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RockhopperGames

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
201841Combine 2 Incompatible GenresTwine Walkercompo4313.242.763.814.322.903.443.10
201740The more you have, the worse it isPotdemoncompo5512.942.803.002.333.253.093.05
201739Running out of PowerFading Lightcompo4693.072.572.692.923.611.873.30
201738A Small World50ft by 50ft (or How I Died In Space)compo2083.462.593.223.462.434.14
201637One roomLittle Dreamscompo5122.882.382.754.093.701.813.0052
201636Ancient TechnologyLeft Behindcompo
201635ShapeshiftMetamorphcompo7402.872.632.393.033.182.292.8379
201534Two Button Controls / GrowingPikkicompo7092.972.683.143.863.453.032.873.3866
201533You are the MonsterLair of the Scarecompo4253.182.923.454.083.162.703.393.0370
201532An Unconventional WeaponUN Conventioncompo6363.082.373.533.403.482.872.7796
201431Entire Game on One ScreenChannel Surfingcompo5463.202.763.724.553.762.603.303.3694

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 RockhopperGames

LD31 — Entire Game on One Screen

Symphony of the night by FoxFiesta 2014-12-10T11:19:00

I really liked this game. The pixel graphics were well designed despite their simplicity, music puzzles are a nice change, and all the elements were put together really well to establish a mood.

Some minor issues I had, some of the sounds are really close, so perhaps designing puzzles that are clearer mathematically (ie. uses notes that are clearly either above or below the previous notes) could help people with a bad ear for tone matching. Also, the path for guiding the bird from the bed becomes really hard to see where it crosses over the pannel of sky. Perhaps using a higher contrast colour for the path could have helped avoid some ambiguity (I thought the bird was going to fly out through the floor the first time).

Apart from those, I had a great time with this game!

WASD by ChrisMingay 2014-12-10T10:50:00

Okay, first of all, I loved the level design, and the sense of exploration was wonderful. The minimalist graphics and soundtrack were pretty cool too!

I did have a bit of a problem figuring out what dots you're supposed to pick up, and there was a problem where a bee snuck into the section after the 'jump scares' teleporter and sent me back to the start of that whole segment, but otherwise I had lots of fun with this game!

You might want to add a headphones warning though. Jumpscares are fine and all, but suddenly blasting peoples eardrums isn't.

Lycklig's Stone Toss by cardboard 2014-12-21T06:58:00

Really simple, but a very stylish little game. The music and graphics were really nice, and in a way the simplicity and pointlessness only added to the theme!

It would be nice if the physics made more sense (gaining momentum from the swing), but otherwise I really enjoyed this little game.

(Managed to get a highscore of 15, if we're sharing that)

Murder and Snow by igneousmoon 2014-12-21T06:50:00

Firstly, I love the idea of a cluedo board style game, it's a really interesting use of the theme, and adds a new twist to mystery solving. Ideally, there'd be multiple puzzles and solutions, but designing a system like that in 48 hours would be a tough ask. Increasing the speed of the character would make the game a lot more fun though, and not having to close pop-up boxes every time you inspect something would also be a huge quality of life improvement.

I did like the humour, even though I don't know any of the people it was referencing. One question though, why would a snowman's scarf be warm?

BUMP! by Toki Anholmes 2014-12-09T12:43:00

The best parts of Mario, presented in the most aggresively colourful manner possible! I wasn't able to play for very long at a time without getting a headache from the pulsing and the music, but in a sense that seemed to add to the mood of the game.

Also, spikeys riding bullet bills are terrifying o_o

TV World by Levi D. Smith 2014-12-11T04:55:00

Yay, another TV game! Have to give you a good theme score for that (because that's what I went with too ;p )! I found the gameplay to be fairly fun, and the range of channels was good too.

Things that could be improved:
More difficulty for the later levels. For me it was the weather channel that was the hardest for me, since once I had all the power-ups the game didn't get any harder
A reason to keep grabbing power-ups. Perhaps something like them only lasting for a certain amount of time, so they're not pointless in the later levels.
A softer fire noise. I liked the music for this game, but I found the fire noise a little too high pitched and grating.

Apart from those issues, I thought this was quite a fun little game!

Entire Screen of One Game by Tom 7 2014-12-30T11:21:00

"Daddy, where do new screens come from?"
"I dunno kid, let's wait under the pipe and find out."

Congratulations on a great game, I had a blast!

Ice Fishing Derby by dylanwolf 2014-12-24T09:21:00

I really like your use of the theme for this game! The retro graphics and audio worked nicely, and I felt the gameplay meshed well with that!

A few minor things to potentially fix, when you reset your game the bait doesn't dissapear from the little window, and it's a bit too easy to accidentally buy doughballs at the bait shop.

Apart from that, this game was really cool!

Serpedelic by deltagardner 2014-12-11T07:43:00

Wow, this is probably the coolest game I've seen so far in this Dare! The glitchy but well designed gameboy graphics and audio were amazing, and the gameplay references to snake made it all the sweeter. The way it inevitably crashes back to the start was pretty impressive to!

Another great bonus to making this an actualy gameboy game was I could boot it up in a Super Gameboy and mess around with the colours! All in all, a wonderful showing!

SnowCard by mrexcessive 2014-12-09T08:27:00

A rather charming little christmas game. The snow and the window both looked nice, and the little piano riff when you got a combo right was pretty pleasant.

Unfortunately, the fail sound was maybe a bit too grating (perhaps something lower and out of key could have worked better?) and the puzzles didn't really have much to think about in them.

With a bit more variety this could be a lovely little game for the season. Perhaps you could send it to family members as a little christmas gift!

Cheap Peripherals by TheMaster99 2014-12-11T12:26:00

A very basic game, but with a good idea based on the theme. Perhaps you could work on adding more interactivity to fixing the monitor though?

One screen Labyrinth by NaoisTheGuardian 2014-12-09T08:44:00

Fairly simple, but kinda cute still! I've seen a few games that have tried to work around the one screen limitation by having multiple levels, but you made the changing layout feel like it wasn't a change of scene! I think not moving the character between levels was a good step here. The piano was rather nice too!

As for things I disliked, the wobbly sound for starting and dying was a bit unpleasant, and it felt a bit hard to control at times. Also, I noticed that your little dude really freaks out if you stop moving, but I think I'll choose to consider that a feature, not a bug! ;)

Game Evolution by Turkey 2014-12-28T11:37:00

I can see what you're trying to do here, but I feel the excecution is lacking. Players shouldn't have to sit through five minutes of Pong and 10 minutes of Breakout just to get to Space Invaders. Also, your version of Space Invaders is missing it's most iconic feature, the lag that caused the spaceships to speed up as they were killed. Hopefully, with more work this could become a great monument to games of old, but currently it just serves to remind why those games aren't played anymore.

Desk Top! by Ossi 2014-12-10T06:18:00

Clever use of the theme! As far as gameplay is concerned, I think adding in safe blocks you could bounce off and a time attack mode would be a nice improvement, so players have an incentive to bounce their icons off stuff to keep their speed up, rather than just taking it slow. Also, some of the icons have hard to figure out hitboxes. Perhaps adding a highlight on the selected file could help with that!

Nice work with the music too!

BushCraft by lintfordpickle 2014-12-21T07:08:00

Nice work for 24 hours! This type of game isn't really my thing, but it's cool seeing how much you added in the time you had. I have to add my voice to the people saying that stamina ran out too quickly though, there didn't seem to be anything I could do to make it last longer.

Caved In by mdzimmer 2014-12-21T07:15:00

I definitely had some trouble with this game. Boulders seem to roll in the opposite direction to what they're pushed, and the bombs are so small they sometimes don't clear any dirt at all. A main part of the fun of Bomberman is in manipulating the shape of the explosions, which is completely lacking here. I think working on that would dramatically improve how much fun this game is. I did think the music was rather nice though.

Popao by christopf 2014-12-09T12:59:00

I really like this game, despite my dislike of block puzzles.

The theme was really fun and creative (focusing so closely on the face was a nice touch), and both graphics and audio were good (though I think you could have looped that opening tune for the main game.

Making the snot move and push blocks faster could be a nice change though, it sometimes felt painful to be pushing so slowly when I know I'm on the clock.

Slidey Box by Arkrothe 2014-12-10T06:24:00

Interesting little game! Definitely frustrating in places, but it sounds like that's what you were going for. I liked the nature of tilting the level to move, it definitely made it feel like something that could be a physical toy (apart from the infinite part).

A possible change I'd suggest though would be to highlight the breaks in the fences in some way. As it is, sometimes it's hard to quickly figure out where you need to go.

Snowball juggling Olympio by Benjamin 2014-12-30T07:46:00

Loads of fun, really great art, and polished unlike any other game I've seen yet this LD! Congratulations of your 2nd place!

Law Breaker by deepnight 2014-12-30T07:57:00

Excellent little game! Congratulations on your 3rd place! And thanks for having the option to change the game's size, you don't know how happy that made me!

Escape the TV! by Dexyne 2014-12-14T12:34:00

Yay, another TV game! Switching worlds is fun, and the music is nice too, this could be pretty good with some more content!

DGPOS: Defend the Gun Platforms via One Screen by callumW 2014-12-09T12:27:00

I think the idea of this is really good, but the execution is a bit lacking. Presently, all the enemies have such low health that even two or three cannons can kill them really quickly. Also, enemies can attack from the bottom left corner of the screen before you even see them, which is fairly annoying.

Together this adds up to a game where player skill is largely unimportant. For most of the game, clicking in the general direction of enemies is enough to clear them up, and the player only loses when the ships get to be so many that their little tax on the turrets' health bars adds up to more than the money you recieve.

It's a bit of a shame, because you've got a really good idea here. Building a base and defending it from waves of enemies could be tons of fun. More types of enemies and turrets could improve this a bunch, though it would be important not to make these just bigger guns and bigger ships. Having some sort of puzzle in bypassing shields through weird attack angles could make this a really interesting game!

Punk Enforcer by fireAndCoffee 2014-12-09T07:53:00

I liked the theme and the music, and I found the concept pretty amusing. The sprite graphics were pretty good too, apart from the musicians, but the flashing effect was pretty unpleasant. Not as unpleasant as actually being hit in the face by a crowdsurfing punk, but it made me wonder if I was doing something wrong at first.

Upgrade Zero by vogon101 2014-12-09T11:35:00

First of all, the simplistic graphical style was rather nice, though the shooting sound was somewhat painful. Having to turn before moving made the ship feel a bit sluggish, though I could understand if this was a design choice.

Unfortunately, I experienced some pathing issues too, with my ship getting stuck out of bounds at the top of the screen for a while, and an enemy moving through an obstacle to the right as well. A quit button would have been nice too.

Shooting waves of ships is always ful, so if you did some more work to improve this and add more enemy types then you could have a pretty cool game on your hands!

Baseball by jeepracer98 2014-12-09T07:44:00

A very simple game, but I liked the Game and Watch style of the unlit sprites. It definitely fits the theme!

Break The Screen by xerohuang 2014-12-09T11:24:00

Nice work, a very clever game! It's got a cool take on the theme, and a decent game to go with it. Perhaps the final trick could be a little easier to figure out though. The only other problems I had was with how much backtracking there was, and that what hole would be taped up wasn't clearly indicated. Overally, a very good attempt!

The Potion by Charimation 2014-12-29T06:06:00

Running rescue right now, so I can't write a long comment, but this game was excellent!

Chess Wars by Skipi 2014-12-27T14:36:00

It's pretty great seeing some turn based strategy here, and I think you've done a good job at making this game interesting!

I'm a bit at a loss why you went with the chess theme, but didn't give any of the units their chess movesets though. I also agree with the people who say scale it down; the game takes unreasonably long as is.

All in all though, this is a very impressive little game, and I'm interested in seeing more!

birdsong by managore 2014-12-30T06:34:00

Congratulations! This game was a very deserving winner! The only issue I could suggest is that the difficulty spikes a bit after aquiring the wall-jump ability, but even that's reaching. An all round amazing game!

Booty Chaser! by adamwoolridge 2014-12-27T13:03:00

This game is really a lot of fun, especially seeing how it was made in just three hours!

Things that might be worth improving on if you want to work with it further: an indication of when gold is going to dissappear, an indication of where new ships are going to appear, making the cursor look less like a gold coin.

A mighty fine showing for the time you had!

Super Flummi by Scam 2014-12-08T14:34:00

First of all, lovely music! Bouncing off walls was fun, and overall it was enjoyable enough for me to retry it a few times.

I don't really feel it fitted the theme though, and making the player return to the title screen every time they get hit was annoying. I only got to level 12, and would have liked to see the harder levels, but having to replay the early levels each time made me quit dissapointed.

Also, the movement of the enemies was a little weird. I was expecting them to follow me, but a few times they decided to turn away right before they would have hit me.

All in all, I enjoyed this game quite a bit, despite my issues. A good showing!

T.E.G.O.O.S. by Tosic 2014-12-09T10:06:00

First of all, let me say I'm impressed that you made a game like this at only eleven! Making a 48 hour game is a challenge for anyone! That said, I can't really say the end result was particularly good...

Just using the letters of the theme seems a bit like cheating, and some stuff like the footstep sound were kinda painful. The models are pretty basic, but I think in future you could experiment with using this to your advantage. For example, some of the textures on the ground and the trees were really unpleasant to look at, but if you swapped this for a virtual theme I think it could look a lot better with very little extra work. There were a few bugs I noticed, like immediately getting a game over if you ran out of bullets (even when the last bullet is on screen), and the count for the number of cores destroyed not resetting on game over (so after destroying three cores and running out of bullets, I only needed to destroy one on my next try).

Despite my issues with the game, I have to say the strange combination of different models, and some bizare whispered sound effects made the game feel really sureal, and I definitely rated the innovation and mood higher because of it!

Harvestier by killthealias 2014-12-11T07:08:00

First of all, I really liked the music. The gameplay was also surprisingly fun, despite dodging the reds to not be that much of a challenge. I also thought using a planet for a level was a good use of the theme too.

To go further, adding new mechanics to make the game harder would be a nice touch. Also, perhaps you could try and lower the reflectivity on the planets to make them look a bit more realistic. With some more content this could become a very good game!

Ludum Fortress by EthanWebster 2014-12-08T15:48:00

I'm sorry, but I didn't enjoy this game very much. It's certainly workable as a shooter, but I found flashing red screen really unpleasant to look at, and I couldn't play for long without getting stressed.

There's definitely potential here, and building a fortress to defend against waves of enemies could be fun.

If you want to take it further, I'd suggest adding hotkeys for the buy menu, and priotitizing the bulletproof glass over the standard wall, since I found dodging the enemy's shots to be harder than staying away from the melee enemies.

Mikes On Screen Adventure by togie 2014-12-13T13:31:00

This is a really clever take on the theme of this LD! The sprite art is really good too, as is the music.

One suggestion I would make though, currently only the top 3 places on the scoreboard matter, raising some of the other scores so players can better rate their performance would be a nice change, I think.

The 5th Layer by Iak 2014-12-14T11:56:00

A fun little shooter, but I'd suggest adding a hitsound for when you hit the enemies, and a slight delay between enemies being killed and new enemies spawning, since the first snowman you kill looks like it summons two more at half health, instead of being replaced by three.

Start the Screen ! by bobombe 2014-12-09T11:52:00

A very cool idea, and I loved how the main character breaths fire when it picks up a colour.

As for things you could change, I found the controls a bit hard to use, with the character having a max speed that was a bit too high, and I don't think having him accelerate was really necessary either.

Apart from that, it was a really wonderful game, and I'd be interested in seeing a longer, more complicated version!

Maybe Fish'n? by biscuitdough 2014-12-11T07:14:00

Downloaded and extracted, but the game refuses to launch for me... :(

Trader by eremenion 2014-12-14T12:02:00

Not sure what I was supposed to do. I found I could just request food from the empire over and over, until they were in the negatives, and then just sell a bit back to them to get my relationship back. I can see this game being a lot of fun, but it needs a fair bit more development to get to that point... :(

Psychologist Simultor 2015 by Moee 2014-12-10T12:30:00

Hmm, I'm not sure I'm so keen on the concept of this game. Working on a little screen is a good way to use the LD theme, and the "um"s and "ahuh"s were good too, but I didn't think the psychology mechanic was particularly well implemented. It seems more like a flat criticism of the field, which while understandable for some people, didn't sit quite right for me. I think some more depth to the mechanics could have helped address this issue though.

DontSurrender by Dontre 2014-12-09T08:04:00

A very nice little game, the simple spritework was cute, and defending yourself by placing blocks was a nice change to the survival formula.

Two issues I did have though, I wasn't able to figure out a way to tell the difference between missiles and the robot spiders until they appeared, and block placement is a little hard to control. This led to issues where I got myself trapped by my creations, or just wasted bricks. Perhaps a simple cursor, or snapping blocks to a grid could help?

DontSurrender by Dontre 2014-12-10T06:29:00

About grid-snapping: This is my first LD, so I'm not sure, but I think adding grid snapping would count as an improvement and therefore be against the rules? :(

But I think if you polished this up a bit (added sound and a scoreboard and such) you could definitely publish this to a flash game site after the competition if you want!

Captain's Retirement by Wuschli 2014-12-08T15:33:00

I can see what you're trying to do here, but I ended up having some serious issues.

It might have been to do with having too many traders or something, but everything I bought had a sale price higher than its purchase price, so the fastest way to make money was to just mass buy and sell things.

Such a major exploit wound up making the game pointless for me, which is a shame, since the sprite-work and sound were pretty good. :(

Manneken Clean by Pampattitude 2014-12-09T08:15:00

Haha, a very cute game! I'm not usually a fan of toiled humour, but this game was able to make it clean enough to be enjoyable. Being able to water the plant was a very nice touch too.

Initially it was fairly fun to play too, but after a while I noticed that I was getting better results from not doing anything. After that, I tried again, and found that I could complete the entire game without touching it at all...

If you fixed that and added some new puzzles and interactions it could be a lot of fun though!

RGB Shooter by MMOOxy 2014-12-10T12:44:00

A very interesting concept, and one I would like to see more of in a more polished form.

Personally I did have issues with how hard it is to keep your three ships alive compared to just keeping one alive, leaving me playing through the game with just a single ship. There's some possible changes you could experiment with here, such as having the ships move together, or maybe reduced spawning on the active layer.

The other issue I had was how tricky switching between ships was using a keyboard. Since there's only three ships, the ability to cycle through them, perhaps with Q and E, would be a lot easier than having to remember and push three seperate hotkeys.

Apart from those issues, I thought this was a very fun game!

Spacelife #14 by DejaVu 2014-12-29T05:02:00

Unfortunately, it says I'm missing MSVCP120.dll, and the game won't run. The pixel art in the screenshots looked great though.

Channel Surfing by RockhopperGames 2014-12-10T10:09:00

Thanks for all the feedback everyone! Being my first LD, I wasn't expecting such a positive response! ^_^

@Blue Thumbs Gaming: That's such a good idea! Now I feel silly for not thinking of it!

@lycrashampoo: I was definitely thinking of that as a possibility, somthing like having different channels needing different positions, and maybe some hidden channels you could only find if the antenna was just right. Sadly, I didn't have time though...

I've Seen This Room Before by gelisam 2014-12-28T04:43:00

Great idea! The puzzles were interesting, from a conceptual level, and didn't outstay their welcome. A very nice use of the theme!

Game System by Catwheel 2014-12-13T15:06:00

Damn, I was instinctively turning the game system off before taking each cartridge out, I wouldn't want to damage anything! ;p

I really liked this game! The graphics were well designed, and that on noise was just perfect. I can't really say much about the use of the theme though, since I did something pretty close. Switching between the game worlds was pretty clever, though I wouldn't have figured it out myself without prompting.

The only annoyance I noted was sometimes the game would eat jump inputs, though that was a lot less of an issue once I realised that tall tree wasn't just a really hard jump.

All in all, a good showing!

ERROR: Could not load graphics by Renaldo 2014-12-11T13:07:00

Nice ASCII map making, and the swirling graphics at the end of the game were pretty cool too. It would be nice if all of the objects had popups, to maintain consistancy, but otherwise this game was a short but pleasant experience.

The Harrowing by K.Chplr 2014-12-11T11:58:00

Yay, bullet hell! This game was a lot of fun, and the background effects were really interesting. The sound effects were good too, despite the annoying hum.

One thing that did come up while I was playing was that the enemy seemed to have a weird obsession with the left side of the screen, often going to wait in the corner. I don't think I ever saw him more all the way to the right. This caused some problems with some of his attacks, mainly the ones that cycle clockwise, so perhaps look at your RNG to see if there's something going on there.

RandomRemoteRush[RRR] by AwesomeAlliterationAlliance 2014-12-10T10:30:00

I have to give you good marks for theme (since I did something similar ;p ), and the graphics and music were great.

Unfortunately, I seemed to be experiencing the same bug chibiFlux is talking about, where parts of the screen were missing, I couldn't see the time, and my character occasionally spawned out of bounds. I also seemed to have an issue where the first level would only give me one or two seconds to reach the goal sometimes.

These bugs meant I couldn't really have fun with the game, but I thought all the other aspects of its design were awesome.

Unnamed Game by Timm638 2014-12-08T15:00:00

You have a really good idea here, but I feel the excecution is a bit lacking.

Managing the resources could be an interesting puzzle, but I don't think it's presented in a way that encourages the player to think too hard about it. The early levels are pretty easy once you've figured out to do, and then the difficulty ramps up too quickly. I believe if you could find a sweet spot, perhaps where the player has enough time to think about what they need to do, but strictly limited room, then the game could be a lot of fun.

As a 48 hour entry I think it's good, and if you wanted to take it further you could end up with a pretty fun result!

Unnamed Game by Timm638 2014-12-08T15:53:00

Okay, well I think it's even more impressive as a ~24 hour game then! Good work!

E.R.A.S. by 5 2014-12-29T04:54:00

I actually thought this was a really cool game! The music was great, and the gameplay was frantic. There were a few bugs in regards to how the electricity flow worked though.

You Gotta Feed the Wizards by lycrashampoo 2014-12-13T13:20:00

Wow, if I hadn't played this game I would have never believed it was possible to make a real time block pushing puzzle. This game takes a proposition that sounds like a nightmare, and turns it into something really fun! I think part of that is in having constantly changing orders coming from the wizards, so the player can choose whichever puzzle they're closest to solving at any time.

The spritework on the main character is pretty good, and the theme of the game is really fun too. These wizards are indeed quick to anger!

Of course, there are still some issues, particularly the random chance of what ingredients you're provided at any time. When you're stuck waiting for a donut or a taco to fall to complete any of the orders it makes the game feel like it relies on chance rather than skill, which is dissapointing mainly because of how rewarding the game feels when you're actually solving puzzles. Possible solutions here could include making only food the wizards want appear (and making sure the wizards mix up their orders, so it's not too easy), or making a new piece of food fall every time the player uses up the last piece of that type (though that could cause problems if it falls on the only piece of another type).

Also, I found the spells to be more trouble than they were worth. Twice I got a game over from walking straight into my own fire, and once I glitched into a piece of food using the super speed powerup. This is more a quality of life/bugfixing issue though.

After a few games of this, I decided to quit, not because I didn't want to play more, but because I didn't want to be spoiled on the game while those issues still existed. I'm looking foward to seeing how this game develops post-jam, so I can only say that's a good sign!

A Day At the Arcade by sudojess 2014-12-29T13:07:00

I like the idea here, and I think if could be really interesting to see where you can go with this. It might be worth looking into pre-electronic arcade machines too, there's some interesting things you can do there!

Communications Control by PapyPilgrim 2014-12-14T13:35:00

Excellent use of the theme! I'm very interested in seeing where this could go! Good luck in your post-jam work!

Acorn robbery by strong99 2014-12-27T13:13:00

First of all, that tree looks really good, and I like the idea of this game.

A few things that could be improved upon: it's a bit confusing that you have to click on the spray of water to fix the pipe, perhaps you could allow players to click on the broken section of pipe instead. The water sound also doesn't stop when a leak is fixed, so I kept thinking there were more leaks when there were none.

