Operation Un-Stable by TheHansinator 2021-10-13T03:51:55Z
straightforward interpretation! I enjoyed this game, it almost felt like a rhythm game towards the end with the timing being so close to allow for hitting all the stables that spawn. nice!
Foon → Ludum Dare Explorer → Users → Reulan
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | 👥 | LD55 - Ritual of Cards | jam | 1142 | 2.86 | 2.64 | 3.22 | 3.65 | 2.29 | 2.22 | 2.63 | |
| 2023 | 53 | Delivery | 👥 | Internet Delivery Y2K | jam | 3.08 | 2.33 | 3.41 | 4.08 | 2.58 | 2.00 | |||
| 2022 | 50 | Delay the inevitable | 👥 | Majellan | jam | 648 | 3.55 | 3.38 | 3.53 | 3.70 | 3.32 | 3.23 | 3.02 | 3.38 |
| 2021 | 49 | Unstable | Spellblade Legacy - (2D deckbuilding-lite adventure RPG) | jam | 1446 | 2.80 | 2.78 | 3.15 | 1.93 | 2.61 | 2.88 | |||
| 2021 | 48 | Deeper and deeper | Spellblade TD | jam | 2.00 | 2.00 | 2.25 | 2.00 | 2.50 | 2.00 | 2.50 |
straightforward interpretation! I enjoyed this game, it almost felt like a rhythm game towards the end with the timing being so close to allow for hitting all the stables that spawn. nice!
Awesome entry the amount of permutations and randomness was quite fun!
https://ldjam.com/events/ludum-dare/49/spellblade-legacy-2d-deckbuilding-lite-dungeon-crawler
A game inspired by Slay the Spire
this definitely shows the unstability of the patients, control scheme fits the theme as well :D
planet variety was nice to see. menu design simple and intuitive, graphic direction was awesome
Thanks for the comments!
@nyles I agree it's confusing for sure without tooltips. There were a few systems I still have on the back burner, but was not able to get them into the game in time.
@piw agreed, there are lots of systems implemented, between guilds, talents, abilities etc, but the game does need to have a clearer workflow and have more information visible but presented in a minimalist way.
I also think my concept of "unstable" was under represented across the zones, but it's an unique effect per zone which affects the player in combat.
Agreed it's not a Roguelike in it's current state, I think more tuning and balancing and progression carryover systems would be needed to get there. Thanks for playing!
@as-you-like-101 Thanks for the comment! I'm glad you thought it was fun without much direction.
@maxathon I've uploaded a new build of the game that starts with instructions on how the game systems work. I realized while making it that is a lot to describe, there is one page for game navigation, one for player systems and one for combat!
@essarrgee Thank you! I definitely went systems overload for this game jam :D
@skyward4d I've simplified the stat system and took out a few systems, additionally all player stats now have labels so it's easier to identify!
@kit-gorn Thanks so much for the positive feedback, I want to add tooltips eventually for more information allowed on mouseover.
@frickinlaser I know it's super overwhelming - something i'm working on simplifiying, but glad you were able to have fun after reading a bit more into the game!
@chesiq haha, went programming overboard :D - I did have some existing code laying around that was the basis of this project.
@fractale Agreed, working on reducing screen clutter and highlighting areas that are more important.
@varundevs Thanks for liking the idea! I definitely would love to collab with talented artists in the future, but programmer placeholder art by myself will have to do for now :D
@yopox Ah yeah regen is not super clear, but you would regenerate HP equal to your regen stat, this can only be applied by Rejuvenate status which the Familiar Cat, Regen Leaf and the Rejuvenate skill can provide. Thanks for providing these bug reports! Adding a save feature is definitely something on the list to do, having a game like this persist so you can reload and take breaks would be great! - sorry about the crash!!!! i'll duplicate and see what went wrong :( Thank you so much for your detailed feed back!
@yopox I found and fixed the game crashing bug you were talking about, thanks for the heads up. It will be in the next upload.
@zimny11 I appreciate the constructive criticism. I have changed some of the UI highlighting and colors in the UI so everything does not blur together. I also made the player health much more emphasized.
