FoonLudum Dare ExplorerUsers → pansapiens

pansapiens

Category Medals

YearLDThemeGameDivisionCategoryScore
🥇 2008 11 Minimalist Mondrian compo Innovation 4.47
🥇 2008 11 Minimalist Mondrian compo Theme 4.84

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoPoTeJoFoTwTlCo
201533You are the MonsterMonster is a Mommycompo5723.003.063.612.723.003.122.8232
201430Connected WorldsPlanet Sweeperjam1263.633.574.143.433.783.343.6670
201429Beneath the SurfaceDeep Domecompo4533.283.092.821.933.902.911.782.9277
201326MinimalismDefcompo1843.593.393.003.733.613.001.703.0366
201224EvolutionSquid-wyn Happily Cleans Up Creationist Propagandacompo5692.612.352.391.913.223.091.693.2744
201018Enemies as WeaponsEvade ?jam2
200813RoadsFinal road : Bad Ass Frog Escapes from LAcompo342.892.791.323.422.582.752.692.713.253.383.852.14
200812The TowerThe Siege of von Danken Towercompo223.292.793.463.882.702.783.053.173.653.933.383.10
200811MinimalistMondriancompo83.793.744.474.843.173.293.332.444.133.562.77

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by pansapiens

LD18 — Enemies as Weapons

Evade ? by pansapiens 2010-08-24T15:48:00

Yeh, sorry about that ... it's part of how the Akihabara engine is wired by default, and I didn't get a chance to change it or add proper instructions - I agree it's confusing. The nice thing is that on devices without a keyboard (eg touchscreen Webkit browsers) it can add a touchable overlay with standard A, B and directional pad buttons (just add ?touch=yes to the URL, or something like ?touch=yes?zoom=0.5 for small screen devices).

The Lair of Fungal Wonder by NiallM 2010-08-27T18:03:00

Love the graphics, and the interesting spin on a side scrolling (non-)shmup. A shroomup ? Could just be me, but the collision detection for the large 'cherry' mushroom seemed a little unforgiving.

Survive 60 by ExciteMike 2010-08-26T15:36:00

Really playable - I like the atmospheric music and the player sprite animation too, simple but effective. The 'autocentering' mechanic works really well for a quick little challenge like this. Agree that the trippy screensaver background doesn't fit the rest of the game, despite maybe being a bit of fun to make technically. I also found it weird that the jump sound seemed to trigger at the apex of a jump rather than perfectly synchronized with the button press - you get used to it, but it seemed a bit wrong at first.

LD24 — Evolution

Click Red, Eat Rest by Beep2Bleep 2012-09-15T06:34:00

Great music and sound, but what went wrong with the sprites !?! Some weird anti aliasing here. Gameplay is mildly entertaining. On Android, Back button doesn't exit on title screen (hint ... Android Back button is bound to the ESC key in Unity).

evolving by pjchardt 2012-09-01T08:42:00

Great atmosphere, and a smart idea for a platform puzzler. I like the simple scrolling parallax "2.5D" effect. I found riding the platform tricky due to constant tiny collisions ... you might want to use one of the common methods to prevent that (tweak Unity's physics settings, or make the platform+player behave as a single object when standing on the platform).

Darwin Games 2012 by Bemmu 2012-09-01T08:26:00

Amusing, but hard to predict. I guess I need to play more to get a better feel of the likely winner in each round.

Badass by Sos 2012-08-27T11:13:00

Love the art style and audio. With some development this has the potential to become the most epic beat'em'up since Double Dragon.

Death Hockey by Toby 2012-09-15T06:38:00

Many LOLz :) Despite the ropey programmer art, this reeks of polish and humor. The janitor was GOLD. Also liked the touches like blood slowly accumulating on the saw blade. Main music loop got a bit old but the title music was nice ... maybe a longer in game loop, or just mix it up with the title music. (Minor gripe: Doesn't respect the Android app life cycle ... music still playing when backgrounded, no Back button support).

Clever Blocks by Cthulhu 2012-09-15T06:30:00

Great chip tune soundtrack ! Didn't quite get the rules (although actually reading them here now I kinda get it) .... it's a bit like a 'captain forever' mechanic and could make an interesting game with some refinement. I played the post-compo Android version: performance was just fine on Galaxy Nexus.

ANT FIGHT CLUB by gamblore 2012-09-15T06:12:00

Endearing graphics, pretty good 8-bit sound although more variation in the ant fight sound would be good. Didn't understand how actions I was taking effected gameplay (eg no clear view of genotype or phenotype). I guess that was kind of the point but it seemed too subtle and mysterious for me. Good handling of Android app lifecycle (eg sensible handling of Back button). Keen to play with the Android port of FlashPunk - seems to perform nicely.

Firefly by timtipgames 2012-09-15T06:44:00

Music was great, really set the atmosphere. Right on theme. Beautiful clean graphics (Inkscape FTW!). I played the Android version and it ran great (although the tutorial did mention the right mouse button :P). You're making the rest of us look bad with your polished compo entries :)

Mesh by SimianLogic 2012-09-01T09:19:00

I usually like this style of game, but I can't say I really understand how this mechanic will work for a puzzler. The existing levels seemed very easy, and without building a few I can't determine if there is scope for it to become interesting. Maybe once the creature can 'evolve' and there are creature vs. creature battles it might work.

Chromasome by Jeremy Nikolai 2012-09-15T06:23:00

Great mechanic, very satisfying to play. Minor gripe: Back button on Android does nothing on title screen.

Temple of Evolution by Codexus 2012-09-03T10:21:00

Wow, stunning polished graphics. I figured out the disco puzzle without any problems, but I'm a little embarrassed to say I couldn't catch the rabbit (brings back memories of Super Mario 64). Great atmosphere - all round amazing game for a 48+24 hour effort.

Squid-wyn Happily Cleans Up Creationist Propaganda by pansapiens 2012-08-29T22:30:00

Hi everyone - thanks for the feedback. The camera controls definitely need improvement - the current 'mouse orbits camera around player' setup is technically usable but overly complex and not ideal. I think the easiest solution may be to do a fixed following camera ala Star Fox, but it's something I need to experiment with.

Caveman's Quest for Food by jfroco 2012-09-15T06:18:00

Great gameplay, well suited to mobile. Drum background music was effective but maybe a slightly longer loop would be good. Sure, there's only a few levels, but the basic format & tutorial style addition of features each level was well executed ... I'd quite like to see this 'finished' and released. (Minor gripe: on Android Back button does nothing. Could be something Game Maker Studio should do better by default).

Evolution Game by GBGames by GBGames 2012-08-27T04:05:00

For those playing on Ubuntu 12.04 (x86_64), you'll need to:

$ sudo apt-get install libsdl-mixer1.2 libsdl-ttf2.0-0

Depending on your system, there may be other libsdl libraries you need too .. follow your nose based on the error.

Evolution Game by GBGames by GBGames 2012-08-27T04:07:00

Duh .. I wasn't paying attention .. this was pretty much documented in the README-LINUX.txt.

Evolution Game by GBGames by GBGames 2012-08-27T04:12:00

I like the grass texture.

ProtoZoo by raver1975 2012-09-16T02:04:00

Liked the vector graphics. Clusters seemed to explode sometimes ... not sure if this is a feature or a physics stability issue. Android version ran fine until the gun put too many objects on screen, then some slowdown (Galaxy Nexus .. should be able to handle it)

Space Worm by hamster_mk_4 2012-09-01T09:02:00

Good fun driving the beastie around !

Space Ham by FunByJohn 2012-09-01T08:49:00

Amusing :) Good feedback loop with the offspring slowing increasing the threat as you become more successful.

Microbia PLUS by colincapurso 2012-09-15T01:09:00

Cute graphics.

