FoonLudum Dare ExplorerUsers → Jesper Oskarsson

Jesper Oskarsson

Category Medals

YearLDThemeGameDivisionCategoryScore
🥉 2012 23 Tiny World Tiny Huge Planet compo Innovation 4.67

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCmCo
201430Connected WorldsThe Warehouse Connectioncompo4543.303.003.413.553.412.183.2539
20132710 SecondsMatchiMatchicompo10272.502.541.481.403.042.021.482.1757
201326MinimalismCimi Malcompo1353.703.144.074.093.562.671.323.3672
201223Tiny WorldTiny Huge Planetcompo2733.243.004.673.132.2045
201120It's Dangerous to Go Alone! Take This!Laser cats VS Zombie ratscompo1872.622.383.042.562.271.912.242.122
201019DiscoveryAncient Mystery III: The lost symbolscompo1042.942.493.293.112.562.131.952.322

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Jesper Oskarsson

LD19 — Discovery

Ancient Mystery III: The lost symbols by Jesper Oskarsson 2010-12-21T14:41:00

Heh, I see I have yet again failed to provide sufficient instructions. The goal is to discover the hidden aliens. There are a set of predetermined aliens and each level you get a new one where the blocks are changed around a bit. You finish a level by moving the blocks back in order so that the alien reveals itself.

The bar at the bottom hints as to how close you are to the original alien. When a block is moved to the correct location the bar fills up. The aliens also flash by in the beginning to give a bit of an idea as to what they're supposed to look like. You aren't really supposed to memorise them.

Thanks for all the feedback! I'm sorry for the confusion. :)

Ancient Mystery III: The lost symbols by Jesper Oskarsson 2011-01-11T02:18:00

Thanks for all the great feedback! The pulse animations were something I added before submitting just for the sake of adding animations, shouldn't have done that. Also the same with showing the solutions in the beginning, shouldn't have added that but instead tried to improve the feedback you got from the bar.

LD20 — It's Dangerous to Go Alone! Take This!

Clone Wolf by jarnik 2011-05-08T11:29:00

I like the concept but I too found that I only used the cloning for stopping time and running past enemies. It's still an interesting mechanic though, seems like you can use it in many different ways.

I found it annoying the way that attacking works. You have to time it just right to kill multiple enemies and his sword does not reach that far from his body so it's difficult to gauge when you will hit. I didn't manage to get past the third level before I gave up.

I really like the music and graphics. Also like the fact that you made a whole slew of enemies and procedually generate the levels, gives quite a lot of variation.

Good work!

Laser cats VS Zombie rats by Jesper Oskarsson 2011-05-09T08:26:00

@jonbro: Yes, it definately lacks juiciness :) The two sprites in the game were created within the last few hours of the compo and they really added a lot to the experience. I will never underestimate the need for graphics again. :)

@Dark Acre Jack: I actually thought of that, but somehow I felt that it would be easier to reason about the game if it was on a grid. But yeah, thinking about it, removing the grid could probably make it a lot more fun. :)

@DrPetter: Hehe, I'm not sure exactly what you mean but yeah there aren't any actual laser graphics in the game. Implementing it as a board game could probably have saved me a lot of time prototyping and help make it more fun. Also thanks for referring me to Lolo 2, have to check out more of these types of games.

@Switchbreak: Ah, I didn't think of doing that! :D Yes, the waves just keep on coming. The game definately lacks variation. Something I should probably have done is not limit the number of cats to 4 but just keep giving more cats, would probably have made it more interesting.

@Hamumu: You're right about ending the turn when all cats have been moved. I should have implemented that. Yeah, I found it annoying as well that you had very little choice but to move in the same direction until you hit a wall or something, not sure how one would go about to solve that, maybe allowing the cats to move two steps instead of one? The aggravation and stress was something I intended even if it probably made the game less fun as a puzzle game. :)

Thanks all for the great comments so far. :)

Mittens by VascoF 2011-05-08T07:58:00

Haha, this was great! :)
I was a bit disappointed when the swordsman wanted to fight but never actually fought back. If he did, I think it'd be a bit more interesting since you'd do better at the end of the game if you performed worse while protecting him.
Anyways, loved the twist. ^^

It's dangerous to take this, go alone. by pdehaan 2011-05-09T10:23:00

Hehe, I dig the sound effects. :)

I was very annoyed by the fact that the enemies spawned randomly and just started following me no matter where I were. To me it was quite frustrating not to have control over when I'd encounter enemies and I never managed to collect more than one or two packages.

