Foon → Ludum Dare Explorer → Users → PoshDan
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | Cross Roadent | jam | 633 | 3.26 | 3.20 | 3.23 | 3.85 | 3.00 | 3.68 | 3.10 | |
| 2025 | 58 | Collector | Shifting Steward | jam | 205 | 3.76 | 3.97 | 3.76 | 2.81 | 3.19 | 2.55 | 3.55 | ||
| 2023 | 54 | Limited Space | 👥 | Deep Dreams | jam | 695 | 3.43 | 3.46 | 2.66 | 2.68 | 3.34 | 3.71 | 3.54 | |
| 2023 | 53 | Delivery | The Great Beer Robbery | jam | 430 | 3.71 | 3.79 | 3.55 | 3.48 | 3.94 | 3.77 | 3.71 | ||
| 2023 | 52 | Harvest | 👥 | Dead Earnest | jam | 252 | 3.71 | 3.58 | 3.47 | 3.93 | 3.30 | 3.63 | 3.47 | 3.61 |
| 2022 | 51 | Every 10 seconds | 👥 | Dungeon Rusher | jam | 1073 | 2.96 | 2.78 | 3.20 | 3.68 | 3.43 | 2.93 | ||
| 2022 | 50 | Delay the inevitable | 👥 | Binner Lady | jam | 1296 | 2.88 | 2.86 | 3.08 | 2.52 | 3.23 | 3.45 | 2.82 | |
| 2020 | 46 | Keep it alive | 👥 | Empire Tactics | jam | 1510 | 3.36 | 3.39 | 2.84 | 2.63 | 3.34 | 3.36 | ||
| 2017 | 40 | The more you have, the worse it is | 👥 | Don't lose your marbles | jam | 691 | 3.32 | 3.34 | 3.30 | 4.41 | 3.34 | 2.82 |
Good fun! I wasn't exactly sure about the cause for the "red" death. I figured it might have been overheating from having too many sheep in a bunch but it didn't feel consistent enough.
I like the aesthetics and sound design! The gameplay might be worth expanding upon, but for the purposes of the jam it was on point.
Thank you everyone for the feedback! I'm happy to see that the game is percieved as challenging rather than frustrating.
@AVAVT The blue bar represents how many spare marbles you have. Each time you lose one, it ticks down, and it goes back up slowly over time. It is not directly exhausted by the marbles landing on the tray to not limit the high score potential, so it's just a way of ending the game eventually.
I tend to find this type of game a bit stressful to play but I can say it's really well made. I wanted to zoom out a little bit to better see the state of decay and not have to rely so much on my memory. Took me a while to stop accidentally using items instead of trading them in - also at first i thought I needed to supply the "wanted" items before i could grab anything out of the planets.
Girls just wanna have lawn! I really enjoyed playing through this. It took me a while to realise I need to "upgrade" my grass manually rather than waiting for it to grow. A hint would've been useful (unless there was one and I just missed it) Amazing work!
A simple but creative idea executed really well. The enemies were a bit too twitchy for my liking but I had fun. Also, the music slaps. Fantastic work!
Creative and fun, I love the aesthetic. Having to stop for ice cream is just about the funniest random thing. I can tell you had fun making this! Nicely done! It took a few tries to beat but I figured out the sidewalks are actually the safest place for a limo to be.
Such a novel idea, I like what it's trying to do. Personally I like a faster pace for games that are skill based, so I found the movement speed a bit sluggish (considering you seem to jump faster than walk). I appreciated the lack of cheap tricks (like levers closing off previous gates, or enemies appearing out of doors) but then I ran into the part where the only chance for success is by passing enemies above (trying not to spoil it for others), that felt like a sharp rise in difficulty at which point I gave up. I For a compo game this is super impressive, well done!
Those who would say video games aren't a form of art need to play this. It certainly made me feel... something. I didn't expect to step out of my comfort zone in such a fashion today
Cute game. Scope felt a bit reserved but fair considering this is a compo entry, overall seems decently polished. I didn't like that cars could run over hedgehogs currently "in my hand". All in all, well done!
I couldn't get the game to work. I get in, there's a strip of road, i try exploring around but there's nothing in any direction. The interface did not seem to get updates on the state of the game either. After a few minutes i get the game over screen and space doesn't work for restart. I'm assuming the networking is out of order atm
Managed to catch some gameplay on my second try. Unfortunately I was alone, but kudos for allowing lone players to jump in without having to wait for others! I really couldn't figure out how to get anything other than the chunks of wood and plant new trees. I did manage to whack the wandering purple creature after a lot of trying but it just came back a while after, I wasn't sure of its purpose other than an outlet for murder :) I like the idea of this game, it's pretty impressive to have networking done for compo. The ability to sacrifice yourself is a bit dark, but fair enough.
Decent effort! The perspective made it a little hard to know where enemies and shots are coming from at times, making me fail quickly. I like that you can tank the shots with your body as a form of less-permanent loss. I couldn't get far enough to see if there's more to it, I assume not, but it's got the potential to become a proper coffeebreak-game. Graphics are solid.
I loved the aesthetics, the pacing and complexity was spot on for the scope of a jam game, and I felt sufficiently challenged. Good music too, it all feels lovingly crafted. It took me a moment to realise how to get started but the rest went smoothly.
I had some trouble anticipating where the enemies would be coming from, what they can climb over etc, so much that I started placing turrets completely at random, and that somehow got me up to wave 12 (at which point I felt i had seen enough). I would have preferred having a bit more information to help with turret choice and figuring out the enemy pathing, I enjoy strategizing like that in a tower defense game, so the time limit didn't seem right to me. The models are really neat, I liked the animations. Solid jam game overall
I feel like this game achieved what it set out to do very successfully. The floating blobs were an interesting twist on the otherwise simple flow!
That would be me, both times lol. I'm new to 3D physics, and vehicles were a little too advanced for me so I used an assetstore script to get a leg up after wasting like 5 hours on struggling with my own. I wish I had time to make the truck more responsive to drive, but I'm not even sure what half the physics terminology stands for. Thanks for checking out our game!
