Lunar Grid by ranseur 2021-10-04T11:43:23Z
Fun little arcade game! Nice clean art style. I do wish you could move diagonally, though; would make the game feel much better.
Foon → Ludum Dare Explorer → Users → python-b5
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | On Ivy Boulevard | jam | 104 | 4.03 | 3.62 | 3.82 | 3.40 | 4.23 | 4.29 | 3.37 | 4.33 |
| 2025 | 57 | Depths | 👥 | Scares on Schedule | jam | 384 | 3.62 | 3.50 | 3.85 | 2.74 | 3.99 | 4.07 | 3.49 | 3.73 |
| 2023 | 53 | Delivery | 👥 | Careless Couriers | jam | 1056 | 3.04 | 2.74 | 3.11 | 3.76 | 3.42 | 3.44 | 2.72 | 3.02 |
| 2021 | 49 | Unstable | 👥 | A Gift in Good Faith | jam | 1079 | 3.26 | 3.08 | 2.97 | 2.66 | 3.27 | 3.46 | 3.26 |
Fun little arcade game! Nice clean art style. I do wish you could move diagonally, though; would make the game feel much better.
This is really impressive! Wish I had a real oscilloscope to play it on :)
Not sure how it fits the theme, but this is quite fun!
I like the concept and the clean graphics, but I agree with others that it's too much about trial and error and micro-adjustments - the bouncer in particular was very volatile.
Good job, though :)
This was really awesome! Can't believe it doesn't have more ratings. I like the "puzzle box" design, and the text all around. It gave the game a nice personality :)
Really great job!
Enjoyed this game and felt that it was very polished and had nice graphics; however, it didn't really have anything in it I hadn't already seen in games like Peggle. I think having a bit more of a twist to fit the theme (beyond the narrative) would've really helped.
Overall, though, this was fun to play and well-made. Nice work! :)
Really like the polish and attention to detail put into this, especially the tutorial area and how the game slowly introduced concepts. The game also looks beautiful!
I think this idea has a lot of potential and I'd love to see what else you guys can do with it. Great work! :)
Really wanted to try this, but I just get this error: ``` Call to WHvSetupPartition failed: ERROR_SUCCESS (Last=0xc000000d/87) (VERR_NEM_VM_CREATE_FAILED).```
@alaah 6.1.26, I believe.
Unfortunately I'm out of time to actually play it, but I'll give this a try later if I can get it working!
I think the game could've been more unique, but it was fun to play and polished! Nice work :)
Thought this was going to be more of a racing game at first, but was pleasantly surprised! The gameplay is really fun and challenging, and the reloading is clever. One small annoyance I had was that there wasn't a proper fullscreen mode (the button on itch added black bars instead of actually expanding the game screen). A Windows build would've alleviated this.
Nice work! I'd love to see this expanded on in the future :)
Really good job! I do wish there were at least some maps included, but it's impressive making a full level editor during the time limit :)
Good job!
This is a really interesting idea! And fun to play too.
I agree with @jpcard that the game is GPU heavy - my fans started going hard as soon as I used luminance! Maybe I just have a bad GPU :)
I'd love to see this expanded after the jam (maybe with some new textures and models to add detail). Really good job!
Fun game! I thought the machanic was really clever and has a lot of potential. Great job! :)
Really fun game! I liked how polished it felt. Personally I really dislike the chromatic aberration effect I've seen a lot in this jam - it hurts my eyes and is distracting. An option to turn that off would be nice.
Nice work! :)
Fun little game - I wish the controls were a bit different (not a fan of space to jump), but this was really enjoyable and has a lot of potential!
Good work :)
Pretty fun; a little janky to control at times, but that's to be expected from a physics-based game like this :)
Good job!
This is my favourite entry I've played so far! Really impressive making a full authentic NES game for LD. Also really enjoyed the music changing on the different layers.
I did notice strange whole screen flickers on Layer 4 - is this intentional? I died on the layer and haven't tried again yet, so don't know if any other layers have it.
Really liked the aesthetics and idea! I think some sound effects would have really helped the gamefeel, though, and I found the game a little too easy. I also eventually started noticing sections of the level repeating, though that's more than acceptable in a game jam :)
This has a lot of potential and your pixel art in particular is outstanding. Really nice work! :)
Found the game a little slow and frustrating to play, but I like the graphics and it felt very polished. Nice work :)
Really fun (and funny!). Haven't had the chance to play in VR yet but I might try that sometime soon. Nice work :)
Fun game, and the graphics are beautiful! I think a bit more of a tutorial would've helped, but this was a fantastic entry!
Nice work! :)
Interesting concept, but I didn't find it super fun - I found just spamming different items around ended up working the best. Good job, though!
Very nicely polished entry! Fun to play and with a good, clean art style. Great job!
Was very confusing for me at first, but a creative use of the theme!
Interesting idea, but I found it a little too short and easy. Definitely has potential, though - I'd love to see an expanded version of this!
Good job!
A fun game with nice aesthetics and music! I wish that there was a bit more to the game - it feels very similar to other tower defense games right now. Overall, though, nice work! :)
This was hilarious! I found sometimes there was just no time for me to get back to te conveyor, but I didn't really mind too much. Nice work :)
Nice game! I enjoyed planning my route through the pyramid. I thought the controls were a bit awkward, but overall, nice work! :)
I found this game extremely difficult, but fun! It's a nice simple arcade game that's quite addictive. Nice work! :)
I like the visuals, but I have a couple pet peeves: the camera is pretty janky and made me feel sort of motion sick, and the visual effect around the edges of the screen didn't help either.
Overall, though, this is really impressive for a game jam - good job!
Interesting game, I like the sense of humour! The art is also gorgeous. Good job :)
Nice entry! The levels had a good difficulty curve and were well designed. Also liked the calming music. Had a lot of fun with this one!
Nice work! :)
I think some sound effects would've helped this game, but it felt super polished and I loved the graphics! A lot of fun to play too. Great work! :)
Fun twist on the ever-popular "stacking" genre from this jam! Really fun to play :)
Nice work!
Neat game - nice work making it in Pygame! It was a bit of work to set up due to `pymunk` not being correctly listed as a dependency (had to manually install it), but I eventually got it working.
Fun to play, though aiming was tough without a reticle. Adding one would've helped the game, I think. And it's a shame you didn't have time to incorporate the theme = the idea you had seemed like a lot of fun!
Good job overall :)
I think the game could've been more difficult (some hazards would go a long way), but it's a good start and the idea definitely has potential.
Good job :)
Really fun game! I love the art a lot. Really satisfying to play! :)
Nice work!
I appreciate that this game has a twist on the "stack blocks" idea that's shown up a lot in this jam - it makes the game less frantic and more about puzzle-solving, which I like. I found the game very challenging, however - a bit more of a tutorial and warm-up would've helped the difficulty curve a lot, I think.
Overall, though, great work! :)
The controls felt a little weird (especially the jump) but once I got the hang of it it was pretty fun. Nice use of the theme! :)
Good job!
Found the game a little tricky to get the hang of, but once I did, it was quite fun! Nice work :)
Found the game a little confusing and hard-to-control due to the isometric viewpoint, but a nice idea and pretty fun to play. Liked the music too!
Good job :)
Really enjoyed this game! I thought it could've fit the theme a bit more, but the graphics looked awesome and the gameplay was fun!
Nice work :)
I like the idea and the puzzle-y gameplay - wasn't expecting that going in! I thought that maybe the player moved a bit too slowly, but overall, nice work :)
I really like the graphics, and the mechanics are interesting. My main annoyance with this game is the controls - they feel a bit unresponsive and overly "smoothed out", I guess. Not good at putting this into words :)
Good job!
Nice puzzle design! Reminded me a lot of Braid, but the limited rewind time was a nice twist.
Good job :)
I enjoyed the game a lot! Took me a while to figure out the locking mechanic, but the game looks great and is fun to play.
Nice work :)
Fun little puzzler, though I've seen very similar games before. Really nice for 12 hours, though! Nice job :)
Found the game a little tricky to learn - a tutorial would have helped - but once I figured it out, it was quite a lot of fun!
Nice work :)
I had a couple instances where I was sandwiched between two balls with no hope of escape or progress, but overall, a neat idea and fun to play!
Good job :)
Fun game! I really like the graphics.
I did get the hang of the controls after a few tries, but I still found them a little difficult. I think the turning speed could be reduced a bit.
Good job overall!
I found this game a little annoying and awkward to control, but I really like the idea and think it has a lot of potential!
Good job :)
The game was fun and felt very polished! I thought after a while it got a bit boring, as it wasn't incredibly difficult. Maybe your speed increasing with score as well as unstability would help with that. Overall, though, nice work :)
One of the better entries I've seen this jam! It's aesthetically nice, has calming music, a fun story, and most of all, is really fun to play! The puzzles were just the right amount of challenging.
Great job! :)
Really nice visuals and polish! I think a tutorial would've really helped to understand the game better. Nice work! :)
Good job! This game is really pretty, but I think a tutorial would've really helped to understand it.
Really enjoyed this one! The aesthetics were nice and clean, and the tutorial was really helpful. Quite fun to play too!
Nice work :)
I thought the camera seemed glitchy and strange - I would've preferred to see more of the tower at once. Overall though, good job :)
Nice job pulling off a 3D platformer in a game jam! I noticed a couple things; first off, the camera goes through walls! You can see the rest of the map - guessing this wasn't intended? I also thought that the respawn timer after dying could be made shorter.
Good job, though! Really enjoyed this one :)
Really enjoyed the aesthetics! The control scheme was unique but I thought the gravity was a little heavy. I also found it a bit annoying that I had to restart everything when I died.
Overall, though, nice work :)
Totally didn't expect the dragon! Quite a surprise :)
This is the most creative of the "stacking blocks" genre of games I've seen a lot in this jam. The unique theme and more physics-y take on the theme made this feel much more unique than the others.
Good job!
Fun writing and an interesting take on the theme for sure :) Took a bit to get the hang of, but quite a fun game!
Good work!
Fun little game! The levels were well-designed and the game had a nice aesthetic. Good work :)
I've seen this type of game a lot in the jam, but this one is well-made and fun to play. Nice work! :)
This game is really fun to play! Great concept and execution. I'd definitely expand this one after the jam with more levels/mechanics if you can, this is great!
Good job!
Really good job! Very creative idea; I've never seen something like it before :)
I do wish that the boxes you drag didn't go through walls, and that you could move them faster without them clipping through the beam, but otherwise this feels very polished! :)
Great work!
This is a cool game! I do wish the platformer controls were a bit floatier (the gravity is a bit heavy for my liking), but the graphics were nice and the game felt very polished.
Good job!
Took a while to get the hang of, but it's a fun take on the "tower building" genre. Good job! :)
I think it could've fit the theme more, but this is an extremely clever puzzle game and I had a great time playing it! More of a tutorial would've helped, but I got the hang of it after the first level :)
Really great job!
Was surprised to enjoy a Jenga game so much - but the calming music and clean graphics were really nice! I also like that you have to nudge blocks to push them out instead of pulling them like normal. I did find that many of the blocks on the top half of the tower could be pushed with a well-placed nudge and fly out of the tower super fast - might want to look into that. Good job!
Really fun game and a creative idea. I also love the aesthetics! The one minor piece of criticism I have is that the dash animation is too fast - I found myself getting very disoriented when using it.
Overall, though, this is a fantastic entry! I'd love to see where you could take this in the future.
I really like this mechanic and think it has a lot of potential! Couple things I would think about:
- I thought that having the base be sloped made the game a bit too easy - maybe if there were more levels, that could slowly be phased out for a flat base? It would add some nice challenge. - Also, I want more levels! This was really fun and I want more.
Everything felt nicely made and polished. Great work!
Really good entry! I think this needs a bit more of a scoring system, and some of the platforms were a bit hard to see (the details were lost on the white ones in particular), but I had a lot of fun with this game! Lots of potential.
Great work! :)
Felt really polished and was aesthetically really nice! I liked the tutorial too. I thought that it got a little boring after a bit of playing, but overall, great job! :)
Wow, this is extremely fun. Really nice job! Felt polished and tight. I'm a sucker for good platformers :) I also like the NES aesthetic a lot.
Great job!
Fun little game! I found the controls for the cannon a little confusing at first, and I agree with @omegafalcon that there should be a meter or some sort of feedback.
Good job!
Really liked the graphics on this one! I do wish there was some more audio (maybe some music)?
Cool idea, though! Good job :)
Whoa, this was really cool! Obviously the gameplay itself wasn't anything new, but I wasn't expecting the game to look the way it did! Was really unique :)
Nice work!
An interesting idea, but it dragged on considering there wasn't really gameplay and I had to complete 3 rounds to win. Has some potential, though!
Good work :)
The controls were tricky to get used to, but the game was unique and quite fun! Nice work :)
Fun idea and also pretty fun to play! I liked the aesthetics, but as it's a PuzzleScript game (which I dislike the low resolution of), I had trouble making out much while playing, making the game much harder.
