Foon → Ludum Dare Explorer → Users → Phoenix Fireflower
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Signal Interference | compo | 120 | 3.57 | 3.58 | 3.04 | 3.29 | 3.93 | 3.89 | 2.78 | 3.43 | |
| 2025 | 58 | Collector | Loaded Dice | compo | 40 | 3.81 | 3.81 | 3.65 | 2.98 | 3.38 | 3.53 | 3.12 | 3.52 | |
| 2023 | 53 | Delivery | Deliver letters... IN SPACE | compo | 136 | 3.72 | 3.58 | 3.95 | 3.00 | 3.39 | 3.70 | |||
| 2022 | 50 | Delay the inevitable | teleBOTation | compo | 64 | 3.94 | 3.94 | 3.96 | 3.15 | 3.94 | 3.57 | 3.63 | ||
| 2021 | 48 | Deeper and deeper | Dating and Boxing | compo | 241 | 3.72 | 3.84 | 3.68 | 2.89 | 3.47 | 3.53 | 4.23 | 3.66 | |
| 2020 | 46 | Keep it alive | Negative Zone | jam | 251 | 3.96 | 3.89 | 4.14 | 2.91 | 3.32 | 4.01 | |||
| 2019 | 45 | Start with nothing | Girl in a Dungeon | jam | 435 | 3.57 | 3.67 | 2.99 | 2.98 | 3.79 | 2.89 | 2.75 | 3.24 |
There's a lot of content here for a compo game. Formidable work!
P.S. You may want to remove the 'not' in "Thank you for not understanding." on this page ;)
This game is pretty good concidering it's your first game using PICO-8. My only criticism is that the background music gets a little repetitive after a while. (P.S. Praat julle Afrikaans?)
Definitively the most innovative game I've played so far. Well done!
I feel the size of the world and the movement speed are about right and changing them would diminish the mod and sense of isolation.
One thing I would change, however, is the addition of subtle hints to where to find the trinkets. Wandering around trying to find them is the most frustrating part of the game.
It took me a while to find what I needed. I still applaud you for getting good art and music in your game concidering you made it in only 48 hours.
I have seen a lot of weird games this year, but this game definitely takes the game. Great job on the atmosphere!
Also: having the "Run game" button say "Run and save yourself" instead was a nice touch. :smile:
This game has a lot of charm.
Great job finishing a game even though you didn't had as much time as you might had hoped.
A very clever puzzle game. Some riddles are far more difficult than others in the same area, though.
I liked how you mixed up different kinds of gameplay throughout the game. Nicely done.
I also did, however, notice a few bugs: in the first level it is possible to get 'stuck' in the ramps and in the floor (this is a well known bug in Unity, try using one collision box for one floor instead of multiple.
I also noticed the end boss causes the game to lag and shielding against an attack causes it to not attack you anymore.
I wasn't expecting a meditation exercise, but I'm happy I played this beautiful game nonetheless.
Superb work. Finding out how everything works without being told to felt incredibly satisfying.
I actually managed to complete the game without using the dash. There is a large chasm that can be cleared with the "Hold Space" jump (3 red orbs in 'jump'), even though you may have intended a double jump followed by a dash.
Great job finishing the game and getting all the artwork done even concidering you couldn't put in everything you wanted. Still had fun playing it. :thumbsup:
You've menaged to wow me even though I'm usually not a fan of these type of games.
Also, great job on the collaboration. Working together with a team of six making a game in three days certainly isn't easy, but you've menaged to get through it and made a very pilished game. :thumbsup:
I congratuate you for making a game this polished alone in under 48h. The concept is interesting but the puzzles feel a bit cryptic at first.
Superb. You truely nailed the atmosphere.
Any chance you will make a post-jam version of this?
Superb. Definitively the most stylish game I've played.
Great job giving players enough hints for what to do without telling them too explicitly.
Some more synonyms (for example, "Grab" could be used "Take") would have been nice.
The hand-drawn style is very nice. Wish there was more than simple platforming, though. Some doodle enemies would have added alot more charm to this game.
Also wish there were sound effects for clearing a level and dying instead of just one for jumping.
A very intriguing game.
I think the first boss is much easier than the second, since jabbing him for the first hit and then blocking / uppercutting him for every other hit knocks him out without much trouble. What makes the second boss so challenging is that you cannot jump and punch a the same time and spamming the attack button can hurt your fingers.
