, but unfortunately it wasn't really crucial for any part of the level.

I felt like the levels were a little bit too broad, is impressive that you manage to design so much in so little time, but I would argue that a more condensed layout, with more focus in the mechanics and less in plain platforming, would have really hit the sweet spot.

The boss battle was a nice little touch!

Planet04 by geck0 2017-05-05T01:31:21Z

First things first: very cool visuals! The lighting and overall consistency can be improved, but the planet and trees were pretty nice.

The biggest flaw for me was the controls, sometimes I couldn't turn around properly and I ended up losing orders in the last second. Talking about this, I think the game can benefit massively from some color indicators for the direction of the delivery zones (or maybe something more subtle can work too?).

Planetary Defense Force by TeamMonumental 2017-05-05T02:45:43Z

I like the idea, but once you installed a turret in each planet, the game ends. I would have liked that you could install one in the satellites, or that maybe other planets came to your solar system, and because of that, being able to be more creative in how you arrange each planet in each moment and what weapons you give to each one. I see the most potential in the ability of moving a planet to a certain location freely, and how it could combine with other planets positions and weapons/powers, and possibly, a 360Âș battleground instead of a 2D one (enemies and configurations in all directions)

My favourite part was when the boss appeared and the music changed, great staging!

Bunny On A Plane by ocarson 2017-05-03T17:25:48Z

What a charming game!

I sincerely LOVE the karaoke feature, even if it doesnt add anything gameplay-wise. The only little annoyance was that it was really hard to follow the lyrics while playing, but it's alright and understandable as a limitation (even big games like GTA can't handle this right with the subtitles).

The core-mechanic is pretty simple and straighforward, only nitpick for me is -as someone says in a comment above me- the position of the plane and the camera.

Path of the Rabbit by managore 2017-05-03T15:59:58Z

Much less intuitive that what we are use to (coming from you), but a excellent game nonetheless.

As soon as you realize what you're trying to accomplish with the tiles, the depth of the simple rules becomes astonishing, turning the gameplay into a challenging brainteaser.

I would also like a more clear link with the theme, but even with that in mind this is a 5☆ entry!

World en abyme by lepatryckduffy 2017-05-03T21:07:41Z

Great game! I loved the concept, very original! Also, well executed levels. The movements/physics of the character need a little of refinement, but for a jam, this is very good overall!

The character being the next level minimized was a clever and interesting touch! And I really like moments like when you reach the later levels, where the previously benign world becomes black and evil-looking... haha. Cute visual correlation with the progression of the levels!

Ant Detective by Aumbra 2017-05-04T00:43:12Z

That's great narration! The game is linear but in a good way, and it didn't take much time for me to get into the flow of the events/story. I'm a little bit tired of the noir setting and characters, but your twist made it feel more than bearable. Of course the good dialogue helped a lot, as well as the little details and world-building you put here and there! I enjoyed the experience, although short and limited. I would love to see a game like this came out in the future!

To do list by Finlal 2017-05-01T20:11:32Z

The art is great! Very detailed and well executed graphics, very good palette and overall sense of design! The music is also nice! (maybe too upbeat for the situation? The song is great though)

The controls, however, are very, very confusing. Before using an item correctly, I clicked it with the cursor, pressed Z, and dragged the icon of the item to the zone I wanted to interact with, instead of the intended "stand before the zone with the green outline and press the right mouse button with the right item". Even after checking the controls here, I only managed to fix the roof (I figured I needed to fill the watering can with water to make it work, but I can't interact with the bucket of water because it doesn't have a green outline)

I would recommend to ditch the mouse controls altogether and use only the keyboard, or in the other hand, to make the mouse the main way to interact with everything, highlighting zones/objects by clicking or hovering with the cursor.

It's a shame I got stuck, because it seemed like it had a interesting story...

COSMOMOMOMOÂș by NueboMundo 2017-04-27T18:18:34Z

Thank you for trying it out! I added a brief description of the objective to solve that obscurity problem. There are actually 5 levels! It would be a shame that players got stuck in the first one because the goal was not clear enough. Sorry for the inconvenience, and thank you for pointing that out!

COSMOMOMOMOÂș by NueboMundo 2017-05-02T22:02:49Z

Thank you for the feedback, everyone! The game was not intended to be hard, specially the first level, so we made a little tweak that should ease the progression satisfactorily, and restore the experience to what was originally intended! Please try it out! I'll add some more info in the description too

COSMOMOMOMOÂș by NueboMundo 2017-05-06T18:10:48Z

@feltip Oh, yeah, that's a common misinterpretation (totally our fault!), you're not navigating across the universe with a big ball, actually you're the small star moving around a little planet. Sorry about that!