Lots of fun, though! Nice work :)
Interesting idea and nice graphics. I think some nice, calming music would've enhanced the experience a lot, though.
Good job!
Wow, this game was super impressive! It had great graphics and was pretty fun to play.
Nice work! :)
Don't think it really fits the theme that much, but this was really fun and I was playing it for quite a while. Great work! :)
The controls were a little tricky to figure out (a tutorial would've helped), but this is a really cool game! The graphics are also beautiful.
Good job!
Really liked this one! It was unique, fun to play, and aesthetically nice. I liked the zooming effect then the island was tilting!
Great job! :)
This game is absurdly polished and really fun! Good job. Was fun to chase highscores for a bit, but it turns out I'm not very good! :)
Nice entry! Had a lot of fun with this one. Couple things: I do wish there was a bit of a gameplay difference between the fish and mushrooms, and I found myself suddenly dying a couple times when jumping, as a mushroom spawned right on top of/above my head.
Overall though, nice work! I think this has a lot of potential :)
Very hard to learn how to play, but pretty interesting once I figured it out. Got annoyed at the "Warning. Reactor critical" repeating over and over at the start though :)
Good job!
One quick thing - I would advise that you host an entire .zip somewhere instead of just a Google Drive folder; it was a bit finicky to download.
Cool art and an interesting idea - however, there wasn't much strategy involved. I found that the best strategy was just to spam everywhere until I won (which took about a minute).
Lots of potential, though! Good job :)
Really fun game! I love the aesthetics and it felt great to play. It did irk me that it wasn't quite 16:9, though ;)
Good job!
Good job! I might make the movement a little faster, and the blur around the sides was a bit distracting. I liked the art a lot, though!
Good job!
I noticed that no matter what I did, the game never ended; even having everything fixed at once didn't do it. What was I supposed to do?
I also thought that it was a little bit boring. It might have needed one extra mechanic, I think.
Nice job! I think it could've benefited a bit from tighter level design. One thing I noticed was that the "darkened room" wasn't actually dark, but that could just be a problem on my end.
Interesting idea, but I found it pretty hard to actually control, and the water was too hard to see for me. Nice work, though! I'd like to see where you can take this :)
@mahjoub Your antivirus is blocking the game. Try disabling it
@tattomoosa Make sure you check the map in the castles - it shows the whole maze for you to plan the route! Just press Z while standing next to the table.
@moonblast The monster is supposed to move faster than you! Make sure you're pushing it away and using flares. :)
@seam00se I'm glad you liked it! :)
@tarren Could you share your system specs? I'd love to help :)
Thanks everyone for the feedback! I will post a small balance patch later today to adjust the hitboxes (easier to pick up flare, push minotaur away).
@samuli Unfortunate it's being flagged - will try to switch compilers in GameMaker to see if that fixes it.
Update - just published a compiled version on itch.io! Hopefully it fixes any issues :)
@mhorth Yeah, that might be a good idea for next time. Luckily Alt+F4 works fine on this game :)
@kamuniaft Glad to hear you enjoyed it :)
The Minotaur is supposed to be faster than you - the later levels especially are especially puzzle-y, and may take a while to figure out. We might've made the difficulty curve too harsh, though!
Thanks for the feedback!
@sslees No, the game is capped at 60 FPS. The Minotaur should be moving slightly faster than you; if it's not working that way, just let me know and I'll fix it! :)
Quite a fun game! I liked the sound effects and ambience a lot. The level design was also really nice.
Good job :)
Ooh, this one's cool! Took me a bit to get the hang of but was fun once I figured it out.
Really like the mood and how creepy the monsters are, good job :)
Found the tank controls a little frustrating, but I like the graphics and the music! Pretty relaxing to play. Nice work! :)
Really polished and a lot of fun! It's interesting to have to balance my stability. I think the game is a bit too hard, but overall, great work!
Impressive coding this in plain C++ :)
The game was really fun! The levels were well designed, and the mechanic has a lot of potential. I think better graphics (being able to tell that the bombs are bombs instead of cubes) and audio would really improve the game.
Great job! :)
This game feels very polished and is a lot of fun! A fullscreen mode might be nice, but I really enjoyed this one :)
Great work!
I think some of the levels were a bit frustrating, and that the colour palette could be adjusted (I know Pico-8 is limited, but these colours specifically don't really do it for me), but overall this is really fun and has a lot of potential!
Good work :)
There isn't a download link... could you add one? You can update the page after the deadline, and it's still jam submission hour.
Very interesting game once you learn how it works! Definitely would expand this after the jam.
Found this game a little bit confusing - I think a tutorial would've been nice :)
Otherwise, great job!
I thought the controls were a little awkward, and it was annoying to have to click through the menus again every time I died. Overall, though, nice work! :)
Really enjoyed this one! Felt really polished and was fun to play. The graphics especially were beautiful!
I would've liked to see a fullscreen button, as the fairly small window made the game a bit harder to play for me; since you're using GameMaker, all you need is an object with an F11 event (or any other key) that has the line `window_set_fullscreen(!window_get_fullscreen());` in it. (If there is fullscreen and I somehow missed it, sorry!)
Really nice work! :)
Took a few attempts, but I got it! One of my favourite entries so far, really well done! :) Lots of fun!
I love the effect when you die, found it hilarious for some reason :)
The game is fun, though I think it could've done with a bit more of a twist gameplay-wise to help it fit the theme.
Nice work!
Nice first effort. I have seen a lot of these block-stacking games, and I think this one could benefit from a bit more of a twist. I also didn't notice any music? You credit someone for it on the LD page, but there's none in game. Good job, overall!
I really like the art style! Addictive and quite difficult. Audio would've really improved the experience, though.
Good work! :)
Enjoyed this game a lot! The art and music were very relaxing, and the game was fun to play. Nice work! :)
Fun, creative idea, though I found I could just spam to make a "usable" bridge pretty easily. Good job, though! :)
Really fun mechanic and feels quite polished! I also love the upgrade system :)
Great work!
Nice-looking and feels polished. I found it a bit easy - I think it could've done with something to spice up the gameplay a bit. Overall, though, good work :)
I think more of a tutorial would've really helped this game - it took me a long time to figure out what I was supposed to do. It's a neat idea, though, and definitely has potential!
Another small annoyance I had is that you're kicked back to the menu after completing each level. I think it would've been better to immediately jump to the next one.
Overall, though, good work! :)
Not sure how this fits the theme, but I love it nonetheless. Very creative and fun puzzler, and quite polished.
Great job!
Interesting idea, but I found the main gameplay very hard and almost a little boring - it didn't have any creative ideas and felt more like filler. I like the art and narrative, though!
Fun game! The controls were really nice and responsive, which I liked. Audio would've definitely helped it feel more alive, but the graphics were nice enough that I didn't mind too much.
Good job!
Really hard, but fun to play! Felt quite polished. I think some sound and a fullscreen option would've been nice, though. Good work! :)
I like the aesthetics and the idea - I think the controls were a little awkward, though (too fast and the saw hitboxes were too big).
Good job overall!
A bit strange at first, but pretty fun once I got used to it :) I like the art style!
Good job!
I liked the graphics and the voice overs - I thought that the game was a little annoying to play, and that the controls were awkward. Overall, though, nice work! :)
I had a lot of fun with this one. I thought the jumping felt a little weird, but it might just have been me. Clever idea!
Good work :)
Fun game once I got the hang of it; I think an in-game tutorial (instead of walls of text) would've been nice, though.
Good job overall! I love the graphics.
Good idea with nice execution :) The game got sort of puzzle-y later on, which I really liked.
Good job!
A lot of the minigames were frustrating and I couldn't figure out what I was doing wrong a lot of the time - but the music and story are great! Nice work :)
This might be my favorite I've played so far. Super pretty, and the music is nice too. It was very relaxing to play. This world is really interesting!
The one issue I found was a typo in the last person's dialog---and considering how nitpicky that sounds I think you did a good job :)
This is really fun! Simple but well-polished. I noticed that I didn't find myself doing the combining very often---I ended up finding it easier to just deliver the base colors really quickly to stack up points.
This definitely deserves more than 21 ratings. I enjoyed it a lot---very relaxing to play. The music does well to set the mood. I found some of the areas more interesting than others, but had fun exploring all of them. At first I didn't realize that when I was told to press F there would be a wormhole somewhere near me, so I ended up exploring the first few areas several times over until I stumbled upon the wormhole by accident, before I figured it out properly. Great work on this!
On a side note, I think I have some new wallpapers now...
Definitely needs some polish but the idea is neat and definitely has some potential. I like how easily the rock rolls around, pretty funny ;)
I really like the art style. My main issue was the physics---I found the game a little clunky to control, so al little improvement there could go a long way. The level design was all well done though. Nice work!
I like this a lot---just going through the routine of a delivery driver. Very relaxing.
Simple but well-made and fun. I like the baskets; they're a neat way to make the game a bit less frustrating (I didn't realize you could use them at first, so was trying to hit the next cannon directly... not a good idea!). I did find it a bit annoying how when you reset the box, your angle was maintained but not your power you'd used for your last shot, making it harder to do the trial-and-error approach. Enjoyed this quite a bit, nice work :)
This was great! Reminds me of old adventure games, though a bit more streamlined. Really charming to play!
Talking to the robot in front of the lab was a bit buggy for me; it would repeat "ACCESS DENIED" until I moved left or right, and often then I would move to the side of the map without pressing anything and leave the dialogue behind. I missed the text for completing that quest because of that!
bagelseeker_endscreen.png
5/5 on innovation for sure; this is a really cool mechanic and I've never really seen something like this done in a jam game before. I did find it a little clunky to play, especially in the parts where your location can't be found. But it just needs a bit of polishing up. This idea has so much potential! Nice work, especially doing this in Compo---very impressive :)
(Just noticed I actually can't rate the game? Not sure why but I'll check back tomorrow to see if it fixes itself)
I love the art style. I found the game to be very difficult (I finished with only 9%), and the controls were quite unintuitive to figure out, especially once I picked up the package. The closed-in sections in particular were a bit irritating to get through.
I agree with everyone else here. Aesthetically this is beautiful, but there's a bit too much waiting around in my opinion---I think the levels should be shorter. Being able to see your reached distance at the end would be nice. It might also be fun to be able to click to shoot the guns manually, since it might make the in-between segments more engaging. Nice work overall though :)
I haven't been able to figure out how to play it very effectively but this is really fun and feels very polished! Combining WASD and arrow keys is a cool idea.
This needs some more ratings.
This is a really cool mechanic! It works surprisingly well considering this was done in 48h, too, so nice work getting it all together on time. The game is pretty fun, too---I just wish the font was easier to read, since the current one is hard on the eyes.
(somehow my comment posted twice, so just editing this one to point it out---sorry about that!)
This is really fun, but also very hard. But I like hard games so that was a plus for me. I think the difficulty could be more consistent throughout---some levels were way harder than others. The grapple hook sometimes also felt a bit unresponsive. But overall this was great! And the music is amazing :)
My deaths/times: volcaninja.png
Relaxing and aesthetically very nice. I like the water shader, very well done on that. Sometimes it seemed like the game wouldn't let me make deliveries, so I was a bit confused, but other times it worked fine.
It's a really neat idea to have to balance between killing the zombies and holding a conversation on the phone. I think the actual shooting/dodging gameplay could be a bit more interesting, but this is a great start!
I wanted to let you know, so maybe you could look into it, that on my first attempt the game crashed; I'm not sure what I did wrong? The error seems pretty vague: holding_out_crash.png
I really like the physics. I love games with hard-to-master movement, and I think you handled it well. Nicely polished and fun to play; good work on this!
Simple but fun to play. I like how high you jump---it's sort of funny to me for some reason. I didn't really like level 3 as much; 7 deliveries was way too many in my opinion, especially because of how easy each individual one was and how long they took. But overall, nice work :)
Very well-polished. I had to look at the page to figure out how the game loop worked; a bit of an in-game tutorial might be nice (though of course those aren't to be expected in game jams). I played up to 1000 coins, and had a pretty good time. I agree that there should be some way to spend the money---maybe to upgrade your ship? There are also no hazards or even much pressure to deliver quickly, since there is always new mail generating.
I think this is a good basis for a game. There's not a ton here right now, but what there is is polished and pretty fun. The asteroids ended up not being much of a threat, since they're pretty sparse. The endless farming bug has already been brought up several times but I found it by accident within only a couple minutes of playing.
LD won't let me actually give star ratings. I'm not sure why, but I'll check back later to see if it fixes itself.
This is amazing. Super polished and has a great style all around. I will say that at least for me it is extremely difficult (I wasn't able to get more than 2 deliveries), and I have trouble actually flailing to hit the enemies. But when I manage it's very satisfying.
