PTSD Fishing by KuKuRammus 2021-10-06T22:04:20Z
OK, who thought of turning QTE into PTSD? Give the dude a medal. Also, the art is really cute but maybe fish takes a bit long to bite.
Foon → Ludum Dare Explorer → Users → Raykon
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | 👥 | Randomazer | jam | 943 | 3.38 | 3.24 | 3.37 | 3.11 | 2.57 | 2.29 | 2.55 |
OK, who thought of turning QTE into PTSD? Give the dude a medal. Also, the art is really cute but maybe fish takes a bit long to bite.
This game's gonna make me have a phobia of rabbits. It's also scary how things can go south in a matter of seconds. That said, the game's a lot of fun. Art is gorgeous and the idea is greatly unique. Gotta be one of the best games of the jam.
Graphics and audio are great. The thought of a dog mutating is a bit disturbing yet exciting. Wish it was more clear where you can and cannot pass.
There is a chair in the office behind glass, that intersects with the table but still isn't considered a bug. Also I don't quite understand what people are considered buggy. Other than that, that's a fun concept, could use a bit more polish.
Have a few question for the game design: like what do the doors symbolize and why do moon phases depend on the machine. Also a bit too easy for my taste. That said, I liked the puzzle mechanics and the humor behind it, the game definitely has potential.
There's gotta be a way to play this properly, but all I see is mushrooms.
Graphics are really pretty. The atmosphere is great but I think muffling the sound of water while you're in the lighthouse would make it even better. On a bigger scope it would be cool to take these basic mechanics, add a thriller story and you would get an epic atmospheric game à la Firewatch.
Not an easy game to pick up, but also very fun. Felt like the "clean" lever didn't do much. The art and sound are also great.
Not a game for every player but fun in a masochistic way. Could use a few more ways to trick the player. Liked the menu going crazy.
Not quite challenging but fun gameplay. The humor is great. RIP baby harambes
Nice choice of music, gameplay could use a bit more polish.
Like the idea of giant boulders rolling through the maze. Had a fun moment when one basically pinned me down to the wall but stopped just a few meters away. The game could be really fun with more time put into it.
I had a ton of fun playing. Love the idea of having to figure out rules yourself from The Witness. Some of the puzzles are really tricky, so I'm proud to say I've completed it. May be my favorite game of the jam yet.
Had a little problem with platform generation: I ran into a guaranteed loss when platforms that were high enough to progress had only about a pixel of them on the screen. Other than that I think platforming in general could be a bit more challenging but falling squares could use some kind of danger indicator because they feel unfair as is.
That said, I liked the game. The graphics are appealing and the gameplay is almost addictive. Reminds me of good old Doodle Jump.
A really fun puzzle, I don't think I've seen anything like this before. Could use a gradual introduction of glyphs.
That's some next level stuff. Not only it's polished and fun on one side, it's also surprising and thrilling on the other. It's a shame the content warning spoils the twist a bit, but I understand why it's needed. Great job.
"Number of protesters" lines are hilarious, thank you for them.
271 second :D I love how physics allow you to perform some non-obvious tricks that may save you a lot of time and jumps. I think the final attempt took me 3 or 4 jumps to reach the end.
Took me a few runs to figure out you have limited time and I didn't just fall through blocks randomly. Feels like an classic incremental game but with more action. Would like to see what other ideas could be introduced to this.
Love the idea, feels like something straight from IWBTB. Though a checkpoint after completing a level would be nice.
@wolderado hey, the level where you stay can't be shuffled. Otherwise it's totally random.
@bentekiller the decision not to move the player room was intentional. We felt like it would be frustrating to get moved away from the finish (especially a few times in a row if you're unlucky enough). On the opposite side, it could get too easy if you were moved closer to the finish.
@nelone there is a certain trick if you encounter a difficult level: you can go to another room and activate the switch to shuffle the rooms and possibly make the levels a bit easier.
@mouf the 3d part was intended, I prefer the way it looks to 2d (in this game). Though I agree it doesn't look good enough on the edges of rooms and I'll see how I can improve that.
@juxipolo personally haven't had this problem but I guess it can be relevant for some players. Will take that into account next time, thanks.
Liked the concept and art. Wish there were a score meter and gradually increasing difficulty as you progress.