Cytosine by Frozen Fractal 2012-09-01T09:44:00

Awesome use of the theme - after a bunch of rounds the swarm got evil-hard for me, which I guess is my own fault for picking off the easy to hit ones and not letting them breed :)

One Last Chance by recursive frog 2012-09-15T23:53:00

Whoa ! You are messing with my head ! Love the 'completely augmented reality' thing.

LD26 — Minimalism

Mondrianism by Jezzamon 2013-05-06T00:30:00

A really innovative puzzler, and quite enjoyable to play. This is one of the better uses of the Mondrian-style painting I've seen in a game - great job, and I look forward to an Android version !

Undercolor Agents by farmergnome 2013-05-21T00:54:00

This was awesome fun .. love the different weapon types. I almost just missed the judging deadline because I was having too much fun playing it :)

Motion by Pacifist Games 2013-05-03T02:50:00

You this game is evil and you are a bad person ... love it ! Scored just 7 before I threw in the towlr .. but I'LL BE BACK.

Twinimalism by TenTonToon 2013-04-30T07:19:00

It's a strange little game, but I like it. Being a one button game, it would probably translate well to a mobile touchscreen device.

Murder on the Tuberosum by thenmal 2013-05-01T05:54:00

Great idea and a big effort with all that voice acting content. I almost thought I was listening to Commander Tuvok for a second there :) Along with the high mouse sensitivity, I found selecting a player to brig tricky - didn't always seem to change when I centred my field of view on them. Got him in the end though :)

... by Dir3kt 2013-05-01T12:27:00

One of my favorites so far. Great use of the theme, nice clean & effective graphics and smart level design. You should be proud of this one, I would be.

Feint Signal by brxtr 2013-05-01T06:35:00

Wow, that's really good. Now please excuse me while I go over here and *barf*. Okay, let's play again :)

hedraSeed by RobKat 2013-05-15T07:36:00

Great surreal atmosphere (and minimal). I find 3D platforming a little frustrating under ideal conditions - in this case the mouse seemed too sensitive and made it tricker than it should have been. Still enjoyed progressively 'building' the structure - looks great when you step back and survey it from a distance.

Keep It Simple. by PixelMonkey 2013-04-30T06:55:00

This has a unique sort of feel for a dual-stick shooter. Love the explosion visual effects and the bigass score display. Nice idea allowing different ship features at the cost of multiplier - no idea if it's actually balanced (I seemed to do best with just shields+speed) but theoretically it could be a good way to allow players to adapt the game to their play style and compete on the same leaderboard.

Minigames Octacade by bvanschooten 2013-05-05T04:27:00

Wow, all these are quite fun, with the odd original twist on some classics. I had a play with the sprite generator too - very nice and good fun in itself. It seemed like the sprites in these minigames don't look as crisp (some antialiasing ?) compared with what the generator produces - I think it would look better if they maintained their clean pixelated look.

MONO by timtipgames 2013-05-15T08:10:00

Really polished and fun. I love the lighting effect, looks great.

Pota-do by Yngar 2013-04-30T23:22:00

Like the art - amusing. +Points for humor on the advanced mode :) Background music works pretty well with the Japanese setting too. Agree with others that a little sword animation would be nice. Can't say I've ever seen this type of combat mechanic before - great idea if it's original, and thanks for exposing me to it if it's not :)

Brian's School of Minimalism by DustyStylus 2013-05-20T10:45:00

Lots of lols :)

They're Multiplying! by aneeslol 2013-05-01T02:08:00

Love those cute rabbit sprites and the associated squeak sound. The whimsical music fits well too. This is a bit like a "Dr. Wario" game - "Dr. Mario" in reverse. I had to untrain my brain to not match colours :)

mz by rogerklotz 2013-05-21T01:01:00

Accelerometer was a little too sensitive for my tastes (at least on my tablet), but it played nicely once I got the hang of it.

Brutaliz'Art LD26 by lotusgame 2013-04-30T23:44:00

Great idea. Hulk like smash Ludums :)

MiniJump by JayPC000 2013-04-30T23:14:00

For some reason it wouldn't run for me on Windows (Vista :/) ... so I made a Linux build (+source):

https://dl.dropboxusercontent.com/u/126566/tmp/LD26/MiniJump_linux.zip

... which actually runs in Windows and Linux for me :)

I love the overall visual design of the levels and the colour scheme - great setup for a minimal platformer. My cat enjoyed watching me play too - she seems to love anything with little moving squares.

The nitpicks: Left/right movement felt a little sluggish. Maybe it's because my expectations always compare to one of the SMBs (Super Meatio Broboys), but I'd like it to feel like there is a little less resistance to walking. Spike collision detection should be a polygon (or design the levels so you can never walk into the side of a spike block) - but yeh, harder to implement than a box collider, depending on the engine. And finally ... the character should have a tiny little eye and mouth (dot and line) to make me care more about him/her :) Great entry, thanks for making it.

MiniJump by JayPC000 2013-05-01T11:53:00

Ah, always frustrating when you have a feature almost done but can't get it into that final build .. know the feeling :)

I Know Nothing by MathiO 2013-04-29T03:57:00

What a stunning little game ! Someone get this into a gallery STAT ! (I'm too dense to get the deep meaning myself, but I thank @lekochen for explaining it above - mind=blown).

Piet Mondrian: Minimal Techno Dance Simulator by erdos 2013-04-30T23:33:00

Great music, fun crazy game. Crosshairs were a little hard to see at times, maybe slightly thicker/coloured lines would be good, since it's something that you really need to see. Seemed like the difficulty stops ramping up after a while - I got past 3 or 4 levels and then it didn't seem to get harder. Then I just made Piet dance crazy for a little while, which was really fun :) Which gives me an idea - a 'dance crazy' bonus round where you just have to tap everything fast, maybe with point for style (mixing up limbs, making them do full circles). Thanks for the LOLs :)

OktumBoktum - A minimal adventure of a boy and his crazy pet by imagnity 2013-05-01T11:45:00

Very cute characters - I also like the backgrounds, reminds me of 'Pitfall' but more whimsical. Android version ran very nicely - although I never saw any dual-colour barriers ... maybe I just didn't do well enough to get up to that part.

(R,G,B) by KilledByAPixel 2013-05-21T00:00:00

This looks and sounds stunning, and played quite well once I got the hang of building up a bounce. Ran nicely under Wine on Ubuntu too !

Pat Chenko's Desert Chrome by Petethegoat 2013-05-01T00:05:00

Great work on the zombie groans. I had the same problem. Pumped and pumped but could never shoot (oh, that sounds so wrong). I found the doo doo I wanted, but no bullets.

Next LD I want to see "Desert Rust: Pat Chenko vs. m'fn Chuck Norris" :)

TOWER DEFENSE REWIND by optimality 2013-05-01T01:57:00

Great idea, although it was hard for me to get my head around the scoring. I thought I was doing pretty well, but I was always rated terrible :)

RED by Tiago 2013-05-21T00:37:00

Well executed. Ran very nicely in fullscreen Great sound design to really set the mood. I liked the enemy AI too - not too crazy or nasty, but a little unpredictable with those sudden runs toward you.

Minimalism Tower Defense by Rubricet 2013-05-01T02:17:00

I really like the gem stealing variation, and the balance seemed reasonably well tuned (having also done a tower defense type game for my entry and not getting the balance quite right, I appreciate how tricky this can be :) ).

A cube story by oskardevelopment 2013-05-01T06:45:00

I liked that this game had real personality - something that could easily be lost when striving for minimalism. Actually the control scheme reminded me of some things I've read about providing accessible controls for those with limited mobility. Great work.

Steve Can't Zen by DaanVanYperen 2013-05-02T04:36:00

I love how I had no idea what was going to happen next. The low res pixel art is also very pretty.

Not sure if it was just the WebGL build, but key repeat made it very easy to meditate since no tapping was required.

