Foon → Ludum Dare Explorer → Users → OadT
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥈 | 2023 | 52 | Harvest | Your Harvest | compo | Innovation | 4.53 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Flirting 101 | compo | 85 | 3.69 | 3.58 | 3.61 | 3.80 | 3.48 | 3.19 | 3.63 | 3.39 | ||
| 2025 | 57 | Depths | Wrinkles | compo | 125 | 3.53 | 3.51 | 4.14 | 3.46 | 3.14 | 3.64 | 3.29 | |||
| 2024 | 55 | Summoning | The Great Salmmoning | compo | 169 | 3.50 | 3.41 | 3.37 | 3.69 | 3.82 | 2.94 | 4.07 | 3.48 | ||
| 2023 | 54 | Limited Space | Limited Headspace | compo | 53 | 4.00 | 3.60 | 4.69 | 4.63 | 3.77 | 3.19 | 2.91 | 3.58 | ||
| 2023 | 52 | Harvest | Your Harvest | compo | 58 | 3.87 | 3.69 | 4.53 | 3.72 | 3.51 | 3.01 | 3.69 | 3.82 | ||
| 2022 | 51 | Every 10 seconds | The Fabulous */10 Song | compo | 201 | 3.50 | 3.48 | 3.96 | 3.33 | 3.29 | 3.25 | 4.09 | 3.19 | ||
| 2022 | 50 | Delay the inevitable | Lava is Deadly | compo | 119 | 3.78 | 3.78 | 4.27 | 4.26 | 3.26 | 3.35 | 3.20 | 3.41 | ||
| 2021 | 48 | Deeper and deeper | Under Pressure | compo | 346 | 3.58 | 3.53 | 4.23 | 3.82 | 3.03 | 2.89 | ||||
| 2018 | 42 | Running out of space | Running out of Keys | compo | 248 | 3.56 | 3.21 | 4.27 | 3.91 | 2.96 | 2.66 | 2.25 | 2.85 | ||
| 2015 | 33 | You are the Monster | Not Cookiemonster | compo | 453 | 3.14 | 3.12 | 2.61 | 3.84 | 3.53 | 2.51 | 3.68 | 3.00 | 100 | |
| 2015 | 32 | An Unconventional Weapon | Cupid's arrows | compo | 251 | 3.52 | 3.46 | 3.63 | 4.07 | 3.33 | 2.81 | 3.46 | 2.86 | 100 | |
| 2014 | 30 | Connected Worlds | Divided World | compo | 970 | 2.77 | 2.56 | 2.92 | 2.12 | 3.02 | 1.48 | 2.07 | 2.56 | 100 |
Great work. It makes fun and the graphics is very cool and smooth.
Only one technical problem: After finishing a level it starts directly Level 4 (web version)
Cool game, also really cool atmosphere, but I had a small problem. Before the 3. Minigame the game didn't accept 'help' as answer, so I started without knowing what to do. Then I made an invalid answer and couldn't see the field anymore because of the error messages. So maybe show the field again after an error message :)
The idea is good, you just need to add some more content next time.
This game is really difficult, I couldn't get over level 2. But funny idea, now I know how hard the nsa works.
And you was right, the game is better than the screenshot
One of the best games so far for me :)
Yeah, sorry for the lags. There is anywhere a bug in the code. Because of this it's slow on some devices. I will check if I can fix that. But it will take some time :S
The bug is fixed, it was because of the use of ctx.clip(). Now everything should work better
@esayitch The "Bad Bottom" message appear when there are not enough nutrients in the cropland. It was an 1:1 translation of the German term and I forgot to change it :D
Nice that people like my graphics. I am not very artistic, so this is a great surprise :)
Really interesting interpretation of the theme. Great work
I like the jump mechanics on walls
I like this abstract toy. Makes fun to play with the colors and also nice music. Good work
Great work. You had a similar idea as me, interesting to see a completely different game. Audio is great and I like the movements of the lovers :D
Fun fact: we played our games at the same time :D
Highscore: 44 :D
Funny game, but it took some time until I understand it. I liked how the audio fits to the different objects you shoot
Kinda silly but also cool game! The mechanics could be explained a bit better
The controls are very fluid!
At first I didn't understand how to get out of the intro screen (thanks RockhopperGames for helping) but after that I think I understand you game. Two little problems: I quite often fall through the floor and the graphics are a bit too dark (I couldn't see the walls good)
Nice idea, funny end :D Puzzles are more varying than I thought at the beginning, good work!
Great powerful experience! Good work
Really cool Game, makes a lot of fun! Good job
Little criticism: Please deselect Audio if you didn't made them in the 72 hours. Please don't feel offended, I just think its fairer for other jammers :)
Controls need some work, but nice game. Destroy your enemies with trees!
It's a bit difficult to get the controls (aiming is extremely difficult) But its a funny idea and I like the sound of the bees. Nice work!
I love these voices :D Nice you implemented a tutorial. This concept has a lot of potential
Really cool and innovative idea! I played both versions, nice to see you still worked on your game. The levels in the post-compo version used the mechanics better, but also the original version is a solid entry. But please use another button than start to start :P simply use any key, and use A and B instead of X and Y.
Impressive how much stuff you did. Unfortunately I stuck after I found the ladder, leading to another tundra :( I tried everything, but didn't get further. Anyway great atmosphere!
Funny Game and nice music! But you can solve all levels without bacon :P
Great mood! Audio and Graphics fits perfect together (I really like this soft screen shaking)
Multiple lifes would be pleasant, but it already makes fun (windows version works)
Best mood so far for me! Great work, unfortunately it wasn't dark in my room :D
Awesome work! Little tip: don't use ctrl as key, the whole time I am accidental bookmarking the page :P
Funny story and Great style! Nice work!
Took a second to understand the game but it's an very unique idea and makes fun!
I am German and I find these games difficult even in German :D But you added some nice features which made the fun even for me as a loser in anagram! :D
The game seems a bit unfair to me. It fells like you need to know the level to complete it, because you don't see some platforms before you jump. So maybe increase the field of view, so that the game is fair even it is quite difficult.
Apart from that it's a great Game, nice art, sound, funny idea! Also it made a lot of fun. It has a lot potential if you do some fine tuning
The ability to destroy the world reminds me on Worms. Great game, also great style. But you may show the goal of the level, I just completed level 1 by luck.
I wanted to give you a humor bonus for the idea :D too bad you didn't selected humor for voting :( Anyway nice style!
On a German keyboard scroll weapons is ; / : , maybe useful for others :D Nice game, but sometimes the effect of the wind is too extreme
This is a really cool game! I love the minimalistic style of the graphics and the way you explained the controls. Also I loved the new mechanics (blue stone, enemies) you introduced later
The controls are a bit awkward but overall a solid first entry!
Funny idea, maybe a short story explaining it would be nice :D
Fantastic Concept! Really tough but fun
Is there any difference between left and right attack? The 3D Models are nice (especially of the pigs)
Really cool concept! Some animations and movements can be a bit faster, just a small tip for next time :) Also nice audio
Good idea and execution! Just a bit too tough :D
Funny small game. Like the others said nice graphics and audio, but need some work on the gameplay. But you can definitely be happy with it, 48 hours are not much time and you did a game :)
Nice entry. Maybe you should implement something like a health-bar, so the player gets better direct feedback. Sometimes I wasn't sure i am making damage
Love the Audio and Mood, all fits perfectly together and creates an great atmosphere, good work!
Great idea and graphics! But I think the controls should be more like: while pressing Z pray, your controls feels a bit strange, anyway good work.
Kinda strange game, it was difficult to understand the gameplay, but you get a humor bonus ;)
Great graphics, great idea, great game!
Awesome! Great Graphics, Audio, Mood. The Controls feels good. It took me some time to beat it, but it was quite fun
I love the music! Strange story but funny game
Very difficult to get :D After a while I think I get the idea, but still not completely because of the missing feedback. Anyway nice idea.
One of my favorites so far! Fantastic Music and Art, it made me a lot of fun. It just took some time until I understand how to get the people in the pizzeria. It made me sad to interrupt this beautiful music to push them :'(
Cool game, but please use arrow keys!
Hi brennen, I was quite curious to play your game!
I played it with my sister
The graphics are cute so far. The concept is quite interesting, but needs some additional work to add some more variants. It took me a second to understand (the controls are a bit hard, it seems pointless to equip the banana first), but it already made fun! So yes it could have potential
You get the controls very well! The graphics you did so far looks also very nice
Funny idea (also funny intro screen :D) It took me a minute to understand how to see the girls
Cool style, but the game is a bit too tough! Here is a game with a similar idea, maybe its interesting for you :) http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=34792
To make it short: AWESOME! I love the lightning effect of the sum on the stones in the background
Final score -93971 :D Jumping was hard because you can't control in the air, however nice game, especially the graphics
Funny idea, but you could make it more clear if I gave the right or wrong answer
I love the way infected people roll over the floor :D Also nice voice!
Great work. The game was a but tough at first but made fun! Also great visuals and audio!
Cool game, but you could do the controls a bit better (arrow keys to move, space to fight, and autofocus textbox) The graphics are quite nice, but there could be some variation, but its fine, I know we just have 48 hours ;)
The concept seems quite interesting, too bad you didn't get finished. Some graphics looks really nice. Good luck next time!
I like the story idea. Moving feels a bit slow, but I think the mechanic works best this way.
Nice entry :)
Fantastic atmosphere! Graphics and audio is perfect. I get to the end, well at least I think so...
Nice visual novel, too bad you didn't finished it, I will check out the postjam version :)
I like the mechanic that you have to collect the humans to regain health, because this make the player move more.
Its an funny idea and gamemechanic, its just a bit hard to let the people fall into the monster :D Really cool game
I love this story (especially the end), the different musics and the "Its Ludum Dare, we wont let you start from the beginning again" message. Great entry, with a lot of clever ideas!
Cool game, I like the fast gameplay, also great music and graphics. Just the controls are a bit weird (WASD + K/L + Y/N to play again) Anyway nice entry :)
Wow, finally i am the boss >:D Funny idea! FYI: I got errors after some time playing and the game stops working :(
Errors:
Uncaught TypeError: Cannot read property 'work' of undefined [team.js:93]
Uncaught TypeError: Cannot read property 'guy' of undefined [team.js:222]
These are thrown after clicking on the next day button
This is so awesome! The audio (especially walking backward), the cute NotZilla graphics, the humor. Great work!
Great entry! The mechanics work great together and your leveldesign is cool. It gets quite difficult in later levels, but makes fun
Cool concept. Took some time to understand it completely, but makes fun. Maybe the animals should spawn a bit delayed, but apart from that great entry!
Really cool gameplay! It took a second to understand it completely, but i think it has potential. Respect for doing it in 4 hours and also respect for the music :)
I don't know whether I gasp you game completely, but I love the audio and the have a nice day sign in the background :D
Its quite confusing at first, maybe add an bar indicating the cooldown of the possess mode and the weapons. I like your leveldesign, but please add checkpoints! (yeah, I know there isn't much time :( ) TBH I didn't get past the murderer level. I ditn't know what to do. Also you should spawn the enemies in the murderer level more quickly, the first time I died because I didn't know there are other enemys which I can possess. I reached this level multiple times (I played your game quite long :D) but still don't know what to do, maybe you can enlighten me and I will try again. I don't know I the murder gets any damage
Even if this all sounds a bit negative I actually like your game and had fun after I get into the mechanic, you just need to give more feedback to the player (and add checkpoints) so its not that frustrating.
Glad I could help :)
The gameconcept is really difficult to understand. The tutorial is great, but even with it its still a complex game :D After a while I got the concept almost (but still not completely) and I think its good, you just need some more feedback to the player
my score: 46665
Simple but cool idea! The move mechanics are interesting and funny
What a cute monster ^_^ Great sounds and graphics!
Is stage 3 impossible? :D Its hard to actually understand the concept, well I still don't know what the minions are for, but it already made some fun. Maybe a background image would be nice, so you see your movement better :)
11400 points! :D Love the music. Controls feels delayed, but I thing it's intended (but make it feels a bit weird to play) anyway good work! :)
Your game has a great atmosphere. Of course it hasn't the deepest gameplay ever, but its cool to see the transformation of the character and there are also some funny ideas inside. The graphics (especially the shader) and your audio are great! Just the sound-effects of doors are a bit too loud compared to the music for me (Maybe because I played with headphones :D)
Really cool puzzlegame, makes lot of fun! I also like your minimalistic style
Took a moment to get the right strategy, but after that it was quite fun. The gameplay works very well. I like that the number of souls determine the health of the next round. Maybe some kind of highscore system would be cool
As always awesome work, can't wait to see your next game ;)
Wow, I finished it :D The fourth level is quite hard at first, but after you find all secret paths its not that hard anymore.
Great entry! I like audio, style and also the fast gameplay
Simple but cool gameplay idea. I think for 12 hours its already quite polished!
No worries, the controls aren't confusing (at least for me ^^) i actually really like the idea, it's interesting to think from the side of the man.
I like idea, nice cute game. Just the movement feels a bit slippery to me.
Small tip: enable the fullscreen button (click on "edit entry"), its much more comfortable by this game, because the frame isn't big enough :)
I love this idea! Its a bit too easy (this are the most stupid tourists I have ever seen :D) but apart from that I love the story, the style, the music, the newspaper, everything is so cute :)
Cool entry. I like your graphics and music. Its a nice small experience.
Very funny story. The gameplay needs some additional balancing, but it already makes quite fun :) Graphics and audio is great, I also love the different e-mail texts :D
Is it possible to have 3 bosses like in the screenshot? I had all employers but hadn't see an option to get a new boss. Maybe I simply overlooked it or its an older sceenshot. Anyway nice game!
Win condition could be a bit more obvious, but apart from that nice entry!
Ok, I changed it to three cookies, better? ;)
I loved the story, graphics and audio :)
But the camera movement is very strange, because of that I think also the controls generally feels quite weird and it was hard to get to the end. Also it would be nice if checkpoints would save automatically.
The new camera system is definitely way better :)
Are they taking photos if you eat a human? Funny game :D
Cool idea! The game was a bit too dark, but I think this is because of my display :D Anyway great entry!
Nice game, easy to gasp and funny idea. Some checkpoints would be nice so you don't have to start in the first level over and over again ;)
The controls are really weird because of the isometric view and because the input seems to be delayed by me. Also these appearing and disappearing flames (e.g. in Level 3) should disappear earlier, because its a bit confusing when they stay that long.
Apart from that nice art and cute game :)
Cool and very well executed idea
Wow bonus level :D
Cool game, I didn't see this kind of story game very often as Ludum Dare game. I love this music even if it doesn't fit quite well to the story, but I think this is intended :D good job
Funny and cool story and gameplay idea. I also like the different scream sounds depending on how loud the monster screams. It was just a bit hard to see the difference between confident and frightened heroes, but during gameplay it was actually quite clear.
So many translations :O (I love bonus language :D)
Funny game idea, I also like the compile logs in your credits.
I just had a small problem in the last stage. It says I should press A to beat the boat. But I doesn't work, because it means the A button on a gamepad. I played on a keyboard, but luckily I had a gamepad connected and finished the game :D
Great game, love the atmosphere and ending, well... as long as I don't eat Nadine before :P
I really like the concept, you also show the potential of the mechanics in your leveldesign. Also the the 2 cubes mode could have potential :D Awesome work for 7 hours!
I understand the game partly. To be honest I think this game is a bit too ambitious for Ludum Dare, because you have to explain the gameplay somehow to the player but 48 hours are not enough time for a good tutorial.
I think this game has potential if you explain your game better (what is this update for etc)
Short, but funny idea. I like the graphics and audio
The controls feels great (I played on a gamepad) At first I was wondering where the police is :D but its good to have some time to get into the game. I love the idea of the memoriam at the end!
11 years! *pay respect*
Too bad its not finished, it already has a great style and it seems like it could be fun
It made me smile - mission complied! Very cute and funny idea and well executed
Well I don't know if I overlooked something, but as long as the bullets just came from a high position you just have to duck all the time :D I don't know whether it's finished yet, I will check it out again after the end of the jam :)
Ah ok sorry now I understand, you have to jump on the people :D srry, it was confusing because nothing happened when you simply moved though them
Its a bit unclear where to go. At the beginning I was walking completely around the intended path without noticing. Also the controls are a bit weird, but after I understood them it was nice, just a bit hard
Cool idea and game. The mechanics works quite well. I love the chewing sound :)
Cute enemies :3 The game is simple, but I actually like the gamemechanic even if its not that deep. Good work for the first LD compo entry!
I like the concept, sometimes its confusing, but I think this is intended. For me the characters are moving a bit too fast. Nice that you implemented an replay
Like the others say some more instructions are needed, but I like the possibility of drawing an avatar. Also I like the 3 songs, but also these should be shown better, I think most people will not hear them :(
Cool game, the controls feels smooth and the levels are good designed, also nice music :)
I love this ending :D The game is quite difficult but fun
I actually liked the gameplay idea. It would be nice if you could have been implemented them better n the levels (e.g. I often just reach the light switch after I already killed all enemies and the special powers could have been used better, you just have to teleport in the later levels (btw the later level are quite tough :D))
Also the graphics are quite too dark, I couldn't see walls and it was very hard to see my cursor (At first I thought teleporting doesn't work because I didn't see my cursor)
Overall good idea and nice game, it just needs some more polishing :)
Cool idea, also nice audio and graphics. A simple but also polished game
I think the game concept is quite hard to understand (even if you provide an German version which is quite nice for me ^^) Also the realistic elevator simulation makes me crazy (but I saw later there is an ladder on the right side, nice)
Apart from that nice entry
Hahaha, really funny idea. I also love the audio!
Finished it! Nice idea and leveldesign, tricky but not to hard
Great entry! Cool graphics and music. The game feels quite polished already and makes fun
Well this theMeatly comic describes my feelings best :D https://static1.squarespace.com/static/53b20345e4b02529e48af929/t/53c7d7a1e4b004b8a00c0d3a/1405605794390/?format=750w
apart from that nice graphics, also cool that you implemented an in-game tutorial
Great style (and also audio!) Funny idea, great work!
I can't download your game :(
Okay, now it worked :) Congratulation for finishing your game! The game is simple but fun even if its a bit buggy, but I suspect thats because the time limit ;) (It's also a bit weird on a QWERTZ Keyboard :P )
As already said the car is difficult to drive, but I saw it more as part of the game and thought the physics are funny. Overall cool entry, I like your idea.
Controls feels a bit weird, but I guess thats intended :smile: Funny entry, fantastic graphics and music.
I don't know if the thinks happening on screen are good or bad, but it made a lot of fun
Funny gameplay and graphics. I just don't understand when it checks the board for 3 heads in a row. Good work!
Cool idea and great execution. The world design is really good, you always pretty fast know where to go and what to do.
@flaterectomy Thanks, now I feel dumb :D
Moves: 472
Time spend: 33M 1S
Resets used: 81
Hints used: 23 (well i simply checked all)
Blocks lost: 351
Needed some time to get the mechanics but great game and atmosphere.
