Foon → Ludum Dare Explorer → Users → ProdigalSon
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | π₯ | Diamond in the Rough | jam | 101 | 4.08 | 4.00 | 3.89 | 4.06 | 3.37 | 4.17 | ||
| 2021 | 49 | Unstable | π₯ | Ark | jam | 110 | 4.09 | 4.12 | 3.77 | 2.38 | 2.75 | 3.60 | ||
| 2021 | 48 | Deeper and deeper | Live Free | compo | 856 | 2.61 | 2.65 | 2.34 | 2.21 | 2.84 | 2.86 | 2.70 | 2.38 | |
| 2020 | 47 | Stuck in a loop | River Express | jam | 232 | 3.95 | 3.77 | 3.95 | 4.18 | |||||
| 2020 | 46 | Keep it alive | π₯ | Cloudy With A Chance Of Pain | jam | 175 | 4.04 | 4.11 | 3.97 | 4.23 | 4.05 | 3.98 | 4.09 | 3.76 |
| 2019 | 45 | Start with nothing | π₯ | SpaceCrafter | jam | 91 | 4.04 | 4.01 | 3.69 | 3.21 | 3.82 | 3.79 | 3.20 | 3.61 |
| 2019 | 44 | Your life is currency | π₯ | Temple of Life | jam | 701 | 3.29 | 3.27 | 3.00 | 3.47 | 3.18 | 2.45 | 3.13 | |
| 2018 | 43 | Sacrifices must be made | ForgeKnight | jam | 464 | 3.48 | 3.32 | 2.60 | 2.98 | |||||
| 2018 | 42 | Running out of space | π₯ | Personal Space | jam | 231 | 3.73 | 3.78 | 3.55 | 4.01 | 3.66 | 3.65 | 2.95 | 3.12 |
| 2018 | 41 | Combine 2 Incompatible Genres | π₯ | Sneaky Bot | jam | 485 | 3.54 | 3.50 | 2.64 | 2.58 | 3.45 | 3.70 | 2.70 | 3.29 |
| 2017 | 40 | The more you have, the worse it is | π₯ | Good As Gold | jam | 162 | 3.86 | 3.64 | 3.75 | 4.44 | 4.01 | 3.92 | 3.31 | 3.68 |
| 2017 | 39 | Running out of Power | π₯ | POW | jam | 27 | 4.21 | 4.14 | 4.27 | 4.35 | 4.07 | 3.87 | 2.26 | 3.62 |
Cutscenes and everything! The game is little cut-throat though. Takes a little to get the rhythm to know when to reflect and I found out the hard way I can only reflect things in front on me which let me to die a few times thinking I could be all cool reflecting from the side and things behind me...Oh, well. Other than to avoid getting stuck breaking down doors, I would've liked to destroy some of the things shooting at me by reflecting the projectiles back at them. Not sure if that was a thing or not but it should ;)
There's personality between the two main characters which is good. May I suggest to increase the draw distance on the camera. It was a little hard to focus on the road when the mountains and background were suddenly being drawn and redrawn unless that was part of the experience, if so then A+ :)
Definitely felt the creepy factor and it made me think. The flashlight helped but the light was pretty dimmed making it hard to see anything unless I was very close to it or perhaps it was my contrast setting. :D
The sense of motivation is definitely there, as mentioned in previous comments, because you see your object and you get that feeling of "we have to hurry". The first go around, the robots seemed to not care about me and I was not getting hurt and I thought I had to keep some power to stay alive myself (found out that was not the case, lol) but I feel into deep space and nothing happened :( Thankfully I could restart and then the robots became hostile! :P To increase that sense of "I have to help my loved on", it would be nice to have a meter constantly on screen to let me know where her life support is at and, to increase the bond between the two, make it that my suit also needs power for me to move around. That way it feels like I am giving some of my life to keep my loved one alive. ;) Boom! :D
Nice humor in the backstory to get you going, not sure if I would call that a promotion though ;), however I found it difficult to control. I kept wanted to move with the mouse and simply click where to go or use the space bar to interact since the main mechanic is to pick up the coal and feed it to the boilers, I wanted a larger button to avoid mistakes. Took me a bit to realize I could pick up multiple coals at a time. Though you have the fire dim as the boiler loses power, the light in front of the boiler does not dim making it hard to tell once one is more critical.
Tutorials feel like they get in the way of "fun" but once they are done and the game begins, it is enjoyable. I like the lego-like graphics and stealth is one my favorite genres.
Very impressive compo entry. Game feels polished, object is simple and easy to grasp, the graphics are pleasing, and I found a way to create a "stair case" without having to spend points building ladders. ;) Wish you had time to add sound effects (music is a stretch but a simple digging noise would've done very nicely) Overall, nicely done
I did not expect the parts to be floating around the robot and excepted them to stay where ever I placed them as that would forced me to make better placement decisions, however, the whole idea is fun and well executed. It kind of remind me making the gummi ships in Kingdom Hearts just more destructive ;)
Nice work on the graphics and I agree with a comment above in that the art style is similar to Don't Starve. I struggled with the controls for the game. I tried both Firefox and Chrome and could not get the character to move consistently. However graphics, sounds, and animations are well done
This was fun and challenging but in a rewarding way. The avatar is cute, the animations are perfect for the avatar, I like the death effect, and checkpoints save so much. I enjoyed it a lot, thank you
First, making a game in 12hrs is no joke especially if you had if this was a solo project so great job on making a "complete" project and submitting it. I was not able to get jump to work so I could not play much of it :(
This game looks and feel great and this is a compo!? Nicely done! :) I think it would've the difficulty more challenging if I also needed power to move to the next level. That would've cause a more careful thinking about when to fly around versus walking ;)
Hmmm...I was not able to play the web version because I could not move to the left and the button layout was awkward especially for jumping. However, I thought the story was unique and funny, the graphics are very well done, the music and sound add a good vibe, and all of this for a compo? Well done!
Very clever, simplistic, but challenging and fun. Nice entry!
I'm a big fan of games that implement stealth mechanics and I felt the tension when trying to avoid the security cameras. Perhaps it's just me because I don't play many games with a mouse controlled camera but I felt it was way to sensitive. Other than that, I liked the simplicity of the mechanics and gameplay and the graphics are nice to look at.
glad I could turn on a dime and stop in a split second or else I would've crashed many times. lol I'm not sure if my shield was also tide to my overall power so I could've died if I ran out of power and then got shot, guess I managed to managed the resources correctly? :D Aesthetics fit in very well with the space theme, music was enjoyable and I like how it appear to ramp up when I went into battle, and sound was subtle without getting in the way.
The fact that you submitted an entry, in all of its glitchy glory, means you did something that many don't even get to do which is "submit a game". Simple is usually best and the punching animation, with its delay, makes it feel like you are punching really hard! lol Great attempt.
Definitely an interesting take on the graphics and texture bringing back the retro computer graphics making this entry stand out thus far for me.
Sonic the light bulb, running/jumping at the speed at the of light (literally) ;) The emphasis on "rush" is truthfully there but in a fair way. I personally would've preferred to having me tap the jump button to jump again rather than continuously jumping as it helps to keep the platforming in rhythm. However, there must have been plenty of testing since I never felt like a death was cheap and even though I felt I was running and jumping blindly because of how fast I moved, I only died because I took too long and ran out of power. lol
Solid compo entry. Very nice graphics, sounds, and the music was not bad. Took me a bit to realize I could collect the flesh of my enemies and grind them for power! lol because I found this first on itch.io and must have missed that part of the "how to play". Regardless, very nice work
The humor is good and the graphics are sweet. The robots' animation is simple and enjoyable and the overall idea is well thought out. I found the music to be a little too loud and had to turn it down quite a lot but the music itself was good. I'm on the fence with the whole concept from drag-and-drop the commands, perhaps a "click" based gameplay would be better and less tedious especially since I cannot just use WASD to move (which i understand the whole point of the mechanic is to plan your moves correctly and that's cool). Great work :D
So far one my favorite. The funny thing is that we almost went this route with out game. I had a lot of fun playing it and love how simple it is to understand but it gets tricky and forces you to think keeping it fresh. Thank you very much for this enjoyable experience. :D
I like the concept but felt that it fell short on the theme since I could not shoot once unplugged. If I was able to leave the socket and still fire for at least 5 more seconds, that would have made combat more fun. Also, enemies took too long to die with no real sense of how many shots I needed to make. Overall, well done on the graphics, the game is responsive, and the sound fits the mood.
I think I found an exploit (that maybe you should leave ;D) if I walk backwards the power drains very slow thus allowing me to still traverse great distances, though be at a slower speed, but at little to no cost of energy. Actually, I felt that the drain speed when moving backwards should be the regular speed ;) Had fun shooting things especially because each shot that landed felt like it really did some damage. Nice :D
This reminds me so much of the old hand-held zelda finishing games which I enjoy to do. I wish movement was a little faster and the music doesn't really fit the mood of "fishing" for me however, the robot and fish are cute and the overall mood is good. A cool idea would be to allow the reel to upgrade after N number of fishes captured to allow you to reel in bigger fishes and if you tried to reel in bigger fishes without the proper reel it snaps and you start with a week one again. ;)
When it says "not go down without a fight" it means it! lol Game ran smooth for me, play well, felt responsive, sounds were dead on. Nicely done
The gameplay is solid and easy to get into however, I found the controls hard to play with. Perhaps allowing the spacebar to just shoot in whatever direction I am facing rather than having a delay of "activating the gun", aiming, and then shooting, that would have made the experience a little better for me. I also would've liked to been able to carry more ammo and just have to reload after two shots rather than running back. Having said that, I do agree that using the zombies as fuel to restore the health of my patients is a wonderful idea and I really liked that
That escalated quickly! lol Nicely done. Game is funny, graphics are enjoyable, animations are cute, and the sound fits. I'm not sure if I was supposed to place the items on a specific location but I struggled with that unless the animals needed double and triple food :P
Finally, we get a sequel to PokeSnap! lol The ability to do selfies is a very nice touch. The music reminded me of something from Donkey Kong Country 3 which I like, and Rad is so happy that it makes me happy. Not sure if I was something wrong or if it is by design where the camera frequently shifted focus. Perhaps a toggle to let me manually control it (while still limiting the rotation or something like that) would have made it more enjoyable for me. Overall, nice work
couldn't get to repair any turrets as I kept exploding but the visuals are nice, the music is smooth and not distracting, the idea so simple and well executed. I just had a hard time managing the resources felt there wasn't enough breaks in between waves to recharge or pickups to restore but I did feel like I was running out of power constantly so I say you nailed the theme :D
Neat idea and the aesthetics changing as time passes by is a very nice touch. Well done!
This is a rather interesting game especially given the backstory behind the production of it. Meaning, well done getting all you did given the situation. The music is fun and the beat is fairly easy to follow though what confused me is that I moved regardless of whether I pressed any key or not which made it easy for me to lose the beat. I agree that it is easy to get confused thinking I could go one way when I couldn't.
Very interesting effect, beautiful too, wish there was some sound to increase the immersion or ambiance music. :)
Very nice compo entry. I like the smiling clouds, the simple mechanic, and the cloud trail the plan leaves behind, and the ability to do loops. :D The plan sound gets to me after a while but I can always just turn down the volume ;) Good job!
I think you captured the essence of Star Fox with a modern twist fine. I had trouble controlling the ship as the Up/Down functionality did not work at all. I did noticed that the engines seem to drop/increase in speed but often I found my self going over the ramps or sinking into the sea even though I had power left. I was really looking forward to being able to control the ships descend/ascend as smooth as the left and right works. :)
One of the better compo I have seen this competition, simple and easy to digest which is always welcomed for me. :) The rate at which the pickups drop is a little too generous because the risk is not too great. Meaning, I was often above 100% and just spammed the fire button. I suggest making shooting consume energy faster making me think more about when and what I choose to shoot ;) Other than that, really well done! :D
Music was a little loud for me but the idea of using real-world objects as graphics was a nice touch. Took a bit to realize its a twin-stick shooter but once I got it I was mowing down enemies like there's no tomorrow. :P It was fun
Mood was very clear, buttonslayout simple and easy to remember though not sure where "running out of power" came into play. Everything was going well until a swarm of bats surrounding me and I could not get away from them :( lol
The only feedback I have is to have some sort of feedback when I hit an enemy, like flashing white, and maybe reduce their health at least for the initial 2 or 3 power stations. A large number of easy to defeat enemies is really fun versus small batches of enemies with high health while my weapon especially when there's little to no rewards upon defeated them since they don't drop power or upgrades. Unless I was supposed to avoid them and run away, then that makes sense! :)
In the web version the character almost does not move at all. I did find it hard to control him, especially with the swing the camera does, and there was no immediate feedback to let me know I was charging my phone (other than the bar which took me a while to notice as I tried to charge but wasn't sure if I was. lol). However, the overall idea is funny, fits the theme, the graphics are fun, and music fit well too.
I really wish I could use my key pad for the number prompts since I know them better there. This game is good to learn your keyboard and easy to get into for those who already do. I guess I did pretty well since the keys did not pop out. lol May I recommend removing the need to use the mouse at all since the game is mainly keyboard base? perhaps the blue/red could another button like Up/Down keys so that I way I can stay fully immersed in ready and typing inputs. Well done, I felt like an improved homer Simpson with the power to give and take away light! :D
Solid idea of managing defeating an enemy or using them to refuel. Not sure what I was doing wrong but I wasn't always able to snatch the enemy for power. However, there were a few moments where I had a grove going and was able to kill everything on screen and keep my weapons charged and that was really fun. Thanks!
Those fools! I am trying to save them by giving them power but they want to take it away from me. Can't they see their foolish ways!? lol This was fun to play and it had just enough silliness to enjoy without going overboard. Not sure if the sure if the explosions of the red ones did anything to me if I was too close though. :)
You have captured the beauty of a passionate game dev wanted to come up with the next best thing only to default to the tried and true in favor of time! lol Very nice. I had fun just trying to get an idea going. :P WebGL crashed as there was < than 5 hours left. (was that intentional making fun of LD crashing during submission time) lol So I missed out the ending bu had fun :D
The parallax backgrounds made it feel like I was flying at top speed which really helps with the immersion. That boss is one tough cookie. I died :( lol It would have been nice to either see a flash or sound that help me to understand when a shot connected. For the smaller enemies is fine since they die in one hit but for the boss it would help since I was spending my time dodging everything that was coming I was not sure if my shots were connecting. :D
Why didn't they listen to me! Oh, the madness, the chaos, the horror! So I had to go back and make them listen....muahaahahaha! That was very fun! Music and sound blended together, the avatar has character, and the gameplay was smooth. Great work!
Nice combination of retro and modern arcade beat-em-up with the main character representing the best of yesteryear. Simple controls, always appreciated, and an interesting take on sound by having it pan based on the position where the sound was emitted. Very nice.
I have to confess, I got pretty frustrated at first to the point I almost stop playing....but I'm glad I didn't. Once I understood the mechanic I was hooked (this is because I did not read or looked at the gifs...my fault. lol). Very nice! That last room took a bit but once I had two letters right, I was like "OOooohhhhhhh! Clever" :D Great work
Took me a bit to get especially because I kept dying when I turned of the light and did not know when to turn it back on. Once I got a rhythm going it was fun.
Very well done. A bit hard to control but not impossible to play. Graphics/Aesthetics are solid, sound and music is enjoyable, levels are bite size which makes it more enjoyable, and the stage becoming dark as you lose power is a very nice touch. A solid entry
I agree with the previous comments, the artwork is unique and gives it a distinct style that makes it stand out. The fact that you even had time to put story in such as short time is impressive and the premise is has humor in it so A+ for that.
Has a resi-evil feel to it, a little eerie music would have helped that, then again I can't say that was what you were aiming for but maybe you should! lol "Robodence Evil" just not zombies ;)
It is so easy to get lost in wanting just to glad around and see how far you can go that I completely forgot the object...and that's not a bad thing :) Found myself making the sound effects of the wind as glided through the air, lol.
I got lost trying to figure out what I was supposed to do or what hurt me if anything, but I agree that the sense of "alone" and "darkness" was captured.
Solid first entry, polished, and easy to understand but hard to master. It is satisfying when I solve the puzzle correctly but it took me a bit to realize I had moved to the next level because it made it feel like I made a mistake and turned a bunch of other bulbs on. lol :P Well done
Very well done. I love the player robot and its animation when moving, collecting power, and shooting as it felt right, smooth, and responsive. The music was a little high pitched for me so it got a little annoying after a while and the "thank you" sound effect when collecting power is cute but a little too repetitive. Overall, solid entry and good job!
Let me start by saying that the kick and feedback from firing the gun and repairing the machines feels great! It is so satisfying to fire the gun even when there's no target! Second, thanks for allowing the repairing of the equipment thus increasing play time. That was a nice touch. I did feel like the character would move too fast and often times got stuck going up/down ladders because I was a pixle off. Other than that, solid entry
Artwork is cute and well done, mechanics are easy to grasp and get going. I agree with a previous comment that once you understand what you can and cannot do, the puzzles are fair. However, because of the artwork and how the level is presented, it is hard to tell what I can and cannot do. For example, make it so that in the first level I have to go over the ramp to get to the other flowers because there's no other path to show me that I can user it to traverse at no cost. Also, the level with the mud made it feel like I could not touch the mud patches at all. Meaning, it took me a bit to realize I just can't touch them if I get wet. Other than that, this game is solid and plays well.
