FoonLudum Dare ExplorerUsers → radow

radow

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202047Stuck in a loop👥Dungeon Breakjam724.173.943.664.094.303.953.164.28
202046Keep it alive👥Gravelighterjam9773.583.093.073.693.913.682.203.95
201843Sacrifices must be made👥Missing Partsjam464.113.903.924.504.043.903.643.90
201842Running out of space👥Comfort Zonejam4373.533.233.603.803.013.072.913.63
201841Combine 2 Incompatible Genres👥The Mad Tea Party - A Card and Run Gamejam4533.563.183.594.173.303.373.163.36

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by radow

LD42 — Running out of space

Space Box Rescue by udo 2018-08-15T18:54:06Z

One of my absolute highlights this jam! I like puzzle games, but find it hard to come up with ones that aren't blatant copies of existing games or overly complex. This strikes a great balance of existing principles, used in somewhat new ways while hitting a good learning curve/introduction of new elements/field size. The fact that there is a efficiency statistic and it uses the themes in multiple ways, while being presented in a pleasant way and all this in a Compo game too makes this my first 5/5 for this LD.

Space Compact by garris 2018-08-14T10:44:34Z

At first having the shield rather than slowing down felt kind of clunky, but activating the shield and then stopping by crashing into a meteoroid actually feels really good. I noticed that you can actually take more than 8 boxes on board?

Aquaduct by dikkop 2018-08-14T11:29:04Z

Amazing graphics, well tuned difficulty and a surprising amount of polish for a jam game. So far it is one of my favorites.

Heirs Kingdom by Valter 2018-08-15T13:31:37Z

Fun game, as other have pointed out building much in the beginning is pretty much strictly good - with balance around that the challang-aspect of the game would be more preent, but it's still very fun =)

Djabo by thomas-olsson 2018-08-15T13:32:52Z

These Graphics are insane!

Board 'n' pieces by AVAVT 2018-08-14T12:19:06Z

Really impressive, especially for a compo game. When testing human-vs-human we thought you could only move 1 unit/turn, leading to the death-tile mechanic being too strong. After playing the AI we realized that you could actually move every unit every turn leading to much more interesting gameplay. I still think a defensive style is too strong vs an offensive one and the AI was pretty easy to beat, but all around a nice game, with an incredible amount of polish for 48h.

NOOR by PNghasemi 2018-08-15T21:17:31Z

The presentation is just perfect with this one: of graphics, the audio-feedback, the simplistic but really fitting background soundtrack... The only thing that took some getting used to was that a single click would not reliably shoot a light-bulb. Once I got into a rhythm of pretty much just double-clicking it worked out but it didn't feel as polished and smooth as the rest. I also like the interpretation of the theme, as it's not running out of space because darkness/goo/whatever is encroaching, but rather ever present in a constant amount, that has to be managed by the player.

NOOR by PNghasemi 2018-08-16T15:50:34Z

@pnghasemi ah I see. I understood the "you can only have 2" part, as it was nicely conveyed by the UI, but somehow missed that one disappeared on click when "out of ammo". That explains the need to double-click =)

CRUMBLE by whycardboard 2018-08-14T01:14:28Z

First game I play this Jam that really fullfilled the theme. The looks are really clean and I like that the turn based nature makes it a pressuring game without actually putting time pressure on you. The only thing that felt a bit confusing were the many currencies. and their position on the screen (I played at full screen and there were numbers in all corners, miles from the actuall gameplay).

Animal Wrath by Jonathan Lorenz 2018-08-15T21:00:20Z

Fun game. I liked the theming and there were some unexpected twists in the puzzle aspect, that took me a while to figure out (stacking animals and realizing that you don't always have to destroy everything). At first not being able to rotate the animals felt restrictive, but in the end i like it, because it highlights the puzzle-gameplay rather than the strategy one and I think that is the right call here =)

TCGD AntiVirus '98 by Allen Oliver 2018-08-14T01:28:22Z

Liked the humor, Room transitions were a bit akward at times.

TCGD AntiVirus '98 by Allen Oliver 2018-08-14T16:21:48Z

@kostbllb I wasn't talking about the Graphics, but about the camera, that get's a bit wonky at times. I was fighting a couple of foes in a transition and had to move back and forth, leading to some weird transitions. But overall it's not that bad, just one of these things that happen in jam games =)

Comfort Zone by radow 2018-08-14T10:11:05Z

@joshua-w What a great strategy! That this would be possible never actually occurred to me while creating the game, but I love it! The voices were gibberish-conversations we just made up (no writing down - to read and properly pronounce that kind of words would actually be much harder). There were 5 2-person gibberish conversations that get layered over each other and that actually do have some kind of flow (1 person might say something that ends high, as in a question and then one person answers something that sounds like a statement) and then there are 4 actual minute long conversations in English "hidden" in the party (but depending on your sound setup they might be hard to understand).

@garris This is a result of the way we implemented the audio-fading-effect. Before fading out the music and conversations get a low-pass filter before fading out, while the heartbeat fades in. When stresslevels sink the reverse happens. We are really happy with the effect and especially with the way sinking stress feels, but sadly this is the reason why there is no web build right now, as webGL does not support audioeffects such as low-pass filters. We might try and "fake" a similar effect without the filter in order to provide a web build later, but we do want to preserve the experience and will have to do some testing.

@g4mr That is correct. Other 16:9 rations should work as well, but we just haven't found the time to test for other ratios and build workarounds or find solutions that work for all.

@everyone Thank you all for playing the game.I'm glad so many people felt it was fitting portrayal of anxiety. We really wanted to make this game, but were a bit concerned that we might not be able to do the topic justice in a 72h game.<3

Comfort Zone by radow 2018-08-14T11:57:00Z

Hey @avavt thank you for the feedback. Do you mean the door leading from the hall to the left part of the flat? The movement of most people is somewhat random, but the first crowd of people that comes to the party around 20:26 initially goes to the left. That might lead to the experience you described. We didn't have as much time for balancing the timetable as we wanted to and then focused on balancing the stress levels.

Feed Us by El-Metallico 2018-08-15T21:09:10Z

The graphics of this game are just through the roof! Music, presentation... all these aspects were phenomenal. Unfortunately I'm not the biggest fan of the "deliberately clunky to control" genre and the RNG, that sometimes doesn't even give you the chance to try and serve your customers doesn't help it. Still enjoyed it a ton because of the presentation =)

Lemon by TroyD 2018-08-15T16:16:26Z

So simple, yet so addictive. I'll get these 25 at some point... (18 is my best so far)

Pipe Dream by JavaSaurus 2018-08-15T13:04:00Z

Really like the Graphics and overall feel of the game. Gameplay is a tad repetative, given that there are only so many screens, but with a few more it would be a really solid platformer.

Pipe Dream by JavaSaurus 2018-08-15T13:14:33Z

If you do a postjamversion, keep the jamversion as is and lable both accordingly, so that people will rate your jamversion it's fine =)

Dementia by Kjetil 2018-08-18T22:49:50Z

One of the most impact-full LD entries from this batch. I like you interpretation of the theme and the presentation of dementia. The amount of 3D assets are very impressive for a jam and the visual style combined with the sound design really draws you into the game. It really is more of an experience rather than a game, but that's not a bad thing at all, exploring the potential of the medium!

Wizard Collapse by Nozgart 2018-08-14T12:57:53Z

Classic twin-stick gameplay, the fact that you need to control where to kill the oozes gives it quite a bit more depth, but I think the combos are ramping up a bit too quick, I died a few time because combos just filled the whole screen.

EPIC THEATER by filgreen3 2018-08-14T12:48:46Z

Awesome Graphics, cookie-clicker-like but still entertaining gameplay. There were a few bugs: * I was able to seat 2 elfs on the same medium chair. * Sometimes I wasn't able to select a chair type (when seating people) even thought there was one empty chair of that type left * the number of small chairs left is not displayed similar to the medium and large chairs still free * I think elfs dislike the gnome play but it doesn't say that in the play selection.

It also took me a while to realize who was who and that elfs want medium chairs, but after that thinks worked out well.

LandFall by SjoCi 2018-08-14T13:14:18Z

The title screen is pretty awesome and the gameplay worked. It took us a couple of rounds to fully understand what to do. There were 2 strats we could find: either just rush for the resources, or just attack tiles to make it borderline impossible for the other player to reach the ship in the end. The controls were a bit awkward, but especially if yo used the rush strat you got used to it.

Crumble by anstabo 2018-08-15T16:39:21Z

I really like the level design and graphics. I played it a bunch of times just to explore most of the level. The type of game is supposed to be somewhere between smooth and clunky and I think it mostly does this well, however jump timing, jump direction and camera feel a tad off when speed picks up. The game was pretty much unplayable in web, but I had no problems with the windows build.

About the key-question that has been discussed: since this is done in unity, if you used Input.getAxis you should have arrow keys + wasd support by default and would also support controller-sticks.