Nice simple idea and good execution. Its a bit weird that you can only brake by using a hull.
Funny idea and cute entry!
Find checkmate!? Really creative game. Pixelart and music are perfect!
Great mechanics fitting the theme. I think the amplitude for a swipe to get entered is to big, especially when you want to be fast. Funny entry.
I won! It took me some time to understand that power plants have an effect radius of 2, but after that I had a lot of fun! You came up with some pretty good levels. Only other suggestion I have is to add an indicator which building type is selected. Great entry!
The weapon seems a bit odd to me (spraying small + feels a bit weird). I guess it's a design choice, but maybe some kind of blast wave would feel more powerful? Apart from that the game look quite good and makes fun! Maybe add a countdown for the next data crystal and increase friction a tiny bit.
Are the levels randomly generated? I played quite long but didn't reached an end :D The controls for fliping and rotating are awkward, but I also don't know how to make better ones. Some feedback after finishing a game would be great.
Cool game! I only read the how to play part before playing and thougt while playing: "It would be cool if fields have different values". Turns out you already did this :smile: (Maybe you can make this more obvious for idiots like me)
I always fear strategy games in ludum dare, because I am afraid they are to difficult and not good explained. But it wasn't the case here. At first I haven't seen that you can build various villages on empty fields, but the game is forgiving enough, so I could still do it. Great that you add the option to keep playing, was hoping that during playing, cause I wanted to upgrade all buildings. Only flaw: For me the font is sometimes a bit harsh to read.
Great entry!
@wavertron A countdown was planned (making it from walking to running), but I cutted it, because I think it would become way to hectic.
@florian-van-strien Thanks for the long comment! Yeah, I fell in the typical developer trap, thinking the mechanics are clear and fast restarts make it less frustrating. Next time I know bettter. Nice, then putting ground ctrl in was worth it :smile:
@paulie-b Thanks for the suggestion, I added it.
@geekdrums Thank you (and the others) for playing the whole game! It sounds like a memory leak (well, thats fitting the theme :smile: ) Idk if I can fix it, because I am not on my dev workspace, but thanks for reporting.
@unitedfailures Thank you so much! My comment on your game didn't really expressed it, but I felt similar while playing your game and gave it a really high score in fun (that was before you commented my game, so I was neutral :smile: ). I hope you will receive more ratings.
I really like your idea, its a very cool game! Maybe you could make the game start by pressing space :D and an indicator for how link the pinguin is not playable. Cool music btw
You made some really good levels! Needed some time to figure out that a lot of stuff is bait :D The controls of the menu could be improved though, but had a lot of fun.
A slightly bit to fast for me and strange behavior when rotating at the edge, but altogether a nice game.
Wow, thanks for sharing! I think the slowness builds up a great mood.
I got an index out of bounce message in Firefox (Chrome works fine). Funny idea and good execution. I found a similar game, maybe you are interested to check it out: https://ldjam.com/events/ludum-dare/42/get-comfortable
Great entry! I like these cute graphics. Maybe I found a small bug: I think the resources don't gets updated when a block falls of.
So the passengers talk German, but the bus announcements are Chinese? :smile: Very funny game, definitely reminds me bus journeys.
Nice entry. It would be nice if you can compare the stats of weapons or see the stats of enemies to make meaningful decisions (but you get a feel by playing). The player seems a bit overpowered but I had fun playing the game. (Is it possible that 3 is sometimes taken as sucess?)
The textures of the laptop and smartwatch are maybe a bit too reduced, but else nice looking game. I love the music and the game idea!
The atmosphere is absolutely fantastic, the best one so far I've seen so far. I hope I haven't missed any game elements, it seems like you got more ideas but couldn't finish it.
What a cool idea! I especially liked the music. Too bad you hadn't enougth time to do more of this.
Cool idea! Its good that you indicate which key you can press next, that is something I should have done for my game. Overall good entry, but please think out a better name next time :wink:
Your game builds up a good mood and its impressing, that you did 3 different mechanics, but there are two points of criticism I want to tell you: 1. I think the field of view is too small. Level 1 and 2 often feels unfair, because I see an obstacle way to late. 2. The red bomb in Level 3 shouldn't collide with the player, because this makes jumping feel buggy.
Cute and nice game. I think I would prefer if each WASD key represents a fixed direction (instead of A and D roatating)
Finally a game with a good story :smile: Simple but good game mechanics!
The sound sliders work for me. I would recommend you to turn sound on by default, because your music is pretty good and the sound effects are funny. Hitboxes seem to be a bit too big.
Good first entry for only having 38? hours :)
Love the voice acting! Cool game, sadly never had time to build a nice path while playing.
As already said the controls are a bit weird. Also I couldn't pick up items in front of a fridge, but maybe I'm just to stupid :smile: The game has nice audio and visuals. Funny idea and cool story.
The idea is really cool, but the memory is way to low! Also 0 is not a good keyposition, because its on the other side of the keyboard. I had to stop in the level with 2 keys, cause I had to speedrun trough it, use as few blocks as possible (resulting in tight jumps), try to keep on the moving block while also having to place a new cube. (Removing cubes seems to be broken a lot of times?) If you increase the memory and make it so you can stand on moving platforms I think this would be a great game.
Nice entry. The story, music and graphics build up a good mood! The graphic style is quite interesting.
Took some time to understand it, but its a neat entry! Maybe you could include more indicators to tell where the panic is coming from (e.g. a "+panic" at connections between enemy and your island). Also it's a bit strange that you can put arbitrary many people on an island. After figuring out that I could easily "rush" the whole island.
Great gameplay idea. An indicator of when the dices gets automaticly placed would be good. Also the current block of dices is hard to read.
Congratulations for publishing your first game! Actually don't have anything to criticise: The minimalistic black-white style is pretty cool, the concept is interesting, fits the theme and makes fun. Good work!
I think I have never played a Ludum Dare quiz game but it was pretty fun :smile: Impressive how polished this game is. Amazing work!
I'm in love with this interface and the way the ocean looks. Also great music and cool that you even integrated a seagull. The gameplay is fun, I would have only wished some more levels when collecting items (somehow I almost only got 2 different levels, where one is just the other level fipped. I saw a third level, but it only showed up 2 or 3 times) and maybe a slightly decreased chance of finding boots :smile: Great entry!
Really novel controls! Also respect for the voice over, wonder how much time it took you to record all the texts. Well done!
A cool technical idea and impressive result with that kind of constraint. Even though the focus was more on the technical side the game made fun and was interesting to play!
This is the best music I have heard so for at this jam! I think the character movement could be a bit more dynamic and the screen shaking is a tad to strong, but overall good entry. As mentioned before I also clipped through some platforms but it happened rarely enouth that it wasn't too much of an issue for me.
Oleg is just adorable :heart_eyes: Love this litte intro and outro, the music and the way you put Oleg stuff all over the UI.
The levels are good designed and made a good job explaining new gameplay elements. I in particular liked level 8 because depending on which button you put the first crate you may have to walk a longer was (or at least I think so :sweat_smile:) I like the fact that the boss fight uses normal level elements and would have wished 1 or 2 more boss stages there.
Collisions probably need some work though. The hitboxes are probably the size of tiles and therefore collisions between Oleg and chainsaws but especially Oleg and ghost felt unfair (BTW I like the death animation although it tears my heart apart every time) Also the fact that fances collide like normal blocks is sometimes a bit confusing in combination with ghosts.
One last thing: At the begining I thought Oleg was a tad too slow, but I think this was just because of the way he moves (I later got used to it and speed was fine). Maybe you can try to highlight the tile where he would go after he reached his current destination to give the player immediate feedback on input (but this is really just a minor thing)
Overall I had a lot of fun with this game!
The micro managment made a lot of fun! (And got really intense at level 3) At first I had some difficulties to grasp the controls, but once I did it was a great experience. I think I didn't quite understand the macro mechanics (like e.g. isn't statue 1 just better and at the same time cheaper than statue 2?) but it was enough to finish the game :smile: Really enjoyed this one! :thumbsup:
As always fantastic game! Too bad you didn't had time to add sound effects, I'm sure you would have pulled of some great ones. Some parts are a bit hard, therefore I would have wished the kid friendly mode is already there, but I somehow managed to get through anyways :smile:
You did a great job on the procedural generation! Thanks for explaining the algorithm in the description. The game elements fit nicely together and make a fun experience. I would love to see an extended post-jam version! The only suggestion I would have is to make it more clear that there is a dash mechanic in the game
This really is the perfect inverse of tetris :smile: It conveys a great mood and has cool gameplay. I once got stuck with a 2x2 block and no place to place it (and no bombs). So maybe skip block would have been useful but probably this is an intentional game over. Overall great and novel game!
Oh yeah, this game is exaclty what we did at university back then :smile: Love the idea and well exectuted!
The bees look hilarious :smile: I missed the door at stage 0 in my first run and really was stuck in some kind of limbo. Gameplay is nice, but I wished the shooting frequency would be a bit higher. Also the number of enemies at the spawning point seems way too high for me :sweat_smile: Nice entry nonetheless!
Really cute intro! There should maybe be some kind of warning before you choose your dig site the first time because I always immediately click :sweat_smile: Took me a second to understand the mechanics, but its a fun short experience. Collecting the cheese is pretty satisfying!
On the technical side: I once got a runtime error: integer overflow (guess I collected too much cheese :relieved:) and it seems like I am not able to submit a new record, the leaderboard still shows my first run.
At first I was afraid this game would be way to hard, but you did a great job on balancing the difficulty! Cool combination of game mechanics, the aiming felt a bit weird though. Nice game!
I absolutely love the look and feel of this! Its quite impressive how much game you got in this, well, game. In especially liked the fruit lady :smile: Once I got stuck and didn't find the churros in the trash, maybe a little bit more guidance would be good here. Also it would be cool if you could use SPACE as alternative for ENTER.
Amazing work!
@mduo13 These are the kind of vehicles I built the game for :smile: Thanks for your advice, I added some suggestions in the description :slight_smile: Just have to figure out if there is a better way to embed the screenshots them :thinking:
@steve-johnstone unfortunately you can't rotate the pieces, there was not enough time left to implement that. Yeah, I will try to better handle scaling next time :smile:
@deadmanjw I am really sorry for the code you have to go through :sweat_smile:
@ludrol Thanks for your feedback! There actually isn't any intended current, what you see is the result of some errors in the way I apply pressure to the walls :sweat_smile: Maybe I can fix them in a post-jam version :smile: And yes, I didn't managed to balance the power of the turbines. The problem was that the force is depending on the mass, but I would probably also choose a higher default value by now
@mon Oh, too bad :slight_frown: have you tried one of the suggested builds?
@ancooper @ratrat44 Thank you both for sharing screenshots/gifs. Very interesting to see for me. Pretty cool ships!
The audio is hilarious! Really cool way of interpreting the theme that also resulted in a novel gameplay. I would have wished that there is some visual feedbach when you click on an item that looks like the one you are looking for but is another one. Great work!
The only critique I have is that its not really explained whether the progress bar in the top right corner has anything to do with the players actions and that it fills up so fast that the rounds are quite short. Apart from that nice game!
As you already described the controls can go crazy indeed :smile: I also noticed that rolling using Q/E also changes you vertical movement slightly, which is a bit confusing at first but actually pretty handy. I especially liked the music, it made the whole game super relaxing. Would have only wished there are some more volcanic vents. Great work!
Seldom I have seen such a cool UI in a pico-8 game! Great music and polished game. The only thing that bugs me is that the car isn't at full speed directly (between the first and second step is a longer timeframe)
This game is a combination of superb graphics and audio, fantactic executed common gameplay elements and add a whole bunch of novel (also great executed) gameplay mechanics that make a lot of fun. Astonishing work, definitely on my top list so far!
I guess I'm the worst :sweat_smile:
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Funny game mechanic, only getting 5% out of a fuel canister feels a bit sparse though :smile: I also like the music and the clean look.
Maybe you could try to allow the player to start dragging from anywhere on the screen because I feel like its sometimes a bit fiddly to click on drill.
Great entry!
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I would have loved some kind of progess indication, because I wasn't sure that there even is an ending :smile: The mechanic based on random walks is fun. Its nice that you see the status of the navigation orientation without interacting with it. The same would be great for the reactor, but maybe I just wasn't able to spot it. On my second run it seemed like I didn't ever had to recharge, but maybe thats already fixed in the post jam version.
Overall nice entry, I like the details you put into it like the intro and the planets in the background!
Nice short game! I feel like the controls could be a bit better explained (e.g. I had to watch the video to see I am able to shoot) In the first level the contrast is a bit too low, I know it should be a dark scene but the enemies are a bit hard to see. But I think there isn't a damage system yet, so it wasn't a big issue. The game was fun and I would have loved to see a third level, but I am not sure I played it "correctly" :smile:
Cool game! It is really hard to grasp all the game mechanics at the beginning though. Maybe move the icons closer to their corresponding values (At first I thought the icons for max pressure and battery are some kind of buttons and the values are just some random numbers I had no clue about). After a while I think I understood most of the game, the falling parts felt unfair until I remembered to use the shift button. Graphics are good but also contribute to the slight confusion at the beginning. Well done!
Impressive that you even implemented a boss fight!
One thing: I did not hold the mouse button pressed to shoot at first and instead clicked for every shoot. The second approach felt buggy because you probably run a timer and fire only as soon as the button is long enough pressed. So this might be a minor detail to improve next time but after figuring out I have to keep the button pressed everything was fine :slight_smile:
This is a fun game! Also great music and cool, reduced graphics (I especially liked the pig sprite). I like that you put a checkpoint direktly before the first enemy, so you can experiment how they behave. The pigs somehow got it some strange situations that I found funny:
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The short water part at the ending was a nice additional surprise. Great work!
The audio is awesome and I'm quite impressed that you polished the game so good that it is quite addictive to me.
One thing I would suggest is to not reset the oxygen bar after game over. For a jam this is "sooo aggressive", especially because it is so hard to turn around in this game :smile: Anyway, seeing the shark was worth the effort :relieved:
The exploding bunnies are hilarious :smile: The graphics with the heavy use normal maps and other effects is pretty novel and cool and fit the idea. Also the music is pretty nice. The gameplay is pretty simple and the enemies could use a better AI but it was good enough to get into the mood of this game. Nice atmospheric entry! Just out of interest: are the dead bodies actually corpses of other players?
I might got inspired to read "Colour out of Space". Is it good to start in the Lovecraft universe?
At first I though a lot of trial and error is needed to understand the rules, but you designed the pieces well enough that the player can grasp the rules pretty quickly (a great example are the two heart pieces) and the levels felt fair and didn't overwhelm me. Also nice music and graphics (often these fell short in puzzle games) Great work!
I love every sprite in this game! Some enemies are sometimes a bit hard to see (I am looking at you, snakes on gras!) Maybe some kind of outline would have helped, but I guess this would have destroyed the style of the game... It is a fun game, I would have only wished a fourth kind of opponent showing up before the boss fight.
Really cool way to use the radar as game mechanic! The way points are well set, so I didn't have too many issues to find the right way. Sometimes I had some difficulties collecting the way points even though I already saw them :smile: You managed to build up a great atmosphere using the game mechanic and the story you build around that game. Really enjoyed this one!
This is exactly the kind of experimental game you are hoping to find during a Ludum Dare. Love the visuals, music and story! The mood was 5/5 for me.
Gameplay: It is a story game, nonetheless I liked your idea on how to make a tutorial and I am happy I remembered the sprint button before climbing up the mountain :smile:
Thanks for this great experience! :slight_smile:
Hilarious audio :smile: Its a great puzzle game. I wished you could hold multiple swords though because I feel like it only requires more walking but does not add any difficulty
Simple but perfectly executed game idea :thumbsup: Like everyone else I love the sound effect!
The movement is painfully slow (maybe my computer just can't keep up with the computation :sweat_smile:) but reminds me of the game King's Field. I like that the fouth level is just a straight corridor after being stuck in the maze level for ages :smile: It's a bit unsatisfying to just be in a trap at the end though. But impressive work on building a raycasting engine!
I like the music while a shark is chasing you and the look of the cliffs. Also very athmospheric music in general. I don't know why there is a quit button in a browser game but great work for 24 hours :smile:
Great models, would be interesting to see this game finished. Even though you already display the position of the submarine its still pretty difficult to really grasp the position and movement of the submarine. I see you started to fix this, but there probably just wasn't time as you already described. Nice entry!
Cool collection of mini games! I think my favorit is the lung game. Also funny story telling and you did a great job at explaining the mechanics of the different games. Nice Work! :thumbsup:
Sawing the thumbnail I thought Wilford is the "Werkzeugbär" :smile: But a wombat is even better! I love the music
Love the art style, piano music and these crazy moving turtles! Really makes it stand out from most other games, sometimes made it a but difficult to see the enemies though. Nice and fast gameplay. I would have wished a nicer game over state and once I spawned directly onto a kraken, that was a bit sad. Nice work!
This game is really spooky! The sound and assets really form a great atmosphere. Also very interesting mechanic that you have to collect stones for the pistol! Impressive that there are even achievements :smile: The gameplay was pretty smooth and made fun!
(One small side note though: If the audio was not created during the 72h, please consider to opt-out for the audio category)
Nice entry! The ending text went through a bit fast at the end
Hilarious! I love the style and humor and the gameplay made a lot of fun. Its also nice that you embedded an early prototype. I have to say I didn't quite get what is the reasoning for a run to be game over, but that did not reduce the fun I had with this game. Great work!
I like the visuals and the voices and the way memories are embedded in the third scene. I didn't managed to find the true ending, but saw it in the video above. Overall cool entry!
Nice entry! The music and mood are great. I think this game should be a lot faster paced though. You could for example make the layers thinner so players get fast progress at the beginning. Also I feel like at the end the pace gets even slower: I played to the thorium layer. There I could only collect a few ores before dying. The next health update costs 500$, but I can only barely make any money and have to always walk back down. One other thing that that bugs me is that mining is either super fast or super slow, there is no in between :sweat_smile:
Anyways, this is all balancing and you probably just hadn't enough time for that. Overall good job :thumbsup:
Great music and cool art style (thanks for sharing the palette you used!) Classic but very well executed gameplay, it is fun to play :thumbsup:
Really cool mechanic and I loved that small chasing part at the end! The only complain I have is that the game was too short :smile:
Nice entry! Two minor things: The collision with dirt sometimes felt unfair, maybe the hitbox is a bit too big? Also the dirt can be quite hard to see, even if you didn't get any hits. The white rings help there but maybe you can make it a bit more accessible :slight_smile: Was a fun game!
Cute little game and hilarious idea! :smile: Took me a second to understand the mechanics, but made a lot of fun! Really the only critique I have is the camera in the third level :sweat_smile:
Great work! The graphics fit very well and doesn't make the screen look to messy. Also the music is pretty good! I would only suggest to somewhere show how much damage you deal while choosing the upgrade. The powerup +5 damage seems meaningless if you don't know whether you are currently dealing 10 damage or 100 damage. Anyway, the game was fun!