I do really love the design of the house, and I think that if this game was expanded to cover more aspects of the rabbits' lives it could be something really cool!

LD32 — An Unconventional Weapon

Yalg'th, the Meta-Demon by Jezzamon 2015-05-03T08:48:00

This game got me smiling pretty quickly, which is a good sign. The music is good, though it doesn't loop, but thankfully you can mute Yalg'th's growls after it's done! I got the basic idea pretty early, but spent a while trying to climb the lasers to reach the solution and hit it with my sword (which might have been a bit more fun if it was possible). Good showing for 48 hours though!

Decipher Quest by SiENcE 2015-04-20T15:15:00

Very well polished, and a nice idea, but it was very hard! I'm a little confused though, was it the robot who was planning to fight, and the blob that wanted to share love?

BED✰HOGG by 01010111 2015-05-05T09:47:00

Excellent! My only criticism would be about how powerful the throw attack is compared to the others. Fix that and you've got a wonderful game!

Vacuum Attack by Pisti 2015-05-02T09:43:00

A surprisingly fun little game! The zombie sprites are pretty janky, but the main character actually looks pretty good in motion! And the sound effects were thoroughly amusing too! Running away and stopping to shoot was a nice mechanical twist, that made the short games more satisfying than I expected.

The only problem I had was it took me a while to figure out how to actually play. Some instructions telling the player they can only move backwards could help.

And I managed to get a high score of 83 ; D

Chlorine Dawn by wilbefast 2015-05-03T11:11:00

Good use of the theme to make a strong political message. The graphics and sound serve the game's mood well, though the puzzle aspects don't necessarily help. The inability to save all the soldiers is a very powerful mechanic though, so good work on this game!

Faux News by Loginaut 2015-04-23T13:14:00

Interesting little game, but I'll have to echo what everyone else is saying and ask for more feedback. I wasn't sure whether I was actually having any effect at all...

Volcano Heist by barret907k 2015-05-05T08:30:00

Interesting little game! Controlling three players was fun, and I'm impressed you chose to go for that in 48 hours. A little more feedback on what the bars meant would be helpful, though.

Raimundo's Rampage by DrZanuff 2015-05-05T09:28:00

I ran into a glitch where throwing the tombstone always threw it to the right, which made the second level uncompletable. Hopefully you can fix that before judging ends.

Crystal Ball Chaos by MoltenMustafa 2015-05-05T09:20:00

This was actually a load of fun! The difficulty curve was off a little bit, taking too long to get intense, and then the intensity ramped up too quickly for me to do much more than just fire randomly.

Another thing that could possibly be improved would be breaking the late game gameplay into regular sections, sections where loads of blocks spawn, and sections where loads of hazards spawn. Trying to balance breaking blocks with dodging hazards was good, but a lot of the time I found myself just relying on the healing of breaking blocks to get me through. Periods where few blocks spawn, but lots of hazards need to be dodged could add a new challenge to the game, as well as mix up the interest curve.

Overall, a great game for a 48 hour period, though! Good work on this one!

FormulaBlaster by swizzcheez 2015-05-05T09:36:00

Good idea for an educational game, but unfortunately the end result is lacking polish. It's not clear how it wants me to format my answers, and it doesn't seem to reset correctly after failures (moving aliens stopped moving). It's a shame, since it looks like you'd be on a good thing with some more work!

Catcall Simulator 2015 by qapn 2015-04-21T13:38:00

A very interesting little game! The audio and graphical design is spot on (apart from the horn not being immediately obvious). The topic it deals with is pretty serious too. It's an unconventional weapon in video games, but unfortunately less so in real life...

I do agree with evilseanbot that the gameplay could be refined for a more impactful delivery. On the simplest level, switching the steering to hold controls would make more sense, and I think having to honk multiple times would make it sound like the harrasser was trying harder to attract their attention (which could make it creepier, and maybe reduce the gamist element).

Nice work for 48 hours though!

Catcall Simulator 2015 by qapn 2015-04-22T04:53:00

Personally, I feel this game has a strong enough message that it doesn't need a fail state. Just having it last a certain amount of time and seeing how many points you can get would be a viable alternative, and possibly highlight how safe the harrassers are in this kind of situation.

More interactivity in the harrassment could keep involvement high, and maybe make the message hit harder if you wanna keep working on it after the Dare. There's a lot of space on the screen that could be used for more controls, like making rude gestures out the window once you have the womens' attention.

Those are just some thoughts I had though >.<

Running With Scissors by cubedparadox 2015-05-05T11:29:00

I'm just getting a grey screen with scary noises when I click...

A la lumière d'hiver by glbs 2015-05-10T12:44:00

A suberbly atmospheric game, and the scariest I've played all Dare. The combination of having to close your eyes to avoid those screens and that pitter-patter noise really started to get to me!

Hide 'n Squeak by TijmenTio 2015-04-21T15:34:00

Excellent little compo entry! The graphics were cute, and the music was pretty great as well! It's a shame it ended so quickly, before the mechanics got a real chance to shine, and it would have been nice if the cupboards with toys in them were randomised each game. I really enjoyed the Home Alone vibe too!

N.O.D.E. by SimonLarsen 2015-04-21T14:49:00

Amazing! If there's a game better than this then this'll be a good Dare! Adorable graphics, catchy music, and great gameplay, even a wide range of enemy types, this game is the full package!

Apart from fixing a slight graphical bug, the only change I'd suggest is making combo's refil your stamina meter. The best moments in the game were running in to huge groups of enemies and linking them all up for a combo, but I tended to get hit afterwards if I didn't immediately run back into cover. Restoring stamina would encourage more of this risk/reward gameplay where the link mechanic really shines, and help keep the intensity high.

What does N.O.D.E. stand for anyway though?

N.O.D.E. by SimonLarsen 2015-04-21T16:30:00

Just another tiny suggestion to improve the feel of the game:

At present, the enemies take the same amount of time to be drawn together when their right next to each other as when they're really far apart. Is that on a timer or something?

Perhaps reducing the timer for shorter connections would add a bit more punch to the action. Throwing two baddies into each other is always fun/funny, and I sorta see this like giving a joke a snappier punchline!

Bubblegum Parkour by Linus Lindberg 2015-04-30T13:15:00

Ooh, it's a shame this is so short! The pixel art is cute in a strange, moody way, and the core mechanics are lots of fun. The game makes me want to just run around exploring the map! I do feel it makes good use of the theme too, despite what others have said.

One thing I'd suggest if you want to expand on this: make it so it can be run quickly. There's a great sense of flow from hopping on your bubbles without stopping, and designing the game to make the best use of that would be superb!

Adventures of BizMan by jontturi 2015-04-30T12:57:00

Nice music, and a solid, if simple, game! Adding in autofire would have made it nicer to play, and alowed you more control over the difficulty though.

Lazy Sunday by CtrlAltTea 2015-05-05T13:58:00

Nice work, the graphics were good, and music was pretty great too. The gameplay was fairly well put together, though a bit simple.

It might have been better to make it clear that the poison won't keep the moles from getting to their target immediately, and that it's a game of attrition. It took me a while to realise what I was doing was actually working.

Overall a pretty solid game, with some fine spots of polish!

Mystery at the Mansion by Baknik 2015-04-23T13:40:00

Nice spritework, and the range of solutions was a nice touch too!

Space Boy by Hyoga-3D 2015-05-01T16:40:00

You have some good basics here, but I experienced some unfortunate movement bugs when I was playing the game. I'm not quite sure how it relates to the theme either. The core gameplay is decently fun though!

Katsaridaphobia by CluelessGames 2015-05-10T09:23:00

Okay, the idea here is definitely fun, but a bit more feedback would be required. Smacking cockroaches doesn't feel like it's doing anything presently. Another possibility would be allowing thrown furniture to kill roaches too. This could be loads of fun with a bit more work!

Baldaquin 6 - Beyond the window by Marcellus 2015-04-23T14:25:00

I loved the surreal atmostphere of the game, and it was definitely very interesting! There were a few issues with pacing, and the angels stopped bringing back poop after a while, but over all it was quite the experience!

Beauty Dungeon by TiByte 2015-04-23T12:45:00

A scathing indictment of our modern society, obsessed with an unnatural idea of beauty! Though there was little feedback for hitting the zombies, throwing out storms of attacks in all directions was fun. Strangely, the AI seemed more interested in itself than in me, but that was interesting in its own right.

Limbs by Flatgub 2015-05-11T09:32:00

Are these supposed to be cops, or the Black Knight from Holy Grail!? ; P

Wax Attack by lkpridgeon 2015-05-02T13:42:00

I like the sense of humour in this work, though some sound effects could really go a long way there. The gameplay is solid, though basic, and the graphics are functional.

I did find what seems to be a bug though: if you hold down left and then push up or down, the bud you were holding stays out, and switching to it again lets it be pushed further out (making it harder to protect).

Hug Arena by Benjamin 2015-05-07T17:29:00

"You're vulnerable when you hug stuff"

Aint it the truth... -c-

You Can Shave the Baby by chikun Dev Team 2015-04-23T06:42:00

I can indeed shave the baby. This game promised, and it delivered!

Anagram Attack by ethankennerly 2015-05-10T15:07:00

Incredibly clever game! Great work!

Guardian Shield by longshorts 2015-04-20T13:46:00

I actually found this to be a really cool use of the theme. Deliberately running into enemies is a big change from how shooters normally work.

The game as it is was fun, but I can think of some changes I'd really enjoy seeing (I only played the hard mode, disregard this if you've changed any of these for easy mode).

The basic move speed is a little painful in how slow it is, especially when chasing enemies that have slipped past you. Perhaps making a faster move speed as the default but having shift freeze you in place to regenerate shields would make for a more exciting game.

Also, cutting down the ship's hitbox to just the main body would allow for tenser moments squeezing between asteroids, and might make it feel fairer when you do get hit. Dunno if that'd change things too much with how the shield works though.

Overall a very fun little game though!

Slime Trap by Digiraze 2015-05-03T12:42:00

A pretty fun game you've made! There's a lot of enemy variety for a 48 hour game, and a good amount of gameplay variety too. It gets a bit easy after a while though (I ended up trying to amuse myself by filling the entire screen with slime, until enough enemies multiplied that the game started lagging alarmingly). The sound effects were a little harsh too, so either softening the edge on them or giving the player a mute button would be nice. A surprisingly good showing overall though, I hope you get more votes before judging ends!

Ghetto Engineer by Nysten 2015-05-01T16:23:00

Good use of the theme, even if I'm not sure what to think of the setting... Combining weapons was fun, though a few more clues would have helped. Some weapons would work a lot better if you could turn around though.

Cut! by HighQuality 2015-05-10T15:15:00

Excellent little game, and a great idea for the mechanics! It's a shame you couldn't go further with it, but good work for 48 hours!

The Ties That Bind by mantisda 2015-04-22T15:19:00

This is the funniest use of the theme I've come across so far this Dare, and the graphics and gameplay are pretty solid too! The UI could be a little easier to understand though, it took me a long time to figure out what damage actually was doing to my hearts.

Bees Bears Buzz by CowShark 2015-04-22T15:25:00

A nice little twist on the tower defense formula! It's a shame you can't attack up or down though, considering how far you can attack otherwise!

Fat 'Em All by oakus 2015-05-07T13:01:00

I ran into a bug where one of the children got stuck and I couldn't continue the game, but what I did play was pretty good. There was obviously a lot of effort put into this, and the polish really shows!

The "Bureaucrat" by b3jh24 2015-04-25T16:10:00

Very interesting idea, but without more of an indication as to what the player is supposed to do, it can't be that much fun. Good work with the short amount of time you had though, welcome to Ludum Dare, and good luck in the future!

Cupid's arrows by OadT 2015-05-02T09:52:00

I did really like this! The game was a little short, but the idea was definitely there, and the last level was a wonderful mix of creative thinking and humour.

Good use of the theme!

Rubiks Ruckus by kitcar2000 2015-05-10T14:10:00

Well, that definitely was an unconventional weapon!

Wounded by Words by Traumendes_Madchen 2015-04-22T17:29:00

Top notch game! Your team did a good job making a fully polished VN in just 72 hours! Good graphics, music, and plenty of quality writing! If I have to give critisism, I'd say that the introduction scene was a little forced, and I don't think you needed to spell everything out (like with Hassan, I thought it was clear enough what was going on there). Excellent showing though!

Wounded by Words by Traumendes_Madchen 2015-04-22T17:44:00

And some typo reports, if you're taking them!
"we're lucky none of us got any major injury" -> injuries
"what if the platform fall on us" -> falls
"My son Hassan, right here, slept away" -> slipped
"they went to an exposition" -> exhibition (probably?)
Maybe not a typo but I'm not sure what Eleesha meant by "not channelling my child" (maybe it was meant to be challenging)?

Good work for the time period, sleep levels, and not being native speakers though! I might play a bit more to see what endings I can get later, so there may be more typo reports coming, if you want!

Wounded by Words by Traumendes_Madchen 2015-05-02T15:44:00

The part of the introduction that seemed a bit forced to me was how everyone stated their names and their jobs. It's a small thing, but the introduction is the first time you really get to compare all the characters to each other, so it's a chance to demonstrate how individual each character is. Focusing on how the characters talk and act is more important than letting you know what they do (except maybe for Dave, since his job seems to be a big part of his life), in my opinion.

And I guess maybe I am a bit more familiar with some of those conditions than people generally might be, so disregard that bit! >_< (A compromise could be giving the player an option to have Agathe stand up for Hassan as if she knew what up with him, and an option to ask about it instead, but it's not really the type of VN that gives those kind of choices)

And it would be "challenging" in that case, then! "Channeling" would have worked if she meant 'direct him' or something like that, but it'd be a bit of an unusual choice.

TOIL by Luthwyhn 2015-05-05T11:41:00

Very interesting! The fun catagory mightn't be necessary for this game, but I feel it does well elsewhere (apart from graphics). Good work with this!

Reflectron by Team Klappermann 2015-05-02T14:10:00

Strong asthetic design, and solid core gameplay, but the problem I had was with how much the corridor twisted and turned. Instinctively, I would often try and turn with the corridor and run into the walls, or the turns would hide obstacles and enemies. A relatively straight corridor might actually improve the game, letting the player see what's coming from much further out, and not causing confusion.

Another idea could be to make obstacles that could only be avoided by shifting your craft sideways, but I think you did well with the time you had!

Fe-Line of Sight by davient 2015-05-10T12:55:00

I did really like your ideas here, and I laughed at the jokes a lot more than I expected. It's a shame it's let down by how buggy it is, but good work for such a short period!

Die for the Princess by Praron 2015-04-20T15:35:00

A very unconventional weapon indeed! Great idea, and great pixel art, it does become a bit easy once you figure out how it works though.

Harvest by Andrea 2015-04-22T13:35:00

A very cute little game! It would be better if there was a tutorial, or something telling people it was an idle game, but once you figure out what you're doing it's really nice. It's a bit annoying that you can't unselect things once you've clicked on them though, one misclick can cost you a crop!

Rubber Duck Regent by OriginalOldMan 2015-05-10T14:17:00

Definitely unconventional, but once I selected a propoganda choice it never went away, making the game very hard to play.

Farmer Boy by FerraWare 2015-04-21T08:27:00

I like the idea, and you've definitely done some good work in 48 hours! Unfortunately, there seems to be a bit of inconsistancy with what hurts what that makes the game a bit of a pain to get started, but I'm sure you could make something great out of this!

UN Convention by RockhopperGames 2015-04-20T16:05:00

Thanks for all the feedback so far!

@Marcellus: I was wanting to add a bit more feedback, and even had a few more visuals ready, but I didn't have time. I could definitely have rearranged some of the information to make it more accessible though!

@Markus Becker: I spotted that bug near the end, but decided it was too funny to remove. I imagine it's confusing for the characters too!

@fserb: I'd added little notes and anger marks for if you offend or please them, but perhaps a reminder for if you know what they have could help?

NOPAEW by Anikki 2015-04-21T16:58:00

Haven't been able to play it, unfortunately. The web version wouldn't load, and I'm getting an unexpected end of archive from the windows download... :c

Frinja by OzlFX 2015-05-03T11:35:00

Sorry that I'm going to have to give you negative feedback on this, but hopefully some of this will help.

First of all, the purple projectiles knock you straight to the left, even if you're on the right of the enemy that fires them. There's a few solutions to this. You could check the velocity of the projectile, and modify the player's velocity by that. You could check the x position of the enemy firing them to determine whether to push them left or right, or you could compare the player and enemy's x and y positions to find a ratio of the force you should apply to the player.

Secondly, releasing the jump button immediately cause the player to start falling. I presume you're setting the player's y speed to a certain value when they let go, but instead you could add some code handling jumps to the main physics code. Pressing jump while on the ground sets a variable to true, and then releasing the button sets the variable to false. While the variable is true, the physics code can add to their y speed to counteract gravity. Instead of a boolean you could use a variable that decays from the initial jump's force down to 0, with releasing the jump key setting the value to 0, for a jump that looks more realistic.

Also, most platformers have a little bit of acceleration to the character's movement, building up to the character's full speed as you hold right or left. Too much of this can be a pain (check some other platformers in Ludum Dare and you're sure to find some of this sooner or later), but a little bit does wonders for game feel. This can be handled in a similar way to the suggestions I had for jumping.

I'd suggest you experiment with all this (I'm hardly an expert myself), and see what you think. Hopefully this has been helpful, and you can learn a lot from this Ludum Dare. Good luck in the next one!

Waste Of War by EsirInGame 2015-05-03T12:56:00

Good concept, and an important subject to tackle. Unfortunately, the game doesn't seem to reset properly after deaths, leaving the visuals out of synch with the map. I'd also say that the death animation is a bit too cartoony for the subject matter, a simple cut to black would be a lot more impactful in my eyes. Thank you for trying to tackle this topic though!

Bakery Man by Cerberus 2015-05-03T12:48:00

Unfortunately, there's not really much I can comment on here. Shame you couldn't get this done in time, and better luck next time!

Exhaust by FiendFodder 2015-05-03T13:07:00

Excellent little game! I really enjoyed the old vector graphics style, and the gameplay matches it perfectly (down to he irritatingly difficult landings <_< ). A really impressive game you've made, I hope you get more votes in time!

SPELUNK! by gil_villarreal 2015-04-24T12:29:00

It's clear you really overreached with this one, which is a shame, since what you do have is pretty neat. The sprite work is top-notch, and the music is pretty atmospheric too. Procedurally generating a map like that takes a lot of work, and it looks like you used your own engine for it too!

You had a lot of good stuff going here, it's just a shame so little of it got finished. Good luck in your future jams though, I'm sure you learnt a lot from this!

I don't feel like shooting right now! by fragileannihilator 2015-04-25T11:35:00

Great idea you had here! Having to talk a gun into firing would be a very interesting and amusing challenge! It's just a shame you didn't have enough time to add more possible conversation options. As a thought for your post compo version, perhaps the cannon's mood could influence what effects each choice gives you, like having a negative option give it an anger boost if it's already fired up!

Budget LARP by Finn 2015-04-20T13:57:00

A surprisingly fun little game, and an excellent explanation for the theme! I'm not clear on whether level refers to my character's level or the level I'm on though.

Bit Bashing by rukai 2015-04-23T08:27:00

Welcome to Ludum Dare! I think you did a good job with the game concept, and the monochromatic graphics, but it's a shame you didn't have more time to add more levels and puzzles. I actually felt bad for the robots though.

Mutiny on Samovar V by Fabraz 2015-05-01T16:34:00

Great music and graphics, and the gameplay is total chaos! Unfortunately, the small version was too small for me to really see everything properly, while the large version was too large to fit on the page! Excellent game from what I could see though!

Color Backfire by Kostyan1996 2015-04-21T16:26:00

Okay, first of all, great idea! Reflecting bullets back at your attackers it tons of fun, and there's room for plenty of depth. Unfortunately, defending against multiple colours at once is practically impossible.

I saw you said you didn't have time to add spawn orders, but an alternative would be to just not have lasers damage you. Making puzzles based on racing between colour pads so you can kill the enemies closing in on your goal sounds like it would more fun that trying to stop more than one colour from sticking around.

A great showing for your first Dare though!

News Flash by Sunsheen 2015-04-21T16:47:00

Excellent little game! The idea was great, and it's a good use of the theme. Nice music and graphics too. It's a shame there's no option to replay it though, since it took me a few tries to get all the photos.

Poor Mayor!

Bribe Them by DouglasOliveira 2015-04-20T13:15:00

Really good idea and use of the theme, though it would be nice if there was a casual mode where you could just hold down the mouse instead of clicking so much. A few breaks between waves to replenish your health and troops could make the game more enjoyable too!

BodyBlow by OneTrueAaron 2015-04-30T13:22:00

A very unconventional weapon indeed! The chain of bodies sometimes seemed to have a mind of its own, and started bugging out after a while, but what I did play was very funny! It's a shame the floor textures are a bit hard to read though...

RL by retr0verse 2015-04-23T08:20:00

Hard as hell, but great fun! The game gave a real sense of terror and pressure, though it would be nice if it didn't tire out your hands so much!

Solar Swing by Kryptarchy 2015-04-21T14:15:00

This was really a lot of fun for a 48 hour game! The controls were hard to get a handle on, but one I did I was able to get a high score of 53000!

The song was good, but it was a shame about the looping.

Susie Super Star by betoraposa 2015-05-04T06:23:00

Great character art, and a superb concept, but it's a shame there's so little to do. Also, the screen seems to scroll to where the characters are halfway off screen if they're not running, which makes it hard to see sometimes. I do like what you were able to do here though!

Beat by rishal 2015-04-30T14:13:00

A very interesting little visualisation! As a toy for messing with and creating music it was great, and there was some merit to it as a game too.

One change I'd suggest, though, would be changing the hit sound to an echo of the tone that cleared the note. The constant tone of hitting the incoming notes sometimes drowned out the music I was making.

Hello Darkness: My Old Friend by HapaxStudios 2015-05-02T09:30:00

Good music, and it looks like you've put a lot of polish into this game. Unfortunately, the accelleration based movement makes controlling the character a pain, and I wasn't quite sure what the darkness mechanic was actually doing. Looks like it could be quite a bit of fun if you could clear that up though!

Sticks N Stones by duncankeller 2015-05-04T13:38:00

Excellent little game, I had a blast! Graphics and sound worked well together, and it was a pretty fun use of the theme! The only change I would suggest is changing the button to quit at the end to something other than space. If the player is trying to get one last insult in, then can close the program without even seeing their result.

Good work, and I hope you get more votes!

Bear Arms by MJaawa 2015-04-20T13:30:00

Very nice graphics, and I do love bear puns. Check what variables your reseting at game over, though, since it looks like there's a bug with multiple tries. Good work on your jam!

SolSurvivor by Blobo 2015-05-02T09:48:00

Good polish and use of theme! I did think there were some issues with difficulty, but improvements to the control (or just size) of the planets could resolve that. Otherwise this was an all round well developed game!

Scrobbl Board Deluxe by butterCup 2015-05-04T15:00:00

Interesting. I'm curious, was this being built as a more straight foward scrabble game before it took a turn for how it is now?

Bob's Got A Cold by CodeBlock Entertainment 2015-05-04T15:28:00

Very cute and funny! The gameplay is maybe a bit simple, but the concept is very original, and the introduction is great (though maybe you could add a way to skip it, if people have seen it already)! A great showing for your first comp!

ColorMaze by amonkalagin 2015-05-10T14:07:00

Definitely has some promise! The controls are a little slidey presently, but perhaps you could make that work to your advantage if you expand this. Good work making this and learning c# at the same time!

Springtime Warfare by Marty 2015-05-10T15:27:00

Excellent little game, wonderful music and pixel graphics, and you even had time to put in a boss! Top tier work!