I really love the idea of gravity wells. I'd like to see the enemies affected by the gravity as well, so that you could trap them for a while or something like that.

LD23 — Tiny World

Soul Searchin' by MaximSchoemaker 2012-04-26T20:57:00

First of all, great concept and superb execution!

It really felt like you took the time to explore the mechanic and it was fun and interesting all the way to the end.

There were some parts which I personally found annoying though...

such as places where you were forced to jump and shrink in the air to get into. It felt like I was jumping and falling to quickly and it just became a kind of jerking motion trying to mash the buttons to get in. It wasn't satisfying at all. If it had taken more time to jump so that you could get some time to time your shrinking I think it could be immensely satisfying. Or you could make it easier to jump into the "groove" at the edge when you are bigger.

The box jumping at the end where you could shrink while you jumped was totally awesome the first time I tried it. Then I realized you had to go back to press a button and when I tried to jump on them again I just couldn't get past them, it kept me there for at least 5 minutes. I think if there had been a little more room between the boxes and ceiling then it would have been easier and making it easy to jump on them I think would give more players that awesome feeling I had of jumping and shrinking all the way through. :)

Finally the part of the game that is on your left smaller screenshot got me stuck for a long time as I couldn't figure out what to do. It wasn't until a friend showed me where to look that I saw the red button at the bottom.

Anyways, I totally loved the game, especially the narration and the twist at the end was great!

A Drop of Water by canary40 2012-04-28T20:33:00

As said previously, this has the potential of becoming a fun game, if you could actually escape the creature at the end and if maybe making the orbs give you a speed boost it could become interesting.

But that you feel like you've learned a lot is really the main thing. Good work!

Micro Warfare by CaanonFodda 2012-04-27T18:41:00

I loved the concept! The simulation is kinda interesting to play with and as has been said already it doesn't need a whole lot more to make it an interesting game.

Nexus Rails by argo15 2012-04-27T13:22:00

I really liked the idea! Also it was quite satisfying blasting through the level like that.

The only real issue I had was that I couldn't always figure out what happened when I teleported back. Were there places where the level was actually constructed to teleport me somewhere or was it always that I failed to jump in time?

The solution I can think of is making you stop when you fail and then increase the speed again giving you some kind of feedback that you failed and had to start over.

So, I really liked it and if the level had been a bit longer it could have kept me occupied for a while. Good work! :)

Tiny Huge Planet by Jesper Oskarsson 2012-04-26T21:06:00

Heh, yeah might be. Luckily I had a friend who was good enough to play-test it with me.

Thanks for the comment! I have a feeling there won't be that many more. :D

Tiny Huge Planet by Jesper Oskarsson 2012-04-27T13:12:00

@Nightsjester: thanks!
@Evil Cult: Great! I'd love feedback!
@Naouak: Hehe thanks! Yeah I don't think so either. But I went into the compo with that in mind.
@jeffz: Thanks! The reason I decided to make a board game for this dare was that I've been suffering from RSI and need to stay away from the PC as much as possible. :)

Tiny Huge Planet by Jesper Oskarsson 2012-04-27T18:12:00

@pighead10: Great! :D
@omaha: It's a 8x8 Reversi/Chess board but playing the game on a 7x7 board should be possible. You just need another way of randomly placing planets other than the way that's used in the rules.
@Codexus: No problem. :) Yeah I actually checked the rules beforehand just to be sure. :D

Tiny Huge Planet by Jesper Oskarsson 2012-04-27T22:39:00

I found this great engine on a site, http://www.youtube.com/watch?v=00gAbgBu8R4 really your imagination is the only limit! :)