Mechanics were spot on! Definitely addicting and rewarding when you get to avoid the danger swiftly, pickup the power-up, and blast them all. Very well done
That first drone is one tough cookie but once I got his weapon then the game really started. Very well done for a first entry/completed demo. I was progressing just fine until I had to make blind jumps which made me land very close to pit and I guess the momentum carried me over to my death. Since there's not much other tools in my arsenal to save me from a fall, I suggest removing the blind drops or adding some sort of guidance that says "the spot is safe to jump down to" or something like that ;)
I keep turning on the wrong thrusters at first but I quickly go the hand of it. Physics take a little to get used to at first but I think it was fair. Hand drawn graphics look good. Wish there was at least sound for the thursters but I get it, it is the empty void of space...there's no sound that can be heard ;)
Art is nice and unique making it obvious what hurts me and where it is safe. Music has an nice feel to it and fits well with the darker tones of the graphics. It felt like the wall jumping is a huge part of this game but it was hard to control for me. I agree with a previous comment in that the wall jumping should either be "sticky" to allow me time to think where I am going or "slow descend" (a.k.a slide) so I can get a feel for where I am aiming at. For me, in general, when I jump in a game I feel like lose control so giving me just a second longer on the wall to plan my next jump really helps :)
I have not seen an entry like this before. Nice idea and very unique. Clever but not hard to grasp. Good job
Interesting concept, at least for me, I haven't played an FPS-TD before and to be honest, it is a fun idea. I fell down a few times because I forgot to light my path and thought everything was under them same level. :P Only got to turn on one turret which wasn't use much either. lol. Solid compo entry
I found the controls to be awkward especially because of how close the jump and the shoot are to each other. I may have had a better experience if WASD move, space jumps, and LMB shoots, but that's just me. The graphics are good, the enemies graphics and animations fit the mood. It is hard to tell if I was shooting since there was no sound for shooting and no immediately obvious bullets, but I was able to see the enemies die which gave me the indication that my shot made it :D
I felt the spookiness and the dread of running out of battery...I died because I ran out of ammo though...lol It was fun to navigate around using my source of light sparingly and shooting in the dark hoping the target would not move ;)
It wasn't immediately clear to me that I could see how much ink I had left over on by looking at the ink bottle on the top right. Also, is there a way to get more ink that I miss? Not sure If I was supposed to be able to move the walls but that was a nice touch so that I could "draw my own path". Solid game, good job.
Wonderful sound effects and music made the experience one to remember. Graphics are very nice and clean. Could not quite understand when I was supposed to let go especially when the colors of the inner circles changed, but it was still fun. :D
This is a solid compo entry and the idea is crazy, interesting, and unique...but I found the controls hard to master and ended up not being able to do much. Having said that, I am still impressed at the level of work and detailed put into this entry. Nice work
I feel like the game was warning me about something...like about the power and not let it run out because something bad would happen? lol That kept me moving back and forward as if I was working out! :D I like how it gives you the sense of "importance" which motivates you to act quickly but it is not complicated so it is fair. :)
That was really fun and unique. I enjoyed playing it. The waves were a little too fast and the objectives to close to each other making it easy to miss many :( But the animation was fun to watch especially when using gestures incorrectly. lol
When it says it may make the journey frustrating it means it! lol However, making someone think before acting is a good way to solve a puzzle and the idea is solid. Nice compo entry
Beautiful graphics and animations, the music grabs you and sets the right mood keeping me engaged, and the gameplay is kept fresh by having to switch between the two characters. I miss understood which levers to turn and at what point so I ran out of fuel pretty fast...lol but I understood the goal of the game and it is still a great entry. Nice job :D
First let me start by saying that the aesthetics are beautiful and the graphics are smooth and I really enjoy them. The animation on the player character, especially waking up after death or at the beginning is great and gives him/her personality. To fully immerse me into the experience I wish there was some sound effects at least when powering up and maybe when enemies died. Other than the controls feeling a little odd as in I felt I struggled to turn around and go/face the direction I wanted, I had a good time. Nicely done :D
This is a nice entry with decent controls (though I would prefer having to tap every single time I need to jump as my personal style has me holding the bottom down until I am ready to jump again :P) The avatars are nice and the animation is cute.
Spooky is very likable and animated enough to care for him. Enjoyed how easy it is to grasp the concept and the mechanics handled very well. I found the camera to be zoom-in/zoom-out to be a little disorienting especially for a platformer and I got lost quite easily with little direction on where to go next. Overall, controls are responsive, hints are not "in your way" which is always a plus for me, and the theme was handled in a unique way. :)
I agree with many of these in that the graphics are cute. I came from the itch.io page which is missing the how to play but thankfully they are listed here. :) Not sure if this is your first game ever or not but if it is then nicely done. If you wish to continue working with this project consider allowing WASD/Arrows to move (unless that defeats the mechanics of the game) and a sound effect to let you know when you are gathering power versus when you are not :)
The plug often wen through the walls and the cord would get stuck in the corner with no real understanding as to how I could get it untangled. However, the idea is easy to grasp and the theme representation is solid. I like the simple but nice visual, the fun music tide with it, the easy to read/understand UI that informs me of my current status.
Took me a bit to understand that I was powering down the gravity so that I could move upwards but since I was not really moving upwards it took me a while to understand especially because it's more like "keep the momentum (upward/downward) you had before shutting things down. Other than that, the animation of the robot was cute, the graphics are decent, and the power down/up effect is cool.
Good job on this entry, the mechanic is solid, the graphics a funny (in a good way), and the premise is funny. I would have enjoyed it more if I could move with the arrow keys as well as it helps with platforming. Nice work :)
Simple and short but fun, great animation on the main character especially the idle animation, funny premise, and an overall good time. Nice work! :D
The game's difficulty has a "super meat boy" feel to it which means I had a big challenge playing the game but since the respawn is quick and so close to the last death point which makes it easy to just try/try/try again/ :P Aside from the difficulty, which to me seems intentional and its fine for the people that love these hardcore games, this is a solid entry. The aesthetics and graphics are good, the mood and feel connect, and the sound (though rather loud giving me a jump scare at the beginning :P) fits well too.
I felt the theme matches more what GameMaker's ToolKit Jam did which is "Dual purposed design" since you change gravity and shoot with the same button. :)
To be honest, I did not understand what I was supposed to do :( but it was okay because I was having more fun looking at the art and the listening to the sound effects which are great!
Different take on an endless runner with pickups and weapon upgrades, nice. The music loop was a little too repetitive for me which distracted a bit from the game play and I kept messing up the buttons - lol. Perhaps it would be good to introduce and alternative control scheme like: Left Mouse Button to attack, space to jump, and maybe Right Mouse Button or "E/F" to guard. (just throwing ideas). The monster's collision box is a little unforgiving showing me a Game Over when the monster was not close enough to feel like I should've died. Other than that this was neat little game
That's what I like about you @quill18, your dedication and consistency. It makes watching your youtube tutorials more enjoyable especially because of how you explain things. Sad this requires active players to enjoy but at least its something :P
The graphics, animations, and sound effects are nice and fit together. I like the smoothness of the models and smooth animations. May I suggest that when the level starts there are no immediate skeletons. The level loaded and within 2 seconds a skeleton was rushing me! :P Also, is there no way to kill the skeleton by throwing stuff at them? if so, then there's way too many and I'm thinking that having a handful constantly following may create a better experience.
Still, this is solid entry. Nice work
Great job setting the mood and making me think trice about what to do + setting up for replayability to find out the events that I missed. At the woman on the sofa part I wish there was an option that say "beat her with the broom and run like a mad man! Run for you life!" lol Maybe there is and I just didn't have all I needed ;)
I smiled at the plot for this game and thought it was very unique take on the theme. Not sure how I "win" but I just kept collecting and trying to find as much dependents as I could. :) The UI is a little heavy and I think this game would benefit greatly of some sort of checkpoints (like hitting miles stones or moving up/down brackets)
I like the backstory to this it is funny and it make sense. I know there's a "help book" that explains what cures what, which is very helpful, but I sometimes was not sure if it healed it all the way. May I suggest either having the HUD display a "1/3" kind of deal or have the modal popup that tells me the status of the patient just to help things moving at a faster pace. That and maybe the ability to keep one item at a time with me so I can use it on all of the patients that needed it before switching to another item. Other than this is a well done. Nice work
Great setup and I really enjoyed how the mechanics was taught/difficulty ramped-up with no giant text boxes explaining what to do. That's always a plus in my book. Music sets the mood perfectly, the simple controls makes it easy to get going, the graphics are nice to look at, and the levels raise in difficulty nicely. A solid entry. Nice work.
I like the graphics and the animations/physics of throwing the beers. I feel like this game was made for a left-handed audience and I have an ergonomic keyboard which made it uncomfortable to play. However, I see this more like a phone game where maybe I can tap on the color of the beer I want to throw and then tap in the general direction to shoot it. I think that would be a fun quick game to pick up on the go and play. Overall, a nice game.
The resolution makes it look like it was intended to be like a gameboy color game but it has a fun uniqueness to it. I'm not sure what the red shirt wearing sprites were doing but it looks like they were kissing me! I died from too much kissing :P It would be nice to have a way to know how much money I've collected and how long until I hit game over.
Talk about finger tapping exercise! This was entertaining and I liked the music and the alien graphics/subtle animations. I was all like "Fear the mighty finger of justice! " until I got the "Fist of Fury!" so I was all like "Taste the hammer of...JUSTICE!" I found myself concentrating on one of the corner of the maps and feeling good only to shift to another corner and be overwhelmed by the amount of aliens I was allowing to roam freely! :P
I see what you did there with Metal Gear Chicken Run ;) Nice. I like the animations on the enemies when you are spotted and the evolution of the player.
Nice use of the theme and current season. Did a double take on the name too because I naturally read it as "Clause" - lol.
I barely blinked and the boxes were tipping over. Ouch! Nice concept, with a little more polish and tweaking the shifting of the box it would be a nice game to quickly pick up and kill time while waiting in line or something like that :D
I agree with others that there's potential here as you are in charge of how long/difficult a level is based on how many souls you decide to go after...except that this is not really the case since I don't have a "consume soul" button which would make it more fair. I also think that the people should try to run away in fear when they see Death to make it more challenging and perhaps the time could be more generous as it only looks you only ever really have time to collect the paper which would give me no motivation to ever go after more souls thus making the game be more about chasing papers than actively deciding whether to consume a soul or not.
Perhaps make it be something like Death starts to fade away if he goes too many levels without consuming more souls or something like that. ;)
I beat them with my stick of POWER!!! Lol, I had the most fun after I died and the game let me roam around infinitely killing all of the enemies. I was immortal and unstoppable...I have the poweeeer! :D
There really is not description neither here no at Game jolt. Having the controls listed is always helpful and at least the goal of the game. I know this game is listed a early access but at least having one goal would make the experience a little better. The hand drawn graphics are nice and the music was interesting
Great minds think a like ;) I like the vector art (I hope I am using the correct term here) giving it that vibe of retro feel to it but looks clean. I'm always a sucker for games that implement the wrap around feature thus adding more fun puzzle elements to the game. I think there's a bug where the timer does not run down and it looks like sometimes I can stand in the air (probably the wrap-around functionality) allowing me to stand on the ceiling of another corner ;) This is definitely very solid compo entry. Great work
The screen was really tiny for me and the immediate goal is not too obvious. I felt like the game mainly became a clickathon to kill enemies but not sure if that's what I was supposed to do and it was really hard to see. Sorry, wish I could provide more feedback but not sure what the aim for the game was :(
I played a game similar to this last Ludum Dare but this one had more things to keep you distracted and the music was catchy without getting too repetitive. Simple but enjoyable. Would've been nice to see an image or something that represents the work I managed to submit ;)
Stupid traffic! Learn to drive people :P - lol
Even though the angle makes it hard to appreciate I do like the monster veggies coming at you and this new way of farming is unique. ;) However, it was really hard to keep track of which weapon has ammo as there is no counter and the pickups are the same for all weapons and there's no visual added effect for the different types of weapons. Perhaps it would've been better to focus on 1 or 2 different types of guns and ammo that represents it. Granted that I understand that having more guns is the implementation of the theme but I am wonder if something more of the lines such as "The more you use this gun the less effective it is so you have to switch between them" or something like that :D
I like the simple take on the theme and the idea of finding your friends while avoiding the enemy's sight is an easy to understand yet enjoyable concept. Like others have mentioned, having more controls over the player's movements such as allowing me to use WASD/Arrow Keys to move would make the game more enjoyable. I also had trouble distinguishing the floor from the walls as everything is very gray and the angle of the camera makes it hard to see depth.
Hope you plan to keep working on this idea because I think this can be a fun game to play. If you rather keep the mouse control option then may I suggest adding like a "wave point" system to let me see where my character is moving towards :D
This needs to be a phone app and I am dubbing it "Shredding Ninja" like fruit ninja but for hackers who shred their proof away. I hope I didn't involuntarily help you delete actual files and therefore have become an accessory! lol . Great compo entry. I would've liked for the item drop rate to be a little faster as there was time were I felt I was waiting for a bit too long but this is done well. :D
Let me start by saying that making a multiplayer game, let alone an online based one, is not an easy task so props on making that happen. The side effect is that this game requires other players for me to try it out which may be really hard when people are playing up to 2k other games. Perhaps having an option to play with a dumb AI would be a great addition so that we can get the gist of what the game is all about. Other than, fun idea
I like the concept and wish it was more polish to enjoy. I found myself what appears to be falling through the ground. Still, it sounds like this helped you as expected (teach you new things) which is great! Keep it up.
I enjoy stealth game, you know that sense of having an advantage over the enemy and sort of play a game of hide-and-seek with them, however, like other have mentioned, the constant flash of lighting that blinds the screens actually distract from the stealth game play, the player's base movement feels like I am crouch-walking making a "run past the enemy" hard to do. Still, with a little more tweaking here and there this game, along with the background story, can be a solid game.
Challenging! Hard core parkour! Still, nice design, tight gameplay, and boy oh boi those fans just get in the way! :P
I'm not sure if that makes me a bad guy since I am hiding my actions from the investigator...lol.
This game is cute with its hand drawn aesthetics and simple (but effective) animations. Nicely done, however, like the previous comment, it is not easily accessible and takes a bit to get running. Perhaps that's the main reason why the votes are so low. Sad, because this game, especially being a compo, is nice.
I think I had more fun just painting the town white ;) Especially once I switched to the 'spray' option. Surprisingly relaxing, just going around and ignoring the virus destroying the black stuff...lol :D
Great attention to detail and the effects are fun and interesting. Never felt too unfair though it would've been nice to have some invisibility frames and the ability to phase through the enemies after getting hit because once they surround you and/or back you up against a corner it is pretty much game over as there's nothing I can do. Still, graphic/sound/music are nice.
I like the idea of not collecting coins especially when the effect is that it makes the enemies harder to deal with. I was not sure how I attacked since I have a mouse targeting system making it look like there should be a projectile that I can shoot by right-clicking but in reality I have a melee weapon, which is something I enjoy more than shooting at targets, except I did not realize I had to move into the enemies to attack them. Might I suggest having some sort feedback like flashing enemies or a "hit" sound that gives a sense of "yeah! I got him!" :D
Hardcore parkour. Talk about your "I wanna be the guy" meets "Super Meat boy" lol. I thought dying was part of the strategy and kept jumping into the pits so that I could collect all the delicious substances until I perma-died. :P For me, having the Arrow keys in additions to WASD for movement would've helped a lot as I find it awkward to platform using WASD/SPACE. Naturally my hands want to move/jump using two different hands :D
Aesthetics, animations, colors, textures, sound, and mood all work together and are really well done. I seem to have a problem where the movement of the car is way too sensitive and since the camera moves with it there's no delay making me feel dizzy. Perhaps I need to play with a controller since the keyboard is too sensitive. Still, pretty fun
Man, my friends are pigs! They just won't stop eating! Good thing they don't go looking for pizza or else they will explode! I can't let that happen. lol :D
I agree with previous comments, the camera, simple but colorful shapes, catchy tunes, and fun sounds really grabs you and gets you going. Good entry :)
Wow! This game took the theme to a whole-nother level. The idea of the controls changing once you use them is an ambitious idea and one I think you should explore more because there's definitely something there. Makes it hard when the game feels like it also relies on skills with dodging enemies and collecting keys. I would suggest to start maybe with each direction mapped to two keys that alternate between uses. Meaning, W becomes Up Arrow when you let go of W and vice-versa. This way the player can get used to the idea of change and there's less information being given to them. I would just have to get into a rhythm and remember what I pressed last :D This is especially true when I have to look at a specific location to see what button they are now, find it on my keyboard, oh and also make sure I don't get hurt by an enemy. :D But seriously, there's something here that with a little more polish can make it more fun
Wow, I am such a noob. Once I opened the first door, I could not figure out what to do. No matter how hard I tried jumping to get higher, it did not work, and the lock pick would not open any additional doors (that I tried). Sad because the music/graphics/sound/mood is good and I wanted to see if I could be clever enough to only collect what I needed. Still, I liked what I saw. Nice work
Wave 7 54351. I like games that are deceptively simple but hard to master. I think I found an exploit where I could pretty much stay in the middle of the screen and be safe with little to no movement. Well, perhaps I got too comfortable and ended up losing because I took to long to realize there was a straight shot about to hit all of my blocks! lol I managed to move 1 & 2 out of the way but poor 3...it lived but for a few seconds :( (RIP #3)
Not sure if the game is intended to be super chill but I feel like the difficulty spike is rather low and most of the time I'm just waiting in the middle for something to happen :P This is an enjoyable entry
I like the idea of the game player, especially of using a melee weapon on what it supposed to be a bullet hell game, and being able to dash-slash to point clicked is brilliant but problematic. I found myself often being in front of an enemy clicking to attack only to move backwards and miss because my mouse was not behind the enemy. Sure, this is an error on my part, but I think naturally we expect to be able to swing our sword with a click of the mouse and what we see is unexpected. Perhaps the issue here isn't so much with the mechanic but the where the game takes place. Maybe allowing the player to continuously move forward slashing away as the screen scrolls would reduce this instances but I haven't thought this further than that so the idea may actually be stupid (sorry for mentioning if that's the case :P) Solid game in my opinion that with a little more tweaking could be really fun. Correct me if I am wrong but there are really no upgrades, everything hinders you so you are better of not buying anything and avoiding the coins, right? :P
We thought about attacking the theme this way too but never got as far as you did (actually doing it). I like the selling point of the theme during the intro of the game. :D Coding, after all, often involves using solutions that already exist so I totally get it. Nice work
This is what I called "Anti-acid in action!" lol. It was hard to tell if I was hitting the enemies because they take multiple hits but there's not feedback to indicate a hit or how much health they have. That would be my main suggestion to help the player know that we are actually hurting them. Congrats for doing this game alone! The graphics are nice to look at and I enjoy feeling like I have a bazooka for a weapon. :D
It was hard for me to tell what is going on, meaning, there's too many things happening too quickly for me to know what to do. I understand the instructions are given right before the level start, with pictures too, but once the game starts I'm not sure what my objective is and I guess I'm supposed to dodge everything? Still, looks like a solid project. Just wish I could understand it a little more :)
@mizelfindi thank you for the positive feedback. I was afraid that we made the "curse" not too obvious :P and the falling off was not indented so thank you for pointing that out so that we can address it in a future build. Glad you had a good experience and thank you for playing.
@miltonnh25 Thank you for playing and I agree, the movement of the statues needs to be more smooth and responsive.
@andro Thank your for playing and for the feedback. We want to add a settings modal to control volume and we do want to make the controls more smooth and responsive. There was moment were we were thinking of a grid based movement but then switched to free-movement. Looks like remnants of that still remains in the game. :D Thank you again and I'm glad that you were still able to enjoy it.
