FoonLudum Dare ExplorerUsers → PonyGirlLuna

PonyGirlLuna

Games

YearLDThemeGameDivisionRankOvFuInThGrHuMo
202353DeliveryBeat Boxesjam4373.713.853.914.123.963.243.48

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Humor vs Overall

Mood vs Overall

Comments by PonyGirlLuna

LD53 — Delivery

Fetch! Good boys? by DashNothing 2023-05-02T20:52:06Z

Devilishly challenging, indeed! Though not in the way I was expecting! The auto jump makes timing hard, for sure, but I wasn't quite prepared for the real challenge being trying to get back to the start as fast as possible. It seemed that I just couldn't wait for timing traps and just had to find the best way to run back the fastest without hitting anything or missing a jump. Definitely demanded mastery and it made it almost a puzzle game. The auto jump was a little hard to get used to, but certainly added to the uniqueness and challenge. Overall it was decently fun!

Made it through in about 6 minutes, but I forgot to save my exact time.

Cerebrus *is* a good boy.

Delivery Rock by geck0 2023-05-05T21:57:05Z

First off: the animations on the character were absolutely top-notch! They felt so smooth and fluid. I'm always very impressed whenever anyone manages to put together such good animations on top of a game in such a short time period.

Rolling the rock around was a real challenge and I thought it very amusing that you could struggle with hauling around logs and stones and then just shove the gigantic rock around as if it were a ping pong ball.

Where it fell a little flat for me was the time limits felt too generous for the speed of collecting resources, so I didn't feel any huge *need* to use the rock to transport materials around or optimize my pathing to be more efficient. I still wanted to use the rock because it was fun, but I don't feel there was much of a challenge as far as completing deliveries went.

Still, I had fun with it! Really nicely done!

Theater of the Dead by bmacintosh 2023-05-02T06:29:48Z

Oh my gosh the ghosts are so cute. They're just... little floaty guys that are so happy and I love them so much.

I'm a big fan of finding *alternative* uses for things and had a nice time playing with that. Took me a little bit to figure out the popcorn, and the spooky ghost stove kept burning things from a distance that I'd since removed from the flame. I also liked that there wasn't a single path to each theater, but without a time limit on anything I didn't feel the need to care too much about which way I went. But it was a nice stroll every time!

Having actual films playing was a really, really nice touch. It genuinely added a lot.

Carriers by paulhocker 2023-05-03T03:08:37Z

Wow! What a unique concept! Perhaps I got lucky, but I didn't find any downside to just accepting and completing every single contract that was made available—didn't lose a single one. I think I won with a good 200 pigeons or so at my disposal. Seems to be a sturdy flock! It would have been nice to have a list of active contracts and their status, as I felt individual ones got lost to the flow of messages. But overall, everything in the game meshed really well and made for a great experience.

Galactic Traffic Controller by Amatwiedle 2023-05-02T05:57:17Z

I have to admit that it took me a couple minutes to understand how the systems were supposed to *really* work and the text was a little difficult to read quickly. But once I got started, I really liked pretending to be a pad controller. I've gotta say that was something I wasn't expecting out of this jam and it's right up my alley as an aviation/space enthusiast.

I think my biggest issue is that I spent most of my time waiting on ground crews to finish so I could land more ships instead of actually landing ships. Perhaps it was rng being rng, but most of my queue was large ships, so the pads were always full and the crews always busy.

Rhythmic Courier by Colin Misbach 2023-05-03T03:42:51Z

Another rhythm game! I love rhythm games and this one's tying of speed to the beat was very unique and handled very well so as to not make dodging obstacles harder, which I had initially expected it would do. Getting going very fast was quite satisfying. The only downside is it made the traveling section *very* short, and the music would benefit from a bit of variety, but it was fun!

