Seaway by Constantin 2019-05-01T04:32:13Z
Fantastic game absolutely love everything about it! not sure if its intended but if you get the bullet speed upgrade(many times) it makes the basic weapon go further.
Foon → Ludum Dare Explorer → Users → RosyMaple
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 53 | Delivery | π₯ | Package Peril | jam | 1199 | 2.57 | 2.62 | 2.77 | 4.07 | 2.57 | 2.52 | 2.73 | 2.63 |
| 2022 | 51 | Every 10 seconds | π₯ | Hypersomnia Mania | jam | 943 | 3.14 | 3.24 | 3.08 | 3.92 | 2.71 | 2.41 | 3.41 | 3.04 |
| 2022 | 50 | Delay the inevitable | π₯ | Airborne Retribution: Legacy: Revelations of Invasion: the Return 4 Deluxe: Gold | jam | 1082 | 3.20 | 3.47 | 2.65 | 3.37 | 2.92 | 2.86 | 3.22 | |
| 2021 | 49 | Unstable | π₯ | The Troubled Train | jam | 1273 | 3.06 | 3.19 | 2.94 | 3.22 | 2.58 | 2.94 | 2.94 | 2.75 |
| 2019 | 44 | Your life is currency | Life Arena | jam | 3.00 | 2.75 | 2.50 | 3.00 | 3.00 | 2.25 |
Fantastic game absolutely love everything about it! not sure if its intended but if you get the bullet speed upgrade(many times) it makes the basic weapon go further.
Yes much work to be done still. Thanks so much for the feed back :)
I enjoyed this game i wasn't able to figure out if their was a ranged attack though, it sort of seemed like their was but i couldn't find it
Really amazing game, it feels very polished and ready to go, my only real feedback is that I think adding some cheat frames to the jump would make some of the more precise platforming feel better, and having a way to shut off reality stabilization feels like something you should be able to do rather then waiting until the timer runs out
Really incredible definitely the best LD 49 game I've seen so far!!
would love to see a longer game with these mechanics!
Great game!
Only one gripe and This may be because I was using the web version but I kept running in to an issue where I would drag something over and it would get stuck in mid air so I had to drop it
Really enjoy the writing and concept, but I feel like being able to lose from randomness really weakens the game.
personally I think that leaning in to either the story and removing the randomness so you can reliably experience the full story, or on the other end focusing more on the game elements by adding a way to predict what will take damage and to get more resources even if not enough to keep going or just educated guesses for the predictions of what will take damage.
as it is the story and theme is great but it really feels like a VN with some RNG tossed on top haphazardly
I really like the concept and art, but I ran in to a bug that made it really hard to play through the game with out just randomly throwing stuff in
Bug : Trying to close the info box ingredients in any position other then the first one leaves the info box up but gets rid of the close button
I was playing on the browser version if that makes a difference
@fluorescent Thanks for the feedback!! To clarify your question as it currently stands you do not need to reclick for the unicorn game unless it wants a different element then you last clicked, this is a little out of line with all of the other games which all trend towards a neutral state.
we had tried to hint at this with the visual Bubble on the train car but a lot of the time by the time you get the car you wont be able to see it π
Thank you so much for the feedback @skyward4d we were hoping to add something like that as a pause screen with instructions each time you encountered a new module for the first time but sadly we didn't have enough time.
I'm sorry @piper-thompson none of our team had mac machines to test on during LD, do you mind me asking if you are using an intel or M1 mac?
Hey @dzejpi Thanks for letting us know the error that you are getting! I believe that is an error in our build pipeline for mac specially I'll work on a rebuild for Mac this evening!
The art and styling is amazing! also really like the sound design!
on the negative end I felt like while it was cool the 2d style made it really hard to tell if I was going to/did hit an enemy.
also thin I found a small bug. you can restore sanity with out being near the Belial
@federico-giorgi Yeah for sure, I had thought that it was just you could do it from anywhere at any time by rapidly tapping f when your the little mechanical bird thing, but after going back in to recreate it its just if you rapidly tap f during Belial's transformation scene see https://imgur.com/a/P7fGiK9
10/10 amazing game
Very fun game, but I felt like there was no possible way to win, best I ever got was one 1 crown and 2nd crown on the board when I died.