I was a little let down by this game, the visuals look really good and the concept seemed solid enough. A few things got in the way of enjoyment for me, most notably the controls. I really disliked the floatiness of movement and aiming. The tutorial screen was missing the mousewheel hint for changing weapons so the first time i was running around shooting trees with the pistol, wondering what I was supposed to be doing.
Wasn't sure why i would want to use the pistol over the rifle. I was able to deposit wood from any distance by pressing E, that may be a bug. For some reason the zombies were incessantly chasing me on my first run but left me alone for minutes on the second run, it made me wonder if there is an element of stealth I didn't know about?
I liked how the cursed flame offers a bit of variety in engagements vs the other abilities which you really can't control. I hit a pretty big difficulty spike at the 4 minute mark, but I really enjoyed it for what it is.
I enjoyed the story. Having actual voice acting in an LD jam game is surprisingly high effort! The mechanics were appropriate for the scope of the game, though a tiny bit more variety could've made it really stand out.
I got the hang of the gameplay pretty fast, the only thing I wish it had was a bit of visual progression. It's easy to get into a flow of clicking and forgetting about my health.. if the enemies started looking scarier, I'd remember to check their stats before charging in for a fight :) Decent compo entry!
What an interesting game. I was a bit lost at first, I had to finish the game to understand what it's really about. I played a couple more rounds to see how I could last longer with a different approach. It only dawned on me the third time that using more of the star isn't the focus, but rather to last as many years as possible. Very fitting with the theme. I couldn't get better than 45 years. I had a bit of fun tweaking my setup for it, kind a of a shame you end up waiting so much in the end.
It left me wanting more... which, considering the heat death aspect, is a real soul searching moment. Funny how the land stays well lit after the star has died ;) Nice game!
The movement felt a bit annoyingly floaty but I loved beating down on the gnomes! The aesthetics are a strong point of this game, the animation style fit really well with the voxels.
Did not expect to see the same type of game that I made with my friend! (it's also about bin loading) Respect for making it in the compo category, it's difficult to get good driving controls under such time pressure. Took me a moment to realise I had to full stop to pick trash up. Well done!
I had fun playing this! I liked the extra detail at the end with the scientists snooping around. The last meteor speed upgrade is really overpowered, i had multiple rounds of blasting meteors i could not even see. It might have been worth trying a mix of big and small meteors side by side at different speeds as a form of priority management challenge. The game got a bit loud with the shots and explosions by the end, that could be one thing to consider managing to some extent to prevent an auditory burnout for the user. Well done overall!
I really enjoyed this. It feels like a demo to a great game
The starting screen was a bit overwhelming before i realised it's much simpler than it looked. Took me a while to realise the pump worked on proximity, not by clicking. I like the depth with the different tools and enemy types, it had a nice progression to it
Cool idea, i like how many things are interactable in this game. But I felt like there was a pacing issue. I glanced over the description to get an idea of what to do, but from the start, the game puts you on the spot, so I spent my time frantically mashing the buttons before accidentally placing a few and picking up others. In short, I think the game would benefit from a gentler ramping up of object density.
It's good game design to show the player a path that they can not take yet, and grant the ability after, creating a sense of achievement. I appreciated how the items in the corner picked up on my momentum. I know how taxing it can be to design levels that challenge the player at an appropriate pace, you've done well with the time you were given.
I see the potential here. Everything was smooth except for the pacing, perhaps. I had a clutter of books to go through at the start, so I couldn't really appreciate the individual power increase from them.
This has forager written all over it. I don't personally like time pressure in such a crafting game but I see how it might have appeal for others. There's some satisfaction to be had from anticipating the upcoming sacrifices, getting a little bit further the more you replay it. I felt a little suffocated by the UI elements, things were generally too large and overlapped a fair bit. Nice effort overall!
An interesting take on the theme! The physics really had it out for me, i fell through the ground a few times, and i could not climb a slope while flooring the gas. With additional polish, this could be a great game. I liked the aesthetics. Solid effort for a one man game!
I found myself a bit frustrated at the start, I feel the game didn't give me enough leeway to practice the controls before thrusting the wolf at me. I was a bit put off of the rolling aspect due to how helpless it makes you. I think the joy of this kind of platformer comes from a mastery of timing and control, which in concept is a great fit with something chasing you, but it kind of falls apart for people with less patience and a slower reaction time / casual attitude. I appreciate the effort of building the levels with rolling in mind, I know that sort of thing takes effort.
I like the graphics, it has heart. I would have liked a bit more variety in the action. The numbers in the UI would've benefitted from labels or icons, even though their colors are consistent with most games. A solid attempt overall!
Creative use of the theme! It's oozing personality too, all things considered this is an impressive compo game. Took me a minute to figure out how the placements work (the protective sphere drew my attention thinking it was the place I could put things), and I wish the pricing was labelled. The level gets in the way a little bit at times, but these are all minor things. Great job!
I really struggle with the control precision when picking up the squares. I didn't read the description ahead of time, so the sudden death caught me off guard and confused. It didn't make sense to me why the pressure at the surface is cause for death when I'm below. I liked the clean aesthetics, and the wobblyness of the character!
Congrats on releasing your first game! If you're looking to build a career or hobby in game development, you're on the right path: many people never release their games. It's THE tangible way to study player behavior and user experience.
That being said, I wasn't sure if there was an end state to your game here. I went into the negatives, i reached a completely red bar (i thought red means bad, but I guess i achieved graduation?). The game continued on regardless.
If you're interested in game design, you might want to focus on directing the player's journey through your game, and weeding out obstacles. For example, the "maybe later" button should have some sort of feedback on click, otherwise it might feel broken. I couldn't tell if there was much nuance to the numbers offered by each card, but you might want to consider encouraging a variety of options, even if the player has set their mind on partying or graduating. What mechanics or rewards could you add for steering off the direct path? That would be the thought-process of tickling people's brains in a game about choices.
EDIT: Also, black text on blue background is a bit rough on the eyes. I do like that you picked different colors for the "type" of card, though, it's intuitive.
