The Great Unicorn Migration (HTML5) by David Greene 2019-05-09T13:08:51Z ♥ 1
I think the collisions were a bit off as I was stuck on the level with a lot of trees. Its a cute premise though.
Foon → Ludum Dare Explorer → Users → randomphantom
| Year | LD | Theme | Game | Division | Category | Score | |||
|---|---|---|---|---|---|---|---|---|---|
| 🥉 | 2018 | 42 | Running out of space | DE/VOID | compo | Theme | 4.55 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | Creaky Castle | jam | 547 | 3.67 | 3.69 | 3.51 | 3.56 | 3.22 | 3.61 | ||||
| 2019 | 44 | Your life is currency | That Time When I was Reincarnated as a Coin | compo | 115 | 3.64 | 3.43 | 3.80 | 3.78 | 3.47 | |||||
| 2018 | 43 | Sacrifices must be made | Trolley Troubles | compo | 50 | 3.93 | 3.80 | 3.73 | 4.20 | 4.06 | 3.86 | 4.16 | 3.76 | ||
| 2018 | 42 | Running out of space | DE/VOID | compo | 8 | 4.18 | 4.03 | 4.18 | 4.55 | 3.95 | 3.93 | 3.98 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | Mayor Metal Man | compo | 141 | 3.75 | 3.60 | 3.77 | 3.97 | 3.53 | 3.10 | ||||
| 2017 | 40 | The more you have, the worse it is | BulletCoin | compo | 123 | 3.76 | 3.55 | 4.18 | 4.17 | 2.93 | 2.64 | ||||
| 2017 | 39 | Running out of Power | They Attack At Night | compo | 273 | 3.41 | 3.29 | 3.21 | 3.69 | 3.48 | 2.79 | 3.33 |
randomphantom leaves an average of 52.6 feedback comments each event.
I think the collisions were a bit off as I was stuck on the level with a lot of trees. Its a cute premise though.
I'm not sure how to control this, the UI definitely needs a bit of work, text is too small and the cursor doesn't show where your pointer is when you select stuff. Somehow with random clicking I managed to get to the next room though.
I think the translation needs a bit of work (sleeping and resting are shown as resting - I could read chinese though!), and the UI and controls might need some more intuitive design (heart bar running low is bad, but other bars running high is bad which is inconsistent, you can't build on a square you are on and must move to build, etc). Resting doesn't seem to do much but sleeping seems to help restore life unless you're somehow hungry/thirsty, the hunger/thirst bars don't seem to update correctly and the game seems to be real time while controls are turn based. I love the super adorable art though, and fully feel the theme in this one. Neat idea, just very hard to survive!
It is a cool concept, but the platforming felt quite uneven with the difficulty feeling like its more to do with the imprecise nature of the platforming (the halos having a circular collision box, and generally floaty platformer controls). Got stuck on the level with the faster hint where I just couldn't make it to the closing door in time. The lives are not exactly currency but I guess you trade that for advancing in the level. Graphics are quite basic but serve its purpose.
Such lovely art and its just a complete package with even the requisite puzzles, combat and creepy ending. Very nice Minit style game that I was initially trying to do for my jam entry but I gave up and switch tracks, I'm glad that I still got to play a game like this in this jam though! One nitpick would be that I get immediately attacked when I move to the next screen which seems a little unfair, but I guess replenishing blood is as easy as cutting up some bats and rats which come to think of it, is a little more than horrific..
Loved the artstyle and the intentionally minimalistic gameplay elements of moving forward with a bunch of cutesy stuff. Have to say that there seems to be less "game" here with choices not really causing an impact on gameplay, but I guess that's the point? Would love there to be some additional ways to retain your relationships.
Cool interpretation of the theme, and the main mechanic of upgrading your character with a setback in health is well done. The graphic pixel art is nice although a little inconsistent with the different pixel sizes, and the combat could use a bit more juice e.g. screenshakes, knockback, flashing, effects of being hits. That wall of text at the start also was quite a hurdle to get past - might need some way to fastforward.
Great game all around! Cool metroidvania style gameplay with pretty tight controls, nice concept of sacrificing your life as ammo, great pixel art animations, moody and fitting soundtrack, and you even had blobby bits floating around to enhance the atmosphere. Boss was pretty challenging (especially the regenerating one which threw me for a loop there).
Well done card game in a game jam. The mechanic of sacrificing stamina for better attacks is well done here. There seems to be some strategic depth to the game, but it might need to be a bit more developed, as the card value always appear to result in a net result of reducing opponent stamina by 1, so its a matter of getting the right combination of cards to destroy the opponent in one go, else its a topdecking game which is more RNG. Would like to see this developed further with some tactics. Nice graphics and great communication of gameplay mechanics. Couldn't get past that fourth boss.
This take on the theme was wholly innovative and hilarious to boot! Loved the body part swap mechanic and how the body parts affected your gameplay experience. The platforming is a little clunky but whatever's there was just so funny its great, 5 stars for innovation.
My only nitpick is that its not immediately clear what you're trading vs what you're getting on the shop menus, so I definitely made some wrong choices there.
I think there are a lot of systems underlying this game that are not very apparent, so the interface could use a bit more work. More importantly, there needs to be more shown about how you take down the lich (which I apparently somehow managed to kill), and having to scroll through the items feels a little clunky. In terms of gameplay, perhaps there could be a bit more in terms of strategy (feed the lich's powers vs take him down)?
Otherwise, very neat idea, love the take on the theme, superb pixel art and its great how rich and full of mystery/lore the game feels.
Fantastic writing, narration, storyline and stylized cutscenes which kept me fully vested and thoroughly entertained! So good such that the gameplay felt slightly subpar compared to the top-notch inbetween scenes. The gameplay was still fine with tight controls and fine platforming, and its amazing you managed to fit in that sky diving scene which was a nice change of pace too. Awesome work!
Impressive work doing a card game in a game jam. Didn't feel like that there was much more to the strategy in the game though - it felt that throwing low damage attacks to whittle down the blocks and then laying on the large attacks was the dominant play each round, so winning came down to playing as many cards as possible, and hoping for RNG (and hoping the enemy doesn't get hold of those annoying 2x1 booby traps).
Cute and neat that you managed to pack so many minigames into one package. A dark premise with humorous (pardon the pun) execution!
I'm a compulsive clicker so I clicked a few times initially when it asked for me to click, so sorry Toxo. Replayed it again for the "true end". The theme also finally "clicked" at the end. Needs some music for more feels, but it is certainly an interesting way of doing an idle clicker.
That was a really huge team! Combat was tight and fluid, game was fun and the ramp up in challenge was just nice, and graphics were neat. Love how you had the text between battles to explain what was going on.
In terms nitpicks, I found the hitboxes for the magic spells to be quite hard to tell. There was a little bit of textures flickering and artifacts on-screen, not sure if its Godot being unstable. The fonts also appear to show "K" weirdly? "Back" seemed to read as "Bacf". Oh, and those ghosts are really quite OP if they're bunched together. Otherwise, small nitpicks for a fun game!
Really cool customisation, weapon selection, and you even had puzzles interspersed within! The hitboxes are a little odd and the combat could be improved, however the gameplay was sound and 5 stars for fun.
Its a dreamy mood. I somehow came across the happy end first though, which immediately led me to playing again to discover the "edgy" story choice. I think the theme was a little hard to gel with your usual stories of love and loss, but I still enjoyed it tons anyway. Great artwork, great choice of music to fit the mood, and loved the memes.
Great graphical style, the music is fantastically sublime (please post the soundtrack somewhere!), and the mechanics are easy to understand. Somehow I found it pretty easy to get to the end though? Could do with a bit more strategic depth however understandable that an FTL like within 72 hours is already asking for too much, and you've delivered! Well worth the multiple playthroughs.
This game was really hard to play for me - which I guess is the point? I think it does capture that feeling as I'm down with a bit of dizziness at the moment but the game really does exacerbates my dizziness.
There are a lot of blind jumps in this game I feel.
The camera needs to update in a LateUpdate I think, as it felt really jittery, and felt too wobbly at times - maybe having the camera vertical axis fixed in some way would help.
Great atmosphere and mood though, and I could identify with some of that anxiety feeling (as I recently had :P).
I love the art style (5 starred), the awesome chill music (5 starred). I guess it didn't really fit the theme which is a really minor gripe compared to what you have here - what seems to be procedurally generated scapes that are lush with color and feels really relaxing. Until I got wiped by a pumped up pirate ship though. Fantastic work and this is a keeper!
I'm thoroughly confused as well. I think there needs to be clearer feedback, as the choice you make seems to affect all four gods at once but its hard to tell what went right and wrong. Feels really surreal and the idea is pretty cool though.
Love the adventure timey style artwork, the chill music, the snazzy intro! Nice mechanic with the door opening as well. I think the UI could be a bit more refined as I feel that trying to select the right contracts was a bit challenging. The dialogue seemed to be a bit mixed up as well (eg for the kid I asked him about games but he seemed to think I was asking if he'd be interested in more money). Great fun though.
Music is pretty cool, but I echo the comments above (no idea what I'm doing - it seems to work though - up until the third level!)
Nicely done graphics and controls. Gameplay was straightforward and fun. Needs some way to show that you run out of fuel though. Music was good but got repetitive after a while.
Nice animations and interesting concept. And sleep is always important! The gameplay is a little opaque though and the clicking and dragging can take quite a while. Also only realized later on that having some time for yourself meant having a blank space.
Neat concept although it really needs to be smaller to be able to be completed. Got a little bored waiting for the results. Feels like you're doing some machine learning algorithm.
Really cute and love the artstyle, and great work doing this in the jam! The platforming was a little clunky as the fuel was always not enough and I got to a point where holding the jump button wouldn't activate the hover any more. The squeaky sounds and great music added to the mood lots. Relaxing and fun game!
This got incredibly laggy after I shot a few of the vines. The platforming is unfortunately quite janky so I couldn't really complete, but I had lots of fun with the physics system here. Needs some animation of the walk/run to make it feel a little more complete. Nice intro scene and voiceovers, and great audio work!
Very juiced up entry, although I found it a little weird that my speakers made clicking sounds as though the shooting sounds were a little too loud and clipped.
Great game and lots of fun, although there's a bit which was quite tricky and required immediate switching between party members. Was also playing two songs and I had to mute one of them.
Nice and juicy, and the soundtrack was rocking. Was a little hard to tell different objects to sacrifice from another but I guess that's part of the gameplay. Great fun!
Interesting mechanic of making the game more challenging. I feel that the camera focus was a little all over the place though, and I didn't like the idea of having the sight bubble bobbing in and out in an unpredictable manner. Music was a little too blaring and loud at the start.
Wow. This was amazing stuff! I'd say that there is a little bit of the usual point and click sins (moderate pixel hunting, the try anything on everything gameplay, accidentally combining items and losing use of an item) but overall each of the items' use was made great sense given the lore - which was again a very strong point in this entry, as I was totally sold on the idea of a Polypantheon and the notes on each of the Gods was great work. Managed to solve the code for the room. Managed to make it to one of the endings although I think I missed out on one God. Really great job on the graphics, but I'd like to especially highlight the excellent adaptive soundtrack. Impressive work in 72h. Thoroughly enjoyed it and great fun.
Didn't really understand the message this was trying to bring about - as it felt a little abrupt to switch from a stage to another. Maybe life is all about making choices between being an apple fanboy, dancing to disco balls and making friends and ultimately the choices don't really matter, you're just killing time? There doesn't seem to be much challenge to the matching as you don't have to make a match to swap. Interesting idea to have some form of deeper meaning to a matching puzzle game though!