I might be missing something that makes it slightly less hard or its just crazy hard. regardless loved it and would definitely play a more fleshed out version
Felt like stronger direction or an end goal would have been really beneficial, but regardless of that its still very fun
Really enjoyed the game! it was super fun
I did think the lack of even and ending card / game over screen was pretty jarring at first I thought I had accidently ran in to a bug when it looped back to level 1.
I also got stuck on walls a lot, and felt like the hitbox on the player was pretty unclear.
all of that said its still one of the most fun games I've played during LD49 so far so great job!!
Not sure if keeping the camera so close was an intentional choice to make people feel claustrophobic, but it was a little much for me I found my self having to quit during the 2nd mission due to how close it was.
overall very fun and if it had a just a little bit of zoom out on the camera I would love it!
that said I think the camera being so close really adds to the trapped underground feeling of the game!
Great game, but unbelievable hard there were many times where I considered giving up. but I think that's part of the charm
I really like the blueprint style look of the game! and the game play loop is really good!
I did run in to a small bug, on restart no timers move and I can't move. This is a shot in the dark but you may not be setting timeScale back to 1 when you reload the scene
@Rayredd after playing it again it didn't freeze the 2nd time I lost, so I'm not sure what caused it
great game!!
I think the build might be a little buggy as @skyeward pointed out I can move around and play the three mini games, but nothing seems to happen when I play them.
really like the art for the screens and concept tho!
I Really like the concept, but it just didn't click for me.
The center terrane chancing seemed like a cool idea, but I never used it because there was nothing stopping me from just running in circles around the edge of the map.
not sure if this was intended but it felt like the difficulty goes from very easy to insanely hard in the snap of a finger. The spawn rate is so high that I would just stop trying to engage with the spawning enemies, and just try to run around leading them in a big circle
While I really like the idea of an infinite health bar that works as a sudo score. in practice it just frustrated me.
on the bright side the Art and Writing are great!! I think it just isn't my thing personally
Love the voice acting & sound design
I love games like this that are a slow build to overwhelming the player with simple to many thing. my LD49 project was very similar in nature but I think yours is probably a better execution.
unlike others I think the ending affect of the voices overlapping and being uncomfortably loud was really cool.
One thing I would note is that it goes from 0 to 100 really quickly. to the point that I thought it might have a scripted end time. If you want players to try to play for high score I would have it ramp up slower at the end there.
or maybe make it so its manageable until you hit like 50 rep then it goes to super fast so you still get that really cool overwhelmed ending feeling.
Over all I really enjoyed the game, but its not something I would play multiple times
Love this game it really brings me back to being a kid and playing flash games like this.
amazing concept executed very well!
my only suggestion as with all LD games it could use a little more in game guidance, after saving all the civs I thought the game just didn't have a game over screen, only when reading comments did I realize that I had to move my men back to main land.
otherwise amazing game
Very excited to see where this game goes post jam, I love playing it but as many have stated its very easy at the moment
Wonderful game can't wait to revisit it and get to 13 nights :)Score.JPG
best LD game I've played so far!!
Loved the game, but I felt like it was a little too easy. I ended up stopping when I got 4 screens ahead of Mario and had more units then I could use
Perfectly on concept, when I read the theme the very first thing that came to my mind was trying to stay awake and drinking coffee!!
game play + writing + art + map design are all super spot on.
Only gripe I have is that the feeling of stress from being about to fall asleep went away very quickly. I think a change in music like a temp slow when you are about to fall asleep would do wonders to make that feeling more impactful.
another add I would love is a counter for how many coins are left or even some text letting you know how many are in world. I wasn't sure if I had all the coins when I ended the post game with 36 :sweat_smile:
I love atmospheric horror games like this, so I was really excited to see something of this nature!!
Only real criticism is that I definitely got the "I ran out of time so now the game ends" feeling at the end of it.
there is a small bug I noticed that made closing the menu sometimes eat my tab inputs, not sure why this was but it seemed like I needed to wait 2-3 sec with out inputs before it would let me close my task menu.
I really like the graphics and concept, but the way the controls work with the camera made it way too hard to control for me.
I think I would enjoy it a lot more if you could control the camera
Shockingly stressful, with fantastic art design, my high score was round 6 with out crashing and burning, so I'm not sure how many colors and how crazy it gets.
