FoonLudum Dare ExplorerUsers → ristoretto

ristoretto

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
202148Deeper and deeperDream of the Glowing Umbrellacompo6273.203.153.062.963.733.282.413.34
202046Keep it aliveFridge Helperjam13713.433.413.504.063.583.523.09
201945Start with nothingRevenge of the Wafflesjam6813.343.392.801.913.763.973.26
201944Your life is currencyAging Toadsjam6043.383.093.003.063.473.38
201842Running out of spaceAstro Spiderjam4343.543.523.562.702.982.183.14
201740The more you have, the worse it is👥Easter Hunterjam2.502.002.002.503.002.002.502.50
201739Running out of PowerArgonjam3253.503.552.722.833.333.333.22
201738A Small WorldToxic Isolation (VR HTC VIVE)jam
201637One roomThis Room is Minejam8712.532.073.132.802.333.0728
201636Ancient TechnologyStoneTablejam
201635ShapeshiftTarget Microglialjam6183.163.002.962.793.583.172.373.3348

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 ristoretto

LD34 — Two Button Controls / Growing

Unknown by Eshford 2015-12-15T16:53:00

Well made!

I found a bug: you can press both buttons at the same time and still get a hit.

LD35 — Shapeshift

Shape Thief by frogcheese 2016-05-01T09:50:00

Cool game, I especially like the controls on the blue monster, when its only possible to move while jumping, and you shoot bullets from both sides.

Some of the things I noticed:

you can't drop through the bottom platform,

its easy to get Spawn killed by the blue guys(they stay where they are when you die)(maybe add a longer invincibility after death or have a fixed respawn point where there are no enemies, like in the middle of the air).

there is something strange with how the animation changes on the main form, like you cant jump and shoot and hardly move and jump.

would be cool if there where other monster types, like something small and fast, or a flying monster, might complement the other slower types.

I like how the game play flow "shifts" while you clone different enemies(also how you get extra life from the forms and the countdown). And nice graphics :)

Pursuit of Vengeance by Markus Brand 2016-05-01T10:18:00

Cool game!

Some of the things I noticed:

The movement starts a little to slow.

I like how it plays when you start to build up some speed and change form between land and sea. The only problem is that when the helicopter comes closer, its almost to punishing to change form because of the slowdown in between.

The bird feels almost to good all around... One idea I got is to have the eagle as the default form and then changing to tiger by holding q, releasing it changes back to eagle, then holding e will change to shark. in that way you are the eagle in between land and sea but change to the other forms on longer parts of land or sea.

Also I think it will work better to move forward automatically, and just having the move right and left, and shape shifting buttons.

Nice flow with the music and nice touch with the astroid belt and the sun in the background :)

(also nice setting with the brother in the helicopter ;) )

Shapin' Up by kik0729 2016-05-01T12:22:00

Nice game play and music,

I also especially like the score screen, very clean, you clearly see what score you have and its not in the way / distracting during the game play :)

Punch Drunk VS Geometry! by LevieDAudio 2016-05-01T11:28:00

Cool game

I think I die a lot more in the beginning, because I expect it to work like guitar hero, to hit every note, instead of just switching. (negative transfer) But I learned it eventually.

I like the idea about the shields filling up but

when you get off sync its hard to get back on track. I'm not sure exactly why but most of the time on (level 4 and 5), when I would miss one "note" I would have problems to get back on track again and lose a lot, if not all hp/shields.

I like how the dialog and tutorial is presented, while the game is running, it works very well.

nice game play and music :)

KillCubeler by theStartlestare 2016-05-01T12:15:00

nice graphics, I especially like the raining effects.

I had some problems to see how close you can get to the enemies without them spotting you, might work with a marker for their filed of view, like in metal gear.

Greenvasor by jakass 2016-04-22T17:35:00

Cool game! I like the idea of ahving the machines building factories which poisons the nature, a kind of chain reaction. It took a couple of tries to understand what to do and what to shoot, but it was pretty easy to play after that. Maybe having some kind of blinking aura around the tractor and the factory tower to indicate that they are destroyable?

I was thinking about how to make the game more challenging, one idea might be to spawn the player in the middle of the level, forcing the player to go forth and back between the different sides, while they are rebuilding.

Also nice to see the time lapse :)

Karma Guardian by Dege 2016-05-01T11:50:00

I like how you get minus karma by attacking the circles that are just hanging around! and how the the enemies bully them around...

I think the core game play: ex combat and how the enemies spawn needs to be tighter, Im not really sure how.

I appreciate the xbox controller support, some things I noticed,

I would hit right all the time, I think its because of the dead zone on the controller. and hit left with pointing right with the right analog stick.

And I have pause on the right trigger. I think that's because of how the 360 controller is mapped differently on platforms, I'm on windows. you can fix it by checking what platform the players on and then change the buttons.

Cool idea about changing form by reincarnating :)

Biological Warfare by Patomkin 2016-05-01T12:45:00

I just want to add, I really like the mechanic how you lose the heart when you get hit and try to collect it afterwards. It makes the game feel more fair and creates some interesting situations, should I run after it or wait.

Shape Shifter Match Maker by schizoid2k 2016-05-01T10:47:00

Cool concept and it feels polished with the 3D effects, looks simple and effective.

I like how the the difficulty ramps up by adding more shapes to fill in, but it feels repetitive to make the same shape 3 times in a row. It might work better if you add extra shapes to copy, ex shape 1 triangle red, shape 2 sphere blue. then the player copies first shape 1 then shape 2.

Also I prefer one button for triangle, one for cube, one for sphere instead of cycling between them. But I think its just a matter of taste.

overall a elegant game :)

ShapeShifter by furyan 2016-04-22T17:53:00

I like the shiftshaping mechanic, but tbh I'm not sure when it was possible to change shape, might have been a bug, I'm not sure but sometimes it just did not work. Anyway I would have loved if you could change shape while the other is reloading, so it kind of forces the player to mix up the play style.

I think it would have been easier to play if the game was more zoomed out.

Also great work with the art, I especially like the animation on the cowboy :)

ShapeDodger by Djapz30 2016-04-22T18:41:00

Great game!

In the first 10-20 tires I did not realize that you could only pick up the power ups in the same shape as the player, I just thought that they had a really small hitbox.

The green and yellow shapes looks to much alike, would be nice with more contrast.

I agree with Ghust1995 that its easier to not change shape, especially because the gray shape in between. I also never realizes which order you changed the shape in. I would have preferred to have two different states changing between two shape with one button or 3 states with 3 different buttons.

otherwise I like it a lot, got 90 points with a game pad :)

ShapeShiftSaurus Rex by rhastapunk 2016-05-01T12:04:00

Very charming, not the forms you expect a dinosaur to change into :)

tbh I had some problems to remember what forms to use against what dinosaur (except the salt against snail... :)). Might work better to have the tutorial to be playable, or have smaller levels, first using only 2-3 different forms then adding more of them gradually.

also nice art and sound effects :)

Joan Aparicio Casamada by Imdeeo 2016-04-22T17:13:00

The movement are a little slow(I only played to the first leaf, I could not get past it...). I like how the caterpillar bend, but its a little hard to control. The controls worked a well on the trunk of the tree, might be interesting to have more of them.

Also I'm not sure if its possible to play unity web player directly from google drive, but I had to download the file to be able to play.

Get Out! by jakkarn 2016-05-09T19:19:00

I really like how it feels walking through the level and trying to rotate the camera to see where the other shapes are and to find the right path of hole for that shape. It almost feels like peeking into a dollhouse.

I think that it would be better if at least some of the shapes don't fall down to the next level, maybe by moving them to a fire escape. because the number of shapes really builds up after the first 2 stages.

It would also be cool with more thematic texture, like having interior props, and maybe having some of the shapes talking, in text like in rpgs, but not pausing the game.