This is a fun game. The artstyle isn't always coherent (In a world of pixel art, the player character sorta sticks out), but that's the only criticism I have.
This game is very short, but the idea is interesting nonetheless.
A pretty good entry. Getting a high score is definitely a challenge.
One criticism I have is that it isn't obvious you should be crossing the roads and not following them, but other than that: good work.
A simple, yet interesting game. Well done. BTW: The game fails to load when using Firefox. Chrome and Edge work.
This game has potential, but it has two problems: - This game could really benefit from some more explanation. It isn't obvious what each thing does. - I can't seem to get past the Game Over screen.
This game has some good music in it. Too bad I suck at rhythm games...
A very polished and fun platformer. One criticism I have is that I literally managed to break the game. In the transition level after placing back the potion (the level where the mouse is introduced), I fell into the bottomless pit but the level did not restart.
This game really deserves an updated post-jam version.
Nice FPS. The music was intense and so was the difficulty (I did menage to beat the game, however). I wished there was more than one type of enemy.
A great little game. Having health packs that should not be blocked prevents the gameplay from getting stale.
The game's art looks polished and the music was a blast to listen to. Kudos for menaging to create a lot of characters, enemies and other art in such a small amount of time.
One potential bug I've encountered: the enemies sometimes do not engage the egg and focus on the warriors instead, even though the egg is closer to them.
This is one hell of a horror game. Kudos for creating such an unnerving experience in 48 hours and having a working web version as well.
The puzzles are very intriguing and the mechanics are great, though the puzzle shown in the screenshot on this page was very hard for an early level. Would have never solved it if you didn't give the solution away.
The parkour mechanics are mostly good, though wall-jumping was difficult because I wouldn't get enough height sometimes.
I didn't expect to play a strategy game at a game jam, as the mechanics can be difficult to get right. However, your team menaged to make the game quite fun and I applaud you for that.
A great, original puzzle game. The puzzles were not too difficult and the sandbox mode is a nice addition.
I wish you could zoom out to reveal the complete map of the level, it would really help in some puzzles.
The realistic buoyancy calculation really made controlling the balloon fun. Doing the research did pay off.
The way you keep the fire alive using the hands is unique and interesting.
I didn't find out you can drag the logs to the fire until a few minutes in. Silly me thought it was part of the background.
You truly nailed the gameboy aesthetics. Also, I'm impressed you've managed to build a world this big AND managed to create a boss fight within 72 hours.
The game was pretty simple in design, yet I had a lot of fun playing it. The silly dance moves and camera angles are a nice touch.
A very simple, yet very cute game.
Gameplay was solid, though I did find one potential bug: After playing for a while, there is a chance that a whole lot of meteors at once spawn after you restart the game. Other than that, it's a solid entry.
Nice dungeon crawler.
I wished there was more strategy involved in deciding which path to take. As of now, it is easy to just go for the potions and swords without having to worry about anything.
This problem could be fixed by e.g. needing a certain amount of souls to pass through some floors.
Good looking graphics and nice sound design. I would have liked it if the worm moved a bit faster, though.
By the way, what does "worma says trans rights" mean?
The first level with the red-brownish background (bottom screenshot) was absolutely brutal. But other than that, it's a great game with a great mechanic.
The mewbie looked adorable (as well as the rest of the artwork). I wished the game would explain to you how the minigames worked, got confused by them the first time I played them.
A simple, but elegant game. The background music gets a little repetitive after a while, though.
This game has potential and the sounds & music are nice.
I wished there was more strategy involved in deciding whether to feast or summon. Summoning 2 units and feasting the rest of the corpses seems to be the best strategy every time.
The game is strangely addictive and the artwork is very clean. The levels were fun and challenging, though I wish they were a bit shorter.
A very polished little game. One thing that frustrated me though was touching a neighbouring block that was placed higher than the block I was supposed to land on. When a block dips lower, it becomes harder to steer towards it as it is easier to touch the neighbouring block (placed higher) by accident.
You say it's "one of the worst games" you've made, but the idea is clever and your game is simple to pick up (albeit a little easy).
A very cute and fun game. I noticed the high score does not reset when you fall of the stage, but the game ran smoothly anyways.
Nice little puzzle game. Would have liked it if the game tells you that you need to water plants every x days and may get rotten / dehydrated if you water too frequently / poorly.
I menaged to save all the plants on my third go.