Bare by Red Ring Rico 2013-05-02T02:51:00

Runs for me on Ubuntu 12.04, 64-bit. An unsettling experience - trapped in a green luminous room with no obvious means of escape. I looked around frantically, but no exit was found. I didn't hear any sound - some foley or ambient soundscapes could have tipped it from unsettling to nightmarish. Bonus points for binding the ESC key - there's nothing worse than getting stuck in a full screen LD entry with no easy way to exit (particularly when it's an unsettling green room :) ).

Grid Blaster by Alucard Jay 2013-05-01T01:32:00

The grid damage mechanic is awesome - can't say I've seen that before. Sort of makes it like a cross between a dual stick shooter ala Robotron and an inverse Solar Fox. It was fun, but I'd like to see the number of enemies ramp up a bit faster. Sound design was good, but I don't think the explosion particle effect fitted the visual style of the rest of the game. Worth expanding on this game for a post-compo version to milk that grid damage mechanic.

Abduction - finally... by MartianWatts 2013-05-01T00:44:00

Nice art (particularly like the zany background) & love the spooky bgm loop. The auto-targeting laser is also very cool.

It took me a while to figure out that I was harvesting energy and if I didn't I'd die, but once I got past that it made sense - but that's a small hint that maybe you need just a little more help docs here or within the game. Not much, just "Abduct turdlets to keep your energy levels high. Lasers use energy" would be enough. (Minor typo: "loose" should be "lose". I do that all the time too). Great little game overall, and I look forward to a post-compo version in the future.

Squeezed Out by HybridMind 2013-04-29T03:53:00

Great little challenge - it's like Superlinear Hexagon :) Reminds me of the good times trying to beat the flying level on Battletoads from Gameboy .. at some point your finger have to move faster than your brain. Nice touch with the play button tweening from the title screen to become the player.

Dream Fishing by Sophie Houlden 2013-05-02T02:37:00

Wow .. this is great ... but how will I ever eat a fish again ! Casts my mind back to the days of fishing in Animal Crossing (pun totally intended).

Black vs. White by lathomas64 2013-04-30T23:53:00

Deep. Fight violence with violence, and you become the thing you hate.

Detour by quadtree 2013-05-02T05:19:00

I really enjoyed playing this. I like the way you've incorporated story into a roguelike - works well. The amount of detail to the model of the world is great too ... stand too close to the fire, you get too hot, too far away, you get cold. Should be obvious, but I don't always expect that level of 'realism' in an anything ASCII so it caught me off guard. Now if you'll excuse me ... I'm off to try and not die this time :)

Bee Trip by jim3wg 2013-05-01T12:50:00

Really cute and great looking low poly models for a 10 hour game. Even as is I can see it appealing to little kids - stop, go, avoid the moles !

...---... (sos) by badlogic 2013-04-30T07:09:00

Good fun, short and sweet, made me LOL. Makes me realise more interactive fiction should go the extra mile to make best use of the medium.

Where is my Bone? by Uhfgood 2013-05-03T04:01:00

That first scene turned my brain inside out for a moment. Sure you didn't collaborate with David Lynch on this one ? :)

Islands in a sea of blood by Andrew 2013-04-30T06:43:00

eXcellent 48hour submission (I don't believe no one has made that pun yet :)). Having the tutorial was good - I never find time to implement an game tutorials for LD entries, so good on you for getting that in there - helps set the tone and doesn't leave the player completely perplexed. The technology menu appeared for me just once and then I never saw it again over several plays - not sure what was going on there. I'd also like a 'bleed dry & destroy' button to prevent accidentally destroying settlements, particularly to prevent it happening in the early game where you only have one ... otherwise it's an instant lose which can be jarring.

Battery by onzephyr 2013-04-29T05:10:00

Absolutely love the 3D visual effect of the Gameboy. I was about to suggest that the screen color wasn't consistent between levels ... and then the penny dropped. Very smart :)

Rhynix by fpMiguel 2013-05-01T06:20:00

Great abstract puzzler, agreeable colour scheme and great use of the theme. Enjoyed the music too, really helps set the tone. Very tricky to win within the move limit - having star ratings or something for suboptimal solutions would be nice touch. Not sure if it was a bug or a trick level, but there seemed to be invisible walls on the question mark level. Solid game though, happy I played it.

Chroma by gameXcore 2013-05-20T10:58:00

Runs really smoothly, and I like the trippy effect of the map rotating around the ball. Great stuff !

SPACE CANNON 2082 by scottychips 2013-05-01T01:07:00

Hey, nice work, this plays pretty well, and looks quite good (I'm a sucker for those gem shaders too :) ). I'm going to take a peek at the source to see how you did those moving clouds too - great effect.

The music fits well enough but I think the sound is a weak point - since sfxr/bfxr is such a popular tool, you need to work to make sure the sounds don't turn out sounding like obnoxious presets & fit their role (not that I haven't been guilty of this). In particular, the shooting sound is a little loud and harsh, but important to get right since you hear it so often. But really I'm just nitpicking since it's otherwise a great compo entry.

MIN by s0ulcrusher 2013-05-01T06:06:00

Love that crazy shader ! Great atmosphere with the music too. Mouse was a little too sensitive for me so I didn't get very far, but I'm tempted to grab the source and tweak it myself so I can finish the game :)

MIN by s0ulcrusher 2013-05-01T08:00:00

Oh, bugger. Full project isn't in the source, just the scripts. Was curious to have a look at how that shader / image effect were done.

LD29 — Beneath the Surface

our god lives underground by Andrew Shouldice 2014-05-04T10:58:00

A stunning little experience. Thanks for sharing. Normally this is the part of the comment where I go "but you should add/change yadda yadda", but in this case .. it is what it is and I enjoyed it.

Delve by conormn 2014-05-20T00:10:00

Those are some stunning visuals right there ! As a hidden object game, I feel like you could have done a little more, but I understand most of the time probably went into visuals and audio (the story of my own entry really, too).

unTouchable by Ekanaut 2014-05-02T04:30:00

Yay graphics & animation ! Nice music ! I tried various things with orbs, I got some screenshake, but not much more - I'm guessing the meat of the gameplay never quite made it in ? (or I'm missing something). Still an excellent looking foundation to build something more gamey. I'm totally looking at the source to see how you approached your lighting - awesome.

Hot Diggity by DragonXVI 2014-05-04T11:43:00

Awesome fun - the upgrade system appears to give it quite a lot of depth. I can't say I've yet cracked the best strategy, but I felt like I made some progress. Great achievement and I do hope you consider developing it further. (I made a Twitch stream here of my first playthrough: http://www.twitch.tv/omgwtfgames/c/4187190 - I actually wanted to keep playing at the end but thought I should move on to the next game :) ).

Thurgood P. Marshall and the Quest for Ontological Theory Advancement by CherryCupid 2014-04-28T09:17:00

Those are some great little sprites right there. And then bzzzzt! ... piles of dust.

The Sea Has No Claim by dukope 2014-05-20T00:23:00

I found this quite tough, but I quite enjoyed trying. I like the aesthetic of the graphics, and the overall premise with a sort of 'advanced battleships' mechanic is great. A little more guidance on how to read the sonar would be nice (tutorial level maybe :/ ?). Also, I would have liked to be able to see the submarine range as I was placing it. Now to play the post-compo version :)

The DARING ADVENTURES of the BLOB that can hide BENEATH THE SURFACE by JonathanG 2014-05-02T04:39:00

I really loved playing this. Felt fresh and original, and the puzzle design was well thought out. Awesome tracker(?) music. Intuitive controls. Stealth ! Bonus karma for providing a Linux build. I hope you plan to spruce up the graphics, build more levels and flesh this out - I'd pay some actual money for it.

Die Backpfeife aus dem Nichts by primaerfunktion 2014-05-04T12:05:00

I distinctly remember saying, "okay last try". It wasn't :)

SolidGround by hi-scor.es 2014-05-02T03:39:00

I can see some interesting strategy emerging here, but I like others I didn't understand my goal was to make $150k in the shortest possible time, until I read the comments. It does feel like an 'idle game' at the moment - which is fine (I love me some candybox2 :) ). Otherwise there needs to be something to do while you are waiting for the cash to roll in .. maybe swat something attacking your towers on the surface ? I can see some competition between players developing if you hooked it into the highscore system on one of the portal sites.