BulletRain by iapc 2015-04-21T10:39:00

Very solid bullet patterns and gameplay, though I don't really think it makes the most of the theme. After a few tries it made my computer crash though, so there may be a memory issue somewhere.

the name of the game is grab by fserb 2015-04-30T13:06:00

Superb visual style, and surprisingly fun gameplay! I like how the ghosts seem to work on a similar system to the player, having to retrieve their attacks before firing again. Excellent work for the time available!

Kitten by GFM 2015-04-20T14:30:00

Okay, first off, adorable graphics! This game was great fun, I particularly liked how much sequence breaking was available! I'm gonna call that a feature, not a bug!

What I can't imagine is a feature though is the horrible screech sometimes emitted on touching spikes, between that and how long the game took, I would like a mute button to be available. The music was nice, but it gets repetitive fast.

I am really impressed by the size of the game you created in 48 hours, but it might be nice to add a few more checkpoints. I was dying a lot, even with sequence breaks, so I imagine it would be a lot harder playing through it regularly.

Kitten by GFM 2015-04-20T15:54:00

Getting green before yellow was nice, but I also found a way to climb the cliff between the blue and indigo gems, skipping the area with spikes on the roof. You can even get the violet gem without the blue and indigo gems, if you're careful!

Perhaps disabling controls while dead would be a fix to the sound issue?

I did see that the altars worked as checkpoints, I just think having checkpoints at the halfway points between them would allow players to get back into the parts they're struggling with faster (at least from my experience).

Kitten by GFM 2015-05-02T16:18:00

Checkpoints (late reply, got distracted by Crypt of the Necrodancer):
I was more thinking of it as something to keep in mind for if you made the game larger. It's not really an issue now, but if the game world was significantly larger, the same density of checkpoints could be stretching it.

At the current checkpoint density, there's always about three or so challenges between checkpoints. This means that the player has to go through the gauntlet of challenges to move foward, and has to go through them again to go back. This is fine for a game focusing on platforming challenges, but it would make exploration more painful. Placing checkpoints more frequently would mean there's less pressure to consistantly execute the platforming, but would allow players to test themselves against various challenges without being punished as harshly. It's an exploration vs challenge thing, I think.

Of course, you could try doing something creative with the checkpoint system instead. They Bleed Pixels and LD31's winner birdsong both let you control where you place checkpoints, and could be worth checking out. Maybe you could make a checkpoint system where you can place a kitten anywhere as a checkpoint, but can't activate a new altar checkpoint until you go back and pick up the kitten. Something like that would allow both exploration and challenge gauntlets, I think.

Math Quest by SarahFrisk 2015-05-10T15:40:00

Excellent game, and it's good to see some high quality educational games showing up, even from just a 48 hour period!

I did hit one bug though, after reseting the game, the timer ticked down a lot faster, making the fights impossible (Windows 7, Firefox).

Good luck getting enough ratings!

Dysforgiveness by evilseanbot 2015-04-21T10:38:00

I don't think I have someone on hand I can try this with, but do you know if it's okay to rate it just from reading the rules?

Soccer Punch by PapyPilgrim 2015-04-20T12:59:00

A really fun little game, and a great engine to use as the starting point of a bigger game. Shooting the ball at targets is fun all round, but unfortunately the combo system is the weakest part.

Expanding this into a full game with set levels and more variety of targets would create something wonderful. I can imagine charging up a shot and aiming it a giant robot's weak spot as it charges towards you. GOOOOOOAAAAAAALLLLLLL!

Terraforming by orangemoose 2015-05-07T13:18:00

A nicely polished short metroidvania! From the name I expected some form of terrain modification, but the end game is still high quality. There are a few bugs that come up with the stun attack though, you can get caught under a bridge and trapped forever, or get traped in the beam protecting the boss when it reactivates. Good work for 72 hours!

SHROOMS by duon44 2015-05-05T11:25:00

Ooh, I really like this one! Really moody and interesting! Don't really know how strongly it relates to the theme, but otherwise I don't have anything to criticise!

LD33 — You are the Monster

Aglæca by philomory 2015-09-06T15:03:00

Great idea, and excellent graphics, but unfortunately the gameplay leaves something to be desired. The difference between killing and eating, and killing and desecrating doesn't seem to exist, and I couldn't find anything that would restore HP. There's a lot of potential here, though!

H.A.V.I.C.K by 30dogs 2015-08-27T14:36:00

Wandering around, destroying this city was pretty great, and had a real sense of character! I was just waiting for the Power Rangers to show up to kick my ass, though!

noodle ramen by rubna 2015-08-25T17:20:00

Excellent little entry, you've obviously made good use of the extra 24 hours! I particularly liked the King of all Cosmos vibe from the ramen man!

Brood by SecondDimension 2015-08-29T13:14:00

For some reason, the audio didn't play at all for me, but otherwise this game was excellent!

Who cares the M%rtgage by bukt 2015-09-11T12:36:00

Holy poop that was a tall game! Even on full screen, the top and bottom were cut off for me! I do like what you did here, but I kept running into problems with dissapearing buttons, and once I got far enough into the game, the pile of money started dissapearing too...

Orange Squares...Beware! by Benn 2015-08-27T15:02:00

Pretty awesome little action-puzzler! The mechanics are creative, and the graphics and sound match to form a rather striking whole.

Personally, I'd prefer a game which ignores the theme to one that tries to force the theme in in a really hamfisted way. If you don't want to use the theme, you could disable the theme catagory for judging, just to make it clear that it's not a game about a metaphorical monster or something. ; )

Trick Parade by SimonLarsen 2015-08-25T18:37:00

Excellent all round! I really like the interpretation of the theme, and the halloween trappings make for a very consistant mood! I did spot a typo when you're hit by an enemy, and it might be worth switching the second killer ghost with the splatter wolf since he can be skilled, but other than that, I'd say the entire game was well excecuted!

Cataphilla by Pomb 2015-08-29T09:40:00

Wow! This one was pretty amazing! The focus on music provided a strong core to the game, and style fitted it to a T!

A little more accuracy to the movement would be nice (it's hard to tell if you're going to hit something or now), and a proper transition for entering and exiting peaches would probably make the game feel even tighter. I also had a bit of trouble with lag as my chain grew longer and longer, to the point I had to end the game before collecting all the gold pips. Was I right in assuming the peaches only beat if they have a pip inside them, though?

Overall, this is one of the most interesting experiences I've seen all jam!

Aetri by oskardevelopment 2015-08-27T14:16:00

Once you figure out what to do, this is a pretty fun fast-clicking strategy! It can be a little hard to keep the focus on the ship you're using sometimes, but until reliable 6 directional controls can be found, I guess that's unavoidable.

I would suggest checking to see if the enemy has any planets or ships left as an end condition, though, since cleaning up the last few enemy squares is a bit of a dissapointing way to finish a well played game.

Monster Government by goldenindiegames 2015-08-25T14:58:00

Interesting idea, and I must echo Artylo in saying it reminds me of The Republia Times, be sure to check that out if you haven't seen it already.

The idea of trying to slip through diabolical measures is rather fitting, though the inherently political nature of the game can sometimes make it clear which options are considered evil.

I don't think political subjects should necessarily be avoided in games, but it would be more accessible if the options were comically overblown evilness or niceness, rather than actual political issues. If you do want to use your game for commentary, it could be worth considering what "evil" positions seem to actually have plenty of political support.

VINDICTAE by Pickens Inc. 2015-08-29T14:29:00

Interesting idea, though there were some parts which seemed a little iffy. I agree with pixel^3's suggestion of implementing some stealth features, or at least a delay on how quickly enemies can notice you. I also couldn't manage to get past the stage with the murderer enemy, and having to start from the beginning again each time made it a pain to try him again.

One bug I did notice too: the player's score is reset each level, leaving a lot of game overs showing 0 souls collected...

Pokemen by Skyfish 2015-08-27T15:27:00

Very interesting idea, and a really striking visual style! Unfortunately, the gameplay ended up getting repetitive, and if things continued how they were going after enough levels, I wasn't able to push through to see it (I got to level 63). Apart from that, this is a pretty cool entry, though!

Pokemen by Skyfish 2015-08-28T09:55:00

Ahuh, I can definitely understand not having the time to implement everything you want to. I think it could be really interesting to have various actions influence the mood of the game (possibly to the point of having multiple endings?) but as it was, it made me think of how cruel it can feel when your pokemon are much stronger than your opponents. There is a lot of darkness you could explore in the theme (stuff like catching pokemon to keep in boxes), if you're interested in making a post-jam version at some point!

Loch Ness Monster : THE GAME by Darius 2015-08-25T13:42:00

Sweet music and a really cute Nessie too!

If I had to give some advice, I think increasing her mobility would make the game more fun. Moving up and down was painfully slow in some places, and it was a little annoying to have to stop whenever you attack. It might make the game easier, but I think in this kind of game the main joy is in the destruction you can cause.

Ghost Duck by chikun Dev Team 2015-08-29T12:45:00

Another excellent game! Nice work!

The only thing I'd suggest is adding a way to replay from the game over screen, since it took a few tries to win.

Mobs, Inc. by Pietro Ferrantelli 2015-09-11T13:12:00

When my only request is more, you know you have the perfect post jam game ; D

Death from above by Delicious Code 2015-08-27T13:44:00

I have to agree with the others that the twist was somewhat spoiled by the theme, but otherwise this game is highly competent all round!

Not Cookiemonster by OadT 2015-08-26T11:46:00

Even though it wasn't very long, or very complicated, there were enough nice touches to make this game enjoyable.

At first I had trouble understanding that the game was resetting me to checkpoints, and I thought I was being thrown into impossible situations by the RNG, but once I figured it out I was able to power through to the end.

I didn't think the music was too bad either!

Hope by commodoreKid 2015-08-26T13:23:00

The music is lovely, but it's a shame there's no real gameplay in it so far.

As a suggestion, you could try making it so that holding down the left mouse button makes Hope walk in the direction of the cursor. That would reduce the amount of clicking the players require.

Monster Simulator? by retrogradeorbit 2015-08-25T14:03:00

Nicely functional music and graphics, and the animations and movement of the chupacabra were very well done.

As a suggesion, either reducing the time it takes to eat a sheep, or adding a level of interactivity to killing them would make the game more interesting. As it is, it feels like you have a long period of downtime when the player should be feeling triumphant instead.

Heroes Always Win by bradur 2015-08-24T14:33:00

Interesting idea you've got here, and excellent music too! I did find it a little easy delaying the hero on all the levels, but I can definitely understand how hard it is to create complicated levels in the 48 hour period.

Petit Monstre by LeoM 2015-08-24T15:09:00

Adorable little game, and a lovely use of the theme! Unfortunately, all the physics objects were a little overwhelming for my poor computer, but I like what you've done here none the less!

Investigation of the Empty House by TrashLord 2015-08-29T09:55:00

Is something meant to happen after I clicked on everything? Or was there something I missed, despite my multiple passes...

Lair of the Scare by RockhopperGames 2015-08-25T14:43:00

Thanks for all the feedback so far!

I was worried the scared heroes might be a bit hard to tell apart from the confindent ones. It was pretty clear when I was working on the sprites up close, but once I zoomed out it became a lot harder to see. I might add some extra panic markers to scared ones if I put together a postjam version.

Music would definitely be something I'd like to add if I get a chance, too. All the sound effects so far were made with my mouth, but if anyone has a recomendation for a music program, I'd appreciate that!

@goldenindiegames: I hadn't thought of adding traps! That could be a really interesting addition for a post-jam version!

@Elenesski: Hmm, I prefer keeping the range of buttons low, but I'll defintely looking into what I can do to stop people missing their score screen!

@LeoM: I was originally intending for there to be a range of monsters with different abilities, one of which would be able to detect heroes off screen, but that was way outside the scope of 48 hours. I'll see about making them easier to find, though!

Lair of the Scare by RockhopperGames 2015-08-27T13:22:00

@commodoreKid: I would like to add more enemy types for a post jam version, but I worry it could dilute the character of the enemies. The square-jawed, broad-shouldered hero is such a cliche that I can't really think of anything else worthy of standing alongside him.

@bouletmarc: I did have to pull an all nighter on the second day, but in the end I was glad with what I'd achieved. I did waste a little time accidentally spriting the hero at twice the size I needed (you can see that sprite on the Game Over screen), and originally I had a movement system that let you move around the middle of the screen without it scrolling. It was meant to make it so you could keep your focus on the heroes while you were avoiding them, but in the end it was just limiting visibility and causing all sorts of bugs. Thanks for your bug report too, I'll see if I can replicated and eliminate it!

And thanks for all the other feedback too! I'm glad to see people seem to be enjoying my game! ^_^

Hitogochi by OnionBlaze 2015-08-29T10:23:00

This one is really excellent! I got a sweet ending, and a somewhat faster one... I still want to come back to try out some more of it, though!

Groll's Revenge by cyrixd 2015-09-07T12:41:00

Nice work with the idea, and I enjoyed the simple graphical style too. It's a shame it's so hard to avoid damage, and that there's not really much of a chance to wait and pounce once the knights start roaming. All in all a fairly solid entry, though!

Unknown by Florent Juch 2015-08-24T13:14:00

Excellent Music, it's just a shame that you weren't able to make it loop properly...

I found one bug, though. If you replay Easy (and complete it) after completing medium, you lose access to the Hard level. That shouldn't be too hard to fix, though!

The March of the Dropped Band by Dukio 2015-08-24T14:22:00

Congratulations on your first Dare! Though it was pretty simplistic, there was definitely plenty of creativity put in here! I liked the application of the theme, and how the music panned as the characters moved. I would have enjoyed some ways to get the band out of formation, or to remove members from in the middle.

Perhaps an interesting idea for taking this further would be to make complicated levels you had to guide your band around, splitting them up with walls and such to cross unusually shaped paths, or hit multiple buttons? I'd suggest making the sound of the complete band a little less harsh though, to stop players throwing them off a cliff to quiet things down a little!

Something Purple by Andrew 2015-08-24T14:47:00

I love the shader, and the reversed music fits the mood perfectly. I managed to reach the bad ending easy enough, but I didn't have the patience to try my theory about the good ending. Some spots could be a little cleared (what that lower platform is connected to, on the second level, for instance), but overall I found this a rather interesting experience.

Scare Them All You Lil Monster by stephanthetroll 2015-08-26T10:01:00

Glad to see another scaring game! It looks like you did put plenty of work into it too, even adding in hats! The older kids did move terrifyingly fast though!

Snacker by ToloaGames 2015-08-24T13:29:00

Congratulations on completing your first Dare (and your first game)! One thing I would suggest, is that if you want to use a four directional shooting system, you should map it to the keyboard, rather than the mouse (like Binding of Isaac does, for example).

Good luck for your future games!

The Monster of the Computer by -muffin- 2015-08-24T17:50:00

First time I tried it, I couldn't figure out what to do beyond the intro. Thankfully I tried the web link next, and spotted the advice to use the spacebar to continue. In might be worth sticking that on this page too ; )

Very amusing audio, and a competant clicker game underneath that. I feel like you've made good use of the 48 hour period!

One other thing that did bother me though: the button to close the buy window covers up the speech bubbles for the items themselves! >_<

Monster From Dungeon by zuick 2015-08-29T10:05:00

There's a lot of potential here, but it seems like you really didn't have enough time to develop your ideas. Waiting at the top of a hole and grabbing people is enough to make a pile of corpses down below, and with no actual scoring system, there doesn't seem much incentive to go further than that. Also, it seems a bit odd that the only guard is in the sewers...

Hue and Cry by Jezz0r 2015-09-06T15:28:00

Excellent graphics, and high quality music. I found the ending a little questionable though. Since when was other people running off cliffs or shooting each other considered murder?

Mutant Snakopede by TLansdale 2015-08-27T13:57:00

I really liked this little game! The snakepede's design and movement were really good, and it's still fun destroying a city, even if the game was never that difficult.

One suggestion though, it might be more fun if you could hold down the attack button to attack. It was a little annoying when your attack ends right before you can eat the last human in a little clump.

Ant Destroyer by PostageStamp 2015-08-24T15:32:00

Wow, for what's basically just a giant monster walking over things, this game is a lot more fun that it seems it should be! Nice work! The graphics are awesome too, and the sound effects are functional.

The only thing I would suggest is to maybe try adjusting diagonal movement. I found it was a great way to cover more land than walking straight, but I'm not sure if that was intentional or not...

Daddy, Don't Explode Me by FiSilva 2015-08-25T14:29:00

Well, that title totally managed to catch my attention! Nice work putting the game together, you definitely managed to put in plenty of interesting mechanics. It would be nice if they were explained a little clearer though, the idea that you could cover pits by dropping minions from high enough up took a while to figure out, as did that the green spikes were grass (maybe brambles would be clearer).

Also, you can finish level three without clicking at all ; )

Minotaur Maze by MPCherry 2015-09-06T15:17:00

I had to click on this game, since the thumbnail looked so much like my own game! XD

Sorry to hear you didn't get the time to put together all the things you wanted to! One thing I haven't seen other people mention, I was getting some strange visual glitches where white streaks would appear perpendicular to the angle my minotaur was facing every few seconds. I'm running this on Windows 7, if that helps any.

You Are Not What You Think You Are by Mister_Melon 2015-08-24T12:35:00

So I'm sure you're not expecting any commendation for the gameplay or the graphics, and indeed I did experience some bugs, and cleared the screen before the narration had finished, but I still found myself having fun. It's clear you had fun writing your script, and I'm impressed you found a way to make an interesting and complete game in just an hour!

Drack's Mansion by pirate_shell 2015-08-24T12:08:00

First of all, I love the pixel art here, the details and colours are gorgeous! You've added a lot of abilities for Drack, which make for a fun game too, but it's a bit of a shame that the enemy types just negate those abilities, instead of adding more types of play. With some more developed levels and enemies, this could be a real cool game.

Just one other suggestion, you might want to try and stop multiple hit sounds ect. playing over the top of each other, as you get further in it can be a bit cacophonous!

Global Thermonuclear War Simulator 1995 by jsbluethree 2015-08-29T10:31:00

It might not be that uncommon after GBJam, but I still do love to see gameboy games show up here! The game is pretty stark, and direct in its approach, but I'd say it performs well despite the simplicity. A bit more to work with, or at least some sound would have gone miles to truly elevate this game, though.

Evasion Master by bouletmarc 2015-08-27T14:44:00

Congratulations on your first Dare! You've obviously put a lot of work into the environment design, and I thought the characters expressions were really amusing too! I have to question why there's no right/left movement, though. It encourages the player to keep moving foward, but that seems an odd choice for a stealth game.

Jack vs Werewolf by marom 2015-08-26T18:19:00

Very interesting little game! I do have to agree with the others that it doesn't really fit the theme, though I do feel a little monstrous when I shoot someone in the back of the head, then walk into the next room to find that while I was trailing them, the real werewolf was off making kills.

You are the Monst-hair by polskais1 2015-08-29T12:50:00

You say you've got it back up, but the link is still taking me to the Kongregate homepage...

Witch Treat by DeepBlueJeer 2015-08-25T13:54:00

I really liked the adorable witch sprite, with the eyes on the hat! It's a shame you didn't have more time to polish it. Two problems I did notice, the start button seems to be a little high, covering part of the title. Also, I don't think the witch's health is reset properly upon death, the game froze completely when I tried it.

TIGIY (There is Good In You) by Elenesski 2015-08-24T08:07:00

Congratulations on completing your first Dare!

I'm not sure (can someone else clarify), but I think you're allowed to enter into the compo with a few borrowed assets, as long as you don't enter yourself in those catagories.

Anyway, I hope you enjoyed the experience!

Dragon's Horde by KunoNoOni 2015-08-26T13:37:00

I do enjoy this type of game, so good work putting it together! I know you mentioned that autofire wasn't able to be added, but I feel I should point out that it wouldn't just make the game more comfortable for players, but also limit their maximum firing speed. I noticed that by pushing both C and clicking at the same time, I could shoot twice as many fireballs, which made even the hardest level a cakewalk...

Hero's Quest by GFM 2015-09-06T13:24:00

I eventually got round to playing this one, and first off all, lovely graphics and music. The falling leaves in the background are a particularly nice touch.

I do have to agree with the others about the difficulty of fighting with the dagger, though. One improvement would be to widen the input window for follow up attacks (or store inputs for them), so players trying to combo slimes don't have to time their attack so carefully or be left standing. Widening the doubletap window for dashing could be nice too, or just implementing a dash button.

I did play it all the way through, though the number of times the slimes killed me before I reached the end made me feel like they would indeed present a threat to the village! I tried for a pacifist run and couldn't get that, but I managed to get through the game only killing slimes that attacked, and was a little dissapointed to find the ending was still the same. Still, good work with the time you had!

Yeti Destruction - Ski Resort by snade 2015-08-28T09:41:00

A highly competent, if simple, game! The graphics were well done, and the score run was simple enough to be easily playable. It's very interesting that other skiers run into trees too, sometimes I felt like I was actually protecting them from themselves!

A few hints about what does and does not give you score would be nice, though. I was avoiding trees on my first one, until I accidentally knocked one down. Then I decided to try hitting a snowball, cause if trees are good... >_<

LD34 — Two Button Controls / Growing

Initial Conditions by reheated 2016-01-02T07:35:00

First of all, amazing work with the puzzle and game design, that's a full five stars for fun and innovation from me. The only thing I feel it needs added is a reset button, so you don't have to remove all the squares if you want to start again.

Unfortunately, I feel a lot less enthused about the story. Early on, the narrator states that the simulation simulates an entire civilization down to independent lives. This is an interesting idea to play with, but it seems farcical when matched with the mechanics. By providing a puzzle with preset solutions, you're asking players to work through a logical process, something even the simple computers are much better at than humans. The idea does have merit, but I feel it would be better served by a game where players have more choices to make, rather than just solving puzzles.

Also, I can't help but feel the message of the game comes across as very prescriptive. That humanity would almost inevitably lead to the creation of a megalomaniacal individual who would manage to destroy all of humanity in the quest for love... well, that's something of a big leap, and I don't feel the game does enough to back that up.

Of course, I understand that 48 hours is a short time to design a game to tell a narrative, but I feel in this case, the game is actually lessened by the narrative. An abstract puzzler would have engaged me a lot more, or the mechanics could easily be transferred to a hacking game (sets of wires, attach modules to each wire, ect.). I can understand trying to make the game fit the theme, but in the long run, I think it's better to take a hit in the theme scoring to make a more complete experience.

THE GARDENER by echa 2016-01-04T06:25:00

Saw this on the front page, and had to try it. A brilliantly creative game, and an impressive amount of development for 48 hours! I encountered a blue bush towards the end, though, and had no idea how I got it. Any clues there?

Sanctuary Station by Joror 2015-12-21T17:10:00

Gorgeous! This has to be one of the most inventive games I've played this Dare, and slapping base sections together is just so much fun!

I see a few people commenting that they'd want the pods to move faster, but personally I really enjoyed the feeling of ordering them to build up momentum while I went to handle something else. I would like to see pods snap a bit easier when you push them together, but otherwise I really enjoyed it!

The only letdown for me was the music, which is a bit harsh around the edges, and a little short. Thankfully, you remembered to include a mute button, so I didn't have to let that bother me.

Spider's web by mortus 2015-12-14T12:22:00

Saw you post about this during development, and I thought that was something I wanted to try!

The idea is great, though the two button controls definitely make it much less accessible. I also spent so much time maintaining even a small web that I didn't really have much time to expand.

If you do update this at some point to have a non-two button version, I would be interested in trying it again!

Biome by dreamlogician 2016-01-04T16:27:00

Definitely takes quite some figuring out. I managed to destroy all of red before I got there, and there didn't seem to be any ending or way to restart that game at that point. I found it very interesting conceptually, though!

You and your parasite by local minimum 2016-01-02T17:01:00

Excellent, excellent, excellent! A beautiful little game that I'm sure I'll remember for a while!

I've Bean Stalking You by Artylo 2015-12-14T12:05:00

First of all, quality pun, and nice graphics/ambience!

I have to ask, though, was the speedrunning idea a compromise for not having time to make the enemies fight back? If so, fair enough, we all do what we have to. Otherwise, you might want to refine some of the mechanics.

