FoonLudum Dare ExplorerUsers → ryusui

ryusui

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
202659SignalKit Getaway and the Incredible HeadCasejam3.003.001.502.003.504.003.00
202558CollectorTalla and the Tomb of the Takersjam4713.413.283.263.323.433.123.113.17
202557DepthsInner Worldsjam4533.543.473.432.843.792.923.02
202456Tiny Creatures👥Azulina's Night of Sprites and Frightjam3933.693.503.223.782.894.01
202455SummoningSophia's Spirit Journeyjam6183.523.453.012.723.572.682.89
202354Limited SpaceRabbit Hole Run: Don't Lose Your Head!jam5163.623.603.063.862.873.273.37
202353DeliveryRush Deliverancejam5433.613.612.973.343.613.223.16
202352HarvestMyth vs. Mythosjam
202251Every 10 secondsForging Through Firejam2653.833.853.674.233.603.15
202250Delay the inevitableTide of Rotjam10283.263.372.323.683.082.842.773.07
202149UnstableShaky Groundjam12333.113.052.503.353.302.882.982.82
202148Deeper and deeperMind Diverjam2.662.832.002.002.332.83
202047Stuck in a loopInfinite Marbleworksjam3.353.143.212.923.35
202046Keep it aliveSpacepodjam4.004.003.004.503.504.003.003.00
201945Start with nothingBlossoming Cosmosjam7923.203.053.223.973.352.603.45
201944Your life is currencyBloodslingerjam6663.323.003.253.263.542.833.16
201843Sacrifices must be madeVolcano Rushjam4.004.003.504.004.004.004.00
201842Running out of spaceCosmic Collapsejam2443.723.733.454.213.763.42
201841Combine 2 Incompatible GenresKotodamajam2.502.001.502.002.002.00
201740The more you have, the worse it isCursed Goldjam3643.633.683.233.853.403.042.163.69
201739Running out of PowerJettisonjam3.003.004.004.003.002.004.00
201738A Small WorldProtozoanjam3.003.202.802.602.802.802.752.20
201637One roomStrexterjam1853.743.963.484.093.483.392.633.5750
201636Ancient TechnologyEverDownjam
201635ShapeshiftTri-Formjam4923.293.182.893.712.962.8255
201534Two Button Controls / GrowingKudzu: I Can Grow Forever...jam3443.503.313.464.153.423.552.633.3850
201533You are the MonsterCRUNCH!!! An Interplanetary Meal Tripjam1523.723.983.373.863.433.243.203.4871
201532An Unconventional WeaponS-LAYERjam4653.293.153.303.593.702.812.353.1350
201431Entire Game on One ScreenOne-Floor Dungeonjam3583.373.402.893.942.972.053.0055
201430Connected WorldsFive Floors, Two Worldsjam953.723.522.963.853.742.882.693.3050
201328You Only Get OneHitotsu - Last of the Dragon Keepersjam953.543.542.752.883.382.772.503.2345
201326MinimalismSqueepsjam2873.092.932.963.022.422.943.092.74100
201223Tiny WorldCoreboundjam523.553.743.742.943.062.632.253.3036

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 ryusui

LD23 — Tiny World

The Tourist by FunkyDelPueblo 2012-04-29T05:27:00

Strange, simplistic, yet oddly beautiful. Five minutes to explore and define your world before you die. My only issue is that there's not enough to find - locating the trinkets is all well and good, but it would have been wonderful to find worlds left by others lying in the unknown parts of the map. There's a strong feeling of progress as you find trinkets and add them to the grid, thus boosting your strength; the one and only issue I have is that there should be more different kinds of wonders to find.

A Tenthlings Quest by zenasprime 2012-04-29T04:46:00

Great idea - sorry you couldn't finish it in time. I had no idea you could make 2D games in Unity. The collision detection seems a bit spotty, though - were you supposed to be able to walk through walls like that? Also, the dark "blood vessel" area isn't much fun to navigate - the whole "claustrophobic dungeon crawl" feel clashes with the "lighthearted hack-and-slash" suggested by the intro.

Polarity by nornagon 2012-05-02T04:45:00

Brilliant. Absolutely loved it. Only played the first ten levels, but what I saw, I liked. Love the mechanic, love the gameplay.

boing SMASH by dokidoki 2012-04-29T10:07:00

Excellent arcade-style game. I just wish there was some kind of AI to play against - or, alternately, a genuine co-op play mode.

Corebound by Ryusui 2012-04-25T01:51:00

Oh yeah, about that. You can press Z to continue. Forgot to mention. ^_^;

Corebound by Ryusui 2012-05-02T09:03:00

The 1.1 version available above is now ad-free. Sorry 'bout that.

Corebound by Ryusui 2012-05-03T08:24:00

Yeah, I ended up swapping it around here. Like an idiot, I didn't think to back up the comp version before modifying it into 1.1.

Corebound by Ryusui 2012-05-08T06:41:00

Thanks. I'm still sort of a newbie at this; I figure trying to monetize my game is a good idea, but the Mochi ads are kinda disruptive in retrospect. Again, though, the 1.1 version now leaves them out.

Tiny Worlds by Lidfrid 2012-05-02T06:23:00

Looks good, love the "a capella" soundtrack, but the gameplay is a bit frustrating for my taste.

ANT SURF HERO: THE SURFENING by JigxorAndy 2012-05-02T04:53:00

Oh wow. The music and graphics brought to mind my old Game Gear - which is funny, because I think I only ever had six games for it, and none of them were like this.

Still. Not much of a challenge, but brilliant on all fronts - I love how your respawn point is tied to the ant's position. Big nostalgia rush - if only I could remember <em>what</em> game it reminds me so much of!

Poor Pluto's Revenge by DavidErosa 2012-05-02T06:14:00

Needs work, but the core gameplay mechanic (grabbing bullets and throwing them back) is neat - it just needs some polish. And any game where you fight to restore Pluto's planethood is automatically awesome in my book!

Path O' Invasion by ratboy2713 2012-04-24T07:28:00

A bit rough around the edges, but it shows promise. More sound effects would probably be helpful - like perhaps some combat sounds rather than just the "slurp" of victory. Also, I think it would be more fun if it played a bit faster: smaller playfield/bigger units.

I love the mechanic where you infect cells and turn them into your own units - it's a common "special" ability in RTS games, but it's interesting to see it turned into the main feature!

Tiny Apocalypse by CireNeikual 2012-04-29T05:03:00

Short yet nicely creepy - the whole "the world is coming to an end!" urgency is well-conveyed. The shadow effect on the player looks sloppy, though, and finding the "hotspot" for interacting with things is more trouble than it should be. Points for atmosphere, but the implementation needs a bit of work. On the upside, I think the premise could easily work with a more involved puzzle.

Macronauts, Go! by wgemigh 2012-04-29T04:54:00

I thought it was a clever take on the "Sega Swirl"-type game (I wish I knew the proper term for such - Sega Swirl is simply the first I played!). Very reminiscent of Puzzle Quest in execution. But the lack of sound and slow gameplay really killed it for me. I'd love to see a version with sound that runs at a decent speed, though.

(Also: these three are photons, correct? And the boss is a hydrogen atom?)

Narrow by Drabiter 2012-04-29T05:13:00

Couldn't get it to work without downloading it, but it was well worth the download. This is a nice, fast-paced arcade game where the environment is constantly changing - fast reflexes are the key to survival as the world shifts and shrinks around you. The music won't win awards, but it fits the graphical style of the game nicely: I'd call it the "Flatland Theme" if it doesn't have a name already.

The only issue I have is that the scoring doesn't make much sense. I think time-based rather than movement-based would be more appropriate.

Trucking the Universe by FrozenCow 2012-04-29T05:35:00

Good game, sir. It could use some music to reinforce the feel, but overall, it scores points across the board for cleverness. Shame I couldn't actually win; is the worm supposed to eat the shop planet eventually? At any rate, two thumbs up: some more polish (maybe space the planets out a bit more so navigation isn't such a hassle?) and this could be one of the best entries.

Core Buster by Maato 2012-05-02T06:48:00

Loved it. Planetoid mining has never been so cathartic. I especially love how, once you get the final upgrade, you can just sit at the (former) center of the planet and scoop up the rewards as gravity carries them into you.

My only gripe is how easy it is to get snagged on things. (Said the man who released Corebound in such a state.) Getting the loot once it falls to the next impenetrable layer is a chore, and your weapons seem to have a blind spot at point-blank range, making it impossible to punch through a nigh-invisible barrier without backing up first.

LD26 — Minimalism

The Only Winning Move Is Not To Play by csanyk 2013-05-16T04:39:00

A strange game indeed.

Toastergeist by Nick Cash 2013-05-06T19:49:00

Cute. But am I the only one who had trouble controlling the height of my toast launches, or is that intentionally random?

Stargazers by Cake&Code 2013-05-08T07:23:00

That was brilliant. Some of the later levels were actually pretty tricky. Also, I loved all the references - the only one I didn't get was "Neighbor."

Gods Will Be Watching by Deconstructeam 2013-05-01T08:47:00

Awesome game, clever concept. My only gripe is that this game desperately needed a proofreader - the dramatic dialogue loses a great deal of impact when it's rife with typos and bad grammar.

The particle swarm by dick_claus 2013-04-30T08:28:00

Amazing job for a weekend's work - very professional-looking (and sounding!)

This is not a minimalist game by Volute 2013-05-08T20:17:00

Neat little game; loved the twist at the end. I just wish the game was a little less reliant on "guess-the-author's-mind" puzzles.

Chromatater by Jim Haslett 2013-05-04T02:23:00

I'd love to see this expanded to a full game. I had no trouble with the talisman controls - my issue was with the final "bounce back and forth to reach the top" puzzle. Fortunately, I discovered a cheat for it: stand in the middle of the rightmost column of red blocks, then press 1 twice. The collision detection will freak out and you'll teleport to the top. :3

Conversion by Spiridios 2013-05-03T03:32:00

Excellent. Short, but made great use of its premise. By any chance, is there more than one ending? Because "Game Over" suggests I screwed up by shooting the guy at the end.

Five by tzamora 2013-05-03T03:19:00

Heh. Clever idea. I just wish there was more to searching than trial-and-error.

Geneva Convection by TylerGlaiel 2013-05-16T21:45:00

Heh, fun times. But it's impossible to recover if your capacitor blows. Bit annoying.

Squeeps by Ryusui 2013-04-30T19:02:00

Thanks for the feedback, everyone.

1. All the SFX were made with my own voice modulated with Audacity. The egg cracking was made with me crunching cereal in my mouth.

2. Yes, your squeep can grow old and die. You can't DIRECTLY die by overeating, though overstuffing your squeep leaves you vulnerable by slowing you down and increasing your risk of throwing up.

3. You can actually lay at LEAST two eggs per squeep - it's just a matter of surviving long enough to do so.

4. The predator spawn rate is supposed to increase over time; conversely, the potato respawn rate is supposed to decrease. That said, eating potatoes doesn't permanently slow you down - though growing extremely old does.

Squeeps by Ryusui 2013-05-01T05:15:00

The cam was a variant on a trick I picked up for implementing "Z-ordering" in Stencyl - the objects are hidden, loaded into a list, and then drawn manually using the draw "sprite" block. The rest was coordinate rotation, plus a little bit of trial and error. XD

Squeeps by Ryusui 2013-05-02T08:00:00

Funnily enough? I WAS planning a Squeeps game for the Evolution LD. XD Not this exact one, mind - originally I had in mind a sidescrolling platformer with an evolution mechanic. That said, I might go back to that idea sometime, and I'm definitely planning on creating an expanded version of this game with an evolution mechanic (and a way to actually win!)

Squeeps by Ryusui 2013-05-02T10:22:00

Thanks. It was fun making those squeep noises. :3 (Trivia time: the "squeep drown" and "predator drown" noises are the same sample, just sped up/slowed down, respectively.)

The walking area is theoretically unlimited, but you'll only find potatoes, ponds, the pit, and predators (sheesh, how did I end up with such alliteration in my game?) within the borders marked by the little white rocks.

The sniff-radar will tell you where the nearest edible potato is. The respawn rate for each individual potato increases by a minute each time, so even if you dodge the predators, the game does have a hard time limit of sorts: the potatoes will eventually respawn so slowly your squeeps will inevitably starve. Though I have no idea how long that will actually take. ^_^;

Squeeps by Ryusui 2013-05-02T22:54:00

Here's a tip: if the little guy is going "Squeep! Squeep! Squeep! Squeep!" instead of "Squeep...squeep...squeep...squeep...", you should probably go eat a potato or two, because he's either starving or bleeding.

A bit more transparency on the mechanics: your squeep will actually continue to take damage while he's bleeding. Multiple bites don't reset the bleed timer - they EXTEND it. So if you get ganged up on by a bunch of predators and still escape, there's a good chance you might die anyway. However, eating potatoes does restore your health, and if you're not bleeding, you'll regenerate health over time.

When I first implemented bleeding, I was planning on making it so that the predators could actually follow your trail, but I couldn't quickly think of a way to make it work properly, so I ended up removing the feature. As it just so happens, I've since come up with a nifty implementation, so whatever post-comp edition I do will probably have more dangerous predators. :3

Squeeps by Ryusui 2013-05-04T07:57:00

Squeeps eventually die of old age. They start to turn gray as they get old; eventually they'll slow down, and before long, they'll simply squeep their last. I'll probably make the aging mechanic more forgiving in the future, though.

Squeeps by Ryusui 2013-05-08T08:53:00

Heh. I'll admit I was hoping my "minimalistic Atari-style graphics" would fit the bill, but that's probably too much to hope for. XD

Once your Squeep gets old enough (i.e. near maximum size), AND if you're not close to starving, the nests dotted around the map will pick up a pink heart icon. When that happens, you can lay an egg simply by touching an unoccupied nest. If you're good at surviving, you should be able to lay at least two eggs per "life."

Run by starpixie 2013-05-01T07:28:00

Fascinating concept - it deserves to be fleshed out into a full-fledged game.

People by BenW 2013-05-16T22:15:00

Yay. :3

I love how it starts off not being obvious what you're trying to do, but then it becomes pretty clear once people in your crowd start pairing off with others. Really a sweet little game.

Perfection Achieved by Misael.K 2013-05-08T07:18:00

Clever concept. I'll admit it threw me off at first that not all the clickable objects were meant to be removed - that was a nice touch (and it makes me wonder how the heck you edited "The Birth of Venus" and "The Scream" so skillfully)!

The only problem I have is that the solutions are easy to Google, but that comes with the premise. XD

simpLify by SonnyBone 2013-05-16T05:48:00

Brilliant. My only issue is, I think the game needed a third puzzle - an "intermediate-level" one, both as a matter of helping the player understand the mechanics of the final puzzle better and to improve the pacing (the game feels rather abrupt with only two puzzles to solve).

Growing Energy by scorder 2013-05-06T18:51:00

Clever concept, but the UI is just too obtuse.

Fractured by dalbinblue 2013-05-01T06:49:00

Cute, clever, and very professional-looking. I love how the reset button makes the little guy sit down and cry 'cause he's stuck. XD

climbing 208 feet up the ruin wall by Porpentine 2013-04-30T05:32:00

Loved it. Nice Twine trickery, too - how do you disable backtracking and get those neat little "rotating menu option"-type choices?

XYZ by ataxkt 2013-05-01T05:33:00

Brilliant - very reminiscent of the PS3 game "Echochrome."

...I'll admit I'm tempted to pronounce the game's name as "Ek-seez." ^_^;

*Humorous Title!* by Graf_Grun 2013-05-16T06:02:00

Heh. A lot cleverer than it appears at first glance. (Am I the only one who found the game easier on Geometry 2 and tougher on Geometry 1?)

Beyond Minimalism by SaintHeiser 2013-05-16T06:47:00

Reminded me a lot of Antichamber - always a good thing. I just wish the paths led straight from one area to another - turning around and going back each time got a bit tedious.

Life & Minimalism by WiseGAMER 2013-05-20T22:20:00

Really quite a sweet little game.

Pyramid by PaulSB 2013-05-06T20:04:00

That was amazing. I got to level 26 or so before dying.

MATAR! by Teejay5 2013-04-30T08:36:00

Clever idea - like Karoshi as a physics puzzler. Could use some more polish, especially with the "floor made of red arrows" puzzle (I knocked the guy off screen by mistake and had to restart), but nicely weird and enjoyable.

Nirvana Quest by dremelofdeath 2013-05-01T04:43:00

Love the "meditation" mechanic, though it took me a while to figure out I was actually controlling the game's speed. That said, the first level is really a pain, design-wise - and I think it would've made more sense to start at the top and work your way down.

DownGrade by barkergames 2013-05-03T03:06:00

I think it's a clever idea, but I wish the level design involved more than just tricky jumps and dodging gunfire.

Controlled Diet by euske 2013-04-30T09:05:00

I absolutely love the literal "puzzle-platformer" mechanic, but I hate the actual platformer gameplay. Is there something I'm missing? Because I barely made it through the first three stages since I can never get enough distance on my jumps, even the powered-up ones. I'd love to see this game through to the end, but the jumps are utterly unforgiving.

Trial and Error by Stiju 2013-05-06T18:36:00

Impressive stuff, considering it's the first time you've used that framework. I love how the platforms and walls fade in when you touch them. If I could make one recommendation, it would be having the "death" areas visible from the onset - I know the game is called "Trial and Error," but it was a little frustrating going from "explore the invisible maze" to "make one wrong move and you die."

The Parasite by jahlgren 2013-04-30T06:22:00

Awesome game - this is something I'd probably pay $5 for on Steam. I just wish there were checkpoints of some kind, or a slightly more forgiving hunger/stamina system in play!

Funky Lincoln Saves the Day by TheCze 2013-05-16T05:33:00

There was no way a game with this title couldn't be hilarious. I gave up at Level 10 - the timing was insane, and I'm pretty fast with my fingers. XD

Desire by burtlo 2013-05-04T07:26:00

Very beautiful and unsettling - "dying" in this game is likely to haunt my dreams. XD

I just wish the text had the same care as the rest of the graphics - the stock fonts and static word balloon clash badly with the rest of the game's aesthetic. And that little "plink" sound when you start the game seems a bit out of place, too.

Golden Age by LandoSystems 2013-04-30T04:59:00

Love the final boss. XD

KeyBall by ryan0788 2013-05-08T07:10:00

A clever concept, but so complicated to play! It might've been easier if my on-screen keyboard wasn't rotated ninety degrees.

Drop by Tate 2013-05-08T07:01:00

Good stuff. I hope you have a chance to polish this game up sometime!

Composition Number 10 by TeamQuadratic 2013-05-08T06:57:00

The idea of minigame battles is interesting, but the minigames themselves are a chore to play - and rock-paper-scissors is pure luck, which is more frustrating than anything. Also, the pop-up dialog boxes are incongruous - couldn't you have implemented those kinds of messages in-game?

And speaking of which, why is there an ellipsis in "You were defeated...in combat!" Was I supposed to believe I was defeated in some other context?

They're Multiplying! by aneeslol 2013-05-08T07:06:00

Ha! An "anti-puzzler" - I'll admit I thought first of Puyo Puyo (aka Kirby's Avalanche and Dr. Robotnik's Mean Bean Machine) rather than Dr. Mario. Clever idea. I just wish it was more obvious how to get the bunnies to clear without multiplying.

Phobius3 by Troyan 2013-05-01T04:16:00

Neat little shooter - I just wish there was more stuff to fight and less repetition.

One By One by amijlee 2013-05-08T07:33:00

Brilliant little puzzler. The only issue I had was that the sliding is a little sensitive - sometimes getting a piece to go the way I want takes a little trial and error. Other than that? Very professional. :3

Brutaliz'Art LD26 by lotusgame 2013-05-01T03:52:00

This was hilarious - needed a proofreading pass for the in-game text ("break," not "brake"!), but "minimalizing" other people's games with a hammer was strangely fun.

Rude Bear Rising by Alex Rose 2013-04-30T05:07:00

An interesting idea, but too broken for my tastes.

Vs. by KJScott 2013-04-30T23:18:00

Clever game - figuring out how to play it is half the puzzle. :3

The biggest issue I have is that the guide to what kills what is totally unintuitive: if your units are coming from the left side of the screen and the enemy's units are coming from the right, why are they flipped around on the chart? Also, by the time the instruction showing how to change "channels" for your mobs turns up, the player should have already figured that out (I know I did!).

Here's an idea: perhaps the gameplay should also get more complex as the battle ensues?

Prototype by OnlySlightly 2013-04-30T05:42:00

Short, sweet, beautiful. I loved the sense of every new screen expanding my perceptions - it's amazing how well you could tell a full interactive story with no dialogue and minimalistic graphics. The only problem I had with it is that the name doesn't quite seem to fit (and it's already been taken by an entirely different game), but that's just nitpicking.

Box's World by avidgamerNino 2013-05-05T09:59:00

Interesting concept, but navigation is way too frustrating and abstract for this to be really fun. Kudos for the musical cues, though.

-- by vegard1992 2013-05-08T20:00:00

I have no idea what I just "played." WASD just make me fly in random directions and the on-screen prompts are of no help whatsoever.

(R,G,B) by KilledByAPixel 2013-05-16T22:07:00

Very nice - even the "respawn" sequence was pure eye candy. My only issue was that the green "spider ball" tracks were a bit fidgety, but then I'm pretty sure I played the Compo release.

Hexzilla by Bernhard 2013-05-02T06:20:00

That was amazing - a very professional-looking product. The only thing I think was missing would be some kind of keyboard shortcut for the build/repair/upgrade process - things get pretty hectic after a while!

OnlyOne by mrexcessive 2013-05-01T05:07:00

Love the puzzle concept - I don't think I've ever seen anything quite like it before!

consequences by Hypnohustla 2013-05-16T04:37:00

Hey there, fellow Stencyl user! Nice work - I love the "paper cutout" aesthetic of the game. The midway twist is clever - the more fighters you kill, the harder the driving section becomes. Good times!

Add Removal by StuStutheBloo 2013-04-30T07:42:00

That was brilliant. Some of the puzzles were a bit "trial-and-error" for my tastes, but the overall concept more than made up for it.

Dream Island by FREEZX 2013-05-08T19:47:00

The whole thing just felt rather juvenile to me. None of the "characters" are really interesting (except for the robot and the T. rex) and the island is just a slog to explore. Plus the whole thing was in desperate need of a proofreader. (Random bad English is not the same thing as humor!)

About the only positive thing I can say about it is I wish I knew how to achieve that "flat-shading" effect in Unity...

The world is in your hand by jacklehamster 2013-05-01T07:23:00

Beautiful little game - I just wish controlling and interacting with the environment was easier.

Mystic Door - by The Mystic Souslik Team by Tipyx 2013-05-02T06:56:00

Loved the gimmick with the scenery materializing as I went along. Jumping seems a bit unforgiving, though - I accidentally fell into a pit and was trapped with no way out.

Maximus Minimalist by Alexander 2013-05-02T05:12:00

I love the overall gameplay concept - climbing a growing Tetris sculpture which you can reshape to an extent. It's well worth polishing into a full game.

Silly Jumpin' Pixel [Working link] by Tanius 2013-05-02T06:01:00

I only wish the red blocks wouldn't keep materializing directly above the green blocks. ^_^; Also, the collision detection seems slightly inconsistent - I can jump on the edge of a white block without damage, but I can also get a boost brushing the side of a green block, and touching a red block anywhere is, of course, death.

Game of Rows by Zim the Fox 2013-05-04T02:36:00

This is officially one of my favorite puzzle games. I really love the gameplay mechanics and I only wish there was more of it.

If you had a polished full version with more levels on Steam, I'd buy it in a heartbeat.

One Crate Sokoban In The Dark by stqn 2013-05-03T02:56:00

The visibility range and procedurally-generated levels are neat features - this definitely should be fleshed out into a full game.

Skware by tankete 2013-04-30T07:58:00

Neat little puzzler - my only gripe is that "empty" squares, believe it or not, don't quite seem to stand out as much as they should! I'll also have to look into Love2D - I've been wanting to learn Lua for some time now. :3

Wandering in the void by hmmvot 2013-05-01T08:01:00

A clever concept but annoyingly unforgiving - I can accept "stray too far from the path and you die," but the "death margin" feels too twitchy, especially since (as I eventually learned) the square shapes don't actually align with the path.

I quit after I collected two triangles, died, and had to start over. :(

Terrible Magical Artist by Colorvade 2013-05-04T02:26:00

A clever little toy (hello, fellow Stencyl user!), well worth expanding into an actual game. I'd love to see objects react to one another, or to other stimuli - like Grow or Little Inferno.

Digital H by winesays 2013-05-01T06:56:00

Baffling but memorable. I just wish there was more to it than rapidly clicking - a concept this surreal should really have more to it.

Colors by PhilZ 2013-05-04T06:39:00

A fascinating idea, but the game is too short and too buggy to really make good use of it.

Blue and Yellow by evoker 2013-05-04T02:40:00

A clever concept, but why stop the player from moving when the "lights" go on?

Babel by Merkoth 2013-05-04T02:01:00

Reminded me so much of "Total Eclipse," an '80s-era 3D game where you explore a pyramid and solve puzzles. Good times. I just wish I could figure out the battle system. XD

Evolism by noa 2013-05-04T02:51:00

The controls feel a bit slippery and the whole exercise feels more like a memory test than anything. It's a clever concept, but it needs to be expanded on.

Be The Wind by dstozek 2013-05-16T06:09:00

Clever little toy. Am I the only one who can't help but think the Japanese cherry looks oddly stunted, though?

Blind by miotatsu 2013-05-03T03:24:00

Like the concept; I just wish I could figure out what the different sounds actually are. XD Also, I couldn't quite figure out whether movement is "absolute" (i.e. up, down, left, right) or "relative" (i.e. forward, backwards, turn left, turn right).

The Minimalist Fisherman by Hiku 2013-05-05T09:30:00

Desperately needs some polish on the non-underwater segments (not to mention some proofreading/editing). Still, punching/chopping/spearing the daylights out of fish underwater has a strangely addictive appeal.

The Theft of Colour by Pockets 2013-05-04T07:00:00

There's an exe in the RAR, but it's in the bin/Release folder. That said, it doesn't seem to work on Windows 7 64-bit.

Ethical Spud by wrongcoder 2013-05-04T06:57:00

Surprisingly addictive. I did pretty well for the first few days, but then I simply couldn't make enough sales to recoup my daily costs - there just wasn't any business, and no amount of adjusting my daily budget would stop the bleeding. :(

Mandala by arrogant.gamer 2013-04-30T05:13:00

A fascinating concept - I'm genuinely curious how exactly you put it all together. Could have used some more proofreading, though: you have a "seen of a whether worn coast" which should be a "scene of a weather-worn coast."

Dragenvoy by Nolojen 2013-05-04T07:16:00

At first I was going to call foul that this wasn't a "proper" snake game, since the tail didn't precisely follow your movement...and then I saw the brilliance of this. I honestly don't think I've ever played a snake game with physics before: your tail whips around, sending food flying and ricocheting off walls (making it all the more satisfying when I caught it on the rebound). You've made an old idea new again.

ColorMeld by ThreeUp 2013-04-30T07:17:00

I like the concept, but the actual gameplay is a bit clumsy - I'm not exactly sure how I'm supposed to control the color balls (even though I won; took me over a minute, though).

fightfightfight by bleatingheart 2013-05-01T06:28:00

FIGHTFIGHTFIGHT

PLAYPLAYPLAY

LAUGHLAUGHLAUGH

WINWINWIN

RATERATERATE

...THE SHOPKEEPER IS A CHICKEN

Naked Shades by Lamia Queenz 2013-05-16T21:10:00

Sad to see the "ecosystem" had been picked clean by the time I was able to get to it - apparently there's something missing that I can't collect, no matter how many times I die. Other than that, brilliant concept.

O o . by Daniel X. Moore 2013-05-03T03:15:00

A very interesting idea. Like other commenters have said, though, it's a bit annoying for the end after we've placed all the spheres, especially since we apparently need to do this multiple times in order to reveal everything.

MiniQix by Wiering 2013-05-04T02:14:00

I love Qix. And combining it with Piet Mondrian's artwork in a very literal interpretation of the theme was a brilliant idea.

My only gripe is that movement seems quite a bit slower than "real" Qix - what should be a frenetic action-puzzler feels like a bit of a slog. Still, kudos for combining Qix and art in a brilliant little package. :3

Hikkoshi by joekinley 2013-05-05T08:57:00

Clever game - all it needs is expansion. And maybe a less deceptive shape for the 2-by-2 couches (I kept thinking they were L-shaped, but the game treated them as solid squares!)

i need to lie down by JigxorAndy 2013-05-01T03:53:00

That...was intense. Still screenshots don't do this game any justice, either.

