Deep Meditation by Evil_As_Shit 2021-05-10T00:30:12Z
Love the art and the sounds really make it pop! A nice highscore game! If I had more time, I would be trying for the top but so far, I've only gotten 148. Well done game!
Foon → Ludum Dare Explorer → Users → polkoii
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | 👥 | NEKONOVA'S NOT HOME | jam | 450 | 3.73 | 3.73 | 3.83 | 3.56 | 4.00 | 3.89 | 3.16 | 3.63 |
| 2021 | 48 | Deeper and deeper | 👥 | MION FOREVER | jam | 1283 | 3.30 | 3.13 | 3.46 | 2.50 | 3.80 | 3.63 | 2.45 | 3.15 |
Love the art and the sounds really make it pop! A nice highscore game! If I had more time, I would be trying for the top but so far, I've only gotten 148. Well done game!
Really liked the enemy designs! The concept is nice too. While the slash feels nicer to do, shooting is way more powerful so there isn't much reason to shoot. The music felt like it was well composed but the levels were not long enough for it to get to the good parts. All and all, nice work!
The way Fred hits the ground makes me laugh! I love the design of the enemies and the drones! It has a straightforward concept (except for the hacking being too quick to understand) and I feel in control! One thing I wish would be to have the camera zoomed out a bit more because some things catch me by surprise but either way, this is a good game! I got a score of 198. Excellent job!
At first, I had a lot of anxiety sorting (the good kind!) and once I got used to it, it became a nice flow! The workspace to process the Blumbles and Grunks is a nice touch and I love the sound effects and responsiveness of the game! The music is jazzy and fits the anxiety-inducing gameplay! When looking at the controls, I was a bit sceptic about the Q and P keys but I think it works for the game! I was missing the keys a few times (maybe a key on the keyboard and right mouse button might work better) but it proved to be a fun challenge!
I got a score of 1140. Excellent work!
The sounds are nicely done! I really liked the encounters with the angler fish! I wonder if there is a limit to how far I could go? I dived down and down and I wasn't able to reach a bottom. The way the light turned and using the mouse to turn was a nice touch! Definitely love the concept, great work!
The pixel art and retro music are very well done! However, the level design feels half-thought-out possibly because of the game mechanics clashing with the levels. Due to how slow you are and the game pausing every time you die, the game can feel a bit slow but it still works out fine! Maybe making it so when you get hit, you go into an invincibility state instead of just disappearing and stopping. It may just be me but I feel like the player hitbox is bigger than the sprite? While it would be great to have a dodge or something, perhaps some of the problems with not being able to see the enemy before it appears could be fixed by putting the player to the top third of the screen instead of it being centered. The final boss was super easy but at least I was able to get the chocolate! Fun game! Nice work!
Short and sweet game! I really liked the art design and how you built the characters! They really bounce off each other well and are very funny. The leaderboards and seeing where you died added a bunch of replayability to the game! Very well done!
@scott-steffes Since all of my team members and I went straight into another work after this jam, we have not been able to play or rate any games until now. I wanted to start with the people who commented on our game (MION FOREVER) which just so happened to include you! Glad I did, because this was fun!
I liked the enemy designs and the music! The leaderboards really motivated me to continue on. I got 13th! I think I got around 254!
While the gameplay is not forgiving and I wish there was a way to kill things other than the crystals I cannot control, this is overall a good game!
very cool concept! The gameplay is a nice highscore time!
I really like the intro and the card designs! The atmosphere is well established! The menu looking like cards was a good touch as well!
I feel like the stance card concept could be more fleshed out rather than just a "reset turn" card but I still love using it!
I laughed at the stone and exquisite chest cards and the sapphire chest XD
The idea of intertwining card usage within the card's abilities was fun to work with! Having to strategize what card to use first because of its "what card can I use after" ability is great!
I had a bit of trouble with the "Hard Shell" card as sometimes it would just go back into my deck and sometimes it would give me 5 shield cards. Though those only happened if I used the card at the start of my turn. If I used it after any other card, it would act like a stance card instead.
I wonder if the oxygen mechanic could be implemented as a card as well since I always forgot to click immediately so I would be left will less oxygen cards than I could have gotten.
