Sentient Duality by CabbageCrow 2017-05-20T05:26:26Z ♥ 0
This is a really interesting mechanic, I think this deserves to be built upon. To do that, though, I think you'll need to add a lot more levels. Right now it could go in a lot of different directions:
* Make it arcade-y, with a time limit to complete the level and limited lives (pump in those quarters!) * Make it an endless-runner type game with a score attack and different modes * Make a level-based exploration/adventure game where you have to navigate levels, avoiding hazards and triggering sensors to open paths, etc, to reach the exit. * Make a couch multiplayer racing game, maybe!
Basically, you've got a really neat, flexible mechanic here, which could go any number of places. I'd be precious to see where you might take it.
If I had a complaint (besides the lack of audio), it's that when you reach the end it's not actually clear that you've reached the end. To all appearances the game may as well have soft-locked.
EDIT: Also, _really_ love the game's name. Very cool.
LD45 — Start with nothing (81)
Lost in Translation by Sheepolution 2019-10-29T22:45:14Z ♥ 1
Hey, congrats on taking first place in three categories (including overall) and 2nd place in two more (including fun)! I gave the game a shot and it's a really cool idea! Franti!
Serene Sculpture by zirconcode 2019-10-28T17:53:40Z ♥ 1
Best score I could manage was zero, haha. Just couldn't close all the gaps in my lines before I ran out of chisels, which meant one click removed the entire stone. That said, others have obviously managed it quite well. so, kudos to them!
As for the game, it's an cool idea, though the implementation is a bit finicky for my tastes. The music was excellent, too. I could see a game with this core concept going places!
The Greatest Game in the World by AhmenX 2019-10-28T17:44:28Z ♥ 1
This was amazing. The bits where you fix the game really made it, IMO (well that and the narration, of course). I honestly would have loved to have seen a few more of them (or just more joke 'fixes' you could make in the existing ones, like the camel). In any case the comparisons to The Stanley Parable made by other commenters are on point.
Kudos!
Dr & Dr by Daniel Jenikovský 2019-10-26T21:42:13Z ♥ 1
@krisdev If this thing opens `shutdown.exe` then it's almost certainly intentional. and probably someone's idea of a joke. I'm tempted to run it through a Unity decompiler to see if I can figure out what exactly it's doing, but I'm on a mac at the moment and all the good Unity decompilers are Windows-only.
Shutdown.exe requires Administrator rights in Windows, I'm pretty sure, so if you run the game from an unprivileged account it wouldn't be able to shut off the machine (at least, not unless it's able to exploit some genuine vulnerability in Windows).
Rescue Hamsters! by Zanzlanz 2019-10-26T21:39:37Z ♥ 1
This was a neat concept, although I'm too bad and could only beat the first level before my patience ran out. It felt a bit like Lemmings, only sort of backwards, which was neat.
LIME by CGIXE 2019-10-26T21:33:01Z ♥ 0
This was a _lot_ to get implemented in only 72 hours. Unfortunately, the resource densities seemed pretty off; by the time I had dug to the bottom of the map, grabbing every resource tile I could see, I had a _bunch_ of coal (which doesn't do anything), but only enough iron and golf for one bar of each. Obviously, I wasn't being perfectly thorough ( e.g. I didn't dig out all ~10,000 tiles in the map - assuming "size 100" means 100x100), but I would have expected to see to see a bit higher resource density.
Anyway, other than that quibble this is an impressive piece of work for a 72-hour project, to say nothing a first-time entry. Good job!
How to Make a Sandwhich by Ziamor 2019-10-26T21:17:25Z ♥ 0
The visuals in this game are adorable, and the music is very nice, although it could have used a much longer loop, I think. Game worked just fine, although I was a bit disappointed that there was no acknowledgement of the sandwich at the end! In any case, good job!
Winter by fashionbatman 2019-10-26T21:06:25Z ♥ 1
This is an interesting take on the theme, and lovely to look at and listen to. The gameplay didn't really grab me, unfortunately.
Broke af by coachsisyphus 2019-10-26T20:55:08Z ♥ 1
That was very strange! The music change at the end made me expect a very specific animated frog.
Actually pretty challenging, not _too_ tough, but still a decent challenge.
Unlock Everything by DDRKirbyISQ 2019-10-22T07:23:35Z ♥ 1
The "unlock basic elements of of a normal game" schtick has, of course, been done before, but regardless you've executed it beautifully. Even the least impressive elements of the game are "merely good", which is to say, nothing here is bad or even middling; some things, like the music, are actively excellent. Honestly, until I saw the credits I tacitly assumed it was a Jam entry from a team of at least three people with 72 hours of work - and had that been true, I'd _still_ have been impressed.
