Silent Whisper by FireSlash 2018-12-12T02:55:47Z
Got stuck not being able to scroll down at the "They don't take kindly" part.. Other than that super cool mood and great art work. Storytelling was well written!
Foon → Ludum Dare Explorer → Users → ruddiculous
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| π₯ | π₯ | 2023 | 53 | Delivery | Mouth Feel | jam | Innovation | 4.82 |
| π₯ | π₯ | 2023 | 53 | Delivery | Mouth Feel | jam | Humor | 4.78 |
| π₯ | π₯ | 2019 | 44 | Your life is currency | Knit Worth | jam | Humor | 4.38 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | π₯ | TellyBuddy | jam | 9 | 4.38 | 4.13 | 4.50 | 4.55 | 4.72 | 4.55 | 4.54 | |
| 2025 | 58 | Collector | π₯ | Holo Friends | jam | 85 | 4.00 | 3.62 | 3.75 | 4.35 | 4.59 | 4.09 | 4.08 | 3.95 |
| 2025 | 57 | Depths | π₯ | Hadal | jam | 28 | 4.32 | 4.20 | 4.08 | 4.25 | 4.30 | 3.97 | 2.94 | 4.03 |
| 2024 | 56 | Tiny Creatures | π₯ | Sammich | jam | 6 | 4.44 | 4.30 | 4.43 | 4.53 | 4.56 | 4.38 | 4.45 | 4.17 |
| 2024 | 55 | Summoning | π₯ | Split-Decision | jam | 197 | 3.95 | 3.83 | 4.26 | 2.44 | 4.30 | 2.21 | 3.76 | |
| 2023 | 54 | Limited Space | π₯ | Rover Under | jam | 582 | 3.55 | 3.06 | 3.77 | 3.26 | 3.81 | 2.66 | 3.48 | |
| 2023 | 53 | Delivery | π₯ | Mouth Feel | jam | 52 | 4.22 | 4.05 | 4.82 | 3.90 | 4.27 | 4.78 | 4.24 | |
| 2022 | 51 | Every 10 seconds | π₯ | Shutter Chaos | jam | 122 | 4.01 | 3.87 | 4.31 | 4.30 | 4.43 | 4.47 | 4.15 | |
| 2022 | 50 | Delay the inevitable | π₯ | Aloft | jam | 83 | 4.10 | 3.74 | 4.26 | 3.81 | 4.41 | 2.88 | 4.34 | |
| 2021 | 49 | Unstable | π₯ | Pop Shove-It | jam | 205 | 3.94 | 3.69 | 4.33 | 3.91 | 4.08 | 4.19 | 3.92 | |
| 2021 | 48 | Deeper and deeper | π₯ | Masseuse you Loose | jam | 125 | 4.10 | 4.07 | 4.27 | 3.39 | 4.29 | 4.50 | 3.93 | |
| 2020 | 47 | Stuck in a loop | π₯ | Dude Ranch | jam | 177 | 4.01 | 3.93 | 3.66 | 3.75 | 4.27 | 3.92 | 4.55 | 4.00 |
| 2020 | 46 | Keep it alive | π₯ | Wayward | jam | 344 | 3.89 | 3.49 | 3.98 | 2.64 | 4.07 | 2.59 | 4.32 | |
| 2019 | 45 | Start with nothing | π₯ | Higher Desire | jam | 200 | 3.84 | 3.55 | 3.70 | 3.50 | 4.38 | 3.29 | 3.82 | |
| 2019 | 44 | Your life is currency | π₯ | Knit Worth | jam | 43 | 4.13 | 4.16 | 4.09 | 3.47 | 4.25 | 4.09 | 4.38 | 3.97 |
| 2018 | 43 | Sacrifices must be made | π₯ | Serial Dater | jam | 127 | 3.92 | 3.61 | 3.88 | 3.07 | 4.44 | 4.09 | 4.05 |
Got stuck not being able to scroll down at the "They don't take kindly" part.. Other than that super cool mood and great art work. Storytelling was well written!
Liked the idea behind this and play was pretty smooth, good art too! Good job guys
Such a goofy fun game where I get to be terrified of hoards of farmers! Fun to play, nice job!
Fantastic Mood and Art, I love the audio. Overall the experience was super cool, you guys made a beautiful game!
Pretty challenging play, but I like the simplicity! Audio was pure anxiety. Needs some more development but it seems like what you meant to program is in the game and working!
So difficult, I wish I was better at this game (and that's why I love it!). This begs to be mastered and the game play is smooth and satisfying, like a fine whiskey. I think the most impressive part was the audio management! The cut out on failure and reopening on restart was butter and kept me plugged in. Great graphics and atmosphere as well. I respect your attempt to lean out of the obvious theme and create something more unique! Themes aren't always great and we have to find ways to make the best of it and I think you accomplished that.
Seriously amazing game! Quite an accomplishment for a single dev entry. Very cool masked painted 2d texture art on 3d panels. Art, Audio, Visual storytelling are all top-notch. Took me a second to realize that I couldn't abandon "my" soul till the end, and I'm glad I didn't just assume it was really short (the game over screen was a bit cryptic, but once you get it you love it because of the mood it helps set). This game taught me well without hand-holding and I enjoyed the skill curve of the puzzles, would honestly love a full game of this atmosphere and style of puzzle. All the input was crisp and I had no issue experiencing any part of your game. Don't have any critiques besides maybe adding some animation to the player character. Overall just well done!