I had a little bit of ideas when I was playing. I thought it might be cool to be able to pick from the enemy's deck instead of it being the same card reward. I also thought the addition of a choice at the beginning to choose a powerful card to go with your deck before you go down would fit nicely!
I think the addition of an auto-end turn feature (when you cannot use any more cards), more sound effects (like on discarding, getting, and using cards) and more transition in the music the further you go, would be great additions to this already great game!
Really had fun! Beat the game:D
The story really hooked me once the concept of "souls" came into play! I really like the art! I feel like with just a tiny bit of atmospheric music and sound effects my experience would be greatly enhanced! Great work though!
This presents itself pretty nicely with the audio resembling old radio / audio, the intro to our computer screen, and the light in the background moving ever so slightly. Took a bit to understand what to do but once I understood that I could extract words and that I had to find the right thing to extract, I caught on pretty quickly!
Not sure what the black box that appeared during the cutscenes was but the screaming told me I got something right!
Only thing I wish there was was subtitles! Excellent work!
The music and art are well designed! I really liked the sound effect for when you collected something! The 2.5D looking character caught me off guard but it was grew on me. Anubis is very cute! While the camera could be a little higher of an angle (so I could see where I was going), I got used to it! Reminded me a lot like Paper Mario! If you ever come back to this concept, I think using the camera angle you have to put corridors that lead offscreen and to the camera would be a good idea!
Good job!
Love the doom feel! The music is great with its drums and guitar and the enemy designs are very cool and unique! The gameplay is a bit repetitive, I wish I had more of a variety of guns! And the run speed feels a bit sluggish but all and all, I had a fun experience and felt the power!
I like the color design but some of the art blends in with the actual stuff I'm supposed to look at. I feel out of control most of the time but the concept is there! Good work! I got about 900m!
I liked how the music reacts with what is happening with the screen and how deep you are! I really liked the little quotes from Dig Deep inc. as well! While it was a little laggy sometimes and I had a glitch where I could still move after dying (by moving while I died), this game was a great piece of work!
The art blew me away! Kudos to the artist. I also love the music as well! The gameplay however is not what I expected! Something similar to Cat Mario is not my type of game but I'm sure it's fun! Good job!
A short experience but a well written one! The art, music, and writing come together in the beginning but everything falls short when the game ends so quickly! I want to get back the sexy red boots!
Overall, the mechanic of shrinking not just yourself but an area around you is pretty cool! Would love to see where you could go with it.
Good Job!
Cute and simple game! I liked the art design! It feels different since we're not the one going down but the area around us is moving! Some of the moving does feel a bit unfair (maybe a dash or something to use to react to incoming threats) but overall, a neat experience!
Hey! Just wanted to do a post update / insight as the artist and sound designer of the team.
I really fell in love with Mion's design and I was really lucky to like the first art I put to my digital paper! I am really glad the art paid off :D Not a bad start for my first time trying out pixel art for real. I hope I can do more with the design. The animations were a first as well for pixel art so I had to make a lot of references. Kudos to Pedro Medeiros (the pixel artist for Celeste), for their amazing work! I am so glad the feeling I was trying to convey got through!
I really love the dash and attack mechanic but due to time constraints, we never really got to see the whole thing through and match the feel of the animations to the gameplay so the game does feel a bit off.
This game has a very steep difficulty curve and we currently do not have time to fix it :( Although, I can give some tips: - Enemies only die if the ball is in motion (basically the ball has to be bounced at the enemies to count). The ball has to hit the enemies, not the other way around. - There are 5 waves per world, spawning 2 enemies each in the first world (forest), 3 each in the second (sand) and 4 each in the third (wood) (Totals per world respectively: 10, 15, 20) - Blue Balls are low priority since they are slower and are always visible. However, they do hurt in numbers. - Red Balls are high priority and blink back and forth. I've found staying in a corner helps. - There is a weird "cheat" where if you attack just far enough from the clover ball so it doesn't move but still be affected, the ball will become an active hitbox for the enemies! Just have the enemies bounce at the ball and they will die!