Went to the last level on my first try so it was a little funny to complete the game in a short while. It feels a little too easy to complete when the exit is always at the end corner, maybe if the exit was somewhere in the middle that might make it more interesting. Really unique concept, but I'm not sure if the spike gameplay works with walking in the blind - maybe having it such that listening to a voice guiding you in a maze would be a little more in line with using your listening to guide your movement. I love the art style and the satisfying spike sounds.
Plays really smoothly, the difficulty was just the right mix of challenge and fun, and the jump and shoot mechanics work really well! I feel this could totally be a mobile game given the really simple controls (so.. don't mind if I take some notes). One critique would be that the theme of sacrifice didn't really come through, otherwise it was a great game and super well done! I feel this is the best of your pico8 entries!
A rather strange but potent combination of coffee, unicorns and sacrifices. Managed to get to the good end. I would say that the cost of each road in terms of fatigue and gasoline feels a little arbitrary, and the roads felt a little too RNG, but its always interesting to see gameplay structured in the form of a text adventure although its not usually my cup of tea. Nicely done twine entry!
Very juicy and full of nice polish, however the mechanics were really opaque and definitely not very intuitive. Discovered that you could slow down time, but didn't realize you could spawn the balls without them touching spikes and not letting them explode until a while later. Very interesting mechanics though!
Super hilarious that I could sacrifice the person giving instructions. The text on the instructions could be larger though. Fun stuff!
Really great polish and music. Amazed at how much could be achieved in 3 days, really professional looking! Didn't really feel the theme coming through but otherwise great beat'em up!
Pretty solid Reigns-like game with crisp graphics and great audio, the card interaction was on point too. I got to say that choosing the killer is much of a random crapshoot though as what people say do not seem to be helpful for the most bit and definitely do not sound like they are being interrogated. The obvious clues do help you to narrow the culprit down but are a little too obvious, was hoping for some logical statements so you could do some detective like work and spot the inconsistency. I'm not sure how a card Reigns style format has benefited the game too as you seem to be mostly cycling sequentially through cards.
Great mood and atmosphere, and the 3D environments were neat! I'm not a fan of the small text though and the game mechanics while interesting was a little unintuitive as you didn't know what distance was "too far" for the red nodes. I'm not sure what was the sacrifice inherent in the game other than JDog too. I finished to the third level and somehow reset to the start.
Love the nice graphical style! The game was fun at first but the third level was just too much of a difficulty spike with all the tight corners. Love the speech and audio work too! Great job
Really great mechanic and gameplay was tight. My gripe would be the physics getting really wonky and causing the body parts to pop in and out. Couldn't manage to get to the end too as the game somehow restarted. Otherwise really cool entry.
Refreshing take by making a game in google forms! The story is well written although I'm not sure if the choices made were of much sense at all, as it felt more like I was stumbling to the end of a stream of consciousness rather than having a consistent message (if any) reinforced at all.
Got a little bored after day 15. Thought it would have been better to end it after the sacrifice of your family. Strong theming and message here but felt it was just going through the motions, and would've preferred some story element to shake up the gameplay. The graphics and SFX was spot on though and really reinforced the chilling mood.
Really great art and music! Block pushing puzzles are challenging and fun. I'm not sure there's much of a "sacrifice" other than impaling yourself, otherwise really well done!
Nice to see another trolley style entry. Love the cute artstyle here. Would say that its a little awkward to cut to a predetermined cutscene of two trains colliding. Otherwise pretty fun take on this!
Really innovative platforming with a twist! Minimalist graphics were very nice and well done too.
Find it not very intuitive on how many gears translate into how high you can jump, but its a cool mechanic nonetheless.
Just some small niggles: met with a small bug in this level, and also found myself unable to jump when wedged between two gears. oops.png
The final level is also odd in that zooming out the level doesn't focus on the entire stage.
I thought that the sacrifice theme really deserved a long story with characters that you get invested in with big stakes, and this game delivered!
Proud to be a never-sacrificer and managed to kill Lucifer without a scratch! (mouse controls) So I couldn't appreciate the sacrificing.
I think the art style is quite inconsistent in parts with pixel graphics mixed with the drawings. Rooms also felt a little empty sometimes. Otherwise, absolutely loved the story, love the artwork, and it was really fun to play with tight action.
Oh and Vincent's ear should be clipped at the end.
Top notch presentation (as always!). Gameplay-wise, I felt the jump was a little clunky and the character movement kind of floaty. Didn't really feel much of the theme there as some sponsors helped you rather than hurt you, and it didn't feel much of a sacrifice as opposed to more of a challenge. Otherwise it was a really fun game!
Fantastic juice and levels of polish in this one, almost feels complete as a mobile game! Playing it on PC, I did wish that I could drag the blocks all the way instead of having to push it one by one.
Really cool mechanic! I always love Limbo likes, but this reminded me of Swapper which was another cool atmospheric platformer.
I would prefer the jump to not continuously activate if you held the jump button. Also, running off the ledges when you wanted to jump instead, seems to happen more than often because of the ground detection. Otherwise, the platforming was cool with the varied mechanics. Great graphical style with the shadows, and lovely mood and audio makes this really well done!
Really cool game, controls were tight, graphic style was awesome! Only nitpick would be the randomness of the preferred sacrifice - perhaps some predictability like sacrificing X amount of a particular monster. Great job all around!
Love the voiceover! Novel mechanics. The squishing mechanic is a little hard to control though as I accidentally pick up non-arrows and can't sort the monkeys on the spot. Otherwise, controls were tight and game was super fun. That last level was a nightmare to complete though!
Really impressive procedural generation! The platforming was a little clunky though, climbing down ladders felt really slow and sometimes when climbing up a ladder you will stop midway in the tracks. I hope I could see the mouse cursor as it is incredibly hard to aim without it.
The artwork felt slightly inconsistent too, as the great looking background didn't go well with the platforms, and there were sections of the walls shaded gray, which I mistook as exits or doors. The sacrifice of health for shooting/jumping was interesting but I didn't really feel the theme strongly in this.
Other minor nitpicks: The text could use some resizing based on the screen size as I played in full screen. The minimap also sometimes shows blue icons which do not seem to be anything when I get near. The timer didn't feel like it added much to the game, rather that it detracted from the exploration aspect of the game. Managed to find the girl though (after missing her by 2 seconds before that!)
Mindblowing shader work here. Love the unpronounceable title too! I think the enemies feels a little too hyper and gun happy though so I had to dash out to shoot and run back for cover. Enemies look a little dull in comparison to the crazy backgrounds. Great job!
The speed is sick! Fantastic visuals and music to boot! Only would say that its really hard to dodge stuff and hard to see what's incoming, and didn't really feel the theme. Really good game, congrats!
Nice Isaac-like, you totally got the graphic style down as well! The controls were also tight and the bullet hell aspect was fun and well done! The UI might need a little work as I didn't realize which was the option to sacrifice your friends was, and the health bars obscured the enemies and action sometimes. Overall great job!
The artstyle is neat. The game is a little hard to understand though! Which is town 1, 2 and 3? What are those blobs, are those trucks? Why is my warehouse filling up? Why can't I click on send crate sometimes - do I need to wait for trucks to come back? Also the trucks/circles seem to take a non direct route. Can I actually control them? Maybe look into user experience design a bit. There's also quite a bit of waiting in the game which feels a little boring after a while. Maybe if there's something for the player to do that would make the game more engaging.
Cute and fun idea for a game and it reminds me of a certain mouse and cheese game in the past that I played. I would suggest making the graphics a little clearer to understand and read, as I didn't know where my mouse was when I started the levels and sometimes ended up dying, and that the walls and the ground seemed to blend in together. The mouse also doesn't look evenly sized when going horizontal and vertical. Audio was really well done, and the game was properly juicy in parts required with the blood splatter.
The mouse controls are a little wonky as mentioned above and full screen didn't work (javascript threw an exception as well), but the graphics and atmosphere are top notch. Would recommend a non-html5 build that would help with the whole atmosphere. Great job trying 3d for a compo entry!
Didn't quite understand how to play it. The people seem to transform randomly (I presume its them multiplying, but the effect is really jarring), and its hard to click on them and I'm not sure what to do exactly - do I just reassign all their genders to a specific gender? Interesting concept though and gender assignment seems like a really hilarious idea!
Man, those sounds and visuals need quite a bit of work. At the least, you could try choosing a better sans serif font that is consistently applied across the game, and not default to using the harsh red colors - my eyes are going blind with that! Also the harsh sounds are quite jarring. The game action is pretty good though.
Pretty fun gameplay, and it feels quite complete a game, appreciate that you had the time to put in a boss battle too. Quite random though and it kind of feels like there's little in way of strategy. How the dice is used in battle could be better shown as well as I couldn't quite understand how it was used to determine damage.
So good, very addictive and this could totally could be a mobile game! The layer of polish is also top-notch. Release it on the appstore already!
Not sure how to play this, but it looks real funny!
Nice audio clips
Very twitchy and juicy fun! Agree with above that the ramp up in challenge is exponential which is good for a short play session game, just that you have a bit of a slow start. Great animations, cute sounds, and very well done!
Great game! Graphics are very well done with all the right juicy feels (love the seamless transition between levels and the bouncy ball), and everything felt really easy to grasp yet still provided a fun challenge. Controls also feel quite intuitive although I did fall one too many times due to mistiming a jump. Made it to the end!
The gameplay does feel a little barebones what with the short time spent on it, but when the bullets started warping across the screen it was mindblowing, very inventive interpretation of the theme there! A few more hours and it would feel like a more complete game, although its very much playable at this stage. Congrats on making an entry within such a short time frame!
Nice sweet graphics, great music and the puzzles look deceptively simple but are quite a head scratcher! Agree that the controls could be simplified somewhat as you can't turn 180 degrees immediately. Love the character designs too!
Wonderful artstyle! Once I got a hang of the gameplay it became quite fun, although its still very non-intuitive I feel (why can't I slide my blocks this other direction?) Its kind of easy to miss a click as well so user interactions need some work - maybe a top down view would be easier to read and understand. Appreciate the different BGM themes each level. Great job!
Quirky and unique interpretation of the theme! I like the low-fi art style. Story was alright, but what made this shine was the stellar voice acting, very impressive! Not a fan of quick time events though and would have preferred the "game over" to be replaced by some other story segment.
Neat pixel art, platforming controls feel kind of floaty though, would be great with some sound FX or music.
Very novel and fun concept. It kind of feels like you are just dumping most of the words out when you reach breakpoint though, and hoping for the random generation to give you the words that you need. The clicking and dragging also didn't feel that good as the words were somehow clinging to the cursor and flew back into the brain. Otherwise, great polish on this with cool graphics and music!
Graphics are great! The game controls really need fine tuning though, as I found it very difficult to jump over a ledge in the second level even with the double jump.
I think the "running out of space" mechanic probably needs better explaining, as initially I had disabled my shots just by crushing it out. Each of the colors could do a little explanation as well.
There are a couple of areas that could be better balanced as well - the ships that dash at you are just crazy and unfair sometimes - you start the level and the next moment you're attacked. This is also tied into the screen feeling a little too zoomed in, as I was often hit by these offscreen ships that dashed right into me. The vertical part of the screen is generally smaller, so there's less ability to dodge whatever's incoming from the top and bottom of the screen.
Also at the end my ship was moving crazy fast and it was super sensitive to any movement. The shot effective distances travel very far and I was often shooting enemies offscreen guided by the reticle which is probably not the type of gameplay you want to encourage. The powerups did make it feel really fun but went a little too overpowered. Another thing as mentioned above, the start shooting speed is really slow although it picks up from there, would feel much more arcadey and actionlike if that could be faster from the get go.
