Its Alive! by automatonvx 2020-04-20T19:54:30Z
Unique concept! Unfortunately, like @schwarcraft I got soft-locked.
Foon → Ludum Dare Explorer → Users → rrsmtz
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | 👥 | Darkest Depths | jam | 268 | 3.75 | 3.55 | 3.65 | 4.15 | 3.40 | 3.39 | 3.92 | |
| 2024 | 55 | Summoning | 👥 | Incorporeal | jam | 406 | 3.72 | 3.77 | 3.41 | 4.01 | 3.29 | 3.27 | 3.22 | 3.75 |
| 2023 | 54 | Limited Space | 👥 | Executive Assistant Simulator | jam | 703 | 3.43 | 3.36 | 3.80 | 4.06 | 3.20 | 3.26 | 3.40 | 3.46 |
| 2023 | 53 | Delivery | 👥 | Hemoglobin | jam | 409 | 3.72 | 3.77 | 3.56 | 3.72 | 3.37 | 3.58 | 2.54 | 3.34 |
| 2023 | 52 | Harvest | 👥 | Harvest Dune | jam | 102 | 3.96 | 3.81 | 3.72 | 4.23 | 3.64 | 3.90 | 4.13 | |
| 2020 | 46 | Keep it alive | Keep the Party Alive! | compo | 383 | 3.57 | 3.32 | 3.61 | 4.05 | 2.90 |
Unique concept! Unfortunately, like @schwarcraft I got soft-locked.
Nice one, like others have said I found it hard, but satisfying. My biggest problem was not being able to enter the Pizza Palace if you mess up right before it.
I like the idea of gradual improvement here. It is definitely a challenge to maneuver especially at the start. The UI is a bit distracting though, when you have to look at upgrades while at the same time dodging asteroids. Also, it's hard to tell apart the scrap metal from the asteroids.
Very artistic, good feel. My only problem with it is the long corridors in the leftmost section are kind of a pain to traverse.
Nice doubling-down on the theme :stuck_out_tongue:
Nice one! I like the atmosphere and aesthetic especially.
Such a good game, one of my favorites! I could see myself paying money for this. At first I was worried the ice cream was going to be a slog, but those workers are so efficient! I also didn't run into any bugs, which was great. Good job all!
So good! One of my favorites so far.
Notes: * I loved how the gameplay really worked with the theme. The wild acceleration towards the bomb is really stressful! * Wildly tapping my keyboard's left and right keys matched the sound of the typewriter, which was a really nice detail. * I like the graphics a lot, simplicity really worked here. The pre-bomb state is especially reflective of how I felt as a player then. * The balance between wanting to go faster, while being punished for going too fast, made this game feel very engaging. * I feel like other music would fit better.
This game has a lot of visual appeal and the music and sfx are great. However, it took me a few tries to really 'get' what the core gameplay loop of this game was - a good tutorial would go a long way. Still, great job! I could see this game going as far as you want to take it.
Cool stuff!
Notes: * I like the death sequence a lot * It took until my that you could drop and light kindling to keep bats away * It didn't feel like I was 'in control', so to speak, I feel like the game should ask the player to make more conscious choices.
I found this really hard, but I managed to beat it on the 4th try.
Notes: * Art and gameplay had good levels of polish. * Planet gravity mechanic was a good idea. * Music and sfx were nice. * I felt like there was a learning curve, in a good way. I got a lot better at controlling the ship and conserving fuel over time. * Blue and green dots are hard to tell apart on the mini-map. * There's a fine line between fun and tedious difficulty, and I feel this game toes that line. The rocket ship controls are tough at first, and fuel is scarce (a good round-trip for fuel takes me around half a tank, and it only fills a full tank). If I was feeling impatient, I probably would have quit before beating the game. My suggestion is to make dilithium crystal fuel 1.5x ship fuel capacity.
I also got Little Shop of Horrors vibes from this year's theme!
Notes: * Love the theme, good job * The sound when hitting people over the head is hilarious * I felt it was a bit too easy to avoid the cops and win, maybe I just got lucky? * Very sudden win/lose screen is jarring * Lots of lag when turning around quickly which felt irritating and broke immersion
The quantum computing stuff goes way over my head, but it's very original!
Notes: * Like @bredcrumb I also thought it was a bit too easy, and I like their suggestion * It says "press 'O' to start" but for keyboard it wasn't easy to figure out that meant the 'Z' key
This is my favorite entry so far! Clean controls, great gameplay, cool concept, and great gfx, music, and sfx which carry a lot of immersion. My only comment is that it goes a bit too slow.
I like it! The far-away sticks were a bit of a pain to get to and added some anxiety (in a good way).
Hey Noah, cool concept!
Notes: * I like the snowman and character sprites * I ran out of wood to feed the fire with... * The snowman started on the fire, and I couldn't figure out how to get him off * I feel like the walking was way too slow
I love it, I'm surprised you could do this just in the game jam, it's very fully featured.
Notes: * I couldn't motivate myself to read all the instructions until after I had played a while. I feel like adding the instructions into the game itself, when the new mechanics are unlocked, and having age objectives somewhere in the play area, would help a lot with learning the game.
Thanks everyone for the comments! There are some good suggestions here that I didn't think of :smile:
This is so original, I love it. I definitely don't miss the pre-backlit days, although I am nostalgic for them, haha!
Cool game!