As others already have noted there are a lot of blind jumps in this game. Apart from that I think its a good starting point to get more familiar with unity! I think 2bitcrook gave some good feedback on what you can add to the game to get used to unity
I have no idea how you score the poems, but this is a really cool, novel and funny idea! At least some of my poems worked though :smile: Also great music!
Ah yes, the classic "You are a UFO mining to make pizzas" theme :smile: Love it! The game gets a bit laggy while I am digging though (yes, my PC is very very old :sweat_smile: so no worries, this does not affect my ratings :smile:)
One small suggestion I have is to extend the area where you can grab the ingredients. Hitting the icon feels a bit fiddly. Otherwise well executed!
Nice minimal style and nice music! At first it is difficult to figure out which objects you should collect. At the end my stategy was to just collect powerbanks and rush through the level and it worked :smile: Nice entry!
Cool and fun game! The mechanic that you can activate both thrusters is pretty cool. I personally would have prefered if the left and right buttons would have been swapped, but I guess this is very subjective. Also great idea to destroy obstacles with a laser. The laser also helps identifying obstacles in the first place :smile: One small critique I have is that the thrusters are too loud compared to the music. But still great work!
Neat small game! I feel like fighting has a 0 or 100% win chance depending on whether you have the weapon or not, maybe I would have kept some bit of randomnes there. The game was pretty fun. At first I thought this will be pure RNG, but it felt pretty fair. Graphics and music are great! The mysterious 150$ item in the store motivated me to keep playing, so I reached Atlantis after 850 meters (the first thing I revealed with the flashlight :smile:)
Too bad the game was over after the second level, I think this could have been developed to an interesting story. Also cool graphic style! Would have wished some simple 2-frame animation of the main character when moving. On the technical side: I saw you already fixed some collision bug, but I still managed to go outside the map :sweat_smile: It was somewhere on the top right
Too bad you didn't had time to add sound effects, I think that would have added much value (but I also run in exactly the same issue) The sprites look great! Sometimes the enemies seem unavoidable, but using W I got around it most of the time indeed.
Nice work and congratulations on finishing your first LD game!
I especially liked the the music and graphics! Also you managed to build a cool small world in such little time. The game machanics are cool but together they seem a bit too difficult :smile: But you already said this game is not meant to be easy. Great work!
Neat little game with cute character design. I would suggest to add some background to better communicate that the player is moving the ship and not all fishes around it :smile: Nice entry nonetheless!
Cool (but also pretty difficult) arcade like game! I like that enemies don't kill you instantly, though it is a bit annoying when you can't revive from the situation anyway and just have to wait. Collisions felt forgiving in most parts, only sometimes collisions with the flying heads felt a bit wrong. Overall great game, I would have only wished the levels would be a bit shorter to have more checkpoints :sweat_smile:
Who would have guessed there is such cool music under water! Super cute graphics and nice idea to indicate the health (though a bit hard to read sometimes) Also nice that there was a boss fight, but the end was a bit abrupt :smile: Great work!
I like the way your background appears. After loosing all orbs I think I saw how you have done it. Pretty cool technique for your first godot project :slight_smile:
Great work on your first LD entry! At first I thought the submarine moves way to fast but you adapt to the speed pretty fast and then it is fine. One thing I would suggest is to make it visible which powerup a mystery box is. Speed boost and slow boost pretty much compensate each other and decrease the value of the mystery box. Though the rocket boost is still good enough to be motivated to collect the boxes
You've build up a great atmosphere with the visuals and audio! Maybe the pill mechanic is a bit overused. After taking pills there are new eyes half a second later :smile: Apart from that the game feels actually pretty polished, maybe you can add some elements to a post jam version!
Unusual combination of genres, but I guess it works :smiley: At first the Acuse Someone menu showed up occasionally when I pressed space, luckily this issue was fixed after reload. I would have wished there would be a bit more deduction necessary and the 50:50 chance at the end could be a bit depressing. Nice entry!
Fantastic music, graphics and mood. I especially like the music switch when enemies appear.Also pretty cool mechanics. I only wished there are a couple more checkpoints and the first jump felt a bit blind. Also somehow I kept hitting the middle mouse button :sweat_smile: then the browser wants to scroll and the game loses the focus. Maybe you can add some JS to prevent this, but I guess I am the only one with this kind of problem :smile: Maybe it could also be useful to show the controls beneath the game. But appart from these minor things amazing work!
I really liked the mix of the deep diving and deep thought theme. Its a bit weird but somehow works for me. I actually would have loved to be able to copy some of the questions to think about them more later. The perspective you chose feels novel and different from almost all other submarine games (including mine going with the standard viewing angle :smile:) The perspective made the game even more hard though because its hard to see where objects are exactly. Of course there are some minor quirks but overall I really enjoyed this game!
It took me a second to grasp the controls because I didn't understand that I'm a spaceship at first, but after the inital confusion the controls felt pretty smooth. Combating the enemies is difficult but makes fun and you indeed get better at it. Though sometimes you are surprised that a missile did hit you. One thing I would suggest is to spawn enemies with some minimum distance to the entry of the level. Great entry!
I have to say at first I thought "well, this is a classic jumping square game" but I'm astonished by what you have made! The mechanic with the balls is cool (that one part with the two doors is a bit annoying because the balls despawn though) Was a pretty fun game and I liked the idea of the ending! Great work!
I love the idea and this nice cover art. As already mentioned there are some rough edges and I also don't seem to be able to complete level 3 (or 4?) (I can only do one delivery and every one after that get rejected. I restarted multiple times and tried it with both big forms without any luck) I would suggest to use IJKL instead of (or additionally to) the arrow keys. The right ctrl button just feels a bit weird.
Anyways, great entry!
@eharp Thanks, you are right! (Sorry, I did not see the 25 bones on the turkey :sweat_smile:) I adapted the theme rating
I think this could have been such an extraordinary entry if you would have given the player some more objectives like: * Collect wood, apples and tinfoil to update your ship and be able to destroy the black hole * There is a fancy crystal on planet A, try to find it * There is a snow ruin on planet B
In its current form it got way to depressing for me. It takes a while to understand the mechanics but every death means to start all over again (additionally the game is pretty slow, which isn’t a problem but gets annoying when it is so easy to die in the game). I quitted like after the third death by falling of the way to the snow ruin, which is a shame because there is so much surprising content in this game (even day-night shifts!) It is still a great entry, I just think it has so much more potential!
I like the mechanic to find objects with the dowsing rods and that you only have to be nearby and not directly on the moving sparkles to reveal them. Love the ending.
I guess this is the most accurate interpretation of the theme :smile: Good job!
I love the mix of 3d and 2d stuff, they match perfectly (do you use a special shader for the 3d objects or is it just the texture that works so well?) You managed to put a lot of cool details into the game like e.g. the sprites for damaged characters.
It was a bit difficult to properly aim for me but was a pretty fun entry nonetheless!
I like the clean visuals and the music and cat sound. The mechanic with the cats was a bit difficult for me to catch at first, but is a cool idea. But it seems like you are only able to utilize two cats each wave? Also I wasn't sure if the enemies get damage, some kind of feedback would be useful there. But still a solid entry!
That is extremly much content! There are even story logs! When I saw all the text at the beginning I was afraid I would not be able to get the hang of the game, but following the quick start guide you quickly understand the mechanics.
I died because I lost my drone hangar while at the same time I didn't have enough resources to build a new one, probably that would have been avoided with the extra transport drones of communication towers? Hopefully I can also try the post-jam version later.
One thing you could improve is displaying the collection radius of communication towers, but otherwise super cool entry!
Simple, but well executed idea. I like the subtile moving background. For my taste the difficulty curve could have been a tad less steep after the first few points, but still you hit a pretty good difficulty nonetheless.
Cute entry! Loved the sprite of the dog while jumping! I ran into a bug where the dog stayed in the jumping state, while the dog already reached the ground though. But restarting the game fixed that.
I like the mechanics to keep the ballon in the players view, though I think the balloon has to move a bit more unpredictable, as currently it feels too easy to control it. But its diffucult to find the right balance there.
I like the art style and the humor inside the code. (Also great Pixelleaf logo :D) The game mechanic is simple but cool. Have to say that I ran into some small bugs like e.g. in my first run there was no cursor in the result screen or opening the door seems a bit wrong, but that all was not too dramatic.
Too bad the cat and dog didn't make it in the jam version :( Otherwise great entry!
At first I thought the enemies are too powerful, but once you get the mechanic they were cool. Also loved the fact that you can throw them into the volcano. A bit sad that you can't knock out an enemy with another one, but I guess then the inevitable would be evitable :smile:
Art is music is great! And the powerup are really great because they indeed make you feel much are more powerful
I am amazed how much story you managed to put in this game in 48 hours! Mood is perfect for me!
My Highscore: 3:11
I really wonder how you got this idea, but it works really great. You really get in some kind of zen mode while playing. Also love hot the tutorial is baked in. The view size seems a bit small to me, but I think this is probably intentional. There are only two small things I would change: * Please let any key (or at least also space) start the game * I once clicked on a bomb of a cube that just spawned. Maybe some kind of cooldown would be cool there
The controls concerning climbing need some more work, but jitspoe already mentioned pretty much everything I noticed. The only thing I can add is that it is a bit strange that you still have to hit ctrl after you jumped onto a wall to move up.
The level design is good, there was just one leap of faith jump that I didn't like.
Overall a nice entry with cute graphics!
@crishnate from puzzle fan to puzzle fan: There is only one other [puzzle game I've found so far](https://ldjam.com/events/ludum-dare/50/twicoban) Maybe you also want to check this out, has some great levels.
@auxiliarymoose Thank you very much for your feedback!
@clement-sparrow Thank you for your comment! Yeah, it was an early decision whether I should go with immutable data structors to allow undo later on or not. Because I wasn't sure how the animations will work and to maybe safe some time I decided to cut the functionality (thought my levels wouldn't be that long anyways :smile:) But now I think I wouldn't have lost that much time implementing undo if I choose otherwise at the beginning.
I don't know if the game really have that much puzzles :smile: But I think I got pretty lucky this LD. The mechanics were pretty much implemented after the first day and I had already collected some code ideas for levels during implementation. Most of them matured pretty fast to actual levels (though some of the had to be modified heavily)
@marcmagus Thank you for your feedback! Yes, some more indication of what is happening would really be helpful. I really appreciate that you took the time and got back to leave this comment!
My high score is 102 seconds! You have to get used to the controls, but once you did you really get in the zone. The cool downs of the actions needs to be better communicated though. They are shown in the corner, but you don't really see them while playing. But overall really cool entry!
It took me a second to get into the game, but after that I really got was to addicted to cultivate the perfect cabbage and well...
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So yeah, obviously I liked it :smile: But I think the newspaper should be a bit more relevant. TBH most of the time I didn't even notized the news (well maybe thats because I was the richest person ever in this game) It would be pretty cool if there are more attributes on the cabbage and there would be news like "vitamin K considered harmful, but vitamin L is cool". I just noticed you did something similar (saw the oktoberfest event) but I think this should be much more prominent and better communicated (like showing with attributes are currently popular in the UI). It would be super cool if you have to keep different lines of you cultures to react to a changing market situation.
But still, great entry!
This is a really good executed entry. The graphics are nice (love the sprite of the sun) and the music is pretty cool. I also love the fact that it has checkpoints!
I will probably think about snowmans chilling at a campfire for the rest of the day
This is a novel idea and according to your description you are probably one of the most qualified person to pull such a game off! Though I have to say that the responses currently still seem a bit too far off to hold the game up for a long time. But its interesting to see these kinds of entries an how they will develop over time! Great entry!
I like the mechanics and how the buildings are moving. The game is fun, but if the population drops to 3 you have to restart, because otherwise not much would happen. Maybe you could spawn more cars over time and the player can try to beat the high score of highest reached population.
This is really fun! You did a great job in visuals and audio but also especially in balancing the game. The speed of the flag and the way the player shots the ball seem to work perfectly. Also you really hit the perfect difficulty curve for me. Would have wished to see more layouts, but I think one exceptionally balanced course is better than multiple mediocre courses :slight_smile:
Super cute graphics and story. The visuals do a great job to convey the feelings of Mel! I also like these textured wave/cloud things in the background.
Its a bit sad that there is no sound. Text based games often have like typing sounds that can express exitment or disappointment by changing the pitch or speed of the sound. But it is probably pretty hard to come up with the right sound of "typing" for a dating situation that does not sound out of place.
The gameplay is fun but simple. Its a good idea that the player has to click on an answer twice. When Mel realized Bee lied when she said she likes sports it felt like the game can read my mind :smile: Also the 1 month later ending is a great note to finish off the game. Great work!
Wow, glad I stubled on this one. A interesting but also at first weird combination, that makes more sense while you playing it. The graphics and music is fantastic, loved the mood they created in combination with the storytelling.
Cool game and atmosphere! I think there are some invisble walls that are avoidable: * At the start you could maybe just remove the city. Then the player doesn't want to go there and its maybe a bit more surprising when the player reaches the first city * You could also add a texture of path or street where the van is able to drive. Though this might destroy the feeling of driving in the nowhere, so not sure about that
You did a great job at placing the first toolkit, I immediately found it and could figure out what to do
This game has some classic gameplay that is very good executed! The controls of the delivery van feel a bit strange but are very fun. I love the motor sound :smiley: The graphics are reduced but look pretty cool, e.g. the cars somehow remind me of wooden toys and I like the water and horizon look. The music is also pretty cool!
One suggestion I have is to remove the stalls the the first levels from the later levels so the player can focus more on the part of the city behind the river and maybe feels a bit more progression.
Its cool to see a completely different kind of game from you than we use to! Unfortunately it also showed me how bad I am at FPS :smile: The controls like shooting felt good and the punch mechanic seems to be cool, even though I think I was not able to really properly utilize it.
Maybe the zombies either need some sound or there has to be a minimap. Every time I looked into one direction for like 2 seconds one of them catched me from the opposite direction without me noticing. Probably I have to run way more :sweat_smile: But it still was a fun game
One side note: On Firefox for macOS I had a strange bug where pressing A or ARROW_LEFT moved me to the right. Chrome was fine and I suspect this is some local problem by me, but wanted to let you know of it nonetheless
Nice platformer! Two things I noticed: * The position of the reaper may have to be reset when you respawn at a checkpoint. It is a bit weird when you suddenly walk behind the reaper * The fighting mechanic needs some work. Many players probably missed, that you can hit enemies because there is no feedback. Just tinting them red for a few frames after they got hit would help communicate the mechanic. But still the fights are pretty difficult, because the spell animation takes to long and the enemies are way faster, therefore I mostly dodged the fights.
Otherwise I like the mood you set up, also with the scrolls you put in the second level
Love the sound effects and the blocky design of the people! The gameplay is simple and very funny. It could be a bit better shown visually that you get damage flying over someone pointing upwards (I felt like the range looks too short) because I think the fact that you have to sometimes flow below or above these dudes is what makes the game fun to play. Cool entry!
Maybe you should make clear that the pirate name you give yourself is for the leader board. I thought it would be super smart to call myself Q in a typing game :laughing:
Love the graphics and music of this game! Getting water out of the ship doesn't seem to work for me, but maybe the moral was to low or something like that. One thing I noticed is that it can be difficult to see whether you have to type "the" or "that" if you ship has a lot damage, but maybe that problem only occured because I did not play in fullscreen mode.
Really funny entry!
Great visuals! I especially liked the intro. The gameplay definitely needs some balancing, like it takes a 1/4 of the bar just to check a room is empty sometimes. There should probably also be more time gain when killing an enemy. Otherwise nice entry!
In case you wonder how your game looks like without a printer or dices :sweat_smile: Bildschirmfoto 2022-04-18 um 13.03.09.png
Also in case someone needs a short JS function to roll some dices: (e.g. `roll(3)` to roll 3 dices) ```javascript const rollDice = () => 1 + Math.random() * 6 | 0 const roll = (n) => { const rolls = new Array(n).fill(0).map(rollDice); console.table({ sum: rolls.reduce((a, b) => a + b), ...Object.fromEntries([1, 2, 3, 4, 5, 6].map(v => [v, rolls.filter(e => e == v).length])) }) } ```
My Highscore was 300. It is a super fun game which I think isn't easy to come up with in such a short time! Also pretty good idea to include the LD_50 graph in the instructions, this lets the player really consider how much risk to take.
While playing I wondered if there could be some more depth to the reserve mechanic (maybe something like you can sacrifice one reserve dice to increase the maximum sum) but I also really liked the simplicity of the game, so I don't know about that (also the game seems balanced in its current form)
Had a lot of fun with this game, great work! Cool to see a tabletop game in ludum dare!
Cute graphics, music and story! I like the way the dialogs serve as tutorial and to convey the story. I like how you have to use different characters to get in buildings
The controls felt smooth, but I don't really see the point in having to sometimes press the C key vs the X key especially because sometimes the UI is hidden. Also as a QWERTZ use it would be nice if you also accept Y as a Z input :)
As previously noted, having to start all over again after being hit by mom is a bit harsh. Somehow I wasn't able to skip the tutorial. But at least that makes the player really fear mom :smile:
Cool entry!
The music is great and the sound effects are even better :smile: The gameplay is simple but actually pretty fun.
Maybe the ending is a bit anticlimactic, it would have been super cool if you could incorporate some kind of surprise at the ending. Just some kind of short death animation (by that I mean: suddenly stop the music, slowly scale DLAY to factor 0 while at the same time rotating him around some axis and playing another one of you fantastic sound effects) would already enhance the game. But still cool entry! That was just something that spontaneously came into my mind while playing the game
The snowflakes and the shadow of the fire are really cool elements and strengthen the visuals. Also the sound of steps in snow further contribute to the great mood of the game.
Concerning gameplay I feel like the button for collecting and throwing should be the same, I feel like it currently just adds confusion. Also it seems like the fire will actually never burns down, but maybe that is a bug? But I still liked the gameplay and also that you can push elements with your avatar.
Cute game! The story is funny, though I would also appreciate it if the contrast would be a bit higher. Feels like the spare items can be used for a sequel!
Really great intro and also music! They set up a great mood for the game. There are some small quirks like the intro text moving a bit too fast and also the sounds of buildings being hit seem to be played delayed, but still a cool entry!
As everyone else already mention: Super cute graphics. The vulcano is just adorable! Also love the details like the smoke when the vulcano gets angry.
This game got me to think if it is possible to combine some LD games to a game series. Like, start with a sailing game (https://ldjam.com/events/ludum-dare/50/the-greedy-pirates) then play your game and after that my game or any other lava based game. Wonder how far this could get :thinking:
Great entry!