Speedrunning games need tighter controls, for one. I don't see why the sword had to be controlled my mouse aim, rather than using buttons to attack in front of you. Run/charging could be mapped to a button, allowing for faster turns, and making it safer to use on the edge of the map.

Also, speedrunning requires lots of reseting to get the best times, and having to close and reopen the game every time you screw up doesn't really cut it there. The random generations of each screen creates a problem too, encouraging even more resetting. I dunno if game maker can handle this, but setting a fixed seed for the generator could resolve that.

Despite that, I did give it a few times, and managed to get under the 10 level par ( http://i688.photobucket.com/albums/vv245/banthesun/punnyShot_zpsodex2d7l.png ) I don't need a reward, if I made the first goal, the challenge was nice on its own (and I wouldn't want someone who really cares about what that is to have to aim for the higher tiers). For a 48 hour game, I think you made a fine showing!

I've Bean Stalking You by Artylo 2015-12-14T17:42:00

Ahh, thanks for the insight into the design process! Good luck with the collision code! I've heard Game Maker can be troublesome there!

Growees by NickZangus 2015-12-18T17:05:00

Great graphics, even if the idea is a little on the simple side.

I can't help be disappointed you only went the nature route. Growth could easily refer to industrial growth too, which could provide an interesting alternate approach.

Cultivate by kmakai 2015-12-15T08:10:00

Absolutely gorgeous! The use of binary choices is a good take on the theme, the graphics were a skillful compromise to the time limit, and you filled out a lot more content than I would have expected for 48 hours (hope you didn't work yourself too hard)!

As for suggestions, perhaps providing a/d alternative controls would be a cool addition? I loved the little section about choosing what hand you write with, but that made me want to try wasd to play it left handed (I'm a righty, but I thought plenty of left handed like the option?)

I'd also like to see how much of the game is changable, and what is impossible, but I ran into an error when I tried to restart. It was something of a longer error message, so I copied it to a pastebin here: http://pastebin.com/gAsP1bgP

I'll probably go back and give this another try before the end of the compo, but being able to get multiple runthroughs in would be top notch.

Buying Time by Shide 2016-01-02T14:19:00

An interesting little game, and I can't help but enjoy another two button choice game. I do have to question why you chose it to be an investment game, though. Without knowing how much money you have at any time, the decisions come across as entirely abstract. If that is the point, perhaps you could make that a little clearer beforehand? That would at least save some confused clicking.

EGO by Andreas Brandt 2015-12-21T17:28:00

I'm curious why you decided to go with a text box game? It seems like that would really need a lot of time to add in enough responses to make it work. With what it has, I can't really say it works, but that's clearly a matter of not having enough time to add content. Interesting idea, though!

Attack In The Mushroom Kingdom by Monochrome Bears 2015-12-21T13:20:00

Interesting little game, and cute graphics. I can't help but wonder if the time put into the bounce animation could have been better spent on making a watering animation, since I had trouble figuring out exactly what I was doing in the first place.

Also, I think it's okay to have multiple bindings for the same buttons, to increase accessibility. If they all do the same things, it's not really more than two buttons, after all.

Swamp Witch by RhysD 2015-12-15T11:33:00

First of all, amazing graphics! You put together a ton of absolutely beautiful sprite art for this game, and that convinced me to play for quite a while.

Unfortunately, I had tons of difficulty actually controlling the witch, leading to a very frustrating play experience. Instant death for touching the ground seemed unnecessarily cruel, and bats seemed to be several times as difficult as any of the other enemies. (Do they really need to move, shoot, and deal double damage?)

Also, it seems you can't level up any of your abilities until after you've beaten a boss? That makes progression really hard, and makes it seem kinda pointless after all...

You've definitely got some good stuff here, but I feel like I'd need some difficulty changes before returning to this.

Frontman by Claire1605 2016-01-02T14:26:00

While the Jam version is a little short, you have clearly put in a bunch of work to get the game to the standard you wanted. Using other band members to reach other tokens was a nice touch, though some more polish to the movement and level design would go a long way to making that feel better.

Overall, a fine showing!

Super Lefty Garden Fighty by hexagore 2015-12-21T14:03:00

Gorgeous lighting, and the music fits the mood perfectly.

As a two button brawler, it works well, but I can't help but worry that the damage animation takes to long. Every time I get hit, I end up surrounded by enemies and taking extra damage. Apart from that, this was a rather solid entry, though!

SvardBjorn by Windmill Games 2015-12-15T15:04:00

A wonderfully polished two-button-brawler, with great sprite art and a rocking soundtrack!

I have to actually disagree with philipp's response, and say I would have prefered it a little less complicated, actually. That's just a personal opinion, but I feel I would have enjoyed being able to knock the spears out of the air more than having to shield for them.

Wonderful showing for the time you had!

Bellows by TaylorAnderson 2015-12-15T06:26:00

Excellent variation on the runner/climber genre! I particularly liked that enemies didn't one hit kill you, and that there actually was an ending!

Personally, I found the game a little easy, though I see plenty of people talking about the difficulty above me. Maybe I got a good spawn, but I found spacing my puffs helped a lot. Maybe adding faster scrolling for people who rush would even it out a bit there?

Super Space Invader by BlackBulletIV 2016-01-02T16:26:00

Nice work! Playing this was a real blast, and the sweet music helped keep me in the zone throughout.

The only thing I'd recommend is to maybe make the base fire rate/damage a little higher. Once I had a few attack upgrades I stopped noticing it, but early on the slipperiness of the movement was really bothering me.

Thanks for a really fun game!

Night Radar by ranseur 2015-12-14T16:45:00

Great idea, though it'd obviously take a lot of time to master! In a way, the simple style actually suits the theme of the game, so good work making the most of your limitations there!

Unfortunately, I hit an error upon taking down my third fighter, and got the following message:
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object obj_fighter:

Variable obj_fighter.exploded(100048, -2147483648) not set before reading it.
at gml_Object_obj_fighter_Step_0
############################################################################################

Night Radar by ranseur 2015-12-15T06:45:00

Nice! I'll be sure to give it another go later, just to see how far I can get!

Ourobos by SinclairStrange 2015-12-16T14:48:00

Gorgeous! It's amazing to see that you've put together this much excellent content in just 72 hours!

Criticising such a wonderful effort seems cruel, but I did have a few problems that could be addressed. Firstly, it seems you can't jump when holding the down key, which makes hitting the many doors set into the floor annoying. Also, I had a similar experience to GFM, not finding any save points between the lava zone and the ice boss. I'm sure they must be there somewhere, but they could stand to be easier to find.

I didn't get to finish the game this time, but I definitely want to come back to it and give it another shot, when I get the chance. Wonderful showing!

Pikki by RockhopperGames 2015-12-14T17:31:00

Thanks for all the feedback so far! I wanted to have a third stage about life on land (and possibly a fourth stage about eating abstract concepts), and had a bunch of body parts already sprited up, but I couldn't get a full set together or implemented by the 48 hour limit. Once I've had a rest, I'll see about making a post comp version that goes further.

@rplnt: Do you think something like having the cell start multiplying, or swimming upwards might work for that?

@Rogod: Sorry, that was actually the end of what I managed to make for the competition. I tried coming up with a few possible ending screens, but by that point they all seemed to be a little cheesy, so I just went with a gentle return to the title for now. It was my first time writing music for a game, so that's something I still need to work on!

Pikki by RockhopperGames 2015-12-15T15:54:00

@GFM: Ah! I still need to play that game! I'm sure that could be a useful reference!

@RhysD: It is almost entirely a cosmetic choice. If you refuse to eat anything, the game ends at the end of the first stage, but the injuries from eating trash are completely cosmetic. I wanted the game to be about choice, and since Pikki is so alien, trash isn't necessarily different from food. The negative connotations of trash are what cause Pikki to develop injuries, since the injuries are just negative connotations themselves.

Pikki by RockhopperGames 2016-01-02T17:17:00

Thanks for all the continuing feedback! I am working on the next stage, though I don't think I'll have this done by the end of the rating period. I will continue to work on it, and see what I can make!

@Maroovan/@Claire1605: I spent a lot of time considering the control scheme. Up/Down are still two buttons, and actionscript has easy to implement collision detection, so it was definitely on the table. I ended up deciding to go with the yes/no choices because I wanted to make the choice element clearer. If I had provided up/down controls, and introduced even the slightest layer of difficulty into reaching the objects, then I'd run the risk of gamifying the choices. If a player felt they had to collect all the objects because it was a challenge, then my game would have failed. That is why I went with the yes/no choice system.

@local minimum: I didn't intend for there to be any "bad" decisions, apart from refusing everything. Even eating trash, which causes cuts to appear on Pikki, isn't supposed to be a wrong decision, the injuries it creates are as much a part of Pikki as teeth or eyes. This was something I am hoping to expand on more in the third and fourth sections. I do understand your point about feedback, though. I would like to create some way of depicting eaten objects, but that wasn't in the time I had in the Dare.

Continental Breakfast by Brightstar 2016-01-04T16:34:00

As people above have said, I couldn't seem to get any better than "not bad". I'm also a little confused as to how it relates to the themes, but it's an interesting idea anyway.

The Organization by Somnium 2015-12-14T16:20:00

Excellent idea and presentation, though it's clear where the 48 hour time limit hurt you. More variety in missions, and more significance for the choices would be idea, but creating all that in 48 hours must have been impossible. Good showing none the less!

SpaceSnake by rplnt 2015-12-15T10:38:00

A nice take on Snake, and the visuals are quite impressive!

One thing I'd suggest changing is increasing the hitbox of the pellets. The current hitbox seems to be slightly smaller than their sprite, when a hitbox slightly larger than it would help compensate for the difficulty of aiming.

A gentler beep for leaving the play field would help fit the chill feel of the game too, I think.

I managed to get up to 52 in the regular game, but only 8 in Insane, so I can definitely say you've got a full range of difficulty too!

Orbital Defender by Bocodillo 2015-12-15T13:42:00

Interesting little idea, and well implemented for a 24 hour game. It seems to have a really interesting pace, with the cores growing innevitably outwards too!

Have to say though, web links are usually for games that are playable in browser, not stuff you have to download. ; )

Cactus Simulator by Jeroen Kappé 2015-12-14T14:56:00

I'm pretty sure this isn't botanically accurate...

As for the game though, it's pretty simple, but I have to ask if you specifically avoided keyboard controls to follow up with the theme, or if that was just for mobile accessability?

Lovely simple sprites, though!

Battle For Bedroom by monetai 2016-01-02T08:11:00

Gorgeous graphics and music, but the controls and movement left a lot to be desired. I really want to love this one, but I just have too much difficulty playing it : c

Mount FuJ by roaringcatgames 2015-12-21T06:51:00

Lovely graphics, first of all! I have to agree that the gameplay needs some polish. Actually aiming is really hard, and spamming walls of fire works fine, so there's very little to actually do. Unfortunately, the spamming sound effects cover up the lovely music you made too.

With a little work, you could have something wonderful here, it's just a shame it's currently held down a bit by the mechanics...

Homewards by M a r o o v a n 2016-01-02T14:43:00

Excellent little piece! Charmingly simple graphics, and peaceful music to tie it together to a central theme.

There were a few bugs and issues I encountered though. First of all, it would be nice if there was a way to skip through the text. It sits on screen for much longer than I need to read it, which can be frustrating. I also encountered the lack of hit detection in my game too, so good luck for eventually pinning that down. The health bar also seems to be attached to your character, rather than the screen, so it floats out of view when your near the edge of the map. Finally, I'm not sure whether this is intentional, but you can skip the section beneath the double jump just by jumping against wall to climb up to it.

None of these issues were a deal breaker for me though, and this is still one of my favourite games I'm encountered so far in this Jam!

Illogical Lives by marod 2016-01-02T08:01:00

Good attempt for the time you had! Personally, the humor was a little too cynical for me, which felt a little tired, but the graphics were high quality.

Two problems I had though, when running it in full screen (it doesn't quite fit the box on the LD site), clicking kicks me out of full screen, and the text disappears a lot faster than it probably should. Played through it and got all the endings though, you clearly spent a lot of time on the graphics!

Grow Up by alexander0153 2015-12-14T15:33:00

A nice little twist on the endless runner formula! The momentum gives a really horrible feeling as you try and turn away from oncoming planes, which is definitely interesting.

Managed to get a high score of 1387 points too, if anyone else wants to compare!

Play with Dog or Cat by okusho 2015-12-14T12:26:00

Congratulations of your first Ludum Dare!

The graphics are adorable, and have real personality, and I would say it's a good take on the theme! Apart from the size, there's not really anything to criticise here, so good work!

Let Me Explain by OwT 2016-01-02T16:39:00

An interesting game full of impressively moody visuals! I do love to see more games working around the two button choice aspect, but I can't help but feel the ton of game over options makes the player's choices feel less free. I can understand how difficult it is to add more content in the time limit though, so good luck for the future!

All Ways Down by noddingTortoise 2015-12-21T06:36:00

Really clever design, and elegant use of the two button rule (and I just realised it had the growth theme too). I have to agree with some of the other commenters that a little more speed, and larger pickups would make the game more fun.

Spinning to try and get the ball through at the last moment was really fun, so I feel focusing your game towards being more dynamic could help make the most of that!

U.G.O by aamatniekss 2015-12-15T09:00:00

A very nicely made game. The two-button fighter mightn't quite be up to the level of some of the main examples of the genre, but for a 48 hour game it's very high quality!

I have to agree with the people saying the levels are a little too long, though. I got up to level 3 a couple times, but restarting took too long for me to try going further.

Excellent pixel art, too!

Glutton by CalmKai 2015-12-15T15:44:00

Congratulations on your first Dare! The time limits do take a lot of getting used to, but it's always a good learning experience!

As for your game, it could probably use some more polish when it comes to the movement controls. I didn't see much point of releasing shift, so perhaps you could just use left and right as your controls, and make the running speed standard? Experimenting with movement is very important to making a good game, though I can understand not having the time to do that.

Another possibility would be to provide somewhere to hide, to escape the farmer. Being able to duck into some tall grass and stop the farmer following you for a short time could help a lot with how this game plays.

Good luck in the future! Keep making games and I'm sure you'll be making some great ones soon!

Crashteroids by Rogod 2015-12-14T13:16:00

An excellent showing! The idea was really creative, and the the excecution pulled through! Building a tower is really satisfying, and it remains fun for a surprisingly long time, considering how simple it is.

As a possibility for a post compo version, you could take this idea and run with it, adding in all sorts of upgrades and bonuses for the little cities you build, possibly adding a bunch more strategy to it!

Crashteroids by Rogod 2015-12-15T06:42:00

Awesome! I'll definitely give a the post compo version of this a play! There's so much interesting stuff you could do with the idea... Missions where your aim is to cover the entire planet, building missile silos to take out asteroids (or just giant swinging arms)... This could be really great!

Rape, Pillage, Makane! by CMG 2015-12-15T08:30:00

Definitely disturbing, and definitely unusual. I don't think I'm able to rate this game without more information from where you're coming from with this, though. I did look up the two games you refferenced, but it's still a very difficult topic to address.

Rape, Pillage, Makane! by CMG 2015-12-15T15:27:00

Ahuh, thanks for the response. I wasn't thinking you were condoning the actions as such, but it wasn't clear to me if it was to explore the issues or to make a joke of it. I did notice some more direct lines about how knights are regarded under the Slay options, but I wanted to be sure.

Now, and after researching the references, I do feel like I have a better understanding of the game. To me, it now feels like it's more of an exploration of the history of trivialising those acts in videogames, more so than any sort of discourse on how they're considered in real life.

Another thing I've been considering is the limits of choice in videogames. From the IFWiki page on 'Rape, Pillage, Galore!' I found the quote "The player's choices of commands are reduced to LAY and SLAY. And maybe QUIT." The idea that a game can force you to perform reprehensible actions is challenged by the idea of simply not finishing the game. (Though I have to admit, Undertale already had me thinking about that idea.) The use of the theme to limit the players' choices in that regard was pretty clever, I think.

Little Penguin by littlepenguinteam 2015-12-21T13:47:00

Lovely narration, and the background was really beautiful too, though it's a shame you had so little time to develop the level.

I can't help find it strange that you came up with a story for why the fox was in the same place as penguins, and then added in polar bears anyway. ; P

MK-F417XX3 by GFM 2015-12-14T16:28:00

Didn't have a second person to try this with yet, but as an odd control scheme, it does alright! It's a shame there isn't more to do, but what's there is definitely solid!

Also, I found you can make the mech do a chaming little dance by shifting between the feet quickly!

LD35 — Shapeshift

windowframe by managore 2016-04-23T16:45:00

Another managore wonder!

QUADRISIC by oal 2016-04-23T18:33:00

First time I managed to score 577, second time 673, but only 681 the third time. I really think you did a good job here, in the 48 hours of the compo! It really feels like there's a lot of depth here, but I also tried curtamyth's strategy of just taking the biggest points until the endgame, and that netted me 723. Perhaps I was applying certain strategies and not realising it, but it could mean the depth is something of an illusion. The first thing that pops into mind would be having cleared spaces still count for the scoring to make the end game more lucrative? All in all, I enjoyed my time with this one a lot, though!

From Near to Far by Joror 2016-04-25T10:46:00

What a cute little ship! I really like how subtly you weaved the shapeshift theme into this game, and I also think it's a pretty creative piece of gameplay. The difficulty really ramps up quickly if you go for lots of quick jumps, though, and I found the later missions were just me getting torn apart by drones. Still, I managed to get the 5 stars on my second attempt, so I guess it worked out fine.

Abyssal Dream by esayitch 2016-04-23T17:13:00

Have to say, I really liked the simple graphics, though the antialiasing on the size changes was a touch disappointing. The ideas were good, and the levels well designed.

I have to ask though, why did you choose to go with combo inputs for the shapechanges, when that whole hand is free for pressing shapechange buttons?

Abyssal Dream by esayitch 2016-04-24T18:09:00

Ahh, that explains a lot! I'd just assumed Flixel had non-anti aliasing as an option because of how many games I'd seen in it using large pixel styles >_< And gameboy-esque controls explains the transformation choices! I appreciate it when people go for limitations like that!

Shifting Shifting Shapes by Crowbeak 2016-04-18T13:15:00

Sorry to hear the theme didn't really resonate with you! At least you got some practice with the engine, and got something done in time!

The cat of two worlds by Thijs Tak 2016-04-25T13:11:00

Yeah, I've got to repeat what the people above have said about getting trapped outside the boss area after losing the fight. That counts as the type of gamebreaking bug the rules allow you to go back and patch, I'd say!

Morph Ranger by mrnannings 2016-04-18T11:15:00

Top marks from me! The basic gameplay is solid, the art is simplistic but functional, and the music is complicated enough it would be enjoyable to listen to even in a much longer game. I particularly liked the idea of having to take damage to return to a lower form to get by some obstacles, and that failsafes have been put in place for unintended damage. It's just a shame you didn't have the time to make more!

Abs 'n' Ads by local minimum 2016-04-25T09:59:00

Excellent exercise session! I did find that trying to go back for a second round gave me memory errors, but I guess you can't get out more than you put in!

Corrupted AI by Manou 2016-04-29T18:25:00

Gorgeous! I love glitchy aesthetics, so this was right up my alley. Personally, I loved all the effects, and found the ambience to suit it excellently.

Apart from accidentally solving the rotating wheel puzzle, the only thing I might suggest changing is replacing the default cursor, since as it is it floats above all the effects.

Congratulations on an awesome game!

MorkoV by chikun Dev Team 2016-04-26T14:00:00

As a proud morkov farmer, I am here to report my experiences on this farm. I am ashamed to report that my first two attempts led to failure. When I attempted to sell my morkov, I found myself unable to, regardless of what I tried, and soon the famine took its toll.

However, on my third attempt, I came to the realisation that selling morkov for personal gain was not the point of modern life in New Russia, and abandoned that approach. Instead, I invested my starting capital in convincing the population that the consumption of such unpatriotic orange morkov was unnecessary. Now freed from the tyranny of unnecessary things such as food, the population began to rise, and continued to rise even once the nation's morkov supply was exhausted. It continued to rise even beyond the apparent limits of our population, eventually settling at 2,499. I assume this is intended to demonstrate how well our glorious New Russian government provides for her people, and is not a mistake or issue at all.

With population issues handled, I set to work on creating a true patriotic blue morkov. This process took quite some time, but thankfully I had the fine New Russian ambience to keep me company, which I found quite enjoyable. I also must report that I noticed, while the morkov farm is excellently rendered in the large pixels of our motherland, my character sprite seemed to be taken from another source. I understand these have been hard times for New Russia, and we must appropriate from what we much, though.

Glory to New Russia, and to the morkov farms of the future!

Craft a Raft by SUNFURY 2016-04-24T15:58:00

Excellent little game! It's a shame you didn't have time to design more levels to put everything into practice, but it's clear all the parts are here. I'll be keeping an eye on this one!

RescueBot by tomdeal 2016-04-18T13:46:00

I wasn't particularly expecting to be taken with this interpretation of the theme, but I think you did really well here. Shapeshifting to represent different roles working together is an interesting take, and there does actually seem to be a high degree of shapshifting required to get the hard missions. Switching to a person to make tight turn, and a helicopter to jump obstacles seems like a weird approach, but works well mechanically.

Blocko by ForeignGuyMike 2016-05-06T17:47:00

A solid use of the theme, and a well designed puzzle game!

The difference between too easy and too hard is a very fine line here, with it going from getting every shape to missing them all in less than a minute in my case. This is an interesting situation you've built with it, but it might be more enjoyable with a more gradual ramp up of difficulty. Maybe introducing shapes coming at different intervals at certain difficulty levels could be an interesting way of varying difficulty. For instance, on some levels, you could have pairs of shapes come down with very little between them, but give them time to catch their breath after each pair.

On the whole, you've made quite the interesting little action puzzler here!

Tentacle Boy by thegunmaster 2016-04-25T15:22:00

Good use of theme, cute tentacle boy, and lovely background music. The movement drove me mad, though. Gripping seemed to do very little, since it was so easy to knock yourself free, and so easy to let go by pushing the wrong button. I do love the idea though!

Perhaps you might want to check out another game I saw that uses similar mechanics, though it took a much different track with it. Maybe it might help with more ideas? http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=56711

Posthistoric Ooze by hunttis 2016-04-19T16:02:00

An interesting take on the Lemmings formula! Took me a while to figure it out, but once I did, it was very satisfying! Did you ever consider letting totems change the oozes out of the various forms too?

I kept having trouble with them getting stuck in a certain form for just too long, due to placing a totem just a little bit off. I could see if that could cause troubles though.

I also have to agree with A Little Red Panda too, a better indication on where the oozes would start from would be nice too.

Posthistoric Ooze by hunttis 2016-04-24T18:14:00

Ahh, thanks for the insight into the backend of the game! In 48 hours, fixes like that are necessary!

The Monster Armies by qfeys 2016-04-24T13:54:00

Interesting concept, and I'm impressed that you managed to implement that much in the period of the compo!

One bug I found, on level 4 I think I managed to underflow a unit of archer's health by charging them with some farmer's boys, leading me to end up fighting a unit of archers with about 500000 troops.

Needless to say, I lost that battle.

"Wizard Prototype" - Unfinished- by SinclairStrange 2016-04-25T09:43:00

For an unfinished game, this performs much better than most of the finished games I've seen! The Kirby vibe was really strongly developed (with the bit of Megaman thrown in too, of course, and there were tons of content for the time period.

Sorry to hear life has thrown you a curveball, and you have my best wishes going forward!

Pasowix's Magical Shapeshifting Workshop by glaze_96 2016-04-18T13:25:00

A cute little game, full of puns. Some fell a little flat, but there was enough there to make it enjoyable. The graphics and music helped sell the feel too.

Metamorph by RockhopperGames 2016-04-24T18:00:00

Thanks for all the feedback, everyone!