I was very confused playing this game. I went around trying to cast the spells on the tribesmen, not realising I was supposed to affect the huts. I couldn't figure out what gave me additional spells, and i didn't have a goal or sense of direction. I really liked the art (not so much the tribesmen, but the scenery), and I have to admit the title is very fitting, as I spent my time wandering around doing mostly nothing. Shaman do something!! Nice.
This game tickled my programmer brain
I was outpacing the requirements for a while there, I wondered where the aforementioned upgrades were. I eventually gave up. I wish the control scheme involved hotkeys, the drag and drop nature of it made me click outside of the game far too often. I had fun with it though!
I have to be honest, I was pretty frustrated by the disasters, i had enough difficulty just trying to do the level without them (i guess it's not my kind of game). I seemed to be able to do exactly one wall jump per life, not sure how that works. I do appreciate what the game is trying to do, it seems well put-together.
Took me a moment to realise fighting the zombies was futile. I had an easy time running through the game after that. I think i only had one type of puzzle spawn for me. An interesting idea, though given the small scope, the 10 second switch turned out to be more of a minor inconvenience than a nuanced effect. But there's something there, it can be built upon!
Having played the original version just now, i guess I can only repeat what others have said (i understand it may not be useful now) The player character has a certain friction with the level that makes it really easy to get caught on edges/slow down. Precision jumping with floaty gravity and little to no mid-air control is a bad combo.
I really enjoyed watching the big group of baddies at the start of one scene get toasted by the beam! There's a fun game underneath all that.
I love the little squeaks the player makes as it wobbles left and right during movement! Took me a hot minute to realize how the spookbuster operated (without trigger). I was impressed with the amount of detail
I felt a bit silly connecting everything up directly with the headquarters, but it worked well enough. I was left wondering if there was going to be anything more to the game, than just expanding the chain of resources.
(Good) voice acting in a jam game, this is a first for me! 2D call of duty, I like it!
I was just about to quit when i got the area of effect modifier. I like this game. Simple, fun, the assets are well matched together. Bit of a harsh transition between the two gamestates, especially when I take too long reading the tooltips. Otherwise, well done!
I get the appeal of the mode switch. Unfortunately, for me, having to wait for the switch is a bit frustrating.
I had less success with the driving than others. I like the idea though, it's satisfying when I'm not bumping a wall to a complete stop.
There was a surprising amount of nuance behind the placement of the various buildings, I enjoyed it. I found the undo button especially user friendly.
What a unique control scheme!
I loved the 16bit era vertex jittering aesthetics in this one!
This is an interesting twist on controls! I did wish the level would progress immediately if i got to the exit too fast, though i understand it would slightly go against the theme (maybe?)
Very appropriate scope for the jam. I liked discovering that being already in motion when the timer starts will give me an advantage. The aesthetics are pretty good!
There is something so funny to me about how the space debris sticks together as I'm carrying it around! I think it made control a little more unwieldy, which is a nice touch. It all reminded me a little bit of the cell stage in Spore. You nailed the scope of this game, I think!
This game has style! I like the effect of the level being built up in front of you. I could've done with a better indicator on which color is bad, especially with the holes also resulting in game over, I was a bit preoccupied just to avoid falling through. Great entry, though!
A neat application of the theme!
I'm not too big on vampire survivors type games but I've got to admit the theme fit pretty well here
Finally I learn what it's like to be german. I like this one. It's simple, kept me entertained until the end.
What a great use of the 10 second timer. Just when I thought I'd start to get annoyed by the constant reset, the game throws me a bone and keeps me going. That's excellent pacing! Well done
I found this to be a very creative application of the theme and a fairly unique twist on platformers!
I like that corporeal realm is more of a suggestion in this game. You kinda need to float through everything to get anything done within 10 seconds. That being said, I still felt like 10 seconds was just a little short for any 1 task. Perhaps targetting the tiles with the cursor would've helped, as I found i spent a bunch of time on moving into position. The amount of art in here is impressive for a compo game!
What a fantastic idea, packing tetrinos in a box! The theme and the mechanics fit really well together. The skill ceiling of this game is sky high, there is not a single moment where you should (optimally) take a breather. I guess that makes it a little too intense perhaps, but there is a certain appeal to the potential for insanity here. Someone out there is hoarding every piece from the belt and is shipping every box perfectly, I just know it. I need to see it performed.
It was a little hard for me to manage personally, i struggled to keep up. I would've loved to have the packing peanuts fill a particular box all in one go, instead of dragging it in per-square. Great game!
I didn't really understand how to play this game. I couldn't tell if my plants were growing or not. I kept running around mashing the buttons until i got audio feedback. I liked the graphics.
It's just the right amount of chaotic energy being applied every 10 seconds. I like it. Go home, other boulders!
I had great trouble adjusting to the flip of the controls. I had an easy time understanding that the spacebar would then push me downwards but somehow the gravity also inverting had messed with my brain. (even though there are arrows pointing it out) Solid game, though!
I found myself completely fixated on the shader effects. It's pretty cool
I'm not very good at this type of game so I resorted to a bit of trial and error, but overall I had some fun with this! The intro dragged on a little bit, though I admit I'm not the right audience for it. This feels like a very complete experience, which is fairly exceptional for a jam! Well done!
I will refrain from giving a rating due to a technical issue that made it difficult for me to play, but I wanted to leave some feedback nevertheless. The interface is absolutely tiny on my 4k screen, I have to lean in to read things and it's very uncomfortable, I couldn't stick with it, sorry.
I could tell there was a lot to the game based on how much the tutorial tried to cover, though for the sake of good pacing, it's better to explain one thing, have the player perform the action, then explain the next thing etc, otherwise it can be overwhelming for the player. (I realise that's much harder to fit into one weekend of development)
I really liked the aesthetics and overall mood, it felt very inspired and yet, familiar.
These animals are the stuff of nightmares. Very creative! I would have loved the controls to not be momentum-based, but I guess losing a few ants to inertia is part of the intent. Not bad!
I'd have preferred the harvested body parts to act as ammo directly, that way there's no tedium in getting a refill. Though I understand that spending upgrade points just to get by is maybe counter intuitive to feeling rewarded. Perhaps having drops both give ammo and dedicated upgrade points might've been one way to address that.
