Avian by Porcus_Pie 2016-04-21T21:58:00
There is an instructions text file, just under the download link. Space is only used to start, whilst z and x are used to play
Foon → Ludum Dare Explorer → Users → Porcus_Pie
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 53 | Delivery | Package Panic | compo | 69 | 3.93 | 3.78 | 3.34 | 4.23 | 4.10 | 3.95 | 3.22 | 3.59 | ||
| 2023 | 52 | Harvest | The Dealer | compo | 32 | 4.01 | 3.90 | 4.12 | 4.46 | 4.18 | 3.43 | 4.24 | |||
| 2022 | 50 | Delay the inevitable | Re-Re-Robot | compo | 40 | 4.00 | 3.67 | 3.80 | 3.05 | 3.91 | 3.63 | 2.80 | 3.45 | ||
| 2020 | 47 | Stuck in a loop | Orbit | jam | 348 | 3.84 | 3.72 | 3.84 | 3.50 | 3.63 | 3.81 | 4.01 | |||
| 2018 | 43 | Sacrifices must be made | Re:Call | compo | 63 | 3.84 | 3.95 | 3.34 | 4.02 | 3.52 | 3.25 | 3.88 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Rapid Fire | jam | 885 | 3.13 | 2.88 | 2.52 | 2.76 | 3.82 | 3.44 | 3.02 | ||
| 2017 | 40 | The more you have, the worse it is | Click | compo | 440 | 3.17 | 3.29 | 2.29 | 2.96 | 3.06 | 4.09 | 2.94 | |||
| 2017 | 38 | A Small World | Hopper | compo | 38 | 4.00 | 3.97 | 3.59 | 3.71 | 3.92 | 3.78 | 2.46 | 3.71 | ||
| 2016 | 35 | Shapeshift | Avian | compo | 460 | 3.22 | 3.35 | 2.85 | 3.42 | 3.07 | 2.11 | 3.00 | 53 | ||
| 2015 | 34 | Two Button Controls / Growing | Surface | compo | 877 | 2.67 | 2.53 | 2.86 | 3.26 | 2.37 | 2.58 | 2.78 | 82 | ||
| 2015 | 33 | You are the Monster | Chivalry is Dead | compo | 856 | 2.58 | 2.36 | 2.67 | 2.88 | 2.43 | 2.29 | 2.39 | 84 |
There is an instructions text file, just under the download link. Space is only used to start, whilst z and x are used to play
Nice game, it controls really smoothly and the platforming is nice and fluid. It was really easy to leap and jump around the area. I did find the lack of a checkpoint system rather frustrating however , as it did get hard especially when spikes were introduced. I felt the game also lacked a certain element of depth, that with the lack of detailed sprites or audio, however I reckon if it had them then the mood could be improved massively
Neat game, unique style and concept. The jumping and bouncing around was really fun, and the context as also rather funny. The graphics, with the particles, also looked pretty good, but I wish they were more developed. At times the pure bounciness of the game, with the bubble, made it really hard to control and certain sections really hard to get through.
Nice game. The audio was pretty good, and the visuals, whilst simplistic, were decent. The game was a bit too easy for my liking however, and I felt the world was a bit to big to really get a panicked feel or a feeling of tension what so ever. I did also notice once that the world eater got stuck and just started spinning in circles on top of a planet. The game also felt really slippery, and I would consistantly bump into planets. Other than that, good work. And nice job with the intro sequence
Really nice idea, it was really quite innovative and clever. It felt like I was doing a puzzle platformer on a rubiks cube. The graphics and audio are also quite nice, and the menu looks really cool as well. I did have some trouble with the isometric controls, as it was really quite hard with some of the tighter platforming sections to move around in the diagonal space, when you could control up down left and right. Other than that this game seemed quite polished, although rather difficult. Nice work
Nice work, I love the sound effects that you've given, that add a really nice touch to the game. The gameplay itself started off quite slow but soon it accelrated into a much faster, more frantic speed, which was really enjoyable when that happened, however it could get slightly tedious. The graphics did look good as well, and I did enjoy how you could see the UFO flying from place to place. It gave the game a real sense of character. The music did get a tad repetitive as you progressed, but I really enjoyed the end game
Great game, it was snappy, fun, and challenging. A little too challenging for me (I got stuck halfway through) but never the less fun. The graphics were also really good looking and the colours were fantastic. The background music provided enough interest to be good whilst not overpowering. There was little not to like, however I did find that the sound effects, that being the running ones, did get kind of tiring and almost irritating the more I advanced into the game, and the characters did feel quite heavy or slugish to move, I don't know how much of that is due to the isometric angle however.
The game drew me and kept me playing, with the attraction of the ending. The player controlled smoothly and easily, with collision being handled quite well. I did notice the world kind of being rather stuttery when moving, and often causing lots of screen tearing. The music was done really well, I just wished it played more often or was a longer piece to fill in the silence. The graphics got the message across, but could have been made a little better. So, it was a good game, and I had fun, but with a bit more work it could be really improved
@jk5000, thanks! I'll be sure to rate yours
@occultone thank you so much, video feedback is so great and the kind words were fantastic. I feel like quickly mentioning however that you quit the game on the last level, no problem, just amusing.
I like where you were going with this game, and I enjoyed the puzzle element and the panic it involved. The graphics and audio were quite good, although the lighting could be slightly smoother. The game also controlled really well, and I never had any issue with the game play and the menus. However, I never really felt all that scared. I felt rather frustrated when I kept getting killed and due to the dark couldn't actually see what was killing me, but never awfully scared.
I enjoyed the game, although it took me forever to find my target, maybe the picture needs to be slightly clearer. Other than that the graphics looked great and it played well, I had fun, although a bit of audio would be nice.
Fantastic game, I had loads of fun with this one and was drawn right in. The strategy in moving around each class, and deciding what to do when was well done and really well excuted. The artstyle was really good and it played really smoothly even with this complex aesthetic. The music also fit the game really well, and gave this sense of a dying civilization. I don't know how it managed to but it did. The gameplay was really quite unique and I have little issues with this game, only one or two. The first is that at times I wasn't sure if I did something or not and the game did get really confusing, especially when you first begin. The other thing would be that the HUD wasn't all that clear, and finding the mana counter took a while, as well as the menu's being rather small. Other than that great game, loads of fun.
Holy cow that was fun, like actually. The action was great and the game was so satisfing to play. I got geniunly dissapointed when I reached the boss of the prison, and was then delighted when the game kept going. It played really smoothly and I love how you can pick up new guns and weapons, which added another level of variety. The enemies were just the right difficulty so you couldn't just one hit them, but at the same time they weren't impossible. My only realy complaint was I don't think the dash was overly needed, half the time it didn't work for me and the other half it was just kinda pointless. Other than that great fun and I will most likely play this again. (Oh, and the game also froze up and crashed for me)
Great game, I laughed out loud for some of the sections I must admit (Polar Bear mainly). I also love the interpretation of the theme. I did have some trouble with the space mouth minigame however, as it was really slow and sluggish and felt increadibly heavy. Altogether a great game and I had fun
Nice game, and a great call back to the classic Metroidvanias. I really enjoyed this, and the music was really good and atmospheric, especially after getting the brown square. the acceleration when you started walking was a bit too slow for my liking, however I found that platforming was decent enough that I still felt satisfified when I completed a really hard bit. The graphics could have also used a slight improvement, as the orange colour was rather jarring. But as a fan of Metroidvanias I had a lot of fun with this one
Wow, I am stunned. This game looks and sounds fantastic. The lighting is just so brilliant and the models and environment have a real grundy feel and character to them. The gameplay was really fun as well and provided some really tense moments that were fantastic, and the feeling of panic running away from the falling ground was great. I did have a slight issue with the transitition times. They were really long, although I don't know if that's just due to my computer. Other than that though I would only really say the difficulty curve is huge. Level 2 to level 3 was so hard, and I passed level 2 easily and ended up getting stuck at level 3. Other than that this was fantastic, I am astounded.
Holy cow, I feel this is the video game equivalent of a drug trip. The game starts of really simple, and then just builds and builds. The added distractions add lots of different layers of gameplay, and let the game become progressively harder and harder. I did also really like how you managed to incorporate multiplayer by just simply using other buttons, that worked really well. My only complaint would be that I would have really liked to have some audio, maybe some sort of EDM that drops when the colours start to flash
Innovative game, I love the concept and the ideas behind it. The GUI was simple and easy to understand the and the whole game was really thought through. I did have some problems with clicking things however, and I often had to click around a centimetre lower than where it said I needed to click. The only other issue I had was it wasn't quite clear what changing the policys did, as I would change one and notice little difference. Maybe some form of graphical clue would be cool. Other than that I really would like to see how this game develops even futher, maybe even into a full release
Nice game, it looked really good and I felt as if I were exploring the human body. This was only heightened by the very floating, underwater feeling movement. I did feel that the collisions were really unforgiving, as I would crash into one wall and end up spinning out, or then for the next minute constantly crashing. After a while it was better, but as soon as you hit one wall you were pretty much dead. This plus the insta-kill white blood cells made this really hard, and I had to restart several times. Other than that though, I loved the voice acting and it added an extra level of polish, well done.
This was a lot of fun, and was so satisfying when you finally mastered the controls. I would find myself speeding around corners just to see if I can, however the game was equally just as fun exploring. The atmosphere and the quietness of the situation allowed it to be rather relaxing yet eerie, and was a really fun experience. I did find after a while however that it did get slightly repetitive near the end, as challenges weren't thrown in very often and it just felt like nothing was happening. Despite that however I really enjoyed the experience, great work
This was a really fun and simple game that I could see myself playing whilst waiting for a bus or similar. The game controlled really easily and smoothly, and was quite fun to control.I also liked the music, it added a nice sort of upbeat tone to the game. I did find frustrating that you had to get right in the face of the red squares in order to shoot them, although I can see why you did it, and there would be times where I would just be killed straight up by a red square falling on my head with no warning, and this did feel unfair. The bombs were also kind of difficult, as if two were coming at the same time on opposite sides, it was a real challenge. So over I did enjoy this game, but holy cow it is hard.
I had fun with this game, and it's a great concept. The idea of rollerskating is space is fantastic, however I found it confusing and really hard to play at first. I feel some instructions somewhere would have been helpful, and if I missed some very obvious ones then my mistake.
I had way too much fun with this. I was going to review many games this afternoon but after how much time I spent with this one I don't know how. The game started off rather hard to control and rather slippery, however soon you get the hang of it and it starts being a destructive mess (in the best way possible). The graphics look really good as well, although I feel the audio could have used some work. I also felt that until you got the laser, it was really hard, and then after the laser it got really easy, so that curve might need to be fixed. My only other suggestion would be that the game could have used more impact, maybe particles or vibrations when you slam into an enemy. Great game, I had lots of fun
It took a while to get used to the game and the controls, and even then I had some trouble. It was fun, and I enjoyed it, the graphics looked really cool with the portraits and the audio worked well. At times however it was actually impossible to get the pills, as I would be unable to turn myself around fast enough. But on the whole a fun nifty little game
Hello "Hopper" twin :)
I enjoyed this game, it was fun to move and I enjoyed the strategic element of lining up the perfect shot before letting it loose and destroying the enemy. The graphics were simplistic, but really worked in favour of the game, and I liked how when you jumped or shot, there was a trail, that gave the game some extra character. I did find that, whilst the game did keep adding more and more enemies, it just kind of gets monotonous. The music also doesn't loop awfully well, and it was jarring any time that it replayed. Other than that however great game, well done.
I really enjoyed this. The art was done really nicely, and the fact that there was no HUD yet you showed the health through the player circle, that tiny detail really nailed the graphics for me. The audio also really fit the game as well. The game itself controlled really smoothly and fluidly, and I enjoyed it. I would have liked to see a bit more content however, and possibly some more variety, but other than that great work
I suprisingly enjoyed this game. The graphics put me off slightly at first, however the game was fun. I did find the bosses were relatively easy, and I could just run up to them and mash x, and as well as that I could not read that patterns whatsoever, however smashing them down was really satisfying. Nice work. (Oh and side note, maybe export as a zip file rather than an installer)
Nice work, the game sounds really cool and the looks fit the style of the music as well. Although I am not sure if you would call it a game, or rather a generator, as I found very little interaction within the program. However this didn't stop it from being fun and entertaining, and I enjoyed it. Very innovative
Nice work. The game felt really fun, and really satisfying to play, and it definitely did feel like a modern version of the classic arcade games. I love how the the game was designed to look and feel like you were playing it in a cabinet, which was fantastic, although the tilted screen did get annoying. I was a bit confused as how to play at first, but once I figured it out I had loads of fun. Great work
Nice game! The graphics were really good and fitted the sort of arcade-y arena type fighter style well, and the particles added that extra character. The gameplay was also pretty fun, although the attacking did feel really clumsy, and I found myself feeling like I was stuck in the mud. The only other complaint I would have woulbe be that more often than no the enemies don't give too much warning when they are going to attack (in particular the first one) and I found myself attacking them, before being suddenly assulted and dying. Other than that though, great game, well done.
Nice game, it looks decent, although I think the game would benefit from some more visual indicators for bullets and such. The power-up system, whilst helpful, was a bit confusing and I wasn't entirely sure what everything did. The music was also pretty good, although it did take a bit long to actually kick in and geet the player pumped. As many people have said, the game was very short, but it handles pretty well and it's a pretty decent game.
I enjoyed the idea, but overall the camera made it nigh on impossible to aim and navigate. The music was pumping though, and provided a great soundtrack. I would maybe try and improve either camera position or camera fov, if not then possibly a mini-map? Either way this was great, keep it up
Wow, that was a rollercoaster. It wasn't action packed, it wasn't full of exciting gameplay, but it didn't need to be. It didn't need to be that type of game to still manage to keep my attention, and hold it from start to finish. For an emotional game this is fabulous. It puts you in the shoes of the character, and lets you decided how you want to think, what you want to think, and how much. The mood you set was fabulous, and utterly full of despair, and the way you executed this was done really well. I don't think I really have any major complaints about this what so ever. Fantastic job!