I lik the idea of this game, though I wish it had more levels and more variety in the sound effects to choose from.
Tip for people stuck on level 3 (since there seem to be many): Have one SFX on top of the first box and a second one on the player just as he is about to touch the first box.
Interesting game. I menaged to take down one website, but that's about it. The time limit is very strict and I don't know if there is any way to extend it.
While I like the idea, I wished the levels were procedually generated instead of the two levels being the same everytime. It kinda defeats the purpose of the high score if you can just memorize the level elements.
Still, not bad for your first LD entry (and a Compo one at that).
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The UI is easy to navigate through and the graphics look great as well. I liked how the game gets gloomier the longer you play it. This is one of those games that is simple, yet can be played for a long time.
Great concept and a very original interpretation of the theme.
One critique I have is that sometimes, the game reject a move that looks valid.
That was a hell of game (pun intended). The pixel art looks great and the music is fiendishly good as well.
I like the concept of having to choose whether to slightly increase difficulty or highly increase it in exchange for restoring hp. Also, great work on the animations. You don't see alot of 3d games made for LD jams.
This game made me glad that I submitted for the compo instead of the jam, because this is the clear winner for the jam. Special kudos to Krzysztof for the hilariously awesome sound design.
The graphics are great and the music is nothing to scoff at. I just wished there was more to do.
Very original and a blast to play. Also a great job on the music and audio.
My one point of critique is that turning around feels a bit clunky at times.
Creating such a complete game with a large team in under 3 days must've been very taxing, but you guys menaged to create one of he best games I've played so far! :thumbsup_tone1: :thumbsup_tone2: :thumbsup_tone3:
I really liked the visual effects, the music and the atmosphere.
My only point of critique is that the movement felt slow & clunky at times.
Having to balance conrolling the ship and fighing gravity whilst shooting the aliens makes for good gameplay, though having to avoid crashing into the walls can become annoying in tight spaces.
I had to use some cheats to get used to the controls without dying immediately, but once I got the hang of it I menaged to reach the endless wave. The low-poly aesthetic is a nice touch.
Being able to listen to great music while causing the population of the entire world to go extinct is always a plus in my book.
The combination of abseiling and horror is clever, you definitely had me scared a couple of times.
The background music was very relaxing and the art was pleasant to look at. I did expect, however, the game to be a little bit longer concidering 10 people worked on it.
Great little exploration game, even though the sub was a little hard to control sice it doesn't stop immediately after you let go of the keys.
Also, do the fish in the shallow part of the sea resemble flappy birds or is it just me?
Although you didn't have enough time to add all the features you wanted to get in, the graphics and models are good looking and the mix of sidescrolling and free-roaming is very innovative.
Any chance of a post-jam build?
This gem of a game could be featured on the Steam store, it looks THAT polished and complete. The art style, story and sound effects are all impressive. The only thing holding the game back from perfection are a small number of bugs.
The atmosphere was superb and the music was nice and relaxing.
The game is very polished as well, it looks as if it could be sold on Steam right now.
You nailed the controls and the gameplay. Made me think of Hotline Miami.
My only critique is that some sound effects are too loud (particulary the death sound).
The game gets quite addictive and intense as you descend further and further.
I did wish it was a little bit easier to hit enemies with my attack, especially when descending at high speed.
Nice to see a FMV game being made for Ludum Dare. Also, nice use of self-deprecating humor!
Although the game was very short, I still had fun figuring out how to escape. The visual effects were very well done.
A simple, yet enjoyable game. I like how the music is different for each playthrough. The music also really fits the atmosphere.
My two biggest critiques are that it can be difficult to tell when a tank is on the same level as the sub. You also run out of fuel very quickly, especially since fuel tanks spawn very infrequently and don't add much fuel to your sub.
Nice little text adventure. The story was a bit unclear at first but I've got a firmer grasp of it on repeated playthroughs.
Tip: you may want to let players know there is a web build by putting a link to it on this page. 9Though the web build seems to have more graphical errors).
A very original and enjoyable game, although finding the right people for missions was a bit difficult at the start, especially given the time limit.
I love games based on the roaring twenties and yours certainly did not disappoint.
For a first game jam game that's also a VR game, this is pretty well made.
The fighting felt quite fluid and the game felt great to play, even though you ran out of time.
It's imposing to see such a large game being made in just 3 days, even by a 4-man team (though the game could have had more background music, it's awfully quiet from time to time).