Extremly well executed! Guess the next time I get in a similar situation I will just drink 20 coffees :smile: Love the "game over screen"
Great game! I love the random facts about dodos :smile: It is also cool that you do not control dodo but the environment. Though this leads to some frustration when dodo does not use the fallen tree to cross the river or when dodo gets hit by the boulder despite it looking like dodo is a meter await from the boulder. But these issues are actually pretty minor
Got to week 15! Love the comments when you drag a card (especially by the gun range card) I think I got way to many babies in one run :sweat_smile:
One thing you could add is that you display the current value of each resource also as number somewhere. I wasn't able to play some cards because I was often unsure whether I have enouth money or not.
Maybe the game needs some more additional balancing (friend sentiment seems to be a pretty weak resource) but it is still a fun game, great work!
Like the fast but also simple mecahnic of this game! The knight kind of caught me off guard at first, but was of course the most interesting one. I just felt that some levels where repeated a bit too often, so I think there should either be more or new ones should be unlocked a bit faster
Cute game! Especially the music and sounds are perfect, but the graphics are also on point! Picking up cats with the cursor is a bit difficult and the cat collisions seem a bit too harsh for me.
The graphics create a good mood! One think I would suggest is trying to enforce some mechanics by the UI. Like for example the token mechanic. I've read it in your description, but still didn't understand it at first in your game. Maybe highlighting the pieces while holding the token or something similar would be helpful.
Just because I collected one coin I was the bad guy :cry: But managed to get the good ending in the second try! The graphics are minimal but work. Would have been great if there was some sound when collection a coin or helping someone.
Maybe interesting for you: Here is [a game](https://ldjam.com/events/ludum-dare/50/the-railroad-to-elsewhere) with a similar (but different, it is less about greed) interpretation of the theme.
Already the intro blew my mind! You managed to build up and maintain throughout the whole game the vibe of these super early sci-fi movies while at the same time the game looks and sound super modern. I also love how the music slowly intensifies thoughout playing.
As a kid I often played a flash game that felt similar (minigames and intense music/animation between them) But your game just surpassed it in every single way! Visals and audio is way better and every minigame is better than the best I remember from the flash game (well except one minigame... :sushi: :eyes:)
Some thoughts on minigames: * :bomb: The undetermined fields could be a bit easier to spot, but cool game * :sushi: Hated it :joy: killed to many of my runs * :bank: Loved that you put the blackout music in there * :four: Would have loved to see if the tasks would get absolutely ridiculous at some point, but :sushi: killed be first
My favorite game so far of this jam!
As already pointed out: amazing visuals and music. I love the mood of this game!
But the game really catched me when I decline to help someone just to see what happens. Suddenly the was a new layer in the game! After that I also played it once helping nobody and then helping everybody in my last round. I'm glad I chose this order because the "good person" ending was the strongest for me and perfectly concluded the game for me.
Have to say that I ran into a few Bugs, especially when I replayed it without refreshing the window first. Once the game got stucked when I said no in the first cabin and the other time I couldn't enter another cabin after the second or so. But these things weren't too much of an issue, it is still a fantastic entry!
Simple but good game! I feel like the items fall a bit too fast when you drop then, but I guess that increases the fun :smiley:
Before I get to the puzzles: Great job at the music. The loop feels pretty long, has a lot of variation and fits the games super well!
Like you said, its pretty cool to see a game based on a similar concept but that is totally different. But also to see some shared mechanics like the piston/banana peel mechanic.
Now some thoughts to the puzzles: * I got stuck on one level for some time (based on previous comments I suspect it was level 6) But the level was cool. It felt like you already saw all possible ways until you get the idea for the solution! * Level 10 also took me a little while, but I liked this funny setup and the solution felt nice * One super tiny nitpick: In the first levels it felt a bit unintuitive that you lose when a golden block falls out of the level and it seems like this rule doesn't apply to later level (simply because there is no pit) Maybe this rule could be cut when the levels using it get slightly redesigned?
I really like seeing things that aren't necessarily games in LD. Cool idea!
Finally another puzzle game! :smile: Some random thoughts while playing: * The sand blocks (I mean the yellow ones) are a pretty good mechanic * It is a bit weird that in these mid levels there is only one level one player has to reach, but they are still good levels * The difficulty was for me pretty perfect. There were some challenging levels were I feared they would be to diffucult, but I could still solve them with some thinking without getting frustrated * The game doesn't necessarily get harder with every level but sometimes also gets easier (like the last few levels were easier than the mid ones), which I find is actually pretty good because it gives the player time to breath. I might also should follow this pattern more in the future * You managed to pull off a lot of levels!
Super funny entry! Also cool graphics and sounds. I really liked the bailing mechanic
Nice entry! Managed to collect all squares, does that mean I completed the game? :smiley:
One thing though: The music is waaaay to loud on my end. I put my system volume to 1/16 (I'm currently on MacOS) and I still had to lower it on my headphone :sweat_smile:
I like the visuals and how the music switches. Maybe its a bit harsh that you are game over when you only miss one pentagram, because sometimes they seem to be impossible to collect or difficult to see. But still a cool entry!
The controls feel a bit weird (While holding the boulder they feel a bit slippy, on the other hand you can barely turn around without him. Also I have to get used to the left an right mapping). Though I get why they are as they are because they work and feel pretty good (as long as you are holding the boulder)
The first half is good designed. There are some safe spots but also some nice hidden scenarios, where the boulder falls all the way back down anyway. But starting with the snow part the level design falls apart for me. I think a critical part of Games like Getting Over It is, that there are some critical, descrete points where you could have start to all over again but also some where you loose only some progress. This creates some kind of tention and release. But the snow part is build like this: * Tilted bar (first appearance, fail -> 100% loss) * Long slate underground part (first appearance, fail -> 100% loss) * Tree trunk (relatively safe spot) * Tilted bars with some new elementss (fail -> 100% loss) * Narrow bar (fail -> 100% loss)
Wow, these graphics and music are amazing and have a super unique style! The mini games are fun (love the details that are in there) and at the perfect time the music gets faster and new ones are introdurced. Also liked the final minigame. Fantastic work especially as the first LD entry!
Cute but also melodic entry! Nice music and graphics. Just one thing about the controls: It is a bit weird that you can open the inventory with E but cannot move with WASD (additionally to arrow keys). Also I think it would be helpful if you somehow display in the UI when you can interact with an item, at first I though the flowers are just decoration.
At first I was afraid that this game would be super difficult and hard to understand, but it was perfectly balanced. You did a great job at showing and describing the mechanics through subtext.
Also the overworld just looks astonishing! It felt like I have to search for something like a crashed ship after I finished all upgrades with the purple crystals, but couldn't find anything.
In the moment the music starts you instantly feel GUDE LAUNE! Really funny game! (though smashing E makes fixing leaks obsolete)
Cute game, I liked the different sounds! As already mentioned before I also think the camera is a bit of a problem, but still a fun entry
Cool art style! I adore the design of the snails :smile: Its only a bit annoying then the snails get out of the viewport and they don't get back.
One thing about the controls: I also noticed the WASD issue, but arrow keys where fine. I tried the mouse controls, but for my intuition they are inverted. Like I would expect to move up when I move the mouse down and release. But maybe this is just because I played angry birds :sweat_smile: But because of the other control options this was no problem for me.
Its a very interesting idea to kind of indirectly play a game. I think timing could be a bit improved, there are times were the text seem to to fast for me and times where I have to wait for the text to be completely displayed. But nevertheless a solid entry.
Though I'm not sure I missed some part of the game, tried the commands help and exit and also tried to hit ctrl+c.
Wow, I love the feeling that this game gives me! At first I was afraid I won't understand the mechanics, but you quickly get the hang of it. It was a good idea to start with a level where enemies only spawn after a long time, and you managed to get good challenges in Level 2 and 3.
Currently my highest rating in fun so far and I also like the music! Only small nitpick I have is that sometimes placing buildings is a bit weird.
Funny idea! I though at some point I will never hit the button at the right time again, but I actually worked pretty well. Don't know if the game is very forgiving or I just had luck :smile: Seems simple but was actually surprisingly entertaining!
Good work, especially with only for hours left :smile: Very cool idea! Maybe it could be a bit clearer explained how much speed and quantity you gain, but it still worked out pretty well. I didn't quite get the instability mechanic though, I could just delay it for a lot of seconds :smile:
I loved the music and the dude hanging out at the bottom left :smile: Gameplay wise it felt like I had too little control because the disasters were too random and the plays were pretty much determined by the cards you get. Still I figured it was best to diversify the kinds of buildings and had some fun following this strategy. Maybe some kind of win condition (like e.g. fillig all building slots) would have been cool.
One thing that I think could be useful is to add icons to the card to distinguish them more easily, especially when you are in hurry :smile:
Took me a while to fully grasp the skull mechanic (and why it was saying not enough all the time) but once I did it was pretty fun. The game manages to lets you feel super powerful but also gets pretty difficult, so very good balance! And as always great art!
I have to say that I am also not sure yet how to feel about the AI generators, but it is great to see people like you using them in such creative ways in the jam and creating stuff that just wasn't possible before! (Though I would still prefer if they remain not allowed in the compo :smile:) My favorite page was 16. Somehow I was on the track of the bad ending but I enjoyed it nonetheless
Fun game, but it aws a bit too difficult for me because I wasn't able to additionally think about how the terrain looks after the swap while also controlling the character :smile: Great details on the character animation and I also liked the music. I noticed that the music evolves over time but I got a bit tired of listening to the begining :sweat_smile: Some additional things I noticed: * I think you could replace the Z and R button with SPACE (or give the option to use SPACE) to make the controls feel a bit easier. * The small green trees that are obstacles are sometimes a bit hard to see
Wow, the music and sound is just perfect! I loved the dancing animation (and the animations in general) and humor in the dialogs! Sometimes it felt a bit slow to wait for the next murder, but this is the fault of the topic :smile: It would have been nice if you could click to skip the text animations for the question dialogs. Great entry!
Concerning the game link: It also only showed up on my game after I included the source code a second link. Seems to be a bug on the side.
At first I thought level 6 was difficult but then came level 8 :joy: I like the idea and the level design, but the controls feel a bit cumbersome. Maybe it would be better to display the placed actions on a grid, where each row corresponds to one robot. Also some button to directly restart would be cool. But the level design was pretty good!
Well, I managed to "escape" :sweat_smile: The interpretation of the theme was pretty cool and unique! I think more people get it than you might think but express it unclearly (I mean you just have to read a paper). The actions on the upper and lower screen (well and the final action) shook me, which is good! The art style is cool and fitting, though the noice sound is a bit harsh after a while.
I noticed one small bug. After "doing the stuff on the lower screen" and clicking on the window once, no matter what you click on next it will always behave as you clicked the window again.
Thank you very much for playing and commenting @pennycook!
You can just continue with the level, the band will continue to play once you succeed in the level :slight_smile:
@unitedfailures Well, I am a big fan since the cabbage game :joy: Thank you very much for your kind words!
Can't wait to see some professional tetris players to play this game :smile: Fully utilizing the mechanic exceeds my mental horizon, but I noticed that you can also build smaller blocks, so that helped. It was sometimes a bit confusing when a block got placed because the timer run out, maybe some additional feedback (like letting the block blink 3 sec before timer ends or something like that) would be useful there.
Cute game! Love the setting and mood. The mechanic kind of made me anxious about messing up :smile:
Maybe the randomizer could be a bit improved. I got the pattern (sleep, sleep, sleep, love, love, love, nature, sleep, truth) so I thought I am doing something wrong at first. Also it would be cool if the start dialog would be adjusted based on the previous run. currently they feel a bit separated. But still a great entry!
Simple but very well executed idea! The sound effects are cool, I like the fact that you can solve any equation at any time and that you can either use the buttons on the screen or you keyboard. All of this made the game feel pretty smooth. Of course it is still "just" an addition game, but the best one I know which additionally was created in only 5 hours!
I was really surprised about the story part of the game. Though I am not really sure my decisions affected how the story went. At first I thought the game is too hard, but of course this should reflect the story and does a great job at it! Also it gets easier once you managed to place some items down. Cool entry!
You got some interesting setups! Some thoughts: * I think the lava mechanic isn't a really good fit for this game. It frustrating when you die because you have to wait for the 10 sec timer to end. Also it punished the player to late for their mistakes * The camera should show more of the scene, because otherwise you have to wait 10 sec just because you didn't see what comes next * The idea that the blue character can jump higher is pretty cool! But I therefore also had trouble getting a feel of how high the characters can jump to align them correctly. * The controls felt a little bit too slippery for me, but maybe thats just a matter of taste Overall still a good entry, these were just some points I noticed
Hey! It seems the game isn't published, I get a "You do not have access to this page" page when trying to open your link.
Unfortunately I had the same problem with picking up artifacts. I picked up the first one but couldn't get the second one (I found the third artifact but could not reach it because 20 sec isn't enough time). Generally the idea is pretty cool and well executed (except the bug :smile:) At first I though the field of view is a bit too small, but after a short while you get used to it and learn the map. As already mentioned my ale the player character and its animations are cool!
One thing I noticed is that you sometimes can push blocks in the wrong direction and can soft lock yourself this way. But I think this is not too much of an issue. Cool entry!
Very polished game and cool idea to put your game on a cubic rubic :smile: I like the game mechanic of removing buildings which currently consume the resources you need. Though I think it could be a bit better comunicated what the single buildings produce/consume currently (but I also don't know how you can do that without cluttering the ui) I also liked the end sequence with the rocket!
Very cool and relaxing game! I liked the way how the organism looken (even though it got a bit messy after a while :smile:) and the music and sound effects where also quite fitting.
Managed to get to room 40 and also killed the boss (but he didn't respawn later, don't know if this was intentional) I liked the sound, especially the sound effect when you were ready to zapp. Two small things I noticed: * Aming felt a but strange simply because of the way how 3d graphics works * The cooldown of weapons could be a bit better communicated
But still cool entry!
Cute game! Had some problems figuring out the game with the letters at first, but I liked the ending. Very interesting interpretation of the theme!
Fantastic mood you build up using the sounds and graphics! I'm impressed you managed to do English AND Frensh voice acting. I was shortly confused at the very beginning but quickly got the hang of it. Too bad the game dodn't go a bit longer, would have loved to see more!
My record is 258,68GB! (still only a A-) Funny to think about a new tec company that is only launching Sputniks into space :smile:
It is a funny game! One thing: There is a lot of data shown on the screen where actually only the battery percentage is really relevant. I just noticed, that there is a battery after I couldn't control the vehicle anymore, so maybe this could be presented a bit more prominently. Not a big issue though, cool entry!
I like the setting of this game. It takes a while to understand what the different "words" mean (maybe some icons could be a bit better :smile:) It is a funny idea but I feel like the difficulty curve rises a bit too quickly.
This is the first game I saw that was able to find another interpretation of the theme! :smile: Cool idea and well executed. The contols feel smooth and the music and graphics are great! Liked that a tone is played when you hit the ground.
Cute short game and cool music! I think the time freezing mechanic could be made a bit more clear visually as it can be a bit confusing currently. Also the bach button of the how to play section is a bit buggy.
I am the worst player when it comes to these scrabble like games, but somehow it was still somehow funny for me! Only wished you could also click on the tiles to insert a word instead of using the keyboard
As with your last game: Very cool style! I like the player avatar, as it reminds me of Frog and Toad.
Gameplay wise I love the fact that you don't go game over after every 10 seconds, though it maybe leaves the theme a bit too much in the background it was a good design decision.
I managed to drive right away from the pizza stand at the first playthrough and had trouble finding it again, so maybe a pizza stand location display would be nice :smile: Great entry!
I hope you will get well soon! It is a bit difficult to rate this entry because as you said you could not finish it. I still had fun following the level, even though it was sometimes hard to follow the track and there are some blind jumps. Maybe add some hints in the description like "avoid the cucumbers" so other players understand it quicker.
Cute graphics! I also had problems aligning the player to correctly place seeds etc. I think thats because the tile gets selected based on the center point of the player sprite. Instead the bottom of the sprite would probably be a better fit because that would be the tile the player visally stands on. But a box showing where you are aiming like apLavaridge suggested would also help.
Very cool graphics style! Especially the damage animations are sick! Also relaxing sound and the controls felt pretty smooth (though the position of the player was a bit unusual, but I somehow still managed to hit the enemies :smile:) I would have just wished some additional mechanic would have been introduced after a while because of course the gameplay gets a bit repetitive after a while (But yeah, we all know there wasn't much time) Great entry!
Cute game! Like the graphics, music. The movement feels a bit too slippery for me and sometimes the hitbox seems to be a bit too big, but was fun to play!
Simple but effective gamemechanic! I liked the color scheme (brown on the foreground and green as background) and the overall art style. Also the clock is cool animated (never thought I would say something like this) and the music is really fitting. The last level was pretty tight but still felt fair. Great work!
You have to get used to the movement mechanics, but once you do it is a pretty fun game! Sometimes it is a bit annoying when you have to wait 10 seconds because you can only progress with the other character, but I guess that is actually more a problem of the theme :smile: The challenge at the end to align the characters at the door was cool!
The sounds are hilarious :smile: Sometimes I lost because I didn't know where the block will spawn, but the levels were short enough that it didn't really bother me. Actually most of the time the blocks were placed pretty intuitively, so good job there! Also you managed to design the levels in a way that the 10 second interval felt right (and not too long or short) Great entry! (especially for your first jam!)
Nice Game! It can be a bit hard to see when a bomb explodes, maybe their rhythm could be a bit more adjusted to the 10 second spawning interval. The controls feel good, sometimes I felt like the bomb wasn't discarted even though I pressed E, but maybe thats some mistake by me :smile:
Hilarious sound effects :smile: The controls felt a bit rough but I guess that was kind of the point. The only thing that really nagged me about them is when you steer backwards (The direction you move do not correspont to the tires).
Oh man, these sound effect are gorgeous :smile: Also the graphics style is super cool and very unique, this game really got charm. Also liked the death dialogs: Now its your turn! :smile: Unfortunately it seemed like the berrys were buggy by me, wasn|t able to harvest them for a while (later it worked but then it was too late) But still fantastic entry!
Wow, that was a hell of fun! Spend way longer than I expected :smile: It is surprising how fast you can grasp the rules even though they are relatively complex (very cool trick with the determined dices at the beginning forcing the player to certain actions explaining the mechanics) The plant seeds -> sell crops -> buy seeds mechanic seem a bit strange to me, but it worked pretty well in conjunction with the other ones.
One small issue I had: Sometimes it was a bit hard to see if there are free spots for a dice or not, so maybe some guidance could be added here (though I am still amazed how much you managed to do in time) Apart from that fantastic work, currently my #1 in fun!
Very cool idea and implementation. I liked the idea of the red with the filters. Maybe there should be a bit more wiggle room, because of some leaking that seems unintended and because generally the player can only guess values based on what he sees. Really liked this one!