@faemir Thank you for taking the time to leave a message!

@lipsch Yep, we did not make a good job explaining the 3D world to the player, that's probably one of the game's biggest flaws. Anyway, thank you for your feedback!

@somethinboutgames Thank you for your kind words! The original purpose of the textureless world was just esthetic, with an additional visual aid in mind too. Unfortunately, the end result can be improved a lot.

@ruthiepee I'm glad the description was helpful, thank you for your comment!

@kleinzach Such a welcomed comment! Something very similar to what you're describing about the shader is in the making for a post-mortem version of the game, but in any way, thank you for your sharp suggestion!

@ithildin The communication of the main mechanic needs some improvement, most definitely. We appreciate your words about the graphics and music, thank you!

@takusan :O! WOW.

First things first: Thank you so much for taking the time to type such an extensive feedback message, you even gave us a run-down of your playthroughs, that kind of information is priceless to us.

Going through your message, you probably suffered the exact same misconception @feltip fell for (totally our fault, again). The main character is actually the little white ball with a blue star on top, not the whole planet. If you consider trying the game again with this in mind, we'll be truly grateful.

@lukuluk Thank you so much for your suggestions to improve the sphere, we'll most definitively take them into account when releasing the final post-jam version.

Yep, the "grow animation" (so to speak lol) is too sudden right now, that's because we were running out of time and it was a hacky solution to achieve the effect we wanted.

@zondarg Hahaha, that particular sfx sure was popular, thank you for leaving a comment!

@ddrkirbyisq The predictability of the shots you're describing is indeed one of the flaws in the design that we overlooked at first (good job finding it out! lol). Thank you for your feedback!

@huvaakoodia The reunion scene was kind of improvised at the last minute, glad you like it!

The "first impression" needs tons of work indeed...

You found out the "easy mode" too, hahaha. Yep, some of the elements you describe were in our minds while developing the game, but we couldn't really put them in the final product on time, unfortunately. Aside from that, some of your ideas are really cool, superb feedback!

···

We'll try to rate and give feedback to all of you that take your time posting here. Thank you again, you all!

Arindama by Daniel Moreno 2017-05-07T12:42:45Z

A incredibly inventive idea, the combination mechanic is simple yet so many possibilities arise with just a handful of items. I especially like small details like the infinite world (falling down and spawning at the top actually affects the gameplay, for the better!) or the extra reach when the player is in the middle of two tiles, so many right desitions in this entry!

After many, many tries, I got stuck forever trying to get the key, so I watched a video and completed that last part, finally reaching the statue (just so I'm not left with the bitter taste of defeat hahaha).

The only thing I can nitpick is the limited number of resources per play, in my first try I got to a dead end pretty early (at that time I didn't know it, obviously) and kept trying to combine new things to no avail.

Say Something by Houcine Chelbi 2017-05-06T02:14:01Z

I like how the character swings the sword, and the style of the character’s 3D model. I would have liked to have more things to attack. The purple diamonds weren’t fun to dispose of, due to the need of jumping constantly and moving the camera around just to hit them. It’s just too complicated of a method/routine for a basic enemy, and the bottomless surroundings didn’t help. But with some well thought level design, this can be a lot of fun! (It’s not the depth or the number of options, but what you do with them)

Retro Rabbit by wtoa 2017-05-06T11:53:59Z

An endless runner on a small planet, very rad idea!

The simple mechanics are almost instantly understood, but the first time I played I didn't really get that the leaks were making the planet smaller (but I got them anyway lol), I guess it's not really noticeable because you usually die with a rock first.

The lowpoly 3d graphics are superb and the music is lively and fits perfectly, an awesome entry overall!

kumo. by Turbo Hermit 2017-05-07T11:14:41Z

Nice little "mood" game.

I wouldn't call it relaxing (for myself), but watching the flowers grow was a peaceful experience. The procedural generation is quite nice, although I would love if your cursor could interact with the plants in some way, or maybe if you could regulate the intensity of the rain, small things like that could possibly made the gameplay more enganging (but of course, I understand if you were aiming for a less interactive aproach).

