Cut to Pieces by Sheepolution 2025-10-07T21:50:24Z
That's a great idea! I just couldn't make him like my painting sadly, after the apple. I tried cutting things in the shape of the lettuce but couldn't really figure it out.
Foon → Ludum Dare Explorer → Users → raysplaceinspace
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | Beelines | jam | 126 | 3.90 | 3.62 | 3.91 | 4.29 | 3.82 | 3.56 | 3.91 |
That's a great idea! I just couldn't make him like my painting sadly, after the apple. I tried cutting things in the shape of the lettuce but couldn't really figure it out.
Great job! This was well done! I think it could've done with a few in-game instructions. I didn't realise there were two entrances at the start, since I guess that hasn't been my experience with tower defenses before, and so put everything onto one side. It actually took me a few waves until I realised that I have the ability to shoot as well. The graphics are nice and the sounds are good, great work!
I did wonder why followers had to stand still though since they do have legs.
Interesting take on the theme. I would have liked to see the tutorial and actions built into the game a little more. When it popped up saying "drag cards to enemies to use them" I immediately tried to actually do that and found it was just a static image. I also wondered if it could light up or grey out options which weren't available to me to help with learning. Like with understanding that when you run out of souls you can't use any more cards. I am not a regular card game player though so I think there were a lot of concepts for me to learn in a short amount of time and would be easier for someone more familiar with the genre. Great work putting it all together though!
I sadly couldn't get very far without dying haha
Fascinating idea. I like transistors and electronics things, so was interested to try it. I did manage to get quite a few electrons to go through. I found the controls a bit difficult, a lot of my electrons got caught at the top of the screen, and because of the way the camera is 3D and the brush goes down vertically when you engage it, it was hard to get them out.
Was funny, nice music. The 22 starting dialog pages was a lot!
Was a unique type of game. I spent a lot of time clicking everything on the screen trying to figure out what to do sadly. I eventually clicked on the alignment box and once it popped out I saw what I was meant to do. I think I needed more guidance to start with before I could get on my way.
Honestly, neat :) Like Unpacking, which is also a game I loved. I wanted to have a sense of how many objects were left in the box because I wanted to plan ahead a little. I also would love music - I think music really makes a huge difference to the atmosphere in a cozy game like this.
Nice work, the flashlight and the darkness add to the atmosphere. That big scary monster did look forboding and did make me want to run away from it. I got to 9 souls before it got to me!
Neat game. I think it could've done with a bit of a message at the start saying what my goal was. At first I was just trying to put everything into the jar. It was great though that when I did eventually find a coin the jar jingled so I knew I had it right.
This is a great fascinating game and I played it for quite a while. I am not sure if I figured out how to be successful, I think I was at -$2000 by the time I stopped. I figured the negative popularity items were a bad thing so I put them all away and in the end I just had one item out and 10 items away. I wanted to sell the bad items but it seemed that I just had to wait for a wealthy buyer to do that. Dig sites are very clever.
One of my first impressions was there was a lot of red negative numbers on the screen every turn. It felt like it was telling me I was doing something bad so I put the items away and I don't think that was what I was meant to do, so I eventually put them back out again. If it is just a general rule that every item degrades then I think I don't need to see that unless it is an exceptional event.
Quite funny and unique concept. The signing was an interesting take. The way the coins would be weapons at first but then you could pick them up was interesting. Great job :)
Fascinating idea, could be interesting to see a more finished product. I would love to see a leaderboard or challenges or something, I'm not sure. I eventually saw there were some bonuses from placing paintings next to each other in certain ways, but because the paintings were immovable once placed, I couldn't act on them, even though I wanted to.
One point is I wish the paintings would drag from the same point you clicked on them. It seemed they were always being dragged by their bottom left corner, which meant they suddenly jumped from where I grabbed them.
Anyway, interesting idea!
Haha creepy but nice. Good progression. Just at the moment when I was thinking "this game will get really repetitive if I need to carry these clots back one at a time" you introduce the solution. I died at the end because I realised too late you can kill the little spider things. You executed this well. Well done!
Great job! Feels like a good way to teach kids to do maths actually. Nice game feel.
The cards look beautiful :) I paid off the mafia on my first day!
I love how this game looks! It is a good take having the player being in a vehicle which can actually move fast and impactfully hit its enemies, but also get slowed down by them too. Also having a goal other than just surviving but actually collecting stuff adds another dimension to the genre. I didn't understand all the text, in the heat of battle I couldn't remember it all, but it was still interesting. Great work!
Unbelievable work for 12 hours!
I seem to get the idea now after playing it, you're trying to bank the best poker hands? Initially there is only one card that comes up to you at a time and so I expected I wasn't going to get any choice in the matter and so didn't know what the purpose of the game was. Once there were lots of cards coming at me though, the game was too frantic to be able to make any choice at all without dying. I also got the impression that when I banked cards, it should increase my score somewhere but I couldn't seem to find that shown on the HUD.