Fun gameplay! Satisfying once you figure out combat. I think it was knowing which keys to press for each enemy? Some keys would block a hit some wouldn't? Either way pretty cool, couldn't make it past the meat skull guy. Great audio although I would have loved some hit or block noises in combat for some feedback. Good work!
Hahah the audio! Game was super easy but because of that I played all the way till the end and had fun doing it! Some of the enemies would get stuck sometimes and I'd just walk up and shoot them which was pretty funny, one little green guy came out of nowhere and scared the hell outta me. The game worked pretty smoothly though and the upgrades were a nice touch! Good job, I appreciate that you made everything yourself and it feels authentic. Nice Jam entry!
Very slow at the beginning. There were some situations where I either couldn't get an upgrade window to appear or couldn't click to upgrade once it showed. Some funny physics happening outside where I float down slowly, also is there anything to do outside? Music or atmosphere or a sense of urgency was missing. Also no way to exit the game.
BUT! I played till stamped coins were clogging the machine at the end of the line!! I actually enjoyed this game quite a bit. There was something manipulatively addictive about watching my money get made. I held on at the beginning watching my income slowly fund a cheap upgrade on the importer, and suddenly I'm slamming down upgrades! Can't even keep up with how much money I'm making, there's cheddar flying everywhere! My stacks are so high, they have to be destroyed to keep the object count low. My empire was complete and I retreated to the backyard to watch the sun set on a hard day's work. Under a never ending mid day sun, my body rotted in the eternity of my own making, for there was no escape from this world. I would die here buried under the coinage of my hubris... Good game.
Disturbingly Satisfying! Great art and audio, I love the cat theme. It's always a challenge building mini games into a Ludum Dare submission, but I think it worked out pretty well. They could be frustrating sometimes but I imagine that was by design. Overall, solid entry! (That cat puking audio is going to haunt me...)
um wow. This is frikkin' awesome! Love love love the art direction, voice acting, music, atmosphere, comic noir sketches... Can't say congrats enough on making this. Everything played smoothly and I loved the mechanic for falling. The mechanics of the game seemed secondary to the story, but for me I like the story so much that it didn't bother me. Could have had some more interesting use of the "landing on all fours" mechanic, but again, for me and for a Jam game this was purrfect. All in all, nice relaxing game play with nothing too challenging thrown at the player as a vessel for a very interesting film noir story. Congrats to everyone that worked on this, a lot of talent in your team!
Great graphics and atmosphere! Loved how simple and charming the gameplay was, good work team!
Sincerely, such a great game. Well thought out gameplay and complementary artwork/audio. Congratulations to the whole team!
A way to exit the game and maybe an undo button? Other than that... Awesome game! Great atmosphere and sounds, loved the art style (sunfish dude was my favorite). Took me back to my retail job days. Great work team, this game needs more attention!
Movement was pretty frustrating, it felt a bit frantic accelerating instead of having an absolute speed to navigate a dark and enemy cluttered hallway. The enemies completely halt you if you aren't able to navigate around them and while they eat at your life you lose more life trying to kill them which isn't the most satisfying experience. The artwork all came out great and mood was excellent, just would have loved less of a skill curve right away to take in some of this beautiful looking game and then earn difficulty steps as I pass through stages. Well put together and finished look and feel, just a little too difficult for me!
Great controls beg you to be good at this game, so satisfying when you get the hang of it! Fun idea and good execution, great job!
I think I got all 5 endings? Not totally sure, needs more narrative both visually and thematically. I appreciate the attempt to target a profound concept it just felt a bit empty like there was a lot missing. Sound definitely would have been nice. There was also a bug that would kick me back to the main menu after starting, multiple times. Wish the bridge behind you was something, kept trying to trigger a change, but nothing.
Did the game have audio? Some more visual feedback for events would help!
Super simple, enjoyable, cute as hell! Wayyy too easy and the seed gun was OP, lol. Would have loved some more feedback to notice my upgrades. There was unexpected heavy breathing that started in level 3, still not sure if it was the apple or an unseen farmer bearing down on me, but holy golden crisp that scared the core right out of me!! Good game!
Pretty good atmosphere and animations. I died right away reading the controls the first time, lol, thought it was a menu screen. Difficult for sure, sometimes the attack inputs wouldn't respond when I was getting attacked. Also, esc to exit wasn't working for me. Other than that, smooth, good work!
One of the best pivots I've seen in gaming. You guys are something else and I appreciate you.
What is this game? It feels like a nightmare, lol. The game atmosphere puts me on edge, but it feels intentional? A couple problems, super slow & why is the camera sooooo close to the player? Have to admit that the money shooting is pretty satisfying. You should be able to move and shoot at the same time.
Dude, this game is awesome! So well done, really satisfying input. Love the narrative taking place and how simple it all is. Well done! I'm at work right now trying to make ends meet and this really hit home...