A boy and his Hellworm by orangepascal 2014-04-29T06:21:00

Great fun, sweet pixel art, solid gameplay ! When I see someone belt out a classic game like this in 48 hours it really motivates me to improve my skills. Incidentally - this mechanic of doing one thing to charge up the meter then firing the big gun (aka worm) past the player avatar from one side of the screen reminds me of Yars Revenge, although I sure that's just coincidence. (Also, you are right about IE :) .. I gave it a try believing that it had improved in recent years. Nup).

Watch Your Step by nka 2014-05-20T00:17:00

This is super fun ! You've managed to milk a lot of atmosphere out of so few pixels. It feels quite original too - lots of elements from side scrolling runner / shooter genres, but assembled such that it's not quite like any I've ever played. The in-built tutorial is really well done too. Excellent excellent entry.

Tsunami Cruiser by bvanschooten 2014-05-03T09:56:00

Really enjoyed playing this, and the difficulty curve seemed pretty good to me. I never could quite tell if there was some interesting bending effect happening to bullets as they moved through waves, but irrespective the bullet collision rules (eg can't exit waves) are cool. Twitch stream here if you are curious: http://www.twitch.tv/omgwtfgames/c/4177912 (second half).

Behind Mirror by SaintHeiser 2014-05-04T11:31:00

Love the graphics, and the controls have a good feel (essential, and the downfall of many other 48 hour platformers) .. but hey, you weren't kidding about it being hard :) I made a Twitch stream of me floundering around in my first playthough if you are curious: http://www.twitch.tv/omgwtfgames/c/4187136 .. sadly I'm too hopeless to get up to the bit where the mirror/flip mechanic comes into play. When I play games like this it always makes me want to go and learn how to use GameMaker.

Bombcano by bentog 2014-05-03T13:03:00

Fun but pretty tricky.

Insane Grandpa by jahlgren 2014-05-20T00:29:00

Very nice animation, and the feel of the controls is great. I appreciate how polished this. Personal keybinding pet peeve - I don't like using 'up' as jump, another option on the zxcv row would be nice. I never did end up beating the 666 boss - I'd eventually run into him by accident while trying to hit. Single hit death is pretty punishing in this context.

Beneeth a steel sandbox by Mstrp2ez 2014-05-01T06:15:00

It's a cool tech demo. You could totally mod this into a multiplayer Dig Dug.

Gubble Quest by Somfunambulist 2014-04-30T03:07:00

Really fun little adventure game - the opening text was really well written and all the little details like rain in the window and dripping water gives it a great atmosphere. Nice pixel art and palette choice - the title screenshot doesn't do the rest justice. I got stuck after getting the lighter, but I'll try to continue later. (Minor non-game related gripes: Installers suck, zipped folders rule for LD48. Also there must be better popup-free file host than Mediafire .. MEGA or Google Drive maybe ?)

The Roots Of Evil by JaviCepa 2014-05-20T00:45:00

Great fun - wish I could whip something like this up in just 12 hours ! There was a moment where I thought the difficultly curve wasn't ramping up fast enough ... and then I quickly started dying ... so it's probably just right :)

Yay, more squares! by lightsoda 2014-04-30T04:20:00

Great fun to play. Classic formula, well executed. It feels ominous when you see those cracks appear and .. oh crap run !

Deep Dome by pansapiens 2014-05-19T11:44:00

Thanks everyone for checking out my entry - we mostly agree :) I posted a postmortem (general responses to comments at the bottom): http://www.ludumdare.com/compo/2014/05/19/deep-dome-postmortem/

Cuteopia by Mekuri 2014-04-29T06:47:00

Overall, plays quite well. I especially like the helper guys wandering around, since it gives a real atmosphere of a living village that must be protected. I think you could trim back the opening story until it is better refined - it didn't seem to add much for so many words. Bad blobs from the ocean are attacking, keep whacking them till you win. I would have liked some visual feedback to tell me when I'd hit a monster (particles, flash blob colour or a hit animation) since it was hard to know when my slashes were connecting. From a design perspective, what could work well here is having an object(s) (shrine, elderly leader, vege patch ?) that needs to be protected, but is distant from the fountain.

In the Dark by Catlinman 2014-05-01T05:52:00

Great atmosphere - lots of great little touches here that really juice it (flash on pickups, 'voxel' particles). I didn't read the full description and had assumed this was Unity - nope - go WebGL ! The slow floating light is a slightly more unique addition, it's an interesting way to limit the speed at which you can safely venture into the dark. I did experience some occasional framerate stutters even in fullscreen, but otherwise the framerate was excellent. One thing that would increase the tension would be to give some indication of health level (not necessarily a health bar, you could just make the orb light go redder or something).

Wunderheilung by kbm 2014-04-28T11:24:00

Lovely organic art style & and fun to explore. I was happy without any instructions or tutorial since it made it more exciting when I figured out what to do. I guess if you wanted to help players that get stuck an optional hint button could appear if they stall at a step for too long. I wish there was there was a third patient - what do you mean I'm not a real doctor ? .. would a pretend doctor have this fancy magnifying glass ?!?

Walking on thin ice... by Jacqueslelezard 2014-05-02T04:54:00

Great atmosphere, a fun challenge ... and those teeth. Those monstrous chomping teeth. I improved with practice, but it probably could do with some tuning to add a few extra platforms in the early game.

CELL WARS by nhmllr 2014-04-29T06:34:00

Great looking pixelated bones and organs (bonus points for Y-fronts) ! I also appreciate the references to real immunology. I'm speculating since I'd need to do more play testing, but it felt like the Assassin T Cell was a little overpowered - I could build up a bunch, they moved fast but didn't seem to die very easily.

Prairieo by Tater_hater 2014-04-28T10:05:00

The lag in the HTML5 version is a bit of a killer, but despite this I had fun trying to catch that goblin. This really hits close to home as I've had to replace several princesses in the last month due to goblin (and occasional hobgoblin) snatch-n-grabs.

Ant Simulator 2014 by eteeski 2014-05-04T10:37:00

What a great experience. I found it very relaxing to be a (virtual) ant. Now we just need Ant Vision(tm) to follow those pheromone trails :) Another +1 for Oculus Rift support.

Bellow by RedPanda 2014-04-28T09:57:00

Wonderful silhouette art. I particularly like that tree. Jumping only seemed to work sporadically for me, but you probably know that already (agree Unity needs to do a bit more work and some important bugfixes on the new 2D features). If it amuses you watching me try to jump and babble away with bad audio, Twitch stream exists here ( http://www.twitch.tv/m/491430 ) for a few days.

The God Beneath by iSamurai 2014-04-28T06:23:00

Plays quite well, solid simple-but-effective pixel art - great job juicing the screen shake too. I think the difficulty is reasonable well tuned too(except maybe the spikes) - slightly hard, but not stupidly so. I'd quite like a reload function - as a player you can work around it anyway by just unloading a half full clip when there are no enemies around ... so you may as well just bind it to a key and make it official. Great stuff !

Bubble Dream by denvil 2014-04-28T10:55:00

Great bright fun graphics & the character is nicely animated. The level selection screen is a wonderful addition too - much more fun than a typical grid of icons. If I were to nitpick, I'd say make the tutorial text color contrast more against the background - it was a little tough to read at times. Lighting on the trees looks cool (I couldn't quite tell if these were pre-rendered billboards Donkey Kong Country-style, or using Unity's lightmapping and ambient occlusion). Gameplay wise, I'd like to be able to hit while in the air to smack enemies as I fly in. Also agree the "Windows" key got in the way of the key mappings - the z/x/c row is usually better and often used. Unity's standard CharacterController isn't ideal (eg, capsule slips off edges) but it's a lot of work to make anything better quickly from scratch ... so ... yeh :)

The Last Beacon by Katamori 2014-05-04T12:04:00

Great presentation (cool opening title !) and nice crunchy little sprites. You've really nailed the retro arcade style, and the UI layout is nicely conceived. Like jojocarand, I got stuck on level 2 for a while - I think the "IN AIR THERE'S NO FLIGHT" threw me off, suggesting that you couldn't move sideways onto ledges when falling. I agree with you about the logic puzzles - they aren't great. The basic foundation is good (bugs you know about aside) but the puzzles definitely need to be more interesting (even if that requires introducing some new element).