I really liked this game. It looked fantastic and sounded great as well. And to top it all off the game play was also really quite fun and satisfying. You managed to make each bullet have an impact, which felt really good. The sound effects also contributed to giving this a really action packed atmosphere. I have one or two minor compliants however, and thats about it. Because the player's character is black, with a tiny bit of red, it made it really hard in some moments to actually see where the character was. The only other thing would be that the boss battle was rather unexpected and quite easy. But all around great game, great concept, and great presentation
Great game, it looks and sounds really good and really polished, with the music and effects providing a nice aesthetic. The gameplay as well was rather fun and had some interesting puzzle elements. I do wish the game was longer however, and gave you more of a tutorial or guide on how to play, but other than that nice work
The game was really difficult, but I never found it unfair. It was quick to reload, controlled smoothly and reacted well. It definitely was a challenge, but a fun one. I did find the lack of checkpoint system, even if it was an optional one, kinda weird, however it was good. I can imagine that with proper graphics this could be a fun little game to play and get really good at, maybe with progressively harder elements added in. Good job
Nice work, the game feels really open despite being rather restricted due to the energy. It controlled really well as well, however I felt that in certain parts it was really hard, and I actually ended up getting stuck. This may have just been due to how bad I was, but digress. As everyone else has said, the fact there was no sound made the game feel like it did lack something, but overall it was a really fun play and a cool environment, nice work
Wow, nice work. This game was actually quite fun. The puzzle element was original and really quite nice, and working out the plans of what do to in my head was great. Although I must admit I used trail and error a lot. The tutorial was well done and the campaign was just the right length. I'm also impressed that you got customization in, nice work. One thing I would do would be to improve the presentation, as the graphics and audio were lacking slightly, and the particles in the background would be confusing with the particles in the foreground. However, great work.
I like the style of the game and it looks very unique and almost puppet-esque. The water also looked really good, and I like the day night cycle. I did have some problems with the walking animation however, as it occasionally it would be rather glitchy and freak out. My only other issue would be that as walking is so slow and sluggish, it gets a bit boring with long walks from section to section. Other than that, nice work
The concept and controls were pretty good, and it did feel rather cheesy with its humour (in a good way). I did find that the line of sight wasn't done very well in parts however, as there would be times where I would be completely behind a wall and they still saw me. Other than that the only thing I can say would be that the graphics could be improved slightly, and despite its flaws I do kind of wish there were more levels, as it was still quite fun.
Nice work, the game looked really great and the creatures that chased you were really quite terrifying. I got a slight shock in the labyrinth temple when they were chasing after me. The game also sounds really good, and the effects work well, with the motion blur and similar. I did have some troubles with the jumping and the ledge grabbing and outside you move way to fast, but other than that nice work, and nice mood.
Nice game, it was really fast paced and really quite challenging. it took me a while to get used to jumping around whilst switching things up, but when I did it got really satisying. The game was really difficult, and the sudden speed transition were quite jarring at first, yet you balanced it out by making it quick and easy to play. So overall not most polished game, as I feel the graphics could be improved, but fun, neat, and really hard entertainment nonetheless
I really like the concept, and I feel it could get really hectic as you get more and more people come in, and get really quite exciting, however I get dying really early on because I had trouble navigating my people to their facility. I would drag them their and nothing would happen. There also wasn't much indication where you were dragging them till after you let go, and this could be confusing. I really enjoy the sound design however, the music fits it well
Nice game, I had a lot of fun with this and definitely can see some sort of future with it. The gameplay was executed really well and smoothly, and the mechanics were introduced at a reasonable pace. The graphics were really cool as well, and I love the visual style you went for. I would have liked to see a bit more variety, and maybe some more levels.
Nice work with the game, I loved the art and it controlled really smoothly. It had a great sense of humor, however I feel that the music could have been a bit more upbeat to fit that humor. Other than that the game was really quite confusing at first, but I soon got the hang of it and really enjoyed it. Nice Game!
Wow, I'm honestly really impressed. It played really smoothly and fluidly, and given it was only made in 48 hours for a NES, I'm quite amazed. The gameplay was fun, however I would have liked more variety (given the engine limitations however I understand why there isn't). The games difficulty was just right for my level, and it provided enough of a challenge that I wasn't just breezing through it. One complaint I do have however is that some of the environments (particularly corridors of trees) are quite small, and thus it is very to go past enemies without getting hit. Other than that this was a great feat, well done
Nice game, the graphics looked really cool and I love that style. The gameplay as well was quite fun, albeit a bit random and all over the place. I did like all the different types of fish, as well as the power up system, and menus looked good and worked well. The music I must admit was a bit hard on the ears, however other than that the only complaint I would have would be that the hook felt a bit too floaty, and seemed to fly all over the place. But despite all this it was a really fun, and I really hope a post-compo gets released
I absolutely adored the aesthetics of this game. The art and audio were fantastic, especially the music, which I found brilliant. The gameplay was fun as well, however at times I found that it god slightly repetitive in some sections. I did enjoy this a lot however and it has been one of my favourite games so far
I saw this game and knew I had to try it. The game itself feels really fast and action packed, and weaving between and around bullets adds to that. I also loved the art style, it had real retro, almost comic book style feel to it. The sound was also done really well in addition to that. The only complaint that I really have would be that the perspective when flying around the outer area of the screen makes it really hard to dodge, almost impossible for me. I didn't know what was coming at me and what was missing me. Other than that great game, and I would love to see this fleshed out more
I really enjoyed this game. The gameplay was new and unique, which was enjoyable. I also really enjoyed the strategy involved in the game, given you have to plan, calculate and set up things on the go. Near the end I was at the point where I was using multiple asteriods and getting them to smash into each other to change the trajectory. It was just fun to play around with the physics in this game. The gravity was handled really well, and it was a fantastic engine. The game did get rather tedious at some points, and I found myself just drifthing doing nothing, but then more planets came along and off I went. So really enjoyable game all round (although some more sounds or graphics would be cool)
Holy cow that was really cool, I'm a sucker for all things arty and atmospheric, so I loved this. The graphics, whilst simple really played into the games style and the audio was simple yet it worked. I was really impressed in this and got really into this character that the player builds throughout the journey. The constant skull motif I feel was really quite well done, without being too over the top. I felt the entire time like I was exploring some dreamscape, which I imagine the game was styled to be like. I did feel that unless it was intentional, the music cutting out every now and then was kinda weird and broke me out of the game. The controls worked really well as well, with the walking, looking and running handled smoothly. So I enjoyed this thoroughly , top work :ok_hand:.
I noticed a lot of people talking about how the character died in a train accident, yet to me it felt like the character had done something awful to end up in this place (must be my pessimistic side). But I feel this game is highly up to interpretation and I am really enjoying ready all the different meanings people are coming up with
I don't think I have seen a game that has managed to be both funny and depressing at the same time until now. The game controlled really well, and once I had figured out what to do (with the help of the help button) I got into it. I like the design, yet at times it felt a bit too cluttered. The audio was also really cool, how it changed depending on what side you were on. I did feel that sometimes the game felt a bit too random, and rather hard to know where I am aiming, but other than that this was nice little satirical entertainment
Nice game, I really liked the whole concept and it was quite fun. The player did move way too slowly however, and the enemies would just rush me. And due to the overheat system I ended up spamming to get them off, causing my gun to stop and more to attack me. So this game is fun but ridiculously hard. (Also the intro sequence is way too fast, but amusing nonetheless)
It's a very unique, yet fun game, and rather simplistic in it's presentation and gameplay. I like the subtle puzzle elements you have around the place, and I wish there were more of them. The audio fit the style quite well, however I feel that maybe two different colours could have been used, as grey and black are not overly contrasting. The game could have also had slightly more direction, giving the player a bit more knowledge on how to play. You managed to execute the pixel animation and look fluidly however, and it worked well. Despite all this however it was still a fun game to play, I enjoyed it
The game is realy quite unique, and I loved its graphical style. It's kinda minimalistic yet sophisticated, and I am quite glad that there were dynamic shadows with the trees and similar. The gameplay itself, whilst controlling really smoothly, I feel could really be fleshed out and developed further, maybe including enemies, various materials to collect etc. I didn't actually really notice my health bar going up to far, so I don't know if that was a glitch or merely I was playing it wrong. So in total a really good start and I really would like to see this develop even further, it could turn into something amazing.
(Also good to see another young developer, I'm 16 myself)
You doomed us all...the memes are too strong
In all serious though fantastic work. I had slightly too much fun mucking around and exploring this area. I can imagine that with more time you could really flesh this out into something really cool, a nice interactive space. But no I had a lot of, and just wish there was more content!
Holy Cow, that aesthetic. It's so trippy yet it works really well. The gameplay is also really good as well, as well as the audio. I did notice a few collision issues, and it felt really stiff at times, but other than that fantastic job
What a beautiful game. The artstyle and audio really work hand in hand together and deliver a suprisingly soothy and peaceful aesthetic. The gameplay itself is also rather fun, and not too hard, which would have contrasted against the look of the game. The laser had just enough cool down for you not to be overpowered, yet you were able to not be underpowered at the same time. So a fantastic game, nice work
I liked the mood of this game, it was kinda calming despite the rather complex and deep conversational topics. I felt like I was looking into the lives of these people, and I got really attached to some of the people in the scene. The narration was done well, and the character were well defined. I would liked to have seen some sort of physical representation of the characters within the world, as whilst the environments looked really good they felt kind of empty without it. I also felt the ending was just weird and didn't work, even if it was a prototype the ending just felt out of place, as if done from a completely different game. I look forward to seeing if this develops
This was really cool, and I loved it. It was simple and understated, yet it avoided being boring. The audio followed this, being repetitive, yet still maintaining interest, and the graphics were minimal, yet the colour pallet and design fitted the atmosphere fantastically. I only really have one minor complaint, and that would be to add a warning as to where blocks may be flying from, as I got surprised on occasian by some flying out of nowhere. But despite that this was still fantastic, well done.
The engine is really great, it's smooth, it's flowing, and yet it's really tight. Despite the lack of sound or graphics other than simple rectangles, it was really quite enjoyable. I reckon you could definitely spend more time on this game, and fully flesh it out into something really fantastic, keep it up!
Pity that it stopped so early, I had just started to get a hang of the controls. The game feels kinda clunky at parts, but still manages to control decently. I think that might just be due to a wonky physics engine, especially with the spring. I did really like the graphics though, and the game was very cute and pleasing to look at. One problem that I did have was that when I first loaded it, it didn't actually come up, and I couldn't access it even if I clicked on it. I worked around this by using tablet mode on my laptop, but still kinda hard. However, besides all that. Great concept and I look forward to seeing if this develops any further
@tex-killer Windows 10, not sure what version but my guess is the latest
The graphics of this game were really good, as were the core gameplay and concept. Having to balance the healing and fighting was great and quite unique. I don't want to sound like a broken record, after looking at the other feedback, but some audio would have made it much more enjoyable. I also think a bit more variety would be fantastic, more spells and more enemies, even having a skill tree where you could unlock spells (but due to time restrictions I understand that would be difficult). I appreciate the effort that went into making 50 waves, but after running around blasting the same billboarded enemies for 10 waves, I started to lose attention. However I am sounding very negative, the graphics worked really well, and the HUD was an easier indicator for my spell limit, with the skull providing nice visual reference. I also enjoyed the particles for the flame thrower, they made it hard to know what the hitbox was but who cares, they were pretty. Overall a pretty nice effort, which with time I feel could be improved and expanded.
@papiertig0r At times I think if your computer is a bit busy it can desync, but if thats not the case thanks for letting me know! 😊
@edmond00 Yeah, I did notice the :smash and hope" tactic during play testing, however I was so rushed I had focus on other things.
@pkenney Thank you for your feedback! I must admit I wasn't as proud of this as I was for hopper. I feel I went too ambitious rather than simply polishing a core concept. Turns out figuring out timing is much harder than I expected, and I expected something hard... I probably won't make a follow up to this game, just continue working on Hopper for now.
@Zinlker Thank you so much for those compliments, that really does mean a lot to me. Music games are close to my heart as well and it was an experience to actually try and make one.
@Eralies I must admit, Ive been wanting to try and make a music game for a while so I kinda made the theme fit the game, rather than the game fit the theme... but thank you nonetheless!
@triastase Yeah, I would agree with you there on many things. I pointed out what keys are on the intro screen but I must admit it wasn't very obvious. I did attach a Read Me file which explained instructions and similar however. As I also said before sometimes if the game lags (due to a too busy computer or similar) then it gets off beat, which is really annoying but I have no idea how to fix it. Game-maker isn't the best program for music games :sweat_smile:
@rasco Thanks for the feedback! I tried making the blue one correspond to the melody in some songs, but just due to the nature of the game it didn't turn out well. If I had more time I would have fine tuned it more.
