Foon → Ludum Dare Explorer → Users → RenD
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Alpine | jam | 8 | 4.43 | 4.20 | 3.64 | 4.14 | 4.64 | 4.14 | 4.33 | ||
| 2023 | 54 | Limited Space | Spacetour Express | jam | 223 | 3.92 | 3.86 | 3.83 | 3.97 | 4.26 | 3.86 | 3.81 | ||
| 2020 | 47 | Stuck in a loop | 👥 | Knights of the Holy Loop | jam | 99 | 4.12 | 3.91 | 4.09 | 4.32 | 4.39 | 3.89 | 3.22 | 3.90 |
| 2018 | 42 | Running out of space | Tiny Kingdom Builder | jam | 12 | 4.33 | 4.22 | 3.82 | 4.19 | 4.49 | 4.21 | 1.83 | 4.10 |
The aesthetics is mesmerizing and I really wish there was a proper onboarding/tutorial to fully understand the mechanics. Even without understanding what I was doing, I spend a lot of time on your game because just because of the mood and the color palette, congrats on that!
I really like the mood, from the cardboard aesthetics to the cool music. It was a bit overwhelming a first, especially because the first emitter is not right next to you, but after that it was fun to first drive around to see what's the best option for the next antenna. But as others have mentioned, I would have preferred to go full speed all the time rather than doing stop&go not to loose the signal. Maybe a different design approach could have been that once you connect, you have a limited time to connect to the next antenna. So you first plan your route and then you execute by driving as fast as you can while avoiding obstacles. Anyway, it's a pretty unique game with a nice ambiance, nice work for only 2 days!
That is a truly unique game and quite a clever interpretation of the theme. The art is amazing and you pour a lot of work in the sound design (nice accent on the VA, super fitting theme music and I love the SFX for cutting metal). As others have mentioned the onboarding is a bit abrupt but after a few round it all clicks. The most original entry I've rated so far, good job!
Nice game with the perfect amount of gameplay intertwined with narrative. Reminded me of Interstellar with the messages that take years to reach the ship. My only gripe would be the penultimate level of chasing the signals, a peak in the difficulty that contrasts with the calm setting. But apart from that, the game is really cohesive, everything works perfectly together and I really liked the small details like having to match real constellations, or the fading reflection of Nest in the screen between the levels (he does seem to age pretty well!).
Super original entry, it feels like a silly version of Chants of Sennaar! The pixel art and sound design are hilarious and you can really feel your superior breathing down your neck. It got hard pretty fast though, I think I could maintain track of a dozen of symbols without writing anything. I really appreciate the small details like the guy typing as you press the keys of your own keyboard. A super polished and fun game!
That polish level is impressive! It looks like a finished game you could find on Steam. I really like the notification system with all the small side quests, it keeps the player engaged from the get-go. Well, until there are a bit too many and it becomes overwhelming... it just needs a bit of balancing/pacing rework and it'd be a great game.
The mood is incredible! It feels super cozy and chill at first, then in no time you're panicking and drawing all over the place to avoid collisions. When playing I thought that maybe it could be nice to add a 2x speed button, just for the beginnings, but then maybe it wouldn't be such a chill game. I really like this game!
Impressive entry! All the mechanics you introduce are really clever and it's super engaging to understand how they work and navigate the levels. The sound design, the aesthetics, everything works together perfectly to bring a mysterious and almost spiritual vibe, just like Animal Well as others have mentioned. Incredible game, I think that's the best I've tried so far
Man the production value is just impressive. The sound design itself is just worth playing the game, I felt immerse from the beginning. The gameplay is hard and unforgiving but the more you play, the better you get at it. Having small radars compensate their small range with a higher rotation speed is really a good idea. This game reminds me of an old game called Defcon, but it looks even better. Really polished entry, congrats!
Really cool game! It could have been just an abstract game but all the animations and transitions give a strong identity to your game, it's impressive to manage this level of immersion with the Pico8 limitations. I also really appreciate the difficulty ramp, it kept me focused and motivated during each phase, I think the duration of the game is optimal.
It's a super complete game for a jam. I really like the attention to details like the rollover tips on every item. I usually have a hard time getting into deckbuilder game but you manage to make the onboarding as smooth as possible. And given the time limit, you manage to make quite some cards already, maybe not enough so that consecutive runs don't feel repetitive, but again it's only 72h. Congrats also on the aesthetics and the sound, it compliments the game perfectly and gives a chill scifi mood.
Really nice concept and the aesthetics is really cozy, I wished you had the time to make some music and SFX, it would have given a great mood. The detection of the required objects felt sometimes a bit tricky but nothing game breaking. You should expand on that concept!photo(7).pngphoto(6).png
That's a well made game, especially for a first time! Some instructions for the decoding panel might come in handy but I guess figuring out what each button does is part of the gameplay (if they have an actual purpose)? Looking out for signal was fun at the beginning but it's true that it becomes repetitive fast. Apart from that I really like the mood you manage to convey, it has a nice Wall-E feel!
I made it to map 6 but still don't if I'm scanning the terrain or shaping it. Figuring out the gameplay is addictive and I'll come back to it, see if I find the "solution". The mood is incredible, both the sounds and the visuals contribute to a unique and mesmerizing experience. One of the most innovative game I've seen in a while!
It's unexpectedly addictive but the difficulty ramps up a bit fast. The default velocity might be a bit slow but the % of completion is a good design choice, you never feel like you really missed a shaped. A simple but solid entry, good job!
I like the base idea, I was hoping you'd introduce new mechanics as the levels go but I didn't seen any, unless they appear after but I'd say it's too late. The beginning is engaging but with no new mechanics, players lose interest quickly. I do like the fact that the levels keep on building themselves without any cut or fade. I wish there was some kind of feedback when hovering and clicking the arrows cause I think I failed some levels thinking I had clicked on them but it was no the case. You should keep on building this game, with some mechanic twists it could be super interesting.
Man a simple concept but incredibly addictive. It's a really good idea and executed perfectly. When I started playing I thought "it'd be nice if ships could collide with other ships", and that's what you did. It creates tense situations and you're always trying to go with the least terrible option. You have a solid base prototype to keep adding new mechanics and making it even more compelling, good job!
Really cool game, the retro vibe is spot on (congrats on the addicting music). It's a nice idea executed brilliantly, and golfing with a blind bat fits the theme perfectly. I just wish there were more levels cause once you start digging the gameplay, it's already over...
Best soundtrack of the whole jam!! I like how it's a simple concept but you progressively build upon it, it keeps things interesting during the whole playtime. You even thought about calibrating (which helped a lot playing through Parsec). Really good job!
I really like how the beat keeps on building with your actions, reminded me of the dynamic soundtrack of Ape Out. Maybe some SFX and a scoring of some sort could have make it more engaging for the player. Right now it's more an experience than a game but the idea is really original!