LD43 — Sacrifices must be made

Save the Yel's! by LeReveur 2018-12-05T01:35:33Z

Lemmings was the first thing that went through my head when I read the theme =) While it's nothing radically new it's a solid game and I love that you replaced them with rubber ducks that die so pitifull. Sound would have rounded everything out, but even without a solid entry.

H E R D by King Kujito 2018-12-13T23:32:24Z

I really liked the Graphics. stearing the sheep was somewhat awkward, but that is - after all - a key element of such games, so no harm done. The inverted and as far as I could see not reversable camera didn't help this thought. The level was also pretty long. At some point I lost my temper a bit and just took a couple of sheep to the end because I didnt want to start over - I think shorter level of increasing difficulty would have suited the game better, but there is always just so much you can do in 72h and you accomplished amazing graphics and very fitting music.

H E R D by King Kujito 2018-12-13T23:33:15Z

Oh. Just realized this is a Compo entry. That is just insane. Wow.

Ursa by Maksym 2018-12-06T18:45:52Z

Best part of the game: Having 'Dreams are my Reality' as soundtrack =)

Follow Me by sbeif 2018-12-07T00:41:10Z

Really enjoyed this game, simple style, simple concept but really well followed trought, it's a blast to see the left people follow your path. I would really be interested in some stats. I only managed to safe 10 people, but made a ton of mistakes (kept trying to jump with SPACE due to muscle memory -,-') and was wondering what an ideal run looked like. Anyhow, had a blast, thanks for developing this fun game =)

Blight Tower by jeplmr 2018-12-05T02:12:06Z

Neat Game. I especially liked the designe (even thought the texture was a bit blurry). Anyways impressive design especially for a Compo entry. I went in blind - as I usually do - and had to find that not spawning any capsuls (I didnt know about them^^) trivializes the game. Playing again with them makes things a bit more interesting although they do not really seem to help much in the fight against the tower. So I guess there is a bit of balance needed - maybe waves of enemies that spawn to begin with to keep you from just ranging the tower? Ander the capusls should be a bit stronger to make them worth the risk. Still impressive result. With a bit of tuning and a soudntrack I could see myself grinding a few rounds of this and enjoying myself quite thoroughly =)

Documentia by Pandanym 2018-12-14T01:57:33Z

Really liked this game from concept to execution. Lots of variation, neat ending. The only thing that was a slight disappointment was that changing the files content, this changing their size didn't do anything - but it would have been all to easy to cheat that way. One of the most refreshing games this LD =)

Rift Plugger by Mikeliosus 2018-12-07T00:59:06Z

Nice art. When playing the game with a slow approach it is a bit tedious and not too challanging (althought it might be my fault for choosing? such a palystyle). Is there any downside to sacrificing Villigers?

Humanity Hero by Guilb 2018-12-05T02:36:14Z

Wow! incredible Title. [Note: I'm not quite done playing yet, sicne with reading most of the text the game takes quite a while-] The "Papers Please"-like gameplay fits the theme and leads directly to some interestign social commentary. On that note I particularly enjoyed the nodds towards the divercity of the given population. The amount of polish in regards to graphics, audio and gameplay is likewise shocking for a Jam title. As someone who likes to read texts and learn as much as possible in these games I really enjoyyed the character descriptions, especially in the begining. The fact that they start to repeat is understandible given the amount of people vs the amount of time in a jam and while I would have loved to read individual descriptions for everyone the number of unique discriptions is allready really high. There were a couple of bugs in relation to this thought that I did mention: In at least one case the secriptiontexts seemmed to be swapped when comparing attributes, proffesions and texts. Quite often the discription texts would not fit onto the page and jsut stop mid-stence. And finally the right form seemed to be a tiny bit blurry when compared to the left. In spite of these few nitpicks (for a jam game more than excusable!) this is the first game this year that got an overall 5 from me. Really anjoyed it and on my way to play a bit more right away =]

Fighting Souls by RAFFE 2018-12-05T01:24:17Z

Nice Title. It's kinda like "Trine meets pokemon". It took me 2 runs to finish the game and I was amazed that you can actually skip every fight except for the boss! I dabed him but I wonder if there is a way to come through with everyone alive? seemed a close call without testing it^^

Dark Villagers by AwiX 2018-12-07T10:31:36Z

Really nice graphics and overall nice difficulty. Clicking on sectaries after recruiting them out of a bunch of travelers is kind of fiddely, and it would be nice to know if demons just become straight up better or if they have different attributes (some being faster, others more sturdy, etc).

The Moth Shepherd by tozpeak 2018-12-14T00:39:19Z

Really polished game! The art and music are superb, the leveldesign is also pretty good. The controlls could flow a bit better and feel clunky at times, but thats what happens when doing a game in 72houres. It took me a moment to realize what you need the moths for and the checkpoints could have had the feedback of the "doors" to communicate that you have activated them. Overall really good entry.

Total Party Kill by adventureislands 2018-12-05T11:31:06Z

The amount of attention this game has gotten is already a good indicator what amazing amount of polish this has recieved for a Jam title! The graphics are obviously stunning, the puzzles are challanging without beeing obscure...there is actually little left to say.

Balancewise I thought it was a bit mage-heavy but at some point I realized that this was also somewhat dependend on my playstyle and many stages had multiple solutions.

As a lover of puzzlegames this was very enjoyable indeed =)

Running through the underworld! by sadzanenyama 2018-12-05T01:57:02Z

Interesting entry. I liked that there was a lot that could be done in a sort of pacifist playthrought (the boss didnt work that well with that midnset thought^^). The Chasing wall a bit easy on the tempo and the flying gun downright imba. Once you found out around where the ammo for that was located you could skip most parts of most levels. Still overall a balance that works out since I had to reset to checkpoint a couple of time. One thign that seemed a bit wonky was how much dmg foes did to me. Do you dmg in "OncollisionStay"? because if you jsut brushed a foe it wasnt much at all but if you jumped on them (you can actually jump right off without getting dmgd, I assume due to the length of the groundecheck raycast?) then you die right away.

Running through the underworld! by sadzanenyama 2018-12-05T09:40:31Z

@sadzanenyama On that note: there is a type of Raycast called Physics2D.BoxCast that -since you have a square player - could actually hit the area under all of the player. But there is nothing wrong with using a triggerare^^ I'm a bit surprised that enemies kill you imidiatly when you properly land on them with the system you described.

Battling Madness by Sykoo 2018-12-06T19:12:41Z

battle.png Originially I though this Binding-Of-Isaac-esque title was really on the tougher side, but this was mainly due to my foolish dismissal of ever taking "swap move controlls" this imba sacrifice cancels itself every other time, gives you insane life and sometimes increases your projectile size (it doesnt tell you the later, but...). There is a weird things that happens after ~200 kills thought: performence drops and the sound warps. Maybe there are audiosources spawned and not deleted? (Unity doesnt like handling more than 100 at at time). Needless to say: I had fun.

LD46 — Keep it alive

Kevin the Can by BoltKey 2020-04-21T14:45:01Z

That's one game I definitely haven't played before! I liked the detail that the ability to jump grew weaker the fuller the can got and the can was just generally cute =)

Shieldbearer by yscik 2020-04-22T15:03:44Z

Very neat style and a simple, but well working concept that fits the theme very well =)

Curse of Uddh by hadesfury 2020-04-21T02:48:19Z

The most lovable characters ever!

This is absolutely impressive. There are the amazing 2D graphics, the cute 3D graphics, the overall smooth and polished gameplay... but best of all... those two characters really come through!

My Best Friend Has Many Tentacles (VR) by andyman404 2020-05-11T02:34:07Z

Very impressive entry. As someone who is not very familiar with tiltbrush the controlls took a bit to get used to, but overall the game played very smooth, with an very consistent style and fitting gameplay. Glad to see a pure VR game here in the first place and hope you get the 20 ratings needed!

Torcher by Evergreen Games 2020-04-24T02:08:58Z

Yay a puzzle platformer! The concept works really well for the theme and the combination of puzzle, platforming an humour is quite addictive. There are a few QOL things that would be nice (like automatically lighting the checkpoint lights when walking though lit), but overall I'm very happy that a puzzle platformer for once has snappy controls! Great fun :slight_smile:

Keep The Vibe Alive (VR) by killthealias 2020-05-11T02:37:58Z

Glad to see a VR game in the jam. There were some minor QoL issues (i rather dislike teleportation movement and generally prefer a walk option and the and the audiolevels seemed a bit off making it hard to listen to the record much), but for a gamejam a very impressive entry, especially with details like the hands reacting to button touch events.

Supply Squad by Inventivum Games 2020-04-24T16:18:48Z

There are a lot of neat thigns in here: * the controls work very well, which especially in shooter jam games is not to be taken for granted. * the glowing VFX look really neat. I also liked the overal consistency in style between the game and the menu and the darkish setting that gave the glowing laser (literally) ample opportunity to shine. * displaying the "health bar" in form of the convoy loosing cargo is a great idea! Losing cargo felt much more immersive than just loosing a few pixels on a bar.