The art looks good and the idea of playing Pokémon Snap in a sub is clever.
Nice little tower defense-style game. The visual effects are great and the music was a banger to listen to.
One minor critique: I feel the difficulty doesn't go up quickly enough as you progress through the sleep levels; I reached above 1000 points on my first try.
This is by far the most original game I've played so far. Although the beginning can be quite rough if too many enemies spawn at once, the upgrades and the nice background music kept me going.
Exploring the depths of the ocean was tons of fun, although robot becomes hard to control when you've got a lot of junk attached to you.
The graphics and atmoshperic music / sound effects make this game stand out tremendously.
Fun little detective game. I did run into some bugs, though.
In the scene in the office before meeting Jawbreaker, the pop-up message after inspecting the computer won't close even if you press the button to close. Also, in the scene in the office after meeting Sugar Daddy for the second time, inspecting some items will cause the "Next scene" button to disappear.
Your games mostly are lovely and a bit poetic, and this is no exception. Great work on the music and sound effects as well.
It's impressive that you've managed to make a polished game with online functionality in just 72 hours. There's a good variety of cards and synergies, too.
A novel spin on the theme. The puzzles were good, but the wall-jumping is a bit unintuitive: you'd think you are ready to wall-jump sooner than you can actually wall-jump (especially in high pressure situations).
Both the music and sound effects are great and it was both fun and a bit funny saving those dying planets.
As for the controls, I think it would've been better if there was an option to hold one key or button down that would stop you from moving, so you can shoot without getting closer. Or maybe an option to shoot in the opposite direction you're facing. But those are just my ideas.
This game pretty much sums up my experience with Ludum Dare jams and compos. Great polish and solid gameplay. Good luck with fixing the bugs for future players :)
Outstandingly beautiful, both in terms of visuals and atmosphere. It did get a little annoying when two bad thoughts appear in the bar, though.
Interesting to see a tabletop game in Ludum Dare. Although the wording of the rules was unclear at times, I had a good time playing your game. There is a good balance between the luck of the dice rolls and logical thinking skills.
The art/graphics is lovely and the atmosphere is breath-taking. Superb!
@marcenat Yes, the robot was inspired by Mark Brown's robot character in his magnet game. I wanted a character that wasn't too difficult to animate and I thought a one-wheeled robot would do the job well.
@rubixnoob13 Thanks for helping a fellow Godot user out :)
Funniest game I've played so far. I feel sorry for the narrator, though.
Excellent storytelling and gameplay. There were a few bugs here and there, but it didn't take any fun away from the game.
I have a lot of praise to give, but everyone else has already applauded the art, gameplay and theme. So instead I'm going to say this:
I like how the ultimate is implemented. It mixes things up and prevents the gameplay from getting stale.
The writing is witty and the music is a joy to listen to. Even though you didn't make the deadline for the jam, I'd say you did a great job creating a unique experience.
This has to be the most consistently funny game I've played. Hilarious all the way through!
I had a blast finding all 5 endings. Some of the dialogue is very funny as well. Wished you can pick the dialogue options with the keyboard instead of the mouse so you don't have to switch between the two.
First time I played a folder-based game with a real-time aspect and voice acting. 5/5 stars for innovation!
There's a bunch of little things (like the animations on the peddle, the score and the screen shake) that make this game stand out among the rest. Splendid work!
The visuals look great and the gameplay is unlike anything I've seen before (in a good way). 干得太棒了! (I hope that was the correct term, my Chinese is very poor...)
This is by far the funniest game I've played so far. Awesome job!
Noy bad for your first compo game. Don't have much else to say since Andy Beers summed it up so nicely, but great job on getting it finished.
I love games that have unique art styles. Good job on the music as well.
The art style and atmosphere are both great. Although it was very challenging, I had a blast playing it.
The praise everyone gives about the art and music is very much warranted. Well done!
A reverse survival game, neat! The tutorial was both funny and smooth, plus the difficulty ramps up at just the right pace for me.
The characters are all adorable and the story threads are interwoven very nicely. Any chance we get to see how the party turns out in a post-jam version?
Lovely game! It always pleasantly surprises me how polished your games are, even when using a new game engine. I especially like the random Yoshi sound effects in the background music.
