FoonLudum Dare ExplorerUsers → pl4typus

pl4typus

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202046Keep it alive👥Keep that dinosaur alive !jam4.004.004.004.504.004.004.004.00
201945Start with nothing👥Planet 7: No Datajam3483.643.183.143.534.164.074.09
201944Your life is currency👥LIFE Corpjam8973.052.873.032.503.683.462.823.08

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 pl4typus

LD44 — Your life is currency

The Last Minutes by Togimaro 2019-05-18T12:55:58Z

Brilliant game. Felt the Undertale vibes.

The work on dialogue boxes and the sounds of them is top quality. Even playing with it in the intro cutscene with the plot twist about who we're speaking to. Nice. Could have been even better if you implemented the ability to skip of make dialogues go faster when they're already read.

Nice atmosphere and mood, really felt the "last minutes" thing ...

You have made a beautiful thing here. :)

Edit: also great humor here and there, that's awesome too!

Seize the Clay by SecondDimension 2019-05-16T09:25:35Z

Well ... What the actual fuck ? I adored your game! It's so creative, unique. Let's you play it seriously or, like I did, absolutely ruin your potery but having some hyper funny in the end :D (that actually made me more money than the pottery that was supposedly more like the one on the picture).

GREAT JOB :D Awesome concept ^^ Does someone of your team or one of their relatives is into pottery ? :question:

Once Upon A Plague by icxon 2019-05-07T11:13:05Z

Nice one. Good take on the theme.

The "exchange life for upgrade" was obvious but you did it well.

In my first playthrough, I felt really oppressed by these waves of monsters and stressed out by not knowing what to do and what were the mechanics but, eventually, learning little by little I achieved to get a way to bypass any difficulty thanks to the slowmotion.

Indeed, on my second playthrough I basicaly just spammed: "1, click point A, 2, click point A, 3, click point A, 4, click point A ; 1, click point B, 2, click point B, 3, click point B, 4, click point B, etc etc" running like that in circle more or less, on the entire map more or less, never playing with the bombs or any other weapons than the rapid crossbow (I don't remember its name).

So even if the first time it was really satisfactory to enter the game's universe and having fear like the characters and really feel that "dark time" ambiance with the Silent Hill vibes ; I rapidly understood how to beat the game easy.

It is not a matter of not enough ennemies or that they came from the same area.

To resolve this problem, I would suggest one or some of these ideas:

- removing the slowmo ; maybe, then, letting us, while we have selected a unit, clicking and dragging to move the units ; or, maybe, letting us select multiple units at once like in Warcraft3 for instance - having monsters that would do smtg else than run onto you, maybe they would hurt the church, eat the blood cubes or stay at one point for some reason, this would make us more proactive and force us to go to them instead of running from them, shooting from behind - changing by a tiny bit each monster's walking speed: this would make the waves not being like straight lines that just follow our path but maybe some strange forms and behaviours.

I appreciated the ambiance, the music and the sound effects are really good.

I also liked the little tweaks like the fact that the 4th guy can have more than 100 health. The micro-management of each of our units' health was also very cool btw, spending time resting at the end of each round thinking "Ok, who will need the msot this health".

And obviously awesome art and also UI.

Overall excellent job, there are some small improvements to do here and there but that's already more than enough for a LD game ;)

A Life's Work by glimaleite 2019-05-18T15:12:29Z

Nice message. I like it that it is a girl that gets the job after ... I'm not going political too much but yeah, "this" work is not freedom for anyone.

Anyway, needed maybe audio but it's ok like it is. The arts are good and the gameplay (which revolves around the idea that came in What Remains of Edith Finch) is neat are works good. The storytelling is well mastered and timed because you shut down the mini games just as we begin to enjoy it, very clever.

Catiro by Riftpoint Entertainment 2019-05-07T21:43:23Z

Hi, unfortunately you made a game about rhythm and synchronism where the music and the beat you want us to follow are not the same. Moreover, the music's beat (drums or whatever) are really not enough readable or metronomic ...

But I guess it is super difficult to make a rhythm game in a such short time.

Else, gameplay is fun, maybe not fine tuning of the patterns (sometime 4 or 5 dodge attacks and you have to wait, it gets boring).

Art is good.

I don't think this is hardcore as you sell it ...

Hammed Robbery by YouBeStrong 2019-05-18T12:40:39Z

Loved it, so fun :D

Nice mechanics, AWESOME sound effects :)

Maybe the mixing of sounds and music can be improved, though. Sfx were loud whereas music was not. Both should be more of less same loudness.

Else, the game is great :) A pig would have been the last thing I could think of for a stealth game, great job ^^

City33 by Mr_Field 2019-05-19T16:59:14Z

Veeery cool game. We need more clever gta like and yours is super nicely done. Loved the art and the musics, keep it up ;D

Btw, I really liked the music. Do you plan on posting it on bandcamp, soundcloud or something? And the use of the silence in between the musics in the buildings was - even if it was because you hadn't the time to create a track for that - super clever: silence is something that we must do something with, it actually tells sometimes more than an actual track. Great job there :)

City33 by Mr_Field 2019-05-20T21:02:24Z

@mr-field Yeah, that healing music is super super super joyful and neat :) Really gives a rest, for the character and for us.

City33 by Mr_Field 2019-05-20T21:24:38Z

@mr-field By the way, have you ever finished your game (I mean, win it)? Cause even though I try to play it as safe as I can, there are moments when the map almost fills itself with those riffle black guys and it's like suuuuper hard to stay alive. It's kind of frustrating.

Hight Point by tangiblegames 2019-05-04T14:50:34Z

Hi,

I liked the idea, but I would say it is not so well done. It is fairly possible that we play your game and ask ourselves a couple of times "What am I doing?". And it's true, the game does not make you feel like what **you** are doing is what the **"you"** the game says is doing.

One way to change that would have to come up with different gameplay ideas : mashing or staying active on one button is not the same thing and could be two separate gameplays (maybe for the guy shooting JFK it would be staying on one button and just releasing on the good moment, maybe for a guy running it would be mashing).

One other way to do this would be by simply giving the letter we're mashing a sense: R for Running, D for Driving, T for Talking, S for Shooting, etc. It is simple yet making us associating what we're doing with what's happening on the screen. Here we're a bit "out" of it, unfortunately.

I say unfotunately because the idea of giving us __any__ moments to deal with is actually a good idea.

The music is really good yet very repetitive for a game that could go long. I would suggest that you associate maybe some or all the screens you got with a soundeffect to make the story more alive.

Also, I really appreciated that you managed to get the difficulty going up but slowly. That's what arcade is all about (check out the game Celeste for that matter). Nice job there.

Anyway, you definitely have good ideas here. Continue this way and don't stop trying to improve ^^

see ya

Hight Point by tangiblegames 2019-05-04T21:19:06Z

@tangiblegames I like a lot the idea of the art statement. Definitely would have stand out of any jam entries. Also would have gained many criticism but would have been worth it because I think it is fair that we express ourselves in videogames this way too. Probably that in that case some twist would have been well received for the player as in some games do (Stanley Parable for instance unfolds a story behind the whole "freedom of will" statement) but maybe not as in other games they don't and that's the point too (Passage by Jason Rohrer).

Anyway. Thanks for your explainations. If you would like to review our game too, it would be cool. I did not do much on it but hey...

Projekt Rekt by AntzTAKEOVER 2019-04-30T22:07:02Z

Hi, man.

Nice graphics, too repetitive music even if it is nice to have some hip hop while doing some arcade.

The twist about using the __remaining__ life to have upgrades is a good idea.

The shooting unfortunately is not well done as sometimes the zombie can be in front of you, not mooving and you lick on his head and it does nothing ...

But still, nice concept and development :) see ya!

Doki Doki Boom Chaotic by fullmontis 2019-05-18T11:28:03Z

So how is this related lorewise to DDLC? Fan side stories are always creepy and awkward, don't disappoint me ;)

Cats get 9 Bets 🐾 by 5you 2019-05-16T09:07:37Z

Dude, the soudtrack tho...!

Haha nice game, cool idea :)

Edit: OGGY's SOUNTRACK on THE PAWTE !!!