@darkgrisen, Thanks for the feedback. I made them DFJK as I felt that when right next to each other it feels really cramped and hurts your wrist, so I opted for a more relaxed layout. Perhaps what would have been better would be to have made it customisable
@jjjjason Thank you for the positive comment! I must agree, rhythm games are lowkey one of my fav genres, Deemo is still on of my favourite games. I'm not sure it counts as building an engine when I'm using gamemaker, but thank you anyway. Also you got so close to the highest score possible
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@dodormeur I agree a full fledged one would be cool, but I already am working on another game that's a pretty long-term project so sadly I think it's off the cards. I'm just one person after all. But thanks for the positive words
@doragongames I actually have been using GML for many years now, but I must admit some more niche functions I am unaware of as of yet. And I did also change the icon but for some reason it didnt register, it worked in my last game so I am a bit confused as to thay, but I was running out of time to troubleshoot
I liked this, it had a really nice vibe to it, with a sort of quirky horror style atmosphere, like a cheesy scooby-doo movie. The animation was really quite stunning, and the audio added to the atmosphere nicely. The story had it's own little charm to it, that I found rather surreal, creative, and non-sensical in a really unique and nice way (probably due to the imagination of a seven year old). I would have liked more endings, or at least a more solid ending, but given the circumstances I can see why the current ending is in place. Overall this is a really nice game that I replayed just so I could see everything in it, even the smallest little differences
It's a pretty solid game. The core mechanic is quite unique and well thought out, and the levels compliment it quite well. The audio manages to avoid being annoying, which is much harder than it sounds, and fits the game well. The graphics as well are simple and work nicely. I did occasionally wedge myself between the floor and a low ceiling before shooting off into the sunset, and I must admit it felt slightly like I was cheating. At the beggining as well the level pans up way too fast, and I died almost instantly in my first go. My second try however went much better. It's simple and it works
For the amount of time you had this is rather impressive. I only managed to play it with one friend but I might try again later and see if I can get more, as I feel without that you don't get to fully explore the saboteur/hero gameplay, and instead it's just a co-op platformer (interestingly both me and my friend were saboteurs so that probably didn't go well). I live in Australia, and I would guess that you don't as the lag was pretty bad. I would be killed suddenly on the moving platform, there would be a delay between me and the other player and similar issues to do with the internet. To the positives however I found that the graphics and audio were really well done, and the multiple tiered parallax scrolling was beautiful. It had a real cartoon-y vibe to it that complimented the game really well. Overall I'm going to leave this game a preliminary rating, but try again at a later time and possibly change it. I enjoyed it for what it was, but there were a few problems that I really struggled with.
This game was really well done. You could tell the little bits of polish, like the helicopter having 3/4 view spirtes and the eyes following you player. The controls were really intuitive and just felt natural to use. I picked it up in little to no time and was flying around like a pro. The game was difficult at times, but it never felt unfair. It felt like it was testing me, rather than cheating me (if that makes sense). It reminded me of flash games I used to play as a kid, so it also had a real nostalgic feel to it. My only problem was at the end the level design felt a bit bland, with everything being dumped on you at once, however the core gameplay was absolutely superb.
Great game. The core concept is simple, whilst not being simplistic. It's really well excecuted and polished really well. The Aesthetic that you were aiming for was acheived perfectly and the game was just a marvel to play, look at, and listen to. Whilst I wasn't very good at it, I still had a great time. The only improvement I could suggest would be to make some of the attacks a bit more obvious, or just change the way they are broadcasted, as I would occasionally be caught off guard due to perspective problems (for example)
I really enjoyed that. It just worked. There was nothing wrong with it bugs or gameplay wise and it just played well and was fun. I enjoyed this way too much and spent far too long seeing how far I could push it, and how many tentacles I could get before giving up. I ended up figuring out the strategy that if you go fast enough, you tentacles stay far enough in the air to not get burned, so I ended up blasting across many a stage and most of the time failing. The only problem I had was that sometimes I would get to a grab point and there was no where I could go, no options were made avaliable to me. Nonetheless this still was a really fun and unique game.
This is really quite good, I had a lot of fun. It took me a while to fully understand the controls, and in the end I didn't quite master them, but I enjoyed it nonetheless. The card system was really quite fun and unique, and that in combination with the superb graphics and audio meant this was a fantastic experience, and a great compo game. The one thing I would have prefered was it the ball was a different colour, or at least stood out more. I found myself on some of the more powerful shots completely lost as to where it was due to all the particles (if this was the intended effect that I would have made a slam shot, and a seperate confusion shot, just to make it clearer and more defined) You say the game is in no way complete, yet I had a blast with this anyway and it was loads of fun.
I clicked the button. I don't know if this is incomplete or a joke entry. I found it amusing at first but it got old. It would be really cool if you made it say more and more ridiculous things the higher up you got, like "This is not a game" It was amusing at the beginning though, just kinda wish it stayed that way.
So, I tried playing your game but I kept getting this error
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Due to the other comments, I can assume this was something due to my computer, however if you know how to fix it can you please tell me, the game looks really nice!
I had a really solid time with this game. It was a lot of fun, and very hectic and enjoyable. The gameplay was simple and effective, and whilst the graphics did leave something to be desired, they were very clear, which was needed in the more hectic parts of the game. I liked to difficulty rise but I felt it was a bit slow to start, then it ramped up really quickly. Not a problem as such, just a minor comment. I really enjoyed the powers, however I felt they got too pricey too quickly as well, but that is something that just comes with time and polish. My only other problem with this otherwise really fun game is that it absolutely killed my fps, especially in the fallout 250+ zone. This may be a comment on my crappy laptop however. Overall this was a really fun game with loads of variety, I was so suprised and pleased by just how much it offered me, and with a bit more polish this would be absolutely fantastic, great job.
The graphics and audio are so well done and I love the style that you went for. It's so unique and it just stands out from the crowd. The gameplay however I felt was slightly touchy at times. Whilst the game itself was really quite well thought out, and I loved the idea of an ever-increasing trailer, I found that when played on keyboard, it was way too jerky and sensitive. One touch could cause my trailer to act like a snake having a seizure. I unfortunately don't have a controller, so it might be better with a joystick, but I did find difficulty with this. As I said though, it was really polished and well designed, and it will definitely stick in my mind. It's the lovechild of crazy-taxi and vaporwave
This game had an interesting concept, and the graphics were really well done. The game controlled smoothly and the platforming worked really well. I liked the dynamic element with the different foods, health, and speed and it really fit the theme. Whilst the graphics were spectactular, they were quite inconsistent, with some sprites being flat, some being hyper detailed, and the background just being a single colour. I also found that the attacking felt awkward and clunky, given how you had to attack someone whilst facing backwards. This made spacing really difficult even with the far travelling farts. However this was an interesting platformer, nice work.
This was a really solid story driven game. I found that the game controlled quite well, with collisions and jumpings done smoothly. The visuals were also stunning, I loved the style of this game and all the characters within it. I was slightly wary about the large amount of text, but it won me over in the end and was a great addition (although the ending felt slightly off to me, Drugs are okay only if you have self-control?) The music worked really quite well and set the mood, although I would really have prefered to have a few more sound effects. I would have also liked some more spells, or increasingly powerful spells the more of the plant you had. Other than that my only other improvment I would make is the last level, having them spawn infinitely in the same small area meant in order to attack them I'd have to fall directly onto them or into the path of one of them. However this was a really well done game (especially for a first LudumDare Jam) and I look forward to seeing what else you do in the future.
This game has a nice core concept, but needs a lot of polish. The concept of having to avoid things to grow old, and your age affecting you movement is really unique and interesting, and it's something I would like to see developed more. The music was quite nice and there were lots of interesting sound effects that coloured everything up a bit more. However I ended up rage-quitting on the second level due to two reasons, the level design, and the momentum. Whilst on ground the momentum wasn't a problem, as soon as I entered the air there was no resistance. I could tap the button slightly and I would fly off into the distance into my impending doom, with almost no ability to stop quickly. It wasn't a fun experience, especially when making slight adjustments. Whilst this mechanic could work, the level design I feel did not compliment it. The jumps needed to be perfect in order to work, and many quick stops were needed. None of the positions of the lasers felt right, nor were they broadcasted well, (the sprites were tiny). I'll give this game the benefit of the doubt however, and I think with time it will improve and be something really cool, but at the moment it feels, not bad, just flawed (I realise I'm saying a lot of negatives, and I don't want you to view that I found this game bad, as I really didn't). It was fun and innovative yes, however there were certain walls blocking my way from truly enjoying this game. I do hope you continue it though, as I see plenty of potential.
I enjoyed playing this game, it was a fun and nifty little experience. The core idea of selectively customizing and upgrading was a lot of fun, and having the difficulty change was great. The controls were slightly confusing at first, but soon I got the hang of it and was going quite fine. I would have liked to hear some sound, even just gunshot or explosions so I could hear if anyone was around me, and if you do continue this game I honestly think having a really cheesy over-the-top announcer would be a lot of fun, just to add some humor (although that is merely a suggestion, not a complaint). I also had a slight issue with the fact that the enemies were so much stronger than you, torque wise, not gunpower wise. I felt like them pushing me around everywhere was slightly unfair and with the slightly confusing controls I just kept being shoved with no escape, and caught in an endless spin. All that aside however it was a really enjoyable game, and a great Compo game, well done.
Also is this supposed to happen? I flipped upside down for no reason and could still drive 2017-12-14.png
The music and graphics are really quite nice in the game, and the core gameplay was solid. Running around collecting gold was certainly enjoyable however I would have liked a bit more variety. Maybe more weapons or enemies, but something new. I found it got slightly repetative after a while (however that is often the case due to the tim restricted nature of game jams). It's certainly a decent game, however it needs a bit more polish
This reminded my a lot of games like civ-clicker, however it did need much more polish. The core gameplay was there although nothing was really shown and explained. I had to read the description of the game and even then it made not much sense. I enjoyed the whole management of your resources thing, however I never really felt like I was under any pressure or urgency. I feel this game could definitely be further developed, with better graphics, audio, and variety. If you develop the core ideas and core gameplay (you have the basics of it down) it wouldn't be too hard and would be quite fun.
I can't say I was the best at this game, but I really enjoyed it and thought it was fantastic. The gameplay makes sense and was simple, which worked really well in your favour. The graphics were stunning, and I love how cute everything looked. I felt really sad when the flower got eaten. The powerups worked well, although I would have liked more variety, and the music fitted in with the general aesthetic flawlessly. My one complaint is that when right clicking, what would happen more often than not is that I would slap a general critter who got in the way, or simply also got hit due to the hitbox. I felt I was unfairly punished for that. Other than that great game, well done
If the aim was disorientate and confuse the player, you sure as hell did it. This was an experience to say the least, and I usually try to comment on the gameplay but I'm honestly not sure I can. I feel the difficulty came from the graphics alone, so I was happy at least controlling the game worked well and didnt add to this. With the effects, it was definitely a situation of me thinking it could not get any worse, but then, well, it got worse. Whilst near the end you couldn't even see, I feel you used lighting to guide the player decently. I did find it got a bit repetative walking around the same rooms with the only thing changing being more crazy stuff happening, and I would have liked more core gameplay, but overall this was a quirky game that was really unique
This game had an interesting concept, however I can't say I understood it very well. The character controlled well and everything worked in that regard, but I never really understood what I was supposed to be doing. The graphics were really good in my opinion, and the simple low-poly style worked really well. I would have prefered a slightly better HUD over the plain red text, with maybe some audio cues or similar, as that would make everything a bit easier to understand. I kinda got the idea after a while, but I still found it a bit confusing to play. However from what I did understand, this was an interesting and fun game.
This game certainly sets a mood. It feels very explorative and as the scale gets larger and larger it just becomes nice to see it grow. The character moved responsively, although there was a lot of jumping even for the smallest thing, which whilst is fine for smaller scale games that are flat, having a large scale procedurally generated game meant it got a bit annoying after a while. I also felt that there just wasn't really any challenge or change. Whilst yes it was very art-like and you got to see new worlds, you always went through the same place over and over with the same repetative musical ostinato playing in the background. Whilst I appreciated the mood and graphics, when it shrunk really small I had to physically get close to the screen to see the blue flowers. I found this game interesting and unique, but I feel it could have engaged me more. (Sorry if this sounded so harsh, I did actually enjoy the game! Games that set a really nice mood I find really quite cool. :sweat_smile:)
The game played pretty well. It was presented really quite smoothly and the core mechanics and visuals were handled well. I would have liked an explination about what each weapon does when you hover over it, or something like that. My only other issue is that I found this really hard, the jam release at least. The Little blue buggers were nigh on impossible for me to kill, and I went through 8 rounds on my best playthrough, in which only 1 I didn't lose lives. Once I started to get the hand of it it got better, but maybe adding something like reward money at the end of each round would make it a bit more fun for the player. I also want to ask as to what accent you were going for, as to me it sounded more european than korean. I loved the voice acting, it added flair, but (unless I got my accents wrong) this annyoed me a suprising amount. However this was a really well polished and well done game, nice work.
This was really quite well done, and I had lots of fun. Seeing all the things that the people before me did was hilarious, and you could always tell who took it seriously and who didn't. The graphics were simple yet that was all that was needed, and it worked really well in that regard. Being able to see who made the mess before you was also amusing, and I had a lot of fun with this. My only minor complaints are with the controls and sound. With the controls, I'm so used to up being rotate, I kept dropping long blocks right on top of my perfectly built stack. At that point I generally just started spamming for fun. I would have also liked to hear some sound or some music, but that's about it.This was such an innovative and interesting concept, and it was so much fun to play, I hope you do really well.
I decided to play this game on android an I was quite suprised by how well it worked. I managed to finish all the little puzzles and manage to get to the end, which I was quite proud of. Screenshot_2017-12-09-09-16-27.png The game itself was very unique and innovative,and the graphics were simple yet they worked well. It's a game you can just waste some time figuring out. The music was good, although it felt slightly unfiting. I would have liked to hear some sound effects just to really make the world come alive. My only other suggestion in an otherwise well made game was that I would have like the "hit boxes" (for lack of a better word) when tapping to be a bit bigger, as it wouls occasionally take many taps to get something small (like the roots). However this was really enjoyable and congrats on a great game
I just kept getting stuck on a room that only had text, and two things saying no choice. I tried all the patches but I couldn't get past this
@shephard-joseph Thanks, from the sprite work I was really excited to play this
I must admit I actually had a lot of fun with this game once I got it working. The core mechanics were really simple yet they worked really well, and the movement was spot on. It was very fluid and easy to control. The graphics as well worked really well, they were so simple yet at the same time they told you all the information you needed to know in the game area. The lack of sound was slightly dissapointing, and I feel even some music could work really well in this game. And it may be slightly obvious from my comments above, but some instructions would clear up some of the more confusing areas. I also found that when unloading into the van, sometimes it didn't unload, the counter would come up but nothing would happen. I am however sounding slightly negative, but I really had fun with this, and I would honestly really enjoy seeing a post-compo version being made.