MailBeats ✉️🎶 by Adam Gaskins 2023-05-02T06:49:16Z

Hey, nice! Another rhythm game! I'm afraid I don't have much to add that others haven't said already, but I enjoyed this one. Good, responsive controls, *four whole songs* (!!!), and simple, but effective art. I'll also echo that I would love to see an expert mode. Make me work for it. :P

Return To Sender by Aurailus 2023-05-03T20:04:55Z

That was super fun and fast paced! In a lot of ways the game got easier once I had to find more evidence for each item as I could kind of rule stuff out faster. Managed to really get into the flow and hammer out a few perfect days without even coming close to running out of time. Gotta say, I was not expecting that ending at all and I had a good laugh about it! The art was absolutely perfect for this—very cute and just detailed enough to make spotting the differences not too easy, but also not too hard. Very well done!

The Milwaukee Thrift Store by Retrisma 2023-05-06T03:18:17Z

That was beyond hilarious. Actually had me in tears over all the absurd items available, the characters and their names, and sometimes (frequently) providing the wrong ones just to see what would happen—and even the title is fantastic at inspiring curiosity. Played it with some friends and I think that only made the experience better. The stock photos were absolutely masterfully combined into the perfect setting. There's not much in the way of actual gameplay to comment on, but the humor makes up for it *in spades*. Absolutely one of my favorite games this jam. Thank you.

Oddsburg by EvilScotsman 2023-05-03T01:30:28Z

Atmosphere was quite good in this one! I would have liked to have a little more reason to explore and/or a couple more deliveries, as the clues were really fun to follow and I was just getting into it when it was over.

Interstellar Hauler by WobbleBlocks 2023-05-02T23:12:56Z

While the multitude of ragdolls were cute and funny initially, I ultimately found it more frustrating that I kept getting soft locked by stuff just piling up at spawn and/or being unable to move things out of the way enough. It looked like there was more to the game that seemed like it was fun, but my enjoyment was diminished by the ease of dying. Being able to kill the NPCs just as easily, though, was quite fun and I had a good laugh the first time the door crushed like 6 of them.

Rail Blazer by alanxoc3 2023-05-03T04:49:37Z

That was... surprisingly challenging. I wasn't exactly expecting it to be a cakewalk, but I definitely had to be way more careful with my money than I thought I would. Some of the challenge came from not being able to really see how far away particular requests for items were, so I ran out of money trying to reach some a couple of times. Once caught me off-guard having been subject to more expensive rail costs on some tiles. Despite that, though, I quite enjoyed building out that reusable rail network. It was extremely satisfying!

A Blacksmith's Gift by Kassie Kitsune 2023-05-02T18:24:12Z

Gosh, that's cute. Stealing and amassing many swords was so much fun, too! (And I'm glad I did for the very end.) Made it all the way with an undamaged sword. And lesbians make any game better. I don't think I have anything to add that hasn't been said/addressed already, so I'll just say that I really enjoyed this!

Constellation Courier by Diego Teran 2023-05-02T18:08:15Z

That was an absolutely adorable, delightful, and relaxing game. Everything works *so well* together—the music, art, story, relatable characters... Just really fantastic work all around. I'm always here for fluffy space creatures.

Deviler by Antonin Browne 2023-05-06T06:26:29Z

That is a very impressive amount of content! Driving physics, a whole city, multiple cars, music, sound effects... I was definitely expecting maybe just one car and a smallish area, but you delivered so much more.

I did also struggle with the mouse and keyboard controls, however. Spinning out was constant despite my best efforts and some of the cars were just way too hard to turn at all (but I really like that they all have their own characteristics). I don't think I managed to ever get any boost. One thing I noticed that I haven't seen mentioned yet was the camera being very aggressive in its centering, making quite hard/impossible to look around and see where I needed to go or how to get out of an area unless completely stopped.

All that said, I still quite enjoyed the game and launching myself over buildings to make deliveries. I gave it 4 or 5 good tries with a different car each time and managed to get 6/10 successful deliveries on my best one and may return for more if I can get my hands on a controller to try it out with. Overall, very impressive work!