I agree with the other comments that the controls can be more smooth, but I really like the prototype, and there's a lot of interesting ways to take the next step :)

LD36 — Ancient Technology

Temple Build by Bioloid 2016-08-31T18:44:00

Really cool game, I like it! Heres a list of feedback:

The file player_win_x86.pdb and player_win_x86_s.pdb in the unity folder can be removed. These are just for debuggin.

escape to quite?

Would be nice with ingame control instructions.

Scroll the screen with wasd or arrows?

I would like more different forms on the part, something square like, shorter pillars, and a smaller roof top. Would also be cool with some kind of statue.

Also it might be interesting to randomly give the player a limited number of parts(3-5), to make the game harder and varied; limitations leads to creativity :)

With more parts and a little of survival mechanics I can see myself spend a lot of time with this game. If you continue to develop the game let me know :)

Archimedes' DEATH RAY by Chris0903 2016-08-31T18:58:00

I really like the games theme :) Some feedback:

Its very hard to hit the ships when they are getting closer.

Its works to have all of the ships aligned in the back, one alternative might be to have the sea like a sphere and let the ships sail over the horizon. Like how you move in mario galaxy.

Also the sound effects are a nice touch.

LD37 — One room

Little Knights by Serval Games 2016-12-25T18:34:00

I like how the narrative fits into the game, like how you play some screens (the game play make me think of limbo or oddworld games, with trial and error platforming in a world with progression and a lot of check points), and then have the narration in between. I agree that the game play could be more developed but I really like the flow between game play and story, its pretty hard to create :)

It Only Gets More Cluttered by mortus 2016-12-25T21:10:00

Very interesting!

I took some time for me to understand that the position of the balls was not part of the layers selected.(I was first thinking that each layer had a ball which would activate it, then that each level had a "ball slot" which would active the next selection)

It might be a idea to show all different layers in the room as wire frames in different colors to make it more clear how they relate to each other.

As long as its possible to make some easier introduction puzzles I think this could be really great :)

Quest of the Wizard by Linear 2016-12-25T20:36:00

I really like the idea about moving the doors, feels a little like the movie howls moving castle :) It was hard to figure out if I should explore more in a room or move into another room to find some other item to be able to continue. Add that the limited health, how you respawn with little health, and how the enemies which I killed earlier also respawn in all rooms...

The game feels really cool, but I wasn't able to figure out/ survive to experience all of it :)

The Shifting Theatre by TajamSoft 2016-12-25T18:13:00

Nice background music, I had some problems with the wall jumping, I think its because it continue to jump when I hold the button. Nice levels overall, and I like the screen transition :)

Falling Dungeon by PixelStuff 2016-12-25T19:01:00

Cool idea :) I think it might work better to have pieces with different forms, like in tetris, or just bigger smaller rooms, or long corridors, because you have to stack a lot of rooms to get anywhere in a different column, and might create interesting domino effect when pieces are destroyed.

Death Dash by kepons 2016-12-25T19:23:00

Really nice :) Some thoughts:

Blood effect - in meat boy all of the level gets red pretty fast, but here, because the background got red, it was more precise, and added up for each transformation.

Number on the level - Might be a idea to add a number, about the current transformation.

Additive level design - I have tried to do something similar, but only between smaller levels and its hard, but it works well here, well done :)

highs core 1:22 with controller, on the other tries the last level took a lot longer, like 1 min + 4 on the last level.. :)

LD39 — Running out of Power

Power Down by harark 2017-08-21T15:11:55Z

I like how you try to navigate and do the dance dance revolution at the same time. I also like when the power run out and I just stand still and turn off the engine for visual and sound, and then power back up.

That said, the pace was very slow, I would have liked smaller levels with more choice. And maybe some voice overs would fit well?

I got the turn on engines on 1,2 but didn't get what the space button did.

Cool concept overall :)

Robo Drainer by Hjalte 2017-08-11T15:11:22Z

* I really like how the game start with the player next to the bed of a dying person, and how the e button lights up and you try to press it and transfer energy to the machine. It really explains the goal of the game very well.

* The platforming needs a faster jump and the level need to fit better to the height of the jump

* I like how the bodies form the robots are left when you have drained them, it feels a little strange to move them around, but its nice to be able to jump on them.

* When you fall of the world, it should respawn the player or restart the game.

* Nice art and animations :)

Mech Core by ShadowyXP Games 2017-08-21T21:45:49Z

Nice :) I like the details like how the base in the middle also displays the hp / power and how there is a electrical currency going between it and the player.

I just realized that I only make hard games :D it felt nice to not have to have slightly longer play sessions, then 15-30s. Highly playable :)

Rude Bear ReRPG by alexrose 2017-08-21T15:47:17Z

Nice art and setting :)

Also cool combat system.

When there was more then one player/enemy on the screen I prefer to have a specific button for attack / defend / spell for each character.

And it was hard to see which character the enemies was attacking, might work better on a topdown grid, or with ex 3 different layers.

But cool concept :)

Battery Box by mrnannings 2017-08-21T22:08:38Z

Wow! really solid gameplay! is this game inspired by some other game? if not, you should really continue developing it :)

I first played the game with the mouse, I really liked it, didn't play like anything I have tried before. I then tried it with the gamepad, it was smother to control, but felt no so different.

I think there should be more batteries on the level because if you pick them fast there is nothing more to do then to wait, and around 400-500p you will die because of the power drain and theres no way to pick more batteries no matter what you do.

I like how the batteries are pretty close to the base, so each "run" is very short. Great game :)

Ludum Dare Simulator - Click your way to the top of Ludum Dare leaderboard! by Nufflee 2017-08-21T15:25:17Z

Cool game :)

It was a little to hard, I completed it but started to use a double click button on my mouse about half way thought, which made it a lot easier.

I like the complex when I want to complete the game but it feels to slow so I start to want a better hardware and focus on generating money instead to make things more efficient. But I guess its really just better to work more on the game in the first place, feels a lot like real life :D (Did the upgrades do anything at all?)

Running Out Of Power Plant by oakus 2017-08-11T14:29:01Z

* Nice graphics, I especially like the smoke and glowing radiation. * I think the controls need a little tweaking to give more control to the player. it works well to move forward but when I tried to slowdown by pressing backwards most of the time it would had the character fall over and die. * I like how the character moves forward and backwards in the wheelchair while you move around. Cool game :)

Battery: Critical by GroverTheGrovekeeper 2017-08-12T21:06:58Z

quite evil looking enemies :)

I agree that the camera is a little off. Heres a article about different cameras in 2D games, theres also a talk which is linked in the beginning. One easy solution would be to just offset the camera so the player is always in the left corner. (http://www.gamasutra.com/blogs/ItayKeren/20150511/243083/Scroll_Back_The_Theory_and_Practice_of_Cameras_in_SideScrollers.php)

I had some problems getting past the 25 energy door :)

Drain by morphine 2017-08-11T16:36:55Z

Nice mood with the song, and voice overs.

I like how the game balance between letting you see the level and using the energy to accomplishing the goal. When I turned on the game I expected a walking simulator, and I think the mood/narrative would work better without fail states. You could still get messed up in the dark but it wouldn't force you to restart. A example could be to have complex corridors or having a door close if you walk on pressure plates which you would have to avoid.

Also it pretty hard to make dark games because most screens have different brightness, so it might be a idea to include a slider, "slide until you barely see the icon" thing.

HockeyGame by Steven Adams 2017-08-21T21:01:53Z

I tried it alone, would have been awesome to play in four player mode :)

Some notes:

* I think it would be nice to have round corners on the playing field, and more space behind the goal and the rink.

* Placeholder sound would have been nice, and some particles.

* I really like the one to one relation to the controller and the pad. Its a little tricky to pull off, but feels a lot like easy to learn but hard to master.

Cool game :)

PowerCube by KaspianR 2017-08-11T14:54:02Z

I tried the second version.