Super fun game and concept! I think you nailed the sound design and music, they fit the game perfectly. If I had a suggestion, I'll add a 2 second latency between the real performance and the broadcasted one so that you actually cut/pixelate/blip at the right moments. Cause right now it feels like it's already too late when I censor some gesture or word, and it feels less meaningful.
Man what the f*** did I just play?! That's amazing, I wished I had half your creativity. This is the kind of experience that stays with you a long time after playing. Gameplay-wise it's true that there could be a bit more to it, but the aesthetics, the writing, it's all mesmerizing. It took me a few minutes to understand you can point you antenna head to detect the NPCs but I think it's a clever mechanic. Most unique entry I've played so far!
Man 17 is hard!! I really like the progression design on your game, it kept me engaged the whole time. As others have mentioned, pressing R to reload gets in the way of the die&retry philosophy. Maybe any key can start the robot, and any key can restart the level? I would love to have controller support cause I think 17 might be feasible in that case :smile: Anyway, it's a solid little entry you have there!
Real cool concept, maybe you should disable theme rating on your entry cause it may impact negatively your ranking. It's fun at first but quickly it lacks interesting decisions, maybe you could add other mechanics to make picking a dice more meaningful? Also it's quite hard to see the green border feedback around the card. Maybe sliding them up would be more visible (you could also stack cards with the same die value to prevent them from going offscreen). Anyway, it's a cool concept and you should build upon it, there's potential!
That's a interesting short experience. I like that you took the time to have a proper intro and the writing has a new cryptic tone, it gives a unique mood. The mechanic works pretty well and it feels satisfying to dig into the sun. That could have been interesting to show all the holes and tunnels we dug right before the explosion.
Nice take on the theme! I found it a bit hard to handle the lights and the drivers were not waiting for very long so in the end I just stopped touching the traffic lights at all and had my best score. I think reworking a bit the mechanics could work better, maybe by having negative points for queues forming at a light, and having to handle both lights at an intersection, potentially having all lights in red and all cars stopped (so lots of negative points or misses), or all lights in green and unavoidable crashes. A special note for the music that is super catchy and gives a nice mood to the game.
It's an interesting take on the theme. There are other entries I've played where you guide ships, but yours is quite unique as you have to blow up things. I wish the pacing could be a bit faster, but the upgrade system is so well thought. At first I was like, why did they made the glass so dirty??? But then going around and upgrading your lighthouse feels super rewarding. All the unlocks are useful . It's sometimes quite difficult to gauge the depth of the ships when there are islands in between, but I guess that's the price you have to pay if you want an immersive first person view. I could really see your game expanded into a full commercial game (maybe something similar as the upcoming PVKK?). Good job on your entry!
It's an impressive entry! The amount of mechanics and polish for 72h of work is astonishing. It feels like the Mass Effect scanning mini game but pushed a bit further and I like that you even added geo-stationary satellites for communication purposes. It was also a nice touch to add the tutorial/onboarding texts to guide the player even if a more step-by-step approach could have helped understand all the concepts cause it can be a bit daunting at first. The aesthetics and music really give a unique mood of space discovery, I really enjoyed it.
That's a unique interpretation of the theme! I like the weirdness of the whole experience, the different dates are really fun. And you manage to make enough phone mini games to make it engaging the whole time.
Impressive entry with an engaging narrative, the level of immersion is incredible for such a small amount of time. The pixelart is nice and I really like the static effect, it gives a strong sense of tension. The terminal is a cool mechanic and it's perfectly tied to the exploration part. There's one thing I didn't get though, it says storagectl requires a lvl2 access but logged in as kbrenner (lvl1), you're able to launch the command. Maybe I did the things in the wrong order?
That's a great start for a point and click adventure game but I think a few things prevent it from being enjoyable. It'd be great if the character could walk a bit faster and/or if double clicking would make him run. I get that the slow pace is part of the mood but since the environment is so huge (especially going back all the way to the right), it's easy to lose interest when just watching the character walk for minutes. Also I noticed that the rollover hints dont't disappear when you hover out of an element, it can be a bit confusing for the player. Apart from that I think the mood is pretty unique and gives a good sense of mystery, good job on that!
At first I found the controls pretty clunky, especially with a keyboard. I would have go with steering+thrust, but in the end you start getting the grasp of it and the game is pretty fun. What I particularly like are the small game design decisions that make it always engaging: having a 3s extra timer to pick up all the resources when you've cleared the screen, the secret rooms, the luck upgrade. It's very well thought for a first game, I'd like to see what you come up with next.
I like the premises of the game but as others have mentioned, it's not really clear from the get go what is expected from the player. A proper on-boarding or tutorial would benefit the game greatly. The level design is also pretty intriguing and with so little geometry, you managed to create a world that thrives exploration, that's quite an achievement.
@skale Thanks for your comment! If you decide to make a tile-based game, I strongly recommend to test LDtk, it's a game changer (pun intended)
@cax Thanks, Celeste was indeed a strong source of inspiration. One of the metal detachable connectors is linked to this door, you just have to find which one :smiley:
@pavlo Thanks for your feedback! Yeah the physics engine is made by me and not very good at handling framerate drops, I'd need to rebuild it some day
@lllarso Thanks a lot for your super detailed feedback, I'm glad you liked the game (and the music not so much :smile: ). It's true that our two protagonists could be brothers, maybe we can think of a bundle when we release on Steam!
@senior-sigan @nikorych Thanks for your kind comments!
@oleksandr-marynenko Thanks for your comment, I'm glad you liked the game. The collectibles are supposed to be feathers though, I should practice my pixelart a bit more :sweat_smile:
@remy-lopez Ahhh thanks for your super nice comment. And no, sadly I'm not the guy (or one of the guys) behind Celeste.
@djtequila I'm glad you liked the game, I wish I could have added more levels, I had at least 5 others mechanics designed on paper but I had to cut drastically to make it on time
@yanruyi the 2D physics engine is home made, and there are tons of bugs sorry... Normally you shouldn't need invincibility to collect all feathers. There's an advance mechanic that I thought would be clearer but nobody saw it. I've added an input prompt so it's more obvious, with it you can collect everything
@geeni Thanks a lot!
@bonedaddy Yeah Celeste was a huge inspiration indeed. Given the screenshot it's definitely a bug, there must have been some double input connecting the last house and everything went to sh**. Normally after zip lining the game fades out to the conclusion
@firefish Thanks for your detailed feedback! I dont need the invincibility frames to get any feather. There's an advanced mechanic that is hinted by the NPC in the 3rd house but it was not clear for a lot of players... Also, have a look at the screenshots on the itch page, it might give you a clue about one hidden feather
@abiral Thanks, I'm glad you like it!