I'm sitting here listening to the music while I write this, which isn't something I've done with any other LD game, I don't think, not even the one other game I rated 5 stars on Audio. The gameplay is good, too 😛
If I had _one_ tiny complaint, it's that you missed a golden opportunity with the "you unlocked x" jokes. You pick up a key and it says, "You unlocked: The Key to the Gate!". And then when you actually go down and _open_ the gate it doesn't say anything at all, and you know in your heart really _should_ have said, "You've unlocked: the gate!" 💔
Spooky: The one who lost everything by Susumu Asaga 2019-10-22T06:34:24Z ♥ 2
This is a remarkably fully-featured game, marred only very slightly by somewhat finicky controls. When I got to the end I was hoping for more - I would absolute play an expanded, fleshed out version of this.
As for the difficulty, I feel like it was decent, though maybe a little uneven. An larger, expanded game would presumably need to feature a smoother difficulty curve, but for an LD entry this is about as good as you can get.
👍 👍
Chill Island by quadtree 2019-10-22T06:15:31Z ♥ 0
This is an interesting game, I feel like there's some cool stuff going on here! That said, some of it was a bit confusing. Principally, two things confused me:
1. What was the point of building anything? Was there in fact anything to build other than a wall? 2. Was it supposed to be possible to have more than one ember? If so, how were you supposed to collect them?
My experience was that I started the game and was already low on food; I found and ate some berries, lost some health but was no longe hungry, saw a few trees on fire, collected an ember and some wood, then the plane showed up. I ran back to the top of the mountain, built a wall, didn't see how that helped me, dropped all my sticks and pressed '3' over and over again until the sticks caught fire and I immediately won the game.
If I had any suggestions, it'd be to maybe slow things down just a tad. The plane arrived before I had even quite finished figuring out the controls, so I just ran to the top of the mountain and set a fire and then the game was over; it'd probably be better if the player had more time to explore before finishing.
All that said, this is still an impressive creation, particularly as a Compo game. I especially like the music. Well done!
Full Moon by slimabob 2019-10-22T05:55:51Z ♥ 2
What... on... _Earth_... did I just play? 😛
On my first attempted playthrough, when the game attempted to swap out the winter terrain for the summer terrain, it failed to land me appropriately afterwards and I fell through the world. Which, I at first even considered might have been intention, but I decided that was unlikely and restarted.
+1 for the Yiddish, -0.5 for the geriatric butt.
Necrofenser Hero by Guilb 2019-10-21T23:14:26Z ♥ 3
This was pretty engaging! I think the instructions could have been a _little_ clearer (maybe just a prompt to the effect of, "guess I better go murder a chicken and raise it as unholy extension of my will"), but otherwise worked well. I do think some things could be improved upon, for example in terms of pace/time between waves (maybe slow down slightly), visual clarity (it _looks_ good, but it can be hard to tell what is going on), and meaningful player verbs (the 'control' action didn't seem very helpful, especially since it didn't work on the useful minions anyway).
But all in all it was still a well-realized and enjoyable game! Good job!
Singularity by dob 2019-10-21T18:10:11Z ♥ 1
This is a really clever little puzzle game! And, a lot of content, too!
The controls felt a little awkward at first, but, by the level 4 or 5 I got used to it. All in all quite enjoyable.
Wicked Wanderings by Trifectuh 2019-10-21T17:45:51Z ♥ 2
Ok, so the controls do need a bit of additional polish, but you've already said you've got plans to address that. More notably, the potions, and the ways you combine them, are pretty darn funny. I was able to discover all the recipes, and craft all the potions at least once; when I sold my ultimate creation (the first sale I'd made), the game _immediately_ ended, so, I assume that potion was worth 1000 or more. It'd be nice to be able to see how much something is worth before you sell it, if I had known the game was going to end as soon as I sold that potion, I would have played around a bit more before finishing it.
In any case, good work so far, and, looking forward to the updates!
Ex Nihilo by Alexascher 2019-10-20T05:47:13Z ♥ 1
This is really neat, nice and relaxing. I figured out what _some_ of the stars did, but I don't think I solved the whole mystery (in particular I don't have a very clear idea what the red suns are for). In any case, everything I saw worked together well and it was just overall a nice experience. Thanks!
Edit: After playing some more, I wasn't even close to done! I'm still not.
I think it might be nice if the stars stuck around longer, so you have a chance to consider what you want to merge them with. As it stands, I feel like I need to plan everything out ahead of time if I want to manage the right combinations before some of the stars disappear.
Bob the Brawler by itsdanidre 2019-10-20T05:32:10Z ♥ 1
An entertaining little brawler! Seemed well made, everything worked well, looked good. Building walls didn't seem to be too terribly useful, mind, but it was fun nonetheless. Maybe if you could build, like, turrets or traps or something? In any case, good job!
Conjury: The Convocation the RPG by unpronounceable 2019-10-20T05:19:01Z ♥ 0
An interesting strategy game to be sure! I spent waaaay too long playing, tried playing strategically and was eventually able to win the Masters! The other commenters are probably right that it would have been better to dump all my stats into one strategy, but it was more satisfying going the balanced route 😛
ccg.png
That said, I'm _really_ confused by @geoff-nagy's comment - as far as I can tell this game has no audio, right?