Little Sprout Garden by Valmay 2017-05-08T14:44:12Z

Impressive for a game jam. It's fun to just try things and see what happens, even if there is no real "game". The 3D models, the colors, the character, the animations, and presentation are all well made and appealing. The character's design is specially good, just seeing it carry stuff or interact with others is very charming and enjoyable. You have something special here. If it could evolve or adapt to different environments it would be even more interesting (changing its behavior, capabilities...), but these are just some options to potentially give the game more content and depth, directed in this case to developing/expanding the character and making it the focus of the experience. From here, you could take this in any direction, so that's up to you!

Solid entry, with lots and lots of potential.

Miniverse by sebasrez 2017-05-01T20:53:07Z

I really like the idea behind the battle system and how you can pick up and carry your weapons/items in your planet! The dialogue/humor was great, a highlight for me. The music works just fine.

However, the slowness of moving around with the planet, how huge the map is, and how scattered everything is, makes for a bad combination. A more linear approach would benefit the experience a lot, specially at the beginning (I fought the skull guy way too early, and when searching for better weapons, I found myself lost and forced to wander the empty space in a very sloooow fashion. The arrows helped, but it takes way too much time moving around when you are not sure what exactly you need and where it is. Also those duckies have some serious chikara)

Overall, great entry!

Spermicorn by Fanu 2017-05-08T01:29:35Z

The cutscenes!

Really charming, funny game! Gameplay-wise needs lots of work, but that minigame-like approach can shine very, very brightly with this direction! (for polish, think Warioware or Rhythm Heaven, but with "storyline" focused minigames!)

The cute humor and the character designs were the best part for me. The music is surprisingly good, too! (my favourite track was the one in the menu credits). However, the controls on the first half were kinda awkward and over-complicated, and the second half went on for a little too long (though I loved the inclusion of the motivational phrases, nice detail! Also, the background!). The art is rough, but the designs make up for it in a big way. Overall, I'm pleasantly surprised with this one. I hope to see more from you in the future!

Asteroid Hopper by yyam 2017-05-07T20:56:20Z

This is by far my favourite entry! The simplicity of it all, the progression, the fact that each move counts, the way new elements are introduced... it's really well thought out, and satisfying! A game "based" on Pokemon's ice puzzles? Gimmie Gimmie! This core-gameplay focus is what this world needs.

Only thing I didn't like, was the last level, because it's not that clear how the lonely portal works, but I guess it was somehow rushed and that's why it doesn't have the progression/feature presentation of the rest of the game. When you finally figure that one out, is as satisfying as ever, though! The graphics and the music need polish too, but they work (specially the graphics). Great work!!

Until the End by FernandoAdolfo 2017-05-05T00:52:12Z

A bold entry given the theme and time constraints!

The humdrum and tiresome routine of a prison is fairly well captured, but after a couple of plays it quickly turns into something dull and uninteresting for me (all games should have some kind of attractiveness / motivation behind, although I undestand this is my personal point of view).

Even so, this is a fairly solid game for a LD, good job!

Slightly Angry Max by Takusan 2017-05-03T20:31:09Z

The movement of the character is too slow and floatie in my opinion, but there is a good game under that (although formulaic). It was disappointing that you eventually lose all upgrades, but overall I liked that you can use health/upgrade kits that you didn't pick up yet as barricades/defense! I think that has potential (and they don't disappear, bonus point for that!)

Elf's Conquest by 0ctopuce 2017-05-01T21:54:25Z

The characters are appealing and the forest's background is really well done, but color and art in general is inconsistent. If everything was made in the style of that background...!

Music feels a little out of place/not in sync with the action, but is not bad.

The main problem is the hitbox detection, I died many times in the last part because an invisible wall wouldn't let me advance, just because I jumped when touching the walls, and many others reasons of the style (the carrots don't activate the switch for a millimeter, the log walls stop me in place when opening...). The level design in the first section of the forest is particularly well designed, however (great start!)

The other problem is the game design. It felt uninspired and generic (standard jump and shoot/action platformer), and it didn't take advantage of the fact that the character is a rabbit (could be swapped by any animal, character or setting and it would be the exact same game)

I see strong potential art-wise (nice illustrations/cutscenes, specially the one where the mother rises her child from the basement! Well drawn!), but the base game needs lots of polish to actually feel good as a platformer, and a little more of innovation to stand out from a regular jump and shoot clone. I do see the ingredients for that in here, with more time and more deliberation!

RASHLANDER by ryguydavis 2017-05-06T00:29:40Z

Wow. That was a hell of a trip. And I enjoyed every bit of it.