@doc-kaos Each time you finish a normal combat you have a chance of getting a healing drop. If you have Tier 1 of the Restoration guild you can heal for 20% of your health every 4 combats. I have added more sources of Regen and updated the healing system a little bit, additionally the new ability Regenerate is available.
@kack3y Each of the zones is undergoing an unstable effect, and at the end of the turn my intent was each zone does a different effect (damage on end turn, energy drain, damage when playing card, full block removal, etc.). I decided to remove this system for the time being to focus on completion of the core systems.
@negator2vc Overload!!! Thanks for the positive reinforcement here, if you are fan of roguelikes I always think of Tales of Maj'Eyal as my favorite information overload rl :D
@shea-kelly Thank you! I've been trying to get better at art personally, but still leveling up my photoshop skill.
reminds me of reigns, very fun gameplay and I enjoyed the aesthetic!
i counted 8 physical steps in the animation :D
for 9 hours it's a good concept to go off of, the interactable are there and I could feel this becoming like a point+click adventure but with some real-time moments
for the time constraint i think this is solid!
really impressed by the graphics on this one, liked the retro old-school sim-like tile placement for the ramps and vehicles.
was a bit confusing at first, but after seeing the first avalanche things were more clear
this game definitely hits the nail on the head for theme. the minimalistic but easy on the eye artstyle was pleasing to look at. the audio design was a knock out of the park too, it seems like spatially aware audio and hearing the patients and alarms go off all at once got suuuuper chaotic, which really sells the overworked part in the title of the game. great submission!
+1 for the nostalgia, very cute baking simulator - fair amount of recipes and impressed that the whole baking process could be codified and visualized this way
relatable after seeing plants perish, i did like the multitasking aspect. i tried to stay to a quadrant or two so I could accumulate upgrades overtime. I liked how many things you needed to be doing all at once, stressful in a good way
was a little bit creepy at first, but the humor eased me and I found it pretty enjoyable.
the art aesthetic is 100%!!! very unique and eye catching
fun tower defense, i liked the double power increase glowing effect. i haven't seen the ranged based pricing which was cool to see.
incentives making far away towers and upgrading them rather than clustering bunch of low cost towers in a group :D
simple concept, but goes sooo far. really like the way the bullet is the main mechanic of the game avoid baddies chase bullets to collect so you can reload. line them up when you can and go for the piercing shots.
really love this old school top down GTA2 or Alien Phobia type vibe but mixed with the classic concept of a gunslinger and time-slow mechanics similar to SUPERHOT. wonderful!
TD's are one of my favorite genres! On my second run I discorved you could stack towers in this game, it really made holding out feasable for me for several waves of purple minons had about 12 energy spare with 7 towers up at my peak. and then the inevitable... (tower stacking reminds me of of school starcraft or warcraft3 custom maps with lights on/off which allows to toggle fog of war to trick the game into placing the structure on an already built tile) was so much fun!
was able to get to escape attempt 10! would be great to see high score of all time persist through runs
I enjoyed easing into the setting. The unique combination of mechanics and it does invoke the theme well. This is a cool hybrid game style that is really fun!
nice artwork and humor, the intro was very amusing. when you press F5 then you REALLY know this game goes deep.
love the glitchiness unexpected factor in this game
this was a curious game, i saw rougelike so I was definitely in from the get go for replayablity which this game has. the concept of knowledge next revealed after the inevitable makes sense
good for those who like puzzly crafting
this game has so much potential given it's current complexity and nuance involved in the crafting. really good baseline for a survival, crafting, gathering and exploration game
I really liked the take on the theme, making dinosaurs prevent the inevitable asteroid collision!
fun tower defense, enjoyed the auto-mining aspect of the game too
the 2d enemy rotation in the 3d player world is pretty trippy especially with the black and white art. gives me old school doom and wolfenstein vibes but combined with a quick draw iaido single slice sword attack dash. this is really fun!
took me a second to double jump but after that kept going up and up and juggling between enemies or platforms depending on what maneuver i needed to take
fun game, took me a second to figure out how to micro my character to swipe 2 enemies at once. i quickly learned to avoid the armored generals until i'm stronger.
had a lot of fun, awesome work has a good basis to go off of
woo 3101 saved!
this was pretty fun after a few runs and figuring out what the deck contained and what combos I could do.
if the enemies had a red tinge vs. the gray background i would of immediately been able to distinguish the two sides. it took a bit of reading after a positive information overload. this is totally my style of game!
this reminds me of a really really old school game I used to play called Alien Phobia (on like DOS or something), was a huge nostalgic trip back to that game for me
awesome! btw the theming for the itch.io page matches really well
Really awesome to see that you've done the full solo-dev treatment for the game, coding, art, SFX, music all put together from a single mind - really inspiring!
Good dungeon crawler atmosphere, I did explore most of the cavern and destroyed most of the monsters before the final room with the cat. I wonder if in another version you would add stat tracking for monsters destroyed, floating combat for damage dealt, and a victory screen when the mail is delivered (maybe make the enemies disappear too when you win).
the little cap bouncing on the player hero was a nice touch, and all the sprites + their AI seemed all different and unique!
I like this take on delivery! Only three choices, but there is a timer so you have to think quick on your feet. I really like the quiz-approach to this game, wouldn't of thought to use pre-existing geography knowledge as a core gameplay mechanic. Very cool! - 78 for the score :D
This was a fun deck-builder take on the delivery genre. Reminds me a lot of a delivery themed Slay The Spire! Awesome job!
The paper craft style of your art assets are amazing. This feels like moving around using handmade scenery, so awesome!
Enjoyed this game, really like the cutesy vibe of various fruit and desserts. The actual ritual and summoning circle and accompanying sounds really hit the summoning theme very well imo. Awesome job!
Really enjoyed the keyboard mechanics needed to play the game. Really reminded me of helldiver stratagems or old school cheat codes that would require directional input.
Great concept reminded me of a old school flash tower defense in a way. This was a great experience!!
Day 2 got pretty tricky, a lot of multitasking! Creative and funny idea, reminded me a bit of an old arcade game.
Really amazing art in this entry, really felt like a summoning from the dialogue scene and the game scene with the ritual circle.
The older school cell phone and the clipboard were nice touches to give a more analog feel. Well put together for the jam, solid entry here that gets the point across in several different ways.
Fun Vampire Survivors like, gives me more of a roguelike tile base movement or a tactics game feel which I enjoy. Having armies of various goblins and skeletons are great.
Really hits the summoning theme, really awesome models and music that tie in for the well done jam game!
For future content would be nice to get to the status quo for xp crystal types and getting more abilities or passives. Really good base system that could be expanded on for a great game! Good job!
@JudJudson Yeah we are both fans of seeing long combos resolve and having fun card interaction between the different elements. I personally would love to make more cards and add some mechanics (like mana gain - which was discussed for the water element but not added), having a deck of 10-20 cards per element would really mix up the variation!
@Kseniya thanks for the honest feedback, we are both programmers and don't have much art experience and it really shows... Lots of animation and board readability ideas were discussed but we couldn't implement them in the scope of time we had unfortunately.
@nathan Thanks for the bug report, yeah we had some issues with resolution - but this was just hotfixed and the resolution scaling should work now! Glad to hear the game was intuitive, we really just wanted players to craft a hand of cards that would be fun for them to see play out.
@lehmy Yes, we actually have 2 coded mechanics that allow for deck manipulation though they were both scrapped. One was "burn" where you could burn a top card of a deck once per turn. We also had a deck reshuffle feature below the end turn button which allows you to reshuffle all decks twice per game. (reimplemented with the resolution hotfix)
I really enjoyed this gameplay a really cool take a 2D Hero Army manager, more tactical slower paced Dynasty Warriors. I wish the hero could be upgraded more to try a maybe hero-only run with combat magic or fighting skills. Or maybe go more support aura and effects that boost your army units.
I was play around with hotkeys and found what I assume give exp, give a army upgrade, give a treasure chest reward. Great game!!
Really fun concept, good art seeing the various sheep types and I really thought it was a nice touch to have a wolf creature lead the pack. Power ups feel good and then the gates you choose to increase/decrease your herd is a good decisive way to play the game and steer left or right.