* Cool count down, but it could be a little faster. In games where the player dies a lot, you usually want the respawn to be very fast. * Would be nice with some sound effects. It adds a lot, even just placeholder ones. You can use ex sfxr. Also nice music :)

* scoping (deciding the right size of a game) is really hard. I have been to 5-10 game jams by now but still underestimate the time required. Nice that you managed to make this game after the other 3 attempts :)

Energy Raid by -FL- 2017-08-12T20:43:33Z

Score 99

* The GUI works, but would be easier to see fast while playing if the energy was visual, like blocks and different colors when its about to run out. Same with the bombs.

* Theres no indication when you hit the enemies, would be nice if they would flash white or something similar.

* I think that I would like the energy system to drain energy faster, and recharge energy faster, and mabye giving the player a option to regain energy independent of the platform, like making a melee attack or doing something else thats risky.

* Also, the 5 looks a lot like a s in the power percent font.

I enjoy it overall, with the different enemies, and weapons :)

Dash Guy by Defratino 2017-08-11T13:59:58Z

* Feels nice to be able to dash in all four directions. * Nice with short levels. * I like the art for the barriars, cables and dirt combined. * I think the game gets a lot harder because the killing lightning starts very close to the player in the beginning of the level. It happend a couple of times that I died right away when I got the level where you have to dash two times up, because the lighting was so close form the start. * Would be nice to be able to restart the game other then the mouse ex on enter. * Would be interesting if you made something with the goal, ex made it glow and spawn a lot of particles when the player reach it.

I got 10103m, over all a nice game :)

LD42 — Running out of space

Sticks and Stones by harark 2018-08-14T10:50:15Z

Wow! Just wow!

I like how you just walk around and mind your own business and then you can see in the middle how the word is slowly growing, at first you hardly notice it, but then it grows bigger, and you try to ignore it until finally you have to actively avoid it, until it eventually crashes...

Some ideas for added game play could be that the player would heal broken hearts in phase two if you walk over them, but then the enemies would go more aggressive. With some enemy types that for example would charge in a static angle towards the player, would bounce on walls or split into smaller words when then collide with other phrases. But the game expresses its theme well as it is right now. Great job!

Rude Bear Resolution by alexrose 2018-08-15T17:06:10Z

It feels very satisfying when you get to a bonfire and the screen grows popingly back.

Maybe the screen shrinks to much, it's a little hard to navigate with a tiny screen.

Nice back and forth level design with upgrades (first time I unlocked crouch in a game) but a little to many "stay on the moving platform".

Nice art and sound, a very expressive feel to it!

Gravity Hook by GlacierEclipse 2018-08-15T21:46:23Z

The hook works well, also nice with oxygen and space, I also like that you enter a elevator, very portal like. But I'm surprised I haven't seen it before.

Some of the levels was a little nitpicky, I think I would have liked more small tweaking with wasd in the air. All in all nice :)

Astro Spider by ristoretto 2018-08-15T22:35:40Z

Thanks for the feedback!

@steing It's possible to open the link and play it on a phone. I'm also planning to export it to an app later on.

Just Balloon: Move or Lose edition 3 by zeu31 2018-08-15T22:19:57Z

I like the core gameplay, but it was hard! Might be worth it to start with fewer spike balls in the beginning.

Also nice style :)

Just Talk to People by Lyxil 2018-08-15T18:56:10Z

I like how the room got smaller and smaller and how it got more crowded and how you had to zigzag around all of the people to get out.

It is also interesting how in jrgps most npc have something interesting to tell you, but here they are just telling you uninteresting things.

It feels a little unsatisfying to experience but I guess that's what you were aiming for.

Just Talk to People by Lyxil 2018-08-15T21:05:57Z

@lyxil I think I read all the text. Nice tool btw, might use it in the future. I used Twine in one of my first game jams.

I think the game is interesting but it feels kind of unsatisfying, but in a good way :) Like the person that thinks you are someone they know but then turns out to not be.These awkward moments happens at every party. It happened to me, but it's not the things I remember afterwards. I remember something like how I met a old childhood friend who I haven’t seen in 10 years, that now play in a band and has songs on spotify. It feels unsatisfying that you never get that kind of moment in the game.

Just Talk to People by Lyxil 2018-08-15T22:12:54Z

@lisa I got the vibes but not in its fullest extent. This makes the game even more unsettling... :) If you plan to continue developing it, it might be worth adding more hints so it's clear that the game is about social anxiety.

Social anxiety is a hard thing to understand when you are told about it, but really hit you when you experience it in a game like this. Great job :)

How to Bee a MailBee by Hugimugi7 2018-08-15T18:20:15Z

Controls feels nice when you fly around and drop packages.

I got to the third level and couldn't complete it. Mostly because you have to rush from one side of the screen to the other to get the packages before the shadows will swallow them, and then having to redo it with one misstep. The first shorter levels worked better or if there was some checkpoint system in longer levels.

Great animation on the bee!

Goo'N'Ghosts by Wr4thon 2018-08-15T22:01:24Z

Great style and, triller vibes, gooing sound!

Might work to have a higher jump height.

I like the poem puzzle, a lot of stress with the goo approaching :)

Project Unicorn - Running out of space by ProjectMakers 2018-08-14T11:18:51Z

Cool idea to avoid thing you normally would pick up! It's is tempting to pick up these shiny crystals.

Some thing I noticed:

- On death plays the death sound multiple times and you don't restart on death, would be nice with a restart button,

- hide mouse pointer while in a game,

- if you jump while sliding, you jump super short.

- Smaller collision on pickups, so that the collision is smaller then what it looks. (generally, you want smaller collisions then it looks on hazards, and bigger collisions good pickups)

- The sound effects are a little annoying. When you have voices there's usually good to have 5-10 variants, so you don't hear the same version every time. Especially when the sound effect plays for a core mechanic.

Nice art, I especially like the black trees in the background.

I tried a solo game, but cool that you got it up with online multiplayer :)

Night Shift by lootgrounds 2018-08-15T23:24:51Z

Great atmosphere, liked the pop ups, that was a long time ago by now. would have been nice with something to fiddle with on the desk, ex a fidget spinner or Newton's cradle.

Phase Shift by mitjmcc 2018-08-15T22:59:39Z

Cool mechanic! I like how you activate platforms and try to juggle your attention on shooting things or progressing while you at the same time try to not wait too long while the platform you are standing on dissolve.

It was a little buggy with the goo, sometimes you would stand in it while it comes back.

Ir would also be nice with a dotted ring round the ball when you fire it, before it's activated, so you can see how far it is going to effect platforms.

I also dig the jet set radio vibes :)

Space Trap by KeyurRana 2018-08-15T18:03:23Z

Great tutorial / main menu, having the player movable and the text without using a extra tutorial screen for it :)

Strange control scheme. It might work if you also rotate the camera with the mouse.

Nice instant action feel to it!

WearOut by Abhis1Kadian 2018-08-14T11:28:27Z

Nice art style!

Maybe the character could have a longer attack range? It was hard to see when you would hit someone or if they would hit you.

Would also be nice with a restart button.

And awesome intro, really set the tone :)

A Bar In Space by Fluffy_Kaeloky 2018-08-14T11:43:20Z

Best game I have tried so far :)

I laugh out loud on the space bar on the spacebar from running out of space - in space joke :)

Some game play ideas:

Maybe lock down buttons you have pressed for about 1s to prevent spamming. I was usually spamming the buttons on the lowest row

Ability like if you pressed caps tab or shift you get a beam that clears that row but has a long cool down.

I'm using a Scandinavian keyboard so some of the button positions are swapped, mainly ";", "[", "=" and "-", so if you would remove the left column it would fix that problem or make it customizable.

I would also be cool to put out blockades, like in plant vs zombies, so you block some spots.

And enemies with different movement, zig sagging, walks a full row fast then going to the next column, an enemy laying eggs that would crack to multiple small ones...