RocketBox! by Lascif 2023-05-02T17:48:36Z

Wow, that was hard. But good! The movement felt challenging and fluid, but not unfair, and I was able to largely adjust to it and hit #1 on a few levels. The music choice was great and fit the game perfectly. My only real gripe is that the falling boxes spawn too quickly and I found it way too hard to avoid them when I needed to, but I made it through. Really fun and well done!

Courier Cacophony by SugarSugarSugar 2023-05-03T04:09:18Z

Having the double activated tiles is such a great idea! They added so much so how I thought about the levels. The start was a little bit repetitive, but by the end there were some really fantastic puzzles that made me think for a few. Very well done—I had a great time playing this one!

Mouse Mail by Mateu 2023-05-05T18:16:00Z

What good are the cats if *I'm* the one making all the decisions here? *I* should be ruling the kingdom, to be honest.

Jokes aside, this was a really cute game! The mouse was adorable and I just couldn't get over the little running sound effect—it was so perfect. The art style and music in general was just so... *cozy*.

A couple things stood out to me while playing. I'd really like to be able to continue dialogue without waiting for the "press e to continue" text to appear. I think it was fine when making decisions for the text to take some time, but when waiting to see what else some cat had to say, it did feel a bit too slow.

And I know this is a game jam and content is difficult to create, but it seemed several/many of the options led to the same outcomes in very similar (or exactly the same) ways. I liked the flavor, but it did end up highlighting when I didn't have choices to make.

Overall, though, I had a really good time running around ~~opening~~delivering everyone's letters!

Inconvenient Conveyance by LucDeligne 2023-05-03T00:56:12Z

Made it to 488! That's really fun! Circling the middle and timing launches to hit faraway houses while constantly reloading my cargo was so, so satisfying. I was a bit confused by the off-center cargo, but it made sense as I played with it and added a nice aspect of not-only-drive-away-from-the-house-ness. I agree that even some simple sound effects would add a lot to this game.

AppleDeliveryWorm by Dani Obey 2023-05-06T06:02:39Z

Well that was pretty cool. I don't have much to say about the gameplay, but messing around with the procedural worm and learning to herd the apples for greater efficiency with its expanded body was fun. I did fall off the map once while chasing an apple and was amused to have split my worm into several pieces. Poor worm. :(

Sick Day Delivery by Pyspher9 2023-05-05T21:17:35Z

Oh man. That music. That might be the best thing I've heard this entire LD. Absolutely. Incredible.

The gameplay was no slouch, either! Took me a little bit to learn the map, but once I did I was careening around hitting everything with medicine bursts during high-speed fly-bys, and let me tell you: that was super fun and satisfying. I don't really have any notes other than that I really liked this—it was fun, the controls were good and responsive, and all the elements meshed so well with each other!

Ludum Dare 53 by Beebster Games 2023-05-02T07:03:51Z

The sorceress really doesn't want me to get her. :P

Found the grave and began the battle, but between the hordes and one of her attacks, I was unable to survive. Felt like way too much of a difficulty spike, but perhaps only because I couldn't see what was hitting me for 200 damage every couple of seconds.

Beacons Of Light:Lighthouse by ZHANG YING 2023-05-03T03:20:58Z

What an adorable little bird! The game does seem a bit on the short side, but on the other hand, you've absolutely nailed the controls and atmosphere. The platforms did kiiiinda take me out of it, as everything else had this really great nature vibe and those just felt like they didn't really fit in. But honestly? That's a pretty minor complaint and the rest of the game is fun and the achievements caught me off guard (in a good way).

Alpha Delivery Mission by Bastillas 2023-05-02T06:09:58Z

I was able to download and make it through the game just fine, so I hope whatever issues were previously present have been fixed!