Tiny Huge Planet by Jesper Oskarsson 2012-04-28T20:53:00

@Make A Game: Haha! Great, please do! :)
@john_conder9: That second error won't be that hard to fix if you're willing to do some work. Also, to fix that first error you can buy the on-release DLC for only $3! ;)
@summaky: Likewise! :D
@Lawrence Esswood: Haha, I'll have to say the same thing to you! :D

Tiny Huge Planet by Jesper Oskarsson 2012-04-28T21:14:00

@scoopsy: Wow! Really great feedback!
First I have to say I've just started to take an interest in board games so this is my first try at making one. Balancing determinism/randomization is something I had trouble with. I think that most of the time I just slapped on the randomization just for the sake of it.

As for the victory condition, you are correct. And yeah it would probably make more sense if you started on a planet. :)

Yes, the Create a Planet card has the same rules. I was thinking that playing it would be sort of a gamble mixing the game up a bit which I guess it doesn't as there's no incentive to playing it. Playing enough Tiny Planet cards requires you to also place some new planets though. But yeah there isn't any strategic advantage to using it and I also felt like it was sort of unnecessary.

Indeed, I also found that you would just spend most of the time rolling a die and not making strategic decisions. All it really did was to spread the units over the board and make it obvious to the opponent what you were going to do.

Yupp, units are stackable everywhere. I'll have to clarify these things in the documentation.

I will definitely keep the determinism/randomization in mind when I improve on it. The first thing should be to remove unnecessary randomness.

Thanks a lot for trying it out and giving feedback, this helped me tremendously! I will try and work on the game more in the following week or two and update here as I go along.

Tiny Huge Planet by Jesper Oskarsson 2012-07-31T16:52:00

Thanks to you and your family for taking the time to play the game!
As for the questions:

Q:
Do you have to take all moves when you're attacking?
Do you have to take all the moves when you're trying to land on a planet?

A:
No.

Q: Can you trade cards?
A: I don't see why not, that could be interesting.

Q: Do you have to reveal your hand?
A: No

Q:
Can you play multiple production cards on one planet?
Can you play multiple production cards on one turn?

A:
Yes

Q: What happens when all of your pieces leave a planet?
A: That planet is no longer occupied and you will not be able to put created units on that planet. If you don't occupy any planets you won't be able to produce new units.

Q: Does the "Tiny World" card place a planet randomly?
A: Not sure if you mean the "Planet Building" card or not. The "Tiny World" card does not place any planets. The "Planet Building" card places a planet randomly.

Q: When generating the starting four planets, do you have to place one in each 4x4 quadrant, or does the dice roll determine that?
A: You have to place one per quadrant. This is to avoid too much of an advantage for one player as they could all be placed in one quadrant. Probably should have made this more clear.

Q: Do you have to own the destination planet to teleport to when using the "Matter Transport" card?
A: Yes that was the intention.

Q: When a person dies, does the person that killed him get the cards/planets?
A: I didn't think of that. I only ever playtested with two players so I guess I never stumbled upon this. I'd say it could be fun to try to give the cards to the other player. Planets however would not be transferred as if a player has no units he does not occupy any planets.

Q: Can you play more than one "Super Duper Lazer Beam" in an attack/defending?
A: Yes

Q: Can you move on top of a player and attack from there?
A: No

Q: Do dead units disappear forever?
A: Well you can use the same tokens to represent new units that you produce if that is what you mean.

Q: How many units are you allowed to have on a planet at a time?
A: I realized it was probably a good idea to have a limit after I finished the game for LD.


Q: If you are attacking a planet, do all the tokens stacked on the planet combine for defense?
A: Yes

Q: If someone attacks a piece outside of a planet, can other units adjacent to the one attacking help defend?
A: No, the intention was that it was safer to move in stacks than individual units.