Well, actually, upon my first contact with game, I was convinced that the ship was too unmanageable and astounded by the fact that you only get one tank of fuel for the whole game (this is a side-effect of me actually not reading the description before playing; I discovered that you can refuel by accident in the 6th/7th try). But after many (many, many) failed attemps, my love for the simple yet challenging controls grew steady and now every element of the game feels just in the right place.

Needless to say, the graphics and sfxs were amazing as well, I especially like how you combined old school 8-bit pixelart with modern image effect techniques and shaders, it looks amazing!

I don't know what else I can say, for me this is a 5☆ entry no doubt. Awesome job, be proud of your little game!

Oh, yeah, right, I get way too excited when I finally beat the last level, so I take a shot with my phone's camera instead of a screenshot, here it is:

index.jpg

Race against ferrum gigantes by JScotty 2017-05-07T21:30:13Z

The biggest flaw are the hitboxes, it's extremely easy to clip into everything, including thin air! Also, there is no way to win... I think it would be more enjoyable that there was one, maybe a couple of truly safe spots that you could eventually find, if you survived and explored enough! (Hinted by small/subtle graphic elements, like the faint light there is between buildings in some places). Nice graphics/colors, and great, great music! It was enjoyable just to drive around in the car listening to it, GTA style.

Note: Scores are extremely difficult to pull of in this day and age (unless you are Flappy Bird), and are very prompt to become meaningless/void/banal, so generally I think they are better not to be used at all.

SUNLESS by pell707 2017-05-03T19:13:04Z

I loved this game! From the simple yet innovative game/level design, to the basic shapes/base colors artstyle, and music! "It has what it has, and what it has, it has it good" haha

My favourite part was the ability diamonds, limiting basic abilities like jumping higher or attacking to specific locations, locations designed/chosen to be part of the level design! Really great stuff, although seemingly simplistic! This kind of thinking should be in every game, period!!

The art is simple and cute (love that look the character gives you when standing still), the colors are good, the song loop works and has interesting instrumentation and potential...

I was impressed by this game, and I would love to see this concept developed in the future! Congratulations!

Den by La mecanique du plastique 2017-04-28T19:15:05Z

A pretty unique game!

The puzzle bits have some great potential, the last one was pretty clever and take me a while. I also like the beast movement and its visual representation.

Killing those little scientists is shamefully satisfying lol

Good job on your first entry!

S.A.V.E.🐣 by Noval33t 2017-05-03T19:01:43Z

Interesting take for the theme, the cute but meaningful mood is really fitting aswell.

Games that approach serious real-world problems usually fall out as pretentious if done bad, but yours have just the right amount of sobriety/quirkiness to make it interesting yet evocative to the mind (the humor helps too).

To complete seven mini-games (even if there are micro-games) is not small feat, so congratulations for this entry!

LD39 — Running out of Power

Assault//Battery by tuism 2017-08-03T05:37:03Z

Grab a mechanic and go nuts with it. I love this kind of games <3

The limited drag points were a really good idea to control the robot, its somehow feels really intuitive. Although someone can ask for more types of enemies or even additional areas, the flying tanks were a nice touch to keep the monotony out of the game.

P.D: My best run was 634, I think.

Captain Pixel Vs The Round Invaders by Junber 2017-08-06T02:35:32Z

What a experience! I lol'ed audibly when the angel grants you the shotgun.

The constant change between guns was really confusing, especially because each one have so little ammo I could even begin to experiment with them.

Modular Destruction Labs by SecondDimension 2017-08-03T23:35:49Z

Really interesting concept!

Unlike some other commentors around here, I actually liked how the modules "float" around the robot, because while it's true that it makes the robot harder to control, you also add some fun in this uncertainty.

One critical UX issue for me was to be able to preserve your robot when you fail a level (and retry) so you dont have to start again from scratch (or maybe the option was there and I didnd't see it?). Anyway, this kind of problem are usually due to lack of time, so it's understandable.

Avalon by chaoseed 2017-08-03T06:43:33Z

Next time you will surely be amazed at your own improvement, only way to learn how to approach a gamejam is by doing lots of gamejams. Good luck, thank you for playing our game and taking the time to leave a message!

Ardis Mobile Mission by Franklins Ghost 2017-08-11T09:04:22Z

This is impressive! The visual presentation is superb, and I absolutely loved the fact that you have to actually charge the phone when the battery is dead, instead of restarting the game!! Such a great touch. And the little things like the game app (that only makes you run out of time haha), the face camera filters, the messages... are all great details that make the experience complete and memorable!