By the way, @antti-haavikko it is possible to make a web build with Godot 4, as I have managed to do (coincidentally, it is also a word game with a leaderboard). However, a few things need to be done:
- Rendering needs to be set to 'Compatible' - You need to add a .htaccess to set CORS header, otherwise Godot will be unable to access crucial features (on itch.io you can also check Shared Array Buffer support for this, though that could break the page) - In project settings -> Window, you need to set Stretch Mode to 'canvas_items' (otherwise the game will not scale properly with the canvas, I forgot to do this when I first exported the game :face_palm: ).
Furthermore, the game may not be playable in Safari since its WebGL 2.0 support isn't optimal. Lastly, certain small features may be buggy in different browsers.
Despite the overscope and no proper audio, I had a blast playing it. Nice work.
Didn't except to play a game on a Game Boy-esque simulator this game jam, but this was pretty fun. The music was great, too.
The art (especially the portraits) are very cuten and it was fun to drift around. Nicely done.
The music and the artwork deliver a great atmosphere and it was fun to dodge the enemies, although staying at the top puts you out of range from most enemies, diminishing said challenge.
The music was pleasant and the game is a decent challenge. It wasn't initially clear when you've beaten the game since, other than the package being delivered and being invulnerable, there wasn't feedback that you've won the game.
A very oroginal take on the theme. The gameplay and art are solid but, as others have already mentioned, you run out of oxygen very quickly which forces you to focus on that far more than the other mechanics.
Props to you for managing to integrate Twitch into your game and create a unique gameplay experience in just 72 hours. The fighting felt a bit awkward (mostly due to the graphics) but the original concept and art style more than make up for it.
Beautifully done. Loved learning about the different characters and bumping into random planets along the way. My one point of critique is that you can't see the ! icons if you're too far away from them, even when you maximally zoom out.
@cronno It turned out there was an issue within Godot's project settings. It should be fixed now.
This is the epitome of "so bad it's good". Every game is a masterpiece in it's own unique way (altough I feel I get stuck in a wall too easily in the last game, cool rap by the way).
Nice little minimalist puzzle game. It had a nice difficulty curve and having to avoid enemies and cameras was a good addition. Was half expecting the parcel to destroy the roomba robots when it steps on them, but I went right through them...
The visuals, music and sound effects create a unique and mysterious atmossphere and I had fun coming up with prophecies... although I had hoped I would get more detailled reaction out of the customers and a better sense of how the cards and words create the prophecies.
Great job on not only coming up with a original twist on the theme but also executing it near-flawlessly. The only real flaw is, as others pointed out, the buggy Nest button. I also would like to say that the difficulty progression is just about right.
You could put this on Steam right now and no one would think it was made in a mere 72 hours. Amazing work!
A clever and fun spin on Tetris, nicely done. My one point of criticism is that I sometimes end up clicking just outside of the shape, and clicking on its background does not count (thus wasting a bit of time). Would've been better if you could still grab a shape even if slightly misclick.
Nice spin on the theme. You've managed to create different, crazy challenges that form one coherent, fun experience.
There is a surprising amount of depth for a game made in just 72 hours, well done! The background music created the perfect atmosphere too. Ironically, when I played the game the rare resources showed up more often than some of the basic ones...
It was fun to drift around and there's a great amount of gameplay you've menaged to pack into the game in just 72 hours. I do feel being precise is far more important than being fast when it comes to delivering everything on time; I can't score more than 1000 if I prioritize speed and boosts over accuracy. Other than that, well done!
Great little puzzle game. The rules were simple to understand and the atomsphere was nice too. The only thing that's missing is a restart button for when you mess up.
A great spin on the theme, beautiful art style and killer gameplay. The only downside is that throwing the baby gets a bit tiresome after you've done is so many times. Definitely my favorite so far.
A unique platformer with some good art and great mechanics. While the chaser in level 3 was fun to deal with, I never menaged to finish the level...
The visuals look stunning and there's a surprising amount of depth after you get used to the controls.
It must have been tough to coordinate a team this large into making such a well-rounded and polished game in just 72 hours, GOTY indeed.
I loved the random phrases the bear says when you fail and the art is gorgeous. One point of critique: the mash and timed button press minigames look to similair, which confused me at times.
I liked the variety in the environments and the funny sound effects. At times you could easily get stuck and some of the jumps were hard to make, but I enjoyed the game from beginning to end.
The environments look stunning for being created in only 72 hours and the idea and humor were both clever. Great work!