The sound while great did get annoying after a while of retrying, maybe an in game mute button would have helped. It also ended up feeling like a lot of trial and error, since there isn't any info about what kind of trains can come each wave, would have liked some kind of indication.
Not sure if this was a bug or not, but my pan kept cooking immediately as I put one tomato slice on, so I couldn't avoid getting failures.
Other then that I really liked the sound and visual design
Fantastic gem of a game, it reminds me of old flashgames in a good way!!!
Great game!
but making it so the wider paddle isn't just a trap would have be nice!
Great game, but it could definitely use a few screens of explanation at the beginning
amazing concept, also great sound design!
One downside is and this could easily just be a me problem but it felt very arbitrary what rating I got which I found frustrating and not in a fun way. I think this might be due to the underlying matching algorithm, moving forward like @developer-on-trip mentioned and it sounds like you already had plans for I think Ml would make this a really amazing game
I really like the game art, theme, and game play are all top notch, its one of my top 5 from LD51.
I like the idea of mapping out a route through repetition a few of the people I played it with thought it would be better to have some random elements to it. We also noticed there is zero leeway for the timer, I think adding just a few ms of leeway would go a long way to make it feel better to play.
of course not having that leeway gives a bit of a sense of the dread and hopelessness you might actually feel in this situation so if that was intended congratulations!
I liked the art and story, but I was definitely confused about what I should be doing
hey @reyansh @der-finski @matt-ravenhall @black-potion
Thanks for the feedback, there was some internal debate how long the prompts should be, and even if we needed them. but its good to hear that they were a needed part, and should have been / should be around longer
Hey @chemicalcrux what screen resolution are you playing on, we found out when testing post deadline that the screen only functions properly in 1920x1080 :sweat:
Thanks @moustachegolem, for some reason we though the games would be the easy part, we were WAAAAY WRONG
Love the game, its lighting in a bottle by far the best one from LD51 I've played.
the only feedback I have is try to lean in to how crazy it is I was playing this with some friends, and after we fell off the edge of the world quite a few times, we decided to try the 1.2 build.
the piece preview is great but over all it was much less fun with out all of the craziness of having to build while the last chariot was out mixed with your own chariot's smashing in to one another. It went from something we were playing non stop trying to figure out to very easy and a little bland.
We actually ended up going back down to the LD version to recapture the fun crazy energy your game had in its first build.
Overall love the game, but if you keep going with it please at least include a mode with the crazy energy your first LD submission had!
Love the art, and I think you used the theme super well, but it felt a little weird that the different tiles didn't do different things *unless they did in which case I did not notice*
Loved the rocket at the end it really felt special !
Done in 38!!! GREAT GAME !
Love these type of first person speed running games, and your ascetic is Fantastic!
I know this is a part of LD, but I think level 2 and 3 were a bit long, restarting them when i died felt really bad, maybe cutting them up a bit or adding checkpoints could make it feel better.
also by level three it felt like you should have a bit more movement tech then jump and dash, idk.
love what you did with the theme!
only constructive criticism is that they typing games were got a bit old / long by the last one.
Love the art and sound design, and the store + concept are great.
I'm not sure if this was a bug but red items never spawned on reroll, most of the potions I needed red dust or red beer I would spend ~8s re rolling ingredients and never see them. If you made it so you can't lose based on bad spawn it would be a 10/10 from me!
I played on the webgl version not sure if that was why i never got red ingredients after the initial drop
Love the game, love the art, I was even able to get in top 10 after messing with it a bit!
Here are a list of a few bugs I ran in to * Sometimes it will buffer dash if you dash in quick succession which feels really bad * It felt like your jump could be eaten by dashing or maybe it wouldn't go off if you had a jump buffered, I'm not sure but it made jumping feel a bit weird * some times you land just right on a platform edge so you don't get your jump back nor can you walk on the platform * sometimes you re spawn 2 or 3 times at the checkpoint after dying, which creates a rubber banding like feeling * If you use the exit button to reset to menu music starts overlapping and buttons become less responsive * It seems like you can try to start the game multiple times if you rapidly click on the actual game icon which causes weirdness
The only other thing I felt was weird is the spikes, the spikes that come through the floor are incredibly unforgiving, I almost quit the first time I had to deal with them after attempting for 4 minutes
Overall though its a great game and it really sucked me in!
really like the idea, the sound and art are also on point
The combat felt a bit unfair, the attacks were much to fast to dodge as anyone other then the wizard (way at range) or the rat, the running guy often hits you before you can react after moving rooms.