Only problem is, the battery runs out way to quickly. So it made me instinctively click on everything to get a clue before the battery died again. If I were you I'd set the time to around 2 minutes, for example, so there is time to carefully read and think about what you are reading and where the next clue may be in, instead of creating an urgency that ultimately goes against the content and the "information processing" nature of the intro's premise.

The rest is just so great!

Without the battery issue, this would definitely be my favourite entry for this ludum dare. Great work!

Supernode by Dustyroom 2017-08-12T12:44:32Z

I remember when you guys totally blown me away when I first played Empty two editions ago, I was fascinated by the utter cleverness of the design and clean look of the artstyle. This time, however, things have been a little different...

At first, I was puzzled trying to figure out what the nodes and numbers were representing. I usually try not to read the instructions right away, making a attempt to learn the mechanics through gameplay. The tutorial was not enough for this, but after my first game over, right into my second play, something finally clicked. From this point onwards, I was progressively impressed by how well everything worked altogether. You have done it again, this entry is a masterpiece in game design (especially given the constraints of a jam).

I hope you two keep making games until I can pay for them in some big store, because this is definitely some quality material. Seriously, amazing job.

THUNDER RUNNER by NOFUEL 2017-08-03T22:52:26Z

Very solid entry.

I like how you give the classic runner mechanic a little twist with the Downwards Dash, that ability gives the player enough control over the player movement to evade most hazards, but at the same time it remains challenging.

Extremely small nitpick: allowing the retry button to be the same as the most used button during gameplay (in this case, A for jump), player will more likely try again. I know it sounds small but it can actually make a change.

P.D: My best run was 585 P:

Captain Lettuce by geck0 2017-08-02T12:00:16Z

The sprint effect feels really good, I wanted to use it for much longer!

The main issue with the game is the energy management. It seems like most of the time the smarter strategy is avoiding fights (you can outrun/outsmart your enemies even at low energy) and rescue all the hostages in the faster way possible. In the end, it feels a little shallow, because you're basically "speedrunning" the levels without much thought.

Solar Miner by mrboxbox 2017-08-12T12:00:56Z

The most complete experience I had with a jam game!! I truly, wholly love this game. The progression, the tricky but rewarding movement, the relaxing music, the rocket launcher, the epic battles that take form using it, the ancient treasure dance! I really, really enjoyed it! I'll treasure it in my collection forever. 5/5 in everything!

PutOuter by ginger9 2017-08-03T06:33:01Z

I really like the duality between the drain/give energy mechanics, it definitely have some potential.

The gameplay could really benefits from some sfx and a main theme, but as we all know when time is pressing you have to prioritize things.

Pokkie by tijmentio 2017-08-03T06:09:21Z

You know, this was about using a smartphone in a very usual way, but it somehow feels refreshing. Just toying with the apps was fun (the flappy game alone is an outstanding timekiller), I actually smirk when reading the comments in the *world* chat.

So, a really straightforward but interesting take on the theme, good job!

rEACH by larkkkattack 2017-08-02T11:40:08Z

This one was really promising! What a shame you couldn't get to finish it =(

(I love the climbing animation lol)

Icebroken by merzlot 2017-08-04T08:03:33Z

Really nice game!

At first, I wasn't really sure in how to play (the initial 'controls' screen was a little overwhelming), but after some interactions here and there I kind of got it. My favourite bit was switching the light on/off (and the npcs tripping off lol).

Okay, I will admit this: I'm awfully bad at management games like this one, in my best run I get about 75% to the end, but it was a rather enjoyable experience nonetheless.

PowerCubeStationBoxℱ by NueboMundo 2017-08-04T20:29:11Z

@Qu4k @pedro-miranda Thank you for your kind words and playing the game! <3

@junber = 0 You were so close! That level is actually the last.

About the shake's mechanic, you're right, we really had some debate about adding an automatic stabilizer as a feature, sorry for the inconvenience!

@jannes-nagel Wow, thank you very much for that!

@varelsegames Playing on the laptop truly is hard mode lol. I'm glad you had fun, though :)

@chaoseed Hahaha, yes, that "trickiness" was, somehow, intended.

And yes, all the controls around the box really have consequences in the game.

We are planning a small update (post-jam version) with some additional features that were originally intended, but we had to cut due to lack of time. Hope you look forward to it!

@ciderwrath Your comment is really lovely!