P.S. In Gamemaker a lot of people often prefer using a zip file rather than an installer for LudumDare, it's just easier for the reviewers
@shephard-joseph No problem, it's only fair we give each game a fair go. And yeah the sound didn't bother me too much and I guessed it was a time thing, it didn't affect the game at all.
I enjoyed playing the game. The idea is really interesting and I would love to see this explored and completed. The balance between the big and the medium enemies worked well, however when the little guys came in I was killed instantly. They are so fast and hard to hit that I just couldn't keep track. I loved the graphics and the music choice, but the sound effects became a bit repetative. The only one other problem I have with the game is that the camera switching was kind of awkward, however alltogether this was a fun little package with really enjoyable graphics and ideas.
This was really fantastic, I had a lot of fun with this. I enjoyed just how simple it was, yet the sheer amount of variety that came with it. Each item was gorgeous, as well as each enemy, and it was fun to blast through them all. The sound effects that you had fitted well, and the use of colour was superb. I would have enjoyed a slightly larger sense of urgency in the game however, as it got a bit bland after a while. Anything such as more sound effects (maybe for when you are low on health) to even progress being made as you play, and getting closer and closer to an end goal. But for three days this is really good, I hope you get enough ratings that you can actually get ranked.
It's an interesting toy, although I can see why you call it a toy over a game, there isn't much gameplay in of itself, yet I did get some challenge from finding noise and silence. I never quite understood how the visuals related to the sound, yet I was able to maneuver everything into place. I noticed that when you stacked two squares/diamonds, you couldn't seperate them, and that seemed to be slightly frustrating. This game had an oddly medative feel to it, and I've noticed some people comment on how many music coming in when the noise clears would be good. I agree with this, and even having a variable background that clears as you play. Overall, however, this was a very interesting little noise toy that was fun to experiment with.
This game had a lot of style to it. The art was really interesting and I loved the look of the spirit world. The use of the slowly developing story worked really well in my opinion, (although I must admit I only got ending B). The gameplay whilst effective and smooth had a few small things that could be improved. I felt that some jumps were a bit too precise. Whilst this is fine, it was a bit inconsistent as every other jump was pretty simple, so there were some difficulty spikes. The only other issue was that I would have to press K multiple times before it actually registered as doing anything. But overall this was an enjoyable experience.
This game is so trippy that I almost felt sick (in a good way). The graphics and style were really unique and it was so surreal falling into another world. The cell-shaded style worked really well. The gameplay was also really quite fun, however at times it did feel a bit repetative. My only other issue is that I found it really hard to tell when I was in trouble. I really found it hard to tell how small the sphere was or how fast it was shrinking. Other than that great game, well done.
This was definitely an experience, but a pretty decent one. I was so confused as what to do at first, I had clicked everything and the me had fallen off, so I was pretty stuck. Then I pressed "space" and had a moment of realization. The incorporation of everything was rather amusing, and I did find some of the little comments littered throughout funny. I didn't get to finish the game just due to being pretty confused about how to get a few of the last themes (like the one in the block and the three colours), but from what I did see if was trippy to say the least. The gravity was a bit odd, as I felt you moved really heavily, but the gameplay other than that was quite solid, minue a few little jumps. I definitely did enjoy this game however, and it was a lot of fun to play and enjoy all the little inside jokes.
I really quite enjoyed this game, and even though I am a music student it still challenged me quiet a bit. It was really unique, and the interpretation of the theme was done really well. The graphics were simple enough to get the point across, although I would have like a bit more animation or movement, maybe instruments growing as well as the lighting when you click them. The audio was nice and clear and you could hear the instruments, except for the harp. For some reason I always found that the harp was nigh-on impossible to hear. Other than that this was really unique, and I had loads of fun testing my skills on it, great game.
This was a really solid game with a highly stylised atmosphere. The gameplay itself was simple and effective, and thinking ahead and planning enemy movements was enjoyable. The graphics were simple yet they were rather effective, and the audio worked as well. It worked, there was nothing overly bad about it and it played really smoothly. My only real complaint is the positioning of the start button, as well as the lack of indication about how running into walls kills you, but other than that there isn't much I can say about the game.
I feel that this game was kinda underwhelming, and it was honestly disappointing, it looked really good and I sincerely hope you keep working on it and you make it fantastic. Starting with the good things, the car controlled really well. Drifting around was responsive and just fun. The game looked really good as well, presentation was great. As such I found myself looking forward to playing this game when I found it but in reality, without a reverse button I kept getting stuck, the zombies spawned way too quickly and killed the game with their lag and I kept getting flipped over, which makes sense but I would have liked an option to flip back after a while. The audio worked well, however it stacked so much it went from quiet to blasting my ears off in seconds. It was a fun game despite its flaws, however, and I'll probably keep it on my phone for train entertainment.
Gameplay wise this was loads of fun. Shooting people around and knocking them all over the place was just hilarious and there is so much in this game to love. I can imagine that if this game was multiplayer, I could play this with my friends for hours. I only have a few things worth mentioning. The AI wasn't overly good, meaning it was kinda stilted at times, and I would have really liked to be able to see how what the other players percentage was, so I knew who to attack. The only other problem I had was that I wanted more, more stages more gameplay modes etc (but I understand that is really hard to do in a Jam, especially with your dad). I would love to see this game developed more, but given the situation you did really well.
@jay2645 I agree with those points you made there about the modes you mentioned, and the AI makes much more sense now, especially given it was prototyping.(I can't make AI at all so it's better than I can do anyway). If you did lives you could represent it by maybe markers above the head, or even having different colours for people on different lives, if depends on the aesthetic you go for. You could possibly have a team or juggernaut mode, with the juggernaut being one strong guy and everyone against them. Other than that I'm not sure, FPS games aren't my usual cup of tea. Good Luck with it and I hope you don't mind my suggestions.
I really enjoyed this game! The art and music worked really well, and I loved the world you created. It set the ood fantastically as this whimsical puzzle game. The game itself was quite solid. The levels introduced mechanics fluidly and I always felt rewarded for finding the secret item. The puzzles were quite solid and I always felt smart completing them. My only two problems are that I couldn't find an obvious restart level button, and within the third level I knocked the snowball in such a way that it made it impossible to complete, so I didn't get to finish the game (which I was genuinly dissapointed about, I really wanted to see this one through as I enjoyed it that much). The other issue was the camera, given the jumpy nature of the movement it felt very jerky and hard to get used to without getting motion sick. I enjoyed this game however, it felt full, polished and complete, a hard task for a game jam game
This was a really quite polished game. It looked fantastic, especially for a 3d Jam game, and the fact you have audio and singing blew my mind. I had to actually check it was an original song because I was so shocked. The gameplay itself is really quite fun and unique. I enjoyed having my goat around and trying to figure out all the puzzles. In the end, I actually didn't get to complete the game for one main reason that kind of annoyed me. Due to the lack of back tracking, and no indication that you needed to get all the keys, I just got stuck and I was so far through I didn't want to start all over again. It was a small thing but it was frustrating. If I'm honest, however, I'm somewhat glad I didn't finish as I got slightly too attached to my goat. The good thing about this game however is despite this, I might come back to it just to see if I can finish it. It was really well done and congratulations to the team. I'm not sure how much was made in the Jam, but it's still good seeing everything come together in such a short time to create a really fantastic looking and interesting game
Also carrot trees??
@tinykidtoo the rumble isn't that big part of the game so don't worry about not having it, I more put the white noise and vibration warnings at the beggining of this post as I know some people are sensitive to it :smile:
@darn thats odd, I havent tested it with a dualshock as I dont have one so there maybe be an issue there then. If you dont mind me asking on the title screen does it say Press Start or Gamepad needed?
@ursagames Thanks for playing! I must admit I have never seen someone get stuck in that switch wall and be unable to die, its interesting to see stuff like this which I never found
@darn Ah, thanks for giving it another go! That makes sense with the controller. Thanks for the feedback!
@alext-design I just watched through the play through, you can actually pick up and throw the corpses as well as stand on them after petrifying them (which you learn in a later level)
Again another really interesting and polished game. I really had a lot of fun with it, it felt very easy to control, tense and explorative. It was deceptively simple, as at times I often felt myself making very conscious decisions over drawing enemies away whilst sacrificing one person, and whether it was worth collecting a new person or sticking with the few I had. In the end I ended up not being able to beat it, I personally didn't realize it could be beaten and thought it was an infinitely randomized game, so I will definitely have to come back to complete it. The graphics were very simple, and it was easy to tell everything apart. One thing I would have liked would be to have more colour variation in the people, just to be able to tell them apart even more. There was a great mood greated, with the smoke being really claustrophobic and tense, in the future I think adding some music or ambient audio would be great to create an even greater sense of foreboding, even having subtle quiet enemy noises when they're hidden would create a constant feeling of dread. Overall this was a really clean game, it was unique and well excecuted, nice work!
This was a cute little game! The character movement took a bit of getting used to but once you did it felt weighty and like a flying magical whale, which was quite satisfying to control, although I did get stuck on some lamps and rocks. The gameplay was simple and it worked, although I think maybe having a smaller limit to presents you could hold could up the challenge and make it harder to get a good time. The music and voice lines were a nice touch, and added a really cool atmosphere, I would have loved more to really flesh it out. Overall this was a cute little game. I didn't really see how it fit the theme, and there were a few lighting glitches in the park, but I enjoyed it.
I enjoyed this game! I found it controlled really smoothly and presented itself in a clean and crisp, yet stylish manner. The music fit the game really well and I felt created a distinct and enjoyable mood. I know this has been said a lot, but the animations near the end and the beginning were quite long. I also would have liked the game to be a bit longer (harder with a game jam) as I really enjoyed the puzzles, but they kind of ended as soon as I started having fun with them and finding some difficulty. Overall however it's a great game, and I really enjoyed it
I really enjoyed this game, I had so much fun with it and it just felt really good to play. I played with a controller, and it just felt really nice. It looked simple yet really clean, and blasting through the earlier levels, then strategically navigating the later ones felt really good, I felt like an action hero in the game. I would have liked some indication earlier that I could hit enemies to instantle defeat them, as I discovered that on accident, but other than that I had a lot of fun with this game, I wish it was longer or had some sort of time based scoreboard so I had an excuse to play it more. Nice work
Despite the stressful balance of crops and sacrifices, I found this game suprisingly relaxing. I went through the entire game and won on my first go. The art and gameplay is really nice and polished, with the art style being unique and standing out for me. The audio just added to this farming mood, and it was a great atmosphere that you built. I played with a controller and found it to be fine, although a little sensitive, I occasionally missed and ended up watering an unwatered crop. This was my only problem with the game, as I kept wasting energy doing this. Despite that however I had a great time with this game.
I really enjoyed this game, it felt clean and really stylish, in both gameplay and the aesthetic you created. I loved the core gameplay and puzzle element, working out which platforms can do which, how can I manoeuvre everything, it felt great. I felt satisfied when I figured something out and got loads of birds through to the next room. The ducks themselves look great and I love all the different eyes and personalities you gave them with those eyes. It's a small touch but it just adds so much. The audio as well was really well done, anything more complex would have been a cacophony due to the sheer ammount of ducks, yet because it was simple it worked really well. Overall this was fun, my ony issue would just be to repeat what other people have said and add a switch to change duck focus. Nice work!
This was an interesting little game. The concept was really cool and I liked the incorporation of different control schemes (I used controller). It took me a while to actually figure out how to play, as the help menu wasn't much help, but I got the hang of it and got through a few rooms. The addition of a story was great and I liked the simplistic art style and colour scheme, yet I had difficulty seeing what was what, and often walked into an instant death trap not knowing it was an instant death trap, as it looked like everything else. The audio and sound design in the game was good however, and I really enjoyed that element. Overall this game is brutally difficult. I played version 1.0.0.4 so I don't know how much has changed with the post jam version, but I found it a bit confusing, with a really hard learning curve, yet quite simple and engaging at the same time. It was an engaging game, and one I look forward to seeing the development of
I always enjoy playing text based Jam games, they always are different and unique. You set a very strong mood with this game, everything was described very vividly and in quite a visceral and emotive manner. I would have liked a few more options in choices rather than simply just "hand" and "foot" and whilst I got that I was trying to get away from something, perhaps a bit more world building could have been cool. Overall though this was cool, and I really enjoyed it
I really enjoyed the mood and gameplay of this game. It felt very stylished and atmospheric, which I adore in games, especially jam games. The gameplay itself was a really unique concept, however it was brutally difficult. I could never last for longer than a minute. I used mouse controls, over keyboard controls (and having two control schemes in a jam is really impressive), and even then it was really hard. You ran out of ammo way too quickly, and health similarly, and I felt the enemies were way too fast, I could never outrun them and I always died. I did like the tutorial section however, and it introduced some concepts well. Overall this felt really polished for a jam game, let alone in the compo category, yet there was slight difficulty issues that I had trouble with. Nice work!