Q: If multiple units can defend, do all the defending units die upon loss?
A: Yes

Q: If I understand the instructions correctly, you can only attack/invade at the beginning of your turn. This means that you have to move next to someone, wait for them to try to attack you, then you can retaliate when it's your turn again. Is that right?
Yes, post-LD I actually changed quite a lot of the rules which made it a quite different game. One of them was that the planet actually added a "unit" for the defending player but only if he was defending which discouraged the defending player to attack as he is more powerful when defending.

Thanks again for trying the game out! I've taken most of your questions and improved the original ruleset a bit to hopefully make things more clear and improve the rules a bit. You can find the updated ruleset on the Google Docs version.

Tiny Shogi 48 by Codexus 2012-04-27T23:05:00

I'd really like to play this but the links are broken for me.

Tiny Shogi 48 by Codexus 2012-04-28T20:16:00

I found this quite enjoyable. The AI was just the right level for me as I've played chess before but suck at it. I managed to beat the AI at least once which was very satisfactory.

The 3d models were really nice but could use some animation. The particle effect did a lot to help with that but I found that it became annoying at times. Maybe it would be possible to have the particles in the background?

Anyway, I'll have to try this with a friend, it was fun! :)

Worlds in Cards by summaky 2012-04-27T21:57:00

Really cool, I love these kinds of puzzles!
Except for the lack of levels it felt complete and polished. The only thing that's missing I guess is audio.

One thing that I found annoying was that I couldn't figure out why certain cards could be swapped and others not. If there is some kind of rule behind that it would probably be beneficial to make this more apparent or maybe just making cards which cannot be swapped another color.

Great job!

Tiny Ranger by Monkey Armada 2012-04-27T19:50:00

Great mood and theme!

The window was a bit too big for my screen so I couldn't see the photon meter at the bottom. But after realizing this and removing my windows task bar I didn't have any more technical problems.

Gameplay wise I think there's a lot of potential as a space invaderish kind of game, but after I figured out that I could just move next to a sucker and shoot the game became really easy and I stopped playing after 5 planets with no variation other than more suckers.

I'm not sure if you're supposed fire at the enemy when they're not "sucking" but I think this could work if they didn't blink as fast. Also I think a bit of horizontal movement on the suckers could go a long way to make it more challenging.

Anyways, I loved the mood in the game and it felt really well polished with the instruction screen being a really nice touch. Also the the planet "map" in the corner was really cool. Good work!

This Town (ABEFTTOU) by ThatSnail 2012-04-27T21:08:00

I found this really fun to play when I figured out how to play. I figure you need to do as much as possible in the beginning because later the speed is to great to be able to afford slowing down.

It felt a bit too random though, I couldn't really figure out a way to play to win. I managed to win twice, once by just mashing out energy and getting lucky with the timing and the other one I got a lot of nukes.

The game has potential though! Good work!

Drop of Life by MrTwister 2012-04-28T23:24:00

Really cool concept. Very polished but the scrolling was quite annoying to use.

Even though it is fun to play around with there was too much unpredictable behaviour trying to remove the red drops that it was very hard to remove them completely.

I don't know much about CA but maybe it would be possible to add a sort of "bomb" value with special rules that you could embed into a glider and then would "explode", removing enemy drops withing a radius.

Anyways, nice concept and well executed. Good work!

Bottlecolonies by tcstyle 2012-04-29T20:28:00

I love this entry! I just wished it had more levels!

Here are some thoughts I had while playing:

* To me the writing GET: 100 implies that I need to get 100 points to finish the level which had me confused for a while as I finished levels even if I didn't have "enough" points. Being more explicit about it being some sort of high-score would be nice. Also I would place the score count next to it to make it easier to compare and understand the relation.

* The discard button didn't make much sense to me at first as I would loose 20 points from using it but placing a building in a bad place would at the most cost me 4 points. But after realizing there are situations where you can't place 1x2 parks, I appreciate the necessity. It still seems like a boarder case for me as a player but I'm not sure how one would go about designing around it and it's only my humble opinion. :)

* One case where it did something unnecessary though is when there's no possible way you can place a 1x2 or 2x1 park but one is still added to the list. It happened to me a few times and it felt a bit frustrating as I couldn't do anything about it.