Great game! and inspiring, I hope that you continue developing it :)

Crumble by anstabo 2018-08-14T12:03:16Z

It's cool how everything is crumbling and falling together!

A little hard to control, I like the momentum, but it would be nice to have instant deacceleration, for better precision jumps. Would also work well with a double jump.

It could also be cool if you started in a central hub and could take different paths each playthrough, so which are easier to progress but longer, others which are kind of shortcut but harder.

Clean art and feels ground with pillars and planks in the level design, also nice touch with the tongue!

AGAIN by Colorfiction 2018-08-15T17:48:04Z

What a wild beast, very confusing to navigate a changing space, but interesting at the same time.

I think this could work well with portals :)

My biggest problem is that I don’t really know if it's a walking simulator, a puzzle game or a mechanic driven... survival game? If it's a walking simulator, more focused on the experience, then the player shouldn’t need to restart, there should always be a way forward and if not, possible to backtack to where you came from. If it's a puzzle there should be some way to figure out how it works. If it's a survival game then you want to master the system, get to know it and get better at it. I find that a little frustrating, mostly because it feels so great the first minutes, but I had to give up not finding the after multiple retries.

Last in Space by kostak 2018-08-14T12:29:16Z

I like it!

The movement felt a little weird at first, but I got hang of it pretty quickly. It feels a lot like mobile movement, but surprisingly works quite well with the mouse. Mostly because then your momentum and click again it resets the speed, so you can stop dead on.

I like the map system, where you decided path in between rooms instead of inside the rooms. Would be nice with more crossroads, and maybe dead ends with pick ups?

Sometimes the trash rotates a little too fast, so you can't react to it, was it auto balancing the rotation / difficulty?

It would also be nice with some music or maybe just ambience?

There's a kind of floating around in dead space feeling to it :)

Shape Smash by Devin_Brimer 2018-08-15T18:34:41Z

Cool :)

Some ideas:

Feels like it would fit well if the shapes was fruits? Maybe if you see a little more when the shapes spawn but that the shapes spawn in a different rhythm each time. And when you pick up a shape it moves in different speed depending on which shape it is? Music adds a lot.

Interesting game, haven't seen something like it before :)

LD44 — Your life is currency

Mobile Protection Unit HEADLESS by FireSlash 2019-05-01T20:27:06Z

Great ps1 interpretation, hits the nostalgic nail right on top. Just a thing like the start menu and music :ok_hand:

Gameplay vise- I need some numbers / stats. And different choices, could be something simple like static turrets that fires towards civilian cars moving on a road that you can protect as an optional goal.

Apocarmalypse by CocaPasteque 2019-04-30T22:20:49Z

Cool game! I like how I have to balance between picking up new cars and deciding to put some extra fuel in the once that are already following me, just to survive a little longer to reach the end of the level!

I think there could be more emphasis on the last 10-15 seconds of the level. Maybe add a ticking clock, change colours or add more explosion, so it's clear when you are getting closer.

I think it would also add with sound effects for ex moving, overlapping cars, add fuel.

Other then that I think that it was a really engaging experience :)

Venture-Out! by 64mega 2019-05-01T18:45:41Z

I like the game, the art, objects and menu feels coherent and authentic. I agree that the core breakout movement can be more refined. What I like is the none-linear gameplay. You might have seen Wizorb, it's a fantasy breakout similar to yours. The difference is that you move forward in wizorb, from room to room, so it's cool to move between different screens and find different ball items to unlock new items / paths. To change rooms with the by sliding to the side felt a little off, so would be nice if it worked by hitting the ball into a cave entrance. Also if the different balls had different physics :)

Gravy Train by pkenney 2019-05-01T21:10:50Z

Very well designed!

- How you load the cargo in the beginning, tutorial and story. - Visual fire meter on the train. - The balance between how fast you want to run the train and how far you can reach back when the frogs take the gold and you have to run after them. - When you have multiple gold chunks and smash frogs, the gold fly further away.

I haven’t played enough games as a ghost shoveling coal on a train while protecting gold from frog thieves!

Aging Toads by ristoretto 2019-05-01T19:09:33Z

@belug23 weird human head : Yeah can't really unsee that :) but kind of like the idea, might add different toads in a post jam version, or maybe for the bigger toad.

@ghostgoatsgames Yeah, I will move everything up one or two grids in the post jam version. I appreciate the pun :)

@draconimous big jump: do you mean the long-wide jump or the high jump? or with the big toad? also was it the position of buttons on gamepad / arrowkeys / wasd?

@sadsmile Long jump broken: Yeah, feels like I use it ~75% of the time when I play, which is a little too much. Need to tweak the other jumps so they become more useful.

Aging Toads by ristoretto 2019-05-03T21:40:04Z

I just made a patch with minor fixes.

- I move the ground 2 block up so the UI is visible while standing on the lowest ground.

- Fixed the bug when the character would get stuck while jumping very low over an edge.

- and fixed so if you hold right and jump, the jump has priority. thanks @draconimous for pointing that one out!

And some other things, you can see the change log in the top.

I have plans for other things as well, but that will be in a post jam version.

Thanks for all of the feedback folks!

Aging Toads by ristoretto 2019-05-25T19:15:16Z

@pkenney Thanks for the detailed feedback!

Yeah, the transformation helps a lot. I have watched some local playtests after the jam, and most players use it seldomly, I will have to look into how to make it more used early on.

I like the idea of removing the directional buttons. I will try to see if it works. Along the same line, it might also work to auto trigger the tongue, and have another jump button instead.

Castlevania was an inspiration yes, specifically the hunchback enemies.

I agree on the example with the high jump and the pipe flies. I think the high jump can have a higher fallspeed and I will also add so the short hop will jump 2 blocks high which makes it possible to jump over the pipes with it instead.

I would transform and eat the pipe if there was lots of enemies close by, but I agree that it's too punishing to have to wait xs or get -5s because of the damage, or take -15s from transforming and maybe get other enemies for a higher score. I will probably add a mode without the time limit. I like it form a resources management perspective, but a lot of the players I playtested with just found it very unintuitive.

I think a double jump would work. I would also like to try some combinations where some jumps have air control or jump longer by holding longer.

Thanks again for the detailed feedback :)

Aging Toads by ristoretto 2019-07-21T22:20:10Z

I just pushed a post jam version to itch.

- Removed arrow keys - Automate thong / licking - Added air jumps - Added spider enemy and maggot pickup

https://etclundberg.itch.io/aging-toads

The Alchemist by sbeif 2019-05-01T23:03:20Z

The mixing of elements is very interesting! and works well in the game. The collision on the boss felt a little off, the hands would deal damage even when they fly, ex when they return back. It feels a little restless to wait around for the laser to finish. It works okay to look for resources while waiting it out. Would be cool if the resources would move around more often, ex if other enemies would try to pick them up, or drop resources when they move around, so it would become more dynamic.

Blood Rite by Twan Mul 2019-05-01T17:43:06Z

Like the feel with the wild crowd, smashing hammer and nightmare horses running. It also works well with the “super hot” time moves mechanic, with semi real time puzzles. I like how the timing puzzles work when you pick the right order and time to pass a obstacle. The later levels got a little too crowded and I couldn’t figure out the limited number of steps, so couldn’t beat all of them. Overall great feel to it, could play more less crowded levels.

Mana Loss by Tempii 2019-05-01T18:59:14Z

I think that it’s interesting to have a lot of mana to use. For some reasons the player HP is outside the screen so I can’t see the total, but could play a round anyway. Maybe add more ways for getting more cards to play more spells with the extra mana/ life pool?

Life'$ A Coin by shrinjoy_fox 2019-05-01T18:10:52Z

It's cool how the ground parts pop up when you get closer, and it feels satisfying jumping high and landing on the platforms. It would add a lot with momentum on run/jump. Also like how the coins rotate and flies around, I can almost hear a clinking sound.