I also encountered a small bug where sometimes the pacifists special would make him invisible
I came to comment that your people should shoot when you aren't playing them, but it seems I was just experiencing a glith, where mine wouldn't shoot :sweat_smile:.
cool idea for a game, and I think it could easily be fleshed out more to be a masterpiece
Super stressful, but very fun.
Only issue I had was that I found it very hard to read the text on the orders in the web version, not sure if this was intended
Art is fantastic! But I felt like the day lasted a bit long, maybe break it in to smaller days with stacking mechanics or something, or just have smaller days
amazing game, i think the best I've seen so far!!!
got 11.50.161
I really like the art, and concept, but I think the time to fix should be a little lower, it just wasn't very fun to sit at each task for so long.
Its always exciting to see multiplayer LD games!
I would recommend giving your jumps a little bit more leeway then they should normally have to make it *feel* better to play the Dead Cells devs did a talk on this topic if you want to watch it -> https://www.youtube.com/watch?v=LtBNffzWhf4
I think its also a good idea to start people in a place were they can't immediately shoot one another or have a count down start so its not just who realized the game started first wins
I love this game it brings me back to older pixel hunt style RPG maker games, *but this one has good art*
Sadly I don't have any advice or feedback other then keep adding stuff to it, and great work!
Very fun
Wow, having made a very similar game this LD i'm stunned by how well all of your mini games play, and how good the art looks!
Really incredible game and exaction!
but while playing it I did find the control scheme a bit unintuitive.
an option to hold right click to switch to the package mode and release your throw when you release the right mouse button would make it feel a lot smoother in my opinion rather then right click then right click again to throw package
Really amazing visuals, I don't have much to add other then other comments I agree that it needs a few more gamy aspects. But as is its a very fun experience
Thanks for the rating last moment. I love the sound and art, and the concept is cool.
but i did run in to a few issues, I found extremely hard to get even just a few boxs on the car with out having a box end up on the accelerator. also it was a bit jarring how boxes always tried to be to your right when picking them up.
I think the idea is really cool and a few washs of polish could leave you with some thing great!
I really love the idea.
But during my play through I didn't really understand what the stats did. And I didn't see any event dialog until day 30. which had me wondering if the dialog just wasn't implanted.
I think it would do a great service to the feel of the game to add some amount of travel log to every delivery every day rather then just when events are rolled, or just adding more events.
it also felt a bit aimless, and somewhat easy. Maybe adding a target amount of gold or weekly high costs rather then daily low costs.
@jandourek Thanks for the feedback and advice!
@notablenine Due to no instructions in game you may have missed that you can click E when near the truck to enter it and drive!
@mushgunax Haha yes, I actually noticed that just a few moments after time ran out, but never had time to do a follow up build
Thank you all for help us get over the 20 ratings mark in the last stretch!
This finally got me to emulator TempleOS, thanks for the reason to do so!
Amazing game, I think that in the future making a web build would do you a great service in terms of reach, and maybe adding in a mode that has checkpoints for people who suck like me :sweat_smile:
Cool to see an RTS on LD, its a really hard style of game to make in such a short period.
I had a few issues with the web build the UI overlapped a lot and seemed like it wasn't designed for the viewing area. I thought going to full screen might fix it, but no luck.
Something I've used in the past to make web builds render properly is https://seansleblanc.itch.io/better-minimal-webgl-template you may want to check it out
Love the art, and the idea is very on theme.
In my play through all customers wanted any of the dogs, I think adding in a small amount of randomness on which dogs are wanted would really improve the game.
also maybe a slightly wider camera view, the player sort of left the screen when walking over to the dog for me. A smooth camera follow would be amazing, but just a bit wider view so you don't go out side the view would dramatically improve the feel of the game!
over all great job for your first jam!
Arts really in credible, and the music works to elevate the game for sure.
The Web build was sized a little to large for the web player, I would look in to this it can be a pain to get web players to work but it goes a long way to make the game feel more finished.
I know its just a jam, but maybe add something to show that the game has start + movement controls when i first turned on the web player I thought I was on a menu :sweat_smile: