Whatever by TikTak Gacha 2024-05-02T19:25:17Z ♥ 0
I love this game. It's so cute and so nice. It's fun that we can arrange the puzzle in a way that is not the expected one, but still produces a consistent image. (put the red rectangle on the left and the black square on the right).
Good luck, I hop you will continue to do jams in the future!
LD56 — Tiny Creatures (26)
The Seven Guorts by JCoMcL 2024-10-24T22:06:02Z ♥ 0
I managed to open the Boss door and that's all. No explanations, no precise goal, I don't even know if I saw everything what I could see in that game. Sorry, but I don't even know if I had fun playing it.
Rogue Creatures by Hare Software 2024-10-24T21:58:00Z ♥ 1
Nice game, but the strategy is always the same at each level: try to pack all the enemies in the same place, then turn around them.
Cute Animal Jigsaw-like Puzzle by Kobato Games 2024-10-24T21:44:39Z ♥ 1
Simple and pleasant. I would have loved more puzzle images, maybe with an increasing number of tiles.
Paawns by Ace17 2024-10-24T21:38:39Z ♥ 0
Some little explanations on how to play would have been good.
I took a little time to realize I had to use the right button to order my units to move.
The tiny ants are totally useless. You just have to move slowly the big firing beetles. They progressively destroy everything, because their range is higher than the aggro range of the enemies. I killed every enemies without losing a single unit.
A tiny worm's life by angry-cyboot 2024-10-24T21:27:08Z ♥ 2
The idea is not really original, but it's a nice game. I wasn't able to see ants or birds. I only saw moles and unpredictable earthquakes.
It's hard to anticipate avoiding enemies, because the vision range is really short. So, we have the feeling that when we die, it's just because of bad luck.
Fate of the Dice by Joror 2024-10-19T07:30:01Z ♥ 1
It's not the first dice game in the world, but this one is really well done, with good balance between the units and the attacks.
There are some unclear things in the UI:
- I did not immediatly realise I could see a description of all the actions and of all the dices in play. When you put your cursor over a dice, you see its actions, but when you move the cursor to the actions, it often passes onto another dice, which displays another serie of actions. I don't know how this could be solved in the UI, but I got a little confused at first. - The ranged attacks are described as "1~>6". I thought it was an attack ranging from 1 to 6. But it's an attach of strength 1, at the range 6. The "1" of the strength should be put at the same place than it is on the other dices. - It's not very clear, in the description, which attacks applies on one enemy and which applies on multiple enemies. We see it during the fights, but it could be better if we could know it before. - Speaking of fight, a replay would be very nice. I guess it was hard to implement it in one week-end, but it could really help us understand what happens, which dice does what, how do they attack, etc. - I'm not sure to have understood the healing process either. It looks like we can not heal twice a same dice, but later on I had a dice with two life points, I don't remember how I had it. (I didn't have any healer at this moment of the game). - The choice of dice at the end of a match is not very clear either. It's written things like "3 x Choir Bard" and you get only one. There is also this visual glitch already mentioned.
But even with those unclear details, I had a fun moment and won the game. I also loved that you choosed a theme with angels & demons, instead of the so-dried fantasy theme with elves, knights and other sh*ts.
We want more! More dices, more fights, more moves, more game boards, more special powers, more cute little sounds, etc.
Goobers: Escape from Lab 8 by maymay 2024-10-18T22:05:59Z ♥ 2
Funny, original and nice !
I just didn't understand how to get the ending screen. There was the exit door which expected 5 goobers. I send all the troops I had in my hand, but it failed. Anyway, I loved the progressive exploration, the food management and all the reproductions.
That would have been nice to show somewhere the reproduction combinations, while I discover them one by one. I had a hard time finding the opener, because I was trying combinations, forgetting I tried them, retrying them, etc.
The poison seemed useless, but it was really useful to get rid of some stupid goobers.
I loved all the "narrative environment" too: the posters, the notes, etc.
RPigG by WeirdBitGames 2024-10-18T16:53:37Z ♥ 1
A really nice idea.
As it was already said, there are, either bug, either some confusions with which effects happen when. I still don't understand what the rain exactly does. Sometimes it seems it's twice the effect, sometimes once. I also passed on hearts and potions with my life not at the maximum, and it did not raise.
The different weapons are also hard to evaluate. We can't really see which is the better between the one we have and the one we found in a chest, so we are always hesitating.
About the chest, it's no use asking if I really want to take a shield or a heart. Of course I want!
Anyway, even with those bugs and confusion, it was a nice moment. I failed at the first time, but I really wanted to win, so I started a second game.
What about making it two dimensional ? There is a grid of tiles with effects. Some of them makes you turn left or right. You spin a grid or a column in a sense or another.