TRIWAR by Donitz 2019-05-01T23:43:34Z

I like how you spawn units directly where you stand, it still gives the feeling of spamming buttons for “more marines” and you get them directly into battle. And how your main hero only can take one hit, so you have to be careful not to collide with single enemies and try to micro units so they get good set ups.

Units got stuck behind walls in levels with narrow space, but that's about it. Very well executed!

Vampire Fish by DarkGuardsman 2019-04-30T22:03:26Z

It feel incredible macabre to corner a small fish and endlessly chew away on it! And then when you swim back through the water and drink the blood stained water of your earlier victims!!

If you want to add more to the macabre vibes of the game maybe the fishes could make noises when you attack them, and different parts could float around after they die…

I think it also might work well, instead of pressing w, by moving forward by clicking.

Vampire Fish by DarkGuardsman 2019-04-30T23:05:38Z

@darkguardsman Sounds like what I was thing of :) If you want to take it an extra step have some enemies drop intestines, some fishes just float upward and other explode with blood and chunks when they get killed! Anyway good luck with the post jam version :)

They ran out of mana by Sergi Montaner 2019-04-30T22:44:36Z

Added 8 snot elementals (cost 5 deals 2 dmg) to enemy deck, rise card costs, added 10 golem cards (protect 10) to my deck, watch my opponent play lots of snot card into 70+ armour and die!

Maybe add some mechanic so you can play more cards per turn, ex multiply or add to it's cost for each extra card played, and then have the enemy play more cards in later turns without having to pay a extra cost?

I like it overall, also the moving character portrait adds a lot. If there was some kind of bigger game loop and difficulty escalation I could see myself play this “just another round” :)

Dragon's Den by LittleW00D 2019-05-01T22:11:26Z

Great game! Feels a lot like a game and watch game, simple and instant gameplay, with scaling difficulty and with the variants of enemy types. Also I think the game would work better without the horizontal movement and maybe with fewer rows?

Tetris: Tempo by Valid 2019-05-01T21:58:09Z

Functional tetris game :) (maybe would add bag randomization, picks one of each piece before dropping the same again, or two bag, there are some variations out there (got like four squares in a row))

Feels like the pieces are too expensive, so can't afford them early and feels kinda stressed to look to the side and pick one in an emergence situation. Maybe if it was possible to buy extra useful blocks. or if some blocks never drop naturally (like line pieces).

Heal Zone by Skylark721 2019-05-01T22:31:26Z

Simple and satisfying core loop. Although you become powerful with maxed out upgrades, so the enemies can’t come even close. Some ideas for enemy variation: big ones that can take more damage, enemies that move in a sine motion towards the player and enemies that split to multiple small enemies when they die.

Forgotten Keep by burst 2019-04-30T21:42:01Z

I like lots of details in the art, like the vine platforms, the toads and door that move upwards in steps.

I also like the XP bubble that float out of enemies and when I return with them to the crystal balls.

Maybe the enemies was a little on the easy side? One idea of an enemy that might fit is a creature that dash towards the player so you have to jump over it?

LD45 — Start with nothing

Wild Wild Yard by benjamin 2019-10-09T23:13:24Z

This game has an insane level of detail! The enemies, all the platforms like: leaves, flowers and strawberries, the different parts you collect, all the power ups you get in between retries with gameplay effects and visuals.

I have seen lots of games earlier that have a shop / upgrade screen when you die or complete a level, but it's nice to just get it and when most of the upgrades have a direct gameplay effect (or fun cosmetics) instead of being a numerical addition. Collecting the parts x generated levels also works very well, instead of the standard formula survival/progression x generated level. Because you will eventually beat the level because of the upgrades and number of tries.

Loomed by ThatRumme 2019-10-09T21:31:56Z

Great entry! It kept on expanding the level a lot longer than what I expected, really interesting level design twist.

I liked the rocket boost, how it didn’t fully recharge when landing on the ground so it's a little tactical to decide when to max it out. The beam felt good to use, but a little weird to look down, and I think it might be too powerful, maybe one use until you land, or give it a bar like the hover ability.

One thing with power ups is that if most games have them as default they don’t feel like a power up, so I would suggest that you start the game with higher movement speed and gain a run ability instead. Also would be nice if it was possible to take the checkpoints in the air.

The level felt very open from the middle to the end, but I think it could be more open in the first part of the game as well. I also think the level needs some set pieces for easy reference, only just 3-4 would be enough. One idea could also be to show the next part of the level as transparent, or show some hints on what’s coming.

Would play this as a full game :)

Jesaouf VI by shubart 2019-10-09T22:21:06Z

Lots of shoot em up are very generic with space or military theme, so this theme stands out a lot, have never seen any shoot em up like that before. I think it would add if some gameplay mechanics would tie into the theme, like walk on water or turning water into wine etc, also explain how the enemies fit into the theme. But tbh great style stands out today, that’s something a lot of games lack, and it's something players remember!

Jesaouf VI by shubart 2019-10-09T22:45:21Z

@shubart ah, I think that the game fit the theme of the game jam very well, I meant the theme / setting with Jesus, if the enemies or abilities could be more connected to that :)

Moroi by kothead 2019-10-28T21:54:23Z

I didn't really understand how to build units at first. I think it could be clearer by highlighting the units/buildings more when you have clicked on it.

I like how each building gets powered up by the adjacent elements, and create different kind of units. It feels mysterious to build a unit and then get a brighter moon, or like the first time I spawned a minotaur.

I like how the board gets crowded and how you want to move away your units to build more.

It feels a little strange to just get two action until the enemy can move again. And because its so expensive to move units, you turtle a lot with them waiting on the enemies.

Interesting entry, could play this more, would also be nice to have some indicator how far you progress.

Revenge of the Waffles by ristoretto 2019-10-09T20:31:52Z

@palemek It is endless. If we're making a post-jam version I think different levels and shorter goals would be on the list for new content. We have a list of things to polish, anything specific you miss?

@cdunham One idea we had was to have different weapons, in that case I think it would be interesting if some was portable. Or if you could walk slowly with the fork.

Sugarship by Firebender 2019-10-09T18:51:24Z

Very interesting mechanic when you collect specific orders of gems. I was kind of expecting a bullet hell game where you had to focus more to avoid some of the gems when enemies fires lots of them towards the player, so I think it will work well if you want to add more aggressive enemies and bosses. Also nice touch when the first part is only focusing on picking up the games.

+1 on sound effects and a little confusing in the beginning :)

ESCAPE by Gildar76 2019-10-09T18:41:15Z

It works and I didn't encounter any bugs! The comets on the surface was a nice touch. It felt like the underground areas was a little oversized, so one thing to improve would be to make the level more dense.

Over The Threshold by redcubegames 2019-10-09T22:32:43Z

I tried both the original and the post jam download, but both start with a blank screen and no sound, I tried to wait it out for a while but nothing happens. I start with the menu and I can get to the paus menu but nothing else is happening.

Over The Threshold by redcubegames 2019-10-10T18:14:32Z

The sound worked in the browser!

I like the mix of decorating rooms and the voiceover which reminds me of the beginners guide. I also think that it works well that you get one box at a time, not too much stuff to choose from at the same time.

Although it felt like the character walked too slowly, and it feels too cumbersome to walk with an object from the door to one of the top rooms and then go back and pick up a new one. I think it might work better without a moving character and instead with a mouse interface, like in little inferno.

Would be cool if you got a moving box filled with different stuff so you have to unpack it and put some of the stuff temporarily on a table or something. I think it would feel more like the messy experience of moving in real life!

Roomba Rumble by Markus 2019-10-28T23:38:03Z

One thing I noticed is that it would work well to remove the building pop up when you click on the side. At first I accidentally opened multiple of them because I read it as “wheel X” aka can't build wheel. I would also advise against having enemies that fire bullets from off screen, solutions: zoom out the camera, have more corridors that only scroll in one direction or limit enemies to only fire on screen.

Other then that, interesting! The building was interesting and I like the effect of moving the claw around.