Unfortunately, collision issues prevented me from getting the most out of the game. Robots would frequently get stuck on or in the terrain and I'd be unable to move without button mashing a few times to free myself. But I did really like the way Alpha moved—the jumping, in particular, felt quite good.

I think the game was a little too short and I would have liked to have seen some extra time spent on exploring the mechanics.

Great job on the music, too! It was very good!

Impeachment by Kler 2023-05-06T07:01:19Z

I like the idea a lot, but I think it leans a bit too much into the random enemy spawning. Everything feels very reactionary and like nothing I do can really prevent enemies from hitting/attaching to the peach—I simply need to knock enemies off when they attach themselves. On my winning run, the first half of the game simply had nothing at all touch the peach. I'll also echo the sentiment about feedback for carrying the crown—I hadn't realized I could do that until I came back and read the comments. I thought the music was also a bit too low-key.

But the art was gorgeous and I very much appreciated that I could stand on the peach and protect from above.

Flooding Fisherman by JoaoPBax 2023-05-03T02:55:26Z

This was fun, but I'll agree that by fishing everything up it becomes quite cumbersome to switch fishing rods. I did really like the switching mechanic—just wish it was a little easier. The art and music is an absolute delight, and despite having to panic juggle items to clear obstacles, I had a nice, relaxing time. There's a lot to love here!

RAT-TAT-TAT by Alec Viera 2023-05-03T03:53:40Z

The floating pizza was, indeed, absolutely hilarious! It just kinda wandered and did its own thing and I'm so here for it. I totally lost it a couple times while running around because I thought it'd take a more direct route. Also a rat with a gun? Yes, please. I felt like the one thing this game needed is some kind of sensitivity slider; I set my mouse as low as it would go and it still felt way too fast, but this was absolutely a fun little game regardless!

Dough on the go by Heuser 2023-05-02T22:25:09Z

This was very cute and I really enjoyed even just driving around and exploring the place. The graphics and little musical bits as notifications were so perfect for it. I had only really read the controls and not the full description, as I like to go in blind so I was caught off guard when I blew up the cars I thought I was delivering pizza to. Had a good laugh about that one! The drifting was great, too!

Boxtorio by JoshuaBounds 2023-05-02T22:00:27Z

I'll agree with most of the other feedback here. I *love* Factorio—it's one of my favorite games, so this is right up my alley! But I *was* expecting the levels to be little things I could finish or solve instead of just watch. Mouse controls would definitely be appreciated here—especially as a user of a non-QWERTY keyboard, I had to have the help UI on the screen the whole time and be constantly referencing it. I did play around a bit with it and liked how the automation and building felt, though. I could see a lot more fun in this with a more fluid build mode and there's a lot of room for mechanic exploration for sure. Would like to see more!

Babylon Prime Delivery by DustyRedBird 2023-05-06T07:50:57Z

That was a very hard game, but so, so cool! I absolutely *love* the mechanic of spending value on the cards to play them—I'm not sure I've ever seen something quite like that before and it's super interesting to play with. I'm not sure I'll manage to beat the game, but I gave it several good tries and had a great time! Would love to try this again with a more forgiving difficulty curve.

SendNood.exe by Azzriell 2023-05-06T00:45:03Z

That was a fun little game, but ultimately I put it down due to a lack of level select and/or more forgiving restarts. I may have been doing something wrong, but it seemed that every time I mis-delivered a letter it would send me back to the start, which was quite tiring while trying to get past around level 9 or 10. The track connections were quite hard to place due to the smaller hitboxes and get the timing right on when many connections had to be made in quick succession.

The concept, however, was something I haven't seen yet in this jam and the music was a whole lot of fun! I found the incorrect deliveries to be very amusing and added a lot of charm when failing to connect the tracks in time. You totally nailed the Windows XP aesthetic and the gameplay was quite enjoyable on top of it all. Nicely done!