Finally, a minor gripe would be that enemy shots are a little hard to distinguish from the multicolored shots strewn about.
Otherwise, I had great fun after understanding it better, loved the arcadey graphics and particle effects, nice soundtrack and especially loved that you worked in a boss fight at the end!
Simple but fun game. The jump is kind of floaty and would prefer more gravity being applied here. The shadows also do not seem to line up to the blocks. Max I got to was a minute. Good job completing the game in such a short time frame!
Great modelling, animations, sound FX and it feels almost like an actual minigame from a real game! The enemies can be a bit dumb sometimes like getting stuck, but other times they do some pathfinding magic.
Really professional stuff here!
Neat puzzles with challenge ramping up smoothly, reminds me of the game Trainyard. Drawing of the tracks feels cumbersome though.
Quite a neat puzzle, although the combinations felt a little arbitrary and I had to test combinations to see if they'd work. Also didn't really feel the theme of running out of space. Nice aesthetic, and I had fun. Would be great with some ambient background music.
The planers and solar systems look pretty with the procedural generation. I'm not sure what is happening with each click though, there should be some animation or indication to show what each action taken does. Also not sure what it takes to go to the next solar system as well although I managed to visit a few. Definitely not a No Man's Sky but still pretty ambitious for a game jam. Think it would benefit from having a view of the entire star system rather than individual planets. Some sound effects and ambient music would enhance this much more.
It took close to half an hour to complete the massive number of levels, but great job on making the difficulty scale up well! I guess the theme didn't really come through that strongly but the mechanic of removing the corruption and the gravity hijinx was very well done! Great pico8 graphics, chiptune music and platformer controls are smooth as butter. One small nitpick would be that its difficult to jump/change gravity when you're jumping off a ledge. Great job!
The narrative and especially the music is really giving me the chills (it does faintly reminds me of some familiar soundtrack), however I'm not sure how to actually play this right as it seems hard to distinguish the memories from each other (which is probably intended) A misstyped letter messes things up though, perhaps allowing backspace to be used would help things. The graphics are well done and emotionally resonating. Nice to see more LD entries like this, great job!
Puzzles are very nicely done with the right level of challenge, and the animals are so adorable, great work! Was a little harder to see the hitboxes for the bigger animals.
Pretty cool puzzles here and nice non-euclidean twist. I think I saw some graphical swapping indicating the teleportation happening so it isn't really seamless, otherwise graphics were neat.
A really awesome spectacle of a game! Very well done. The combat feels a little hard to control (with the moving forward). Its neat that you could get enemies to drop down as well.
Great fun, super juicy, nice soundtrack and schmup action is aces. I'm not sure how to avoid the supernova growing though, and bullets shot from within the supernova feel kind of unfair (after all shouldn't the bombs and enemies be burnt to a crisp inside that).
Great minimalist aesthetic and tight gameplay. I guess the controls are a tad confusing but that's part of the challenge!
Hectic clicker and my poor mouse finger. Was a little confused by the controls for spinning the world. Graphics are great and gameplay was pretty straightforward but fun.
It seems like a cool idea, but needs quite a bit of explaining as I was stuck at the buy cards section without an idea. Feels a little clunky to play too with having to click the cards while controlling your character. Great job for experimenting with a two incompatible genre setup though! Gameplay is solid, pixel graphics are top-notch. The coins change into flames a little too fast for me.
Really awesome callback to FF7, gorgeous graphics and a cool twist on the usual turn-based JRPG battle. Sound effects and attacks could be more punchy. Selecting the tiles to activate can take a while if it is more complicated e.g. 3x1. Otherwise its a great game with a hilarious message!
Great artwork and message. Might use a little more gameplay elements though e.g. to maximize a score or something. I like how juicy and bouncy everything is with their own sound FX.
Great graphics and mood is top notch. Feels like it could use a couple of levels more to reinforce the "running out of space" theme though. Great job for a first jam!
Gorgeous graphics and really intuitive gameplay. Feels a little short but as is its really fun to play. Some music would have enhanced the mood quite a bit.
Very novel meta concept. Puzzles were interesting and engaging, although had to do a bit of trial and error not being a Beatles ardent fan. Not really feeling the theme of "running out of space" though.
Simple but challenging puzzle. Some of the mechanics take a little experimenting as its not intuitively obvious that you could do those moves, like you not being able to face a direction unless if you step in that direction, however you could aim at the direction you want and fix your hands in a particular direction. Good job on coming up with the various levels, managed to beat them! Nice work on embedding a funny yet depressing narrative in a puzzle game.
Incredible stuff!
Very cool marching squares effect, and I love the use of text to liven up the simple if very fun gameplay! Only criticism I had would be the spikes being of the same color as the walls growing. Effective graphics and bouncy text and grass makes it really juicy! High scores all around!
Very atmospheric and moody piece. Got lost looking for the next item to advance the game a few times, but no biggie. Great pixel art and splendid soundtrack.
Very cool boss fight, slick mechanics. Pixel art is fantastic and the lighting effects are sweet but kind of get in the way of the action after a while. I'm not sure how it fits the theme as well. Great job!
The mood and atmosphere is awesome in this one, so serene and peaceful, very different from the other LD entries. Not sure if there's a proper ending, but I managed to make the white beings appear and find out the trigger for the stars? Not sure how the theme works in here though. Still, really nice!
Fun match 3 action, but it feels like its missing some essential elements of match 3, for instance, combo moves, as the pieces don't collapse but just disappear in one shot which doesn't help to convey how they are built up. Would be nice to be able to click and drag rather than make it two separate clicks for the match 3 to happen. Getting all 100 warp squares also doesn't net a win immediately. Some sound fx to accompany the matching would be cool too.
Cool idea! The difficult stage is appropriately challenging as heck. Walk animation could be further refined, otherwise I like the graphics. Not sure how to trigger the hourglass to start the countdown. Fun stuff!
Pretty juicy and great artwork and music. Fun mechanic of trying to control both cannon and sponge at the same time. Felt a little clueless as to what was happening - guess there could be some animation showing sodaboi throwing soda cans at you or spraying the screen with goop to help convey that, rather than just having the goop pop up. Not sure how you reach a game over as well - probably with too much goop on screen?
Feel like it could benefit from a top down third person view rather than first person as it was a little hard to see everything going on on-screen, and the numbers racking up weren't visible if blocked by the presents so its hard to tell when you are close to the edge of losing. Can't tell if spawning an object would cause a chain reaction of falling presents, but I guess that's the charm of unity physics. Otherwise a fun concept and I appreciate the unwrapping of the presents (although I wished there were collectible objects inside!)
Very cute premise for a game! The minimal tones to the game was cool. Nice that you worked a final level incorporating all characters in this too. Wall jump feels a little odd and the pipe teleporting you instantly was a little jarring, otherwise the platforming was smooth as butter. Great job!
Wasn't prepared for the emotional sucker punch but this got to me! The artstyle was also appropriately emotional and the music was great in enhancing the mood. Could see how the theme was worked into it. The font could be improved for readability though. That ending!
Very sweet graphics and the tongue is a nice touch! In a platformer where the jumping is the key feature it feels kind of broken though, as if you touch anything it appears to bounce you off its normals so sometimes I'd be just careening to my doom due to accidentally touching something else. With more polished controls this would be great!
Solid gameplay and cool concept! Love the explosion effect. Minimalist graphics were well done and the music was really cool too. Would prefer if the collectibles show some form of time left, as sometimes they just disappear right when you reach them.
Fun idea, could be potentially a multiplayer game. I agree that a top down view would be better. Conquering a tile seems to take variable amount of time though, sometimes the white tiles take too long. The floor tiles could be colored in red, blue and white so that you don't need to show the minimap anymore. Graphics a little basic and could use some juicing up with animations and sound effects to convey a battle. Good job!
Interesting idea! Finished it on the first run through though. Seems like it needs a little more something, otherwise the gameplay seems pretty basic as is albeit fun!
Really innovative idea combining shooting and match-3 gameplay (reminds me of the previous theme as well), and I love the sparse expressive graphics! Music was a little too soft and inaudible. In terms of balance, the red circles are really insta-death. Otherwise, great job!
The music is sweet and visual style looks great, and cool that you used Godot. The gameplay was a little frustrating with navigation being difficult at some points though, as the camera is at a fixed angle and sometimes the footprints end up being obscured. Maybe making the camera something that can be moved or having a more orthographic top down view might help. Some times there's also an error and the cavemen get stuck somehow, so I couldn't get near the llamas at all.
Beautiful artwork, great voiceover in scenes and love the awesome, awesome BGM!
The platforming gameplay is quite interesting although a little unintuitive, was expecting some kind of circular gravity or zero gravity, rather than gravity in a single direction. Didn't realize I could double jump until the mid levels and things got substantially easier. Think this would benefit from a zoomed out view as its kind of hard to see where you can land. Managed to get toaster though. Great job!
The platforming controls are a little floaty, but its still a doable challenge, just that the levels feel like they drag on for too long and there's quite a bit of trial and error with the leaps of faith. Nice concept though and the screen filling up with achievements was a nice laugh while making it more challenging, and being big somehow makes everything all zoomed in and much more difficult to navigate which is interesting.
Amazing graphics for compo, gameplay was a little odd though as I couldn't really understand it and got stuck with an enemy spawning on top of my spawn point. Kind of hard to differentiate the enemy and your own armies. Didn't feel the theme coming through strongly as well.
The animations really make the characters pop and the metal soundtrack was over-the-top. Met the error as mentioned above as well, where enemies stopped spawning. Fun game, wished that the shooting action was faster though.
Neat entry! Graphics were cute and the gameplay was really simple yet its fun to make your tiny city. It wasn't very intuitive though, e.g. with the hearts requiring a tree and a lake. Its also not clear what produces what. Needs some option to speed through the later part of the game too, as you would run out of space.
Very novel and minimalistic presentation! Not a fan of the gridlike and precise movement required though, as its virtually impossible to kill enemies that are shooting at you.
Excellent pixel art and audio, and appreciate the palette swap options! Controls could be tighter, and the enemies spawning after you step into the room is kind of jarring and could be a little unfair at times with an instadeath with the wrong enemy. Not really feeling the theme in this, however this is a great roguelite dungeon romp, well done!
I was waiting for this when I saw it on the discord. Didn't disappoint! Absolutely gorgeous graphics, adorable characters, great platformer mechanics that fit well with the theme, and the challenge was just right with the ducks to offer more in terms of challenge. Controls are slick and tight. One tiny nitpick is the wall jump felt a little counterintuitive at times where you'd get caught on a wall and start wall jumping in the opposite direction. Otherwise a really cool game, and managed to complete the game (the ducks are an entirely different story though!)
Awesome artstyle and slick gameplay. It's a nice touch that you added a touch of procedural generation/randomisation of the worlds, helps with the repetitive nature of gameplay. Would be great if you could restart the level without having to wait. Wasn't sure how to use the bomb as well. Great work!
Jumping is a little weird (didn't realize it was a jetpack?) and you seem to get caught on walls. It's a little hard to see the ceiling and to judge the distance where you'll bump your head. Had fun finishing the level though.
Very dreamy atmosphere and nice music, but the enemies were just a little too hard to dodge, and its really easy to fall off while trying to dodge. More of a roguelite.
I just LOVE the synthwave aesthetic! Great animations and the bright neon lights really bring alive the rhythm! The gameplay was very unforgiving though as you couldn't see far enough, with platforms being way outside the viewport. Neat entry though!