All Hallow's Harvest by SethPaxton 2019-10-09T19:26:35Z

Very interesting! I like how you have to press a button to cash in pairs instead of how most match 3 games does it automatically. It works well with how the player generate trash parts that's in the way.

I think it would work well if you had multiple seasons and could buy more powerful weed removal but that only would activate between seasons in some specific way. Or ex have apple seeds, that take multiple seasons to grow and give more cash. Or mandrakes that moves around. Also, I didn’t realise that the pumpkins was different at first. Maybe use different vegetables, give them different forms, or colours. Anyway, great entry!

Endless Campground by Josh Bothun 2019-10-29T01:03:07Z

Interesting game!

The branching and backtracking makes it very different from other autorunner.

I like the theme of throwing a ball and how the dog fetch after it and wants to return it!

It also works well to start the game without a dog on screen so you get some time to explore the controls.

I think that there's maybe too many straight parts in the random pool. I think that there should be at least something to do, when the part is straight you just hold down the same direction. Other then that, very playable entry!

Totally Safe Space Systems by Tim Eriksen 2019-10-28T22:35:03Z

I like the scan effect, how it bounces around. And how there's a real photography that pops up when you reach a resource. Also on screen quest checklist fits well in a game jam, haven't seen that one in a game jam game before.

I'm not sure what to add to expand the gameplay for a longer experience, but it feels clear and concise in the time it takes to play.

Some Excavated Wounds by Sand-Gardeners 2019-10-09T20:24:15Z

This game left a very strong expression. The mix between navigating a mini maze, mining, watching a kaleidoscope with narrative and scanning objects worked well. I can relate to bureaucratic rationalizations, although I haven't experienced anything that much in first hand.

I did get a bug with the stature, which prevented the character from moving. I tried to move in while narrative was playing, and then couldn’t move afterwards, I could still look around.

I think it also would fit with a light coming out from the scanner when you scan items. Other then that, very solid entry! Although I couldn't play all of it.

BETA Feel Fighters V4 by PoundTheGroundStudios 2019-10-09T21:46:35Z

I like the glowing sprites and how the character sprite pops to the music. It was hard to measure the range of the close combat attack, and I couldn't see the range on the enemy attack so I died very quickly.

Hell Defender by SpaceMonkey 2019-10-29T00:21:32Z

Very playable! Some small things I'd recommend to improve: I think it would feel more satisfying if normal enemies only require one hit, and if there was some kind of effect when they die. The death sound gets repetitive, it usually helps to record 5-10 variations to mix it up a bit.

I first wanted to have enemies spawn on different points around the player, but I thinks its good to have them within a arc for the players field of view.

La incroyable vie de Skjewich Sciktosjiy Pswkeskek, le vice-roi en l'ebanissment by Zinkler 2019-10-28T22:55:15Z

I like the game concept of managing 4 villages at the same time. And it works well to find a resource and try to quickly pair it up with another villager.

It was unclear in the beginning if I could use resources between the different villages. And there needs to be more feedback when you drop a resource on a villager, it's hard to tell now if I made the right move, miss the villager or picked the wrong type.

The theme, of managing four decaying villages in hard times, is really strong in this one!

Tyler by zkusand 2019-10-28T23:12:54Z

I have to be honest, the moving tiles and art looks appealing and I can see how the mechanics can add up to some interesting levels, but I have to say that whats there is mostly tutorial levels and the game ends before the puzzeling gameplay have started. Just one level with a number of the mechanics interacting in the same level would have been enough to see some interesting brain teasing!

Broken Broom Adventure! by RubixNoob13 2019-10-29T00:46:28Z

Very playable!

One thing that is different from spelunkey in the map generation is that the main path is always in a zigzag pattern, I think that its more interesting to explore the level if its a little random like in spelunkey with a main and some branching with goodies.

I also think that spikes would have added a lot to the gameplay.

One idea I just got was that spelunkey use bombs to make the player progress impossible parts that's generated. Maybe the broom could do something like that. And you could have coins in the level which add broom mana or something. Anyway, what is there is surprisingly playable!

Garden Breeden by Rhiannon 2019-10-28T22:23:24Z

I can see the concept of starting out with an empty garden and filling it with content. And doing it to a calm music.

I think it would be interesting if there was something on the field when you start the game, like stones and dead trees that grow some types of grass / plants better.

I saw the breeding tab, I guess it would be possible to get new types of grass there. It would also work with something else, like having flowers or trees that attract birds or insect that drop new kind of spores, or make it like a cookie clicker with accumulating resources.

Good luck!

Trick or Retreat by Lone_Wolf 2019-10-09T20:01:46Z

I like the setting of trick and treat in a game and how you quickly go up to the doors, feels a little like michael jackson moonwalker mega drive with the doors! But I agree that it needs more variety. Some ideas could be to have people looking through windows and trying to avoid the light stealth game style. Make it so you walk into the house when you press space in front of it to avoid cars/tanks, or maybe you need to wait longer on doors until they open the so you knock on one, then go to another, and then go back again!

Little one by Asue 2019-10-28T23:58:03Z

Great flow in the game play. I like the green dots you pick up to get extra speed for a short time. It makes the game a lot more dynamic when you ex get chased by a enemy that move faster then you and then see a green dot, get it and can outmaneuver the enemies for a short time.

Sticky Squares by Friedrich Eibl 2019-10-09T19:41:11Z

Interesting idea of making the cube bigger with the green dots, and also letting the player control direction.

Maybe just have one button to switch direction? I also didn't understand if I should avoid the green dots or collect them for score. Would have tried it longer, but got scared away by the ads... :)

Dungeon Pizza by Andrew Hunt 2019-10-09T19:08:12Z

Nice with a metroidvania, fit with the pizza theme and lots of level design for a game jam!

It felt too far to replay from the beginning when dying. If you want to keep the long restart, let the player keep the items, and maybe add more abilities to makes it fast to move around in the level.

Also maybe give the basic enemies less hp so you can kill them with one shoot.

Leptogenesis by NiKaDra 2019-10-29T01:17:51Z

Interesting core game mechanic! I agree that it's too chaotic. I think it might work if you show where material is going to spawn 0.25-0.5 seconds before they appear. Maybe have different end goal that the player can reach before it gets too much objects on the screen. Also would be interesting if material merged together and got different properties, ex slowly drifting, magnet of antimateria, low gravity force etc. Has great potential!

Path to UwU by QuantumSno 2019-10-29T00:33:33Z

Instant respawn time is great! It also works well with only two buttons, jump / move right / stand still. I first expected the down mechanic into turn the game to vvvvvv, that would have been great :)

LD46 — Keep it alive

DJ Hamster by blinry 2020-04-22T22:45:45Z

Great game! Great balancing movement around the lp and trying to pay attention to the speed up and avoiding enemies / going for collectables.

Nice story segments in betweens, biographical game jam OST collection.

I agree that it didn’t get harder (I did notice that the window got smaller, but it just restricted movement), It could work by having more enemies or make the enemies / pickups move around in different ways.

Very solid and unique entry!

How They Survived by Florent Juch 2020-04-22T21:42:26Z

Nice effect when you hit the birds!

It was a little tricky to throw enemies.

Come Meet My Friend Who Lives in the Attic by fishbrain 2020-04-26T11:53:08Z

My first thought when I saw the icon was like: “Looks interesting but is probably click bait”, then opens the gameplay trailer, and my reaction was just “What!”, aka the art perspective is very striking!

I think the house is a little too small, this game feels a lot like the one screen arcade games like pac-man / donkey kong / popeye. So I think that if you add more routes in the house and some unpredictabilities in the enemies, this could be really great :)

Adrenaline Rush by Elmeri 2020-04-22T22:17:15Z

This was very impactful! I like the detail of how the sprites parallax from the background. I’m a big wario ware fan, and want to play more of it :)

Phase 7 by tangiblegames 2020-04-22T22:08:40Z

This game was great! It works very well when you kill enemies with the laser, trying to wait at the right movement to not kill multiple civilians, and deciding which enemies that are too close and need to get killed anyway.