I gave this game a few runs, i wish there was a short sprint that would let me get out of tight situations, as it stands it felt a bit inevitable that I'd lose health all the time from enemies cornering me. Having to jump over tight obstacles was a bit frustrating, especially when I'm trying to kite a group. Obstacles aren't bad per se, but when the level looks uniform and randomly generated, it's harder to build a spatial sense for it. A sound or extra visual indicator would've been great to help me notice that I'm being hurt from somewhere out of view.
The real fun of these oldschool shooters comes from being able to manage overwhelming odds through skill. Outside of the weapon choices (for which the ammo felt a bit too precious to spend), I felt my options were a bit limited. Ideally the ability to thrive should come mostly from the user's experience, rather than upgrades. With some tweaks, this could hit some high marks with me, as I really like this type of game.
The aesthetics and especially the guns were very stylish, i liked that!
I really like the combination of no lose condition and a mechanic based on timing! Despite how simplistic it was, I had fun just pumping those numbers up. The fruits are taken straight out of a fever dream, but in a good way, it gave things a bit of flavor.
I was particularly impressed with the shape of the trees, they seemed physically believable (they're randomly generated, right?)
Funny thing, our games have a similar concept! The one I made with my team is more action-oriented, but yours really nails the mood! There's not much to say about the gameplay here but I feel like with enough practice (and time), you could create some very compelling experiences in the future. Well done!
This time/energy mechanic isn't my cup of tea so I gave up a bit early but I got the overall idea, it's cute. The scope of the game seemed very appropriate for the jam, and everything fit well together.
This was surprisingly stressful to play, but fairly fun! I too, found some difficulty in harvesting based on the player's location as opposed to the mouse cursor, but once I figured out how it worked it felt better. At first I was a bit confused about the "+" unlock i kept getting, thought I'd unlocked new seeds already, but turns out it's additional farm land.
I didn't get past the first day of sunflowers, I would've preferred having some other tasks to fill time with (like collecting eggs). I was frequently caught out with the limited harvesting space, if you've guessed the demands wrong ahead of time and you have no room left, your day is shot.
Pretty good effort overall!
Cool idea, i felt like it was missing a bit of extra depth as I found myself just farming up souls in a slog to prepare for the actual assault. It didn't seem worth to summon until i would have overwhelming forces ready to deploy, and even then I figured out it's best to summon them at the gate and just distract the enemy knights myself, seeing that I can endlessly outrun them. With that knowledge, the second time around i won in about 2 minutes. Good effort, though!
I played this longer than I thought I would. I like cookie clicker, so this was a natural hook for me. Would've been cool if you could claim the upgrades by typing instead of clicking!
Everyone's scared of the snatchers, but Timmy's model ain't for the faint of heart, either, I've got to say.
I had a real easy time crouching my way to him, didn't even have to call out. The way back wasn't so fruitful, if only I could stuff a sock in his mouth! Spiking the difficulty naturally like that, is well designed.
Fantastic mood, well done!
Tower Defense games are tricky to do for a game jam because the meat of the game comes from a delicate balance of mechanics, which takes time to get right. I'm pretty lazy when it comes to TD so I just placed the first kind of turret and upgraded them fully - never lost a life, which is great for me, but perhaps leaves something to be desired for fans of the genre. Ideally, the different types of turrets should synergize with eachother. Sounds can become noisy in a TD so it's a fair thing to skip, but some music (even if not hand-made) would've really lifted this game up in my opinion. I liked the aesthetic!
I had trouble getting started in this game. I bought the farm, got a couple plots of land, couldn't figure out how to plant the seeds.
It would've been worthwhile having a guided introduction to the mechanics, because I was a bit lost. It's a shame too because, I could tell there was supposed to be a lot underneath the surface.
Admittedly, the unpredictability of handling the apples had me give up a bit too soon. My cursor disappeared which confused me about the direction of blowing air. The idea is kind of neat though.
I can only repeat the frustrations with the controls but i figured I'd give some hints in case they help. The project settings -> input manager has gravity and sensitivity values for each control that you can adjust to the extremes to make it less gradual. Also if you're not already using a character controller component for the player, i recommend checking it out because it's a lot more agreeable for simple controls as opposed to applying force on a regular rigid body.
I liked the aesthetic.
Absolutely loved the voice lines, the music, the aesthetics and the overall mood of it. I felt like the difficulty spike on wave 2 was a bit too much. I couldn't say for sure, but I think the money drops would disappear if I didn't pick them up immediately, which is a bit frustrating. It's baddie blasting time, ain't got no time for collecting money!
Played this on stream, died on 24. https://www.twitch.tv/videos/1812429312?t=02h55m41s I'm absolutely mind blown with how well you've utilized just a handful of different things in compo, to provide an endlessly playable game that is challenging, has a clean & pleasant aesthetic, and even dazzles with the enemy movement/physics on the timed boxes. I would've loved a bit of escalation on the player's arsenal a bit, so it's not just a simple "hold the mouse button until you die" sort of thing. But what a great game still!
Played this on stream, I was thoroughly impressed with the fact that this game also came as an NES rom! Would've loved a way to quickly replay a level (as I had an imperfect score on the last level), but it wasn't really a thing in NES times, so fair enough. Great job on delivering a game with such technical challenges in such a short time!
This tune slaps. Hard. Love the aesthetics too, and the variety of weapons, forced by the delivery mechanic, which is a great way to combat the player psychology of sticking to one boring option if it's optimal. Fantastically put together, it left me wanting more!
This game has good potential, unfortunately I hit a total roadblock with the rocks, i was somehow pushing them rather than climbing over, even the small ones, at higher speeds. Interestingly, the first round I played, this wasn't an issue until i got near the last delivery spot.
The graphics are pretty good!
Played this on stream, I absolutely loved the voice acting! Together with the environmental sound, the music, and the overall feel, this makes for an immersive game. There's even an economy simulation where item prices vary between areas and are affected by purchases, which is a very nice touch. I feel I got the upgrades before I could appreciate their effect, though. (didn't run out of storage space being getting it expanded etc) Overall, this is a fantastic little game, and I enjoyed my time with it. Good job!