It was sort of confusing to figure out how to play. I don't know where the invisible walls in the maze were but it was pretty easy to solve through trial-and-error. I *think* I beat the game---it closed itself in any case. I'm not entirely sure what was going on but the art and music was really good throughout.
This was really fun! I agree with everyone else that it is addictive. I think this could be a really good full game if you polished it up for release. Some proper sound and graphics would make a world of difference.
Great work with this.
Really liked the game (and the twist)! I agree with the others here that the immersion is great. Nice to see a narrative game for a change.
Super polished and well-designed. Just excellent work. This could definitely be expanded into a full game.
It would be nice to have a Windows version with fullscreen support.
The download link seems to have gone down---is it possible something broke in the update (I came here from the blog post)? I'd love to try this game if it can be fixed.
@hagamosvideojuegos I'm on Windows. The link just says "Not found" for me.
Really cool entry! I might try it again on touchscreen later, but the car felt nice to control. It was a bit annoying to have to wait for the title screen animation to play every attempt.
If you polished this up, I think it could be a really great mobile game. Nice work!
This was super fun! There was only one letter I wasn't able to figure out how to get, but I might come back to get it later. Really neat mechanic, great work.
Screenshot (250).png
I wasn't able to complete any deliveries, same as the other people here. I kept getting softlocked by the bats, where they would continually ram me into the floor. I like the grappling hook mechanic, though.
I'd be interested in giving this another try if it were polished up a bit and the bugs were fixed---though all of that's understandable, for a game jam. I've submitted games that ended up being broken many times in the past.
Really enjoyed this! Very frantic, and nicely polished. I think it might work a little better on mobile, though---moving the camera with middle mouse strained my hand after a while. Great work on this :)
I played on Hard, my best was 87 deliveries.
This is a cool twist on match-3 games! Felt super polished to play and I had a lot of fun with it. Nice work :)
This is really cool! I like the art/colors, there's a really unique style here. The whole idea is pulling the islands around is neat too. I think some sound effects + music would add a lot.
Super difficult but well-polished and a lot of fun. I love the minimalistic art style. Some ambient music might be nice, but nice work with this!
Very difficult (not unlike QWOP, I guess). I couldn't beat any of the levels. Feels well-polished though, and I enjoyed what I played. Good work :)
Really polished and pretty fun. I found the controls a bit annoying to get used to; I sometimes got stuck in corners and had difficulty turning around to get out of them. The font's also hard to read, especially at the speed the text shows up at in-game. Overall, though, this is a very solid entry.
Also, bonus points for the title screen. It's really cool :)
Fun little game! The controls remind me of my entry, so since I've obviously played my game quite a bit I didn't have too much trouble getting used to this one. I like the view of the trunk.
I couldn't complete level 4; the hitboxes at the top part of the level seemed to be bugged and since I couldn't see where they were, I couldn't find my way through. The hitboxes in general were a bit of an issue, particularly on the tops of buildings, where it's not clearly visible where you'll collide.
I think a scrolling camera focused on the truck would be better than the large zoomed out static one that's currently in place, as right now the truck is quite small and harder to focus on, and the larger the levels get the worse the problem becomes.
Great work overall.
Solid entry! I like the sheer amount of speed you can build up with the TukTuk. Unfortunately, the janky camera and constantly having to look up at the minimap made it hard to avoid obstacles, and I ended up crashing a lot. But for a jam game some issues are expected, so it's fine :)
I liked this a lot! Very charming, especially the ending. I also didn't realize I could hold three sticks at once, but it was pretty easy after I figured that out.
Really cool atmosphere. Very spooky, and the strange dialog (and the... fish? what) add to that feeling. This could probably be expanded into a more horror-oriented game if you so wished. It was fun to try and figure out the clues, though I didn't find them overly difficult. Great work on this!
(I was running diagonally the whole time because it's faster. Should maybe be patched?)
This is really fun! I tried to get a sub-minute run but couldn't quite get it. The art style is really nice. The jumps were a bit annoying to get used to because of the momentum.
Nice work :)
Well made tower defense game. I like the sort of silhouetted graphical style. I got to around 55% before dying. It's quite difficult. I agree that showing health would be nice, since I never knew whether one of my defenses was close to breaking.
Also, it's really neat that you're using your own engine.
I think a tutorial of some kind would have been useful---I found the game a bit confusing at first, but it was fun to build stuff once I figured it out more. It's a really cool concept, and it would be cool to see an improved post-jam version!
Very simple but this is a good start to a game. It's cool to see ASCII graphics used in an LD game for a change. The descriptions are fun too.
I like the art style, the whole game is really cute! It doesn't fit the theme too well, but that's fine. I think the throwing/combat mechanic didn't end up being too useful.
The art style in this is really cool, and it feels very polished. I do think the combat could be improved a bit, though; there are an almost comical amount of enemies and since they can all be killed in a single hit, you can get rid of them mostly by just standing still and spam-clicking in their direction, not letting any of them get close enough to actually hit you. The fact that the enemies only spawned when you picked up an item felt a little strange too, since I spent most of my time looking for them rather than the houses. Overall, though, nice work on this :)
This really needs more ratings! The art and music are absolutely beautiful. There isn't too much in the way of gameplay, but it's relaxing to play and it's a neat idea to have to find the shape of the terrain based on maps.
This is one of my favorites so far---the art was amazing and the whole thing was really charming. Great work.
A fun tower... attack game? I guess that's what it is? It's a cool twist on the genre, and has nice music. Nice work :)
Neat entry! Feels very polished, he randomness added some variety to it which was appreciated. I didn't end up completing it but got a bit in.
Great vibes here! The art and music are both great. It was fun to interact with all the characters---some of the letters maybe could have used a bit of editing, but I was able to understand them all fine so it's not a huge issue.
This was great! Short but sweet. I agree that it was sometimes difficult to figure out where to click, like with the exits out the front of the screen. I had the most trouble figuring out where to develop the film. But those are fairly small issues. It's cool to see a narrative-focused game in LD, especially one as well-written as this. Great work :)
I played version 1.2.
I enjoyed this quite a bit! The island was large and fun to wander around. I think the combat could definitely be improved, but spamming dash while running makes you move faster than the goblins anyway so I was able to avoid actually having to fight for the most part. I also think it might be nice to remove the waypoint arrow from above your head; the characters could then give slightly more detailed instructions on where to go and the player would have to actually explore a bit more.
Really fun game! Super addictive. It reminds me of rhythm games, just without the music. I found the arrows really hard to read after a certain speed (left/right and up/down got mixed up); if they were different colors maybe it would be a bit easier.
My high score: volksdam_highscore.png
Overall, this was pretty fun---there were just a few annoying things that dragged it down for me, like the odd camera in some places or the fact that you sort of slide off the edge of platforms. But this is a game jam so none of that's a huge deal.
I didn't have a controller but really it wasn't _that_ bad on keyboard.
I agree about the tutorial---the game's a little confusing at first. I thought it was pretty good once I figured it out, though!
I think the controls could be improved a lot---the collision is pretty buggy and at times it made me think I could even wall-jump (which you're not supposed to be able to do, obviously). With a bit of polish this could be a lot of fun, though!
@patrick-abernathy Thanks! This game could definitely use some balancing, but that's something for post-jam.
@originaloregano Sorry to hear the controls weren't working properly! If there's a bug I'd like to fix it if you have any more info on it.
@nuin I agree they're sort of confusing. If it helps, the turning is relative to the direction the player is facing, like a steering wheel in a car.
@noam-blei I just uploaded a native Linux version---let me know if that works for you!
@alpalcalad There *are* particles but they might be too subtle to help with direction. Glad you liked the game otherwise though!
@remco I didn't test the Linux version very much so it's possible it has some differences. I'll look into it.
I'm glad you liked the seeing people through buildings---it took me longer than I'll admit to figure out how to do that :laughing:
Had a great time with this one! The levels were all very well-designed, and the art and music made for a serene vibe. Liked this a lot; nice work!
Simple but pretty fun! I agree that there should be more packages in the large vertical area---it's the interesting part of the map, so it was a bit annoying to have so many packages to deliver to doors in the more boring rows down below. Nice work on this, especially for Compo :)
Okay, first off: the corn part was really funny. I liked that a lot.
The game felt sort of luck-based to me; I was mostly just wandering around and hoping I'd randomly come across a soul, so it didn't really feel like my fault when I died. Overall, though, this game has a charm to it---nice work!
Nice clean art style, works well with the music. The game is simple and plays pretty well, though I found it sometimes seemed to drop my inputs.
Short but sweet. The art was amazing, but I think the game really could have done with some music. It was pretty difficult at first but once I found the right rhythm the boss went down pretty easily. It feels very polished to play, and hitting is suitably satisfying. Nice work on this :)
Really enjoyed this! It's cool to see an RPG Maker game for a change, since it's not very commonly used in LD. Support for multiple languages is great too. There wasn't a ton of gameplay, but it was fun talking to all the characters. The art is also well done. Nice work :)
Very frantic, I like it. The method of control is very unique and works well. It's cool how the packages obstruct your vision, so if garbage starts to stack up you need to get rid of it. The music is great too. The camera occasionally suddenly snapped to the other side of me which was sort of disorienting. Overall though, this is a great entry :)
This is one of my favorites I've played this jam. I gave it five or so tries, and my best was 13925. I think the balance could be adjusted a bit; I found the desert biome to be disproportionately harder than the other two, particularly with those really small gaps present in it. But overall, this is amazing---super polished and addictive. Great work.
The art and music is incredible here. I wasn't really able to play the game very well since I don't know Chinese---I tried to use Google Translate through my phone but it didn't work quite right---but I got a little bit into it. I'd be interested in trying it again if a translation is ever released, since the presentation is so good.
This is a cool idea, neat to see AI being used to create something unique! It could use some fine-tuning for sure---often it seemed the AI would sort of miss the point of the joke I made and say something that didn't really work, and the critic reviews were all pretty non-specific and didn't reference anything actually said during the sketch. But overall this is well-done for such a short time period, nice work :)
Really enjoyed this one! The music and graphics were great and set a nice vibe. Very relaxing.
I noticed you can pick up the wheat from the first NPC a second time at the end of the game, but it's not a big deal and the ending still worked properly.
This is really fun and polished! I like the pixel shader over everything. The game feel is really good, which isn't too common for jam games. Well done :)
This was really fun (and funny)! It was satisfying to hit the timings for the best boosts. I ended up getting to 8 packages delivered before dying.
I like the artstyle a lot; PICO-8 games are always nice to see. I found the controls really frustrating, but I guess that's sort of the point of the game. I only got a couple deliveries in before running out of gas.
Simple but well-done. I liked the art style, very clean. The multitasking aspect is neat. Nice work!
I like the Gameboy aesthetic! I wasn't sure whether I completed the game or not---I'm assuming the stairs were the goal?
I had no idea you could queue drones at first; I agree there should be a bit more of a tutorial. But this is a really cool concept and works well! It got very hectic near the end. Nice work!
Definitely needs more polish (particularly in terms of art/music), but this is a good start to a game at least. I like the upgrading system. I think there should be some sort of hazard or fail state to keep things interesting---maybe something to avoid while moving around?
I agree that the people come a little slowly. But otherwise this is a fun game! I like how you can move some of the props around too, and the bouncy physics. Nice work!
I did have one of the dialog boxes appear (mostly) off-screen at one point.
Well-polished and pretty fun to play---though I thought the traveling sections went on a little too long. I would prefer to have the enemy encounters closer together and make the total traveling time shorter. For 72h this is very impressive!
This is really fun! The base mechanic is strong and the level design is overall pretty good. I found there was a difficulty spike once the moving platforms were introduced---dodging the red balls while riding one of those was was harder than anything else up to that point. But overall this is a great game :)
This is a neat Zelda clone! The map is surprisingly large. It needs a bit of polish, but this was really fun to play. Some music might be nice.
Also haha---5_41 AM.png
This is a really fun puzzle game. I think it definitely has some potential to be expanded into something bigger too. Had a great time with this, nice work on it :)
Sometimes the physics felt a bit jittery/buggy, but it didn't affect things too much.
I agree that it reminded me of Bad Piggies, which I have good memories of.
Found this really frustrating at first but it's well-made and feels very polished. I wish the tutorial actually said which level it was referring to, but that's not a big deal. Nice work overall :)
This is really well made! Very impressive for 72h. My main issue with it right now is the camera; it clips through walls a lot and combined with the strange angle, it's often very hard to see where I'm going. I think improving that would go a long way.
I wish there was more of the game---but this is a good start! I like the idea of actually placing things in the house, so if the house was bigger + there were more objects this could be a really fun game. The art and music (especially the art for me, I love the hand-drawn style) is great too.
I like the art style, very charming. I found the camera a little awkward; a standard mouse-controlled camera would have worked better in my opinion. I think there should also be a timer of sorts so the game ends after a while and you can try to get a high score.