Wow, fantastic arts and music but also a great and creative game idea. In the first round it seemed a bit basic because I could just snitch the watered tiles from my opponent, but quickly some more interesting cards were revealed in the following rounds. I think if the player knew the deck of the opponent the player could actively play against the opponents strategy, which I think would add even more depth to the game. But of course you only hat 48h to make the game and for that I am amazed how much thought there already is and how well it already works. Would be interested to see what this turns into if you continue working on this!
The audio sound effects are on point and the smoke effect is pretty cool. Gameplay wise a pretty simple game, but controlling the harvester feels pretty good! There was only an issue that when you steer in a direction for a longer time the wheel get "locked" in this position and keep steering (BTW I almost missed that there are 3 levels!)
Very ambitious game were the explanation of the mechanic sadly went a bit too short. I got 10 survivors at the end, but without really knowing how I managed to do this :D I feel there is potential if the game gets a bit better explained (like e.g. showing the change in resources for the next round while staffing the buildings)
Cool idea! I think not beeing able to tell 100% if something counts as e.g. political by the game is actually good for the game and the idea of the game. Though I have to say I was really surprised that I was way too off sometimes (even after i figuered out the coworker rule :smile:)
These poor bait people :smile: Really great tutorial and also cool graphics and audio! Overall very fun game!
Overall very well executed game! (Loved the sounds) Some things I noticed: * it seems a bit weird to me, that you recieve your money at the next day. This makes harvesting less rewarding and additionally you have to wait another day anyway until your order arrives * I might be wrong here but it seems to me that a plant takes about 6 days to fully grow? If thats the case you can at most plant one potatio on every field in one season. It could be more interesting if you could manage to get two potatos per field if you work effectively (with 1-2 days buffer) * After I bought the hammer I was surprised that he vanishes after the season (of course I bought him at the end of a season when I got enough money) This seems really strange to me because the hammer is relatively expensive and takes some time to gather. I then found the hidden box but there was also no hammer :slight_frown:
At first I had no idea how I should get the craft recipes but at some point figured out, that I can guess them from the silhouettes in the inventory :smile: But I didn't managed to craft the 5. item because I feel like needed the round item at the bottom which I never collected.
The controls are a bit weird, because C and I feel a bit all over the place and arrow keys are a bit cumbersome when you also have to use the mouse sometimes.
Otherwise cool graphics. Too bad there isn't any sound, I think this could have added a lot to the atmosphere. Still a cool game!
Very cool and clean looking graphics. The gameplay was also very fun and its nice that there is a update system, great work!
The voice acting was fantasic :smile: And I love the characters you came up with! Two things you could consider to add to the gameplay: * Give every enemy an health bar. This way the player gets immediate feedback if they are making any damage * Give the player maybe 1 or 2 lives more
Cool entry (and also nice tutorial!)
The the interpretation of the theme is a bit of a stretch isn't bad at all! I am always happy to see a game that differs from the others :smile: Simple but nice game! One thing that would make it a bit more interesting would be to build more complex rulesets like [older that 27 AND (EITHER mage OR NOT from trenton (not both)] but of course the time is super tigh, so be proud of what you were able to archive!
One thing you could keep in mind for next time: Make the contrast ratio between text and background maybe a bit higher. The white text on this #d4b19b background was still ok, but I felt the contrast was a bit low.
@szieberth-adam Oh no, sorry for that! Could you tell me which browser you are using and if you see any error logs in the javascript console? Probably can't fix the problem this jam but maybe can find out something for next time.
@digivorix Thank you for playing! It is a custom code base, but the graphics are handled by [pixi.js](https://github.com/pixijs/pixijs) and the end screen by [planck.js](https://github.com/shakiba/planck.js). You can also download the source code on the itch.io page if you want to take a look (I accidentally disabled downloading the source code before :sweat_smile:) I might open source the base code in the future, when I added at least some documentation.
Very fun and well executed puzzle! The graphics are cute and the music is cool. At first I thought all these rules will overwhelm me, but you intoduced them in a very good pace so that you have enough time to remember them. Maybe some way to quickly look them up in a level would still be good, but you can also just quickly experiment to figure them out again. Great entry!
Love the idea of a level editor, so here is my level: ```6aOcqBDTCDdL>G95pwIo>vQA8:m"```
Such a fun idea! At first the task seemed impossible, because some traps looks so tiny, but I quickly found out that its best to jsut knock these cute animals out of the map :smile:
Cool entry! I especially liked the last stage that made even more sense once I saw the into video (played the webgl version were the into only played sound). I know that the tractor should be a bit hard to contol, but I wish it would have been a tiny bit more easier to control at high speeds and when driving backwards :smile: I liked that crop falling of the trailer is attacking you again and you made a good job of not letting them fall of the trailer too easily. Maybe some indication of when you fully harvested a field would be useful but overall great work!
Cool way how you animated the different tools and I like the controls of using the hand to sell the fruits. (Just the water can was a bit loud :sweat_smile:) If you want to I think you could easily extend this further, good entry!
Simple mechanic but fun game! I think the controls are a but weird, WASD or arrow keys to move and SPACE/ENTER/Z or something like that would seem a bit more natural to me than pressing A to shoot, but its still fine. Also maybe it could be made a bit more clear when you actually loose a life, but overall a nice entry!
Cute game! Took me a second to realize that there are multiple buckets and I don't have to follow the rain like a madman :smile: One thing I would highly recommend you for next time is to add some sounds (they can really be very simple) when the player does something (e.g. picks up a bucket). This will really help making these great graphics feel more immersive.
Gameplay was simple but cool. It would be good if you could better plan were to place the buckets based on were the cloud will go. I see that you already tried that with the arrow pointing to the next location, but it doesn't really work yet (at least for me) Otherwise nice entry!
Fun game! After the tutorial and some experimenting I was able to quickly gasp the mechanic and these combination games are always fun for me! The upkeep mechanic wasn't really clear to me though until I lost my first game. But the second game I was able to gain 1161 money in 3 turn :smile: Also liked the relaxing music and the sound when you try to buy something without money.
Some other thoughts: * It would be nice if you could see the combos all the time. I guess this was a deliberate decision to let the player remember the combos, but I found it a bit annoying. * One technical thing: It would be nice if you could shrink the size of the embedded site in itch.io. It is a bit annoying that the came fills the complete window (at least in my monitor :smile:)
Cool entry!
I liked the signs that point you towards the right direction. The boots and water items could be a bit easier to find, probably most people have missed them. Also was surprised that there is music in the victory screen! Better also play the music during the gameplay, so people actually hear it :smile: The controls felt a litte bit off, but overall nice game!
I highly recommend you to also include the "How to play description" on this site! Totally missed that at first. What the different plants do should be a bit better explained. It is an interesting take on minesweeper, but I feel like I am still missing some mechanics of your game
Wow! Definitely didn't expected this game when the theme was announced :smile: Such a cool and creative idea combined with a fantastic execution! I am amazed how much stuff you were able to get into this game and at the same time make everything so polished. Really great work!
To have something to nag about: I ran into a few bugs as you predicted :smile: But that wasn't a game breaker at all!
AUTSCH! Hilarious Sound effects :smile: I liked that you could hit multiple enemies with the sword but onlz in a narrow space. One problem I had during the night but also during the boss fight is to see when I am getting attacked and get damaged. But overall cool entry!
Cool visual color effect on the blocks indicating the displacement! Though I think for a game about chaos a more fast paced gameplay would be more fitting. Way too often I got stuck in the 95-99% range having to carefully displace single blocks and even after the time runs out I have to continue (and sometimes I forgot which color represents disorder). So I would have preferred a shorter timer and an easier goal. But I liked the dash, magnet and dynamite mechanics.
Also, is this an endless game? Got to level 24 :smile:
To me only the 4. weapon seemed to be useful, the other one just seemed too slow. But still a fun game!
Cool idea! The mini games made fun after I understood that you have to only ever collect the green stuff. I have to say for me it was a bit too hectic (I understand that should probably mimic the way people use their phones) probably because the switch between games is so abrupt. Still great entry, I think some simple sound effects would make the game even more immersive!
I managed to kill a frog :smile: Very cool artstyle (I like this clean but detailed look) and very convincing sounds. Gameplay was also pretty good: The mechanic that you get a speed boost when you get surprised is cool and the frogs add some nice variety. Just towards the ending when the fly became slower it feels a bit weird to play (I just did a ton of very short stings). But still very cool entry!
Guess who pressed W for two minutes checking if the light gets any closer :sweat_smile: The story and mood the game conveys is really great. I managed to find the ending but I have to say the slow speed at which the root grow is really painful especially for this kind of find a needle in a haystack mechanic. (But I was quite unlucky, found the rain worm last, after the letter/puppet/duck which I could not collect when I found them)
Man, I am really bad at these word games :joy: But had fun with this game anyways. I feel like there could be some more vocals, for instance I had a lot of S and T.
This is the ultimate combination of the two interpretations of the theme :smile: I liked the comments from the farmer and the music was really fitting.
One suggestion would be to add some sound or other indicator when you try to havest with 10 wheat in your bag. I ran into this situation multiple times and everytime thought this is a bug at first :smile:
As already mentioned the gameplay is a bit more on the simpler side, but still a cool entry!
The shooting mechanic might need some work (bullets still hit zombies when they are offscreen and the firerate isn't limited) and I think it would be cool if you gain more seed with the time. But still a good start and congrats on you first LD jam game!
Very cute game! The levels were pretty good designed, because you were able to logically find the solution without being too obvious. Wished there were some more of them!
Maybe you could increase the speed of the player a bit, because especially when the player only moves one tile its pretty slow. I think this could potentially improve the flow of the game but still very cool entry!
The first time I traveled to the future it really got me :smile: I liked that the wispering of the song is still playing there. Very cute idea and good execution. I liked the fact that you could basically build your own levels (well as long as you only have to plant paprika, because the rest is moving) Maybe it could be a bit better communicated to the player when they get damage or an enemy gets hit. Great work!
Cool music and sounds! I especially liked the shift in graphics when you pick up the fruit.
Gameplay wise I think there could be some indicator if I am giving too much water, but the rounds were short enough that it wasn't a big issue to start again. I also think the font is a bit hard to read (but I myself also tend to use hard to read pixel fonts in my games :smile:)
Overall a short but very atmospheric game! I liked it
Simple but very fun game! Competing against the AI makes the game instantly a lot more interesting and is something that lets this game stand out compared to most other jam games.
Nice entry! I think the player would feel a bit more helpful if the ship would move a bit faster and the hitboxes to pick harvester up would be a bit bigger. But you already had a good idea with implementing this barrier between the north and south side!
Is the tombstone in sunshine the good ending? :sweat_smile: I have to say I absolutely adore this art style. The screenshots don't convey the fantastic mood that all the little animations and sound/music create! Also I found the transitions between scenes super cool.
Very funny situations you got me into. Of course I found the hospital and jail pretty fast, but unfortunately not the Arbeitsamt. Was for a while at the school to find it but didn't get there :slight_frown:
The navigation has to be improved a bit (using SPACE and ENTER feel a bit weird to me) and there are some bugs, but astonishing entry (especially for a first entry!) Great work!
Very fun entry! Pretty simple gameplay but because you compete against the ghosts it is a very cool (and challenging) game challenge
You did a great job at introducing the mechanics. When the ripe mechanic got introduced I knew this will become an interesting game! The levels became pretty difficult, thats okay, but I found that the mechanics aren't 100% clear to me all the time, like e.g: * The ripe mechanic only work with apples * For melons only the time while riping counts * For Corn it is a bit hard to tell, if it really delays growing the way you think
I feel like there have to be some more visual clues explaining what exactly is going on. But therefore a very innovative idea!
Cute game and funny story! Gameplay wise there were often times hints, but I feel like still to often I only had a 50% chance to make the right descision and having to restart all over again. (and it seems like the Groovy Grapes are just a deadlock? :slight_frown: Luckily all other plants seem to be able to at least get some prices :smile: Otherwise I liked all the small pictures and the ideas for plants in this game. Congratulations to your first LD entry!
Can't wait too see games developed on QuantumPulse Control Assemblage QPCA-77B in the next jam :joy: There are some edge cases that were a bit hard for me to understand at first (e.g. when the input actually progresses) but once I understood most rules it was a fun device to work on. But since the weekend I am still too lazy to properly optimize my solutions :smile: Its cool that the editor recognises some errors. I would have only wished there was ~~a way to run the program step wise (instead of running and pausing it the whole time)~~[Oh, found it!] because I often had issues synchonizing the nodes and it would have been nice if there was an easy way to downgrade/upgrade a node. But overall funny experience, maybe I will come back once I have fully recovered to solve the last level and optimize the other ones! Great work as always!
Love how polished this game is. Graphics and sound are really great! Very challenging for me (even in more time mode) but still very fun! Guess I have to check out the other Adelie games as there seems to be a whole fan club :smile: :penguin:
Wow, very cool idea of shrinking the brain when it gets older and forcing you to keep traumatic memories. The gamemechanics explained in the tutorial are very interesting, I would have only wished there would be some more visual help during the gameplay to properly utilize them, currently you have to check the stats manually and I was not entirely sure whether the mechanics worked the way I expected and had an effect at all. But I loved the atmosphere of this one!
Funny idea and good execution! Here are some of my thoughts:
- The Help sceen was a bit overwhelming at first, but I managed to understand it. Maybe it would be helpful to display keys keys like (R) inside the game, because I totally forgot about rotation at the beginning - Some items like the boots are funny. The most interesting shapes for me had sausage and pinapple. Rotating the burger renders the burger at a wrong angle. - I don't think it makes sense to go through the levels in a random order, because I too often got the same level (sometimes even back to back) and was never sure if I have seen all. At some point I was wondering when the mushroom will finally get relevant and suddendly a new level with mushrooms show up. - I think adding some basic sound effects with [JSFXR](https://sfxr.me/) would enhance the game a lot. I myself used two basic sound to give feedback on drag and drop interactions (I use the category click, you might have to generate a couple of samples to get a sound you like) - It might be a bit hard to notice for some players that the customer has a different animation when you solve the level perfectly. Maybe this could be done a bit more clearly, I feel like the reputation system doesn't reflect the performance directly.
Hope some of these points might be interesting for you!
I took me way too long to get the reference in the graphics :sweat_smile:
It seems like sometimes you can also get 0 units of resource? This is a bit confusing when you occasionally here no sound after clicking. I feel like the mechanic doesn't really work that well because: - You always have to pump is you are below 91, so you are just smashing that button - before you reach 91 often times red alredy blew up - If you reach 91, most of the time red is far below 90. So if red eventually reaches >90, the value is basically a uniform distribution on 91-100, so the current exact value of red doesn't really matter
I don't know how one can solve this, allowing a player to pump after they have stopped for a round would just resolve in the player pumping while their score is below the opponents one
Solved it!
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I always suck at word games because I simply don't know words, so its nice to have a list of possible words :slight_smile: Its still hard for me to strategically place words, but its very satisfying when I can place multiple words back to back by chance. Glad that there is no timelimit, makes the game pretty relaxing. Nice entry!
@yorsh Thank you for your feedback! No worries, the level you got stuck at is basically the last level. Originally it was easier but unfortunately I had to make it more complicated, because the original version had a trivial solution. I am myself not really satisfied with this level anymore :sweat_smile:
I took a glance at why the game seems to be so broken for all players since this seems to be too big of an issue. Turns out I had implemented locking skipping/restarting levels during explain screens, but I implemented it exactly the opposite way. This fix seems justified to me by the rules, but if anyone disagrees please let me know!
All comments after this played the patched version.
@unitedfailures Thank you soo much for the kind words! Glad we have this tradition of rating each others game since I also always enjoy checking out your game :slight_smile: Already looking forward to what you come up with in April!
Funnily the actions when you press `SPACE` are actually already implemented in the same way as colors or shapes (or also "pushable") are. But there was a level design crisis on sunday evening :smile: so sadly I wasn't able to turn this into some actual level. Thank you for the feedback!
This is an interesting idea and funny twist! The explosive tetromino does often time make things worse because I'm not used to it, but is at least funny :smile: I don't know if this mechanic is suitable to compensate for the limited window, because as bloodyaugust already wrote: The actual problem is, that you can place blocks at the edges only very rarely. Maybe it would be better to move the field with some modulo operation, but anyways, the game as it is is already fun :slight_smile:
Only small complaint I have about the graphic is that empty 1x1 spots were a bit hard to see for me. I know they have a border around them, but when they are in the greyed out part its a bit hard to see in the heat of the moment. Also chrome somehow completely hang up twice, but the games were pretty much lost anyways, so thats not too much of a problem for me :smile:
Is the web version a post jam version? Because I can't see the map in the Windows version. Without the mini map it is sadly almost impossible to play properly :sweat_smile: Also, as Teist already said the pods just seem to disapear after the first few seconds (this also seems to be a bug in the Windows version that is not present in the web version?). I understood the gameplay in the web version but couldn't replicate it in the windows version for this reason. I will wait to rate this as I think I am currently a bit too confused :smile:
Have to say even with the map traveling between the planets was too much time without doing anything, but I really liked the music and the sprites were nice!
How did you know of my spiky hair, dragonslayer sword and my hometown Ohio, Schnitzel Schnitzel? :astonished: Hilarious 15 min intro and outro for a eh... once in a lifetime puzzle Schnitzel Schnitzel! I will think about the nobody descriptions still the next weeks Schnitzel Schnitzel. Loved this entry Schnitzel Schnitzel!
Just when I though the levels could get a bit more difficult I got stuck at the second last level for a while :smile: Very well executed puzzles! At the begining maybe a bit too simple, but as I sait the last two were on point. But it would have been cool if maybe at least one additional mechanic would have been introduced towards the ending, but you managed to get great levels nonetheless!
I think there is no way to get locked in a unsolvable state in a level, but a restart button would have given me some peace of mind :smile: BTW the embedded version does not work in Firefox, I get an `Uncaught DOMException: The operation is insecure.` in the console
Fantastic work on the audio! The bumping sounds are cool, the music is great and there is some nice space sounds.
@jejkobb Ohhh yes, I see that button when I play it in fullscreen. By me it started windowed, so it got completely cut off (I enlargened the window to show the issue)
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My Setup is Firefox on MacOS, so a pretty rare setup :sweat_smile: Probably the game always starts fullscreen on Windows/Linux?
Oh interesting, this is definitely a problem of unity games in FF for macOS because I also just saw it on another game (Chrome and Safari work fine) Just wanted to let you know, I will not further bombard you comments section :sweat_smile:
Neat concept with cute graphics and nice music! Gameplaywise I would have only wished there were some checkpoints on the way, I think in the second last level I got an unfortunate reset. Also the scroll frames were sometimes in an awkward position. But these are only nitpics, overall cool entry!
Really liked the music and the futuristic setting! Gameplaywise I have to say it was a bit too basic for me. Maybe at least having some other shapes than squares could make it a bit more interesting, but yeah there is just not much time in a jam :smile: But still liked the mood of the game!