While I would love to see the fabled "wood" world be beaten, I just can't imagine it. Please let me know if you ever manage to get there, that would be incredible.
However, if you want a challenge that is not the wood world, the "EX" button on the main menu takes you to the Bunny in a Car world with a super fast bunny in a car.
I've made it to the sand level myself so my highscore is about 13! (since the score resets every world)
Good luck everyone and stay safe! We appreciate all your feedback! Thank you for playing our little game in our first game jam!
If you ever want to chat, I'm on discord, IG, twitter, newgrounds, etc. by the same name!
@itsboats Aww thanks for the plentiful feedback as always! I'll try my best to respond to them!
**Ball Wall Reset**: I never actually noticed this wasn't in the game! I think my playstyle of just spam clicking around the ball made me never realize you cannot rebound the ball! This is definitely a good thing to have as I agree, rebound shots are amazing! Btw, if you want tons of rebound action, you and @ultimatewalrus should check out *Creature in the Well* as we were, at the beginning, trying to recreate this feeling of bounce!
**The Red Ball of Death**: I agree on all accounts. The red ball's inclusion was thought up to just blink and go fast and we never strayed away from that. I swear at the thing whenever I see it. I like the idea of introducing a slower ball instead and it never crossed my mind that we could just move the red ball to higher levels rather than just bombarding the player at the beginning. Stationary enemies was also a good idea as well! (kudos to @ryan-dotsikas) I also agree that slowing everything down would be an interesting difficulty lowerer as well @hojaverde!
**The camera**: This was also a thing we never thought of. Thank you to you and @lovewerk for bringing this up as I agree with the idea that it would make it easier to see everything. Unfortunately, camera was also one of the decisions we just made and moved on with. It didn't even come up in the talks about the game being too difficult and how to fix it. I'll definitely pay more attention to the distance in the future!
**The health icons**: I was worried that the icons would cover too much but I ended up forgetting about my worries and moved on. I wanted to have a nice HUD that doesn't obscure your vision however, the game build right now just has too many fast things going on to really warrant that big of icons. I really like HUD design so this will stay on my mind for any future entries!
**Maximization Problems**: I'm not entirely sure how to deal with that! I don't think any of the team have ultrawide monitors so we could not test it out sorry!
**The Feather**: I was actually imagining one feather on her hat but I ended up really liking the look of a heart replacing her feather as a health icon! Something like a play on heart containers but it's her hat! Her hat feather also changes to a broken heart when Mion is hit and an exclamation mark when she dies. I really wanted to play around with her feather but that was at the cost of the feather actually looking like a feather! The similarities between the heart and the feather make me see why it could be mistaken as just 2 feathers! Though I still like playing around with the feather design, I'll keep in mind that I need to first perfect the base design!
**Lighting**: Lighting was used to fit the "deeper and deeper" theme as you would be going deeper and deeper into the forest as we would be making the light get darker the farther you progressed. But then the sand and wood worlds came into play and the gameplay was revamped, it ultimately became just an aesthetic to have and it definitely did not help with the difficulty curve.
@euler-moises We were actually in the process of uploading a browser version as you posted your comment! We ran into a few bumps however and delayed it a bit. Hopefully many got to play it on browser because I share your feelings about installers.
@jezzamon A few of us did playtest it actually! But it was during the uploading phase (so like 1 hour to the deadline lol). Definitely will playtest throughout the game next time!
**Game Clarity**: As what @raphiell @mysticaldev and @hobzone said, our clarity in explaining how the game goes was very far from what we would have liked. It heavily relied on reading the description and even that was rushed. The game does have a tutorial but it should be more so named "Controls" than anything else. Clarity is important and I am sorry to those who the game confused and so flabbergasted that some got the hang of it right away. Also, @bobafett89, I'm glad you found it fun to play! Wish we implemented a leaderboards!