@jesse-martin definitely something hidden, have a look at the screen shots on the itch page, it might give you a hint...
@mezaka @peterlebagarreur Thanks for your kind comments!
@ghettobastler I'm glad you like it, thanks for playing and posting you results!
@recursor Thanks for the kind words!
@wouter52 Go ahead! Indeed, it's a nice narrative trick and it costs only a few sentences
@block97 Well, the 2D physics is the weakest point of the game. Hopefully you didn't get trapped inside walls... Thanks for your comment, I'm glad you liked the game!
@dan-whiffing That's a valid comment, I realize now that the relationship between pylons and gates is not communicated at all so it feels arbitrary. I'm glad you got past that and enjoyed the game!
@animaster Woops, that's a bug indeed... The 2D physics is pretty bad I must admit, I didn't manage to properly nail the wall jump feeling like in other platformers, and you quite often fall into colliders. If you want to know how to get those last 2 feathers I've linked a video of a 100% playthrough on itch
@nadan Ahaha, no it's a good pun, and I'm glad the time and effort I spent polishing the game resonated with you!
@braktheman Thanks for your comment! If you have a look at the screenshots on itch, you must be able to locate one hidden feathers. For the other 2, have a look at the playthrough video, there's one obfuscated mechanic you might have missed
@sheepolution Oh man, such an honor you played my game. You're a true LD veteran, I even remember playing "One take" back in the days, what a clever game!
@kazuren Thanks a lot for your comment! Yeah, it's a bit like Celeste but with more bugs :smile:
@tosmaster You must reach the final house and connect it. The dialogue that ensues should hint you at the zip lining mechanic. When it ends, try to go at the highest point of the cable network, see if you can interact with it...
@takeshi64 That's impressive you got the 10 feathers cause that "double" jump mechanic is not pretty obvious and fez players find it. I totally agree that the door puzzle is badly communicated, I had to rush it at the end of the jam and didn't think to properly communicate the link between a pylon and the door it opens
@wo-ri-gou-le Yeah, I only had the hear to break one of those poles (the first one when the game starts). I also like that feeling of going into the quietness after a storm
@zamizmi Thanks a lot, I'm glad the game resonated with you and you enjoyed all of its parts!
@coderaurus Thanks a lot for your comment, having the right size/scope for a game jam is difficult indeed, I'm glad you appreciated it
@pkenney I'm sorry for the audio issue, I didn't experience it and you're the first one to bring it up. Maybe it has to do with FMod and the WebGL build. Perhaps if you try the Windows or Mac build the problem will go away
@caer I'm humble by your comment, I'm so happy you enjoyed it that much. I also love the setting of the mountain and connecting people, a bit like simpler and cozier version of Death Stranding
@sinemual Ahaha thanks! It's my 5yo who suggested me the zipline idea when testing the game mid-jam, I'll tell him you liked it!
@roroto-sic Thanks for posting your result! I'm glad you liked the game, maybe if you're missing some feathers, have a look at the screenshot or the walkthrough video
@ii-p Thanks for your detailed feedback! You're absolutely right about the wall jump, I had to rush the implementation and it does not feel like a proper wall jump. I'm glad you enjoyed the game nonetheless!
@filgru Thanks for your kind comment!
@mrturtle Yeah wall jumps are a bit off... And I think I should have made the detection for the pylons more forgiving cause I also ended cutting my rope when I was trying to connect it
@pipetto I'm sure you can do it!
@cataclysmicknight Thanks for your kind comment and for leaving a review on itch as well!
@kerdelos Thanks for your comment! It is a jam entry though, I couldn't have made it in just 48h :sweat_smile: As for the zipline, try to go on the last house's roof after the final dialogue...
@oadt Guilty as charge! :smile: It's great to see a other Ludum Dare veteran! I did participate in that edition as well and Deepnight's entry was just mind blowing. I drew a lot of inspiration from it but tried my best not to just copy it. Ngl it was tough and the signals were the only idea I could come up with...
Those mouthed sfx are incredible. After a few plays they stay in your head and you can still hear the sweet music of making the commands. Really funny entry, I had a good time with it!
The ice effect is stunning, and although the pixelart is minimalist, I think it gives a coherent mood to the whole. Sadly, the move controls are laggy and/or buggy and most of the time, the player stops moving when I hit 2 or 3 keys at the same time. If you fix it I'm sure the game will improve a lot. Nice little entry anyway!
Congrats on your first LD! The idea is interesting, but the game still have some collision issues. I got stucked inside a wall after pressing Z. I like how you took time to make a walk animation. That's a godd basis, keep on doing games!
Cool aesthetics although the music gets repetitive real fast. I didn't get the objective of the game but it was quite fun to play, with lot of little feedbacks. Ergonomy could be improved though, as I didn't find how to cancel or change the selection of a building. Nice little entry!
The shield mechanic is super interesting, it has a Broforce feel and makes the exploration way more fun. I just wish the jump could be a bit higher and the shield didn't knock you back that much, because the game is quite difficult as is. Oh, nice touch with the voices of the knight :)
I like the mechanic and your take on the theme but having played only the 72h version, I find it hard, and sometimes just plain impossible to beat. It seems that when you shoot a blackhole, the free space is randomly generated and sometimes, it didn't allow me to continue. So you can get trapped without any other option than to kill yourself, that's a a bit sad. But for a first time it's awesome and though I don't find it particularly fitting the space theme, I love the music you chose :)
I didn't expect to have that much fun with your game tbh. The base idea is super original, the execution is perfect (except the sfx can get a little annoying in the end), the gameplay loop is simple but efficient. One of my best surprises of this LD, I'd really like to see an extended version of it with more mechanics, different kind of swimmers, hazards or events, other things to shoot in the pool... Really great game, congrats!
I survived for 03:11. I like the powerups and how you slowly more powerful until it becomes hectic. I guess more feedback could help because the damage powerup was hard to notice, and it felt like nothing when I got hit by the ghosts.
Wow, that's the most original game I've played in this LD. Congratulations on the unique idea. And the minimalist UI and art is stunning, everything fits well and the game is really pleasant to play. It becomes difficult quite fast I must admit and I'm not really good with twitch-based games so that must explain it :) Really well done!
Really fun little game. At first, I was a bit afraid with the controls but it turned out OK and pretty intuitive to use. My main concern is the UI/feedback you implemented when pulling on the plates. The colors are misleading, because green seems to indicate that's fine whereas it's way too strong. The fact that the force is represented discretely and not continuously is a bit misleading also. I wasn't able to determine if you could aim up or down. But apart from that I played several times and had fun, that's the most important, congrats!
The run animation cycle and the graphics are super neat and fun. I like the Overcooked feel of the game but I found that going back and forth was a it tedious. I'm sure with one or two iterations on the level design this game could go from nice to awesome :)
I was pleasantly surprised by the diversity of the mini games. Sadly, they're all too easy except the trust/jump one that is just really hard!! It's too bad there's no air control, it could help a lot.