Blackout by almost 2019-10-20T04:10:19Z ♥ 2
This was a really interesting game; I love that it was actually randomized so that on each play-through everything was different. I kept replaying until I got a play-through where _I_ was the killer, but I wasn't able to successfully bin the blame on one of the others 😛
In any case, really impressive work!
The Adventures of Hugh Mahn Through Time by Ninnec 2019-10-20T03:45:27Z ♥ 0
This may be my favorite interpretation of the theme so far, I love the idea that "start with nothing" is your _goal state_. Unfortunately, I found the game pretty difficult to play, even on easy mode. I couldn't really tell if any of my shots were hitting the enemy, so I couldn't really tell whether, when I died, I had almost killed Arnold or had dealt him literally no damage at all.
Deal with your Death by nikchernyakov 2019-10-20T03:34:13Z ♥ 2
This is really impressive work for a jam game. It looks pretty good, it sounds pretty good, and it's got a fair bit of content to it. Unfortunately, for me at least, it seemed too hard; I think maybe granting some more time before enemies start showing up would be nice.
Tightrope Gauntlet by Jonno 2019-10-20T03:21:23Z ♥ 1
An interesting if minimal game. The controls aren't super obvious, although if I had paid more attention to the description maybe I would have figured that out faster 😛
I did encounter one bug, though: normally when I fall or get hit by an enemy the game tells me I died and offers to reset; but once I got the sword and then got hit by an enemy, I disappeared, but the game just froze, and never offereed to let me reset.
Game Master by Rodrigo Robles 2019-10-20T03:12:27Z ♥ 1
This game is hard to rate, after all, if I don't have fun, is the game bad, or did I make a bad level? 😛
I'm kidding, of course. While the game mechanics once you enter the gameplay mode are incredibly minimal, the fact you implemented a level editor with all these different components, that actually _works_, is really impressive. Good job!
ModuMon - Barebones Edition by ArBe 2019-10-20T03:05:06Z ♥ 1
I haven't seen anyone else mention this, but for some reason when I try to move parts around or sell them, I have to click anywhere from 3-7 times to get the game to recognize I've done anything. I'm not sure what's up with that.
Otherwise, the game seems neat, but, there seems to be that there's no real defensive options; if you're close enough to hit the enemy, they're close enough to hit you, and as far as I can _tell_ none of the parts reduce the damage you take from being hit. You can it so you can deal more damage to the enemies, but no matter what you do you're still dying almost immediately if you do get hit 😶 Maybe I'm just bad?
Healthy Competition by Elemental Zeal Game Studios 2019-10-20T02:41:52Z ♥ 2
This is fun, although, I couldn't tell if leveling up was making me stronger or not? Also, I agree with @guilb that in a game like this, you should attack in the direction of the mouse, not in the direction you're moving; _especially_ given that the mouse button is used to attack. Regardless, it's a good looking game with some nice variety.
Though, did you mean to say "Made for Ludum Dare 44"? Shouldn't that say "Ludum Dare 45"?
Escape from Nabazka by Tomcus 2019-10-20T02:19:06Z ♥ 2
Despite its shortcomings, this is actually _seriously_ impressive as a 48-hour project, especially a first attempt.
Some things that impressed me: * At least six different player abilities besides basic attack * At least three different types of enemy * At least two dungeon floors * Nothing was really broken or janky or buggy, that I noticed.
That may not _sound_ very impressive, but it's a lot better than I can claim for first entry into the compo (which was [really, really terrible](http://ludumdare.com/compo/ludum-dare-15/?action=preview&uid=1112)).
Of course, like everything, the game has its flaws: * The player moves reaaaaally sloooooooooooowly * There's nothing in the UI to indicate which spell you currently have selected * The music loop is kinda short, though this one isn't _too_ big of a problem.
Anyway, those things aside, this is really quite good. I look forward to seeing what you come up with next time!
Wandering Soul by negator2vc 2019-10-20T00:00:52Z ♥ 2
The aesthetics of this are really something else. The audio also contributed a lot to the atmosphere. Managing multi-modal gameplay in a jam timeframe is likewise impressive.
As others have pointed out, the combat is a bit lacking, not mechanically in-and-of-itself, but, it's kinda same-y. Some more abilities or enemy types, or even simply giving each area its own slight palette variation, might have improved things in that regard, though obviously there's a limit to what can be accomplished in the timeframe alloted.
Scribble from Scratch by Tobias Maushammer 2019-10-19T23:46:24Z ♥ 4
This is a really nice looking game; the attention to detail in the effects is fantastic, all the way down to the ink in the pen. Unfortunately, it seemed like a _lot_ of the puzzles could be solved with a single catapult. Also, the reverse catapult seemed to be filled with glue, because when I tried to use it it launched me approximately zero inches.