Thank you for playing @happysloth. I completely agree that this would work well as a handheld and want to port it to mobile devices once we polish it more post-jam. We weren't sure how some would feel being told to go against what Nintendo have taught us. Happy to see that most are liking it. :)
@lumasi-games thank you for playing. We did intentionally wanted to lure you into a false sense of security, perhaps the execution could be better. ;)
@iluvatar I feel you. We decided to focus more on the experience as we noticed we wouldn't have time for a hearty level. Thank you for playing and for catching onto the theme. :)
@kleinzach We do have some ideas we want to integrate post jam :D. Thanks for playing and for the feedback
@asilva4000 nice catch! So far you've been the only to say something about it. Thanks for playing :)
@creamybacon2 Nice! Thanks for playing :D
@tweedle thanks for playing! I'm sure our animator will enjoy your comment :D @kodiqi thank you for playing and for the feedback. We wanted to bring a little twist to learned gameplay mechanics and wanted to communicated it as clearly as possible with little or no text. Sounds like we got pretty close to it. :) I do aim to expand more on this idea and improve upon certain mechanics such as the statue movement. Thanks again :D
Thanks for playing @andrew-white, @wh05herlock, and @riemann-integrable. It's always great to know that the concept behind the game was communicated with little to no words. As time permits, I want to continue to further develop the different puzzle pieces and present them in an ever increasing, but fair, difficulty. I agree that the statue manipulation needs to be smoother and incorporated into the main mechanic of the game (avoiding the coins). Thank y'all for the feedback. :)
@justinooncx Thank you for playing and the compliment. :)
Thank you @baconinvader, @querk, @mennchen22, @multiplexor for playing the game and commenting. Glad ya'll enjoyed it. @multiplexor thank you for the kind comment which I'm sure our animator/modeler will enjoy reading. This idea is something we want to expand upon more and make at least one solid lengthy level :D
Thank you @explorer and @blueman for playing and commenting. Glad we were able to convey the feeling of what was happening on screen. :D
Thanks for the feedback @prithvi-shewakramani. We are working on improving the controls and adding a little more meat to it before the next LDJAM. Thanks for playing
First, how you guys managed to make a project with such a large team is very impressive especially because the rule of thumb is that a team of 4 is large when it comes to a game jam because of long it can take to organize the team. The image on this page really caught my attention and the artwork used in the game is an interesting combination. I still need to get used to the whole idea that friendly fire doesn't just apply to my allies but also me! :P
Similar minded thinking here ;) I like the twist of speeding up. I found the controls sticky and icy at the same time. Meaning, the character felt like he had to grind to get moving and once he moved it was like if I was on ice trying to stop and then stopped on a dime. lol Makes it a little hard to enjoy the platforming since we are used to more responsive control. Still, you have a solid project here that with a bit more tweaking on the controls would make it even more enjoyable. Nice work
Making a game, especially one from scratch and by yourself, is not easy so well done on getting the project completed. The aesthetics have this vibe of like Yoshi's Epic Yarn making it cute. :) Keep at it, you've done what most only dream about, you made a finished game!
I like the stick figure graphics, it reminds me of Fancy Pants except you wield a gun instead of fancy pants :P. I see that you aimed to have audio based on the location the player is at but it made it sound more like the sound was mono with sound coming out of one ear only. :( The blood and empty shells effect was a nice touch. Not sure what happened but towards the end of the round my character got stuck moving downwards and sort of left the screen. :)
Mine, mine, mine! I want all of the gifts and that's not the coffee talking! Get away from me you silly elves! lol
Gaining knowledge is always the best part of these competitions and I'm glad you did not give up and restrained from submitting this entry. Why? Because now you are one step closer to completing a game and you have more understand on what is doable with the time and tools you have. Congratulations on getting the movement/idle animation working. The little robot looks fun. :D
Very nice. When I first read the instructions all I could think of was "You're a wizard, Harry" :P No warning about friendly fire but nice touch and I like the physics on the fireballs as they feel right.
Would be able to export the game either as an .exe or HTML/WebGL? You can use itch.io to host the game which is free. Here's how to deploy to webgl, if you are willing to, https://docs.unity3d.com/Manual/webgl-building.html This would make it so that others can have access to the game more easily
Catchy tune, easy to grasp game play, using the mouse to point/shoot in a direction was definitely the way to go, hits look and feel like they hurt so good job there, and the way the ship grows is fun to watch. I actually stood still to get hit because I wanted to see the ship grow larger - lol. For some reason I kept hearing like a scratchy white noise sounding piece in the music that bothered my ears, like a high pitched speaker scratching sound. My only other suggestion would be to remove the holding down to shoot and make it click to shoot because otherwise the game is rather easy if I just keep rotating the mouse. That, or make the bullets lose power when fired in a continuous stream make it so that I can hold down to fire rapidly but to destroy the meteors faster I have to let go of the trigger and fire again.
Any possibility to export this to at HTML5/WebGL so that non-mac users can play too?
Thanks for adding an HTML version! Now I can be the little power plan personnel that could - lol. I like the running animation and it definitely looks like we are surrounded by toxic waste so good job there. Might be a nice touch to see the player jump up rather than "pop up" unless that's my mutant power, you know because of the toxic waste. :)
I really like the background (should I say "set/stage"), well done there. The idea itself is unique so brilliant choice there and the music was pleasant.
Where can I hire dogo!? Although, I wonder if his barks keep me more awake than the cat's meow - lol. Nicely done. Simple to grasp but hard to master. :)
"Don't damage the merchandise" yet a ram into the computer all the time - lol. Not bad for a first time unity game. Clear and simple object, easy to understand control, and the whole concept of the machine being clumsy was translated well into the controls yet it never felt unfair, hard sure, but do able.
I'll start by saying that this is a fairly big world, at least the models are, in a good and the destruction was creative. I was not aware there was platforming to this and it took me a bit. At first I thought I was just trying to collect all the coffee cups until I hit a dead end but then was able to see where I needed to go. Doing 3D games with physics is not easy, especially when there's platforming and a camera tracking you so good work.
I do this for a living for I was a bit hesitant to play :P However, I'm not sure I understand how to play. Perhaps having a first "tutorial" level to show you a slow day and how to do things before opening up the flood gates with make it easier to ease the player into it :D
Is this a duplicated entry? Because I played something very similar here: https://ldjam.com/events/ludum-dare/40/zurvival-of-the-fleshest-1 Because gripe with either of these two versions of it is that I have no idea how to play and it feels I am just watching zombies and people fight. Don't get me wrong, the animations are fun to watch and I like the different villager types but I don't have control over anything, it feels like
The idea for the game is funny and makes me wonder if getting out of debt would really be that easy. lol However, like others have mentioned, the controls did not feel right, meaning movement. It feels like the character moves in local space rather than world space. Take a look at this, if you haven't already, it may address this issue real quick: https://docs.unity3d.com/ScriptReference/Transform.TransformDirection.html You'll need to use the main camera for this. (which ever your active camera is) a solution often use is "Camera.main.transform.TransformDirection()"
It looks like you have left the game as a "draft" on itch.io and haven't published it yet
Nice twist on the theme making so that management becomes harder to do the more items there is to use/pickup and enemies to destroy. Graphics are nice and the ambiance music reminds me of Terminator
It looks like you may have forgotten to zip up bot the .exe and the data directory in order for the game to be playable
Shooters like these are usually one of my favorites game styles to play because the objective is so easy to understand but hard to master. Not sure if having the planes gets stuck to me is part of the game, perhaps part of the theme, though I thought it was funny (in a good play) to see that happens. Models look nice too
I'm a sucker for 2.5D games and I enjoyed the perspective on this one. Camera should be tweaked a bit to allow for some dead space before tracking the player, in my opinion. Gameplay wise, I felt like a running turret! So long as I held down the button I was unstoppable! lol. Nice touch on having the player respond where they died rather than all the way at the beginning and the rag dolls lingering for a bit is always fun to watch. Nice work especially doing this all by yourself
The premise is interesting and the idea of killing zombies by over working them sounds really fun. In practice the game could introduce you into the concept a little bit at a time. May I suggest starting with one specific building and a handful of upgrades, then after a few waves more buildings are introduced?
I would like to play this game but it is not in a friendly to access platform. Would you be able to host this on something like itch.io? Hope you are able to to make the game more accessible.
I think I cheated as it looks like my horizontal movement remains the same while in the air so it was easy to move so long as I kept jumping. lol :D Congratulations on finishing a game. That in itself is a rewarding experience.
I would like to try this game but is there a way for it to be exported as either a win app or an html app?
I liked Tycoon types of games and was looking forward to building my small empire on this island but I could not figure out how to get collect the resources required to build it. I know a comment above mentions how to do this but adding it either on the description section on this page or in an in-game menu would be helpful. The music delayed in starting making me think for the minute that there was no sound. However, it sounds like you undertook this project all by yourself which is a huge thing to take on your own so props on doing that.
With a little more polish on game mechanics/controls, a simple "how to" guide, and perhaps a mode that starts with a partially built map and you build from there would make this even more fun to play.
Wow! Everything kills you, no joke! :P. I would suggest having the controls listed somewhere so that it is easier to pick up. And is this is a game where you can go either left or right and it doesn't matter. I got a little lost navigating but I think was heading in the "right" direction - lol
I had a hard time playing this game which was sad because I was looking forward to building up the squad and checking out that mechanic. I kept dying jumping towards the 3rd platform. It was too high and I kept going through it. The camera is a little too sensitive, especially for a platformer. This game has potential, hope you keep at it.
Interesting approach by choosing to make an editor to make games. Those are always convenient and this one even lets you design your own little character sprite. Props for the ambition taken on this project
The stuff of nightmares! Poor kid and all he wants to do is sleep. Unique artwork from what I've seen so far. I understand this is and "endless" doge game but it would've been nice to have some objective like "escape the room before the light runs out while dodging enemies" and each new "room" is larger, has more enemies, and so forth. Nice concept
Perhaps the game was left as a "draft" and has not been marked as "publish"
Did not quite follow how this fits the theme, perhaps because I kept failing before the theme kicked in. However, good job on completing a project and having something playable for this jam. Having camera control I think would make this easier to play
Definitely cute and beautiful artwork but so challenging. A fun way to learn how your keyboard I would say :)
The music is fun and the controls worked better than I expect (whenever I see twin-stick I always think of a controller with analog buttons and it makes me wonder how digital buttons would translate). Graphics are nice to look at. It looks like the game was setup to be more like an endless shooter type of deal, which is fine, but I did not see enough changes in my weapon or what was happening around me to see it work for more than a minute.
Perhaps creating waves and altering the layout of the game play after each waves would allow it to stay fresh for longer sessions. :D
Interesting concept and once I switched to the jetpack things got a lot more enjoyable until I could not control the jetpack any longer. Wish the gun could also rebuild destroyed floors as I think that would make for an interesting mechanic.
Impressive tech demo. The model and its animation are really well done and shooting boxes to make them explode is always fun. May I suggest the camera be raised more as, for me, it was bellow the waste making it hard to see where I was aiming at.
I was a bit confused at first because I kept looking how to attack in the world map since the main character is walking around like he is ready to attack and then when the battle loaded I realized why I could not attack before then. lol Perhaps that be express better by removing the club from the model outside of battles. For the battles I would've liked to have alternative controls to use WASD/Arrow Space to move/attack and it felt a little slow like there was an timer but I could not see it so I was just sitting there wandering "when is my next turn"? I know there's a blue bar but it wasn't that obvious at first.
Still, really impressive solo project and ambitious which typically leads to countless of bugs and unfinished project but you managed to produce something playable and concrete. Nicely done!
What a wonderful neat idea and so well executed. I love the concept, the art work, the silliness, the backstory, it makes me feel nostalgic like what I would do in school when I was bored. Solid entry, had fun playing it and enjoyed the delivery of it. :D
The controls don't list that "space" is to jump and I did not think there was jumping until it was too late and I got squished. lol The art-style reminds of something from like "out of this world" but with more vibrant colors, the animation is fast and to the point, and I like the funny sound effects especially when I got squished.
I do agree the controls could use an "alternative" mapping for those who prefer moving with WASD and maybe using the left mouse button to attack. Seeing as this is your first time using unity, I say it is not bad and with a little more work it could be solid :D
Like others have said, it was hard, it took me all of 5 seconds to die...lol At first I thought I was playing an entry from last LDJAM (combining two genres) :D The graphics are really nice, the music (though loud but you did give a warning) was fun, and the game is easy to grasp which makes it fast to get into. Just wish it was slower at throwing enemies at you.
Few suggestions that would make the experience better for me personally: 1. let me shoot a few times before entering Tetris mode, like an energy meter slowly draining and I can shoot multiple times before it drops or each time I shoot a certain amount is drained 2. a charge shot or something that allows me to kill a cluster of enemies. Sometimes there's a group of them and I wish I could blow them all up before refueling
This has potential with a few tweaks to the gameplay design. :D
Wow, I'm surprised not many others have played this game. This is really fun! Like the others have mentioned I would often find myself in a groove only to fail because I got my directions mixed up and then I would get stuck in a 2-3 cycle of making the same mistake because to my mind/eyes it made sense to go in the direction I chose but the game said "NO! No soup for you!"
Maybe play around with interpreting what the player is trying to move toward or changing the layout might make the experience better though I see why the isometric view works and would not change it but really focus on making the directions make more sense to the player or allow them to make mistakes if the angle of view makes it look like they should be able to go in that direction and there's block in that dir?
Just a thought. great entry!
based on the description (NSFW) and what others have commented it's hard for me to want to give the gameplay a go since I generally do not enjoy games with these sorts of themes. However, I will comment on the black white hand drawn-like art-style as it looks good sort of like a comic book but with motion to it somehow. Meaning, even though it is a still image I feel like it has life so if you were going for that, nice work.
For a one day project this is really solid and I'm sucker for simple but clean and vibrant colors. Simple but so well executed and fun to play. Strange how people suggested to reverse the role of the space bar as I prefer to press space to shoot (unless it is more of it breaking the behavior of the browser lol). I honestly just spent time doing nothing to watch the room be filled up and then shot here and there to see the chain reaction of tiles being broken. That was satisfying :D
Me saying I would've liked to shoot by pressing the space bar is for two reason: I want to be more in control and it makes it hard to see as shots, though cool looking, sort of blend with the player before they become their own entity making it hard for me to always track my player and making me hesitate as I think something is happening and I need to stop. :D I know I can simply hold down space and release when I want to shoot and it is more or less the same thing...just takes some getting use to
Let me start by saying that I enjoyed the backstory and even chuckled a bit here and there and the game concept is a unique one for me thus far in this jam so well done there. I also like the art style and the sound/music.
However, I found the controls to be really hard for me to work with especially since the arrow keys on my keyboard are tiny and too close to themselves and I am more used to moving with WASD and performing actions with the right hand like clicking a mouse button or something like that. My main suggestion is to add alternative control mapping for those who struggle with the current setup.
It's always though when we run out of time to implement the ideas we had for a game but deliver something is better than to have nothing and I like the story at the beginning giving the goal some character to the game and the player's avatar. Nicely done. I also found it amusing how the player dies slowly by bouncing and becoming smaller and smaller.
Like the concept and the graphics remind me like a sim city for SNES or something like that. :D The movement was a bit too fast for me and the eyes had a hard time tracking the levels because everything move too quickly. Because the city is so small, maybe showing everything all at once would be better on the eyes and easier to track.
As for the collisions try using "OnTriggerStay" if you are not using it. Often I find it that the "OnTriggerEnter" can be missed by some frames while the OnTriggerStay works more reliably.
Nice! We had a similar idea at the beginning. Glad to see someone implemented it and in such a fun way. I struggled a bit with the controls mainly because it appears only the left side of the keyboard is read when it comes to "CRTL" and "SHIFT" which made it hard for me at times and I had the impression that the computer would be slowly but constantly running out of space and I had to track down the baddies to kill them and clean up their mess. Not sure how I got to that conclusion but I did so I was surprised when it turned out the game is not exactly like that. Still, I think it was executed well and I like the boomerang like attack plus navigating through the system and the power ups were a very nice touch. Would like to see this have improved control, maybe some elements of the fore mentioned "baddies pop in and out of folders and you needing to track them down to stop but with a limit not like a wave of enemies) ;) Nicely done
P.S. I did like the level progression and the tutorial parts (wish I could close them if I did not want to use the power ups right away) and discovering/using a power up was satisfying. :D
Awe, I was able to climb up the wall, jump to the side (after the spikes) and walk through the wall falling into my doom since there was no collision and looks like no kill plane. The mood is definitely there with that feeling of being trap with an impending doom. The ambient noise makes it feel like I am in some kind of dungeon and everything felt cold and wet like if I was down in the sewers or something so great job on setting the mood that way. It was a little dark to really see all the details but I suppose that's part of that mood! :D
Like others have mentioned, multiplayer games in a jam are hard to nail down because your typical audience is a single player with a few minutes to spare trying to play as many games as possible which makes it hard when the game requires more than one person to play. When trying something like this it is always safe to also include some way to play the game as a single player. Don't get me wrong, I love a good couch co-op game and we need more of those, it's just hard to do in a jam.
To try to build an RPG of any scale with any degree of skills in a game jam is super ambitious so it does not surprise me ya'll had to settle for an idea that would be used on the game later down that line. That was a smart choice and often not many know when to say "this is not working, let's stop, re-think, and try something else" so well done on that.
My main feedback is that, from the description, I thought I would strolling down a path and as I moved forward the road would become more cluttered rather than randomly things popping in/out. Perhaps that something to explore like I am being taken on a journey collecting these orbs and as I get closer and closer to the destination the road gets more cluttered making it hard for me to progress. A metaphor for how often in life the closer to a goal you are the more pressure one feels as if being squeezed into a tiny space? ;)
It definitely has that tron/80's vibe to it and I like the story elements to it to make it feel more complete, adds narrative, and gives the player a bigger goal to pursue. The gameplay itself is simple to understand but hard to master though the movements is smooth as butter (yes, I quoted your game lol). I do wish I could use the WASD keys to move as on my keyboard the arrows are too close together and I found myself hitting up when I meant to go down and dying...a lot, but the restart is fairly fast and the ability to skip all dialogue makes retrying a little less tedious. Struggled on the second level as I feel that the rotating beams feel external to the game and not in sync with it. Hard to explain but hope you get it.
Overall a solid entry :thumbsup_tone4:
Interesting back story and overall idea :)
@bongard22, @benjamin-l thanks for playing and for the feedback. Looks like the decision to make the enemies follow you, then chose a random direction, rinse/wash/repeat was not a good one. Understood, we will address this in a future version. Thanks again!