The Grinchmas by Rainmaker02 2023-05-06T08:26:36Z

I often find it difficult to judge the distance and angle on mechanics like this, but I'm finding it very easy to aim the cannon in your game. The icy floor was a nice touch, making it more difficult to make sure the presents made it to the right kid. This was a cute little game for sure!

Beat Boxes by PonyGirlLuna 2023-05-02T04:24:37Z

Thank you! Unfortunately Unreal doesn't do web builds anymore and I don't have a Mac upon which to compile. I couldn't even figure out the Linux build process in time. But should I ever expand this into a larger, more complete game, I would love to have it available on Mac as well.

Edit: got the Linux build sorted out and it's now available

Beat Boxes by PonyGirlLuna 2023-05-02T05:38:47Z

Thank you so much—both of you. I honestly cannot express how much this feedback means to me. I'm beyond excited that people are liking the game as much as I am—and especially the feel/flow/responsiveness. I'm going to have a good think about the best way to expand this in the future.

The hit zones are 100% the first thing I want to improve upon. Resetting or hanging out in the middle is much harder, as hit detection is performed in the center of the screen (and I didn't communicate this well enough) as opposed to two different zones nearer the boxes. It works for a prototype, but for a more involved effort, I would certainly test out better hit detection.

Beat Boxes by PonyGirlLuna 2023-05-06T02:00:41Z

@pyspher9 Thank you! I'm working on a post-jam version to address some of the bigger issues and cursor visibility is definitely high on the list. I think I should be able to put it over the accuracy text and I suspect that will help a lot, but I'll also explore a few other improvements, including the ones you've suggested, to see what helps the most.

@mateu Thank you so much! I'm glad you had a good time! That's a seriously impressive score, too—highest I've seen yet by a fair margin.

I was wondering, though: could I, perhaps, pick your brain about what you thought didn't quite work for the controls? I suspect it's a combination of accidentally hitting boxes in the wrong direction when trying to reset and lack of clarity on the actual location where hits are tested (dead center of the screen instead of closer to the individual boxes) that are proving troublesome. I've received a few comments about janky or difficult controls, but just haven't been able to quantify them well enough. No worries if you can't or don't want to, but I would really appreciate it! :heart:

As for the guitar "solo", I really wanted to push the limits of how fast boxes can be pushed off the belt. While *very* hard, it's definitely doable with a bit of practice. I didn't really expect anyone to manage it during the jam, though (which means I probably shouldn't have left it in there, but I just had to push the timing limits for the mechanic). :P

@aurailus I'm so glad you enjoyed it despite the performance issues! As mentioned above, I'm starting on a post-jam version and will 100% be addressing performance (or, at least, providing graphics options). I currently do have things like ray tracing enabled, which contribute a lot to the look and feel, but also still impact performance more than I'd anticipated for such a small scene (I could almost certainly bake most of that lighting once I learn how—I'm still quite new to Unreal). As for additional mechanics, I have several I already want to implement, and while I'm already considering boxes you shouldn't hit, a really big one didn't even cross my mind and is a great idea! I'll have to see if I can work something like that in.

Beat Boxes by PonyGirlLuna 2023-05-09T15:57:32Z

@mateu Wow! What a score! You actually beat my own high score on that version by a good 700 points. I don't think I've managed to get 0 incorrects, either. I genuinely don't have words to express how impressed I am by that. *Thank you*. Welcome to first place!!

As for the controls, thank you for elaborating there, too! I've reworked some of it locally and I've landed on a system that feels *significantly* better. I may yet remove hitting boxes the wrong way, but for now I think I have it in a good place. Among other improvements I've probably forgotten about: hit planes are now on the edges of the boxes and there's one for each side, hitting boxes the wrong way has a reduced window size (so it's still possible to hit them, but it generally has to be intentional), there is a very short "immunity" period after hitting a box correctly during which you can't hit another box the wrong way (this one still needs tweaking/testing), and negative points are a thing of the past (tbh I don't know why I even put those in in the first place—looking back it seems so obviously bad).