Feel like the narrative could have driven deeper, I know time is a constraint with writing stories for LD... Really enjoyed what the game was trying to say though, and I love that you tried to do something different and more meaningful! Great Job!
Definitely got stuck a couple times, but I enjoyed the mechanics and had fun playing! Feel like the bots should give off some light to see where they're going but perhaps that was part of the challenge. The simplicity kept me engaged though, good work!
Holy moly the suspense at the end there... what an awesome game, love the tension built by monitoring messages and targeting hearts and swipes. I actually felt anxiety playing which made the ending that much better. This was an incredibly clever game and my whole team loves it, great work everyone!
Oh boy I was smashing my keyboard trying to figure out how to do things for a good minute there lol. Finally realized to press "1" to install a turret. Satisfying gameplay, i felt rewarded pretty quickly which kept me plugged in which equals good mechanic. Loved all the camera controls you really accounted for every POV that I might want to set up my defenses. Some sound would have been nice, at least there was none when I played... But, this was a solid complete entry that was pretty fun. Don't stop jammin'!
as a lover of puns and word play in titles, naturally I had to play "hare fare" lol. This was super adorable, love the art and cel shading + good 2d graphics. Graphics and Audio were excellent, very well polished - with one exception... everything is so amazing and designed and then some of the sounds are very generic out of the box sound fx which is super jarring in comparison to the level of the rest of the game. The flying mechanic is smooth, really nice. I was able to fly up out of the world without being stopped until the globe disappeared lol. All around, great atmosphere you created with excellent artwork and music!
Oh man I struggled at the beginning with controls, once I figured out I could click on objects as waypoints it got way better! I was really impressed by the xray shader effect that let me see my character and enemies through world obstacles, nice touch! This was definitely a tough game and got very frustrating at times, but there was something nice about it. I think this is a solid entry and though it has some obvious problems there are some positive takeaways: click travel, xray shader, level design, sound feedback. Nice work, keep jammin'!
couldn't really play it in the windows or web build... the controls either didn't work, were in reverse, or too soft? The rotating worked no problem and the atmosphere made me want to play! it's just unfortunate that I couldn't get the character to move around. Also, always consider a way to exit the game (even if it's just press esc to close like most jam games do). Still, with all its problems there's something here just probably needed more time to finish which totally happens. Don't stop jammin'!
ok, so honest feedback time. This game was pretty infuriating. That being said, I played it till the very end lol. The first ghost sound effect almost made me knock my computer off the table... This game couldn't be meaner! No health bar, but I definitely didn't want to run into ghosts to avoid that sound. Little did I know what was coming as a reward for beating the thing... mean. The light radius could definitely be bigger, I had to scan through the level on top of worrying about the maze aspect which was super frustrating. I would have preferred a simple wasd key control. This is a completed entry tho, even if I hated those jump scares (mean), you put a finished project together so good job!
The gravity effect of pulling asteroids to you was a pretty awesome touch, made everything feel much more polished! The general aesthetic was pretty cool and I liked the writing at the intro, good setup for the game, made me wanna play it. I think some more indication of movement for the star would be nice because if I was ever stranded without movement references like asteroids or planets, I felt like I was sitting still. I think the background doesn't help either because it never moves ( also when i looked away from the screen I was seeing spots haha). But the gameplay itself was fun though challenging and at times a little discouraging. All around solid entry that needs some simple fixes to get it to that next level! Good work!
The artwork definitely drew me in! Simple game mechanic but unfortunately it seems that due to maybe time or some other constraint you weren't able to fully commit to the mechanic. For how polished the visuals seem the functionality is lacking. First off the game is veeery slow, there's no way to restart quickly if you mess up so you just have to wait for the song to end. Second and biggest issue is that in a music driven game the mechanic should be linked somehow to the music but it isn't. The timing of movements wants to be like guitar hero but I found no link in the gameplay to the notes. This ultimately made the experience pretty frustrating. It needed more attention to the underlying gameplay to keep me engaged. Thirdly, with more time of course, having a greater sense of accomplishment to motivate the player along the way would be nice - this is where the real polish would come in with visual/audio rewards that tell you you're playing well. Overall it is a pretty looking game that is unfortunately missing some crucial functionality to really make this successful, but a good foundation to make an enjoyable experience is here!
wasn't sure about this at first and didn't know what to do but after figuring out to stay and hover on the green recharge station all was well lol. Ended up being pretty tough too trying to navigate through all of my bullets that stayed in the level. good idea, simple, and pretty clean execution. I think the communication to the player about how to play and the objective could have been a little clearer - but all around well made, was able to play multiple times and felt motivated to get better each play through which is a good sign!
Hey I appreciate the effort put in to the visuals here, well done! great personality and each detail (even if there aren't a bunch) are well polished. I definitely held on a couple of the loops like the arrow hitting my face to giggle. Definitely would have liked more story but the abrupt ending also has its own charm. Nice work!