'Thinking outside the box' certainly was not a pun, but now, it's my favorite line related to the game lol

(I'm glad you liked the confetti ;D)

@mr-houdini Thanks for this comment! We actually have some hard times thinking about whether or not it was really a good idea not to explain most of the mechanics. It turns out, we can trust the player more than what we usually think.

Again, thank you for your comment, very valuable!

@ferran-benavente Thank you, so happy that the initial frustration turned into pleasure in the end.

@risingoat Unboxing something certainly is a nice feeling hahaha, I'm glad you like the game!

@hunttis We made someone laugh !? That's really one hell of an achievement!

And yes, the side-effects of the shaking were definitely a controversial part of the game haha

@andreu @theflyingkeyboard @evrim Thank you very much for playing and commenting!

----

Again, thank you all who took the time of playing our game, rate it, and leave a comment, we're so grateful to be able to read your feedback!

We'll try and play/comment all your games too, it's the least we could do.

PowerCubeStationBoxℱ by NueboMundo 2017-08-05T23:39:02Z

@superpokeunicorn Thank you for your extensive feedback!

The rate of pressing the button sure is a polemic topic, we'll take a thoughtful look at that for the next version.

@eggnog Thank you!!

Sorry to hear about your ragequits, some levels can be truly unkind due to the coordination between on-screen game and the outside elements. But if you enjoyed the game, that's more than enough :)

@remzo @hav24 @emery Thank you guys!

@mgpxl I love your comment!

So glad that we made you laugh, thank you for your words!

@karreg A real life model will be totally awesome! We daydreamed about that during the jam as well hahaha

@will-walters @game-coder28 Okay, the rate of pressing the button SURE is a polemic topic lol

Thank you for your feedback!

@zee Your power-meter idea is actually a really interesting one!

And yep, your complain about the screen scrolling is on point too, the scroll wheel was a late addition and could definitely be improved.

Nex Machinan by MestreRothLD 2017-08-12T06:48:02Z

Very polished! And lots of content!! Challenging but not unfair, fun and addictive. I reached the level where more than 5 big enemies pop up at the beginning. That was my limit... but not for long! /double click

...Ah, right. The feedback. Apart from the purely positive, I did see a little uncorrelation between what was happening and the power bar, caused by the constant depletion and dynamic recharging, as well as the fact that I always die before the power bar is depleted (a little remains, so it's a little deceptive). I also think the big enemy with the barrier has too little hp, and has potential to be a mid-boss by himself (or not that many little turbo orange side-kicks). Art wise, you could try to use less colors for the game's elements and create a more impacting or eye-catching visual combination (like, a limit of 4 colors, or 6, or 2)... And more levels!

Great entry. Haha. Also:

CA768 YES LD39.png

enge spin by tommie96 2017-08-05T07:44:44Z

I love the ultraminimalist pixelart style a lot <3

Everust by boaheck-artgent 2017-08-04T08:31:37Z

I love the environment! Procedural generation, I guess? Is so irregular and different... really gives the whole thing a distinctive appealing.

About the game play, at first I was a little confuse because I didn't know there was a jetpack available, so I kept falling in the water, just waiting for my death lol. Upon finally learning all the controls, the search for safety was really cool. The one-line radar UI is a smart touch!

Hypersquare by klekky 2017-08-04T04:10:55Z

Gun recoil movement! Very cool mechanic.

The gameplay feels a little too chaotic, in a game when almost everything OHKO you (I think the shoots from enemies are the only exception here), the amount of control the player have over the character is key. Or maybe you could keep the same movement, remove death and build something purely based in precision.

Salvage! by frankiesmileshow 2017-08-11T21:51:53Z

The level of polish of the movement, weapons, sound effects and music impressed me... they really felt great! It took me a while to notice what I was picking up and what purpose it had, more ammunition to tackle the subsequent levels, which were ingeniously placed just by locating them gradually afar from the starting point. Using the different weapons was fun, as well as seeing what new thing or creature the a-little-more-infested shipwrecks had.

I stopped playing when I died at the, I think, more infested level (with the jumping thingies), and I assumed that somewhere there was an even meaner monster, a final boss of shorts, but there were so many levels, and not a clear goal of "this completes the game", so I gave up at my fifth level. Since the first ravaging, I got the impression I could just go home already and that I didn't need to do anything more, and that impression only grew at the end of each level I played. If I needed to obtain 5 crucial items that fixed my spaceship, for example, there would be a clear objective that would encourage all players to play and explore every level. Or if there was the optional objective of wiping out the infestations completely, or if it was clear which spaceship had the final boss (big, palpitating, glowing infestation?) so you wanted to prepare and get as many ammunition as possible to face it!