There are also a few points that I think could be improved: * the lack of any amunition mechanic or the use of tactial reources (say granades?) make the gameplay a bit stale... right now the biggest risk is being on the wrong side of the convoy or being caught under it. * while i liked the last shot audio clip on its own having a larger number of identical shots fired leads to a noisy kind of sawing. Maybe foes could have a different sound or at higher numbers some of the shot sound could be culled out. *I don't want to know the exact time it takes to reach the end beforehand! This way I kind of felt like just waiting untill the time was up, with little anticipation for what was to come. I think simply hiding the exact number or better yet more clearly splitting the mission into smaller waves/encounters and hiding the global duration number would go a long way here.

Keep Your Town Alive! by CodeChomper 2020-04-21T21:24:23Z

Aiming at the udders was a bit fiddely at times, but managing the different tasks with a limited set of hands did make for an interestign set of challanges.

Spellrager by Tykev 2020-04-21T20:43:34Z

Always happy to see multiplayer games in the jam :) Luckily I had a firend along to test it. It has some fast paced (almost UT-like) qualities going for itself, but there are a few issues that came up: The huge Visual effect of the shots combined with the lack of crosshair made aiming quite hard, since the dark clothed enemie models are easy to miss when a bunch of fireballs are flying around. Similarly the super bright sun(?) looks really impressive, but also blinds you, when you look into it.

The Ideas you mentioned in your post here (coop RPG elements, bossfights, more spells) do sound intruiging, so I'll try and look out for what comes out of this down the road =)

Plum by Heelio157 2020-04-22T15:50:26Z

The graphics are stunning and the puzzles actually really nice. I especially liked the added incentive of getting the crystal in every level. There were a few issues with softlocking, but most of that was helped by the restart level option. The one thing that ended up being a bit frustrating was that trying to interact with the right "reusable" statue in the third game sometimes actually made me interact with the left one and there was no way to cancel that action. I had a blast with this, as I'm always partial to a puzzle platformer =)

MACHINA by Harry Alissavakis 2020-04-21T19:10:57Z

Absolutely amazing. Very well polish, just amazingly consistent with the visuals and actually funny! For a compo entry this is jsut twice as impressive o.O

Indiana Farm by Pathus22 2020-04-21T01:57:45Z

I like hard plattformers and between the music, the art and the levels there is a fun game in there. What keeps me a bit from enjoying it further is the movement physics that can get frustrating at times. When pressing A or D agaisnt a wall a character will almost stick to walls, whle it can be hard to get a precise landing done. The length of the levels and the prospect of getting at least to the goose still kept me playing for quite a bit =)

And that cover art is just... :O

A Tale of Freedom by sohakes 2020-05-10T22:14:26Z

I do like sneak based games and given the theme I'm surprised that I havn't seen more games like this for the given theme. Had fun playing it, thanks for that =)

Are We There Yet by Twistashio 2020-04-22T16:45:11Z

exactly the kind of physics game I'm up for =D

Come to Mama by Louis hayes greenwood 2020-04-21T12:33:57Z

Very solid combination of great artwork, music and clever puzzle gameplay. The one thing that was a bit fiddely was managing the "pickup on walk over" mechanic. I think picking up with e, then throwing with e once you carry something would have helped me execute the solutions I thought up a bit more reliable.

Keep it @alive by velvetlobster 2020-04-24T15:55:47Z

Very cute graphics! I also like the repetative nature of the gameplay as a statement of the current situation. While it served as great commentary, it also felt a bit limiting gameplaywise.It would have been kind of cool to be able to take pictures outside - in spite of the lack of wifi - and possibly unlock more elements for the posts that way?

Gravelighter by radow 2020-04-21T02:33:52Z

@kilthrall @kamranicus Maybe we should have added a more explicit description of the "task" the player has. Given that ones oil lamp is running out the player is trying to get to a safe place. When the fuel has run out the player looses. There are several sections of the graveyard and in each one you can find a way to unlock the next one.(Ill not say more in order to avoid spoilers :D)

@weil Thanks! At some point we talked about possibly adding a jumpscare, but in the end we prefered the eery mood paired with the dispair of the fuel running out.

@petrifiedapple It's rather large for a webbuild ~250MB. We reccomend playing the desktop version for better lighting and shadows in any case, but want to give players who prefer webbuilds an option to still paly the game and in our tests it was running with solid FPS numbers in most browsers.

Gravelighter by radow 2020-04-21T17:03:48Z

@kara-nova Well we were going for a setting that was constantly putting pressure on the protagonist, but if you make it through the character should sigh in reliefe =)

@perpetuummobile Exploring enough of the graveyard to be able to orient oneselfe is certainly a challange, given the restrictions on light and speed. We do think that having the lit windows of the house on the hill, that can be seen from almost everywhere does help with that a bit =)

@louis-hayes-greenwood We thought that a jumpscare might be a bit predictable, but given that a couple of people have now asked for it... we'll see =) We do have a list of things to add and tweak for a postjam version and we'll put that on as something to look at.

@bakaraf that sounds like a great idea, have fun! =D

@superpatch you are probably right concerning the starting area. We had plans for an oil barrel in the starting area at some point, that would allow you to return and replenish the lamp as often as needed, but later decided against it, because we did not want the player to stick so close to one specific point, but rather push them out to "new" areas, in order to find more fuel. Maybe just adding a few more fuel pickups in the first area could dampen the effect. We will definitly have another look at the balance based on the feedback we are getting over the coming days and weeks.

Gravelighter by radow 2020-04-21T20:18:55Z

@sadsmile limiting the camera rotation was one of the things that didn't quite make it, but that will definitly be added for a postjam version =)

Gravelighter by radow 2020-04-22T20:05:01Z

@batswinger yes the death could be a bit more impactful, especially on light mode, where it does not even turn off all the lights. (I forgot attaching the fog to the script that handles the death and we never died in light mode while testing). Generally quite a few people seem to want more scary element, which is not quite what we had anticipated, but it might influence a potential postjam version^^

@damagefilter a few people have mentioned this. We didn't want to do a jumps scare, because it felt predictable and somewhat silly, but something along the lines you mention might actually work quite well.

@corriecravie It seems like we underestimated how long people would need to find the angels. We actually were more concerned about the lever, because of the positioning in the level, but have now observed a few people even running past the angels without realizing that they could interact with the, so a bit more hinting seems to be warranted.

Concerning the movement speed: We did want the game to feel a bit slower than games usually do, to increase the sense of dread, but I can definitely see where this becomes more annoying than we wanted if people need to redo the beginning multiple times. we'll talk about a a fast-walk feature that will allow players to speed up for a while before catching their breath or something along these lines and see how good that works in testing =)

@overmolo @perfontana & everyone thanks for the kind feedback :heart: The atmosphere was what we were focusing on most an we are thrilled to hear, that so many enjoyed that aspect of the game :smile:

Gravelighter by radow 2020-04-24T15:17:06Z

Thanks you all for the great feedback we have recieved so far. We have been doing some work towards a post jam release and the input of everyone has been more than helpfull for that!

@maksym We might have tuned normal mode a bit too brutal (it can be difficult to judge the difficulty if you know the level very well and can only simulate the original exploration to a certain degree). We are working on a postjam version that will likely be more lenient in normal, especially since the hard mode still exist for those who really seek a more brutal challange.

@bodaciouslycrazy thank you so much! we are super proud of what our artist @png was able to do in so little time.

@morandigame thank you so much! Will be sure to have a look at your entry later today =)

@marcusnystrand glad you feld the atmosphere :D We were reluctant to add too many pointers on what to do and might have overdone that a little. The upcoming postjam version will include a few things in order to guide the player a bit more, especially in the very beginning of the game.

@n-feofentov We noticed that a few people had more trouble finding the second statues than we had anticipated. We are not sure yet how to adress this, since we want to keep the incentive/need for the player to thoroughly explore the graveyard, but will look at tweaks that might make it a bit more obvious once the player is heading roughly in the right direction. We talked about checkpoints as well, but decided against them for the current levelsize, since we do like the fact that even failing can be rewarding, sicne it allows the palyer to start again with more knowledge about the situation, enabling them to solve the earlier parts of the level fairly quickly.

Gravelighter by radow 2020-04-26T01:35:04Z

Thank you for all the feedback everyone!

@palsina Thants an interesting idea. I think it would give too much information in a format, that is very different from the primary exploration mode(it would give it in an abstract, almost map like fashion, while the game tries to communicate through a very immersive experience of the scene), but maybe we can find some kind of middle ground that gives the player a bit more direct information upon their death without going as far as such a GPS view. Great suggestion in any case!