The controls were a bit hard at first, but once I got the hang of it, I was amazed by the cleverness of the last 2 levels. The aesthetics is really soothing, congrats on the graphics. A bit short, but that's a good sign of craving for more! One of my favorite entries so far, good job!
This game needs a replay or reload button because you want to try and try :) It's quite hard in this state, maybe the ball could have less damp, but I found it funny that the obstacles actually help you break and better change direction. It's a good basis and with a bit of polishing you could improve the experience a lot.
Nice little game, I like those fat pixels. The difficulty seems a bit inconsistent (level 2 was harder than most of the rest for me), especially when there's no more visibility to plan your jump on the last level. Also, I thought the narrative at the beginning was a nice addition but from the start, you break this narrative by making the lava comes from the left. If it's a tower to climb, it'd make more sense to start with the lava rising, then twisting the mechanics some 2 or 3 levels later with the lava coming from the side. Also, the lava and some terrain tiles felt a bit inconsistent with the narrative. But apart from that, I had some fun and played it to the end!
I could only play solo and lost a bit of interest after some time, but I guess the game is way more fun in multiplayer. I really like your art style, it's unique and appealing. Congrats also on the fluid physics, it's a nice addition.
I still don't get the justification of the controls being "inverted" but once I got the hang of it, it was pretty fun. I prefer the multiple jump mechanics that allows to burn enemies, it has a nice flow. Congrats also on the graphics, the sprites look really cool.
Got 1420 :) I guess if the background had more details it could be easier to see the rotation. And as someone also suggested, it will be cool to have a tweening when doing the rotation, it'd smooth the whole.
Great take on the theme. It's fun to play once you get the basics. Maybe it could help with more feedbacks (when building are available, when they're not...). And you should change the SFX, it gets awful quite fast and make the game unplayable.
A simple but very well thought puzzle game. I beat level 5 without using all the key so I felt super clever, but maybe it was intended to be beaten that way, ahahaha :) I'm impressed by what you could build in just 8 hours, it's super well put and fun to play, congrats!
Cool achievements system, that's a huge amount of work for such short time. And for a game with a message, it's well conveyed and everything makes the player feels the social anxiety, that's really well done.
Really cool little game, I like the inventory mechanic built on top of the Reigns one. The story felt a bit more random than in Reigns but the writing is nice and makes you want to do several runs. Congrats for the original entry!
I really like the control scheme, it's hard but it's innovative. I also like how the game handles when you go off screen: the UI is perfect and it's a good way to avoid obstacles, with the risk to be timed out. That's good game design here :smiley:
That's a stunning idea and the use of the theme is super original. It has a nice "Papers Please" feel to it and I like how the picture influences your choice. Congrats also on the production, the sfx, the animation, it all fits your theme well. Great game, congrats!
I really wanted to go further but it's rather difficult, even for a text adventure. Sadly, the dog didn't like the girly cartridge so I guess that's where my adventure ends :)
Cool little game you got here. Fast to handle and a pretty good use of the theme. I think the area where you have to shoot te big pallet should be better hinted because I understood it a bit late in the game. You should try to build on it to make it a more infinite type of gameplay. That's a real promising start, well done!
Great little game, I like how you captured that feeling of overwhelming pressure. The "make room" mechanic was not clear at first, maybe the small pentagons could be explained/introduced a bit better. I like how at first I was going full steam ahead and never made it but when I started to make pauses from time time, the game became easier. That's a nice entry, congrats!
Really good art and animations. It's also impressive to have made a procedural dungeon in such short time. I think the base idea is really interesting but I didn't understand how to hit or kill the enemies. Some objects thrown at them seem to stun them, others didn't seem to have any effect. Maybe it was intended but it confused me a bit. Also, I guess the hook could be more interesting if it had more use (interactions on the level or on the enemies) because the game could be as fun without it right now, just passing on objects to collect them. But anyway, I enjoyed my playthrough and I think it's a good basis to build on it, congrats!
Cool take on the theme. It was harder than I expected, especially because the foods that appear didn't seem related to the orders and I sometimes had to wait for the good one to pop up. Also, I found it a bit strange to get all the points for an order by only selecting one of its food and not all of them. I understand it clears less spaces to do it one by one but with the timer going, I'd say the best strategy is to go with one plate per order, but maybe I'm wrong:) Cool entry anyway, really fits the theme!
I'm impressed! How did you squeeze a Theme Pizzeria in 72 hours?? The game feels really polished, everything is working great. It was a bit hard to foresee the pathfinding issues with blocked paths but since you can destroy anything, it's not a problem in the end. Congrats on such a complete entry!
This one is hard, couldn't pass level 3 but great job on the aesthetics, the graphics and sound design is top notch.
Amazing job at communicating the anxiety through the mechanics, the text and all the small details. I like those small additions like the footsteps or the yellow eyes on top of the fog. And the cat mechanic is cool too. It's only after my second playthrough that I got the use of the theme, and it's clever. Really good job here!
I really like what you did here, I spend more time playing it than I initially thought I would. It there an end game because I thought I was doing fine for quite some time? Cool little game you have here.
I like the mood and the sound design is top notch. Cool low poly aesthetics also.. That could have been great to have more feedback when the sheeps are killed, maybe some blood splatter ? Or maybe not :sweat_smile: Cool little game, congrats!
I like the base idea but I found the controls not pleasing at all, it makes the game unnecessarily hard and frustrating. I don't get either why the robot can face left or right, if you're strafing while shooting and you're always facing the boss. I'd change the controls for smoother ones, I'm sure the game could be more enjoyable. Congrats on the boss design though, it really feels like one and the attacks and patterns are nicely designed.
Impressive aesthetics, it has a super mood. The puzzle is simple, yet very well put. And the use of the theme is clever. A nice little entry, congrats!
I love the aesthetics and the amount of polish is impressive. My main concern is that I wanted to start to play right away so I didn't read the instructions and started moving on the board. I could infere some rules (I guess), and others were more cryptic to me. But in the end, even without knowing the rule, I entered either a bug or a design loop hole and the game started to be "infinite" without any difficulty ramp. I was just avoiding what seems to me as an explosion zone and stepping from time to time on a yellow circular saw. I got more than 10000 but I stopped out of boredom. And then I decided to read the full instructions, and they were way more complicated than I believed they'd be. So I thought that my way of playing was more rewarding (more points), yet didn't require me to understand the rules. I'm not sure that's what was intended design-wise :smiley: But I'm still impressed with the polish and I had some fun playing, that's what matters! survirus.jpg
I like the idea of having bugs that go for you and others that go for the land. There's an interesting idea behind your game, now it needs some polishing. The controls are a bit rough, I could jump and land on the water and not die, some bugs didn't seem to make harm if I don't move, the firing rate is a bit inconsistent. Some small details but if you fix them I'm sure you can come up with a nice little game. Keep up the good work!