Thank you for this game!
Life Of Our Body by Jeiji 2024-10-17T21:56:04Z ♥ 2
Thank you for giving us access to the 3 levels at the start. I was totally unable to finish the first and the second.
The first one is a little messy, all the blood cells are blocking themselves, and the pathfinding is not very accurate (but maybe it was made on purpose). I managed to get 5 or 6 oxygens, but not much. Maybe my strategy was not the good one, or I'm not multi-tasked enough.
The second one is quite frustrating. The view is "too much zoomed". I don't have the time to see enemies approaching me, and I inevitably bump in an enemy coming from nowhere.
All 3 ideas are nice, but it really needed the possibility to adjust difficulty or the allowed time.
Maze Bat by oliver_day 2024-10-17T21:34:35Z ♥ 1
It's cool and nice, but it's just a labyrinth.
The way you used ascii characters to create sceneries is cool, and it makes a nice atmosphere. But some sceneries look like wall with a slightly different color, it's a bit confusing. I took some time to find a path in the first level because of that.
We just don't know what are those yellow circles we have to pick, and what is this final blue circle we have to pick/open.
Zombies Ate My Fruits by smiley405 2024-10-17T21:22:24Z ♥ 1
A snail throwing a "shoop-da-woop" laser from corn is a tremendous idea, even if I don't know why.
Those pico-8 games have a specific and pleasant look and feel.
However, the ammunition management is quite confusing and maybe a little frustrating.
You accumulate ammunitions, so you are always asking yourself if it's worth using one at a specific time and if it ould not be saved for later.
When we die, we lose a part of our ammunition, but we don't know how and what we lose exactly. Sometimes the corn falls to zero, sometimes we the corn is replaced by an apple, sometimes we end with nothing at all. It's strange, and it doesn't help in finding answer to the "asking yourself" aforementioned.
But overall, I had a nice moment and I finish the game!
Autopsy Center Simulator by Roroto Sic 2024-10-17T21:04:21Z ♥ 1
It's really nice to have a game which engages you to "read the docs". I read it too rapidly the first time and did not realized the days about the spiders were cumulative.
Sounds made with spaghettis or your mouth are great. But the ambiant humming tends to be annoying over time.
It's a creepy way to use the LD theme, I loved it !
I expected different sorts of liquid, with different colors and ways to escape from the organ, but single type liquid is cool too.
It deserves other "levels" (body to autopsy), with more types of insects, more docs, etc.
I had a great moment playing this game. Thank you !
Creature Stealer by Lussard Studio 2024-10-16T20:14:54Z ♥ 1
I never managed to hit or capture the creature in the park, though the one in the garbage can was really easy. So, I did not discover much of the game, but even like that I saw some little problems.
The net in the hand of the hero is always drawn behind the other paper objects, even if it is supposed to be at the front.
Every time I see a game with WASD I'm afraid, because I don't have a qwerty keyboard and I'm wondering if it will work or not. It worked with your game. Then I pressed the "E" key to open the trash can and it didn't work. I had to switch my keyboard to qwerty to make it work. It's the first time I see this: some of the keys work as expected with my keyboard, some others not.
2D/3D style with a camera that can't turn is a good idea. Except when there is a tree just in front of the camera preventing you from seeing anything. Then the creature in the parks repeatedly hits you and goodbye.
I loved the music, though. It's the first LD56 game I play with such a polished music.
Stick Racing by Prunus Padis 2024-10-16T19:08:58Z ♥ 0
I usually don't like car games. But this one is so cool. I had hard times finishing the 5 laps, and I made it!
The idea to scramble the paper when your car gets bumped too much is great.
Indeed, the physics are not very convenient. Maybe the car should not be "reoriented" that much when hitting a wall. Many times, I was exactly perpendicular to the road, and it's hard to make a quarter of a turn, because each time you bump, you come back to the perpendicularity.
Thank you for this original idea. 5 stars on graphics, just because.
Beetle Brigade by bentglasstube 2024-10-15T22:54:19Z ♥ 1
Hey! You created your game engine too. That's great!
It reminds me of the board game "Labyrinth", I love the idea. It's just a little annoying to have to hit Enter every time my beetles die while I was building the path. I wonder if the game would have been the same with no beetle at all. There would just be a timer, telling the player how long it took to create the path (then, if you want, you can add a nice animation with beetles taking the finished path).
Are there levels where we are obliged to change the path while the beetles are moving? It happened to me a couple of times (especially the level 12 which doesn't have enough horizontal tiles). But maybe I could have been smarter and could have created a "static" path.
By the way, here is my victory screenshot.