I didn’t understand if you should complete x number of missions, so I quit before I reached any ending because it looked like the levels were repeating.

Phase 7 by tangiblegames 2020-04-23T12:39:30Z

@tangiblegames okay, is the number of people rescued from the last mission or all of the missions? If there's from multiple missions, it might work to have some kind of checklist for the number of missions available, if you make an update for a post jam version. Anyway great game!

Fridge Helper by ristoretto 2020-04-22T18:05:52Z

@sayumeki Yeah, I pushed an update now that fix the "only fruit from deals" bug, no empty items and disabling the collision on the clock while in the tutorial.

**Physics** - I will probably make some items a little heavier in the post jam version.

**Disappearing food** - I will have to look more into that one.

Thanks for the feedback!

LD Jam 46 Keep It Alive by brandann 2020-04-26T10:23:29Z

There’s a big map to explore and multiple enemies! The protection mechanic is interesting, it would be cool if I could somehow influence the movement of the NPC.

Dziob! by ryjcio 2020-04-26T11:22:30Z

I like the concept, feels very goose game esk with how the enemies moves and the graphics, but with also more game like goals.

I didn't mange to hatch the egg, one spawn, I would stand on it and a snowflake icon could appear, then destroy it. I would later lose, without any other eggs spawning.

Two ideas: make the eggs roll around, more interesting to move then to stand still. Maybe the farmer would also hunt down the fox?

Exo Keeper by amarillion 2020-04-23T22:13:03Z

Okay this is an really cool idea and I have some suggestions that might be useful if you decide to make an post jam version: - There's a lot of micros available at the start of the game, I think it will work better if you start with 4-5 and introduce more as you play. Maybe by finding them on grids or when some specific temperatures are reached. - The controls could be simpler, ex drag a microbe to a grid, they could make sounds like in ex world of goo. Or having the mouse over a grid and pressing number keys 1-9. - I also expected the microbes to continue live on the grid, like in game of life, but they would just die some seconds after I placed them.

Anyway, feel free to tag me if you upload a new version, I would like to play more of this :)

Exo Keeper by amarillion 2020-04-26T18:14:56Z

@amarillion Hey I tried your game after watching your video, worked a lot better!

I missed two things: that different micros work better in different temperatures and that I could click on a grid (you have to look at the text to see when it changes). It might also work to add bars to visualize temperature and the other values. Maybe also display the microb information as card.

Good luck with your post-jam version!

Entitled Kaiju Game by Moritz Jaeger 2020-04-26T10:54:22Z

I like the model and texture on godzilla, high class low poly! The camera was confusing when switching to aiming and from aiming to overview. It might work better to stay in the overview mode and highlight the closest ship with a red target and auto aim the throw towards it.

Desertification by hwaet 2020-04-26T10:37:41Z

I like the one action per turn, I seldomly see that in video games! There was something with the sand mechanic that isn't clear. I understand that you can’t plant on it, and that it spreads, but do I plant plants next to the sand to take it back to grass? And what do I do when a plant's tile turns into sand, add mulch? I also got a bug when the character started to walk on the underside of the level! Anyway interesting concept, would play it more in a later version with more mechanics interacting :)

Milk Dungeon by Kyle Bowman 2020-04-23T21:57:32Z

I like the idea of having a big baby in the background of a game! It would be cool with some more obstacles, like having the baby throw toy blocks towards the player!

PLOTOKOSTE-DUSHEPLOT by Nexonium 2020-04-22T20:09:55Z

The premise and the art feels very macabre, dragging corpses around! One thing to improve: I did use / drop the item that I picked up, but it’s little unclear a what they did?

The Light Within It by NunoRibeiro 2020-04-23T22:44:45Z

I played it! I like the effects on the sun, and how each level gets darker. One thing to improve: maybe add more elevation on the ground, it doesn't need to be much, just some 1 block high stones or hills!

Custom Critter Fighter by Empty Set 2020-04-22T20:55:39Z

Interesting games! The art and effects are clean, I like the trail after the bullets. The strategy of in what order to play the levels, when they give different food and evolve points, and rising difficulty add extra depth.

The starting movement felt a little too slow, and I miss some drawback from holding down the shooting button. Overall solid entry :)

Fishy Escape by Vyndilis 2020-04-23T22:28:47Z

Very interesting mechanic, feels like Game & Watch: Fire x side scrolling game! The level felt like too much flat ground, so if the game had more dense level design and maybe even platform mechanics, that could be really great. Also like the music cues the fish is making!

The last baby ninja by SeabirdDigital 2020-04-26T11:38:39Z

Good looking background, the foreground is lacking compared to it. One tip is to white box with prefabs, then replace the graphics in the prefab.

The double jump felt a little off, maybe reset gravity when double jumping, also can't double jump from some platforms.

Lots of content there for a game jam!

Hammer of Light by Daniel Cox 2020-04-26T10:03:13Z

I like the visual design of the enemies and weapons. Feels like enemies could attack more and move towards the player from different angles, maybe also with some ranged attacks!

Rouge Connection by Edalbung 2020-04-23T22:19:01Z

I dig the music, the stamina usage felt too big for the single attack.

Invocations by hypermania 2020-04-22T21:53:45Z

I really like the idea of trying to summon an demon in a teenage room! And the book with the controls was a nice touch.

It was a little hard to understand, I think it might work better if you pause the game when one of the goals fails and highlight it before showing the game over screen.

This could be great with some small tweaks!

Second Layer: a Ludum Dare 46 audiovisual experience by Naamed 2020-04-26T12:17:10Z

Great part with the tab that describes the theme of the objects. I like the fallen and the image of a gorilla! Although it might close down possible interpretations, like I did first think that the cat symbolized the phantom Felidae which exist in an parallel plain and only temporarily phase through the mortal realm, without the ability to affect anything :D

Jokes aside I like the artsy type of games that also have a sense of humor. Although I don’t think that it’s a bad thing to also make the game sticky. Ex I think the screen is too small so the orb bounces out of view and is then extremely hard to catch afterwards.

Anyway, great setting, good luck with your future games!

LD48 — Deeper and deeper

The Deepest Threat by Goutye 2021-04-26T16:14:57Z

It's nice picking equipment, numbers going up :) I would have prefered if there were more things to choose from while in combat.

Falling Lad by someoneman 2021-04-26T20:23:58Z

This game gives off some vibes.

I like how the eye moves from side to side and how you fall down and shoot upwards. And you can't spam firing because you have to wait on the bullet to reload.

Sometimes it felt like the eye would move faster than what you would fall, so maybe the fall speed could be higher?

Susane the Sub by BoltKey 2021-04-26T16:05:06Z

I really like this game. - The core gameplay is simple, but it can still be a little trick to pick up items when you go fast back to the surface. - I like how the inventory is represented by a bar, instead of normally a grid. - The upgrades work well, it reminds me of incremental games.

Great entry!

Dream of the Glowing Umbrella by ristoretto 2021-04-26T15:01:18Z

@mrnyarlathotep Thanks, I will look into the bug in the post jam version!

@progdam Thanks, when does it happen? could be something with delta time.

Dream of the Glowing Umbrella by ristoretto 2021-04-26T19:58:34Z

@DragonsBeardGames that's strange, only the camera speed might have a bug with delta time, I will have to look into it for the post jam version.

@PookiPoot thank you for the detailed feedback! I was thinking about the completion / UI, it's a little messy because of how the level generates. There's collectables on different parts of the level the player can't access all in the same playthrough. I will consider if there's some way to change the formate for the post jam version. Thanks :)

@TheGreenWorm non qwerty keyboard: XD. I planned to add alternative controls, but ran out of time, didn't think of that situation, it would have been pretty easy to add just the arrow keys.