And the difficulty: I did totally mess up with that one. I had tried a slower song with fewer notes, but just wasn't having fun with it myself, so I didn't think it would be fun at all. But that was absolutely not the right call (and especially not double stacking with negative points). It would have been fun (probably even more so!) with an easier chart/song. :P

But I did learn a lot from this jam and will hopefully do a much better job of handling the difficulty next time.

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@surweaver Thank you for your feedback! The post-jam version that I'm working on has vastly improved controls and I'm absolutely planning on having it ease you into the game more with easier charts and tutorials. I think some of the difficulty with the controls comes from a lack of understanding of the mechanics, and, while I thought it was clear, it's clearly not as clear as I would like for it to be.

I'm not sure manipulating the cursor itself is quite the right way to go, but it's an interesting thought that I'll try out and see. In my response to Mateu, I detailed some of the improvements that make resetting more feasible. I do want to implement alternate control schemes (like keyboard) for those that find mouse control difficult/impossible, but not yet sure how I want to handle that, as many of the mechanics I'd like to explore rely on the mouse.

I've heard of trombone champ, but haven't played it. I'll have a look at it!

As for the UI bug, I did catch that after the jam, but felt it wasn't worth a hotfix. It's not game-breaking (in that reloading fixes it), so it wasn't a big deal (I do have it fixed locally now, though).

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@badcop Thank you!! That's quite a score, too! I don't think I've seen anyone else (other than Mateu) clear 20,000 points, so color me very impressed. Vertical positioning actually doesn't matter for this version, but some of the mechanics I wanted to try involve being able to constrain the hit area to a smaller portion of the screen (in typical game jam fashion I had to cut all those), so I'd originally programmed it that way. I just changed the hit test area to include the whole screen once I realized I didn't have the time to utilize it differently, so now it's just crossing anywhere along the very center of the screen that counts.

I'm surprised you had to lower your DPI, too. I generally find it easier to crank mine up and throw my mouse clear across the screen. I do have fairly low sensitivity, though, and will have to try it at both high DPI/sensitivity to see how it fares.

FoodEx by stesim 2023-05-06T07:25:27Z

First things first: driving around with a truck bed stacked full of $100 bills that are actually only worth maybe a $100 total was extremely funny to me. I looked so rich and I was actually barely breaking even. :P

I was also highly amused when I first pushed the buttons to load my car with food and it just launched it clear over the top and into the road. On that alone, I really enjoyed the game.

A couple of the minor critiques I had were the camera angle and losing cash just to the physics, but it looks like you've addressed both of those in the post-jam version, so that's all I'll mention of them.

It did seem like the time it took to drive between just a couple locations was enough to stack up customers that I just didn't really need to venture out, but I did anyway just to see the area. Or perhaps I just wasn't buying enough food!

I'm also quite impressed with the driving mechanics—I've played a number of games this jam involving driving and this one has felt like one of the best!

Mailure To Launch by drainkid 2023-05-03T05:11:57Z

That was absolutely fantastic! The car battery robots were terrifying with how eager they are to hunt me down. The music was great and felt really exciting when entering a new area. Picking up and throwing ever-increasingly ridiculous items was so much fun. And the voice acting! I usually find it to be poorly done and stiff, but I've gotta say: you *nailed* it. It was so good and fun and enhanced the experience immensely.

I'll agree that the jumping was a bit too floaty and the lack of feedback on getting hit was a bit disorienting, but I finished the last few stages without getting hit so I didn't find that to be much of an issue. The fireworks were, by far, the best item. Just tossing some into a room and watching the, well, fireworks was so much fun!