@blue-pin-studio There is supposed to be an audioqueue that is supposed to give a bit of a hint for the statue puzzle, but the coliders and trigger conditions are set up in a far too restrictive way. Thats somethign we are tweaking in the postjam version right now, as part of our efford to rebalance normal mode. As for the scarry and eerie elements: A fair few people have suggested jumpscares and we really don't want to do it, because we felt that a traditional jumpscare can easily come of as cheap and a bit silly if that makes sense? But this has lead us to explore some ideas similar to your other suggestions (having things move aroudn you or trigger sounds behind you) and somethign along these lines will be shipped with the postjam version.

@dauntlessstudio From the feedback we recieved and the people we were able to observe playing the game it's quite clear that we overtuned the difficulty for the normal mode in the jam version. We had already suspected this and turned down the original difficulty of normal mode significantly before turning the game in, but it doesn't appear to have been enough. Adjusting this is part of what we are currently working on for the post jam version. We are also quite happy with the light mode (especially since it makes the game playable in spite of the overtuned difficulty on normal), but it does take away a bit from the tradeoff mechanic the lamp is supposed to provide, so we don't want to abandone the other two modes =)

@lairinlair @leetchi-heda @inventivum-games @proforce thank you so much for the lovely feedback!

@mehrdadsh We are generally happy to work with other devs, but are also quite busy with our existing projects, so I wount be able to promisse anything. But for a future jam (LD or otherwise) this may be an option.

Gravelighter by radow 2020-04-27T23:00:33Z

@alexascher you are absolutely correct. The lamp collider is part of the player rigid body and allows for all kind of map escapes we didn't have the time to test for. In The postjam version we are working on this whole setup is quite a bit diffrent and this will hopefully solve this issue.

Gravelighter by radow 2020-05-05T21:23:14Z

Hey @turritom and @rjhelms thank you for the great feedback! We will be releasing a postjam version sometime next week that will include a rebalance for normal mode. We have definitly underestimated the diffuculty due to limitted outside testing opprtunities durign the jam weekend.

I also really like the fog, but it does almost eliminate the core mechanic and without the glow it did not look the way we wanted it to look like, which is why we didn't include it in normal.

Gravelighter by radow 2020-05-07T00:24:54Z

Hey @elio, thanks for the feedback. The brigthness not being very high is the main mechanic of the game (you can regulate the brightness by turning the flame of your lamp up and down with Q and E, but it will consume more fuel). That being said: If the low brightness is not for you, there is the light mode you can select from the start menu, that will make everything much lighter.

Gravelighter by radow 2020-05-07T21:15:42Z

Wow super impressive @ausstein ! Respect for makign it all the way through on normal and even stying on hard for qutie a while in the beginning. I do not think we'll be adding a map, since this would take away too much from the challange of exploring the graveyard, but we did add a few hints and did a balance pass over the lightradius and intensity in normal, sicne it was too close to the difficulty we had intended for hard.

Gravelighter by radow 2020-05-07T23:09:35Z

I like the paper map idea =)

We were hoping that the light from the two windows gives some assisteance in keeping track of where the player is, but I do agree that this needs work, in normal mode anyway.

Gravelighter by radow 2020-05-11T22:37:46Z

@honest-dan You are absolutely right. We had a hint in place (there is supposed to be an audisequence once the player has been close to the statues in front of the mausoleum and at least one of the ones "out in the field"), but I messed up the layers and the hint never plays. Looking back we really should have hotfixed sice since it is clearly a bug, but we opted for putting it into the postjam version and that got delayed a few times since it adds a major feature that took a while to impliment, and is only now about to be released. Thank you for great feedback!

Arrhythmia by Bodaciouslycrazy 2020-04-24T15:31:12Z

I absolutely love the art style and mood conveyed by it!

In the beginning I was a tad concerned that constantly tapping space in order to keep the heart beating could get tiersome and that the game would just throw a bunch of other tasks at you you had to manage at the side, but isntead it turned out to quickly become super intuitve, especially since the movement speed is tied to it. Great job!

Lamps by qkjosh 2020-04-21T21:02:33Z

:dog:

Wow. Building a basement one can get lost in over a weekend is no small feat! And the graphics are obviously incredibly well done, especially for such a small time frame! Making the lamps rigid bodies made the level feel more interactible and real, but also got me almsot stuck a couple of times, wich can be harsh if you have run out of braking-juice, but in the end I found the light :D

Chaincards by Federico Giorgi 2020-04-21T02:25:43Z

Seems like a cross between oldschool Final Fantasy combat and Slay the Spire. I played the dungeon through a couple times, but building a specific deck when getting 1 card each time seems painfully slow. Otherwise a very polished game, including credits, settings and even an intro cutscene! I would be interested in a postjam version of this, with more deckdraft elements =)

LAMPCHASERS by MachMarten 2020-04-24T18:30:06Z

I do like the 2D sprites in a 3D world combo. The characters are realyl well drawn as well. The only downside is that the excitement curve starts to ebb a bit after I had placed each plant type available in the shop once and succesfully used a trap (I think^^), but for a jam game that is more than fair =)

Water The Plant by Adam Fowler 2020-04-24T00:44:09Z

I like the concept of figuring out a tight schedule and preparing everything so you can handle the events. Unfortunately this didn't work very well for me. I'm not sure if this is intentional but key events like the light turning of didn't reliably happen at the same time, making it much harder to learn the tight and clean execution that seems to be needed to solve the game. Never the less the game is a fast paced challenge, that is fun for a little while and has the potential of being much better if the events were on a more reliable timer.

The Dragon's Curse by Aditya Kumar 2020-04-21T03:00:50Z

I like the combination of an oldschool text adventure with the atmospherical drawings and the map to navigate through. For The map it would have been great to have a bit more of an idea what path to go for, but I guess this way playing it multiple times can become rewarding =)

Schroedinger's Daughter by xarona 2020-04-21T01:21:14Z

Congratulations on the submit! :D

The Deepest Level by Monado 2020-04-24T01:35:51Z

As a person with a lot of enthusiasm for both pixel art as well as rpg-y action platformer I did like this game quite a lot. Especially the size of the castle and the different types of enemies are quite impressive for a 72h jam game. I do think the game could do with some polish though. The two main things I noticed here was that the back-button on the "how to play" menu screen does not appear to be working correctly and that the jump physics could do with some tweaking (I think the old "fall with additional gravity when not holding down the jump key" would already do wonders for this game and it would be nice if running into or even more severely: onto foes would not lead to the player being stuck to them and frantically trying to wiggle free from the frozen state). The art on the other hand is utterly beautiful and especially the protagonist hast very nice animations. I did not yet get into the cave area shown in the screenshots (so I guess I did not reach the "deepest level"^^), but might try for them again later.

Slime Mama by Jack Kaloger 2020-04-21T12:04:26Z

Absolutely satisfying gameplay! The (possibly cleste inspired?) graphics and audio are cute and very well polished, but what really makes this game stand out is the satisfying platforming physics. I would absolutely play a longer game with those. Also very well done difficulty wise. It took me a couple of tries to beat it - challanging enough to tempt me into trying till I got it, but not so harsh that it got annoying =)

Null and Void by Polyethyleneglykol 2020-04-21T15:04:37Z

Very cool fast paced parcour game. Once you get the hang of it it's quite fun to zip around the city, but the collection tasks start getting a bit trivial at that point. Thats not to bad though, sicne just freely jumping around i tons of fun. Little nitpick: there is no way to quit out of the scene once had enough I think? So I was sitting there with several minutes on the clock jsut waiting for them to run out^^

Help Vegan Guy by Hasan Vurucu 2020-04-21T21:10:56Z

Let's keep this chain of comments alive everyone… :p

[the win zip is still empty]

YoYo - A Wacky Weapon Arena by PurrSum 2020-04-21T12:22:42Z

Very oldschool arcady vibes. Great music and quite addictive!

Save the Fish by Duck Reaction 2020-04-21T19:19:09Z

It took me far to long to figure out what I needed to do, but it was absolutely hillarious =D

Guardian Duty by robotabc773 2020-04-21T02:07:56Z

I enjoyed that there is lore and the multitude of spells at my disposal. Using them frequently was quite limited by the mana gauge though and I'm not entierly sure when you get mana back. Time based? After defeating a wave?

By Lanterns Light by rbeattie 2020-04-21T21:42:08Z

I enjoyed the art and the gameplay ideas (and the fact that you also made an oil-lamp based game with a mechanic of losing fuel, not entierly dissimilar to our entry). The part that started to become a bit frustrating were the platforming physics. There was a bit of "ice skating" going on and the level is designed in such a way that one can easily hit their head and tuble into pits of water. I would definitly look forward to play more of a game with this type of mood and graphics with an overhault platforming mechanic =)

The Last Flower by Unimaginable_Code_Studios 2020-04-24T18:21:59Z

A very solid platformer, with good level design and an actually fun, if simple combat mechanic. Throwing those knives is very satisfying =) I also quite enjoyed the selection of music and the clean vector-y art style.