Other than that though, this was a fun take on a clever idea!
Nothing to Say by celia14 2019-10-19T19:39:40Z ♥ 1
This is really clever! I had fun with it! I was surprised that once you finally reach your goal, the game just keeps looping, though. Unless I _didn't_ actually reach the goal? Not sure what happened there.
The Idea Explorer by Sebastian-M 2019-10-19T19:28:05Z ♥ 1
This is a really interesting game idea, and the shader work is real nice (even if the rest of the visuals are a bit bland). The music is good, too! All in all, it's good work; my only real complaint is that the player avatar moves too slowly, so if you fell, getting back to where you were was a real slog. But that could easily be tweaked.
A Brand New World by RealityCheck 2019-10-19T07:36:36Z ♥ 1
This is a really cool game, although as mentioned by others (including yourself), the map is too big/there are too many cards. I found it really hard to keep anything forest-related alive, if it's intentional that Forests are hard to keep around, maybe associated creatures should be worth more points?
Screen Shot 2019-10-18 at 9.33.22 PM.png
In any case, nice game!
A Merchant's Adventure by sharbelfs 2019-10-18T23:04:40Z ♥ 1
This was a lot of fun, and had some neat mechanics. I think it would benefit from the some means of recovery, such as trading trading two or three of the same resource card for a resource of your choice, maybe not exactly that, but something of that sort. Otherwise, really well done!
[N][O][T][H][I][N][G] by Johnny Turbo 2019-10-18T17:39:13Z ♥ 1
This was a really neat idea, with some interesting strategy. The only unfortunate part is, at least when I played, it seems to drag on once there's only two players left. Not sure if any tweak could be made to address that, or if a tweak is even necessary - it may be fine as it is. Regardless, really neat idea!
The items, that change everything by Dock Frankenstein 2019-10-18T17:26:54Z ♥ 0
An interesting little puzzle game, and fun to play. A bit easy. I liked that it's specifically clapping twice that turns the lights on and off 😛
Memories of Eleph by Leandroc 2019-10-17T04:28:27Z ♥ 1
The graphics and music combine to give the game a really nice atmosphere, and the sfx complement it nicely with their subdued, minor tone. The map design is also nice, but, some of the gameplay implementation doesn't feel very well thought: * The way the ghosts interact with the water is just unpleasant to play with, especially coupled with the way collision works for them. In a game that was otherwise easy I had to do that spit-water-at-ghosts screen more than a dozen times. * The timer just... isn't very fun. I know it's the only source of a fail state for the player, so I'm not sure removing it is the right option, but, maybe extending it? Or make it so running into an enemy doesn't take away any additional time beyond the time you already lose by having to redo the room? Some sort of tweak, anwyay.
Other than that I did really enjoy the game, good work!
ReWorld by Firesplash Entertainment 2019-10-17T04:11:30Z ♥ 3
This was a fun game, with cute art and some pretty good puzzles. My only real complaint is that the card art doesn't always clearly indicate what the card does (in particular, you can't push boxes until you've played the ... cloud card?), but you only need to play each card once to figure out what it does so it's not such a big deal.
Other than that, good job!
Little Guardian by JUSTCAMH 2019-10-17T03:30:11Z ♥ 1
Screen Shot 2019-10-16 at 5.27.50 PM.png
Man, that was difficult. But fun! This was really well put together; I think this could probably be extended into a longer game, though some addition love might need to be given to the controls? Even as it is now it's great, though.
#000000 by kevinworkman 2019-10-17T03:13:33Z ♥ 0
timeline-small.png
This was a neat idea! I'm not sure it's an idea that can really be extended any farther, but for what it is, it's quite neat!
adventure again by gamefive 2019-10-17T03:06:36Z ♥ 1
It's not often you see a Ludum Dare game made with pencil-and-paper graphics! I like the style.
Nothing but naked by LoneWolfDev 2019-10-17T02:58:59Z ♥ 1
A clever idea. The NPC sight cones felt like a bit of a lie; their shape implies that the NPCs can only see in a code in front of them, but since they instantly turn to face you if you walk behind them they effectively have 360 degree vision. Also, it feels like the NPCs who 'catch' you even when you're clothes should have some compensating flaw, like a longer detection period, or a shorter range of vision.
Unraveling Nothing by Zachary Shah 2019-10-17T02:41:38Z ♥ 0
This was really neat, but at least for me (MacOS 10.13.2, Chrome), it didn't actually work. Q and E keys didn't do anything at all, and launching with the mouse didn't launch him in the direction of the mouse it just launched him up and to the right pretty much every time. Also, it shouldn't be possible to leave the tutorial without actually making use of the things it's trying to teach you, because as it stands you can finish the tutorial an still have no grasp of the controls.
The timer seems unnecessary as well.
I'd love to see a post-jam bugfix version of the game, though, it _seems_ like it'd be really cool, if it worked as intended.