In either case, you have done an amazing job with such a short amount of time!
I played this and clicked all the buttons repeatedly and couldn't get anywhere. I hit the gavel, typed in the smallest number I could then clicked Ask and it just gave me a bad beep. Then I hit the dollar sign button lots, typed in more numbers, kept getting the beep. Hit the gavel more times, typed in more numbers. So not sure how to play this game.
Was an interesting experience. When I realised it was a timed run it did change how I felt about the game, and I think that was good. I think there's a level of the game that I didn't figure out with the houses. I was just knocking on every door on the street, one after the other, as fast as I could. I wasn't sure why there was a choice about whether to knock on the door or not (why wouldn't I?) And since every house can only give you candy once, why would you not work your way left-to-right? I only had one playthrough though so perhaps it becomes clearer over time. Anyway, great work!
Great work kids! I was pleasantly surprised when I heard the sounds. Keep going!
I couldn't figure out what my goal was. Is it like Risk where I need to take over every cell of the board? Am I meant to be turning the whole board red? Why do the flags get placed in those particular positions? I couldn't tell if it was me choosing the flag positions or if it was pre-chosen, and then if I was choosing them, I couldn't tell why those flag positions were important. Were they close to my base? Where was my base? Where is the enemy? Is that even what this game is about? The visuals were intriguing and did make me want to find out.
I love the graphics, the main character is well drawn and animated and that really sells the game. Having three sets of controls makes it difficult to control though. If jumping is spacebar, then I normally want to press that with my right hand, but my right hand was on the mouse. I think you could do left hand controlling the character, right hand controlling the grapple. So W would jump. Maybe left click would still punch but right click would launch the grapple at whatever your mouse cursor is pointing at. Great idea though!
Beautiful, professional game. The sounds are great. I did find on Level 2 the first time I just couldn't advance to the next level. I think I understand now that if I catch bugs I'm not meant to catch, then they just die and don't count, and I had eliminated all the bugs and had no way to progress without restarting. In either case, very well done!
This is a good concept, making your character heavier and that affecting what you could do. I imagined a game where you make choices about when to collect the gold and what order. There could be some interesting trade-offs between payoff and agility. Unfortunately I spent almost all of the time just walking back from the start of the level and repeating everything whenever I made a mistake, which was a lot, and so I didn't really get the chance to experience that.
It also took me a few walk backs to figure out you could dash in the air. Maybe I don't play enough platformers but that was not something I have seen before and so it was not something I tried until I had died a couple of times and realised there must've been some other trick. The sign said "Shift to Dash" so I kept pressing it trusting the sign wouldn't lead me astray. It would've helped if I could see the island on the other side and the goal I was aiming for.
I think for one thing, you can teach jumping without falling off cliffs - the player could just jump over things in the tutorial - then it is safer and there is not so great of a cost of getting it wrong. Then the respawn could be closer to the mistake, if that were possible.
Anyway, with all that said, it is a clever concept.
I found the "nom" sounds cute. The music was very good and I think the best part of the game. Finding the rocks with eyes was a bit like playing Where's Waldo sometimes.
I really liked this game and played it all the way through! Sadly I didn't succeed. But I think it's a great idea, and it was interesting learning the value of the different objects. I love exponential growth games and it seemed like if you knew what you were doing, you could potentially double your money every day.
There were a few bugs that made the game difficult. First, the tutorial information about what to do with your hand was blocked by an object so I never learned what it said. Some objects (like an apple) just wouldn't go into my inventory unless I placed them on the left side. I thought the challenge of packing in all the objects into the space was an interesting constraint, but then I found I could just put everything in my hand and I didn't know what that meant but that seemed to weaken one of the most interesting challenges of the game.
I also wished I could skip to the next dialog a bit faster, because I was faster at reading it than it was at presenting it.
In any case, great game!
Wow great work! I really like the look and feel of this, and the music sets the right mood. I didn't get the time to make it very far though, feels like I need to sit down and set aside some time later and really read it all through. Love the concept though!
I played this all the way through because I liked it so much! Thank you for making this delightful game! Also, I like Collector - "Call Hector" :)
It looks very nice. I collected 4 wood then fought the frog.
I liked the game. I found just the baseline challenge of delivering the letters to be interesting already.
I was really glad when I saw there were two levels to control. At first I thought this game would be far too easy but that makes it much more interesting and challenging. Well done! Also great job using Rust! I'm using Rust for my game engine at the moment and really like it!
Clever little puzzle game! I like the way the world steps with you.
Haha I liked the outer space music. Good idea, it's like a golf game but with a penguin. I got stuck on level 2, I couldn't seem to exit the square in the middle without using so much force I would get flung into space.
Wow, you know, this is a great concept! The idea that, unlike vampire survivors, the goal isn't to kill the enemies but to just cut the grass, but these rocks keep getting in the way, is a great twist on a familiar concept. The graphics and sound are great too! Well done!