Personally, I'm a bit surprised at all the complaints about floaty movement! This is the first platformer I've made in a long time, but I spent a fair bit of time on the first day tweaking the movement until I was more or less happy with how it felt. I was testing with the dash and double jump unlocked, though, if that might have affected how it felt? This is definitely something I'll need to look into more...

@esayitch: checkpoints were so close to making it in, actually! I had all the code ready, I just couldn't figure out where to put them, and didn't have a checkpoint sprite. Sound effects were just something I didn't have time for, as much as I wanted to...

@mightymarcus: I'm so sorry! Support for non-QWERTY layouts was one of the things I was hoping to address this LD, but as it became clear I was running late, I decided to skip that. In the end, it probably turned out to be the right call, since I only managed to finish it in the last half hour, but that's one thing I definitely regret not including...

Metamorph by RockhopperGames 2016-04-24T18:26:00

@RadMcCool: There is a final secret that can be found by using the double jump (and wall cling) to reach a platform that was out of reach before, but I didn't have much time to spend on the ending, so it's a little simple. Thanks for your reply!

Metamorph by RockhopperGames 2016-04-25T13:33:00

@SUNFURY: Interesting article! Funnily enough, that was actually something I was considering while building the game, but it got removed by accident! There's a 3 frame windup every time you jump (which actually lets players choose between short hops and proper jumps, but that's beside the point), and I set that to continue even if you run off the edge of the platform, but forgot players wouldn't be thinking of it like that. So thanks for the reminder, I'll look into something like that for when I clean up the platforming code!

Metamorph by RockhopperGames 2016-05-06T17:54:00

@ForeignGuyMike: I think I see what you're saying about the inertia. I based the physics off the game Dustforce (though didn't nearly get anything as satisfying) which has a large focus on maintaining inertia to complete levels quickly. I think if I used the same physics variables again, I'd want to make the game focus on aerial combat, though, to make the most of it.

ShapeUp by Wusakko 2016-04-25T14:55:00

It's clear that this is mainly a test of the command words system, and it's a little unclear what actually is a win state and what's a fail, but it's not bad for eight hours work! It's definitely an interesting idea, too!

Ghostshifter by Mirch 2016-04-18T10:39:00

I had a fair amount of trouble playing this game, I'm afraid. The first level seems rather slow, but the second level gives me a game over in a split second. I'm concerned this may be a framerate issue, since the menu also seemed to scroll rapidly with anything but the briefest presses of up and down, so hopefully you can fix that.

Those Aren't Stars by Gtron 2016-04-25T17:48:00

The characters are just adorable, and the style is simple but classy! All the problems I encountered have been detailed above, so there's no need for me to repeat them. For a 48 hour game, this is quite impressive!

Metaforce by cicanci 2016-04-23T16:02:00

Nice background music, even if the loop is a little short, and I see how you could do really interesting stuff with the concept!

Apart from the issues other people had raised (though I did find it easier after I noticed there was a map in your screenshots), the issues I noticed was enemies recombining as soon as you kill them sometimes, and that holding the sword out seemed to do better than swinging it. Good work pulling through in the timelimit though!

A magical shapeshift by Berserker_Chris 2016-04-18T10:59:00

First of all, nice music! The backgrounds are also well made too, though it's a shame you didn't have the time to apply the same care to the characters.

As for the gameplay, I have one suggestion and one question. Personally, I would have liked the checkpoints to be about twice as common. There was a lot of backloading of difficulty in the levels, which meant I found myself playing through the easy earlier sections for extended periods before I could reach the part that was challenging me. Also, I found the doublejump became less and less useful the longer you waited to use it, to the point where it was almost always better to mash the jump button do do a super jump rather than wait until you're partway through the jump. Was this intentional, or a mistake?

Pathway by FiSilva 2016-05-06T16:36:00

Wonderful little game! I'm glad to see it getting rated in these last few days! I did have quite a bit of trouble with some puzzles (though now I see the "middle click to shoot" option, that would have saved me), but otherwise the game was a joy to experience.

I did run into a few bugs based on positioning (without being able to shoot, I had to glitch my way through level 3, by mashing the right click to drag my respawn point through obstacles), so that's something you might want to work on in future, but all in all this is a lovely cute little game!

The Maitre D by SeaDads 2016-04-19T08:43:00

An excellent game! I'm loving the weird ideas the theme has brought out, and this was an superb execution there!

I did notice a lotion bottle I couldn't pick up in the top right of the level after the one with all the bombs and tables, though. A bug, perhaps?

shape_Shifter by RadMcCool 2016-04-25T19:04:00

Simplicity is a virtue, and you've done well to make a suitable game from the theme. It reminds me a bit of the Brain Wall/Hole in the Wall gameshow, which is a fun point to start off from too!

Avian by Porcus_Pie 2016-04-18T11:06:00

Very nice work for one day, and I appreciate the spritework. Grinding is fun too, but I somehow keep getting confused between the hold to glide/press to jump and the hold to slide. I just kept pressing x after grinding to jump...

Mahou Shoujo Elly by Njinwezen 2016-05-08T15:15:00

Cute as hell idea! I did think that the mahou shoujo element was going to mean she would transform, but it was a fun game none the less!

Chrysalide by Pierre 2016-04-29T18:11:00

I had a real hard time getting into this game, because I didn't realise the controls screen was a choice (I thought it was just instructions), and then I missed the tutorial screen due to hammering away to try and get through. A prompt to select would probably be best, and an option to return to the instructions screen from the game.

Once I did get through with the right controls and understanding what I had to do, I was glad I had, though! This game has an excellent use of the theme, and was solid in all the categories! That final level was hard as hell, but it did feel rewarding when I finally got through it!

Congratulations on your first Ludum Dare, and on making such a fine game in 48 hours!

A Simple Tale by GFM 2016-04-25T08:38:00

Nice old-fashioned graphics, and a good background score (though some notes were a little harsh through my headphones).

It's a shame you didn't have more time to develop this, but the base game is solid enough! Perhaps being able to take three hits before the game ends would make it last a little longer, though. I found myself staring at the ending screen pretty quickly, which was a bit of a disappointment.

The Depths Below the Caves by mimy9 2016-04-18T11:16:00

Failing to launch for me too...

The Depths Below the Caves by mimy9 2016-04-24T18:22:00

Now that it's actually working, let me congratulate you on your first Ludum Dare!

This is definitely a strange and surreal idea you've made from this, even if it is a bit simplistic. You made use of the theme in a very inventive way, and I definitely applaud that!

KAIJU VS by plko 2016-04-24T14:07:00

A seriously interesting idea, though I'm not sure quite how well it was implemented. Of course, in 48 hours there isn't that much you could do towards such a complicated concept, so good work getting what you did manage done!

It's hard to see how much the player's input matters, but the kaiju I actually spoke to was able to easily smash the kaiju I just said "ur shit" to over and over. So that much is promising, at least.

I'm gonna leave my kaiju here so other people at least have something to compare theirs to or fight. Hopefully that will give those who come after a better understanding of the game!

eyJuYW1lIjoiUGV0ZSBQdW5jaHkiLCJUWVBFIjowLCJIRUFEIjoyLCJMRUciOjEsIkhBTkQiOjEsIkhQIjoxMjMsIk1QIjoxMzMsIkFUSyI6MTczLCJERUYiOjEzNCwiY29tbWVudCI6WyJZbyBwZXRleSwgeW91J3MgdGhlIHNoaXogYml6IiwiWW91J3JlIGEgcmVhbCBjaGFybWVyLCB5b3Uga25vdyB0aGF0PyIsIkhvbmVzdGx5LCBJIGV4cGVjdGVkIGEgbGl0dGxlIG1vcmUgZmVlZGJhY2suLi4iLCJZbywgeW91IGxvb2sgbGlrZSBLaW5nIG9mIHRoZSBPb3plLCBub3chIiwiV2hlcmUnZCB5b3UgZ2V0IHRoYXQgaGF0PyIsIk5pY2UgZXllYmFsbCwgYnVkZHkuIiwiQXQgbGVhc3QsIEkgdGhpbmsgdGhhdCdzIGFuIGV5ZWJhbGwuIiwiV2hhdGNoYSByZWFkaW5nPyIsIk9rYXksIHRoYXQgd2Fzbid0IGFuIGV5ZWJhbGwuIiwiTm90IHF1aXRlIHdoYXQncyBnb2luZyBvbiB3aXRoIHRob3NlIGFybXktYXJtcywgYnV0IHRoYXQncyBub3QgbXkgYml6IHRvIHNxdWl6eiJdfQ==

Mutant Chicken Death Jam by norseware 2016-04-18T11:22:00

A really solid jam entry, with enjoyable gameplay, a nice backing track, and nice pixel art under a retro TV filter!

The only thing I'd really suggest would be some type of animation for transforming. If you're not watching your ooze meter, it can take you by surprise!

Extanation by Fake Unicorn 2016-04-25T15:52:00

Gorgeous graphics, and with a soundtrack that really laid down the mood. Unfortunately, the gameplay really didn't live up to that level. People above me have detailed most of the bugs I experienced, so I won't cover that, but I'd recommend getting more programming help for the next time you want to take part, it's a shame to not see the world the graphics and audio belong to not be fully realised...

Nevermore by UncleGubbsy 2016-05-08T15:45:00

I'm falling into the camp of people who can't get past the rule screen...

Connected-Souls by MayankUnreal 2016-04-25T18:28:00

Wow, I wouldn't have expected this to be a first attempt! The main character is well designed, the music is great, and the game is functional enough for something made in 48 hours.

Many of the suggestions I would have made are already made upthread, but one thing I might suggest is to make it so the audio continues to play when you die. With dying being so frequent in this game, it places undue stress on the opening of the track, and makes each death feel a little harsher for the player, compared to the smoothness of the song just continuing. Just as a thought to consider!

Tetrikado by mightymarcus 2016-04-24T14:23:00

I didn't have anyone else to play with, but I had a good time trying to build towers so they wouldn't fall over!

One thing I noticed was that if you build for long enough, it's possible to make it so the other player can't place blocks at all, and the game doesn't seem to recognise this state. Of course, there's always the reset button, so that's not too much trouble!

Carl the shapeshifting penguin by LostViking 2016-04-25T19:19:00

Congratulations on your first Ludum Dare! Of course, I had to give this one a shot! ; P

A fairly solid platformer (though I think the acceleration is a little slow), with a decent enough range of powers. It took me a while to get to the finish, but I eventually made it.

A fine, if simplistic game, with a cute penguin!

LD36 — Ancient Technology

SOS Snake by Pyrofoux 2016-08-31T10:41:00

Yeah, like many of the others, I couldn't handle very much of this game, despite the wonderful aesthetic and music. To me, the jump felt a bit shallow, and the horizontal movement too fast and slippy. Perhaps I could have stuck with it, but I definitely wasn't in the mood for this. It's a shame, because this looks like a really good idea, and I was really digging the visuals!

Random Access Aliens by edve98 2016-09-02T14:50:00

Same as Rakart, I'm reminded of Cataclysm (and rougelikes in general) too. The base gameplay is fun, but I think the pacing could be tuned up a little. It takes a lot of time running away before you get a real chance to strike back, and a lot of that time is just busy work. Personally, I'd experiment with turning up the spawn rate a little bit and seeing how that works. Alternatively you could try the you move/they move style of rougelikes, and see if that does away with the slowdown of having to end turn after every few steps. Despite this, I thought it was still a tops game!

Pharaoh's Awakening by Reversal Mirror 2016-09-02T13:35:00

It's neat seeing a game like this that has a real sense of place to it's interiors. Something about the corridors felt like they were under tons of stone, in the heart of a pyramid. How much research/reference did it take to get that right. The corridors and sliding doors also are sorta nostalgic for early 3d PC games, which fitted well with the puzzles (though some of the puzzles had a bit much busywork in them)

Also, I really enjoyed that you had to relight the torch every so often (though the animation was maybe a bit slow). It gave more meaning to the lighting effects, and was a nice touch!

Kermy the Ford and the Dungeon of Demise by Addidy 2016-09-02T13:42:00

Yeah, sorry, I'm afraid this isn't really my taste in humour... I played it a fair few times, and even once I read your tips, I kept found I was getting lost too much to reach the exit. Hopefully other people enjoy it and can get through, though!

Windmill Will by LindenHoltWhittaker 2016-08-30T16:27:00

Same as Spinach_Chicken, I couldn't get past level 3. Once the car broke, I couldn't get up the slope.

The graphics, music, and basic idea are all top quality though, so congratulations on your first Jam!

The name "Windmill Willy," though... maybe a little too blue?

Windmill Will by LindenHoltWhittaker 2016-09-02T15:38:00

I hope it wasn't just my comment that caused you to change the title! I intended that as a joke, since I could see that you hadn't thought of it that way. I wanted you to be aware that some people would think it a crude joke, though!

Agent 3310 by TomBuston 2016-09-03T17:01:00

Very good use of the theme! I did run into some trouble though, even after checking the guide. When I entered the code into the calculator, it didn't do anything (though thankfully I could skip that step by entering the musical code from your guide into the composer), and I didn't get any response when I sent the code to either person. I made a mistake the first time I sent it (including spaces) so maybe that caused the bug?

Also, I'm pretty sure I remember my old nokia having the left/right buttons work as up/down in almost any circumstance. I can understand if this didn't get put in because of time constraints, but pushing left and right to move up and down menus, or even turn the snake left and right would have fitted well with how I remember them!

Regardless of these issues, I had a good time with this game, and I definitely think this is one of the most inspired uses of the theme I've seen thus far!

Farm: Obelisk by Remynfv 2016-09-03T18:15:00

What an excellent little game! I loved the mood the peaceful music provided to such an otherwise frantic experience, it really added to the surreal atmosphere! It took me quite a while, but I eventually figured out the pattern to beat it. (Did you run out of time for the ending, though?) Simple, challenging, and interesting, this has to be one of my favourite games this jam!

I Wanna Watch Fireworks by zacks 2016-08-29T16:48:00

A really fun little game, though the scoring system was a bit too opaque for me. Were points only scored when fireworks ended? Do unhappy people cost points? Can people watch more than one firework at a time? All these questions made it harder to make tactical decisions in the game, but I still really enjoyed playing it!

There is no instructions!? by nitroix 2016-08-30T14:59:00

I'm in the same boat as justinooncx, got up to the last two doors and couldn't solve them. I think the problem was with the crossbow/w hieroglyph, since the solution I'd figured out (and which had worked in all the other cases) didn't actually solve its own room.

Apart from the puzzle issues, I had performance issues whenever I interacted with the trees. cfm gives one solution there, but my solution (from a unity noob, so take with a grain of salt) would be using a single capsule collider for the tree trunk, and leave the leaves uncollidable. I'm just guessing you were using mesh colliders there?

Great job with the music, by the way!

Xolotl by SetTheBet 2016-08-30T16:00:00

Wow, this really went from one to 100 in a hurry. Start off learning to walk, learn to jump, then bam, thinking with portals!

This was a really nicely put together game, though I did have some issues with a bit of delay on the warping making the closing doors level unreasonably hard. I'd also suggest allowing instant restarts, so the player has less downtime between mistakes. A very interesting idea, though!

Project Leonardo by micheleV 2016-08-29T15:40:00

It's a shame you didn't get more time to widen the tech paths or terms that you could refer to them with. Things started well with "wheel," but I must admit that I was a little disappointed when "pulley" and "fulcrum" didn't bring any results...

For ten hours though, I think you made a good showing. Games like these always struggle with language, so no way should I expect you to solve that in such a short time period! I hope you enjoyed Ludum Dare!

Archimedes Rays by galhajaj 2016-09-06T12:31:00

Great idea! Controlling two things at once is normally a recipe for disaster, but the idea is simple enough here that it works. I do have to agree with the others asking for more feedback when burning boats. I couldn't work out whether they would still take lives off me if they got through while burning or not. The only other issue I saw was that only the left ray seems to give points. This could be a cool gameplay feature, maybe if the boats were coming from left to right, but presently feels like a bug.

Also, I remember seeing this on the front page during the compo. Thanks for posting updates back then, seeing other peoples work really helps me stay motivated!

Artifact by BinaryProvider 2016-08-30T15:43:00

Graphics and music are nice in an arcadey retro way, and the gameplay is simplistic enough to be immediately enjoyable. I did encounter one glitch that caused problems though; I ended up running through walls and getting stuck out of bounds every so often, ending my run. I was playing on the page, using firefox 48.0.2 and Windows 8, in case it's a compatibility thing.

Drone by subatomiccrash 2016-08-30T17:16:00

Congratulations on your first Jam! I couldn't find much to do in this game either, but I did enjoy the spriting and music. It was nice to see another game about drones too!

Conveyor belts by ObscenelyTrue 2016-09-02T14:01:00

I never got up to blue boxes, but this game definitely made me smile. All the issues I have (controlling the conveyor belts instead of the pistons, boxes tumbling off the line) actually make a lot of sense when considering the theme of Ancient Technology. The machines creating a big messy pile of mistaken boxes is a really humourous take on the theme. Good job!

Arcabuz by ramoncb 2016-09-06T12:09:00

Congratulations on pulling this together, as unfinished as it is! I really enjoyed the art style, and it has a use of the theme I hadn't seen yet! It's a shame there's not more here, but I can understand having trouble with the engine. Apart from general polish advice, the only suggestion I'd have is to consider how enemies react, since it seems hard to climb onto platforms without taking damage at present.

I am the Destroyer by BMacIntosh 2016-09-09T15:18:00

Okay, I eventually managed to get up to the brick wall, but that's where I got stuck. This is a really impressive piece of work for 72 hours! It looks like you really packed a lot into it! The music was pretty good, and although I couldn't get all the way to the end, the puzzles I did solve made enough sense, and I enjoyed what I played of it.

Some bug reports, though, to help you polish things out: switching back to Futuretech from Farmer and Sons doesn't seem to do anything, though the investor agrees to invest in it. Once you convince the builder to have his cousin work on the door, then the labyrinth, the text option for asking him what the cousin is working on and him answering "the door" doesn't disappear. Same with the animal rights activist, who gets a duplicate option for asking about the guards with animals, one of which is the 'we've solved that dialog.

Of course, bugs in a 72 hour game are totally understandable, so congratulations on a solid showing!

Egyptian Dare by tenpn 2016-08-30T16:16:00

At first impressions, this looked rather simplistic, but once I started playing, it was a blast! The researcher constantly swapping the rules was both a really clever idea and a great source of humour!

George and the Mighty Ancient's technology (VR) by Jacqueslelezard 2016-09-09T16:35:00

Beautifully atmospheric, there's so much here to love! I loved that the menu already had the themes of instructions and going against them in it, and the ocean setting is immediately spooky.

It took me a while to work out that every button was forward, leading me to get lost and fall into an endless abyss on my first visit, but that was interesting in itself! On my second attempt, I managed to get to the Ancient Technology, and then instantly died. I wasn't sure if that was the end or not, since the death message was the same as the regular one, but it felt like a good place for me to finish. Thanks for a wonderful experience, and congratulations on crafting that in 48 hours!

The Coterie by oskardevelopment 2016-08-29T16:34:00

I like the mood here, and the writing definitely fits that, but I don't think I ever saw any conclusion to the story. Perhaps I was missing something there?

The Coterie by oskardevelopment 2016-08-30T15:32:00

Okay, gave it another shot, and managed to get the cultist ending. I think you did make it a little too hard to get those endings, and the police death stacks are really frustrating when you have your entire game riding on a 50% chance to kill them...

Still, good effort for 48 hours!

Fireworks Grandmaster by local minimum 2016-08-30T09:51:00

I really liked the descriptions of the ingredients, and the personalities of the customers! This is a good example of how even a family friendly (and friendly in general) game can deliver thoughtful and evocative experiences!

I did have a bit of trouble swapping in some parts, and I'm still not sure what some of the customers wanted, but this was still a very enjoyable game!

Generation 0xDEADBEEF by sftrabbit 2016-09-02T15:16:00

Really interesting puzzle, even though I didn't stick with it all the way. I was a little disappointed that the Ancient Technology referred to something outside the game rather than the simple operators the AI uses, but this was a wonderfully realised game!

Escape from planet Earth! by Peni6 2016-09-17T17:41:00

I like that the tempo seems to match the short music track, and even though I could make it through just by running (and dropping dead), it still was fun.

Cryptoglyphics by Bogden 2016-09-03T10:27:00

Gorgeous! I love the generation method, at the two bit, small canvas glyphs is a great way to save on space! I could make mine as detailed as I liked without worrying about squashing your server!

Alchimancer by vicious_br 2016-09-07T19:37:00

Gorgeous, absolutely gorgeous graphics! The aesthetic was simply amazing! I did have trouble with finding waaaaaay more energy than I needed, and not hitting the big robots with punches, but the quality of the graphics was more than enough to carry this on its own!

Jurassic Ark by Headmade 2016-09-07T12:42:00

I really liked the mouth sounds, that's a great old LD tradition! A nice simple concept, though I think a radar would have been a big improvement, since the limited view meant that hitting the gas was almost always a path to crashing. I also thought the left mouse was giving me slightly more thrust than the right, but I wasn't sure about that.

A good showing for 48 hours. It's clear you planned your time wisely!

Steam Heart by SinclairStrange 2016-08-30T10:56:00

As always, excellent! I'm sure you'll get no shortage of glowing reviews for this one, so I'll try and pick some nits in the hope of providing something useful!

The biggest problem I saw was that some of the environmental hazards were hard to predict. This first reared its head with Octosmash's rearing head attack, which seemed to lack the warning splash of its tentacles. I didn't see any warning for the collapsing buildings either, which were generally an instant death hazard...

I also noted that the G power-up (grenade launcher?) could be spammed at close range. While I really loved this as a reference to the C(annon?) from old Contra games, it did let me power through the last two bosses without trying too hard. Perhaps a bit more tweaking there would help.

Just to be clear, these really are minor nitpicks in the scheme of things. Your games always seem to sit miles above most entries, so top work on the graphics, gameplay, music, ect. This was a really awesome game, and I'm impressed that you managed to pull this together in 72 hours!

Sassy Salesman Simulator by rodobodolfo 2016-09-07T16:57:00

I've always been keen on shopkeeping games and games that mess with applying systems to conversations, so I was definitely excited to try this one! Unfortunately, I found myself having trouble figuring out how the customers would react to various things, or even what some of the options meant, which gave me some trouble selling things. Maybe I wasn't following your "don't be too sassy" advice?

I'd definitely be interested in seeing where this goes if you do choose to develop it further, though!

Left Behind by RockhopperGames 2016-08-30T13:24:00

Thanks for all the feedback, everyone! It's really heartening to see such a positive response! I definitely want to work more with this mood and aesthetic, but I'm unsure whether I should continue with this project. I could definitely work more on optimising the game (sorry laptop users!) and expanding the map, but I wonder whether the drones as they exist are the best way to utilise that. I deliberately limited the view from the drones' cameras, but some of the areas are hard to portray because of that...

@micheleV: Sure, I'll keep you updated if I update this!

@LindenHoltWhittaker: Yeah, the echo-y clanging noise is deliberate. I imagine the chamber as incredibly vast, and occasionally something might fall from a distant section making the noise. Finding what was making it might be impossible though, with how large the chamber is.

@SetTheBet: Yeah, I didn't really intend it to be much like a traditional game. I'm interested in experimenting with games without endings or goals, so I imagine that's something I'll keep working with in the future.

@nitroix: There are some sounds I put in, but more would definitely make it more interesting. 'Alive' isn't really how I wanted the space to feel, though, so I would want to stay fairly sparce

@wheerd: If I do work on this more, I'll definitely aim to optimise things a bunch. I didn't have much time for that in the 48 hours...

@oskardevelopment: Unfortunately, that cave is where it ends for now. I really like the idea of being able to fall to different areas of the game, but in my mind that central cavern is almost unimaginably deep (millions of km, I'd say), so while perhaps I could add falling to lower platforms, at some point something would have to give.

Left Behind by RockhopperGames 2016-09-02T16:00:00

@kmitz: I'll definitely look into reverb in future! I saw there was a Unity object for that, but I didn't want to try fiddling with that until I had the rest of the game together.