@aevek really enjoyed watching you play our game and the feedback you gave is really valuable and we will definitely be pursuing updating the game accordingly.
The overall behavior of the enemies is to track you but often we found when there are more than one, they would get stuck trying to get to you. To avoid this, we added an in between state where they randomly chose a tile to go to before pursuing you again in hopes that these would reduce the times they get stuck
@telefrag-entertainment thanks for playing! Yes, we need to review the logic for dropping sections of the map as it does not always detect when a piece should fall.
@Purrfexionator thanks for playing. Yes, the enemy behavior was a tricky for us to implement and we are working to improve it and make them more predictable to make them fun to coral and drop. :D Glad you had fun!
@twinghosts thanks for playing and commenting. We agree that there's no real progression to the levels but more a variation of them and we are working to improve this and the logic to break of tiles. :D
@zicboy thanks for playing. We'll do! @tuteupaituamae glad you enjoyed the models and thanks for playing :)
@thegunmaster thank you for the nice comment and for playing
@corbak thank you for playing and the suggestions. Yes, I agree that the controls do not feel as smooth as they could and I felt this from the start but we wanted to focus the time we had left to build the rest of the game so we accepted them for them time being. :D The aim is to update them so that they are more intuitive and allows you as the player to simply focus on breaking those tiles rather on where to click. :D
@kapiteinkoekwous Thanks for streaming our game! I liked your comments and it was fun to see you play!
@koala-squad Thanks for playing the game and the suggestion
@le-slo thanks for playing. Post jam version is being worked on to have a smoother controls and movement so as to not misstep. Thanks for the comments @carlos-giraldo thanks for playing and we agree, the post jam version already has a more predictable enemy in it. Just working on a few other things before posting it :D
@vivoubos thanks for playing the game and we are working on making hammering more responsive. glad you enjoyed it :)
@eduardo-yukio thank you for playing and the comment. Yes, we agree too and are working on making the hammer faster and destroying tiles more intuitive :)
@saoi-games thanks for playing and streaming the game as well as for the suggestions to improve/teach the player. Sorry that the Pause/Menu button was not made more clear which would've allowed you to restart that first time you got stuck. :) We will take that in to consideration when improving communications on what can be done. We are working on updating the drop tile logic so that visually it makes sense what falls and what does not. It was cool to see that it was eventually understood that the smaller side falls except for when they are the same size ;). :D
@reax thanks for playing @cassio-eduardo thanks for the input and for playing. That's definitely a cool way to add some variety into the game play. Thanks for suggesting it.
@mr-madcat thank you for playing and the compliments. We aim to have that addressed on v.1.0.2 by implemented a different way to control the player avatar.
@randomphantom Thanks for playing and for liking the 3d assets. We released a 1.0.1 version that makes the enemies movement more predictable. :)
@schizoid2k Thanks for playing and liking it!
@kiirohanabi Thanks for playing all the way through! Yes, the movement may not be as responsive as it could. We are planning to address this in a future release. :D
@nam-nguyen and @firesplash-entertainment thank you for playing and streaming the game and for the comments
@erikiene thank you for playing and for the suggestion. You are the second to mention having some sort of additional tool in the player's arsenal to help with defeating enemies which is something to definitely consider. Our artist/designer said the same thing and almost did something like that! lol @drums
@eptwalabha thank you for playing and I agree, the alien's animation are probably one of the best things the game has, I like them too! :D
@arron-fowler thank you for playing and sorry the game lagged after a while. We are always looking to improve performance and will review to optimize as much as possible. The jam version does do a few more calculations than the post jam version which could be the reason why and there's still room for improvement so I'll keep at it! :)
@erendis thanks!
@optimans thanks for playing and comments. sorry about the soft reset. We are planning on releasing a level selector. Originally it was going to be more of random patterns but one level. What can I say...last minute changes. Lol
@ephoria and @loudrasiel thanks for playing. Glad you had fun
@barondzines Your comment made me smile. thank your for playing. Sorry for the confusion with the dropping of the tiles. There was a bug fixed on v 1.0.1 to address that.
@wrenpirate Thanks for playing and sorry that death came so quickly and so many times. We are working on updating the designs of the levels to reduce that while teaching the player what can/cannot be done. Expect that no v1.0.2
@mapedorr thanks for playing our game! I was not aware of "Jezzball" so I immediately googled it and I can see the similarities. Thanks for the feedback. The ground falling mechanics was fixed in version 1.0.1 :)
@andrei9 thanks for playing
@chadrbanks totally agree! Similar concept except you want to! lol Thanks for playing
@mowztouch thank you for playing and commenting. Glad you had fun and found it intuitive. We were aiming for that. Bug was fixed as of v 1.0.1 :)
@crave only great minds think alike! Lol nice :) and thanks for playing
@bog13 Thanks for playing. That bug was fixed on v 1.0.1 :)
@mammabouter thanks! And thanks for playing
@rahim-px Thank you for giving our game a go!
@wildcard Thank you for playing and for the nice comments! Glad you had fun. That bug was fixed on v 1.0.1 :D
@anna-petrova Thanks :)
@roman-petrov lol. Thanks for playing!
@leophys Thank you, thank you
@naali Yes, it does have that kind of vibe, doesn't it :D Thanks for playing.
@local-minimum Thank you for playing. Yes, it seems that there's room for improvement to ensure that what should register as a click/hit actually does! lol I don't think it was your mouse all that much but thank you for being polite about it :D
@superqgs Oh, Snap! we've been discovered. lol ;) That game was an inspiration to make this one. Fun to see someone out there caught the reference. Thank you for playing
Very interesting puzzle game and so well implemented. I like the simple nature of it and deceitful as you really do have to use your nogging to win the later levels. Controls felt good, if not a bit fast on the acceleration, but satisfying to fly and shoot.
Woah! Where's the footbal in all of this!? lol Not sure if this is intentional but when the game started I was stuck almost instantly. I notice the car does not really turn unless you accelerate, which I guess makes it realistic, but given the nature of the game I was hoping to at least turn a little bit before moving forward.
Once I understood a little more of what was happening, I was able to just do donuts while flamethrowing enemies only stopping to get fuel. :D
I do agree that the car physics itself felt good and fluid and fun but the initial get going just feels off. Good job. and I like the little comic book style message bubbles that appear now and then and how the different ways enemies spawn.
Very interesting idea and choosing what to keep/delete is a fun idea. I think what would nail it more is to have some nice voice overs with background noise to imply more of what is happening and make us connect with the memory more thus making it harder to choose. I think I was mainly logical because I had not other way to connect with the memory. No music to make me sentimental, no character's reaction to understand what I should be feeling. I think I just wanted to be Daniel to know which memories to keep :D
Also, don't know what I got as I could not see a number. It seem like a good ending which him waking up an remembering what it is to be with family and feeling better but not sure. :P
@kiirohanabi got it. Music wise I meant a few more variations that match the memory. Perhaps I did not pay too much attention to the one there or it just did not click. However, I completely understand and was referring more to a POST JAM / follow up to the jam version :D
I think the graphics are nice looking and the concept is fun.
Like others have mentioned the controls don't feel responsive enough for the type of gameplay being asked and the game description confused me saying "Q & D" to move when it is "A & D" and the lack of explanation on what to do to survive made me died instantly and multiple times because I had no clue. Sometimes the shots would travel far and others very short distance making hard for me to figure out a strategy.
However, I think with a little more TLC, a bigger resolution (if it allows it self), tweaking of the controls/physics to make them more fluid/smooth, and a different goal like "survive X amount of time while the rescue chopper comes to save you" or "find an island before the storm comes and the waves destroy you" would make give this game an edge and hook. :)
Keep at it, I think you have something that can be really fun here.
This is a really fun game! I love the little intro sequence and the simplicity yet addictive nature of the game. I did find it to be hard to collect things as it appears the collision boxes for the "good things" are significantly smaller than the "bad things" that kill you. The animations are so fun and I noticed that the "life" counter does not get reduced when I died which I took advantage of and sort of enjoyed more to allow me to make more risky moves in order to finish quicker. Perhaps that's a good mode to have! A timer based so that dying is no big deal but if you want the best score/unlock the next blah blah blah then you need to finish it in this amount of time. Good job!
May I recommend adding more description other than "survive the night" like the controls and how to defend oneself. I died too quickly because I was clueless on how to do anything. lol I would also pull the camera back some more. It felt too close to release see anything. Since I cannot walk outside the ring of fire, I would have the camera zoom out to show the full ring and zoom in as the ring shrinks. This helps me with both understanding how much "space" I have and seeing what's immediately available to me putting a limit of course on how much it zooms out but I think it would add something extra to the mood.
I do agree, it has a good mood/feel to it and the poor avatar looks terrified of the dark. Nicely done
I've read the instructions a few times, played the game, and still wasn't sure if I could win or not! lol Still, it was fun and pretty to look at. I like the simplistic controls just wish I understood better/quicker how to play it. I find the game to be well thought out, I like the backstory and how each level is a separate part of the body. I definitely feel like I am running out of space so the theme was implemented well.
and to answer the question at the titled screen..."I would die within minutes" - lol
Found it a bit hard to move around and see where I was going and often time just automatically bumped into someone only to burn them to a crisp giving me little to no chance to react. However, I did like the silliness of the game and models and textures are pleasant to look at and after a while I stopped caring about points and went around bombing everything just because it was more fun! lol
The flow could be faster to really give that feeling of resource management on a crunch time. I did not know I could not swap new items for the ones already in the bag which made the game feel slower since I had to wait a long while before more items came up and each time I picked up the game paused.
I thinking that increasing the flow of items, removing the pausing, and allowing me to switch items (maybe this last one defeats the purpose) would make this game a nice time killer. It's a neat idea and I agree, a mobile version of this be great!
Let me start by saying congratulations on publishing something on your first ludum dare, that in it of itself is a great accomplishment. I felt the movement of the game was very smooth/ Moving left/right and up/down ramps just fell right. You nailed it there. Did struggle a bit with the controls mainly having to manually pickup everything which made it tedious and I could not find ammo quickly enough to stat blasting enemies which was something I was looking forward to. :( With that said, nice first entry.
I like the deceitful simple nature this game has and how easy it is to pick up and play. Often I would think "I'm fine" and fire off a shuttle only to realize (that thing it going to crash on the way back...oh, poop) lol I think working towards a goal like sending one shuttle to each point would be a welcomed addition to the game, give it a goal, and make it more challenging. However, some may like the ability to chose their own point as many times as they want so perhaps a goal of total shuttles sent ;)
The idea itself is cool in concept and I want really want to see its execution succeed as I would like to see the crazy combinations that can be made.
Ways to improve the mechanics in my opinion would be: 1. Make it more obvious how much space an object takes (since there's no undo or memory wipe) 2. Allow for 2nd changes like maybe undoing the current memory bank (wipe everything to revert to the last known state). By this I mean something like, if I scan 3 items, I can wipe all 3 items, but if I scan a fourth, that begins a new list only that new item will be wiped. 3. I did not get passed level one to see if this is already implemented but perhaps add more purpose to the individual objects being scanned that makes their state change once they are scanned or combined. Like a light bulb turning off which powers down a door which makes a room accessible to get the last piece required to open the door or something like that.
Sorry I did not get passed level one but I really like the idea of this and look forward to a more defined/polished version
Neat concept made even more challenging by having things move around as the hero walks, I like that subtle touch. I would like to be able to hit the peak button or something like it to see more hero action and see how the item I chose helped him or not but I guess that keeps the spot light on the backpack...where it belongs ;)
I really like the graphic fidelity and blocky look reminiscent of something from PlayStation One era which I really liked. The player fell stiff, meaning moving really slow as if constantly stuck on something, even though I was holding shift, which as first I thought it was a clever side effect of becoming nervous only to discover that it happened even when the meter was empty. I also liked the effects of punching protesters. However, for me, maybe a 3rd person perspective option would have made it better for me, not only to traverse, but to really nail the sense of being enclosed by people with some nice animations showing me getting more nervous, heart sounds, and shaky camera perhaps even some unresponsive controls the worst I become.
I would start by reducing the amount of people from the start and maybe focus more on making paths to squeeze through and more police offices strategically put instead of using random. A game like this, would highly benefit of designed levels, I think :)
Interesting game. I like the animations of the little dudes running and digging and the effects of them flashing/exploding plus the coins popping out. Did find it hard for me to know what was happening where. Perhaps some sort of a heads up display or minimap to show a general are of interest where one is getting angry would be nice to give us the player a better opportunity to manage them.
Additionally, for someone like me who does not play games where one controls the view with the mouse that often, the sensitivity was really high for me. Perhaps a way to change that would be nice. Finally, I think having a goal as to why were are collecting the coins would make the experience more thrilling. Say something like your far is broke and you owe thousands of dollars due in 5 days, each day you have to collect X amount of coins to pay of your debt and you can roll over your earnings from the last level. I think that would give that missing purpose and make me want to manage my resources better. :D
I really wish I could play using WASD in addition to the Arrows keys and I think making an HTML version of the game would be very appropriate for the size and simplicity of the game play. Theme is very well execute it and the game itself polished as I never really encounter any bugs. I would recommend maybe starting with the void being shrinking slower at level 1 and progressively increasing in speed in the later levels but the items that expand the level expand them even further. I think that builds the sense of desperation and thrill that would give this game a bigger edge :D
So....I think I may have missed something. First let me say well done on the setting up and keeping the mood. 5 starts for that no doubt! Second, it reminded me of playing the classic Starcraft single player campaign missions where you navigated a single unit through infested corridors as you added to your party and tried to survive so that nostalgia made it even more [NOPE] for me. Then, it all stop there. Perhaps it was too slow into giving me some form of obstacle that I just missed it. Still, the game is well done and I love the suspense in it. Well done
Perhaps this was the intended experience and once I got my bearings it did not feel as hectic but starting off the gate the game was too fast to get going without allowing me time to even know where I was. I though it was a first person perspective game because the 3D graphics closest to the screen stood out more than the 2D images that appeared to be backgrounds characters and the bar feels like it feels up faster than I had time to understand what was being asked. :)
Again, these are all the immediate thoughts because of how quickly the games goes from 0 to 100 mph, but once I had an understanding of what was going on I was able to quickly follow instructions and finish the game. Though the theme usage is a bit too dark for my taste, I do like the blend between 2d/3d assets, the animations are fluid, and the sound is engaging.
When I first read the description I thought it was going to be me choosing which ability to give up in order to continue but I see letting the game take charge of that allows for more control over the design. Simple and nice
The mood, sound design, graphic design, and sillyness of it all works so well together. I enjoy how the game is not too punishing out the bat to help me get used to the feel of things.
I would've loved being able to also use ARROW keys to move at it felt weird without it. solid entry! Excellent sound and mood design.
Puzzle games where you make up your own solution always intrigue me and I like that each character each unique enough and not clones of each other with different stats. The controls took me a bit, on keyboard, to get going and I was having an hard time selecting the characters. Meaning, it get getting stuck on the previous character and would not detect the where the mouse was highlighting but that's a minor. :)
"hot chick" funny :D
It's always fun to see this types of entries in LudumDare where someone makes a meta game about making an LDJAM game but what I like about this on is the queuing system helps to stay more focus on what to work on next as if teaching how to prioritize. Nice implementation. :)
I've never really been into text games but this execution of it makes it interesting. I'm more like the guy that looks at the pictures in a book and skims over the text so having moving images of sorts made it easier. Nice job.
Interesting concept mixing things like Trauma Center and Surgeon Simulator (at least that's what I saw). Game play is simple to get into (which is always a plus in my book) though I did find it hard to work with connecting the vanes as it is not super smooth but perhaps that's part of the design to simulate micro surgery ;) I did experience a problem with the web version where I got not audio what so ever unless there is no audio?
Is it bad if the first thing I did was sacrifice the person telling me what to do and then 5 seconds later sacrificed everyone just to see what happens? Lol, the things they say as they fall, funny, dark, but funny. :D
For sure the game is pretty to look at, the animations are fluid and the combat responsive. I like the story progression and the length of the game itself is nice. For me, the theme is not really represented at all but that does not take away from the experience itself. After the first checkpoint I decide to see if I can just walk all the way to the end and avoid everyone...turns out I can! lol Not necessarily a bad thing since I became more interested in the story itself. lol I even started to come up with my own interpretation in that the main character has an eating problem and he was fighting his food temptations and sacrificing his tastes buds so that he would not go down the dark dark path he was in before when his life was all about eating. Sort of piece that together simply based on the game being centered around a Japanese man walking around food establishments and the final boss' name being Fruit Cake...lol (sorry if I butchered your story, just having fun with it :D)
Thank you @codesity
Thank you all for playing! :)
@pantoufle I was afraid the game would be impossible to beat so I favored the player just to be safe ;)
@echo-team yea, I was really trying to add more strategy and Tower defense elements so that it wasn't just a clicker but at the same time I wanted it to be mainly a clicker - lol Thanks
@loadsofmana I did not get a chance to mesure the exponential growth of enemies and stats so I settled for 10 before numbers became hard to control. I do want to continue to work on it and make it more like the spirit of a clicker adding large wave numbers before some sort of prestige. :) Thank you
@zarqus99 thanks, the music was composed by our sound guy for a Music Game Jam we participated in a year thag sort of fits so I reused it ;)
@digitaldude555 That's fair. I did try to add the theme as a last minute thing and wanted to focus more on the type of game I wanted to learn how to make. Thanks for playing :D
@olivier-millochau thank you and thanks for playing. Definitely want to move it from its alpha state to a more complete experience. :D
@juan-hust-novella Thanks! and thank you for playing :)
@vlad-ilisan Thanks for the tip. That is s the intention once I understand what works best for currency and what the upgrade tree looks likes :D Thanks for playing
@backyard-dev totally agree and in the future I want to add a way to automate that bit. Thanks for playing
@kaipi thank you! Yes, would like to put a more polished version on mobile devices.
@hugonun that's my goal with boss battle every so often and some sort of a skill tree if I can make it make sense. Lol thanks for playing :)
@almax and @icehottet thanks for playing :)
@acaral thanks for playing and commenting
@devilqube thank you for the feedback and for playing the game :)
@smbe19 Thank you for playing. I agreed and I'm working on doing one or two more updates to increase the total waves and re-balance exp rewards, required exp to level up, and player/enemy stats to make it a little more challenging. :)
I mixed feelings here. On the one hand the graphics are really nice, the animation is cute and smooth, and the game feels responsive. I like the decision making process though it really becomes more of a numbers game and after I while I felt like there was no real emotion into what I was doing but more just making numbers go and stay up. On the other hand, it felt a little slow paced for me.