The game has lots of potential, and what often is the most difficult part (making the controls and main mechanics feel great)... you achieved it already in my opinion! If you build the levels and experience around that, and improve the protagonist' sprite and the communication of the goal, then, that would be a game I would love to have in my collection. Ah, the creatures' designs were fun, by the way!

Socket Punch! by simex 2017-08-03T05:57:03Z

First things first: The machinegun-punch feels so incredibly awesome! (I almost never used any other ability, because beating hordes of enemies with that punch was realy satisfying)

The artstyle is superb as well, gives a really fitting retro vibe without getting messy.

Driving home by basweijenberg 2017-08-03T05:45:47Z

This game really hit close to home...!

Playing with the gameboy in family trips is among some of my most beloved childhood memories, and you captured it so well. And the surprise and the end was like a dream come true!

It is true that it certaintly lacks some depth gameplay-wise, but as a interactive experience this works really good.

Plug Me by hav24 2017-08-06T04:24:27Z

Wow, this one really is incredible!

Right from the start the pixelart graphics were nice, but also the audio and the level design were superb, this entry is pretty solid in every aspect. And the fact that you made 15 levels (of this quality) in just 72 hours is impressive, to say the least.

Very good job man!

Lights Out by Emery 2017-08-06T04:36:04Z

The fade-out effect when power is running low was an interesting effect, but it actually punished you when you're already in a dangerous situation, so its a little too hard on the player.

The basic gameplay is fine (aside from some collisions stuff), so the next logical step would be to spice things up a little with new levels iterating over the same mechanics.

Nice job finishing your first ludum dare game! ;D

QTechnologic Quest by BottledMajesticness 2017-08-12T02:35:43Z

Hahaha, fun game! It's a shame there is only one level (chosen at random), but I wanted to play more so bad that I restarted the game several times to play different levels!

The idea is simple yet effective, and the robot's sound effect was hilarious, but because of time constrains there are barely any elements in the game apart from the batteries, blocks and the playable character. I would totally play a postmortem version of this, to see what you came up with! That "max level" screen, though meme-like, has some really interesting design and art elements. I would be very pleased if those elements were applied to the art direction or artstyle of the game, or experimented with. My 13 cents.

Long Distance Runner by easy82 2017-08-12T03:03:52Z

The graphics have a great feel to them, very appealing, and I specially loved the "made with love" splash screen, but the game itself is kinda unforgiving. The speed of each lane doesn't see to have been tuned up correctly, and the sidewalks have way to many obstacles one after the other, so they create very quickly situations of "If I go down I get hit, if I go up I get hit, if stay in the middle I get it", which takes away player control and shortens the life of the game very quickly. Also, I don't see the connection with the theme, but that's a minor issue.

With a more thought out level layout and better placed obstacles, it can be a great little game in no time.

Roger Wolci - Back in Space! by WbrJr 2017-08-04T09:31:41Z

Nice job finishing your first game!

Some simple changes that could make your game a little more enganging:

· Drop the enemies hp a lot (like, a couple of shot to die max)

· Don't interrupt the player shooting rate (it's a little annoying, feels better to maintain a constant rate of fire; you can tweak the duration of the rate instead)

· More enemy waves per phase, each increasily more difficult (now that the enemies are weaker, this makes sense)

Hope you had fun making the game :D

Stargust by eggnog 2017-08-06T04:14:16Z

Cute game!

The little cloud is charming, and the use of the two power sources is rather clever, having to choose not only between water and wind, but also choosing the way you want to use that power.

The interactions could have been a little more obvious, but for a jam is fine to rely in text explanation when you're running out of time.

To sum up: solid entry!

Coffee Hero: Powered by Coffee by Guilb 2017-08-06T02:27:23Z

Very nice animations! The funny movements combined with the simple feel of voxel art works nicely together.

It was hard to know what to do as first, maybe a very concise (but clear) phrase at the start, something among the lines of "Avoid the developers running out of power with some coffee recipes", would had work. Even when I figured that out, I didn't quite get what the winnning condition really was.

Little Light by Qu4k 2017-08-04T20:50:49Z

The fire running out of power is an interesting concept!

I think the character movement is (unintendedly?) hectic, maybe some tighter controls will make the platforming feels a lot better. I also think the overall ambience of the level was too dark, I guess is its this way to emphatize the player being a flame?