Whatever Game by wademcgillis 2013-05-06T19:59:00

One of the best games I've played in this Ludum Dare - certainly one of the most polished and complete.

I have one issue, and only one - the final stage is a freaking MAZE. XD Finding the exit takes a lot of trial and error - it'd be useful if there was some indication which way to go for the exit.

Dream Fishing by Sophie Houlden 2013-05-16T05:17:00

Beautiful, surreal, and subtly off-kilter. Loved it.

Spheres by fueelin 2013-05-05T09:40:00

I thought it was lovely how the walls and platforms played music when struck - up until they played a resounding cacophony while I was trying to solve puzzles. XD

Min by ekun 2013-04-30T05:20:00

Beautiful. I didn't get past the second boss, but I loved it - a splendid little puzzle-platformer. I just wish the little guy was better-equipped for fighting big monsters! XD

Detour by quadtree 2013-05-04T07:08:00

Amazing that you managed to put together a roguelike in 48 hours for the comp. Nice work!

Cage's Ghost by headchant 2013-05-05T09:46:00

Brilliant little game - I just wish the movement wasn't so slippery.

LOOP by vandriver 2013-05-01T06:07:00

Amazing. I just wish I could figure out how to get that hidden ending!

, by OnionBlaze 2013-05-02T06:46:00

I scored 50 before I gave up and nothing unusual happened. :(

Mondrian Click by CherryNukaCola 2013-04-30T05:49:00

Surprisingly atmospheric - it reminds me a bit of an old Amiga game. My big problem is that the mouse cursor and crosshairs don't quite seem to agree on what I'm trying to point at.

Press Z by netguy204 2013-04-30T04:41:00

You had me at the title. :3 But I think the game might've been better if the little red rectangles just passed through each other, maybe moving at different speeds, rather than pushing the player around - and you could up the damage they do to compensate. Plus I think the kill counter for the level would work better as a countDOWN.

Minimalismism by tayl1r 2013-04-30T23:25:00

That was amazing. I only had two issues - one, the "long jump over the lava pit" sequences were a little on the unforgiving/trial-and-error-y side, and two, some background music would have been an awesome touch. Other than that? I loved how the map kept transforming every time I touched the flashing icon, complete with awesome particle effects. Heck, watching the whole screen disintegrate as I found my way out was a more satisfying ending than some full games I've played. XD

Hyperborea: The Secret of the North by Cake_Catastrophe 2013-05-02T05:31:00

Loved the "negative-world" effect when you enter the blue doors (little warning - there's a spot where the effect kicks in outside the northwest corner of the southmost one). I just wish the ending were a little less abrupt - like one final dungeon sequence. Also, am I the only one who instinctively reached for an "attack" button?

Door by hockeygoalie5 2013-05-02T05:46:00

Excellent little puzzle game. My only issue was that the ending screen could be a little more obvious - maybe I'm just an idiot, but it took me a moment to realize the tiles were spelling out the word "WIN." XD

Cottonhead by Patacorow 2013-05-01T07:08:00

The only problem with this game is that there isn't more of it. Love the NPC banter. :3

PettalBattle by adventureloop 2013-05-02T06:30:00

I love the retro vector-style graphics - reminds me (and this is a good thing) of some pioneering PDP title from the '60s. It's a shame it doesn't play properly!

Mr. Minimal by sP0CkEr2 2013-04-30T04:51:00

The biggest issue I have is that Mr. Minimal himself is too slow - both his movements and his death animation. I didn't even realize he could turn squares back to brown until I was nearly at level 20!

Gut Buster Zombie Dash by zairon 2013-05-03T03:38:00

The collision detection is a more frustrating obstacle than the zombies. Plus, the guy moves so slowly that if (when!) he gets caught up on anything, you're as good as dead even with the sprint option.

OBASS (one-button-automatic-sidescrolling-shooter) by Polyganz 2013-05-01T03:24:00

Clever and addictive. I kept beating my head against the level with the rotating cubes. Who would have thought a one-button game could be so...stylish?

Nod by Rose 2013-05-16T06:55:00

Clever concept. I'd love to see it fleshed out more.

Flee: The Daily Adventures of a Springtail by Goodlookinguy 2013-05-02T06:26:00

I'll admit it was the music that kept me trying. XD

.Dot by sudojess 2013-05-04T02:06:00

I never noticed the "twist." I beat the entire game anyway. Graphics are awesome, sound is too (just wish the looping wasn't so obvious), but the controls and collision detection could use some work.

Dungeoneer by protensity 2013-04-30T11:13:00

Clever juxtaposition of genres here. It certainly played with my expectations!

Leaf Me Alone by Claw 2013-05-16T04:57:00

Simply beautiful. I just wish there was a bit more resolution. Loved the Squirrel King, BTW. XD

The Road by GeorgeBroussard 2013-05-16T21:53:00

22's my highest (gunshot in war). My ONLY issue is that I think the game would've been funnier if it stuck with "silly" ways to die instead of tragic ones.

First, You Take A Potato by KevinZuhn 2013-04-30T23:33:00

That was brilliant. I loved the way the voice on the radio got more upset each time you stopped work.

LD28 — You Only Get One

Our Man, Dragon by scoopsy 2013-12-19T07:26:00

THATCH-ROOFED COTTAGES!!!</trogdor>

This game SO needs some kind of metal soundtrack. The only other thing I'd like to suggest is having the dragon point towards the orcs at the onset...somehow I mistook the village for my target. ^_^;

Hitotsu - Last of the Dragon Keepers by Ryusui 2013-12-17T20:47:00

Thanks for the feedback, everyone!

Yes, I deliberately made the game on the difficult side - I wanted to make it hard to resist bringing out the dragon prematurely (which, as the intro scroll hints, means you won't be able to beat the end boss).

I'll admit I made this in GameMaker largely because I recently got the Standard Edition for free during their promotion (and upgraded to Professional for $25), though I'm not sure I particularly care for it: Stencyl has a much better interface and a much nicer level editor (GameMaker's level editor, for the record, is garbage). That said, it's probably easier to do really complicated things in GameMaker than it is Stencyl due to how easy it is to actually write code.

One thing that really annoys me is that I can't create a nice, friendly Web-based app without a $99 add-on purchase, which Stencyl can do out-of-the-box. Maybe I could port this game to Stencyl myself sometime, or even straight to Haxe?

Hitotsu - Last of the Dragon Keepers by Ryusui 2013-12-18T03:18:00

High five! I'll have to watch that in full later.

Carry the one by goerp 2013-12-17T03:37:00

Clever concept, but the stage with the four blackboards was a nightmare - and I'm actually good at math!

Final Order by Fervir 2013-12-18T23:10:00

I liked this game more the longer I played it. Nice work with the graphics and story.

If I could make one recommendation, though, it'd be to make W jump and spacebar attack. That one switch would improve the controls immensely, I think.

One Pesky Yellow Orb by joe40001 2013-12-19T07:48:00

That's a nice-looking city you've got there. And the title isn't lying: that really is one pesky yellow orb. XD

1 by eralpkaraduman 2013-12-17T03:17:00

I have to chime in like everyone else here: this is a scene desperately looking for a game.

Creator Story Saga Tycoon by Bruno Massa 2013-12-19T07:32:00

I had to put this down after a couple minutes of play because otherwise I'd be stuck on it for hours. o_o

Where's my Present? by Zerkruemler 2013-12-17T06:48:00

Clever little puzzler. All it's missing is more levels!

SPELLBREAKER by jdpalmer 2013-12-18T18:24:00

Clever mash-up of Mastermind and Final Fantasy. I just wish the music wasn't so grating.

Bounty hunting by vallde 2013-12-18T17:24:00

This is a concept I'd love to see expanded into a full game. "You only get one bullet...but you can catch it and reuse it!" Brilliant! :3

Blight by bsowers 2013-12-17T03:47:00

Very atmospheric. Are the dungeons purely random?

Tough by anvoz 2013-12-17T03:25:00

Makes me think of Karoshi crossed with some kind of reverse-I Wanna Be The Guy. I'd love to see this concept expanded into a bigger game!

One way out by lennaert 2013-12-18T18:09:00

Well, this is frustrating. After my first playthrough (which is to say I died after running afoul of a few traps), the game seems to have glitched: on subsequent playthroughs, I die instantly shortly after the game begins.

You Only Get One Wish by Calciumtrice 2013-12-18T17:19:00

Good stuff. I gotta admit, that's one of the cleverest "ultimate wishes" I've seen in this kind of story. Something subtle but still pretty freakin' awesome.

The Bombay Intervention by mize_VS_mildmojo 2013-12-17T03:55:00

Love the music, love the premise, love the gameplay. My only issue is that the time indicators are misleading - at first, I honestly thought I had to be accurate to a tenth of a second!

($SRCROOT)\dungeon by kirbytails7 2013-12-17T06:42:00

Those rolling jerks are a pain. Is there any way to recover health?

Overall, love the premise and the gameplay.

Try to fly by kill0u 2013-12-17T07:01:00

Made me think a bit of Nanaca Crash. Good stuff.

I gotta say, though, the 9/11 thing (where you crash through the Twin Towers made out of coins) was kinda tasteless, though.

You Only Get One Worker by Myyyvothrr 2013-12-18T23:44:00

Was in a bit of a resource crunch at the end - managed to get 1000 wood with only one tree left, between fulfilling the king's requests and building other stuff. A bit slow-paced, but overall a nifty idea with solid execution.

Science Ship Cleomedes by KunoNoOni 2013-12-17T06:28:00

Addictive. Difficult. A deadly combination.

I'll admit I played as much for the story as the gameplay. XD

GAMEHAX by zaratustra 2013-12-18T17:57:00

Loved it. (But then, I'd expect nothing less from the creator of Eversion. :3)

The only gripe I had is that it could've used some music. Also, is there any real point to collecting stars? Because I reset the game and discovered I could get to the "secret ending screen" without issue.

Lift Up by aeveis 2013-12-17T06:34:00

This was just plain adorable. I had to play it twice, though - had a glitch at the end where Rocket made it to the platform but I fell back into the pit. ^_^;

LD30 — Connected Worlds

Multiverse: Connected Universes by Oana 2014-08-27T20:19:00

Unforgiving physics here. Felt like I was flying on ice, if you'll pardon the mixed metaphor. Love the overall concept, though - all it needs is some extra polish. And maybe a health bar. ;)

Mammoth Monkey Mole by ehtd 2014-08-26T02:34:00

You had me at the Doctor Who reference. XD

Really enjoyed it. Only two gripes: the control scheme (I don't know why I kept hitting R by accident instead of V) and the fact that there's no indication where the other two animals are without switching to them.

Five Floors, Two Worlds by Ryusui 2014-08-27T22:29:00

Thanks for the feedback, all. I've got a 1.1 build in the works which addresses some issues: you can now hold a direction to move, and analog stick support is now implemented. (Also one embarrassing glitch has been fixed: the game didn't reset properly after it returned to the title screen, so hitting "start" after a clear would put you back on the ending screen.)

Thanks to love-android-sdl2 (with a fix from the latest nightly Love2D code hacked in), 1.1 will also be available on Android/Ouya. I just need to hammer out some final polish for Ouya support; right now only the Moga Pro controller works 100% on Android (analog stick works on Ouya, but not the D-Pad).

Quest of Untitled by firstbass 2014-08-27T02:06:00

Movement's a bit sluggish. Was there any purpose to the character-swapping other than the altered dialogue?

Outer Shibe: Much Space by PixelOaks 2014-08-26T03:02:00

I think I must've played this for half an hour. I love overhead shooters like this.

My only gripe is, I didn't quite get the point of picking up planets and dropping them - I figured out eventually that I could make them slot into the "Planet Drop" circles around the suns, but nothing happened when I got a full set. :(

Doggy Dialler by Lianne Booton 2014-08-27T03:07:00

Love it, but then I'm the sort of person who gets a cathartic vibe from hammering in numbers to slay a demon. :3

My only issue is that I'd love some kind of windowed mode option - Alt+Enter doesn't work.

Ormington Chomost Calling by DesignerNap 2014-08-26T21:39:00

At first the telephone drove me nuts, but eventually I got the hang of it. Really liked this overall - the only things I'd suggest would be making the "lunar lander"-type sequences more involved, and making Jeff a little less creepy-looking. XD

John and the Arbitrary Gem Hunt by SteveSalmond 2014-08-26T09:09:00

Short but easily one of the most complete and unique Ludum Dare experiences I've ever had. 10/10; would love to see this expanded into something not so "arbitrary." XD

Seriously, this is a beautiful game, and I think it easily sells on its aesthetics and atmosphere more than its tongue-in-cheek narration.

Course Collision by rRootagea 2014-08-26T03:11:00

Nice music and graphics. Shame I can't seem to figure out a winning strategy. ^_^;

Yume by Nananas 2014-08-27T22:07:00

Love the art style and the way the landscape floats up one tile at a time as you approach. Had a bit of a start the first time I accidentally fell into darkness and got swallowed up. XD

Eye scape Escape the Eye by danidre14 2014-08-26T08:43:00

I like the general "side-scrolling Space Harrier" idea, but the pace doesn't quite match - it just doesn't feel like there's enough to shoot at, and my bullets travel so slowly that I'm not sure I could hit much of anything if there was.

Also, Comic Sans doesn't seem like a proper fit for the game's whole "fighting aliens" theme. Maybe you should find a nice sci-fi font to use instead.

The Great Space Salad by KuGrou 2014-08-27T21:43:00

Really clever approach. Not sure the "floating in space" segments added much - I would've much preferred more mazes. And maybe a slightly more forgiving camera perspective (maybe horizontal split-screen instead of vertical?).

Hello Worlds by dustyroom 2014-08-26T09:23:00

It's beautiful and I absolutely love the concept, but I think it'd be much more balanced if there was some kind of Tetris-like "next block" display, or some other sort of clear indicator as to what kind of block we'll get next. As it stands, it's ridiculously hard to the point I can't get past World 2...but believe me, I want to.

Levitans by oakus 2014-08-27T02:48:00

Love the art style; gameplay is clever but could use some refining (it's not always obvious the effect your clicks are having on buoyancy, and the airship is hard to control precisely). It's a good game; it just needs more work (and levels!)

...and a proofreader. ^_^;

Between Heaven & Hell by IgIzzy 2014-08-29T08:10:00

Actually, I found the abstract graphics rather charming - a bit more polish on them and you could go with the "red circle demons" and "blue rectangle souls" all you wanted. ;)

Maybe I just didn't understand the controls, though, but I don't seem to have much control over when I ascend/descend - my angel has too much momentum to gauge accurately when I need to click. Also, sometimes souls and demons overlap; shouldn't be too hard to prevent that from happening.

Last but not least..."Your a demon". Better hire a good proofreader next time. ;) (Yes, I'm offering.)

Planetary Nunchuks by Evil Scotsman 2014-08-26T08:51:00

Controls seem a little fudgy. Couldn't quite figure out how to work the nunchuks - simply clicking the mouse repeatedly seemed to suffice.

Also, it's a pain having to reload the page when you "die." I wasn't even sure what happened the first time the controls froze up. Some kind of "game over" feedback would've been much appreciated.

Nigel - Hero of the universe by ruerob 2014-08-26T08:56:00

The change-making aspect was unexpected (the interface could be tweaked to make what you're supposed to be doing a bit clearer), but clever. I love the overall graphical style, and I'd love to see this game completed someday (even just the addition of some audio would make a huge difference!)

Trade routes by Shivur 2014-08-29T07:36:00

Really clever idea. I just wish there was more (or more obvious) feedback regarding which routes are profitable and which ones aren't. Seems a bit like trial-and-error.

I also got a weird bug where the readouts for two different planets displayed on top of each other, making both illegible.

The Thing Between Two Worlds by Galdon 2014-08-29T08:04:00

Clever bit with the hidden "true final boss." I also like the way the light world/dark world mechanic ties into the platforming.

Kinda frustrating how it's put together, though - it's all too easy to switch between worlds right into the monster's body. Some music would also have been nice.

Catgirl, Save The Moon! by Tovip 2014-08-29T07:50:00

Adorable. One of the better takes on the "literally connected worlds" approach I've seen so far.

Uninhabitable by Slikker 2014-08-27T06:57:00

Amazing. How did you put together such a huge, detailed environment in such a short amount of time? It's a shame I couldn't find any water, or much of anything else for that matter - just some canned bacon and empty jerrycans.

Two Worlds One Life by Phaix 2014-08-29T07:45:00

Surprisingly solid combat. Gets intense starting at wave 3. Love the graphical style. :3

Only two things I didn't like: the placement of the switch button, and the lack of music. Other than that, good stuff. (Got a laugh whenever an enemy spawned on my head. XD)

Sunborn: The tale of connected worlds by Windmill Games 2014-08-27T21:52:00

I thought health potions were supposed to heal me, not laugh in my face as I get swarmed by enemies who can do more damage than I can hope to recover. :(

Caelum by Rocketship 2014-08-27T02:37:00

Surprised the heck outta me to see that big blue portal spawn. The music seems a bit goofy-sounding for a top-down shooter, but I love the nice, crunchy explosions you've got going here.

Only other issue I have is that the powerups seem a bit sparse. Is the portal pickup a random drop, or does it spawn after a certain amount of time/number of kills/etc.?

Super Alien Bro by nerd burglars 2014-08-27T08:41:00

I've got one word for you: checkpoints.

That said, I wish the trippy flashing colors and music were there throughout. That was fun. :3

The Nether by GFM 2014-08-27T21:58:00

Menus are unresponsive. I have to click a dozen times before I find the "hotspot" that brings it up. (The actual menu effect is probably the game's best feature.)

Also, please kill the music! That annoying bleepy jingly thing doesn't fit at all. (And find yourself a good proofreader. Yes, I'm offering.)

LD31 — Entire Game on One Screen

PhotoBound by PIXEL^3 2014-12-16T09:23:00

This is brilliant. I would love to have a game like this on a handheld. :3

Batz by recursor 2014-12-10T01:31:00

Controls are a bit slippery. Wish I could just stop at the top edge of the screen - annoying how flying too high kills me.

P.Rick Airious by asobi tech 2014-12-09T09:52:00

Good stuff, but any idea why it tries to take over my mouse cursor and move it to a very specific spot on-screen?

One-Floor Dungeon by Ryusui 2014-12-10T03:58:00

Thanks for the feedback, everyone!

The blue "dash" icon increases your movement speed, and the "bundle of arrows" icon increases your fire rate. I decided to make health items more common than the stat boosts, but I'm worried I ended up making the game too easy. XD

One-Floor Dungeon by Ryusui 2014-12-12T23:56:00

Yeah, there's supposed to be mercy invincibility in there (the brief knockback period), but it doesn't quite seem to work as intended. I tweaked the "patrol" formations because I noticed it was too easy to unwittingly run right into them right as you're entering a room, but I only ended up making a different set of entrances deadly. ^_^;

Again, I prioritized making sure the game ran the way I wanted it to over implementing sound. It's a sore spot for me (it's the ONLY LD game I've ever made that doesn't have sound), but for me it was a choice between that and making sure the dungeon generation worked as intended. I'll probably do a post-comp release with sound and a bit more polish.

One-Floor Dungeon by Ryusui 2014-12-24T18:55:00

It does.

Right now I'm in the middle of an extensive refactoring of the game's code. Hopefully I'll actually have a post-comp version ready before the comp is actually over. ^_^;

Grave Screen Of Death by Florent 2014-12-09T09:47:00

Not a bad little arena shooter, but a bit repetitive after a while. I'd have appreciated a bit more gameplay variety.

Cosmonaut Without Hands by SaintHeiser 2014-12-09T07:48:00

Oh wow. Very professional-looking, this. Took a bit of effort figuring out the controls - I'm used to The Binding of Isaac: Rebirth, where the face buttons can also be used to fire. (On that note, the Y-axis on the right stick seems to be inverted - really confusing firing up when I meant to fire down!)

Who cares Entire Game? by bukt 2014-12-09T07:30:00

Ugh. I feel like I've been trolled. Points for cleverness, but this thing makes Desert Bus look like a pinnacle of playability.

Cheesy Trap by se1by 2014-12-10T01:29:00

The mouse's hitbox doesn't seem to match the sprite at all. I've "died" without even touching a box. Also, the mouse doesn't seem to really run where I click so much as run and then stop short of where I clock. And freezing the game on a game over with no quick-and-easy means of resetting? Unforgivable in a game like this.

SumoBall! by flyingbear 2014-12-09T07:58:00

Pinball, Breakout, and a little bitta Space Invaders...I haven't seen a mashup like this since Super Space K'noidtrix, though this has the advantage that I don't have to suffer through the obnoxious load times in the Sega CD version of The Adventures of Willy Beamish to enjoy it. XD

And of course it's PINBALL, so you know it gets my vote. :3

Fungus War by skonkan 2014-12-09T09:35:00

Oh, very nice. Really professional-looking. I just wish the action took up more of the screen, or that it was clearer that I could only make one connection per cell at a time.

(Won on my first try, BTW! :3)

TMO by aaronjbaptiste 2014-12-09T23:15:00

I don't like how there's no indication of room size OR where rooms will appear when you click. And once they're in place, there's no way to move them. I know it's mostly my OCD talking, but it's annoying having to put together my MMORPG world with great big holes in it.

AZOR by Hellequin 2014-12-09T08:25:00

A treasure hunt AND a time limit? Ouch. I found only one of the three files before making it to the exit, so...whoops!

Screen One by Ranmara 2014-12-09T11:01:00

Loved it, loved it, loved it, LOVED IT! I only have two gripes: one, sound effects are a little scratchy-sounding (maybe you could do a post-comp version with some clearer voice clips?), and two, the characters' comments are a little hard to read. Other than that...this is a thing of beauty, and I hope to see an enhanced version in the future. :3

Life is not a Game by Gwilym 2014-12-16T09:08:00

Interesting idea, a competitive take on Conway's Game of Life. Very nicely put together.

Juliet's Handkerchief by eemmbbeerr 2014-12-09T23:03:00

This game makes you juggle a lot of stuff with your left hand only. And I didn't see where tomatoes did anything at all. Pretty much unplayable for me after scene 2.

Mobius Dungeon by nesis 2014-12-16T08:29:00

Very clever, this. My only issue is the weird room transitions, but I imagine they're there to make it look less like you're going to another screen and more like the screen you're on is reorganizing itself. Would love to see more!

Spacey Trail by Jacksendary 2014-12-09T22:33:00

I'm a big fan of the whole "Oregon Trail IN SPACE!" idea, but it feels kinda empty, and it could do with some basic bug-checking to make sure the shops and traders don't scam you.

TURN it UP by pkenney 2014-12-16T09:01:00

Addictive! If I hadn't torn myself away from it I might've been going for hours. XD

Screen Escape by bessdlan 2014-12-09T22:56:00

Clever, but the physics are too fidgety for me to make any real progress. I quit at the part where you have to get a Companion Cube to slide up a slope too high for you to walk.

Cat-ana by Valandre 2014-12-16T08:54:00

I don't know why playing this made me think "GBA game." Any game that can make me think of one of my favorite gaming platforms ever gets extra points from me. ;)

Just a couple of concerns about the sound design. There should've been SOME feedback for defeating enemies - and that over-loud "MEOW" was irritating after a while. Also, am I the only one who heard a few bars of "Transformeeeeers, More than Meets the Eye!" in there?

Orderly! by HypnoBeaverMoose 2014-12-09T09:40:00

Interesting take on a physics puzzler. Picking up books worked better than I expected - I'm surprised I only once had to fight to pick up the exact book I intended.

Runny Square by NeithR 2014-12-10T00:12:00

A one-click racing game, brilliantly executed. My one - ONE - gripe is the abrasive SFX, but this game could give Flappy Bird a run for its money with some expansion. Maybe make the scenery change every few points, maybe add some music...

Room Nr.6 by PriorBlue 2014-12-09T08:56:00

A solid little puzzler. I love the "rotate the world" angle to the puzzles. I only wish it was a bit more complex!

Critter Blaster Extreme - Judge and Jury by Rocketship 2014-12-09T08:47:00

My run ended on the 8th wave, where the game bugged and the mecha-bear wouldn't come out of his hiding place off-screen. :(

Not a bad game overall, but it feels like two completely different gameplay styles clumsily merged together. Most games would go for either "lane changing" or "manual targeting" rather than both; maybe there's a clever way of combining the two, but here it just feels clumsy. Also, it would've been nice to see the enemies explode into gibs instead of just getting the same canned bloodspray animation for everything.

Oi! Menu!? by davient 2014-12-09T08:16:00

Clever. Too clever for me by far. XD

It'd help if we had some idea of what exactly we're trying to accomplish - I can save the little buggers from falling to their deaths, but I'll be damned if I can figure out what to do with (to?) them afterwards.

Gaia vs Humanity by Krunoslav 2014-12-09T10:52:00

I feel like I'm fighting a war with a pop-gun here. ^_^;

How come the other disaster types are more expensive if lightning kills everything?

TheBlindMaze by Valon 2014-12-10T00:38:00

I couldn't tell whether I was moving or hitting a wall, and "H" to hide didn't seem to do anything that I could tell. I've played a "sound maze"-type game before, but the sound design and presentation were much better there - this one looks like one of those badly-made fake virus warning popups.

Zdy-ball: The Coffee Hunter by cardanai 2014-12-09T08:30:00

It took me a couple twirls of the maze to realize that this is effectively a physics-based twist on Pac-Man - down to the pursuing ghosts. Also, you explode when you die. Good times! XD

A Vengeful God by 2Bit 2014-12-09T09:02:00

Really frustrating. There's no clear indication what I'm doing to my followers (they turn blue and groan; am I killing them? Turning them into zombies? What?) or what my powers do, apart from the fireball. And the interface for viewing the island is pure pain - so much for "all-seeing!"

Avoidotron by StabAlarash 2014-12-10T00:42:00

This is definitely the best-looking 2D Unity game I have ever seen - most of them look like janky Flash or Java stuff. Controls are a little slippery, though, and the SFX could use a little more punch.

Illinois Smith and the Temple of the Sky by FacticiusVir 2014-12-09T07:39:00

Probably the first game I've ever played that I could best describe as "boustrophedonic." XD

Love the scroll effect, and the way the game reverses course between "lives," though the jump physics leave much to be desired.

LD32 — An Unconventional Weapon

S-LAYER by Ryusui 2015-04-21T20:27:00

Try it again. Turned out I had the wrong DLLs in the Windows package.

S-LAYER by Ryusui 2015-04-21T21:05:00

Ahhhhh dangit. Try again. >_<#

S-LAYER by Ryusui 2015-04-21T22:34:00

I'll admit there's no visual feedback because most of the classic shooters don't tell you when you've hit a checkpoint, though I'll agree I should probably have put that in there. ^_^;

That said, the checkpoints are after each set of eye blocks, if it helps. ;)

S-LAYER by Ryusui 2015-04-22T21:01:00

Yeah. I was originally planning on ten different enemies but I ended up only implementing the five you see here. Six if you count the eye blocks. Oh, and the end boss.

I wonder if anyone's ever gotten that far. I just noticed I accidentally left his HP at 3 for testing purposes...^_^;

Avian Days by esayitch 2015-04-25T06:32:00

Unforgiving platforming but clever concept and mechanics. I hope I'm not the only one who looked at that ridiculous sequence with the back-and-forth spiked tunnels and decided to sequence break the hell out of it (I jumped down to the platform below the power-up and used the birds to climb up to it). XD

Super Scrap Yard Employee by Saltysandwiches 2015-04-25T05:56:00

I can't seem to hit the baddies unless I let them start hitting me first. There doesn't seem to be any reach/strength difference between different weapons, either.

Caffeine Rush by Tommislav 2015-04-23T22:25:00

Love the funky perspective on everything. My only gripe is the lack of feedback from enemies - hard to tell if/when my coffee is doing damage.

Davis and the Helmet by luke 2015-04-21T21:33:00

Short but sweet. Loved the graphics style. Could've used some SFX, though (but I'm one to talk, given my LD31 entry XD)

Can i fly? by komjaur 2015-04-21T21:14:00

Brilliant concept, though the grabbing/swinging implementation is a bit cumbersome.

TUGBOAT by lucentbeam 2015-04-25T06:58:00

This is not the first game I've played this LD to use the premise of "grab enemies and fling them into each other" but it's by leaps and bounds the better one. Polished, very professional looking, AND gamepad support! My only - ONLY - issue is that bullets become hard to spot when there's enough debris on the field, but that's only a minor gripe.