Inspiration. by F1Krazy 2019-10-17T01:32:00Z ♥ 1
A nice looking game, for sure, and a nice twist on the theme. I ran into some different bugs than most people: * Trying to talk to the guy in the janitor place, with the bottle caps, locks up the game without displaying any text, until you press Z again; it's like you're talking to him but it doesn't show his text. * Once you get to the end screen, if you press Z before it's done fading in, it locks up completely; I was able to eventually get it to precede by hitting Z several more times, not exactly sure what was up with that. Other than that, it's a neat idea. good work!
Force of Nature by RedZ0ner 2019-10-17T01:09:33Z ♥ 1
This is an interesting idea; I was able to get all but two panels, and then I just got stomped; The humans just started turning things around, and I seemed to stop getting growth power, too; it went from a few points every second or so to 10-20 seconds just for 2 points of growth power, so I couldn't reliably build anything other than cross plants.
Some sort of plant that earned you additional growth power, either with a large initial investment, or with an accompanying penalty such as weakening the other plants in the same sector (or making humans faster, or whatever) would be helpful.
Edit: Also, I read on here about how spamming cross plants was an effective strategy, tried it, and was completely unable to proceed beyond the first tile; any cross plants I put down outsite the start tile were destroyed in far less time than it took me to drag-and-drop them. Really it seems like you need to establish a foothold with fortress trees and slowdowns before you have a chance of your cross plants suriving the way of 10 angry humans that immediately descend.
Also also, I sometimes found my tiles to be under attack even in blocks that had no humans left (and before the panic meter recached a point where the humans can migrate).
Chicken Nothing by sillyman987 2019-10-17T00:27:30Z ♥ 2
This is a good starting point; it needs some improvements but I think other commenters already covered them. In any case, nice entry, I hope to see you again in future jams!
Slinger by Bungalow 2019-10-16T23:05:51Z ♥ 6
This was pretty sweet! The audio was subdued but nice, some of the graphics were good too, particularly the "thorns" effect and the trees (I know some people are bothered more by inconsistent quality than by blanket low quality, but I guess I'm not one of them). The level design was engaging, and the boss fight was likewise great.
If I had one complaint, it'd be about the sling controls. They worked, and I was able to complete the game, but they didn't really "feel" correct; in particular, while they always sent me in the direction the indicator showed, that often didn't feel like the direction they _should_ have been sending me. I think this may be because the reference point for the player's position used by the slings appears to be his head, but it feels more natural that it would be his body or feet. This was especially notable during this section: Slinger.png Here, I often felt like the sling didn't send me on the trajectory I expected, because it's opinion of my initial position was different from my own.
The other aspect of the sling that's slightly problematic is the window for activating it. Sometimes, particularly in the first section after you get the wall jump (which has very long jumps to make), you'll approach close enough to activate the sling, react by pressing the button, but by the time your button press is registered (most consisting of your own reaction time rather the actual input processing), you're out of range again. One option to _consider_ in cases like this is to have either a grace period or a grace zone; with a grace period, on leaving the sling's range you have a few frames where pressing the button still sets it off anyway; and a grace zone, if the sling doesn't activate until you're within (say) 30 pixels, it doesn't _deactivate_ once active until you're more than (say) 33 pixels away. This means the player still has to get to the sling, but as long as they're able to clip its active zone they still have a _chance_ of using it successfully.
Anyway, other than that, good job! The boss fight was especially well done, you don't see a lot of LD entries with both platforming and a real boss fight.
Among by Antti Haavikko 2019-10-16T22:35:07Z ♥ 1
This is a sweet little puzzle game; not too hard, not too easy, which, is a hard balance to pull off in this time frame. Graphics and especially music really added to the atmosphere.
The one thing that I found a little awkward (besides the handful of minor bugs noted by others) is the timing aspect of eating and jumping; because you don't switch colors immediately on pressing the button, there's an element of pressing the eat button, and then timing your jump so that you leave the ground before you switch but you switch mid-air before you land. An alternative implementation which had you change colors more-or-less immediately would instead have you timing when to eat instead of when to jump. I'm not sure the alternative is _better_, I'd have to play around with each and see how they felt (maybe you already did, for all I know). Anyway, that's my only "complaint".
One other thing that I guess could be slightly tweaked, would be to maybe give a visual indicator of which blocks have something to say before you reach them. That way the player doesn't have to go touch every block to check whether they have any dialog (since the dialog is pretty funny and worth seeing). But that's a pretty minor quibble too.
Nothing Box by guckstift 2019-10-16T03:17:14Z ♥ 1
This was really cool, I especially like how it starts you off exploring and (essentially) gathering information about the space you're in, and then caps it off at the end with a slight puzzle element.