Capture d’écran du 2024-10-16 00-42-20.png
Viral Nexus by Nimolas 2024-10-15T20:41:30Z ♥ 1
Nice graphics and idea, and nice way to use the theme.
I would have liked that arrow keys worked to move in the world. The middle button is not very convenient. The start button does not work after I played once, but I just had to refresh the page.
It would have been clearer to separate the processing power in 2 distinct variables:
- the resources, used to generate nanites - the processing power, you need to have 2000 to win.
It's not clear how the resources are generated. I guess we have a little of them regularly, and we can get more each time we send a nanite to a processor node. But I'm not sure of this.
There is no real use to connect to all the processor nodes. You get the same benefit from sending 100 nanites to a processor and from sending 50 nanites to two processor each. A cooldown on the processors, or processor with limited resources, would have added more incentive to connect to more of them.
The file bases are really particular to manage. A captured file base generate nanites, but nanites who goes into it do not walk backward. So, when you capture a file base, it is strongly advised to connect at least 2 paths to it, or nanites will die into it.
File base don't spawn nanites when no paths are connected to them. But if you are unlucky, a firewall spawns just next to a captured file base. Then, nanites spawns from the base and get burnt in the firewall. You can't stop them.
Firewall randowny spawns on existing paths. So I just cheated and created a big zone of useless paths. Then I could chill while creating my real paths. Because the firewalls would all fall in the useless zone. Below is a screenshot of the end of my game.
nani_nanites.png
Overall, the game is a really nice idea. But there are multiple details to improve in the game mechanics, to reduce bad luck, cheating and unfairness.
Creepy Crawly Mansion by frozenfire92 2024-10-15T19:13:23Z ♥ 2
Lovely graphics and mood.
The lightmatch minigame seems buggy. I broke my match, then nothing happened. I didn't get the next match, nor the "game over" screen. I had to refresh the page.
I really couldn't understand what makes a match break, and I wonder if it isn't another bug. Sometimes it seemed to break while I did nothing.
I retried on Chrome, I did every stupid things I could with the match (moving the mouse very fast, going out of the screen, hovering over lightened candles...) and couldn't manage to break it.
Despite these little confusions, the mini games are quite easy to understand and nice to play.
I would have loved a little more lore and consistency: who imprisoned the hero? Why? Does the hero escapes? What is the recipe for? etc.
It doesn't really fit to the theme, but who cares?
Overall, I liked this game and had a nice moment. Thank you !
Field Trip by InitialPosition 2024-10-13T18:35:33Z ♥ 1
A tiny puzzle game built on a 2D grid. This is totally my type of game.
The visual and sound atmosphere is really great. That was a really nice and pleasant moment.
However, the aspect of the swarm doesn't fit with the rest. I would have made it with pixels the same size as all the other objects, and these pixels would periodically glow white/transparent, as the current swarm does.
I would have preferred the possibility to restart from the last level I lost, instead of starting from level 1 with 3 lives. In some games, it's interesting to force the player to restart from the beginning. But here, it's a puzzle game, there is no real use to make the player solve again a puzzle already solved.
I made it to level 10, maybe I will have the motivation to go further.
I quickly looked at the other things you made, and I realized the website NewGrounds still exists. This is nostalgically reassuring. I will certainly come back to it later. Thank you for this too.
Pill Sub by Nikolas van Rus 2024-10-13T09:34:46Z ♥ 2
The idea of a pill inside a patient's body, instead of a classical spaceship is really cool.
I took a little time to realize we can swap the tool. We are not obliged to puth them back in the place they were.
The graphics are really nice, with little details like shelves, screen, etc. But the walls should be more visible compared to the rest. I banged myself on the wall at the lower floor, because I didn't even realize it was there.
It was too hard for me, I did not save the patient, but I see some people made it, so I guess the difficulty is well-balanced and progressive.
Ant save the Queen by brainles etertainment 2024-10-13T09:14:11Z ♥ 1
It's a nice game, but the mechanics need a good polish to have something more interesting.
The turrets blocks the enemies and the enemies dont hit the turrets. So you just have to build 2 turrets blocking the 2 passages to the queen, and some little around here for the rare cases when an enemy spawns near her. Then you don't have to worry at all about defending. A little sad for a game supposed to be half tower-defense, half-exploration.
The pathfinding seems a little clunky. Sometimes the ant wants to make a big turnaround, and sometimes it get stuck in a little corner whereas the destination was 2 square away, with an easy path leading to it.
The resources received when digging a block seems too random. Visually, some blocks seem to give more gold and other seem to give more stones, but it's not really what happens when we dig them.