Thank you all for the feedback! It really gives us a smile to look at the comments to see that people are playing our little game! :D (@dagostino-audio @scott-steffes @cody-creed @junebug @mattwoelk @soul-grinder @frobros @asfdfdfd @tom-ruxley @verysoftwares @hojaverde)
Regarding **Future Plans**, @itsboats, we are actually not sure as a team if we were to ever come back and improve upon MION FOREVER. But I agree that if we were, that it would need some serious balancing! However, I, as the artist, know that I will definitely try to do something with our character ***MION***! Her design is something I would love to work on ***FOREVER***. Cheers!
A really relaxing time! The music makes it very atmospheric and I like it how the ocean goes from one ear to the next. The grades at the end was a nice touch!
I wish there was something to do besides just swim to the bottom because over time the game becomes very repetitive and takes a long time to get to the shop again. Maybe having the shop at the boat would alleviate some of the wait but overall, a pretty solid title!
Really love the art direction and I really want to experience the story! I hear it is really well done! However, I the platforming is a bit frustrating for me.
I love the art! Having the lizards slowly float towards you when they see you is very funny! Though I enjoy the turn-based combat, it doesn't seem to have much use if we, the player, cannot do anything to change the outcome.
The control scheme was neat! It was a bit unexpected to have both an infinite climb and a dash but I feel like with a bit more time, you would have developed some interesting platforming that would cater to this play style!
I couldn't get very far due to the frog not showing up during my 3rd lizard fight but I had a fun time! Good job!
I like the music and the particle effects when climbing are cool! I mostly stuck to climbing and staying on the top of the map since when I would go down, I would hit a dead-end and be stuck to die. Not sure if it was intentional, but I found that I could amplify my speed by spamming the jump button near a corner. I found it fun to launch myself around in order to go faster! Nice work!
Very cool! I liked the music and the explosion animation! I also liked the environment and being able to pick things up. Having the lightning change based on where you are was a good touch!
Though I wish there was sound effects when you shot and thrusted your ship, an indicator on where my ship was on the planet so I could get back to it, and a little bit more lenience on fuel because planets are so far away, this was a good experience!
Good job!
The art is really nice and the music makes the mood relaxing but the gameplay is so well made. It is designed perfectly to encourage many runs. The health mechanic is nice and encourages variety in gameplay by discouraging making only one straight down hole and the way the drill goes fast and glides to the end of already drilled blocks feels incredible.
However, I find myself getting a bit tired when spamming the arrowkeys so much. Maybe making it so you can both use WASD and the arrowkeys so you can use 2 hands? Or maybe if you can hold shift or something to toggle holding to drill? I found the game got into a higher difficulty curve once you have acquired 2 upgrades since fuel and money get very scarce since you have to dig so deep to get big earnings. Maybe introducing another currency or being able to use the artifacts to upgrade your ship would solve this gameplay switch?
Being able to revive would be nice but it might fundamentally change the game if you could. Resetting your progress feels bad but since the game is fun to play, it doesn't last long until you end up digging again. My only problem with the gameplay is how the drill uses fuel on the surface. I feel like the surface should be a place to relax and plan your next move compared to the fast-paced and quick-thinking of the underground.
Great game! Good work!
@itsboats Oh my! Love the detailed response! I hope I was able to convey my thoughts well because around the time I played your game, I loved it but was absolutely not there enough to render my ideas in the best manner but thank you for responding! I'll address you back the same way!
**WASD + Arrow Keys**: I'M SO SORRY I MISSED THIS and I am glad that it was in the game in the first place. I will definitely try the game out again using this! Also, the "Auto Drill" upgrade sounds great!
**Fuel/Money gets scarce**: Yeah! I like the idea of adding more ores and differing their rewards! Making fuel cheaper also sounds interesting! Maybe another could be to have fuel tanks you can pick up throughout the underground so you can last longer! Maybe adding a warning noise to indicate low fuel could ward off the likelihood of running out of fuel as well!
**Revive**: Those sound like great additions! I play a lot of games where that dark souls mechanic is implemented so I may be a bit biased but it seems like it would work well with this game's playstyle! Also, the bank system sounds good as well!
**Using Fuel on Surface**: Yeah! I noticed the surface looks and feels like it was made to be a place to chill (you can choose where to mine next by being able to move one block at a time and the Meditation Tree looked so relaxing). I really liked what you were going for!