* Loosing the game reaching a score of zero seemed a bit arbitrary to me and it didn't really seem to fill any function. I think the game would work just as well without it as the motivation for playing don't seem to be surviving the level but more getting the highest score possible which is the real challenge.

* As have been said before, some special bonuses would be nice but I still think it would hold up as it is now with a few more levels.

All in all, a really great entry. Nice concept that was fun to play. The graphics fit the game well and so did the music (which reminded me of the soundtrack for Dwarf Fortress which I'm very found of).

Awesome work!

Lilac.27 by oddgoo 2012-04-29T18:53:00

The game feels really well thought out and it's quite fun to play. The help signs were simple but effective and helped give it a polished feel.

What I found to be the most distracting was how the rotation of the camera didn't work at times as it felt like it was colliding into the planet. This almost made it unplayable at times with the last planet being the worst. I haven't looked at the sources but how I would solve the rotation would be to make the player object always face the planet with LookAt and have the camera as a child object and simply rotate it around an axis.

Also I couldn't quite figure out how the shooting was supposed to work, considering the start menu I'd say the arrow lands where you point but it wasn't apparent to me as it some times didn't work and I would have to aim above or below to hit the enemy.

I really liked the graphics though, there was just the right amount of bloom to give it a softer feel in my opinion and I especially liked the terrain.

Using 2D billboards for the character and enemies was great, reminds me of old playstation games. A full 3D model would probably not have added anything so it was a good choice. :)

Also I liked how there was a final boss at the end, you really felt overwhelmed which I think is good for a boss fight.

Excellent work!

Snowglobe by olav_st 2012-04-27T14:55:00

Fun concept!

I liked how you introduced the concept of the key, but it felt like you should have had a level directly after that utilizing a key so that I had to use it after learning what it was.

The sleigh was really fun, but I must say that placing a star at the bottom of the pool was quite devilish. ;)

The collision didn't always work for me if I was moving too fast. This made the last level difficult to complete if you bounced because you would fall down through the floor to the level under it if you didn't fall on the bounce tile. The same thing happened on the 7th level if I jumped down on the left side to avoid the "bouncer".

A count-down timer would really help as it felt a bit random when you would fail because the time was up.

Also I really liked the intro screen and the way you shake the snow globe to start a level, it really builds the mood!

Good job! :)

LD26 — Minimalism

shon by bitnenfer 2013-04-29T21:10:00

I spent way too much time playing this! :)

I really enjoyed playing it on the web, it's very relaxing and the audio/graphics really support that.

I started out playing on the android version which played differently from the web one. It seemed to play slower on my phone which is probably because it's an older 2.3 one. I didn't seem to get enough bubbles back after they disappear so there were periods where I didn't have any new bubbles to spread which actually gave a bit of a tactical angle to the gameplay which I quite enjoyed, but it became to difficult to play.

I wanna play more of this on my phone! :)

AVoid by mokujin 2013-04-29T16:08:00

Wow that was depressing. :)
It took me some frantic clicking and pressing to figure out that I was supposed to press space but when I did it was quite enjoyable.

The music together with narration and animations kept me engaged the whole time. It really had a great mood to it.

Great work! :)

Fragments of Him by Aceria 2013-05-01T09:21:00

I loved it!

Pixel Ninja by numpad 2013-04-29T16:17:00

It was kind of confusing that I had to click twice to start the game again and the sound effects started hurting my ears after a while but I like that you varied them a bit. :)

I quite enjoyed playing it, the only thing I'm missing is a highscore so that I can keep track of my progression.

Good job!

Cimi Mal by Jesper Oskarsson 2013-05-01T08:16:00

@PaidGEEK: I'm glad you liked it!
@bytegrove: Thanks! Yeah the music can use a bit of work. ;) Thanks for the feedback!
@bigbazwa: Thank you!
@EdoMiyamoto: Heh, Thanks! :)
@Diamonde: Thanks! Yeah the second level was made in a rush so I need to spend some more time on it. Thanks a lot for the feedback!