Oooh. The Emoji game! some of the emojis were a little hard to interpret, but by and large it was pretty humorous.. I guess I went to a fairy land after eating those mushrooms lol. Well done!
The artstyle is certainly very neat, although it does get in the way of ease of legibility - its really hard to distinguish your character, the layout was confusing and after I got the ankh like I was a little lost and gave up. I guess the roguelike bits were a little missing here as well. Platforming and wall jumping was well done although less tight then I'd like it to be and a little slippery. Overall a cool entry!
Wow, a metroidvania for compo. That is quite an amazing feat, and its cool that its in C - now for some code to study! Great job, although I would have preferred the game without a time limit, managed to make it to the end with quite a bit of trial and error gaming which isn't very fun. Also the powers could be better communicated although they were simple enough to understand once you tried it out.
The platforming bits were a little off, but it was quite humorous stuff. Neat pixel art and audio was tight although the bullet sounds were a little loud. I got stuck with being unable to progress due to match making the wrong people.
Neat game! I think the puzzle was as others said, a little obtuse although I guess that's how escape rooms are? Nice artstyle. Puzzle platformer isn't very incompatible to me, but that's just the theme, otherwise this was a fun little entry!
Cool game and I love the FF references. However the text on the cards are a little illegible... and the gameplay (like other platformer+turn based games that are in the jam so far) needs a little guidance as to (1)where you are moving and (2) what is the sequence of objects moving as it can feel a little unfair at times. Great job!
Excellent stuff. The puzzles were just right! The cool bit was killing the enemies. Very cool idea and I really love the transition! There were some jumps that were a little challenging, but all in all great game!
Graphics are great, controls are a little funky but I guess that's how the skater works. Good job slotting a word game in there, that was quite the incompatible genre!
Quite fun although the later levels tends to be on the frustratingly unfair side. The rhythm part is I guess, just prepare to get killed if the music speeds up? Would have preferred no lava but I guess that adds to the challenge. Music is quite sweet. Not sure how the RPG elements fit in there. Good job!
cool concept. Reminds me of the programming in pony island. Very innovative!
Oh no... a screamer... stuff of my nightmares. memetastic. Nice humor, but needs a screamer warning! The 3D sounds are a nice touch, and it was very atmospheric with the sounds of footsteps and thunder. Good stuff, although not my favorite type of game!
Clickers are always addictive stuff, but this is made all the more engaging with the schmup concept. The intricate enemy ship patterns are really well done. Fantastic voiceover as well. Great job!
Love the oomph of the powerful weapons and the underwater effect is really sweet. Would have hoped that there were more varied levels as it kind of felt repetitive over time. UI could use some work, although what you have is perfectly serviceable. Also the fish could disappear in a splatter of coins or something, at least to indicate destruction. All in all a pretty fun entry, reminds me of ridiculous fishing!
Hilarious stuff. I like the idea of blowing them up for energy... couldn't click to save more than 3 though. The BGM was superb too.
Hilarious stuff with the toilets and the walking eggplants. Would've hoped for money to be coming in faster, but the game still progressed at a nice pace. The change in soundtracks was also cool. In terms of theme, I guess its an edutainment piece with clicker/time management mechanics, and I appreciate the eggplant nuggets of wisdom. Great job!
Cool game, although I feel that the gameplay here is even more imprecise - you can't move blocks reliably to the top and I met a few bugs (the line tetromino if on the floor and rotated will make the game get stuck, blocks not slotting in correctly etc) Nice music too!
Interesting concept and fun little idea, would be better with some balancing of the gameplay though, like e.g. if you leveled up you could shoot more shots in a turn. Nice polish!
Played both yours and the other flappy tetris, and got to say that I like yours more! There's a bit more predictability around the movement of the blocks although still super frustrating to play. Great job in slotting in that story, made it to the end!
Really creepy stuff! Just played a game recently that used a third person camera for controls (Psychonauts) but the idea here is quite twisted! Great mood and nice graphics. Good job!
Very neat concept! Didn't realize that I needed a space turn based battle system with orbital mechanics in my life! Takes a while to realize that I'm moving in the wrong direction though and altering your path using thrust is a little tough - would have preferred a smaller gameplay area. Great job!
Simply adorable and supremely polished visuals. 5 stars mood and graphics! The 2 player mode was still playable single player (forever alone lol!) but it would have been a cool experience with a significant other. I guess the lack of goals and ramping up of challenge makes this endless runner run out of steam a little, but otherwise the game mechanic was sweet and very well done!
Pretty fun game with easy to pick up mechanics, and the mashup with horror is cool! I think the zombies on the side flanks are a little unfair though, as you pretty much have a tiny window to hit them before they go out of range. Otherwise good job on your first game jam challenge and I guess when I eat an apple the next time I'll think of brains...
Wow, fantastic idea! Reminds me of Fez. The levels were ramping up at a nice curve as well. Similarly I'm curious on how this was executed, although I presume its adjusting box collisions dynamically, I wonder how dynamic slicing of the boxes would work. Very polished experience too. Great job.
The dark souls of rhythm games. Didn't really understand what to do at the start. Would have hoped the music to line up with the beat a little more, and the challenge was a little too much with the controls are a little rough. Very nice graphics, and the beats and interface were well done.
The challenge is super high and I realize that its super difficult to focus on the dialogue while all those bullets are hurled at you, so it came down to memorisation of the dialogue options. In terms of the bullet choice, felt that was needless complexity and I ended up using only one key which was able to damage all enemies (teehee). Otherwise, this was an interesting concept and I loved the artwork!
Really fun! I think I've seen a snooker+roguelike in the past LD so its probably trodden ground, however the charming graphics and level of polish makes it really worthwhile to play - love the dragon tumbling animation! My gripe would be that I wish to see more of the screen and bouncing off rocks and trees is quite unpredictable at the moment. Also, the levels can be quite varying in terms of difficulty, and once you are able to clear the first level the game becomes much more easier which is quite different from your usual game progression. Otherwise its a great entry!
Somewhat buggy as mentioned above, and the hitboxes for the cars were kind of big. Also, trying to blast the rocks with the jackhammer was quite unreliable as the keypresses would often miss. Once I got the hang of it, it was pretty fun though. Good job!
Really clean art style and cool mashup of genres, and the character is adorbs! I guess my gripe is the isometric view while although really nice looking, doesn't really gel well with the super monkey ball gameplay - there's no shadows to indicate your exact location and the shorter rails don't seem to effectively prevent you from falling as there is a depth perception problem. Controls were hard but felt just right. I had a fun time!
Really cool game! Quite fun and the ball mechanics are just right although would wish to have more control over the ball. Those zombies are crazy sprinters though at the later leves, champion was deadly. Nice voiceovers and audio selection, and the right amount of zany. Great job!
Interesting concept! I like the dynamic isometric view and the cool day/night effect. I would have preferred some indication of the ghosts rather than them being invisible. The holes don't show up very clearly as well, I guess due to the isometric style, and the gameover text could be more clear as already mentioned above. Otherwise, that was a cool take on survival horror!
Interesting concept for a match 3, however its a little hard to understand at the start. The sounds are a little harsh though, would tone them down a bit and some background music would be great. This idea has potential. Needs some explanation behind each of the various units though (er.. whats a Tank Shop?), else its just build whatever you can.
Couldn't really understand this.. quite a quirky concept based on what you set out above though.
Thats a interesting idea of having to focus on two things at once and be the distracted driver. The theme came strongly through in this one. Would have hoped for some alternate endings to try, but I guess as long as everyone's safe and sound.
Very cool concept! Nice music, cool pixel art aesthetic. I guess the platformer bits might need just that extra bit of work but what you have here is still solid. Another gripe are the cards where you get repeats all too often. All in all great work!
Although agree on the selection of licensed assets, it was still great fun to play this weird mashup of various games. Some sound FX would have worked wonders here. Some differentiation between the towers other than the sprites would be cool as well to provide some strategic depth to the TD gameplay.
Very cool 3d modelling, and the mashup of these very disparate genres was well executed. Would have preferred more sound FX, but what was there was hilarious fun, and that boss went down pretty fast, haha. Great job!
This was a really cool idea! I think with more structured levels it could be a great game, but as is its a neat jam game which was great fun to play around with. Love how floaty the whole physics were and that you were able to shoot the balls into oblivion.
Webp.net-resizeimage.jpg That was a nice stress test! Great visual style, lots of fun, and a cool atmosphere. I guess my issue is that I would prefer buttons and counters to be all on one side of the screen instead of having to dart my eyes left and right, but I eventually settled on a rhythm of click each button and build as much as you can of what's possible, which probably isn't very strategic gameplay. Also with tower defenses usually the tower placement is the bit that provides some depth but here I'm not feeling that there is much other than encircle your base. Otherwise, a solid entry!
Pretty interesting idea and a fun entry. I think the climbing mechanics need a little explanation, and also the RNG really messes up a good run quite a bit. The tetris bits are also a little odd, as if you knock your pieces into a wall it dislodges the items and makes them hang around and block other pieces from dropping. Stamina seems to be overly important. Also, odd that hunger and thirst were in the opposite direction as for the other stats, they could be aligned into a single direction to be more intuitive. There's some bug where if you restart what you got the previous game seems to apply. Nice humorous bits of dialogue as well. Argh, I was so close!
Nice bullet hell action here and interesting twist to the Tower Defense, where its now ... Tower Offense? The BGM was very sweet, but I would have liked more sound FX especially when beating the stages of the boss. I think some greater contrast between bullets and background would help like the shiny bullets in your regular touhou schmup, but at least the action was slow enough for you to react to your surroundings quickly. Appreciate that you highlighted the hitbox as well as that helped with threading the needles between waves of bullets. I'm not really understanding the part about the various towers though, but I went full tilt on the shooting towers and managed to scrape a win. Good effort!
Once I realized the time moves when you move thingy you had there, I was "oooh..". You know what would be cool? If the raindrops would slow down as you stop moving your mouse, to indicate the slowing down of the passage of time. I'd say the roller ball mechanics were spot on although there were a few holes that weren't very clear. I'm not sure whats a "passive" game, but to me its still Superhot X Labyrinth which is still fitting of the theme in my books. Not sure what else is there at the end but to stare at the rain, but I guess that's the "passive" part? Cool entry with an interesting twist!
That was quite hilarious stuff. I'm not sure about how useful is the portal, as teleporting safely back to home base I was soon greeted by a swarm of angry imps. The gun feedback needs quite a bit of work as well as it seems like I'm blowing deadly bubbles at the enemies at the moment. I'm not sure how much farming there was actually, as I only recall burning down houses and gunning down enemies, and the watering can was useless?
In terms of artstyle, I think it would have worked better with a more consistent art style, and the capsule player is quite jarring versus the high detail on the enemies and landscape. The level of detail might need a little adjustment as well, as I thought the trees were growing before my eyes once I got near to them, and misread that as my presence allowing the trees to grow. Aside from my gripes above, the metroidvania stuff here was quite cool (capsule growing legs?), and I LOL'd hard at the final boss. Good effort!
Absolutely delicious and devastating work. A perfect depiction of loss and depression, top notch visuals and immersive soundscapes lend to a surreal mood. I guess the genres were a little less distinct here as I'd liked it to be, but still, your unmistakable style is really going strong, pls never stop doing visual novels. Loved the animations in particular for the suicidal end... Great stuff!
Neat idea and well executed. Feels great to reach the top. Mood and music is top notch. I guess my issue is that beyond a certain distance cubes are not able to be colored.
Interesting concept, but didn't find the minigames fun as the controls were a little hard to parse and understand immediately. Cool that you did music for this though.