Nice work :)
Felt really fluid to control, though I'm not very good at it and only managed to deliver a couple packages. It might be nice to have the waypoints show on the edges of the screen when you wouldn't otherwise see them, since I kept having to randomly move my camera around to find them. Nice work!
Fun game overall! I think it might be nice if the scrolling was a bit smoother and if it showed how much cargo you were holding.
Really enjoyed this, it's cool to see a text adventure in LD. Nice work!
This is amazing---super polished and very fun. I managed to get all the papers without dying after playing for a while. This could be an awesome mobile game, maybe with some random generation. Great work :)
Not a bad start! I ended up with 18 deaths. I like the torches clearing the way, though I'll admit I didn't immediately read the green dots as "danger" - maybe red or orange would be a more indicative color, though perhaps you didn't think those would look as nice. The controls were alright, but a little fast. The last long jump in the final level required me to jump after I was already off the edge, which didn't feel great. Lastly, while this isn't a huge issue, the binds when playing with arrow keys are not good. Space just doesn't really make sense in that context, and hitting Z while jumping with Space was pretty awkward. Z and X are the most commonly used action keys when using the arrow keys, so I'd recommend you use those and scrap Space entirely. The WASD controls seemed fine, as J and K serve a similar role as Z and X would.
I really like this mechanic! I do think the difficulty maybe ramps up a bit fast - try as I might, I was unable to make it past the large cavern in the laser section - but this is a clever concept and is quite well-put-together. Well done!
Interesting mechanic! Reminds me of Super Paper Mario. The perspective switching in this is a bit awkward, though, and doesn't work like I'd expect. Most of the time, it _isn't_ safe to simply switch without jumping first - but sometimes that's what you have to do to progress, and there's no way to tell which situation you're in without trying, and possibly falling. The complete lack of checkpoints doesn't help.
As a side note, I managed to fall off the map by accident at one point, which softlocked the game. I also once got jammed in between some geometry (by the lamp at the bottom of the map), which also forced me to reload.
@Parxer It's a difficult problem, admittedly. I think the main rule would be - it should always be safe to shift perspective, if you're standing on the ground. Sometimes the player may not be entirely sure where they are located in 3D space, and potentially punishing them for shifting to find out seems unfair to me (especially in a game like this, where there are no checkpoints!). There are probably multiple ways to approach solving this, but I think personally I would keep the current system most of the time, then just snap the player's Z position to the nearest safe platform if they were standing on the ground when they shifted.
Perhaps you have a different perspective on this, or something like that would go again your intentional design. I am just one person, after all!
Had a good time with this overall. I like the various platforming mechanics involving the whip and how they're explored. Unfortunately my experience was hurt somewhat by quite significant performance issues - the game frequently stuttered to the point I started to get a headache and had to stop playing.
Disregarding performance, my critical feedback for this game is regarding the controls. They're not terrible by any means, but they could stand to improve quite a bit: - It was frustrating to not be able to switch direction in midair. - The whip takes maybe an awkwardly amount of time to trigger, which makes midair timings difficult. - Hitting things with the whip seems to briefly freeze the game, particularly when hitting breakable blocks. It's possible this is just another artifact of the performance issues I was having, though. - The hitboxes for the hooks you can launch off with the whip are frustratingly small. - The last room I made it to before I had to stop was one with two moving blocks I was supposed to hold onto. I was unable to grab the second one - I would simply clip right through it and fall back down (often on top of an arrow, to my chagrin). I'm sure I could have eventually got it to work if I'd kept at it for long enough, but it's something to look into.
Nice work on this. I think with some polish/touch-ups this could be quite a fun little Metroidvania.
@superpokeunicorn The 1.1 .zip on the itch page is only 22 bytes in size, and seems not to contain any files. Could the upload have gone wrong, somehow? I'll be sure to give the game another shot once I get my hands on the new version!
@superpokeunicorn I think 1.1 is at least a bit of an improvement, but I am still getting quite heavy stuttering, mainly in rooms with many entities (the large room adjacent to the one you collect the wall jump upgrade in is the worst offender). I did make it through the game this time, though - clipping through walls is still an issue, but I was able to stay far enough away before whipping this time that I could make it through the room I was stuck in.
This was fantastic. Extremely polished to a level you very rarely see in a jam game - like, to the point it almost feels ready for a proper release as-is. Not a single bug to be found (aside from a couple typos here and there). Not especially difficult at the moment, though the movement-altering crystals in the third area did occasionally mess me up quite a bit. I didn't manage to get all the upgrades; I waited too long to buy the gem doubling one, and by the time I did, it was the last level, so I would have better spent my gems on something more useful. As for the boss, I do think it was maybe a bit anticlimactic, to be honest. It wasn't much of a challenge, and I found it a bit disappointing, after being given so many differing weapons throughout the game, to be forced to use the boring default one for the final boss (though, the homing weapon was pretty bad... I tended to dread picking it up, since it often would target gems instead of something more _imminent_). In a post-jam version, perhaps a more elaborate boss sequence like what Downwell has could add to the experience.
Still, amazing work on this. I had a great time playing it. The environments were all beautiful, and the controls were sufficiently tight. This deserves _way_ more ratings than it has. I'm assuming you just haven't had time yet, but if you want this game to get to the minimum of 20 ratings (and I really hope it does!), I'd highly recommend you get to playing some games soon. This won't surface very often in people's feeds otherwise, unfortunately, and that would be a shame because it's a wonderful game. I found it through the Fresh Games feed on itch.io, not through this site at all.
Not confident I entirely understood how you're supposed to play this, to be honest. I managed to make it to the mushroom by just kind of spamming the mouse while moving it in the direction I wanted the limbs to go, but I never really felt like I was in _control_ of the character. Most of the time it would just stay still and kind of jitter around. The limb used when clicking seemed to be... random?... unless I misunderstood something I was supposed to. I could disconnect the limbs by clicking them, but I couldn't figure out why I'd want to do that, since when I did I usually just ended up falling. Hitting the mushroom (having assumed it was a background object) and being sent back to the start, while not having seen it for long enough to figure out how I was intended to approach the obstacle, was enough to make me stop playing. Getting past the bump of terrain in _front_ of the mushroom was hard enough for me. I unfortunately don't have the patience to struggle through something I find so unintuitive.
If I've misunderstood something obvious/essential, please let me know and I'll give this another try. I really wanted to like it.
Side note: it's interesting to see a GMS1 game. I didn't know there were still people actively using that engine. I got into using GameMaker around the time GMS1 was officially sunset, so writing GML without proper functions and structs feels somewhat like pulling teeth for me, but I know some people are used to that older workflow.
Wonderful atmosphere! I definitely jumped when the first enemy showed up. Gameplay-wise it's nothing especially engaging - just slowly walking around and clicking if an enemy shows up - but the ambience made up for it, I think. A fun little experience overall.
This was really fun! I love the open map, where each individual room could contain multiple puzzles (or parts of puzzles). Bringing everything together at the end for the box collection puzzle was challenging, but satisfying. I suspect some of the puzzles may have multiple possible solutions, but that's all part of the fun. The puzzles are well-designed and use the mechanics in interesting ways. The aesthetic of the game is also great - it's simple, but that style has a real charm to it, I think.
One criticism: the game really, _really_ could have used with an undo button. There's a reason that's a standard feature in Sokoban-style puzzle games. Having to restart after a single mistake is frustrating on the easier puzzles, but on something longer like the box collection puzzle, it starts to get a bit ridiculous. Still enjoyed the game overall, though - I can forgive that flaw for a jam game. Nice work on this.
@notexplosive Depending on how you're storing your game state it's not too bad. Just keep a stack of all the player's moves, then return to the previous state on undo. Since reset does serve a purpose in this game that would probably count as a "move" too.
Whoa, this is mesmerizing. I might recommend adding an epilepsy warning to the page, but these are some insanely cool effects. I might have to look at the code to see how you managed that at some point.
As for the gameplay, it's alright. I wasn't able to quite complete the game - my best was level 9, which I got to a few times. I'm not sure if the difficulty is supposed to increase as the game continues; while some levels were definitely much easier than others, that difficulty change did not seem to correspond to the level number. Some of the later levels were some of the easiest, while some of the earlier levels were some of the hardest. Generally, if I got hit, it was because the game had me pinned in with no choice _but_ to get hit. I can tell if I'm going to get hit multiple seconds before I do, and there's almost never anything I can do about it. I'm pretty sure the correct strategy is to weave in and out between the bubbles such as to pass them before they grow too large to dodge, but some levels spawn bubbles quickly enough to make that strategy impossible (or at least, close to it).
I do like how the player controls, though. The way perspective is used is neat and adds to the unique feel of the game. Maybe it would be nicer if there was a slightly larger range you were allowed to move in, since that would make more tight situations escapable.
@marudziik I thought it seemed strange I wasn't able to rate this! Went ahead and did so just now. The submission page does have a whole lot of checkboxes, so it's an understandable mistake.
I'm not sure I fully understand how to play this game, though I gave it quite a few tries. Since ladders are quite expensive, there aren't many bones to go around, and you don't jump high enough to gain any height without ladders, I kept softlocking myself and having to reload the page to try again. I couldn't see any advantage in setting my spawn point, since it would've meant I would have no bones left to build ladders. Is there maybe a mechanic I'm failing to discover?
@jhandsy Thank you for the clarification! I somehow missed that when reading the controls.
Loved the aesthetic of this! The small amount of story added as the game progressed was also a great addition. As for the gameplay - the progression at the start of the game was a little awkwardly slow. The main bottleneck was definitely collecting the substance. I was _extracting_ a lot of it, but it was far more than I could collect. While the numbers suddenly exploded in size toward the end of the game, my desire to unlock all upgrades kept the pace slow. By the time I finally got to completing the final section, I had so much substance I could buy everything nearly instantly. I think the pace of this game would be massively improved by offering some more ways to increase collection speed. Even at the _very end_ of the game, manually holding my mouse down still offered a significant increase in yield, which is uncommon in idle games.
Overall, though, I really enjoyed this! The ambience is on point, and the transition from quiet and slow to loud and fast-paced was done well. Nice work.
There were some fun camera tricks in this one! I liked the details in the environment to look at, particularly in the one large room with the slide. I did manage to somehow get myself stuck in that room while heading up to get the key, which forced me to restart; I seemed to be stuck in the stairs and was unable to move. I really like the music in this, but the transitions were a bit abrupt. The ending of the game was also pretty abrupt - I still felt like I was in the middle of exploring, then I stepped through a door and it just cut to the credits screen. I enjoyed myself overall, though!
Neat little game. I think the level designs could maybe have been a little more involved. The difficulty also just wasn't very high - enemies die quickly and you get to choose when you're ready to approach them. Overall, though, an enjoyable experience.
Had a fun time with this! Not especially difficult - I think the game could really have done with some more challenging puzzles toward the end, though it did at least try with the more vertical pink section - but quite enjoyable. The low difficulty also makes sense for a jam game, to allow more people to fully experience it in a shorter amount of time. Good development of the mechanics as the game progressed. I enjoyed the more involved puzzle rooms toward the end of the game. The ending itself was well-executed, though I'll admit I was worried for a second when passing through the first checkpoint flag on my way to the final room. _Really_ could have done with some music, though I understand being a compo game would have made that more difficult to accomplish.
Some critiques: - Not a huge fan of being able to slope off of corners. I know some people do this on purpose to add lenience to the controls, but personally I find it works _against_ me more often than not, and just makes the game more frustrating. Where tiles are involved, I just want a plain rectangle collider. - Being able to drill into the side of a wall feels awkward to me. It's never necessary in the actual levels and as such serves no purpose. - The upper pink section had some extraneous metal blocks that misled me as to what I was supposed to do to progress. Falling down to the grassy section previously had meant failure, so it felt counterintuitive to suddenly _have_ to do that. - Speaking of falling down to the grassy section... I didn't love that being the main method of failure in that part of the game. It's possible you could forget to reset and accidentally hit a flag, and then you'd have to play a whole chunk of the game over again, which would not be fun.
This game reminded me of Leap Year by Daniel Linssen in some ways. If you haven't played that game probably don't read the following section, and go play it because it's really good! Considering you made this game, and Leap Year has some similar design sensibilities, I think you'd enjoy it.
!> The main mechanic of this game is very similar to the drilling in Leap Year. That game gives you horizontal control while drilling and does not let you drill upward, but the basics are the same, and the puzzle design is also extremely. The simple, slightly wobbly hand-drawn art style is also very reminiscent. Not sure if there was any inspiration there, but I had fun either way, and this game develops the drill mechanic further to create some interesting puzzles. Beyond the drill mechanic, both games have a similar style of progressing through a screen-based map and revisiting rooms as you go, which is a format I quite enjoy.