As other have pointed out there could be some improvements on the controler and maybe as well concencrning the interaction with semisolids (if you jump into them, rather than onto them you are in a n odd stuck mode from which you can then jump up and onto them, so there is no harm done, but it feels a little janky).

It's also great to have young people participate in these kind of events and show of impressive entries like this one (if you had asked me at 11 how to develope a video game I would have had no idea how any of it works). Cheers!

Keep Him Alive by Convg 2020-04-24T00:54:57Z

As promised I finally got around to playing keep him alive =)

As an fan of hack and rogue like games a dungeon crawler like this was immediately appealing to me, but it took me quite a while to kill even a single enemies and longer yet to get to the lower floors. On the other the high death rate did achieve to create a feeling of accomplishment once I managed to clear the first floor and advance. The addition of non combat rooms made exploring feel more rewarding, which is always nice.

Overall I think the game could benefit from further mechanics as well as a slightly less brutal difficulty curve in the very beginning :slight_smile:

Resquack by SorgardTeam 2020-05-01T18:46:05Z

Awww how cute! Especially enjoyed the sound of the ducklings =)

Lights Out by Batswinger 2020-04-21T18:35:06Z

Hillariously this game has almost the exact same concept as our entry, but in 2D and with candles rather than an oil lamp.

I really enjoyed the "eyes in the dark" appearing around you and actually appreciated the lack of a formal bar indicating the amount of light one had left, because this made everything much more intense. The one nitpick I have is that solving the game with the good old "keep your right hand to the wlal" algorithm is a bit easy. Maybe placing one of the keys in the center of the maze on a "pillar sectioN" could solve that.

Look back by Fables 2020-04-21T14:25:00Z

Amazing level building. that's quite a number of places to visit!

Fire is Friend by Joe Chatfield 2020-04-24T01:47:07Z

For some odd reason this is the first pico8 game I've played this jam, which is really unusual… where are all those pixely retro games?!

Anyhow… this game was very different from what I expected, rather than the typical platformer I expected I originally struggled to get past the title screen. Playing further and further and being able to start to make sense of the often times rather minimalist and cryptic scene on the screen was really rewarding and I had a ton of fun :slight_smile:

Ubergine by curleysam 2020-04-21T21:33:04Z

This game is hard! It looks innocent enough, but the aubergine-hungry rowdies soon overwhlemed my… hermit farmer and hoverpack-gun-dog? Great team the two of them anyways! And the upgrades are super satisfying. Plus I really like ~~eggplant~~ aubergine.

Cabral Soldado Heroico by Rustimak 2020-04-24T15:42:54Z

I'm usually not very enthusiastic about playing soldiers in war scenarios because the games tend to be rather bland and predictable. This was actually quite interesting in it's puzzely nature and well polished in regards to the controls. The voxel graphics worked very well and gave me a feeling to be inside the biggest every lego diorama :D In the end I couldn't find any of the curcles to heal the general anymore even thought I almost never stopped to fight. Do they just stop appearing or did I simply miss them?

Luna The Woodcutter by Floxnu 2020-04-21T14:01:50Z

That was neat! I was a bit puzzled when trying to get to the second chest, that can be seen when starting/ending the game for a bit since I was lacking the pick axe and had no idea where to get it, but going onto "expeditions" in the different directions, trying to find it was really fun! I think there could be some sort of goal (if there is I missed it) once you get the axe though, because at that point where you just unlocked 2/3 resources the difficulty curve really tapers off. But getting there also felt quite rewarding, which is always good =)

Save the Penguin by MECHORD AND MECHOH 2020-04-22T00:27:28Z

This was absolutely hilarious! I think I still havn't quite wrapped my head around the backstory and not being an avid instant noodle connoisseur it took me quite a few times to get the noodles right :smile:

Unfurmiliar Territory by marumaroo 2020-05-10T22:17:31Z

I loved the sounds and those grpahics are absolutely beautiful! The gameplay was fun as well, even if it wasn't revolutionairy, but who wouldn't want to run aroudn and shoot creeps as a cat =)

This might be a bit late, but it would be easier to get to the game if the link was actualyl a hyperlink: just add https:// in front =)

St. Hestia by Endymion 2020-04-24T00:34:05Z

I enjoyed this game a lot. The aspects that impressed me most, aside from the stunning visuals and the well developed mood was , interesting enough, the overall polish and the clean as well as beautiful UI.

The interpretation of the theme seems to be quite common, but the implementation of having a stationary as well as a portable fire source sets St Hestia apart. The ghost were a nice addition, that worked well atmospherically, although I'm not quite sure if they have an actual gameplay impact. Do they drain the fire?

Overall a fun experience on a - for a jam - suprisingly high level of polish :slight_smile:

Restartigrade by Ezra Szanton 2020-04-21T01:34:08Z

One of the first games I've tested this time around and what fun! Especially enjoyed the Character design =)

Planet Life by NicoDev 2020-04-24T18:39:06Z

A simple yet intruiging idea. I especially like that every reaction to a wish was explained, sicne some had implication that were different from what I expected. I played a couple of times and dont think I got any wish offered twice, so there seem to be a solid amount of potential wishes =)

One little nitpick: try not naming the zipfolder just "windows 64" or similar, since tons of people do this already and it makes it annoying to figure out what game in my LD46 folder I wanted to play.

Stubby Spaceman by ajrezendes 2020-04-24T02:00:08Z

While testing the game I didn't actually run into any bugs, so either I was lucky or it's not as bad =)

Having a No-Man-Skye style game is certainly ambitious, but the core mechanics seem to be running pretty smoothly. What would or wouldn't make the game interesting to me is what could happen within this framework. The UI hints at gems that could be collectible (I don't think I found any, I did find a sort of grey ball, but wasn't able to pick it up), which is always simple but proven way to reward players and gauge progress, but I don't think it alone would do the trick here. Having some goal or goals to work towards, that would encourage exploring further worlds would be great and would help to turn the program from a pure sandbox into a more traditional game. But then again: there is nothing wrong with a more freeform sandboxy approach, in which case it would be great to give the players more of a way to express themselves creatively =)

I hope this feedback makes some sense and helps. Congrats on your first jam :slight_smile:

The Dark Cave by Tom Stephenson 2020-04-21T20:35:34Z

I really like the eerie atmosphere,the limbo-esque visual design and especially the way sound is visualized.

I only found out that throwing objects was an option after my first time through, so I went back and tried it and I could see some really fun puzzles involving the throwing and luring of enemies, but as of now it seems to be purely optional. There were a few instances where I wasn't sure if the game behaved as intended, but they were pretty consistent across both playthroughs. Is it , for example, intended that the fyling glowing companion we find at the start leaves us right before the water section? I tried to get them across, but couldn't seem to manage it.

LD47 — Stuck in a loop

The Circle - 3D Web Game! by Nikolaj 2020-10-07T21:09:03Z

I had fun playibng this 80s throwback =)

I think you mentioned there might be a postjam version? Happy to give that a try once it gets released.

SnakeLoops by datadazer 2020-10-06T04:10:34Z

This is certainly one interpretation on the theme I did not expect! And oddly addictive at that!

Beyond Death by Trypants 2020-10-06T16:47:40Z

Very impressive visuals, especially the many details that change the more one dies. The controls are a bit fiddely at times, but quickly enough to get used to =)

Dungeon Break by radow 2020-10-07T00:36:12Z

@pschichtel Everything was made during the jam, including the concept. We're currently working on a post-mortem that details ourt planning process as we are pretty happy with the amount of content we were able to produce this time.

@fc85057 fully disagree with this - the occasions where thigns are hard to see are the one thing we would have done a significant bit more on, had there been more time. (Except for a few things in the very last level that are supposed to be a bit sneaky and overwhelming)

Dungeon Break by radow 2020-10-07T00:48:46Z

@denzil-gomes Thanks! We were a bit scarred that the non-functional scenery we added would make the game too noisy and hard to navigate, but it was hard to stop once we got a few levels to the point they really resembled the settings we had associated with them. We wanted to leave things as 1-screen puzzles without cam movement, but if we were to further develope this we would have to look at these point for sure.

Grave Juice by Firebelley 2020-10-06T03:21:52Z

VERY neat entry. Very polished, using an item as health equivalent is a great twist on an established genre. I especially enjoyed that there was usualyl a naive and terrible route and a much easier one that rewarded exploration rather than just precise execution. And then there is of course the great infuriating feeling once you just barely missed with the bottle and loose everything =)

Enclosed by Daniel Jenikovský 2020-10-07T21:07:14Z

Very impressive entry! The similarities to Manifold Garden are there, but it's still very much it's own game with the way it uses looping and the jumping puzzle elements. Creating such a game in only 3 days truely is a feat. If you happen to expand this in a full game I would absolutely buy this =)

Hyper Racer by X_Pilot 2020-10-06T04:36:45Z

Very fun and very literal interpretation of the theme. The music really makes this game stand out. It is very nice and easy to begin with and ramps in a manner that feels very doable in the beginnign but becomes more hazardous with every turn. Great entry.