I can't say much on how to improve the pace and make the decisions feel more dire other than maybe making the candidate's backstory stand out more and then seeing the outcome of maybe allowing someone true that is known to go postal occasional just because I was trying to get more number.
Know what I mean? Like, this one is a husband of 2 but we need another doctor and not a builder, or this one gives me more health but could potentially steal money. Something that makes each decision mean more than increasing the bar.
Having said, I think this game is super well polished and shows great love and dedication towards the craft of making games. Nicely done
Had a bit of trouble understanding how to play the game and I wasn't sure if what I was doing was good or bad. Still, it looks like it could be a fun resource management game mixed in with an idle game. :)
Neat! I like how simple yet engaging it is. I did get scared for a moment as the volcano was about to erupt and none of the servants passing by had what it needed. :scream: but eventually one did just as it was at its limited and I was able to survive.
It would be helpful if the icon that represents what my be sacrificed is also displayed at the center-top because when the game gets faster and more hectic its easy to miss when when sacrifice type changes and easy to miss the one NPC that has the item because of the distance my eyes have to travel.
Other than that, very cool. :)
An in game fly through of the level while waiting on the main menu? Very nice touch. The music emphases the colorfulness of the world, the sound effects add to the cuteness, and the attention to detailed such as the menus and how you navigate through them are all beautifully executed. Very nice, very nice. Yes, like others I immediately though about Slime Rancher but with like a Mario Odyssey (Luncheon Kingdom) twist to it :D
Wow! Finally, a "chose who gets to be saved" game where I feel like my choices do matter and they have an impact. I like the idea of testing my knowledge in order to grant me access to how many citizens I can save. The little hints about who this people are really add to the moral dilemma of whom to save. Plus the story after the fact, very nice touch. I quite enjoyed this. Thanks for making and for making not about having to give up some sort of blood sacrifice :D
Simple and straight to the point. I did not even realize the thing in the middle was a pit until I defeated my first opponent so it was nice I did not accidentally fall into it. :P lol. Then it was just a matter of making the opponent fall into it rather than defeating them first...then again, defeating them first seems to be easier :)
I like where you are going with the idea as I can see simple puzzle like platforming sections become more about how to use your armor pieces to build a solution and not just to build bridges.
The shapes of the armor does add interesting complexity which can be frustrating at times only because I kept getting the piece I did not want - lol (I call that user error but maybe a way to highlight the desire piece to break rather than order might help too)
Nice idea. :D
Found it a little difficult to navigate the menu, perhaps because the buttons did not stand out from the regular text as is they are the same color, similar size, and missing a visual queue that they are interactible. The it took me a bit to get the level going as it wasn't clear that I needed to first put the robots and then go for it. I think it would be nice if selecting to start a level would then prompt to add robots and indicate you cannot continue until doing so. It was also a bit hard to see the bullets at they are similar in color and shape to the neon lights.
Aside from those minor things, the game has potential if the UI and graphics are tweaked to give the players more accessibility. Good job
I'm not sure what I did wrong but I could not get pass the second stage. The wave pattern the enemy produces has no breaks and I have no shields or a clear way to stop from getting hit. I always die no matter what. Still, nicely done for a first game. Keep at it!
@hugonun oh? I did not read that anywhere...must have missed it.
Nice visuals and I like how it all tides together with the mood and aesthetics of the game. Game controls smoothly and it was easy to get going. I died rather soon when herds of the TURNED started to rush at me and I've seem to have miss managed replacing HP with ammo. lol
This was definitely a unique take on a survival shooter and I think the theme was well executed with the ammo being your robot's body parts so nice work there. Like other have mentioned it was easy to get going and play which is a major plus in game jam so nicely done!
One thing that I have to mention is that the music is really close to Undertale San's boss fight but I see no mention of it and there was no "opting" out of the "Audio" category. It's a great theme and goes well with your game but I would give credit to the original author even if your audio person re-did the entire theme from scratch, it sounds really close to it so at least an "inspired by" or something would be good to mention in the game's description. :)
Explosive! The sound caught me by surprise after my first collision and the eyes following you effect at the beginning gave it an interesting eerie feeling. :P
It's always a nice touch to give enemies in a stealth game an indicator of their line of sight as I feel that it gives me the player that strategic advantage to plan our my next move especially when I don't have other means to know what they see. Took me a bit to get our of the first level's starting room as in the collision made kept me in but once I was out, it was on! :P
Very clever and I love the simple mechanics and how quickly one can get into playing the game. At the times my inputs where not being detected almost if the input read is being down for a Input.GetKeyDown() which may fail depending on the frame rate. I tend to use the Input.GetKey() instead and have a flag to toggle whether this is a press or a release :D This was fun. Thank you for making it.
I'm a sucker for these types of graphics, aesthetics, and gameplay. Absolutely love the retro look and feel as well as the simple animations. The puzzle progression is very well done and the game is easy to get going. Can this be turned into a mobile game? It be nice to play it on the go. Great job! :D
Talk about your one hit KOs but with a purpose. I liked the little story behind it and that each pilot had personality to them. It was a bit jarring the change in movement from things coming at you, then feeling like you are stationary, to then a stage appearing, to then the stage stopping.
It would be nice if the stars BG had a parallax effect to them, an since I cannot control how fast I move forward, that the stages were always 100% moving so that it would feel like I'm in some sort of a rocket moving towards my target with perhaps SPACE bar serving like a little boost so I can control the pace of the game that way.
Still, nicely done.
Ummm...wow...what did those babies do to you! lol The graphics sell it and I don't think I like throwing babies into the iron giant - lol :P
This was relaxing and a refreshing take on the theme, I mean it is really hard to connect it with the theme but I appreciate the change in tones and the relaxing mood this has.
My first attempt was...shall I say not good. lol Poterry_1.png
But then I made this master piece! Even has a heart to match the theme ;) lol Poterry_2.png Nicely done
I was first hesitant because of the "some profanity" warning but if it was mainly things like "StarButts" the I can handle and a few of them like "Frying Nemo" made me laugh. I actually spent more time looking for those then trying to win! lol
So, being a daredevil I decided to go for the tunnel: LooterScooter_AmIAllowed.png
Bad Idea because I could not see anything and takes you nowhere and I eventually was caught.:( Perhaps adding an invincible wall there might help :) LooterScooter_EdgeOfTheWorld.png
Went back for more and, because the "brushing" was hard to tell, I found it easier to just hit people...success! LooterScooter_DidIt.png
But then I got too confident and that was my demise: lol LooterScooter_Oops.png
This was fun to play and has a great mood.
I like the simplicity of it and how easy it is to understand and grasp. I kept going back to the pipe/rat at the beginning of the level not realizing I should keep going right, lol. Eventually I figure it out and was about to get the full experience.
Nice work and in such as short time.
The description isn't wrong, this game is pretty to look and has smooth gameplay. I like the color pallet and the everything fits well together. Did get stuck the first time I'm expected to create a teleportation point as it wasn't too obvious about to go to a place where I could not return from unless I teleported but I see ya'll thought about it and put some spikes to kill myself and not get stuck. :up:
My only recommendation other than the list ya'll already made, is that the music is overpowers the sound effects. If there was an option to turn it down a little and I missed it, my bad. Otherwise, I wonder how this game would look like for mobile. Might be a fun mobile platformer.
Love the twist on the theme! Further more, the omission of real-life currency in exchange for what most would consider hard to value adds a great challenge to the game. For some reason at one point I clicked outside the window and when I came back it was no longer counting:
currencyExper_1.png
It took a bit to understand what is happening since I see stuff on the left, the customer asking for something, and then I have to make that something appear? That confused me a bit since I thought they were asking for a button but gave me 3 tooth so I gave them one button but that was too little etc. Then I figure that what they were asking for is the equivalent of 3 tooth in buttons :P
I got stuck on my first play through and rather quickly :P
LunaticLuke_Stucked.png
So I made sure to use the boost option to prevent that in the future. I was confused with how Juuce was being used and when. I know the game tells you "it is everything" but the rate at which is is consumed vs how I get it back, especially since often the visual indications that one was collected from destroying an enemy, was hard to tell.
I know that others have mentioned this but I like to put a twist on it. It isn't so much that the game drives slow is that it feels like it takes an unfair amount of time to recover from a mistake. If I turned that wrong way or hit a wall I then have to fight just to get to the right orientation which takes me out of the experience of fighting for my life and makes it feel like I am fighting with the game. lol
Still, the idea is there, the game looks great, I do get that feeling of an arena set in the desert, and the particle effects really brings everything to life.
Sorry I did not get to this during the rating process. Like always, the mood fits so well with the aesthetics and story of the game. I really like the combinations of a text like adventure with action pieces in-between to keep the game interesting and story moving along. I did have a bit of a hard time reading the text because of the font and the times I lost my memories was due to getting stuck on the walls but it was quite enjoyable.
I like the pun of the rooks and crooks. :D By the way, this part was intense...nailed it! Memorandum_LikeABoss.png
Funny! I liked the voice over and the voice-sound-fxs :) At first I wasn't sure if I was "boosting" as the feedback does not make it too obvious especially since I don't notice much speed increase but then I noticed the character leans forward and that's a nice touch.
Sadly WebGL crashed on my 1 minutes and 30 seconds into the race so I did not get to see the finish but I did enjoy everything before then and it does not affect my rating since I'm pretty sure it's my computer's fault. lol
I really enjoyed the simple concept making it so easy to understand and get into. I liked that the object remained the same and yet the difficulty increased on every single level. At first I thought it was like a game of SNAKE and I could not touch my trail of blood or else I would die (I guess I was thinking it was ACID like from ALIEN). lol But soon discovered that it is actually my health depleting limiting my movements. :D The only thing missing was the ability to move with WASD since I prefer that over ARROWS :)
This is very well executed and a fun little game. Well done!
Wow! Nice take on the theme. The most unique interpretation I have played thus far. I was afraid of how "mature" these "degrading pictures would be" but then realize its more of the "idea" behind it then the actual interpretation in the game.
The graphic style is fun but I did find myself getting stuck on platforms and knocking people over, lol. Nice work
Wow, simply wow! How does one take a dark theme, make it darker, yet so vivid? lol I'm conflicted, I want to laugh at the idea because this is a video game after all but the moral implications... :P
I like the simplicity of it especially the how to play "Put that there!" that made me smile. It also made me smile seeing the word "BANG!" whenever the gun was fired. That was a nice touch.
Question...WHO IS THROWING THESE CHILDREN INTO THE FORREST!? Maybe they should be turned into candy. lol
Alright, my recommendation is to maybe allow me to carry more than one children at a time since the game uses a grid-based movement which makes it slow to take one at a time and navigate the grid. Honestly, if you can update the movement to be more free seeing as the main character is flying it might fix that all together but it probably changes the gameplay drastically and the design behind it.
Nice work
So this concept is funny and well executed with great visuals, funny sound effect, and music to match the mood. Jams like these make it hard to fully enjoy a co-op and/or PvP game only because quite often the people playing and rating don't have a second person to play with such as myself but I can appreciate the work that was put into all of this.
For as short and simple as it is it delivers on quality. Nicely done!
Thanks for playing the game everyone and for you feedback
- @fidrik It sure would be nice to have one next time. Thanks for playing - @takayamushi I guess I got carried away with being too hard :) - @lagman9000 Thank you for making us aware of the slow pace. We will work on that - @hugolnx That sounds like a cool idea. Thanks for bringing it up - @rosabonbon Glad you found it balanced. Thanks for playing
@trusty that's a great idea. Thanks for playing and the feedback
@charu Thank you for playing. Not sure which instructions where unclear/ambiguous but I'll review them to further clarify. Thanks
- @black-flag thank you and thanks for playing - @tamail Thanks! Yup, this is a funny bug that we just could not figure out in time so we embraced it. lol :) - @pablotitan Thank you for playing :D
@julienlussiez thanks for playing and the feedback. That's pm the list for sure :)
@dorblin7z7 Thank you for playing. It was interesting how the design ended there because we first started with the concept of simply buying keys using your life as currency and then realize it lends itself great as a difficulty lever that the player can control if we place enough places for the keys to be used.
@cakemonitor I'm sorry you experienced that behavior. You are not the first one to bring this to our attention and I've only been able to duplicated it once. It seems that the flag to enable movement after the screen transition is done is not always turning ON. What others have done in the past is change the quantity of keys they use for that level and somehow that allows them to move. For example, usually starting with only 1 seems to allow the character to move when the behavior you saw happens. Thanks for trying.
@magnanix Thanks for playing. I understand, we did not get a chance to put that directly on the game but we added it to the "how to play" section to avoid that confusion. Thank you for feedback.
@philstrahl Thank you for playing our game and being so detailed in your play through, posting the video, and for the nice comments. Really enjoy your dedication and care.
This is a fun way to tell a story allowing me to put the pieces together as I read them in which ever order I want and I can see how my choices change the narrative. I really would've loved to have some sound in the midst of all of this. Mainly because I'm not much of a book person and this is more or less a book reading game.
Nothing wrong with that at all but it would've enhanced the experience for me and immersed me more if one or more of these are present: - Music (maybe even changes a bit depending on the scenario being played out) - Sound effects even if its for ambiance (girl laughing/singing/sound of brushing teeth, sound of a coffee shop or dinner, cat meows, sound of a busy area people passing around the beggar) - Voice acting (though I understand this may change the intent of allowing the reader to make their own)
Keep it up :)
The idea was well executed and the music matched well with the art-style giving it that fantasy feel to it. I did struggle to fund the last enemy and after going through the entire map twice and not finding it I had to close the game.
Since the map is so big and the enemies don't chase after you until you are within a certain range, might I suggest adding some sort of icons on the screen to indicate in which direction the remaining enemies are at? It could be something super simple like an arrow for: North, West, South, East that turn ON/OFF when enemies are in that general direction. That way I know whee to move :D
From the moment I was reading the LDJAM page I felt a little intimidated because of the controls. :) They may be normal is just that I don't play games on computers that often so I usually only have WASD / SPACE / and Mouse mapped in my brain. lol However, when the game booted I felt a little more at easy because it doesn't start as hectic as I thought :D
The aesthetics and graphics are fun and have a nice tone/mood to them. The music in the menu made me think of Final Fantasy, specifically 9 was the one that came to mind, which put a smile on my face. The tutorial dialogue went by a little fast as I always seem to miss the last two or three words.
Sadly, the game slow down significantly during the first round eventually locking up and I had to terminate it. Could be my machine but I recommend using Unity's profiler just to make sure.
Overall, I like the mood, the level of detailed added with the story, music, graphics, animations, and ui. Nicely done.
Nice touch having not only the ammo be "life" but also have pros and cons to using them making the moral aspect of your decision making be persuaded by the effects of each crew member. The lines that the crew spout out as you fire them made me smile.
Really wish I could go after them and pick them back up especially the blue techs since they are usually floating around nearby. Anyways, thanks for your youtube channel and all the tips for indie development.
I really enjoyed the effects, graphics, and aesthetics. Simple in design by conveys the very where the idea of being in space. I like the puzzle mechanics and how your life is your fuel too. Would be nice to update this with sounds and music (ambiance like music to continue to convey sense of lifeless space) :D
I was a little confused about the goal at the beginning seeing that I only get points when I shrink but I have to consume bubble smaller than me because if I get too small the game is over but each time I consume a bubble I grow in size. Then I figure it was a balance between growing and shrinking that was the goal.
Definitely a different take of what we are used to in a game where growing would be the goal and shrinking would lose points until you popped. :D
Are these randomly generated dungeons? If so, nice touch. Took me a bit to realize that I have to pickup the weapon once I pay with blood because for some reason I though it would be like a watchtower and just start shooting everything around me. lol
Very nice! I'm usually terrible at tower defense stuff since I just like to floor every available space with a unit and never know when to upgrade. Although many have incorporated blood as currency in their games, I really enjoyed how you implemented into yours. It tides well with the story and it makes sense because your are a mosquito and it just fits. :)
This is wonderfully executed and I really enjoyed it. Nicely done
Cool. I like easy to understand and quick to get into games and this is definitely one. I totally see this as a mobile game with options to allow me, the player, to speed up the game/slow it down as needed, and maybe have an option to display the desired treasure change near the Dragon as I found it to be a little far away and often missed it only because of the size game in full screen I assume :D On a smaller screen it would be fine :D
Nicely done
That was really fun! I don't care how closely it resembles mega man because the way in which it was presented it feels like a game all on its own. I love that you literally mean "unlock everything" and it does not get old in fact it took me by surprise how many things were missing until I unlocked them so nicely done. Music, sound effects, aesthetics, fxs, and overall presentation was nostalgic and wonderfully done. I had a ton of fun but I have to come back later to defeat the boss...the controls are a bit hard for me but if you ever add controller support then I can start speed running it ;) Really great work. 5 stars!
@ddrkirbyisq as in "game pad"? Then its on!
It looks like, at least for the original jam version, the game was not exported as 16:9 resolution so the bottom part get cut off and I I could not read all the controllers. It would be nice to list them here on your page for reference in case others encounter this problem. It looks like also all I was able to do was grab/throw and nothing else was working for me :( I could not "attack" or "chance" so I was not able to get beyond the first stage.
I don't know what happened but my version has no sound so I don't know what rhythm I need to move at and if there is no sound to guide you then at least something in the UI that keeps the beat would be nice to have to help know when to move. Other than that I think the concept is neat just sad I could not experience it. :/ Keep it up though and improve on it for sure :)
Also, I found a way to cheese it. lol All I have to do is start the game and not move for 10 minutes and then, when I inevitably lose, my time is 10+ minutes :P lol
@yolziii Thanks :)
@fre Thank you for your suggestion and for playing the game. I'm with you, we want to give this world more life and make give it more of a purpose. :)
@madbarron Thank you for playing and we've noticed that sometimes it is best to have a partner when playing this game. Let's say that it was designed that way - ;) lol
@el-fideo-rubio Thank you very much. :)
@lillybyte I know what you mean. The screams still gets me and I listened to it many times as we play tested! lol thanks for playing
@korath Thank you for playing. We wanted to keep it small and easily consumable for the jam but if we get the chance we aim to add more. :)
@erebus Thank you for streaming it! :)
@adamcyounis thank you for playing and for your comment. I agree that at first everything looks easy enough and then boom! Level 4 happens lol
@coffeecup-winner thanks for playing. Yes, we noticed that for some the walking speed for the player becomes really slow however I believe I have a fix for that and will be adding the fix soon. Something about frame rate and how speed is calculated. :P
@afroant Thank you :) I know the mechanic doesn't seem obvious at first since we are trained to always have the avatar close to the area we want to build from but thank you for pointing it out. We aimed to make the building building and the movement be separate. :D
@falu Much appreciated it!