That was challenging but I managed to clear the Rush difficulty level :) I like the idea and the execution, especially the reference to the Shining (if there is one, of course :sweat_smile: ). It'd be great to add some mechanics that slow down or temporarily "stun" the ghosts just like in the original Pacman because once you get chased by a ghost, you're quite sure to get caught rapidly.
The game is really fun to play, I like the level of polish and I think the bow really feels satisfying. You've added lots of small details and the game is perfectly readable at any moment, that's really good. I'd have hoped a bit more feedback, and maybe an hint on the enemy's remaining life points. Although the player blinks white when they get hit, I think you should add more feedback so that the player is aware and impacted by the hit. Overall it's a fun little game, congrats!
The idea is super innovative but man that was ambitious for a 3 days jam. Congrats already on what you were able to create, the 3D graphics look stunning. It's just a shame that there isn't a basic gameplay loop, even without the bots. I wasn't able to drag a tree if the jam version. But the post compo corrects all this and it's an interesting game to play, well done!
That's super deep!!! I'm impressed with depth and the links between mechanics and storytelling that you managed to nail in such a short time. I've played it all along, it's super addictive and the narrative is a plus. One of my favorite entries so far!
Cool little puzzle, I reached level 7. The execution is simple but clean. My main complaint would be that the smallest state of a tile is misleading because the graphics let you think you can jump on it whereas you can't. There's not much difference with no tile at all, yet you visually communicate something different to the player (there's a tile). And I think that's misleading. But apart from it, nice entry.
Amazing entry, I love the graphics and the music. And when I understood that you lost a tiny bit in each matter transfer, I thought that it was a clever use of the theme. My two main complaints are: - since there are only two modes for the gun, why not make LMB absorb and RMD create, because switching between the two can be tedious, and it would be more straightforward this way - in the last level, I got a lot of issues with the mouse cursor, and it was randomly accepting creating or absorbing blocks, making it more difficult But that's just some minor setbacks, the game is really good.
I really the graphics, remind me of older times. And the music is pretty cool though. I had a pretty hard time at first but I got hooked pretty fast and couldn't leave the game until I manage to land at least once. I haven't played games like KSP but I like what you did here. Small complaint may be about the theme, not sure how it's fitting here. But anyway, really original entry!
It's a cool idea and the aesthetics is really great. I like the hand drawn style. The gameplay is simple but it works. The rule of failing/succeeding a level was not that clear though because sometimes groceries got smashes for no reason. Apart from that, it's a fun little game to play, congrats!
Too bad you couldn't finish it because the aesthetics is impressive. The music really gives a unique mood and even the handwritten text suggests a journey into imagination. If I may, the art would be even more stunning if the characters could be the same resolution as the rest of the game .Hope to see a finished version of this one!
That's a good start I think but what's lacking imho is a difficulty ramp. The patterns in which the crates appear also seem to be too predictible. I found a spot where I didn't have to move at all and I didn't collider with a single crate. Maybe one additional mechanic could help also, like so pickups that force the player to have short term objectives. Keep on the good work!
I was not expecting anything but I got hooked! I'm impressive with the amount of work you put in 2 days and with the cleverness of the puzzles. It's a shame there is no music, but even without it, the game has this strange and unique mood that magnetizes players. Really well done, one of my favorite entries!
That's a nice little game you have here, I love the Minit vibe and you did an amazing work on the polishing. My main concern is with the movement, it's quite frustrating not being to move diagonally by pressing two directions at the same time. It's also a shame that the sword animation facing up or down doesn't have the same swoosh effect because it gives the hit less impact. Apart from that, congrats on your entry!
A most unique and fun entry! The aesthetics are perfect and it's a blast just to scribble around rotating the paper from time to time. You even justified the fact that the writing can't move with a broken arm, that's some cool narrative design :D
I like the premise of tetris and poker, but it was hard for me to get the straight/flush patterns at the beginning. But I guess what makes it too hard to play is the control with the mouse. I understand you had to adapt it since you also have an Android build, but drag and drop might not be the best option to go here. If you miss the piece and click on the board, it will go down directly and it happened to me like a dozen of times. It could be great also to be able to rotate the pieces. With a bit more polishing I'm sure it could be super addictive.
That's a cool take on the theme and I like the idea of mixing the clicker mechanic with a platformer, but maybe the clicker part should be better integrated with the other part because it felt like a downer going from a colorful screen to a black and white text interface. And 200 carrots for a jump?? Ahahaha, it had me click a lot!
Great game, I'm impressed with the production value, the music, the graphics, the SFX, it all fits perfectly and gives a great atmosphere to the game. It'd be great if the game could show the progression in some way, it'd give a sense of immediate reward to the player. Also, that'd be great to have more mechanics, maybe with the eggs (or maybe there is one and I haven't found it) or with other part of the ships. But of course, that'd be for a post compo version and what you've accomplished in such short time is already astonishing. Congrats!
Man the production value is incredible here. How did you manage to fit all of it in 3 days is mesmerizing! And I love all the small details, like the trees bouncing, the decals. And the parachute guys casting their shadow on the ground, impressive. Amazing entry!
I think the premises are interesting, the art is really cool, but I totally missed the point of the game. There doesn't seem to be any challenge or objective. I piled stuff without any direction so I lost interest quite fast. My other main concern is the control scheme: WASD to move, arrows to select the parcel, Space to take a parcel but Enter to select it, while Enter opens a package when you hold it. It seems totally inconsistent and not really intuitive. I guess you could reduce the key controls and use them better. It's a nice first draft, with a couple of iterations more, I'm sure it can become a great and addicting game.
It's a shame there is not much instructions to understand how the different modules work: I couldn't figure the engine one out, and a legend on the radar could be great. I think I found some stuffs to pick up but after navigating a bit, it was impossible to find them back. I don't know if there's some RNG or not but it felt a bit unfair. But except all that, I LOVE this idea, the production is really good, I like how you have to screw/unscrew the module, it's super immersive. Just make it a bit more user friendly and it could be a great game!
Great idea, and the execution is almost perfect (I would have preferred a full pixelart or full high rest art, the mix of the 2 is a bit uncanny for me). Also, like others have said, a full mouse control (drag and drop and right click to rotate for example) system would be a blast. A really cool entry, impressive amount of work, congrats!
24! I like the base idea and the organic feel the game has. And I was pleasantly surprised to see how fast you master the forklift. Maybe there should be more pressure to it, like adding hazards of some sorts (bombs??) but it's still a good little game. Nice job!