Thanks for sharing your game with us! It was a great game to end the stream on. Nicely done we enjoyed the puzzles (and trying to help our inebriated host navigate lol). Some good polish and satisfying gameplay! Thanks again, good jammin'!
simple as simple gets. a good thing in some ways and unfortunate in others. the simple mechanic here is solid, soooo much you could do with it! just wish there was a little more personality and feeling of reward to it. this is just missing that next layer in my opinion but it's moving in such a nice direction, great thinking, great execution of what is here - just more! nice work
I'm pretty sure i was able to break it and get the puck to leave the table all together, unless that was a part of it? lol nice job! the background music was a bit jarring (but that could just be my taste) I definitely enjoy the arcade style here and the movement/collision animations were really entertaining - solid entry!
Aye I think you put together a solid mechanic for this entry! Simple is always better. I think if making a game is three steps you successfully nailed the 1 - foundation. All that's missing is to 2 - expand and 3 - polish! Would definitely like to see more of this because the missing parts didn't keep me from playing through the game. I imagine you could come up with a ton of ways to expand the "throw a loop" mechanic and also completing a loop with your character to then transport through barriers (there's a lot of room for positive growth). Would have loved a simple tune in the background and some more artwork but everyone understands the limitation of a jam. Great work keep Jammin'!
y'all are ridiculous. Probably the most identifiable style in LD. As always another crisp 'n' shiny entry from Whales and Games. Your team is able to make trivia iconic and entertaining i'm blown away by the art and engineering working together so well. Making this amount of visual content and implementing over a weekend is beyond me but you pulled it off plus some. Only gripe is I couldn't connect this strongly with the theme but regardless you crafted a highly engaging game. Keep inspiring the rest of us to push!
Voice acting yeeessssss! Super entertaining, great work packaged nice and tight. "I'll have that" indeed!
Really satisfying concept with a cool setting! I can't help but picture Warhammer space marines lol. Best improvement that could be made here is more communication attached to the soldiers allowing me to keep my eyes glued on the action. Someone mentioned formations on our stream and I loooove that if you were to take this further, could see a great story being built around this gameplay. Nice work!
Man there are some really beautiful portions of level design in this. Great job on the look of this game. Definitely would ask for mooooore communication to the player and scaling up any UI. The more I know what I'm doing the more I can enjoy the beautiful world you've built! Nice work team, a memorable entry!
Exactly what a good LD entry should be: simple, quickly understandable and engaging enough to complete and do so in a bite size amount of time. I think any criticism I have are just improvements to what you've already made. Great work team!
I'm grateful for this change of pace in LD. Thank you for sharing this despite your limitations on time and execution. Keep on jamming!
I didn't know piano keys could become so offensive... Your decision to pivot in the jam to this soaring mechanic really paid off. I'm jealous of ideas executed this precisely! Very frustrating to get a hang of the controls but they beg to be mastered which is the most important part. Inspiring work yet again sir!
I'm always shocked that I enjoy idle games. I'm definitely the skeptic that sees this type of experience on the face and roll my eyes but within a few satisfying clicks i'm head down looking for the next dopamine rush from the next resource upgrade. This entry was no different, well put together and scaled pleasantly! Like Cole said above a visual component on top of the narrative would have been great, also the addition of another layer of audio to add to the satisfaction of progress. All around great entry with all the pieces fitting together nice and tight!
"Pomo Makes An Entertaining Jam Entry" (Always Sunny Intro). This was a lot of fun man, super simple and enjoyable. All the pieces were put together well! fun to play and watch other people panic under pressure lol. Great work team!
love the drawing spells in this game, so much fun. Great work building a lot of chaos within this small elevator boundry! It makes you pay attention and rewards you with drawing genitals on the elevator wall lol. Good work team, solid entry!
Wizards and Catcocks 4ever! I felt like I was inside Hogwarts!
Great work building something delightfully cohesive! SFX were a tad loud but the sounds fit the world and gameplay well! Good simple fun platformer. Keep jammin!
get outta here... this is AMAAZING! super inspiring work y'all. I can tell you had fun making this and there's a lot of passion from each team member. Metroid inspired adorable frog fun at it's finest. On the short end but for a jam that's more than appropriate. Look forward to seeing more from these creators.
Love these games that just look and feel finished! Had fun watching this get played in our stream earlier and had to give it a shot myself (i'm not good lol). Can't believe this game doesn't have 20 ratings yet! I definitely noticed the getting stuck on blocks issue but other than that everything was smooth. Amazing compo entry, enjoyed playing!
Well I played it more than once. Was pleased to see a solid game loop. some of the audio was a bit much (the jumping sound was rough). The general idea of collectibles and maneuvering the level is good, can definitely imagine more levels. Finished game, congratulations! Also the artwork is colorful and funky in a good way!
The way this thing ran was a bit shady, we weren't expecting it to open files outside the game lol that took us off guard. The idea of a virtual pet that you can customize is great, would have liked to see some more subtlety and focus around the pet though. The game splits into a lot of mini games that don't feel cohesive so I would focus on nailing the core pet mechanics and rewards, then extend into how that can be used in minigames. This way the pet still matters even though you've expanded the gameplay. Keep going!
the trebuchet physics and rigging were really satisfying to play with! simple and well put together mechanic. I wish the thing didn't keep moving after i was rotating so i would have to feather back and forth. Having to reset the position every time was a bit of a burden and I desperately wish you could quick reset a launch to toss a new one when you know you've missed already. That being said i do appreciate the camera zoom on your box after, felt like a charming game of golf! The simplicity is this games strong suit, i enjoyed it, just needed a couple details to basically turn it into a more polished trebuchet golf game lol. also when you get to the end the game music keeps playing over the menu music! but really nice work, keep on jammin
I would have clearer communication overall, the handwritten UI plus tiny font was unfair. The sounds were brutal in level one but the gameplay was fairly smooth and satisfying to play. The driving level controls are awkward with the orientation and the reverse momentum is a slog to come back from. Just put some basic open source track over all of this especially for a jam!
Really nice graphics of course! A lot of style, juice and polish in this game. I will say that the game screen is a bit heavy on the eyes when everything shares the same saturated color, it takes away depth which makes it hard to focus and follow the character and anticipate changes in the scene. It took me more than a few seconds to figure out where the packages were meant to go - i thought the boxes were telling me the direction of the house but that didn't seem to be correct. I also would have liked more variety in paths and reasons to take them since it was only 3 locations you were meant to go back and forth from. The playspeed was a litle slow for me and it felt like it was begging to go faster! The music atmosphere and cohesion of all the visuals were really impressive and it's a shocking level of polish for an LD entry. Great work team, keep jammin'!
so i actually quite enjoyed this concept! playing as a doggo chasing down mailmen, the animations were cute and playful... but my goodness those controls are unruly! lol the camera and dog are suuuper hard to handle and very frustrating. The music was actually nice too and the atmosphere is right where it should be. Would love to see more ways to use the dog to deliver things to his master from the neighborhood and almost untitled goose game use your barks wags and other tricks to get what you need! nice game!
This game is pretty clean. I appreciate the simplicity of the mechanic with the focus on doing it quickly in a fun way. Being able to "shoot" the mail in is a nice touch to keep the pace up! Overall i think you do a good job of keeping speed in the game to make it engaging. I wish the double jump was a bit more reliable to get me in between islands, the long treks are definitely the slowest part of the game. I was almost imagining a "glider" to get back from high up places too! Sometimes i'd get stuck jumping in between little buildings or the camera would get all funky in there, the little jutting ledges made some traversal annoyances. But overall it's an entertaining put together experience! great work, keep jammin'!
oh my goodness these sounds lol. I was wondering if someone would make a de - liver game. It took me a good little while to realize i was supposed to be moving up and down the body. a little indicator of the level almost like a mini body map with the zones would have been neat, but even a little "floor" number would have been helpful. The game is simple and satisfying just missing some cues to the player. But i really like the use of color and what i hope were custom recorded sounds lol.
It felt a little easy with the allies but it did ramp as they died off. i liked the variety of weapons it would be neat to be delivered more than just allies like different guns when you want them. Also would be cool if the deliveries could happen mid wave to keep you moving to specific areas instead of circling the enemies. I loved the sounds (assuming they were all mouth recordings??) and the graphics were nice and clean. The only thing missing was that indication of level or completion at the end but otherwise a great finished compo entry! nice work, keep jammin!
It took me a sec to understand what to do but luckily it was a one click kinda game! Neat idea of "delivering" power to a hero fighting an enemy. I could see this expanding into a larger context with more kinds of deliveries and then maybe the path you take or things that happen along the way affect the level and even kind of strength/ability you are carrying. I was oddly soothed watching the blank stare of the hero while he gently tamped on the head of the dragon lol. Great work team keep jammin'!
"a human. eww." lol. I would sometimes forget which town i just accepted a quest from or even read the number of days as the town and end up confused about where i was supposed to be sending couriers. A better visual hierarchy of information and maybe even a "current quests" UI might have been useful! Maybe even giving the towns a different name instead of numbers? Also a lot of the game is spent watching the icons move which is straining. It could benefit from some little sounds that happen along the way to give a sense of change. Maybe there is more to manage while things are moving? The graphics are super nice and i love the story. would love to actually meet this king! great compo entry!
"Time for Rest" I really felt that after level 6 lol. It got reeeally hard when the pace of skatercat was so slow and the jump was always shorter than i expected. I would have loved this game at a faster pace and more reliance on the accuracy of click duration for jumps. Because the pace was constant it made avoiding some obstacles very difficult so the resets were demoralizing lol. That being said this game is juicy with personality and i love style! i think the style just begs for higher pace and with the fun quirky animations and cattitude it could really amp everything up! Overall nice work especially for a solo gig, keep jammin!
Well that was brutal lol. I think i spent too much time in the lobby area cuz that dude did not wait for me to come into the store. I really liked the main menu where it was like an online purchase to start the game, very in world and cool affect. I had noooo idea what i was supposed to do i think i was supposed to find the alarm clock? but boy is that store large and dark. The auto exposure was a bit distracting would have liked consistent lighting anytime the game wasn't doing it intentionally for a reason. The monster was spooky, it got me lol. He got lost and confused sometimes but mostly kept me on the run. When the lights go out i'm not sure what i'm supposed to do and it seems like i'm stuck just waiting for my blue bar to run out. However, I really like the mood you are going for - liminal space stuff is really intriguing! A bit more direction would be appreciated so that i could focus on the atmosphere of the game! Always happy to see horror genre games in LD, great work keep jammin'!