@local_minimum: I'm really glad you enjoyed the goal-less nature, that's always a gamble. The drones moving on their side was a bug I'd been hoping to fix, but unfortunately was too low on the priority list. Thanks for the other feedback too, I'll keep that in mind!

@GFM: I did have some ideas for interactions with things like old computer monitors or other broken robots, but I wouldn't want to add anything that forced too much structure to the experience.

@Bendev: Sorry, these drones are a bit too old to fly (though a movement bug sometimes lets them do it anyway)! Flying drones wouldn't really feel so much like Ancient Technology to me, I think.

@Crashtester: Actually, Unity should be playing the sound from each of the three drones. I think it generally gets drowned out by the sound of your own motors, though...

Left Behind by RockhopperGames 2016-09-10T09:57:00

@BMacIntosh: The flipping onto the side thing was a bug I knew about, but didn't have time to fix in the 48 hours, that's definitely something I'd want to fix in any future versions. The idea of a button to align them is actually pretty cool, though! Thanks for that idea!

DYSCOVR by Sean 2016-09-03T19:28:00

What a beautiful game! It took me a while to figure it out too, but once I did I spent a fair amount of time filling in artifacts I found. Hopefully whoever comes next can find more artifacts that have at least some logging on it!

Apart from maybe some more direction, just to get more players to start logging artifacts, I can't point to anything I disliked! A absolutely sublime game!

DYSCOVR by Sean 2016-09-05T18:42:00

Came back to fill in some more artifacts, and I feel I should mention I actually kinda enjoy the differing opinions on some artifacts. It really reminds me of real crowd sourced projects, and how they always have a few trolls and the like. ; )

Into The Light by Bendev 2016-09-02T15:33:00

I dig the music, and dodging games are always neat, but there was one issue I encountered apart from the lack of feedback others have mentioned. I think the circles of light might be a bit too small for what they do. Most of the game is spent dodging attacks, but since the spotlights are so small, I find myself unable to dodge when I want to use the light. It felt like going to use them was setting myself up to get hit, which made me want to just evade them.

With some more tweaking, this could be a really cool game though. The basics are strong enough for it!

Obsolescence by kmitz 2016-08-30T17:37:00

Beautiful graphics and music! It reminds me a lot of Dustforce's aesthetic, which can only be a good thing!

As for things to improve, there was a painfully high chirping sound in my right headphone at a certain point in the square wheel's song, which took away a bit of the atmosphere. I also ended up needing to ride the elevator four times, so I'd probably appreciate if that was a little faster too.

None of this stopped me enjoying the game, though! This makes me wish the rating system was in place this LD, so I could give it full marks!

Floppy by brainybeard 2016-08-29T15:12:00

I really like the use of the theme here, a floppy disk is an interesting piece of Ancient Technology! The way the slow decline of the meter can't be stopped brings a real feeling of obsolescence, which I feel fits really nicely with the theme.

I did have lonesurvivor's problem at first, too, but I kinda liked the low information version that gave me, though it took a while to figure out what was going on.

Burning light by GFM 2016-08-29T12:45:00

Sorry to hear you had trouble this time around! The terrain art is pretty cool, and it looks like you had a good idea here. It's a shame you couldn't pull a full game together from it. Better luck next time!

Mead Boy by blubberquark 2016-09-05T18:09:00

This has to be the most frustrating game I've played all Dare, but I guess that's the point here, so good work! I really enjoyed the local touches you gave some of the areas, like the wine in Paris and the fish in Hamburg. That made it feel like you'd really put in the extra effort for what was otherwise a visually simplistic game.

Forge Valley by thiagowaw 2016-09-19T16:38:00

A beautiful game, which I just had to play when I saw it on the front page. Unfortunately, it seems to be reaaaaal buggy. Apart from the bugs others have mentioned, putting two materials in the same spot causes them both to disappear, only to reappear as a black bar when you move on to the smithing process. If you go further with this, I'd love to see what results, though!

Aqueductus by wheerd 2016-08-29T16:05:00

I really like the simplistic art style, and the pipe game thing is really fun too.

As suggestions of things you could include for a future version, a speed up button would go a long way to making the later part of each stage nicer, and I've also had some trouble selecting blocks one square away from the selected block, so maybe lifting the hitbox to be closer to the top would help there?

Overall, a solid little game!

LD37 — One room

Dark room by cushycode 2016-12-19T14:53:00

A very simple game, and the cat wasn't as black as I was looking for, but the starry background was absolutely gorgeous!

Why did we even need to chase down the cat anyway, though? Wouldn't it come running as soon as we put out some food?

Fox rat eater by saurterrs 2016-12-21T14:34:00

Was that an online leaderboard I saw? If so, good work!

As for the game, I was a little disappointed to see that the only way to survive is to force the rats to the edge of the room and chase them, rather than having to keep up with them as they flee. But other than that, this seems like a pretty solid game. The ending was perhaps a little bleak though?

Fox rat eater by saurterrs 2016-12-23T07:34:00

Oh, thanks for the update! Knowing the full set of controls let me shoot to the top of the leaderboards no problem~

Cute Reign by kawaiineko 2016-12-20T11:07:00

I have to say, I was a little disappointed with the ending. I was really happy to see an unapologetically cute game, so when the ending was revealed, it felt like a let down. The main game was competently made for a jam VN, so congratulations on that. Did I detect a bit of Long Live the Queen inspiration, though? ; P

Bar Brawl by badtorse 2016-12-20T13:53:00

Gotta agree with dobnar here, the stereotypes were pretty off-putting. The idea of person-pinball is fun, but watching them sprout stereotyped phrases kept pushing me away from the game.

And the Chocolate Factory by TheFlakes 2016-12-20T12:33:00

I'm experiencing occasional crashes when buying new items, that's preventing me from getting very far in this. Having to drag the table back and forth in the first level isn't really enthusing me either, I'm afraid...

Triskaidekaphobia by Otso Turpeinen 2016-12-19T14:48:00

I liked the style of this one, even though I had trouble figuring out what I was doing, and what was killing me. I might have been a bit too friendly with the characters, though. The fact that the light doesn't seem to reach the spaces in front of you when facing downwards is a bit of an issue, and I can't say I was fond of the programmed actions either, but I did enjoy this game overall

Pest Control by DoubtfulGames 2016-12-17T15:21:00

A very solid game, despite twinstick shooters being a little stale at this point. I liked how the bodies and web remained between rounds. That part really felt like a creative implementation of the 'One Room' theme! I did have trouble switching weapons, as some other players mentioned, but on the whole I enjoyed this!

DEBOI-OPPAI by TBOI TEAM 2016-12-20T12:40:00

The audio was nice, but the movement was a bit too slow, and the collision was a bit of a pain. It also took me a while to realise I had to visit each of the rooms to fill my checklist, I thought that was just the list for the room.

Room of Chaos and Creation by fivecyclops 2016-12-17T17:39:00

Excellent little experience. I did find myself wondering how much of it I'd seen and whether the diagrams and notes scattered around the place actually led anywhere or not, but I found it superb none the less.

The dead ends I found were in the Dimension room, the room with the freshly carved obelisk, the blank canvases, and the gallery with the obelisk and statuette. From there there only seemed to be ways back, but if there are actually ways forward, I'd be interested in giving it another try.

A wonderfully atmospheric showing!

Room 753 by local minimum 2016-12-19T14:03:00

I very much enjoyed this, though I had to go play a higher intensity game right after as a palate cleanser! For the first few floors, I could just enjoy the pleasant satisfaction of cleaning the rooms, which reminded me of the Home section from The Beginner's Guide. After that, I could amuse myself by opening as many doors as possible, and somewhere between the two I ended up getting to the last level before I really started wanting to escape!

I'm a little disappointed there was nothing I could do with the cat, but there were still a lot of pleasant surprises to find around the hotel. I had a bit of trouble telling what was intentional and what was not, but things like being able to see through unloaded rooms, and the occasional conjoined room added to my experience. So either way, I'm glad that's how it worked out!

Hard Unit by internetpaulicy 2016-12-17T15:42:00

Okay, I can understand wanting to make a game called Hard Unit. It's a good name. Unfortunately, shooters need to let you hold down the fire button to not be physically painful. Plus, tying fire speed to clicking speed means it's a lot harder to balance the game. It looks like you put in some solid work, so it's a bit of a shame to see it let down by something like that. : c

Quest of the Wizard by Linear 2016-12-21T17:19:00

A very technically competent game! I'll admit, I didn't get to the end, but I did enjoy all the work you must have poured into this game. There were some noticeable issues, mainly around whether or not the game saved when you died, and some puzzles where the solution seemed to be "jump and hope for the best," but overall, I greatly enjoyed my time with this game!

One Broom by SbstnC 2016-12-17T15:34:00

What a gorgeous little game! I really like your take on the theme, that type of humour works really well here. The witches are cute as hell too! The differences between the two witches was a nice twist, but I didn't realise it was a thing until level 4, so maybe you could have forced the player to pass through small gaps on the brambles stage to teach them?

The only thing that dissapointed me was the level transitions. The witches were the real stars of the show, so I would have much preferred to hear a conversation between them than from two bystanders. Overall, I really enjoyed this game, though!

Feather Gladiator by Garris 2016-12-17T09:49:00

First of all, why the feather duster? Did you have some particle effects you wanted to play with? My game stopped after the first merchant encounter too, but up to that point it was pretty solid. I don't think the stamina meter was needed though, especially since I barely noticed its effects most of the time.

Hall Puzzle by Knowledge 2016-12-17T09:31:00

Yeah, on Windows 8 here, and it's not working...

Walkie Talkie by managore 2016-12-20T14:59:00

Perfect score. Impressive as always!

Production Room by Wevel 2016-12-20T12:19:00

Okay, I really like the idea, but you need some improvements to make this work. First of all, the workers sometimes just break (generally after changing or replacing machines), so they just turn into a waste of money. Maybe clicking on them to reset their AI would work there? Also, since it currently works at the pace of an idle game, it shouldn't pause when it loses focus. You can find the option for this under Unity's 'Player Settings' tab. With those two changes, I think this could make a reasonably strong idle game, and would be a lot more fun!

Hoaxed by Ayxs 2016-12-20T13:42:00

Congratulations on your first Dare! Apart from general polish steps, the main thing I'd suggest to improve is making it so you don't have to sit through the intro text whenever you die on the first level, and making it possible to advance text without needing the mouse. Good work for your first jam!

Cancelled Refuge by SinclairStrange 2016-12-19T15:20:00

As always, an excellent game, that feels like it could be a full product, not just a 72 hour game! Your interpretation of the theme was really creative too! The characters definitely feel like there power levels differ a lot, but perhaps this is a good thing, for allowing players to tweak the difficulty a little. Perhaps adding separate high scores for each character could help, though?

DISK by Kuality Games 2016-12-19T14:20:00

The core mechanic here is really good, though I got through the whole game without realising I was supposed to be A: charging my shots and B: holding down the recall button. I actually really liked the way it felt spitting out a slow moving projectile, and just altering it's trajectory with the right mouse. If you continue working on it, I'd love to see more development around those aspects, though I recognise that's personal preference. I'd definitely say you'd need to either completely rework jumping, or remove it all together, though. Losing a level's progress to a set, unintuitive jump arc is a real pain. I did have a real blast with this one, so good work!

The Invoker by LooksLikeSomething 2016-12-20T14:06:00

I love the idea here, but the bowls seem to be very buggy, as is the summon select screen (pushing right sent me directly to the last summon each time). The time limit on the later dances were pretty harsh too. You've got some great stuff in here though!

Velocity Glyph by sudojess 2016-12-23T10:45:00

Had to check out a game by a fellow penguin~

The graphics and presentation are top notch, but most of the issues other players brought up showed up for me too. I also found that in addition to sticking to walls, you can fall off sideways, which was a bit odd. Very interesting style, though!

Rotate the room! by DOXM 2016-12-19T14:36:00

Congratulations on completing your first Dare! This is a pleasant little game, and the voxel graphics are nice too, even though I'm not a fan of that style. There are a few issues, mainly in regard to the transparency mode. Losing colour means you can't tell which cubes are necessary to complete the level, and which cubes are instant death, while also erasing a lot of the colour work you put into the level design. I'd also suggest switching the controls over to match the camera. For example, having w/s tilt the room forward and backwards even if the room has already been rotated onto its side.

Keep it up, and I'm sure you'll be making cool 3D games in no time!

Space Captive by negativice 2016-12-28T18:03:00

Unlike lots of people here, I enjoyed the propulsion based controls. I felt it added a lot to the experience of being an astronaut. I also enjoyed the difficulty the game presented. It's a bit harder than most games, but surviving an accident like this should be hard, to represent the dangers of being alone in deep space. Some more ambient sounds could have done wonders, though, since it was a little sparce audio-wise.

Overall, I rate this at least as bad as Gravity~

LD38 — A Small World

liftoff by Remco 2017-05-08T12:57:27Z

I do love space trading games, and the soundtrack for this one was very pleasant indeed. Unfortunately, even following your advice the best I could, I still ended up losing fuel at an alarming rate. I just can't figure out which planets to go to...

I saw a few people mentioning that the physics feel odd, and I definitely got that sense too, but from what I saw, I can't help but wonder if it was the foreground layer doing it? Sometimes it felt a lot like I was being carried by a stream, even when a planet was capturing me with its gravity. That might be something worth looking in to.

Congratulations on getting this done in the 48 hours, though! It looks like you had to work hard!

liftoff by Remco 2017-05-09T18:53:05Z

Hahahaha, I wish I'd thought to make it a callback! It was actually because the help screen reminded me of the times I'd really struggled to get instructions into my games. I know it's impossible to tell, but I felt like you probably spent the 48 hours working hard to add features in!

There might be something you can do to stop the parallax feeling confusing, but I'm not sure what... Maybe experimenting with adjusting the speed, or applying effects to it around planets could turn something up?

I'll make sure to give it another go sometime (hopefully before the deadline) to see if I can find a better galaxy, or if I'm just not good at this game!

liftoff by Remco 2017-05-10T12:46:54Z

I did play it again, and it turns out my problem was I was forgetting how to use orbits. Once I remembered to boost protograde and retrograde, things started working better. I wonder how you could convey this concept to people who don't have KSP knowledge to rely on, though?

One thing that might help could be arrows showing which planets are pulling you in, and how strongly (length of the arrow being magnitude, like in wind maps), or maybe a trail of particles behind the ship so players have an easier time seeing how they're moving.

As a more advanced possibility, it may be possible to predict where the ship will be at a few points in the future (+.25s, +.5s, +.75s, and +1s, for example) and draw a curved arrow through them, so players can immediately tell when their burn is gonna take them away from their target. The maths and processing on that could be tricky though...

I definitely did have an easier time once I understood that, though!

It's a Small World by GFM 2017-05-15T16:08:19Z

Aww, it's a shame you didn't get very far with this one! The presentation is excellent, and the idea is very clever, nut unfortunately there's not much else to comment on yet. One thing I did notice for if you want to expand this at some point, jumping and interacting being on the same button might be a little troublesome if intractable objects and jumping sections get too close, and it also means you can't hop around when walking through town...

Hope you had fun working on this, none the less!

Space Balls by Dejvo 2017-05-15T12:49:34Z

I really enjoyed this game, even with the loose control of the photon. I did end up overshooting a little, and having to come back to hit the eyeball from behind, which I don't think is possible though ; P

On the whole, I had a great time here!

Transistor Soup by stuntddude 2017-05-17T18:05:34Z

As a circuit puzzle game, this is a reasonably simple but well developed for a game made in 72 hours. As a jam game it's functional and impressive, but I have to question where you would take this if you wanted to continue working on it. It doesn't seem like it's intuitive enough (or slow enough in the early levels) to teach anyone who doesn't already understand circuitry, but it doesn't seem complicated enough to challenge anyone who already knows what all these parts are. If you were to keep working on it, I'd suggest moving strongly in either of those directions.

Just to be clear, I'm being a little harsh here only because most of my other thoughts have already been covered by other commenters. On the whole, I agree with them that this is a very well made game for its type. I just wanted to give you some more granular feedback rather than just asking for a clear button! : )

Angelic Design by Joror 2017-05-08T14:55:47Z

You have a very interesting idea here, and one you managed to develop surprisingly far given the time limit! As for things I would improve, I feel like the timescale could be a little slower, so I had more time to read the information about all the races and what they're doing. Also, a hotkey to pause the game would help alleviate a lot of the stress when you see messages you didn't expect popping up.

Overall, though, I thought this was a really pleasant experience, and a very creative approach to the theme!

small World of Underbury by Listonos 2017-05-05T14:34:25Z

Wow, this is a really impressive game! When I started I was really excited, but unfortunately I ended up feeling like I'd seen all the game had to offer by the time I was half way through. I think the mission based approach works much better for a command input compared to the old text adventure style, so good work there!

Some thoughts for improving the pacing of it:

First, I didn't notice much of an increase to the rewards when moving up the various tiers of society. More scaling there might help accelerate the game's later stages.

Second, I felt like the kill command was somewhat disappointing, only granting you reputation and experience. I would have preferred it if killing was harder, but caused damage all the way up the tree when it happened. Perhaps equal to the resistance ranks of the victim divided by the tier of their superior? To me that would feel like taking out one of their assets.

Finally, beat seemed a little bit underwhelming too. If that caused damage to the target too, and was riskier, it might be more fun to use.

Overall, I was very impressed with this game though!

Hopper by Porcus_Pie 2017-05-09T18:01:49Z

What an excellent game! Normally I try and leave advice on what could be improved, but apart from making more levels exploring some of the concepts, there's nothing I feel needs to be added! I had a wonderful time playing this!

Carefulzilla by glimaleite 2017-05-05T11:04:02Z

As others have said, the game could use a reset button (or a mute button. I didn't need one, but I know lots of people love to play on silent). Overall, this game was excellent though, with an excellent tone and presentation. Even without the reset button, I ended up replaying until I got down to 0 casualties!

Oh, and your post on the front page said to leave a link to our games, so here's mine: https://ldjam.com/events/ludum-dare/38/50ft-by-50ft-or-how-i-died-in-space

Fancy meeting you here by Local Minimum 2017-05-01T14:59:32Z

Just as Dr Frankenstein was pursued to the North Pole by his creation, so do my former colleagues pursue me with their insistent conversations!

An excellent interpretation of the theme, and quite an evocative presentation! I do feel there's something missing in only showing the acquaintances likes and dislike, though. Perhaps in a more fleshed out version, you'd have to contend with your own sanity slipping as you are forced to talk about strawberry pies over and over, or require you to change the topic every time politics comes up.

Regardless, this was a most disturbing experience!

A.M.O.R.V. by zondarg 2017-05-10T14:33:35Z

Well that was a trip and a half! I have to ask, was the movement initially a bug you decided to keep as a feature, or did you plan for it to be like that from the start? Personally, I enjoyed the game, but I think a more abstract theme would have suited it better. Of course, that might have been hard given the theme of the Dare. The music was excellent, by the way!

Candy Cave Quest by ashtheevil 2017-05-05T19:41:31Z

I'm glad the link is fixed now, because this game is really good! Even though it's only one room, I can tell you put in plenty of effort into the various objects and puzzles. The voice acting and writing is really pleasant, and creates a lovely mood overall. This left me with a big smile on my face!

coollapse by nicruo 2017-05-17T16:55:56Z

What a strange and atmospheric game! I am curious as to whether there was something else you intended to add but didn't have time for, but as it is, this was a very interesting little experience!

Ant Forts by rplnt 2017-05-02T13:50:49Z

I'm not sure I could find a real strategy for this game. The ant fort's didn't seem to cause any type of special attack or defensive measure, so I couldn't really see much advantage to building them rather than just letting the ants fight the bugs back at the nest. It also meant I couldn't find much reason to build in specific directions, apart from collecting resources. Maybe I was just missing something though?

Submersible by kleinzach 2017-05-08T14:06:03Z

I really enjoy this type of game, so thumbs up from me! For something made in 48 hours, this is pretty great! Perhaps the one addition I'd recommend (that hasn't been covered by other people) is some menacing metal creaking, and terrifying scraping noises when you crunch against a stalagmite!

Raven Delivery Service by DDRKirbyISQ 2017-05-08T14:28:13Z

Wow, this game is really really good! Single player is a lot to keep in mind when trying to optimise your production, mixing in a dollop of excitement to go with the cute! With how stressful it can be working under those time limits, I hope the witches get some time off once the level ends!

Neuroso by gamechoy 2017-05-08T11:24:13Z

I experienced a similar problem to @clegamecoop when playing the html5 version. I think the game can hang when the ghost starts growing. Was playing on firefox, btw.

Now, the graphics and audio in this were top notch, and I'm a big fan of dreamscape games! A few improvements I would suggest include improving the contrast of the main menu (the text gradient means it's both lighter and darker than the background in some spots, which is pretty much the worst possible place for it to be) and letting players skip text with spacebar, so they don't have to take their hands off the movement controls to advance. This could cause trouble with players skipping text from trying to jump, but a solution to that would be to make it so that pressing the advance text button while the text is still typing will just reveal all the text before skipping it. This would help players who don't want to sit through the typing effect too.

Also, I have to say that ending it with a jump scare didn't seem fair to the mood you'd created. Otherwise this is a thoroughly interesting game.

Naarrow by Ace17 2017-05-10T13:45:03Z

It's amazing that you managed to put this all together in 48 hours, even if the difficulty on some of the rooms drove me further up the wall than the climb powerup! D:<

I did get through it in the end, but for me my favourite moment was at the start, descending into the depths of the facility. It did a really good job at setting the tone through gameplay, and I would have loved to see more of that. That you managed to put together a feature complete metroidvania in 48 hours really is something though!

Path of the Rabbit by managore 2017-04-25T14:37:37Z

Have to say, I love all the hidden layers of complexity in this one! Over my time playing it, I went from "this is too easy" through "this is too hard" to "this is just right!" I don't know how you managed to goldilocks me with a single level, but I'm impressed!

Tribal Tension (Twitch) by SaraJS 2017-05-01T12:59:48Z

Twitch games are always so inventive, even when they game itself is simple, like with this one. The competitive nature of this game really makes the this game different to Twitch Plays games.

How I see it, Twitch Plays games are all about bringing the commands from the chat window into the game. In this, though, the game is brought to the chat window, since everything you type will be visible to your opponents (and with lag, often a long time before they're actually executed). Gaming the chat window in this way really elevates the game beyond the simplistic gameplay of the main screen.

Unfortunately, I wasn't able to form any alliances with other tribes in the time I was playing, but I'll check back later, and see if it's possible with different groups of players. If any of you have managed to pull it off, please let me know!

Tiny Tily Tile World by spacewarp 2017-05-15T13:04:17Z

When I first saw this, I thought it was papercraft! Congratulations on putting together a simple enough artstyle that is still very appealing!

As for the game itself, I enjoy experimental games like this, and there definitely was a decent range of interactions available to try, so I enjoyed myself with this one. I think I would have preferred a little more granularity on the tiles so I had more room to create interesting landscapes, and maybe a few more interactions with the humans, but on the whole I enjoyed my time with this game!

Smalltrek by impbox 2017-05-05T15:39:05Z

An excellent little game! I was particularly impressed with how non-violent it was, but then I wound up in Gamma Sector >_<

50ft by 50ft (or How I Died In Space) by RockhopperGames 2017-05-01T11:55:30Z

@local-minimum: Thanks for the feedback! That was a bug I thought I'd fixed a while back, but it looks like I hadn't uploaded the fixed version yet >_<

50ft by 50ft (or How I Died In Space) by RockhopperGames 2017-05-05T18:06:28Z

Thanks for the feedback everyone! I've had a lot of people saying the tone is rather depressing, and that was intentional, but do you think a lighter ending might have made for a stronger experience?

@listonos I was intending to have the characters discuss their impending death as it drew nearer, but didn't get round to that. For the period I did develop, I imagine everyone was doing their best to put it out of their minds.