I did have one idea I was thinking of. Not sure if you would ever go this way, but usually with games like these where you are pressing a 4-direction pad a lot, I tend to feel a rhythm-like feel to it. So, maybe, making sound and music have a bigger role in the game would make it have more flair! Things like what Crypt of the Necrodancer does or just something as simple as the drill making a song note by note for every step you take. Or you could make the glide (when you just go fast) to have a nice boost sound! I just like sounds a lot :)
Again, thank you for replying! Will be looking forward to what you do with this project no matter what direction you take! :D
Funny dialogue and a neat concept! Too me a bit to remember what ingredients did what and I'm not sure if bases do anything but I had fun mixing and reading the character's stories! Good thing the game did not count my ruined potions!
Good work!
Love the art style and the puzzles are really nice! Just a nice and cute game!
Good work!
A nice arcade game! I got a score of 138 and had some fun doing it! By the later stages, energy feels a lot more limited. Maybe giving the player more energy as they progress would fix that? I liked playing though!
Nice work!
A good, well-thought-out game! The art is well done and the mechanics are solid. I think the repair time could be reduced but it doesn't take away from the fun of the challenge!
Good worK!
Nice puzzle game! Though I can't help but feel like some mechanics are left unexplained to the player and the difficulty of each puzzle ramps up too quickly. I had a bit of trouble discerning what level of breakage ice was but once I got it, it was fine. Props for the mechanic of using robots are platforms.
Nice work!
**Thank you for playing!!!**
@binaryprinciple Wish we had the time for a tutorial! I agree, it feels real nice chaining shapes from far away and OOO rhythm mechanics??? That'd be something!
@ominusgalaxy44 hopefully the updated ludum page will give better instructions!!!
@baconharemthug looks like the mechanics started to click! I wonder if you beat my highscore!
***I've been practicing and I finally managed to get 25!***
@shawn-beck @snowpriestess @maxpower638 @fernando-sydenstricker-c @senso @wobs @becky-rayner Had a lot of fun making the intro animation and ohhh when it was in game, that was incredible!!!
@kaiomoi I'm a bit addicted as well! Sometimes the runs are just a score of 1 but other times you get in the flow and it breezes by while you're reaching 20! Just like @grimmpaperman @artman @mabrax found out. Sometimes the RNG is on your side, sometimes it isn't! But the quick respawn just pulls you in, right???
@binary-coder I felt a rhythm as well! but sometimes, you just want to take a break and float around like @mateu
@noctiphobia has the right idea! Using clusters can net huge points but careful you don't missclick and launch yourself into somewhere dangerous! I found that keeping a constant uneven rotation with the blackhole (so making ovals around the blackhole) gives you just a lot of time to plan your next jump! @landosystems maybe you could try these strats! chain your jumps but careful since you only have one! Be sure to use gravity to your advantage! @tebiondl I'm still practicing as well!
@hybridkin I'm glad you enjoyed the experience!!! I had a lot of fun making the tracks! Especially the main theme that plays as you play. I actually played your game before you ended up posting here! I'll leave a comment sometime soon! I'm not sure what it means for audio to "sound very chinese", what does that mean?
**Thank you for playing!!!**
@mathemagician @shreemp Thank you!!! Yeah, it takes a bit to get used to the flow of dying and getting the best score.
@hybridkin Thanks I guess! It was fun to make the track :smiley:
@edevjogos oooo yeah timer sounds like a nice idea!
@hwaet glad you enjoyed the game!!! It was a perfect opportunity to be able to make a game that both has chaos and a very nice relaxing atmosphere! I enjoy it immensely
@stephenwhoskins thank you so much! glad those helped the experience!
@guitarbro the design of 2D with 3D was partially because I was getting used to 3D art actually! but the colors were on purpose and I'm glad they worked out! I think I get what you mean about the music being a song other than a soundtrack but I'd love to know what you mean by it!
@ks-zealot thank you!!! +:cat:
@mascoll :eyes: someone mentioned the different colored cats theory!!! we thought about that too when we added this feature. The jump indicator actually was a thing in concept! It was an arrow that would appear around the object you were in in order to indicate the direction you would go. It would point towards the position of your mouse. Though it was scrapped pretty early when design and more interesting ideas (like the starting animation) took priority.