The noise grain and lofi pops were a bit jarring and it was a lot of information to parse with the fonts and hierarchy making that a challenge. I needed a bit more guidance of what to do. I'm still not sure how to use the information provided to perform the tasks necessary - like how stamina relates to distance etc. That being said i actually enjoy the personality of this and the style y'all were going for. It feels like being in stork command central unplugging stork shaped wires and rerouting them to other baby ports! Nice work y'all
My parents told me about the day they were standing in the middle of a road amidst roving bands of kidnappers and if fell from the sky into their arms. These graphics are absolutely haunted and that is, if i'm not mistaken, a pterodactyl lol. Fun, simple and something you can get better at over time. It was super frustrating the way people would move outta the way when a baby was en route... but the sound of babies making impact with the ground... what a ride lol. Overall nice work team, keep jammin!
277 kicks and 97 falls lol. My package is ded. Nice work on this entry - super simple and the right amount of length for an ld game. The parts that were missing which would have made this a lot better are really just UI based: power and direction drag indicators, some indication that you are hovering over the box and can grab it, maybe even a little "golf" map so you can see your path to the end and anticipate what kind of terrain is coming up or what bends might happen. Overall a satisfying LD game to play! nice work keep jammin'!
I ended up downloading to see if that was why "P" wasn't working. It seems like P only pushes while you're throwing and moving, you can't push from a stop. I wasn't able to to understand where i was meant to need the push? I also missed the note about the 2 buttons at the bottom in level 2 and was absolutely stuck unfortunately. The box mechanic was a little hard to use for me, even trying to stack the two felt like i really had to concentrate. If the generating moving and stacking was a faster intuitive move the whole game would get more snappy and satisfying! But overall the idea is cool and makes for a good puzzle concept. With a few more world clues and some refinement of the box control this will be a slick game! Great work keep jammin'!
Very Untitled Goose Game-y! felt a bit dark, could have used some color choice to create the feeling of dark without it actually being harder to see. I love the character movement and was laughing at the loud footsteps of our ace bandit. Wish there was a way to control how things went into the truck, a mechanism to interact with the limited space a bit more. The atmosphere was really nice tho and it was a pleasant game to play! great work team!
what a manic game lol. from the soundtrack to the hordes of children smashing against the exterior of the bus... there's no real score or way to know how you're doing tho? the game needs penalties or a tally or something, even a game over state instead of being perpetual. I ended up just kind of arbitrarily opening and closing the doors whenever i wanted to hear the voice acting lol. I feel like counting as a game mechanism is pretty cruel and this crazy yet simple setting y'all constructed has much more potential! a solid humor candidate if there was more to interact and affect in the gameplay - great work!
Left me satisfied and smiling, there's never BEAN a game that could make me feel this way
20 rebirths lol. i don't know why it took me a while to realize i could purchase more bullets - was trying to survive on the 8... nice game! was made well enough that i felt compelled to finish even though i was struggling. Honestly just simple graphics to make the purchasing seem more important? or even just bigger fonts? Congrats on finishing your first jam tho, this is impressive for a first!
Love games with cut scenes especially during a jam! They could have been paced a bit better so that I don't think i'm supposed to click through them. I didn't really understand that i was supposed to click on the character and that this was more than a jump but would actually grab and drag them across the map. Once I did it was a bit chaotic and you can beat the game in less than a second lol. I think the speed of the dragging could come way down and there should be a limit to how far - maybe even lock the screen whenever you grab the character so you are bound within that space? I also didn't get too much of the theme from your entry. But i love the artwork and tone, with some sharpening and refinement there's good style there too! Great jam team!
adorable game! the art style is well executed and feels really complete. I especially like the way the soundtrack builds over the levels. unfortunately the game play got pretty tedious and i was getting frustrated losing a life or getting stuck when all i wanted was to glide around and feel the satisfaction of a perfectly mopped floor. The errors made the game play a little taxing. But i still enjoyed it and made it through my frustrations to the end! and what a tragic end to immediately loop from having a family to "you are alone" lol. great job team!
As usual, an absolutely delightful experience. Even better to play it without talking over the narration lol. Such simple gameplay with many satisfying moments. I always enjoy playing jam games that have such a core principle to the gameplay that could easily be expanded. I only got a little confused by not knowing which atom is "me" but it somehow didn't impact my ability to play which seems clever and intentional somehow? But i really enjoyed this game and y'all always put together a very finished easy to understand product - the music, atmosphere, simple artwork and "cute physics" aesthetic really works with the game mechanic. Great job everyone!
So neatly put together! Very satisfying NES mood with such simple gameplay that I'm able to not feel like I'm analyzing anything but rather just sit down to play a game. Fun straight forward concept and solid entry, nice work!
lol i had a scooby doo jumpscare moment when i finally noticed the kitchen gnome wall eye. I never thought I'd be satisfied by gratuitous gnome design, i had gnome idea you could get so much mileage out of it. I unironically exclaimed out loud "this must be the ungnome!" when i unintentionally arrived at the end of the game lol. So much fun really enjoy the personality of this game. The line work aesthetic in the 3d world was a bit jarring at first and disorienting but i got used to it. I actually wish there was a little more to interact with to uncover gnome secrets but for a jam this level of sleuthage was pretty great. Nice work team!