Cimi Mal by Jesper Oskarsson 2013-05-01T08:54:00

@Martin_Monosys: Thanks! How far did you get? Yeah, game in general could be more clear on where to go.

Cimi Mal by Jesper Oskarsson 2013-05-01T14:13:00

@kyyninen: That is indeed what is happening, it should have been in the tutorial but had to cut it due to lack of time. Thank you for the feedback!

@M0N0QUARTZ: Thanks! :)

Cimi Mal by Jesper Oskarsson 2013-05-01T16:24:00

@MrHalfman: Thanks! I loved making it! :)
@SirJson: Thank you kind sir!
@Hadyn: Couldn't agree more! This is probably the biggest thing I bring with me from this LD. Fantastic feedback, thanks!
@fysx: Thanks! :) Yeah the second level needs more work.. Will definately revisit it.

Cimi Mal by Jesper Oskarsson 2013-05-04T10:13:00

@SnoringFrog: Definitely, I'll have to remove the floating blocks and work on guiding the player more. Thanks for the feedback!
@matthias_zarzecki: Thanks! :)
@MinionStudios: The unity project is included in the source, but basically every column in the level calculates an average of the distance to all of the glowing cubes in the level and adjusts their height based on that. :)
@Spiridios: Yes, very fair feedback. I will definitely have to work on that. Thanks!

Chez Angelo by EdoMiyamoto 2013-05-01T08:52:00

Also had problems with the mouse input in the web player but going fullscreen fixed that.

I tried forever to pick up the key but couldn't, nonetheless I really enjoyed playing the game. Before I figured out that I could press E everyone was just silent looking at me and with the information from the posters I finally figured out who I was when I got to the roof which was kind of a cool feeling.

Great little game, loved playing it!

Minimalism : Find the red Cube by Martin_Monosys 2013-05-01T17:35:00

I loved the tension the darkness between the platform created. Even tho I could figure out how the levels were laid out from trial and error as well as seeing the bottom of the level when I fell down, it didn't feel deliberately, I didn't feel like I was getting better at the game which was what made me enjoy it less.

Other than that I really like the concept and you pretty much nailed the theme in my view.

Good job!

Paint It Black by SnoringFrog 2013-05-01T08:33:00

After I killed off all the white cubes it didn't feel challenging any more, maybe some more could spawn during the whole game?

I like the concept tho, If it was a bit more challenging I would enjoy it for longer.

Good job!

Ginnungagap by kyyninen 2013-05-01T09:43:00

I didn't really understand what the goal of the game was nor what the meters in the corner meant.

But I really liked hunting down the humans when they shot at me.

I played for quite a while until I finally died after eating a grey person, I'm guessing they are bad for you?

Good job! :)

Minimalist Dungeon Crawler by Cranky 2013-04-29T16:01:00

The sound effects were a bit too loud and sharp for my ears.

After entering the 4th room I was swarmed by lots of enemies and died instantly, It was quite enjoyable up until then.

I really liked the animations and the extra touch of having shadows on the flying things which is easily forgotten.

As a whole; the game felt very polished and with more of a gradual learning curve it would be fun to play for a longer.

Good job!

Deja vu by Oleg Zhurko 2013-05-01T15:31:00

I get a 404 trying to download the windows version.

Darkness by LrdKzrth 2013-04-29T15:42:00

Worked for me on Windows 7 x64.
The player could probably use a bit of guidance to understand where to go and what the goal is. I spent a few minutes wandering around the cave not knowing what to do until I finally gave up.

That said, I like the atmosphere in the game, before I read the description it felt like I was in an underwater cave.

PaintIt by gamesaucer 2013-05-01T09:31:00

I made this: https://dl.dropboxusercontent.com/u/1930433/PaintIt.png

I expected something to happen when I finished it tho..
But it was kinda interesting to paint something with that restriction.

Reversnake by Username8978 2013-04-29T15:51:00

I like the idea of adding more degrees of freedom. I can imagine trying to make different kinds of shapes with the snake.