@jupiter-hadley always appreciate! Thanks for playing it and posting it
@mrerdalural lol! I did the same thing and I'm the one who programmed it. I think I spent more time ensuring that falling work more than anything else. :P Thanks for playing!
@shrapx thanks for streaming it and playing! Now I want to add some sort of "astronauts lots to the abyss counter" lol :)
@velvetlobster Thank you for playing :) @kuviman Speed runner baller @xenoxygene Thank you :) @brainoid Maybe we should rename the game to "Astronaut Dropper" :P Thanks for playing @projectaroid Glad you had fun and thanks for playing :) @moechen Thank you!
@bauke-regnerus Thank you for playing. Glad you enjoyed the level design :)
@artyom-volkov Thank you and that's our goal too! :D
@chao Thanks for playing and commenting :D Yes, we did think about letting you start each level with nothing but we felt that would make the puzzles less enjoyable if each time you had to collect all the pieces thus restricting the layout and restriction therefore we opted for the more simple solution of "You start the entire game with no tiles" (A.K.A. nothing - lol)
@ddrkirbyisq thank you for you kind words and thank you for playing :)
Definitely funny!
This totally reminds me of old Lucas Arts Games, not that I've played them but have seen them lol, and I like how things just pop up (which by the way it spooked me the first time around. lol) I could not figure out where the machine went so I stopped there but I enjoyed how the story was slowly unfolding
Very cool. I would like to play this with touch controls and maybe some vibrations to let you know when you have well or have touched a bad thought. I enjoyed this take on the theme as it more or less repeats itself at the end of each successful...dare I say "meditation?" :D
This was really fun and funny! I love the idea of learning a new language and the process to figure how to communicate was really enjoyable. Thanks for making this :D
Nice! I love how I can walk left and off the stage while getting a little message about giving up. lol The execution is good and the music fits well with the overall mood of the game. The art style is fun and I can't help but think a little bit about Scott Pilgrim but that isn't bad. I did struggle a little bit with the learning a new instrument section having to use "a s d f" being a little fast for me and my fingers not used to that. So, my recommendation is to perhaps allow the player to have the option to choose a different set of keys like "Arrow Keys" as it might be easier for them and make that part of the game more enjoyable. Very cool :D
Very unique for sure and I love the ability to rewind, click pretty much everything, re-arrange words, and just explore the world at my own pace. When it says "it needs a key" I started to re-arranging letters to form a "key" (the words key) to open the it but realize there is no 'K' or 'Y'. Neat little idea :)
Really neat idea and so well executed! I tried to cheese it by editing have way to remove and add more blocks but ya'll thought about before hand and that's very sweet. I want to see more of this with music. Really well done!
Very interesting. I had trouble understanding the goal and how things interact with each other. Maybe updating the instructions with more images to make it easier to consumer would help. But I like the puzzle elements to this and the freedom we have to solve as we want
Very cool and I can honestly say one of the most unique ideas I have played thus far in this jam and a wonderful implementation of the theme. I was so impressed that I gave ya'll 5 stars for innovation and theme. (usually I don't share my scores on the comments but I really enjoyed this). There will always be bugs and people have already pointed those out so I don't need to but I do encourage ya'll to continue to work on this and polish it and release it as a finished product. Nicely done!
I haven't played a game like this before and I like how it gets started and how it branches off. If you get a chance to add a narrator with some music it will help with and make it more engaging. :D
You kept to the theme very well especially since returning to the hub means you start with no units. The game is very easy to get into and play but I it slowly started to feel slow in the sense that I found myself having to go back multiple times to repeat the same action so that I can be powerful enough to move to the next section. Other than that, this is well done.
Whether intentional or not I do some time want to ignore the theme and just make a game I find to be fun rather than trying to shoehorn the theme into the game. :) and this you have a solid game
How do I play? I keep clicking on everything I think is clickable and nothing happens :(
Gotcha! I totally missed that :P Okay, I'll rate base on description :)
I don't think my computer is powerful enough to render the game correctly because it was running like a 10fps and the mouse movement was really fast making it hard for me to control it. However, I was digging the mood expecting something to pop up out of no where and scare me and surely enough the fist dream sequence was all like "get away from me!" lol
Very very cool. I like how you slowly introduce us to the mechanics, which feel very solid by the way, and how the music does not make the situation tense at all. If I mess up it is easy to recover and the variations comes so quickly that it keeps the experience fresh. For some reason I felt that the red-square was thrown too quickly and I had to replay so many times. Maybe making its introduction a little easier would help. This was a very fun experience and I enjoy anything that makes me use my brain. Thanks :)
I like the easy to understand objective and super simple controls. It was hard for me to understand how much momentum I was going when attracting objects (seem like this was consistent) or much momentum would be left over once I stopped attracting the object. I was expecting that the distance between me and the object would indicate a greater traction pull. Meaning, attracting to close by object would be a short push while those across the screen would "slingshot" me much faster. I also couldn't tell where I was supposed to go on the second level and got lost and went around in circles. I am bad at directions in game and usually need some sort of indicator that I am going in the general direction. Still, pretty solid entry
This was all done by a single contributor? Impressive. I think adding some music/sounds then you get a chance, and maybe some indication as to how close to the goal you are will help improve this game
Solid entry. The game is easy to get into and control. The graphics are fun and, though it could use some more ambient sound or music, the mood is appropriate. I recommend working on some sort of a feedback to let us know if the machine "liked" what was fed to them with possibility some things causing it to go haywire and maybe change colors like it is burning up or dying. Just overall, improvements to the HUD/UI to help guide the player more towards each goal. Honestly, I forgot to repair anything and just kept finding things to feed it and hoped for them best. lol
I found myself struggling with the controls especially the rotation was too fast - this could be because I am primarily a console gamer and I'm not used to using a mouse - plus it never felt like I as able to properly move and aim. However, I did find the gameplay quite easy to understand and get into, the graphics are very fun like little capsule people, the environment feels alive (though to do in a jam so congrats), and the game was as challenging as you make it be. :D
Interesting take on a chess game that can make it more engaging since it feels like the peaces are alive and you have to keep them alive giving you more of an incentive to perform well or else their lives are at stake ;)
At first I was taking by surprised at the different art style that many of the sprites. Meaning that they don't all look like they go together. If you have time, I recommend updating the graphics so that they all have the same style and work together. Additionally, the music makes it feel like the game would be played on the Game Boy or something like that, which is a cool idea itself, but again the visuals do not match that well so this could be another area worth looking into to update. Congrats on getting a game submitted for the jam. :)
@juice-lizard We've uploaded a web version if you would still like to give it a try. :)
@shawn-moore that's a great suggestion. I'll add that soon to ensure others don't have that problem. Thanks for playing :)
@shawn-moore We've added the using (crt, shift, or cmd) to convert left clicks into right clicks. Thanks for the recommendation
@blue-pin-studio We do have a little image on top-right of the game screen that shows the controls but I understand that it could be more clear. Thanks for playing!
@shaolin-dave I love it! Thanks for playing :D
@shaolin-dave The crash fixes are in the second branch but I did merge them into master a few minutes ago.
@juice-lizard, @pagetb, @teamindot, @karas, @postmeridiangames, @rolodophone, @sledzik, @readyplayertom, @jvdwijk, @fetaprodmout, @simpathey, @tw00, @marcell-balog, @leokrechmer, @shawn-moore, @erebus
Thank you all for playing our little silly attempt at humor :)
@fatsheep - lol, nothing to do with your user handled I'm sure :D
I'll be making time this weekend to get through all the games we haven't played yet. We are looking forward to playing ya'lls
@jofish Thanks for the suggestions. Definitely some sort of player guidance at the start through gameplay is helpful. Thanks for playing
@flaterectomy Since the game is so short and quick to reset we thought it would be better to let players experience the game and discover on their own without hopefully making it impossible to figure out. Looks like we succeeded somewhat. Thanks for playing and the feedback.
@zeggamer I agree. We wanted to add something to indicate the game had ended, I was thinking of the sheeps dancing, but we realize we didn't have anything prepare about and hour before the jam ended so it will have to be on a future release. :) Thanks for playing.
@joe-cowman Thank you for taking the time to point out all the things that stood out to you especially since we spend the first two days of the jam making sure that the mechanics of the cloud all made sense before we added a single wolf. Thanks for playing
@rolodophone Thank you for your feedback which let us to include a small in game UI sprite that indicates which button performs which actions. Thanks for playing
@toffanim thanks for sharing your experience. For the jam we wanted to focus more on the silly aspect of the game and letting you be creative with your powers so the balancing came as an after thought to be honest. :) We have room for improvement there for sure. Thanks for playing!
@thecrancher Glad you enjoyed it! We did have plans for more types of wolves but we didn't consider having a wolf that targets a certain sheep which means we would need different types of sheeps too. Thanks for the suggestion and for playig. :D
@jake-marks, @mateusboga Thanks for playing and streaming the game
@adamcyounis Sounds like you found a comfortable strategy that still allowed you to have fun which is what we were going for this prototype. Giving the player multiple ways to go about keeping them alive. Thanks for playing
@arden Thanks for posting your results! We meant to add a message to encourage all to do the same to see if we manage to create a game balanced enough that most could win without it being too hectic. Thanks for playing
@sassykeys Thanks!
I mention this in my previous post but wanted to post here so that it is understood. I aim to make time to play and rate all of the games we haven't been able to get to and thank you again for playing and commenting.
@alaah thank you for your honest feedback and for playing. We need to work on balancing the game more and this type of feedback helps us to know how. Thanks for playing
@ursagames thanks for streaming it :)
@cheesepencil Thanks for playing! Glad you liked it
@jesterseraph Hope you give it a go later but thanks for giving it attention now and for your feedback. The reality is that only there was only ever 2 dedicated/actively individuals working on the game while the other 1 provide music towards the end of the jam and the last one the wolf/sheep models & animations exclusively and nothing more, but I can see your point of view.
@mharring Glad you had fun with it and thanks for playing.
@izzo Thank you for calling out all those details. We spend the majority of the jam programming those in to ensure the feedback was solid and gave players a clear understanding as to what was happening. Thanks for playing
@jon-arvin-medalla Sweet. thanks for playing
@matthewi I hear ya, I myself contemplated a few times whether my actions were justified of if I was disrupting the circle of life ;) lol Thanks for playing
@nocity We tried something new with the voice and it seems to have worked. Thanks for playing
@max-louis Thanks for streaming the game and the suggestions. Thanks for playing
@andidebob Right and so we were very deliberate in making a short but hopefully memorable experience. Thanks for playing :D
@perpetuummobile Happy we made you laugh. That was our main goal. Thanks for playing
@danthegreat Glad you found it amusing. Thanks for playing!
P.S. I am still working through all of the games we haven't yet played. I do like to take my time and try to provide constructive criticism on what worked and where might some changes improve the experience for me personally. I promise to get through them and rate them before the end of the voting time.
Thanks again for playing our silly little game.
@monish-vyas thanks for playing and glad you had fun with it. We already have a MAC port but thanks for offering
@23edsa thanks for playing
Thanks @gustavo-christino for playing and your detailed recommendations. Appreciate you taking the time to play and share your thoughts
@fififox Thanks for playing. Glad you got a good laugh out of it :)
@marcmagus Thank you for streaming it
@deathstorm Thank you for playing.
@joe40001 only the best of the best figure it out ;) lol Thanks for playing :D
@jupiter-hadley thanks for playing :)
A little disobedient is he but I suppose I cannot blame him. Hope you can add more variety into the routine and maybe really make the disobedience a feature like a rebellious attitude as is demanding more what it wants or something like that :)
Let me just get the obvious out there, if the game had sound/music it would be more immersive, having said that the twist on how take care of the plant and the consequences of your choice are fun and fair. I felt like enough of a hint was given to quickly understand how to advance the plot and more or less what to watch out for. In the end I gave the church too much power and they did what I expected (this is a good thing) :P
Simple yet complex at the same time :P
Congrats on submitted a completed game and having something playable. Concept is simple and easy to get into. I actually decided to not repair the hive and let some wasps in to keep the game a little more exciting. Something that can be easily fix in the future by maybe allowing me to upgrade my bees to be faster at moving/repairing, stronger fighters, maybe even allowing me restore health to the queen using honey or something like that :D
As you get the opportunity to continue to work on this project, it would benefit from having music and sounds to build up the mood more and the help tell the story too. :)
This is definitely one of the more unique approach to the themes I have played this far and I like simplicity and easy of use. However, not sure if this is just one of the things you were not able to implement or I just was not good at keeping the cat interested in anything because no matter what and how I clicked, other than the camera moving around to focus on it (pretty cool by the way), I could not get anything to happen.
For a moment there, the way the UI for the buttons is presented, I thought the gameplay was about clicking the LMB and RMB in a specific rhythm to make the cat move towards the things it needed. lol Maybe a new "mode" ;)
I feel like I almost could have played this game on the original gameboy on a car trip. :)
I struggle a bit with this one mainly because the interaction didn't feel intuitive and didn't always have the expected results. Having to hit ALT to engage the cursor, not knowing where the cursor was whenever I engaged this mode, and simply seeing "power" and it enter negative it just didn't click to me.
I understand that this might have been choice due to how the mouse also controls the camera so needing a way to switch between manifested itself by holding a button. Perhaps allowing me to press "E" to interact with the objects instead might have made the experience a little more fluid. To which you might need to some how indicate which objects are interactible.
Beyond that the game looks nice, the atmosphere gives a proper sense of isolation, and the overall presentation is good.
Does the announcer say "leave"? The physics are a little hard for me to grasp so that I could control better and this type of game can benefit from a wide angle so that I can see what's coming and have more time to react as I found myself not having enough time to properly respond and crashing into the ceiling as the boost appears to only have one option "max". :)
Let me start with what I liked: - Simple control - Easy Objective - The music matched the mood and pace of the game - The aesthetics are all well done and fit together - (good a jam) so long as I collected everything on the way I was always ready for the next round of enemies
Areas of improvement - A gear counter in the HUD so that I don't have to open the menu to see it - Some sort of an alert near the "Open Upgrade Manual" to let me know when something is available for purchase - Better indication of the machine's state...I never felt like I losing
Optional things (depending which the style of game you want and how much more difficult this makes it) - Friendly fire? - Should the enemies flock towards me if I'm near and maybe snatch away whatever I collected? (since the goal is to keep the machine alive and not the little avatar) :)
This is an impressive solo project. Nice work!
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My feedback is only for the video but let me start by saying that it definitely looks like a mobile experience so props for making it feet so well for the chosen platforms and the music/sounds effects really feeds into the mood. I would recommend though, for future jams, to try to always include a ready to play PC/Mac or HTML version if the engine you are using allows you to quickly do that as it makes it easier for reviews to play.
That escalated quickly. I nearly lost at the second encounter with only 1 chick left. I recommend adding the basic controls (movement) on your description since I literally went to WASD and Mouse first before remembering that "ARROW" keys also move. After that, the game tells me what else to press which is good. I like the slow-mo action. The battle music feels more like a triumphant entrance than an encounter :). I do like how the game saved my state so I was able to go back and continue where I left off
At first I thought this was going to be one of those game where your selection was limit and you had to learn by trial an error like "Whoops, I guess I went the wrong way even though I had no way of knowing nor am I given the option to move to the opposite direction" but then I saw that the actions change as you use them. Definitely challenge which makes it unique too.
Voice acting!? Talk about going above and beyond ;) For some reason I felt that Yum Yum was going to automatically eat anything that came in front of him and I had to click on the bad ones to eliminate them so that Yum Yum would not eat but obviously that's not how it goes. Maybe this could be an option especially if you end up putting this on mobile
Very solid entry. The controls are responsive, the goal is simple, and the mood feels right with this sense of "I better go out for more fuel but what may be out there that could harm me. It's okay, I have my trusty lantern which guides me in this thick dark forest....and it just went into the fire...well, just kill me know I say" lol
Interesting take on the theme :)
I'm a little confused about how long it takes for the food marked as poison to no longer affect Gannet. Mainly because I lost when I was certain I kept every single food marked at the top right away from Gannet except for what appear to be that if the good had spawned when it was considered poison and before it was destroy the poison food changed, then it looks like it still affects Gannet no matter what.
Other than that, make this into a mobile game and you got yourself a nice time killer
This took a twist in the direction I was not expecting it which made me smile in the "Huh, you got me" especially since the game agreed we should be focusing more on keeping his memory alive rather than himself. lol I like the art style, the voice acting, and the audio all work together to set the right mood. I didn't quite understand the mini game to swap parts around as I never saw the new parts go in or at least didn't get the right feedback to let me know I had done well or not. I think maybe focusing on that a bit more to complete the experience.
Very cool and unique approach at a narrative game. I really enjoy how I can choose the path myself and even when I over shoot I might end up in other memory that I was not aware. Although, I can't help but have that feeling that I don't know if the story will progress well and get all scrambled if I don't follow a specific order making it hard to make too many bold choices at a fear of missing out. Perhaps that's me or that's part of the design. In the end, and this is probably a preference, it would be nice to give some or of a guide that will show me the apex of my jump and perhaps the angle at which I will descend to help me my choices
I haven't read other's comment but I'm sure others have mention something similar. Sadly, the controls do not work for me at all. Perhaps to someone who plays many games on PC they might but for me I found myself not understand the sequence by which I could successfully perform an action. Perhaps if the game was controller via the mouse (rotation, hold for strength, maybe release to shoot OR space for strength and click to shoot) it would the game you did not intend to make but it would've made it easier to get into.
Having said that, I like the simplicity of it and the mood/aesthetics of the game fit really well not to mention that allow the player to also cause the demise of the worm is a nice challenge.