Edit2: Yeah, maybe a bit more interaction would be even funier ^^

Drytown by DavidPIxel 2019-05-07T21:21:51Z

Indeed, excellent game. I thiink everyone above said what needed to be said. I think that for a jam game, yours is very complete and proves how much skillful you are to make games.

Appreciate the honesty for the Music category.

Myrrh by bwalter 2019-05-15T09:39:38Z

The save idea is great however the difficulty curve is just way too high too soon.

On note especially: + For a game where you need to avoid things, some collision might be more fluid (I'm thinking the paths over the water where sometime you can be stuck because of a too tight path and you're not going the right direction that is one or two pixels above).

Loved the art tho. Great idea overall and **we feel that there is a lot of love and involvment in this project**, which is super nice to feel.

If you plan to make this something bigger or even reuse some ideas of this, please **try to work on the difficulty curve as it is this that brings the "flow" feeling** that enhances the storytelling and everything ... But for a jam game, very well done neverless :)

Harvest by fingamer 2019-05-17T17:19:50Z

Nice entry. I liked the quality of life features that many LD games lack: working menus, tutorial, feedback when we get hit, some narration to contextualise ... It feels like a real game.

The intro cinematic, in particular, is a greeeat atmosphere creator and you absolutely nailed it. Did you do the music for this cinematic in particular? It was super well done.

Oh and I liked the hero artstyle without the reaper deal so :sob: you should have kept him like that ;)

Galactic Boarder by neontropics 2019-05-14T18:10:14Z

Seems like a super concept but it is too hard to stay on the map and keep collecting the coins. The physics are a bit unmannageable

This is your life now by reuno 2019-05-07T13:50:44Z

Very cool game, a bit too juicy (too much shaking screen etc) but that's ok.

Super interstering to dive into. Makes you think about yourself.

Great job and amazing art direction and polish.

F_NULL by feips 2019-05-07T14:40:08Z

Hi, the game doesn't respond. I can't play it...

F_NULL by feips 2019-05-07T20:59:49Z

@feips Hey yes it worked :confounded: Damn that difficulty ! But great feel :joy:

Lunatic Luke by fidrik 2019-05-19T18:45:43Z

Liked it. It had a Jak3 vibe, if you know that game.

However I felt the movements of the vehicules were not super optimal and I felt also like there was no real difficulty or threat.

But nice concept, I like that everything was revolving around the same Juuce bar.

Library of Madness by ectucker1 2019-05-19T18:54:11Z

Remembered a bit of original Prince of Persia with the controls. That was nice :)

The Steep Price Paid in Grey Dale by kloscunha 2019-05-14T19:59:25Z

Hey, your game seems great, it has awesome visuals and mood for sur, but for some reason I couldn't get into it ... :/ Maybe it was the langage barrier (even if I speak very well english and understands it also very well, maybe some vocabulary was a bit too specific for me) but overall I think it is the narration: it seems that even if two separate people speak, it is like a conflict in the head of only one person ... Maybe because too much backstory there is that we don't unveil (the characters' psyche and their relation).

But hey, don't mind too much what I say. I think I have not goten all of it ^^'

Zap Signal by christina-antoinette-neofotistou 2019-05-07T20:04:46Z

Your game looks so cool! But I don't have a microphone :sob:

Jailocorp by jaywoody 2019-05-18T10:30:57Z

Hey, nice game.

Good grpahics and music, first of all.

Then, the atmosphere was very nice (felt like an Escape Game IRL). And the intro cutscene, OMG, gorgeous. Nice voice overs also.

But I have to say, your game is less about puzzles than about problems. To be less hard and more rewarding, to be less vague and unclear on what to do or how the things are related, you should have worked more on the logical bounds between the elements of your room. Hints, progressive difficulty (think of The Witness for instance), more feedback when stuff are going the right way ... It's a bunch of things to make the whole less random.

A idea could be, for instance, to have some notes leaved here and there from previous subjects that could tell hints about **other** problems, easier one but which have the same mechanic/concept of the hard one that are in the room.

Anyway, overall it's a good FPS game, finely polished. Good job but, to me, you could improve a bit your game design in the way you deliver the problems to make them be puzzles and not problems.

The Tail of the Serpent by Le Slo 2019-05-05T20:57:00Z

Awesome game. I never give my ratings but this is a complete 5 stars for me.

Some good points: - the mechanic, simple to understand but difficult to master - the awesome art direction, graphics and music really act together to display a very nice puzzly ambiance - the quality of life features, the Z button, the possibility to do every level in the order we like - the level design and progression, smooth, we learn by trying and doing instead of being teached, well done - the game feel, I eventually began to thought of myself as a real snake and began thinking "the snake way", figuring out how I could manage my body structure and playing with it was very cool

Some notes: - The second half of the game maybe feels a bit like another game (almost a big truck simulator where you need to park backwards :O) - I figured the trick for levels 16+ quite early: that's the good point when your game mechanic is super clean. - I feel like there was a bit of not knowing where you were going with levels ~8-15 as I felt they were of inequal difficulty. I managed to do some of them very easily while others were really hard. - the few last levels really stand out for me: they're interesting, diverse, use about all the abilities we've learn and teach/ask us to rethink them under a new light, great stuff. - the last level was weirdly easy

One question: - how do you come up with your levels? Is it mainly by designing a mechanic and then testing a bunch of things?

Really, man. Brilliant. see ya

Watt Balance by Coda Highland 2019-05-18T09:47:17Z

Hey, clever entry here :) Liked the music a lot :) Sound effects were a bit too loud but htat's a detail.

Gameplaywise, the main mechanic was pretty neat, original and interesting. But, at the same time, having to wait to recharge was a bit boring. Don't get me wrong, it was nice to go with the lore, but in the actual gameplay that's dead time. (I'm actually writting this comment while my robot is charging haha)

I super liked the level design. It's **amazing** to see that much content for a jam entry. That's maybe too much actually. Maybe you could have reduced the scope of the levels and added more features like ennemies, powerups, environement mechanics and such.

The levels were a bit Nintendo inspired I felt and worked very effectively (batteries not far from power stations, several more ennemies meaning there's something around).

Having to loose batteries to progress in the game was also a very clever idea, in my opinion.

Oh and unfortunately, one time I clipped into a floor while coming down from above and it made me die (I had like two more batteries full). :/

Don't forget to rate and leave feedback on other games to get yours to be more reviewed too. If you get 20 people to rate your game you will score to be in the final ranking list.

Watt Balance by Coda Highland 2019-05-18T22:10:25Z

@coda-highland hey, yup it was the case. Not from the actual ceiling but a bit of velocity yeah. However I was surprised because it wasn't from very very far away. But anyway, must have been enough to confuse the hitbox detection.

Ok I see for the procedural génération. Now that you've said it it becomes more obvious. Great job for having it be so nicely done then.

Life Merchant by Webox 2019-05-14T16:18:42Z

Very nice simple game :) This gameplay could definitely enhanced and become a real game. Great job :) I you would like someone to help you with music or sfx next LD, tell me! ;)

Life Merchant by Webox 2019-05-15T11:36:54Z

@webox yeah, sounds good!

Seed. by AVAVT 2019-05-15T09:22:45Z

Awesome game.

I have gotten the feeling of fighting against myself.

Makes you think about what humanity is doing ... Thank you.

DEADline by SecretPocketCat 2019-05-18T12:36:56Z

Damn it's hard.

I liked the idea that we can type only certain letters in a word to climb faster but then the word disappear if we don't finish him.

However, something (because I belive the positionning is half random) we can have words that we can't go to because others block the way.

Does Money Grow on Trees by Antti Haavikko 2019-05-04T14:16:40Z

Hi pal,

Very good game you have here, and in compo !

I liked the ambiance, the graphics of course, the feel (UI, juice, etc).

Special mention to the ambiance: harming ourselves being the main interaction we have to win the game, plus the whole backstory that unfolds if we're curious enough on the web is really a good idea. What you do here is very clever: you are neither telling nor showing us a story but rather making us doing it (by having us harming ourselves), thus you create a very cool implication for us in the story, as small and vague as it is. Nice work.

Some ways for improvement:

- your sound effects were a bit too high pitched for me

And that's about it, for a compo game, very nicely done.

Please check out our game about robots that has to be fixed: https://ldjam.com/events/ludum-dare/44/life-corp

See ya.