The art, music and the overall atmosphere are stunning. It's mesmerizing :) I didn't quite get the sand consumption mechanic though and in the end, it seemed like a trial and error one while I was expecting something more logical. A nice little puzzle game anyway, congrats!
That is a clever use of the dominos and I love the depth of the summing dots mechanic. It's really interesting. I just didn't find the timer mechanic really useful because it often breaks your thinking. Really cool puzzle nonetheless!
Controls were pretty odd for me and cost me a lot to get used to it. Not that much the aiming but the movement, I would have the movement independent to where the player is looking at. Apart from that, it's a simple game but I like what you did with the choices at the end of each night, it gives the game good replayability.
I like your base idea and your interpretation of the theme. The game is light and funny, and the aesthetics suit it well. My main concern is the total lack of feedback on the player input. The physics also feel a bit random and the icebergs sometimes behave funny. It could be a great addition to have some feedback or highscore on the scoring mechanic because without any tracking and no timer at all, the game can feel a bit boring after a while. But those details aside, you did a fun little game, congrats.
Cool little game, simple but fits the theme and it's fun to play. I like the fact that the balls can bounce on each other. I'd like to suggest two amelioration/improvements though: - the collider of the player seems to be bigger than the actual sprite. That leads to collisions that feel unfair. If you take any shoot'em up, the hit box is always smaller than the sprite/model - it'd be great to have a small anticipation for when a NPC will shoot a ball. A small anim, a feedback of some sort. It'd help the player focus and make some strategies. You could even have a mechanic where a NPC would "charge" their shot, thus taking longer, but with a higher speed of the ball. By implementing a feedback on the beginning of the charge and on the shot, that'd create some interesting situations for the player, forcing them to observe and dodge.
I could only play solo and even if the fun resides in multiplayer, I'm pleased by the efforts you put in the aesthetics of the game. The models are great, the small animation before the fight is nicely done. My main complaints would be on the key mapping, I guess we don't all have the same keyboard layouts and it was quite hard to access the action buttons, even in solo mode.
It's too bad there's not more pixelart because the key screen and the end screen are gorgeous. That's some really interesting take on the theme, especially the part where you have to decide how many dos to take down. Makes you realize the harsh decisions that the shelters have to make. The game could be more fun but I guess that's not the point with such a strong message.
Scored 134. As others suggested, some instructions or a tutorial would be great. I like the mix of mechanics but in its state, there's still a tiny something missing to make the game fun. It's hard to develop a strategy as it's full RNG. And in the end of the game, the tile placement is more to fill the board than a real choice between the 3 options. Some combos for placing tiles would be a cool addition I guess. But nice idea and super cool execution, congrats!
Great work on this one, I like the take on the theme. The amount of work on the enemy design is impressive and the aesthetics is just top notch. It's difficult, and sometimes it seems to have a little bit of collision issues. Apart from that, I don't know if there are many weapons in the game, but it could have been great to have a dedicated key for the hammer as you have to use it constantly to progress. Having to switch back and forth with the rod is a bit a tedious and adds to the difficulty for no obvious reason. Really cool entry!
Cool little game, it's too bad the graphics are placeholders because without being totally ugly, I find them a bit misleading (hence the necessity to have a legend at first). My biggest complaint is that the movement is way to sensitive and it was impossible for me to move just one square and it caused me more frustration than fun. Correct this, polish some cool effects and you'll have a great game in your hands!
Really cool take on the sokoban mechanic! And you even put a Hotline Miami vibe in it, neat! The difficulty escalates quite fast, level 6 was my last stop but I really like the take on the theme and the polish is really good. Congrats!
@skyc @tattomoosa @notbadgun Oops my bad, it was originally on Gamejolt but then I saw that the itch page had some integrated Ludum features so I switched to it but I forgot to make the page public :( It should be good now, sorry for the inconvenience!
@skyc Thank's! My first idea was to go with a more strategic approach. But on my first iteration, I had an infinite/endurance type of gameplay (a la Tetris) and it was feeling a bit boring after some time. So I decided to go with the time mechanic, but trying not to emphasize to much on it. In the end, I guess it's a kind of risk/reward situation that if you put more thoughts into placing a piece, you'll get more point but will also loose more time.
@undefinist Thank's for the comment! In the beginning there was an infinite mode but I found it a bit too boring so I went for a time attack version. But I guess lots of players also enjoy a less rushed approach, I could have put the two options indeed :)
@zlabya you just have to make one tile coincide when you put them. Green next to green, yellow next to yellow... And the center piece (the stone one) count for any type of tile so you can always put a piece next to it. Hope it helps :)
@skyrex @mrjorts It may be a bug indeed... The game also takes in account the piece you currently hold, or the next piece in line if you don't hold any, when it checks if you can still place a piece. And sometimes you have to hold a piece to see the solution. But maybe it's a bug also :sweat_smile:
@nathanhoad I got the same kind of validation process at home: if my girlfriend looks over my shoulder and wants to play the game I'm making, then that's a go :smile:
@parkerduncan sorry for that, I don't have much control on that as I just hit the webgl button on Unity, but I'll investigate and see if I can come with some improvements. Thank's for reporting!
@maakep Thank's for all the feedback! About the 'Hold' button, it's a direct reference to the newer Tetris games that have this mechanic. I used the same word thinking that it would appeal to existing Tetris players, but maybe it could be improved indeed. As for all the small animations, I'm under Unity and I just use some tweening asset. I use LeanTween and DoTween is also great. And both have a free version so go ahead, it really adds the juice :smiley:
@sidewalksleeper Thank's for the comment! You know, the more you focus on polishing when doing games, the more it will come naturally. And you'll be so efficient that it will not even feel like a burden or an extra task :)
@swen Thank's for the comment, and congrats on the score :wink:
@pomb You know, I spend the whole saturday adding mechanics: the main mode was an endless mode in the beginning and the gems were meant to buy "items" in a shop (random 3 possible items to buy): joker tiles, changing the color of some tiles, earthquake, gaining more vision to look ahead the pieces... But then I realized the game wasn't any more fun, so I spend the sunday taking it all out :sweat_smile:
@skyc Of course, you're more than welcome to do so, especially if it brings you new skills :ok_hand:
@peachtreeoath Thank's for the nice and thorough comment! I didn't know the Kirby's tune but I definitely love it, I like this kind of peaceful mood :slight_smile:
@rongo-matane Thank's a lot for your comment and for picking up the bugs! I've corrected some by simply allowing to infinitely HOLD and swap pieces. I implemented the same HOLD mechanic as in Tetris but I realize it doesnt fit TKB to allow only one HOLD. So now the experience should be smoother. And congrats on the highscore!!! I had reached 5000 something but didn't think 7000 was possible, impressive!!
I'm impressed by the concept, it's really interesting and deep. The androids and the cat make me think of Thalos Principle, cool reference! Only downer for me was the music, I don't think it suits the game really well. But apart from that, that's a great entry!