Frustration by parDal 2014-04-29T06:53:00

Love the panning/zooming camera controller, works great, and the parallax is really effective to add depth and interest. That diagonal moving platform puzzle is really tough, especially since it seems platform velocity isn't transferred to the player when jumping. Wish the difficultly ramp was a little slower since it was otherwise pleasant to play & explore.

SnakeFormer - Half Snake, Half Platformer by TobiasW 2014-05-01T06:10:00

I'm a sucker for anything glowy :) Loved the sfx and the music, and awesome that you tried a more unique (blended) genre - these experiments are what gamejams are all about for me (the mechanic does remind me of some game I played once but I can't quite put my finger on it). I actually feel like the concept has legs, but the level design might not have milked it as much as it could. A slower difficulty curve ramp up with some "teaching by doing" along the way would nail it. (Oh, BTW, you saw my laggy Twitch stream - thanks for tuning in ! Most of it actually got lost, but the bit with your game survived: http://www.twitch.tv/omgwtfgames/c/4165812 .. should remain for at least a few days).

Scuba Sam by Boodog 2014-04-29T06:04:00

I like the zany piano arpeggio music (suggested title: "Flight of the Underwater Bumblebee") & the crabs are cute. I feel like the hit box for Sam needs a little adjustment - it was often difficult to enter corridors. The difficulty of the first two levels seemed good, but I feel like it ramped up a little quickly after that - maybe increasing maze size in 2x2 or 4x4 steps instead of 16x16. A few unique landmarks on larger mazes would help too, or the ability to drop some kind of breadcrumb (eg a very slow fading bubble trail ?). I had a peek inside src .. nice clean code :)

Underground Fortune by Root 2014-04-30T03:40:00

Yay for lofi FPSes ! Love the vegetation .. it just feels right. Features I'd like: fullscreen option and strafe key bindings.

Water Temple by pLaw 2014-04-30T03:34:00

Now I haven't played every puzzle game every made, so I can't be sure, but this feels pretty innovative to me. Great icons, great presentation. I was about to say "oh, but it's too easy to beat by just making totems .." and now I realize I missed the point, since totems are defensive but gain you no direct score. I guess that points to a need for a little tutorializing or popup tips to clue the player in. You should continue working on this game since the foundation of what you have is excellent.

Mission "Tank" by Doubstract 2014-05-03T10:11:00

Love the crunchy organic graphics - quite unique & really sets the mood. Why do you need to fight zombies to claim your prize ? Why can you only shoot with your head detached ? The answers to these question do not matter, since it's a fun crazy romp :) I never quite figured out if you could die in the melee battles though. I recorded my playthrough mumbling away on Twitch if you are curious: http://www.twitch.tv/omgwtfgames/c/4177965

Infinite Hell Loop by ricklesauceur 2014-05-02T04:04:00

I'm embarrassed to say that I couldn't figure out the trick. Humiliation *tick* :) I might have to cheat and peek at the source.

Baum by Waterman7 2014-05-04T10:53:00

Really cute, stylish and engaging to play. Although the visuals evoke movies from the silent era, I'd probably still like some sound, even if it was understated. Also, I felt like the difficulty curve didn't ramp up enough after a while - sure, I eventually died, but it felt more like eventual bad luck than the game exceeding my skill level (if that makes any sense). I think this would be even more fun on a touch screen since you could disable multiple spiders simultaneously (until you run out of fingers).

Digable Planet by Oddly Shaped Pixels 2014-04-29T07:05:00

Great polished game on all fronts, I just wish there were more frantic levels after mastering the first ! One thing I'd like is a better audiovisual indication of when a Digger is about to hit the core - it was too easy to forget to stop a Digger, and the result was too punishing. Alternatively, just make the core expand significantly if a Digger hits it, so it's not instadeath but a big deal.

Surface Tension by twistedshield 2014-04-30T03:14:00

I enjoyed chilling out any playing this - a simple premise that works well. I'd probably have played for longer if there was a life or checkpoint system, since repeating the earlier levels got old after a while - but I guess this would be more of an issue if there were more levels. Would work great on mobile, being a single tap control scheme .. great stuff.

Drill Drop by sirikan 2014-05-04T01:09:00

Reasonably fun. I like how you've used the vignette to give longer range visibility of threats - it's sort of like a radar, without requiring any extra UI. I would have liked some type of extra special move that could grab gems that I barely missed - like a rapid horizontal left/right drilling move with a recharge time applied to it.

FISH! by poxpoxpox 2014-05-01T05:01:00

Just a note for others - if you get the "Requires msvcp120.dll error", install the Visual C++ Redistributable Packages: http://www.microsoft.com/en-au/download/details.aspx?id=40784 - only the x86 version worked for me, even on 64-bit Windows 7.

FISH! by poxpoxpox 2014-05-02T03:05:00

Solid & complete game, fun to play - great work. Not sure I get the visual instructions on the title screen (purplefish < turtle ?), but I was able to figure out the scoring by trial and error. I agree with Gaeel with regard to better feedback on combos - I never figured out if 3x was just three fish on line, or if I was getting a score multiplier.

As requested yesterday .. I played it on Twitch :) http://www.twitch.tv/omgwtfgames/c/4171677 -- was good enough to keep coming back to, filling the time while other games downloaded :)

Beneath-Concious by igwb 2014-04-28T06:17:00

Great atmosphere - I like the feel of stumbling around in a dark room and discovering things. The floor tile highlighting effect works well. I feel like the scrollbar detracted a little .. that said, I'm not sure about the best alternative approach (eg, one common approach would be to have the text appear under the collectible on the background & stay put, but then you couldn't read back over the whole thing).

Fishy's Daring Escape by rberiot 2014-05-01T06:25:00

Quite good fun - I held my breath the first time I jumped out of the water. I initially felt the controls could do with some tuning .. then again, you are a slippery fish, so maybe they are just right. In terms of time allocation over the 48 hours - I would have ditched one or two of the powerups and spent that time extending the level to include a few more interesting challenges. That of course is easy for me to say now as an outside observer, having had a good nights sleep and time to reflect :)

Ground Fall by lxd1 2014-05-06T03:10:00

The snake / worm twitching animations are funny :) I would have liked a crosshair to make it easier to aim (just an appropriately positioned quad with a transparent texture as a child of the camera would do). Since the level/restart transitions are abrupt, it would help to also show the current level with the GUI overlay - I couldn't always tell if I'd got to level 2 or been bumped back to level 1.

Descent by niculistana 2014-05-03T10:49:00

This was quite fun (I think you saw my video) - a little challenging at first but not frustratingly impossible (especially once I figured out to use wrapping through walls to my advantage). Nice subtle nod to Flappy with the font too :) I'd like to see some mystery removed from the colour-coded block types to avoid having to rote learn how many hits they will take. Either a simple number on each block indicating how many hits it has left, or use a series of 'cracked block' sprites to indicate the same thing. Alternatively you could show how many hits it will take, without updating the number displayed as hits are depleted so as to require more attention from the player.

Thrown Below by furriKira 2014-05-02T04:02:00

Hey, I like the graphics ! Simple and clean so they don't detract from the core gameplay, but still juiced with cute touches like the eye movement. Love that deep bump sound when you hit a wall too. Puzzles weren't bad, but I would have liked to have seen a buildup with some 'teaching by doing', to introduce the player to tricks they might need to use. There are similar 'dual control' puzzle games out there, and you should definitely steal a few basic principles for level design from some. The directional switching had me stumped for a while, but I got there in the end (but was very close to quitting thinking it was impossible) - might have been better to introduce it in a situation where you don't have the threat of death first.

Gray Surface by Geckoo1337 2014-04-28T09:28:00

Satisfying and polished. The slow paced reload time works nicely to get the player focusing on accuracy over rampant clicking, and gives the gameplay a steady rhythm. I feel like one hit death might be a little punishing (or alternatively, it's not one hit death but I didn't get enough visual/audio feedback that I was being hit from behind). I quite like that snazzy scanline effect.

The Stones Back Home by jrap 2014-05-03T10:05:00

Pretty solid runner - great choice with the banjo track. Now I feel like every (finite or endless) runner should have banjo music. It just works. Also the approaching mist of responsibilities is a great motivating effect. I found that jump didn't always seem to work for me - not sure if it was because I was touching the side of a wall, or if the key repeat on jump was set too slow. Also some of the invisible holes are a bit evil - I'd at least leave those until level 2 or 3. Also, I'd quite like to be able to continue from the start of the level after dying rather than going all the way back to level 1 (maybe in a less-hardcore-mode ?). Twitch stream here is you are curious to hear me ramble as I play: http://www.twitch.tv/omgwtfgames/c/4177965 . I probably didn't explore it enough honestly, since I never saw the upgrades.

Ocean Explorer by MintArcade 2014-04-30T04:37:00

That's an impressive cockpit - would work well on the Oculus Rift. I didn't hear sound - maybe there was none - if so, I think even some minimal sound would have really helped the atmosphere. I quite enjoy these slow paced exploration games, however I still ended up feeling like the craft could have moved forward faster, or had a 'boost' for short bursts of speed. It may not be realistic, but I guess it depends on style of game you are aiming for (more casual fun, or a simulator for purists). The sonar as a pickup bonus is a good idea too.

The Dead rest Beneath Us by flrn 2014-05-20T00:37:00

That's quite dark - but we need more games where we are helpless rather than all powerful, so it's a thumbs up from me (I'm assuming they can't be saved). You did well creating and animating all these models in a short timeframe too. Chapter 5 should be attempting tax evasion :)

Scary Ugly Face by Jonochrome 2014-05-03T12:50:00

Really funny and great interpretation of the theme.

Super Warp Pipe Assembly Team by averron82 2014-04-30T04:17:00

It's Pipe Dream but different - great concept and well worth fixing and expanding. I guess you are aware of the bugs - it would be much easier to play if the pipes moved with the mouse pointer, and they should probably 'snap' into place on the grid. Being able to see the progress of the hero within the pipes would be nice too. Heaps of scope here, great job.

Unwrapped by blainer_s 2014-05-01T06:31:00

I really should have read the description more closely before I tried to play it in my Twitch stream :)

DRAANG by Magdev 2014-05-04T10:54:00

Whoa. Dude. I think I need to play that again.

Hypnoctopus Beach Party ^__^ by meteo65536 2014-05-02T04:24:00

The premise is very cute .. but I must be the only one here who doesn't get how to play it properly (or I'm seeing a bug no one else is). No matter how I tickled across those keys, slow, fast, sequential, frantic, my success seemed all a bit random. Often the little guys would die (grey splats) sometimes immediately after the starting gun.

Where Is My Bone? by Ellian 2014-05-04T11:16:00

Looks great, simple but effective premise for an adventure / exploration game. A solid and polished production for such a tight timeline - to repeat jrap's comment - feel proud because you should be. Video stream here if you are curious: http://www.twitch.tv/omgwtfgames/c/4187104 - I didn't beat it, but I'll look at the walkthrough and finish it now that I'm not recording.

Random LD trivia: Uhfgood also made a game titled "Where is my bone ?" for LD26 - http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=53 . It also features a dog, but that's about where the similarity ends :)

gnome fortress by blubberquark 2014-05-01T13:53:00

Just a little over 600 lines of code (not including libraries) ! Sure, there are a lot of little touches that would make this more approachable (I agree gnome highlighting would help, and maybe different coloured hats), but what you've got is pretty cool. I played the OUYA version, worked well. Without reading the instructions here I figured out about half of it (but not how to properly craft or record), then went back and played again knowing what to do.

Find the Booty by rvmook 2014-05-01T07:06:00

I don't see any major difference between the original and the adjusted versions apart from the instructions, and since it's not against the rules to put a "how to play" in the description right on this page ... I'll just pretend you did and comment / rate the adjusted version.

Liked the nice clean pixel art. Simple but effective.

Step 1 is cool - you choose a path, it's good or bad based on colour, and you adjust next turn. While simple, with the right resource limitation this could take some careful planning. You could work a map legend into the UI here so the path colours were described without the need for instructions. Also, tradition dictates that "X" marks the spot - just ask any pirate :)

Step 2 seemed too easy to be entertaining - the colour of the dots guarantee what you will find, so I'd always just take all the diamond first, then the rum. I'd like an element of mystery and risk here - like rum is marked but only +1, diamond is unmarked ground, rarer, but worth much more (+3 ? +5 ?). Just an idea.

(Also spelling: "morale" not "moral" :) Smiley face because I feel like a douche for pointing it out but it kinda matters)

Maybe you think it's shitty, but I see the kernel of a interesting game here.

LD30 — Connected Worlds

Lorries In SPAAAAACE! by AtkinsSJ 2014-09-09T01:55:00

I found it a little easy to win, but it has the foundations of a great little trading game. I would have liked some indicator on the planets I already owned, and maybe also little icons to indicate what they want to buy/sell to save so much clicking. I crushed the spirits of the galaxy's inhabitants in 7 min, 36 seconds (after one false start where I overstocked on Gorillas :) ).

Nexxuz by rustybroomhandle 2014-08-28T06:06:00

Having a community of Minecrafters build the levels collaboratively really paid off - looks wonderful with lots of detail. I would have liked the powerups to better fit the theme of the rest of the environment (tough if you still want them to stand out, but there must be a solution). Also, I think it would look better if the voxel size and lighting on the ship matched the rest of the level - as it is, it sort of feels like it's not part of the level but overlaid on top (like Superman on a blue screen chroma key). Still very pretty nonetheless.

Hypnagogia by Cake&Code 2014-08-29T04:28:00

Wonderful graphics, nicely crafted mood and exceptionally well written. Don't ask me why but I'm in love with the look of those health bars !(??) The dreamstate gameplay got a little tedious after a while since I didn't find it especially challenging, and there weren't many 'interesting decisions' to be made during combat, but it was worth it to progress the story.

A Galaxy United by MarekkPie 2014-08-29T04:23:00

I liked the movement animations of the robots - very cute. The design of the central 'all three' level was solid too. The control scheme for Baz seemed a little weird though - probably just making W = Jump, without the unlocking would have worked better for me. I hit a few collision glitches too - managed to get Baz stuck beneath the ground :)

One Ship Two Ship Redshift Blueshift by 01010111 2014-08-29T03:31:00

I found this pretty tough in one player mode, but it feels like it would be a blast with two players. Great clean pixel art, good visual feedback and awesome chiptunage. Great job !

Arrow Rain by Maxium 2014-08-28T05:51:00

Love that low poly faceted look, and the feel of the bow (controls, animation, physics and audio combined) is great. While not perfect, the boss behaviors were decent too. A little more feedback on whether a boss hit was successful would be good. Overall, I liked what is there, but I think you could have got more mileage by having a level or three with lots of smaller enemies to shoot, followed by the boss. I'd also reverse the order of the bosses, since the attack sequence required to beat the Minotaur seems less complex (just shoot it anywhere ?) compared with the Golem.