This is a cool little game with great mood and a really interesting concept. I was pleasantly suprised by the voice acting, it really set the mood and the atmosphere. I enjoyed the explorable dungeon, however I would have liked maybe a map that expands as you go, although that was probably a bit much in the time period. I did however, find that I almost had only one small bit of health, and everything killed me in one shot. This would be fine however some enemies just seemed to spawn inside me and I'd die for no reason randomly. Overall though it's a cool game, nice work
I liked this game! I found it a lot of fun to play. It looked fantastic and the voice acting just added to the atmosphere. The core gameplay element was handled really well and just felt good. I enjoyed being able to organise set movements and create little ghost dance parties, but I suppose that's just a little side thing. The platformer felt smooth, but I did find the jump a bit hefty and hard to use. Other than that I just would have liked to know about the restart button at some point, as I only discovered it 10 minutes in. This was a great game, I had fun
Really cool idea and excecution of said idea. The game looks simple but it plays heavily into it's favour. The audio as well sounds simple but again plays into the games favour. The game itself controlled well, although w didn't jump (not sure if programmed or not), but a and d still moved left and right, which was weird. One thing that I did find hard to get the hang of was having to click back and forth between windows, but this is not a fault of programming, more an inavoidable obstacle given the concept. It's a really cool and I would love to see if fleshed out more, nice work
This game was simple, yet fun and effective. I enjoyed the art style and basic gameplay ideas, everything was very clear and uncluttered despite how complex it sometimes got. The core idea of sacrificing lots of troops for higher leveled ones worked well, and it played in with that whole max population of 20 idea, although I would have liked this to be explained earlier. At the beginning I was so confused as to what to do though, I had not idea what I had to click etc. I figured it out but it was polarizing. I also was confused by the pricing system, was it random or based on something else? Similarly I was annoyed that occasionally I could click on one zombie and sacrifice many. Overall however I enjoyed this game, I feel it could be expanded easily and developed into something great! The art and core elements are great, and I think your only downfall here was time, but that's to be expected in a jam. Good luck with anything in the future!
I had a lot of fun with this game. The concept was unique and really fun to play around with, the art was absolutely stunning and the audio worked so well. Everything was really easy to read and even when the screen was cluttered it was pretty easy to understand what was going on. I always felt like I lost because of me, rather than the game. The constant sacrifices was a really cool mechanic and it really tested you, my favourites were lower vision and reverse movement and I would have loved to have more sacrifices like these, that were a bit more gimmicky than lowering stats. Overall this is a really great game, and one I'm honestly going to keep playing, well done.
I like the concept and the aesthetic of this game. It had a simplistic, cartoony artstyle yet the lighting help flesh out the world and make it complete, rather than plain. The idea behind sacrificing parts of your body seemed really cool as well, although I would have liked there to be more consequences to the sacrifice, like taking away a leg made you veer in a certain direction and walk slower. The puzzles felt good, but I would have liked it to get a bit harder and go on for a bit longer. My only other problem was the camera, it had a bit too much momentum and felt both heavy and too sensitive, but I got used to it. Overall I enjoyed the mood and gameplay of this game a lot, and feel it only needs a few minor changes to be really polished and unique
You definitely set a mood with this game, it felt pretty atmospheric and it actually felt like I was exploring this world, rather than a game. The gameplay itself felt very sparse however, I barely felt like I was playing anything, which I gather stems from the story based approach you were going for. I would have liked to see more of the story but I understand 72 hours is not much time to create this world. The graphics were quite stunning, but felt inconsistent. I loved the look of the game when I opened it up, it was bright, and detailed and felt grundgy and digital, yet when I started the game it was so dark I couldn't see anything and there were no animations (I don't know if that was a problem with my game however). Overall I'm interested to see how this game develops, as I can see what you are going for, but things like that animations and pace could probably be fixed up. Great work getting all this done in a Jam however.
I liked the concept and graphics of the game, it looked clean and the music worked well (although I did find it annoying how it restarted when you died). The concept of getting a certain ability depending on the enemy that killed you is really unique and interesting. The game itself however felt a bit slow. The character felt somewhat sluggish and when on slopes I noticed jump detection was slightly iffy. It's a very hard game, which is more a personal thing I admit, but sometimes it felt weird how some abilities felt like they should have worked on multiple enemies, but didn't, meaning it was hard to get through some levels (I may be missing something here though). It's a great concept however and I would love to see it developed further
This was a very atmospheric and unique game. I liked the concept and the more mental sacrifices and struggles rather than the physical. The colour scheme was great and it looked really smooth. I felt the control scheme was a bit hard to grasp given the diagonal maze, and I ended up playing with my head titled for half the game. One of the things I felt was frustrating about this game was that I felt more like it was up to the game whether I won or lost, not me. There was not many skill or puzzle elements, it just felt like I was playing along and waiting to see whether I won or lost. It definitely was an interesting game however, and the music and person on the right really set this foreboding and oppressive atmosphere that worked really well with the game. I found it interesting that as you lost more points in game, let's say for courage, you felt your courage go down as you weren't sure if you were going to win. It's a neat little concept, and I liked the mood and atmosphere you created, and apart from the the few problems I had this is really cool.
This was a cool game. I enjoyed the concept of it and climbing up and over the colossuses (which were really interestingly designed) was really quite fun. I found the attacks quite hard to dogde and the character didn't jump very high, yet fell at such a slow speed, it was jarring to say the least. Honestly I agree with what @fre said with gameplay tweaks, you're almost there and this could be made into a really interesting game. It's a really cool prototype and fantastic for a first time in unity.
I really enjoyed this game, there was some charm to it that reminded me of old flash games I'd play whilst wasting time at home. The gameplay is so simple yet there was something so addictive about just pulling back and letting the cart rip. Being able to actually watch it spin around was so satisfying, and the size of the goal platform is perfect. Audio wise it's again, simple but effective. The graphics could have been improved, but I imagine that was a time constraint. My only issue was I would have liked some indication on the meter of where my last shot was, as that was something which I had a lot of difficulty with. Overall though this was a really charming game, and I had a lot of fun with it.
@domin77 I like that idea! I'm hoping to flesh this out a bit more into a full game, and that's something I'll definitely look at doing. Thank you @beavergames and @cinar for your feedback too!
@remus-rain Wow! Thank you so much! Your review has actually inspired me heaps about what to do for the future. I've already implemented another type of circle, and I was struggling with what to do next, but you've given me a lot of inspiration for how to take this even further. Thank you for the kind words!
@remus-rain Thank you for the offer but I dont actually have twitter! I'm balancing uni, work etc so progress will be hella slow. I'll probably post updates on this website however. Thank you for your excitement however!!!!
I was giggling all throughout this game, I've seen non-euclidean games before but I've never been able to play them and I am in love. The way of getting out of the loops was so simple yet it made me feel so smart. Much like @tutti-ankka I also couldn't get past the ramps, and if there was anymore past this I would love to know how to access it, as even without the gameplay, I just had fun moving around and figuring out each puzzle and how to get through it. My only small issue is the mouse sensitivity felt very low, but this is also nitpicking and a matter of personal preference, so well done and thanks for giving me a great intro into non-euclidean games. I would love to see more done with this engine, as it does feel slightly like a tech demo, but it was a tech demo I had a blast playing with
I enjoyed this game, but it was definitely a challenge. At first I was really caught off guard by the controls, but over time I figured them out. Half the time it felt like it was all down to luck, but then out of nowhere I'd manage to do a bounce that would make me feel like the most skilled player in the world. As soon as 3 of the enemies (? idk what else to call them) were introduced the game just ramped up in difficulty for me, and it took me a while to even get past 3.1. The gates also caught me off guard, and I would have liked some form of visual reference of where they were as I felt occasionally cheated on their location. Outside of that however I had a lot of fun, and I feel this is a game you could really master if you had the time. I ended up growing quite fond of the hard movement, and those times when it flowed really well felt so good.
I don't play many horror games, but the ones I do play I always really enjoy and this wasn't an exception. I love the way you used the PSX style to your advantage, the low resolution and low poly graphics really obscure what's ahead of you and distort things in an otherworldly way, great design choice. The use of the doors as well was brilliant, with every door hiding things around the corner and building that suspense, much like in early survival horror games such as Resident Evil 1. The atmosphere was built really well at the beginning, however I would have liked a bit more environmental storytelling. It kind of felt like I was reading a lot of text and suddenly a body appeared, so more of a visual , more subtle build would have been fantastic. That being said my heart was still pounding out of my chest, but a slightly more gradual build-up would have been so good. I did encounter a few performance issues, so I had to sadly stop playing and watch the video to see the end, but this was mainly my computer's fault, and I would have loved to see this through. I agree with @vollfeiw however, being unable to "kill" the monster would really help install a sense of powerlessness in the player that would have been terrifying. Overall this was a really nice exploration of tension and expectation, and I don't think I will forget it quickly.
I had a lot of fun with this game, it was simple in concept but executed really well. I won't echo what everyone else has said, as options such as objectives, AI choosing vanishing tracks etc. are all great and things which I also think would be great additions. That being said, not having that did not detract at all from my experience with the game. The visual style was simple but really easy to understand and really quite gorgeous in it's simplicity. The audio as well was really nice, with the music and audio cues all playing off each other nicely and rounding out the experience. I initially had a lot of frantic fun trying to rebuild tracks before the train could get to them, but then I discovered I could just break the game and force the train to go in a circle whilst I built loops away from it. Even then though, just building tracks and seeing the most complex loop I could make was fun on it's own. I think with a few tweaks, this could definitely be a game I could see myself coming back to again and again, nice work!!
This game is addictive! It's so simple but really fun, and the graphics are so bright and playful without getting messy. The music as well was really nice, it wasn't too in my face and I felt it fit the theme and style of the game perfectly. The game controlled really great too, it was a nice balance of speed and it felt really easy to play, whilst still having some difficulty. The acceleration was just enough that I had to think ahead, without it feeling unfair. My only very minor gripe was I would have liked some indication that I was changing speed utside of just some small text in the corner, whether that's audio, a particle effect or just a more obvious visual cue, but that issue was so small it didn't affect my experience at all. I had a lot of fun, and would love to see this put out into the world. Well done!!
This was a neat little game, I really liked the concept and I feel you executed it very well. The graphics are simple but they do their job, and I think that they fit your game really well. The audio, whilst sparse at times and lacking in some areas, fit the game pretty well too. The boomerang took a bit to get used to, but once I got it it felt really good. I love that I don't have to loop the entire thing, and rather I can have a long trail leading towards the loop. That made things feel a lot nicer. I do agree with a few of the comments I saw earlier about the difficulty curve, I was thinking one level that there could be more challenge, before being completely stuck on the next. Overall this was a fun game, and I definitely enjoyed my time with it.
I wish I had recorded myself playing this game, because when I died for the first time and saw the dead me there still shooting I audibly gasped, I did not expect it. I really enjoyed the concept behind this game, it felt a lot of fun and the strategic planning that went into every death was something that I hadn't done before in this sort of context. I feel the game could have used a little bit of polish though, the graphics were really nice to look at but I often got lost within them, and the feel of the game could have been made faster and more action packed. I still really enjoyed this one, and felt it was a fun and unique perspective on the whole "previous runs help you" idea
This was a neat game! I really liked the visual aesthetic, and how you used pico-8 but still managed to mimic old arcade graphics and vector lines. The sound as well was really clean, and I liked the choices you made on that part. The ship controlled really well and I enjoyed the concept of having to orbit to stock up on ammo, then head out into space and fighting there too. I did have some buggy collision issues, with some shots hitting the asteroids but not destroying them, and I would have liked some indication on where asteroids were coming from, as I'd get a warning saying more were coming, but I'd then miss them and lose planet health as I was running around trying to find them. Overall this was a cute and neat game that was a fun little time waster
This was a really unique game, definitely interesting to play. I really liked the top down, yet 3d style. Combined with the fast mouse movement and camera slowdown when attacking, the game had a really dynamic and action packed feel. I feel like with the attacking being so fast you were trying to get a very action packed mood, and it came across. I did however feel that the mouse movement was very jarring, however, as the moving camera, and high sensitivity threw me off every time I used it, and it was really hard to actually attack something. This combined with the enemies that could damage you back made the game really hard to me. It was a really nice concept however, and I enjoyed exploring it! Nice work
This was a really interesting game, and I enjoyed the trial and error concept behind it. I like the visual aesthetic, it almost seems very cyber, or computer-y, which made me a bit surprised when I came across a bow and arrow. The subtle curve around the edges also felt nice. It added to that aforementioned cyber feel, almost making it feel like some sort of futuristic domed monitor. Echoing the comments others have already made, having some form of reset timer displayed would have been nice, as I found myself often thinking I had heaps of time left seconds before it reset. I did see your comment however acknowledging this as a time restraint. The map also felt very big, I found myself getting lost, not knowing what to do, and due to this the timer was very long and I always felt like I was losing so much when it reset. A smaller map may have led to a more tense and frantic dash, rather than a slower stroll. All in all it was an interesting and really quite good looking game, I just wish I didn't feel so cheated when the timer reset.
I enjoyed this game! It reminded me a lot of old flash games or things I would waste time on on cool maths games. The presentation was super simple but it worked really well, simple without being simplistic. The game itself was super hard, I actually got stuck on level 8 of 20, so I can't imagine how hard the rest is. The audio did get irritating after a while, being only bleeps and boops, but it fit with the style. Overall I enjoyed this game a lot, and would love to play more, if only I had the brain for it
This was a really neat game, I was very disorientated at the beginning, and I'll be honest I almost gave up, but then I figured it out and really enjoyed working through the puzzles. They were a nice level of difficulty and having to plan multiple steps ahead for the solution gave me a real kick when I managed to pull it off. The game itself also looks really nice, you've nailed the sort of "future science experiment" style and the colours were bright and easy to understand. My main issue was as I said, the disorientation. The lack of audio cues or animation meant for the first however many minutes, I just ran through random doors having no clue what they were doing or if I was beating the level. Similarly every gravity swap meant I had to spend a few seconds just getting my bearings. Once I got my head into this game, I really found the puzzles quite rewarding, a good level of challenging and if you had the time I would love to see this built even further, but getting my head into it was hard, and almost threw me off.