I could only play the game but the game is already fun and I can see of the multiplayer is even cooler. I'm impressed with all the coding that the Android-PC required in just such short time. And with the post compo version I can see what you were aiming for, the feedbacks are really cool and I love the art style. Really nice and innovative entry!
Cool little game, the addition of the narrative is a really good idea. I've encountered a bug with a piece that looks like a square with a hole in its center and small t shaped attached to it. I selected it and couldn't place it nor change for another piece. But apart from that, that's a cool idea, well executed!
The key art is great and I really like your concept. In its state, the game sadly isn't really fun. I guess it's too hard too quick, you should have a difficulty ramp. Also, the game lacks a lot of feedback and it's not really clear where to drop the people you save because they tend to keep running towards the pool of water. I'm sure with a bit of balancing you could come with a fun little game to play. Keep up the good work!
Cool art and really nice music. It's a nice take on the bullet hell theme, quite difficult. I guess you could have more feedback when you get hit or hit an enemy, like the typical white blinking.
Really cool experiment, relaxing and very polished. I especially like the small details, like the irregularity of the light bouncing off the record, or the record not spinning in a perfect circle, just like with a real turntable. If I had to say something, I wish there was a feedback on the interactible parts. But that's already a cool entry, with a nice take on the theme.
Really cool entry. I didn't expect a rhythm game given the aesthetics but it was really engaging with a nice increasing difficulty. Solid entry!
@baumwollaugenjohannes hey man, the other half of the duo here. I let Flavien answered you the first time cause he has handled the whole submission/community management thing, but since you're being an ass over the poor guy, Im intervening. Dont talk about Tiny Kingdom Builder, a game I made on my own 2 years ago when Flavien and I didnt even know each other, it has litterally nothing to do with it. Go and do some games, go and build experiences for other players to enjoy, go and be creative, instead of wasting your time (and ours) over what I can only interpret as petty jealousy. This pissing contest attitude is what's ruining the jamming scene, be better man.
Cool idea, like Lara croft Go meets Sokoban, and top notch aesthetics. I didn't get any sound though, and some BGM music and SFX could make the experience even greater. You've got a nice increasing difficulty/set of mechanics and it was nice to play through all the levels.
A bit rough around the edges, and the UI/UX could be improved quite a lot (hard to see with what you can interact as there seem to be different signs), but the mood and the fact that it feels like a small open world is already a cool achievement. Could be great if you added more meaningless interactions to make it feel more real.
Really intriguing narrative setting, it had me hooked up from the beginning. The writing is pretty unique and combined with the art and music, it gives a cool KRZ vibe to your entry. I wish the game UX was better designed though, maybe with some hover feedback, typewriting effect, words emphasized (color/bold). It could make the experience less rough and attract more players.
Music with a no for me, but the gameplay and the idea is so cool I had to keep on playing. I'm impressed by the innovative take on the theme. Is it endless? Thought the game would stop at the end of the track but it didn't... Could be great to add some increasing difficulty.
The aesthetics is amazing. I like the idea of the dotted line feedback to indicate the player's progression, and seeing how the level is built in the back is a really nice addition. The jumping felt a bit floaty and the game stuttered several times, making it sometimes difficult to adjust your timing/hitting. And the music is super nice too, love how it's rising in intensity throughout the game. Congrats!
Really cool humor, it was fun getting down every road. The art is pretty cool too and the writing on spot. Had to turn off the music though :)
I did manage to play it a bit on my own and I have to say it's simple, but really effective. The art is really great, cool vfx too. I think some SFX and a bit more juicyness (screenshake, bigger explosions) could bring even more fun to the party.
@fishtaod which platform would you like to try? it's our first game with UE4 so we're not confident about anything apart from Windows but we can try building for Mac or Linux
@fishtaod @kvebox sorry for the wait, we've been pretty busy this week but I managed to upload a Linux (not tested sadly) and Mac (tested but without shorelines) build. We hope you can enjoy the game!
@bufuak Thank's for your comment. It was our first jam with Unreal (we're pro gamedev using Unity on a daily basis) and it has been quite a ride. We definitely lost at least half day fiddling with Git and Unreal but we're pretty pleased with the result, though we wish we could have done more.
Took me a while to figure how the conveyor belts were working, and I think the red arrow might be the culprit here, being the same color at the object destination. But when I got everything figured out, it was really fun and pretty challenging, yet addictive. Nice job!
Three games for the price of one! I like how you manage to find the time to wrap everything around a narrative with dialogues and characters. A bit rough around the edges but you got a pretty solid entry!
This game has a lot of depth, congrats! I managed to stack several files on a same tile and I'm not sure if it's intended but if it's not, I didn't get how to free spaces. Unique idea anyway, good job!
It's a unique and really impactful interactive experience. The most meaningful entry I've seen, that's a clever use of the theme. I think it could be even more impactful if you managed to add some kind of mechanics that would add consequences to the choices we make, but that's not easy to do, let alone in 3 days!
The driving physics is just perfect, reminds me of Destruction Derby for some reason. The fact that there are shortcuts at almost every corner makes for a good replayability. I played the HTML5 versions and some freezes here and there made the experience a bit less enjoyable, but apart from that I had a blast. Congrats!
Surprisingly fun combat thanks to a really clever enemy design. The different combinations of foes and level design made all encounters unique and gradually more challenging. You even managed to squeeze in some narrative elements, it's a pretty solid entry on all fronts, congrats!
The art is pretty unique and I like the concept, reminds me a bit of Krusty's Super Funhouse on SNES where you have to lead the rats to their demise. Or a reverse Lemmings... Anyway, that's pretty innovative, congrats!
Cool take on the Tetris formula. I like how the physics will help trigger some crazy chain reactions, it was fun to see it happening! Nice job!
That's an encouraging start. With some progression and some additionnal player mechanics you could really hook up the player. Keep up the good work!
The freeze frames when getting hit might be a bit overkilled, but apart from that it's a tense nice little game. Weapons have a cool game feel and it's hard not to keep playing. Congrats!
I was not expecting to be that addicted to a simple maze game. But you made the right choice and being under water was punishing enough to make the player rush but not too much to become infuriating. And every time you encounter a climbing stair was like a small victory, really nice feeling!
There's definitely some potential here. Balancing the gauges while keeping an eye on the mini map can be fun, maybe with more feedback and a more straightforward way to equip/unequip modules.
Cool little game, the mood conveyed by the art is really on point. I found the difficulty curve to be a bit steep but it's a nice entry.
Pretty addictive little game. I'm usually not a big fan of bullet hell but the gamefeel and the neat Downwell-like art direction got me hooked up more than I would have thought. Nice job!