If had one complaint, it'd be about some of the controls/UI: * To confirm an action (especially building a raft), you should have to push the _same_ direction twice in a row; right now, if you have water to both the north and the east, and you push up and then right, it immediately builds a raft to your right; it should instead switch to the flashing 'press again to confirm' state, to the right. * If you're standing on a raft you can't interact with anything. That felt a _little_ weird, but is probably fine. * It's super important to be able to distinguish the water from the other tiles easily, since it behaves so differently, but I wasn't able to _easily_ tell the difference until I had all the gems (maybe this depends on the order in which you collect them). Of course I could tell the difference if I stopped moving and looked closely, but it meant I had to be really on my toes about pressing the same direction twice if I didn't want to accidentally build a raft on a tile I didn't recognize as water quickly enough. * The UI sort of implied that the axe and pick could break, if that happens is it just game over? Or is repairing your tools what the two types of stone are used for? That's not really a complaint, I was just curious what happened.
Anyway, all that said this is overall a great game that I really liked.
Ignis Universia: Eternal Sister Saga by arzi 2019-10-16T02:41:56Z ♥ 3
The actual combat mechanics were a little flat, but the game as a whole was a blast. Very funny, and of course the illustrations are fantastic. There's really very little to criticize here. I'd love to see a longer version (if not of this game specifically, at least, a VN/RPG with this game's tone and aesthetic).
HEARTSCAPE by ZakAmana 2019-10-16T02:05:24Z ♥ 1
This was a great idea and I'd love to see it expanded even further. I'm not too sure that it relates to the theme very much, but I don't really mind one way or the other. The mechanics are cool, the graphics, while simple, look nice, the sound track and sfx are great, all in all, really well done. I'm curious to see how you could expand this to make a more fully-fledged game, as it does feel like it starts to get pretty easy after a certain point. I look forward to seeing what you come up with (if you decided to expand it, of course).
Beet-hoven by jamioflan 2019-10-16T01:52:41Z ♥ 1
I like the audio cues and music notes, and it was fun to make weird pies. That said, is it just me or were both the fourth plot of land _and_ the beet completely unused? I couldn't find anyone who wanted a four-ingredient pie, nor anyone who wanted beet in their pie.
REWRITER by johjoh 2019-10-16T01:15:24Z ♥ 1
This has a lot of potential, and there are some really cool upgrades in here. I do think it could use some refinement, for example: * As @minibobbo noted, it can be difficult to accurately tell which tile the player is on, and you get punished pretty hard for making a mistake with that. Likewise for the enemies. So, either tying movement to the grid, or in some way highlighting the tiles that the player and enemies currently occupy, would be helpful (I know that technically the tile the player occupies _is_ differentiated, but the effect is so subtle that it's hard to parse during combat). * The enemies need more of a wind-up animation to their attacks; not for aesthetic purposes, but to give the player time to react to an incoming attack. Especially early in the game when you have only 1 range, there's a lot of tedious waiting for an enemy to attack so you can safely move in and counter attack (assuming you judged your relative grid positions correctly). It'd be nicer if you could (relatively) safely move in for an attack, and then dodge out of the way when you see an attack coming, rather than waiting until after they attack, slipping in for a quick hit and then fleeing and waiting for the next attack. Of course, they do already have _some_ wind-up; the windup they already have might be sufficient if it was more obvious what tile each of you were in, so you didn't have to spent reaction time working out whether or not you're co-linear with the enemy. * Range is _really_ important, especially early. Having an attack range bigger than your opponent makes the game easier in a way that not even damage up does; this is actually a nice change of pace from a lot of similar games where DPS is king, but it does get a little silly sometimes. Again, if the enemies telegraphed their attacks better it'd better balance the different options for attack * Of course as noted by others including yourself, some sound effects would be good.
I'd also like to give two notes of praise: * The specific way that attacking ties into movement (that is, player attacks destroy walls in addition to damaging foes, enemy attacks, create walls in addition to damaging the player) is neat, I don't think I've ever seen a mechanic like that before. * Even though the graphics aren't particularly detailed or complex, I really like the animation on the characters (particularly the player). His bounce is great.
Also some random notes that aren't really good or bad: In PowerTrip mode, a number of the powerups that appears in the chest are uniformly bad:
* Jittery: Halves damage for no benefit * Family Size: Halves movement speed for no benefit * Near-sighted: Reduces range to minimum for no benefit (basically a death sentence) * Shotgun: Quite good, though still theoretically a trade-off (downside matters less than in normal mode) * T-shirt: Uniformly good, just like it always is. * Heart Transplant: Absolutely fantastic, no downside, and much more relevant here than in normal mode.
I find the balance of these a bit weird in normal mode, though I'm not sure what you'd do about it.
Protoverse by Giome 2019-10-16T00:42:06Z ♥ 1
This was cool, and although it was undirected it was still entertaining to play with; I especially like the way you (more or less) simulated the look of a black hole consuming a star. Though, I do wish that part lasted longer, or that the field was bigger relative to the event horizon of the black hole; as it was, I was only able to get the black hole to eat one star before it was so large it took up the entire field and it was impossible to form new stars to feed to it. Given that a play session inevitably ends up in state where you can no longer meaningfully interact with the game, it'd be useful to have a reset button, rather, than being forced to quit and restart.