Liquify Bo! by GaryS 2019-05-07T14:21:31Z

Hi, here are some notes ...

Good points: - nice art - nice concept - nice details (those particules for the falling water)

Bad points: - "oily" floor? Not great for master the movement which is super important for a plateformer - super precise spots where to "die" with a non-precise spawning script: plateforms can only appear on tiles if I am right, which can be disappointing because your character does not moves tile by tile and thus you might think being on the good spot while pressing space but the plateforme does not appear exactly where you are but rather on a specific tile up or down from your position - space for "dying" instead of jumping: I would have rather choose Shift or E or Enter for "dying" and Space and Up Arrow for jumping ... - no audio

Overall good game, needs a bit more polish I assume. See u

Darkest Decision by pmarincak 2019-05-07T20:50:58Z

Incredible game. Nailed atmosphere, truly awesome sound effects. Juice is good. Felt the Reigns inspiration with the little tweak "you see the changes only after all decisions took" which is not bad.

Oh and **terrific** character design on this smiley god. (The twist with his true face made my a real effect)

missed messages. by Angela He 2019-05-07T14:57:26Z

Awesome art and music. Great UI and gamefeel. Nice story, could have been shorter maybe. Also, maybe it's just because I just finished DDLC, but your scenario sounded a bit "déjà-vu".

Necromancer 4 Reincarnation by ChrissiQ 2019-05-19T18:37:44Z

You should have implemented a tutorial maybe.

What do YOU want? by Ever 2019-05-15T17:19:19Z

Pas mal, magnifique visuellement et j'adore la musique. Malheureusement, par contre, j'ai pas compris trop comment fonctionnait le système d'acceptation et de refus des offres par les humains alors j'y allais un peu random et du coup je suis pas rentré dedans à fond ^^'

Sinon j'ai bien aimé le concept de jouer le diable et de faire des propositions, on peut faire ressortir un petit côté sadique caché ^^

Pour un taf de jam, gg all vous avez géré :) En plus le menu et le tuto fonctionnent bien, c'est des petits détails mais ça fait tjrs plaisir ^^

Dear Substance of Kin by Deconstructeam 2019-05-14T19:45:33Z

Snap. That is mood building. You guys know how to make stories.

One More Drop by ZAX 2019-04-30T21:55:11Z

Hey !

I'm surprised to see you don't get reviewed for your audio, I thought it was really good. Sound effects were really good and I liked the song that was playing through the game. About that, nice choice to put a chill music to a game that asks for focus and dexterity.

So, about that, the system was really good. I liked also the fact that the game does not begin at first and you can ask the old guy to begin the game (I have spotted there some bug when you skip the dialogues: they become gibberish?). But like other people said, it needed more difficulty.

Begining with low difficulty is more than fine, don't get me wrong. But I began being bored about at wave 4 so maybe adding more ennemies ?

Overall, great game, awesome graphics !

A few other things:

- maybe make the speed boost a little longer and a bit less powerful. - maybe shake less the screen for each effects.

Nice one to have add the map to see where the monsters come from. :)

see ya ^^

Enemy Of The State by Darylsteak 2019-05-14T20:41:44Z

Hi, great hide and seek simulator!

Also super fun game. Liked the meme russian voices.

Pucamuc by Mors 2019-05-17T21:06:07Z

DUUDE

WA SOO CLOOSE

I hade like 9 babies and all the chimkin or almost

Man

Seriously, you have here a **great game** that, actually, can be ported to be commercial. Reminds me of Celeste in a way:

+ simple but effective core gameplay, easy to learn, hard to master + evolutive gameplay with sooo much creativity in the added mechanics + good level design, secret areas, good balance on risk/reward + difficulty + atmosphere + music + art style

**You have made a wonderful gaem.** Don't let it go to waste ;)

Also ! If you would make it less gore with this blood and babies, it could definitely be a great game about frogs! Reminded me of frogs' jumps when I played your game !

Lifelust by MateusBoga 2019-05-18T10:56:19Z

Nice game, nice music score also. You should post it on bandcamp, soundcloud or something.

The gameplay was simple but effective. However it loss interest to me about wave 5 because there was no renewing of the gameplay, only increasing rates of HP, damages and such, which is absolutely fine for a jam game, don't get me wrong, it's just that it's not the most orginal gameplay ever but hey ;)

Oh and the artstyle was brilliant too, I really liked it. It truly made the atmosphere efficient.

Maybe what could be improved is the feedback while progressing: + more ennemy types, + maybe boss fights (same sprites but wider and with more health, demands a slash and cover gameplay that adds a bit of variety to the game) + maybe a bit of plateforming + and graphicaly you could made the blade be bloodier and bloodier (that would have been soooo cool!)

Anyway, great job overall :)

15 Minutes to Live by F1Krazy 2019-04-29T10:03:08Z

Hi ! I've seen your game when you published your title screen and I instantly liked the story!

Now that it is published, some thoughts:

1) great game

2) the story: good job having about two characters each room with one being useful and the other not. Lets you deliver some silly stories behind our own and it works good.

3) the music : really good ... but for 10 loops max ^^' after it gets super annoying. But that fits the "I have only one freaking thing one my mind right now" experience. Plus you were compo so ...

> TIP : did you thought of making some silent moments here and there ? to lighten the repetitiveness and having different types of tension ? (maybe the moment we enter the gym and we know for ...?)

4) the playtrhough : 15min is a bit too much when we run like a desesperate guy across the city, as I did. Thus, I ended the game in less than half of the time (I had like 11min or smtg). So: a) this is cool because I didn't know it until the end and thus was stressed out as intended; but b) maybe to reenforce the difficulty you could strech out the city and/or add more useless people and/or keys and doors. idk

----------

Also : - sometimes the hitboxes for speaking to a chracter are a bit tiny - in the scene with the police officer, at a moment we are speaking but it's marked "polieman" instead of our name.

Overall great game dude !! Really liked it, fits the theme, is not too long nor too boring and you manage to do something that feels big with little. Which is a good sign of nailing compo, in my opinion.

see ya ;)

Hell's reefs by Amour Du Pain 2019-05-18T13:50:04Z

Hey, salut, joli bout de jeu que tu as là. J'ai adoré les graphismes et la musique particulièrement. Je trouvais que le gameplay était un peu bof, mais pour un jeu de jam on peut pas demander bcp plus.

Le travail narratif et d'ambiance est assez ouf par contre, bien joué sur ce coup.

Pour les pistes d'amélioration je dirais : le pathfinding, le feedback (est-ce que les boules des phares faisaient vraiment des dégâts?)

GG sinon :)

Nutty Twins by Supernapie 2019-05-15T18:05:39Z

Hey, super game you got there. I love puzzle games and this on's really interesting. **But** one thing I couldn't bare was that screen shaking all the time :/ it was really joy kiling unfortunately. Considering that the respawn is something that would happen a lot of time, maybe less screenshaking or even none (with some other effect) would have been better ^^' :/

Else, the mechanic was really well thought out. the theme was not perfectly matched but i don't care ... The music, also, was really good. Nice job overall :D

Ente by J0ye 2019-05-07T11:56:17Z

Hi, really felt the Minnit vibes, an hommage, I guess ?

The idea of giving your secrets is extremely interesting and show us how video game can have super creative ways to interact with.

I get that your game can have no other point than speaking your secrets to it, but I feel like something could happen eventually at some point. It feels like we give much to the game, but the game does not gives us much.

It could be seen as an introspective journey, I guess. Well done anyway, clever little thingy you got. Please continue making games, you can bring much to the medium, I think.

99Hearts by barret 2019-05-08T09:02:26Z

More powerups .... More POWERUPS ! ... MOOORE POWWEEERRRUUUPPPPPPPSSS !!!!!! Nah I'm good, not getting too cocky because infinite shields etc. Oh? I'm dead. ^^

So, to be serious, great game. Must have been a challenge to make a system like that in the jam time. The begining, for me, was a bit difficult and I felt the shooting mechanic was missing something (didn't feel great), that was until auto-aiming and increased rate which transformed your game into a Shoot em Up.

I'd have only a few ideas for improvement, because we can always improve ^^ but your game is great as it is. Here are the ideas:

- maybe make your ennemies more distinctives from one to another (color palette, shapes, projectiles) and also from the landscape (more contrast on the outter lines of the monsters maybe?). I'm talking art here, not mechanics. These were good more or less, some ennemies felt a bit similar but that's no problem because the overall cast was diverse. You could, neverless, have added some close range fighting guy that, especially when we have a huge map, would make us run back and _use_ this huge map we've build. - Yeah, that's maybe something also: if you plan to make this into a game or reuse the idea somewhere, maybe consider giving more purpose to the _rest_ of the map, the one we've "cleaned". Maybe shops that don't disapear, heal spots, lore spots, timed powerups, or simply add unbreakable rocks that force us to backtrack a little ... idk

Else, good music and art also. Great job :)

Arrow of Light by sylvie 2019-05-07T09:55:04Z

H

Arrow of Light by sylvie 2019-05-07T09:55:04Z

Hi you two, great job making this game in such a little time. I enjoyed it very much, maybe as much as I would have for a normal non-LD game. I'm an RPG fan after all so.. And that arrow thing was really cool in the end (felt like a true Link from BotW). Here are some notes and thinking I had while playing your game.

MUSIC AND SOUND EFFECTS - neat music, maybe too much waiting in the beginning of the tracks, nice colors (changing instruments), catchy rhythms, special mention to Cavern of Flames that nails the ambiance and feels very “whole”

- nice sound effects

- nice use of the silence at the end

GAMEPLAY - nice controls and mechanics: simple and effective while having some depth (when you can slowmo if you aim while jumping, and yeah I get the BotW reference ;) )

- maybe you could have make us able to aim on top of us

- at the end nice arcade difficulty where if you fail it is only because you didn't get or master the gameplay enough

LEVEL DESIGN, ENVIRONMENT - nice classic nintendo rpg elements: invisible paths hinted

- nice guiding: having very little health, at first, and enemies doing so much damage to us was a good teaching of the need to move ; then this little mini game help us understand we can fire a lot at a time

- the bottom of the lava cave was actually a very clever level design because we had to "overcome our fears", in a way: jumping into lava, then risk to jump again into lava to get to a maybe invisible path on the left... very well done. With the little secret path on the right that leads back to the entrance, good point too.

- nice difficulty management between the middle/end of first level and the second level: beginning to gain more health bar made me felt like I could kamikaze to the enemies and refill my health almost instantly, it was like a vacation ; but when I began level 2, I rapidly understood that this will not work anymore as there were no more that many flowers around... This was a nice managing of my, as a player, objectives and concerns and also my tension and engagement in the game: both situations felt actually very nice, being silly in the fields and running like an invincible suicidal hero and just being silly, but also having to get more serious while the story goes on and I must catch up to be more skillful the level 2. Nice work ;)

FUN, FEEL - nice details: all of the places have names, and even the Tower's name changes depending of how far are you in the story ; awesome little animations (climbing, falling down), the speaking with everyone at the end, that "one, two, three, four" that changes in the musics giving literally a voice to what ambiance is on (may it be challenge, adventure, calmness). All of these things a little things but very cool to notice and definitely adds a "something" to the overall feel of the game.

- juicy life system: many life giving objects as well as many ways to loose it makes our health bar getting down and up and down and up so much it is super fun. Also, super satisfactory feeling about the life meter at the end when I finished the tower with 4 health left and replenished my health meter outside so fast, it felt awesome

- also jumping in lava with all 75 health is super fun :D

IMPROVEMENT POSSIBILITIES - gameplay, mechanics: I believe that two more controls would contribute to a more engaging gameplay. I'm thinking crouching (by holding down on the ground) and felling down faster (by holding down in the air). These would make us more responsible of our dodging abilities and could lead to some awesome and super fun moments. :)

- difficulty: I noted two difficulty peaks that I felt unnecessary/unfair. The first one is the actual first bunch of enemies. I mean really? They two shot you? That's more than harsh. But anyway. The second one is the tower. But this time I felt like to get us more smoothly to this level of difficulty you needed more time and so I can't blame you for it. *

Overall great game to play, well composed with enough content and diverse actions to do. Definitely a stand out.

This is, actually, a game!

A.N.D.Y.R.U.S.exe by Dock Frankenstein 2019-05-07T13:15:18Z

h

A.N.D.Y.R.U.S.exe by Dock Frankenstein 2019-05-07T13:15:18Z

Hey, sorry but I didn't appreciate your game. I felt you were building not much upon nothing. Was that a calculation simulator ? Not really fun ... The story was fuzzy, nothing was explained. Facility of what? Who is Mike? Who am playing as? What is my job?

These are some questions you want to ask yourself when you are building a story: - what is each character's motivation to do what he is doing? - how does the reader learns about the world? - how does the player learns about the world? (not the same thing) - how do I engage the player/reader in each mystery I want to show - etc etc.

Indeed, showing mysterious stuff is enough to make something interesting. You have to get us engaged somewhere.

This is what I believe your game answers to each questions above: - he does his job... Not quite the most original or interesting motivation - throught the computer or Mike's calls, if he can understand a single thing - by having no chance of answering right at some point - by having us choose our password or our name? that's not bad, but you could have use this. For instance, the computer could have tell us our password to make us feel monitored

Anyway, you can check out the internet for tips on storytelling, there are plenty of content for that.

This seems empty. I guess you were a bit lazy because the theme was bad.

Jukebox Panic! by Kaish 2019-05-08T10:03:37Z

Really felt it was a phone game to be. And for that, mouse control was not super satisfying. But anyway, I like very much the idea so good job. Make it a mobile game maybe ?

ORBid by Martynas 2019-05-15T13:14:28Z

**Too much screen shake!**

Jeez, you don't like epileptic people do you ?

I'm not one, but it was so shaky that at the end I had to turn my head elsewhere from the screen and just randomly right click about everywhere

...

Also, quite fun game. But in the end the gameplay was only this: right click. This is because it was more interesting to just have the ennemies suicide themselves against you than to actually shoot anything onto them (except for the bosses). So your action game became a clicker.

+ On point in particular needs to be fixed, in my opinion (other than the screen shaking :angry: ) was the map size. You should make it larger and more diverse maybe.

+ Another one, maybe. Sometime (for one boss fight in particular, for instance), you let us go into the level even if we don't have the required upgrade (speed boost or teleportation) which leads us to a dead end. We have no choice but to restart the game, and that's super frustrating. **Especially considering your game is very addictive.**

Else, the ennemies were more than fine. The concept is cool also. And I really like how you handled teleportation here.

...

But, damn ... **That _screen shake_** :worried:

ORBid by Martynas 2019-05-15T13:14:28Z

double post error

The Trade by chickenpt 2019-05-16T10:11:36Z

**Hi. I don't know if you are artists, trolls or prophets. **

Two times I achived to be in the late 95% but my computer made appear a window in front of me which made me begin all from scratch, again. I'll take it as it is: I had not to see what's behind this loading bar.

This is actual meditation, at least it was for me. Thanks for bringing it to me. Your description is no lying ad.

Oh, I hope you guys are familiar with her work, btw.

https://www.youtube.com/watch?v=TFSr_6CTeOM

Now, I think you are the three together. That's beauty.

"Beauty is in the eye of the observer"

Slime, life, time, money. by gamefive 2019-05-14T20:58:57Z

Hey, that's a pretty good game I must say. Also, it's cool that you made it on Scratch, very original. It tells everyone that you can do big with little.

I like that time is something to avoid. Tells us that time is something to be aware of.

Annabelle & Annabelle Otherworldly Meats by snowdozer 2019-05-14T20:17:47Z

Awesome game, great art and music !

Love the two-rooms two-atmospheres idea.

Overall the mechanics are well polished even if their are some bugs like the monsters spawning or the big monster's sprite that is a big red square. [edit: oh, it was intentionnal ... and fun, actually]

Anyway, great job you two.

Annabelle & Annabelle Otherworldly Meats by snowdozer 2019-05-19T08:28:33Z

@snowdozer yeah it does

power+light by Johan Alexandersson 2019-05-14T18:06:13Z

Super game and super concept. I only regret that some wall hitboxes are a bit hard ... The "you pay for what you see" is, on the other hand, a great mechanic.

Death Note Teaches Typing by pke1029 2019-05-15T17:22:20Z

Hi, mmh, your rar folder doesn't seem to like my extractors (izarc and freearc). Got any idea? Any web html5 stuff or an other download ?