The fun of playing the game suffers by having the apples spawn so infrequently as it doesn't really give me much to do except for waiting for another apple. If you could have the player do something more frequently then I think it will be more engaging.

LD27 — 10 Seconds

10SecTD by joekinglake 2013-09-01T19:12:00

Nice tower defense. Very polished. Liked the animations. Sound was a bit repetitive after a while tho.

The difficulty was a bit too easy for me (I'm not an expert TD player but have played a few.) until I got to wave 28 where the difficulty really ramped up which killed me instantly.

I had a lot of money right after the first few waves which is fun in one way, but it missed one of my favorite aspects of TD games, optimizing your build based on your resources, since I had enough money all the way through I didn't get the feeling of success after finally finding a layout that works.

Also I think it would be nice to be able to replay from the last wave if you mess up.

All in all, very well made and fun game. It kept me playing for quite a while! :)

MatchiMatchi by Jesper Oskarsson 2013-08-26T20:23:00

Thanks! :) The theme is there in the form of an arbitrary limit of 10 second combos.

I just wanted to make something polished. :)

MatchiMatchi by Jesper Oskarsson 2013-08-27T19:11:00

"it is bejoold" - gust4v1337h4x

MatchiMatchi by Jesper Oskarsson 2013-08-27T19:33:00

Thanks all! :)

@Xgor: Yeah, probably need to increase the number of cube types to make that less likely.

@eskivor, Richard Matey, jprogman: Duly noted. Wasn't sure if it was too much or not. Thanks!

@REIN1: *high five*

@Neil: Tell your cat I'm sorry. :/

LD30 — Connected Worlds

Omnis by bytegrove 2014-08-26T13:06:00

I didn't get very far. :P

I think the enemies are hard at the moment because it's pretty impossible to dodge them successfully and without any way to get your health back up. Maybe the enemies' attack could take a bit of time before it hits you so you have time to dodge? right now the best strategy I could find was to just spam them with sword swings which is kind of uninteresting.

One thing I thought of also is maybe make the energy orbs (?) the eye shoots only fire when worshipers are bowing in the current area. So that you have some direct incentive to get them away from the obelisk. Right now if I hadn't read the instructions I wouldn't know that I'm supposed to attack them.

Anyways, cool game as always! :D

Nhelee by S0rax 2014-08-25T14:58:00

I got very annoyed with some jumps... I think the collision box for the player is a bit big.

I liked the music even though it was a bit repetetive.

It looks pretty good as well, good job!

Holodeck Adventures by rejooh 2014-08-25T15:27:00

Very cute game!

I managed to find out what to do for every place except for the earth country side.

The Warehouse Connection by Jesper Oskarsson 2014-08-25T01:22:00

It doesn't load at all or does the game not work?

The Warehouse Connection by Jesper Oskarsson 2014-08-25T11:47:00

shico: Yeah I know what you mean hehe, but it's probably a good idea to make the game playable solo as you suggested. I'll have to think about how to do that!

Vavassor: Sounds good! :D

Robinerd: Another good idea there with the humming! :)

Godshunter by Mr. Chelnoque 2014-08-26T14:30:00

I'm not sure if I did something wrong but I never figured out how to hit it with the harpoons. They never seemed to hit.

Also I never got the spotlight to work. I couldn't see it. I assume some of the other stations were for the spotlight... I manned them but nothing happened.

Looks and sounds great tho :)

Idilium by darklightteam 2014-08-26T14:11:00

Very cute game with a start and finished. I enjoyed it! :)

One thing I found was that when I tried to jump off of a vine I couldn't double jump. Don't know if that was intentional or not.

Also I easily forgot how many diamonds I had to collect, so some indication other than the symbols on the door (I assume that it's why there's five things there. :P) would be great.

Cool stuff!

Meowrror by thiaguera 2014-08-26T15:12:00

Super cute! Meow!

I enjoyed playing this, and the cat is so darn cute.
I found a bug where if you keep trying to push one block against the other, it will move into the other one.