Sorry, I was not courageous enough to find the larva, because the world is quite big and it's really slow to dig the blocks (a nice additional mechanic would have to buy an ability to dig faster). But I find a golden text with your names on it, that was nice.
Just for the "lore" and the "immersion", other resource names could have been used. Like: stone and food. Because ants don't really care about gold.
Anthill by Tesseract 2024-10-12T15:31:49Z ♥ 2
I trained myself in the sandbox mode, then I tested the normal mode. I tried numerous times to survive more than one minute, I never made it and it was really frustrating.
Some water falls immediatly at the beginning, you have very little time to move your queen in a safer place.
... safer place which is never really safe, because water flows in the earth.
The few grubs I managed to create were instantly destroyed, because any little drop of humidity instantly kill them.
Anyway, even if I managed to protect them more, they take too long to transform into an ant.
The ants dies very quickly too. Because they are always going up to evacuate dirt, and they die in the rain.
I tried to dig a hole, then block it with dirt to protect me. But then, all the other dirt I ordered to dig were not done, for some obscure reason. I ordered to put dirt in an accessible place, so that the ants would finally dig the ordered holes. Nothing happened (and I still had ants).
The UI really doesn't help to understand what is happening. You can't make the difference between an immobile dirt square and a dirt square currently moved by an ant. You can't really predict what the rain will do when it goes in the earth.
I started with a very good intention, because I love these sort of building games with creatures you don't directly control. But at the end it was very frustrating.
Maybe, just with some little more time before the rain starts to fall, it could help.
Two Types Of Kids by upint 2024-10-10T22:45:00Z ♥ 1
Great idea. We really have the feeling of someone walking, when moving the steps.
It's a little confusing at the beginning. The full-screen button doesn't work, we don't know if we must or if we must not squish the ants. By the way, it's a really cool idea to let us the choice squish/not squish.
Maybe you should fix the typo in the title: "Tow" -> "Two". It will definitely help us to realize we can choose between squishing all the ants or not squishing them.
The leaderboards are confusing too. It would have been better to have two leader boards. One for the squishers, another one for the not-squishers.
I did not understood either when the leader boards appear, and why it does not appear just when I click on a button, like in every other games.
I really love the sound effects, especially the fact you made all of them with your very own mouth.
Sublime Slime by kscerri 2024-10-10T22:24:06Z ♥ 0
The starting idea is nice, but does not look well-used. The towers have all a quite big range, whatever the location you place them, they can shoot. So, there is very little interest to move a tower once you placed it. Not a good thing when the initial idea is a tower defense where you can move a tower once it is placed.
We don't get more slime while we kill monsters. I placed all my towers at the beginning, then I just watched what happens. The current game mechanics does not invite you to do more things after the initial placement.
There is no progressive difficulty in the waves of monsters. It looked like all the type of monsters were all arriving at the same time. Usually, in that sort of games, you put easy monster at the beginning, and you add harder and more numerous monsters progressively.
Sorry, but it was not that fun, but I'm sure it could be with a little rework. Keep up!
Shadow of the itty-bitties by Kaish 2024-10-10T21:54:06Z ♥ 1
Really great tiny games, with lots of creepy tiny creatures. I did not immediatly realized the tribute to Shadow of the Colossus.
The mood is really nice, with old-timer computer look, the music, the colors, etc.
You already know it, but there is a little bug with Firefox. The cut-scene images doesn't display.
And the ants seem a little "buggy" too. Sometimes, they don't move from a point to another, but they just move from a point to the same point, so we just see them glitching a second.
I loved the end too, but I won't spoil it. I just incite you to play the game until the end, it's not that long.
Tiny Heads by DashVirus 2024-10-10T21:31:04Z ♥ 1
I love the idea, most of the constraints are quite "logical", and we learn them little by little.
But sometimes, I felt like I wasn't trying to find the solution with a smart method. I was just randomly moving the elements, untile something cool happens.
It would have been useful to tell us the number of the current level. I guess I made 10 or 12, but I can't even tell you because I'm not sure.
There is a little display bug. I had to put the game full screen to be able to see the right and left parts.
Some of the first levels could be "cleaned". There is one on a 3x3 grid with 3 white flags. It would have been simpler to just have a 2x3 grid with no white flags.
Merci beaucoup, à la prochaine !
Pollinator's Path by voidraizer 2024-10-10T20:54:41Z ♥ 1
It's a nice idea. As most of the people said, nothing tells you that you can draw multiple successive paths in one level.
There is a level (maybe the 6th or the 7th), with spiders only, on which you can cheat. I drew a path at the complete top of the frame, I passed all the spiders, even the ones that were supposed to block me.
It's fun to see the bee moving as she was epileptic, just because I'm not able to draw lines without doing shaky micro-movements.