Paper Hell by Lexyvil 2020-10-07T21:11:17Z

This was torture!.... but in a surprisingly enjoyable way? I didn't originally get that I was racing against the paperstack, but probably even learned something on the way =)

Among Stars and Robots by jaoel 2020-10-07T21:04:05Z

Really solid entry, had a blast playing it! The visuals and audio were all really neat, but what made it great was obviously the gameplay. The amount of content was also pretty high for a jam game =) I will have to go back and solve the last few levels I'm still missing, but I'm actually quite hyped to do that.

Lucky Lefty Loves Loops by TheBookSnail 2020-10-06T15:35:25Z

Haha! Great interpretation of the theme. I especially enjoyed the uhm... level transition?! The Button feedback could have been even more pronounced thought :P

Splines 'n Shapes by SharkWithLasers 2020-10-06T15:28:52Z

Really neat entry. The visuals and audio complement each other beautifully leading to a very clean and polished look and feel. This is especially impressive for a compo game. The levels themselves were surprisingly tricky and puzzely and very satisfying to play.

A tale of Loopism by Pomo 2020-10-06T02:38:48Z

I really enjoyed the VA! As a lover of jumping puzzles I also enjoyed the game itself quite a bit, but the part where you lose your legs and need to carfulyl balance the force inputs has killed me every time... yet.

The Titan's grave by BadPiggy 2020-10-06T02:53:53Z

I enjoyed that! The graphics are really destinct, the idea of sharing a healthbar with the boss is brilliant and while to controlls take a tad getting used to the soules-esque combat does give that feeling of accomplishment ocne you have the dodge timings down =)

Hunger Pains by Kaabiikaze 2020-10-06T03:52:07Z

Very fun interpretation of the theme! The area around the chopsticks that still lets you get grabbed feels like it is a bit bigger than it should be, but otherwise very fun minigame. In the days of flashgames I might have spend a few hours grindign hightscores on it =D

Death Day by Nekopi 2020-10-11T19:11:26Z

So far I wasn't able to fiish the game - the spider seems to get stuck above the fueltank every time, even allowing me to walk throught it unharmed.

Other than this I quite enjoyed the game. The first time I played I had only looked at a few items/places by the time it was.... well "time to die". Figuring out what everything does was fun, even though I'm still not sure whether there is a relation between fixing the sink and killing the spider^^

The art is outright stunnign for a jam game and audio and the slow walk speed do their part to create a dense athmosphere. Aside from the bug the one thing that would help this game a lot in my option would be a fullscreen version. I assume this might stretch the 2D assets beyond their limits, but even a version with similar size of the actual game and a large black frame to fill in the rest of the screen would help the game be more immersive.

Death Day by Nekopi 2020-10-11T22:49:35Z

Thanks for the detailed reply @fragileannihilator . The idea to have multiple ways to fullfill the required tasks sounds pretty good, even if the balance doesn't end up checking out. The long time required to fill the waterbucket allways lead me to quickly gather the items from the house, then get the water and then go to the garage... so I never fixed the sink before gettign the water, but it makes sense that this would be an alternative option to get water, its a sin kafter all.

I'll happily give the game another go if there is a new version over the coming days =)

LD41 — Combine 2 Incompatible Genres

Miss Paws and the Runic Maze by FireSlash 2018-04-29T18:12:52Z

The spell exploration part is really fun, but there are some oddities: * all 3 card spells lead to ??? effects. For a long time we thought those did nothing nad were jsut not implimented, but then I cas a night(?) effect on myself that kept me from casting regen and also stunned me? * Getting more cards should make you more powerfull, but what it actually does is give you less controll since the RNG has more impact. * In the begining all you do are 2 card combos that are really 1 card combos because there is only one second card. * When I got the arrow up card it never appeared until I got a card that made it possible to access the third card round. It would be great to communicate this.

I still enjoyed the game, especially the music art and possibly a nodd to that old win98 screensaver?

Torn by IgorsGames 2018-04-24T14:09:55Z

Wow! The best Graphics I have seen so far. Also the gameplay, the story, the sound... almost everything seems incredible polished. I ended up playing it with a friend and somewhat cheesing it (one person playing the walking simulator, another the runner part), but that was really fun as well, so why not, right? Here are a few nitpicks: * it starts immediately. Being next to a fountain this is not to bad, but the first time playing it overwhelmed me. * it also ends really abrupt. It can be hard to read the grave diggers dialog while moving away and then the game just closes down. * I loved the generous checkpoint. I assume for regular solo-playthroughs this is a heaven-send. it could have been a bit longer after that, but the amount of content at this level of polish is already really impressive for a jam.

RootNote by djfariel 2018-04-24T20:13:30Z

Weired at first the game is really fun. It has stunning visuals, works fairly intuitivly given the theme, is easy to get into and has a nice ramp up in difficulty. Nicely done.

OUTLAW 🚗 MAYOR 🚓🚓 PANIC! by 01010111 2018-04-24T19:15:49Z

The combination of of a pacman-y/gta-y carchase and the building part work surprisingly well. The controlls are intuitive, the whole setting is fun and for a compo entry visuals and audio are especially impressive. Still didn't manage to read everything on the gameoverscreen xD

Jeff From Accounting by Almax 2018-04-29T20:18:44Z

Wow. literally the first game I gave full points in every category. While I loved every bit of the game what most impressed me was the distopian level design combined with the fitting music. Overall the level of polish and smoothness of play is amazing for a jam. I don't usually like typing games, but if you would add more content to this I would absolutely play it.

PE@CE by bwalter 2018-04-24T02:19:07Z

I really really like this game. The Graphics are great, the controls are good enough and the level design is the right mixture of minimalistic and increasingly complex. It doesn't really fit the theme too well, but that doesn't make it less of a fun game. I havn't quite gotten trough all stages yet but I certainly will =)

Magic The Shattering by diptoman 2018-04-24T03:00:38Z

The game works very well and the fact that there are different card categories, different decks etc certainly encourages playing a couple of rounds. The game does have it's problems with RNG thought. Having a rather week attack, with slight buffs does very little against a foe with 3 attacks that just flood the screen. But if you die you can get quickly back into the game.

Super Bigbo Commando by harusame 2018-04-24T15:33:12Z

That music! Really fun game and one of the best tutorial sections I've seen in a long time. Very polished as well. would love to see highscore-style global stats to compare speedruns on this one =)

Super Balls Defense Base Craft by radmars 2018-04-29T22:30:19Z

I really like the idea of starting out with a rather bland pinball machine and building and upgrading it. Combining that with tower defense is a really nice idea, especially because you do need the balls/foes to collect the resources. The graphics were really good, sounds were there. What really would have helped to make the game more fun would have been some sort of tooltip for the towers and better physics especially in regards of the interaction between the flippers and the balls.

Text Based Adventure by patvanmackelberg 2018-04-24T02:47:08Z

I like almost everything in this game: The art style, the witty dialog, the oldschool sounds.... the only thing i really dislike is that you disengage from dialog with 'esc' (on keyboard). Not even to skip it, but every time there is dialog!

Flowers in the frame by oab 2018-04-23T01:18:36Z

Hey, I tried playing the game on itch.io. I really liked the graphics, but when you restart the game without reloading the page it get's laggier each time, becoming unplayable fast. I'll try the game again later =)

Stop The Munchies by Sarah 2018-04-24T03:22:35Z

It took me a couple of tries to get used to it, but I do like the idea, that you can make phase 1 harder on yourself by building a proper maze and if you still make it you profit in phase 2. As it happens, when i finally got a proper mazelike structure working in phase one, the movement patterns in phase 2 got much less readable^^

Dpendign on RNG constantly click-selectign different tiles can get annoying in phase 1,

Flatpack by dethe 2018-04-29T15:58:39Z

What a refreshing entry! Loved the humor and presentation. Great writing too. The genremixing didn't really come out very clearly, but still a very innovative take on making a game in a short time =)

Crafty by Brackeys 2018-04-29T21:59:52Z

Hey there. Learned a bunch of unity stuff from your videos and since this is my first LD entry using Unity I am really excited to see your entry. I got to the end (I think? I did destroy the world so...that's good right?), but I didn't quite unlock all the entries, so I migth go back and try to do that. The game was fun, but theme wise it does combine falvors/setting rather than genres. Other than great amount of polish as expected =)

DroneOut by Nufflee 2018-04-24T16:21:45Z

I love to see another game using public highscores and am somewhat surprised to see so few entries (we have the same problem on our game). It works well and feels intuitive, the only thing I don't quite get is why you put so much rng in the wavesize. That seems to somewhat go against the competitive aspect of the game and can make it hard to even beat the AI.