I liked the unique spin on the theme and the atmosphere (and the twist ending). The transitions between the gameplay and story sengments seem a bit abrupt, though: you instantly go to the text blurbs when you finish your last word. A smoother transition would've improved the mood and atmosphere in my opinion.
I like the original take on the theme, the pretty art style and the fitting music. Being able to go choo choo with the press of a button is a nice touch.
Splendid work making the puzzles fun to solve (except in level 3 because of the many rats) and the music is a banger. Well done.
I loved the gliding mechanic and the art style was pretty too. Really the only frustrating thing were the boats. What do you have against pizzas, boats?!
Marvellously written. I think this is the clear winner for the Mood category because you absolutely nailed the atmosphere.
I like tower defence games where you have to do things yourself instead having to let your allies do all the work for you. I do wish there were in-game tips and instructions though, I never made it past wave 4 before I knew about barricades.
That's a lot of content and depth you've managed to crank out in just three days, I'm impressed! My one critique is that the sound of the card attacking gets annoying after a while, plus it plays even when the card does not deal damage.
Even though you only had five hours to spare, you've managed to create a very inntovative and fun little puzzle game. The option to use Backspace to undo the last move could have been displayed a bit more prominently, because I missed it at first and it turned out to be a godsend in the last level. Good luck on your Steam game!
Another incredibly funny Captain Dreamvast game! While the game is very much on the easy side (you can just shoot and collect while staying in one spot), the humor and vibes are both superb.
Such a lovely game. You definely put a lot of heart into this. Unfortunately, I encountered a collision bug where I was permanently stuck in the trunk of the southernmost tree, but other than that: Bijzonder knap gedaan!
A delightful throwback to the NES days. I do think the game spawns too many enemies if you linger at one area, though.
This is the most effective horror game I've played during any Ludum Dare jam, amazing work. I do wish the game would give me more feedback on who killed me and why, especially since there are no checkpoints.
Great puzzle game, I've managed to skedaddle every level, although the last one really made we wish the game had an "undo last action" button.
It's not often you see a multiplayer game on Ludum Dare, but you managed to pull it off wonderfully. Is the lack of audio the result of running out of time?
Clever idea, addicting gameplay and the character portraits look superb. Well done!
A fun little strategy game with great art and pleasant backgound music. I did find it odd you can receive a message that a mine collapsed and you've lost gold, even though I didn't have any gold to begin with...
This game just the epitome of cuteness. When I figured out what to do for the Cosmic Burger challenge, I had a smile on my face all the way through.
I'd like to call this one "Magical levitating burgers"
valuables.png
The trick here is to create a stack of 4+ flags between the burgers.
While I like the goofiness of the game (especially the death scenes), the mechanic of sliding up what I assume are slopes could have been explained better. It took quite a bit of time before I knew how it worked.
Wonderful little game with great artwork. The conveyor belt scrolls at the right speed for me, and I like the little details such as the "Oh no" after dropping an item. I tried figuring out what judge likes what best, but puting every kind of edible item together seems to be the better strategy.
The art looks stunning, the card designs are great and the minigames are fun (although I had to look up the rules for the card battle in the itch.io comments and the shuffle minigame is basically a freebie).
It took some time to get comfortable with the controls, but destroying everything on your path is immensely satisfying. The visuals are pretty, too.
It must have been difficult coordinating such a large team, but you've managed to create an expansive game with gorgeous art to boot. There is, however, a bug in the game where asking about a rumour can soft-lock the game after the first time the dragon asks for gold. Other than that, I had a great time.
Great little narrative game. My only small point of critique is that I feel the game should move onto the next girl once a scan is completed automatically.
Very fun parkour game. Figuring out what the most efficient route was had me hooked, although I'd appreciate it if the game let me retry quicker after I died.
This is, far and away, the creepiest game I've played this jam (in a good way). Was a bit confused at first, but a look through the shop made everything clear.
I see there is also a web build, but it isn't working properly as there is no way to exit the shop. The windows build works fine. Just like any good deckbuilder, there are enough types of caps to create ineresting strategies for scoring high comboes. Overall, a job very well done.
That was absolutely chaotic in the best way possible. The visual spectacle is immaculate. My only gripe (apart from the game crashing) is that some of the sound effects of the abilities can be pretty annoying if they glitch.
Fabulous artwork and music. It's a shame there's only one level and the items are always in the same place. I did appreciate the little joke in the win screen, though.