Also the meow sound does get a bit repetitive after a while... maybe there could be a few different meows? :D

Cute stuff!

Caelum by Rocketship 2014-08-26T14:46:00

Yay I completed it! :D

Was quite fun! I think you could make the enemies more predictable by letting the shoot in a specific pattern which would make it less just brutally hard.

Also you could put the portals to spawn after a certain time limit to make the length of the levels predictable. When I played it now I spent a long time playing before I got one and then I got 3 in a row basically so I didn't spend much time on the second and third level.

Anyways, the difficulty level was quite good and I enjoyed playing, good work!

Collision by Alphish 2014-08-26T13:40:00

As I understand it I'm supposed to reorder the rooms to get further in the game? I liked that idea, though I couldn't really figure out the puzzle, there were those "pipe" tiles that made sense, I could tell where they connect with other rooms. But the ones that showed the rooms I couldn't figure out how they connected which made it confusing for me.

Also I didn't know where I wanted to go as it seemed pretty random where the things spawned. So I just tried to move them around randomly which didn't get me anywhere and I lost motivation to continue.

I think if you start with a smaller map to begin with and a clear goal of where to go the puzzle will be easier and more fun!

All in all I liked the idea, the music and the dialog was pretty funny as well. I think it could be fun to play if it was clear what to do next. :)

Ambassadors Of Ruin by LostTrainDude 2014-08-25T12:25:00

I had a hard time figuring out the controls at first. (For some reason I thought the A looked like an R which confused me) But after I had them figured out it felt quite smooth. The only complaint is that I think you can do away with the E press to enter the menu, it's just another key press and I can't see that it's needed.

I really liked the music, it was quite moody!

I didn't really figure out how I would make any money? I would just buy things that the other planets needed and sell it to them. But I wouldn't really make any profit as far as I could tell.

Also after starting the game I right away forgot that the goal was to get 3000 population. Maybe the instructions in game as well? or just Population: x/3000

In Phase by McFood 2014-08-25T12:07:00

After the gravity-switching part of the level the spawn point is very far back which makes it hard to complete the level if you fail as the camera is zoomed way out.

I liked the concept of the characters talking to each other.

The pacing felt a bit rushed, a lot of different mechanics put after each other. Maybe the mechanics could be explored a bit more before introducing a new one?

Good vs Evil by maike 2014-08-25T12:34:00

I got 85!

I found that the optimal strategy was just to hold space to keep the boxed out at the edges and just move whenever I needed to because there enemies coming at the edges. You could make it so that you can't hold the space key as long as possible.

It's a shame that characters are so small in-game as they seem to be really detailed and well made! I can't really make them out on the screen... Maybe the heads of the enemies that killed you could show up and talk to you? or taunt you whenever they show up on screen?

Spirit's Revenge by Four Quarters 2014-08-26T14:14:00

Chrome told me the file was harmful so it wouldn't let me download it. :/

Let's be friends! (But some will die) by RFMTeam 2014-08-26T13:55:00

Love the animations when they blow up hehehehe.

It was quite fun but also very annoying to play, I could never reach far enough as every time I got some length on the tower an asteroid came and destroyed. It's quite challenging even without the asteroids.

Good stuff!

Sabotage Will Set Us Free by machine_screen 2014-08-25T14:39:00

Once I figured out how to play, the game was quite easy. I just walked behind the fixing drone from left to right and then back.

I like the atmosphere, maybe it could be improved by turning down the background noise whenever you shut down a machine. And maybe emphasize the difference between the boss's world and yours. Some dripping water or something like that, just too make life feel miserable. :D

Anyways, good job!

Copulus by zapaman 2014-08-25T12:59:00

The idle mode was sort of uninteresting for me, it just seemed like a lot of waiting and my population seemed to increase anyway although maybe not quickly? At least I think it would help being able to see some progress in the idle state?

I found a bug where a member would get stuck in hunt mode and not being able to attack. Might happen just on the portals?

Also when a new member was born they would always be too weak and get eaten as soon as I hunt. No matter how much I trained.

Otherwise, was fun to play! :D