Size-o-Tron 3000 by SamH 2015-04-25T06:45:00

My biggest gripe with both versions is that the "unconventional weapon" doesn't really come into play until the end. That said, if that's what you can do with one extra day, I'd love to see what would happen to this game if you had a whole extra week!

Break A Leg by jcsirron 2015-04-22T20:26:00

I like the premise, but the interface could use some work, and the connection between my commands and the actual action seemed tenuous at best (why are sandbags raining all over the stage when only set one to drop?)

The lack of sound was a real killer, too, given the whole premise is about dropping things on people. ^_^;

DoubleNegative by Dickie 2015-04-21T20:44:00

I love it. With some more polish, this concept could easily be refined into a commercial game.

Light of the Living Dead by careless 2015-04-22T20:34:00

Very intense, not to mention difficult. I never made it past the second level myself. ^_^; Very professional-looking, on top of everything else!

Zombie Revenge Party by popcorn897 2015-04-23T22:03:00

Oh man, this is brilliant. You had me at the piggy bank weapon. Really needs some sound effects, though - part of the appeal of being able to thwack things with a guitar is hearing that satisfying CRUNCH/TWANG.

Null Chroma by Chris Delta 2015-04-21T20:52:00

Surprisingly intense for such a simple-looking game. I love the concept of using color subtraction to defeat your foes.

Might should consider gamepad support in the future. Left stick = move, right stick = aim, B, A, and X = R, G, B?

Wounded by Words by Traumendes_Madchen 2015-04-21T22:04:00

I'm having trouble downloading the game. Chrome gets through about 15-20MB and then quits. Maybe try uploading to Dropbox?

Wounded by Words by Traumendes_Madchen 2015-04-21T23:05:00

Finally got it to download and run. The story had me engrossed enough that I didn't mind the typos and spotty English throughout (though if anyone needs a proofreader/editor for a future Ludum Dare, just let me know!)

Dagobert by Jellyhard 2015-04-25T05:52:00

Clever concept, frustrating mechanics. I like the idea of planting bombs and keys to use but I hate how I have to position them JUUUUUUUUST right in order to make use of them. I kept having to restart the first "bomb fruit" level because the fruit kept sailing over the mook's head instead of hitting him!

Canker Blossom by Headmade 2015-04-22T20:45:00

I love the overall premise, though the interface felt a little clunky - I think the drag-and-drop approach is a bigger impediment to assembling these insults than actually parsing the Shakespearean English. ^_^;

I think a faster-paced game would suit this premise nicely, like multiple rounds of assembling insults against the same opponent. I'll confess I'm thinking specifically of the end of the Panic Talk Action sequences in Danganronpa 2, where you have to assemble the final statement which refutes your opponent's claim by quickly pressing four buttons (corresponding to parts of the statement) in the right order.

...on that note, if battles involving words are your thing, DEFINITELY give the two Danganronpa games a go.

The Spooky Ghost by DefectiveMelon 2015-04-25T05:42:00

I like the overall concept, but the platforming is a pain and it's way too easy to lock yourself out of victory. Also, wouldn't it have made more sense to map functions like throwing knives and un-possessing your current body to common command buttons like Shift and Ctrl?

Robo Mission by pixzleone 2015-04-21T22:18:00

Hacking interface is clunky and confusing. Definitely needs some work.

Rollout by Tortoise 2015-04-25T06:49:00

Oh God that was hilarious. XD Physics are a little wonky, but the premise and presentation are priceless.

Hive Mind by narve 2015-04-21T22:03:00

Cool premise but needs some tweaks to the controls.

Super SALT Helmet by DarkwindMedia 2015-04-21T21:55:00

Oh man, this ROCKS. It took me a few rounds before I could avoid getting my face smashed in by the AI after the first few seconds, but this could easily be a commercial release!

X-11 "Gust Gunner" by cowboycolor 2015-04-21T23:52:00

Oh, man. This hits all the right retro notes. Controls are maybe a touch slippery, though, and the game could be a bit more forgiving with checkpoints (I made it as far as Level 2 and ragequit at that tricky bit of scenery with the spiked barrier I had to maneuver under XD).

HELP: The Mystery of the Not-Terribly Useful Information by terpin 2015-04-21T23:32:00

So I think I just blew up an insane solipsistic brain-in-a-tank for the sake of global information freedom. Good times. I just wish I could skip through the text a bit faster. Are there multiple endings, by the way? I was told W.A.L.T.E.R. was "Happy, Suspicious" right before I got the opportunity to rubber-stamp his special delivery.

Move Them by remiv 2015-04-21T22:11:00

I'm a big fan of the whole "grabbing enemies and knocking them into each other" premise, but why can't I see the range of my grab? As it stands, I have about a 50/50 chance of actually grabbing an enemy or misjudging the distance and slamming right into them.

The Awesome Jelly by fixitteam 2015-04-21T21:02:00

Love the overall aesthetic, though I think it was a mistake to make the levels so dark (even if the light source effect is pretty neat).

Pedestrian Mining Corps by mildmojo 2015-04-25T07:09:00

Enjoyed it. Could use some more gameplay depth (maybe different asteroid types worth different amounts?), but I liked it overall. I also loved the little 3D pixel people; the whole game really should've been in that style. XD

My one issue is the way things get confused when you've got an asteroid (or several) near Earth. It's sometimes hard to tell the pedestrians on the asteroids from the one circling the planet ready for launch, and flung pedestrians keep clinging to nearby asteroids when I'm trying to launch them at the "stream."

LD33 — You are the Monster

Royal Jelly Roller by BNeutral 2015-08-25T06:26:00

Talk about punishing difficulty - yet absolutely adorable. XD

CRUNCH!!! An Interplanetary Meal Trip by Ryusui 2015-09-06T20:30:00

Thanks for the feedback, all. :3

Yes, the lag is due to delta timing - sometimes the framerate sputters and random acts of teleportation slip into the gameplay. I read a good article explaining why I should used a fixed timestep instead, though I've yet to implement its advice. ^_^;

Ludzilla by highlyinteractive 2015-08-26T22:26:00

Loved the music, and the little (giant?) monitors on some of the buildings showing my rampage in progress.

Only two gripes: the ground should have some detail (feels like the monster and all these buildings are just floating in space), and I wish my monster punched faster. XD

Even In Your Ludum Dare by madameberry 2015-08-26T20:45:00

Don't beat yourself up; this was HILARIOUS.

I only have two issues: one, the hitbox for eating the other little guys isn't obvious, and second, I would've appreciated some kind of gib effect for the actual eating (the sound effect is cute, though).

And I love how I can end up becoming a bouncing orb of (fiery?) destruction. XD

SQUISH PUNY FLESHBAGS by yajiv 2015-08-25T04:58:00

I love it! I have only two gripes: one, the "tanks" don't show any sign of damage (it took me a few tries to realize I didn't miss; they just required two hits to bring down) and the game ends after five waves instead of continuing until I get owned.

Other than that, VERY well-polished and well-conceived. :3

Separated by rxi 2015-08-29T23:23:00

A beautiful art piece. The only place I'll ding it is the sheer number of background tiles ripped straight from Link's Awakening (believe me, I'd recognize them anywhere).

You! Are the monster by panda 2015-08-29T23:33:00

Some brain-twisting puzzles here! This would really be awesome with a fancier presentation.

Lurker of the Night: Shamzalla by VividReality 2015-08-25T05:40:00

Love the concept. A little fidgety getting objects to operate. Really professional-looking, though - what did you use for the animations?

Can I Haz Monsters? by Omiya Games 2015-08-26T08:33:00

Cute and charming. Love the concept. Also oddly empowering when you become a monster yourself and gain the ability to leap chasms in a single bound. :3

The Monster I Am by KilledByAPixel 2015-08-25T04:15:00

I got to high-five the top off of a building. Good times. :3

Grow by fullmontis 2015-08-26T07:49:00

Love the concept; controls are a bit confusing, though. Gameplay makes me think a bit of "What Did I Do To Deserve This, My Lord?" which purports to be a dungeon simulator but is really more like an ecosystem management game.

Perspective by ChuiGum 2015-08-25T04:34:00

Awesome concept and very polished!

Sirens by miotatsu 2015-08-25T04:41:00

I like the overall concept but the implementation feels like it could use some rethinking.

Who Shot First by CheesyRamen 2015-08-29T17:51:00

Oh that's really clever. I love it when games play with genre assumptions like that. XD

I noticed after the first few kills that not everyone I had shot was brandishing a gun, but by then it was too late. ^_^;

It's also neat how, if you let them shoot first, the game's dynamic becomes COMPLETELY different - and it becomes a LOT harder to survive. XD

Monster Taxi by AtomicVikings 2015-08-25T04:29:00

Controls were a little twitchy but I like the aesthetic. I can't seem to figure out how to drop off passengers, though?

Monsta Stelth Gem by Alan Masimba Walker 2015-08-26T20:55:00

I love the art style, but this desperately needs audio. And a little more forgiveness with the vision cones. (In Metal Gear terms, there should probably be a brief "?" period before the "!")

Shape-Shift Escape by keyboardmonkey 2015-08-25T06:17:00

Short but sweet. This could make a good prologue to a more full-featured point-and-click adventure. :3

UMON by magenta 2015-08-25T04:03:00

This game probably had me at the CRT fisheye effect. XD

Only two gripes: the "healing" downtime between attacks gets absurdly long the more HP you have, and there doesn't seem to be that much relation between the upgrades I buy and the monster's appearance.

OMNOMNOM by Zupoman 2015-08-26T07:18:00

You had me at the human-munching animation. XD

That level with the snipers on the roof is punishing, though - I never figured out how to aim my throws and their 21-gun middle finger salute made short work of me. ^_^;

The Banana Eater by Dizzyman572 2015-08-26T08:09:00

So this is what it feels like to be the SkiFree Yeti. And there's not an F key in sight. :3 (Though those dart-shooting guards are equally maddening!)

The soundtrack and SFX were hilarious. I'm glad I waited until the end of the victory jingle and caught the city-shaking burp. XD

Also I love how bananas leave giant peels behind when you eat them. And the guards' peels still have little caps on. Oddly satisfying hunting down those smug golden bananas and eating them as well.

Empowered Darkness by Goutye 2015-08-26T07:38:00

Clever, though some more visible indication of which monster I'm controlling/which one I'll switch to next would be appreciated. Also, yeah, it's not hard to use the blower guys to juggle the hero into the lava pit. ^_^;

Player Rush by Hot Box Games 2015-08-29T17:59:00

Woo, I'm freakin' Twintania! Or The Manipulator!

That might be an interesting direction to go in the future - additional bosses/characters with different mechanics (it would be HILARIOUS if I could Divebomb the daylights out of the players, or maybe summon adds to fight alongside me).

The one problem I had is that it's not clear you can't attack while moving - I kept pressing space and wondering why I wasn't doing anything until I tried it while I was standing still.

That said, if you need any extra names to include among your players, I suggest looking into .hack and Sword Art Online. I'll admit I was a LITTLE disappointed I didn't see a Kirito trying to hack his way through me. XD

Redemption by Mikhail 2015-08-25T05:47:00

Really kind of a mess overall. Horizontal scrolling stopped working after a bit.

Sefivn by razieliyo 2015-08-25T03:43:00

You are the (Pocket) Monster, amirite? XD

At first I was a bit confused but then I GOT IT. I love the idea that all your moves are randomized but you can customize your character with specific strengths and weaknesses. This is a concept worth refining into a more full-featured game.

Amebiasis by theshadowteam 2015-08-25T07:12:00

Makes me think of the egg launch mechanics in Yoshi's Island, though much more fiddly. Aiming seems more a matter of luck than timing.

The Basement by AdayMC 2015-08-29T17:36:00

Deceptively simple yet oddly compelling. My only issue is the game could've used a few extra curveballs at higher levels - it gets a LITTLE repetitive. Other than that, great stuff!

Groll's Revenge by cyrixd 2015-08-26T07:14:00

Clever idea, punishing in execution. Any reason for the odd start/restart keyboard shortcuts, BTW?

The Bed Was Cold by lectvs 2015-08-26T07:28:00

That was intense. Very reminiscent of the original Silent Hill games, or Corpse Party. Atmospheric and, frankly, terrifying. XD

Dungeon of the Mimic by Alpenter 2015-08-25T05:57:00

Very professional-looking! Just a few gripes:

1. The spike placement on the second floor is BRUTAL. It's actually really hard to maneuver precisely around them!

2. Lives don't reset on game over. Whoops!

3. Plurals don't take an apostrophe. "Knights," not "Knight's."

Also, is there any way to defeat that ghost thing on the final(?) floor? I keep getting shoved into the walls and killed. ^_^;

Youkai by Nibble Bits Studio 2015-08-29T23:07:00

"I am lightning...the rain transformed."

ADDICTIVE. I've only got two gripes: one, I feel like enemy attacks should be telegraphed better, and two, I wish dying had a bit more flair than just falling over. XD

Gloobs by stoarch 2015-08-26T21:49:00

Ugggggh please get rid of the "ability" to split into multiple blobs! I move slowly enough as it is without having to wait through the animation TWICE for each move!

Monster Adventure by pyokoanarogue 2015-08-25T04:51:00

As much as I appreciate a good Metroidvania, this was just too sloppy to be enjoyable. :(

The Old One by Chris Olsen 2015-08-26T08:40:00

So this is what it's like to be a Colossus. Good times! Not quite sure how to read the score, though. XD

Send them to Hell! by maguera93 2015-08-26T22:03:00

Very reminiscent of Megaman. Which is always a good thing. :3

Monster and Hero by MSiddeek 2015-08-25T06:08:00

12 hours? That's some incredible work for that short amount of time.

I have exactly one gripe, and that's the stick figure "hero." A minor presentational issue in an otherwise stellar puzzler. Amazing work on the levels!

Kaiju no Ai: Aisuru no Monogatari by Hizu 2015-08-29T22:54:00

Controls are frustrating. I'm fine not being able to move and attack at the same time, but why does moving BLOCK my ability to attack? Also, you should note that the game has to be run at 16:9 resolution instead of 4:3 - the final building in the first stage is invisible otherwise.

You are the Hero by rotpar 2015-08-25T05:29:00

I love the character "selection" screen. XD

By any chance, is it possible to clear without killing ANYONE? It seems there's a few places where it's impossible to get through without killing.

Doomed Settlers by Jimbly 2015-08-25T05:14:00

I was wondering about that creepy little red flower thing...XD

P-Type by FZeroRacer 2015-08-25T06:34:00

Awesome concept. I just wish there was more of it. XD

Monster Chomper by PokeyOne 2015-08-26T21:03:00

971 before I got too cocky and got taken out by a 990.

This actually got more enjoyable the longer I played it. I just wish it had sound effects. And maybe some nice juicy gibs for when you eat a monster.

Jamie Oliver: What's Cooking? by BOBANY 2015-08-26T07:44:00

I have no idea who Jamie Oliver is and I only vaguely know who Jim Sterling is, but I will give this game ALL the points just for the hilarious visual of someone "cooking" by hacking repeatedly at raw ingredients with a freakin' meat cleaver.

WEAKER BOWSER BROS by JHM 2015-08-25T04:24:00

Really clever concept, making the two sides cooperate for a common goal. Gameplay could use a bit more polish, but major props for innovation here.

Vamp Tramp by ghostlyguru 2015-08-26T20:18:00

I like the concept, but I was really hoping from the description that it was going to be more complex than "try every option in the dialogue tree until you win." ^_^;

The Mammoth: A Cave Painting by inbetweengames 2015-08-29T17:25:00

Very cathartic to smash up the hunters' village at the end...though I lost my last baby mammoth in the process. Point made, I suppose?

Kaiju Down Under by Hippomancer 2015-08-29T17:42:00

I've never had this much fun stomping through a major metropolis as a flightless bird before. XD

The Dictator Simulator by Simonaiso 2015-08-26T08:18:00

Hilarious. Though I can't quite seem to figure out the logic behind what will and won't get my audience to applaud.

Also, holy CRIPES this game is over 700MB unzipped. That's a lot of hard drive space for a tiny little game like this. I do think the voice samples are a huge part of the game's humor, but was there any real REASON to use uncompressed audio, especially when the dictator's speech is almost gibberish?

Business Demon by LeReveur 2015-08-26T22:13:00

Yeah, the UI is a bit opaque. I'll admit I wasn't sure what I was doing, but I did clock in at about $6.8M at year's end.

We Missed You! by RHY3756547 2015-08-25T07:01:00

44850. This whole game gives me such wonderful nostalgia for the Game Boy Color and Neo Geo Pocket Color. :3

I should check out this PICO-8 business myself in the future!

Pik & Pok by TheGreenTie 2015-08-29T23:52:00

I'll be honest: I have a weakness for games that use the faux-CRT look. Love the retro arcade gameplay. Seems to be a bit buggy, though - in 2-1, I had two coins spawn next to each other, neither of which would stop flickering so I could pick them up. :(

bloody tentacles by zuurr 2015-08-26T21:58:00

I love the look of the creepy tentacles. Only one thing bothers me: wouldn't it make more sense for the "end-of-level compass" dots to travel from the monster to the exit, rather than vice versa? I honestly thought something was shooting at me at first. ^_^;

Motherflipin' T-Rex! by mantis 2015-08-26T17:57:00

I love how things go flying as you smash them. Very nice and arcade-y. :3

LD34 — Two Button Controls / Growing

Get Off, Cat! by josefnpat 2015-12-21T01:42:00

Surprisingly intense for such a silly game. Good times. XD

(also, props to a fellow Love2D developer!)

Coffee, Please! by sweetfish 2015-12-15T09:14:00

*satisfied printer noises*

Overall I like the concept, but as already noted, if you've never been in a Starbucks in your life, the questions are going to come off as non-sequiturs. ^_^;

The Temple of Horyuji by ZYXer 2015-12-21T02:01:00

Love it. Really, the sound is all that it's missing. Some stock effects/music would've done wonders for the feel.

Skill Clicker by XtremePrime 2015-12-18T05:53:00

Kind of irritating. "Life, yet Death" is another "clicker" game like this but it's much nicer in terms of gameplay and presentation.

Zen Jen by fluidvolt 2015-12-18T06:01:00

Beautifully put together. And an awesome first effort in Love2D - much prettier than my own. XD

Cavern Climber by fashionbatman 2015-12-15T09:19:00

I like this - it makes me think a lot of GIRP (by the creator of QWOP). The only problem is, vertical jumps are next to impossible - maybe it would've been better to have one button toggle directions and the other jump?

Parse The Sky by dustyroom 2015-12-15T09:31:00

Reminds me of a cross between Sky Odyssey and Continuum/Alpha Waves. :3

My only gripe is the controls. Why did you go with realistic plane physics (including stalling!) but reverse "pull up" and "dive" from every other flight sim out there? You could have at least included an "invert Y-axis" option. :(

Slum Runner by Warboys 2015-12-18T06:20:00

Very nice. My only gripe is the game crashes if I leave it paused on the dialogue cutscenes between levels for too long. ^_^;

Aggravation Cubes by Keith Stellyes 2015-12-17T00:07:00

I give it points for the overall concept but it's just way too finicky and frustrating. :(

SAAAM by Ogniok 2015-12-15T04:15:00

Impressive work for a three-day project. Only two gripes: there's no way to skip dialogue you've already heard, and two of the endings differ only by which button you choose to press at the end.

Also, a bug I discovered: if you're quick, you can exit the lift before the doors close, which breaks the game. (I was hoping the game would have a response for that, since it's expressly something the computer tells you not to do!)

Also: "Sharks. Winged sharks." XD

Kill the Christmas Trees by rd127p77 2015-12-21T01:35:00

Simplistic but not bad at all. It could use some music, and maybe some more dynamic difficulty (i.e. the game speeding up over time). And maybe a proper score mechanic to justify killing all those Christmas trees. ;)

Volcano by uvwar 2015-12-17T00:24:00

Spiffy little toy you've got here. I just wish the controls were a little less cumbersome, like maybe locking the camera and the cursor to each other to an extent. Like, the cursor auto-centers when you pan around, and the camera will also move if you move the cursor past a certain "deadzone".

The Drunken Executioner by karlipoppins 2015-12-17T00:33:00

Ha, clever. I love the gameplay mechanics, though I wish there was some way to redirect the reticle so I don't have to wait so long for the perfect shot.

(I'll also have to dock a point on "humor" for relying on the old "you did the right thing and everyone suffered for it" twist. ;) )

retrovirus by razieliyo 2015-12-15T04:24:00

Impressive. I just wish I could understand the mechanics. XD

Polygonal Expansion by GogglesKitty 2015-12-15T04:35:00

THIS IS A BEAUTIFUL THING YOU HAVE HERE.

My only gripe is the "single-color" thing it starts with isn't all that appealing at all...I wasn't sure if I was supposed to hit the blue squares or dodge them. The color-matching stuff was brilliant, though.

Interstellar Cruise by Drauthius 2015-12-16T23:59:00

I have to give this one extra props for being a fellow Love2D entry. ;)

My biggest gripe is there's no way to cancel room/corridor placement once you've selected something. Second place would be how there's no indication what the different types of room are once you've placed them - it would've been nice if the buttons for each room type were color-coded to correspond with the rooms.

And yeah, it feels really unforgiving at present. XD It's hard to determine the exact interplay between happiness and income, for one.

Line/Dash by Eingya 2015-12-15T04:42:00

I want this on my 3DS or Vita, STAT.

Rooter by AuthorX 2015-12-15T04:27:00

Controls are a little confusing. Also, I completed a stage and got a "You Win" message which was immediately followed by "You Failed." :(

Growing Diseases by FlatPivot 2015-12-15T09:04:00

Am I the only one who had to play twice to notice the green stuff crawling down from the top of the screen? Also, I assumed the organs were just there to block your shots; I didn't notice any effect from shooting them.

Also, the zoom effect when you're off the ground is annoying and disruptive.

Potbelly Parasite by felilix 2015-12-21T02:12:00

Hilarious. My one gripe is, the gameplay pretty much breaks at the end - your lasers come out of your mouth, so you can't zap pills once you're big enough to fill the entire stomach. Also, the finale seems to be bugged - the dialogue for the final segment repeated right before the chestbursting climax. Might wanna fix that.

Hacka Runna by crabcrabcam 2015-12-21T02:15:00

I like the overall concept but this definitely needs a lot more polish.

Homeworld by Bumblepie 2015-12-18T05:49:00

Simplistic graphically but actually quite well put-together. Difficulty scales pretty quickly. XD

Life... yet, Death! by UgiWithAKnife 2015-12-17T00:46:00

I wasn't expecting to like this but I LOVED it. Dark and creepy to be sure but inexplicably compelling overall.

The Child Spirit by Oneiric Worlds 2015-12-18T05:45:00

Absolutely beautiful - and just as unforgiving. XD

I think the game could benefit greatly from some kind of "animal radar" - like an arrow pointing to the nearest one. It would cut down greatly on the annoying trial-and-error aspect. Also maybe a more intuitive, platformer-friendly button combination than space and enter?

Neon Abyss by rsf-krx 2015-12-15T09:10:00

Beautiful. A little shallow, but addicting. :3

LD35 — Shapeshift

Shift 'n Drift by LandoSystems 2016-04-19T08:22:00

This is AMAZING. At first I was like, "oh, okay, all these levels are gonna be pretty straightforward, just use the abilities in the right order"...WRONG, HA HA. Momentum and timing come into play heavily, and frankly I stopped at level 11, but only due to my own ineptitude and NOT any issue with the game design. This game rocks!

Flutterby by BrianSChung 2016-04-19T08:32:00

The whole thing straddles a line between "dreamlike" and "seizure-inducing." XD Very pretty, and rewarding when you figure out the near-abstract graphics.

Kawaii Cat's Adventure by XtremePrime 2016-04-20T05:30:00

It's a good start on an interesting premise. It's just disappointing there's so little to do. I like the idea of gathering resources which in turn gains you the ability to obtain other resources, and it's a good foundation for a much bigger, much more complex game. I hope you'll put some effort into making that game ;)

Altruism by calzep 2016-04-19T08:38:00

Clever concept, but the slippery physics and punishing lack of checkpoints kept me from exploring too far.

Super Shift-Shaper by Jacksendary 2016-04-19T22:09:00

It's a solid attempt to replicate the feel of Super Hexagon, but the collision detection is a bit finicky - the holes in the circles should flare outward so it's less likely you'll kill yourself moving to align yourself for the next circle.

Super Shift-Shaper by Jacksendary 2016-04-19T22:11:00

Solid attempt at replicating the feel of Super Hexagon, but the collision detection is a little wonky. The way the holes are cut in the circles, it's too easy to accidentally kill yourself while moving to pass through the next circle.

react! by Delicious Code 2016-04-19T22:38:00

Very professional-looking. I just wish there was better contrast in the indicator in the bottom-left - it's hard to see that thin blue outline against a green background.

Candylicious by monaarc 2016-04-19T09:38:00

I love the bonus mechanic which forces you to switch forms. Did you do the 2D art of the guy on the game over and victory screens as well?

Shift-Faced by tweedle 2016-04-19T08:51:00

I don't know what your game is doing but it made my computer freeze for five minutes before it'd let me close, and it's STILL freezing intermittently several minutes afterward.

Sergei's Virus by avinashd 2016-04-19T09:17:00

Phew. I'm pretty decent with Python myself and I had to look up workarounds for some of the puzzles in here. Good times!

Hedron Collider by ProgrammerSteve 2016-04-21T06:06:00

Very nice. A little Guitar Hero, a little Audiosurf...my only gripe is that it's not clearer that you can "wrap" around the track.

SH4PE by ragnarolis 2016-04-19T21:52:00

I'll admit, I was more than a bit confused by the scrolling shape background. I didn't realize it was just window dressing - I was like, "match WHAT shape?" until I noticed the little yellow box in the bottom left. Definitely needs some work on the UI.

Those Aren't Stars by Gtron 2016-04-19T09:33:00

Cute concept, but buggy collisions and pointless "waiting game" sections detract from the experience.

The Big Fist by matt beckett 2016-04-20T05:12:00

Oh man. This is one of those games where I just wish there was more of it after finishing XD

I love the infinite-range horizontal dash attack mechanic. My only gripe is that enemies should do something a little more than just vanish when hit - like explode or something. XD

Planet-0 by Dreschler 2016-04-20T05:22:00

Cute, funny...I love the general premise, though it felt at times like the teleport ability was a little glitchy. I think maybe it would be wise to change it so you use the left stick to choose your direction, treating LT as a toggle for walk/teleport mode?

Also, I don't know if this is deliberate, but you do know that 4,700BC is in the ancient past, not the distant future, right? XD

By The Light Of The Spire by Blobo 2016-04-19T21:58:00

Clever, but punishing beyond belief. I think a more intuitive control scheme would have helped greatly. Also, air form's double jumps don't seem to work properly.

Shicken by Saiodin 2016-04-19T21:13:00

Very nicely put together on all fronts. I'd love to see an expanded version with more levels. :3

ShapeCrafter by EstrelSteel 2016-04-19T22:18:00

Took me a bit to figure out what I was supposed to be doing. I think would've been better if there was a stronger correlation between the shapes we're placing and the actual shape we're trying to construct - like actually having to put it together like a puzzle.

Starliege by Kudanaman 2016-04-19T22:01:00

I love the concept, but in practice there's nothing stopping me from jamming all three fire buttons at once repeatedly and blasting the enemy ships with an inescapable carpet of multicolored destruction. ^_^;

Trial 21 by mooncalf 2016-04-21T05:54:00

Loved it from start to finish. Great work on the animations. Only one issue - you most definitely did NOT keep the player from falling off the world like you said you would XD

Bluboy by Falak 2016-04-19T09:47:00

I love the concept; I just wish the platforming wasn't so buggy. I can't complete the tutorial without getting stuck in the floor. :(

ShapeGrid by matiasbontempo 2016-04-20T05:34:00

Very nice. I do feel it's a little too reliant on random chance, but I love the concept and the amount of effort put into the graphics.

Shapes Attack by qikcik 2016-04-19T09:21:00

Minimalistic but very striking. I feel like cycling through shapes rather than selecting them directly would have been a bit more manageable; keeping four button actions straight is surprisingly tricky! XD

h3ss by wboqm 2016-04-21T05:46:00

I didn't understand what I was doing at all. I think the concept of hyperbolic geometry might work better in 2D (c.f. HyperRogue).

Also, why does the game default to the upper-left corner of the screen on start, with the window header hidden offscreen?

Amorphosis by NvrSkipGameDay 2016-04-19T08:25:00

Clever concept, great graphics, though the implementation seemed a little fudgy. Also, I wish I could cycle morphs in reverse.

Soulshifter by toastedgames 2016-04-19T08:12:00

Liked the variety of enemies. One problem I had is that the dog seemed far and away the best of all the forms (though I didn't survive long enough to try the alien). Everyone else either moves or hits too slow to deal with the onslaught. XD

Escape from the pit! by Been 2016-04-19T21:23:00

Interesting concept, but the physics were just too wonky for me to get past the slide.

Inner Maze by Uson Chen 2016-04-21T05:26:00

Clever concept, beautifully presented. It's just a shame the collision detection is so buggy - it's sometimes impossible to move between shapes even when they're overlapping.

ColorShift by CrazY 2016-04-21T05:39:00

Even as an unfinished game, this is kind of a disappointment. The gameplay demands lightning-fast reflexes but the controls are sluggish and unresponsive; by the time I can cycle to the correct color, the enemy I'm trying to kill has already changed to something else. Also, would it have hurt to just put some printed text up on the first screen? It probably would've taken less time to type up a tutorial than scrawl all that hard-to-read text. (Also, speaking of the controls: color cycling should be mapped to RMB.)

Qtetris by saavedra29 2016-04-21T05:33:00

It's an interesting idea, but you really should have put more effort into "making it your own." This feels really bare-bones even as a vanilla Tetris implementation.

Pluto's Tears by kestrelgames 2016-04-19T21:33:00

Cute Katamari-like. It took me a while to realize time paused while I'm aiming - maybe you should add some kind of visual indicator of which direction objects are moving?

Flumber by roman9 2016-04-19T21:40:00

Clever concept, but it felt like sometimes my button inputs wouldn't register. There should also be better indication that I should be paying attention to the sign in the background and not the shapes on the hurdles (which are misleading, as they can change at the last second!)

LD36 — Ancient Technology

The Pogo Stick of Power by SbstnC 2016-09-01T22:36:00

I love the "Game & Watch" aesthetic. The start of the final level is pretty brutal, though. XD

Ancient Maze of Epla by xesenix 2016-09-11T22:28:00

Brutally difficult. ^_^; Graphics are good, but music is a bit repetitive. Also, are you supposed to be able to pick up a techcard if a boulder is occupying the space?

Of Health and Madness by studdert249 2016-09-12T01:59:00

I like the overall concept, but sometimes the connection between choice and consequence feels...arbitrary. It would be nice if you got a message explaining WHY you lose health/hunger/sanity for each choice.

HEAVEN Slime by ohsqueezy 2016-09-12T03:49:00

This is a REALLY NICE game. I love the concept, I love the execution...my only gripe is that, as noted, the margin for error is punishing. It'd be great if we had some more precise indicator for how much "oomph" we were putting into our jumps, maybe some kind of background detail allowing us to better measure distances between eyes as well.

Clocks by akai_0okami 2016-09-14T18:47:00

Solid little platformer. I agree, though, that the whole "waiting for moving platforms" thing kinda spoils the experience, especially when it obfuscates some of the puzzles (like the clock part hovering over what appears to be a deadly fall, unless you wait long enough for the bottom-most platform to cycle back).

Portal to Darkness by InfiniteGames 2016-09-12T02:17:00

It's an interesting idea, but the controls don't work. I click the arrows, but they flip back and forth on their own when I press the spacebar, and invariably I find myself shooting at the Cthulhu-thing instead of picking off the monsters on either side.

Isaac's Descent by eevee 2016-08-30T07:11:00

Beautifully put together, and quite a bit of content. I love the mechanics of the spells at your disposal. :3

Knocker-Upper by Neonable 2016-09-01T21:50:00

Love the atmosphere and the level of polish. If I could name two gripes, it's that it's not clear how many hits it takes to wake up a target (it seems to be slightly random?), and each level ends immediately after reaching the end of the road - a second or two extra to hit any targets I might have just passed would have been appreciated.

OLDNYUZ by repstyle 2016-09-12T01:38:00

I like the general concept, but the interface could use some work. Like others have noted, it's not clear you can direct your spies to locations that AREN'T cities. I do like the idea that you can direct them to special "bonus" locations, but it'd be nice if the destinations otherwise "snapped" to places of note.

Orgog's Prison by Fib 2016-08-30T06:39:00

Made it three levels in. Those archers are savage! XD

I'm thinking either the player needs to be able to move and possibly shoot faster, or the archers need to fire more slowly/less frequently. There's really no good way to deal with archers without taking damage, especially when you're being zerged by orcs streaming out of a burrow (might wanna fix that typo while you're at it ;) )

Terminal Condition by Cryovat 2016-09-01T22:27:00

PHEW. I managed to escape with less than a minute left on the clock. Good times. XD

The Coterie by oskardevelopment 2016-09-01T22:52:00

Not a fan. No tutorial, no interface feedback...I feel like I'm clicking stuff and getting a response half the time, the other time not, and I have no idea why. Also, fullscreen-only? Why isn't there a windowed option?

Ravan by Erkberg 2016-09-14T19:22:00

Controls are okay, but collisions are pretty janky. The diagonal jumps require a frankly absurd amount of precision, and the discus is such a tiny projectile (and it takes so long to return!) that it's frankly useless. Also, no fair making the cubes jump back up onto the platforms. It's your fault for making them bounce back so much when hit; I feel cheated I can't kill them by knocking them off (however clever an implementation it might be).

Forty Two by Diptoman 2016-09-01T21:54:00

Not so much a difficulty curve here as a difficulty cliff. XD Still, very polished - I just wish it was possible to remove a block without redoing the entire grid.

The Ancient Cave by Sanart 2016-09-14T19:36:00

Clever concept, but the physics are kinda wonky, and the puzzles veer towards the obtuse. In particular, I liked the spirit of the timer puzzle (even if it did evoke the most maddening Megaman setpiece!), but I wasn't a fan of how it wasn't clear you could "queue" two activations - or that you could ONLY queue two activations, which made the puzzle a lot more finicky to solve. Also, is the screen suddenly blacking out when turning the rightmost wheel in the final room a glitch?

Azteciablo by jsmars 2016-09-14T18:38:00

Maybe I'm just not into this kind of game, but combat feels rudimentary, and the AI is just plain better at it. Given how weak healing items are, the best I can seem to hope for is killing a few enemies and grabbing some low-level gear before I run out of health.

MistIslands by tmpxyz 2016-09-01T22:09:00

This is really impressive. It's a shame you didn't have a native English speaker go over the text; everything looks so professional but the text is really really amateurish. ^_^;

The Great Sphinx Pyramid by Alphish 2016-09-01T22:47:00

Played the Post-Jam version. Just plain cannot figure out the room with the three pushable columns. ^_^; Other than that, great concept, but I agree some things need to be indicated better (and you need to fix that glitch where the player half-phases through the stairs).

Buried Maze by Thirzen 2016-09-01T22:03:00

The enemies are nicely unsettling. I wish there was more feedback regarding what I was doing, though - I explored the whole thing and found the "exit," but I couldn't figure out what the blue and green eye switches(?) were supposed to be about.

TrainStack by TheMonsterFromTheDeep 2016-09-12T03:59:00

This is a really promising concept and really well-polished, especially the tutorial and the new mechanic explanations, but the puzzles themselves are a bit obtuse for my tastes. I'm glad you included a solutions guide. ^_^;

The Collector by intXparts 2016-09-12T02:07:00

Frustrating. I thought I was dying to an invisible deathtrap right at the start, only to realize there are trap floors which are marked EVER-so-faintly. Collision detection is likewise too punishing for this to be any fun. This is a game that just plain hates being played.

Dino Lazer by Chaoslab 2016-09-12T03:30:00

I like the general concept of how different weapons consume different amounts of energy. That said, it feels like I get too much thrown at me too fast - it's hard to destroy everything that comes at me before I get overwhelmed. The graphics are actually quite nice, and I love the Amiga imagery you used. XD

Blunderbuss by Steven Miller 2016-09-02T00:49:00

I really like the overall concept and premise. I do have a few gripes, though. There's some levels where it feels like you have way too much thrown at you at once - it's a struggle to keep your weapon loaded and deal with everything else. Maybe there should be some kind of "scratch damage" weapon, like a bayonet, good for killing enemies that are almost dead but not much else? Also, I really wish the particle effects wouldn't obscure the button prompts. Finally, I wish the game had an actual boss theme. ^_^;

Lanterns Light by johnasebok 2016-09-14T19:03:00

Ambitious, but the interface could use a little polish. It's a bit annoying how you can't use the keyboard to select commands, or use the mouse to pan the camera. (And is there any reason why "End Turn" isn't in the same cluster as the rest of your commands?) It also feels like the game is rather unfairly balanced in favor of the zombies: it's far too easy to accidentally feed your lanterns to the zombies. Maybe zombies should have fewer movement points per turn, as well as take fewer hits to kill?

Lost Temple by Dietrich Epp 2016-09-11T22:31:00

Short but very well-made. Love the concept. Solid graphics and music, too. My only issue is that jumping feels a bit "floaty."

LD37 — One room

BBS. Room One by Alexander Kondyrev 2016-12-21T04:58:00

I really like the concept. Just tighten up the platforming and add some actual sound effects/music in the future.

Norton and Mary by dude_the_hero 2016-12-13T03:27:00

Graphically it's pretty impressive, but gameplay-wise it's a bit unpolished for my tastes. The lack of audio is also a big sticking point for me. Even some token SFX whipped up in Bfxr would have added immensely.

INF by jack-lance 2016-12-13T03:38:00

Oh man. This is an incredible concept and execution. I couldn't beat it, but I made it far enough to be thoroughly impressed by it. You should definitely try to make this into a full game!

Out of Breath by james-gillespie 2016-12-19T05:25:00

Really enjoyed it. I just wish the "loop" felt a little more forgiving - I felt like I was having constant brushes with near-death just trying to explore my immediate surroundings. Thinking the game could be a bit more generous with oxygen. ^_^;

Strexter by Ryusui 2016-12-29T05:41:00

Yeah, my plans for this were a lot more ambitious in terms of content. I definitely have plans to go back and add more sometime - along with new gimmicks to contend with!

Checkpoints were very much something I had in mind. I'm also thinking a better introduction to the red "slowdown" tiles might be to force the player to cross them in order to proceed. A dash mechanic would be fun, now that you mention it, but I think I might implement it in the form of directional "launch" tiles (which could both help and hinder!)

Frantic Synergia by TheBlueGamer55 2016-12-13T04:28:00

I love this concept. A bit more complexity and you'd have something you could easily put a price tag on.

My only issue is that sometimes an energy crystal(?) will spawn over an enemy turret - with good timing they're not hard to snag, but they're quite a bit harder to spot (green on green).

Heavens Inc. by komjaur 2016-12-13T03:11:00

I wish the potential outcomes of my choices were clearer; answering prayers feels like a bit of a crapshoot. The text could also use some proofreading.

Riftong by leondryaso 2016-12-21T04:51:00

This is a positively BEAUTIFUL game. With maybe a few more tweaks (e.g. additional gameplay depth) this could be something you could put on Steam Greenlight.

Maze Frenzy by ZQMony 2016-12-21T05:32:00

This is very clever and well-put together, though I'll admit I feel it's a little cheap how sensors don't respawn after you die (I really hope this was just a bug!) I was able to beat the game anyway with some good memory and a bit of luck, but you might want to check to see if this is a bug or not.

Only One Room is Safe by lonewookie 2016-12-13T03:46:00

A clever concept. It's a shame the challenge is unfairly magnified by the fact that the instructions given are wrong.

Orange guys look left and right towards the column the safe room is in, and look straight at the camera if it's in the same column as them.

Yellow guys look up and down towards the row the safe room is in, and look straight at the camera if it's in the same row as them.

Also, diagonals count for the "red guys turn blue when adjacent" rule.

I hope these corrected instructions help everyone else enjoy the game more. ;)

Battle Dads by Peach Pie Productions 2016-12-13T03:17:00

Good times. I know Smash Bros. is the obvious inspiration, but it also makes me think a little of Dissidia: Final Fantasy and the Colony Wars games (with the difference between "make vulnerable" and "knockout" moves).

Carnival Host by JohnGalt 2016-12-13T03:03:00

This reminded me a LOT of Papers, Please - a detail-oriented job with people's happiness at stake, and broad implications you MAY in fact be the bad guy here. XD

As awful as it might sound, I really like the "crooked carnival game" concept, and I think it'd be interesting to see it developed into a more detailed game - especially if, like Papers, Please, the player is forced to make some tough "what's right vs. what the job demands"-type decisions. :3

Final Boss by Karai17 2016-12-19T03:34:00

Oh man. I wanted to love this - I've long been a fan of Love2D, and it's awesome to see what Love3D is capable of - but as a game, it really feels kinda janky. ^_^;

FeelsNeonMan by Loyance 2016-12-13T04:19:00

I love the concept, but it's ridiculously punishing from the onset - and I REALLY don't like how the forcefield surrounding the boss is instadeath when it's such a central fixture of the arena.

May The User Be With You by Cyberlight 2016-12-13T03:51:00

This is a really clever concept. Unfortunately, I really can't imagine actually blasting my way through 200 minions which take 5 hits apiece to kill and I have a fire rate of about 1 arrow every 2 seconds.

I Didn't Sign Up for This! by Ethan Allwood 2016-12-22T04:26:00

Love the graphics, love the room-changing effects, love the gimmicks. Not a fan of the combat; it feels too much like "click rapidly and hope the enemy dies before you do." Maybe some more impactful sound effects, or some knockback?

The Leaky Ceiling by SoulBound 2016-12-19T03:58:00

A cute little resource-management game. My only gameplay-related gripe is that clicking on the water droplets is a bit finicky; I don't think I ever managed it but once (but thank you for adding the auto-collect feature once you grow your first tree!)

Freedom by Cody Hansen 2016-12-21T05:37:00

Very nicely done. I only have two issues: the length of the death animation and the hitboxes on the spikes (they feel a bit large for the actual appearance of the sprite). I also wish I had a chance to punch that ghostly presence in the face rather than just be forced to restart at the end. ^_^;

Square Roots by Weeping Rupee 2016-12-21T05:12:00

I LOVE the GLaDOS-esque computer voice. Gameplay is clever but I really wish 1. the game could recognize failure states more consistently and 2. losing didn't reset me all the way back to the start (yes, I know my game does that, but at least there's less time investment lost).

Coconut Frog by swellbastion 2016-12-19T03:37:00

Really a big fan of the concept of the same room repeating but with greater hazards the further you go along.

Super Crash Box by Drury 2016-12-19T05:49:00

Loved it. Even if I couldn't beat a single level. XD

Bag of holding by kleinzach 2016-12-13T04:15:00

An interesting idea, though a curiously familiar-feeling one. I wish there was more of a sense that my hero was growing stronger through battle. Also, it's rather frustrating when I can't do anything but sit and wait until combat resolves.

Dragon Defroster by aeveis 2016-12-22T03:56:00

Overall an absolutely lovely game. I have only one issue - collision with ice spikes are really unforgiving. It's frustrating to feel like I've gotten a solution only for an errant one-pixel movement to run my dragons straight into restartville. ^_^;

Almost Home by KairosXIII 2016-12-22T04:32:00

Really clever. Also really unforgiving. I think the game could benefit greatly from a health bar, or perhaps the small mercy of enemies not spawning on walls you're standing near (or a bit more advance warning before they do!)

Bill Untold by josemorval 2016-12-22T04:40:00

I like the simplified, node-based take on hacking this game uses. I just wish there was a bit more to do than hunt down files and transfer them. Maybe you could do things like hack firewalls (enabling access to nodes you normally can't reach) and hinder security (giving you more time to execute your hacks)?

Fish.zip by buckle2000 2016-12-22T04:56:00

First of all, I've used Love2D for the last eight Ludum Dare Game Jams and never had a problem with it. Be sure to check out my author page. ;)

As for this game, I like the gameplay mechanics, though I'll admit the actual puzzle-solving was a little hard to wrap my head around. I love the "squish two fish together" mechanic. XD

LD38 — A Small World

Lunar Depot 38 by eevee 2017-05-06T19:53:42Z

Gah, sorry I forgot to review this already. In the back of my head the LD site still isn't working, so... ^_^;

The thing that gets me is that CIRCULAR MOON EFFECT. I know in the end it's just a shader trick but FRICKING WOW. Plus there's the fact that the whole thing has gotten me thinking about a Floraverse theory I thought I'd safely discarded... XD

LD40 — The more you have, the worse it is

The Rubber Robbery by TheMadStrauss 2017-12-07T16:34:09Z

I love the concept, I love the crazy wild pinball shooting action...my only issue is it seems to rely quite a bit on luck? I can't tell if the cash amounts from the targets are fixed or random. My best run was a little over 3700, with most of my attempts being in the 800-1500 range.

(Also, props for the Monkey Island reference!)

The Montiest Haul by Mike Cullingham 2017-12-07T16:07:07Z

I love this game so much. I love the whole idea of having all this junk strapped to your back and trying to get to the goal with as much of it as possible while the environment is trying to kill you. My only issue is that it's hard to tell at the very beginning that you're supposed to throw treasures upwards and catch 'em on your back, but at least it's not hard to figure out.

Crunch Time by gelisam 2017-12-05T06:23:55Z

Tough but satisfying. My only issue is that backing up to previous steps takes a bit more time than I'd like. XD

Crunch Time by gelisam 2017-12-05T07:04:56Z

@michaelsonbritt I know the exact feeling. My own game is an untenable mess under the hood thanks to what I can charitably describe as a "damn program structure and maintainability, full speed ahead" approach to development. I hope I can find some time to properly chop it up into an object-oriented design so expanding the game won't be a nightmare.

Tenant Chaos by Siege 2017-12-06T04:53:50Z

I like the concept on paper but I feel like the central "handle tenant requests" mechanic could've had some more thought put into it. I never felt like my tenants were reacting to my responses at all - the only consequence of letting the requests stack up was apparently just having a ton of requests to click through.

Om by oxysoft 2017-12-06T04:39:44Z

Beautiful, frustrating, amazing. I don't know how long it took me before I cleared. XD

I might've cleared sooner, though, if I'd known I could rotate the cubes before the bombs went off. Whoops!

unrogue by dunin 2017-12-07T15:35:42Z

This is SUCH A GOOD CONCEPT. Like, even beyond the theme, I love how the strategy relies on paying attention to the listed enemy stats and planning your moves accordingly. My only - ONLY - gripe is the bad English. XD

I'd be more than happy to proofread/edit your text if you want to release an updated version!

GrowboRally by daniel 2017-12-06T03:14:09Z

This is so dang good. I wasn't sold on the premise just reading about it, but after playing it, I wanna say you could put a pricetag on this with just a bit more polish. Maybe add cards with different bonus/negative effects?

Cursed Gold by ryusui 2017-12-06T00:08:58Z

@josefnpat: A friend of mine stumbled upon the same solution. XD Funnily enough, one big reason rooms go dark when you leave them is that there was originally going to be a chance that enemies would respawn, with a greater chance the more cursed you are. Maybe I'll implement that in a post-Jam version.

@csdoescs: TBH, the reason it's a percentage is because I didn't want it to be obvious precisely how many coins you need on each floor. ^_^; It might've been wiser to use a bar gauge for that, come to think of it.

Cursed Gold by ryusui 2017-12-08T00:36:35Z

@blubberquark Well, dang. I'm gonna have to take that apart and see how you did that. XD

The Adequate Shepherd by blubberquark 2017-12-07T15:25:21Z

Annoying and frustrating. The graphics are pretty but the controls are completely obtuse. Sheep don't respond enough to the sheepdog you have (the single, solitary sheepdog, not sheepdogs PLURAL) and there's no indication where the goal is; I'm immediately reminded of the prospect of scrubbing a floor with a toothbrush only to be told that I just finished scrubbing the floor in the wrong room.

Also, the reason no one pressed "T" is because there are no instructions anywhere. At all. If you're supposed to be able to switch between sheepdogs, I couldn't figure THAT out, either. No one's going to enjoy your game the way you intended if you don't tell them how exactly you intended them to play it.

Decisions by Xkeeper 2017-12-05T06:55:17Z

My recommendation to everyone playing this: think very hard about each question. Your answers are important. Especially at the end. ;)

Mythical Development Time by jnharton 2017-12-05T06:35:21Z

Got the same error here. Also, it's not nice not to provide even some basic semblance of in-game instruction. The console kludge also gets a big thumbs-down from me; it's not hard to provide those kinds of notifications in-game (protip: storing messages in a table will allow you to easily achieve an effect similar to a console log).

DOMICO by KingofWhaWha 2017-12-05T06:44:52Z

Yeah, I'm having trouble figuring out how to play this. It seems the controls freeze up after a fixed amount of time, but I honestly can't tell why. Also, is only one of the two roving old folks supposed to be deadly? The granny grabbed me but the grandpa just seemed to push me around or something.

Smooth Lines by yojammerjammer 2017-12-05T06:03:12Z

It's kinda adorable when the protagonist actually does succeed with something OTHER than his terrible pick-up lines. XD

Overkiller by SubWooferX3 2017-12-07T16:17:58Z

I've played arena shooters before, but the concept of "you gain more firepower automatically, but spend more ammo with each shot" really clicks with me. Also I love the way things get really "bullet hell" once enough enemies are in play. I don't think I've seen that in an arena shooter before.

Critter Clutter by Burgee 2017-12-06T03:02:24Z

This is so pretty and also surprisingly brutal. "The More You Have, The Worse It Gets" indeed. XD

I wish it was possible to scoop up mass numbers of critters into the right basket - maybe a mechanic where adjacent critters of the same type will stick together?

Goblins 2 Go by SFBTom 2017-12-24T01:58:08Z

I love this game in so many respects. The goofy goblins, the reactions when you create an abomination (by your customers' standards), the general style and gameplay...everything's spot on. I'd love to see this expanded into a full-fledged game.

One curious thing I noticed: am I right that the game is not quite as exacting as it looks? Like it seems to me like there are certain "thresholds" of each ingredient to produce a specific effect; i.e. you won't get proportionally bigger arms for each minuscule drop of Buff Boy you put in, but you will get bigger arms for each X amount you put in. Or am I clutching at straws here?

Delicious Colors by XavierSeal 2017-12-06T03:52:10Z

Lovely liquid effects. Maybe I'm just more colorblind than I think I am, though, but the colors seem too faint to clearly tell which flavor is which. Mostly I'm seeing hints of dark colors which are almost indistinguishable from one another. I love the concept, but it's really difficult to actually play (possibly just for me, but still).

I think the tutorial should also make it clearer that the different flavors tint the beverage; i.e. the most sour beverage isn't going to be visibly, obviously green, but very slightly more greenish than all the others. I'm also unclear what "alcohol flavor" does to the color; the tutorial shows it as clear (or possibly gray), but does it make the color lighter, more grayish (desaturated), or what?

Artifact by notpresident35 2017-12-06T04:02:32Z

I like the concept but I sincerely can't deal with the atmosphere. The moment I picked up the gun and got the creepy alien message I was like "NOPE NOPE NOPE" XD I did restart and explore the whole environment, though.

Lightmare by corc0 2017-12-06T04:11:08Z

Really clever concept, but the gameplay is just too clunky. Charge attacks simply don't want to register about half the time, and that ridiculously unforgiving jump at the bottom is just plain sadistic. The lack of sound effects of any sort is also a serious thumbs-down.

Claustrophobia by Fecalmancer 2017-12-06T03:25:27Z

The most fun I've ever had running through a sequence of collapsing hyperboloids.

I wish there were more environments, though, and that they didn't repeat so soon. I once got the burgerverse twice in a row. XD

Also, might wanna fix your screenshots so they show up properly.

Money Making Miner by beanslasher 2017-12-07T15:17:54Z

Platforming physics are a bit janky. Still, I'm a sucker for Minecraft/Terraria-type gameplay. Maybe you should consider adding stone types that subtract even more from your cash? Or which takes extra time to mine?

Bloody Pop-ups! by CSdoesCS 2017-12-05T06:28:58Z

Oh man. As a fellow Love2D dev I have to give you props just for your choice of tool. XD

This is a really simple game but it's really dang well put-together. The only thing I can think of to suggest is maybe adding consequences for accidentally clicking on the ads' dreaded buttons - like maybe you download a virus which instantly ends your run, or you open an annoying full-screen pop-up which delays you from dealing with all the others?

The wreck of the Pulstar-VIII by Oceanosaurus 2017-12-07T15:59:42Z

Reminded me a lot of "Gods Will Be Watching"...down to being a dialogue-heavy game written in terrible English. The radio guy puzzle was interesting, but getting the doctor to commit suicide felt like a bit of a stretch.

Also, please. It's bad form to FORCE the player to do horrible things and then call them out on doing EXACTLY WHAT YOU GAVE THEM NO CHOICE BUT TO DO. I didn't ENJOY having to kill my crew, okay? Don't pretend like I was SUPPOSED to. :P

LD42 — Running out of space

Nuclear Arms 6: Waste Wizard's Tricks by Logicon211 2018-08-14T03:58:44Z

Why isn't there an Audio rating? I want to give this game at least 4 stars for the music alone. XD

I did run into a weird bug: towards the end of my run, the controls didn't seem to want to work properly anymore. Other than that, loved the combat and the announcer voice.

Head Space by AfroAnt 2018-08-17T18:36:10Z

This is pretty clever. My only gripe is that the 3D controls seem a little wonky - I keep finding myself suddenly aiming/facing another direction out of nowhere. Also, the "Start/Quit" buttons on the Game Over screen don't seem to work.

Ping by mahalis 2018-08-17T18:53:41Z

As a big fan of Rez, you have no idea how much I needed this in my day. XD

I would like to suggest one change: a targeting reticle mouse cursor, so it's easier to see where you're aiming.

Cosmic Collapse by ryusui 2018-08-14T03:40:55Z

@mahalis Are you sure you had the volume turned up? The game does have sound.

Cosmic Collapse by ryusui 2018-09-04T22:33:17Z

@acronaut These are all good ideas! If I get around to a post-compo release I might add something like a HUD toggle button to put a gauge near the player, and maybe a "dash" that consumes crystals.

MoonSpell by Welliton 2018-08-17T19:56:50Z

Gave me wonderful flashbacks to Geometry Wars (though here you're collecting the shapes instead of trying to kill them XD). Love the music, love the graphics, but I do have a big issue: if you're going to kick the player back to the beginning for dying, then at least let the player skip the tutorial on second plays, and speed up the level transitions. (Also, why is it "double-click" to start the game, but then "right-click" to move past the tutorial?)

Put What Where? by Joe Miller 2018-08-17T18:18:25Z

I had the same thought as @kajko. I really enjoyed it overall (though I think the game would benefit immensely from having the colors in each pallet much bigger, and maybe giving the pallets themselves a dedicated "drag handle"), but there were times I was stuck with multiple orders I couldn't complete because the game wouldn't give me the colors I needed. You might want to look into how Tetris does "randomness" - newer incarnations pull tricks with the RNG to ensure the player doesn't get screwed over by a long string of identical pieces.

Bon☆Guys by Quarter Up Studios 2018-08-17T19:25:28Z

Addictive! I played until I could easily afford to plant Black Seeds in every single available space. It'd be interesting if there was a proper "win condition" to work towards, or a "lose condition" to avoid, but I'll admit the gameplay loop stands on its own merits. XD

That said, I had a different problem playing the "bugfix" build: the front door responds only to double-clicks, and then sporadically. Sometimes I thought the game had actually bugged out, but a few more clicks and it'd work. ^_^;

6 K by pataya 2018-08-17T20:08:21Z

This is freaking amazing. This is a commercial-quality game you've got here, all around, back to front, top to bottom. Absolutely incredible.

Data Runner (LD42-Jammer Edition) by acronaut 2018-08-18T02:57:17Z

I'm somehow reminded of Rez filtered through an old-fashioned FMV game lens - both things I have a strong nostalgia for. <3

Zero Star by CristiHKJ 2018-08-18T03:19:50Z

Cute, but really not much of a game? Simply holding down the spacebar was enough to win.

Judged! by LarrySeinfeld 2018-08-14T02:07:49Z

Tricky interplay of mechanics here - a bit on the unforgiving side. XD

I would like to say I think there should be better correlation between population decrease and the severity of the described crime. I saw petty thieves with a population decrease rating WAY over that for arsonists. ^_^;

Storage Overflow by Andreas Roschal 2018-08-14T02:20:32Z

Game-breaking bug: it's impossible to load certain items onto the trucks because the player can't reach far enough to drop them onto the truck bed.

Storage Overflow by Andreas Roschal 2018-08-14T03:41:43Z

@andreas-roschal Oof. Didn't realize. Shoulda RTFM'd a bit harder on my end. ^_^;

Spar! by Cryovr 2018-08-14T03:53:52Z

I love this concept. I also love how you can hit multiple enemies at the same time. One slight bug I noticed though: I imagine you didn't mean to allow players to end up with a score ending in ".5"?