I managed to beat this after some persistence. I was slightly short of having proper enjoyment of driving around, i would constantly feel the need to make small turning corrections that slowed me down. Perhaps some adjustment of speed and obstacle density would've made a difference for me. I also wished i had a better view of distant dropoff places, but at this point I'm just nitpicking. Good effort though, i had some fun with this!
I played this on stream. It's a cute little game! Nothing wrong with a bit of casual fun while on a bathroom break, eh? ;p That said, hugging santa's butt made it a bit too easy to beat the levels, and I would've loved a bit more variety in hazards. I appreciated the red glow on the mountain as an indicator. The length and pacing work really well for mobile, so well done on that!
I'll give kudos for doing this in your own engine. I guess you could call this a "parkour" game. In games with this climbing mechanic, the player usually has to deal with inertia. This was breaking my brain until i got used to the precision of the controls. I liked the little touch of the colored areas becoming white after i'd collected their resource - i smell a bit of a tech demo in the process :) Nice!
EDIT: A heads up, the game page title says LD48 which had me thinking i was reviewing an old game
I think the word I kept repeating on stream while playing this game was "organic".. What a unique mechanic that lends itself well to emergent solutions and challenges!
It took me longer than I would like to admit to figure out the exact nature of how the worms were moved by the bait, and I never got a full grasp on the jar's effect, but that didn't get in the way of having a good time. I felt like maybe some of the levels could have come in a different order, as it seemed solid walls with fewer worms made for better learning grounds, at least for me. There's something to be said about the wow factor of frontloading some levels with plenty of worms too, so it's not necessarily an issue if I do eventually learn it.
This game left me wanting more. Very well done!
Played this on stream, I thought the aesthetics were consistent and was easy to recognize what everything is at a glance. I was impressed at the design choice to introduce the first gatling gun in a way that it immediately shows its pattern but without the ability to actually hit the player until they got a chance to see it. I didn't find it very easy to utilize the barricade item, and had similar feelings about the box and shrinking items, though their use was a bit less tied to skill. There were a good amount of levels and it felt satisfying to get further and further. It's a bit unfortunate that I missed a good chunk of the flavor text due to focusing on the game. (and the stream) Overall, I had fun playing this game, well done!
I played this on stream. I could tell there was a lot of experience behind the design and the various aspects of this game. The progression of mechanics were ramped up at a very nice pace, the aesthetics were clean and effective, it all flowed really well. I would love to see this turn into a full game one day!
I was pretty close to having a great time in this game, but a few things got in the way. The gaping chasm that had me driving around the wrong way for a while, and I couldn't jump or shoot over it. Bummer. The packages would sometimes stick into the back of my car with the wrong rotation, which made things kinda awkward. I also didn't love that my bullets were soaked up by the package during a chase, even if it makes physical sense. That combined with no indication of health (as far as I could tell), made me have to go back and forth a couple times instead of engaging with the road rage shooting shenanigans I was here for.
The aesthetics were pretty good nonetheless, and when I did get to engage in combat, it was fairly pleasing, especially when seeing the absolute car graveyard I had created after just a few deliveries.
Played this on stream: https://www.twitch.tv/videos/1812429312?t=04h20m10s
I appreciated the wackyness of it all! I wished I could keep on flapping while taking aim. I couldn't beat all the levels. I have to give props for accomplishing this as a compo entry, and in a very limiting environment!
Respect for doing a compo game! It took me a moment to realise not all cats want fish. Once i got used to the flow of the game, it was really easy. I was hoping it would ramp up or get more complex. Perhaps having to aim the deliveries would've added a layer of complexity that made it more challenging to pay attention to the potholes. Otherwise, cute graphics, all that's there is solid.
After a couple rounds of playing, I never got the AK. Bummer. I was disappointed to find I couldn't dual wield the pistols, I wasn't sure what the purpose was for their drops. Would've preferred the drones come from one main direction (ie from a road), so I don't miss any sneaky bots delivering where I can't see them. The guns should have totally used instant ray casting shots instead of slow moving projectiles.
I appreciate where this game was headed, regardless.
I applaud using the game mechanic to start, it's a really smart move! As casual as this game is, i would've loved to see a bit more escalation of mechanics past the first page of solutions. For example, multiple parts missing, special rules, that kind of thing. Still, it's a decent little game!
I think you mentioned in my stream chat that this game didn't reach the full intended potential mechanically, which is unfortunate. This game is oozing with mood and mystique, to the point where I began extrapolating my own thoughts onto the cards and their meaning, which is very cool. I would love to see a more fleshed out game with this setting!
Played this on stream, I had a fun time with it! I was really impressed with the aesthetics, there's a good amount of detail even though it's all fairly simple, it fits great. I had some difficulties putting my trust in the bouncy pads, though it never really got in the way of my enjoyment. The pacing was great, and overall everything worked pretty well. Good job!
Simple enough, seemed like a good scope for the jam. People are really picky about the accuracy of deliveries. :) I would've liked some way to deal with the enemies, perhaps a way to stun them. I really liked the graphics/aesthetic.
This game had more longevity than I expected! I got stuck with my phone up initially, which was frustrating, to be honest I would've much preferred a minimap instead, it's less interrupting. The traffic was kind of nuts, I had a couple segments of being repeatedly run over, with some difficulty in recovering. The music eventually left me wanting a dedicated volume slider for it.
All that said, it's impressive how you recreated a slice of GTA in such a small time frame! Well done!
What a trippy game! And addictive too! The graphics are fantastic, the music is pumpin', there's a whole vibe here I've never experienced before. My only difficulties would be that the visuals do make it harder to keep track of yourself on screen, and that the shapes coming out of the center can be very unforgiving, often times there's no chance of recovery from a single mistake. That being said, this could very well be part of the design, given that it's a game based around challenge. This is a great compo entry, you should be proud!
I played this on stream, and despite it not being the type of game I'm usually into, I found myself actually caring a bit about these fictional characters' lives. I even replayed it to get a second ending. The art was amazing through and through, combined with the pleasantly fitting music, the variety of characters, the detailed dialogue, this made for a very complete experience. Fantastic work!