One by Natman 2014-08-30T06:16:00

This is a bit like patting your head and rubbing your belly at the same time ! I liked the minimal style & choice of complementary colours. One suggestion that could make it feel less frustrating and confusing would be to highlight the side of the box corresponding to the key pressed - I kept forgetting which box was WASD and which was arrows, but this would alleviate that, especially as future levels got more complex.
(Twitch stream here: http://www.twitch.tv/omgwtfgames/c/5029045 from ~22:20).

Split//Maze by sol_hsa 2014-09-07T11:02:00

Quite mesmerizing in endless mode. Love that level complete sound .. satisfying, and familiar in some way but I can't put my finger on it.

WORLD WARPER by CogComp 2014-09-09T01:40:00

Nice one ! Kudos for trying something a little different on the technical front too - doing everything with 'pixel fields' looks cool (feels like something from the 'demo' scene). Oh, also pretty fun to play, and I love that (abundant?) thumping background music :)

Super Shaker X by voxel 2014-09-15T05:15:00

Really nicely juiced (particles, screen shake), all adds up to a great feel. I guess I would have liked some progress indicator for each planet - never quite sure how far I was to completion.

Planet Sweeper by pansapiens 2014-08-26T02:23:00

@Maxium - it's probably the Unity web player being flakey - I've uploaded standalone builds as an alternative.

Planet Sweeper by pansapiens 2014-08-30T07:16:00

@dtruby - not a feature so presumably a bug (mine or Unity's). Were you using the web player version, or one of the standalone builds ?

ServerSphereICE by drakfyre 2014-09-06T04:47:00

Great visual effect - I can't quite decide if it's a scrolling UV or a cubemap reflection (might have to have a peek at the source :P ). Liked the atmosphere set by the background sound and the crunchy explosions too. I wasn't a huge fan of the control scheme, I didn't like having to find the player again after looking around - maybe locking the mouse to only look up/down not left/right would simplify things.

SpaceWorlds by dtruby 2014-09-07T10:42:00

I like the planet pixel art, great music and the feel of the ship control is pretty nice. Design-wise, what I think would make it better is if (1) red planets were insta-death so flying around needs to be more accurate and dangerous (2) make green planets become depleted after some amount of shield recharge (10% ? 20% ?) - this would force the player to go seeking green planets, rather than just camping around one and shooting stuff.

ConnectTheWorlds by mrexcessive 2014-09-07T11:07:00

Some very amusing dialog text in there - lots of great references :) I would have never though that Lunar Lander could be made fresh by stringing together levels with a story and some powerups ! Great work.

Planet Rush by Dabuuker 2014-08-29T03:37:00

Great simple concept - the timing was tricky but I still found it a little addictive trying to survive for more than a few triples. Nice work !

Cohack by Exeneva 2014-08-27T12:12:00

Hey, this was good fun - simple and clearly described rules made it easy to pick up. The 'tail' rule restricting movement of other units is great and helps to make things interesting (no idea how unique it is in turn-based strategy, but I don't recall ever seeing it used). The AI or amount of opposing forces made this version probably a little too easy (if I can win on my first game), but it made for a good intro nonetheless.

One thing you should do is colour code the enemy and friendly units so it's easy to figure out what's going on (not just on the minimap .. and with colour blindness friendly colours). I haven't read the other comments yet, but I'll be surprised if I'm not the first to request this (sorry if it's repetitive !). Nitpicking aside, seriously cool piece of work.

Road Rage by ChuiGum 2014-08-30T06:08:00

Great fun, cool pixel art (muscle cars !) and I love that progressive soundtrack. I sort of zoned out and kept playing for longer than I would have expected :) I think it would feel fairer if the player hitbox was a little smaller, I seemed to clip logs too easily with the back of the car when changing lanes.
(Twitch streamed http://www.twitch.tv/omgwtfgames/c/5029045 from ~44:45)

Data-Man by Hyoga-3D 2014-08-26T09:27:00

Great take on a dot muncher - great idea and generally well executed ! Wrapping everything round a sphere with variable height walls really changes the dynamics, since planning is harder due to the limited visibility, but not impossible. Sort of puts it somewhere between Pac-man and 3-demon, I guess. Other have mentioned the slowdown feature also - great design. Loved the music - but I don't think it quite fits the visual theme. Glitch-wise, I did find the occasional corner where I got stuck and could turn but not move. Might have been the result of some key mashing (PS, I'd love to play this on my OUYA :) )

A Light In The Darkness by TobiasW 2014-09-15T09:51:00

Great fun - didn't get to try multiplayer, but I was able to beat it reasonably easily solo.

Souzou Cliff by PixlWalkr 2014-08-27T13:57:00

Wonderful artwork, both the pixel art (love those trees!) and the character busts / concept art. I did find the double platforming pretty tough (the slippery ol' Unity CharacterController capsule doesn't help :/ ). It shows that you have a dedicated writer thinking about the story and dialog too - great work.

Minor nitpicks, and somewhat personal preference - I'm not a fan of pressing "up" as jump in platformers. An arrow key + X or space to jump option would be welcome. Also it would nice to be able to advance story dialog boxes with a key rather than grabbing for the mouse.

Line Crossing by Lissar 2014-09-09T01:57:00

So very very freaky. Love it (and just now I re-read and see there are ten endings .. better play again :) ).

world-walker by Mr.Cassels 2014-08-30T06:25:00

Love the characters uniform - reminds me of the original Star Trek outfits. I think I noticed a bug - when switching worlds for the second time, the platforms don't seem to change (or the starting world should have the dark background ?).

Odyssey by voidqk 2014-09-07T11:20:00

Cool mechanic - and just as I thought you'd milked it .. a new thing ! Great work.

Crystal planet by wdebowicz 2014-08-30T06:42:00

Looks pretty, but I'm not sure I entirely got how to play. Even when I thought I understood (and had accidentally won), it seemed impossible to match the signal and target by changing generator orb colours.

Icarus Crisis by rojo 2014-08-27T06:06:00

Once I figured it out, I quite enjoyed this - definitely one to keep fleshing out & polishing.

I watched the tutorial video, and maybe I wasn't giving it my full attention, maybe I don't play enough board games, or maybe I'm just slow, but I still didn't quite get it.

---
Here's my what I learned in my own words, in case it helps someone else get started:

The key realization I needed to make was that it's like a poker machine or slot machine where you can lock columns. After I realized that the key mechanic made sense !

* The top panel with the three white dice shows how many dice of each "picture type" you need to win. The picture types are the "hit" (*), "perception" (@) and "chance" (?).

* To commit a die, you 'lock' them by clicking on one of the colored versions in the bottom panel (you'll see the numbers in the top panel change eg 0/3 change to 1/3 ).
Any _unlocked_ die randomly change to another picture type ('hit', 'perception' or 'chance') each roll (this is just like locking positions on a slot machine and pulling the handle for a second chance).

* The probability of getting a particular picture when rolling the unlocked dice is determined by the color (see small not between top and bottom panels).

(Also, in case it wasn't obvious, after your third roll, when the button changes to "Continue", you can still commit dice to the encounter and win it - this should probably be "auto win" if you happen to be holding the right dice after that third roll, since accidentally pressing continue when you should have effectively won is annoying).

* When moving your soldiers around the map, the numbers on each tile indicate it's difficulty.

All of this would probably be more obvious if there was an actual 3D dice rolling animation, or a slot machine roll over effect - but hey, can't do everything in 72 hours !

Tip: Make sure you do exploration (non-mission) tiles to build up your dice (you'll probably need at least one soldier with 8), else you won't be able to beat the final mission (and I was so close !).

Extra points for not making the back story involve zombies !
(However, if humans themselves constructed the Icarus Gate, why does it have alien looking runes on it. Just sayin' :) )

Connect your Worlds by MrP123 2014-08-26T10:25:00

Love the little animation in the background - he kind of looks happy doing what he's doing. I lasted ~4 minutes before, just like IRL, I decided to neglect Facebook. But I got to 1k imaginary internet points on Reddit !