Notes: * I liked that you could speed up and slow down * Good music and sfx * Badass theme and it came through in the gameplay * I found shooting skeletons way too hard, shots that I felt should have landed didn't. * The right joystick sensitivity felt a little high * It was hard to figure out if the skeletons were targets or friendly - I had to watch my score closely to find out (which was hard because the score is constantly increasing over time, and it's hard to shoot those skellies) * The lack of an end condition made me lose interest before I could get my final score. Couple suggestions are to have a limited level length (maybe there is one, I didn't get to it) or make it get more challenging (and therefore lose more health) as time goes on
I liked it! The theme was definitely original and the puzzles were interesting, and the need to map out the steps before starting the level added some tension.
Cool game, good job!
It's pretty hard to stay away from the shark even when that's the only thing you do. I ended up dying a lot.
So good! We did a very similar concept but I LOVED the bullet hell mechanic.
Incredible use of multiple windows. Good job not making it tedious after the bottom fell out. Phenomenal job.
I'm from the same team as her ^
I agree it's really funny to throw humans into the worm + the sound effect. It's got a nice little gameplay loop. I wish it had some more objectives though, like a score to beat or something.
Proof that constraints only increase creativity. Great job!
Wow, that was extremely fun and very hard. The music felt exaggerated at first but as soon as the tiles filled up it matched exactly how I was feeling. My only criticism is that it's too hard to put down plants - I wish when you pressed a # it would let you place plants down where you click so you could spam plants, rather than having to click the tile then press the #. Great job!
Cute and cozy game, I loved the art and the story was sweet.
Good stuff! Very classic style, reminds me of some of the old MacOS games of my childhood. One thing that was pretty frustrating was not being able to guess how exactly it would bounce - one thing to make that easier would be to use a bullseye design on the trampoline.
Great concept! I wish there was more tooth yield for harder houses. But good job!
Good puzzle design. Last level was challenging but worth it!
Beautiful way of telling stories. I love the lack of text or dialogue, so we can fill in whatever meaning we want to. Gorgeous sound and effects, and good call on making the uncovered percent < 100% as it was hard to get it all :)
Pretty cool game with a lot of potential! Reminds me of that old flash game Motherload. Like others said, it'd be nice to restart, also I didn't get that you could harvest seaweed and didn't realize how much damage I had taken from being so deep.
Great job! The mechanic is easy to understand yet complex, and the level design is very solid. Still working on the last level...
Very cute and charming! I enjoyed the dancing parts the most. The collect-a-thon sort of ran its course by the 3rd time. The 3rd dance was quite challenging!
Keep on playing ;)
I tried to find the secret chicken but my computer was too fast. I might have to bust out the old Thinkpad
This was so fun! I seriously loved it. The music matched the intensity, and the scarecrow with the fertilizer machine gun was hilarious. The enemy logic really made it a challenge. I only wish it had some wave system to add some breathing room and to communicate the difficulty, but for 72 hours this has a ton of polish. Also, the dash wasn't very useful for me personally. I was playing on a trackpad, but I will come back and play this with a mouse soon. Great job!
Liked the intro, agree that the background can be busy. Took me a sec to understand the shooting mechanic but it was cool to have limited ammo.
Really fun, unique, wacky physics. Harvesting a big column of wheat feels so good even without SFX, but I think SFX would make it even more satisfying. I died a couple times without knowing why, though... maybe I hit a cow but I didn't think I did. Having multiple levels was great. Good job!
Fun! Definitely has a strong vibe. As others have mentioned, when going up or down, seems like left-right is disabled.
The graphics are great, and the speed-up mechanic is innovative. I found the cows to be a bit frustrating as I couldn't see them coming, and generally didn't have a good viewport. It seems like the screen got cut off in itch.io. But it was overall pretty fun and had some nice polish! I got 1:57:94 on my first try :)
Lovely game, the gameplay is tight yet leaves some room for strategy as well with the timing of planting and use of box space. Good job!
This was a fun, straightforward platformer! I also fell through the floor. The level was long, and the combination of slow movement and those damn sunflowers made it a challenge, but I enjoyed that feeling of being on the edge :)
So good! Tons of meaningful player decisions, and everything comes together.
There's a lot here for a game jam! I like the art, although I didn't really know what to do. Definitely had a lonely vibe.
Incredible job! This is very eerie and yet you want to keep pushing forward to find out what happens. I love everything about the ship - the looks, the movement, it's all great.
Very cool! I think some of the concepts could have been explained a bit clearer (like what if you pick up the powerup multiple times?), but very good job.
Graphics weren't great on OSX, unfortunately :(
I like all the different components. Unfortunately, it's pretty unplayable with a trackpad :slight_frown:
Great level and mechanics design!
I loved this game! Played on a trackpad, and the last level was a RSI-inducing bullet hell trying to craft the red onion 😂 Great job with the villain, I was cussing at him the whole time and cheered when he cried. Does that make me a bad person?
Nice music and art!
Like others, I think it could have used more levels, but it was fun that you gave it a 'multiple choice' so we didn't just have to find one thing wrong, we had to constantly second-guess (do the ghosts count as warriors? what about the wizards?); that kind of complication could make a for a really fun follow up where you have to really deeply understand the scene like Obra Dinn.
So fun! What a great execution of a simple concept. It definitely felt like it scaled up well and it was a nice little reward to see who was summoned.