Really cool that you could play with other players in this game. The 3d turn based movement took some getting used to (especially when jumping moving platforms) but did make quite a bit of sense. Needs some way to forward other people's turns. Graphics were neat and it felt really good to beat others in the game after a few tries! Great job!
I guess there wasn't much game in the "story" genre but the interactive sandwich making bits was cute and sweet. Hoped there was something beyond 3+ sandwiches, as I was hungry for some more action. Nice one!
Top notch atmosphere and mood. The maze doesn't seem to end though and there are some long stretches where no enemies show up (I guess due to the procgen), so it got a little tedious without some sort of direction. Nice touch of zooming in the camera if you spent your bullets.
Cutting grass never felt so scary! Feels good to rely on the machete to dispense of the enemies. The fog effects lent a super creepy feel although sometimes it really obscured the action. The inventory system works well although I kept on muddling controls initially, but once I got the hang of it, it was great. The engine also looks really interesting. Was able to be best gardener ever. Cool entry!
I really love the interactions between all the effects - exploding corpses and bouncing eyeballs - makes it feel really juicy and kinetic, and the AI does a good job of putting up a nice challenge. I'm not sure if I like the controls for using the cards though, I guess it really takes some getting used to. Cool that you made the levels procedurally generated, that allows for a lot of replayability. There was one time where a whole section was cut off though so maybe the procgen might need a bit of tweaking? All in all, great entry and I had lots of fun!
Need some way to move backwards or do a three point turn (or maybe I'm just missing it), as of now its easy to get stuck on walls. The guards seem to just push you in a corner I guess. I like the idea of driving around doing stealth missions though, could see this being developed further!
Very cute and the music fit the concept really well :D There seems to be some Z-sorting issues with animals going under trees, and some explanation of the numbers below the cards would be useful (or maybe I missed it). Otherwise quite a fun TD / card game :D
Hilarious stuff! Especially like the spinning and crouching art for some reason. Quite an odd combination of games but I guess it somehow works. My minor quibble would be that the metroidvania didn't have much in terms of what I'd expect a pure metroidvania to have e.g. increasing power of the character over time, but I guess the metroid part came through pretty strongly. Good job!
Loved it! I think the difficulty in later parts is astronomical but I managed to power on and complete it! Nice blend of mechanics, really cool puzzle design and great pixel art and soundtrack. I guess it has been echod that the controls aren't very intuitive but by looking at the itch io page I was able to understand it. Well done!
Couldn't understand how to progress, but nice animation, monster was suitably creepy, and very atmospheric! The rhythm part of it is kind of missing at the moment as the gameplay doesn't seem to need to follow any beat, but interesting concept nonetheless.
This looks really aces, 5 stars! However the game feels like its lacking feedback, with no (edit: very minimal) SFX , and enemies seem to be a little hard to dodge as they spawn in random spots and move quite fast. Not sure how the theme figures in this one as well (the more levels you have, the worse it is?
A nice compact and fun entry. Can totally see this working as a mobile game. More juice (sound FX) and this would have been pretty much perfect
Great visual style and uniquely wobbly arms, and the dialogue was hilarious stuff. Love the physics here. So good, I think I'm going to play it again.
Heh, that half life scene gave me a chuckle. Very meta stuff coming out of this jam, and this one would be the most meta of them all. Nice 3D models. Some ambient audio might be useful, but I guess having no BGM is a feature?
Graphics looked quite trippy. Bullet hell in 3D with physics is pretty cool though, I'd give you that. However, it feels a little hard to control where the movement is too sensitive. A little hard to place the main character as well, as its just a teeny oblong.
Interesting mechanic of choosing upgrades that also confer debuffs. The artstyle looks pretty unique, and Steve is so adorable. A lot of content here as well with the various debuffs and items.
Now for some nitpicks: gameplay felt a little of a grind, as the main character moved a little too slow for my taste. The font looks sweet, but is a little hard to read, especially the text colored in red. Would have been great with some Sound FX to go along with the gameplay, and the BGM seems especially relaxed for the action oriented gameplay. Otherwise, really cute entry!
Sweet looking game, and would totally work well on mobile. Might be more interesting with faster escalation (i.e. more fast and furious). Sound FX seem a little out of place, but otherwise great job!
Very interesting concept, and I just love the windwaker style lowpoly graphics! As echoed above many times, the controls weren't that great - it wasn't clearly communicated that scrolling the mouse scroll button downwards would make grabbed objects come closer, so it was confusing on how to get objects onboard for awhile. Aiming at enemy ships using the cannon was also a little... impossible to say the least. Rather chose the cheap option of clicking on the enemies cannons to drop them. Seems like its not possible to stack more than one cannon onboard as well. It also isn't clearly laid out where you should go, and I thought the "PUB" was the ending but was a little letdown. Levels need to be a bit more bitesized as well, as there's quite a huge swathe of water to go through, which reminds me of the downtime in windwaker. Still a solid entry!
Solid entry, nice shaders and effects that really made the game pop! The bullets were a little too inconspicuous for my liking though.
Great voice acting, and funny stuff! Nice layering of the theme into the game too. The DDR mechanics seem a little tacked on, but I guess a greedy guy must dance every now and then.
Wow. This is so good. And fricking hard as nuts. great job on physics. Some music and sound effects and this would have been perfect.
This was a well executed concept! I think its a little unforgiving though, with the lives and game over. Also not sure how much water is required to activate the switches (or I might have missed a hint). Graphics and music went well with the game, but the level design is pretty great.
Heh, a literal idle game. Wish I had this many followers IRL. (guess this says something about my social media presence..). A bit unfun, but I guess that's the point!
Pretty fun concept, would be cool in multiplayer. Needs some sounds and music to make it feel complete. Nice artwork and tight controls. I like the pachinko that drops the kitties as well. Meowtastic!
Very polished snake gameplay, although there were some missed keypresses if I did it really fast (some queueing of keypresses perhaps?). Graphics and audio are spot on with tight feedback. Really, really interesting twist with the color matching and requiring players to complete combos to progress, while trying to avoid 4-in-a-rows for your sanity. Would have been pretty interesting if eating red destroyed only a number of your snake parts rather than all so you could manage your size. DDR portion is cool, although the pause is a bit abrupt - would have been nice if you had to do it while moving around in snake mode. Haven't tried eating 2 4-in-a-row for blue - maybe that'll reverse its effects! Solid entry!
I'm not sure how to play this, a bit more explanation on the mechanic would be much appreciated.There's no scores as well. The music is cool, and graphics works well for the gameplay that you're going for. Also, given that its a tetris like, the blocks don't seem to be on a grid but seem to be physics simulated, allow for some room for weird collision to happen, which might not be what you intend?
Awesomely groovy graphics. Music was real smooth. The cherry on top was the huge amount of polish from credits to transition between scenes. Felt that sound FX was a little too quiet compared to the BGM, and there was not enough feedback from the attacks. The strategy of moving back and kicking everyone, and spamming the AOE once the opponent has done its AOE was key to beating it.
Really smooth controls, and the simple graphics support the gameplay. I'm not sure whether the theme came through, as the bullets reduced over time it just felt as though you gained in power.
Nice way to use gaming to prove a point. Gambling mechanics were sound. Wonder if it is winnable though.
Hilarious stuff! Great job on the sound effects, artwork was cool and fit the game. Game mechanics were sound, although I feel that its a little random when the bacon chars on the stove. Theme wasn't that strong, but welp, great game and you made me laugh. And now I'm feeling hungry.
This was absolutely STELLAR lowpoly modelling, polishing was heavy in this one with cool lighting and day/night cycles, and a groovy track. I guess a minor nitpick/bug is that when you stack objects, the collision between them is sometimes ignored, and suddenly when you begin they explode apart. Would be good if upon restarting you get them back to where they were previously placed as well. Great job!
Nice metroidvania you have here, with sections that invite you to use new mechanics after learning them. The shots that bounce back is a pretty cool mechanic and linking it to your health ties in great with the theme as well.
I found myself getting lost a bit though, and some of the doors appear to be leading you around in circles. Would be better if there was some form of anchoring for the player, like some form of minimap.
Platformer controls were good, although slightly slippery and it was a bit strange that you'd lose your double jump when you hit a wall (before getting the wall slide) Mouse sensitivity was a little high for my liking but accurate aiming is not that crucial.
Music was awesome, however was strangely missing in the boss battle. Also after beating the boss, I'm not sure what else I can do? Given the large gameplay space, I'm glad that the game isn't too challenging to beat, but that boss sure gave me a nice challenge. Solid entry!
Love love the toon styled graphics and the game mechanic is refreshing (although I fail to see connection with theme) Baby Mallio is cute (and graphically intensive), and slapping thieves is hilarious. The controls were a bit wonky though - shopping list was a little slow to bring up, and the vehicle style movement was a little hard to manuveur. It also seems that you don't have to stick closely to the items though, as I haven't gotten any pears but still managed to receive a tick for it. Another time I played I missed out on a TV though. Its also hard to tell which item is what as well (aside from the Bubb lightyear toy?)
Nice polish on this entry and I love the music. I'm not a fan of the tank controls though so it wasn't as fun as it could have, but the poison system was a pretty interesting concept. The screenshake feels a little excessive. Fonts are pretty but a little hard to read.
This is pretty fun and the retro art style is spot on. The SFX is really harsh on my ears especially when the hats are grinding against the question block. Some form of escalation to make it a little more difficult over time would be cool, as the more hats you have it doesn't really make it "worse". A combo system which rewards you for bopping enemies consecutively would be cool.
Nice balancing with making the corners dangerous and the game feel is really strong in this one. Strong theming too as the more powerful you are, the recoil makes it really hard. Would be better with a more zoomed out view. Soundtrack is pretty rocking too. Solid entry.
The platformer controls are a little hard to navigate, and I had trouble with the third level with jumping up the series of platforms. The collision is also a bit weird. Good job on implementing a platformer from scratch though.
I'm not sure what is happening here. Even with the explanation for those spinning diamonds, its a little hard to parse the logic with the disappearing diamonds, dying when the lights are out, and the switches. UE4 does make everything look really pretty and those 3D models look really nice though. Wasn't a fan of the audio but good job on making your own tunes!
Pretty challenging stuff and nice aesthetics that fit the game. Would work great on mobile. The sfx is a little harsh on my ears.
This was incredibly polished for a 48hr jam. Love the mood, the visuals and the music in this one. And really great that you did some randomly generated maps (although it all blends together).
The game mechanic of balancing between time and difficulty is interesting, although it doesn't really go as deep as I'd thought it would - as either extreme would render it pretty impossible, and a middle of the road choice would be somewhat optimal. Ended up just dodging the enemies as shooting them would waste more time, so the weapons seemed a bit frivolous, which went against the shooter style of the game. Skulls were just impossible to dodge at times making it seem like unfair difficulty.
Nice polish and graphics, and you even have gun recoil keeping you on your toes. Gameplay becomes a little stale after a while as the boss remains the same, although admittedly I haven't made it very far.
Very nice polish in this endless runner and particularly noteworthy is the music and mood. Not so much in terms of theme (I guess you fall faster?), but the mechanics are pretty solid. One gripe would be that the jump isn't always available - probably some cooldown - but it makes it a little unpredictable to use.
It was pretty good once I got a hang of the controls, but I still don't understand why you would want to slow the player to a crawl upon reloading, and making the jump height limited as well - theme and all that but it doesn't feel like fun if you have to expend your bullets to be able to jump up the platform. The boss' one hit kills feel a little cheap, if not a tad lol-inducing.
Really nice graphics in this runner. Got up to 31 coins. Man its tough. Sometimes there are obstacles that are impossible to dodge, such as consecutive rods from the ground, a ground pound/dash option would be great. Wish it was also a bit more zoomed out so that obstacles can be anticipated. Needs some sounds to make it a more complete game.
I like this one! A puzzle that's organic enough to allow for some experimentation. The theme was incorporated nicely as well. The audio FX was spot on as well. Wish it was a little lengthier but overall a solid entry!
Made it to the end, phew! I thought the Celeste-like style was looking great, but quickly realized that the three tone color scheme actually hinders the gameplay as its hard to make out what's a platform and what's not, which isn't really my idea of fun. I somehow find obsfucation mechanics really annoying in platformers, be it Cuphead's foreground elements or Shovel knight's Spectre Knight stage, as it makes gameplay feel really unfair. I didn't even realize until a while, that I could do the Celeste thing of jumping as the "X" indicator was obsfucated, and eating the coins will get rid of those skulls chasing you. At least you made death reload rather fast. Controls were a little finicky especially when you suddenly get stuck on ropes that you didn't realize were there. Otherwise, great work on setting out the levels, that's a lot of meat packed on this 48 hr entry!
This would have been super impressive if you managed to do all of this in the jam, but its still a pretty great game. The physics is a little janky at times, e.g. when climbing stairs, otherwise the game engine looks really solid and this could have potential in a greater game. Love the music and the mood was awesome.
Was jokingly mentioning rendering particle effects as a game idea in discord, and it seems that you brought this idea through. Nice lol.
Seems a bit weird that you don't die from hitting the obstacles. There doesn't seem to be a lose state in this one, so it doesn't feel like a game to me. The audio fx when shooting the obstacles are oddly satisfying though.
Really fun platformer, tight gameplay, and cool retropixelly graphics! Controls take some time getting used to as it could have been direction keys. You get stuck if you jump at the same time the block spawns. Solid entry!
Great mood, the pixel art was pretty good, although you probably want to scale up the pixels for your sanity as it is insanely detailed at the moment. The gameplay moved a little too slow for my taste (even without collecting the ooze) and given the large expanses of space available which wasn't very visually different from each other, it felt a little repetitive after awhile. I guess the ending was to open the door, as I managed to do so anyway although I get stuck in the corridor.
Reminds me of tsumtsum. Pretty simple puzzle game but I like the polish - cute graphics, music and sound effects.
The audio is the most impressive part of the game. Graphics is also really nice and consistent style throughout. Character design was well done. The game was pretty straightforward once you got the idea behind it, but the theme felt a little shoe-horned. Nice groundhog style setting though.
The art style is fantastic and the audio is sweet. I'm not a fan of the having to randomly type words to hope that the game is smart enough to parse my ideas though, and having to consult a walkthrough and make wild guesses does take away quite a bit from the game and fun part of it though.
The mood was definitely spot on in this game. The gameplay is pretty basic but I fail to see how lighting actually helps you apart from possibly distracting the enemies? Also, it really is quite trial-and-error as you aren't able to detect enemies until its too late, and ends up requiring memorization of the route. An alternative mechanic is to change it so that you can light up the screen anywhere (rather than at selected points), but doing that will consume your light, therefore introducing some risk-reward and strategy into the game.
Cool puzzles here, although the jump feels floaty as mentioned above. its hard to see that the energy is deteriorating when moving horizontally as well due to the power bar being horizontal. The controls are also a bit finicky and "x" was used to swap characters instead of E. perhaps simplify controls so that you don't have to press enter to control a character.
Didn't realize how to play this until after a while, would benefit greatly from a tutorial. The game starting upon launch and quitting upon losing is quirky but would prefer a proper starting and game over screen. Gameplay is fine but it's weird that you can't sell other forms of energy aside from the basic form, and is a little too short and as mentioned above, placement of the resources aren't important at all which makes the grid based gameplay a little redundant as you could have counters for each type of resource generator instead. All in all a neat little game!
Quite fun, although I'm not sure that the theme is really brought in, more of a macguffin. Love the fireworks but would be cooler with some actual sound FX. The transition between basement and top is also a bit abrupt. Nice 3D models, the characters were a little harder to make out though as you needed to stand so close to them to interact.
Pretty interesting concept for a game, although the puzzle action felt a bit ordinary the command line interface gave it a real nice twist. Would be cool if there was some programming sections although that might be too challenging. Nice graphics and atmosphere, and cool that you even included some storyline too.
That was a cool puzzle game! Solid graphics, great BGM, and the buildup in the challenge was steady and the puzzle design was really nice. Seemed to get slightly easier at the later stages though once you get the hang of it.
Cool concept with nice puzzles that provide increasing challenge. The game feels kind of laggy and doesn't run very smooth on my pc though. Also, it could be resolved with a reset but the game feels a little slow at times e.g. if I'm out of battery and waiting for the robot to just slowly make its way through turrets. Cool entry!
The hitboxes of the attack aren't very accurate e.g. when slashing with the long sword it doesn't connect with the people running away, and the graphics could do with some work. Getting stuck on ledges as well. However, its still pretty fun and I made it until the part where you had to duck and attack consecutively. Hilarious soundbites make the game!
That was a really great idea! Pretty scary stuff those shadow lurkers, and cranking the batteries is quite suspenseful. Would be great with some music and sound. Didn't realize that you could recharge those light switches midway so that lead to a lot of retries. The final level was a bit confusing though, where it wasn't clear what the switches activated, but it seemed that I made it through anyway. Great entry and one of the best I've seen so far!
Once you get the hang of it it becomes pretty fun! Didn't like that the zombies were a little predictable and were not chasing after you instead. Would be cool with even more interactions e.g. the zombies didn't manage to zombify the patients as expected. Some BGM would work well to set the mood. Humorous side story in the obituaries as well. All in all a great entry and pretty fun!
Excellent adaptive soundtrack and cool torchlight mechanic! The story is a bit loose but its still impressive that you were able to put in a story arc into a 48h entry. The graphics while workable was a bit of a clash between 2D and 3D, so perhaps a consistent style would work better. There were some blocks where the torchlight was unable to pick up as a solid surface as well. Otherwise a pretty fun game and great entry!
Missing some key gameplay elements here at the moment (e.g. a game over state would add a lot to this) but gameplay feels promising and the minimalist graphics work well.
This was a bit hard to understand. So if you turn off the switches, why is the city still draining of power? Music is pretty good though and animations are really cool. Platforming controls are a bit stiff and difficult to control.
Tried playing it on windows 10 but it was just a black screen and chill music.
Nice concept of having the lights run out making it more dangerous to wander in the dark. Powerups make it real fun to play. Nice models, although the ships look a little bit like flies from a distance.
This was pretty cool, and I love PICO-8 as well. Neat little entry! Would be great with a win condition.
Was impressive that you did cutscenes for the game. The platforming itself was super challenging and felt a little unfair (especially the part where you have to bounce across a chasm on moving orbs, that was nuts as your fall speed was too fast and the orbs are out of sight making it really difficult to gauge where to land). The final puzzle was a little incoherent (that was a minus sign!?) as well as inconsistent with the rest of the game so far, although I managed to power through. In terms of mechanics, I'm not sure but it seems like having lights out means you restart from the beginning of the level but as long as you touch the torches you can prevent lights out, so if you were ever in danger you'd suicide to restart at a torch which feels a bit odd. But I really liked that you synced up the audio with the lights running out, lent a scary feel to the game. Nice entry!
Well this proves that precision platformer in a 3d format isn't really such a great idea, but at least you tried and really ambitious that you did a 3d platformer for ludum dare. Controls and camera is pretty smooth so thumbs up on that - really hard to get right for a 3d platformer. Very cool atmosphere and nice graphics, but the spikes could be more sensible, as it is right now just touching them on the non-spikey side will kill you, and even touching the block that drops down on the side kills you although its not a spiky surface which is not very reasonable. The really tight timing of the spikes is also another aspect that I find ludicrous although I guess you're aiming for a frustration platformer feel. The insta-death on respawn is hilarious but less so after the 5th time.
Really fun game, finished it. Some nitpicks though: Didn't realize that coins prevent your death, and that circular particle effect looks great but it's not so great at telling when your time is going to be up or that coins help recharge (just learnt via comments above). The zooming out of the camera can be disorientating too. Felt the platforming to be somewhat too zippy and its slightly challenging to land jumps correctly. The levels appear to be not increasing in challenge linearly. Impressive that this is done in SDL/OpenGL.
Really sweet character art here, the UI could need some work though, the powers shown on top left screen are just too small to see the numbers, not sure what the rockets are for though.
Not sure how to control this at all, as any tap on the WASD keys sends the toaster spinning around and dropping down. Mashing buttons doesn't help either. The atmosphere was cool though and the 3d models looked nice enough.
I'm a sucker for the 80s retrowave aesthetic and graphics, so this is one of the best entries I've played! The racing felt really good for a jam game, drift was right, ramps were fun and the car was spinning out of control at the right places. There was one time where I got stuck and was unable to move the car, although that's kind of rare. I can't believe this is a jam game! Would be cooler with some light trails.
Very gorgeous minimalist artstyle, would be great with some ambient music. The controls weren't that smooth (as my strategy for rounding corners nicely was to tap up while holding left/right to orientate the plug), but the puzzles were interesting enough to make up for it! Good stuff!
Interesting story, sure sounds like my life although I try to keep a power bank with me. But seriously this was refreshing to "play" after playing through other LD entries, and its the second twine entry I've seen. Short and sweet!
That was really awesome! Super meta. Love the nod to Zelda as well! Took some time to figure out the wind power which doesn't really make sense (thought it was an icicle for the beer), would prefer the character to run faster (while having a faster time limit). The solar generators seemed pretty useless given the cloud cover. I tried like 4 times and it grew slightly tedious, but was still fun. Didn't realize you had to "submit" at the end! I managed to get all the generators (not sure if i cleared all the jerry cans)! To echo above, found issues with controls in terms of putting down the power generator sometimes. Graphics were serviceable although the colors were a bit jarring, also noted some z-ordering issues and the text was a bit tiny. Great job and it sounds like you guys had fun jamming in the woods. BTW sound robot was awesome!
Very trippy graphics. Needs to be more consistent in style though. The game is fine as it is, but would prefer it to be a bit more zoomed out as opposed to having to rely on those arrows to indicate opportunity/danger. Good job!
The 3D models and graphics are really impressive in this entry, the music is pretty good too. I'm not sure if I'm doing it right but I end up running out of power really fast even if I kill the ogres, so it seems like slowing down to kill them doesn't really help much. Edit: Ok, didn't realize you were supposed to punch stuff to regenerate power. That was a bit counterintuitive. Would be great with better controls and some sound FX.
I used Open with Java Platform SE binary and managed to play your game on Windows 10. You should include some instructions on how to open your file. The game itself was interesting with a heavy nod towards Portal and Mario. The platforming is servicable, would love better graphics in this though, and the jump sound is kind of grating (you could use audacity to fade it in/out so that the white noise is less jarring). I like the idea that holding an object consumes a lot of battery, as well as falling down and activating your hover boots.
The perspective being too low results in not being able to see the powerup in front of you. Really needs some sound FX to make it come to life. The collision with the track railing seems a bit iffy too, as I'd stop dead in the middle of the road as there's apparently something that's colliding. I like the aesthetic though, and looks like a custom engine of sorts, so great job on that!
Nice game, only gripe is that the background blends in too much with the foreground elements so its kind of hard to make out the action. The monochromatic colors also make it hard to differentiate - perhaps coloring the crystals differently would help with better identification. Made it to the ending.
Love the breadcrumb graphics and the writing. Haven't seen Twine before but this choose your adventure concept is really cool! Managed to finish it, and it feels like a puzzle in itself (which still seems somewhat logical, good job on designing that!). I really wanted to touch the orb though :( Great job!
That was... unexpected, although I'm not sure if I followed the story correctly. Very pretty game and the music really set the mood. The QTEs were also pretty interesting to play unlike in most story/walking simulators, although I'm not too sure if they really fit in with the sombre theme (doing DDR to a sad BGM is not DDR).
Very nice BGM. Not sure exactly how to play the game though, as it seems like you have to generate power more than the population, but bad stuff will happen eventually if you push power output too high? Ducks are cute!
The controls were really challenging to navigate due to the momentum of the rocket, it seemed that barrels were the way to go and the refuel stations were impossible to land upon in midair. Would benefit from a wider view as I couldn't see very far and was course correcting too often. In the end, my strategy was to just ascending as fast as possible and rely on luck on getting a fuel barrel in midair.
Waiting for the drop when you run out of fuel is quite tedious (and even if you pick up fuel along the way falling down its impossible to course correct) and it seems to punish players who make it further by letting them wait longer.
Nice poly art style and music though, great job on that!
That was an interesting interpretation of the theme. It seemed though that there's little benefit to killing enemies (perhaps a higher score?) and more inclination to quickly complete the levels. W didn't work for me as well. The platforming could be made a bit smoother, as the stomp works occasionally, and controls feel a little floaty. A lot of blind jumps into enemies and the sensitive camera zooming out can be a bit disorienting. Leaderboards doesn't seem to work and the score doesn't seem to reset at 0 upon a game over. Anyway, commendable job making a game in 48h!
This was very polished and extremely pretty. Lovely atmosphere and mood.
Still there's not much game to this and would be great to have an ending to it rather than just the credits. Didn't really fit in with the theme as well.
Excellent 3d modelling and top-notch graphics. The robots seem to be pretty smart but if they bunch together its relatively easy to run them around in circles for a while, so perhaps some swarming ability or randomness like in Pacman? Sfx and bgm was great as well. Seems like it could make a good multiplayer game too. Great job!
I'm not sure if the ramps actually help as (1) by the time i see them its usually too late to navigate myself to hit them - in particular the curvy ones and (2) if I'm lucky enough to go onto one I get stuck on the geometry and it doesn't "jump" like what was mentioned. There doesn't seem to be a jump button as well. So I have zero clue on how to get to the centre of the tunnel. Got clipped through the objects through some collisions as well. I think having to dodge obstacles with some form of power pickup would make this game more fun and easier to pick up and play, now its just a bit obtuse.
This looks deceivingly simple with the relaxing music but turns out to be a real challenge to play. For me the oxygen tank was depleting really fast, even though I focused on purchased upgrades for it. It also cuts back to restarting the game immediately instead of showing a game over of some sort. Managed 4 out of the 5 items before running out of oxygen.
Pretty ambitious to have a survival game for LD but you managed to pull it off! Needs some bug fixing though - if I eat cooked fish it doesn't remove it, rather it removes the last item in my inventory, so I could eat cooked fish all day and let it remove my sticks instead. There were also some z-ordering problems. Didn't manage to use the traps, but I used the fishing rod. Music was pretty cheery which was a bit clashing with dying of hunger. Nice humor too. Managed to last 5 days. Nice and short!
ITS SO CUTE But seriously, great one button gameplay and I just adore the goofy sounds and animation of the planet. Slap on a few skins and collectibles and you have a mobile title. Well done!
Pissing on batteries-now that's a weird way of escaping the house. The gameplay is a little finicky as the dog gets caught on the doorways. Completed it.
Heard that theme before, but this is pretty fun and funny (love the reproduction centre) well done graphics and balancing the various mechanics like spinning plates was very challenging! Didn't manage to make it to the end though. Great game!
Very intense endless runner action. The music was really awesome! five stars there. Movement feels a bit slippery though not sure if that was intended, ie the player moves even after i release the key, not allowing for the fine precision in control and requiring me to compensate at times (often resulting in death). The hazards feel a little unbalanced too, with the spinning ones being particularly fiendish (especially the fast spinning ones). Nice fisheye camera effect. Its really cool that you implemented a leaderboard as well. Great job!
This was an interesting 3-in-1 game, great that you managed to pack in 3 different styles of play. I'm not sure if I understood the nuclear minigame that well as it seems to be a matter of clicking on the reactors, couldn't manage to rotate the nuclear turbine faster then it was spinning. For the coal mine I somehow ended up on holding the mouse button and moving frantically about, which was somewhat mechanically similar to the windmill minigame.
Nice transitions between screens, cool 3d models. However it feels like the minigames are too idle-feeling and overly leisurely. Perhaps some form of countermeasure to the gameplay might make it more interesting, e.g. if the windmill spins too fast it gets powered down for a while, or if you chance upon a mine it explodes and prevents you from digging for a while.
Gorgeous 3d modelling work and hilarious sound effects! Echo the above on having a restart button. Very cute although the loading time is kind of a bummer - it crashed for me the first time i loaded it up, even with the bug fixed version. Not sure what red spheres do with your girlfriend giving you an appel? but actively avoided them and collected blue spheres and managed to make it to the phone in time. Fun stuff and I love the physics based gameplay.
The platforming needs some work here, getting caught on ledges and kind of floaty. Really ambitious metroidvania-like puzzle platformer you have here. When I played full screen on 2560x1440 the text ended up being really really tiny. Art is cute though.
Graphics and atmosphere was really good, music was good, sfx was good, there was even a boss! But I'm not sure if I played it right as I merely stood on the enemies and they died touching me and even recharged my power, same with the boss - that was weird!
The html5 version starts off with the menu being half offscreen for me. Pretty short experience although the little I played was quite fun, very nice 3D models and nice music.
Says data folder not found if I launch it in itch.io app. I think it could be better communicated as to how you fail - instead of having to hold shift, perhaps that could be displayed by default on-screen? Got stuck at a section where my jump suddenly failed (not sure if intentional - as I was able to jump by retracing my steps). The floaty platformer jump fit the game but the double jump didn't feel that responsive. Pretty good atmosphere, I like the sunglasses although it felt a bit jarring.
Cool retro aesthetic aside, the gameplay is kind of challenging to the point that it felt slightly unfair though. You often careen headlong into the gravitational pull of a large object but its hard to react to it until it is too late. The beep was also a bit monotonous. Otherwise a solid entry and feels like it could be polished to something bigger!
Simple tower defense game, the clicker twist makes it a little hectic to play. Some sounds would have definitely made this feel more complete. Nice 3D modelling too!
The concept is nice but its really hard to get used to the key mappings (as you often press dash and try to jump), and i feel like the block grabbing mechanic isn't very sensitive to collecting so blocks that are laid out can't be collected back sometimes.
Was a little sleep inducing with the dreamy ambient BGM. The running/platforming didn't feel very smooth. Very nice background parallax effect.
Very cool mechanic, although its a bit unclear what triggers some of the interactions in the world of neurons. Artstyle is on point and elegant. Needs some ambient music to set the mood.
5 starred audio, graphics and mood just because you did an excellent job on all those fronts, especially the modelling, that was really impressive. Was stuck at the second floor trying to find another battery though, and I dropped the battery outside. Jumping outside the window got me stuck as well. Seems like there's more to this from the video, but the gameplay seems pretty basic though.
Artstyle is nice, the gameplay feels a little simplistic though. Reminded me of wind waker.
Interesting take on the theme. It feels a bit flat puzzle-wise and feels more of a memorization/sorting algorithm. The writing was pretty good though, nice naming of characters and the back story made the world seem more fleshed out. Could do with more court intrigue and nasty scheming and backstabbing but that's too much game of thrones for me and wouldn't fit in this fantasy world of rabbits.
This was really beautiful. A bit weird and janky at parts, but the gameplay loop was cool. Hilarious stuff with the exploding S7s. Great sounds, great graphics, goes to show what a team can achieve in 72 hours, superb stuff. Only critique was a bug I found was when dying the BGM went off. Great game!
Very gorgeous graphics in this one, love the shield effect. Got to escape, there was some nice escalation there at the end. Simple gameplay loop, but im not sure if I like the ragdoll effect as it doesn't feel very cohesive with the style of the game.
This isn't dark-souls-like but man the hitboxes are pretty unforgiving and the platforming doesn't feel very smooth. Its super challenging at the start and gets easier as you go on which is a bit odd. Seems like there's some hints of a storyline but not exactly sure how the allegory works. The character should turn left when walking left as well. Nice evocative BGM although it feels odd paired against the platforming action.
Ooh, this game oozes aesthetic. Gorgeous eye candy, all that I wanted my game to achieve! I think the battery meter being hidden on the dashboard is the only critique, otherwise the game drives pretty good. Not to mention the cool soundtrack!
That was pretty fun and heart pumping action! Some critiques though: it wasn't very apparent that standing on the green buttons recharge your character until that mazelike stage (and I personally think that takes away from the mad scramble of the game with resource management). The platforming wasn't very smooth for such a twitchy platformer, as apparent in the mazelike stage as well where your character seems to glide for a second in midair before falling down a chute, so sometimes it felt like unnecessary difficulty. Double jumping/wall jumping wasn't very clearly communicated as well. Could do with more stages and a soundtrack, but all in all a nice balance between twitchy platforming and puzzley action!
Nice meta entry, although the theme connection seems to be a bit tenuous? Love the BGM. That's a huge team! Great teamwork and more power to you guys/gals!
Nice and relaxing puzzler gameplay, the sound FX of winning was a bit jarring though. Nice artwork and the puzzles have a smooth difficulty curve and get quite devious later on. Great work!
This was pretty hilarious! Reminded me of my dad and our black cat.
The lighting was an interesting mechanic and cool that turning off the lights had the side effect of making the game more challenging as the cats are roaming around. There was some light bleeding through the walls though, which is probably a minor detail. Very nice sound FX and the modelling was workable, well done!
Nice puzzle, but it felt like the level transitions were kind of abrupt and the random puzzles make it somewhat variable in difficulty each time round. Don't think that this light's out puzzle works well with a timed element, as it is really challenging to solve it within the time limit. Cool SFX and nice graphics round out this elegant entry!
Very simple but addictive gameplay! Some music would make it complete.
Pretty fun stuff, love the abduction to convert humans into energy - very morbid! The UFO doesn't feel very smooth to control though, as there's some lag between when you move it. The game's difficulty also levels out so I don't think its possible to die once you get the hang of it. Could do with better graphics but overall a cool game.
Echoing above as not sure if the invisible wall is intended and once all shots are expended you're a sitting duck as it seems that there's no way to regain power?
Made it to the end! Didn't realize the net was actually a launcher, lol. Pretty interesting FTL-like game, although once you know how stuff works its a pretty standard setup (power ammo, meet enemy, put up shields and click and drop the weapon x3 bam). some sound fx would make this feel more complete.
Very nice artstyle! When you take damage it isn't very obvious as noted. Finding it a real challenge to complete as the hitbox of your weapon is really small and enemies move quite fast and it is really difficult to avoid their attacks (although possible I think - just try to move away while slashing). All in all a great entry!
The vector is really 5 star aces, but the controls felt a little floaty and difficult to control. Some sound fx when charging the phone would be useful to indicate that its charging successfully. Police is a challenge to dodge. Really love all the funny interactions with the people and the objects moving around. Definitely a 5 star on the humor side as well!
Pretty innovative concept but the battery runs out too fast and charges up too slowly which breaks up the flow of the game. Those sections at the end are super challenging, plan to replay this though. Great entry!
This platformer has the physics down with working collision, feels pretty smooth to play although a bit more gravity would make the jump feel better. Would love better graphics in this as the tiles make it look too spartan. The text is also a bit hard to make out against the background. Made it to the end with high score of 18, nice challenge without being overly frustrating to play.
Seems like having a kid and doing ludum dare would be enough to drive one insane, but you managed to come up with this nice quirky entry. The rooms look like padded cells too, very subtle! if i had one criticism it would be the insanity coming a bit abruptly as they might be caused by tasks from other rooms that are not on-screen.
Cool concept and very challenging gameplay. I'd say the difficulty curve seems slightly uneven though, and its not very intuitive to have multiple controls for different powered kicks.
This gave me a pretty good workout first thing in the morning. Cool that you had to tap faster with more weapons. Could be more complete with more purchase options and flexibility to put stuff. I think there's a bug (feature?) where if you restart the game the more powerful monsters with hats appear right away. Nice use of bgm as well, would be cool if the bgm's pitch and frequency could be synced to your treadmill movement. Pretty fun stuff!
Got past 11 rounds! Interesting concept of losing your skill/powers as you progress. I suspect that the mouse click power is virtually indispensable though, as losing that skill was pretty much insta-death for me, so I'm not sure how the powers are balanced. I like the clean style of the vector art and animation, and I found the sound FX pretty hilarious, good job on making them!
Edit: I remember the ice wall and the mouse click power (which was practically the dominant one to keep full powered I feel)
LD49 — Unstable (41)
The OffScreen by Hunk 2021-10-08T12:12:55Z ♥ 2
Cool concept! I like the theming and the aesthetics, with the sound effects being on-point as well.
The platforming needs a bit work though, keep getting caught on platforms. The pause between enemies also feels a bit too long. Also needs a bit of ramping up of the challenge as it seems to repeat the cycle again.
Cloudlands by Infraxion 2021-10-07T15:16:51Z ♥ 3
true to the promises of the game. 10/10
Grabanakki by Saturnyoshi 2021-10-07T13:50:05Z ♥ 2
very smooth, super polished, controls are tight and the variety of enemies and interactions are amazing. Can't wait to see this placed high!
Timmy's Very Bad School Day by Miyolophone 2021-10-07T12:26:58Z ♥ 3
Very ambitious to take on a jrpg style gameplay in a jam and the insult mechanic is hilarious. Nice graphics although I wish the player could have some walking animations. Great audio work especially during battles. Not sure whats the ending goal too as it seems that you get stuck and unable to progress to the end.
Topplecrown by caeonosphere 2021-10-06T17:34:57Z ♥ 1
Cool puzzler. The last levels especially put up a good challenge. Well done AI in such a game jam setting. The theme doesn't seem to be strong here though.
Escape from planet Shaduk by fishtaod 2021-10-06T17:01:49Z ♥ 1
this hurt my head in a good way. controls are a bit confusing though and I think it needs a bit of expanding upon though just a single level feels a little short. I like that you can crush the other dude 😛
Puzzled Love by Yaroslav Kravtsov 2021-10-06T16:54:47Z ♥ 2
Very novel way of a narrative through puzzling. Nicely done! Top marks. Love how the shape of the puzzle pieces morph to fit the mood. Nice reveal at the end to tie the experience together
Jingoku by Skyeward 2021-10-06T16:27:12Z ♥ 1
wow, so many minigames! and all of them are very varied and challenging with well done mechanics. Some of the games feel like they aren't really doable on the first try though. Overall its super polished and graphics / audio are top notch.
Stronkey Kong by 100th_Coin 2021-10-06T15:59:48Z ♥ 2
Great throwback to classic game, controls are tight and well done, the buying and building mechanic is solid and the music is a nice reference. I do feel that the theme is probably not very on-point here though. Also had trouble figuring out the girder placement and its not very clear that you can't place girders on the platforms. Otherwise its a very cool jam game!
Hammer Keep by BadPiggy 2021-10-06T15:31:39Z ♥ 1
Nice and tight action and the mechanics are pretty novel yet everything was easy to understand and telegraphed well so that it didn't feel too unfair. The boss felt a bit too HP-heavy but otherwise the various enemies were fun to tackle.
Glitch Stability by Ekaterina 2021-10-06T15:16:23Z ♥ 1
nice glitchy effects and great graphics. the platforming is pretty tight but the teleporting can be really frustrating to track. Not sure if there's like an end to it as it feels pretty random and pointless (which is I guess the theme?)
Sinking Island! by GM637OFFICIAL 2021-10-06T11:02:11Z ♥ 1
Not sure how to jump. sometimes the next island doesn't spawn. Looks like a cool beginning of a cool mobile game though!
Hardwork Simulator by cabjhegas 2021-10-06T08:59:26Z ♥ 1
Very original concept and the button mashing is fun!
However the fail state makes you have to revisit the initial intro bit - could be skipped upon a retry.
Unstable Worlds by Ekilibr 2021-10-06T07:32:45Z ♥ 2
great job putting together various game modes in core into a single experience!
Radish Kid Ascension by CozyGamePals 2021-10-06T05:15:53Z ♥ 1
Finally made it to the top! Very well done with all the messy physic interactions. Fantastic work.
YuraYura! - Tidying up the tilting tower! by Cornflowerblue 2021-10-06T04:24:02Z ♥ 2
Super fun, very well made! so many gameplay modes and different enemies crammed into a game jam. Great job!
One critique I have would be the camera, and if the plate falls away from the camera its basically hard to see what's going on.
Portal Town Rescue by Archimagus 2021-10-05T16:31:13Z ♥ 2
Really great job for a first Core game, everything works and controls well, and managed to open the portal back to Core World. Hoped I could explore the houses in more detail!
Candle Coffee Courier by BluishGreenPro 2021-10-05T16:13:41Z ♥ 2
The platforming is pretty tight but its too difficult in bits with the wall jumping being a bit too sensitive while the gravity seems too harsh (camera can't follow up with the falling). Cool graphics and music, and the pause before dying is helpful
Unstable FLESH by foresherd 2021-10-05T15:55:37Z ♥ 2
Very cool mechanics where the level changes dynamically, super challenging though! The backflip is rather imprecise. Jumping on ledges exposes you to the chance that it spawns a spike trap. Tight platformer controls make completing it satisfying.
Portal Rescue by Vimlark 2021-10-05T15:33:17Z ♥ 0
Wow, fantastic innovation to combine portals with pong and angry birds. Definitely more stressful than regular pong but making some big brain moves by controlling both sides to line up a shot makes me feel like a (un)stable genius. I didn't realize that I could catch the ball with jammers, so its possible to still win without that. Great stuff!
Pizza Pony by MattWoelk 2021-10-05T15:16:19Z ♥ 2
The controls are really hard to make sense of (hence the theme I guess). The graphics in this game are really popping though!
-Y- by Iluvatar 2021-10-05T15:14:46Z ♥ 1
Cool idea to make a textless adventure. Although it feels kind of like it ended just when things got interesting. The adventure game bits felt a little sluggish with a long break between clicks. Great pixel art and audio work.
Clay Boy by davision 2021-10-05T14:44:47Z ♥ 1
Ok, this is really something remarkable. The wacky but innovative controls and character aside, great map design!
Click For Living by d3w 2021-10-05T14:36:22Z ♥ 3
nice subversion of a clicker trope. I think yes the details of the interactions between the various beings aren't very clear as I see the stronger units falling to their death upon spawning, which is a bit hard to understand. Nice graphics and chill music to accompany the simulation style gameplay.
Cyber Maze by pstupka 2021-10-05T14:24:33Z ♥ 0
OK, gotta say its pretty doable. Nice take on the theme! Cool effects that makes it a really great (if not infuriating) entry.
Unstackable by Flazone 2021-10-05T14:15:50Z ♥ 2
Charming graphics. Controls are a bit weird but when it clicks its fun. Until the building you matched topples to the sea. I like how the final score is still everchanging depending on the physics. Well done!
Interstellar Highway Robbery by Corny 2021-10-05T14:03:14Z ♥ 1
Love the aesthetic, and very cool map generation going on! Tight gameplay. I like that the streaming lights outside the airship also provide an intuitive sense of which direction is forward besides looking really cool.
One thing that could improve - the fonts aren't very recognisable and easy to parse. Also, you sometimes get spawned inside a crate or outside the ship.
The Climb Out by redmountainman1 2021-10-05T13:40:44Z ♥ 1
not sure if I reached the ending as it still says game over. Interesting take on the theme. The red balls can be somewhat impossible to avoid if you are unlucky though. Which I guess is the point 😝
Dogs++ by Jezzamon 2021-10-05T13:29:23Z ♥ 0
Absolutely well done. Interesting mechanic and puzzles are the right flow. The platforming feels a little too twitchy but complements the puzzles. Nice pixel art and music.
It Was Desert by senar93 2021-10-05T12:18:03Z ♥ 3
Quite the brain buster! very cool twist on movement.
Babel by Gaming Night 2021-10-05T10:57:23Z ♥ 1
well done! simple and engaging. i like the audio work done here, great job on that
Hopin by Vishwah 2021-10-05T10:28:58Z ♥ 1
the controls are a little bit floaty (platformer) and it could really benefit from some 3d platformer tips like adding a drop shadow below the player so that the player can line up their jump, and having the camera be more zoomed out so that you can see jumps when jumping towards the camera. the puzzles are pretty crafty though and managed to complete it.
II-III-V by miziziziz 2021-10-05T10:18:18Z ♥ 0
Very cool control scheme, it really gives that tense sensation of horror. the terminal was a nice change of pace but wished I could see more varied stuff like that.
1THRUSTR.EXE by verysoftwares 2021-10-05T10:05:46Z ♥ 1
very tricky controls but pretty cool once you get the hang of it pun intended!
the nuke bouncing immediately if you pick it up from the ground doesn't seem to be intended though, otherwise its a fun game
unstable.?! by Tymus 2021-10-05T09:57:23Z ♥ 2
stable genius cute and funny, great job
Citride by Asemic 2021-10-05T09:42:50Z ♥ 4
the graphics are pretty clean and the gameplay idea is neat. The movement could be a bit tighter though and the gameplay more forgiving without a timer (as you are often stuck waiting to change into the next form).
Baserackcanball by HacksawUnit 2021-10-05T09:33:43Z ♥ 1
nice and juicy. very cool way of embedding the game into the website. controls were a bit odd which I guess is the point of the theme.
Save the Reactor by Tvorojok 2021-10-05T07:54:48Z ♥ 3
The pixel art is really superb in this one. Really fun and frantic stuff! I like how the different components light up differently each round to make each round feel quite different, and how the music ramps up over time.
Managed to win finally ✌️
gunstable by torcado 2021-10-05T07:26:59Z ♥ 1
very well done! lots of fun exploring different gun modes.
Pillars of Stability by AMastryukov 2021-10-05T05:36:14Z ♥ 4
Fantastic! great artwork with lots of nice detail (fancy airplane flying around), mechanics are easy to grasp yet fun to play, and cool idea fusing placement with a dictator theme. Audio work is superb.
I would say it needs a bit of balancing to remove getting duplicate tiles.
Bullet Hellements by Fiote 2021-10-05T04:58:35Z ♥ 1
The mechanic is a bit weird. I guess the idea is that you want to get hit initially to make the percentage go down, and start shooting while keeping the percentage below 50%.
I would prefer it if its more predictable (but I guess that's the theme?)
The tutorial is also not "failsafe" as if you become unstable you cannot complete the tutorial.
Very nice artwork though and congrats on getting so many diverse mechanics in the game!