There is so much love poured into this game, I'm kind of blown away! Voice acting, spitting bars, goofy characters, heaps of puns, a bunch of little details, we are not worthy of this kind of effort :) The juxtaposition of texting and driving was an added layer of wit I did not expect, and I was sad to miss out on some of it for the sake of beating the game.
This game is certainly more about the mood than the gameplay, and if there is anything to be nitpicky about, it would be the slight lack of challenge. But it didn't seem like an actual flaw and I had a great time playing nonetheless!
I played this on stream while deliriously exhausted, so I just gave it another go now. I'm still absolutely horrible at it :) This is a creative use of the theme, and the overall idea is pretty solid. Unfortunately the nature of the game kinda goes against my ability to parse the jokes themselves, but i guess they weren't really meant for the player. I would've loved a lower difficulty option for those of us who are *cough*, slow. All the voice lines are pretty funny!
Props for doing this in compo!
I didn't see a counter for how many packages I was carrying, that would've been very useful. As far as I could tell I'm supposed to randomly drive around until a house reveals itself to be a destination? There should be something more engaging about this process to keep the player entertained. I think the fun of this type of game comes from managing your time efficiently - that's a bit hard to do when I can't plan ahead. The minimalistic aesthetic is kinda nice!
This is a fairly unique concept! Initially I had a bit of difficulty anticipating the effects for the news I was delivering, but I improved with time. It was very funny to withhold the news of an invasion from the king for several days! I had a lot of fun sticking my thumb into royal drama, well done!
I couldn't beat the boss after a good number of tries. Dodging a lot certainly seems to be the way to go, but I've had trouble getting a feel for where the hitboxes actually are. I think a brief period of invulnerability after getting hit would've made a big difference here, as the energy balls are pretty devastating. The aesthetics are pretty good!
I played this on stream, I think my feedback was mainly revolving around my difficulty discovering that dogs give up chase at a certain distance. Perhaps it would've also helped if there was a bespoke quiet moment where you could think about the way you'll approach each level, before being thrust on the timer. Had good fun beating the levels, the granny and all the cartoon violence was pretty hilarious! Well done!
I was impressed with the physics of the worm! The game left me wanting for more progression of mechanics beyond just collecting and an ever increasing number of obstacles. Very clean and simple game, I like it!
Played this on stream, it's unfortunate the ending screen didn't work properly at the time. Stork Lord's voice was hilarious! I found a surprising amount of potential symbolism within the plot, and I had a fun time unraveling it. The added layer of features could've really spiced up the brief lull before reaching the 10k goal. That being said, it's a compo game, so you have my respect on getting as much done as you have!
I accidentally drew a swastika on the level that first introduces the green message. Oops!
I love the simplistic, yet effective art style! I would've loved to have a bunch more levels to play. I agree with aviv-levy about the ramp of difficulty, but I guess under time constraints you wanted to showcase your best level yet. (I have a bit of experience designing puzzle games so I know it can be a struggle to make good levels, especially under time pressure) Good job, I enjoyed it!
This game has fantastic art! I had one issue with the gameplay, when the character is at the bottom of the screen, reaching upwards will sometimes move the camera, making me miss the connection on the next piece, and fall. That aside, this is a really solid entry!
What a creative concept! I really appreciate how the physics of the bags actually matter in reaching the goals.
Unfortunately, I encountered a couple problems that prevented me from completing the game. Two of my bags were permanently stuck together, leaning left, which got in the way of climbing the cliff to the far left. I also tried grabbing one of the purple crystals, but it seems to have disappeared out of my "hand". I don't know if there were spares, since i couldn't go further left, but it might be another soft lock.
Bugs aside, this is really good for a compo game! I especially liked the aesthetic.
I fumbled through this on stream a few days ago :D Shame about the timing option being a barrier for entry, but once I got it close enough, I had a good bit of success! My main problem was the difficulty jump once the tracks surpassed 3 different types of input, I simply couldn't cope with it. That said, it is my own limitation and rhythm games aren't really my thing. I almost missed the truck skin unlocks, I would recommend shoving that into the player's face next time, as it can be a motivator to keep trying. (ie showing them right after finishing a track) This type of game is difficult to make on such a short timespan, but you've done it for compo no less. Hats off to you!
I played this on stream, and had a fun time trying to extrapolate some deeper meaning while cruising around chaotically! I couldn't tell if the game was intentionally messing with me a little bit, there was a very interesting uncanny feeling about it, which actually added to the atmosphere. I did encounter an instance where an old one spawned right on top of a happy one, which made it impossible to keep going. What a neat little game!
This was an interesting experience. I was really struggling intially, expecting that full speed would achieve my goals. Bumping into the walls seemed kinda fun, but when I finally realized i have to slow down, especially for the dropoff points, suddenly I was consistently outplaying the timer, felt like I could've gone on forever.
I think the only thing really missing here is a more gentle introduction to the gameplay (a hidden tutorial, if you will), and some form of escalation once the player gets comfortable with it. It's a bit hard to learn if I'm already on a timer as soon as I gain control. Pretty solid entry though!
The amount of detail in this game is mindblowing! I have my reservations about the throwing mechanic, people expecting the paper to hit their entryway, not accepting it on the doorstep felt a bit odd. Perhaps if the throw indicator had less of a vertical curve.. It took me a hot minute to figure out I didn't have to account for momentum with the indicator, and the game became a lot easier after that. Successfully throwing the paper was more a matter of consistency on drawing the same angle over and over, which does highlight a limitation for me. Loved the voices!
Great job overall, I had fun playing this!
You got an amazing amount of mileage out of one input key! I finally beat the game after 17 minutes, wishing multiple times for a couple of extra save points, but I made it work. This is a fantastic "rage into 'one more try' until I realise it's 4 AM and I haven't eaten all day" kinda game. Great work!
@nirlandec It's classic videogame logic 😅
@rolferm Motherload? 😉
@esther128 I'm not aware of a bug like that. The player can explode for 3 reasons and the reason will be shown on screen. It's either 1. out of fuel, 2. took too much fall damage, 3. ran out of time (the timer is in lower left corner). I realise two of these aren't logical, it's just how we dealt with fail conditions.