DroneOut by Nufflee 2018-04-24T16:41:14Z

Yea, I was talking about the amount of drones and the amount of pickups. On my first try I had a rather big first wave (compared to subsequent tries) followed by a second wave of only 2 drones, which seemed a bit odd. On another try I seemed to be running out of amo and I put that down to pickup-rng, but it might also have been my bad aiming on that run^^ I'll make sure to give it another go sometime tonight in order to improve and see if there are other highscore entries by then =)

BREAK // HELL by Incredible Ape 2018-04-24T19:24:28Z

Well done. The way this game plays one wouldn't think that the genres are at odds with each other at all, but the fact that you basically fire the very attacks that you later on have to dodge, the balance between just attacking and leaving strategic gaps, all while under pressure from the approaching bricks makes for a really interesting gameplay while maintaining the feeling that the game is a somewhat odd combination of genres =)

The oldscool graphics and sounds are on point and the difficulty has an addictive ramp to it: generous enough with pickups, forgiving at first and increasingly difficult as it goes on.

Wizsnooks by kroltan 2018-04-30T16:16:30Z

This is a fun game and it is most impressive how many features that we expect from a complete game but are rather are or unfinished in many gamejam entries it get's right with a surprising amount of polish. Music and sound effects are on point, the loot system seems well balanced(against itself) and the inventory works without any issues. The Graphics are certainly well crafted even if the style does not really appeal too much to me personally.

The gameplay itself is quite intuitive once you realize that your cursor acts as the target not the cue stick(silly me^^). The only thing that I really think should have received more work are level design and a level order. In the beginning the ball has quite low hp, no defense and little offence (as is expected in any rogue-like). This does not pair very well with randomly starting in any level. There should have been an order or at least classes of levels and the next one is drawn from a pool depending on how many levels you have beaten before. This balancing issue does not only result in having some levels that are harder to start with, but also with having loads of trivial levels later on. Once you have the light-saber-thingy or similar you will oneshot most foes. At this point the game becomes almost trivial and the lava-hole play little to no role anymore.

There is also one bug I could find: if you die and click on retry you will sometimes be kicked onto the title screen.

Overall I think this is a remarkably complete game and if there was a bit more work done in the indicated areas I could absolutely see this becoming an addictive hit e.g. on mobile devices.

Platform Breaker by Zyuxis 2018-04-29T21:20:02Z

I really liked this entry. There are a lot of entries where you basically have to play two games at the same time, but usually the controls are awkward and the games don't influence each other too much. Not here thought: their interaction is fun and the level where you have to jump on the floating balls made me realize that the controls are actually very accurate for such a game! If there were more levels I would totally play them too. The only suggestion I have is that the blocks that survive multiple hits in a few of the middle levels could be made weaker to make these levels a bit more involved.

The Mad Tea Party - A Card and Run Game by Tiberius 2018-04-24T02:49:23Z

@patvanmackelberg in what level? You can use the dash to just dash trough them without taking dmg. Or try and take a different route.

The Mad Tea Party - A Card and Run Game by Tiberius 2018-04-24T03:06:18Z

@tg1397 you can jump-chain-multijump against the wall. with jumps if there is only space at one diagonal or 2 up (rather that 2 up 1 across) the jump/multijump will take you there instead. If you really get stuck the reload button in the top left let's you restart the level.

The Mad Tea Party - A Card and Run Game by Tiberius 2018-04-24T12:42:38Z

@MartinTristan we had this originally, but wanted the puzzle-difficulty of having a drawback for not thinking ahead the full 8 turns (or rather beeing rewarded if you do). If you don't fill in all cards the game interprets the empty slots as "waits". At one point wait cards on the end of the sequence would execute much faster, but since the enemies also move at that time it became eally hectic and hard to understand where an enemie moved at what turn.

@Evan Leibman I totally understand that feeling. It took us quite some time to notice that a sequence that would be fast and trivial in any regular platformer takes quite a bit of time and in some cases forethought in this version. The levels were originally planned to be even longer and difficulty wise there is a mario-maker-troll-level inspired leveldraft that we wanted to put in as last level, to see what the highscores would be. By the mtime we realized we really needed at least some shorter levels we were really pressed for time and had to warp things up. But we will make one or more postjam releases over the next couple of days that should help adress this.

@RamiaD thank you! It took quite some work to get the VA in in the end. We actually have more cutscenes ready (and also have to fix some glitches with the text-roll and text positioning), but there weren't more level ready for shipping. If you enjoyed those you might want to check out the postjam release we plan on shipping sometime this week.

The Mad Tea Party - A Card and Run Game by Tiberius 2018-04-24T17:28:40Z

@Toulou the slow tactical/puzzely gameplay seems to be what makes it harder for most people to get into the game. We'll certainly consider options to make it faster without compromising the tactical nature of the game.

@soylalluvia thanks! We're really glad that we managed to get the voice acting and cutscenes into the final jam-build. We have some more ready that will be included in a postjam version together with more levels, bugfixes and possibly tweaked game mechanics to make the game more accessible.

The Mad Tea Party - A Card and Run Game by Tiberius 2018-04-24T17:32:32Z

@victrola-sage nice catch. [Robo Rally](https://en.wikipedia.org/wiki/RoboRally) (A programm-your-move boardgame) was a big inspiration in making it.

The Mad Tea Party - A Card and Run Game by Tiberius 2018-04-24T21:44:06Z

@K1mpp4 thanks. We basically have this, but right now instead of skipping the turn the game assumes you played a wait card. This seemed most logical to us at the time, but seeing that there are quite a few comments asking for something along these lines we are currently working on changing/streamlining things a bit for a soon-to-be-released postjam version.

The Mad Tea Party - A Card and Run Game by Tiberius 2018-04-25T06:02:03Z

@Rebecca Kremer there is [Space] = execute. We thought about adding more, but settled on the changing the original double-click or drag to slot a card to single-click or drag. We might consider hotkeys for the postjam version and will probably add a small additional level that does not require as much patience.

@Tay it was quite hard to get everything in at the end (and thee was a bunch of stuff that didn't make it), but we're glad the VA made it. There was a lot of work put into doing several takes with everyone and then going through the whole thing.

@Seanale & @dijaguy thanks =)

The Mad Tea Party - A Card and Run Game by Tiberius 2018-04-25T09:34:45Z

@TQV5964 @diptoman You are absolutely right. There actually is a grid feature, but the grid is invisible due to AA in the current web build (the button next to the mute button is supposed to toggle the grid). We are doing some testing for the postjam version to make sure it works.

The Mad Tea Party - A Card and Run Game by Tiberius 2018-04-28T02:38:19Z

@MegRabbit thank you! That is certainly an interesting idea. I think that the portrayal of physics in it's current form (there is no parable when jumping etc) might somewhat limit it, but it might be an easy and fun way to learn about path analysis, programming (in the sens of predetermining movement) and similar concepts.

@cristiano.m.garcia I'll make sure to check it out.

The Mad Tea Party - A Card and Run Game by Tiberius 2018-04-28T02:46:40Z

@kyyninen @CrazyHomeboys @TQV5964 @diptoman @rebecca-kremer @K1mpp4 @Toulou @evan-leibman @MartinTristan

We just release postjam version 1.1 and have made some significant changes based on your feedback, aiming to push the game to be more dynamic and a bit faster-paced, make it easier to recognize distances and also added two significantly shorter levels. Thank you all for helping us with making the game more fun. If you want to paly the new version or read the changelog you can find both [here](https://ldjam.com/events/ludum-dare/41/the-mad-tea-party-a-card-and-run-game/$94998).

Chess Tower Defence by Harry Jacobs 2018-04-29T22:46:09Z

The idea is nice and the execution works. Here are a couple of ideas suggestions: * Is there a reason why a rook costs only 5 pts (2.5 pawns) while a bishop costs 75? I guess there is the amount of dmg a figure does to be taken into account, but having a bishops cost as much as 15 rooks seems a bit excessive (not that they are to expensive, the rooks are just dirt cheap). * Some tooltip to see dmg/health would have been nice. * its great to have the speed feature, but it makes the sounds a bit annoying.

Wild Cards by Adtberp 2018-04-29T12:08:49Z

A Fun game, that needs a bit more balance. In the begining I thought food/eat cards were the bottleneck and in a certain way in the begining they are. But when I noticed you can just throw away cards until you get an eat card (or any other card for that matter) things got a lot easier. When I realized how powerfull tame was I basically stopped caring about food gathering, since it would autorefill while I was doing other stuff. Another part of the food-imbalance is the fact that stave is basically a non-mechanic. You can easily outheal the dmg with heal cards that cost nothing (no resources, no hunger, no energy) and/or eating later. At this point eating became more of an energy-managing mechanic, since being out of energy actually meant I couldn't do anything on that day. At this point the game kinda started playing itself: I would try to upgrade most equipment every day (save bow, house and hoe - these I didn't really need with taming and high sword values) and get through the whole deck before resting. I died at day 11 because I wanted to find out what happens when you throw all you rest cards away. I still enjoyed the game a lot and think with some more balance and difficulty it could be very fun. here are some ideas that would in my opinion help adress this point: * make starve actually hurt you * the difficulty of foes should increase much faster * tame needs to be nerfed without loweing the chance to succesfulyl tame. * bow should have some benefit over sword. * make the house more relevant.