Death Got Your Girlfriend by Hermitao 2019-10-08T15:47:32Z

hey, seems like the rar file on itch.io is corrupt ? I can't open it with WinRar or IzArc.

Don't pay with your life by Majadroid 2019-05-14T16:38:21Z

Hey, very nice game! I was pleasantely getting really invested in your game. I liked the upgrade system, it was like in old school action rpg games: they came at the right moment and felt very usefull.

Your level design was also pretty good. Some points were a little "meeh" but else it's fine. Also maybe you could have added like a sound and visual feedback on when we loose HP between each level. + maybe more NPCs here and there to tell silly story, it would have been cool ^^

Anyway, very good game and still simple, great job :)

Heal Zone by Skylark721 2019-05-07T07:53:10Z

Hi, very nice game (:

I especially liked the fact that we don't destroy but rather move the "ennemies" or blocks. Then, actually, the physics are very well done and some funny things can happen when there are many blocks that come but they begin to get pushed back by the other blocks you just shot.

Eventually, this could have lead to something even funnier where blocks become bigger and/or more circly so the gameplay would evolve from just "shot everything that comes by" to "shot those things in a right angle to make them block the next ennemies".

The upgrade system was well thought even is maybe too thin.

great job overall, see ya

Drop of life by dusterherz 2019-05-07T11:20:43Z

Hi, your game seems really cool but I can't launch it on WebGL. Is it just me? Do you have a dlable version?

A Cup's Life by Anderssonkev 2019-05-15T10:06:30Z

Awesome music. Absolutely gorgeous, fits the atmosphere, also the menu and ending theme. Nice.

About the art, it is cute, nicely done. Not my cup of tea ( ;) ) but it's very good work :) (idk if the "cup of tea" pun is something you say in english)

**BUT** there is one BIG problem with your game: the level design. If some say it is well thought out, I argue that there are some problems with it: + First, your level design is movement perfect for most of the screens, which leads to strange things: I felt that because I finished the levels with no health, this god-figure that replenish your health at the end of each level was the only thing that made me progress in your levels, not my own movements, choices and decisions of micro-managing this health bar. Maybe you could have given a bit more freedom for your player, this god-like figure giving then not always the same amount of water but would give water until we have a specific amount. This would lead to the player having to "make his path" through the levels and yet having to do with "what you gives him". Other elements could go in this direction: seeing above ennemies of water bubbles how much they require to pass trhough or how much they give you, and if this leads to a screen that you can entirely reads before going, you can add difficulty by making one level two-screens, or making the ennemies moving ... + On this note again, I said that **_most_** of the screens were movement perfect but not all. This led me advance a level with one health less than what was required to beat the level. Thus, making it impossible to beat (level design bug). I had to reload the page to go to this level again with only the right way to have all the healths required...

Well, tell me what you think ... Thge last point was clearly a bad experience for me but hey, it's a Jam game ^^

MoneyBag by Chameleon 2019-05-19T17:36:42Z

Hey, I actually really liked your game: the weird charadesign, the nice secrets that are puzzles (oculd have been more but still is very ok), and the idea to loose some health to progress is, in my opinion, super clever.

Nice entry ^^

Forgotten Keep by burst 2019-05-15T17:57:29Z

Hey, awesome game, would have been awesomer with music and sound effect but hey you were alone.

As you were not Compo but Jam I would suggest you had taken a good free score from the internet, there are plenty (this channel for instance: https://www.youtube.com/watch?v=CUZfbROgnN4&list=PLobY7vO0pgVKn4FRDgwXk5FUSiGS8_jA8&index=41 ).

Also, if you want a musicmaker for your next LD, if I'm not teamed up already or by myself, don't hesite in contacting me a few days/weeks before the event...

Aniu on the mountain by belug23 2019-05-07T13:56:48Z

Hey, I didn't quite get everything I assume. How do you get more snow ? I believed I gained more snow each run but without me doing anything good or bad.

A bit confused. Maybe try to improve the guidance?

Current_CE by zoneoutapps 2019-05-08T10:10:16Z

I don't get how to make the battery bounce.

I don't get where I am supposed to go.

Nice music and definitely nice concept but something is off to me.

¯ \ _(ツ)_/¯

Divine Worshiping by Maxime Cyr 2019-05-14T18:38:01Z

SPEDRUN.jpg

Well, I had fun.

@tempii your WR had been overcome ! AND with less sacrifices ... My religion is better than yours.

Protect The Dungeon by MashUpGames 2019-05-07T14:05:59Z

A bit slow, maybe you could have added a "fast-forward" feature. I'm writting this comment while the game is running, we spend most of the time waiting. Not very cool ...

On the other side, I super enjoyed the whole upside-down thing: being the vilains that must defend your castle is great.

Blood and goods by selewi 2019-05-08T09:55:11Z

Awesome game. BUT !... I definitely think it has to be more finely pitched.

Several things that could be consider to polish it a bit more, most of them are quality of life features:

- while we mouse-over an icon, some little window could show up to remind us what it is for - on the web version, the game stops when we change window, that is unfortunate especially considering that the game over screen is super long to pass (it was actually faster to reload your page ...) - if you consider pursuing th development of this (what I think you should, it's definitely a good game), consider making the QTE not AQZSED based but maybe, with a controler, ABXY based - about that, maybe you could have made the first 10 levels only 4 buttons QTEs (maybe AQZS) and the rest of the game 6 buttons QTEs ... To make us accustomed to the system ...

Also, on the difficulty and the balance: - I think that the system is not quite well balanced, but I may be wrong. I feel like the first encounters are **super** decisive for the rest of the game and that the first merchand also. About him, sometimes he can offer you (the first merchand), stuff at like 14 or 15 HP to trade, wtf? I had like 6...

screen blood .jpg

Here, for instance: WTF ?! This shit spider deals fucking one-shots per second !

Most of the time, it was more interesting for me to trade my blood instead of fighting... That's good in the few first rooms because it make an atmosphere but man ...

This is what I think after playing it a bit: you challenge us to kill the ennemy before it can attacks us because most of the time he deals more damage than he asks for blood. You should make this maybe a seoncd-part of the game feature, after a checkpoint maybe, and let the first few rooms of the game be: if you can kill the ennemy within two of its attacks, it's still interesting to fight.

Or I am just super bad :sob: Nah, definitely, sorry, I have tried many times and still, meeting a two shots spider in the first room that I need to kill within less than 5 seconds is not fun at all, only frustrating. And I'm serious calling it not fun: I don't find nothing enjoyable in keyboard-based QTEs. Especially if the letters are random. What **could** be cool, on the other side, would be that we need to type a certain word to kill the monsters. May it be curses or power words are we would have been a wizard or smtg. Then the QTEs would be fun ...

On the other side, HUGE musical track that evolves quite like it should be. And super nice art. And UI also. Keep those up.

The Walking Sim by dracodi 2019-05-14T20:49:34Z

I actually liked the music.

The Walking Sim by dracodi 2019-05-14T20:50:07Z

Oh and definitely top 10 anime plot twist.

Glass Cannon by Pyoid 2019-05-14T21:25:58Z

Hey.

It was not a very good game to me. Most of my gameplay was clicking on the shop, then clicking on an upgrade and doing i this over and over, plus having the map moving while I was clicking because the ship moves while I click.

So the shooter gameplay became a clicker gameplay with some epilespy not-friendly display.

That's unfortunate.

Game design-wise, waves were too long to wait for when we become overpowered (about wave 5). Because we can go on an infinite map or almost infinite and because waves change only when we finish on, and _also_ because ennemies have **nothing to do** with the upgrade system: **we can be overpowered at wave 1**. That is everything but a "progressive" game design.

Also, because the screen is too short, ennemies that come in late-game waves can appear like instantely on your screen + you can shoot an entire wave of ennemies without seeing them ...

_

On a more bright note, the sound design and the sound track was gorgeous. I liked the pixel art too ...

I believe there was a good idea here, but it needed more quality of life features: the shop screen maybe pausing the game and not making us get a epilepsy attack ; the overall size of the space ships smaller or the displayed area on screen wider ; a better wave system with less waiting.

The boss idea each 5 waves was cool, neverless.

The Money Hole by miu 2019-05-07T18:54:01Z

Hey guys. So, I want to say the plot, the concept, the idea, whatever, is a really good and clever idea.

If I understood right this boy/dude/spirit (? what's up with that "I'm not a boy" thing btw?) stole or had a wallet which was curse and every penny he had inside was like a part of his life? Am I right?

Then, a guy makes a hole in this wallet which leads to the hero having his life taken away as long as he walks or do things which causes his money to be lost. Am I still right?

So, anyway, if I am indeed right, this is a **great** story. No other game I have played on the jam had an story idea that brilliant. I am talking _story_ idea.

Unfortunately, what your game lacks (and that's why I voted No to your poll) is that you don't lead this idea nowhere. Your "game" is actually just a mere playable cinematic. The idea you got, your concept, never was transformed into a gameplay mechanic, I believe. I may be wrong, though.

On second thought, I think you should definitely pursue this game and make it longer and thicker but if you make something out of this key idea: the pierced wallet.

Here are some suggestions or thoughts on how to develop that: - the hero could have to do some jobs to earn money. As this money gets lost every few steps, he'd have to think ahead of his movements and do the strict minimum to get the job done and, thus, be paid. - then, some trade system could be interesting: let's say that to leave the curse he has to go somewhere far away to meet a curse lifter (may it be the Witch), then it would be cool to have, all the way along the journey, nomad vendors or normal vendors with which you could buy things (food, maps, horses, etc)

Generally speaking, these are some thoughts on your game and your story: - what was the point with all these characters? instead of giving us a vast cast of characters we don't know nothing about (the child, the barmaid, the guy in tuxedo, the hero also, the witch), you should give us few characters but make clear what are their relations to each other, their personal motivation and why/what do they have to do with the story you're building. Too many of theses characters seem unjustified and arbitrary. I'm thinking of the Witch, for instance, what's with her? She resolves all the problems just like that! "Magic" is not always the good option to follow when you resolve the narrative tensions you've build. Instead, try to think of your characters personnalities: shall they fight? negociate? forgive? flee? etc. And if you trully want magic to come in, explain it a bit more. Let it be mysterious, it's not bad, but make us understand that something is happening and not just by telling us: "Oh, ok, it's done, magic and etc.". - I really think you should ditch or at least change a lot the fighting system. If your game is about currency and life, why bothering having this fighting system? Yeah I know it's RPG Maker. But then you should ditch it maybe.

Overall, the art and the music were good also, did you do them or was it from RPG Maker?

Anyway, I hope my comment was helpful. Please feel free to respond to me, your idea should be digged a bit deeper.

See u

So-called life by Kamila 2019-05-16T09:14:25Z

So called game huh ? ^^ Nice soundtrack btw and UI too. The concept is nice also, a bit provocative but hey :D

No More Bleeding by JM Studio 2019-05-07T19:09:27Z

Hey,

Nice cinematic plateformer. Awesome graphics and music and sound effects. Special mention to the intro cinematic and the menu screen which were super super gorgeous.

However, you should have improve the feedback for the plateforming gameplay: getting down after a jump triggers an animation that taaaakes tooo much time to let us play again after.

But hey, well done. Really, this mood and the idea behind it, great job.

LIFE Corp by pl4typus 2019-05-07T14:36:04Z

@sylvie Hey! Maybe you'd want to stay away from it a bit to observe its pattern ;) And then sneak out the right time as you said :)

@franciszek-pyrc The environment should be your ally in this task!

Thanks for your feedback everyone.

LIFE Corp by pl4typus 2019-05-15T09:21:03Z

@goosyberry @cheesepencil I wrote some tips in the game description on this page.

Thank you everyone for your comments and advices!

LIFE Corp by pl4typus 2019-05-18T11:30:57Z

@jaywoody @drskort @pequenodev @webox @fear-games @multiplexor Thank you everyone for your comments :)

@chameleon Must be that. Thanks for pointing it out.

Escape from Hell by Becher 2019-05-11T17:08:14Z

Hey @becher ! :)

You got so much feedback I won't be long, your game is great and super creative. Obviously you nailed the programming too. However I must say I miss some soundtrack or sfx for your game.

The idea is actually very very awesome and would be perfect for a true game with storylines, soundtrack, exploration elements (maybe between limbo and real world, one affecting the other). There's **_definitely_** something to dig further here.

And hey, I really like what you're doing. **If you feel that you need someone to make music or sfx for your games don't hesitate to get in touch with me ... **I'll try my best to make something that would suit what world you wanna create.

Great job, anyway. You've got talent man :fist: see ya

Faustian Sands by Seb Jones 2019-05-07T12:42:42Z

Nice one, I liked the ambiance and all but already at my first attempt I had no reason to sell anything to the man and "won" without suffering from nothing. I guess I have made just the right choices.

Nice take on the little animations to get in the mood while it is just a text game.

KNIFE=LIFE by QuadApe 2019-05-15T20:14:04Z

Hey, after a lot of really harsch defeats, I became a lot more aggressive and finally completed your game. This is my time, I suppose it's good comparing to the other comments.

I have a few suggestions however: first **less screenshake**, please, I beg you, there are too much games out there that use screen shake like it is everyday food but it's really annoying (healthly speaking, and i'm no epileptic ... :/ ), plus the flashing lights when we upgrade ... argh !

Second and third suggestions then I'll go good points. I'll say the music is a bit repetitive after a while. Also, some checkpoints would have been of great interest here for a casual playthrough and not a speedrun.

**Good points now, yay !**

So basically your game is awesome: loved the feeling of the gameplay, which is something quite unusual in jam games. I really had the feeling of being a baddass ninja doing fancy moves like a boss and surviving super close to death so many times. Felt AWESOME. A bit too much tho. (Your game is very addictive 🤪).

About the slowmo mechanic, I wondered if it would be cool to have the whole game be slowmo (ennemies and their bullets too). I don't know, it needs testing i assume. But what you came with is already good enough.

Else, the animation of the character and its style is grrreat. Loved it. Nice job.

This ... actually ... could be continued to a real game...

KNIFE=LIFE by QuadApe 2019-05-15T20:14:04Z

dble post sry

KNIFE=LIFE by QuadApe 2019-05-19T22:15:41Z

Oh yeah, forgot to upload that

sped.jpg

Also, what do you think about reducing the epilepsy inducing features (flashs of white, shaking screen)?

KNIFE=LIFE by QuadApe 2019-05-21T18:52:51Z

@quadape I've only played the first version of the game I think

. by goosyberry 2019-05-17T17:27:58Z

Dude I got E, wtf ? My abilities were awesome !

Our Dear Friend by Wildebeest 2019-05-14T17:10:43Z

Excellent game! The difficulty was likable even if, in a real game, it should been increasing slowlier and with save points.

Overall great art, music, and obviously mechanic.

What you nailed is really the "what my mechanic means to my game" question. Here, having the hook meant not only moving but the ability to slowly descent the level, kill ennemies, move faster, lighten some areas, etc. Clever stuff, keep it up :)

Victor Spumante And The Raindrops of Burgundy by gimblll 2019-04-30T11:17:45Z

Hey man, awesome game you have there.

Really, it was sooo funny. Your imagination is one of a kind ;) And, actually, not so "crazy" as it may seems. This idea of selling your blood to vampires was brillant in the end, regarding the theme !

And how you put the things to go weird little by little is also very clever. Me and my GF would play your game and see the "limb" button appear. We click on it naive as we are and it was just several minutes latter that we stopped, looked at each other and were like "are we really doing what we think we're doing?"

Haha excellent game dude, and you tell everyone a great lesson : do not take you too seriously ;)

see ya

PS : oh yeah and btw, AWESOME MUSIC man ;) "Victor Spumante" :D

Slice of Scythe by Miyolophone 2019-05-07T20:00:21Z

Never had this fun while doing the groceries.

I actually wanted to redo it instead of taking her soul.

Anyway, good game, my remarks: - too much shaking in the intro cinematic - awesome art and also music - very nice mini games. i must say that individually, each of them is not super fun or interesting (except for the grocery one, please make a whole game about it, I'm serious! :grimacing: ) but them, all together, plus the UI of the pannel and the storyline makes a very good whole with an awesome feel: you did much with little, which is (in my opinion) the goal of LD so good job :)

LD45 — Start with nothing

Uballto by Omiya Games 2019-10-15T15:48:43Z

awesome entry ! so much potential here

Meet Meow by Kappa.B 2019-10-14T08:57:32Z

Hey man, I'm on win7 and I have the same pb with item clicking.

Else your game is great (purrfect as I would say) and even if I couldn't beat a single screen, just the joyu of clicking the cat to make it sing along the song was very satisfying. Details are the best :)

Also, why in the hell would you cut the music out (especially a good music like that?), i'd have it on filter or even unchanged because that is very unsatisfying :'( meowmeow is sad :'(

Soundmarine by Dustyroom 2019-10-13T08:52:39Z

Ridiculously good game for a jam. Superb art man ... Superb. Loved the drums on this track, rmeinded me of Lena Raine's on some Celeste soundtrack.

Gameplay wise it's kinda Rez meets Soundscape, Beatles Yellow Submarine style. Brilliant.

The navigation especially feels so good, just navigating trhough your game is a pleasure ...

Improvement ideas: - camera follows a tiny bit the user because on the edge it can be a bit desorientatintg.

Congrats

World Collector by Joe Williamson 2019-10-15T17:39:32Z

So yeah. This is a game.

Publish it.

lotor by torcado 2019-10-17T11:43:08Z

Suuuuper cool game. Wished there was a checking on how close kill-object spawns next to the player spawn point because there was a lot of times were I couldn't play the levels because I triggered an instant death collision when starting the level.

However the whole idea is unbelievably well executed. This is potentially a real releasable game with an aesthetic similar to Baba Is You's.

The amount of new mechanics that comes one after another is impressive. Wished there was music tho, although the sfx were nice.

The bonuses on the placing phase (seeing what we can place, removing objects) is well-thought and even if rng-based is ok I believe it could be bonus-objects we could collect in previous levels and thus use them willingly in the placement phase.

You Gotta Be Kitten Me by Silas Reinagel 2019-10-14T07:50:45Z

Unfortunately, even if the score is super good, music seems to launch at random. Many times I had a boss that I fought without sound and just when I am about to kill him the music comes in... No title screen music either...

Gameplay wise it was fun, moving plateforms were a bit clumsy at times especially when they were many. The controls felt bizarre but worked somehow. I believe, however, that the coolddown for the dash was too long (especially on some rooms where we had to wait for it).

Because there was no sound nor visual indicator, knowing when we hit the ennemies was difficult.

But great game overall :)

Build Yourself by Ygor.arts 2019-10-10T09:57:14Z

Where can we play the game ?

Color me Blind by Re-Markable 2019-10-14T08:26:56Z

Superb idea, loved the cell-shading at first, I was waiting for the elements to stay that color when I choose it, instead it was a filter on a texture. it was not what I expected but it was ok too.

The music was great too. Could have been a bit enhanced (some reverb effect here and there, basslines, etc) but it worked perfectly jsut like that.

Really liked you game guys.

I think I love games that let us be creative ^^

ØJE by Gaming Night 2019-10-13T13:34:43Z

Super good take on the theme, you actually manage to make smtg out of it!

It's fantastic to see that you made layered level design and it would have been more awesome with layered music that pops out one by one as we get more plateforms and ennmies.

Sosig by Mors 2019-10-08T11:59:13Z

Reminds me of this old MGMT t-shirt logo https://www.depop.com/products/mothxencounters-mgmt-t-shirt-xs/

Sosig by Mors 2019-10-10T12:29:52Z

Hey, your game looks great but my ooooold Nvidia GTX 280 doesn't support it ^^' Do you have a gameplay video ?

Sosig by Mors 2019-10-10T14:12:57Z

Sans titre 1.jpg

It does that

Inspiration. by F1Krazy 2019-10-14T09:35:58Z

So, hey, nice to see Vance make his come-back.

I thought it was a well made game.

Rarely I think mise en abyme games are to be made, usually they are "too much". But htis one's humble and simple, I liked it.

What could have been cool is that the list we have by pressing B (that I discovered at the end, unfortunately) we could have ideas and not the stuff we have.

Overall, this felt tinier and with way less tension (and thus implication, in a way) than your previous entry that I loved so (15min to live). But it has its style too in a way.

And also, I didn't have any music, was it intended?

Zero/Hero by Beshr Kayali 2019-10-10T10:30:29Z

Hey, so the controls are wacky and it is very difficult to enjoy exploring in your game. Level design wise the last room was not so bad when, after a few attemps, I realised that all the blocks (that I was affraid of previously because I couldn't get a grip on how to navigate properly in your game) could help me navigate more or less easierly when I could manage my jumps and such.

I'd really try to improve, first, the movements of the player: walking feels inconsistent because of the glassy effect (try to make the player stops more or less when he stops pushing the button or else he will get frustrated for nothing), jumping feels inconsistent as well because we don't get exactly when it's higher or not.

Also, collision are not perfect (sometimes you can't jump because you're too close to a block). But that's forgetable.

Having difficulty in a game is far from a bad thing, when it's thanks to the level design, but having difficulty in a game because its gameplay is clunchy, is not so pleasant (imo).

I felt a I Wanna Be The Guy vibe unfortunately when I would have wanted a Tower of Heaven or Celeste vibe in this plateformer.

The art was nice (although the character seemed not scaled at all with the environment, even at the end), the TV effect very cool (keep that, play Katana Zero to enhance and pursue this idea), the music was nice although repetitive.

And overall the vibe is cool too. Well done :)

The Firebrand by selkkie 2019-10-13T18:32:12Z

NARRATION ~

So, at first I was like "hey that's pretty cool". The art was amazing, the music felt right in place.

But then, fairly quickly I became bored. I thought to myself: "Begining out from nothing is good, when you make something out of it" and I was frustrated because it really seemed to me that we were going nowhere and it was just another badly-written conversationnal simulator. The dialogues felt out of place and unrelated.

I was hooked because I thought it would be an investigation stuff (Phoenix Wright syle) but it was more of a conversation to unfold thoughts of characters.And because I didn't relate to the characters emotionnaly, because I didn't know nothing about them, those thoughts felt very cliché and useless for the investigation.

However, by chance, pieces began slowly to put themselves together. Really slowly. But enough to catch my attention. It was merely when, digging my character's backstory about his nickname, I stumpled across a key-word that seemed out of the blue but led me to useful and meaningful informations about the case. That was brilliant.

After that, I felt emotionnaly more attached to the story and -some of- the philosophical thoughts felt great. But too much of them was really anoying at last.

So yeah, felt nice, at last. But there is waaaay too much text (and useless ones). Hence, the end felt unfair when I digged not enough informations. Punishing the player for not reading ALL the possible key-word with a bad end is, in my opinion, brutal and not cool. Don't get me wrong, it's justified, lore-wise, but unfair gameplay wise. I felt it was really too much.

About the story, also, that sci-fi thing with the powers felt so out of the blue.

Sometimes, less is better. There is, in your game, a very subtle and distant feel of Kafka's The Trial. And that's super nice to see, and you could have digged that way instead of doing "like everyone" and throwing inside sci-fi elements at random ...

Finally, even if it's something very little, when there's this much text, making some kind of change here and there in the situation and/or gameplay help A LOT not getting bored: music change, environment change, a character gets up and looks at the window. It's small details but they make the player breathe.

OTHER ~

Gameplay-wise, we could use: accelerate dialogues by clicking, doing dialogues twice.

About art: awesome, really hooked me instantly. The animations were really great.

The music is a bit repetitive but fits well the atmosphere :)

PS:

Yeah, just a little edit to say that your game is a very good game and especially for a jam. I juged it as a real game moment/scene, that's why I sounded so harsch maybe. But as F1krazy said, be proud of yourselves. Creating and unfolding a story is not an easy thing and, for smtg made in 48-72h, it's very very good and prolific. Well done.

Strange Adventure by randdir 2019-10-15T19:00:21Z

I get this when I spam up and down after choosing to show the book to the shadow

``` Error

tools.lua:56: bad argument #1 to 'getn' (table expected, got nil)

Traceback

[C]: in function 'getn' tools.lua:56: in function [C]: in function 'xpcall' ```

Hey, that's pretty cool neverless :) Nice ambiance. Need more content maybe? As other comments say, the music is very good but not yours right?

0 to 100 by TheMoonrise 2019-10-07T10:32:05Z

Very clever.

Next time you could use some anticipation for the ennemies : hint where they are appearing by making dotted ones appear seconds before the real ones so that the player doesn't stay at there spawn point or (in the case of the moving square) outside its boundaries ... (so that he doesn't loose a life for nothing).

Except that, very nicely done. Did you make the music yourself?

Snowball by blotosaur 2019-10-13T08:04:02Z

Nice, very fun little game ! The jumping is not always consistent because of the shapes of the side of the moutain. Nice audio also, liked the cymbal sound for when we touch trees. Also, liked the fact that what was obstacles became no obstacles at the end, very satisfying. :)

Ürsoup by J0ye 2019-10-13T08:36:02Z

Hey! Not bad! I liked to be the one to pursue the red ones after I got bigger and with teeth. Darwinism right?

About the red ones, actually, make them more clear. In the dark Ursoup, I couldn't see them right at first ...

And yeah, the music, is a good ambiance ^^ I guess ! Lovely design for our chara, tho.

No Game Here by Cpokered 2019-10-11T19:40:01Z

It didn't worked for me, the aspect ratio thing didn't help ... What was I supposed to do ?

Robbie by Crochar 2019-10-15T18:11:55Z

Nice, felt very polished! Especially the animations that were details but still very relevant.

The level design and the mechanics are awesome for a 24h game. Especially the navigation felt very rewarding with all these springs the lead one to another.

The begining is also very polished with a nice level design : we see things we can't access for now and feel the reward when we can access them later.

Bravo misters ;)

Missing Entry by cyriaque 2019-10-14T10:18:40Z

Dude that's brillant!

I agree with some other comments: throw this on reddit or on facebook it's gonna be a ton of fun.

Then you could add shortcuts to go faster to some point of the story :)

Also you could create the ability to end a branch after some points (say, 10 branches without end) and never have the 3 possibilites be an end.

Also, if you go full on that way, it could be cool to have accounts so we can make changes to choices we created (escpecially to solve first try issues)

ColorBound by Youkool 2019-10-10T10:56:35Z

Très sympa ! Globalement le level design est bien pensé, on a le droit à un mini-metroidvania sur le thème du daltonisme, très bonne ambiance.

J'adooore le chara design de la petite grenouille robot.

La musique évolue (cool) mais est un peu trop répétitive.

Il y a quelques bugs mineurs ici et là mais rien de grave.

Beau travail l'équipe !

Un point que j'ai particulièrement trouvé innovant : ce n'est pas seulement nos capacités qui évoluent mais aussi ceux des monstres, trèèès cool (et on peut imaginer plein de développement là dessus).

CELL WARP / セルワープ by irock 2019-10-12T18:57:27Z

I actually couldn't get a grasp on what was going on with these mirors unfortunately (it felt really unnatural while being central in the gameplay ...).

Sorry ! (I'm a puzzle gamer usually ^^')

Grand Prix Nothing by AxelOlivier 2019-10-14T09:09:50Z

Euh faudrait penser à écrire les messages en anglais dans votre jeu ^^

Tain sinon pas mal, j'ai bien aimé la musique (surtout le vroumvroumvroum qui va avec la mélodie haha) mais c'est juste trop dur ! Die and retry ok mais quelques checkpoints par ci par là ce serait pas de refus ^^' La maniabilité savonnette aussi :p :/

Bonne idée sinon :) j'ai bcp aimé comprendre qu'on n'est qu'un gamin qui joue aux petites voitures dans son salon :)

Sneeter by bubblewandgames 2019-10-08T16:29:11Z

Definitely would really be great with a nice music. But however, the game is pretty fun and the sneets we come up with are really hilarious sometimes.

I don't get the score system tho but who cares, sandals with socks must learn to put on socks! That's important !

Nothing is my car ! by T-Bo 2019-10-14T10:29:34Z

I'd stop spawning one part of the car when the player has it. Except that, the concept is pretty cool and nicely absurd at the begining when the pilot drives with nothing.

The music is ... quite ... something ^^'

Boltzmann by Hermitao 2019-10-08T16:05:38Z

Hey, seems like a nice game but it crashed (and froze my computer for about 20 min but whatever). Liked the music, although simplistic. I wonder if it gets enhanced as the world gets enhanced. Cool idea overall

BoBoBot by bigwhiteshogun 2019-10-11T20:27:16Z

Good entry. Improvement possibilities: - camera (always centered on the character can be a little unpleasant at times when it moves too much while jumping or when you can't clearly see what's going on until you rech this point - more crazy things with the magnetic effect (using the repulsive effect to jump further maybe, for instance) Good job everyone:)

Memories of Eleph by Leandroc 2019-10-14T19:03:40Z

Wow. This is probably the best game I've played so far.

And I'm not kidding. The ambiance felt finely tuned, the difficulty is challenging but not too hard (though I abused the stone throwing mechanic instead of using water in the last room on the left). The story was so well delivered, humble and eerie but nice. I LOVED the artwork, both the chara and environment design was so beautiful for me. (Dude that elephant is cute af ... I love it)

Could CLEARLY be expanded into a true game. I instantly picture the backstory of this elephant, he's like the Ugly Duckling of his kin (because elephants do normally have good memory, right?) and we could iterate so much on that. I love it.

You have kind of a Zelda's gameplay meets Celeste's narrative vibe (well, a tiny tiny bit of Celeste's narrative).

I'd love to work with you on future project if you'd like? I'm a composer and sound designer (I guess?). I've worked on two Ludum Dare. Check out the soundtrack I did this ludum: https://soundcloud.com/pl4typus-dude/sets/planet-7-no-data-soundtrack (don't hesitate to check out the game through my profile page)

Either way, huge good luck on your future project @vcesauron @fredbernardo @leandroc , you guys are talented :)

SYNTHMAN by Feingehacktes 2019-10-15T16:16:56Z

I'd like the synth sounds to be more pleasant and more in tune with the soundtrack.

I'd like the ennemies to be true ennemies and not just rats.

I'd like checkpoints.

I'd like the visualisation mechanic to be prettier and more in adequation with the rest of the graphics.

I'd like a bit of story.

But that's already not bad.

Seedvilization by graslany 2019-10-13T08:25:34Z

Very good little game, fun and with solid physics and mechanics.

Improvement possibilities :

- sfx are way too much louder than music, reduce them - a little map to show the number of levels

Congrats

Lucifer's Rise by hydrate 2019-10-13T09:30:08Z

Felt like a fine capitalist. Understood why you named you chara Lucifer then.

My name is JIJI by Paultergeist 2019-10-13T07:54:21Z

Pretty, nice story and narration, nice music. Really enjoyer it (although understanding the controls was a bit hard at the begining).

Learning the Human by Savvy Community 2019-10-14T10:54:57Z

Very good ! :)

Learning the Human by Savvy Community 2019-10-14T10:55:57Z

I feel indeed that it is a game that could easily be spread for children to play and understand its message fairly easily and enjoyingly.

LD46 — Keep it alive

Mount Ookie by Brusi 2020-04-30T20:20:50Z

Yeah, so, basically, this is Shadow of the Colossus but we're a cool guy ^^ Very nice entry mates. The only thing we could argue is that everything needed to win is not explained to the player (aka the ability to throw wasps not only in the mouth of Ookie or tree but - most importantly - on other wasps). It took me 3 retries to get it (by mistake) and one more to master this and win the game. But definitely the premise of playing a SotC upside down where we have to help those colossi is super fun :) Could be a real game too. Oh yeah, and maybe the plateforming could felt a bit random (like, what was the idea behind the platforms placement? but that's nit-picking). Great game :)

My Friend Phil by Conroy 2020-04-23T10:58:14Z

Hey there, except from small bugs, your game is awesome. I mean it. It's absolutely the premise of a fun platformer rpg with its own gimmick (the launchable fish). Great job :)

Lamps by qkjosh 2020-04-23T10:55:54Z

Man, with your teasing of the good doggo I never thought it would turned out so gloomy. Felt a vibe kind of like in those caves in Ocarina of Time with those spooky guys jumping on you (except this time they chill on a chair ... Meh). Nice job. The hints about the right path could be more obvious tho.