It's definitely a game that you learn as you play and start to get better which is pretty satisfying! Probably one of my favorites of yours that we've played (because it isn't too ragey lol). Definitely elements that are meant to be challenging and probably needlessly difficult. The most frustrating is when your little ball hands all get stuck around your body and slowly trying to untangle... rage for sure. but when you get momentum swinging around and grabbing and hurling it feels really good! I was able to grab onto enemies and fly around with them, not sure if you intended that. Overall great job, loved the koosh balls and dreadlock bois, had fun playing this!
I was really drawn in by the art of this game! The grappling is pretty satisfying especially when you start spidermanning your way up using the momentum of successful grapples. The upsetting part is when your momentum isn't maintained horizontally - the wasd movements can be really punishing and you really heavily on the grappling to satisfy your mobility. Even in the air wasd doesn't give you any movement horizontally which would make a huge difference! I kinda wish the "dive" function did a bit more, i actually use it for the missing horizontal motion sometimes but i wish it could like kill enemies or something. Like, you gain an attack against the enemies at the cost of vertical progression, would be some cool design. Overall had fun playing this and enjoyed the satisfying mobility as well as the crafted art pieces, music and atmosphere of this game! Great entry keep jammin
Ya know I like the idea, though it is obvious the game needed a lot more time. I'll attribute most of the difficulty or bugs to the lack of time - at one point i found myself shopping in the void because of how easy it is to bounce around holding space in tight isles and get catapulted out of the store lol. My wishlist of improvements aside from general mobility would be a more clear understanding of how to obtain items and what skill is necessary to avoid selecting the wrong ones. I would keep that sort of chaos, trying to collect quickly but not the wrong items, just associate a skill based mechanic (either specific kinds of bumping or targeting) to improve on during gameplay. The personality and humor is on the right track. Great work keep jammin!
Gun felt OP till i was up against enemies with guns of their own lol. Interesting concept, the description alone really made my imagination run wild. Picking up arms to add to your combat is a unique idea but I would have loved to see more variety. It seemed like i was limited by either type or number of limbs. I'd also love to see a version without the auto attack. I could see this game getting very creative with controls when it comes to operating multiple sets of limbs in different ways. Always love seeing imaginative ideas in LD, great work keep jammin!
memes aside i had a lot of fun playing this. y'all had me yellin at the screen. first person platforming is always tough, i think the speed of movement felt a little erratic but the deceleration that happens when you let off the key when in the air felt really controlled and useful. the atmosphere of music and smashing down doors and windows felt right. the level design felt pretty tuned thoughtful though i did have to turn back from the end to go back and collect the other memes. All around great amped up platforming and humor that had me engaged, great work!
dude opening cut scene! though the intro is dope i would definitely have the ability to skip on replays. veeeery difficult game. the controls are quite floaty and the camera alignment being off from the collision boundaries makes it super frustrating to get hit by asteroids. There's also many times where the fuel is out of reach because of the collision boundary. With the graphics and mood that you have crafted, improving the character movement and visual confidence in spatial relationships would make this a quite engaging game. Great work keep jammin!
I can see a lot of attention went to the art and animation, well done! The gameplay is a bit simplistic could have used more variety and pace of enemies. Having some difficulty scaling from start to end would have been more engaging as well - learn the simple mechanic early on when the stakes are allow and ratchet up the tension as you learn new things to do with it. Maybe multi clicking abilities or health and having to choose between dealing with enemies or collecting items! But the mood atmosphere and narrative were cohesive, albeit dark lol. Great work, keep jammin!
We are too immature to not go straight for boob humor if you allow us with a game like this. A lot of fun to play on stream with that simple Mad Lib level humor layered into the alien translation narrative. Combining the elements of memory and reward/punishment for word choice made for a great experience. Super cool art that reminds me of all the great Humongous Entertainment games! The animation is really amazing for a weekend of work. Nice job, y'all!
Alright i got pretty locked in there. It reached a point where it was actually a bit of a relief to cut off some of my body since i could already handle the enemies and having to click so much to get down to new parts of my body for MORE fire power was unnecessary lol. The goal of creating this armored battle snake with so many weapons you couldn't fit them on screen was complimented pretty well by navigating the procedural map. Sometimes I could get lost and not sure how to find the next tower but mostly that just added to it (and made it more comical how i was dismissing any enemy as a threat while i scratch my head and peak around corners). I wish there was some UI element or any indication (maybe from radio calls?) to tell you how many towers were remaining so that i wouldn't have to go back and check the hole first and find out i'm still missing a tower somewhere. Great music and art, super punchy and loved the time dilation menus so i was never fully pulled out of the atmosphere and gameplay.
OK so I didn't pay attention on stream cuz we were yapping... but I did now and this was great! The concept of deciphering the text with the tools you discover based on clues IN the text really peaked my curiosity. Then attaching some surreal narrative on top to give it some mood and incentive makes for little rewards unlocked regularly throughout the text. I'm imagining what you could do with the story this way and how visuals that you discover on the page could even be an interesting layer! Or audio even. Some cool creativity at play in what you've made.