A couple of things that stood our immediately that made it challenging for me to enjoy the game: - The button mapping could benefit from an alternative version where I could use the ARROW keys to move since I need to use "Z" to fire flame, or switch to using "F" for fire and that might help - The egg starts over a trap and the first thing prompt says "press Z" which causes the fire and causes you to lose. This is an unfair way to play unless you set the expectations from the beginning "This game is designed to trick you so be aware of your surroundings" or something like that - The game became a "trial and error" situation since I could only see one row bellow not allowing me to make a decision I can recover from. Meaning, if I don't go down the right block chances are the next row has only spikes and it is an automatic death - not a fun experience - Which brings me to this, I would be willing to accept everything above if the game quickly threw me back into it but I have to wait through a few text and screen loads just to try again and fail at. This really tests someone's patience making the game not as enjoyable as it could be
Now for the things that did work: - Always a plus to have the buttons right there on the game and immediately get feedback as to what they do - The graphics and aesthetics all fit very well and even the music help to set the mood be it I would like some variation on longer plays - The speed and animations gave it a weight that made it feel right given the environment I was in
Some additional improvements - Allow me to recover once or twice from putting the egg in an impossible spot. For example maybe I can whip it to make it go over the spikes on my current row but if I do that 3 times the egg breaks. This way if I land on a bad spot and need to move the egg over some spikes, I can
Made me laugh until I started to think that maybe it was trying to kill my computer - lol. I liked it :)
I recommend to work on adding transitions between the stealth and combat sections. It was an interesting choice to move by drawing a path (props on getting that to work) and having battles be a card system. Unique, for sure, but they need a little more work to better blend in. Why not keep the card system outside of battle, like metal gear acid, and let me choose different actions to avoid battle via my deck and then the deck changes when I engage a battle? That might be an interesting idea
I felt like I was a beach casually collecting things to recycle ;) As you continue to work on this game and improving it I recommend on adding an object system. Something real simple like one line that says "collect battery" and then "recycle battery" to help guide players as they get to understand the game loop. :)
For some reason my first reaction was to make and feed bread to Levain not realizing that he has his own meter of items he wants. Once that was out of the way it was just a juggling act. :)
I recommend adding more options for controlling the car like WASD and/or Mouse as well as posting the controls somewhere as it took a bit before I figured out how to move. Don't know if this is a bug but once I died it became harder to restart because almost immediately everything in front of me was filled with boulders making it almost impossible to move and go anywhere. I think it might also help to have shadows on the floor/car that shows where a boulder is about to drop to give the player a few seconds to react.
I do always enjoy a nice driving game. With some music/sound and turning down the speed at which the boulders appear this can be a nice game to just drive and see how far you can get before getting crushed. Congrats on making a game
Nice twist on the gameplay making the player control what would otherwise appear to be obstacles in you way. Feels a little weird that once you commit to a direction you are set but I suppose the game would be too easy otherwise :D
Very cool. I originally had a similar idea but could not settle on the graphics so I changed the idea to better suite the graphics I got. The simplicity of the aesthetics and the choice to make only the important things like the trains and passengers have color makes them pop really well and gives it a nice feel to it which is complemented by the soothing soundtrack. Nicely done
I really loved the idea on paper and the aesthetics, the music, the simplicity of the game play, and the looping mechanism tides really well with the theme...but I say on "paper" because the execution didn't necessarily bring the challenge I was looking for. Perhaps it was running slow on my computer, but the marquee movement didn't feel like it was going with the song, it was too slow, and I did not find it challenging to play.
This does not mean I did not like it, by no means, I very much enjoyed the idea of it. Just wish it has a "speed" option to make it faster and that it was more like a rhythm puzzler because I found myself wanting to tap to the beat and complete the puzzle but it is not built in...yet ;) Nicely done
I'm sure you are aware by now that sometimes the collectibles spawn inside of the collidables. I agree with others that the "move back to center" feels odd and I would prefer an option to disable it. Neat game
I too encountered the visual bug mentioned above which made it a little harder to see some sections but I was able to play the game. I like the idea since it would really feel like you are stuck in a loop but sadly I felt to feel a sense of progression/goal. I know this is challenging considering the idea is you are stuck in a loop but maybe a cool thing is that as you wrap around the level you can collect things to make the next loop easier and once you've done enough you can progress to the next loop.
Maybe that's there and I missed. Still, good job
@katreenashy thanks for playing and the comment.
@dustyroom thanks for playing and the tip. I added it
@spawncampgames Sorry about that. You can actually press "SPACE" to go back to building mode which breaks the loop. You and many others expressed how "R" should allow you to always reset so I updated the "R" to do so. Thanks for playing!
@iron-leonem Thank you for playing and sorry about the confusion. Level 3 is intended to teach you that you can do that. "Build Mode" is what you are in when putting down the tracks. I think I will rename it seeing as you are not the only one who did not connect the two and I can see why. Maybe I can put a message saying "Build Mode" when you are in it :D
@ceasar Got it. Yes, the goal is to draw a track to carry passengers from the color platforms they start to the empty one of the same color. I'll work on conveying that better. Thanks for playing :D
@yokoonfire Thanks!
@anne Thank you and thanks for playing :)
@thundersalt thank you very much and thanks for playing
@conneli Sweet, glad the feature made it more enjoyable to play and thanks for playing.
@sean-holloway Thank you, I appreciate that. Thanks for playing.
@aevek Thanks! I agree with you and therefore made it so that "R" reset always no matter if you are in building more or not. Thank you for taking the time to play and for commenting. I would like to build more levels once I polish somethings out and getter more meaningful assets :D
@codeman1010 I hear you. That is definitely on my radar. Thanks for playing
@jhax I appreciate that - thank you for playing. I'll do my best to add more level that add more content
Thanks @nikolaj @mincho @wendel-scardua and @doot for playing and getting me to 20 ratings. I'll be sure to play/rate yours as well.
@nikolaj sorry to hear that. Level is designed to show you how to create cross sections but it failed. :/
@mincho I took inspiration from that game ;)
@wendel-scardua that makes total sense. Thanks for the input
@doot thanks for playing :)
Very clever and I love the "stuck in a while loop" interpretation of the theme (being a programmer myself I enjoy that kind of thinking). I know that ya'll explained the inspirations for the aesthetics but I kept getting vibes of Metal Gear Solid VR Missions instead. :D Unique and enjoyable. Nicely done :D
Very, very, very nice. A game where you play with trains and train tracks, of course I had to play it! ;) This might sound silly but I love how the game feels like you are telling a story. The music, the art style, the lighting, and the transitions to each puzzle gives it a fantastic mood that makes it satisfying. Also, the interpretation of getting thigs out of a loop is enjoyable. 5 stars! :D
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I get it, having to work really fast to get something out but you did it. Most would've given up but not you. Congrats on getting something submitted for the jam with a bit of story :D
Nice and simple, straight to the point and a good literal interpretation of the theme. Be nice to have some sounds and music in the future to help with the mood. Maybe even have some scientist in the background "grading" your progression ;)
Had a bit of difficulty getting this to run which might have contribute to the overall experience I had. The webgl version runs a little smoother on FireFox than it did on Chrome and my pc would not let me run the .exe. However, I did get to lunch my rocket and bear levels 1 and 2. Thing is, I was not sure even how I won to be quite honest since at one point my ship enter orbit, left it, the camera zoomed in, and then the ship came down and I won. lol
The game needs more polishing especially around the physics and I did not quite see how it tides with the theme however I can tell that effort was put into the game and with a little more time on it it can be even better. Good job
This is a big team. Not sure how ya'll managed to come together and make a game in such a short time seeing as large team can be really hard to please/agree on an idea. Overall, a nice simple game with beautiful graphics and fun music/sound. Don't have much else to add
Story telling in a game jam!? :) For some strange reason I though I had to carry a torch with me to light up the others so when I first encountered the ghost I didn't realize he was saying "go right" but rather I thought he was saying "take the light" so I kept going left to grab the torch but I could not and whenever I kept going to him he would stop me and tell me the same thing again. I got myself stuck in a loop! lol Until I realize I just need to walk passed him :D Beautiful artwork, love the color pallet, and the audio/lighting really sold the mood. Nicely done.
I really enjoyed the simplicity of the game making it really easy to understand, the ability to choose a level so that you play another should you get stuck, and even if I don't read any of the instructions it is still easy to understand - more or less - what needs to happen. As I played through levels 1, 2, and 3 I started to notice that the game does not really feel like a "loop" since I can break the loop to meet the goal and as many times as I need. What I mean by this is that if the goal was more focused on creating a loop where you charge/discharge the electrons to win the level then I would be sold on the theme and if this was deliberate to make it more "winnable" for the jam I get it. Just pointing it out because it does stand out. Also, would be nice to auto-move to the next stage on success rather than having to back out but that's a minor thing. Nicely done
It's so funny as recently I've been playing overcooked and this is a much welcomed simplified version of where it plays really well on mobile because of the touch controls. A nice way to kill some time or to make it go faster? ;)
I like the vibrant color, the expression of the robot giving it somehow personality, and the easy to understand use of the theme
At first I was like "Oh, I see what you did there. Took a normal 'part-of-a-game' and turned into the theme. Sure, I'll bite." :) Sadly I did not get it. The zombies barely came after me and if they did they would give up and sit in idle. "Losing" didn't feel like losing because I just got my health back immediately with no sign of reset. It was also hard to tell if I was doing well or not. If these things are better explained to the player I think the game could be better. Still, it is a nice looking game
I'm always intrigue by a good fetch quest mainly because I'm amused by the clever way people find to make things fit together and have purpose and meaning. Nicely done
I was promised donuts but did not get any :( :) I tried not to compare to other games but I really got this Portal vibe while playing the game. The idea is fun and the execution not bad I would've wanted to be have been able to see 80% of the problem before hand to make decisions on how to plan the route rather than feeling like it was mainly a trial and error and remember what you did. Nicely done
This is a very pretty looking games with nice effects, lighting, and audio. The controls are challenging, however, though the idea itself is easy to understand and I get the theme interpretation. Perhaps being given the option to draw the path before hand might work better for future iterations of this game.
I actually don't think it needs the story. I mean, the effect of "going deeper" into the next level for me was enough to sell me on the theme. plus the effect is cool. I like that there's an undo feature but also wish there was a "restart this room" button because I made a mistake in one and by the time I realized it I had to sit there and press "Z" for a good while to get to the point where I could beat it. I also like how the game looped at the end. I think you have the beginnings of something fun. :D
Wow. The game made my mind explode. I always enjoy a good puzzle game and this one really makes you think. I honestly did not really see much of a difference between the "Real" vs "Virtual" undos. I'm just I'm just dumb and missed the obvious. I did see once or twice where one would like reset a large chunk of the stack while the other only ever went back once. So, I mean, I get what it did (though I said not) lol but what I mean is that I failed to use it properly to solve the puzzle. I figured that occasionally I would need to use one over the other to get enough space in stack to solve the puzzle but my brain was simply too dumb for this game. Still, I think it's a solid entry...maybe dumb it down for the first 3 levels to give me a false sense of "Hey, I might be smart" :up:
Cute. It gets chaotic really quickly lol. I think that's mainly because the enemies that are still outside of the screen are active making so that projectiles and fast moving enemies suddenly hit you unfairly since you cannot see them. Meaning, it feels like the game encourages playing fast but also doesn't have like a "warning system" to let you know you are near danger so you have to slow down enough for the camera to catch up. I wonder if this issue would be easily resolved by not having a static camera but rather letting it follow you. Otherwise I feel like I can go fast for a few rows then I have to stop for the camera to shift, quickly scan the area, and then move, rinse and repeat, which for me makes the game feel a little sluggish.
Still, fun, simple, and solid. Like others have said, the leaderboard is always a nice touch. :D
Frying Mama! I like it! :D I had to play it twice because I felt cheater the first time as I was still understanding the gameplay. I chuckled at the sound of over filling. :P Cute, simple, and a solid entry. Not to mention, very unique take on the theme :) I'm sorry for the poor shmuck that gets my undercooked overfilled short churros
Wait...what!? What just happened? The game started, I was just about to hit move forward and look around when I died in 3 seconds according to the in game timer. I didn't see what hit me until the next time. Then I had to restart like 4 times because the minotaur kept spawning right in my face and I could not escape in time. lol Finally I caught a break and was able to run far enough into the Labyrinth to feel like I was making progress only to hit a wall and die because there it was soon as I turned around. :)
A couple of things that I think would've help me engage with the game more: 1. Have the starting point of the minotaur always be at least like 4 rooms away from the player 2. Since, at least for the jam the minotaur always knows where you are at, make him slower to give the player a chance to run away since they are bound to hit a dead end anyways and the minotaur will find them 3. Use 3D sound to help the player know the general direction of the minotaur and maybe hint at which is the right path to go to since there's no mini-map showing me where I've been already. Ooh, maybe a mini-map ;)
Now, I say all this things fully aware that they take time to implement and not with the expectation that you should've done it for the jam but rather more of a "if you would like to continue to work on this project (which you should) allow me to recommend some things" :D
Having said all of that, the models look great! The lighting and mood was just right and the post-processing/particles effects really sell it. Nicely done :D
Interesting, I did not expect this reaction. My eyes see 3D low poly graphics but my ears hear 8Bit sounds effects so I keep trying to see graphics that match those sounds effects but they are not there and yet...it surprisingly kind of works - lol.
Grrr! Infuriating, frustrating, range inducing, maddening game! And yet, I kept going until I finished. lol I'm no good with physics game and I kept saying "Okay, I've had enough! I'm done" but then I would be able to barely squeeze by which made me go "Woot! I did it! Okay, maybe a little more" only to bonk and go all the way back "No, no, no! Why!!!! :'(" :P I have a love/hate relationship with this game so if you were going for that, congrats! :D Oh, and that music is nice too :)
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interesting concept especially how you need to strategize to know when and from whom to borrow, settle, and then take everything from them! lol Perhaps this might make the game a bit too easy but I wonder if letting the player know which units the enemy has chosen at the start of each round (or some sort of hint) might make it more fun to strategize. Then again, I typically lean to over empowering the player (preference of mine I suppose). :P Well done!
I don't know if this is supposed to be soothing, thrilling, suspenseful, or just busy work but the mood, the audio, and the visuals work so well. I'm personally afraid of finding myself in a situation like that where I cannot even look behind me and I can't see much in front of me and the snail pace just adds even more to it! Very unique and clean execution. :D
I can totally see this becoming more minesweeper-like especially if you implement things like "I think there's a mine here" and get awarded something for guessing right. interesting idea
Very unique art style and the music fits so well and has a nice vibe/beat to it. It really is that hard to muster up the desire to call your mother. ;)
Points for taking a unique interpretation on the theme and for adding unexpected humor. Some of the text scrolled too fast at some points which made it so that I either did not know what I was chose, chose the wrong thing, or just missed out on dialog which made me go "Wait, where did he go? Why did he go?" :P I like the concept and would to soo more of of this game polished out with sounds and music. I like to get the full picture of the story you made. Great job!
@lokt02 I hear you. I meant to have dialog through to make it more evident but didn't quite make it. Thanks for playing
@binroot thanks for playing. Yeah, I really want to add more "action" based things to the traditional "infinite runner" which I'm planning to continue to work on post jam :)
@lakea and @thomas-bringer Thanks for playing! :D
@brendev thank you for the comment π and thank you for playing!
@tek It's not obvious because I never went back to it to make it so but what you are actually doing is putting together a verse. Meaning, the 3 sentences are to be read as one single thing. It's starts by revealing the condition of the character's state of being and ends with a refocus on hope. But I can see why it appears as you said. I did plan to revisit it before submitting the game but ran out of time. Thanks for playing and commenting. :)
@msipp27 agreed πthanks for playing π
@radmccool thanks for your honest feedback. That's the goal π thanks for playing!
@reactor-scram That's poor design on my part. The game is not designed as a "role-playing" experience where you get to choose from multiple choices but I can see how it looks that way and I will need to work on that. Instead, the game is about putting together a verse to defeat depression. Thanks for playing!
@levidsmith Nice! Also, I've been calling it "Battle Phase" but I like "Confrontation Phase" better as it makes it more personal like you are facing up against it intentionally to not let it have power of you. Thanks for playing! :)
@michaelyount You are welcomed? lol. ;)
@willjardine Thanks and thanks for playing :D
@matthewrobo because you are putting together a scripture verse and that's what is written. π I forgot to put the scripture reference to clarify this.
Thanks for playing π
Very nice looking artwork, the ambient sound (plus the music later on) really sets the mood, and the simple gameplay makes for a solid entry. Nicely done. My only suggestions is to lower the footsteps sounds or play it with random pitches as it gets a bit repetitive quickly.
Wow! What a very polished and clean game. All the components are there and they work so well together. The sprite work is beautiful, the sound effects work well, the music is perfect for the game, even the light of the torch slowly dying it a very nice touch. If I didn't know any better, I would say this is a game I found on the app store. :P Nicely done!
I like the art style, the player avatar is cute/cool, and I like the effects that happens when I shoot and it glows like recharging the shot. I did not quite understand if the objective was to survive long enough for that big looming creature to get close enough for you to defeat it or if this was like an endless arena type of game. Also, I saw heart pickups and I think I died/respawned but hard to tell since I didn't see any UI to indicate health.
The visuals are very nice looking, I especially like the transition of going deeper and deeper. Everything looks pretty, the limit sound was enough to set the mood, and the music is pleasant. I got to like 111m or something like that before I stepped into a fire geyser is what I'm gonna call it. I also like the simplicity of it but it also has a down side to how simple it is.
I did notice that the "A" and "W" do not work while "S" and "D" do. At first I thought it was a designed decision to add challenge and I got annoyed but then realized that the Arrow keys work just fine. I also thought I could where I wanted only to later realize that I had to wait for the "dig" indicator. Finally, after like the 5 transition I wanted something different. I think, mainly because there's nothing else to do but "move to the right spot, press button" that having done less layers would've made it more fun. It would've gotten the point across sooner especially since there's no "You got this far, that's this many points, why not go for even more distance/points?" Some sort of incentive to try again when you fail. :D
Of course I did! I'm not a monster! lol Monster under the bed.png
Really interesting visuals that help sell the idea that this might all be a child's imagination vs reality. I wish the camera move fast enough so that I can stay in the center since often I had to stop to allow the camera time to catchup so that I could see where I was going.
I did cheese it a few places since the hitbox is so huge on the enemies and they are not aware of you until you are like dead on their faces so I found a tree I could stay behind and just kill it before they could get to me - lol
I think the concept of this game is very solid and the simplicity of its controls makes it a really great candidate for a mobile experience. I now that the guy's hand points at the direction you will jump next but it is not as obvious as I would like it to be in order to allow me to move faster in the game. I think it would be helpful to maybe add an arrow above their head to quickly remind me of where I am moving to next. Perhaps this arrow could be a set of arrows that could show you how much you've charged your jump and help you better gauge your travel distance. These are just some minor things to help improve what I think is already a solid game. Nice work!