This was great! The CRT effect compliments the aesthetic nicely. I like the momentum-focused gameplay - while this game is significantly different in gameplay, the "death upon high-momentum collision" mechanic reminded me of N++. The level design was overall pretty good, though the low-acceleration sections near the end did become a bit frustrating, as that mechanic reduced my ability to microadjust my position. Overall, very good work.
As an aside, the music is very good. Don't feel like you have to add an option to turn it off!
Had a fun time with this, though I don't think I'm quite smart enough to complete it. The puzzles are well-designed but very difficult, and there isn't much of a grace period before that. I was only able to complete the first six or so levels before I had to admit I was stumped. I like the clean/minimalist aesthetic and the game in general feels well-put-together. Nice work :)
This was great! Managed to beat it on my second try. It's very frantic, but never became overwhelming. I liked having to find an open space before being able to shoot the spider. Sometimes the enemies would kind of force me into taking damage (you can't turn without moving, and if you're not already facing the right direction...), but for the most part that wasn't a big issue. I like the strategy the game creates of having to pick a good path that doesn't bring you too close to enemies or through difficult-to-break blocks.
The one major pain point is not being able to move continuously. Yes, you can hold to move after a short delay, but the default keyboard repeat is not sufficient for a fast-paced game like this. It's objectively more advantageous to just tap the arrow keys as fast as possible, which is not especially ergonomic. Consider, instead of using the default keyboard repeat, implementing a proper hold to move feature that moves the player at a consistent, quick rate. There should be no advantage gained by strategies that could potentially cause harm to some people (that kind of quick tapping is not good for you; RSI is a thing).
Interesting experience, though I'm not confident it offered much in the way of puzzles. I was stuck on the section with the campfire for a while, but that was only because I didn't realize I could walk around to another area. I'm not sure what the purposes of the campfire, the pickaxe, or the second ladder (and respective planks) were, because none of them seemed to be useful in any way. Not at all a bad start, but I think it could use a little more substance.
Loved the atmosphere on this. Very tense and foreboding. The graphics and writing were wonderful. I like some of the moral choices the game presents you with as you progress.
Unfortunately, I wasn't able to make it very far at all. My best was 186 meters. I see you've offered some tips above, but... I'm not sure they'd be all too useful. The rat can be given cheese? Well... the game never _gave_ me cheese, so I couldn't do that. The knight couldn't help me because I never made it to 200 meters. I guess the turtle thing could have been useful, but I only saw the turtle once, and I assumed the only way to get something out of the encounter would be to catch it, which I failed to do. The simple fact is that the game did not give me enough food to make it very far at all. I was never able to reach 200 meters, even with spreading my food out as much as I could and enduring 0 hunger for long periods of time. I tried three times, and was not able to improve. I would only get a few pieces of food each run. I only made it as far as I did on my last try because the game took mercy on me and happened to present me with less enemies and more chests (though, two of those chests only had scissors, which I'm not sure what I was supposed to do with...). Inventory space wasn't an issue because I simply wasn't given enough items to _make_ it an issue.
Please let me know if I'm approaching this all wrong, somehow. I really want to enjoy this game to its fullest potential, and I feel like I may be missing something. As-is, I don't think I'll be giving it any more attempts, because each run played roughly the same, and took a lot of time.
(By the way, as a small graphical criticism - I think the font is being rendered wrong. It's clearly a pixel font, but is being rendered with some kind of antialiasing. Perhaps it is simply being used at the wrong size, but if antialiasing was off, as it should be, that wouldn't cause blurring. It's possible this is on Scribble, but that extension is quite configurable so I can't see a reason this problem shouldn't be resolvable with some configuration.)
@ninjacatz Thanks for responding. I was consistently using my sword for damage (even got a second one from the merchant on one of my runs!), which indeed I learned from the initial encounter with the knight, but I somehow didn't think to try the scissors, despite them being sharp. I guess my brain just connected them with "tool", not "weapon". That would undoubtedly have helped me get a bit further, considering I had two pairs of them. Perhaps I will try the game again when I have time, and see if I could improve, since the atmosphere/world of this game really gripped me and I'd be quite interested in seeing how it ends.
I agree balance changes shouldn't be made post-submission. My own game has heavy balance problems, and I've also just had to deal with it. I've made many balance changes to the game as feedback has come in, but it was all saved for a post-ratings update we'll release soon, with a clear label to show it is not the 72h version. Some games do post-jam updates like that, and some don't; it's up to the developer whether they wish to continue working on the game, or whether they consider it finished as-is.
Yeah, font scaling can be weird. As with most GameMaker games this does seem to be fixed resolution, so you do have the advantage of not having to target different displays. Once antialiasing is turned off, you just need to find the size your pixel font was designed to display at. For fonts added as GameMaker assets and drawn with the built-in functions, this is often just the default value of 12, but I haven't used Scribble much so I can't say what it might be in your case. It should be possible, though. It's certainly not a major issue, and if you have no interest in fixing it I doubt most people would even notice - I only did because I'm a huge perfectionist with my own stuff, to sometimes a detrimental extent. It's just UI polish.
This was wonderfully done! I like the risk/reward factor of how deep you choose to dive. The falling blocks are also a nice touch to add some extra challenge. However, while the upgrades after successful rounds are nice, the gameplay does get a bit stale after a while. Perhaps a post-jam version of this game could add more mechanics the deeper down you dive.
The aesthetics on display in this game, by the way, are fantastic. I particularly like the parallax background as you dive.
This was a lot of fun! Kind of relaxing, really - yes, there are enemies, but I only saw two of them the whole time, so they weren't a huge part of the experience. The graphics are excellent, and the whole thing has a very nice and calming atmosphere. Great work.
Great atmosphere on this! It can get quite tense when you're on a tight area. I like the static sound the purple smoke makes when you get close to it. I would maybe make the FOV a bit higher (or make it configurable), since it's quite hard to navigate when the game feels so zoomed in as it does now.
I'm not sure how much of a _game_ there is here, to be honest. In concept the idea sounds fine but in reality you can just press 7 repeatedly (8 doesn't work) and get as high a score as you want. There's no way to be "good" or "bad" at the game. I only eventually died because a platform spawned at the top of the screen, rendering the game impossible. After that the slime just wouldn't move at all.
Perhaps only the last tile of each platform could be collideable? That would, at the very least, give the player reason to press literally any other button except 7, and would add some element of skill to the game.
Not a terrible start, but as it stands there isn't a whole lot to discuss. You've experienced the sum total the game has to offer quite literally three seconds into the game.
This was lovely! The pace is maybe a bit slow, but I enjoyed the conversations among the crew. Luckily, it only took me a few tries - I correctly guessed I would have to go to the far right first before really starting to head down, since otherwise the game would be over rather quickly. I also got a bit lucky. Nice twist for the ending, too, though I figured out what was going on a while before the game explicitly revealed it.
Pretty simple, but fun! Cute premise. I'm not sure if I was any good at it, though; at a certain point it seemed that no matter what I did, the sword would just start wobbling violently, and I couldn't figure out a way to stop it.
The graphics are nice, especially the parallax background. The "use your body as a platform" mechanic is fun, though I've seen it many times before - however, the focus seemed to shift from it almost immediately. Once the map opened up I found the game became somewhat aimless. I didn't quite end up finishing, I think; I got the pickaxe, and I assume I'm supposed to use it on the pickaxe-marked stones higher up, but dragging myself all the way back up there seemed like it would take longer than coming down, so I stopped playing there.
@matt-giuca Thanks for the detailed feedback. We did not have time to do extensive playtesting, and those who did test the game just so happened to pick up on it quickly, so the difficulty is admittedly rather high. We're working on figuring out a good set of balance changes to make once the rating period is over. The game is intended to be difficult, so more heavy changes like a health system are probably not on the table, but I'm planning on increasing the lenience of the minigames to make them less frustrating. (I _knew_ the candle game was too hard! I kept increasing the hitbox and reducing the speed throughout development, but I guess it wasn't enough. Testing the game constantly just made me too skilled a player to judge difficulty.)
I'm assuming the majority of people here are playing the web embed on this site, which is rather small, so I suspect that may be where some (albeit not all) of the difficulty is coming from. The itch.io version already had a fullscreen button, since itch.io provides one by default, but I've gone ahead and implemented an equivalent button for the ldjam.com embed, so people are no longer required to play the game at only 2x scale. Hopefully this can help reduce frustration.
@kamuniaft Perhaps that one is somewhat non-obvious. You can hold down the mouse on the objects to make them levitate. The trick is to not let them acquire too much downward speed, since the more they have the longer it takes to accelerate them back upward.
@norabacu It's a timing game. You need to click the button right at the end of the countdown, which you can see via the light-up ghost icons and hear via the beeping. The timing will probably be made more lenient in the future, but it's not especially tight right now if you stay on beat.
@oter Thanks for the feedback - positive or not, it's useful to have more information on what works and what doesn't with the game.
We're working on a balance patch that will be released after the rating period. Some of it is increasing the lenience of the minigames (larger hitboxes, more generous timings), and some of it is readability. Much of the problem with the game right now, I think, is that it is not immediately clear to players what the goal of each minigame is. I didn't notice this during development because, having programmed each minigame, I already knew exactly how each one worked and did not fully consider the experience of someone who didn't. We will try to work on a solution to explain the controls and aim of each minigame more clearly.
Numbering the chimes might work to aid readability. That is perhaps the hardest minigame right now; being familiar with the minor scale definitely helps, but the majority of people aren't, and seven notes is admittedly a lot to remember. The other memory game (matching) is easier as-is, but I've also tried to improve readability there for the post-jam update by sorting the matching cards above all the others, making visually tracking them easier.
The intent of the Boo minigame is to force the player to react to the different speeds of the countdown, so for that game to work properly it has to repeat multiple times. We can see about perhaps adding some kind of indicator that progress is being made. I've already gone in and heavily reduced the downtime in that minigame for the post-jam update, to make it less time-consuming (it now resets considerably faster, though not too fast as to be overwhelming).
Visual cues for both villagers entering the castle and villagers nearing the staircase were intended to be in the game, but time constraints prevented us from implementing them. I will make sure they are added to the post-jam update. The sound could also probably be replaced (or even removed), since it seems to many players it is unclear. At one point in development sounds in the hallway itself were panned to match their source, which I removed since it sounded off to me but perhaps helped connect the villager arrival sound to what it represents a bit more.
Thanks again for the detailed feedback! As frustrating as it can be to see players not having a positive experience with your game, these kinds of comments are extremely valuable. This game certainly could have done with more playtesting and balance prior to release. The one playtester we had just so happened to pick up on the game very quickly and seemed to enjoy it, which I believe is what convinced me the difficulty was fine. The game _is_ intended to be difficult, and the score numbers are not high (a "good" score is around 10 scares, I think; my best is 15), but it is not intended to be demotivating, and I apologize for that. Perhaps we spent a bit too much time on polish instead of design... but hindsight's 20/20!
I like the silhouette aesthetic, and the introduction of new enemies as you continue descending! The diving controls feel nice and smooth, though because of how slow you turn they made shooting enemies very difficult. It's also not the nicest to have to try to aim bullets with WASD (especially because that also makes you move!). There was also no indicator of when I would level up - something like that should probably be added to the HUD. Solid work overall, though.
Love the concept of this, and the levels overall felt well-designed (I wasn't able to complete the one with the tree due to how much progress I lost each time I fell, so I'm not sure if there was anything else past that). Unfortunately, the game was really let down by the controls. The player is extremely slippery, moves too quickly, and can slide off the corners of platforms (along with having an unclear hitbox in general), which made the sometimes decently tight platforming in the levels quite frustrating to play. The 3D camera being locked to one axis, at a very uncomfortable angle for platforming, didn't help, to the point where having to do any jumps in 3D felt unintended. Tab is also a pretty inconvenient choice for depth shifting, since it's not easy to hit while navigating with WASD. My hand started to cramp near the end from constantly stretching out to hit that key. You've got a strong mechanic here, but I would take another look at the handling if you choose to continue work on this.
Love the dungeon crawler aesthetic! I'm not sure I'm entirely sold on the gameplay, though - there was no real meaningful choice, and there's no way to _lose_ the game, so I was basically just watching the game beat itself. There was never a wrong choice of upgrade. I will admit though, it was fun seeing the numbers explode at the end (to the point they overflowed and showed as negative) after buying Deck of Many Things. I didn't expect that upgrade to be quite so... dramatic.
Fun little action platformer! Charming artstyle. Using your own bombs to gain height is a fun mechanic. I will admit I wasn't always entirely sure of the utility of the alternate bomb types, though (you can't seem to switch between them with numbers as you're supposed to, also...?). The controls for shooting a bomb were also a little awkward to me.
Fun, but frustrating. I was unfortunately not able to finish - I got stuck at a section involving a decently sized slope that would drop you into lava. Not sure how far the game that was. I was at least several checkpoints in.
Climbing up stairs was extremely difficult from the start, and even once I figured out a repeatable strategy, it still felt very awkward and not very "intentionally designed", if that makes sense. Crawling to the edge of a platform before doing a very precise jump that only had about a 50% chance of working on steeper staircases did not feel good to me.