It's a good concept and like others say would be interested to see it after more progress. I wanted to hear the actual tunes and hear the noises being made when I pressed the keys. I initially didn't know that pressing anything did anything because there wasn't audio feedback. Interesting idea though.
Great game! I like how the game feels intuitive and drives you to the next goal. Like when your SD card gets full so you return, and then it shows you which ones you haven't snapped yet so you want to keep going to fill out your card. It was also good seeing the better flashlight before I could afford it to give me a goal to work towards. I also think it was intuitive that you would interact with things by just walking into them rather than having a dedicated button. Well done!
Whoa, I played this for ages! You did such a good job, such an addictive game!
Looks nice :) I picked a really difficult chest in the first room which I don't know if I had any ability to actually defeat. The room was not big enough to run away and there were too many enemies. Great graphics though, well done :)
Wait, you can rotate the screen? I spent 2 minutes just looking at the guy. It was still poignant and meaningful, but I would've had a better time if something told me I could look around somehow.
Wow, I mean fascinating and unique concept haha. I found the game hard even when I picked the organ that could accept every blood type. I think I only barely succeeded on my third attempt. I can't imagine how hard the game would be if you had to play it as designed and use the spotlight to find matching donors. Nice work!
That description and that cover image look very enticing, I wanted to play that game. If you made it so you could hold down the button to walk it would be easier to explore. I just found a lot of empty rooms. I also think you should consider reducing the saturation of the background floor tiles - the bright sharp red edge is strong has similar or more detail/contrast than your foreground character so it makes it hard to see what is important.
The music sets the scene well. When it said your moves matter, I initial thought it might be like Superhot where time would only advance when I did. Looks like it does require continuous dodging to get past each enemy while shooting them. The upgrades were cool.
This was fun and creative. I am still unsure exactly which one is the "kinda manyeyed" even though I did get it a few times now. I liked that the music and the kind of zooming motion blur stripes things made it feel fast, because it was surprising initially how I thought it was going to be a cozy game and then it really wasn't. Interestingly, my mouse was not accurate enough to play any of the levels until I found another surface to put it on. Good job for creating all of this!
I love the graphics! The curved vertical view looks great, the monsters are creative and engaging, great work! I like how you can learn the game slowly because the skill ramps up slowly and is forgiving at first. At first I was just randomly trying stuff, then I learned to see where the different health and attack stats were and started making more strategic choices. Also the bonuses you get in between rounds do feel interesting. Great work!
I couldn't figure out what I was meant to do. I picked up a pin, but where did it go? What do I do with it? Then I walked through to the next room, and then the next room seemed to loop back to where I started. The 2D/3D look is cool though and it seemed like it could be an interesting game.
Interesting idea. I got lost and fell down a hole haha
Thank you for playing! Good luck with your game-making!
@poboy yes I've been making Easel (my engine) for 3 years now and would love more people to try it!
@trevor-mae your favourite so far! That's high praise, thank you!
@breadstick "travelling salesbee problem" haha yes! I think light and glowing always makes games look really good so it's one of the things I made sure to build into Easel when I was making it.
@red @kinnerk @vpro @lazarus-richardson @pimeko @jpgfg @tesseract yes I love how the optimization of paths is an infinitely deep problem yet looks so simple!
@sirred interesting comparison to the airplane control games!
@mrbamboo @csuth17 @mrv @ordineu @zactyl @derek-glennon @colouredshoes @f2 @tiwe-me-ruu yes I love leaderboards because it means you can asynchronously interact with other humans, and I think that adds another layer of meaning to the game!
@finnreimann haha well done but I think someone else has probably taken your 3rd place by now!
@aldenwitt that's really nice hearing this from someone who understands music. I think music is vitally important to games and sometimes with slow-paced games like this it makes the whole game. I actually only had 12 hours to make this game because I started really late, and the whole time I was worried I would run out of time to do the music, but turns out I had a few hours at the end of the day for it, which I'm glad for.
@hexstart yes I wanted to have just a little bit of snapping but not too much because bees are organic and freeform and can go anywhere and I wanted it to feel that way!
@juicybrucey haha yes it's all about not missing even 1 pollen
@anciententity well done on making your own engine, that's always hard!
@nallekari @birofio @humnyn @zexurge @ehtd @zelew @xparker @jorbits @ciphereo thanks for playing and good luck with your game-making and your entries!
Haha funny idea but sadly I couldn't play it because I'm a Mac and there is only a Left Control
It was cool. The artwork did remind me a lot of Super Mario Bros on the NES so much that I did try to break bricks with my head. I found it quite hard though, I think Super Mario has a bit of acceleration whereas your character is either moving at maximum speed left or right or not. I think the acceleration allows you to make small precise steps a bit more easily. Unfortunately I didn't really manage to get much gold as I kept falling into the lava. Good effort though!
Interesting game. I think the game should just start with you shooting with the default weapon before making some choices of what upgrades you want to make. It gives you a moment to feel like you need something and so when you get it you appreciate it's impact and what it's for.