I really liked the presentation of this game, the graphics were simple but the inverted element just brought it together and made it feel cohesive. The speed as well felt really good. The gameplay I did have some difficulty with though, the sword swipe was so small in comparison to the racoon and I could barely land a hit without getting damage myself. Similarly with enemies flying everywhere (occasionally even landing directly on my head), I would have liked some option to aim the sword, as it was almost impossible not to get hit. Overall, I think with a few tweaks this could be a really fun arcade style game, as I love the look and feel of it, however it is just too difficult for me.
This was a really polished and well made game! It took me an embarrassingly long time to get around the first level, however once I figured it out I had so much fun. The simple silhouette graphics combined with the time-stop shader worked really well, and the puzzle was unique yet fun, and provided a good amount of challenge. The 5 second limit was a fantastic time period, it was short enough to be challenging without being frustrating. Overall there isn't much to mention, just because this was such a fun and polished game to play I have no quarrels with it at all, well done!!
This was a neat game, I loved the graphical art style. It managed to blend old school dungeon style games with a cuter aesthetic, whilst still being really clean. The dungeon itself was nice to look at and walk around, I knew what everything was when first looking at it and what would and wouldn't hurt me. I did, however, get very lost. A simple map function would have made the game a lot easier to play and a lot less tedious in the wandering around. Overall this was really neat. I can't expand too much on what other people said, more just reinforce their points and say I enjoyed it
I enjoyed this game! It was simple and presented in a really cheery and playful manner. You managed to pull off simple without it being too simplistic. The puzzles actually felt difficult, I had to stop and really think about a few of them, which I don't often see in puzzle games made so quickly, so well done!! The gameplay was really smooth too, I noticed no bugs or errors whilst going through it. My only problem with this game is that the levels are BIG, which makes them really difficult. This could be just me being bad at these types of games, as I have played similar ones before and I am not good at them, but with how large they were, even the tiniest pixel-perfect detail led to me failing, and certain levels took minutes to complete watching the path. This didn't detract too much from the experience however, and I still had a great time with the game.
This was really neat, I will definitely be coming back to this once I have access to a controller. It's such a simple concept, but really engaging and I can tell it has a really high skill ceiling. Finding the right line to hit all the corners was enjoyable, and I was surprised how often I would find myself following what I thought was the natural racing line, only to question it later on. I was also pleasantly surprised with how long the game was; I wasn't able to get the entire way down on keyboard but looking forward to getting there on controller. The only thing the game was lacking to me was more feedback from the car, I would have loved some HUD with speed, or distance or something to add just that little extra incentive and value. Overall though this was so simple but so much fun, and really exciting to replay.
@josh-riley How odd! I think it should be around 2.8 seconds or so, definitely not 1. I'll look into that thanks for letting me know!
@pkenney Thanks so much for the feedback, I definitely wasn't expecting anything this comprehensive! I've seen a lot of people stumble at the hurdle of the third to last level, the crushing seems to catch a lot of people out there. In terms of the two boons the speed up when pressing space was considered, but that was just a time requirement thing with the compo, worth adding if I expand this in the future. I actually hadn't thought about using the movement keys to trigger the new replay instead of space, that's definitely worth exploring! I also had never run into that movement issue with them dropping you, thanks for picking that up!
This was a really interesting concept! It's presented really cleanly, the art is really nice, and as already mentioned the humour and story is what makes this game. I would have loved to see that humour more, maybe with more voice-lines as you play, random events etc. It would have been nice to have some regular taunting by the queen just to add that encouragement to keep playing. Exploring the concept a bit further with more pieces might be a fun future project, I found myself very quickly just doing the same loop over and over without any reward. Overall though this was a fun distraction, with some really enjoyable story!
I will admit I first came into this not expecting much, the menu was squished on my screen so I had a not great first impression. Something about it just kept me playing however, it was really mesmerizing just trying to align everything, with the music in the background really setting the mood. The addition of several modes also helped to increase this replay value. Some visual indication of you thrusting would have been good, I couldn't tell first quite how my movements were affecting the ship, and the drones were so hard to see and keep track of. Overall, despite the visuals, this was a really surprising game for me! I got a lot of enjoyment from it and it set a really nice mood, I'll probably come back to it when I'm bored at work next.
I can see myself getting addicted to this fast. Mirroring what everyone else said, this would make a fantastic phone game, just something to mindlessly tap away at in the best way possible. I also ran into the black screen glitch like @dennis-magnusson, made it impossible to continue. I think I would have liked to see some form of pattern or colour-blind mode, as the colours sometimes blended into each other a bit too much, but outside of that this was so simple in the best way possible. Loved it
This game feels like the definition of waking up and choosing violence. The controls were really smooth and the audio added a nice arcade touch that really improved the game feel and mood. The visuals were also really fitting of this style, but I think adding a few more post-processing effects, or maybe some more over the top graphics and style would have made this really energetic and heart pounding. The only other issue I had was that the chaos system wasn't fully explained and took a while to figure out, but outside of that this was really fun! I had a great time playing it, nice work!
Visually this game is a treat, the pixel art was gorgeous and I loved the atmosphere and mood with the lighting. One of the stand out moments for me was the dread from finding out I had been backed into a dead-end on wave 4. The story as well was really nice, it felt like it gave me a reward for getting through each wave. I think like others have said, the gun could use some feedback and auto shoot, maybe some particles and audio, and there could be some more variety in weapons and enemies. Whilst a mini-map might lower that sense of dread, I also wouldn't mind someway to see where the enemies are if they are off screen, made searching for the last few at the end of a wave a bit tedious. Overall though this was a fun experience. It's a solid idea and the way the art works with the story was fantastic, I think you could develop this a bit further and make it really nice
I got a bit of a black comedy kick out of this one, it was unexpectedly funny. I went in expecting just a cynical clicking game, but the more I played the more ridiculous and over the top it got, was a nice surprise and got a few chuckles from me. Very simple game play wise, I don't think it was super clear at first what I could click and what it was doing, but eventually I figured it out. Some more variety could have been nice, with some different type of upgrades etc. All in all it was simple, but I just couldn't put it down until I figured out the final way to mess up my life.
@sirjupitron You have my permission to use that anywhere, within reason of course 😅
This was fun! When I saw your post talking about a difficult game I knew I had to play it, I made a difficult one too and I felt like I needed a taste of my own medicine. The visuals are really clear, it's simple to understand what things are what they do. The gameplay is fun, and when I figured out you could jump around and on top of boxes floating down, timing those jumps and climbing a tower to hit midair opponents felt great. Similarly I loved the variety of components, waves actually brought new enemies and items, instead of just more of the same. My only main complaint is that the main character feels very heavy, I feel some of the game feel could be improved if you were a bit lighter and your sword slashed a bit wider, just making it a bit faster and more action-y. That and the music felt a bit out of place, nice, but out of place. Overall this was fun, I loved the idea, and I loved the way you could really figure out new ways to tackle harder enemies! Nice Work
I had fun with this game, such a simple concept! The car felt really satisfying to control, at first I was worried it was too heavy but I soon was able to really lean into the corners and wind my way around the track. The random track generation was a nice touch as well, it really added to that replay value. I think as previously mentioned having a smaller hitbox may have added to the game feel, I think it would be fantastic if I would be able to just scrape past a corner with a few pixels over the edge. I think some more variety would also be welcome, some obstacles, or other track components, but that is hard when you're making a game to a time limit. Despite these few issues though I had fun! This was simple but effective, nice work
This was a cute game, reminded me a lot of face-timing my partner during lockdown. I loved the graphics and the story was was really nice to uncover as well. Small touches like Mel not wanting you to hide your interests and being open made it feel really warm and accepting, it was a nice touch. Mirroring what everyone else said, some sound effects or music would have been nice, but I think my main frustration came from not having a skip intro button, or a way to fast forward. Having some endings happen abruptly made it frustrating to have to go through the same text over and over. Overall it was very cute, and I'm always down for more LGBT+ games.
This is so neat, I had such a fun time. After seeing all of the posts in my timeline I finally bit the bullet and gave it a shot, and I am not disappointed. You could have just made a collaborative drawing game, but placing it in a gallery, with a rating system, characters you could talk to that actually had personality, and a clean packaged presentation, I was smiling the whole time. The only small thing that bothered me was a lack of undo button, as well as my mouse not being locked so it kept moving off the page, but I honestly could not care in the long run. This is a fantastic game with great execution, well done!
What a trippy game. I really liked the somewhat psychedelic visuals of this game mixed with the serene music, it was an unusual match but it worked well. Mirroring what others have already said, I did feel that the game is way too difficult way too quick and some explanation would have been nice in terms of how the game works. I was left confused for the first few runs thinking I needed to collect clocks as they stood out, before figuring out that I needed to simply avoid everything a bit later. Once I did figure this out it was fun having to dodge all the odd obstacles thrown at me. Having to click through multiple screens just to retry did take away some of the replay-ability, it made me less eager to start again and more frustrated. With a few tweaks though you have the basis of a really trippy endless runner here, and with a few more elements it could be really interesting.
I hate this game, 9/10.
In all seriousness this is a really addictive game and I enjoyed it a lot, like others have said I played this game for a lot longer than I expected, and I will definitely be coming back to finish it. Furthest I got was 59m but I know I can reach the end with time. The visuals as well suited the game, it was clean and simple, but I also loved the wobbly fluid animation of the character with the solid stepping, it was a nice mix that represented what you do and don't control well. Whilst I get that it may be part of the challenge, I will admit the camera had moments where it just didn't feel fair. It would be trailing far behind and I'd feel robbed, more than feel like it was something that was my fault. Overall thought this was really solid, and mark my words I will finish it one day
This was really solid, it's a nice concept executed in a really clean way. Everyone has already mentioned the difficulty but I do have to add on to that bandwagon, I don't think I ever felt super challenged. That didn't stop this game being satisfying however, I loved the audio and the reverbing sound effects, it gave the game this lonely vast mood that was fitting for space defense. The visuals as well, when you got close the design of each ship and the UI was gorgeous, I was almost disappointed with how much I spent the game zoomed out away from this pixel art. It's rare for me to ask for a game too look more busy, but I think adding in some elements such as particles, prices, even maybe some targeting UI or post-processing would do a lot to add to this large scale impending doom style vibe you're going for. In general however this game was really solid, and I think with a few tweaks to balance it out it could be a really nice challenge, great work!
Fun game! The combat took a second as the sword felt really slow at first, but once you got into the rhythm, and figured out how to really use the dodge to you advantage, it was rewarding. It felt like I was fighting someone at the same skill level, and it made it feel like a proper duel. I will admit I didn't get up to the final boss, but I still had a good time without this. I think the graphics and audio do let the game down slightly, I love the voice acting but the simple cubes and faces I think could have been made slightly more interesting. This is a compo game however, so it didn't bother me too much, and I think this is really solid!
I just loved this game, it's rare that I see a gamejam game that actually makes me excited to see where it goes, but this is a game that I really want to see the future of. Initially I saw the screenshots, and thought that the graphic style might be a bit dull, with the repeated floor texture and the plain black walls, and whilst I would have liked to see some more detail in these elements, the way you presented it with your post-processing and effects just made me fall in love. You gave the game such a meaty punch, which is surprising for a game that I actually played quite slowly and methodically. This really is a game that you can play in so many different styles and I love that. Kudos as well for getting in an intro, gorgeous art, and multiple levels, fantastic work all round. I would love to see level progression, maybe some more environment objects or interactables, and some different enemies. I think my only main complaint is that sometimes the bullet would go in a wildly different path than I initially shot it at, but that might just come down to the moving zombies. My stand-out favourite so far and I can't wait to see if this goes anywhere.
Oh I loved this. I imagine you opted out on ratings as part of it being an "Extra" game, which is a shame I would have rated this highly. I never played the old Lucas arts games, but from what I have seen it seems like you matched the vibe really well. The puzzles were real head-scratchers and I loved figuring them out, with the map one in particular actually forcing me to break out a notepad and plot everything out. The added touch of having to go into the files, replay the game and do all of these meta-game elements really just made my jaw drop, I had so much fun I can't lie. My only real complaints are that the music papers were not easy to see, and like jogy34 said I did have to download a separate extraction program to use the password (7zip worked well). I think it would have been a fantastic touch at the end to be able to go back into the game after using the secret file, and see some difference. I just had a lot of fun with this, fantastic work
This was an interesting concept! Rock Paper Scissors games are always a really fun concept, I love seeing how people can change such a simple game. Like what everyone else said, I would have enjoyed having a little bit more strategy, by the end (round 19 for me) it really felt like I was just doing the same thing over and over, and having that little bit of strategy would be nice. I'm unsure how to incorporate that with RPS, but I'm sure there is a way. The other small thing was that having everyone rush to the center was a really nice visual, but I think it would have been nice to have some variation in where they run to, as it ended up being a visual clump of models and I couldn't quite tell who won or lost. Overall though this was really interesting, and I think you could develop it and make something really nice!
This was a neat little concept. I liked the idea of having enemies you could only damage right before they hit you, reminded me a lot of parrying an attack in other games. I also liked the visual style, it was clean and cartoony. I did find that after I had defeated the 3 enemies once, there wasn't really much variation beyond that. Having some more complex timings, enemy times, maybe even some more movement options could have added some more interest. I think similarly having some form of visual or audio charging up cue would have been nice, like an animation. I tended to just have to guess when they would be firing. Overall this was an interesting idea, and I think you could really run with it and push it to it's limits, but it could use a bit more content in the future! Nice work!