The Only Way is Down by Roka Josh 2019-10-16T00:28:26Z ♥ 1
I played it, but I don't really feel competent to rate it because each time I played I died to like the second or third enemy I encountered, so I didn't really get to see any of the content. I'm not sure if there's something I don't understand about the gameplay, if I'm just bad, or if some sort of performance problem on my elderly Mac made it harder than it was intended to be (the controls felt kinda unresponsive, but I interpreted that as being due to the low gravity giving everything a floaty feel).
Regardless, it looks and sounds pretty nice, so I'm rating in those categories, but I don't really feel I have enough information to rate in any other category.
Soundmarine by Dustyroom 2019-10-15T22:09:37Z ♥ 0
This was a tough one to rate; the visuals were fantastic, especially the way distant objects rendered outlines first and coloration only later was very cool. The audio, while simple, was also quite pleasing, and the way you built up the song over the course of play was kinda cool. That said, the actual gameplay was _very_ limited... it's not really "fun" in a traditional sense, though it's certainly still _enjoyable_.
In some ways, it reminds me of Gris, if Gris didn't have any puzzles, nor any player verbs other than walk left and walk right. It feels like it could be expanded into something really great (like Gris as it _actually_ is), but as it stands it's a bit lacking. Which, I mean, that's to be expected, considering the constraints of the Jam.
Soulbound by ghost-in-the-toast 2019-10-14T04:33:42Z ♥ 2
This was really fun to play, I love the idea of a twin-stick shooter where your attacks come on a timer loop (UI is reminiscent of a rhythm game, though it isn't really one). The music was also great, although, I had a real hard time understanding what the narrator/voiceover was saying some of the time, subtitles would have helped immensely. Regardless, this is a great game.
Medieval Mayhem by itsTripp 2019-10-14T03:29:50Z ♥ 0
It looked really nice, but was unplayable for me; the mouse look was at the same time both hyper-sensitive and also extremely laggy. Maybe my machine just isn't up to it, as few of the other commenters seem to have encountered that problem.
Blue Juice Dealer by Ryan Wine 2019-10-14T03:21:11Z ♥ 1
I played the original, WebGL build, and while I was able to craft a few potions I mostly just ran out of money over and over, as other people noted. Also, even when I gave the customer a potion, I often couldn't tell from their response whether they liked it or not. I'm gonna give the downloadable version a shot, too.
Awesome visuals and music, though.
Neon Blood by Nek 2019-10-14T02:57:01Z ♥ 1
This was neat. I never really play FPS games so I don't know for sure if it's too hard or I'm just bad, but, sometimes I would think I was doing well and then suddenly I'd just be back at the title screen and not sure why (I had 100+ health moments before). I guess I died? Anyway, the aesthetic is cool and I like the idea the way the map reveal plays out.
The Freelancer by TMAT Productions 2019-10-14T02:49:52Z ♥ 0
This is pretty fun, although, I am very bad at it, and never got passed the (first?) rocket guy (I only made it _to_ him once). I like the idea that you're just _throwing_ the bullets at the enemies. Also, "Eat... rockets? Sorry, it's been a rough day" made me laugh.
Terra Nil - Reclaim the Wasteland by vfqd 2019-10-14T01:22:37Z ♥ 0
This was a great entry., although I'll echo the previous comments that mention rock-less small maps; in fact, after half-a-dozen tries I've never once seen a small board map that _did_ have any rocks, and of course without rock you can't even _start_ playing. But on a normal-sized map the gameplay is great.
Pixel Cook by ratking 2019-10-09T07:54:06Z ♥ 0
I'm not sure I "get it", but I had fun. I'm not sure I have the patience to grind out the sort of money some of those upgrades require, only getting $5-10 per item.
Edit: Oh, now I get it, I just launched the game from the Itch client, so I didn't see the hint sheets until after I had already played. I guess the more advanced crafting recipes sell for more money. I may have to try this again down the line.
Time Shelter by Max S. 2019-10-09T07:40:08Z ♥ 1
This was a neat little time travel game. Got to the end on my third pass.
World Collector by Joe Williamson 2019-10-09T00:23:31Z ♥ 1
This is such a cool idea! It looks great, it sounds fantastic, and it plays pretty well too. My only complaint would be, I'm _so_ used to jump being spacebar, I zoomed out when trying to jump like a dozen times. But it was still fantastic all around, I'd love to see this made into a larger game.
Monolith by Kalucifer 2019-10-09T00:12:10Z ♥ 2
On OS X, like @saltfactory-studio it hangs after you enter the third room. Looks nice, though.