I was happy to see checkpoints, which aren't often present in these Getting Over It-reminiscent games, but I found this game difficult enough that even the checkpoints weren't enough to get me through it. The controls are decently responsive, but the difference between a successful jump and failure was often extremely small, and being on a laptop, left click was probably the worst possible input the main mechanic of the game could have been bound to (please consider adding another option for keyboard-only play...). Good work overall.
Neat experience. I was not able to figure out how to get the last two achievements for the life of me (I swear I picked every possible option in the boss fight, and there was nothing cluing me into any kind of "secret puzzle"...), but what I played was enjoyable. There was a bit of a strange inconsistency in that restarting the game after finishing the boss battle would keep the computer unlocked and all potential PINs stored, but restarting after selecting a file would reset _everything_, forcing me to mindlessly click through all the box contents again. Honestly, that stuff should probably just never reset at all.
The atmosphere in this is excellent, but try as I might I simply could not figure out what I was supposed to do. None of the sound-related devices seemed to do anything (is there supposed to be some way to glean a number to dial from that...?), and while I could eject the CO2 filter, I couldn't figure out a way to put it back _in_, so I would just eventually die every time. I'll probably come back to this later and try again, since I really want to figure it out, but as it stands it feels like I'm just pressing random buttons while I slowly die. I see that the confusing nature of the game is intentional, but even just a small pointer would be nice as I'm really not sure how to play this at all.
This was great! Neat to see another minigame-focused game, though yours are a bit more in-depth than those in my game. I loved the hand-drawn intro. Some of the microgames I liked, and others I found a bit frustrating (the boss fight is quite long, especially since it can show up more than once, and shaking hands was unintuitive for me at first). The art style of the minigames is a bit inconsistent, but I suppose it makes the game as a whole feel more eclectic. Overall I quite enjoyed this - somewhat addicting!
By the way, the music for the boss fight cut out almost immediately, leaving me to play the boss in silence. Not sure if that's just an issue with the web version, or my machine, or something else.
I love how the levels start to become little puzzles! Unfortunately, the tightness of the timings combined with the moving hazards later on started to make the game really frustrating. I did end up finishing, but I think if there were any more levels I would have not chosen to play them. One small adjustment I think would help would be not letting the player bounce off the corners of platforms; doing so was never required and I kept accidentally sending myself flying in a random direction and inevitably dying. Dying became even more frustrating due to the long respawn timer (and, sometimes the voice acting wouldn't play? It seemed about 50:50 whether it did or not to me).
Also, sometimes, on the third-last level, I would phase through the blue platforms instead of bouncing off them? I ended up using that rare occurrence to beat the level. Not sure if that was intended.
This is really solid! Even without audio or polished graphics, I had a lot of fun with this. I'm not very _good_ at it, but it didn't feel unfair to me. Some more feedback might be nice, as well as more clarification on how the scoring works. At a certain point (once the timer got very low), I started being quite generous with what I considered a "match", and almost everything seemed to at least give me a small amount of time. More of an in-game tutorial might be a nice thing to add post-jam. Good work on this, though!
Fun little experience! The zombie minigame had me stuck for a minute, but I got through it and managed to finish the game on my first try. One small thing that caused me a bit of frustration was having to click back through all the folders I'd already completed after going back to view a hint - maybe it would be nice if the progression wasn't just through one long chain of folders. Overall though, I enjoyed myself with this.
Really enjoyed this! Shame it didn't last much longer than the tutorial. The controls certainly could've done with some polish, but they worked well enough for me to get the idea. I think an expanded version of this could be really fun, if you were so inclined.
Some criticisms: - The way you activate the rope didn't feel the most natural to me. Maybe Z could do that as well? It felt a bit awkward to just completely let go and trust the rope would kick in to save me. - Some areas required me to sneak over an edge and catch a 1-tile wall to avoid falling. I wasn't a huge fan of those sections, especially since I wasn't entirely clear on what the hitboxes were. At least during the tutorial section, I think I would stay away from finicky movements like that. - Twice the game seemed to force me to simply fall/glide down to a platform from a decent height, and there didn't seem to be a good way to avoid it. Both times, I simply respawned at the spawn point on the platform I was trying to land on. Maybe I just happened to touch the spawn point when landing...? But, I'm not sure I did. Is this some kind of failsafe? Do the spawn points just work differently than I thought? - This is acceptable for a game jam project, but there was a lack of feedback. Dying just instantly cut to me standing next to my last spawn point, with no fanfare. Spawn points themselves also had no feedback; I'm only assuming they're spawn points because I don't know what else they could be, and I seemed to respawn next to them after dying. There was no explanation in-game. I'd recommend maybe just having some text that says "Checkpoint!" or something.
Good work overall. Might check this out again in the future if you decide to add more content in a post-jam update. I think there's some room for interesting level designs using this mechanic that this prototype didn't have the time to explore.
Interesting experience! I like that it only does what it needs to; it doesn't drag it out. The minimalist visual style is great, and the music adds to the tranquil atmosphere.
The few problems I had were more implementation-based, and are perfectly acceptable for a jam game: - I didn't realize NPCs could have multiple dialogue lines at first, as the only way I could tell to advance text was walking away then moving close to them again, which is very unintuitive. I'd recommend some kind of proper dialogue box, maybe. - It felt weird how many objects did not have collision. - The pushable balls felt a bit off to me, and the fact that they can be seen through the level after being knocked off is a little visually confusing. - The ending screen did not fill my display vertically on my 16:10 laptop.
Love the hand-drawn art. The method of control is maybe a little unusual - it's not a bad idea in theory, but it doesn't feel especially intuitive when playing. Making it through the blinking gates without being hit was quite difficult, since you don't see them for long enough to get a feel for the length of the cycle. I wasn't able to make it too deep because of that, unfortunately. The quicktime events are alright, though some kind of feedback might help make them feel less empty. Feedback would also be nice when you _die_; suddenly cutting to the title screen (along with stopping the audio) is quite jarring. Good work overall, could just use a little polish.
Had a fun time with this! I love the anxiety-inducing music when you're about to drown (though, having that music only start when the oxygen meter visually reaches 0 made that a bit confusing - personally, I would've just made the meter move a bit slower and start playing the music when it gets _close_ to 0). The extremely slow acceleration was occasionally a bit annoying, but that's part of what makes the game stand out among other platformers. The crabs were particularly difficult to avoid, though; most of the time I ended up just taking the hits, and the lenience of the oxygen meter let me break the next chest without much issue. As for the hammer... it really shouldn't have been a state that can turn on and off. Multiple times, my character got stuck repeatedly hammering while slowly floating backward, which at one point forced me to hit spikes and take damage. No keys I pressed seemed to exit that state - I just had to wait for the game to decide it was finished. The hammer really should've just been a single action when you press C.
Overall, though, solid work on this. The pixel art was fantastic. The music sounded great too, though I think (aside from the low oxygen music) it didn't really fit the game all too much. I'd expect something a bit more... underwater-like, if that makes any sense. The current music, while good, didn't communicate much beyond "this is an action game" to me... and, I'm not sure this is all that much of a high-octane action game anyway! It felt a lot more methodical to me. Perhaps that could be reflected in the music, instead.
Very pretty, and a creative use of the theme! I kept being surprised when the map was revealed to be _even bigger_ than I had previously thought. The game was over quicker than I anticipated, though. I don't even think I collected the red square in the box at the start? I'd expected that to be the last thing I did, but I'm pretty sure the game ended before I had the chance to backtrack.
I do like the scale of the map, and it creates a neat visual effect, but I will say that it made it incredibly difficult to navigate. I pretty much just had to pick random teleporters to go through, and luckily, that was enough to carry me to the end of the game.
I like the visual style - the glow is a neat effect. As for the gameplay... well, it's Doodle Jump, it's fine enough. It's well-put-together, at the very least. Good work overall :)
Loved the building tension in this. It started out almost mindlessly easy, but eventually became close to impossible. I ended up with a score of 251 - I'm sure I could have done a little better, but I'm not confident it would have been possible to continue on much further. Things were going wrong a lot faster than my walk speed would allow me to fix them. In that way, I don't think this game works very well as a high-score chaser... but as a standalone experience, I quite enjoyed it. Good work.
Love to see a 3D platformer in a game jam! I don't see them very often, as they're tricky to make. You did a pretty good job here - the graphics are on point, except for the death particles, whose cartoonish/outlined style clashed heavily with the rest of the game. I enjoyed the relaxing music to accompany the graphics. The gameplay was alright, especially for a game jam project, but the lacking air control made the later parts of the game quite frustrating to play. The slightly unintuitive behavior of the yellow spheres (spheres are an irritating surface to bounce accurately off of) and wind (it seemed you get much more momentum when entering the wind higher up, which didn't make too much sense to me) didn't help. The camera angle is also pretty unusual for this kind of game, and made depth perception even harder than usual. I did at least manage to make it to the end, I think? I found a second copy of the player, but nothing special happened to signify that the game was over. I couldn't find anywhere else to go, though, so I guess I did it!
Loved this! Had some of the most fun playing this out of all the games I've played so far this jam, but some of that may be genre bias.
You know what's funny? I like precision platformers, but I _hate_ I Wanna Be The Guy. Half of that game is just remembering when the unpredictable hazards will pop out and kill you. I don't find that fun; it feels like the game cares more about _being hard_, in the abstract, than actually being challenging in an interesting way. There's nothing interesting about something randomly flying from the sky and killing you. It's just a guaranteed death your first time through (or a careless death later on if you forget, which is still extremely frustrating). A good precision platformer, in my opinion, should never force you into taking a death. It should be entirely based on your technical skill at the game, not on your ability to memorize asinine hazards.
Luckily, this game is the former, despite apparently being inspired by IWBTG. I suppose it just happened not to take inspiration from the elements I dislike. The controls feel good overall, and the levels are well-designed and explore the mechanics nicely. My final time was 23:49.48, with 179 deaths, which I don't think is too bad. I attempted to complete bonus 1, but while I was able to get past the first half of the level after probably over 100 deaths, I gave up after that. With longer levels like that, it becomes very difficult to practice later parts of the level due to how much must be completed before reaching them, making those parts nearly impossible to become consistent at. I knew there was no way I would ever possibly finish that level if I could only try the second half one out of every 20 or 30 attempts, and since my wrists were starting to hurt I was forced to stop playing for my own health. I'd maybe recommend some kind of practice mode, to allow later parts of levels to be played without the prerequisite parts before them. I don't think it would be at all possible for me to complete any of these bonus levels without such a feature, as much as I enjoyed the game overall.
Another issue I had with the game, though this is more than acceptable for a game jam project, is that the controls have very little lenience. This manifested in two major problems, from what I could tell: - There is no coyote time. This isn't relevant for all levels, but I particularly found it frustrating on the "Watch your head" ones. This can cause you to jump off the end of a platform, then realize the game has already taken your double jump. The timing difference between jumping _right_ at the end of a platform and just off the edge is so small as to be nearly impossible to become consistent at (unless this game is intended for people with millisecond-level timing accuracy, which I'm afraid to say is almost nobody). - This may be an intended mechanic, but I found it quite frustrating: jumping off a wall while keeping your double jump is, to me, not very fun. The game essentially just forces you to add a _very_ slight delay to your horizontal input, since to keep your double jump you must be actively pressing into the wall when you jump off. Again, that timing interval is just too small for me to possibly become consistent at succeeding at. This is the main reason bonus 1 was so difficult for me.
I may have been a little harsh there at the end, but I did really enjoy this game. It's very solid, especially for a game jam. Other than the issues with lenience, the controls felt better than a lot of other platformers I've played. Usually, deaths felt like they were my fault. Keep working on this and I bet it can become even better!
@sleepyfikou Thanks for responding! I look forward to trying the new version. Perhaps I will be able to complete the bonus levels when I do...
Love the progression as you go deeper! I wasn't very good at actually making it back after catching something, but I enjoyed myself nonetheless. The art has a nice style to it, though the pixelated default sans-serif font felt a bit out of place. Nice work on this.
Interesting use of the theme, and a solid mechanic for a puzzle-platformer! The puzzles in this are nicely designed, though it is frustrating that you are sometimes able to softlock yourself, as some of the later levels are decently long.
As an aside, I played the web embed version and the music worked fine. Did you possibly fix the issue but forget to update your description text to reflect that?
Interesting twist on an already well-explored game. It took me some time to get used to the new rules, since while the game looks and feels the same as playing regular Tetris, the way you actually have to play is so different it almost plays like a completely different game entirely. I wasn't able to do very well in the short time I played, but part of that is probably just me having trouble shifting my brain away from the way I'm used to Tetris working. Good work overall.