Extra points for the title, too. :P

Just Wait! by SlySeville 2023-05-06T06:35:47Z

That was unexpectedly hard, but within a game or two (after the first throwaway game spent figuring out the mechanics) I had a good system down for remembering orders... I was absolutely not expecting to have to remember orders like that (or even just identify the food based on looks) and it was a really nice surprise that made for some engaging gameplay. Really tickled the optimization part of my brain. Got a 12/12 on my second real game.

I think the only thing missing here for me was feedback on putting in the orders, as I didn't really understand how that was supposed to work and was never quite sure if I got it in when I tried to. It did end up working, but I did several safety presses just to be sure.

Very hard and very fun!

FORMIDULOSUS partus by highskies 2023-05-06T06:48:49Z

That is a very impressive game for 24 hours of work! The atmosphere is fantastic and the graphics take me right back. Movement and controls feel good, too, and the ending was excellent. I was even expecting the ~~jump scare~~ and you still got me with it. Bravo!

I would very much like to see the extra scene, as the one note I did have was Koyaaaa in that it closed abruptly (but I had also guessed that it may have just been end-of-game intentional. But now that I know, I would love to know, you know?

Anyway, that was a great experience. Thank you!

Dungeon Delivery Service by the Sÿhl 2023-05-02T17:31:45Z

I think one of the most important aspects of rhythm game is the flow—how well the chart works to keep you immersed in the gameplay, but unfortunately I think the more random aspect of the "note" placement gets in the way a little too much here. I went into this trying to play along with the song and was quite confused when I could only play to the beat itself. I also found it difficult to remember which button I needed to press to hit which set piece. I eventually got the hang of it, but it still felt clunky.

What I did really like, however, was that this didn't feel quite like a typical push-a-button rhythm game, but almost more like a little dungeon crawler, and it's difficult to feel unique in this genre—you pulled it off nicely!

DeliverY by StaGYL 2023-05-06T08:13:53Z

I, too, got stuck on the second level trying to find other words, but once I unstuck myself from that with some help from my friendly neighborhood search engine, I was well on my way and understood it was more a Sokoban style game and I had it down after that. I really like the mechanic of making sure the "boxes" are all in the correct order and I haven't seen much of that before, but I also felt like there was maybe a bit too much in the way of letter pushing and a not quite enough in the way of levels, though I can definitely forgive that given the game jam format. Delightfully clever take on the theme, too!

Reckless Deliverer by OlekSUNder 2023-05-06T05:54:03Z

The graphics are great and the throwing feels punchy and satisfying (and it's especially fun to chuck packages through someone's window way up high), but aiming is *very* difficult in combination with the speed, forced driving toward where you aim, and the rear wheel pivot while turning. I just couldn't surpass 60 points. I ended up finding it easier to drive sideways and just tap the launch package button. Never found the smoother aiming to help as it still turned the scooter. I think a few control adjustments would improve this a lot. But gosh the map was so pretty and cozy. I may just scoot around for a bit and admire it some more because you did a fantastic job putting it together.

Fetch Quest. A small text adventure by Patrick Abernathy 2023-05-02T21:10:09Z

That was pretty cool! Ended up getting two of the endings—lost in the woods and pure of heart. I don't know if I missed something or had incorrect inputs, but nobody ever seemed to have anything to say, so for the most part I was making educated guesses as to what everyone needed. I enjoyed it, nonetheless, and may go back in for the other two endings.

Fruit Flinger by FruitFlinger 2023-05-05T07:41:13Z

I really liked the flinging mechanic, but I found that it was simply way too hard to pay any attention to the fruit color mechanic, and I feel like that would have been very cool to experience more. I just wasn't able to move my character fast enough to get to a fruit that I wanted (if it even existed) and back to the slingshot in time to hit a boat. I could have waited with fruit in hand for the right boat to come around, but that didn't feel too good, either.

The flinging, though, was awesome. I especially like how it bounces you back a bit if you didn't take a shot fast enough, so quick aiming and shooting was necessary, and that added a lot to how good it felt to land a shot. The graphics and sound tied together with the gameplay very well, too!