Interesting game! I can tell you're leaning very heavily into the humour, and it works! The voice lines really are what makes this game interesting, and well done on getting some voice acting in there! It's refreshing to hear actual voice-over in a game jam game. The throwing feels very satisfying, you get a nice arc from the goo and more often than not I felt like it went where I wanted it to. I did find after a while it got a bit repetitive, and I would have liked for some more variety to be added in, or a quicker throw to make it a bit more manic as the portal closed in. Once it hit a certain spot I didn't feel challenged, more resigned to my doom (although that does fit in with the theme). Overall though this was presented really well, and an enjoyable time!
This was a really solid and polished entry! The vibes here are just perfect, you managed to craft such an atmosphere without ever really introducing any sort of monster or typical horror tropes, so congratulations on that part. The puzzles as well were really nice, simple but not to the point of me breezing through it, I did have to sit and work through some of the later pushing and pulling puzzles, and you managed to add a decent amount of variety with one small mechanic. The graphics were also really nice, simple but effective. I think my only issue is the lack of HUD. I know this adds to the atmosphere, but subtitles for the radio might have helped me feel less lost, and having some form of breath indicator outside of the sudden "you are dying go quick" screen effect would have been welcome. Overall though this was great, I really enjoyed this and you got a nice spook from me in the middle of a polished puzzler.
This was really polished and a lot of fun! I love the style of the game, with the visuals and audio both adding a lot of charm and humour. The game itself is simple but engaging, with a nice ramp up of difficulty, I had fun. Not sure if there is much replay value, but that comes down to it being a jam game more than anything. I think I would have liked to see an onscreen score, just to add that little bit of extra feedback, but this was just really well put together and I'm glad I took the time to play it, nice work!
I really liked the concept and idea behind this game, pairing a getaway with the frantic nature of warioware style gameplay blends perfectly. Having different characters with different specials and abilities also was a fantastic touch, even if I didn't quite notice their specials at first. I liked the variety of mini-games, however some felt fair, while others felt impossible. I never quite managed to beat the disco ball game. I also found the movement just way too floaty for the frantic nature of some of the games, having something snappier would have improved the game ten-fold for me. Despite this however, this was cool, you had some great art and humour and it's a solid entry!
This was a cute little game! I agree with above, the tutorial was really nice and easy to understand, and some coyote time or some jump refinement would have been nice, it felt like it was on a bit of a delay. Would have definitely liked to see some more levels, by the time I got into the swing of it and really getting into it it was already over! That being said it is a game-jam, so not many levels is never that big of an issue. Overall, the jumping and movement definitely took some getting used to, and the graphics were a bit plain, but this was a cute little concept executed in a funny way!
Not sure if I'd call this a game or an interactive story, either way I did find my self laughing at it after a long day at work. I was surprised at the sheer amount of options available, usually with games like this I try to find every ending but I did end up giving up here. I will admit I did have to mute the game, the audio loop did get a bit grating as the game went on. Would also have liked some more visual variety over a simple loop, but I can't say that I didn't enjoy my time with this. Lots of laughs!
This was really neat! I love the central mechanic and gameplay loop, having that memorization, and really planning out when to hand it in and when to look for more pathways, it was really relaxing. The mood was set really well by the audio as well (even if it reminded me of my morning alarm). I think it would have been really nice if there was a little bit more visual variety in terms of the light areas, just some landmarks that could make navigation a lot easier rather than just going on pure visual memory, e.g. left a bit after the red mushroom. Overall though this was really relaxing and a nice break after the compo stress!
@uraffululz oh wow! Thank you so much (and thank you everyone else for that matter, such fantastic feedback). Might not get to it until this weekend but this was done in gamemaker, so a Windows export should be pretty easy.
@uraffululz Had some time after work, didn't take long at all. Windows version now available
@pkenney Thank you so much for the feedback as always! I feel every game I post you make your way over and leave just absolutely fantastic and in-depth reviews. I definitely knew the menus were a bit clunky but I was running out of time already so just had to make do, same with the inventory.
I did definitely tried to push the player to harvest, I wanted to get the balance just right that could play without harvesting, but it would be so slow the player would feel like they had to!
Thank you again for the lengthy comment (in the best way :grin:)!
This was pretty neat! I love the whole risk reward mechanic you have, and tying it into the theme of a black hole and space time distortion. It did take me a second to figure out what was going on and what all the power-ups did, but once I got the hang of it it was a nice distraction. I can almost see this like a phone game, with simple one touch controls. The graphics were simple but easy to read, and the audio really fitted the game, didn't get in the way at all. I did find that when starting some levels I Would be immediately hit with asteroids that spawned on me, which felt a little unfair if I'm being honest. Overall though it was fun, if a little unfair in later stages, a nice little time-waster!
Really gorgeous looking game, I love the pseudo-3d and the limited colour palette you used. The blues, whites blacks and reds were really used to good effect. I was honestly quite surprised when I hit the plant balls that they did actually react with some sort of physics, I'm so used to pseudo-3d games being very limited in this regard. I will say that as much as I loved the visuals, that did not stop me from feeling physically motion-sick when moving the mouse, maybe having a more controllable rotation would have reduced that. I also really enjoyed the tech, but found the actual game itself could have used a bit more. It felt a bit like a tech demo. Was still a lot of fun to punch balls around and I was impressed by the effect, nice work!!
This was short and simple, honestly the best way to do Jam games. You managed to get something with such simple yet smooth movement and really flesh it out with some really interesting and fun interactions and gameplay, well done!
The movement was buttery smooth, the perfect level of slipperiness. I found myself picking it up really quickly, and then finding that the more I played the more confident I got literally jumping around and almost juggling items that get thrown in the air, it was a fun time.
The graphics were simple, but I think that really played into this games favour, any more complicated and they would have not kept up with the frantic level of gameplay, you weren't lying calling this game panic. Speaking of presentation I think maybe some more audio would have been nice. Given how short the days were having a frantic theme that sped up as the game got closer to the end would have been just the icing on the cake.
I will say you were not lying about the difficulty, I found myself really struggling. Not always a bad thing but it did mean that I eventually had to give up only at level 4. It took me quite a while to figure out the tool pick-ups, and I often would forget which one I was holding and end up wasting time trying to figure it out. I think either having a button to pick-up an item, or maybe just an icon in the corner showing what item I was holding would really just add some clarity, and get rid of the issue.
Overall this was really fun, so simple yet executed so well, a really nice level of mechanical depth with super simple controls. Fantastic!
I loved this, one of if not the most polished LD game I have seen. The graphics were stunning, the audio was really well put together and I love the little attentions to detail like the swinging animations, and the differing particle effects that shot out coins all over the place. It all came together really well. It did take me a while to figure out what to do, and I think some explanation into what all the different vegetables actually do might have been a nice touch, but once I got into the gang of it I was really enjoying the strategy. I think my only main complaint is just the difficulty, I never once found myself scared of in danger, even when I was absolutely surrounded. I loved the whole aspect of the board getting more and more veggies and visually it was intimidating, but I never really felt stressed as by that point I had the best armour, and so much health. Overall though this was fantastic well done!
I'm a big fan of music games so I was looking forward to this one, I know music games are quite difficult in game jams (I learnt my lesson years ago :cold_sweat:)
I think the concept is really interesting, slicing up souls to a beat is a funny way to look at harvesting. I agree with some other comments however, the timing felt a little off and it was hard to tell when to hit the beat, and what was on and what was off beat. Maybe if you had the souls come a little more linearly towards you (as they sort of slowed down when they got close), or introducing some beat lines into the souls like in other music games that might help with some of the visual clarity. I think having a way to skip songs might be good as well, song one really dragged on. Interesting game though, and I like what you did with the concept.
I found this game a bit difficult to play. I loved the mood you created, first person dungeon crawlers have such an atmosphere and you managed to get the graphical style pretty well crafted. The controls didn't always work however. I would often hit back, or strafe, and it didn't do anything. I like the fact that you have a mini-map but i think it would have been nice to have that bigger, or maybe have more of an indication where the rest of the spiders or the tree were, just so there was a bit less getting lost. I had one incident with a spider where it shot about 10 attacks in a row and almost killed me in one hit! I think with a bit more polish you could have this looking nice, as the atmosphere is almost there, but the controls were a bit too off for me. Nice work!
**It's harvest time alright.**
I was initially confused as to why this game had no screenshots or images or anything, but I think I know why :sweat_smile: I'll try to review without leaving too many spoilers for anyone trying it out. I did quite like the bait and switch, it felt fitting but not out of place. You already had set-up some sort of absurd humour, and switching to more absurdity worked well, I was laughing. I found the mouse sensitivity quite low for me, I understand this is personal preference however it did get in my way a little bit. The game felt really smooth once I up-ed my personal sensitivity though, the movement felt really nice and I loved the sort of ps1-style low poly you were going for. I think with all the cash, and button pressing, it would be good to have a bit more progression or upgrades involved. I'm not sure if there was one but I missed it, but I ran all over the map searching. Speaking of which once it was harvest time, I did find that my game started to really run slowly, just as the spawning never really ended. Overall though this was certainly enjoyable, and I did find some humour in it well done
Gorgeous, loved it. You really set the mood here fantastically. You took what was quite a simple game and premise and gave it a lot of polish and charm in presentation and atmosphere to really set the mood of the scene well. I felt like I was playing some TTRPG and had a GM breathing down my neck. This has been the only game to get me to break out a pen and paper, which I just love doing. To use the overused journalism line, it made me feel like an inspector. I think my only complaint is that you could have maybe fleshed out the UI a bit? With the atmosphere, the rewarding puzzle and all the theatrics, it felt a little flat having just text on a screen. That's a very small complaint though, I was so surprised by the polish and by how engaging this was, was a great time. Congrats!
This was a really neat concept. I liked the balance you had between shooting and farming, it didn't feel too overwhelming. The environment and mood as well were both pretty stunning, there was a very absurd sort of vibe that was a lot of fun with all the geometric elements and shapes. I liked the switching camera, but found it always swung a bit weirdly when changing, it was slightly disorientating. I also found that when I was shooting, where I was aiming never ended up being where the bullets ended up going, it was always off. Overall this was pretty cool, I enjoyed it.
I feel like I'm back in school :sweat_smile:
I've never seen a typing Ludum Dare game, this was really unique! I love the humour you had, especially with the opening cutscene and kicking all the veggie;, it worked really well with the audio. As others have said it did start off slow, but once it ramped up and introduced multiple letters it did get challenging and quite fun! I would have love maybe some sort of life system so it was a bit less punishing, but was still pretty fun, nice work!
Really interesting concept and idea! I liked the faced-paced frantic energy you went for with having only 60 seconds. The game was a bit spoiled for me as soon as I realised I could just alternate spamming "sell" and "spend time with family" with no consequence. I liked the humour you tried to go for, it felt very cynical especially with options such as "scam". I would have loved to have seen more of these options, and maybe more limited options so you just couldn't switch between two overpowered solution. Adding maybe timed options, more punishments or just more refinement on balancing you could get it really interesting and in-depth. Fun concept though and an interesting way to spend 60 seconds!
I enjoyed this! Honestly for two year 8 students it makes me feel bad looking back at what I did in high school :sweat_smile:
Seriously though I was pleasantly surprised by the amount of depth this game has under a very simple premise. I found myself really developing systems and almost creating my own gameplay loop that I found effective. By the end of the 10 minute game I had over $1200 with some garlic still growing, I found it to be the easiest. The graphics are simple but easily readable, I didn't have too much of that awkward farming game "is this crop ready" type of vibe. I think like others have pointed out, maybe some audio, maybe some particles, having a little bit more polish would have been great but this is also a jam game so I can look past it. I did want a bit more from it as well, I think if you were to expand the game adding maybe more crops, lifestock, upgrades, maybe some autofarming? I think it's a great start for something if you do want to expand!
I will say however I did come across one little glitch, I planted some garlic and it just formed like a tiny sprite and refused to grow? I couldn't harvest it or anything.
FarmerJoeGlitch.PNG
Overall though nice work, this was fun.
This was an interesting concept. I liked the idea behind selling data and trying to balance all the different elements. Having to build up all the bars and search for the right one was a neat take and I felt it had a lot of potential! It was a balancing act and it was rewarding to get close to the goal.
I did find myself just getting more frustrated however with certain aspects of the game. As everyone has already said the deadline is just too short, I'd almost have it perfect and then boom, it changed. It was really rough as well as I could not find anyway to actually get rid of any of the stats, so if I missed the first deadline I was just screwed. Let me know if there was a way but I'd just miss the deadline, and have to restart the entire game or wait fingers crossed a similar goal would come around.
I did enjoy the humour of the game, it was interesting looking at the stats of the people and the emails that would be coming in, that was a nice touch. I think with a few tweaks, UX changes and a bit more time this could be a really frantic and fun game, you have a nice concept here!
This was fun! The movement was absolutely buttery, I'm so used to playing very typical 3d fps type games during jams this was a breath of fresh air. I found the environments had a really nice atmosphere to them, they were dark and dingy and it felt really quite oppressive in the best way possible. I think maybe some more landmarks to help navigate might be good? I felt like I was running around in circles. The bugs were really neat too, all of them were pretty easy to distinguish just by visuals, and I knew what I had to grab and what I had to avoid. Similarly the fear mechanic was a really innovative way to look at losing, less health and more how much can you stomach. If anything the fear kind of mimicked the fear of losing as when it was up, I was stressed. I will say I could barely get some of the hitboxes working, I would swear I would net a bug and it would just run away, and that definitely made it hard to keep playing at some times. I also am going to be a broken record and say that audio would have really made this mood just 11/10, but it's a jam so 100% get the lack of any. Overall though this was a really nice feeling game with a nice atmosphere to it, good work!