I love the aesthetic of this! The dynamic lighting effects look great, and the music has a nice energy to it. I will admit that the opening section had me expecting something a bit less linear, but I still enjoyed myself with what the game offered. I did notice that dying while holding a crystal doesn't move it back to where it was found, which felt unintended (though it didn't matter much, given all the crystals are placed right next to their respective beacons).
The dialogue from the player character is a nice touch, though it disappeared after the beacon note for some reason. It also progressed excessively slow; even the opening, which is relatively short, dragged on, and while the ending was amusing at first it went on longer than it probably needed to. This also revealed a bug/oversight with the beacon note: pressing E next to it initially didn't appear to do anything, since the previous dialogue line hadn't disappeared yet, so I pressed it multiple times thinking I just wasn't in the right position. This caused the quite long note dialogue to be queued up several times in a row, meaning it was just repeating over and over for the rest of the game, which was a bit awkward.
I love the aesthetic of this; it's very soothing! I did find the puzzles sometimes came down to trial and error, though, where shifting the satellites slightly to the side was the difference between failure and success. None of it was too difficult, though, and I had a good time overall.
This was a lot of fun - maybe my favorite I've played this jam! The puzzles struck what I think is the right balance, being both complex enough to be interesting but not so difficult as to cause frustration. The art and music also added a lot to the experience, especially all the charming robots with eyes.
I really appreciated the map showing which rooms still had keys left to collect, which saved me a lot of time toward the end of the game. The game also had a surprisingly solid difficulty curve, which I wasn't expecting given the open structure. I suppose most players will probably find the more hidden rooms last, so it works out most of the time. The majority of puzzles were well-designed, though I'll admit to finding a few less interesting than others (mainly the few that are just hidden in the walls, and thus don't really use the game's mechanics at all). The bottom-right room was also one of my least favorites, since it ended up just taking a lot of menial box shuffling work. The vast majority of the puzzles were great, though!
ziggy-zapper-complete.png
This was a lot of fun! The art/music are very cohesive, and give the game a neat atmosphere. The lane mechanic was interesting, though I don't feel it was explored as well as it could've been; there was only one gate you needed to avoid to progress, and it was at the very end of the game. There also didn't appear to be much of a consequence to hitting other cars; there's no time limit, and hitting a car was effectively the same as braking (which I sometimes needed to do anyway if I was moving too fast to make a lane change before the next gate). I also saw at least one instance of a gate triggering when I didn't visibly pass through it (maybe some of the visuals are offset from their corresponding hitboxes?). Regardless, I really enjoyed myself with this. Great work.
This was really neat! It's rare to see point-and-click adventures in game jams - especially ones done well - and so it's always a treat to come across one. I will admit that I was hoping for a more puzzle-focused game, but the story was engaging enough that I didn't care all that much. The art is fantastic, and I appreciated the voice acting (though, the audio balance on it could probably stand to be cleaned up; some lines are much quieter than others). The game was also very polished, and did a good job _feeling_ like an old SCUMM game from the 90s.
One criticism I have, though, is that the game isn't always consistent in its tone. The main storyline itself builds up suspense nicely, and I felt some tension near the end, but the ancillary voice lines for objects around the room don't change throughout the course of the game, so interacting with objects during the back half feels a bit dissonant. (As a side note, it was also pretty funny hearing the main character proclaim he needed to "run for [his] life" before casually strolling over to the staircase. That's understandable for a jam game, though, since running assets would take extra work.)
Lastly, while the game seemed pretty stable overall, I did encounter a couple small bugs: - The "Who are you?" question during the encounter with the intruder didn't disappear after being asked, unlike the other questions. I thought it might be intentional at first - as in, maybe I could only exhaust a certain number of turns before being attacked, or something to that effect - but since the dialogue for the question was always the same, and nothing changed no matter how many times I asked it, I figure it's probably just a bug. - One dialogue line didn't play its corresponding voice clip, and had some extra characters at the start that maybe looked like a broken control code. I'm not familiar with AGS, though, so I'm not sure what exactly might've gone wrong here. lighthouse-dialogue-bug.png
This is a great start, I think, but could use a bit of polishing up on the design front. The base mechanic works pretty well, though the numbers for the egg's physics are maybe a little too high - you can fly across the map in a second, which trivialized many of the levels. The player being able to move also felt somewhat ancillary, since you can activate all machines from anywhere in the level. The only time I had to move was when my default spawn point was in the way of where the egg needed to go. Perhaps the beam could be blocked by the level's terrain, forcing you to navigate the map quickly to target different machines?
Overall, though, I had a good time with this! There's a lot of potential for interesting mechanics here. The pixel art was also quite charming.
Really enjoyed this! It was very nicely polished, and the controls felt pretty good for a jam game (though the wall jump was admittedly a little awkward in places). I enjoyed the extra collectibles, too, though it did feel a little odd how a few of them were just on the ground along the main path. The levels were generally designed fairly well, though the room with the metal doors was a bit awkward (probably they don't need to repeatedly open and close when powered - it just forces you to wait a couple seconds every now and then).
First off, this game looks really nice! The title screen alone is incredible, and the 3D buildings on the sides of the road are an impressive feat using GameMaker. The game feels good to play, too; shooting down enemies is satisfying, and I liked how the speed the player moved along the street changed as the game progressed (it didn't affect gameplay, but it certainly gave the game an exhilarating feel).
I think the progression and lives system, though, is flawed. The hitboxes in this game aren't especially forgiving, and so dying in one hit became frustrating quickly. The player is nominally given three lives, but that didn't appear to actually mean anything, as dying always sent me back to the very beginning no matter how far in I got - and hence a game over was no different to any other death, besides a longer time to wait until the next attempt (on that note, the death animation is probably a little too long... it would be fine if you didn't die in one hit, but since you do the long animation feels a bit extraneous). The game also didn't appear to keep any kind of score, so while the level was clearly not procedurally generated, I had no way of knowing whether I was close to the end or not (assuming there is an end).
Overall, though, I had a good time with this! The presentation is on point, the game felt polished and solidly made, and it was fun to play. Nice work :)
Had a good time with this! It started off simple, but ramped up quickly enough that I didn't lose interest (though the last couple levels were more reflex-based and less puzzle-focused, while I was admittedly hoping for the opposite). The pixel art was charming, and the music was nice; though, the music stopped playing entirely around the third level and never started up again, leaving me in silence until the end of the game. The game also sorely needs sound effects, though lacking them is perfectly understandable for a jam game.
Gameplay-wise, I think the game's biggest weakness is its controls. Horizontal momentum is extremely slow, and the speed cap is overly high, which resulted in me flying into spikes frequently when trying to move through levels quickly. This became an issue in the last couple levels - especially level 5, which had a decently precise jump at the end (if I gained too much speed, I would jump too high and hit the spikes above me, but if I was moving too _slowly_, I wouldn't make it over the first gap). A puzzle-platformer like this, I think, should optimally have controls that get out of the way as much as possible, so the puzzles can stay at the forefront.
In terms of level design: the difficulty ramp is reasonable, but the game doesn't introduce its mechanics very well, which given your last comment here you're already aware of. To give some specific feedback regarding that, I think level 2 stands to be improved the most. The level's goal is to introduce the mechanic of using the blue platforms to regain signal after previously losing it, but while everything needed to teach that concept is present, the tutorial is obfuscated by seemingly navigable platforms above the floor, serving as essentially a red herring. You can get _just_ close enough to making it to the goal using those platforms that it led me astray for a couple minutes (until I accidentally lost signal on the ground and learned that I could slide on the floor myself). Replacing those with an obviously impassable obstacle would make the intended solution easier to see.
Overall, though, I quite enjoyed this! With some polishing it could be a pretty fun puzzle-platformer, and there's definitely potential to introduce new mechanics into the mix (throwing the satellite, etc). Nice work :)
There are some neat mechanics here, but the game really needed some more levels - it ended just as all the mechanics had been introduced! I was a bit confused by the surveillance cameras, as being caught by one didn't seem to do anything? Perhaps the hitbox is just really generous.
I noticed an oddity after I died near the end by accidentally redirecting the turret toward myself. I respawned at the start of the game, but all my progress was preserved, including the redirection that had killed me, so all I had to do was walk to the end. Not sure if that's a bug or not, though.
This game is gorgeous! It's really unique-looking, and has a style unlike anything I usually see in game jams. The music fits well, too. Really incredible work by the team.
Unfortunately, I was not able to finish the game. The mechanic itself is interesting, and I was enjoying myself initially, but the game was just too unforgiving for me to power through it. The main issue is that there's no way to recover from mistakes. Fall down to the bottom of the map? You have to restart the game, because you can't make it back up without the UFO. Accidentally drop a necessary box or the UFO? _Technically_ you could keep going, but you may as well restart the game anyway, since you've essentially lost all your progress. It doesn't help that the UFO is very easy to accidentally drop when maneuvering it through tricky terrain. I think I got a good portion of the way up the map on my last attempt, but after missing a jump and falling most of the way back down the start I just didn't have the motivation to do it all again.
On the bright side, though, the core of the gameplay is solid, and with some tweaks to make it more fair I think this could be a pretty enjoyable game. The changes that would make the most difference, I think, are: - Add checkpoints. This is the biggest one. The game right now effectively plays like Getting Over It, which maybe some people might like (and could absolutely be kept as a bonus/hard mode), but the immense consequences for mistakes are quite demotivating. - Being able to lose signal to the UFO is frustrating. It's not a poor mechanic on its own, but combined with the high penalty for failure it makes the game more precise than it probably needs to me. It would help, though, if there were some kind of indicator for how close you are to losing signal. If checkpoints were added, and they were close enough together, you could probably get away without changing this, though.
Still, I did enjoy my time with the game on my first couple attempts. There's definitely a solid game here, it just needs to be polished up enough to be more approachable.
I unfortunately wasn't able to finish this (once I got to the harder levels, I had trouble visualizing what was going on with the signals and got stuck), but I really enjoyed what I played! The music is lovely, the wires are satisfying to move around, and the game does a good job introducing its mechanics without throwing you in the deep end right away. It's possible the wires are maybe a little _too_ dynamic right now, though; after placing the first end of a wire, I usually had to wait a couple seconds for the wire to slow its swinging enough to let me grab the other end, which was a bit frustrating once the levels started to involve more wires.
This was really cool! The dialogue was charming, and I loved how people moved around and said new things as the story progressed - it made the world feel a lot more alive. I was able to find almost all the endings (four out of five), except what I assume is the "bad" one. I found the "very bad" ending, but can't figure out what I could do differently to produce a different outcome. I agree with others that music would add a lot, but given this is a jam game I can forgive the lack of it.
Most of this might be the fault of the engine, but I did find the movement somewhat awkward. Slopes are slow to traverse, and sliding down them when standing still feels a bit odd. The camera motions also required a lot of micro-adjustment on the more precise sections, like the hills. Those are just minor concerns, though.
This is really interesting, though I wasn't able to make it through the whole map. Because changing frequency and amplitude doesn't have an immediate effect, I found it difficult to control them properly as quickly as the game seemed to expect me to. Perhaps it would be made slightly easier if the HUD weren't so small (it's possible that's because of my high-DPI display, though)? Otherwise, I had a good time playing this! The graphics and music gave it a unique vibe, too.
Really enjoyed this! I don't see point-and-click games in jams too often, so I was happy to see one. I wasn't quite able to figure out the typewriter, but I had a good time with what I did play; I'll probably come back to this later to finish it off.
Alright, I gave it another try, and was able to complete it this time! A couple of the radio hints were a little non-obvious, but I got there in the end. I'm assuming there's nowhere else to go after finding the skeleton?
I did notice a couple small issues: - Sometimes, the icon for the item you needed to use for a puzzle (like e.g. the screwdriver) appears as your cursor, even when you don't have said item yet, which confused me a little bit. - After using the rotary switch, the chest on the top floor closed again. I forgot to test if the game would let me pick up another one, though.
What a neat concept! I love the interaction between the real and game worlds, though I do wish it went a bit further than just changing the channel. Perhaps an expanded version of this could have a small room to move the player around in, or more interactable objects in the game to build puzzles around. The visuals are also great, and create a nice atmosphere - almost cozy, but not quite.
A few small issues: - The sensitivity for turning the UHF knob is far too low, considering how frequently and how far you have to move it. It's possible this was exacerbated by me playing on trackpad, though. - It would be nice to be able to zoom in on the papers to read them more clearly. I notice one of the screenshots on your page does show a closer view of one of the papers, though, so maybe I'm just missing something? - The game often crashes for me when turning the television off, usually when the screen is displaying static (though that could be a false correlation, I didn't test it extensively). This is on the Windows build; not sure if it's an issue on any other platforms. - Less of an issue, and more of a suggestion: the static before the monster first starts moving is a nice touch, and added some tension, but that tension disappeared once I realized time didn't seem to be progressing while I was on the wrong channel. If the knob's sensitivity were turned up, that could be an interesting mechanic to make the monsters slightly more challenging to avoid.