RAMbot by lekkel124 2018-08-18T03:16:34Z

Really clever concept for a puzzler - maybe too clever for my brain. XD The game gives you one tool, but it has you making use of it in interesting and unorthodox ways. I had to give up eventually but it had my interest throughout!

Space Invasion by Nam Nguyen 2018-08-17T19:49:47Z

Scrolling appears to be broken. The messages that appear on the penultimate level are cut off. I liked the mechanics, but I didn't bother finishing the boss level; the whole "random garbage filling the screen" mechanic turned the gameplay purely into "fire the space reclaimer as fast as possible."

Volcano Escape by Coaxial Corporation 2018-08-14T01:32:06Z

Jumping is really finicky; I figured out the triple-jump but the platforming demands such precision that I didn't get past the first few platforms. I did like the little squish effect when you bump the bottom of a platform, though.

Nimble in the Dark by Tkap 2018-08-17T18:26:43Z

Yeah, it's frustrating how the game will eagerly suckerpunch you by putting stars near the edge of the arena and then taking you out with a projectile you can't dodge. Maybe limit the stars to spawning within a certain region further from the edges? Also, the game really could have used some music, I think.

LD44 — Your life is currency

JUNO by DeathBySnail 2019-05-01T23:21:08Z

Love the musical SFX. Bit tricky to hunt down cash with the controls, though.

Hand of Death by josefnpat 2019-05-03T01:40:10Z

I really, really liked this game. My only issue is I wish you could've talked to the other reapers in the end, but the visual gag tying the game's title to its motif of characters/items as playing cards was *priceless.*

remnant. by screamrawr 2019-05-03T03:06:13Z

Reminded me a little of Hyper Light Drifter, but the combat is just *way* too clumsy. It's generally better to just run from enemies and hope their suspiciously accurate shots don't blow you up while you're mid-scene transition. Big issue there, by the way: the game doesn't pause properly at scene transitions, which take *way* too long. At times it feels like about half my time spent is waiting for screens to fade in/out. Also, explosions tend to stick around after a transition, even to a cutscene.

Power of Blood by Juhani Koskinen 2019-05-03T01:07:33Z

Seemed like a pretty straightforward shooter thing. Maybe I just didn't survive long enough, but I didn't see where the theme was implemented - the lack of instructions is a big drawback. BTW, bloodstains block the player and bullets till they vanish - I don't know if this was intentional, but it's weird. ^_^;

Bloodslinger by ryusui 2019-05-01T22:15:44Z

If the player and the opponent win their respective attack plays, then Luck becomes the tiebreaker.

Bloodslinger by ryusui 2019-05-01T23:59:26Z

@aleph-null-productions The game was supposed to be a lot more complete than what I ended up publishing: for one thing, a fixed number of opponents with unique strategies, and shop sequences between rounds. I have to admit, what stalled me was deciding on the actual effects of the luck mechanic! That said, I'm really happy I was able to get the gunfight sequences looking so good - took me a couple hours right before the deadline to get them implemented!

Bloodslinger by ryusui 2019-05-02T00:34:00Z

@xahell It breaks ties in the event both the player and the AI win their respective attack plays. Like, if you play a 9 to attack against your opponent's 8 in defense, and he plays a 10 to attack against your 5 in defense, then whoever has the highest luck play wins the exchange - unless both luck plays are equal, in which case it's a draw just like if both failed to beat their opponent's defense. XD

Bloodslinger by ryusui 2019-05-02T03:44:07Z

@ransom Jeez, I honestly didn't notice I messed up like that. Thanks!

There's always the option to redraw: if you don't like your hand, you can spend your chips to discard it and draw three new cards. Each mulligan is more expensive than the last, and you can do it up to three times (mainly because I didn't want to handle the hypothetical case where you manage to draw through the entire deck XD)

Les liens du sang by Steing 2019-05-01T22:14:17Z

Makes me think a lot of Reigns. Some of the event dialogue was confusing; it could definitely use a proofreading/editing pass. I'll also admit it's sometimes hard to tell male and female characters apart, and characters will often appear in their portraits without hair. Overall pretty solid, but it could use some polish (not to mention some actual explanations of what the different stats mean).

The Price For Blood by GoZz 2019-05-01T23:57:31Z

I played it three times and got three different endings. Good times. Question, though: is the game wholly deterministic based on your choices, or is there a random element?

Mint Sprint by kaiclavier 2019-05-02T01:53:51Z

Love the gameplay, though I feel like it could've used some background music. Also, the level which introduces the reset/undo buttons is crazy hard! ^_^;

Bribery by 360 2019-05-01T21:58:17Z

I actually really love the graphical style, but I agree that the doors don't seem to do what they're supposed to (unless it's supposed to reduce your MAXIMUM HP?). I also got confused when I found the "Complete!" message and the game kept going. I also reached a door that apparently made my character vanish when I went through it? Is that the end of the game? The talk of a shop has me confused.

What Death Has in Store by lot9s 2019-05-01T23:37:28Z

Presentationally it's okay, but the lack of feedback is infuriating. There's no indication of how many "life points" you have, and the life points you win seem to have no real purpose except to unlock the ability to "win" the game as soon as you win a round: as far as I can tell, all the options in the Store menu are useless.

I'll say "NEVER BORN" is a solid candidate for the creepiest game over message I've ever gotten, though.

I Burn by mamoniem 2019-05-01T22:05:43Z

Amazing. I wouldn't call it a game, but it's definitely an experience between the animation and music.

Now I'm wondering about the text you cut...

Path of Redemption by Simon Rahnasto 2019-05-01T23:15:52Z

Props to my fellow Love2D developer!

Absolutely amazing from front to back. The only issue I had is that there seem to be some bugs with the sprite layering - dead "statue" enemies tend to appear behind floor obstacles. Other than that, easily one of the most polished Ludum Dare entries I've ever seen, period!

HONC: The Building Blocks of Life by Jake White 2019-05-01T23:30:59Z

Love the graphics, but the gameplay is really clunky. I ran out of elements to distribute and I couldn't turn quick enough to follow the one asteroid I got notified about. Mouselook is really slow for some reason!

God All Smitey by SundanceKid 2019-05-03T01:26:46Z

Really frustrating learning curve. You start each excursion to Earth with 0 charge, so you're defenseless for a few seconds while the soldiers pummel you mercilessly. Targeting also seems to be overly finicky. I didn't get enough souls for a single upgrade; buying a health boost wiped out almost everything I earned.

Infernum by slotha 2019-05-03T00:44:59Z

Not sure I really "got" it. Everything but the axe and soul seemed to require randomly clicking on background objects to obtain.

bloodsucker. by whycardboard 2019-05-02T01:29:33Z

My biggest issue is when a level has only a single victim to eat. Sometimes victims are also placed in really tricky/dangerous places where getting to them safely is a matter of luck more than anything. Also, the fact that being caught once ends an entire run.

Leap by Adam Elaoud 2019-05-05T02:09:59Z

I like it, and I like the concept, but I do have three issues I'd like to raise:

1. The music is too bleepy and repetitive. 2. It seems there's a bug where when you restart, the first jump is impossible. 3. You really ought to get more than just three lives. As it stands, three lives is just enough leeway for one upgrade and one death. I like the idea that you're trading extra lives for powerups, but I do think that you get too few lives to really explore the concept.

Social Lite by DoctorMozart 2019-05-03T02:25:36Z

Cute game! Reminded me a lot of Game Dev Tycoon in aesthetic. The living spaces you could scroll around were a neat touch, too.

Gold Digger 2084 by Tony Redmer 2019-05-02T00:52:00Z

Good times. Has a very nice modern-retro vibe to it. Feels console-worthy, if that makes any sense as a compliment?

Sky Blue by Johnsensei 2019-05-02T01:10:54Z

I'm a little baffled why going to a job should cost life? Anyway, I just picked the first apartment and job I ran across and did them over and over until the twelve months were up. Not much of a game here.

Cash Money Mole by gward2489 2019-05-05T02:03:28Z

I love seeing people make really fancy stuff in PICO-8. Bit on the unforgiving side, though - once you wake up those foxes, they're really hard to avoid!

Live for Light by BustosMan 2019-05-05T02:31:17Z

Not a fan of the controls at all. Why can't I, say, fire by clicking the mouse? Turning with WASD is also very counterintuitive; I'd prefer strafing with A and D and panning the mouse to control direction. I'm also curious about having to manually press "T" to teleport; why doesn't shooting a pylon just teleport me to the top? If I didn't scroll all the way through the screenshots and notice the text you inserted between them, I'd have been completely stumped what to do with the pylons.

Blood Type Z by Ceuteum 2019-05-03T00:56:47Z

I was really looking forward to this from the screenshots, but it feels disappointingly unfinished and broken.

Register Revenge by Denzil Gomes 2019-05-01T21:45:02Z

You had me at the jing-a-ling-a-ling when he climbs ladders. That said, I'm confused - I thought coins were your HP, but why do I seem to have an invisible but finite number of lives? Wouldn't it have made more sense for the player to lose coins on death + restart?

Blency by Nebrazif 2019-05-01T21:51:30Z

Feels kind of unfinished. The lack of sound really hurts things. Also, dying doesn't give you a game over screen or automatically send you back to the title; you have to manually restart. Really bizarre oversight.

The Giving Thing by Jam373 2019-05-03T01:13:38Z

I loved it, front to back. Even the art was pretty solid for someone who claims they're "not an artist."

Only two things: one, I think the game could've benefited from some sound effects (to make the "giving" sequences more disturbing and visceral), and two, multiple endings would've been neat. Like, what happens when our poor little homunculus decides he's had enough of "giving"?

Tetris: Tempo by Valid 2019-05-02T00:43:16Z

Always a big fan of Tetris and of Love2D. As someone who's played a lot of Tetris 99 recently, though, I'll admit the lack of gamepad controls and hold mechanic, along with the slightly touchy gameplay, throws me off quite a bit. ^_^;

Hearts for Coins by Cubicode 2019-05-05T02:09:09Z

I like the overall concept, but the implementation feels a little clumsy. Mechanics feel a bit arbitrary: why do I have to "unlock" the ability to heal by picking up coins/hearts in each level, and why do I have to go to a specific platform to do it? In the time it takes me to get both the heart and the coin to the green platform, I lose about as much health as I recover. I'd also prefer a stronger indication of the level exit.

Heart Sacrificer by Ruztan 2019-05-03T00:50:58Z

Really unintuitive controls for the double-jump (why not just allow a second jump in midair like most games?) and shooting. Also, on the second level it's possible to just jump over the exit door and fall into an endless blue void.

LD45 — Start with nothing

I Wait For Your Word by weeping-rupee 2019-10-24T00:07:54Z

I like the overall concept, but if you're going to make me complete Bible passages to proceed, at least let me use the actual words. I typed "waters" two or three times before I realized the game was demanding it in the singular despite the verse being "divide the waters from the waters."

Blossoming Cosmos by ryusui 2019-10-17T23:01:17Z

I definitely listened to the "faster gameplay" requests. The Post-Jam version doubles the rate you gain energy.

Lawless Island by Swynfel 2019-10-23T22:49:35Z

Enjoyable concept but needs a lot more polish, not to mention some drastic improvements in controls. My left arm actually hurts from having to do everything with one hand. The game page on itch.io also does not mention that you can switch equipment with the number keys.

Nothing Matters by kazuo256 2019-10-18T01:04:13Z

I love the overall concept; I just wish it was easier to work with. Feels really clunky having to right-click myself to teleport in and out of Nothing; that really should've been bound to a hotkey.

Handee by Mr ChocolateSalmon 2019-10-18T00:54:17Z

Oh man. Is the fact that it remembers your final score (and kill count) a bug, or a deliberate feature? ^_^;

Very simplistic but it won me over with the little things like the punching bag and the general playing with expectations. XD

Once upon a chip by Wakobu 2019-10-24T00:52:31Z

Really a shame the final level wasn't implemented nearly as well as the first two (which were great!) The final boss fight was really buggy. I'm thinking maybe you'd have been better served by giving the robot lasers that shoot the nearest enemy (with a recharge time between shots) instead of a clumsy punch attack.

...and to Nothingness Return by philomory 2019-10-17T18:56:00Z

I really, really, really enjoyed this. I loved how the game introduced new mechanics as I went along. The only thing I might suggest is some kind of hint system - some of these puzzles are punishing!

Planet 7: No Data by Belonzik 2019-10-18T01:37:40Z

I like the look and the concept, but the gameplay itself feels really, really opaque. I was only able to figure out that the radar explodes after a lot of trial and error, and even then I can't seem to figure out how to trigger a second explosion, since the game's solution seems to require two (one for the bucket, one for the molten metal).

Bob the Brawler by itsdanidre 2019-10-23T22:32:24Z

Pretty simple at first but gets intense over time. I got overwhelmed at just over 90,000 points. Building mid-combat has kind of a Fortnite feel to it; I think it could be expanded into a serious strategic element, but as it stands you don't really get enough walls to work with.

Neon Void by egawag 2019-10-18T01:12:36Z

Really beautiful and enjoyable game. I love the effect for the world coming in/out at the edges of your perception. One suggestion: could you make it possible to select powers using the scroll wheel?

Tardigrades on the Moon by bassguitarbill 2019-10-18T00:38:56Z

I love this game and all its little touches like the tardigrades sporting hard hats and snorkels. <3

My only issue is that some of the controls are a little opaque - I spent WAY too much time waiting for the tardigrades to move that battery pixel by pixel before I realized I could click multiple times to summon the horde. Also, it's possible to get stuck if you run out of mossy rocks before you hit the first population threshold. There's also an annoying bug where if (due to tardigrades turning into tuns) your population drops below any threshold; it triggers the message pop for the previous threshold.

Tardigrades on the Moon by bassguitarbill 2019-10-18T12:15:14Z

@mrerdalural There is! It's in the top-right corner.

I'll admit dragging the battery gave me Pikmin vibes myself! XD

The Pumpking by WFMG 2019-10-17T23:10:33Z

The rolling animation appears to be bugged - the pumpkin appears to "T-pose" rather than properly roll most of the time. (At first I sincerely thought there was no rolling animation at all, but I did see it a couple of times!)

Given how the charged jump is the main mechanic you have here, why not rework the game to focus on it? Have the pumpkin automatically roll down a track, and make the gameplay focus on dodging and jumping spike pits. Something like Canabalt, but in 3D and from a rear-view camera perspective.

AMaze by Zhorky 2019-10-23T23:08:28Z

I love the sound effects for when you hit and reveal a wall. Makes it feel like kind of an odd oversight there's no sound at all for picking up keys.

Slinger by Bungalow 2019-10-23T23:15:46Z

Really well-polished, except for one problem: the wall jump controls don't work well at all with a keyboard. Trying to coordinate wall jumping while also slinging is an exercise in frustration.

Naked Guy by kaeveris 2019-10-23T22:36:43Z

If I'm holding a direction when I'm jumping, I get hung up on walls. Platformers live and die on their physics, and sorry to say, this one dies.

Mindmaze by sigod 2019-10-23T23:05:04Z

A simple concept but beautifully executed. The atmosphere had me hooked from start to finish. The final few mazes where the passages become narrower were intimidating at first, but ironically they actually made things a little easier as my effective sight range increased. XD

The Reader's Encounter by xlomid 2019-10-17T19:05:09Z

This is one of those games that can make me feel like a dumbass and a genius in turn. I also couldn't help but notice there are two possible answers for the final puzzle. ;)

SpaceGas by Sprotex 2019-10-23T22:22:56Z

Really polished and enjoyable for such a simple concept. I do wish the player bounced on hitting a wall, though - being able to make bank shots would make the gameplay a lot more fun, I think (and open up new realms of challenge!)

Leptogenesis by NiKaDra 2019-10-17T18:32:49Z

I love the concept, and the level of polish in the tutorial, but I feel like the wrapping was a mistake. The "slowdown" time should also be the default; everything moves too quickly otherwise. It feels like playing ping-pong against a gatling gun refitted as a pitching machine.

BEHOLD: The Doodle Godgame by BradleyAshley 2019-10-17T18:45:11Z

I love the concept, but everything was just too clunky and clumsy for me to really enjoy making things. Drawing and creating are the two central parts of this game, and they're just too poorly implemented to be any fun. As much of a thrill as I got realizing the sky was filled with stars that I drew, I'm disappointed everything else relied on opaque controls to position manually, and I don't like how I can only draw chains of dots instead of solid lines.

Seedvilization by graslany 2019-10-17T19:14:58Z

YOU BRILLIANT MADPERSON! YOU MADE A WORLD-OF-GOO-LIKE! I CANNOT EXPRESS IN WORDS HOW MUCH I LOVE WHAT YOU'VE CREATED HERE!

Redbeard's Return by civmaniac 2019-10-23T23:58:01Z

A simple, but pretty, adventure game. I liked it!

My only gripes are the absolute lack of any kind of sound effects and some rather janky animations. I really liked the overall graphical style, though.

Pile of Corpses by TORT60091 2019-10-18T00:45:57Z

I like this a lot. At first I thought it was really simple, and then I realized there was more than one level. XD

The only thing I'd suggest is maybe change the goal flag to something else that makes it clearer you're supposed to eliminate the zombies at that point - I sincerely thought at first I had to stay on the flag in order to finish.

LD47 — Stuck in a loop

Beet Roots by cogcomp 2020-10-10T17:43:34Z

Major props for making a Lemmings-like game. I only have two major gripes: the camera controls feel very awkward, and a few of the levels spend more time waiting for the beet to plod towards his goal than on actual puzzle-solving.

Tales of Frustration by Versith 2020-10-10T17:25:51Z

Very beautiful, very artistic, curiously meaningful for me. I will freely confess I quit after reaching the final puzzle, though. ^_^;

DooooG by Marco Marchitelli 2020-10-10T17:57:08Z

You had me at the title. XD

The puzzles are all very easy once you understand the basic mechanic but this is such a lovely, charming little game. As noted by others, I only wish the game marked your completion/progress in some fashion. The presentation is spectacular - some sound and music and this would be absolutely perfect.

Astroline by Mr.developer 2020-10-10T18:04:25Z

I'm not going to leave a negative score, but it really rubs me the wrong way that the game doesn't at any point tell you that you have to manually respawn with R. I honestly thought the game glitched and froze when I died. Could you at least have included a "PRESS R TO RESPAWN" prompt? Also, there should be some visual indicator when you activate the save points.

LD48 — Deeper and deeper

Mind Diver by ryusui 2021-04-27T20:28:21Z

Development started slow and I was kind of in a rush to finish by the end. ^_^; My original concept included multiple stages and bosses, but the final version is just a score attack.

I'm happy I was able to get some semblance of rhythm-action gameplay going, though it's much, much rougher than I would've liked - there was, in fact, a plan to make timing important, but I didn't have enough time to implement it ^_^;

Mind Diver by ryusui 2021-04-30T22:34:43Z

It's actually made in Godot! I really like Love2D but I've started to get into Godot as well. It's a bit more like Unity or Game Maker, but like Love2D it's easier to just make stuff without worrying so much about how the engine "wants" things to be done.

LD49 — Unstable

Emergency Power by mythalore 2021-10-07T00:28:26Z

Short but sweet, minimal but evocative. I've only got one gripe with it: it feels a lot like you used "roguelike" in the blurb to fool people into playing a straight text adventure. To be clear, I'm always down for a text adventure, but I've seen enough weak attempts at "roguelikes" in LD that the label has become a bit of a groaner for me. ^_^;

Shaky Ground by ryusui 2021-10-05T19:47:30Z

@openfungames Are you having trouble downloading the Windows .exe? Try right-clicking the link and selecting "Save link as."

Shaky Ground by ryusui 2021-10-06T20:10:08Z

@100th-coin That's what the in-game instructions are for. XD

I tried to put everything important in there, but apparently a lot of people just skipped them outright. A lesson for me next time, I guess? XD

Shaky Ground by ryusui 2021-10-06T20:25:49Z

@100th-coin Noted! I wanted to make it clear what kind of game the player is getting into and outline their abilities, but I guess I may have made it sound a little too condescending. ^_^;

Stronkey Kong by 100th_Coin 2021-10-06T20:23:45Z

This is really clever. Donkey Kong with a building element? I would actually buy something like this as a full game. I also like the bunny motif on all the characters (even the barrels and fires!)

What I don't like is how much time/effort it takes to grind enough points to do anything with, and the unnecessary-feeling added step of having to visit the shop to buy new parts (couldn't I just select the pieces I want with the mousewheel and put them down directly if I have enough points without the extra step?)

Snmuloc by tayl1r 2021-10-06T16:14:27Z

Oh my god this is incredible. Who would've thought a puzzle game where you have to AVOID clears could be so punishing? I love the concept and I love the "oh *crap*" moment when you realize you've accidentally set up a match XD

Day Broken by UglySwedishFish 2021-10-06T19:43:37Z

I'm going to give this high marks for the graphics and sound but I literally could not get past the introductory walking sequence; I can deal with spooky and creepy but I couldn't deal with the tension after the voice introduced the clicking element ^_^;

None of this is meant as criticism; I just can't deal with certain kinds of horror and this is one of those kinds ^_^;

Portals From Fire by Moandor 2021-10-05T00:51:25Z

Really ambitious but also really confusing. The graphics and audio are on point, there is definitely a vibe of a situation rapidly spiraling out of control...I just wish I had a better sense of what I was supposed to be doing other than "run to nearest portal, then press E." It's hard to get a sense of what, if any, kind of strategy is required.

It's also a bit frustrating that the controls - the most important part of the experience - don't work as listed in the actual release. Side note: is there any reason at all the game maps one input to "left click"? The use of mouse controls for this one purpose seems really counterintuitive.

The Yellow Wallpaper by WhenYouCantFindAFriend 2021-10-14T02:29:39Z

The pencil art is nice, the platforming is okay. The room segment feels like a waste; there's literally nothing to interact with besides the door and the wallpaper. I mean, to be fair, this is the point in the original story, but I think railroading the player more directly into the platformer gameplay would've worked to this game's benefit.

Unstable Fury by Edmar Filho 2021-10-07T16:29:13Z

DASH COMBO: THE GAME

It's lacking presentational polish (a proper death animation would've gone a long way) but I love the general "always moving forward, always attacking" vibe you've got going here. An "auto-lock" to automatically aim for the nearest enemy in the direction you're facing would make things even smoother, I think.

Void Jumper by Platyp 2021-10-05T06:48:23Z

There's the seed of something brilliant here - it just runs a bit too slow to be engaging, and destroying platforms to score seems counterintuitive. The graphics are good, but a bit more variety in the environment would be appreciated.

Alchemeow by Robert Li 2021-10-06T16:57:05Z

This is a really pretty, polished piece of work, but it doesn't feel much like a proper game? More like a toy where you play around with changing the cat's appearance. Nothing wrong with that, mind - it feels like you have the kernel of a decent game here, but the mechanics don't quite feel like they cohere?

There's really too many options and too few tools to rely on anything but guesswork, and while I did have a successful run, I credit that more to the clues the game gives that you can safely ignore anything that's outside the cat's immediate reach than any actual strategy. ^_^;

Milburt by LiquidFunk 2021-10-07T00:13:58Z

Honestly I'm genuinely floored by the presentation here - this is a really well-put-together visual novel. I loved the wild text effects you had going on.

I have two issues, one more serious than the other. One is that it's hard to tell at times who's talking - there's quote marks, yes, but I got really confused at Fronk and Stacy's scenes because I mistook their dialogue for the protagonist's. The second is...everything with Stacy is ***really, really gross.*** Like I get the whole succubus angle, but the narration is trying *way* too hard to have its cake and eat it too, like, "she's *sooooo* sexy we're going to go through the whole thesaurus describing her boobs, but it's okay since she's evil and you're being brainwashed."

It's a shame, because I really liked everything else (especially FRONK ASCENDED!), but the Stacy scene was enough to put a big dent in my enjoyment.

Bitrot by Maxathon 2021-10-05T01:21:14Z

Conceptually really solid; I just wish there was more to it. At first I thought there was some trick to Fungus Superhighway, since I kept seeing the same scenery, but no; I just had to persevere to the end ^_^;

Are there any secrets to the game we should be aware of? This feels like a game that ought to be RIFE with secrets.

Junkbold by Wolfox121 2021-10-13T23:05:42Z

Lovely concept, seizure-inducing physics!

I love the QoL feature where you're constantly reminded what you're trying to build, plus how every piece of junk is tagged to indicate its properties so there's no guesswork involved in what parts will satisfy the request. However, I wish the world didn't feel like it was shaking itself apart every time I search through the junk pile - sometimes the physics jitters were so bad I'd find myself walking one way one moment and turned around 180 the next. Sometimes I'd even get stuck in place for no clear reason and have to shuffle around to try and dislodge myself from the invisible hitbox.

This is an idea I'd love to see polished further. Might it be possible to rework the junkyard so it no longer relies so heavily on wonky physics?

Box, Arm, Bomb by Kvinster 2021-10-06T19:05:06Z

The jump and claw controls are really too finicky for the game you're trying for here. Grabbing the bomb is easy; grabbing the terrain and climbing is next to impossible. I had the idea of using the bomb itself as a springboard for the second jump, but it didn't seem like the game would recognize the bomb as "solid ground" for the purpose of jumping.

Paranoia by Tomate_Salat 2021-10-07T22:40:03Z

I really enjoyed what I got to play of it, but I ran into the same game-ending bug where I couldn't move after 3-1 started. The music might be a bit more intense than the game warrants; I think something softer and spookier would've been more appropriate than the dramatic "Jaws is approaching"-type music.

I also agree that the walljump is a little hard to work with given the tiny field of vision; I'm really glad the sequences involving it are all fairly short and simple. ^_^;

INSTABILIS (LATIN) by zakaria 2021-10-06T18:39:47Z

I really don't like the gimmick where choosing "blue" freezes the game. Like I get what you're trying to do here, but with all the screwed-up visual effects going on (which are really good, BTW), it's hard to tell that I'm literally choosing to end my game rather than entering the next room.

i am a writer by mmisspelling 2021-10-06T19:14:06Z

I loved everything about this except the videos, which really ran too long.

Speaking of which, is the game supposed to end on white noise? I think I somehow skipped through it and now it's stuck at the final words on the screen.

RadioFrog by Dylen 2021-10-05T01:46:17Z

This game feels like a testing zone for a really awesome exploding platformer. The elements are here for something amazing - the graphics, the *punch* to the explosions, the clever gimmick where you can stand on enemies without getting hurt - but I'm legitimately disappointed that there's nothing really to do except blow up bugs; there's not even a high score (or maximum chain counter!) to keep me playing longer than it takes to appreciate the core mechanics you've got put together here.

It's a little frustrating also that there are side paths you can't actually make use of, or rather there are jumps just slightly too steep to ascend - though given the noted issue where you can't jump to your full height if you're brushing up against a wall, I don't know for sure if that's deliberate.

Inside by not-tomo 2021-10-05T01:37:24Z

I enjoyed it up until the prison sequence. Crawling around in pitch blackness was punishing. I also see in the comments where waking up the old man and getting caught is the intended ending; I wish it was better signposted that this is the case (especially since the message is the same as when you get caught on first waking up).

Inside by not-tomo 2021-10-05T01:50:48Z

@not-tomo Oh dang, I misread that. Welp, I'm gonna finish this game properly then. Thanks!

the Bar by Very Bad Bunny Studio 2021-10-06T18:26:16Z

More involved than it looks at first glance. Really clever how you hid two of the items in the park so clearly behind movable objects but kept the third out of sight, leaving it to the player to figure out what to do. ;)

I wish moving objects was a bit faster/more intuitive, though - as pointed out above, you sometimes literally don't have enough time to move an object out of the way before the scene changes. It's also a little frustrating how towards the end there's more time spent waiting for the scene to change back to the one you need than there is actually doing things.

Genomancer by Noctiphobia 2021-10-05T07:01:11Z

The concept is interesting, but I feel like the game is too punishing by default to really enjoy/get into the mechanics you've laid out here. I know this is a limitation of the jam/compo format, but the concept would be much better suited to something more complex than a basic "waves of enemies"-type game.

Lightning Ball Rampage by neputevshina 2021-10-07T00:52:18Z

I felt like I was struggling to control the ball every step of the way. Not exactly what I think of when it comes to "lightning." Mostly I aimed straight for the exits on every level without trying to break the electronics unless they were in my path, because I felt like I wouldn't have enough time to struggle back to the goal if I went out of my way to hunt them down. Not really fun to play.