Return to Civilization by Dave Anders 2019-10-08T23:54:59Z ♥ 1
The game looks and sounds nice, but it feels pretty hard to control. My first three attempts I kept stumbling into mushrooms I hadn't meant to eat, running out of sanity with near-full time and hunger bars. I did eventually find all three pieces though, and finished the game!
You may wan to fill out the "Ludum Dare Submission URL" field in Itch.io (below the tags section) so that people who find your game through Itch can find their way back here, by the way.
TidePool by Rebecca Harrison 2019-10-08T23:41:16Z ♥ 3
This is one of the nicest looking LD games I've seen. I found it _really_ hard to accomplish anything, but it was pretty entertaining just as sandbox to bounce around, anyway.
The Game of Mao by Danny88881 2019-10-08T23:15:08Z ♥ 1
This is... really hard. Also the first time I loaded it I just had a black screen with music, but, I thought that was the game! I was pushing every button the keyboard, eventually I quit and reloaded and it loaded properly and I got to play 😛
My only other complaint is, at least in WebGL in chrome, once the Alternation rule in place, if you turn rapidly back and forth too quickly it seems to kill you, I'm _reasonably_ confident I pressed the keys in the correct order. It made midair turns extra hard in some spots.
Press Start For Nothing by evilobjective 2019-10-08T22:28:12Z ♥ 1
By the Queen's beard, that was... strange. What a strange game.
Hoarder's Paradise by Scott Steffes 2019-10-08T22:18:36Z ♥ 1
Oh my. 446846. No idea if that's... good? It's pretty funny, though. You _very_ quickly have trouble reaching the bathroom with all the crap in the way.
m_void1 by taffyko 2019-10-08T22:02:47Z ♥ 1
This is sweet! I hope you expand it, I'd love to see it taken a bit farther (especially the mind mechanic, which I feel could go a lot of interesting places). Good job!
Also, thank you for uploading a Mac version 😛
Bob by Flaterectomy 2019-10-08T20:17:43Z ♥ 2
This was pretty sweet! I stopped after reaching 77150 points, on a Fabulous Colossal Raft ruled by the Queen. My only question is, do the 3 spooky masks or the Treasure Chest do anything?
raft.png
Liam Dehaudt's EPIC Life Simulator by pokenoufl 2019-10-08T18:47:54Z ♥ 1
Like all good idle games it manages to be both entertaining and incredibly tedious at the same time.
Totally not Settlers by mr-tag 2019-10-08T08:34:32Z ♥ 3
This is _really_ elaborate. _Nice_ work! With a bit more polish it'd honestly feel like a commercial product. I'm going to have to come back to this one later for more.
Survivor Slots by PeachTreeOath 2019-10-08T08:22:58Z ♥ 1
I love it, super clever and creative! Only complaint is, the end screen says to leave a comment with how many days it took, but that's after it's no longer possible to check how many days it took! I _believe_ it was 10, but I wasn't paying close attention.
In any case, I love this and would love to see some sort of expanded version.
Ashes to Ash by johnfn 2019-10-08T07:58:27Z ♥ 1
The game is pretty good, and I like the writing, but, the _music_ is _really_ nice. I was not expecting that.
Also I feel like I might have missed some secrets or something, I may come back to check it out again down the road.
P L A G U E T I M E by bruins 2019-10-08T02:18:44Z ♥ 1
I played multiple times, one time scouring the entire island from one end to the other, and only ever found 4 copper/ore at most in a play through, so I couldn't craft the sword. Also, even though I had the resources, it wouldn't let me craft the bow or staff (perhaps because I hadn't crafted the sword? Not sure). It'd also be nice if you could tell how much health you have left.
All that aside, the stuff that did work was fun to play around with (I _did_ play multiple times, after all), and the aesthetic was fantastic as well. Good job!
No Food Nomads by ScalphaMission 2019-10-08T01:08:23Z ♥ 2
This is great! I love the mechanics and the way it's presented, and I like the surprising amount of strategy involved. The only thing that's not clear to me is, if you never die yourself, does it matter whether you bring enough food to feed your tribe?
In any case, super cool idea, it'd be neat to see it expanded upon.
Rock It Or Pocket by Ellis Spice 2019-10-08T00:50:13Z ♥ 1
Pretty sweet! I like how as you get more pockets, the game gets both easier (because it's easier to get a shot lined up for the ball you want to sink) but also harder (because you're more likely to accidentally sink the cue ball). I did feel like it could be a little awkward trying to control the power of the shot, but I got the hang of it eventually.
Beyond the Veil by Wolfrug 2019-10-07T22:08:31Z ♥ 3
Controls were pretty clunky and some proofreading was maybe in order, but I really dig the writing and the graphics were pretty sweet too. I also liked the way your choices changed your stats. All in all a nice job!
Prison Escape by shaurya_juneja 2019-10-07T21:38:30Z ♥ 1
This didn't work for me, in Chrome on a Mac. I'll try again later on a Windows machine, see if that helps.