Really enjoyed this! The art and music are great, and I liked the variety of mechanics as the game progressed. I do think the controls could be tightened up a bit, though... because the corners of the player's hitbox are curved, they slide off the edges of platforms right now, which can make precise sections more challenging. I would've also appreciated an option to play with arrow keys / Z / X (of which only the former seemed to work), which I find a lot more comfortable than WASD/Space/Shift, but that's of course up to preference. Nice work on this!
Really interesting mechanic! I like how it turns into a kind of order-of-operations puzzle. I was unfortunately only able to get a few levels in, after which point they started taking a lot longer; though, for most of the levels I completed, all but one sheep made it to the pen due to me just pressing W a few times at the start, and the remaining time was spent chasing down that remaining sheep. A reset option of some kind (perhaps in the pause menu, or by pressing R) would be nice, since sometimes starting over could be less time-consuming than trying to get a lone remaining sheep out of the corner of the screen.
The atmosphere in this is great! The levels have a nice sense of scale and look fantastic (though some sections maybe felt more empty than others). I do think the gameplay has a bit of missed opportunity, though; the grappling mechanic is fun, but I was never at any risk of failure. The discrete levels connected by teleport pads also hurt immersion somewhat. Overall, though, I really enjoyed my time with this!
I enjoyed this one! Short but sweet. I liked the variety of different minigames (though I'll admit I never quite figured out how the radar one worked), and it got pretty frantic by the end. The audio balance was unfortunately quite poor, at least on my machine; the voice announcing the minigames was barely audible, while the voice saying the phone numbers was extremely loud. Otherwise, though, I had a good time with this!
This is a fun conceit for a game! I spent my first playthrough just going in all the houses and seeing what everyone had to say, expecting the game proper to start after I left the town, then was surprised by the game ending after I took the stairs. It was fun to go through the map again and try to find all the secrets I'd missed the first time around. The art and music are great too, and feel authentic to the NES.
I was only able to get four jewels; while I assume there's a fifth, given the page says there are six endings, I couldn't find it for the life of me. I enjoyed what I did manage to finish, though!
This was really neat! I'd initially assumed the first day was all there was of the game, then was pleasantly surprised when a story revealed itself. The last day was particularly interesting, though I feel the game could've done more with the idea than it did. Maybe that's something for post-jam, who knows.
I was a bit confused about the checklists, as the game didn't appear to provide any feedback on whether my answers were right or wrong. Either it doesn't check, or I happened to get them all right, because I made it to the end of the game just fine.
My main criticism is that the game drags a little; there are probably too many signals each day (most of which aren't relevant to the checklists), and the animations are quite slow. Perhaps signals could be confirmed with a separate button of some kind, instead of a fixed delay? That would speed things up quite a bit.
This was great! The story is short, but also doesn't feel rushed. The sketchy art style is neat, too. The ending was quite interesting, though I was a bit confused since I was pretty sure I had selected "turn back", which the game didn't appear to respond to. Perhaps I just misread something, though.
This was really fun! There was a surprisingly large amount of content here, and it was all well-designed. I felt it pretty fully explored its mechanics, which I don't always see in jam games. I also loved the rhythm switch-up on the future levels. I was worried at first when the initial few levels could all be completed by just moving right, but I shouldn't have doubted the game, since the later levels (especially the bonus ones) got quite interesting. I played on the default difficulty, which felt about right to me - maybe I'll give it a try on hard when I have time.
I'm not sure if this is a good or bad amount of deaths (some of were caused by just spamming the arrow keys to reset quickly after a mistake), but here are my stats:
cableman-complete.png
@lllarso Right, forgot about that. Images seem to be working again now (I guess they were fixed during the brief downtime just now?), so I've edited my comment to reupload the screenshot.
@f1krazy Oh, shoot, I thought I'd fixed that one! The game's code is admittedly a little messy, so it was tricky to find everything that needed to be reset at the end of a run. I _did_ explicitly add code to reset the papers' positions, but what I think is happening is that I forgot to reset their vertical speeds, so while they are resetting they're just immediately falling off again afterward. Sorry about that. (For what it's worth, though, it shouldn't actually affect functionality, as the papers' positions are purely visual. Most of the actual scoring code is on the pins.)
This was great! I didn't quite finish it (the game said there were "a few left" on the level I stopped at), since the levels started to become too difficult to finish within a reasonable timeframe, but I enjoyed what I played. The atmosphere was relaxing and conducive to solving puzzles, which was certainly helped by the music.
I will admit that the later levels did start to frustrate me, though. They just got so large, and provided so little information (short patterns for long rows/columns), that solving them took a lot of trial and error. I couldn't make logical deductions at the outset like I could on the earlier levels, instead only being able to see the consequences of my placements after filling out the majority of the board. That made the levels very time-consuming, so I didn't feel I'd enjoy pushing through the rest of them.
Regardless, I enjoyed playing this overall! It feels very polished, and the amount of content present is impressive for a jam game.
I love the graphical style of this! The dither shader is neat. I was unfortunately unable to make any progress in the game, though... there were a couple interactable objects on the island, but I couldn't figure out a way to accomplish anything with them. Perhaps I'm just missing something?
This is really aesthetically pleasing, and the conceit is quite interesting, but unfortunately the game just feels a bit too opaque right now. I gave it a few attempts, and was only able to get to the fifth level. Because the game doesn't communicate stats like health/influence/etc (and even some items don't have descriptions), I ended up just having to randomly take actions most of the time, since I didn't have the information I needed to make informed decisions. I can tell there's potential for interesting gameplay here, but the game just doesn't make it clear to me how to engage with it. I'd be interested in seeing a post-jam version with some of the kinks ironed out, though!
Whoa, this is really atmospheric! I'd be content to just play a walking simulator with this aesthetic, but the conceit of this game is pretty neat too. I was somewhat confused making my way through the level initially, since it seemed _too_ simple - more complex than a walking simulator, but without the challenge needed to be a proper platformer - so the twist that I had to make it back up through the cave holding the orb wasn't entirely surprising, but it was still fun seeing the map from a new perspective. I was grateful that the ball didn't roll much upon landing, or I probably wouldn't have been able to finish the game. As it is, it's maybe a little _too_ easy? Because of how the level is structured, the most difficult parts are near the bottom, so the game ends on a bit of an anticlimax. Still, I really enjoyed myself with this!
This was great! I like the optional challenge to go for a perfect score on each level, which I elected to do - though, perhaps because of that, I found the difficulty plateaued about halfway through the game and never really got noticeably harder afterward. It also meant that the decreases to 20/10 fragments didn't affect my gameplay, except for the one level where a mirror was used twice (which I really wish was explored more; that was a neat idea!). Nevertheless, I really enjoyed this :)
This was a lot of fun, and I love the aesthetic! I do think it was perhaps a little too easy, though - the bounce limits were almost always at least twice as large (often more than that, even) than I needed. Some of the later sections involved some more precise aiming, though, which I enjoyed. Nice work.
This was really interesting! I loved the storytelling as the messages progressed, and the virtual desktop interface added a nice sense of immersion. I do wish the ciphers were more complicated than just numbers in alphabetical order, though... there's a lot of opportunity for interesting puzzles here that I feel the game didn't really explore. This was still a good time, though.
Side note: The shop is a fun idea, but I really regretted purchasing the cat cursor early on (I wasn't sure what it was before purchasing it), and the loud meow click sound took me out of the game somewhat. I would've appreciated an option to turn it off.
I love the main mechanic in this! Having to lead your shots more the further the robot got from the bottom left corner was neat. The art and music was also lovely. The little aliens roaming around were a nice touch.
I will admit, though, that the rotating reflectors in the last couple levels really frustrated me; particularly the one in level 6, which I found impossible to accurately aim with. I ended up just spamming as many signals as I could and hoping one would just happen to hit the robot at the time I needed.
This is a really impressive project for a single weekend! The environment is huge, but doesn't feel sparse. I would've perhaps appreciated some more opportunity for exploration; the game as-is is quite linear. Maybe the towers could be approached in any order, rather than being placed one after the other? I did like the collectable tapes, though, which encouraged me to look inside the buildings along the path.
I agree that the "hold LMB" action is a little awkward. The game was inconsistent about whether actions used both hold and tap (for open/take/etc and close/replace/etc) respectively or just used tap for both. The latter actions felt much nicer to me, since really there's little point in making the player hold LMB then tapping wouldn't do anything in that context anyway.
Really neat concept, and some of the later levels had me stumped for a while! The set of mechanics was nicely varied, and importantly well _explored_, something that I feel many jam games fail to do. No mechanics here were tutorialized then immediately thrown away, which I appreciated.
Even on many of the harder levels, though, I found I often didn't need to fully engage with - or even understand - the mechanics to solve them. Often levels had a fairly clear path I could follow, just hitting buttons on the way, with only a small alteration (looping around a bend an extra time, or briefly moving off the main path) to work around the enemies' cycles. Additionally, several levels' solutions used exactly 30 commands, so if I found a reasonable solution that used that many then I could be reasonably confident that was a valid solution (indeed, for me it always was in those situations); though, that stopped happening in the late game. It might also be nice if the robot moved a little faster, since at its current speed it takes quite a while to get through all 30 commands, making experimentation on the harder levels more time-consuming.
Overall, though, this is a really solid set of mechanics for a puzzle game, and it's impressively designed for 72 hours. I'd be interested in trying an expanded version of this, should you ever choose to make one.
This was really neat! The cabin has a great atmosphere, and I liked the twist at the end. I did find it to be a little slow-paced, though it got a bit more interesting in the latter half. It also felt a bit limiting how I had no choice in how to respond; I messed up giving Hook the coordinates for the lake, for instance, and the game didn't even seem to notice, implying he made it to the lake just fine anyway.
This was great! Really clever mechanic; while I've played laser-reflection games like this before, the rhythm matching was an interesting spin on it. I only wish there were more levels... I think there's a lot of opportunity for interesting mechanics here.
This is a great first entry! I like how, because the enemies' signals only appear when you get close to them, you have no option but to put yourself at risk to disable them. The graphics and music were simple, but worked pretty well. Some sound effects would be nice, though, to provide some feedback for receiving signals / disabling enemies / getting killed.
I do think the game was perhaps a little too easy, though... the fuel/speed mechanic is a good idea, but in practice I never had any reason not to be at 100% speed. Any lower than that was a death sentence while circling enemies, and I had more than enough fuel to complete all the levels without worrying about running out (indeed, I never dipped below 25% in my whole playthrough!). The later levels, as a result, weren't any more _difficult_ than the earlier ones; they just took longer. Making the fuel consumption less generous could force players to make tough decisions - like, maybe you would have to try to herd multiple enemies together to knock them out in quick succession, since otherwise circling each of them individually to disable them would use too much fuel.
insecure-wifi-complete.png
I like the spritework, and the story at the start is nice! I was a bit confused on the controls - E didn't appear to do anything, while Space seemed to just turn the robot, rather than "marking the direction as incorrect". Perhaps I just misunderstood the instructions. There also appears to be a bug with level progression, where after a few levels completing them no longer automatically advances to the next one. I had to manually select the last few levels through the menu.
This is a neat mechanic! The Morse code-like controls were interesting, but became tedious after a while; I might recommend swapping the turn and move forward actions, since moving is much more common than turning and right now it requires a longer input. I was able to finish the game, though the last couple levels took me a bit longer since I found the yellow tiles somewhat unintuitive.
This is a really neat concept for a game! I ended up with a 5x5 grid, which I managed to solve mostly through process of elimination (if no signals are heard from a cell, it and its neighbors are out of the running). In the end, I wound up with three cells where the signals could be - though, because multiple signals could be in the same cell, there were several possible solutions that I had no way of disambiguating between. I guessed that all three cells each had one signal, and happened to be right, since the door opened. I would say that's a design flaw, but it's kind of endemic to these types of Minesweeper-like games, and I can't think of a way to fix it off the top of my head.
On the presentation: really, I thought it was quite nice! The graphics were simple, but gave the game a foreboding atmosphere that fit well. The audio was similarly atmospheric, though the frequent ambient noises confused me at first, as I mistook them for signals coming from the radio. Perhaps they shouldn't both be high-pitched tones.
This was great! The puzzles were designed well, and seemed to progress logically. I do wish there were a couple more, though, as the game ended just as it really started getting interesting. Still, I enjoyed what I played! The tranquil visuals add a lot to the experience, too.
I'll echo others here on the platforms' hitboxes being somewhat unintuitive. Often I would fall through the edge of a platform to my death while trying to make a tricky jump or maneuver boxes around, and since this game is focused on the puzzles, not the platforming, having most of my deaths be because of the latter was frustrating. Probably, the platforms' hitboxes should extend all the way to the edge of their sprites. The spikes' hitboxes, on the other hand, are maybe a little too _big_; they could do with being shrunk a bit, I think, which would reduce friction on levels 2 and 3.