Grid Gunner by SuperTibbles 2018-04-24T03:34:27Z

Really really enjoyed this!

YOU LEFT ME. by Angela He 2018-04-24T18:02:36Z

The art is just something else. The music and gameplay, especially the fact that you can/have to try things multiple times and the visual effects on the writing really complement the mood that is heavily grounded in the art.

I wouldn't consider point-and-click and VN incompatible, so a slight cop out on the theme side of things, but that didn't make me enjoy this any less.

Most impressive to mange all of this with this level of polish in a single weekend.

Stirfry's Rhythm Rave by joltjab 2018-04-24T03:30:32Z

Great looks, Graphics,audio...rhythm + acceleration based gameplay thought.... took me forever to get out of that early early ditch. Gotta git gud^^

ACCIDENTAL EXISTENTIAL by slovnoslomo 2018-04-29T12:14:47Z

I like the social commentary - more games should have that. *Thumbsup*

Daxua by mainghia95 2018-04-24T15:56:11Z

The Graphics are amazing and the gameplay felt very intuitive. Therefore it's kinda sad that there wasn't very much of it. I played through the stage twice but couldn't find any other option then to kill the regular foes and then proceed to the boss, did I miss something? ( just asking because you list 'The fate of Daxua changes with your every decision.' as a feature, but I didn't really feel like I made a decision.)

The slow mo and the star wars references felt kinda random.

Daxua by mainghia95 2018-04-24T16:09:08Z

No worries. It was still fun, I was just wondering of I had missed anything =)

FTD (Find The Differences) by AL19890604 2018-04-24T17:20:15Z

Nice! So many people took the easy way out by combinign two genres that fit together easily, but you didn't and you made it work! The physics are a bit fiddely, but the platformer part isn't all that challanging so it's not to bad.

SSSS by PlusMinus 2018-04-24T13:31:17Z

Love the Graphics and the sound. There is some issue with anti aliasing, but it still looks great-

The lack of tool-tips or a tutorial makes it rather hard to understand what the buttons are supposed to do. I restarted several times and still have no idea what some of them do.

Ultimate Hero Simulator by antvelm 2018-04-24T17:43:07Z

Wow. Sound and Graphics are just out of this world. The platforming shooting part is so fun that I'm almost annoyed at the pet mechanism, but the theme was what it is and this game most certainly combines two incompatible game generes. thumbs up.

StrateJump by bluewingtitan 2018-04-24T16:37:22Z

I really like the the humor in this!

Having made a turn based (card based) plattformer myself the responsiveness of the game in spite of it's turn based nature is really impressive. One is quick to start over if something is wrong.

A few nitpicks: * you can somewhat break out of the grid that is induced by '1 move/turn to the right = n units' and this can get you stuck-ish at some situations(you can break back into pattern but that is a bit annoying to do) * I played the WebGL version and there is no fullscreen option - for such a small window the amount of screen clutter especially during the menu was a bit too much.

BlowScape by Fleoh 2018-04-24T19:40:51Z

Fast paced, responsive, addictive gameplay. Nice visuals. Sound is not sectacular, but solid and supports the action driven gameplay. Neat entry. And not a single bug or glitch I could find.

Gender Circles by EkkoEkko 2018-04-29T14:00:53Z

As a non-binary player I think it's a bit sad that you went with only two genders. The two overrepresented ones at that.

Transmute by Evan Leibman 2018-04-24T03:42:38Z

Wow. Love the Graphics, the controller movement is really slick for a jam, the puzzles are fun and the shooting aspect really integrates into the platforming instead of just being 'on top of it'.

Puzzle Jumper by BlazeDragon 2018-04-24T13:50:06Z

I like the idea and looks of it. It's addictive enough to keep you playing for more than a few tries. There seem to be some bugs thought: * you can get stuck in a 1-space location. The audios go crazy but you have to restart yourself. * when you move a part right when landing you will move the next part without standing on it. * when landing sometimes an additional space is taken somehow?

A also feel that the physics could be tweaked to be less low-gravy. Especially in the beginning when you dont have a big pile of pieces on one side (that is how you play tetris, right?) you dont have much time to land on and navigate the pieces - it is then a tad frustrating to shortjump and fall almost as slow as the piece itself, robbing you time of additional jump-tries. All that aside it is a fun game, it looks and feels incredibly clean in spite of the bugs and it is one of the first I have seen that truly went with the theme!

Puzzle Jumper by BlazeDragon 2018-04-25T12:36:47Z

@BlazeDragon looks good, I wasn't able to reproduce the bug in the newer version =)

Not Again Pls by Jorge Sanchez 2018-04-29T17:35:28Z

Somehow the game doesn't seem to be loading. The loading screen takes a long time and then stops entierly at around 95%. I'd love to test it, so feel free to tag me if you get it working =)

Turn Around - When turn-based rules meets their opposite ! by ValBoise 2018-04-24T20:51:42Z

Love the game. gameplay as well as presentation. Only the controls could be a bit better. Sometimes the character feels unresponsive (Is the Input.GetKey/Get Axis check placed in fixedUpdate possibly? That could explain that) and the action-menu keeps collapsing. While I like that the game looks so clean, there is so little visual clutter that it could easily stay extended. On my very first run I didn't even realize it was there until I needed the teleport for the first time.

Edit: One more thing (controls again) please implement [Space] = end turn or sth similar. =)

Jammer Tank by Jonnymentero 2018-04-29T19:10:14Z

Went in expecting your regular old boring shoot and drive tank game and then THIS. Amazing. Loved the physics.

Everything is Cards! by Casual Dutchman 2018-04-24T02:33:44Z

The game is easy enough to get into and can be fun for a round, there are a few thing that severely limit it's potential thought.

* it's supposed to be a shooter, but you can also melee... not really a problem, but it draws attention to the fact that the game doesn't really seem to know what 2 incompatible genres it want's to mix * the lack of feedback when hitting with the axe makes it annoying to play with the axe * i found 3 different cards. I assume there might be a fourth one? Anyhow: you get these cards really quick and from that point on picking up cards isn't a mechanic anymore. * I hardly saw the fireball - it looked like the particle effect got cancelled or sth?

ColorTagSurvive by vimlock 2018-04-24T22:09:35Z

there are a lot of very polished elements in the game: the camera controls, the start menu, the day-night cycle, the online-aspect of the graffiti and the option to jump to a grid position. Atmosphere wise one on the top entries I've seen and with an interesting indirect multiplayer aspect, the one thing that holds it back is that there is not really much to do in the world. Exploring the gratifies could be fun, but right now there are not that many and they are somewhat limited by the wall sizes. Still: I applaud you for this innovative exploration of the concept.

SmackTalk! Live by forlorn79 2018-04-29T22:22:03Z

what did I just play xD

Rock The Road by Bintex 2018-04-24T14:28:57Z

The combination of a driving game and towerdefense certainly fits them theme of incompatible genres. I felt that there should have been an incentive to drive around the map. As it is the best strat is to camp at the beginning pilling the stones in front of the finish line. But the HP are forgiving enough, so that one can just drive around for fun anyways.

Also: Wow creating such a game at age 13 is damn impressive! I'm not sure I even knew what an if-statement is at that age.

Prison Cat by figrita 2018-04-24T03:53:19Z

The actual game is really boring, there is no way around it. The artful thing you managed to pull of is still make it a fun experience with the art and the text. My favorite part is when you lose...

Witch's Escape by cristiano.m.garcia 2018-04-29T23:14:14Z

Fun little game. I especially liked the graphics, music and the setting/mood they created. The puzzles were a neat idea, but since they are random (rather than having specific spells work against specific foes/traps) I kinda started cheesing them when it got more complex by simply pressing all keys at the same time and spamming them once the required combinations got longer. Having a penalty from casting the wrong spell and more predictability (learn spellcombos that counter specific traps) might push this to be truly addictive =)

Run 'N Hide by MooseHat 2018-04-29T21:10:33Z

Hi there. Try as I might I did not understand what the boxes were for. It was easy to finish without spacebar and shapes, but using them ....

Typerider by Sun Parlor Studios 2018-04-29T13:58:44Z

This game is HARD. I'd say it is a bit inconvenient to play, but that is something that applies to almost every game that truly went with the theme and yours most certainly did. The game also never seems unfair, since it is purely my own lack of coordination, typespeed etc. that makes it hard. The Graphics music and overall polish are amazing for a jam game. Great job!