Is this like a "Baldi's Basics" but turned up to eleven!? lol :P
lol. Question! Does this really work? Just wondering if that is how you met your special someone or plan to. :P lol It's so silly and yet it works so well and the hand drawn-like graphics sells it even more. Also, this the long lost dating sim that Nintendo tried to put on arcades but had to settle for the boxing matches only due to budget constraints? :D
I like the simple concept behind it and it is easy to jump in an understand what how to interact with the world but I feel a bit claustrophobic playing the because in some section it feels like you only have 1 pixel of error margin which is annoying easily to miss which is not helped by the feeling that I could try to perform the exact same action and each time it yields different results. This is more of a personal thing because it is probably done this way by design and with intent, I'm just not a big fan of "leaps of faith" and only being able to see enough to sort of make a guess on where to drop. Maybe increasing the field of view to see just a little more would help with this.
I say all of this only because I think you have a solid idea here that can easily be expanded upon to make for an even better experience and I just want to share some of my thoughts as to what might help make the experience better. :)
interesting take on the theme and the style of the game stands out. I wish there was some sound, even if it was just ambient as well a maybe a way to keep track of the current task only because it look me a bit to realize that after doing one action previous actions would now say something different and so I was not sure if I was going down the right path. Not like hand holding from the start but when I discover something new a thought bubble might be available for me to click on to "remember" the last thing that I triggered or something like that
Question! How much does this job pay? Follow-up question. Do I get medical and dental if I get bitten? I will need treatment for the wound and a good dentist for the new fangs. ;) I like the humor on the grave stones (whether the spelling of some of the names was intentional or not I think it adds charm to the game) and I like the art work. Just wish I could throw pizzas to distract the undead or use pepperoni as throwing stars to attack them ;)
Interesting idea and I like the animations on the main characters. I didn't think it would be this challenging but its like the game plays a trick on your brain because of how you control the individual characters. Maybe I should've played with a second player for some local co-ops. I think visually it looks great and sells the point of falling down...Sadly, I had to break up with my girl...she kept pushing me into arguments. lol Nicely done
I like the simplicity of it and that I can directly click on the block, rather than having to aim my swings, in order to break through. I did find it challenging to have those clicks work from time to time. Not sure if it has something to do with the resolution (yes, I did click on the full screen to see better, but sometimes it seems like I had to be right on top of a block to get it while at other times I could be far from it and still get it.
My recommendation, as others have mentioned, is to put an in game reminder of "E" to pick up. However, seeing that clicking is the main mechanic, you might want to consider being able to simply click on the chest to open/auto collect the time or let me collect it by getting close to it. :)
Awwww! I was expecting a jump scare or something at the end when it tells me "It should be nice to see again." I was like "here comes the revelation that Casper has grown now into an adult but death has not been kind to him." lol I've been wanting to play around with an idea like this and I like your take on it.
I did get confused when I started to follow the voice because I thought there was a "sweet spot" where the ghosts says "Here we go" like at the start when we move the mouse around but I think that's just part of the random loop of voice clips play. I'm pretty sure I heard some japanese in there too. :D Excellent mood setting!
Very, very cool. I kept trying to find a rhythm to see if I could hear a song like "hammer time" but, if that is part of the game, I missed it. Lol I live how simple yet engaging and fun this idea and its execution is. I really do wish there was music accompanied with each hit to emphasize the hit and, who knows, maybe a creative player could play a song but going fast, slow, and/or stopping at sections. Great work!
Very cool and that mood is right on point! Everything from the lighting (or lack there of), simple sounds, great ambient music, to the simple yet intuitive controls makes it for a cool experience. I was even encouraged to try to always find the best spot to plot a torch to see how far I could stretch each one. :) Was a bit annoyed when I saw the second bag of torches being just a tad bit out of the "safe radius" but, since I could see them, I went for them only to "get lost in darkness" :P Maybe an indicator that "you are leaving the safe zone" might help with this. Nicely done
You can't trick me! I've been in the Matrix once or twice :P lol Null Byte.png
Looks like a health system was not put into place so the next run I did I simply kept shooting whatever was in front of me and moving left with reckless abandoned for my own safety and well being. Just kept reminding myself "There is not spoon" and I won! :D
I really like the concept and simplicity of it all. It's easy to understand and get into and the nod to a classic "point and click adventure" is unique but I didn't quite like all of the aspects of it. Since there are parts if the game that allow me to move using keys (I wish I could use WASD in addition to Arrows) it felt off switching between the two control schemes.
Meaning, I wish I could just right click to move and left click to interact rather than having to switch modes above or at the very least give me the options to use 1,2,3 alphanumeric so I can change my actions. That made the game sluggish for me and clunky. I think if you give the option to do that it would make the game even more enjoyable.
The idea is fun and a unique interpretation of the theme and I think you did a great job implementing it, just some minor things to help improve the experience (at least for me) :D
Challenging but also has this very unique style to it. At first I didn't realize you are essentially on a time to find the right path in this maze which makes sense given the goal is to not get lost in the darkness but I think it could've been made a little more clear. Then again this might be a limitation of the visual styles chosen for the game. I wish there some sort of a "pay close attention and I will give you a tiny hint" as to whether you are going on the right path or not because otherwise it is just a memory game filled with loads of trial and error which I'm not a big fan of. Something like my steps echo or sound different, and/or the lights flicker briefly when I first come into view (so if I missed the flickering welp them is the game). Maybe there is something like that and I just missed it :P
@eupde thanks for giving it a go. I think we did not make it clear that you can create a "cross" by going over other tiles. That is how you beat level two :D
@eharp Sweet! Thanks for playing!
@vicoptp thanks for playing. The funny thing is that I had the button in place and the solution for it but forgot to finish/enable it before posting. That's why there's an empty spot next to the start button. Lol I'll probably upload a version with that enabled soon.
@codsalmon Thanks! @nardandas I agreed 100% and I really tried to find a way to accomplish that while also supporting all the other moves. I will need to invest more time into that because I'm with you on that one :D Thanks for playing
Thanks everyone for playing our game and for your feedback and to those who streamed it thank you! @arthurds @erikengineengineer @charles-viau @bridgefromtv @kage @toxiccomputer @notke @ghostbit @nshbae @simpathey @rein @bougiebirdie @potkirland @john-luke-lusty @karsinis
@pancelor there really isn't an intended way to our levels as our goal was to create multiple solutions for players to experiment. I love your solution as I never seen it and it works beautifully. Nicely done! Thanks for playing
@jcmonkey sorry, there's a bug that if you get too close to the back wall it won't drop because it thinks it's blocked. I usually take a step back and it works. Thanks for playing
@silkmeloni thanks for giving it ago
@bauke-regnerus thanks for giving it ago. I tested real quick and verify at least my ps4 controller works. I did have to make sure to click on the game to have focus on it. Sorry that feature didn't work for you
@lbrande thanks for your feedback. Much appreciate it. Sorry the controls didn't work all to well for you. Thanks for playing
@drentsoft it's like you read my mind! Thankd for playing and for almost getting a perfect score!
crazy tractor! :P
Cool choice of aesthetics and the music sets the mood for a tranquil experience. The player avatar looks really good and the effects when you get hurt really feel like I got hurt. Keep at it and I think this game could be a fun mobile game.
Cool. I went back and ESC-ed the connection thing and got to play the game. Interesting usage of 2d/3d graphics/perspective. The music is fun and the lighting gives that sense of exploring the unknown. The movement was super fast for me and I kept trying to "click to shoot" when I know it is spacebar, lol.
I typically play sports game in an "just shoot like crazy" but I can't do that here as the ball can bounce back into my goal and I lose...lol. I like the random generation and the progression is fair. I also like that the ball shines the path as it moves, that's a really nice feature. I did have a little hard time with controls as they felt floating and like I was on ice so it was nice that when you get the ball it stops to allow you to shoot. Nice entry :)
Made me laugh when the customer asked for "G" and I have him "garbage" and they said "It looks tasty" when when they asked for "S" and I gave them "Steak" they yelled "What is this garbage!" nice idea and well implemented. I don't mind at all using the arrows for backspace. Didn't catch that time was passing by so when I went to submit an order the transition to end of day was happening and I hit next by mistake thinking I was still submitting a word so I missed my results but no biggie. Still fun to play. Excellent work!
Very, very, very cool. I really love the switching mechanic, how seamless if feels, and how it changes the gameplay in an instance. Very well done. My only suggestions are: allow space to be JUMP, mixed about having to hold a button to push (maybe offer a toggle?) it works but maybe not having to makes the game a little faster, and may be doing auto-switching when one character has made it to the portal and is no longer needed to complete the puzzles (though this may be too much of an ask :P)
Congrats on releasing this game!
Don't know how to move but the idea seems fun. Games that require other players can often be hard to play/vote for during a jam because most often it is only one person playing your game, however I had a good chuckle at the name of the game and I like the simple graphics.
I'm not good at these types of games but I can see the overall vision. A little more polished graphics and with some bg music would create a better experience. Keep at it! :)
The music was fun and the game gets intense really quick. :P I wonder if rather than scrolling through the different bullets it could be a better experience to "level up" as you destroy the blocks. Meaning, at the beginning you can only do the "2" blocks but after a certain amount you level up and now you can do both 2 and 4 and so on and so forth. That would allow me to focus more on finding the enemies I can currently destroy (puzzle) while not making my dodging/shooting (2d shooting) be so hectic. Just a thought :D
Very challenging but well implemented and executed. I feel like I should playing this on a GameBoy or something. Difficulty curve sort of spiked up too quickly for me but that's maybe because of the "small size" concept. Still the graphics follow a solid theme, the music is fun, and the sound effects fit well. Good work :)
Well executed rhythm game in the sense that I felt the input/indications of how I did are fair. The graphics are fun to look at and the music has a nice easy beat to follow. One thing I did not understand is what the arrows bellow the enemy's health was for. Also, the start of the attack animation was a little distracting making me want to stop to see what just happened since there's like a moment of a flash of black. Other than that now I don't have to play Theatrhythm. :D Nicely done
I cannot believe I got spooked by a talking chair! You got me good. I think you nailed the humor/horror very well as every jump scare I encountered was followed by a laugh. This was entertaining. :)
Very cool idea. I'm a big fan of the Metal Gear Solid series (MGS 2 and before) and to see the title screen like it was really fun. I need to play with a pad because it is really hard on keyboard however, it was fun to play. Thank you for making the pattern the same for the different actions making it easier to learn. That was a nice touch.
Neat little concept. I really enjoyed the win animation coupled with the jingle and the sound effects for the zombies was a nice touch. Would've liked to have control over the strength of the swing by holding down the mouse as so that I can manage things better. It's easier to know how hard the swing will be based on muscle memory so I can focus on avoiding the zombies rather than having to look at the meeter and the zombie. Unless that was the whole goal, in which case, nicely done :P
Hard for me to rate on audio when I did not get any while playing the game. Still, I went ahead and voted on all the categories to the best of my abilities based on my experience. The games reminds me of a NES game with turnbased mechanics which works well.
I like the simplicity of the game and its mechanics making it easy to get going. The ambiance sound is pleasant to the ears and this style of art-style is one of my favorites. Moving and jumping is fluid but I struggled with the pushing mechanic as I often fell into the water along with the water - lol. Also, landing on the barrels was a challenge that may be a side effect of the camera angle. Perhaps an improvement there is to anticipate the player is trying to land on the barrel and move the model so that it makes a safe landing (assuming they are not making drastic movement inputs ;D). Pretty solid entry!
Funny intro sequence and I like the story element of it. The game fills little stiff, I get this has infiltration elements, but I felt like I was moving a big boulder that would get easy stuck. However, the animations are great and I really enjoyed the story delivery. Good work.
Woah, what a rush! Not sure if it was me but it looks like I had to press start twice to get going and took me a bit to see who I was so I died soon after the beginning but after that it was on! The collision boxes seems a little too big the player and I would recommend maybe adding a "lanes" I can switch to instead of free floating. I think that would make the experience more fair. Nice work
@amatwiedle Thanks for playing. Sorry that you experience this bug. We haven't encountered it ourselves but I if we do, we will post a post-jam version so that the game is winnable. Glad you enjoyed the models and sound
@emmitt we are glad to know that the mood was set for a good nostalgia moment and our music person appreciates your appreciation to his music. :) If we ever post an OST we'll make sure to do make a blog post about it. Thanks for playing. :)
@puffballsunited we aimed at setting the right mood, glad you liked it. Yes, we found out late in the process that the camera angle made it a little hard in some areas. We plan to keep working on this project and try a different angle. Thanks for playing.
@caillou it's encouraging to know the game is accessible even to those that do not normally choose a stealth like game. Sorry about the robot sound. We are still learning how to do 3D sounds in Unity. Thanks for playing
@mashas Thanks for playing and for the comment. You are right, there's no penalty for taking your time currently, but we at least wanted to set the right mood to build an interesting ending. :D
@gamesplusjames Our character modeler was aiming for that style, glad you liked it and thanks for the comment and playing. :)
@travis-spuller really appreciate the comment. These are all super good suggestions that we as a team will discuss and strongly consider as we work towards improving the experience. Really value your input and thank you for playing! :D
@strangeryann thank you for playing and for you comment/suggestions. I'm not 100% clear on the button binding as all actions in the game are currently bound to a buttons. "E" is for accessing all terminals, alpha 1 is for doors, alpha 2 is for cameras. I will say that leaving the icons around may be a little confusing and is there more for when we get the chance to export a mobile version of them game. We had plan for having the player restart at the last big terminal hacked and the code was in place but there was a bug that prevented this from happening. Hoping to finish a polish version by this weekend and posting it which will contain that feature. Thanks again for playing and the constructive feedback. :D
I have mixed feelings about this game. On the one hand I think the ideas is great and the concept holds water. The difficulty progression seems fair however I could not get far enough because I experienced some issues. First, I tried playing in Windowed mode to ensure I could close the game (just in case ESC didn't do it) but that present problems as the mouse is not locked within the window and I kept stepping outside the window. So I tried full screen but my resolution was not right so everything was zoomed in. Still, I think this has great potential.
This was fun! I disliked how I couldn't defeat the enemies making some portions of the game more of a waiting game since the game between monster and safety was so tight (which may have not been so bad if I had a button to skip my turn. Unless there was and I just didn't know about it - lol). However, I really enjoyed the execution of it. It took some getting used to because I'm used to continuous fluid movement but it never felt unfair and I didn't miss a beat. (duh, it's going to take some getting used to, after all this is essentially a new genere no. :P) Really cool. :D
Let me start by saying it was intense and I was getting into it when suddenly I hit a ramp and get stuck like this: stucked.png
:( I know I'm not the first one to mention it. Also, the sound effects where rather loud and sometimes clashed with one another. Still, the car movement was pretty smooth and it felts responsive. The enemy models and animations was pretty sweet and the voice over was a nice touch.
Very cool and the shooting feels so good as in the visual and audio feedback makes me feel like I am shooting a powerful gone. The movement is pretty fluid and applaud the ambition of giving so many different button combinations to accommodate as many play styles as possible. Though at first it looked overwhelming once I saw I could use my mouse to shoot/rotate and just move/jump with WASD it as good. The game is polished and well done. I wish the following was less vague but I myself am finding it hard to word it. Essentially, the platforming controls didn't feel responsive. I found myself often thinking I was performing an action only to see my avatar not doing anything. I think this may be due to getting a feeling of something like a twin-stick shooter or something where the gun follows the mouse only to be met with something more rigid where the avatar can only shoot in a straight line. I get it though. Having the gun simply follow the mouse would change the game significantly. Just trying to word the strange feeling I felt while playing. :)
Really nice graphics and the animations are on point. I enjoyed the fluid and responsive controls. I'm not too familiar with the concept of a shopkeeper game nor have a played many dungeon crawlers but it was fun. Nicely done
I really enjoyed the lighting and aesthetics of the game, very cool. The concept is simple and I like it. Wish I could move with WASD/ARROWS as it was challenging for me to move with mouse and click. Other than that, solid entry
Nice job with the aesthetics and the animations and responsiveness of the controls felt good and fluid. Music set the mood quick nicely. I did have a little troubleshot with the change weapon mechanics and I died really quickly at the end. I think the enemies were missing some knock back damage since my melee range is so short and my range weapon is dry. Still, neat game
Took a bit to understand that I was supposed to move to the beat but once I got it it was easier to maneuver. Keep at it! These jams show us how much we know/can do so let it be a motivation for the next one. The idea itself is cool and should you continue with it I think it can be a fun little game.
Hard core! I like the humor, the sound effects, the over the top action happening on the screen but it is a little hectic for me personally to track successfully and switching characters where a little strange. It looks like it tries to give me the character closes to the ball but I seemed to be all over the place - lol. Also, am I not able to control the keeper? Cool concept. Would like to see this fleshed out some more. You have something interesting here
Very interesting combination. I enjoy light-gun games so thank you for making one. I do enjoy the concept but it is hard to keep up with both once the game gets going. There are too many things passing by and having to divert my attention to match the items was a little hard to do. I really think this idea has great potential.
Some suggestions I have are: removes the cards that have been paired until the board is cleared before resetting (may make matching easier but it's also easier to remember what has been flipped until the board is cleared), reduces the onslaught of targets based on total cards to flip (keep a low rate when there are more cards to flip), and finally, make an arcade version "Time Crisis Style" where you can release a pedal to go down to match and press the pedal to shoot the targets.
Really neat idea. :)
I like clean simple/clean graphics with nice colors like these and the physics look good.
I like the concept. Would've like to been able to either rapidly switch to a unit to attack or have the units be smart enough to attack on their own (perhaps slower and takes longer but at least they wouldn't be sitting ducks). Otherwise, it can be a little too much to handle switching so much around and camera perspective just to attack an enemy. Looks like the path finding was fighting with itself making it hard for me to move all my units at once. If I tried this, all my units where pretty much dead. :( Still, I like the concept and think there's something fun here. If the RTS elements are more fleshed out and a faster more intuitive way to go into FPS modes is added, this can be really fun.
Perhaps a shortcut, like space bar, when a unit is being hurt to snap into FPS for that unit so that we can shoot quicker. Also, not sure if this was implemented or not but while in FPS allow to shoot different body parts to cause different amount of damages. Thus allowing the idea that while in RTS mode the units will auto attack the "body" which takes longer to kill but then I can switch to FPS and shoot the head for an instant kill. That might be fun and makes the game more interesting. Nice work
Clever implementation of the theme. Took me a bit to understand how to play but once I understood it was ON! Challenging to say the least but executed beautifully. I like how it forces you to think about the next couple of steps but gives you time to do so since you control when everything moves. Great work!
To be honest, really disappointed of how short it is as it had me really curious and exited to play. I was looking forward to at least a handful of puzzles or something. Still, the mood was good, the story got me interested, and everything was nicely done. Good job