Dream of the Glowing Umbrella by ristoretto 2021-04-26T21:01:58Z

@neonjeff Thanks! I will fix that in the post jam version.

@pohko Yeah, I also like the idea of dreaming and level generation. I was thinking if there was a way to have some progress carry over between playthoroughs, might add something in a post jam version.

@dpmzi yeah, the mechanical goal is to exit the dream has high as possible, which give you 100%. but there's no thematic tied to it, or explained while playing. I will look into it for the post jam version, thanks!

Dream of the Glowing Umbrella by ristoretto 2021-04-28T20:50:12Z

@train27 Hey, thanks for the detailed feedback! The character moves way too fast: Can you compare your experience to this video: https://youtu.be/AfRQTiTXTcY. I just want to know if the game is running faster on your set up. It's just about right for me, but I can also see that some players have a different preference.

The camera can move a little fast when you move outside of the screen, ~~but that shouldn't happen too often...~~ Edit: It cause a wobbly effect if delta time was too high (aka jumped back and forth without stopping in the middle), it's fixed in the post jam version, thanks :)

Wall jump is intentional :) the other is a bug when you first fall outside of the screen and trigger the umbrella, and jump rapidly.

The percentage is a extra goal, it's made implicit so it's more if you play the game multiple times. It's based on how high in the level you exit the dream, higher -> higher percentage. It's not useful to know while in a run, because the level is made so you can't jump upwards, unless you're moon jumping.

Thanks :)

Dream of the Glowing Umbrella by ristoretto 2021-04-29T15:42:32Z

@maniulo Thanks, yeah I have heard other mention ZX spectrum games to this art style. I will have to look more into some games released on that platform.

Ok, nice that there's no speed difference. I will have to watch some playtest of the game to see how others play it.

Sound effects: Yeah I might try to make sound effects in the same program I used for music next time.

Thanks :)

Dream of the Glowing Umbrella by ristoretto 2021-05-19T19:01:27Z

Thanks for all of the comments!

Just uploaded a post jam version, here's the patch notes:

- Fixed delta time camera bug. - Fixed infinite umbrella jumping bug. - Moved the camera from the center to the right side of the screen so you can see further ahead. - Fixed a bug when the roof tiles show the top tile also on the second row.

Deep Within by Untitled Studios 2021-04-26T19:16:34Z

The sound effects are very satisfying and it works well to add dread when the player has to charge the laster. It feels a little harsh to not respawn pickups when the player died.

Diving Bubble by thesnide 2021-04-26T15:28:34Z

I like the bubble around the player that show how much air you have.

It feels very frantic to toggle between different colors, it could probably be enough with two, or use the two buttons to shoot different colored shots.

In the Hole by Kramdar 2021-04-26T17:45:31Z

I expected this game to be too complex, but got it rolling pretty quickly. It's fun dragging out the nodes, scanning and putting down nodes to extract resources.

I also think that debt is an interesting mechanic. That said, I never found anything that would allow me to start to pay back the loan XD It could also be interesting if there was some mechanic that made it more cumbersome to build down so you also branch out on the sides. Maybe also a long range scanner.

I like the core concept, and I can see this expanded on in multiple ways, well done!

Chimes by Pohko 2021-04-26T20:17:15Z

Nice graphics. I also like the idea of reading one line of a poem like this. It makes you think more of each line, instead of reading it quickly, like you normally read text.

Digtet by Sentmoraap 2021-04-26T14:24:35Z

Hey, this is what the game looks like for me? I guess it's some kind of bug, I'm on windows.

I would like to give your game a try, looks interesting!

Screenshot (528).png

Digtet by Sentmoraap 2021-04-26T16:22:24Z

@sentmoraap I tried the debug version. I can see the console, but there's no errorsScreenshot (529).png

Dungeon Diver by Caue Henrique 2021-04-26T18:08:14Z

Good art, effects and movement.

I didn’t realize that the game would slow down when you hold down the button. So I would hardly make it past the second part. But it got easier later.

I feel like random levels would work very well for this game.

Screenshot (532).png

Mine Mayhem by Vectrex28 2021-04-26T16:34:06Z

Great game, good art and gameplay.

I like how you can avoid a lot of the enemies instead of fighting them.

I think the camera could show a little more downwards when you are moving down.

SUPER RED by neonjeff 2021-04-26T19:46:22Z

I like the art and the theme of being a worm and in a composite container, with some of the bigger objects and bugs acting as collisions. but tbh I had to turn it off when the long legged spiders came into the screen in the first darker earth, I didn't expect my reaction to that XD

SUPER RED by neonjeff 2021-04-26T20:06:02Z

@neonjeff yeah, the warning was good, I didn't expect to react from them. Also the first bug is super cute. I think creepiness of bugs are relative to their leg length!

nice with the sprite mask tutorial, I will book mark it.

Spelunking Simulator Pro 2022 by roryh 2021-04-26T15:11:15Z

The hovering mechanic is interesting, how you jump a specific height and then move along it for a time.

The slow acceleration and inertia does make the controls feel a little unresponsive.

I like the graphics/sound/music!

This is as far as I got: 2021-04-26 Ludum dare game.PNG

Tunnel Rats by GeneralSturgeon 2021-04-26T17:58:54Z

Great game!

It works well to manage the energy from weapons and the mining laser, while trying to avoid tentacles and mine gold as long as possible.

I would prefer if the weapon would one hit enemies, it’s a little annoying trying to spam pressing when they are closing in on you. And maybe if the stamina would recover faster when you do nothing.

Other than that, very playable game!

Deeper by robinfaury 2021-04-26T19:01:10Z

Funny expressions on the character when you are moving!

Feels like there's a lot of resetting. Maybe there could be checkpoints in the level, and the game gives you a prompt "press select to reset", when you enter an impossible situation? Edit: Just read you comment, that it was planned, oh well :)

The Crystal Cavern by Matthew Cohan 2021-04-26T18:47:15Z

The art style is pretty good. I wish there was some more twist on the basic gameplay

Mullet Time by Lajbert 2021-04-26T19:40:57Z

Music is good and I like the intro. I wish the kick could have a little longer range, feels kinda helpless against the turrets without ammo.

DeepTris by hilkojj 2021-04-26T21:22:11Z

Great twist on tetris, and it works very well!

nitpicking, it's annoying to not be able to move a piece up, but at the same time, it feels like pieces start too high and that it's too slow / cumbersome to move them down quickly. Maybe they could start at the edge of the pile, and then have a timer until it's automatically placed?

I also agree that the losing condition is unclear. Maybe each lost block would add a row of blocks, and you lose when the column is touching the top?

Vinewell by dpmzi 2021-04-26T18:53:13Z

This reminds me a lot of the second level from battle toad!

I wish there was less acceleration / deceleration while moving.

RUN FROM STUFF (2D Chase Game) by PookiPoot 2021-04-26T15:42:27Z

I like how the game is very zoomed out, and the platforming physics reminds me of N++.

The level design of the first part is okay, spread out platforms and interesting that you try to move downwards. The seconds part had some dead ends and platforms that look like a path but aren't.

I would have played it a lot more if there were checkpoints.

The deepest curse by Bobafett89 2021-04-26T18:37:51Z

- Pretty long, I played until a little after when I got the lantern.

- I like the rope, I haven't seen a mechanic like that before. I didn’t know what button the rope was on (so I pressed escaped to check which also reset the game...).

- I wish there could be more types of hazards other than spikes.

- Good with a lot of checkpoints.

Lucifer's doom by TescoOne 2021-04-26T14:36:33Z

I like the art, I wish the attack animation was a faster!

Potato Pandemonium by SugarSugarSugar 2021-04-26T14:56:44Z

I like the idea of jumping in different static arcs and the controls fit a potato (!). Hardly got past the part with two doors when there’s a target in a narrow hole. Feels like the controls worked well in an open room, like in the boss fight.