This was so ridiculous in the best way possible I love it. Possibly the only game so far to make me laugh in the dumbest way. The story and the rhyming was a really nice touch, and it really guided me through the world. Maybe too guided if I had to be nitpicky, felt a bit less like a game and more like an interactive story, but if that's what you were going for I love it. The graphics as well were charming, I felt like I could identify things really well, didn't have any issues in that regard. Honestly seeing the bear get stupidly big that first time set the tone and I just was chuckling the entire time. Only other complaint would be the hitbox when in space was occasionally unclear, but that didn't really stop my enjoyment at all. Great work.
Not really that much can be said that hasn't already been said by other people. The graphics and audio were really nice, I loved the sprite work, especially on the portrait, that was a really nice touch and looked really good so great aesthetic! It could definitely use some more though, maybe some sort of punishment or obstacle? I never really felt like I was under any sort of pressure or difficulty. That being said just moving and shooting was fun with the mood, spent more time than I would care to admit just doing that. Congrats on getting it done and in, nice work!
I loved the presentation on this game, I'm always a sucker for this style of visuals and combined with the UI and music it had a really nice overall aesthetic and feel to it. The concept was also a lot of fun, having the multiple abilities and different ways to explore was really enjoyable, and I felt I had a lot of chance to almost sequence break a lot of the game and really experiment. Not to be a bit of a broken record, but like other people have said some tutorial, UI over controls, and maybe some less heavy platforming would have just increased the game feel a bit for me. I'd often found myself jumping just a second too late and air dashing straight off a platform, so maybe some coyote time would have been a nice touch. Overall though I liked what you put out here!
Oooo this was unsettling, I will be honest I didn't expect to be spooked by the initial art style but the muffled voices, dark screens and really dreamlike, sort of shifting trauma-scape was really unsettling, fantastic mood. I really wanted to see more from this I loved where it was going! I think the lack of music and only occasional sound effects really added to it. It would have been so easy to just have the 3d area be a cutscene but having you actually push forward was just rough in the best way, really forcing the player to go towards the danger.
I think the length of the game does make it hard to stay scared I will say, and as you have mentioned the ending is a bit unclear. I also will admit trauma is always a very sensitive topic, so I would have liked a bit of a content warning, and if you do take it further it would be good just to do some research and not cross any boundaries. This was an interesting short experience though I'm glad you submitted it in extra!
This was really solid! I love the concept and I feel you executed it really well, with a nice balance. The art style was the perfect level of horrifying, I love the choppiness of it and the grotesque faces, it was a really unique touch in the best way. Props on having a tutorial as well, they are honestly so nice to have in a jam. I will say I did find the camera could sometimes be very shaky, especially on the farmland. I actually had to stop playing early than I would have liked as I did get a bit motion sick. Overall though this was fun, I feel I've seen similar concepts of harvesting and fighting but this really pulled it off so much more than any others I have seen, nice work
I love this, it was so sweet and I love metroidvanias, so I overall had a really good time. The visuals were just stunning, and the music too. I am so impressed that this was a compo game, I had to re-read it multiple times just to check! The story and world, I just wish I could explore it more, honestly, I was getting lost in it. The controls were really nice as well, a nice speed and the gliding was satisfying. I will say the early jumps before the glide were really precise, probably a bit too much so. It was really tricky and got quite frustrating at parts. I also noticed the ladders were a bit awkward at times, but that didn't stop me from really enjoying this game. Nice work!
This has honestly been my favourite game I have played this entire jam, I love it. Instantly I am taken back to mucking about in class on old flash sites.
The idea was so simple but executed really well, the physics had just enough give and difficulty that I had a lot of fun with them. The puzzles as well had a really nice progression to them, my only complaint would be that it was shorter than I would have liked! If I had more levels like that last one, with that difficulty, perfect.
The graphics were also really well done. Again so simple, but it read super clearly. I love the little details of polish too. The animations, the squish, the eyes following the box. Only thing that was missing was a soundtrack to annoy the hell out of me as I struggled.
Overall I am absolutely in love with this, it's fantastic. I played it on call with a friend and honestly we were cheering from fun, great work.
This was a neat game. It was a lot of fun to get into and play, and squishing the tomatoes was so satisfying. The squishing audio and announcer added to the vibe, and the simple start with just over the top graphics and upgrades was so good. Having a bike with spikes and an afterburner was just so wild in the best way.
The mashing of the two keys for pedaling was a really novel touch, and I liked it at first but it got sore quick. Maybe if you did it to accelerate rather than constantly my fingers wouldn't burn out so quick? I think as well maybe if the turning circle was a bit smaller that might be good, often I would see an obstacle and not be able to react in time.
Overall though this was really novel and interesting, I had some fun!
Oof rough to hear about that schedule conflict and coming down with a cold, I've been in that position it's tough to actually get a game out, let alone one that actually runs and is fun. I originally wasn't feeling this game, but I will admit the more I played the more and more I was interested and the more and more fun I was having. By the end I was laughing and dodging and it was really enjoyable.
The gameplay was so simple, but felt satisfying and not boring. As I mentioned at the beginning I didn't quite understand it or what the difficulty is, but the more I played and the more ghosts came in, the more interesting and engaging it was. The sweet spot for me was around the 2/3 to 3/4 mark, with the ghosts being busy enough to make dodging them a real challenge, but not too busy that it felt overwhelming or unfair as the last few did. The first ghost actually came right out of the blue, almost impossible to dodge :sweat_smile:
The graphics were definitely different from what I was expecting, I was surprised seeing a pkenney game so loose and cartoony but I agree with the description, pixel art would not have made much sense. I think you managed to keep everything really clear whilst keeping a distinct style and aesthetic. I maybe would have liked a bit more feedback or excitement, but I understand with the situation that's a bit hard. Audio wise as well, what was there fit, but maybe a few more effects could have fleshed it out more.
Overall this was fun, and took me a while but I did get hooked. It was surprisingly skillful and tested my ability to remember where things were and my reactions! Definitely an example of a simple gameplay loop done well and done effectively, nice work! (And hope you managed to rest up from the cold afterwards)
This was a pretty fun game, I actually found it surprisingly relaxing even with the time limit. Love the inclusion of a tutorial as well, always a great touch when rating so many games. The humour was a great, seeing the contents and guessing the weight and fragility was fun, and I had a laugh when the ttrpg books weighed me down so much I could barely move (I wonder how much that would have cost). I did find the time restraints really tight, it made it hard for me to time anything well, especially when you got charging in the mix. I found myself constantly going into the negatives especially with the more fragile items. I think I would have also made the game just game-over when you run out of charge, it felt a bit empty having to manually exit out. Overall though this controlled really nicely and was a relaxing little game, nice work!
I like the idea of this one. Driving around with a slippery car in a frantic environment is a really nice idea, and the map you had was really huge and made me really excited to explore! Once I got in the car however I found it pretty slow to control, and with the camera it felt a bit sea-sickening. I still played for a few days, but would have loved to see the pace and physics tightened up a little bit. I like the map that you had, very helpful, and the music was a nice (if repetitive) touch, maybe some sfx could have really fleshed out the vibe? Nice work!
I loved this so much! Like no joke I said that multiple times outloud while playing, this is charming and strategic and just so delightful. As others have said my first run I packed it full, and ended up running out of time in the end, but the next go I was more strategic, really planned it out and beat it!
The timing was fantastic, really got down to the wire but it never felt unfair, which was a big plus for me. The physics I really enjoyed as well, they were floaty but they didn't feel too sticky, I never felt like I was caught on anything or stuck, outside of one or two times at the beginning of a day which was frustrating. But just throwing stuff around was lots of fun. The single mouse controls worked super well too, great work.
I was impressed that you managed to make the music as well, I think my only real critique was the graphics, they were a big simple in the driving section, and the different pixel sizes of different elements really threw me off, some had thin lines where as others were really thick.
Overall though I loved this a lot, great work. I can see why at first glance our games appear similar though :sweat_smile:
Such a good looking and feeling game, nice work! The aesthetics and sound design were on point in terms of building an atmosphere and mood, loved it. The gameplay took a while to get used to, especially with the movement and grappling. I found the movement to be quite heavy, but really flowy when you got the hang of it. The grappling however not so much, even after beating the game (with a reported 0 deaths, fun bug :sweat_smile:) I still don't understand it fully. I also found the graphics, whilst gorgeous, didn't fully convey where to go or what to do next? I think a little bit more guidance around a level would fit the flowy heavy movement. This was fun though, and I did play all the way through it, nice work!
This game had a lot of style and charm to it, on top of a rocking soundtrack and some really intense gameplay. The game felt very hotline miami, but with the package you had to pick up and the edges to watch out for it had some really nice innovations and twists that pushed it into it's own league. The style as well, it didn't really suit the text as it was very hard to read, but the sketchy look with the broad highlights, such a clear and good looking aesthetic that suits the gameplay. It reminded me of sitting in class creating little war games in notebooks. I did find myself getting a bit frustrated with how precise I sometimes had to be, especially picking up the package. This may just be a skill issue but with a game that felt like it was encouraging me to go fast, I found it really hard to keep a flow going on not die, I only worked best when I played it super slow and safe. Again this might just be a thing that comes with practice. This is a good game, and I enjoyed my time with it, nice work!
This game had some STYLE. The graphics were really nice, paired with the lighting it worked really well. On top of that the sound effects felt really punchy, nice work. The gunplay with the cover was a lot of fun, but often I will be honest I just stuck with the pistol and spammed click until I was at the end. Similarly the levels tended to be a bit corridor-ey, I would have loved some more dynamic areas to play around in! Overall though this was a pretty fun game with a humour that definitely worked without being too over the top. Nice work!
Also that ladder had me in stitches
This was neat, I certainly played it longer than I initially thought I would (narrative games are not usually my thing)! I loved the story you created, and at first the Pokemon names really threw me off but I trusted there would be a reason, and sure enough there was. One thing that I did enjoy was that it was a trans narrative done through a lens I hadn't really seen too much before. Plenty of elements hit a bit too close to home at times, the staring, the difficulty with memories and dealing with the past and who you were. First of all, if these are things you are dealing with I want to say that things will always look better, and you will find a network and community to care for you as you. I know I personally have found that and it has been such a gift. But second of all I liked how you didn't hit people over the head with these elements. It's there, but if you missed the trans flag you really would just see it as a sad robot story.
The game itself was nicely paced, it went on a lot longer than i expected and I enjoyed the elements where you played with the UI, especially going into the textbox and interacting with the interface. At the beginning especially I really had some difficulty with the graphics I will admit, it was quite hard to parse what was what and what was going on, I could only really find the player when they were moving. The only other things was it was occasionally frustrating that if I backtracked, I would have to go through every trigger again when I passed it. I was able to get used to these two things, but it initially took me out of it.
Overall though I'm glad I spent some time with this game, it was really nice to go through and experience the story you created!
This was an interesting game, I really liked the idea and concept behind it. It was simple but effective, and at times was really stressful trying to keep up! The music really added to that, so nice work making that and getting it in, it fit the mood.
Not to beat a dead horse, but the lack of penalty did ruin a lot of the tension. As others have said maybe some pause or delay if you hit the wrong key might be good. I think similarly to what others have said the arrows were just a bit hard to parse being so simple, maybe they could be more exaggerated! The letters though I liked, and I like change in colour with a change of difficulty, it added to the vibe and really let me know things were getting serious.
This was a neat concept overall with some nice touches, with a few changes I could see myself wasting a lot of time with friends competing for a high score.
I really love the style of this game. The blank white landscapes I thought might get dull but against the black sky was really nice, especially mixed in with the cell-shading. The render distance was a little short at first, but once I flew around I actually really liked the effect it gave. I think some things visually could be a little clearer, I was completely lost on the menus and the drones blended into the background, but style wise this game drew me in.
The gameplay itself was innovative and ambitious for a gamejam. I love flying games and I like the idea you had with flying through a space city. I will say the controls were really not intuitive for me, the sticks were flipped and having the bumpers be shoot meant that I had to take my hands off one control to do another, maybe a simple button press would have been good? The auto aim was a good touch though, in a tipsy turvy world it was nice I didn't have to be precise.
This was a good looking game, I just wish the controls were a bit tighter. Nice work though I'm super impressed with how this looks and the world you made for a jam!
This was interesting, I often find horror to be a rough one with game jams as it's hard to build all that atmosphere in 48 or 72 hours, so I look forward to seeing how they play. This game controlled really nicely, and the pixel aesthetic was done really well. I will admit that the darkness did have me on edge, but that darkness was often a bit too overwhelming. I think maybe a few more lights could have kept the atmosphere without sacrificing gameplay. The monsters looked horrifying at first, but I found the more I found them, and the more I face them, the less scary they got. I think if you added a story, built the tension a little bit more and definitely added some more feedback and gun play (like limited ammo, reloading and animation) it would feel pretty good. I would take a deeper look at what made games like resident evil scary, outside of the graphics! It was the survival and not knowing if you would be prepared for what was to come. I think you could flesh this out with a bit more time and it would be really cool!
I liked to look of this game, it had a very grungy atmosphere that worked really well. The sense of speed was carried across by the audio quite well, but I feel it could have had slightler more audio and sound effects, especially given the text to speech was hard to understand at some times. The car controls worked, but felt slightly slippery. I did enjoy the whole ordeal of starting the car and changing between forward and reverse through q f and r, it made it feel slightly more like a full rally game. The platformer section didn't come across very well, and I did notice that due to the car's design, the platformer sections were really hard, as they were almost all blind leaps of faith. I feel that the balance between the genres could have been improved. Overall however this was enjoyable, I liked the mood and the visual style, as well as the core gameplay mechanics. Solid work.
@pkenney @Lucky89 The download has now been fixed, thanks for your patience