Also, I don't know if this is a deliberate glitch, but not all of the walls have highlights. I tried passing through a spot that turned out to be a wall and died nearly instantly. :(

Acidium by OpenfunGames 2021-10-06T16:28:16Z

Jesus, Alex, dump this loser already! XD

I played three days and called it quits after that. The arena shooter sequences are sincerely some of the best I've played in a LD project, but I never could make enough points to get more than the most basic-tier upgrade. I'm a little unclear how upgrades work, on that note - are they cumulative? Like, each time I score at least 3000 points, I get a buff to my gun?

Glass Cow Dash by Stalemeat 2021-10-06T18:55:07Z

I'm glad to know I'm not the only one who was more...self-indulgent with their choice of protagonist XD

I like the concept here, but it's really frustrating that you can't see how far your dash is going to take you, only guess at it. I got stuck at the end of level 3 because I couldn't "thread the needle" right before the exit; I kept crashing into the left and right walls (or dizzying myself out trying to make the necessary small adjustments ^_^;) Some kind of visual indicator where your dash will land would make this game a lot more playable.

Ember's Climb by dprings7 2021-10-06T16:17:18Z

Pretty solid! The jump physics reminded me of Winter Bells for some reason. My only gripe is that the camera doesn't look far enough ahead (or above) - I once died because I couldn't see the next platform straight above me, so I slammed right into it and ended up dropping into the lava. ^_^;

A Spelling Error by Naymsayk 2021-10-06T16:36:22Z

I love the concept, though I think it would be better if there was a button to add a word to your spell rather than picking them up automatically (it would be a little more intuitive to be able to stand on a word than simply face it to verify what it is). The voicework was also worth a solid 5 stars in the Audio category all on its own. XD

I really hope you get a chance to finish this!

Chemical Love by der Mondhase 2021-10-07T03:25:57Z

I'm glad I noticed your comment about the walkthrough, or I might not have bothered to push through after the first three endings. ^_^;

Like others have said, the only real issue I have is that you have to go through the entire loop each time to see any new endings. That said, I really appreciated the QoL feature where the game warns you if you've made a concoction leading to an ending you've seen before.

TumbleArchery by DragonSheep 2021-10-05T00:32:09Z

This is really clever! I just wish it were a little more playable. The lack of feedback for firing had me confused at first; the lack of player projectiles really threw me off. ^_^;

I like the concept of the platforms constantly shifting, so you have to wait to hit certain targets. With a bit more polish and some tightening of the jump physics/mechanics, this would be *really really good.*

Totally Rad by Marika 2021-10-07T00:59:37Z

I liked what I played of it, but I found the controls really frustrating. Clicking the tools to switch them felt really, really finicky - like I would click directly on one but it wouldn't register. For a game that emphasizes swapping tools and repairing problems quickly, that killed my experience. Keyboard shortcuts wouldn't have gone amiss.

Dr. Bleeno's Dimension Glitcher by Geared 2021-10-05T01:01:32Z

I'm giving this game bonus points just for the nostalgia blast the art style gave me. XD

That said, I wish I understood the mechanics better - like someone else above, I got stuck because I reached a place where I needed the wall jump but I could only use "Sonic Spin" mode. A bit more clarity on this matter in the instructions would be much appreciated!

LD50 — Delay the inevitable

The Demon Trainer by drentsoft 2022-04-07T02:35:30Z

I don't know for sure but I think the game might be bugged? It gave me the Star Jump routine three times in a row and despite giving me feedback for my button presses I don't think any of my exercises actually got counted towards preventing my aging. Or maybe I misunderstood the mechanics?

At any rate, I love the gameplay concept. The rhythm mechanics actually work quite well, even if I didn't really get to experience any of them other than the Star Jump past the tutorial. (For the record, I didn't turn on Easy mode. ;)) I feel like this would mesh really well with gamepad controls.

Tide of Rot by ryusui 2022-04-07T04:21:36Z

@daniel-klautsch This was actually a solo project! All the art, sound, and programming (with the exception of some code for the mouse/touch-based movement) was my own work. (I mean, apart from the Godot engine itself, which I'm really glad I picked up a knack for XD)

Tide of Rot by ryusui 2022-04-11T00:33:42Z

@codebug @jozgames The hitbox is right around Christina's lower torso, where her body overlaps with the wand. I intentionally gave her a small hitbox, though I realize its actual POSITION may be a little counterintuitive, especially given how big her sprite is ^_^;

@jozgames The vomiters already have two shot patterns: a four-way forward spread and an eight-way shot. They use them randomly; it's supposed to make it hard to predict where the "safe zones" are in relation to them (being in front of one when it stops to shoot is unwise, but being behind them is no guarantee of safety, either!) I suppose it might be better if their attack patterns were more aggressive and/or more varied, though (like a more complicated pattern for the eight-way shot).

Tide of Rot by ryusui 2022-04-13T23:50:46Z

@mcshirt The randomness is admittedly the point - it's supposed to be hard to tell whether they're about to fire forward or eight-way, so they keep you on your toes. That said, I could probably give them a subtle tell of some kind (like modifying their firing animation so the leadup is different depending on which one they're going to use).

Tide of Rot by ryusui 2022-04-14T15:27:42Z

@joemid You're welcome! Again, I erred on the side of giving Christina a small hitbox but it seems to have caused some confusion - her hitbox is centered around her lower torso, where her body intersects with the wand, but so much of her sprite lies outside it that it seems to have given the impression Christina is simply invincible most of the time except when she randomly isn't. An issue I will be sure to address in the future!

It's also possible to win the game, by the way - you might have noticed the hints in the instructions and UI already, but collecting five of the "Miracle" smart bomb power-ups will trigger an additional effect. I won't spoil the details, but rest assured it is possible to not simply delay the Inevitable...but DESTROY IT. (And net a hefty score bonus to boot!)

Tide of Rot by ryusui 2022-04-15T23:25:32Z

@joemid You're welcome!

Beating the game with maximum world% isn't possible, alas - the Rot causes damage perpetually as long as it's alive. However, you can minimize the damage by killing enemies (each one that passes the left edge of the screen causes extra damage), destroying tentacles before they reach maximum length (again, extra damage if they do), and pushing the wall back towards the right edge (it will never progress past a certain point, but its damage over time will increase the closer it is to that stopping point).

It might be more sensible in retrospect to have used the world% remaining as a score multiplier or bonus rather than counting it outright, but for now - and forgive me if this is buggy - it works as a tiebreaker mechanism: if there are two identical scores, the one with the higher world% will be ranked higher. (Now that I've said it out loud, it definitely would've made more sense as a straight-up score bonus, whoops!)

Evacuation of Zorkid by SIGILL 2022-04-14T00:02:59Z

Interesting concept; very barebones presentation. Some basic sounds or better visual feedback would've gone a long way.

The Subtle Hourglass by Eli Delventhal 2022-04-10T22:11:28Z

WHOOF, that was BRUTAL. Pretty soon I was spending more time trying to avoid getting killed by my own time clones than making actual progress. The combat feels a bit sluggish, and I don't like how the game makes you sit through the "rewind" animation - a game like this should keep the respawns short and sweet.

Other than that, I like the overall concept. There's some nice pixelwork going on here, and it's clear that you've packed a lot of stuff into the house, though I think smaller sprites/bigger rooms would help make things feel less claustrophobic (and make it less likely you'll die from friendly fire!)

Grounded! by ajpl 2022-04-14T00:20:00Z

The concept and execution were really solid here! At first I wasn't sure about the abstract nature of the problem-solving or the guests, but I definitely warmed up to it. (A thought, though - maybe make the visual elements mesh better with the background, or vice versa? The BG is lovely but I do think this game could absolutely work with a more minimalistic geometric look.)

If I had one problem, it's that it becomes impossible to solve any problems that spawn in the left side of the bedroom - there's no way that I could tell to push by the two guests to get over there. Not a huge deal, since I didn't have such problems anywhere else, but it did bother me a bit that no matter what I did there'd be a couple problems I could never reach. ^_^;

Flupye Ranch by JOZGames 2022-04-13T22:43:00Z

I love the concept, plus the gameplay element where your fire spells are a double-edged sword - I just wish the spells had clearer effects? They seem far too wispy and not pyrotechnic enough. Selecting spells also feels like it should be mouse-driven; I have to take my fingers off the movement keys in order to switch spells.

Could I also suggest having the repair spell simply function as an AOE? Leave damaged fences in play, and have the spell restore them. (In fact, having AOE markers for spells indicated would be another useful gameplay improvement; it'd be easier to use spells if you could see precisely where they'll hit before you cast them!)

M.A.D.D. by Flying Dog Fish 2022-04-14T01:31:12Z

This is a game that gets better the more hectic it gets. Turtling was a viable strategy but that didn't entirely offset the tension of how my walls were getting chewed through quickly by the hail of bullets by the end.

My only gripe is that the orientation of the walls is based on the player's facing, and the player's facing is based on their movement. It's not a TREMENDOUS issue, given that the walls can be pushed around easily, but it's hard to be precise placing them to begin with.

M.A.D.D. by Flying Dog Fish 2022-04-15T07:15:54Z

@flying-dog-fish Considering the game already has mouse controls, maybe a click-and-release system (like you can see a "ghost" wall that you can rotate, and releasing the button places it)?

The Runs by Bytomancer 2022-04-07T05:26:18Z

The most delightful time I've ever had trying not to crap my pants. XD

I love how the music picks up tempo as you accelerate - in fact, the whole acceleration mechanic (rewarding careful steering!) gets some high marks from me. That said, I feel like the collision detection is a little unforgiving - I think it would've been more fun if I didn't have to be so precise sliding through doors at high speed.

I also love the puzzle/exploration elements - finding the key, wrench, and plunger, fixing the pipes, and all five pieces of toilet paper (even if four out of five of them are right next to each other in the corner of the map XD). I'm not sure whether to appreciate or be disappointed in the fact that the items are all in fixed positions, though - once you know everything is, the challenge is mainly a function of "how fast can you do it," though that means speedrunners are sure to have fun with it! XD

Beavers Inc. by ditam 2022-04-13T23:34:38Z

Big fan of this one! Absolutely nails the retro vibe. The gameplay is also really solid - dam placement is critical, as is maintaining your resources (in terms of both lumber and workers). I'd love to see more levels!

My only issue is you asked not to be rated in audio; I would absolutely give this game good marks in that! XD

Mythical Mediator by Jahwffrey 2022-04-10T19:06:30Z

This was freaking incredible. I can't remember the last time I played an FMV game - it reminded me a bit of my time playing the Sherlock Holmes: Consulting Detective games on Sega CD (though with MUCH better resolution and sound quality - you'd have needed three whole discs to fit this game in its entirety!)

The performances and interactions got a laugh out of me; I especially liked the idea of the God of Nature as a friggin' luchador. The gameplay itself is perhaps a little thin, but that's vastly outweighed by the amount of work put into the FMV element. I can't believe this was made in just three days!

Biscuit Brawl by mcshirt 2022-04-14T00:09:55Z

DELIGHTFUL. Giving me some intense FFXIV flashbacks with the target indicators followed by attacks. The lack of audio is a huge minus, but the graphics are good.

There's one thing I really don't appreciate and it's the fact that the game not only forces fullscreen but changes my screen resolution. Please consider making the game run in 16:9 without tampering with my screen settings. Even Windowed mode would be much appreciated.

Oedipus Rex by Brachistosauro 2022-04-10T21:46:48Z

I'm really glad I noticed the hints that the different paths I was taking were leading up to something instead of simply being caught in a loop - I'd have regretted missing that ending. XD

Glad to see people still using Love2D, on that note - I switched to Godot for my game jam development a while back, but Love2D still has a special place in my heart, and it's nice seeing it used for unexpected things like a text adventure!

Explon't by DaFluffyPotato 2022-04-14T01:55:19Z

Graphically, this is incredible. Controls are just a little on the clunky side, as is the "lollipop get" animation, but everything looks so GOOD it's hard to take marks off.

My favorite thing is that you don't even have to land on enemies to kill them - stomping the ground nearby is enough to send them flying.

Arboressence by Aspect Studio 2022-04-07T02:44:33Z

I feel like maybe leaving the dialogue in French was a mistake? Speaking as an Anglophone, it left me a bit confused; I didn't really get anything out of it. Maybe French vocal quips with English subtitles would've worked better?

This said, the graphics are GORGEOUS. I just wish the gameplay didn't feel so clumsy - it feels less like I'm being asked to "delay the inevitable" and more like I'm stuck flailing against an overwhelming enemy with an arsenal that fires too slowly to be really effective. The flamethrower is SATISFYING, though, even if it's tricky to get it to actually hit what you want. INCINERATION TIME!

The Final Clue by mirianbr 2022-04-14T01:21:17Z

I haven't played a Twine game this stylish in years. I will say, however, that I'm not sure text-based presentation and real-time mechanics are a good fit? I like to take my time reading and I don't like how the clock is always ticking; it makes it hard to enjoy the writing. ^_^;

Speaking of - a text-heavy game like this definitely could've benefited from an editing pass. I'm going to guess the writer was either not a native English speaker or was very, very pressed for time; the grammar errors and odd word choices didn't detract much from the experience, but they did stand out.

Scuttling Is Painless by HexyVexy 2022-04-14T00:35:23Z

This is the second game I've played this Ludum Dare where you play as a robot with an unforgiving charge jump mechanic. To be fair, this one was a LOT more forgiving (that one punished you with death on any stray collision whatsoever), but I think I've officially had my fill of charge jump mechanics.

I couldn't finish; I couldn't figure out any timing that would let me scale the collapsing platforms in hydroponics. Either I jumped early and couldn't make enough height, or I jumped too late and the platform fell anyway.

And as noted by others, capsule collision on a platforming character is an abomination. It shouldn't be possible to land with both feet visibly firm on the edge of an object only to slide off anyway (or get stuck at a weird diagonal).

Under Performer by Allax 2022-04-13T23:48:06Z

I love the graphics style, but gameplay-wise I think this could use some more time in the oven? Normally I'm happy for a tutorial/instructions in these, but the game keeps shoving directions I've already read in my face and they get in the way of actually doing the minigames. Also, the paper jam minigame requires WAY too much button-mashing - I managed to get the bar all the way full, but it still wasn't enough?

One more technical thing: I had some REALLY ugly screen-tearing. I don't know if it's a universal issue, but it was really distracting. I don't know if fixing it is a simple matter of enabling Vsync, but please consider it.

TimeCave by Karahan 2022-04-13T23:24:07Z

This is a beautiful game, but I simply don't have the patience for it. ^_^;

Death is punishing and it's effectively random - there's no visual indicator for how far a jump will take you. It took me at least a dozen times just to get up to the second floor of the cave, and when I slipped and fell into the pit and had no recourse but to die and restart, I simply gave up.

I really hate to say this: this game really isn't fun at all? Dying on hitting a wall is frustrating, all the more since, again, you can't tell where a jump is going to land you. It's not like Dark Souls, where you have enough feedback to determine what move to make next and a decent amount of margin for error if you make a mistake; this game demands trial-and-error experimentation but also brutally punishes any mistake you make. (Imagine if Dark Souls sent you back to the last bonfire if you ever took damage for any reason!)

Add a visual indicator for jumping and remove death on collision, and you might have a lovely, chill exploration game here; as it stands, the theme you've nailed here is less "delay the inevitable" and more "death is inevitable."

Impending chemical catastrophe by codebug 2022-04-11T04:06:41Z

I really like this! It's neat seeing a unique take on a puzzle game.

I do think the controls would've been more intuitive if you controlled the dropper rather than the test tubes (as it stands, it feels like the controls are backwards!) I also will admit I had trouble keeping straight which colors result in a neutral compound - thinking that maybe you could have some kind of visual indicator on each drop, showing which colors it consists of (and hence what colors it's missing)? It would definitely be nice to make the game colorblind-friendly!

Civil Servant by Daniel Klautsch 2022-04-07T03:00:43Z

Inspired by Papers, Please, huh? *-satisfied printer noises-*

I really quite enjoyed this, even if towards the end it was evident all I really had to do was reject everything that came my way. I mean...assuming 1. the part about "only accept forms from these cults" applied to all subsequent days and 2. "Preystianity" (as opposed to "Praystianity") was this game's version of "Cobrastan." (If not, sorry to all those cultists I wrongfully rejected!)

The final ending pic was cute, too. Dying's not so bad if I get to look at that. XD

If I have ONE issue it's that the "click to drag item, right-click to use it" mechanic felt a little clumsy. I think I would've preferred it if you simply clicked and dragged to use the tool, and the tool returned to its original position afterward.

LD51 — Every 10 seconds

The Blood Tree by strong99 2022-10-12T00:01:34Z

It's a little hard to tell what exactly I'm supposed to be doing here. Like, I understand all the tools at my disposal, how they operate, but I can't quite wrap my head around what my long-term strategy is supposed to be here, other than "survival." It feels mostly like no matter what I do, I tip the humans off that I'm trying to eat them and then I'm at their mercy.

Decaedia by arzi 2022-10-08T21:43:15Z

This is an amazing amount of work put into a Jam project - only some polish issues (the lack of proper movement animations, the repeating quest dialogues) betray it was made under time pressure.

One other issue I'd like to bring up: perhaps there should be some kind of compass indicator or minimap for quests? I think I got lost after saving the alchemist and ran into a fight I wasn't supposed to encounter yet @_@;

Metal Muscle Mage by Almax 2022-10-06T03:16:53Z

Short but ABSOLUTELY GLORIOUS. I love the entire concept of the game, from the gameplay to its aesthetic. I would love to see this expanded into a full experience!

Forging Through Fire by ryusui 2022-10-04T11:23:01Z

@jaker Got you covered there already - you can hold the action button to skip the intro!

Forging Through Fire by ryusui 2022-10-06T15:09:52Z

@gonzalol At first I was a little confused about the comment regarding the doors, but then I realized the empty door tracks have about the same saturation value as the doors themselves - they're not very colorblind-friendly, whoops!

Forging Through Fire by ryusui 2022-10-08T22:17:13Z

@gildar76 You might notice that player input pauses while the fire is burning - this is because I didn't want to deal with the edge case where the player might change the fire's course in the short time the animation is in progress! I was worried the pauses would interrupt the game flow, but I'm relieved to see no one has issued a complaint. (I imagine they would be more noticeable and annoying if the fire *was* random, though!)

Forging Through Fire by ryusui 2022-10-09T14:34:03Z

@tigerfinch The basic rule for the fire is this: if it hits a wall, it will try to travel perpendicularly. This means T-junctions are deadly (as the fire will spread both ways), but cul-de-sacs are safe (as the fire has nowhere to spread). Doors block flame, rubble blocks flame (until it's cleared, of course), and gratings don't block flame.

Flameout by triggthediscovery 2022-10-12T00:12:47Z

Decent, if basic, arena shooter. Graphics are okay, the music is nice, but the lack of sound effects takes all the impact out of the gameplay. Enemies feel maybe a bit too tanky.

Deadly DIving by Gildar76 2022-10-08T22:12:14Z

The sharks are relentless! It's a bad feeling when you find yourself laden with treasure but surrounded by more sharks than oxygen bubbles! ^_^;

Heartbeat by Shess 2022-10-11T23:41:31Z

Really polished on all fronts but also really a LOT to deal with! I kept dying right after the wipers came online. I thought I was doing everything right, but the danger meter kept going deeper and deeper into the red.

A Thief's Payment by Baconinvader 2022-10-04T04:22:43Z

Clever concept, but really quite baffling how to make any progress - I have items, I can pick them up, a few of them clearly have special places I'm supposed to put them, but I have no idea how to combine them into a solution.

I really liked the visual distortion accompanying your deteriorating health; however, I also noticed a lot of cases where the Z-ordering of objects was wrong, making them display in front of the player instead of behind.

I recommend adding more hints, or at least some more concrete indication of my goals other than "prepare a cure." Maybe a stronger indication of what items go together, or where they should be placed? A lot of the items struck me as probably red herrings, which definitely doesn't bode well for solving things on my own. Also, I think a proper inventory would work better than the existing "pick one thing up at a time" system for interacting with objects - it's hard to tell what items should work with what, since the default action with everything seems to be "drop it on the ground," forcing me to pick it up again if I want to try something else.

just got mutiny'd (so I'm making sick jumps and posting about it) by misterstripey 2022-10-06T03:56:59Z

I love the concept, but controlling the bird is a bit too finicky. I also think the fixed camera works against the game - once you've passed all the ramps, it's a struggle finding your way back to one.

The Temple of KnowlEGG by Carraka 2022-10-12T06:44:01Z

Honestly not sure what to make of it. I got to level 3 and I have no idea how you're supposed to cross the two spike pits at the beginning without taking damage (even putting Speed in both my powerup slots didn't give me enough horizontal velocity to clear them), nor can I reach the end of the level before the two big walls close in and cut off the exit (the timing of the vertical lifts is inconvenient enough that I find myself running down the timer waiting for them to arrive at my level).

I feel like there might be a solid game here, but the third level feels like somewhere between a brick wall and a joke at my expense.

Spooky Doctor by Gonzalol 2022-10-07T03:24:56Z

In terms of graphics and gameplay quality, this could be a finished game!

My only issue is the function of the Join ingredient is a little counterintuitive: my instinct is that the medicine recipes should work like program instructions, with the Join ingredient as an AND (e.g. REMOVE(COLOR) && DECREASE(TEMPERATURE)), but once we get to three-symptom remedies, it becomes clear its only function is to indicate "this is a multi-symptom remedy": e.g., a remedy that must both increase temperature and increase vitality requires only one "increase" ingredient, but it must have the "Join" ingredient to indicate that it services more than one symptom. You would think that being able to (and required to) incorporate each ingredient only once would make things less confusing, not more, but in my case it's the opposite! ^_^;

Zombie Rush 3: Escalation by BytingGames 2022-10-11T02:48:54Z

Very simple but VERY well executed. There's a visceral satisfaction to all the weapons in this game. (I'll admit, I was a little concerned going from a rocket launcher to a crossbow, and then I saw AN ENTIRE LINE OF ENEMIES get wiped out in one shot! XD)

It's a snack-sized game, but it's very much a complete package!

CyberBeat by Abdonatioera 2022-10-12T03:52:48Z

I'm going to start off by saying I REALLY hate the "hold space + WASD" to attack control scheme. Maybe arrow keys to attack? Having movement and attacking mapped to the same buttons with a modifier switch between them feels a little like asking me to dance with my shoelaces tied together. @_@;

In the meantime, after dying once I still was able to win by holding still and attacking repeatedly to the beat, so I don't know what's going on there.

Graphics and music are lovely; gameplay and controls feel like they could use an overhaul?

You Have a Call by dp3rucha 2022-10-10T04:33:06Z

I love the concept and the presentation, but I don't quite understand the cause-and-effect relationship between my responses and the outcome of the situation. I played twice and both times I went straight from having six healthy hostages to being told the FBI was taking over the case because too many lives had been lost, despite doing my best not to provoke the robbers.

Having a native English speaker proofread and edit the dialogue would probably also have been a big plus, though I understand that probably wasn't possible given the time constraints.

Instacrime by Jammin 2022-10-12T04:11:04Z

Clever presentation, great artwork, good music, questionable mystery. I feel a little cheated that all the drama hinged on something so banal - I never would've caught on to "stolen Pokemon cards" as a motive for a murder mystery, and if the game had been upfront with it, I would probably have mistaken it for a joke answer. @_@;

Plus, as others have noted, the lack of information about the case's dramatis personae as well as the inability to scroll freely back and forth through the posts seriously hinders the player's ability to investigate.

Hylee's Little Potion Shop by Federico Giorgi 2022-10-04T04:44:27Z

I really don't enjoy the controls here - F is a terrible choice for an interaction button; it means I have to take one of my fingertips off WASD in order to operate anything, or else cram my thumb up next to them. (My own game uses Space as an action button.)

I also don't appreciate that the game claims to support gamepad controls but I can't break curses without hitting keyboard buttons. I didn't like the keyboard controls so I tried a gamepad instead, only to be met with frustration the as well.

That said, I do like the music and aesthetic, so I'm looking forward to seeing you fix the controls so that it's playable without discomfort.

Hylee's Little Potion Shop by Federico Giorgi 2022-10-04T11:21:30Z

@federico-giorgi I didn't realize that option was there, whoops!

Old Man VS. The Internet by upcharlie 2022-10-12T04:17:01Z

Punishing, mostly. Everything moves too fast for melee-only combat to be really viable; I really would've liked a ranged attack of some kind, especially given the volume of enemies in play.

I also don't know what this game is doing behind the scenes, but this game gave me a warning that it'd exceeded my VRAM capacity - it didn't actually affect my performance, but it was a bit alarming to see that red text in the corner of the screen.

Faraday Uncaged by TheWustache 2022-10-12T00:05:57Z

VERY nice game, and very impressive work with the cable physics - I only wish they didn't feel so fiddly to grab at times!

Under Pressure by Fluffy_Kaeloky 2022-10-06T04:19:01Z

I never thought I'd ever play a game that'd make me appreciate a fart mechanic.

That said, the final level is brutal - I wish there were more options for avoiding capture than just running into a shipping container and hoping the AI doesn't catch on. Feels like the shockwave would make a great option for stunning pursuers - a shame it doesn't work like that!

The Flock and the Flood by vgel 2022-10-06T02:04:23Z

Lovely, chill game. My only gripe is that the "lame duck" period arrives long before the actual end - there's no patches of grass on the peak, so when the flood reaches that point, there really isn't much you can do other than wait for death! ^_^;

Might I recommend one control tweak, by the way? There should be an option to move the camera with WASD as well as the mouse.

Ring King 51 by bramreth 2022-10-12T03:46:51Z

Bit annoyed that you can only use the keyboard if you play singleplayer; I couldn't figure out any way to switch to gamepad controls. I'll admit that with the camera perspective and lack of dedicated cursor, aiming is a bit counterintuitive. Conceptually, I love it, and I love the presentation, and the chaotic gameplay is a riot, but there's some clumsiness in the controls that's holding it back.

And again, I don't like the fact that you can't use a gamepad if you want to play singleplayer, unless you're okay playing against two AI and a braindead default keyboard player.

Hyper V-Ball by Mooptychunk 2022-10-06T03:13:07Z

Oof. I absolutely LOVE the graphics, but gameplay is a chore - the timing is too tight and the controls are too clumsy. The complete and total lack of air control means it's almost impossible to spike the ball unless you launch it straight up.

Egg Salad by wheelsx 2022-10-04T14:43:37Z

This is an all-too familiar mood for me - trying to perform a simple step-by-step task only to get lost in random tangential thoughts. ^_^;

Making egg salad hardly qualifies as a puzzle, especially given the step-by-step directions, but the kitchen is well-realized enough that trying to figure out where all the different tools and ingredients are is engaging nonetheless. And while there might be no penalty for failure in the minigames, the disruption of my train of thought is punishment enough XD

Rabbit Help Rabbit by JoshuaRabbit 2022-10-12T03:30:57Z

The voice clips were fun, and I liked how each of the three rabbits had a different power set (with the wizard being probably the most OP - his attacks pierce AND he has a ranged AOE!)

My only gripe is the lack of music - this game really could've used some tunes to liven up each of the three environments.

Arkeon by Achiliuus 2022-10-10T04:59:52Z

It's a very pretty game, but the combat - the important part! - has zero impact whatsoever. I feel like I'm performing surgery with my hands under anesthesia - enemies don't have hit feedback, neither does the player, so the only way I really understand what's happening is when I get a big "DEAD - PRESS ENTER TO RETURN TO THE MAIN MENU" message (which cuts off on the left and right edges of the screen, whoops). I don't think I managed to kill a single ninja, and I'm not entirely sure I would've noticed if I had.

I should add, it seems like you can't attack while moving, which seems to me like a cardinal sin for sword-based gameplay.

Chicken Golem! by T C 2022-10-06T02:44:37Z

Really cleverly put together. I loved how the mechanics switched up for each level. Two gripes: one, the switch blocks really should have reset the timer as well, and two, the hover ability would've been more intuitive if it was keyed to double-jump instead of being a separate button.

Panopticon by Blue Pin Studio 2022-10-11T23:45:37Z

I love, love, LOVE the music and how it syncs with the 10-second timer. That said, it feels like the particles vanish too quickly to be useful - you literally have to be always spraying to find your way and find cover, but once that's gone you're reduced to fumbling in the literal dark (and probably going to be killed).

House Of Quandary by bflatinteractive 2022-10-08T19:28:51Z

Pretty solid! More puzzles and more variety would've been appreciated. Also maybe swap out the math puzzles for something else - perhaps a word-related challenge instead?