I also think the right path should be clearer most of the time, when you are moving forwards and stumble upon a dead end, it feels a little frustrating.

Engolasters January 2021 by Deconstructeam 2017-08-02T15:42:44Z

Amazing storytelling! I was hooked up right from the beginning with the setting, and the story was interesting enought to go and try it again until I get some additional endings. The mood when the *encounter* happens was also on point.

The mobile as a UI was a clever touch, and Ast-erisk as a social network works so good that it almost sounds real.

Super Power Frenzy by AlexanderTeaH 2017-08-11T05:44:16Z

I really liked the look of the spaceships and the sounds they make, the memories of my first console, an Atari 2600, came flowing down like a lightning bolt, and gave me this warm and fuzzy feeling. You did a great job evoking what made them great in those aspects, intended or not!

The music is pretty good too. But the controls... they are very, very tedious. I couldn't stop dying and dying again and again a few seconds after starting a new round! For me, this didn't allow me to enjoy what, otherwise, could have been a superb game experience. Even after playing for quite a while I couldn't take out more than 13 enemy spaceships, everything seemed out of my control.

I also see problems with how close the refuel zone is to Earth, the fact that touching the Earth kills you, and that she pulls you in when you are inside the refuel zone. The combination sure is deadly, but the loose controls just throw a wrench to the chance of getting used to it and somehow balancing it out yourself. I would either make the radius of the zone larger and nullifying the pulling-in, or making the radius way larger, as well as making the controls more tight and less extreme.

The gravity mechanic has potential, and the possibility of using the Earth and the Moon as shields/tactical locations "with a risk" is very interesting, but overall I see a great need for adjustment to make all elements of the game work as one, and work great.

Zzap by HS_Dave 2017-08-11T08:32:14Z

I liked the way some hints about the elements of the game were presented in the title screen!

The game itself has an interesting concept, but because the level design and progression it doesn't quite work. Making the levels random took away the "experience design" part of the game, a lost opportunity to teach and engage the player with the mechanics. Throwing the player into an arbitrary part of the game needs a great deal of design to work, but here it just happens, so I don't think the decision was justified. Maybe time constrains?

Level design definitely was the part most in need of attention, since it's a puzzle game. I firmly believe it would have benefited immensely from having fewer levels, but more thought out, cohesive and challenging.

Funkotron 5k by Jannes Nagel 2017-08-06T02:58:48Z

That was super fun! The idea is so ridiculous yet so glorious...

Unfortunately, the rhythm mechanic was a little confusing to follow, sometimes I was doing pretty good without really knowing why.

Torch Boy by FloBar 2017-08-11T06:36:48Z

I loved the graphics! Simple but charismatic.

Regarding the first and only level, making the enemies respawn endlessly and so close to one-another in such a cramped space, and having the need to recharge to attack is not a good mix, and eventually made me just rush next to the cage and mindlessly try to break it, ignoring the level itself. With enemies way more far from each other and a limited number of them, it would be satisfying either to defeat them all, or reaching the cage without getting killed. I imagine a lot of them getting stuck in the lower level, transforming it into a death pit that could combine in great ways with levels where you may fall there trying to reach the platform where the cage is, creating a "double level design": You take the risk of defeating as many as possible at the beginning and have a more safe second half, or make your way to the you-may-fall section right away, creating a more dangerous landing for yourself at the same time! That kinda thing.

Apart from that, I wouldn't limit how much you can charge, but making the character stunned for a moment if you overdo it, or making it move slower if you charged way to much, as if you treated yourself to a big meal! (going away once you used your attack a couple of times)

For a first entry, you did a great job, and created a base that can have many interesting forms and applications!

Sleepy Orphan Simulator by Barney Cumming 2017-08-03T05:17:46Z

What a creative entry!

The dynamic movement of the child and the interaction with the items really raises the fun factor (and quirkiness) of this game to the next level. Just that was enought for me to know I was playing one of the best games of the jam.

August 25th 2017 by verz 2017-08-02T11:34:58Z

As usual, your entries are really something else.

With the first NPC, I choose the wrong pills (I actually didn't even notice there was a correct one in the sheet), and when I notice it I feel bad (kind of like his imminent death was my fault).

When the screen fades to white, I read the description and got confused by the fact that all my NPCs were alive the whole time. Then I understand that "Every 5 days" refers to actual real-life time. This little detail makes your game something truly unique in some way.