@animaster I think it may have been the timer, it's not a very well indicated lose condition. You've got 5 minutes to reach $5000 or you lose.
@gerardufoin Yeah that's fair criticism, I know this isn't innovative on its own merit. We didn't want it to be so basic, but I couldn't work on the game on sunday so we had to cut a lot of the meat that would've set it apart. I used this jam as an opportunity to raise awareness of my commercial game (which I'm committed to make very unique and a worthy spiritual successor), plus I wanted to gauge interest in digger games to assess my risks. I hope that's not too business-ey thinking for the mood of Ludum Dare. I just want to make games for a living and I'm trying different things to gain confidence and player interest. Thank you for your honesty.
@handsomeshan Woops, I forgot to update the world generator to work below a certain depth 😅
@frib Yeah the controls are physics-based and digging has a buffer for input. I wanted to finetune the controls more, couldn't afford the time investment though.
@limichou We didn't have a win condition until the last hour or so 😅 Mismanaged my time. I forgot to state the goal clearly. It's to reach $5000 within 5 minutes.
@lexyvil The automatic upgrades were thrown in at the last minute to provide some feeling of progression 🤫 My interpretation of the theme was more about the narrow tunnels the player has to go through. But to be honest I was determined on making this type of game regardless of the theme, it just happened to sort-of be applicable, so we didn't opt out.
@gerardufoin Thank you very much!
Hmm interesting, the first block i placed into the crate has triggered the victory condition. I couldn't replicate it after, though. I wish the camera gave me full freedom during placement. The idea of fitting tetrinos in a box is a pretty neat one and a good use of the theme!
I like the little twist on the main mechanic to have the player make progress towards the end. (I'm wording this carefully not to spoil anything for others) Unfortunately I couldn't figure it out to the very end, I got a little inundated with the packages, I got one special item, wasn't sure if I could make further progress so I gave up. This game had a certain mood going for it and the voice lines added a lot to it, well done!
There is one unfortunate thing about this game, which is that it's daunting to get started. My brain cannot handle having to deal with so many resources at once, without gradually building up an understanding of each. That aside, I really appreciate the effort that went into this, clearly there was a big design in mind. I'm kind of blown away to see accessibility options (any at all is amazing, but this is lots!), especially in a compo game.
It's a goofy little game, I can tell you had fun making it. I had some trouble getting a good feel for the controls, I kept overshooting my targets, but then, that's space, momentum is everything lol. Good effort!
What a fantastic puzzle game you've made! It gets a lot of mileage out of one mechanic (i guess two if you count jumping it's codependent with the platform building) The pacing was very gentle and the game was satisfying to beat. The b-sides was a very nice addition for people who want more. Shame I can't vote on mood, this game certainly has one. Well done!
I feel like there's a lot of subtlety going on in this game that's somewhat flying over my head. Maybe that's by design, it's an encouragement to reflect on my choices. I must admit I did not see where the game was going until the very end. I did have to replay a significant portion a couple of times which involved a lot of spam clicking, sadly it did not encourage me to try different dialogue options, just different trades. Maybe I'm not the adventurous type 😅 All that said, you've got incredible mileage out of just a few assets, and the things that were there, were all impactful. I appreciated the little touches like the text animation. Well done!
I could not figure out how to put stuff down but I collected everything... wait that's actually the theme, hmm. There isn't much to say besides yay for no fall damage. It's kind of inspiring me to do an exploration game next jam, it sounds fun to focus less on coming up with some fancy gameplay and just create something visual for once.
I appreciate the CRT effect, though it did make some of the text a bit harder to read. A higher internal resolution or less intense effect would help perhaps. Like others, I struggled to grasp what I was really doing. The terminal aesthetic is pretty cool
I have to admit I did not have the patience to look for the abnormalities on the coins so I ended up just trying them all on the wall before putting it in the jars. Perhaps the tedium would be cut down if they were double sided to recognize more easily on the table. I really wished the coins wouldn't clip through the table when I'm handling them. Maybe auto-zooming upon picking them would be handy. I also had that graphical issue where the wall text flickered. Easiest thing to do is put a tiny bit of distance between the layers to stop the z-fighting. I liked being able to splurge more and more coins on the table, that was the highlight for me.
Thanks for all the feedback, everyone!
@yatsu Could you elaborate on what you mean by the gameplay overlapping the visuals?
@quasilyte There were plans for composite resources that would require two different types of production tiles. Originally the grid was meant to be 5x5 but it was easier to design puzzles for 4x4 in the end. The grid size is made to be dynamic, but I didn't have enough time make additional levels
I managed to softlock myself pretty much immediately as I put my first souls into the engine instead of the cage. On my second try i kept accidentally picking up souls and wasting them with the right mouse button. I love that the text is skippable but on first press it should finish typing its current line, and on second press should it go to the next line. The aesthetic and mood was pretty good, though
I loved the aesthetic and the vibe, though i did struggle to get started. It took me a while to figure out being gentle is the key and that the trash can in the corner is merely a red herring. The pile collection percentage text was in cyrillic despite choosing english. I went straight for the leaf blower but my clicks didn't seem to register - after next level I noticed I had a negative 13000 balance. Oops! Solid amount of gameplay for a jam game, the main mechanic is quite unique.
Funny little game, jealous of the controls (I made a game about garbage collection some years ago, similar to this, but I didn't know enough about unity physics to make it snappy). I found it a bit hard to actually hook cars but I had a bit of fun nevertheless. Also at one point the game repeatedly threw me in the air (in attempt to un-stuck me? I wasn't really stuck). I managed to escape it
Very impressive for a compo game! I liked how the units talk to you. I got this cross that made me think "this looks badass, I'm sure I will make some mega monster out of it" and the best it could do was a light slime, needless to say my disappointment is immeasurable and my day is ruined. I played up to level 4 at which point the archers whooped my ass and I couldn't figure out how the cover mechanic worked exactly. Good game though
It wasn't immediately clear whether some blocks would require multiple hits to clear or not, as they were right by the entrance. You'd assume the harder stuff was a bit further in. I found my lantern fuel ran out when the bar still showed some left in it, and on my first try this actually locked up my controls. I only tried the web build. For starters I would recommend a bit more fuel to be forgiving while the player learns how to play.