Very smooth gameplay! At the beginning it was a bit hard to get used to suddendly not having any sand anymore, but you get used to it after a while. The core mechanic works pretty well with the fighting mechanic, because fighting is about getting into a position were you dont fight too many enemies at once. And the music and funny sound effects turn it into a very fun game!
Nice entry! I feel like the hitboxes for harvesting stuff is way too small and there could be some feedback to the player when they are hitting a shark. I also really liked the music!
Very funny (but also difficult) game. I played it over the course of multiple days because I wanted to finish it, but I had too much trouble on the second moving obstacle (but at least I got better in the parts before this :smile: The pipe system is very cool! Some pipes were placed really fair in situations were you basically always die in the first try. Also liked the minimalistic but very good graphics! Maybe wished there was some visual feedback on what input was registered as sometimes the impulse felt off to my movement. But really liked this game!
FYI Once I somehow ended up with two bubbles :sweat_smile:
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An easy gameplay idea which gets very interesting because of all the different gameplay mechanics that were introduced by the guests! Was a fun game and it is nice that you referenced LD54 in the final level. Two small points you could adress: * The sound of e.g. collecting an item is too loud compared to the music * Based on my experience it is not a good idea to let players replay every level when the become game over. They loose lives because new mechanics are introduced and there are things like collision bugs (that just happen in jam games) that make it a bit frustrating. I was very glad that there was a mushroom at the beginning of the final level :smile: It was a very good decision that the player could look at the level and start it pressing space!
Cool entry!
Wow, really liked this one! Very cool game play idea, the graphic with the dancing dinos is very nice and clean and I absolutely love this soundtrack! :heart: Glad you kept your streak going, fantastic entry!
Really liked the color scheme in combination with the minimalistic styling and the music! Gameplaywise it takes a short time to get used to the mechanic with the limited time, but after that you really get into a great flow. Very glad that tutorial level didn't have a timer, I got stuck for a while until I understood the burst at the same time mechanic :smile: At first I found it a bit strange that some later waves are "trivial" but makes more sense later on when these turn into small breaks. Really liked this one! My highscore is 51, but not entirely sure because the congrats screen doen't say the number of waves :smile:
Haalllooo! Very cute game and funny sound effects. I got confused why my bed suddenly turned red and made strange sounds :joy: At the beginning I was a bit confused because I recognised the bed as furniture and didn't realize that you can serve ice cream to the customers :sweat_smile: But once I figured it out I had fun exploring all the different furnitures
There are new times to beat :smile:
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I wish people in my city will learn to drive slowly, all these exploding cars in the neighborhood are making me crazy :rolling_eyes:
Very well executed game! I like the style and the relaxing music. It wasn't too frustrating for me. I only find it annoying when you are driving very slightly off angle in a tunnel and your car explodes because you are hitting the wall with 2 pixel/hour speed. But other than that great entry!
Very interesting game! I really liked how the plants interacted with each other and played the game multiple times to find the some better strategies. In the end I ended up with something like this: Bildschirmfoto 2023-10-15 um 20.42.55.png
Sometimes I wished there would be some more information visible, like whether I can still harvest a plant next round or if it will die this round and maybe it could be a tad more forgiving, but this way it fits the story (the story also adds a nice nuance to the game, wished there were some more encounters with neighbors) Very fun game!
I had some issues with the instructions, I will just quicly list them, maybe they are helpful for you for some iteration: * I find the wording between damaged and destroyed a bit confusing, therefore I was at first not sure whether a damaged room still protects the reactor (but I think the rules state that clearly once you realize the difference between damaged and destroyed) * When should I reshuffle the threats? I just did it after every round * I almost missed that I can repair my ship in the repair and flip phase (and was very confused that it was named like this) I think this shouldn't be in the exceptions block but in the How to play section step (4) * In the online version it might be possible to miss that you can flip the instructions :smile:
But these things weren't really too much of an issue for me. It is very hard to communicate the rules for a tabletop game by text and even if you did it perfectly I would never be 100% certain if I do it correctly.
It was actually a really fun game after I got the hang of it! I had fun strategically matching the dices and managed to clear the game (at least to my rules :smile:) Maybe it would have been cool if you get one additional enery dice after the REPAIR+FLIP and the game gets a bit more difficult in the second half. But still great work!
@cataclysmicknight Glad you find my feedback useful! :) Very cool idea on adding some story based explanation to the repair and flip. If you create a postjam version of the game I will happily try it out!
And well, reshuffeling too often hopefully didn't change the game too much :sweat_smile:
Man, this must have been a great brainstorming session: "Hey owca, the LD theme is Limited Space" - "Cool eh, I guess I will make a game about a Panda learning ukulele" :smile: Super cute game, love the music and graphics! And the game was actually super well balanced for me. I lost the first round by just a hairbreadth (I wasn't sure if I won or lost because the timer was full). The second round I won barely. A very fun game!
The third person perspective really adds something to this kind of puzzle (well and it is fun to crash the cars in one another) Only wished there would have been some mechanic added based on this (like idk maybe you can only get in the car, when there is room to open the door or you have to get on the roof of a car from another car) The level get pretty diffucult towards the end and I feel like there the third person perspective gets a bit in the way because it costs so much time. But cool game! Liked the music and the 3D models
Great to see some other TS/pixi.js entries! :) A simple but nice game! My Score was 35
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I think the hitboxes for selecting trolleys could have been a bit larger. But probably drag and dropping the packages instead would have felt more natural and intuitive. Otherwise good work!
Pretty abstract game, but fun once you figured the rules out. Maybe coloring the outer rings in red when you are not allowed to move on them would help make the mechanics a bit more easily clear. Balance wise it was actually pretty good, I never got too many factories were I could just always shoot towers immediately but also felt like I could go on for a theoretically infinite time. But I feel like some basic sound would have improved the game by a lot!
What a silly but fun idea! :smile: Like the contrast between the dramatic pirate music and the visuals! I like that the canons shot based on the position of the ship, but I would have wished some health indication. I think I won at least one game, but I am not entirely sure because the end screen was the same as on losing. Funny game!
Liked the idea and clean graphics of this one! I didn't really get used to the space controls, but I liked the mechanic especially when you use it to avoid spikes. Maybe wished there were some checkpoint because some jumps are a bit hard :smile: Cool entry!
Very cool way to integrate a story into a tutorial :smile: I also had the problem that at some point I didn't know what to do in the big city level and was just waiting for the time to run out, but tried the arcade mode afterwards. Liked the mood of this one, reminded me of Need for Speed. Also the motor sound were sometimes hilarious when you are just driving with like 20mph :smile:
Cute game! It was a bit hard to see where you actually drop the items (maybe casting the shadow directly under the object could help by estimating the position of the objects) but it was still a fun short game. Also liked that bottles could break, but I had problems picking up the toothbrush. The loose and win screen at the end were cute and added a nice touch to the game. Good work!
What a cute idea and great execution! I liked that you really go through the hound and that the rooms are not just separated levels. Controls are a bit fiddly but this also makes them fun :smile: Liked the solution with the window at the last section. Also very cool music and graphics style!
Very cute game and surprising setting with the "earth skill"! I feel like after the first 3 possible endings reaching the fourth one was a bit too much focued on teaching, so maybe this could be a bit more balanced (but maybe I just happen to play it in a way it wasn't supposed to be played :sweat_smile:) But it was generally fun to follow the story. As powerofsin already noted, the stat seem to indicate progress pretty slowly, maybe more intermediate steps could be helpful there and also as teto mentioned, I was also sometimes a bit confused with the text appearing under the previous text and sometimes scrolling it. But still very cute entry!
Wow, what a fantastic atmosphere and interesting gameplay idea! As already mentioned, my biggest (and actually only) complain are the controls, because at least for me `shift` and `tab` are very stange keys. I think `shift` and `e` could maybe be unified to one key (and depending on whether a door is behind you or you are at a bodypart have different actions) to simplify it a bit. But otherwise great entry! Wished it was a bit longer to see some more ideas!
The movement is very wobbly, but it actually fits the sprites with their spring legs pretty well! But I have to say that it becomes a bit annoying in later, more difficult, levels where you actually want precise controls. I think the later levels could have been kept a bit more casual. But was still a fun game, really liked the soundtrack :smile:
Simple but well executed game! I have to say that it I think it is way too easy, but the game is difficult to balance. Enjoyed maximizing profit and the day gameplay had some nice effects and sounds (so even though I said it was too easy for me I played till I got to 1.6k per day because it was very relaxing :smile: I also liked that there was a 'clean' style for the real world and a 'noisy' style for the virtual one (though the viruses were in the wrong style?)
One thing I noticed: I got two grayed out Renters. I guess these got destroyed? Maybe this could be made a bit more clearly. Instead of keeping them in the list maybe you could have just removed them and lower the total available disk space?
But overall cool entry!
The mood is definitely already there with this great music! Too bad you couldn't finish it because the idea of having a claustrophobic boy as playable character sound really interesting and I havent seen a similar idea during the jam. And from the atmosphere that is already there I feel like you could have created a great game if you had more time. Hope you will try again next time!
Also managed to get gold in every level :raised_hands: In 2 or 3 levels I had to skip a turn and still managed to get the perfect solution, maybe the could be some element added to make it even more satisfying.
Very cool mechanic and good job at introducing the mechanics one at the time, only wished there were a few more levels :slight_smile:
Solid entry! As Cshep99 already mentioned, it feels a bit to much like spamming and not conscious summoning. But I liked that you implemented 3 different animals with different mechanics
Nice entry with a funny story. I got a bit stuck on the vending machine about how to exchange the coin for a fish but realized at some point that I the inventory is shown in the upper corner and I already got the fish :smile: Maybe some additional indicator would be good there. The small world you designed with some hidden jokes was pretty nice!
Oh wow, what a novel idea! Was very fun and I feel like the "open endedness" works really well here! I only had some difficulties with purposely drawing symmetrical elements. Maybe there could be some tool added helping with that, but that potentially spoils the fun :smile: Fantastic entry!
Cute entry! I feel like the last levels got a bit easier because they had more 1 digit numbers in there but maybe I was just lucky? Some thoughts: * For me the time it takes to activate tiles is too long because you are not allowed to move during that time * I wasn't able to see a pattern to systematically solve the puzzles. Most of the time I took the largest numbers and tried to come up with a combination for the remaining numbers. * Its a bit strange that you cant deactivate tiles. At first I thought you could deadlock yourself because of that, but later undestood the health bar :smile: * Just a personal preference: When pressing multiple keys (like example W and A) I would expect the last pressed one to take prevalence over the other, but by the way the input is implemented A always takes prevalence. * Liked the graphics and music! Has a nice clean look!
Liked the minimalistic style! My only complaint would be that the intro gets cumbersome when the game is designed to be played multiple times, but I saw that it is already fixed in the post-compo version. Good entry!
Cute entry! Maybe it could be helpful if you enable the fullscreen button on the itch.io page. I liked that there are additional rule like the eggplants only taking a seat if the whole group can sit on the table. Maybe these could also be mentioned in the description, but it is also funny to figure them out by yourself.
One thing I personally found a bit annoying was the scrolling. It feels to slow and cumbersome for me and I think you could (mostly) get rid of it by just using a smaller scaling. I liked the mechanic that you can buy more floors though!
It was a bit hard to grasp the mechanic (guess I should just watch the video beforehand :smile:) but wow, it is a pretty interessting mechanic. In the video I saw that there are even more interplays than I noticed.
As already mentioned by others I would have wished that at least the first few screens are hand crafted and force the player to use the mechanic, but I guess you would have done that if it would have gotten out of the experimental phase. Overall still a cool entry! I especially liked the snakes
At first I was afraid I have to remember all the symbols but I quickly realized that I just have to remember y solution. Once I did the remember mechanic became more interesting than I originally thought because you not only have to find a solution but also find the easiest to remember solution! Of course it is a bit of a double edged sword as for me it made the game a tad to straining to play for me personally, but I was very glad the levels weren't randomly generated and I could approach them multiple times :smile:
Maybe it would be helpful if not all tiles are black and maybe some more have colors or some other marks? In its current form I accationally messed up how far I shift the tiles. Also it would be cool if evil that turned into a rune would count as suroundung rune for other evils. Overall good entry!
Simple but very fun game loop! Liked the music and graphics. The animation when collecting a purple *thing* maybe got a bit long after a while but otherwise the animations were really cool. Balancing wise I feel like just leveling up the inital familiars and basically irnoring the other ones was a bit too powerful, but the upgrades always felt worth it and like a proper improvement. Great entry!
This was well constructed and fun! At fist I was a bit disappointed that you have to always repeat the commands, but that (partially) got solved later by researching automation :smile: I only had some difficulties finding the mechanic to get cakes, so I was stuck for a while to get the last summoning circle.
Remembered to have played a game of you some jams ago, so wasn't surprised about the superb voice acting, the ending song got me by surprise though :smile: Surely that was the music Lovecraft had in mind when the old ones awake
Cute game! The controls felt very fluid. The only thing is that you sometimes get stuck at some corners, but it kinds of helps the gameplay because you really want to avoid walls :smile:
@unitedfailures Thank you so much for your kind words! :smile: Yeah, the theme didn't really inspire me for some strange game mechanic, so I went with a bit of a different strategy this time around. Glad you liked it anyway! And no worries, your game was on my TODO List since I got the notification when you posted it :smile:
@lcstark Oh wow, thanks you very much for sharing your thoughts! I am typically more a technical person, but because of the theme I wanted to try out going more into a graphics focused direction and indeed took a lot of time in the animations (and ultra realistic bubbles simulations) So I'm very glad that this gets noticed :smile: And yeah, hitboxes are often a weak point. I intentionally left them a bit small because sometimes it looked funny when the bears just barely didn't catch it, but I get that this is probably a bit frustrating for the player. Thanks again! :slight_smile:
I really adore this graphic. It sits perfectly between (more traditional) drawing and cartoon style and feels quite unique. It was only sometimes a bit hard to read the different, eh, *groceries*. But that wasn't too much of an issue and the music also plays nicely with the graphics.
Gameplay wise it also took me a moment to realize that I have to summon all *groceries* at once, but after figuring it out it was some smooth gameplay. The indication if you do something wrong could maybe be a bit improved because I found myself sometimes confused of why no order got checked. Also maybe after a while the spawn rate for new orders could go up a little, I found myself in a run were the music already stopped playing and one new orders comming in just every few secong :smile: Got a 433 score in this run! Overall a nice fun game!
Love the voiceaction and hardcore story! (Actually also liked the music and graphics) Stay hardcode!
Cute little entry. Level wise I have to say it got a bit too long because after a while it basically becomes summon a levitation field very often in a row and nothing will be there in between. And also I think needing mana to summon a vortex catcher leads a bit too often to frustrating breaks. But I liked that the catcher have a physical simulation and can become an obstacle!
Nice assets! It was really hard for me to understand the gameplay though. For a long time I didn't understand that I have to click on the summoning spot multiple times and once I figured it out I still feel like there is a short summoning cooldown that makes it feel a bit weird. But after the initial confusion I was able to enjoy the game and defeat the evil wizard! But I felt that the play time per round is a bit too short and a bit to "clickheavy".
Well, that escalated quickly :sweat_smile: Loved the mood of this entry! Great work with the sound effects and visuals!
Gameplaywise: Its very good that you let the player skip the walk back to the sacrificial altar! Only critique I have is that jumping feels a bit too "slippy" and that solid and not solid ground are a bit hard to differentiate. Great job!
Once you understand the gameplay it is a pretty interesting game concept. I think the most important think that is currently missing in the game is feedback to the player. Once you complete a circle or even a whole level basically nothing happens except the circle getting deactivated or the next level starts. I always checked the score after completing a circle because I wasn't sure if it actually counted. Maybe some text like in the final level could be added at the end of every level. Otherwise I liked the music. Maybe the music could be a bit louder by default. Good entry!
Cute graphics and nice music! Its a bit weird that you have to accuse persons directly before hearing the others. Otherwise I think the story plays out nicely. After one additional round I was pretty confident I got the correct deduction.
It feels like I accidentally created some kind of prequel to your game :smile:
I loved that you used signs in the game world to show the highscore and screenshots. Was a very cool moment when I saw the radio advertisement, pressed R and got to listen so some fantastic silly songs :smile: In general I liked the vibe of the city. Great work, especially when you consider that this is actually an online multiplayer!
The tutorial slides and the fact that you have to remember which demon color means what were a bit too overwhelming for me. But otherwise nice game with some great graphics and music!
I hope you are well again by now!
Rats: Fast, cheap, many, deadly, cute. So yeah, I went with a pretty much rat only run because they are way too overpowered :sweat_smile: But the gameplay was very satisfying and was fun. Maybe starting with level 9 the world got a bit too ridiculous large. In level 10 I spawned so many rats that the game started lagging, but it was fine. In the final boss fight I (of course) jsut spawned as many rats as possible and they all just died :cry: Maybe there has to be a way to get some additional souls in the boss fight. I notices that I can still poke the boss with my wand, but he killed me and I lost. But very cool entry! Loved the reveal effect.
Wow, very creative concept with great levels. The fact that the player itself blocks the sound let to some cool solutions. Great entry!
I got a bit unlucky in the first run. The times were always pretty tight, then in the second run I got the additional crystal upgrade, which made things significantly easier :smile: Very fun game!
Angel Summoner!? I guess this is the most unique interpretation if have found so far by a mile :smile: The controls are super weird but actually kind of work and you really get used to it after a while. Was actually really fun. All the wackiness somehow played nicely together
Guess this is some really freshly served food :smile: The graphics were really nice!
I liked that chickens and sheeps have different cooking times and walk with different speed. This really makes them feel different and not only as a texture swap. The idea of having to serve overcooked food on the third day is really awesome. This adds some surprising variety with a mechanic the player already some before! The sprites for overcooked chicken and sheep were a bit hard to differentiate though.
I played on a keyboard and the controls are indeed a bit weird. If you use X/C/V I would advice to also allow the arrow keys to be used instead of WASD.
Overall very cool entry!
I can't believe another participant also had the salm(m)oning idea :smile: The salmon and dialogs are very cute and the puzzles had a proper difficulty (I expected them to be too easy at first based on the puzzles I know of this kind) Only thing is that the banish and then summon mechanic is a bit confusing, but the salmon itself already mentioned this :smile:
Cute small entry!
An unusal but cute entry. I liked the animation of the hand and the notes
I definitely see the Balatro inspiration :smile: But very well executed! Being able to influence the next 3 cards adds a very cool mechanic, though I had some trouble at first understanding which cards will be the one in the next round. My biggest complain is that I feel like 100 HP is way to small. Once the opponents hit 500 HP its like basically clearing them completely or instantly lose. But I at least managed to see a 1200 HP opponent :smile: Maybe you could call more attention to when an upgrade in the shop is available, because I often times accidently skipped, but upgrading is crutial to succeed! Had a lot of fun playing this game!