@itzemii interesting... leaning into more of the atmospheric relaxation would be a neat concept! I'm not sure what you mean by allowing three targets, could you explain that a little bit more?
@exmxpx the trails are one of my favorite parts as well! i can see where the earthworm jim vibe comes from! I'm guessing the atmosphere and sound?
@antrimplato yeah! I was thinking something similar as I wanted the player to be able to do something when they're in an idle state (like rotating the saucer or shooting things) but it never really got far since we couldn't decide on a solid idea.
@pkzinpo I'm not sure how the hitboxes are coded but that sounds like a problem! i get the feeling of when you hit something and the feeling that it should have collided! it doesn't give a nice feeling. more blackholes, planets, and things to orbit around sounds like a very nice idea! that would make it a lot more interesting :eyes:
@recnaps thank you! glad it was inviting!
@chris-hay yay! glad it fit the theme well! yeah, it takes a bit to get used to and get the right choices in a run! a little tip is that I find that it helps to go perpendicular to the orbit! the cat was there the entire project! it really gave life to it :scream_cat:
**Thank you for playing!!!**
@paulhocker items and other geometry fit perfectly with some of the ideas we had around the 2 hours left mark! definitely would be fun to explore it more! totally understandable! The game takes a bit to get used to (partly because of there being no tutorial) but thank you for giving it a second chance!
@prismapunch so glad the art matched our game and that it pleased you!
@ozfolo I find it addicting as well!
@johnnysix yeah that was a problem! we had a bit of trouble trying to think of what to add in to make it more interesting but have it still doable within the timeframe! unfortunately we didn't make it there but I'm glad it worked as a concept! and yeah! 10 is really impressive. took me awhile to get there and 20 even more!
@pandore the catplosion is one of my favorite parts as well! usually the higher your score gets, the harder it becomes as the spread of the blue objects can be unpredictable!
@malcolm totally understandable! yes, that is one of the problems leftover: unpredictable kamikaze blue shapes. it does feel less controllable when you are unaware of what is outside your view! though we thought that the camera moving in and out made the game more cinematic and fluid, we'll definitely take into account it polish it better in the future so it is not as disorienting! the orbiting fix sounds perfect and the less shapes sounds like a good idea in general! nice fixes to some of our biggest problems!
@cakestorm I'm so glad you liked the game! you mentioned almost everything I would mention that makes it such a marvel for me to look at.
@ic-rainbow couldn't have better said it myself!
@dylen thank you! it was great fun making the animation~!
**Thank you for playing!!!**
@macaroni-dev thank you so much!
@rose @cyrille @mikouaji @vivyhasadream Glad you had fun and enjoyed the graphics and music!
@atmospherium a lot of steep ups and downs! The art style was a very quick decision to save time and still make it look great!
@bunnybones it felt very atmospheric and zen when I play as well :D
@cody-miner thank you so much! I agree that the helplessness does contribute in some way. I'm glad you had fun being helpless!
@itsboats quality feedback as always goddamn
Yeah, the lack of a tutorial left a lot of the game to be discovered and not everything was natural to figure out. Yes! Your jump is based on the distance of your mouse.
**Player Agency** - The hitboxes definitely need some changes! - The gravitational fields and the thrusters sound like excellent additions and the change on jumps is pretty cool! I agree that charging up your jump feels more natural to do rather than what is in the game right now. - The velocity idea sounds neat but I don't think I understand it that well. Could you explain it a bit more?
**Jumping and Strategy** - We actually thought about explosions for the red shapes! It eventually became what the red shapes are now but explosions would definitely be a good future addition! That, and the pulse that pushes other shapes away. - We thought about making the shapes repel each other as well but if I remember correctly, we opted for the clumps of shapes so players can chain jumps with a huge risk. But I do still like the chaos that that idea insinuates.
**Misc** - I like all those ideas. omg why did i never think of different colors??? I guess that was the crunch's fault but those additions are insane. Would love to do something like those if this ever goes anywhere! - I absolutely love duplication and the chaos that comes with it. That would be great.