Drunk Wizard by Nbrowning5 2022-10-06T01:13:48Z

This was HILARIOUS. I loved the unsettling nonsense-factor of some of the spells (like summoning a crying anime girl that lures in enemies before suddenly ARGH SPIDER LEGS).

A great thing about it is the way it lures you into a false sense of security. Your bizarro magic is POWERFUL, even if you can't control which spells you get: most of them are fairly OP by default! The catch is, even with all the destructive power at your disposal, the goblin horde is JUST. THAT. INTENSE.

One Hell Of A Time by Leopold 2022-10-07T03:39:23Z

In terms of graphics and sound, this was really solid! The gameplay itself could stand to benefit from a few QoL tweaks, though: there's no on-screen timer for powerup duration (that I noticed, anyway), so there's no indication how much grace period the angel wings (arguably the most important item on offer) give you. I kept dying because the wings gave out sooner than I expected! ^_^;

Snail Traffic Control by Smooches 2022-10-10T04:42:54Z

This was HILARIOUS. I'm not very good at it but I love the low-key fire-and-forget-ness, just setting up a bunch of arrows to keep the snails in play, watching the edges to make sure they don't crawl too close. Plus the tutorial guy losing his temper at you when you lose.

I also love how the music is synced with the action. Slow snails move every beat, fast snails move every half-beat!

10 Seconds Arcanoid by min4uk 2022-10-04T05:00:14Z

I love the whole paper-and-pencils aesthetic. The concept is neat, but the scoring is punishing - by the time I finished my run, I had a score in the high negatives despite managing to juggle five balls at once!

Speaking of, I had to exit the game rather than get a proper "game over," if such a thing is in fact possible: one of the balls decided to peace out in the corner and wouldn't move, even when I managed to bounce another ball straight into it. This is probably an edge case I was unlucky to encounter, but it does seem like the game's physics at present allow balls to slow down enough to get stuck!

Ruins of Resurrection by MorePixels 2022-10-10T05:13:11Z

The timing is WAY too tight on the fourth checkpoint. I really like the concept, but the controls really aren't precise enough for the kind of maneuvering this game demands. I hate botching a run because the detection for when I'm in position to use the checkpoint gets FIDDLY at times.

On that note: why DOES dying send you back to start instead of simply teleporting you to the last checkpoint you used? There's so much time wasted each run just trying to get to the checkpoints.

Cold Blooded Frogicide by D34TH0FTIT4N5 2022-10-10T04:52:09Z

Lasted a little over 5 minutes before I died. I'd have appreciated some solid background music to accompany the mayhem, plus some nice explosion effects for enemy death. I also experienced some odd glitches where the bosses seemed to jitter around, and movement seemed to play weirdly with recoil at times.

Flocker by Jaker 2022-10-06T02:06:31Z

Any hope we'll see binaries? I'm fine downloading games, but asking me to compile them is a little much @_@;

Flocker by Jaker 2022-10-06T02:18:07Z

@jaker Whoops! Open foot, insert mouth!

Absolutely BEAUTIFUL game - gave me vibes of Rez, if Rez had some of Final Fantasy XIV's thornier AOE patterns to contend with. XD

Turns out I am very very bad at it: I won, but with only 10 floaters left alive XD

Phemie's Fable by Austin Law 2022-10-06T01:04:31Z

Very cute! I didn't get the "select your weapon/upgrades" mechanic when I played but that was only my own fault for not rereading the manual first. All the weapons were fun to use!

Stoked by Alexzoin 2022-10-06T01:20:55Z

Having trouble running the game. The left and right edges of the screen are cut off.

I'd download the game and run it locally, but there doesn't seem to be a download link for the game anywhere.

chrome_2022-10-05_18-18-27.png

Stoked by Alexzoin 2022-10-06T15:00:51Z

@alexzoin 1920x1080, and I'm running Chrome. I tried Edge in case it was a browser issue, but the same thing happened there.

Stoked by Alexzoin 2022-10-08T22:05:20Z

Thanks for the fix; it's playable for me now!

Aesthetically, I love it, but it seems very frustrating and opaque to actually play. ^_^; The only working strategy seems to be to divide time between stoking the fire and keeping the Seekers away from it (and your Gatherers), but eventually I'm overwhelmed by Seekers long before I have enough Souls to recruit a single Souldier. Is there some mechanic I'm missing? Lost Souls don't seem to spawn fast enough for more than a single Gatherer to be worthwhile, and I'm reluctant to buy more than one Energy Well with Souldiers being so expensive.

Push It by Pete Thorne 2022-10-06T02:31:11Z

That went some unexpected places! Really well-designed.

Might I recommend adding subtitles for the narration, though? I literally couldn't make out what was being said @_@;

Wyrmweaver by animawish 2022-10-12T03:02:02Z

WOOOOO, A LOVE2D PROJECT!

Love2D carried me from LD28 all the way through to LD46, after which I switched to Godot and never looked back. ^_^; Still - definitely respect seeing Love2D projects out in the wild!

I love the gameplay concept, but it's a shame an arena shooter like this doesn't have music or sound effects to enhance the experience. Even some nice explosion effects on enemy death would've elevated this. Don't discount the importance of visual flair - the graphics are competent, but a little bit of pyrotechnic flash would've gone a long way here!

UMBRELLA REVENGE by SAGIII 2022-10-06T02:20:38Z

The controls are just too fiddly! When I realized the game was asking me to not only thread the needle through a set of spikes but ALSO wall-jump up through ANOTHER set of spikes, I had to quit. The graphics are beautiful, but the game itself is sadly an absolute chore to play!

THE WORLD NEEDS BISCUITS! by PureImprov 2022-10-11T02:42:46Z

The concept is cute, but I wish grabbing cookies didn't feel so fiddly; it's hard to grab them when the conveyor belt starts moving at an appreciable clip. I'd also have appreciated some visual indicator when a cookie is in place to register as being fed to a human when dropped. Since cookies clip through the human models, it's sometimes hard to tell if a cookie is in the right position or if I've overshot it.

Would You Care For Seconds? by Rakr0s 2022-10-04T04:50:56Z

QWOP AS AN EATING GAME

I'M GIVING THE WHOLE THING BONUS POINTS JUST FOR THAT

Mind you, I'm not very good at it, but I won't hold that against it. (Would you believe that this QWOP-alike has the LEAST obnoxious controls of any of the handful of games I've played and rated thus far?)

Cave of Secrets! by Kman 2022-10-11T02:33:13Z

Ultra-short but very enjoyable! It makes me a think a lot of my own approach to the "Every 10 Seconds" theme.

Time control in 10s! by Eager 2022-10-12T04:31:14Z

Clever puzzle concept, nice art, not sure I'm a huge fan of the puzzle design itself. There's a lot of trial-and-error involved and it feels trivially easy to get stuck. Took me an annoying amount of time to realize that reverse time made the water solid, and then I got stuck on the platform puzzle right after.

Vamplight by ShauKaula 2022-10-12T03:58:57Z

First let me ask: how is this over a gigabyte extracted on my hard drive but absolutely none of it is sound effects? @_@;

I couldn't get past the first forest; I kept dying instantly once the sunlight hit. If there are safe spots in the open daylight, I couldn't tell what they were. Pixel graphics are very nice, but I literally can't get past the first ten seconds of your game.

And at risk of repeating myself: why is there no sound at all? A lovely bloodsucking vampire sidescrolling adventure deserves SOUND!

You Fix Spaceships! by BeetleBox 2022-10-06T03:26:48Z

Simple yet beautiful. Much of the joy was in the strange little stories each of the spaceships had. A strangely wistful little thematic anthology.

Hey Can You Play...? by Scoodi 2022-10-04T04:32:04Z

The knobs are too fiddly! I like the concept but the lack of actual music is disappointing, and adjusting the knobs fast enough to satisfy the clubbers is painful. The game needs fewer knobs, or easier-to-adjust knobs, either, both, or even something completely different - it's simply not fun having to wrestle with them, especially since it's not clear how precise you have to be. Do you have to be right on the dot with each one, or is it sufficient to fudge it? My instinct is to panic at the sight of those arrows!

It cannot die so you must not kill it. by LordL75 2022-10-11T03:52:19Z

I really like the concept and presentation, and the music is nice, but the movement and combat feel sadly underbaked - it's hard to move with enough precision to hit enemies with my attacks, which seem to have some severe dissonance between animation and hitbox. I lost after a few rounds because I accidentally skated past an enemy I thought I'd pressed the button in time to hit.

LD52 — Harvest

Myth vs. Mythos by ryusui 2023-01-10T02:00:34Z

@triangle-point as in "Cthulhu Mythos." it's a bit more low-key on the aesthetic of "gods and goddesses fighting an eldritch invasion" than i'd originally intended, but when "Myth vs. Mythos" clicked in my head, there was no going back XD

@sean-spiggle long story short you want to kill all the purple wriggly things, and there's two ways to go about it: you can grow your territory right up to the edge of theirs and build houses, which will spawn soldiers that will kill monsters and tentacles, and you can also charge up enough mana to simply nuke things with your Radiance. check the bottom-right corner of the screen: there's both a gauge and a textual indicator how much mana you have/need for your different options.

LD53 — Delivery

Ghost Pizza by pkenney 2023-05-06T05:18:51Z

Deceptively simple. Gets *very* tense the further on you get - those ghosts mean business! (Or loss of business, in this case! XD)

I'm mixed on the lack of audio - the SFX we *do* get does its job nicely, but I'm not sure whether the lack of music contributes to the overall spookiness or just leaves the soundscape feeling empty.

Other than my quibbles on the lack of music, this - despite its simplicity - is easily one of the most complete, polished, and balanced-feeling games I've played this Ludum Dare so far. I love the mechanic and I love the animations you have going with the ghosts. (Also - very much appreciate that you did not make being touched by the ghosts an instant game over. This would have been a *much* different game otherwise!)

Rush Deliverance by ryusui 2023-05-05T04:06:26Z

@shooting-star, @matterlinx: Just one person working on this (unless you count the fine folks who developed the Godot engine!) ;)

Rush Deliverance by ryusui 2023-05-13T21:42:43Z

@pkenney Thanks for the feedback!

The track is made up of 20 (21 if you count the initial straightaway) different repeating chunks; the overall course is procedurally generated, yes, but the individual segments were hand-designed, and the game simply strings them together in coherent order. (The "sample" track on the title screen is fixed, though!)

I extended the overlay display time precisely because I wanted it to be easier to read, but perhaps that was a mistake. Whoops!

You start with 30 seconds on the clock and get 10 more each time you hit one of the green Nexus goals (it was 15 for most of the game's development, but I didn't want it to be easy to extend the game's length indefinitely - though in practice, this adjustment might also have made things unduly punishing!).

The screen is supposed to turn red when you're down to five seconds on the clock, but this isn't visible in the HTML5 version due to Godot's Compatibility renderer missing features.

As an aside - my sibling playtested the game, and showed off a high score of around 150K. They happened to do this right as I was implementing the high scores screen, so yes, the top score *is* inspired by their achievement.

Dirigible Delivery by aevek 2023-05-07T15:32:20Z

Good to see another Godot dev putting out a 3D game (though your project is *way* more ambitious than mine XD)

The amount of *world* here is impressive, but I have to say the game feels like it's missing some basic quality-of-life features - a speedometer and distance indicator for tracked cargo would've been much appreciated. I also don't like how the ship doesn't pitch up/down as you climb/descend. I know that maybe *technically* an airship *shouldn't* but I'm too used to flying mounts in Final Fantasy XIV; the lack of the additional direction signifier is jarring.

It also feels like the actual gameplay loop is slightly broken - the game was telling me I'd won before I ever ascended past the first three islands, though I still got a "Make final delivery" objective (never figured out what that meant), and even though I made it to Vaguely Island at the top, nothing special happened - in fact, it threw up a dock screen for "Sweetfish Isle" first, only giving me "Vaguely Island" after I closed it. So...given how much time the player needs to invest to make it that far, maybe make sure these kinds of things are working and not broken on release next time?

Speaking of broken, I think docking is too fiddly - feels like the hitbox for when the docking prompt shows up is too small and doesn't always line up sensibly with the actual dock. I don't think anyone would miss the actual docking animation, either, which just looks bad most of the time - skipping straight from pressing the button to the dock screen would be an improvement.

As an aside, I found the wind system equal parts frustrating and fascinating - it was annoying having to struggle against the currents to get where I wanted to go (maybe a minimap showing wind currents would've helped them feel less frequently like *obstacles?*), but it was neat how there was a system for tacking into them, and the particle effect itself was impressive. I'd love to know how to do something like that myself.

Magic Parcel Service by Gatlink 2023-05-07T16:35:09Z

I'm really torn on this one! The game itself is so thin as to be practically nonexistent (I finished it in under a minute!) but the concept on display is *clever* - having to *give away* your powerups one by one in order to finish. (I'll admit, I delivered the first two powerups so quickly I don't even know what they all do - I kept the fireball to the end, though!)

Wasabi Whiskers by Beebo Studios 2023-05-07T16:49:42Z

My brain is not prepared for the kind of puzzle-cracking this game expects of me. XD

All the same, I appreciate the level of effort and polish on display. Also, I'm a sucker for sushi, cats, and conveyor puzzles, so that's a whole trifecta of my interests on display here!

Peculiar Parcel Pioneers by svdvorak 2023-05-04T04:02:20Z

I'm sorry, I just can't get past the use of AI art. There's something that just sets me off as uncanny valley about the whole affair. The character portraits are passable (if a little unsettling), but the map is zoomed in close enough that the general fudginess of the details is hard to ignore.

I did like the writing, what I saw of it; that's easily this project's strongest point (hopefully THAT wasn't AI-generated as well). However, the gameplay feels really, really thin. It took several stops before I found my first package delivery, and when I realized I'd have to scour the map looking for the intended destination and *that* was the entirety of the gameplay loop, I gave the rest a pass.

Contraband Crackdown by PurpledArtFrog 2023-05-07T16:32:04Z

The game loop sounds compelling on paper but I think the game area is too cramped for it to really shine. Everything happens so fast and in such tight quarters that it feels like a frantic button-mashing frenzy with no real thought or strategy involved. Also not a fan of how there's functionally no way to lose the game, you can only grind through it till you reach maximum rank; I quit after I hit rank 3 myself.

Holy Ghost Kitchen! by xfinktion 2023-05-06T05:34:30Z

Always a sucker for culinary gameplay shenanigans. That said, I feel like the controls are very much too obtuse for some of these; "circle left" is suffering on a keyboard (not so much on a thumbstick, which I don't think the game supports?), and the chopping minigame could absolutely have used some points from the cooking games in Like a Dragon: Ishin!, where the blade moves automatically and the player is expected to time the chops. (On the upside: I should count my blessings you didn't try to add Ishin!'s timing-critical "add seasoning" minigame!)

If you'd like an example without having to actually play the game, here's a video of Ishin!'s cooking minigames (the chopping is the first one demonstrated):

https://www.youtube.com/watch?v=Qux7SFZfAHo

...On this subject: is that supposed to be a fish or an onion you're cutting? It looks very much fish-shaped but I realized an onion would make more sense in context. @_@;

Moon Kiss by jepjoh2 2023-05-07T17:25:08Z

The controls are finicky, and there really needs to be a download version; the game runs choppily in the browser. Despite never successfully launching a single satellite, though, I love the concept you've got going here. The whole idea of rigging up a *truck* to launch payloads into space is *hilarious* - I award points just for that.

And yes, I would sooner trust your fictional space delivery company to get us to Mars than Elon Musk. (At least *their* truck only explodes when it *hits* something!)

(Also, yes, I can read the actual title you've got going here - 果てしない空間, "Endless Space" ;) )

Beelivery by BackwardsCap 2023-05-07T17:08:02Z

Consider this another thumbs-up on the bullet hell gameplay!

I don't say this often, but I wish there was a downloadable version available - the level transitions were *neat,* but they also made the game freeze and stutter in my browser. Also agree that the stinger mechanic feels like an afterthought - it makes me think dangerously of another game I've played this Jam, where combat was reliant on a slow-moving, limited-use projectile, but fortunately unlike *that* game, this one didn't *force* me to use it.

Total TattleTale by Mastoast 2023-05-07T19:57:10Z

One of the best times I've ever had doing something hideously unethical. I'm not sure which I enjoyed more: screwing over the Land Robber Dealership or sending the would-be panda-nappers to the tiger cages. XD

Also: secret ending? You have me intrigued. :3c

Dino delivery service by Netarion Swan 2023-05-04T04:15:53Z

Collision is very, VERY unforgiving, both in terms of delivering eggs (those tiny targets are hard to hit!) and avoiding obstacles: the hitboxes on obstacles seem WAY bigger than their sprites, and it took me a few tries to realize the big leaf-munching brachiosaurs were *not background scenery*. The perspective also makes the "crash into the ground" hitbox feel much higher than sensible!

Stroke Stork by spyranteros 2023-05-06T05:40:33Z

Oh I am NOT a huge fan of how you can't use WASD controls, nor how you have to restart from the beginning and watch/skip through the intro each and every time. Good graphics, but genuinely too punishing to keep my interest for long.

DE-LIVER THEM by Fishy_F1shy 2023-05-06T05:53:10Z

Big fan of both the puzzle gameplay and the warped take on the theme (my own game has a less gruesome but similarly off-kilter take on "delivery"!) I'll admit I didn't have the patience to puzzle my way through all 20 levels, but the concept is clever.

My biggest gripe is that there's no visual distinction between the hunters the player controls: tabbing between them when there's three on screen takes some guesswork; some sort of indicator of what order you tab through them (like a red-green-blue cycle) would've been helpful. Speaking of, the instructions really should display before the game starts instead of being hidden on the pause screen - I didn't like how it wasn't obvious at first what I was supposed to do on the second level, even if my confusion was only temporary.

Smuggling Pirates by Hoeleboele 2023-05-04T04:26:08Z

So, first of all: is there a reason the "forward" button on the tutorial boxes makes you go BACK? I appreciate that there *is* an option to go back and forth through the tutorial, but the way the arrow's pointing makes it look like "continue" and not "back." (That said, forcing the player to play through an encounter with a single pirate is a bad joke!)

This game gives me flashbacks to FTL (a game I haven't played in *far* too long), but the clumsy interface makes surviving encounters a chore. Even with a full contingent of pirates, I'm stuck rapidly clicking back and forth between options trying to keep from sinking while also warding off whatever disaster my ship had gotten itself in. I think maybe that if the game had a smoother interface for assigning pirates to jobs, this game would be worth a few plays, but as it stands I got to my first island and hung up my sailing hat for good.

The King is Dead by Beep Boop 2023-05-07T19:30:02Z

I love this! My only gripe is that the final challenge feels impossible - there's really not enough time to surmount the Tomb of Kings while also dealing with all the other hazards of the road. Some more polish (I also experienced the issue where sometimes my hand prevented me from reading the cards on the board!) and a more forgiving endgame would make this something worth coming back to!

Eyes of Odin by Rocket and Blanky 2023-05-05T08:48:07Z

Clearly a lot of work was invested into the presentation here, but...the game itself feels very very thin? I will admit I aimed for the arches at first thinking they were necessary to proceed only to realize they were just scenery. Very atmospheric, even though it's literally just a straight flight from point A to point B and then back again. I'll also admit that with as close as the camera is to the raven's back, it manages to feel claustrophobic despite being a game about flight. (And I was a bit perturbed to realize there's nothing stopping you from diving down through the mist and looking up to see arches and towers floating in the air!)

Also, "Options" on the title screen doesn't work, and there's no way back to the title screen from "Credits."

Was the art created for the game, by the way? It looks hand-painted - which is very very nice, given I've seen a game this LD with unsettling AI-generated assets.

TWEET by Bo Dangles 2023-05-07T17:35:29Z

*Relentlessly* adorable. XD

The platforming was a little fudgy, but I'm glad that wasn't the focus - the minigames kept things interesting and were implemented well enough to make them diverting instead of onerous.

I also loved all the animations you worked in, and details like how the girl has an extra frame facing the camera when she turns.

Delivery Dash by Random Ideation Studios 2023-05-04T04:54:44Z

Any reason the directions in the intro say "Right Mouse Click to Continue" when it's actually left-click? >_>;

There's really too much broken English text here; I'd rather you trimmed the intro entirely (or found yourself a native speaker) than subject us to all these paragraphs of mangled grammar. ^_^;

(Even "Delivery" on the end-of-level goal is misspelled!)

That said - despite the janky collisions, I found myself compelled to play the game through. (Full disclosure: I did not beat the final level "properly"; I inadvertently clipped through the floor at one point and decided to call that a win. XD) I like the air dash mechanic, though I'll admit I'm not a huge fan of "press Up to jump" control schemes (jump should be a separate button from the movement controls!)

I'll also admit I don't like how it's possible to reach the end of the level with health remaining and still be told you damaged the food too much to be accepted. The health bar shouldn't cheat you like that - an empty bar should mean game over; green in the tank should mean it's still deliverable.

Cow Delivery by RenardGames 2023-05-05T05:47:24Z

Honestly a bit frustrated that there's no explosion animation for the player, given how much attention was clearly lavished on the cow crunching. The controls are also on the finicky side given how much precision dodging is involved, but no major gripes with the interface otherwise - the tractor beam is a nice and forgiving one-button arrangement (if you've played some of the games I have, you know how much that counts for!)

I *loved* the kinda-sorta-Metroidvania-ness of having to deposit a certain number of cows before certain doors would open. I wasn't a fan of having to navigate the laser hall twice (four times, technically, both coming *and* going), but I liked how you clued how to use the rock beyond the four-cow gate with the setup you find near the fourth cow itself.

Apricot Kernel by riley9 2023-05-07T19:48:49Z

I feel like this was telling a very personal story in *roman a clef* form. Really quite lovely. I can't say I share the same experiences, but there are sentiments in there that felt familiar to me regardless.

FastData by Kyn21kx 2023-05-04T05:09:08Z

@kyn21kx You know you can edit your submission to fix the instructions and provide a proper download link, right?

Very pretty but very hugely not a fan of how it dumps you right into the game with almost no time to react before your first obstacle. The gameplay makes me think a bit of Audiosurf, but the parry mechanic feels unforgiving; I know this is designed as a rhythm-action game but the timing still feels punishingly tight.

Hamazon Waremouse by Hoshinu 2023-05-04T04:11:08Z

RNG seems badly broken. I had an order that asked for headphones and the conveyor belt refused to give me any.

As noted, it's also annoying that the game doesn't keep track of the items you've collected for the current order (simply crossing off the items on the checklist would've been helpful!), nor are you given any indication that you got the order right or wrong - in fact, there doesn't seem to be any obvious scoring at all.

Spatial Delivery by Michael Darling 2023-05-06T05:08:01Z

I wish there were some in-game instructions! I glossed over the ones you posted in the description and I had no idea you could queue paths or switch drones with Tab until I was about to write my review. As it stood, I stuck with a single drone for my entire playthrough because selecting drones by clicking turned out to be too finicky.

I also wish it was possible to discard produce! Since every delivery spawns with its associated item, it's possible to end up loaded down with undeliverable goods, and the screen becomes a minefield of produce with no recipient.

And yeah, as noted by others, it is *bad* that there is no way to exit the game other than Alt+F4. If this game ran in Windowed mode, it'd be forgivable, but taking over the screen and forcing the player to force-quit is poor practice. (My own game lacks a dedicated "Quit" button, yes, an oversight on my part, but you can close the window at any time!)

Deliver the Gem! by SlickClyde 2023-05-07T14:38:06Z

Oh God, no. I am not a fan at all of the combat here. If I could click a second time to recall the gem, that would be one thing, but having to dodge bullets and pick up the gem again is torture. If I could simply forgo the combat entirely and make a mad dash for the exit on each level, that would be one thing, but you *have* to kill all the enemies on each floor, which is an exercise in sheer frustration.

And if you had extra time before the release, like you said, then why on Earth did you leave the health potions broken and unusable?

Witch Brunnette by joao-marcello 2023-05-07T21:55:46Z

Absolutely adorable! And while I don't use Love2D for game development anymore (I've switched to Godot in recent years), it's great to see others using it. <3

Things get really hectic over time - maybe the game could use some kind of powerup system, like, giving you a purpose beyond score for putting ingredients in the cauldron? (Speaking of - I love how defeated bats drop wings you can use for ingredients!)

My only gripe with the presentation is the lack of music. A fun little background loop would've done a *lot* for the game. It's not catastrophic that it's missing, but it would've taken the polish to the next level, I think.

D'erps Delivery Debacle by Digx7 2023-05-05T03:54:55Z

I love the concept on paper; it's just there are so many little things that come together to make this thing *frustrating* when it should be *engaging.*

This is the second game I've played this Ludum Dare which has a dedicated "drop" button and it *really should not.* Upgrades should be permanent when obtained; making me choose between basic features like "run faster" and "see the timer" and "a map that doesn't fade after a few seconds" feels like a bad joke at my expense. Likewise, keys should be used instantly when you touch the door, as should turret upgrades when you touch the turret - *there should be no reason to have to explicitly "drop" anything at any time.* (Honestly, the fact that the map fades by default also strikes me as foul play!)

I want to love this game, I really do, I love the loop where you're having to constantly run back from your explorations to defend the flower, but the "delivery" angle you've tried to shoehorn in here with the "pick up and drop" mechanics is at complete odds with everything that makes this game *interesting*. The actual "tower defense" angle may be thin (it'd be more fun if you could actually aim and shoot oncoming enemies!), but it's the absolute least of my problems with this game.

D'erps Delivery Debacle by Digx7 2023-05-06T00:42:51Z

@digx7 I'll admit, I've been playing a lot of Desktop Dungeons and Soul Hackers 2 lately, so that might have made me a bit *opinionated* on matters of dungeon crawling! XD

I actually enjoyed the maze exploration part, *up until I noticed the game was eating my mapping progress while I wasn't looking.* I would've been fine, perhaps, if all I needed to do was find the map in order to keep my progress (still foul that it was being held hostage in the first place!), but the fact that I needed to *choose* between it and the running boots (yes, I did find the backpack, but I'd still have to forsake one or the other to carry keys, turret upgrades, or the bomb) soured me on the *carrying* mechanic in turn.

I should highlight - Desktop Dungeons *absolutely* puts a cap on what you can carry! But that cap is a generous *six,* with "small" items like potions fitting multiple to a slot, and there's no fumbling about with switching back and forth between items ("dropped" items are *recycled* for a bonus); inventory management is a puzzle, yes, but it rarely feels like a *straitjacket,* the way this game's limitations do.

Bunpacking by Chailotl 2023-05-07T17:17:18Z

The controls are a little finicky (feels like I've played *way* too many games this jam which had separate dedicated pick up and drop buttons where a single button and/or automatic pick up/drop actions would have sufficed) but overall it's cute and fun; I also really like the "2D-in-3D" style you have going here. (Also was fun figuring out I could just sidestep the Nabbers like a toreador!)

Pack-Man by GyReDHawK 2023-05-04T03:51:44Z

Cute, but the gameplay is just too punishing. The guards' sight cones are unforgiving and the pick up/put down mechanics are too fiddly. Is there a reason picking up and putting down boxes takes two separate buttons, on that note? In Zelda, for instance, picking things up and throwing them uses the same button.

Darby's Delivery Service by tvyas 2023-05-05T08:37:10Z

Cute and enjoyable, if a bit thin. I couldn't figure out how to tell the fake Jury Duty letters from the real ones, though, and while it was easy enough to figure out where the letters with the gold lobster stamp went, I'll admit I was stymied by the other special mailboxes.

The fact that there's no end goal to shoot for, or even a loss condition, is kind of a bummer - it's chill, to be sure, but the fact that there's no winning and no losing leaves things feeling kind of pointless. I also don't like the double-RNG at play - the mailboxes *and* mail both being random, with no way to select any letter than the one at the top of the stack, means I'm often stuck hanging around waiting for the right mailbox to show up before I can deliver anything. (All the more annoying if the next letter in the pile goes to a mailbox I just had to let slip offscreen!)

LD54 — Limited Space

Unbelievable Universe by Igor KinGamer 2023-10-18T02:14:23Z

A simple but very fun idea. I love the twist in the final level, where you have no choice but to put your smaller planets within the large one's gravity well, but outside the eccentric "flight path" of the orbiting moon. XD

My only disappointment is that the game ends right when it introduces such a clever puzzle; I'd have loved to have seen "overlap" solutions like that develop further.