@tobico You're right about that! There were a few things I'd hoped to make more obvious that I didn't get round to, but there was a lot going on behind the scenes that I could have been more clear about!

@obidubi You didn't miss something, that was a mistake on my part. I was experimenting a lot with what twine could do, so I didn't really consider how hard it would be to differentiate between links that expand text and links that take you to other passages. I'll definitely look into making that clearer in the future!

50ft by 50ft (or How I Died In Space) by RockhopperGames 2017-05-08T13:45:33Z

@gamechoy Yeah, I can see how that would definitely have helped, but I wanted to see how focusing on a single aspect of a game for 48 hours would work, and Twine gave me the methodology to try that. I probably won't keep working on this one, because I ended up working on my previous LD game right up until this jam, but I do want to work more with Twine in the future.

@remco Thanks so much for your feedback! A lot of that is things that I'd been hoping to achieve, so hearing that you found it that way is really heartening! This was my first time working with Twine, so I wanted to experiment and see what was possible with the language! (Thanks for the typo catches too, I probably can afford to go back and fix them!

@kleinzach I'd really recommend you look into more Twine games, there's some really interesting things people have done with the medium, and stuff I wasn't even able to try and replicate!

@ddrkirbyisq Thanks for your feedback! I am concerned that you apparently ran into that bug again, though... Would you mind me asking what browser you're using? I don't know if that could be a problem, but I figure it's worth a shot.

50ft by 50ft (or How I Died In Space) by RockhopperGames 2017-05-09T18:08:10Z

@smiling-cat-entertainment @porcus-pie and @takusan Thanks so much! Perhaps spending the 48 hours with my writing turned me off it, because I was feeling pretty iffy about this one. Hearing such kind words about it is really heartening! ^_^

50ft by 50ft (or How I Died In Space) by RockhopperGames 2017-05-11T15:57:17Z

Okay, I went back to handle some bug fixing today, and the new version should be uploaded now. Strangely, I wasn't able to reproduce the crew-members bug, but I did find a handful of other bugs that should now be fixed. As a result, you can now access the variants to the "memories" dream (if you've selected a home by the third night, you should have a dream specific to your home), and if you don't steal any food, a slightly different ending should play. Sorry to everyone who ran into these bugs!

@ace17 It's possible to die in space! If you're asking if it's possible to survive, though, no. Even with the ending that was being blocked by a bug, you still die, just in a slightly different way.

@ddrkirbyisq I wasn't able to reproduce the bug on chrome either, but thanks for your help!

@zondarg Thanks a lot for your feedback! I'm glad you liked it! I tried to put in a bit of cosmic horror there, so I'm glad that landed!

50ft by 50ft (or How I Died In Space) by RockhopperGames 2017-05-15T12:13:03Z

@icecheetah Thanks for the catch! I should have fixed that now!

Rickshaw World by tobico 2017-05-05T16:48:27Z

An excellent little game! The tiny world theme belied a distressingly realistic game underneath!

A few specific notes I picked out: I liked how the rickshaw slowed down when someone entered it, it helped give a feeling of exertion to holding down the movement keys. The diagonal movement might have been faster than the cardinal directions though, which came across a little game-y. Also, I was surprised the man who talked about 'never having received a handout' gave such a large tip, I expected him to give bugger all!

Thanks for this little experience, and congratulations on making it within the time limit!

DEFEND YOUR TINY WORLD! v1.1 by Dragojt 2017-05-05T09:39:23Z

This type of idea seems rather popular this Dare, but that's understandable. I did find the rotating effect a little nauseating, but perhaps that's something you can lean into? There's room for games that feel unpleasant out there too!

My high score was 741, by the way, if anyone wants to challenge that ; )

At It Like Rabbits! by HenryBell 2017-05-05T17:30:38Z

It's clear you didn't have as much time as you would have liked to develop your idea, but I hope the learning experience was worth it anyway! Hopefully you can make something impressive out of this sometime!

Super Smash Globes by 100th_Coin 2017-05-15T09:23:52Z

From the title, I wasn't expecting a puzzle game, and from the level of polish, I wasn't expecting this to be a compo entry! You've obviously put in a ton of work to this, so congratulations! I enjoyed it a bunch, though it was a little bit disappointing that the best strategy was just to find a wall to bounce off and wait for your foe to come to you...

Still a remarkably developed entry!

Asteroid Survival by obidubi 2017-05-05T18:00:40Z

It's clear you ran out of time on this one, but I was able to make my own fun trying to spell out messages using generators before my food ran out. It turned out you hadn't implemented starvation either, but it was a very interesting experience up until that point!

Also, another player who commented on my game also made a game about rabbits in space. Maybe the two of you would get on? Their game is here: https://ldjam.com/events/ludum-dare/38/at-it-like-rabbits

Rock my Ship by Hethsin 2017-05-02T13:38:07Z

Presentation wise, this game did very little to sell me on it, but once I got in I was actually really impressed! The conflicting desires to protect the planet and to allow it to get destroyed was a very interesting trade off! For this reason, I wonder if adding warning markers would actually be that good an idea, since being able to run around the planet faster once it's smaller was a unique for of progression. Maybe a very short warning, so reducing the planet's size is still useful?

I also liked how the colour for the asteroids and planet was randomised every game. It was a small touch, but showed more care was put into the graphics than was immediately obvious.

One problem I did have was with how ineffective the jump was, both for clearing craters and for getting past the spaceship. I'd suggest allowing players to have a larger jump, so they don't ever get stuck.

This game was satisfying enough that I played it all the way through, so congratulations on that!

Strangeness by philomory 2017-05-03T10:11:37Z

I really like this type of game, and the mood it presents! Of course, with the time limitations, you couldn't develop it too much, but the surreal atmosphere was really enjoyable for me. One suggestion for if you want to work on this post-jam, I think an enemy that chases the player would add a real sense of menace that the current enemies are missing. A good showing for 72 hours though!

Libre by DiegoCTorguet 2017-05-05T17:20:13Z

The mood was really excellent here, but I have to agree with the others that the puzzles really fell through. I'm sure you found it yourself while developing, but there just wasn't much room for depth with a simple pipe system like that. Unfortunately, hiding it behind the zoom in zoom out sections didn't help much.

If it's not rude to ask, did you pick up on this yourselves while developing the game, but not have enough time to change it? The overall mood and presentation is top notch, so it's a shame that the mechanics let that down...

Libre by DiegoCTorguet 2017-05-09T18:37:57Z

Ahh, seeing that it was a second theme you were trying to work with explains a lot! That must have made it trickier for you!

Samhain: Fly Away Home by Vanillycake 2017-05-15T13:15:21Z

Gosh, what an utterly adorable game!~

If I had to criticise any part of it, it would be that slowing down from the maximum speed can be tricky, but that could have been intentional to fit with the icy theme.

I was smiling the whole way through, so obviously this was a good job!

Platform Styx by MoneaGames 2017-05-15T20:54:24Z

Wow, this game is 100% my jam, and nails the presentation too! I'm particularly impressed that you managed to model the arm and the skull in the time limit, along with all the other simpler items!

I don't really have much to criticise here, so I don't have much else to say beyond congratulations on your first Ludum Dare, and keep doing what you're doing!

Ascension: A God's Test by MatHype 2017-05-15T15:00:30Z

You've obviously put in a lot of work here, but unfortunately the game is still rather obtuse. I managed to get to the end, but I never managed to figure out how to power the various statues. I had the water one going for a while, but none of the other statues ever worked for me, even when next to villages. Some more feedback there would have been helpful...

Slightly Angry Max by Takusan 2017-05-09T17:47:54Z

Congratulations on your first Ludum Dare! While the idea of this one isn't anything new, the presentation is top notch, and it's clear you put some work into balancing the game! It looked like you even had more bosses to spice things up when I thought I had things under control. One thing that wasn't mentioned in the how to play, though, was that powerups block bullets, so I wasn't sure if that was a bug, or a way to help provide cover.

I got to 6810 points, which looks like it's higher than anyone else who's posted their high scores here yet, so I'll let that be a gauntlet to anyone else who wants to compete!~

The Deific's Guide to Creating, Exploiting, and Destroying Pocket Worlds by Smiling Cat Entertainment 2017-05-09T17:25:25Z

I hope you don't mind me being harsh here, but I want to give you the best advice I can.

First of all, while I've seen a few games in the "mix elements together" micro-genre before, I've never seen one in 3D, so full points for Innovation. Of course, straying so far from the path is risky, and the execution here has somewhat fallen through because of it. As other commenters have said, adding goals and closing in the place space could help, but I think you should also consider why it should be in 3D.

One reason I saw suggested above was adding a landscape to navigate instead of a white void. Another I could think of could be if you could manipulate how the elements moved. My thought was it could be interesting if you could cash in worlds with certain elements for objects to place around the play space (fire and mud for a statue that attracts orbs of a certain type, wind and action for a fan that blows elements in a direction, sand and water for a pit that traps elements in it, stuff like that). Perhaps something like that could help provide a reason for the players to gather these elements too?

If you do decide to continue with this game, I think there's a lot of room for you to explore, so hopefully you could make something real interesting!

SUN GOD by palemachine 2017-05-05T17:47:06Z

This game was a blast, I was smiling the whole way through! There were a few minor issues with spawning in empty space with no way to reach the goal in time, but that certainly wasn't a deal breaker. Allowing players to restart at any time would help there, though I could imagine that being exploited. Also the music might be improved by either allowing it to continue, or timing it to end cleanly shortly after the universe is devoured. Those are just my two cents.

All in all, I really enjoyed this game.

The Glass Marble Tour by icecheetah 2017-05-15T09:01:00Z

This was really nice, and I appreciated that it was kept abstract the whole way through. While I agree it needs a little something more, I can see how hard it would be to come up with what. A possible thought I had would be making the stars only appear as you walk by them, and needing to paint in a certain amount of them before the level exit appears. Perhaps you could go further then and have them split up at certain points to help paint the stars faster?

Either way, congratulations on your first game!

The Nedludd Club by zaibakk 2017-05-03T12:55:36Z

What an excellent game, even if the theme was a little bit forced. It took me three playthroughs to get all the information to catch the real killer, but that gave me a chance to appreciate the schedule mechanics you'd added.

Apart from general spelling and grammar issues, which are only to be expected in LD games, what I'd suggest changing is the phone needing a number typed in. It's the only number you call all game, and you don't even have the notepad when you're told it, so I'd suggest just having the phone call Toothpick automatically. The number wasn't in the walkthrough either, so if anyone's still looking, it's 531.

Small issues aside, congratulations on putting together an excellent game here!

My idea of A Small World by swrni 2017-05-15T12:30:06Z

Simplicity can be a virtue, and this game shows how good it can be when no aspect of the project is overscoped!

With so little to critique, the only thing I'd bring up is that restarting the game doesn't clear the stage from the last round. So if you restart too quick after a particularly hectic game, you can get squashed by a giant polaroid immediately.

Congratulations on such a superbly simple game!

Tiny Buckler by feltip 2017-05-17T17:00:43Z

Creative weapon games are always fun, so good work there! I can't help but question why it was a shield instead of just a boomerang, though? Perhaps if you worked on this further, you could add a risk/reward element where you're immune to projectiles while holding the shield, to emphasise its defensive elements?

LD39 — Running out of Power

My Dream by Local Minimum 2017-08-21T14:07:05Z

Nice work with this Twine game! (though I'm reminded I never did that postmortem I said I was going to >_<)

The use of a mobile phone running out of battery is a lot more relatable than how most of the games I've seen used the theme, which is a clever idea, and the use of timed text also helps make the game more dynamic. I hope all the different formats you used helped you get a grip with the functionality of Twine, it looks like a pretty cool system!

Take my charge by josehzz 2017-08-19T05:34:36Z

A very cute little game! I really appreciate the care and detail put into the presentation!

Power Rod by sixteen 2017-08-19T05:26:36Z

A very enjoyable simple game, with lots of nice flourishes! Unfortunately, I encountered the same bug as cynicalmonkey and agentparsec, but the time I did spend with it was enjoyable!

Take Me Home by Fengol 2017-08-02T09:49:05Z

It's a shame that you didn't get more done, since the FTL vibes I was getting were pretty fun. Did one of the components just play a warning sound though? If so, that's pretty funny!

Last Hope by mintarcade 2017-08-20T11:52:37Z

There is clearly the basis for a very strong game here, though it feel like you had to cut a lot of features to get it done on time. The background music is excellent though, and exploring virtual spaces is always good. I did manage to get stuck outside one time, and then fall off into the depths of space while trying to find my way back in, but on my second attempt I was able to get there!

Fading Light by RockhopperGames 2017-08-02T06:04:42Z

Thanks for the feedback!

@austinspafford There is some effects (slowing of the heartbeat, the light source fading, less sparkles on the core) that show up once your power drops past 1/3, but I definitely did intend to add more clues. There are monitors around the place where you would have been able to check your charge, but I wasn't able to implement them in time.

Fading Light by RockhopperGames 2017-08-20T12:09:48Z

Thanks everyone for the feedback, and for getting me past the 20 votes mark!

@sixteen and @galaxstudios There being no way to recharge was fundamental to what I wanted to do with this game, by making sure that the player would die. I had intended to make screens that would display your charge percentage though, but didn't get around to it in time.

@jemsmith Don't worry about not understanding what to do, the only purpose was to explore as your energy slowly runs down. Trying to find meaning from that is part of the game too!

Island of Revolution by mikethewayne 2017-08-19T09:15:34Z

A very ambitious project for a 48 hour game, and even if it is messy and confusing at present, you clearly did an excellent job! Congratulations on your tenth Dare!

Ghost's End by austinspafford 2017-08-02T09:53:29Z

A very clever effect, that I could well see being used in larger projects! I hope you get some good use out of what you made here!

Death's Helper by jondalnas 2017-08-21T14:14:11Z

Congratulations on your first Unity game! Unfortunately it seems like you had a bit of trouble wrangling with it and it's physics engine. I encountered the falling into walls bug too, which felt like Unity trouble. It's a powerful engine, but sometimes it's a bit too powerful for what you need... Hopefully you learnt some good tricks with the engine, though!

Corrupted by Shess 2017-08-19T07:08:13Z

A really excellent game all round, and one of the best I've played all Dare! The thing that really struck me was the possibility to experiment with a pacifist playstyle, though. Destroying all their weapons and leaving them just with a single core mightn't have been kind, but I imagine it would have let them stay alive. The complications from when this is and isn't possible are really interesting though, in a way games rarely cover. Most games providing pacifist options as a simple choice means it's already been explored more than the largely impossibility of a pacifist playstyle here.

I think if you chose to explore more in that direction, you could make a really remarkable game!

Wires and Robots by MiltonNH25 2017-08-01T07:36:50Z

I'm gonna have to break from my normal commenting style here, but I've never been as conflicted about a score in all my years of Ludum Dare. I've given you five stars, but if there was a category for spike/laser levels, I'd have given you two stars there. The movement controls/collision aren't really suitable for action sequences, and it's not where the game shines anyway. However, I don't feel these sequences bring the game down in any of the other categories, as frustrating as they were.

As for those other categories, wow. The puzzle mechanic is simple enough to be explained through gameplay, yet complicated enough to have some head-scratching puzzles, sitting in the sweet zone where the puzzles rarely feel too hard or too easy. The graphics also evoke old games like Chip's Challenge, providing a strong artstyle from limited resources. There's also a surprising amount of length for a 72 hour game. If this had released in the 80s, it'd be known as a retro classic!

Pylon Defense by Doc ill 2017-08-17T13:31:12Z

Tower games might be a bit cliched these days, but it's still hard to make a high quality one, and this was definitely high quality for the 48 hours it was made in! The balance of charging the towers doesn't really come into it until the midgame, but when it does, it's a surprising engaging mechanic! It gets a little clustered at the end though, so perhaps if you want to take this further, you could add in another building that triggers all nearby generators, to cut down on the late game micromanagement?

Sunseeker by Surovyi 2017-08-02T06:45:50Z

A high quality, if straightforward, game! The presentation on this is top notch, and the idea of being a powerful hero in a massive battle is always a blast! I don't know if anyone else has played it since the patch, but I didn't find the game that hard at all. I did run into a bug where the king died and then teleported out anyway, but that was a minor issue at worst!

Human Fueling by Mindoo 2017-08-03T14:07:21Z

Nice work on the low poly assets, though I think you could have stretched the world a bit further without sacrificing variety too much, and allowed the players more time to explore. Other possibilities that might help include being able to carry more than one object at a time, so the players have to decide whether they want to continue searching for fuel to maximise the efficiency each trip, or turn back before they run out of time. Good luck however you decide to take this!

This Is Not A Drill! by llamaq 2017-08-01T06:50:29Z

Congratulations on your first Dare! The hand drawn graphics are nice, though they could have used some simple animation to make it look like more of an artstyle than a practical choice.

Unfortunately, I just wasn't able to find the enemies. Even after 4 minutes on my second playthrough, nothing had spawned, and the drill just reached it's destination regardless. Hopefully you'll be able to fix that without too much trouble though!

QTechnologic Quest by BottledMajesticness 2017-08-20T11:20:08Z

I'm sorry to hear you couldn't get the other levels working! The cute style and sense of humour was excellent though, so I wish you better luck in the future. Congratulations on your first Ludum Dare!

Spaceship Ferry Captain's Handbook, Chapter 12: What to Do in the Event You... by sketchycode 2017-08-01T06:39:20Z

A fairly solid take on the theme, with notes of FTL that I enjoyed (turning off lifesupport for a little more power is always good). The repair sound effect was a little harsh, but the game seemed otherwise well put together.

Was I missing something, or was there no button to fly forward though? I had to dock my ship in reverse, and I'm not sure if that was intentional or not.

Lost Light by DrewG8 2017-08-17T14:37:20Z

Like some of the others, I did experience a softlock upon reaching the door. The music and graphics were charming though, but the ability to move by holding down one of the keys would have really helped.

Enerzoid by eXr 2017-08-02T14:39:43Z

I love the mood in this one, but I don't feel the level of challenge meshes well with that. Perhaps more precise (slower) movement would help if you wanted to keep the challenge level high, but I don't think that's actually necessary. With such a relaxing tone and mood, I think turning down the challenge to allow for a casual experience would actually be ideal. Of course, it's your game, so feel free to disregard my assessment!

The Kleptocracy of Rodentia by JemSmith 2017-08-20T08:00:22Z

As everyone's mentioned, the graphics and audio here are top notch! I can't help but wonder why you chose to go with random generation of levels, though? It seems like the AI would have been easier to handle with set levels and patrol routes, and predesigned levels could add some more tactical nuance. A thoroughly excellent game, though!

Super Charged by Manumeq 2017-08-20T12:04:33Z

Good concept, and the design of the obstacles was well done. I have to ask why you made the controls work like Flappy Bird, though. It meant my hand got tired quickly, before I'd gotten far enough to try the upgrades...

FireMan by SumGamStudio 2017-08-19T06:04:27Z

The sliding has already been mentioned as an issue, but is there meant to be a small cookie icon chasing the train so you can know where it is? I think I spotted one on the far left of screen, but it didn't seem to be where it should be?

Despite these issues, I had fun with this game, and the humour managed to get a smile out of me. Good work!

Sleepy Orphan Simulator by Barney Cumming 2017-08-02T05:46:16Z

Top work! It's rare to find a game that hits so many notes when it comes to humour. Such a solidly designed game is a pleasant surprise in a jam!

Industria by rb2750 2017-08-19T06:35:14Z

Proper commentary has already been provided by all the people above, but I just thought you might like to see my final city!

powerscreen.png

AEOS by Yetman 2017-08-17T16:48:23Z

The design and shader work his is amazing, and the calm feel reminded me very much of The Witness. There's nothing I can add that hasn't already been covered above, so I'll just leave you with a 'good work!'

Get Energised! by GalaxStudios 2017-08-19T09:48:15Z

Was it R key to reload? I tried, but unfortunately my gun wouldn't reload. Also, pressing the space key seems to advance me a level? I'd like to come back and give this another shot, but there's unfortunately not much I can do without better instructions, sorry.

Get Energised! by GalaxStudios 2017-08-20T07:48:21Z

Thanks for your reply! I gave this another shot, and with the reload button had a much easier time. Perhaps too easy though, since I discovered you could just hold down both mouse buttons to fire infinitely >_< Some delay on firing after reloading could help here, though the final levels would have to be made easier to compensate!

▲ c i t y ▲ by sanguine 2017-08-17T17:46:17Z

An excellent console game! Although autocomplete and more instructions would have been good, once I got into the game, it proved to be exciting and interesting! The simplicity of the instructions you can give helped keep the game playable even as the tension ramps up, but I might prefer a slightly longer play loop. The current play length is satisfying, but I never got to build connections, even if I managed to get a high score of 211. Thanks for this excellent game!~

LD40 — The more you have, the worse it is

Hats On! by recursor 2017-12-11T07:36:49Z

Excellent little game! The idea is simple, but well executed, and definitely very funny. The only criticism is that without a cat to go with the purring, it just sounds like someone clearing their throat...

Unsocial Media by CreativeWhisper 2017-12-10T08:08:49Z

I like the idea here, but I don't think the timer was the best way to explore the theme. Even at the start of the game, I don't have enough time to consider what my choices mean or read any of the text, and later on I don't even have time to click on anything. I suspect a slower game more focused on increasingly hard decisions would have portrayed your message a bit stronger, since what I'm mainly focusing on when playing this game is how fast I can menu. Still, good work for attempting to put together a social commentary game in 48 hours!

The Dark Castle by Joror 2017-12-14T17:45:53Z

A wonderfully complex text adventure, it reminds me of playing Fighting Fantasy gamebooks as a child! I loved most every element of this, so my criticisms are closer to nitpicks than anything serious.

That said, I did notice that Loudness is hard to control early on, which means it's easy to get pushed back into that ending even when trying for other paths. Also, I ran into the same screen as affinitycris got, even though you said you'd fixed it. Did you forget to upload the fix to the web version, or is there a bug at play here. I think the hex option might have said missing item too, even if I was a witch (I presume that's what you need for a hex).

Overall, this is one of the best games I've played so far this jam. Congratulations on such a superb entry!

Disease Simulator 2017 by Knowledge 2017-12-13T11:26:39Z

A very short game, but that meant it didn't outstay it's welcome. It quickly becomes impossible to dodge all the enemies, but centering your game around the disease names makes that unnecessary. There's not much here, but I feel you did a good job none the less.

Werewolf Village Attack by Marco 2017-12-11T14:08:53Z

First of all, the werewolves were really good models, interesting and menacing both! The core gameplay and level design are both good here too, though I have to question why the civilians in the houses needed to be randomly generated. Sometimes you get towns with just two guys living in it, which doesn't make for much tension when heading to the church. Also, the second town I went to, all the NPCs got stuck on the edge of the path, but stuff like that's to be expected given how little time you had. Congrats on a solid entry though!

Haunted House on 43rd Street by Franklins Ghost 2017-12-13T13:39:45Z

Excellent little game! Working with your nephew was a tops choice, the game has a wonderfully surreal feel to it, and knowing that was created from earnest belief in the story makes that all the better. Congratulations to the both of you!

Babies! Babies! Babies! by Local Minimum 2017-12-10T08:34:37Z

Congratulations on a wonderful collection of babies! I really appreciated the use of plastic toys for the art style helped create a strong overall theme. If you'd had more time/access to actual babies, I'd suggest using those city/road playmats to fill the background/provide building sprites, but not being able to get your hands on one of those over the course of a LD is understandable.

Also, if I've learned anything from Death Stranding, it's that babies are the future of videogames. Good work getting ahead of the curve!

Holiday Parking Panic! by FormalCloud 2017-12-09T16:45:50Z

Congratulations on putting together an enjoyable game out of something I'm very much not looking forward too with the upcoming season. It did take me a while to figure out I was supposed to be collecting all the presents, not trying to fit neatly into a parking space before anyone else, but that is a very minor complaint in the overall scheme of things. Good work providing both keyboard and controller options too!