The level change should give a bit more feedback, at first i thought i teleported or glitched when I walked into the tree thingy. Like others said, navigation was a challenge, though I did appreciate the gameplay. Also - why would I ever want to hurt myself, lmao
Absolutely loving this! It's my favourite in the jam. It took me a couple of minutes to slow down and really absorb the rules of the game, after which it became rather exciting and rewarding to play. If you added a slight pause to losing, so the player can observe the reason they died, it would be just about perfect. That was the main thing keeping me from learning the game initially, as I was just clicking around randomly, and dying with 6 stamina points left. The idea that minerals are both good and bad, in the sense that you have to plan their extraction, is super novel to me and I just love it. Well done!
Edit: I played it for like 2 hours straight. Sadly the pickaxe upgrades don't seem to work past the initial one. I made it to level 24, got all upgrades. After the initial few upgrades it becomes much easier to just dig straight to the next level down, as it usually comes with a bunch of freebies. Maybe hiding the exit until you're kind of close could be the compromise there but I'm not complaining, I had loads of fun. Now I'm wishing there would be more content coming in the future :)
The volume violated my ears upon the start, I had to quickly close the tab. I did give it a go with my headphones muted after. Not sure what to recommend to address this but I had to mention it. I like a game with no lose condition, nor the stress of losing progress, so it had some appeal to me. The abilities kind of just got absorbed before I understood what was going on. Player agency seemed a bit limited, so to speak.
Very sweet aesthetic. I was a bit unsure what's solid, climbable or walkable, I guess the art style makes it challenging to differentiate them. I found one dino, the buttons on screen did not seem to respond to the characters they displayed, which left me a bit confused, though I did manage to do it in the end. I was left wondering which other dinos am I missing? An album would be great to show how many others I'm supposed to find, and to not spoil who they are, just show their silhouette.
The embedded version might work if you disabled "Data caching" in the publishing settings. That's what did it for me. The LDJam website has a guide on this too: https://ludumdare.com/resources/guides/embedding/
Seems when I place a beacon, it triggers a little event that spawns waves of enemies.. I'd like to see the beacon being constructed and protect that. I salute the effort to make a phyics-based game for compo, I struggle even with 3 days at my disposal. Get IceDragon to say pew pew for your audio next time ;)
The game sucked me in, i beat all the levels. Even though there were a lot of levels it didn't feel like it started being a challenge until around level 12. I felt like the game got a bit busy after the second color got introduced. All things said I think I heard enough hear ye for a couple of lifetimes. It was very polished overall, stuff like correctly framing levels of various sizes went a long way in that. Well done!
Headphone wearers beware
Super creative mechanic! I did get a bit frustrated a couple times accidentally grabbing a piece I've already carefully positioned instead of another. Well done, though!
I really wanted to know what this spider is, why I'm chasing it or who my competitors are. Loved the visuals! A small suggestion, the attacks would benefit from a separate sound for when it misses.
My way of playing this was to just ignore the rules and try to avoid the consequences. I also did not realise for minutes that you had to go off the street to even get anywhere. Might explain why that first commenter said the city was small. Really well done overall! Please put a volume slider next time
This was very immersive! I did wonder if the game is on a timer despite the pause ability, so I went back, took notes on each letter's introducion to eliminate all delay in decoding and did a perfect run as soon as the last letter can be determined. I guess there's no good ending for me :)
Normally I get stuck on text based adventures but this one was a breeze. It would be nice if returning to a previous location would reveal updated options to cut out an unnecessary step (such as the chair).
I clocked in at a leisurely 26 minutes to win. I can't say the randomized bonus reveal thing did much for me, it would be more impactful if the norm wasn't to spam it 10 at a time. Performance did suffer with highly upgraded drones, perhaps there ought to be a level of performance where they switch over to a more lightweight operation. I think I would have preferred turret bonuses for the entire network rather than individual nodes. I wasn't sure if they combined when overlapping, or what. Not that it made a big difference if I just tried to fit as many as I can. I had fun with this, and my clicker-addicted nature is left wanting more.
Loved the premise, felt the childhood determination! The item being carried still having collisions with the world was the work of the devil. Though I understand it for time constraints. For some reason panning the camera was a bit jittery for me.
Procedural generation with randomized building pieces are a bit of a gamble. I found myself mercilessly stuck multiple times. I had better success shooting straight for the exit, actually, as I'd spent more on trying to get to lava than I'd gain back from it. I was a bit disappointed to find the restart button is for the whole game, not just the current level.
I didn't learn how to play this game from the first level, as upon being thrown in, I did nothing and beat the level without any penalty. The second level was a reality check when I lost in the first half minute or so. There's something about the music combined with this scratchy echo-ey noise that's making me feel like I'm lucid dreaming.
An interesting twist on checkers! The stun mechanic was a great way to cover the possibility of guesswork, and the number of stars relating to the amount of turns left is a nice touch.
The atmosphere of this game was fantastic! I can tell you were scrambling for a fitting sound to let the player know they can't pan away during repairs, hah. One thing I will say, I struggled to understand the impact of the acoustic emitter. I didn't feel like it kept them away for any tangible amount of time. Was I timing it wrong?
I found it odd that the cars wouldn't start going despite a green signal, until I gave the two opposite sides simultaneous signals, at which point I discovered that this 1 trick will win all the levels and traffic controllers hate me for it.
I lost interest before I could get to the end. Always happy to play these kind of games. I wished there were more upgrades and things to look forward to. I didn't realize I had to switch tools for my detectors to work so I just maxed the drill distance and dug safely. The little drops from the blocks should not have collision, they just made it awkward to dig in a row.
I don't know what to suggest exactly, but I got the feeling the game didn't give me enough of a playground to really grasp the mechanics before throwing me in, despite the ability to pause. I was itching for the fantasy of blasting a long signal down the exact path of the enemies.