Funny game! The bugs are really the biggest pain points here as I felt like I wasn't able to to any action sometimes (but maybe I just confused in which state the customers are?) and I think for these kind of games good controls are necessary. I liked the upgrade mechanic. Maybe balance wise it would be better if these apply to the already summoned workers and not the future ones, but thats purely a matter of taste. Cool music and nice graphics! Hope you will be able to reach 20 votes!
Well, guess they really can't see much because of their hoods :sweat_smile: Some later levels maybe showcase this fact a bit too much, but overall cool came. I liked the player sprite, because it doesn't look flat and has something 3d looking. Also liked the parallax effect oin the level tiles
Simple but actually fun game! Maybe it is a bit too untransparent what happens on the battlefield though and it is a bit frustrating then the minions just fall of the battle field.
Short and simple, but cool entry! Was fun playing around with what other shapes I can come up with
Hope to see you in the next jam!
Nice entry! Good work on the art side, I have a few notes about it: * The forground and player character are both relativly dark and the player doesn't stand out very much in the foreground. Maybe the contrast between them could be a bit higher * The player sprite itself is so dark that it is also a bit hard to see the contours you put inside it, so maybe also a bit more contrast here could help people seeing the details you put in there * The colors of the portals are sometimes a bit hard to match because I think there are some filters present that also change the colors. Maybe you could additionally add some symbol or give them different shapes to make them easier to match * I really liked the shapes you come up with for the fire and the characters
That was quite challenging :smile: I would have preferred if the effects were displayed as a table all the time, because I always noticed patterns leading to the solution (like e.g "only these turn red odd" etc) but it was a bit difficult for me to utilize it because I always had to recheck which bottle was which effect. But overall pretty nice puzzle mechanic.
Also great work on the graphics and music! Only one thing there: The tutorial font is uneasy to read because of the white one pixel border. Making the border thicker probably would solve the issue. Cool entry!
Cute game! Concerning the summoning mechanic I feel like there is way to less time for the player to actually perform it and I feel like it isn't really that beneficial, especially since the summoned will turn into an opponent. But the core game loop was pretty fun! (And I really liked the Oh oh sound effect)
Cute game, liked the graphics and music! I felt like you quickly become too powerful one you understand the attack pattern from the enemies. Maybe the amount of bacteria should be capped or there should be more enemies. But still, bashing into enemies felt satisfying :smiley:
Wow, for only 20% of the sound being implemented this is really fantatastic audio! Generally very cozy game with these nice graphics! As you already said some polishing is missing (like e.g. also the A button doesn't seem to work for me?) but the atmosphere is definitely already there!
Very nice idea with the warning symbol showing when a shark is about to turn around! But because you only control the fishes indirectly, the timespan for the symbol is too short. Also I think the health of entities should be a bit more obvious. I noticed some tint, but because of the indirect and therefore slower input I think the feedback loop to the player should be spot on.
Nice concept and cool puzzles! As already mentioned by others, the colors, especially with the glowing effect was a bit of a problem for me, but the game was still fun once I got the hang of it. But I got stuck at this level:
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Yes, I rotated it to the front and the front actually also seems correct. I suspect there is some additional constrain concerning a color I cant see? But still great entry!
This mechanic is fantastic. Its so simple but interesting (and kind of forgiving for mistakes) that it feels like some actual classical game (but have never seen this mechanic before) It took a moment in the beginning to grasp it, but after a while it became pretty natural to see the paths the gold can take.
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Apart from the pure mechanic side also great work on the visuals and the music! Maybe the gameboy style made me think this is some classic game mechanic :smile:
Simple gameplay idea, but the effects and controls were pretty fun! The distortion didn't feel overdone (at least to me). Cool work!
I hope you are healthy again by now! Congratulations that you still managed to create an entry. The combination of the weak gravity and very bouncy bodies is very unusual but interesting :smile:
Cute entry, but I wasn't able to finish it. The two issues I had:
* The wobbly movement of a submarine is a bit unfavourable for a pixel game, because you can't immediately see tiny movements your vehicle is still performing * The hitboxes seem to big for me
But the graphics were nice :smile:
Well, I had to play this after I saw your posts during the jam :smile: As stated, fantastic graphics and sounds. The atmosphere is so thick. Reminds me back to the time when deepnight made some point and click adventures for ludum dare or backout. Especially these high quality point and click adventures really stick in my mind and I think this game will be no exception!
Unexpected, but cool entry! Had fun building some small rooms and placing boxes in them :smile:
I think a shoot animation would be a very nice addition! Without holding the right mouse button I would be pretty much lost :smile:
Managed to get all but one because of the fuel (two times)! The amount of fuel felt too optimized to me given that you have to play the game pretty blindly. But not being able to dig up has some interesting implications.
Loved the fact that there was an orca dodged counter :smile: The speedy controls felt great and it was very fun to go deepsea fishing and to slide on the ice! The baby felt a bit hidden, maybe it would be good to let the player start there (also I didn't quite get the wave count and timer that seems to be stuck?).
Overall very fun, just wished the field of view is a bit bigger.
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There is a long way to go to beat John :smile: In my defence: Half of these deaths were at the first checkpoint before I realized there are double jumps!
The whole idea and especially the lust mechanic are really hilarious! Gameplay is pretty hard, but after a moment it was actually super fun because the checkpoints are very fairly positioned. I was actually surprised how fun this was, because the controls were a bit strange at the beginning. Otherwise also nice progression of new mechanics in new levels. Great entry! Give Keanu my best regards!
Great entry! At first I was afraid the light is a bit too dim, but luckily you can increase it with flames. Liked the different biomes you added, especially the city was cool and unexpected. The controls felt good. The blue round enemy got a bit too often spawned for me, but otherwise fun game!
Very fun game! Loved the chaos you introduced by setting all mechanigs to E :smile: Loved the jump sound, the music and sound effects in general and the graphics style! Great work!
Managed to get to level 8 :sweat_smile: At first I was afraid all preview will be gone after level 2, but was good to see it was really only the orange ones. Took a moment to get the hang of it, but was a fun game then!
Simple but fun game! I wished there were some more checkpoints as I felt some sections are a bit too long with a few blind jumps. But otherwise the level design was good! Overall I think the water physics worked a bit better for me than the normal sections, because falling felt a bit fast to me.
Me all the time: Do I really have to feed one of my buddies to the bird? :smile: Very cute, but it took quite some tinkering to figure how to do some things (at the beginning I want even sure if you can do anything in the game) For the pink heart I basically did it correctly the whole time, but one thing was missing. Maybe the speech bubble could give some hint there. Otherwise very cute game! Love the music and art style!
107 Deaths in 22:22.01 :sweat_smile: That game really has potential! You managed to really hit the sweet spot of hard and somewhat annoying but also super satisfiying character controls! And you also managed to keep the gameplay fresh by introducing new mechanics. Fantastic work!
Cute game! Very cool graphics style and I especially liked that you animated the submarine rotating! Gameplaywise I think that you have to salvage the cargo one by one could become a bit annoying in the longer run, but wasn't a problem yet. And the crush depth mechanic seems pretty interesting!
Cool entry! Took a moment to understand the controls, but they fit with the setting and the dampen movement button was a great idea. The game loop was nice and simple, wished there were some more resources than just fuel for one to balance out (you already hinted at others in the upgrade descriptions, so I guess there just wasn't enough time) Also nice work on the music, created some nice mood!
Really liked these cute graphics and atmosphere of the game! Too bad you didn't had enough time to flesh out the gameplay, but I managed to beat the poltergeis anyways
Very fun idea! At first it was a bit overwhelming and I got a bit lost after the levels became non trivial, but I got the hang of it quickly once I found realized that you can only use view directions. With that I was able to really map the levels out in the head and find the path. And it was actually pretty fun! You managed to create some levels that aren't easily solvable by just walking randomly walking around but weren't too hard to solve either. Also the graphics were nice and coherent and the music with the sound recording are very cool! Really liked this one!
Finally understood stage 7 :smile:
Super adorable game! Everything just looks so cute :smile: Only wished it is a bit longer, but I guess thats a good sign
Simple but funny game idea! :smile: Don't know if it is possible to win this game, only managed to explode (also rip headphone users)
At first I though this would be too easy by just picking the correct direction at the beginning and then just following that line, but you managed to get some interesting levels were you try to find the treasure by using multiple spots along the way! Fun idea and the replay at the end of a level was very cool!
The bouncy ball movement is pretty interesting! In its current form I sometimes felt I have a bit too little control over my movement, but generally the controls feel good. I wished the levels were a bit less tight to allow for more experimentation and play more with the bouncy ball mechanic. Otherwise the levels were cool except the 6th one, which was too annoying for me (have to wait at the beginning, can't react the upper platforms from bottom and last enemy is hard to hit without dying) The boss fight at the end was a very nice twist and very cool! Nice entry!
Great game! The graphics and music are very polished with a nice touch of feeling retro. I really liked the design decision of not letting the player become game over once they hit the wall but instead just resetting their speed. Isn't too harsh of a punishment but you still really want to avoid getting hit because higher speed is very fun in this game!
Oh wow, this has nice graphics, music AND gameplay! The game mechanics are very innovative, feel fresh and are fun. My only complaint is that the controls were a bit unusual (A and K are a bit weird, but I guess there is some reason why jump isn't at Arrow up or space) Otherwise pretty impressive level design and nice tutorial system.
Fantastic entry. Loved the way you embedded the credits in a small outro scene.
One thing though: I had one crash in the web version, maybe this stacktrace is helpful for you: ``` Uncaught Object { gmlmessage: "string() trying to use string template but argument0 is not a string", gmllongMessage: "string() trying to use string template but argument0 is not a string", gmlstacktrace: (14) […], gmlscript: "", gmlline: -1, __yyIsGMLObject: true } __yyIsGMLObject: true gmlline: -1 gmllongMessage: "string() trying to use string template but argument0 is not a string" gmlmessage: "string() trying to use string template but argument0 is not a string" gmlscript: "" gmlstacktrace: Array(14) [ 'function yyError("string() trying to use string template but argument0 is not a string")\n', "function string(4, 2)\n", "function gml_Script_get_time_string([instance], [instance])\n", … ] 0: 'function yyError("string() trying to use string template but argument0 is not a string")\n' 1: "function string(4, 2)\n" 2: "function gml_Script_get_time_string([instance], [instance])\n" 3: "function gml_Object_obj_gif_recorder_Draw_0([instance], [instance])\n" 4: "function(2048, 0, [instance], [instance])\n" 5: "function(2048, 0, [instance], [instance])\n" 6: "function([unknown], [unknown], [unknown])\n" 7: "function([unknown])\n" 8: "function([unknown])\n" 9: "function([unknown])\n" 10: "function()\n" 11: "function _pw3()\n" 12: "function _Wv3()\n" 13: "function _pv3(837771.7)\n" ```
Wow, this is an interesting puzzle with very abstract rules. But you managed to communicate these rules without an explicit tutorial! The only mechanic I had problems with was the stability. In the last level I went game over quite a while because I of it (and because I wanted way too many scans :smile:
At the same time the minimalistic graphics and the great soundtrack produce a nice atmosphere. Great work!
Cute small entry! Simple but fun. I like that you didn't artifically lengthened the game time. Maybe player movement could be a bit faster for me. Also liked the color scheme and music you went with, created some nice atmosphere. And the shark sprite was very cool!
Great to see you continuing the streak! You don't see these kind of NPC very often in the jam and these seem to work quite fine! Very cool that you implementet the cup mode. Jumping felt a bit inconsistent, but generally the controls were fun once you get enough speed (reminded me a bit of speedrunners). Only wished the levels had a bigger focus on digging (especially in the third level I think the lower path was mostly running) and making digging therefore a bit faster. Overall cool entry! Feel like this mechanic could be interesting to further build on it
Fun idea! The bucket level was too diffuclt for me :smile: It was a bit hard to visually see what the person is actually doing and why the springboard behaves like it does, but after a short while you get some feeling for it and is a fun short game!
Liked that you have to collect the dash and dive ability. But gameplaywise it was to hard for me :smile: The dash felt a bit too slow and I wasn't sure about its range
Oh wow, the sounds with the different voice lines and the effect on the music when under water are fantastic! Together with the great graphics its a very polished game!
One thing that could be improved is better displaying the remaining air, but I saw that thats already fixed in the post jam version :smile: Another thing I think would be nice is some indicator where the flying fishs are when they are off screen. Otherwise the controls feel great and the game is very fun once you get the hang of it. Also all the upgrades feel like they are beneficial. Very cool entry!
Nice art style! I think it could be a bit more clearer visualised what exactly the field of view of the enemies is and the camera could be improved (I think it should be bound to the edges of the levels, sometimes basically half of the screen is just void. But the fire extinguisher mechanic was interesting, good work!
Ok, these fishes were way too fast :smile: But fun game! Liked the controls for swimming, pretty nice idea! And the visuals really worked great for this setting!
Wow, I don't know if I ever saw such polished 3d models in a compo entry! Gameplay is pretty basic, but was still a nice experience. I only got a bit confused about which floor I am on :smile:
For me the darkness effect was overdone, because the game was impossible to solve before seeing a section in a previous run. And even with light some assets like wall and stairs are hard to differentiate. But it was a good idea to add an sound effects for every zombie to mitigate these issues.
Nice relaxing game! For me the progession speed was a bit too slow (like expecially the first vision update seems too expensive and it took quite a while until I saw the first diamonds) but in general the game loop works pretty good! Sometimes I accidentely skipped shops because they were a bit unexpected, but I liked most of the updates. It is a bit sad that you loose all updates from the shop after a run. Maybe it would be nice if the player could keep one item. Cool entry!
The controls feel pretty fun because they are pretty smooth and fast. In general it was a fun game! I was a bit too afraid to softlock myselft, but luckily it never happended :smile: The explosion mechanic is cool, but for me it wasn't reliable enough to properly utilize it.
The fact that you keep the fuel from the previous planet is interesting but also a bit strange from a level design perspective. On the last level I got stuck with 37 fuel and I think there wasn't really any fuel left to pick up at the end. So I think this could be a bit refined but otherwise nice game!
Very fun news announcements! :smile: I also had some problems understanding the transportation mechanism and think there some general balancing missing. But still nice entry!
Cute entry! Controls feel a bit stiff and slow, but this is something that can easily be improved with a bit more time. Great work especially for your limited time!
Guess these wamps will never figure out how gravity works. Loved the hilarious intro and story! :smile: Also very fun game. Wished it was a bit easier to notice when you can choose a new update and maybe some buildings could be a bit better explained, but it was cool to notice all of the sudden that there is a housing mechanic! Also complement to your kids for the art, looks very charming!
Interesting idea! My final depth was 2305m! The ocean texture was a bit confusing because I thing it did not show any hint concerning the depth, but it helped to get a better orientation. Liked the sound effects you recorded!
Wow, I imagine this must have been super fun to implement :smile: Very fun (and weird) interactions! I once restarted the game because I got stuck behind the counter (you can get there by walking straigt to the counter and then tilting you view to the left) and noticed that the encounters seem to be random? Then in my second run I got stuck after a at some point I didn't find anything at some point and also didn't hear anything. Did I miss something or does the game just end at some point? So actually my only complaint is that I am not sure if I found all things because they are so amazing :smile: I played it some more times and just hope I found everything
@igor-korobeinikov Thank you for your quick response! Managed to get to the ending now. I (again) got stuck for a while. This time it was because I didn't notice the key after the propane animation, so maybe I was always just too dumb to pick up the key :smile: Very glad I found the ending!
Nice entry! I found the hints very good because they still let you experiment, but I always managed to get the solution in an appropriate time. My biggest criticism is that things like getting the skrews off and the combination lock felt a bit too repetitive and cumbersome. But I liked the sliders and the mastermind like code terminal. One thing you could pay some attention next time is making sure that all symbols are big enough, some hints were very small on my monitor.
The ending was a very nice touch!
Very nice and minimal style! Really liked the colors and music you choose. I was also a bit lost at first until I reached the third level, but afterwards was a fun game. The way the carving works looks very cool
Cute entry! Very nice graphics and music! I had some issues with the contols though, maybe others can say if they ran into something similar: * I found the mapping with S and D a bit unintuitive. Maybe moving jump to arrow up and shoot to space would be a bit more natural * Every now and then when pressing space I just saw a one frame jumping animation, but the jump didn't get executed * Because of the animation I feel like it takes too much time from pressing D until the actual shoot. If feels a bit clunky to be
Also I think some levels could have been split into two to have more checkpoint. But still the aesthetics make this enjoyable to play until the end!
Hey! The jumps now also seem to work fine for me! :slight_smile:
Wow, what an entry! The narrative is the highlight but I have to say that the gameplay is also so fitting! Multiple times I thought I am soft locked without being able to restart yet found a way to the door. Only one techical complain: Jumping is on keyup instead of keydown which makes it a bit weird (maybe its on purpose)
Fantastic entry!
This was a very unexpected interpretation of the theme! Simple gameplay, but you managed to build a nice atmosphere. Only the ending came a bit too abrupt :smile:
That intro was hilarious :smile: The gameplay was also very good! Maybe some hitboxes felt a tad to big, but the music and graphics were cool!
Ok, I had to look up level 8 and 10, but I was able to solve the other ones :smile: I feel like because of the moving segment, level 8 and nine required some knowledge about how to initially time things that are quite hard to figure out on the fly.
But otherwise really fantastic game. Seldom there are games that shine so extremly well in innovation AND audio/mood! The gameplay is very innovative and makes fun. The only issue I had was that some setups seem a bit unreliable (the first bounce of level 5 yielded pretty different results with only slight input differences and there was no adrenaline available to better time it)
The only addition I would make to the game is to use the color of the player to communicate its state. Like make it initially white, then when you hit a blue wall turn in blue to make clear that you have a bounce etc. (well and figure out a clever solution when you have a bounce and adrenaline :smile:) I think this would make the game much more readable and helps in quicker remembering which color means what.
But in general as I already said: Really fantastic entry!
Cute game! The minimal color palette looks cool and makes the visuals pretty clear. Sometimes the screen shaking was a bit overdone for me and I didn't fully understand how the health system works, but otherwise the game was pretty clear.
When you dont allow diagonal movement I would recommend to let the last pressed key take priority. Currently horizontal movement always overrides vertical input, which can lead to inputs without feedback to the player. Overall fun game! The only thing that was missing are checkpoints. I died at the boss fight and didn't want to replay the whole game :smile: But at least I saw how nicely you incorporated the tutorial at the beginning!
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Great entry with a very cute story! Finally a game that correctly depicts how seastars move :smile: Very innovative controls
The art is very cool! The slothful controls are fitting for the theme, but jumping felt a bit too inconsistent to me. A few checkpoints would be nice, but the difficultly was already pretty fair actually. Nice entry!
Managed to get to phase 3 but couldn't beat it. The mechanics are a bit overwhelming at the begining (card games are very hard to explain in a jam game) but at some point I understood my resources (took a moment to realize the red bar is my health). For a long time I didn't know if my opponent took any damage until I realized the silver bar in the background is their health bar. Maybe adding symbols to bars could have helped to easier understand this. Otherwise I think I understood some interesting mechanics. But one problem I had was that you only see the opponents move at the end and you can't react to it. I think it would be more interesting to see the opponents cards and react to their play. But still an interesting and thoughtful entry with some cool ideas!