Nice twist on the Pong formula, it's true that the AI could use a bit of improvement but I had fun with it already. The art reminded me a bit of McMillen's work, it adds character to the game.
Nice production value, the art is stunning and you added a coherent narrative around the concept. Once you get the hang of the gameplay, it becomes more fun, but at the beginning, maybe the game is lacking a bit of feedback to understand how close to objects you must get without being hurt.Anyway, cool entry!
A mashup between Sokoban and Asteroids, that's a very unique and cool concept. I got pretty hooked up by the gameplay and the main loop of earning money for the next level works really. A fun little entry you got there, congrats!
Cool little building game. I got a few bad draws at first that prevented me from doing anything. But then when you have some "good" draws, the game seems a bit too easy. But apart from the inconsistent difficulty, it's a nice and well produced entry, I could definitely see it expanded with more mechanics.
Simple idea but pretty cool execution. The level design can be challenging, maybe because the controls can feel a bit stiff. But the light consumption rate is not too frustrating and lets you still explore. Keep up the good work!
Really fun game, having to manage the enemies while repopulating the floor makes it really addicting. The sound design is also quite impressive for a game jam. I think the game may be lacking some visual feedback when getting hit, especially when it comes from behind. And some health points could make it a bit more pleasant for less hardcore players like myself :smile:
I really like the idea behind your game. It somehow reminds me of a minimalist Sea of Thieves (or the most recent Ship of Fools). It sure could use some polish and a bit more production value, but I think it's a cool basis you can easily build upon with more mechanics and things to do. Keep up the good work!
Wow, the art is amazing. That combined with a cosy music and a nice sound design, you have one of the best mood I've seen so far. The game is a bit difficult but I guess it may be due to some missing feedbacks. Really unique game anyway!
I suck at parallel parking as much as in real life :smile: The physics seems odd at first but then it's pretty fun to roam the street and try to park. If I had one suggestion, I would have put the rotation's pivot anchor more to the front to mimic a real car more.
Cool and innovative interpretation of the theme! The pixel art is impressive for a jam entry as well. I think I managed to clear the red area several times but nothing happens, don't know if I should be doing something else. Also, it seems that when standing still on the right part of the level, you never get shot. But don't fix it or else I'll be way worse at it :D
I really like the progression on this on: you can start without any instructions, the goals are pretty straightforward, and then you gradually introduce new mechanics and after 5 minutes you're almost in a state of flow juggling with all the packages. Cool entry!
Wow, first time I see a Pikmin-like game as a gamejam entry, that was pretty ambitious. The game is a bit rough around the edges but I think it works great and it's engaging enough to want to do another try and make a better score. I really dig the music also, for some reason it was not looping though. Nice entry!
Nice aesthetics and music, really soothing mood. The gauges remind me of Reigns, with more granularity to it. But in the end, I was just looking at them and not at the beautiful planet :smiley:
Really great atmosphere you got there. As others have said, the difficulty ramps up too quickly, and I think there should be more moments of calm, maybe with special zombies that explode when dying and kill everyone around them, or some drops to get better but limited weapons. You've got a solid base I think and iterating on top of it should bring a great game. Oh, the nice detail that you transform into a zombie when you die is cherry on top the cake!
Cool concept, nice execution with a lot of gamefeel (kudos on the sound design). For some reason it was a bit laggy after a few minutes of play but it may be my laptop. The progression system makes it even more addictive, really great job!
I had a hard time figuring if making the planet grow was a good thing or a bad thing. The description suggests that it's the goal but the bigger the planet, the more unplayable and random the game becomes. Maybe with an offscreen indicator to where your spaceman is it could be more interesting. That's a nice base of a game, you should try keep on iterating on it.
As others have said, I think the main thing missing is some feedback on the attack (an animation, some particles) and on hit. The doors were a bit too hard to spot as well but the main character sprite is pretty good and well animated. Keep up the good work!
Really unique and relaxing atmosphere. The art and sound design complement each other nicely. I had a hard time figuring out some rules of placement (it seems sometimes I was able to place parts over existing ones and replacing them, and sometimes I just couldn't) and the random draw was a bit frustrating on some runs, but it's so addictive I just kept on playing for more. Congrats!
Amazing what you managed to squeeze in in just 3 days. The art is really cool, the music too. Narrative didn't click for me and the "puzzles" were too simplistic to offer a proper challenge, but I still had a good time reaching what I think was the good ending.
This game is so polish: no bug, cool animation and presentation, cozy music, clean pixel art. The difficulty ramps up nicely and the addition of new mechanics made me want to progress further. Great job!
Took me a while to understand how to play (I think the UI/UX might be a bit misleading about what is clickable, what is important information,...) but once I had it all figured out, it was a nice puzzle/optimization problem. The music fits perfectly the mood as well, I had a really good time playing your entry.
Really impressive pixelart and production, the screenshakes, the SFX, everything gives a really polished experience. While the mix between tile placement and shooting phase sounded promising, it becomes dull quite fast, maybe because the user can really do anything they want: I placed all enemies spawners in a line and just had to shoot them without even moving. Maybe adding rules to enforce tiles placement in certain ways, or adding random tiles around which you have to build the level could be more interesting. Anyway, really good entry, had much fun with it!
Took me some try to get the drifting right but when you gotta the hang of it, it's super fun. Nice production as well, the art fits the sound design and I like all the feedback you've added, gives the game some juice. Great entry!
The best entry I've played so far. Simple yet efficient game design, cool pixel art and juice, fitting sound design. You have the foundations for a great game, with more weapons, enemies, maybe additional mechanics around light. I don't know if the main goal was just survival, but I think having to explore in order to find the exit of the level could give an additional incentive to the player. Great work guys!
@karlo5o hey thanks, you just pointed me to a game breaking bug. It should be fixed now!
@airwaffle thanks for pointing out this bug!! The cost should be the one displayed on the button, but even like that, it's true that the endgame is less engaging. Balancing a game in 3 days is pretty hard :sweat_smile:
@johnsensei "Entice" is a bit like when you buy new cards in a deck builder game. I wanted to keep the metaphor of you running a travel agency and them being your customers, so "recruit" or "buy" didn't feel right. I've added instructions to understand how the game works cause it's true it was a bit obtuse. Thanks a lot for you comment!
@sean-esopenko Wow, thanks for the super nice comment, I'm really glad you liked it so much!
@smiley405 The particle sprite is just one simple white cloud shape. There are actually two emitters, one with a color gradient from red to black (through orange and yellow), and one with just faded white for the smoke. What sells it is that there's an invisible plane to make it like the smoke/flames are actually stopped by the ground.
Really cool concept and execution, at first I was afraid it would be too difficult but I beat it on my 3rd try. The base is really solid and there are so many ways you could expand on it, with upgrades (I wish the blade's range was larger!!), pickups and such. Nice job!