The amount of detail in the animations, especially the intro and the supervisor, is extraordinary. I love they take everything very serious, yet don't have the money for a proper Ultracam and have to resort to a free trial.
As for the five symbols, I like to name the synbols after animals (easiest way I can recall what they mean), so: elephant bird horse plane manta.
It amazes me how you've came up with a very innovative concept that's tricky to implement, yet managed to program it without any major bugs. The voice acting is just the cherry on top. My one critique is that the novelty lessens pretty quickly: just time and try again for each game (although the final battle does mix things up a bit). By the way, congratulations on helping to find arbitrary code execution in Super Mario Bros!
This game is hectil in all the right ways, the first person perspective really makes you feel like you're the only one who can manage the chaos. Music and sound effects were both excellent. My only critique is that boats near the buoys are hard to see / click on. Sure, you can use the binoculors, but that takes away time from ships you need to signal on the other side of the screen.
I see you've been inspired by A Short Hike and honestly, you may have created something even better. The smoothness of the flight controls, the humor, the voice acting, the visuals... this is one of those rare entries where everything clicks. I normally also give critique but aside from a random piece of rock I was able to fly through, I couldn't come up with anything. Outstanding work!
It's amazing how you've managed to create a horror experience this complete in just three days. I especially like the design of the monster. My one critique is that the response is that the response minigame gives you little room for error. I still beat the game, though.
Your games never fail to make me laugh. The platforming felt good, although the second-to-last level was quite hard due to the bullets being quite hard to see and the spikes at the end. I think you implemented the theme quite well with the 'the higher you go, the more points you get' mechanic, Signal is quite a difficult theme to implement well.
That was genuinely scary. You did an amazing job with the atmosphere and monster design. Shame it's over pretty quickly.
Wonderful visuals, voice acting and atmosphere. Unfortunately, I can't seem to open the safe even with the walkthrough. I got the word right but even after inputting the code from the walkthrough using the dial, the handle woudn't budge...
The drone was fun to control once you get the hang of it and I enjoyed exploring the map. You have to be very careful with the packages though, even the standard one breaks easily.
One of the most visually appealing games I've played, nice work! I do feel some puzzles could've been explained better, give more feedback what is right and what is wrong. The wavelength puzzle took me a couple of tries before I realised what I had to do.
I know all the other commenters have already said it but it bears repeating: the hand-drawn art style is gorgeous. The balance between ammo and enemy encounters felt just about tright. My only critique is that some areas are a bit too dark to see things clearly.
The art is charming and the gameplay, while simple, is engaging once you get the hang of it. I agree with the others that the controls take some time to get used to.
A well-designed puzzle game with quite a bit of strategy to it. The artwork is minimalist yet clean. I think the game would be better if the randomness was reeled in a bit (e.g. not getting mines that are all three of the same colour).
I played quite a few WarioWare-style games, and this one's the best I've played. The visuals, the voice acting and the little cutscene at the beginning are all superb. There's a good variety of minigames here, although 'Consume the product' seem much harder than the others.
On my first attempt, I immediately got the worst ending. On the second attempt I seem to have found the best ending. Great artwork and music!
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I liked how you conveyed the goal, story and tasks using few to no words. The art is cute and gameplay is smooth. The only critique I have is that it isn't obvious the bottom timer is the most important one: it isn't visible during the minigames yet still ticking towards your doom.
I loved the use of laurel green and magenta in the artwork. The music, atmosphere and interpretation of the theme were all great. I've played the web version and experienced no issues. Good thing there is a pause button because I needed it. A lot.
The ambulance was so fun to drive I almost forgot to help the patients. Love the attention to detail, even the minimap looks beautiful. My only complaint is that the game lags from time to time.
The graphics are good and the difficulty scales nicely. One critique I have is that it wasn't obvious to me you needed to close the build menu in order to be able to shoot.
That was a wonderful visual novel with great artwork to boot. You may want to change the default language to English though, as that's what most people here speak.
Tip for non-Russian speakers: click the middle button in the menu to change the language.
This game is the definition of "It's funny because it's true". I do think the game goes on for too long though, it could have been better paced with half the amount of posts or with a better variety as there are only two types of puzzles.
I loved how dreamlike the music and the environment are. The various issues with the game are unfotunate, but making this much in the span of a weekend is impressive in its own right.