Midori has a cold! by derr 2017-12-11T14:53:20Z

I appreciate how cute this game is, but you've also made the effort to put in an alarming amount of content here! That's an impressive amount of levels for a Dare game, so good work! I did find a bit of a difficulty spike on the level "First Challenge" but otherwise I had a great time with this game!

Samurai Shaver by DDRKirbyISQ 2017-12-10T14:38:26Z

Two games instead of one? I didn't even realise that was possible! And both of them are some of the finest I've played this dare... That is seriously impressive!

Rhythm games are easy to mess up, but you've nailed it here! The effect when you miss a beat was a little disturbing, but that pressured me to work harder. I really had a blast playing this one!

Woods and Wolverines by Juhani Koskinen 2017-12-10T13:36:44Z

The title screen is very pretty, and you did well to add in so many levels and enemies. Unfortunately, this seems to have resulted in the bosses being slightly shonky. Against the moose, I just traded shots until he died, while the only thing I could do against the bear was get him caught behind the tree. You've got a solid foundation here, but I think a bit more polish to the combat controls would be helpful

GLORIOUS INTERNET POINTS by Ale 2017-12-11T18:08:57Z

You've got the pretty solid core of a game here, and the humour is pretty good too. It probably needs a bit more expanding before it can really support its length. Still, good work for a compo game!

Famous Knight by Lucas Ferrantelli 2017-12-09T17:20:26Z

A fantastically well developed game, you've obviously put together something excellent here! I might be a little suspicious of having to grind to open the last level (considering how many games there are to play in a jam), but the overall quality of the game makes this a minor issue!

Toy workshop 2 by stmatn 2017-12-10T13:26:18Z

Congratulations on such an ambitious entry, and it's clear you put a lot of work into getting it working. The inability to cue orders definitely hurt the playability of the game though, and while that does fit with the theme, it gets a little frustrating. Also, the dialog window that popped up when the timer ran out was blank for me, and I needed to use task manager to close the game at that point. I'm curious how well you were able to do at your own game, though!

Potdemon by RockhopperGames 2017-12-09T16:28:41Z

@country-agent @formalcloud @sarrixx Sorry about that! I was sure I'd set it to published, but I was tired enough at that point that what happened is anyone's guess! >_<

Potdemon by RockhopperGames 2017-12-10T10:44:30Z

@gilborn The scanning mechanic is 'safe' and doesn't make things worse as you scan more, but if you press tab, you'll switch over to capture mode, which lets you suck demons into your Capture Pot. This grants small abilities that can help you explore, but can cause trouble if you capture too many. Also in the Post Jam version, their chirps and hums can still be heard through the Capture Pot. I know tutorialising this would have helped, but that's unfortunately not something I got round to...

@creativewhisper @fabio-guedes Thanks for the feedback. I've tried to explain the connection to the theme a bit in my comment above, but part of it was me just loving the idea of a pokemon game with the slogan "the more you have the worse it is" and running with that.

Potdemon by RockhopperGames 2017-12-10T13:42:46Z

@stmatn @juhani-koskinen This is a more exploration focused game, so there is no central objective. The scanning and capturing is meant to allow you to interact with the demons in such a way as to give you a bit more information about the world, if you want that. Also the weirder late gameplay was intentional, the more you have, the worse it is, after all!

Potdemon by RockhopperGames 2017-12-10T13:45:41Z

@louspirit The post jam version has some extra platforms to help you get unstuck from any pits you fall into. More guidance probably would be useful though. Thanks for the feedback!

Potdemon by RockhopperGames 2017-12-12T12:24:51Z

@ale floating too much is an intentional choice (The More You Have The Worse It Is, after all), but the process happens a lot slower in the post-jam version (also the holes are all escapable with only one or two demons)

@sebastian-m There's only four demons in the 48 hour version, but I did manage to add one more to the post-jam version. They hide in hard to reach places though, and you may need to capture some flying demons to get to them. The theme connecting is in when you capture too many of the demons; they start interfering with your movement in frustrating ways, and their chittering can be heard even through the Capture Pot. I thought I'd fixed all the places to get stuck in the post-jam version, so if you could let me know where you were having trouble, that'd be a great help!

Presents by gilborn 2017-12-10T10:51:38Z

A simple, but well executed little game. I appreciate the simplicity, so I wouldn't ask you to add anything there, but for some reason the mouse sensitivity was unreasonably high for me? I don't see anyone else complaining about it, so maybe it was just a problem on my end? It definitely made the game more hectic though!

Museum Keeper by Louspirit 2017-12-10T14:01:32Z

"Are you scared of burglars?"

"Nah, I'll just walk into them and end the night."

This is a really solid game all round, so good work!

I wonder if I had a younger sister by fangzhangmnm 2017-12-11T16:34:11Z

Congratulations on making a full danmaku game, and some cute sprite art! Some of the attacks could really be clearer though. The dash attack and the fire-spin attack stood out to me as needing improvement. The dash attack will hit you at least once before you figure it out, and the hitbox of the fire-spin attack is unclear. Undertale got around this by using only a few colours in its danmaku sections, but maybe you could find a way to mark dangerous areas too

Bus Mayhem by Sebastian-M 2017-12-12T12:16:35Z

Excellent job on the music, and you managed to get a strong core of a game to carry it too! As other people have mentioned, I'm a little disappointed there was only one level, since the game didn't feel like it was hitting it's stride until right at the end for me. Still good work at putting this all together within the period of the jam!

Overloaded by yishalee 2017-12-10T14:16:49Z

I really enjoyed this one! The theme was really well implemented, the core loop was simple enough, and the graphics were gorgeous. Good work!

Lord Covington's Cup by Sarrixx 2017-12-09T17:02:47Z

I really enjoyed the space created by the game, and the clinking sounds signaled threat really strongly too! It's a bit of a shame there's not more to do here or more ways to interact with the space, but given the time restrictions of LD, that's understandable. You did good work with the time you had available!

The Provocateur by Team Catwheel 2017-12-11T16:05:14Z

I love a bit of provocateur-ing, but unfortunately the lag makes the late game here unplayable. Some thoughts on how you might fix that (from someone with no experience optimising 3D games):

Do you ever despawn the dead bodies? They might be static, but they really seem to add up over a long enough game...

When the resistance members are following close to the player, you could probably turn off their environment collision and trust the player's movement wont lead them through any impassable objects. Turning off their collision with each other in certain situations might also help?

Despawning distant characters and respawning them from nearby buildings could probably also help, since only certain parts of the map would have to be in play at any given time.

Of course, Ludum Dare doesn't give you much time for optimisation, so that's understandable. It's a shame though, 'cos I think I would have really enjoyed this game had it played a little smoother.

The Provocateur by Team Catwheel 2017-12-12T12:37:01Z

Ah, thanks for the reply! My thoughts in regards to turning off collision were based on what I remember of the original pikmin. My memories are that when you directed the pikmin with the c-stick, they'd clump up much tighter than usual, but when they stopped moving, they'd spread back out to their normal distance apart. I don't know if this was helping reduce the cost of pikmin on pikmin collisions, but it could be worth examining if you do want to keep working on this game.

Iglu by JMarques 2017-12-10T11:09:01Z

Congratulations on your first Ludum Dare! And a mighty fine game it is for a first Dare! As other people have mentioned, the difficulty might be a touch high for a jam game. Since players are expected to play and rate a whole bunch of games in one go, they tend to get frustrated easier. What you've done here is impressive though, so good work!

Catamari by Kieran Newland 2017-12-15T12:28:07Z

A very high quality game, though I'd agree with the other players stating this game doesn't have to be as frustrating. As a jam game, it would be perfectly fine without that layer of challenge! Thanks for such a cute game though!

Goodnight Sheep by littlecloudflower 2017-12-10T14:36:40Z

Two games instead of one? I didn't even realise that was possible! And both of them are some of the finest I've played this dare... That is seriously impressive!

The mood in this one is excellent, and though it has some disturbingly familiar moments, I appreciate that the ending manages to find a balance between light and dark. I thoroughly enjoyed this game!

Mister President by Zinkler 2017-12-13T13:30:56Z

@amras0000 I was having a lot of trouble playing and trying to avoid inflation, but with your strategy I got through the game easy. One thing I did notice was that the percentage meters at the top were lower than the average percentages near the end, so I suspect that the inflation mechanic might just be a reduction in those percentages.

This game is real pretty, and the music is solid too. The idea here is excellent too, though the implementation was clearly limited by the length of the compo. As other people have mentioned, several of the choices seem to have their consequences flipped, and there is little indication what the various meters mean early on.

As I mentioned above, the interaction with the inflation mechanic is a little weird too. Trying to avoid inflation altogether dooms your country, while printing enough money to bring inflation up takes more clicking than the average player can handle too. While I appreciate that you're forcing the players to engage with the core mechanic of your game, this seems to clash with how players would expect the game to run, and probably needs more tweaking before it can shine.

Overall, this is a fine, if somewhat overambitious game, and you did a good job putting it together in the length of the compo. Congratulations on your first Ludum Dare!

Reyerta by Tatos 2017-12-11T15:16:21Z

The graphics and overall presentation are top notch here, but unfortunately there seems to be little depth to the game. The maths of how many squares to select is complicated, but should probably be solvable, and I'm curious as to whether anyone has already figured that out. Either way, despite the simplicity of the game, I enjoyed the opposing character enough to have fun with this game.

[Web] Bunion by eldogg 2017-12-15T06:36:08Z

Simple and lovely, there's not really much to add here, so let me just say thanks for a cute game!

Sniper Protector (re uploaded) by ostoru 2017-12-09T16:38:13Z

Came to check out your game after you let me know my game was down, but apparently now your game is down too? Hopefully I'll get a chance to try it out during the rating period still!

Sniper Protector (re uploaded) by ostoru 2017-12-15T06:30:57Z

This game is pretty solid mechanically, and the theme is a nice twist to what would otherwise be a straightforward shooter. I particularly appreciated the reddish pots at the back of the plaza that could be mistaken for other targets, making threat assessment trickier. I did have issues with the VIP walking out of line of sight, though, and though the close combat option remedies that, the game doesn't seem designed for that (lag skyrockets once I start killing enemies close up). I might recommend moving the firing position a little closer too, or adding multiple levels of zoom, since straining your eyes to pick out targets isn't much fun. All in all, a solid entry though. Good work!

LD41 — Combine 2 Incompatible Genres

Minigulf Gods by Joror 2018-05-11T14:58:10Z

A simple but fun idea, it's clear there's plenty of room for expansion and new levels here! Some things to consider if you do want to take it further, it could be good if there were fertile islands you could move your worshipers to to increase their population, which could make it fun to compete against more active enemies.

Dungeon of Forking Paths: Chapter 41 "Undeground Love" by Listonos 2018-04-24T13:44:37Z

Nice work putting together a solid humorous game in time for the compo! From the name of the game, I presumed there'd be more narrative branches, but given the time frame it's understandable that you didn't really go that way. A faster movement speed when holding down the buttons could have also made traveling some of the long corridors easier too.

All in all, a well executed entry!

Card Mayor by nander 2018-04-26T13:57:26Z

A city builder/card game is one of those ideas that practically guaranteed to be fun, and you've managed to pull through with this one! There's obviously a bit of a shortage of things to do late game, but since you've mentioned you're working on a post jam version, it sounds like you're already on that one.

I'm looking forward to seeing what you end up with!

Birder x Runner by Local Minimum 2018-04-27T14:13:49Z

At first, I thought the two would make an easy fit, after all, you walk when you're bird watching, and what's running if not faster walking? Surely you'll just see more birds! Of course, this game was quick to point out the factors I missed! Running past too fast to catch them, or missing your step because you tried to look back, those aspects made it clear how this game fits the theme.

I appreciated the range of interesting birds, though it took me a while to get to grips with the game. In the end I managed to get quite good at the running part, but less good at looking at birds. Quite the opposite to real life!

Good work integrating a leader-board too!

Secret of the PeaDucks by Iak 2018-04-25T12:49:10Z

Congratulations on your first unity game! As with the others, I'd say the red room is a bit hard. Don't forget the people playing/rating are gonna have a lot of games to get through, so getting stuck on one will be more likely to frustrate them than casual players. I definitely liked the theme and presentation, even if I had some difficulty with some parts. I thought it was still very cute!

AsteroidSweeper xTreme by Ananace 2018-04-25T12:14:43Z

The two games/one controller gimmick is always fun, and must mean you did double the work to put it together! I might suggest generating the minesweeper grid after the first click though, so the player can't lose immediately. I believe that's how the original game worked, but I could understand if that would be tricky to solve during the compo period!

Congrats on a good use of the theme!

Goodnight Meowmie by DDRKirbyISQ 2018-04-27T12:53:00Z

Very cute, and very spooky! The horror sections reminded me a lot of Lone Survivor, which should have probably clued me into how things were going to go, but instead made me presume things were a lot more literal than they ended up being. I don't really have any recommendations to give, honestly, this game was pretty excellent all round!

Robocalypse: Xtreme Pool Master by Devastus 2018-04-25T16:28:24Z

I seem to be experiencing the same bug mau is, at least in the post release version?

Robocalypse: Xtreme Pool Master by Devastus 2018-05-08T13:04:28Z

Came back to give it a look now that the bug was fixed, and this is definitely a very amusing game! Of course, pool is one of those games where everyone fancies themselves better than they actually are, so I know it's not the game's fault that I can never land the balls in the holes! One thing I was a bit unsure about though, is there really a point to getting a ball in a hole of the same colour? I'm not sure I found the yellow turrets strong enough to be worth ever shooting for, if not.

Tile Jumper: A Mahjong Platformer by sugarbyte 2018-05-12T11:07:25Z

I really enjoyed this one, though the levels with solid platforms were a lot more enjoyable than the ones with gaps. Given the time players can spend on puzzles, an option to mute the music would be good too (though muting tabs is easy enough these days). I also ran into a glitch with the wrong distribution of tiles spawning after a while, unless I'm missing some rule about what can be matched

tileglitch.png

I very much enjoyed my time with this game though!

Story Collabs by Maakep 2018-05-10T17:51:31Z

I'll always appreciate someone making a creative tool for ludum dare, and I think you've done a good job here. I am a little curious as to what happens when a section is deleted though. Does the next player have to fit something in the gap? The option to suggest alternative sections could make a good twist, but might make the writing process more competitive too, so it's a complicated question to consider

Crops in Space by mrjoshuamclean 2018-05-10T18:49:57Z

Congratulations on putting together this vn, that's always hard in the jam period! The tone is really pleasant, and it's clear you've put a lot of effort in to a bunch of different areas, so congrats on that!

Super Balls Defense Base Craft by radmars 2018-05-15T08:53:07Z

You've got a genius combination here! I really enjoyed this game, so just a few suggestions that I'd like to add: being able to cancel out of a menu easily is important given how hectic the game gets, so clicking outside of the build menu cancelling it would be useful. Also, the gap between the flippers and the gutters with no way of saving the ball are all from the era of coin-op, so you might want to consider how you use them given the game doesn't need to drain players of their money.

I should also mention that the music for this game was excellent too! Great work all round!

RPGs Done Quick by rhythmlynx 2018-04-24T14:05:14Z

It's a funny little game you've made here, though the amount of time I spent trying to vibrate through the gate guard left me a little disappointed there weren't more glitches to exploit. I guess pico8 is a bit too robust for that though.

And sharing my pb, to get into the top 3~

lowscore.png

Spacewhale by Chao 2018-04-25T13:13:48Z

Excellent idea, and good work with the presentation. The biggest problem I encountered was that I could never find enough hydrogen. Even when searching only for it, it was just a matter of time before I ran out and my run was over. I'm not sure how you could address that without a major shift to how the game works, but I feel like otherwise you have a pretty interesting concept here!

Spacewhale by Chao 2018-04-27T18:13:10Z

Okay, trying the postjam version, that makes it a lot clearer how this was supposed to come together. I did have an issue with my humans cloning themselves until there was no way I could keep them fed, dying back down to a couple, then cloning themselves back up again, but apart from that odd cycle, I enjoyed the updated version

SUSHI IS FISH + RICE by SimianLogic 2018-05-10T16:53:37Z

A shockingly well realised genre combination! The name and concept struck me immediately and as I continued to play, I was amazed how much the theme of running a restaurant fit with the mechanics of deckbuilding. This is a superb game, and you should be proud of what you accomplished here!

Twine Walker by RockhopperGames 2018-04-24T13:47:11Z

@Listonos I'm a little unsure what you meant by a reward? Do you mean some extra ability like the double jump? Making it a bit more metroidvania could be interesting, maybe, but I'd have had to think of new abilities >_<

@RobinbyZhou Your game was definitely more readable though!

Twine Walker by RockhopperGames 2018-04-24T15:23:13Z

@notb The game was actually packed with references, but mainly to Twine games, so I can imagine they might be easy to miss (plus the difficulty in reading 3d text)

@Paradox ER Thanks for the compliments! ^_^

Twine Walker by RockhopperGames 2018-04-25T16:47:20Z

Thanks for all the feedback and compliments!

@CaptainDreamcast That's probably on me! Twine games are sorta a genre to themselves, but that means they've got some of their own rules that can throw new players off. I've had a discussion about that with a friend before, so I should have thought of that before hand! I'm really glad you enjoyed it so much though! (I did have fun with the ledge part XD )

Twine Walker by RockhopperGames 2018-04-29T08:23:56Z

@Local-Minimum That's understandable! The lack of a shadow is mainly due to not having a player model, but it's something I'll be sure to look into when I get around to updating my code! Thanks for the feedback!

@TomekS That was definitely something I considered! I decided against it this time, because I'd previously had arguments with a friend about whether it was good when twine games do that, and because I hadn't put in a way of going back if you accidentally collide with a section.

@Chao Thanks so much for such high compliments! I would have liked to put some options further out as well, but the code for placing the text was pretty basic, and I didn't want to push it too much during the 48 hours. Something special happening when you fall isn't something I considered though, and I'm sure there would be some interesting opportunities there!

Ce n'est pas un jeu de pointer-et-cliquer by bobismijnnaam 2018-04-24T15:42:02Z

Thanks for this! I love myself some some postmodernist comedy, and this really lived up to the concept! One of my favourites so far!

Deck Cutters: Hearth of the Cards by Steve Sparkes 2018-04-25T16:06:27Z

This game was an absolute blast! The focus on evasion rather than attacking directly is what I think held it all together, since you could spend more time focusing on your cards, rather than clicking on enemies. I did encounter some enemies spawning outside the arena or in places my minions couldn't get to, but bugs are to be expected given the short time frame. You did a great job with this one!

Card Commander by Mr.MadCat 2018-05-08T11:17:41Z

First of all, congratulations on implementing so much in the jam period. Between multiple levels, a first person shooter, and a card system you must have had your hands full!

Unfortunately, my experience was somewhat overshadowed by another game I'd played that used the same concept. If you've got time, I'd recommend you check out [this game.](https://ldjam.com/events/ludum-dare/41/deck-cutters-hearth-of-the-cards) The standout difference for me is that your game allows for the player to attack directly, while there game does not. Personally, I found that preventing the player from attacking directly puts a real emphasis on the cards, which I felt was kinda lacking here. Also, while the mana system was a good idea, in practice it doesn't take long at all to reach the maximum of five, at which point the small cards in your deck become increasingly useless.

Still, I don't want to take away from what you've done here, congratulations on pulling this together!

Hearts n' Karts by jenn_raye 2018-04-24T07:56:11Z

A very cute game! I had a bit of trouble keeping up with the other racers, so my first race was a little lonely. I got the hang of it soon enough, but after a race or so I ended up waiting around to see what certain characters would say, which felt a little creepy. It was definitely a very interesting game though, and both the dialog and presentation were very cute when I was playing it properly!

Also, I ran into a glitch fullscreening the web version (on firefox). fullscreenglitch.png

It worked fine in a browser window, so I wouldn't worry too much! Just thought I'd let you know!

Super Dashball by SecretPocketCat 2018-05-11T10:17:00Z

I was shocked to see you saying you hadn't played videoball, considering how similar the art styles are! There seem to be strong thematic sensibilities here too, in the mixing of videogame mechanics with sport aesthetics. I'm curious how much of the aesthetics was informed by the time limit, compared to your original intent, since it's definitely an interesting road to go down!

Hadecken by La mecanique du plastique 2018-04-25T14:27:43Z

Wow, this was a wild ride! With the timer on each turn, a more structured tutorial would probably go a long way to help players learn the game. As it is, I really had to push my mind to figure out how I was supposed to be playing! Of course, tutorials are one of the hardest things to fit in the jam period, but given how much polish the rest of the game has, that's the only thing left I can recommend improving! A very solid entry!

Beat Em Shmup by CaptainDreamcast 2018-04-25T14:57:24Z

I wasn't expecting the breakout/arkanoid elements, but they really help add to the incompatible genres theme! Also, I appreciated the use of ordinary objects as enemies, since the shmup genre has a long history of that already! Though it was maybe a bit too hard, I still enjoyed my time with this game!

Missile Mayor by Besmundu 2018-05-11T13:12:22Z

Absolutely nailed the mood with the music, it's peaceful enough to suit the city builder element, and understated enough to suit the introspection of a missile defense game. Excellent work there!

Scrabble Invader by SvenFrankson 2018-05-11T17:25:15Z

A very fun game! I experienced some problems with slowdown, and glitches resulting from that, but if you could clear that up you'd have something very promising here!

A journey of the block by TomekS 2018-05-02T13:51:37Z

An intriguingly frustrating platformer! You've obviously put together some interesting ideas here, and the difficulty playing into the main theme is something I appreciated. I'd add my voice to the people asking the colours to be simplified, and also adding a spot for removing incorrectly attached blocks, and making block shards not collide with the player could make the game easier. Of course, the problem there would be messing with the feel of the game. By making the blocks be such a chore to create, you have made something interesting here.

Tiny Crusader by nilstastic 2018-05-02T14:06:05Z

Pico8 is a cool system to work in, and making a destructible terrain game like this is pretty impressive. All the issues I've encountered have been covered by other players above, so I'll leave it to them. If you wanted to go back to this and add new ways of clearing or generating terrain, you could have something special here!

Life Jumper by RobinbyZhou 2018-04-24T13:16:56Z

An impressively realised compo entry! Though the graphics are basic, you clearly put in a little extra flair towards the end, and the music is top notch. I enjoyed this a lot more than many other life simulation games with much longer dev cycles!

I am a little curious as to why you chose to mark the reset button 'suicide' though, especially given how much of the screen it takes up. Given the game's focus on exploration, I feel something like 'reincarnate' might have been a little more suitable? All in all, I enjoyed my time with this game though!

Life Jumper by RobinbyZhou 2018-04-25T16:39:21Z

Oh, thanks for the reply! English is a super tricky language with probably a lot more words than it really needs, so that's understandable!

Date Night by Darby Costello 2018-04-24T14:38:55Z

Nice work! A top tier game all round!

Busker-Move : Where's Dinner? by Paradox ER 2018-04-24T15:17:23Z

Wow, this is truly impressive! I'm curious just what you were able to use that let you develop not only a full rpg in the 48 hour period, but so many 3d assets!

Maroon by juju 2018-04-25T13:27:40Z

Thanks for making such a cute game! There's never enough cute games out there, so I'm glad you chose to focus on that!

Vyperspace by iLKke 2018-04-24T08:30:35Z

Great concept, and had so many wonderful details. The lines of static and the music coming from the input were favourites of mine, but it does bother me a little how harsh pressing backwards is compared to having your tail sawed off. An excellent entry though!

CHARLIE by notb 2018-04-24T14:27:32Z

Thanks for this interesting little tool! It's one of the most creative projects I've encountered so far! I didn't really figure out how to use it properly, but experimenting with the various options and watching the background shift was still thoroughly enjoyable anyway!

POLITICS VS GAMES LOL by Lyje 2018-04-25T16:22:01Z

This was definitely an interesting experience. The effects and presentation were good, and twinsticks are always a good time, but I have to wonder whether the game's satire falls into the space where players will just assume it's agreeing with their already held opinions? That's a tricky thing to navigate though, so dunno what can really be done there