Congratulations for your first entry! The fighting system needs some polishing, but you put some nice music in there and especially the player sprite looks great! (just maybe remove the motion blur from the player)
Super cute and fun game! The graphics and music fit great together. The gameplay is simple but very fun, wished there were one or two more levels :smile:
Very nice novel and visuals! I ran into the same problem with the compass, but managed to find the solution. But this one is really a bit hard to get, I would recommend to maybe add a hint in your description. Additionally I got a black screen after the 100% skull animation. Is this intended?
Gameplay wise as I said very nice atmosphere. Especially liked the second section! The font you used for the dialogs is a bit too much New Times Roman style for my taste, I feel like simpler fonts fit a bit better for dialogs.
The second and third constellation really got me confused, because I found very similar patterns and didn't understand why they don't count. Also there was one constellation labeled as depth IV but it was on depth III! The story telling element was a nice touch and I liked how you forced the player to find the subject. I managed to get to the ending, but feel like the amount of constellations to get there is a little overdone. But nice that you added an ending scene!
Cute an fun game! Reminds me of flappy bird. Also cool darkenen effect when you get deeper!
Interesting idea but as already mentioned probably the time was to tight to flesh it out further. I at least managed to get some descent progress but than also got stuck at a some corridors
These bishops always get me! Very cool and quite addicting game! I think I got catured by an offscreen figure once, if that is possible? Good work!
Oh wow, that was a very polished game! The graphics are pretty cool with all the different effects and the music is perfect for this setting. Only complaint I have that it is a bit unclear when you take damage and that its a bit weird that enemies still move and attack after they got killed. But otherwise nice progession and nice additional updates on the way downwards. Also liked the good hell food end screen. Great work!
Very cool that you used the extra category to provide an altered version (definitely will have to check out the original version) Fantastic audio and graphics! Touching story but with some humor in it and very charming game!
Fun voice acting and story! Maybe the boss fight could be a bit shorter (or maybe a health bar could also help) but overall the game was pretty fun!
Very cool game! Rotating can sometimes be a bit fiddly, but the levels are forgiving enough so thats not much of an issue. I also got a bit hang up by the fact that purple means two signals, because in one of the last levels I instead thought purple satellites should be connected to purple senders (I somehow ignored the correct interpretation in the previous levels :smile:) Otherwise fantastic entry! Very cool level selection screen and loved the radio audio at the end!
I was a bit afraid of the play time you mentioned, but the tutorial explained the mechanics nicely and had quite some fun building small pipelines. I definitively didn't use any clever strategy there, but was fun nonetheless :smile: Great work!
Cool game! You have to get used to the controls, but they are quite unique and very fun. Overall the graphics and music makes up for a very polished experience. Great entry!
Cool game! I didn't fully get how you derived the map from the signals, but knowing that blue is close to the signal was enough to know for me and the maps look nice visually :smile: The gravity was a nice feature. Wished it was maybe even a bit stronger and allows doing things like sending the probes on an orbit. Fun relaxing game, good work!
Cool idea! Wished there were a few more dialog after my radio was updated, but loved the music. Nice work!
Always looking forward to play your point and click game! The voice acting enhances the mood even more. I only got a bit stuck by clicking on the signal receiver vs the machine gears, which made the beginning feel a bit too long for me, but I loved the part after that and the ending. Great work!
Cool mechanic! I got sometimes a bit confused how the targets can move, but was a fun game! I liked the upgrate system. The graphics and the nice music also were a good fit.
Super polished game! Loved the graphics and music! And the controls felt super smooth. And the end was very cute!
The game reminded me of a [LD30 entry from Deepnight](https://deepnight.net/games/chipset-0/). You really hit my Nostalgia Nerf here with reminding me of my fist LD (and remembering me that it was 12 years ago :flushed:) Really glad I stubled across this game, thanks!
Nice entry! I think not resetting the health after a level and not heving checkpoints is a bit harsh, but I liked the dialog scenes :smile:
So well executed! The dialogs work great in this game and the mood is fantastic!
Very cool concept! The movement felt a bit too slippery for me and the final level you do have to do some blind leaps of faith, but the other levels had some nice ideas in them. Also liked the graphics and the music (that also ended at some point in my playthrough :smile:)
Great atmosphere! The music and color scheme create a nice mood.
Did not found other players, but was also nice to play it alone! Walking could be a bit smoother (so that when you move into one direction you stay at a constant speed). Maybe also the assets could convey the game mechanics a bit better (as an example, the black letters could be slots in the shape of letters to indicate that you should slide the letters into these.
Very cute game! The 3D graphics make it sometimes a bit hard to tell where exactly you are related to the object (makes level 2 a bit unforgiving), but the bounce and reveal effects are very satisfiying. Love the look and feel. Also great work on the music!
Wow, this game has quite some content! Some things were a bit difficult for me to understand (e.g. it took me a while to understand that when you step on an enemy the attacks repeat until one dies). But after I understood the rules it was a fun game! Turns out I am a puzzle-rpg fan and didn't know beforehand :smile: One thing that made me a bit nervous was the fact that I was never sure my checkpoints were still solvable because I didn't know how tight the game was designed. But in the end I was able to end it with quite some health items left :smile: Very cool game and also nice work in the graphics and the music!
As always very cool entry! Also great ending scene. Only thing I noticed it that it wasn't really clear to me what the stability upgrade means, but still great work!
Fun and intuitive interface! I like that the purple notes adopt their frequency based on the signal frequency of the yellow node. Also great work on the playful graphics, they really eliminated my fear of creating bad music :smile:
Very cool puzzle mechanic! Haven't seen this mechanic yet, but you managed to get some fun ideas out of it and I liked the narrative idea behind it. Also loved the audio! Would have expected the music to be a bit less joyful initially, but the music makes sense as some hopeful song and makes the game even more interesting
Very adorable that Fillmore always looks at the drone! I somehow managed to always mess up at the worst possible moment, but still was a lot of fun :smile: The graphics and music are also fantastic. Amazing work!
@no-firing @msipp27 @tweekus @hotaloca thanks for the heads up. This is some strange difference between Firefox and chrome... Will look into it
@no-firing @msipp27 @tweekus @hotaloca @mdotedot Sorry for the inconvenience! I pushed a hotfix, so it should work now in chrome in case you want to try it out again
@mikan Oh wow, thank you very much for the video!
Very cool twist with the F signals! Have to say that the signal checks still seem quite strict to me, but it works by pausing the signal :smile: One thing that is missing for me is some kind of feedback when you can the solution. Maybe some short sound would be helpful there because I was sometimes wondering if the solution is correct and suddenly was in the menu a few seconds later. But the level selection menu is quite cool!
Being able to disconnect nodes was an interesting mechanic! I was able to quickly figure out the rules of the game. Maybe some more time to read the logs at the end would have been nice, as it was hard for me to follow up with them during the game :smile: Congrats on your first LD entry!
At first I thought the signal mechanic is more of a gimmick, but it turns out that it adds some really interesting possibilities like disconnecting units from there home base! After getting the hang of it I was able to beat the hard difficulty (though I feel like the NPCs helped by moving their units to no signal land and destroying themself :smile:) The powerups could be a bit better explained in the game, e.g. I was wondering for quite a while what the last slot is about. Maybe just putting the text "no powerup" in there could already make this a bit more clear. But overall very cool loop and fun game! Looking forward to societies stranding 4 :smile:
You always manage to do the best voice acting :smile: My time is 2m 53s 833ms. I also died and won at the same time once, but was a blast to play through the story and loved the level names!
Super funny idea and assets :smile: I took me a second to understand that I have to hold LMB, but then it was a nice game. Felt like some dudes were impossible to vibe check, but the slapping mechanic was fun nonetheless!
Short, but cool game! Have to say I didn't fully understand the signal logic at times, but was still fun to play.
I had to play on a keyboard, maybe the controls would be a bit more natural there if you mapped jump to arrow up and `X` to arrow down (also took me a moment to see that `W` gets me to the second level :smile:
Nice work!
I love how the fish moves, the pride flags for color blind fishes, cute jellyfish, the jellyfish that were just lonely, the story, random German Gesetzespassagen and dialogs :smile: My only complaint is that the entry to other sections was a difficult to find for me, was stuck because of that a few times. But fantastic entry!
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I was on the slow side, but I might have taken 10 minutes to read the "you can signals too" hint :smile: Very interesting concept to work create a game! I wished there was some checkpoint in the last level, but otherwise the levels have some great and creative ideas!
I like the hand drawn graphics and ambient music! I also had difficulties to solve the game, but managed to find the clue after I saw in LeReveur's comment that there is some hint. Nice entry!
The images to that looked really interesting and I was wondering what this could be about :smile: The game is fun and I like these pixelated planet graphics (seems like a very unique to me). It was sometimes a bit hard to keep track of you orientation, but I guess thats part of space traveling. Only small problem I had was that the stellite on the saturn ring were a bit hard to notice. But the infinite flight was cool! Cool entry!
Nice entry! I feel like the signal didn't have an enormous influence except that you were able to bundle the ships to get an advantage, but it was fun to see how the advantage against the opponent slowly grew. Also cool music!
Cool to see a 3D entry! I like that you used particle effects to make the meteorite findable. Wished there was some checkpoint system, but after some getting used to the controls it was a smooth run! The only thing is that the FoV seems a bit small to me, but thats maybe just because I am not good at shooters :smile:
I stumbled upon a few "oscilloscopeish" games this jam, but this one feels like its the most intuitive yet to me. Simple and fun game loop, was surprised how well the mechanics worked out! And as always big fan of your music!
I like that the mini games are four very different ideas. I especially like the idea of the fixer in the drum mini game :smile: In the main game, picking up and placing the boxes were a bit fiddly at times and also I think I didn't receive a new task (I mean the list in the top right corner) after finishing one. But was still fun to play!
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This is how far I got. Mabye the text can get revealed a bit faster, because it got a bit repetitive after a while. But the music added a nice atmosphere to the game and it was interesting to see the text getting revelead. Nice entry!
Also simple but very fun game idea! Maybe wished the police and troublesome people would turn up a bit more often, as I think I only got the police once per run and also finished some runs without them having some trouble makers. But still a gread entry! Love the art style and sounds!
Very cute game! The stamina system was a bit unintuitive to me and felt a bit harsh. Maybe the stamina items can be made stand out a bit more visually, because it was a bit hard to understand what is decoration and what is an item. But after figuring that out it was a quite nice play! Tried to get on the leader board and accidentally ended up first :smile:
Very interesting concept! Though I think there are two things that could be improved: * The player does not get immediate feedback when they do most of their input * Linking time with speed is not very intuitive (at least to me. I saw the color indicators and used the timer at the top, but my input was still pretty unprecise)
My suggestion would be to maybe include some kind of progress bar at the bottom, that indicates how much you walked in total (both, leftwards and rightwards movement could move the bar to the left, so the user does not know its current position). This would give the player a bit more feedback and makes the mapping a bit more intuitive. (One additional note: I was confused at the beginning that you jump with `SPACE` and not `W`. Maybe just map both buttons to jumping)
But I still managed to get to the last level (had to skip that though). Music and graphics are nice and I liked how you introduced the button mechanic in the game!
Your music and the minimalistic graphics created an amazing atmosphere! The game mechanic is a cool idea, though I feel like the targets should be a bit easier to spot (maybe more recognisable shapes or make them bigger?) Especially in later levels it seemed like they were additionally burried in some kind of cave, so I was very happy about the hint system :smile: Nice work!
How far does this skill tree go? :joy:
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Very cool progression! It could be that I found the upgrade to level 2 too late, because I was basically overpowered in the first level and then it felt bad to basically fall back to the beginning. But overall I had a lot of fun with this (and played way too long :smile:)! I like how you teased the signals at the beginning and the player has to level up to be able to reach them. Great work!
The best setup I found was
red disk with 3 times x2
I also managed to get the blue disk, but I was only able to get around 160 with that :smile: Moving items to different slots and trading was a bit weird at times, I think the infinitely selling discs bug was a part of that. The mechanic of maximizing you attack strength was fun and the inventory/shop graphics were very cool!
It was fun playing around with the sounds! I had some difficulties understanding the scoring system though. I understood that there are evil and good sounds indicated by their color, and the score reflects how often you hit them, but I dont understand how to influence the sound. But still a cool entry!
What a fun concept :smile: Loved the reactions of the alien. I was able to figure out the first 3 steps, but had to look up the final step. Liked how in the bad ending you see the satellite getting closer in the background and the good ending scene was funny!
Great story game with great visuals and sound! Liked the details like the reflection in the screen. The incoming message mini games were a bit annoying at times, but still fun. The outgoing mini games were very cool though! Overall great atmosphere and a sweet end screen!
But the slimes look soo cute :cry: Was a fun game! Maybe wished you could change the weapon with the mouse wheel, but you managed to come up with some interesting slime types! I also liked the way the purifier paricles behaved (are they pulled towards walls? Somehow there physics feel interesting) Nice work!
A fun interface to experiment with, but I also had problems getting past level three :sweat_smile: Maybe some explanation on what the gates do would be nice (I was able to derive some things from logic gates, but would be nice to know how they apply to curve exactyl)
Very juicy gameplay! The water droplets sounds were a bit unexpected but cool :smile: Was a very smooth gameloop, I think you did a good job balancing the progession and I like that it seems like the spawn point of enemies always focuses on 1-2 spots. Great entry!
Nice game! Had some difficulties identifiying the bird sound at first, but still loved the voice acting :smile: Overall nice game loop, though it took me a while to understand the feeding system (also I don't know what the acorn in the bottom right ist, that you occationally have to turn off? :sweat_smile:) Cool entry!
Great entry! The sounds and dark graphics create a very nice atmosphere. The red and green lights were a bit difficult to spot as signals in the beginning, but once I noticed it the game loop was quite nive and I liked the upgrade options
It took me a moment to realize that the text progresses when the smoke reach the top and that the seagulls stopp a signal. But after understood the mechanics, the chaos started to make a lot of fun :smile: Also love the contrast between the relaxed island music and beautiful view and the panicked gasps :smile: The graphics style with the cyan color looks very nice, great entry!
Wow, all these visual effects are amazing and the music is soo good. Did not expect such a great mood in a puzzle game :smile: Loved how you managed to tell a story by using different settings for the levels
I like the destruction effect (even though it makes it hard to move sometimes :smile:) and the dialogs. I noticed that you did not opt out of audio, but I dont hear any audio. Is this a problem on my side?
@no_firing Its a bit strange in the UI, but you have to select the categories you do NOT want to get rated. So I think you probably only want Audio selected there, because currently we cant rate Theme and Graphics
Really enjoyed that one! Gives of a great mood, and the gameplay is simple but very relaxing and fun. The tutarial at the beginning was also nicely integrated
Hilarious entry :smile: Love how the title also starts to vibrate and the art style is super cool!
Wow, a simple but very effective idea to extend Nonogram! Had a lot of fun with this, I think my favorite level is 1-4, because I had to solve it with a lot of small deductions. The only thing I found a bit unintuitive at first was that the vertical mirror does not reflect vertically (makes sense, but I somehow expected the opposite) Also maybe some way to take notes where the mirror can be would have been nice, but you did a great job in puzzle design so that there were only a small number of possibilities that you are able to memorize (and also I dont know how to add nice controls for that). Fantastic job on the last level: Great final with two mirrors, having a nice path to solve and additionally producing a heart shape!
I don't really get how some rooms are intended to be solved, but I noticed that the glasses helped at least for some of them :smile: The art style was nice and the sound effect were fun :smile:
It was a bit difficult to tell which stars to skip (I skipped one that reminded me of sauron's eye, but that was probably ok :smile:) Simple but nice game loop. Liked how you included the tutorial as notice in the game world. Though having to wait for the new Coordinates felt a bit unnecessary :smile:
This game is quite hard! I only managed to get to level 2 :smile: I would recommend to go for a bit more relaxed difficutly for jam games, as people will also have to figure out the game while playing. Also, it is a bit frustrating that the signal sometimes follow the completed path and sometimes leaks. But I guess you didn't have enough time to implement some kind of pathfinding.
But still a nice entry and good work on the music!
My high score is 181. I like the interpretation of the theme here, its very fundamental and simple but also effective! As others have already noted, it is a bit diffucult to tell if the light is on when you don't know how the off state looks like. But I love how the angry frog looks :smile: Cool game!
Its a cool idea to incorparate the tutorial into the system logs and I also liked the signal from you explaining that I reached the good ending :smile: I manipulated the cooridinates but I am not sure if it was a good or if it even matters at all. So some more explanation would be nice there. Good entry!
I also had some problems finding the english version at first, but managed to find it :smile: Very nice work on the music and the story! The graphics were also pretty fitting! Gameplaywise maybe there could have been a few more hints were to go, because at some point I had to walk quite a while :smile: I found the glasses, I think 2 keys but didn't manage to find the keys for the 4th floor, only some additional notes. Then I surprisingly escaped at the ground floor, I guess I missed something? But from the atmosphere a very nice game!
Nice game! I like that there is no contraint on the towers you can place, turns it into a relaxing game. I am a bit confused about the mechanic though. I found out that I can create a connection with 6 dishes in the first level, but in the second level the signal stops at 4? Maybe this could be a bit better explained because it was a bit frustrating when the signal suddenly stops, even though in the previous level longer chains were possible. But still had fun with this one! Also great work on the music and the look of the maps!
Cool idea! Dragging the symbols at the desired spot was a bit fiddly, because the preview didn't really match the spot where it would be placed. And also on my mouse it is a bit difficult to press LMB and scroll at the same time. But is was still a fun game! Wished there would be some end screen with all the signs you made to post it here
Simple but nice game. Being able to jump was an interesting mechanic. Congrats on your first LD entry!
Cute game with some nice music! The consols were a bit unusual for me (I am used that WASD works relative to the current orientation of the ship in these games) but it was fun getting used to these controls. And the upgrade system was nice. Maybe the drop rate of pink resources could be a bit higher, but overall nice entry!
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Very cute game! Gameplay wise I wished the controls and interactions were a bit better communicated, because it felt a bit like the levels are more about figuring out how the game works than actually utilizing the rules (and some things in level 3 were a bit unintuitive) Maybe some additional levels just explaining one control could help here (as an example a level with just a long spike section, so players have to figure out that you can stand on the golem and give him the command to walk endlessly. But otherwise very solid entry! Loved the graphics and the audio (especially the ambient forest sounds)!
I was afraid you would mix the smoke and color signals at some point, but luckily you didn't do that :smile: Simple but quite difficult game. I think you could display the notes all the time and it would still be a good challenge. Congrats on your first ludum dare entry!
I really liked this graphics style! The game also has a nice game loop, only wished there were some basic sounds. Cool entry!
My high score was 1041
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