**Side Note** - OH MY GOD YOU GOT 37 HOW DID YOU GET THAT THAT IS INSANE - YOU BEAT EVERYONE BY A HUGE MARGIN WTF
& THANK YOU FOR THE FEEDBACK! ALWAYS APPRECIATE IT <3
I am an excellent plate smasher. Nice game! I think the speed you turn is faster than the plates can handle so I ended up breaking a lot. A very neat concept!
Good work!
Tetris with a twist! I liked the weight mechanic yall added! Though I can't help but feel like the edge columns are worth more in weight than all the others? Feels like there is no center of mass. Though I had fun! The music and the art mesh well! Jeez @hybridkin, you made 9 tracks??? That's amazing, great job!
Solid game!!! Good work team!
A nice boss fight and gorgeous sprite work! The mechanics are clear and the sound make sense! (I especially like the bear's roars). The music can get stale and movement is rather restricted by being so slow but it is overall a nice game! Bonus for the descriptions and screenshots for each part of the game! Good work!
This was very fun! I love the neon shape aesthetic and the stacking is very interesting with the wide variety of shapes! Though I feel like it caps at some point when you just do not have a solid foundation to stack stuff on. The sound design is a good pick!
Great work!
A very interesting adaptation of Bryan's schizophrenia. I have no idea whether it is accurate but this game seems like it was made respectfully. The music seems to match and, with context of Bryan's story, the game carries a lot of meaning.
Good work.
YO I saw this game and thought I recognized the art style! I played your game Dive into the abyss last jam! Quality as always!
I looked at this game and knew I would love playing it but damn! Seeing the mechanics, art, and sound made me feel like I'd buy this game if it had more polish!
A very interesting island Tetris mechanic! I had fun playing and seeing all the different things that would pop up on each continent. So much so that the music ended. Unfortunate it did not loop! Took a bit to get used to the controls but I enjoyed it once I got it! Never had too much of an urgency to use any items but they were very neat concepts! Great job on the downward effect. Was well worth the focus as it added so much atmosphere to the game!
Very good work!!!
Very interesting experience! Had a little bit of trouble at the start but I soon figured out that I had to click the object in order to move it. I love the changes the objects go when you possess it and the music is pretty good! A bit hard to get all the things since our jump is pretty low but I like the overall concept!
Good work!
Love the title! I got a very glitchy themed vibe to it so when the objects would warp and glitch out, it fit perfectly! It's pretty fun being able to move around with the wacky physics and possession is a cool mechanic! Wish sometimes it would make a little more sense why I move this way in this object and why it is different to the next. The coffin was my favorite! I can just float around and build up momentum. I think an shadow would help figure out where you are in the map!
Overall, nice title, nice art, nice game! Great work!
Finally, a game I can have 44600 volume
Screenshot 2021-10-10 214242.png
But seriously, what a well done art style and a clear simple multitask game! Nice work!
@alexzoin thank you for your sacrifices. the music got better every 1000, I swear
Just like some others said, it does get cut off when you fullscreen. Nice concept! It has some tight gameplay but it has a clear goal! Just not that sure how I am supposed to keep the pipes from being destroyed when I do not control when the thoughts drop. Though overall, solid work!
Good atmosphere, sound effects, music, and spritework! The computer thing following you and its particle effects were a stand-out feature! I really liked that and the animation that plays when you go out of bounds. There are some inconsistencies with the player boundaries and the platform boundaries but that lead to some crazy jumps by spamming jump through a platform / wall! It was fun to walk around even if there was nothing to do.
Nice, simple game! A nice twist to a well-proven game design! I wonder what it would feel like if the shooter was controlled separately from the jump (maybe like a stick shooter?).
Good work!
Oh wow! This immediately caught my eye. Very well done art and a well executed concept! Love the mechanics! Just as you said, the soundtrack could use some work (that's fine!). I'd imagine that the music would react when a nuke explodes maybe getting louder or more intense! I think combos would fit this game a lot as well! Maybe making it so combos make special pieces or charge a line.