Daydream Runaway by psychonull 2014-09-07T10:54:00

Every time I was just about to ragequit, I'd continue just a little longer and make some progress. I like how rather than just dying and restarting, pickups just get returned to the playfield upon collision - it kept me trying when I was close but not quite nailing it. Third level and I was done though - a shallower difficulty curve would have been welcome.

I Think I Broke Something by Otrora Games 2014-08-30T06:30:00

Quite good fun - pretty punishing until you get used to jumping in portals whenever you get the chance. I could just be me, but I'd prefer if the shoot/move controls were switched, since after playing various FPSs my brain is hardwired to move with WASD - I had to swap hands so my arms were crossed ! Gamepad support (left stick move, right stick shoot) would be great for this too.
(Twitch streamed here: http://www.twitch.tv/omgwtfgames/c/5029045 ~38 min)

Ghostnet by Lacaranian 2014-08-29T04:33:00

Great concept and quite funny. I think the first hacking wave should be easier and shorter, just to introduce the player into how it's done and what is going on. I didn't hear the music (latest Firefox on Windows), which probably added to the confusion (it seemed like that first wave would never end).

The Hoverator by Viza 2014-08-28T05:32:00

Controls felt great, and I even managed to not fall off. You know you've built a good foundation when it's fun just to cruise around. Excellent music too, although the 'coin pickup' sound was a little loud/harsh in comparison.

Stanley Squeaks and the Emerald Burrito by Two Scoop Games 2014-08-30T00:32:00

Great fun ! Love the little mouse & his idle animations, very cute. I think you did well to strongly hint at the block destruction mechanic, without making it so explicit that it was obvious from the beginning what was going to happen; that moment when I realized what was going on ... *facepalm* :)

The Beginning by Nuclear Napalm 2014-08-30T00:35:00

I really like the simple design of the corridors - just by throwing a few triangles protruding from the sides it becomes stylish and interesting.

BingaR - Story driven platformer by DvanderAart 2014-08-28T05:39:00

Loved the look of the funny totem god (just can't get enough of HUFNUF). I guess ultimately you bit off more than you could chew in 48 hours (easy to do) since the story and gameplay didn't really go anywhere, but what you have is a pretty good start.

Join Us! by INC$D021 2014-09-09T01:26:00

Fun once I got the hang of it - the bullet wrapping makes for an interesting feedback loop. Sometimes it helps you out, but since they can also hit your ship it pays to be accurate - creates an interesting tension :) Love that background music too.

Crossworld Club by Artamus 2014-08-30T00:32:00

Lot's of LOLs here - great work !

Schizophrenia by Sogomn 2014-09-07T11:24:00

Great use of the theme. I suspect it was intentional in the design (to ultimately encourage impressive speedruns), but I felt the run speed was too fast. A few nicely designed platform-toggling challenges in there though, great stuff.

Soul'd Out by puppymythril 2014-08-30T06:59:00

Very cute little character sprites :) This is an interesting mechanic to explore, although I found switching my gaze constantly between two panels a little distracting. One alternative would be to overlay the left and right panels (with the underworld one being more transparent) .. maybe with the spirit-you slightly trailing the position of the real-you. It may become too cluttered to look at like this, but tweaked right it could turn out feeling more natural.

Planet Bouncer by TimtheBo 2014-09-09T01:49:00

Interesting gameplay. I feel like the design of the levels didn't exploit it as well as it could have - they felt a little randoms rather than a 'problem to be solved' if that makes any sense. Still, great job, it is only 48 hours after all !

Color Wheel by Robot Souls Games 2014-09-15T09:49:00

Great classic roguelike - I like all the little character sprites.

Wallrun Dot Love by leafo 2014-09-07T10:48:00

Great fun and nicely 'juiced'. Wall running makes it feel like I'm controlling a superhero. Those enemies sure aren't your garden variety Goomba :)

Lethal Reflection by steve 2014-08-28T05:55:00

My favorite LD30 game so far (and will honestly be hard to top). I don't think I need to say much here - we chatted on Twitch about the mechanics. It feels pretty unique and is awesome fun !

FACED by Sheepolution 2014-09-07T11:11:00

Really enjoyed playing this - puzzlers like this sometimes break my brain a little to quickly, but this one worked for me (the nice set of tutorial intro levels was well done). Love the whimsical faces, and the happy/sad transition was the perfect way to convey information. Thanks for sharing !

sflda by timotei 2014-08-30T06:36:00

Great that you finally took the plunge. Learn what you can from it so next time we will see "alde", the awesome-ludum-dare-entry !

Trappy Tomb by jimmypaulin 2014-08-30T07:03:00

Fun idea (and actually fun to play). Lot's of LOLs at some of those messages ("Balls !"). Bug-wise, I seemed to hit a few collision issues, ending up inside the walls after jumping (latest Firefox, Win7).

STREAM by airdeck 2014-09-15T05:11:00

Nice looking planet textures (especially the Jupiter-like one). I think the system and rules you have in place have real potential, but I agree that you didn't exploit it fully to find the fun in 48 hours. Maybe adding some elements (random idea: enemy satellites that orbit to try and intercept the message, insta-death if they do) would make it more interesting. Also, since it's mostly mouse driven, I'd like to be able to drag (or mouse wheel ?) to rotate your satellites.

LD33 — You are the Monster

One-monster Elite Monster Rescue Squad by rustybroomhandle 2015-08-29T06:03:00

Looks great, and all the content makes it feel like a pretty lively and fleshed out world. Love the 'collection sound' too - familiar, but that's why it works. Gameplay-wise I felt like it should have been a little more challenging - maybe some of the villagers occasionally turning on the spot, and more regions where there are closer calls and more careful timing required. Kudos for using the experimental Unity Editor on Linux ... fingers crossed it becomes officially supported in the future !

You! Are the monster by panda 2015-09-10T07:16:00

Pretty cool - I do agree with @ripter, an easy mode where the monster doesn't change clothes would be a good intro level. It would also be cool if you could get a second statement from a person for the same scenario, so even if you thought you couldn't solve it initially, you might be able to use it as an extra clue.

Free Me, You Idiots! by GBGames 2015-09-05T22:54:00

Great concept and pretty funny :) I didn't read the instructions and initially had difficulty figuring out how to gain followers, but after the reading them I persisted and beat the game. One thing that would make it clearer would be if the player has some insight into the internal game model (eg, a faith meter on villagers), so it could be tuned as a resource management game rather than "click to Cause Doubt" many times and hope at some point you turn them. Along these lines, seeing "Call" rings radiate from the tree would add some playability.

Maybe this idea could be rolled into "Stop That Hero" ? Turning farmers into goblins :) ?

You need a Hug by TiByte 2015-08-27T08:27:00

I liked the funny music, but the volume seemed inconsistent. Probably one of those usual HTML5 audio issues.

Boss Fight Simulator 2015 by ZXeno 2015-09-10T06:32:00

Actually pretty tricky, but I felt compelled to try a bunch of times since I was often sooo close to the next level. I feel like the melee attack was a little underpowered though, given the limited range and the amount of damage you take while using it.

Karapo: A Tale of Bear Humorism by davidcollado 2015-08-25T08:52:00

Wonderful artwork and amusing, sometimes thought provoking banter (which I assume was the intention). Unsure if I missed some of the potential interaction or if it was intentionally un-gamey, but I liked it all the same.

Last Chance For Bernie by Tijn 2015-08-25T08:44:00

Awesome concept, and fun trying to guess what "Marius" will do. Comment from the two year old watching: "Like that song !"

Gorgezilla by Jelinib 2015-09-10T06:39:00

This is super fun and amusing, great job ! It feels like all the good bits from Rampage, without the spongy controls that made Rampage a little frustrating at times. Would translate well to mobile.

NessImpostor by maccam 2015-08-27T08:36:00

Fun idea, great use of sound effects and nice clean graphics - great job !