This is one of those games where once you understand the theory behind it the puzzles become pretty comforting and rewarding to solve. Not too hard although my monkey brain still goes "huhhhhh" many times. Enjoyed solving the puzzles on stream and the gameplay is pretty simple to manage (although i agree the emulator controls had me mess up a bunch too lol). love the Wall-E guys and the UI for commands below, nice and easy to read!
Oh boy. Math... Lol this was pretty punishing and I still don't fully grasp it but I did enjoy the graphics and polish. The math concept from my perspective was niche enough to have a more deliberate tutorial to understand why things work without allowing me to progress till i TRULY understand. And 120 levels is just too much and beyond necessary. Focus on making ONE solid tutorial level to express the concept of your puzzle theory. then have a reasonable amount of purposely designed puzzles that ramp up the abstraction of the theory nailed down in your tutorial, maybe introducing new concept layers as you go! My brain hurts and i feel now that I don't know Math. Maybe - I never knew...
This ended up really coming down to just morse code deciphering and input (though you really had me worried the cheat sheet was going to be taken away lol). I think the concept of receiving and transmitting messages with morse code is a wide road and would have liked to see how you narrow that mechanic down a bit more. Maybe there is a way to abstract the morse code element a bit so that you could end up hiding the cheat sheet but still get the sensation of morse code? A little more to the mechanism would invite a more unique challenge and use the translation as just one part or the framework of the game rather than being the whole thing. That being said, everything is well constructed and operates really well! The visuals are strong and I love that tentacle arm, all the little quirks to how it clicks buttons and taps morse are soo good.
God bless you fellas for being able to manage a challenge like this. Honestly packaging all of this up into a finished product is pretty impressive. I can definitely see the different personalities and intentions mixing together which creates for some eclectic game play (both entertaining and maddening). Would have liked a rotating mechanic that didn't make me move my hand away from wasd so i could feel more nimble in a game that requires a lot of movement, especially later when the fact that the level is rotating becomes really sloggy. The mixture of precision thinking and combat awareness is a little overwhelming for me but that's a personal bias for sure. But overall the atmosphere and art looks great, the lil signal effects look so good and the contrast makes everything easy to read. Music and other sounds are on point. It's definitely one of those games for me where if you remove like one element and strengthen what's left all those other parts would read more clearly and take less work to enjoy!
Adorable, said it on stream but really takes me back to those doctor/dentist visits as a kid lol all that's missing are the Highlights Magazines! Easy to understand gameplay, like that the interactive elements are all parts of the world rather than separate UI elements. Those early crashes are devastating, but once you get in the flow it's as chill as you choose it to be... till you turn on all the tracks and watch the world burn.
Enjoyed uncovering the secrets! The best part of a good puzzle is having your curiosity rewarded and there's a couple of moments in this game where that really works. The "dig here" spot was probably my favorite because it didn't require any "try every tree" or "every spot on this building" effects. Not too hard to get the super final ending and satisfying to find each jewel!
Love the art, super polished with a lot of care to detail even in how resources are designed to express their purpose! Once you understand the mechanics the puzzle solving becomes rewarding and not too punishing. All of the graphic and UI elements work well to communicate gameplay. One of the hard things to do (especially in a weekend) is create something visually consistent and y'all did a great job here! Music and SFX fit the mood as well without being overbearing or stress inducing. Nice work, y'all!
Aight this was fun! You made me feel proud of myself for making it to the end. Mechanics allowed me to strategize around how i handle enemies without trying to take them head on. You could actually plan based around the conditions of the intersection where you would run and which signals you would call. Super satisfying when you're able to do all that towards the end with so many cars and zombies! Great polish and energy as always. Agree with everyone that the signals should be inverted to make more sense. Would like to see if you could even add more difficulty with that part of the control being more intuitive. Nice work!
I like the inspiration for this game both visually and mechanically. The imagery fits the tone you are going for and all of the 2d "paper" art looks right in this almost board game map environment. Of course the use of voice acting in reverse is also a nice touch. A lot of times i was able to run straight to the end and avoid power ups or other interactions but I was definitely punished when fish was around with a bunch of other enemies and i had no plan lol.
I can see why this broke Jared... the scrolling is villainous lol. My brain would often tell me "scroll down!" and it would already be maxed out so then i'd scroll the whole window down. AHH! But the satisfaction of completing is real and the simplicity made it easy to run it back and keep clicking. (also the rage from knowing i clicked a trace only to blow up anyway)
I learned so much about French television! The personality is great and the tuning mechanic works really well. I've seen some other people say they wish the X Y adjustment was on the actual TV instead of on sliders and I definitely agree that would have been cool. A challenge with something like this for sure is how much content can you make for the TV channels so i appreciate that you made enough that the game is replayable and you can discover new channels still!
Man I'm outta breath. Nice simple mesmerizing game mechanic. It might have been too easy to just keep breathing whenever you want with no consequence - i was able to kinda hyperventilate and get pretty far lol. But the graphics read well, I knew what i was doing and couldn't stop myself from exclaiming "I WANT TO BREAK FREE!"
I'm going to remember from now on to hide underwater during a thunderstorm or if I happen to be pursued by nocturnal predators. This game was nuts, i dig it.