Great work! Had a lot of fun :D
Usually, I don't do a lot of download games but the art is what brought me here! Nice sprite work! Though I'm not sure the potions effects are balanced enough. Maybe some healing potions and/or speed potions would increase the variety! I found that a lot of the potions mostly damage things. Wish I could aim everywhere instead of just left or right. I had fun though!
Good work!
Dam so we're sacrificing our resources to keep the lava from killing us all? It's pretty fun to do tbh. The music helps a lot! A very catchy track. The graphics are really cute as well! Love the overall vibe.
Great work!
This is a pretty neat concept! But I think the inability to place where you want is holding it back. Eventually, I don't feel like I have the choice to avoid any unstable elements. I just have to place it and hope I do not get stuck by having to place another one there. Though I am not sure really what placing 3 together does and how bad it has to get to lose points? Though for a jam game, you executed the concept and that's well done!
Good work!
I had a lot of fun playing this one! Went in blind so I had a lot of fun messing with the physics and reading the story yall laid out. Lmao the GHOST was my favorite character. The airport and the credits music are amazing!
I don't know if it was intended to mess with the physics by putting an object on top of an object and then yeeting the object underneath to launch you and the 2nd object to nowhere but I had a lot of fun with that!
The holding-the-phone-in-a-circle mechanic was kinda lackluster but the story made up for it! I had a lot of laughs going through each level.
Great Job!
I lasted 201 seconds and damn this is an interesting game! The changing controls had me on my toes the entire time! Though I'm not sure if there is a smooth enough transition between the different keybinds. Maybe having a graphic of a keyboard and highlighting the new keys would help! Though it is super cool that all the controls in game control! And the types of controls are very creative.
Good work! I had a lot of fun!
Interesting concept! Even though there is no sound, it works as a game. Took a bit to get the hang of the movement system and it was a bit wonky placing pillars when all pillars are unlocked and can be moved by anything. A nice foundation! Good work!!!
The art style very well done. The sprites are exceptional! The gameplay is pretty easy to understand though the terrain and the package time limit can be difficult, especially the fences which could stand out more to indicate a wall. I feel like many others do. The package destination disappearing is probably unnecessary since I pick up a package and my brain focuses on the next package I need to deliver which is, most of the time, not the one I picked up. By the time I get to that one, I have no idea where it needs to go. Maybe adding stamps or some kind of color coding on the package to indicate the building would be a neat addition if you want to keep the disappearing destination mechanic.
Overall, good work!
I enjoyed the 5 levels! A pleasant surprise that all of them had their own music! Excellent work! It was really fun playing with the physics and how the egg can touch you in any way but never the floor! I played a lot of egg volleyball.
Egg is good, good work!
THIS IS SO FUN GOOD JOB
The game loop is very well made. Gives me a lot of ape out vibes but still stands out on its own! I love this game. Each bullet has its drawbacks and benefits and the sound design is phenomenal! This is extremely well done and for a compo even better! The art is great and responsive with the sound and everything feels as it should be!
Maybe what would make this better is that if you end up getting a bullet you already have, it upgrades that bullet to a new level!
Great work! And great job on Rocket Sword as well! Wishlisted!
A nice, short game! The pixel art and chiptune music are good choices! Who did the music? I really would love to know the song! I also like how the water does not instantly kill you allowing you to retry from another low platform! Though that does allow you to just skip the level by swimming to the end. Had fun seeing the art and music but the jumping needs to be more thought out. Maybe the moveset of the character can be more than just jump and move. As well as maybe a lower priority on tight platforming?
Overall, good work!
I like the art style! It was pretty fun once I was able to run freely! The collision for the character once I pick up something is a bit wonky and I am confused what Gus wants most of the time. But the physics were interesting and the concept was good!
Good job!
THIS IS FUN. This is great! The movement is fun and the gunplay is good in rotation! Wish there was more of an indication when enemies are spawning and possibly power ups that spawn during the round instead of just at the end. The art mix is great, the gun animations are solid, and the ability to rotate the gun when I don't need to reload keeps me busy as I jump around and look for enemies! I mostly died from falling though. I wanted to play more!
Amazing work! Worth downloading but a web version would probably be more accessible to more people!