How to Po by Decentsauce 2023-10-07T22:14:12Z

I love the graphics, the music, and the overall gameplay concept. The one thing I don't like is the controls. Why on Earth do you have jumping and grabbing mapped to the mouse when the game does not actually use mouse-based controls? I keep instinctively hitting the space bar to jump - the sensible place to put it when you have WASD controls; it's right under my thumb, easy to reach - and dying because, again, the jump button is in about the least intuitive place you could put it for a game like this. Grab on LMB is more forgivable, it's almost intuitive, but jump has no business being on RMB at all, and it arguably breaks the controls entirely in what should be a fun, smooth gameplay experience.

To be clear: I absolutely love everything else about this game, and I'm looking forward to trying a version with a more sensible control scheme, but the wrongly placed jump button makes the game needlessly frustrating.

Rabbit Hole Run: Don't Lose Your Head! by ryusui 2023-10-03T20:15:43Z

@mealky I did! I listed all the tools I used to make the game in the description above. Did you find the secret ending?

Rabbit Hole Run: Don't Lose Your Head! by ryusui 2023-10-03T21:29:03Z

@mealky There's a secret exit to level 3. Reaching it requires looping back through part of the stage.

Rabbit Hole Run: Don't Lose Your Head! by ryusui 2023-10-07T21:00:43Z

@glennverheij I usually use an SFX generator like Bfxr to make the sound effects for my projects; this time I decided to play around with the idea of using musical cues instead. Some are, perhaps, a better fit than others. ^_^;

I do have a Post-Jam Version 1.1 in the works, and it already has quite a few upgrades over the current version of the game. Adjusting the look-ahead camera will definitely be on the list!

Rabbit Hole Run: Don't Lose Your Head! by ryusui 2023-10-07T21:56:02Z

@vyndilis Thanks! T'be clear, the Alice model is my own (the first thing I made for the game!), but the animations come from Mixamo.

Rabbit Hole Run: Don't Lose Your Head! by ryusui 2023-10-18T22:22:44Z

@sinus in retrospect maybe i should've had the headsmen move around, and set up something where the one that's normally just standing still after the switch corners you instead XD

Purple Pop by silkworm_sweatshop 2023-10-08T04:29:16Z

Love it! My only gripe is that the Repellent seems pretty much useless. Once your bacteria start reproducing and Predators start spawning, there's not a lot you can do to keep the two apart. ^_^;

Also, I'm glad to know I'm not the only one who noticed that bacteria have a habit of spilling outside the petri dish. Put the cursor close enough to the edge and you can feed them, too!

I also noticed there seem to be some issues with how the predators seek their prey. I would sometimes see them run off to the bottom-right corner of the map as if chasing a "phantom" bacteria that somehow hit the top of their priority list. (It didn't help that there was, in fact, a dead bacteria right outside the petri dish there!) At any rate, their pathing seems a bit buggy at present - which, honestly, is hard to notice when there's a bloodbath (cytoplasm-bath?) going on in the middle of your petri dish ^_^;

Limited Ssssspace by Quoclon 2023-10-10T05:18:45Z

Really good stuff! "Snake but you're a roving gun-train of death" is such a fun idea. XD

I tried twice but I didn't hit the 10-minute mark, for the same reason both times: the game wouldn't react to my inputs for a critical moment and I crashed into a wall. Overall my only big issue is the controls feel really unresponsive at times; like, even accounting for the fact that the snake moves one tile at a time. Smoother controls would be a big help - maybe some kind of visual indicator that an input has been received, too?

Cosmic Collapse by LaneDavis 2023-10-15T18:53:07Z

Okay, what kind of black magic did you have to commit to get a game looking and sounding this good within 72 hours? The intro alone could've come out of a full retail title!

I love the concept, I love the aesthetic, I love the gameplay - the only thing I'm not so huge on is its commitment to the bit. Restricting the player to two slots makes a lot of sense at the get-go, I'm absolutely sold on the idea that you have to switch back and forth between your modules as the situation demands, but I really would've liked it if you could upgrade to three slots at some point; there is simply *too much going on* in the lategame for me to both survive *and* get the wormhole open. I tried three times and each time I was overwhelmed by enemies at the end. I also think it'd be useful if the Shield had a visible cooldown indicator.

(There's also an OCD part of me that wishes you could upgrade the Research Module as well - and perhaps there should be *some* secret utility to upgrading the Historian XD)

A Better Place by SvenErik 2023-10-18T02:32:56Z

First of all: salutations, fellow Godot developer!

I love the graphics and the overall concept, but I really don't like the controls/interface. There's no visual indicator whether you're right-click dragging the crane to the right target - I thought I was dumping the garbage piles into the right bins, but apparently the game registered me releasing the right mouse button in the wrong place and dumped the piles into the wrong bins. And not just once, but consistently. I could drop garbage one piece at a time into the right bins without issue, but moving and dumping piles basically didn't work for me.

Blob Island by Mathis BRESSAUD 2023-10-07T20:29:43Z

BLOBBA IS YOU

Fun little puzzler. I'll admit, I didn't finish; the Blob really moves too slowly for the larger puzzles. There's also a glitch where if the last move you make is onto a food tile, you'll see the particle effect for eating the food after the level transitions. (Speaking of: I think the "eating" animation would look better if it starts when he moves onto the title, not after!)

SpaceRaft by Bytomancer 2023-10-07T20:19:14Z

I never knew how much I needed to play a game that would basically give me a giant flying baseball bat to stock full of weapons and swat tiny popcorn fighters out of the universe with until now.

My only issue is that the shield generators feel very awkward to use. Also, having played Sunless Skies, I'll admit I kept wanting to hit Q and E to use the "sidestep" jets. XD

Meowpheus by ffffchai 2023-10-18T01:57:09Z

The bubble mechanic and how it interplays with your fire rate is really neat; I'm reminded a bit of the Laser Dome in Dome Keeper, where your penalty for continuous fire is restricted movement. That said, while I'm a fan of shmups, I hate to say it but this was *way* too hard for me. I didn't make it past a third of the first boss's life bar - and there's supposed to be *multiple?* I can't imagine actually managing to beat this game. ^_^;

Less Space by Vyndilis 2023-10-07T22:30:08Z

Big fan of this one! Gamepad controls don't seem to work in HTML5 but fortunately keyboard controls worked just fine. XD

I have only two issues: the little coins/score bubbles should really have an animation for dropping into the abyss, and the game gets a bit repetitive once you're down to two platforms. There's really nothing stopping you from playing indefinitely other than consciously choosing to slip up and die - maybe the time limit for the platforms dropping could start decreasing after a point?

Buttons by BuzzyBee 2023-10-08T00:27:47Z

The wall jump mechanic is neat, but I'll admit I couldn't figure out what to do past the second blue diamond. I also think the boost jump (or whatever it was supposed to be) could be mapped to a better button than J, and the tutorial hint more explicit about what it actually does.

BTW, one Godot dev to another - it is REALLY easy to implement gamepad controls in Godot (a must for a platformer like this), as well as export to HTML5. Definitely consider taking advantage of both features for your next Godot-based Jam entry!

Limited (in) Space by Martin183 2023-10-08T00:19:27Z

Whoop. Fell to my death.

It's neat how we can customize the ship, though I'm not sure what the point in having multiple steering stations or cannons is, especially when you can only aim one cannon at a time. That said, I love the angry faces on the UFOs.

I feel like the game could benefit from more explicit wave indicators - like, some kind of sign when you should expect to be focused on dodging asteroids and when you should be focused on shooting down UFOs. (Am I correct that you can't actually shoot down asteroids? Because it seemed that way to me.)

Rainbow Trader by eeperdeheap 2023-10-15T17:09:09Z

I'm actually disappointed to see you weren't able to go further than this concept. Right now, it's just a tedious loop of building up resources and trading up to the next, but I think it could be something impressive with more work and some actual content put into it. The music is also surprisingly good given the fairly basic graphics.

Profound Tribulations Arise from the Pursuit of a Decadent Fool by Cam Moore 2023-10-18T02:07:03Z

Platforming is very simplistic and slippery but I love the overall idea of trying to *dodge* pickups. Amazing job working in an entire song (and timing it to the game's length, or vice versa).

I should point out: dying to the clown is feels like it's actually to your advantage to an extent, as your chubbiness gets reset on respawn! I know you have limited lives, but it does feel to an extent like you can "brute force" swathes of the game by allowing the clown to eat you on purpose at strategic intervals.

EVENT HORIZON by JakubBala 2023-10-07T20:38:15Z

First off, congratulations to any and all Unity expatriates. May John Riccitiello drown in flames for his hubris.

This is a *very* beautiful-looking - dare I say "trippy" - game. Unfortunately, I feel like the actual gameplay itself is somewhat lacking. I don't appreciate how it's possible to die almost instantly on spawning, and the actual flight mechanics are unforgiving enough it feels almost random whether I can maintain my orbit or end up decaying into the black hole. Again - *very* pretty, but a more accessible game would earn higher marks from me. (I will admit I was confused that you called it a twist on Asteroids only for me to discover that I can't actually shoot the incoming space rocks!)

Control Your Luck by KinGelaim 2023-10-07T22:03:04Z

I'm glad I'm not the only one who thought the controls were needlessly complicated. Left click to attract, right click to repel would have made much more sense.

Also, some kind of visual indicator as to the area of effect would have been much appreciated. I also experienced the issue others had where sometimes things would just fly around at random after I thought they were parked safely in the "safe" zone and I don't know if that's a glitch or if I was accidentally hitting them with "repel" when trying to kick out the skull icons.

Quetzals & Ladders by jkyd 2023-10-08T01:36:15Z

Positively brain-bending. I didn't finish, but I enjoyed what I played. I love the combination of snake mechanics with the little Aztec guy's auto-platforming, though it did sometimes feel frustrating finding myself logjammed trying to maneuver around only for him to end up blocking my path. ^_^;

Speedy Deliveries by sinus 2023-10-18T22:29:54Z

I love the concept of this game; I just wish the interface was a little friendlier. Highlights would go a long way, like brightening packages you can select/darkening ones you can't, as well as some kind of mouseover response. When you have a package selected, also, the trolleys should light up to indicate that's where you need to click. I understood the basic gameplay loop with some practice but the lack of interface feedback meant I kept instinctively clicking in the wrong places. (Relatedly: when you have a package selected, maybe clicking anywhere in the stack should transfer it?)

Escape Room LD54 by InfinateFalcon 2023-10-08T01:55:22Z

Very small, very short, but not bad. Was impressed by the movement animations, though I think they're a bit too slow. Also was a bit buggy: it seems like the game will sometimes "take back" the yellow box if you play with the drawer, and transitioning from under the desk will sometimes get "stuck" and play multiple times. I also will admit I'm not sure whether I solved the colored buttons puzzle properly; the lack of sound effects or any other kind of cue made it hard to tell if I was pushing them in the correct order.

(Also note that the lack of numbers on the exit keypad could potentially be confusing; a computer keypad has 789 on the top and 123 on the bottom!)

GOD DOES NOT PLAY DICE by Yuio 2023-10-08T03:12:57Z

My best score was Year 653.

Love the overall concept, but I have to admit the lack of info as to what some cards do was a little frustrating at times. Some card effects seem a lot rarer than others; it seems a lot easier to maintain plants than animals, for one. It's also frustrating (perhaps deliberately so) when I end up with a hand full of effects I don't want, so I have to wait until the population can handle me throwing down a Plague or a Dictator or a Tree Monster attack so I can draw something else. Maybe there should be a discard feature, with a cost of some kind attached?

Also, some actual timers for the various effects in play would be helpful.

Executive Assistant Simulator by Reed Molbak 2023-10-08T03:29:46Z

I love this! I got my President of the Galaxy re-elected (though I also had the option to join the Xeno Empire by the end XD)

My only gripe about the interface is I think viable slots should highlight while you're dragging and dropping, not just hovering - i.e., if you pick up an event, the slots where that event can fit should highlight *before* you drag it over a viable slot in the timeline. There are also some bits of information I think could be clearer, like the icons indicating the rewards for attended events vs. penalties for missed events, and also the fact that faction alignment icons of the same color as an event blend in a bit with the background (maybe add a white border around the icons to make them stand out more?)

Quantumine Capture by VicoXue 2023-10-07T20:57:39Z

Cute game. I'm always down for some Minesweeper. I'll admit it feels like the game obfuscates its basic rules more than necessary, which is to say, "it's exactly like basic Minesweeper, but you're only allowed to keep a certain number of tiles uncovered at the same time - the rest is up to logic and memory."

With this in mind, and the fact that the solutions appear to be randomized, it's a bit frustrating that the game ends after only three levels, right when I'm starting to get into the groove of things.

Quantumine Capture by VicoXue 2023-10-08T13:59:02Z

@vicoxue @zee-yuen Aha! I didn't really notice the "uncertainty" mechanic in play; it seemed like the tiles I revealed remained consistent even if they became re-covered and uncovered again later. Maybe I just wasn't paying close enough attention. XD

STARCHILD by konfekt 2023-10-08T01:21:42Z

Short but beautiful. I got three different endings. I wish nothing but the best for these two, whichever outcome they reach~ <3

FIT_OR_DIE by Nathan Franck 2023-10-20T19:52:39Z

Love the concept and aesthetics! (I refreshed a couple times before I started, though, because I thought the evil anime face at the start was supposed to be speaking and I assumed I had the volume turned down too far. XD) My favorite puzzle was "Timing is Everything", where you had to wait a couple cycles for the three files to line up with the drives(?). My only gripe is that it feels like there's a slight input delay - like I have to hit the button multiple times to make absolutely sure I've captured everything that's lit up green. (Relatedly: I love how you made this work with a single-button control scheme!)

Congestion Crusaders by JDegs 2023-10-08T01:11:37Z

Really stylish and well-made game! (Might be a bit biased because I'm a fellow Godot dev. ;) )

My one and only issue with the interface is that the game does not allow you to select a tower type you don't have the DNA for - i.e. you can't choose a type, then wait to hit the trigger to build it once you have enough DNA.

Conways Crowded Farm by George-sh 2023-10-07T22:22:00Z

Howdy there, fellow Godot dev!

I think you have the seed (heh heh) of a really interesting project here! That said, the game feels a bit too abstract right now. It's not clear at all how the different objects interact or function, and I think some of the descriptions are wonky (the rain clouds are supposed to travel east but I don't think I ever saw them move in any direction except up/north). Also wondering why I'd want to buy and place foxes when they're supposed to eat sheep (which are *expensive!*)

Magical Trial: Kiki's Service by Hongxin Li 2023-10-15T17:01:41Z

You've got a very pretty game here with some *lovely* music (is it *supposed* to cut to complete silence for a minute before looping, though?), but I have to agree with all the other comments here: the game's just too buggy to be fun. It could've definitely withstood some sacrifices in the graphics department if that would've meant more time for developing the basic gameplay and ironing out all the physics issues.

Also, normally an in-game manual would be a welcome bonus, but the font's too hard to read on that background, the arrow buttons for the navigation are too small, and I'm not sure whether any of the information in it is really useful? The horizontal tiles are self-explanatory, the vanishing tiles don't actually blink before vanishing, the different terrain types don't actually affect my movement speed, and if there's any difference between how different objects handle, I didn't notice it.

The camera is also *way* too close, and I don't think it's a smart idea to have the goal visually block off part of the playing field.

By the way, the web embed is still broken. I don't know if it's a Chrome issue or not, but it still displays only a small window. I have to run it in fullscreen or use the download version to see the entire gameplay screen.

Subwhell in RushHour by Mealky 2023-10-07T19:50:41Z

There's a learning curve here, t'be sure! My one gripe is that it's hard to spot the (intended) gaps sometimes - more than once I ended up aiming for something other than the target silhouette. Love the character artwork and the concept!

Gamepad controls would make it even better. D-pad to move, face buttons to pose. (As a fellow Godot dev, I know this is easy to do for a game like this! ;) )

Mini Architect by Mr Bluecap 2023-10-08T03:39:24Z

I love the concept here, but it's frustrating how a lot of the requests you're given seem to be flat-out impossible (like being asked to put in 6 of a room type on a floor plan that has only five tiles). Building walls also feels just a little finicky - maybe the hotspots for drawing rooms should be larger, or highlight on hover? (Or both?)

Running out of space by Tal28 2023-10-15T17:19:12Z

I'm a sucker for a good Asteroids-type game, but also I love how you implemented the theme. Are my ears on the fritz, or does the music get more intense as time goes on? My one gripe is that the gameplay is a real workout on my fingers - an autofire feature would've been nice! (I've also been playing enough Dome Keeper to think that an aiming indicator would be a nice touch, but that might make things too easy XD)

(Couldn't beat your high score, but I liked your game enough to make an attempt at it!)

Trash.exe by Natano 2023-10-08T00:43:23Z

Why isn't it mentioned in *any* of the instructions that you have to *right-click* to make the "Delete" menu appear? I know you were aiming for verisimilitude with the "toy" OS interface, but this is just obnoxious. It took me three tries booting up the game, finding the files, and thinking I couldn't actually do anything with them for whatever reason before I realized just *how* badly it wanted me to play pretend with its fake version of Windows.

Also: what exactly is Enter supposed to do again? I survived the Discord fight until the "Delete?" prompt appeared but nothing happened when I pressed it. While I was trying to figure out what to do with the prompt, I took a hit and lost the fight anyway, and that was when I chucked this one in the bin.

This game would've won me over a lot more if it'd focused on its actual gameplay instead of the clumsy fake Windows interface. Just cut all that out and make it all about the fights. I love the rhythm-action gameplay and the Undertale-inspired aesthetics, but literally *everything else* about the game gets in the way of me actually enjoying them.

Trash.exe by Natano 2023-10-08T02:54:11Z

@natano Don't get me wrong, I *love* Undertale. But I think at the very least *this* game would be better served with a more abstracted, more streamlined interface - like, keep the "you're deleting files to make room for a game install" pretense, but make the computer interface itself less of an obstacle to actually getting to the gameplay.

Also, "getting close"? It's hard enough to dodge projectiles at full distance; closing the gap to deliver the kill shot seems like a tremendous ask...

300 Hryvni by Diadem Games 2023-10-08T03:32:14Z

It crashes after the intro screen on my end. Running Windows 10 here.

300 Hryvni by Diadem Games 2023-10-08T13:58:00Z

@diadem-games AMD Radeon RX 6700 XT, driver version 23.8.1.

LD55 — Summoning

Slimeleon by icxon 2024-04-20T05:27:41Z

Really love the concept, though the game gets unforgiving quickly - I got wiped out pretty easily in the final level. ^_^;

A little more feedback on what it means when a summoning fails would also help: often I'd draw a glyph but get a red glow and a flashing icon, suggesting that the glyph was recognized but I'd done something wrong. Is there a limit to how often you can summon certain kinds of monster, or is it more that the game is telling me "you're trying to draw this glyph but you need to draw it better for it to count"?

The Summoner's Forest by joe40001 2024-04-23T05:01:05Z

The platforming controls are really clumsy and unresponsive, and the summoning mechanics are hard to make sense of; I'm not sure what the relationship, if any, is between the "mana" I'm picking up and which summons I'm able to use.

I also really recommend playing the Megaman X games for an idea of how a wall hang/jump mechanic ought to work; it shouldn't require an additional button press.

Voir Dire by danman9914 2024-04-22T07:52:49Z

Frickin' majestic. I wonder if this will end up expanded on into a full game sometime. :3c

The third trial was *hilarious.*

Metal Harvest by hadesfury 2024-04-22T07:29:13Z

The summoning mechanics seem disconnected from the actual shooter gameplay. There's also something weird where the gauges for each weapon don't actually seem to indicate how close they are to downgrading - I swear I saw them suddenly jump down a full unit after decreasing gradually.

I think the game should make it more obvious how summoning works, and push you actively into summoning more monsters - as it stands, the only real impetus to summon monsters at all is to build up the soundtrack, which it's not even clear you're supposed to be doing.

To do magic, please dance by Yngvarr 2024-04-23T04:22:43Z

I summoned a cake! :D

Props for using Godot; I tried making a rhythm game myself back in LD48 but I wasn't nearly as successful. Feels like the music is slightly out-of-sync with the action, though; going by the visual cues seemed to give me slightly more accuracy than going by the music.

Nice music, by the way!

The Basis of All Creations by alaah 2024-04-23T02:04:44Z

Love the concept and the aesthetic. Mad props to a fellow Godot developer, especially one working in 3D (though mine doesn't look *nearly* as stylish as yours!)

That said, *ugggggh* at the recipe requirements. I figured out a few basics like the Slime, Cubosaurus, Mist, and Spider, but why oh why does the game demand so many Wolf Fangs when they're so hard to come by? I'm lucky to squeeze out two or three with an investment of *hundreds* of ml of Arterial Blood into a Cubosaurus, and the endgame requires *well over a hundred?* Screw that! ^_^;

Is there something I'm missing? The return on Void Essence to Wolf Fangs seems better, but the only way I can figure out to get Void Essence is summoning Slimes, and those require Silver Hair which is in limited supply.

Side note: gripes aside, I will still take your straightforward "put numbers in, get numbers out" approach to summoning to the kinds of confusing, unexplained logic puzzles I've seen put forward as "summoning mechanics" in other entries this Ludum Dare. The only thing I really take issue with is the fact that hotspots are not highlighted - I had to click around randomly a bit to find the mixing bowl, and I didn't find the scissors at all until I broke down and read the walkthrough.

Sophia's Spirit Journey by ryusui 2024-04-20T05:07:21Z

@marleeeeeey It's the one control I realize I didn't explain - you can jump down through thin platforms by pressing down + jump! (You'll be able to get through trees later. ;))

Sophia's Spirit Journey by ryusui 2024-04-23T14:03:55Z

@constance Be sure to give Version 1.1 a shot - I fixed the collapsing platform bug, *and* added room transitions which make it less likely you'll enter a room only to run straight into a lava pit!

Also, speaking of lava pits, I adjusted the design of two rooms: the floor in the lava hallway leading to Caloris no longer leads straight into the lava pool (there's a ledge now), and the entrance in the final climb leading to the end boss has been lowered so you can see the lava when you enter.

Sophia's Spirit Journey by ryusui 2024-04-23T20:07:33Z

@antti-haavikko Yeah, in retrospect, the "current power" gauge in the corner functioning more like a scrolling list would've hinted better that you can switch (or remove) heads once you start collecting them.

Early in development, Hiberna was supposed to give you an Ice Beam-type freeze shot, but I decided making that work (or worthwhile) would introduce too much scope creep. If I revisit this game, both Hiberna and Veridia will probably have their powers reworked somewhat!

Puddle of Death by Shawn Beck 2024-04-22T03:45:59Z

Oh this one is *delightful.* I love that exaggerated curved horizon you've got going here. My only gripe is how much backtracking you have to do for resources. Also, I'd have liked it if the summon gauge actually listed the required resources for each monster type, instead of the game giving you a pop-up saying how many more resources you need.

DegeNerative Dungeon by A.Bond 2024-04-22T06:42:25Z

I love the concept. I do not love the fact that the gameplay consists largely of sliding uncontrollably into spikes and/or ghosts and dying instantly. Definitely going to look into that worldgen algorithm of yours, though - possibly to use it in something where there will be more exploration and less dying quickly and horribly.

C.R.T. - Companion Recall Technology by AffinityChris 2024-04-22T14:30:13Z

I couldn't get past the upward climb in the first level. The timing is too tight to use the slide jump all the way up.

And now I'm reading that there's a sprint button you didn't mention anywhere in the instructions? Now that's just foul play.

Kitty Conjurer by Tyler Slabinski 2024-04-22T04:04:32Z

It took me a bit to figure out how this *works.* Makes me think a little of Doodle God with a twist that the combinations are geometric rather than "logical." Not sure if there's an end point, but I managed to get three requested cats.

Bullet Storm Extrema by LanceJZ 2024-04-22T20:31:43Z

Solid little old-timey shooter. Very reminiscent of Galaga or Galaxian, with perhaps a little Missile Command. I'd have liked to see the turret summons do more; things get a bit overwhelming and they don't really seem to help much.

Rex by MateusBoga 2024-04-23T02:23:31Z

Clever concept, but the interface is really kind of opaque for the kind of management it expects me to do. Looks pretty, though. Some nice work with the "paper dolls" on the NPCs.

Arcane Outlaw by jordantanner 2024-04-20T04:17:44Z

Very stylish! My only gripe is there's no death animation for the player character; I was a little surprised to see them simply vanish at the end. ^_^;

Also "S" for summon makes a kind of sense, but it feels too easy to accidentally hit it when I'm moving, resulting in me standing stock still while I'm trying to dodge.

One question: is it a glitch that rounds will sometimes end before I've destroyed all targets?

Lord of Animals by ffffchai 2024-04-22T04:16:53Z

I love the concept here! I'm a little curious if the spoils from each round are purely random, though - sometimes I would get three crafting materials (fruits?); sometimes I would get four. I'll admit I never made it past five rounds; maybe I don't understand the strategy (apart from "focus on your enemy's heavy hitters"), but I can't help but feel like victory is a *bit* reliant on RNG.

Gerald the Blind Butler by maxflav 2024-04-20T05:05:51Z

Props to @graal for their much-appreciated hint for level 5. ^_^;

A brilliant little puzzle game. I'd love to see it expanded with more levels, more mechanics, and maybe even some fancier graphics.

The Colossopteron by cagibi 2024-04-23T02:54:05Z

After spending all that time climbing around under, inside, and under the giant ant, I'm actually kind of disappointed that the "final boss" is just a cliffhanger. (For the record: my game has an *actual* final boss. ;) )

My only *real* gripe is that the dialogue pop-up triggers seem really small - it's easy to run past them before realizing there's something to read, and then I have to double-back to read it. That said, I love the blinking "ANT" on the protagonist's hat - I picture it being this big sign in flashing electric lights.

Parmigiano Rolliano by LiquidFunk 2024-04-22T08:22:25Z

Delightfully deranged. I loved the cheese clouds in the sky. My only gripe is that the screen aspect means that items on the leftmost side of the "track" are only visible briefly before you roll past them - in practice, about half of the jam jars scroll by too quickly for you to grab them.

Also, the big floppy-faced guys lying on the ground trying to snap up the cheese as it rolls by make me think of Joy Mutants from LISA: The Painful RPG.

The Wave Summoner by OnlinE_Play 2024-04-22T21:45:44Z

The double-jump is neat but attacking is really janky. Given how long the cooldown is, and how few hits I can take before dying, a long-range attack (or a much shorter cooldown, or both) would've made this a lot more playable. As it is, I tried the first wave a couple times, but didn't survive long; the difficulty is like a cliff right out the gate.

Vassal by marrs 2024-04-20T04:00:24Z

Brutally difficult but I have to applaud the clever hybrid of Asteroids and Lunar Lander. Also props to another developer who largely ignored the theme in order to make the game they wanted~

Fury Duty by krummja 2024-04-23T05:30:15Z

Pretty bare-bones for a fighter. I didn't have much trouble winning by just barging forward and punching repeatedly. Also, gamepad controls don't seem to work; I was going to download the Windows version to see if gamepad controls worked there, but you didn't provide one. (Big reason I love Godot - exporting to both Windows and HTML5 is easy!)

Spoonmaster by RumiaObsessed 2024-04-22T21:34:44Z

Short and simple but tremendously adorable. I love the little animation for firing, with the portals opening up in front of you rapid-fire. One little glitch I noticed: you can absolutely damage the boss while he's on screen, but before you've moved far enough to the right to trigger the fight. (Relatedly: also love the effect for the raining forks!)

Also: I don't say this often enough, but props to a fellow Godot dev!

Chibble Nibbles by Brogan Ward 2024-04-23T05:21:35Z

One of my favorite things is the subtle "mercy" feature: towards the end of my run, I started messing up on the six- and seven-button sequences, and I noticed that the game eventually dialed things back down to five-button sequences that were more manageable for me.

The music kept me engaged from start to finish; some real RPG battle vibes there!

Well...Done by Allax 2024-04-22T08:12:31Z

Very nicely polished given the amount of time spent. (72 hours and I still wasn't able to get sound and music into mine before the deadline!) My only gripe is I could've used more warning that the well was going to start asking for *stone* in order to summon the rain - I was prepared for the rising costs, but given how hard stone is to come by, it was a bit of a sticker shock (and I died because I didn't have any on me, whoops!)

S.L.I.M.E - Summoning Lunatic, Infectious Mold Entity by Pentaworks 2024-04-22T21:10:31Z

I love the whole "cellular automata" concept, but I'm not such a huge fan of how little actual *game* there is. None of the levels require more than a couple of clicks in an obvious place to solve, and the final level is purely a timesink, unless you consciously ignore the instructions and let the red slime mold through on purpose.

FoodieBuddie by Duhan 2024-04-22T03:56:22Z

I feel like this is a really clever idea that desperately needed more time in the oven (har har). The interface is really abstract; it's hard to tell what it is I'm expected to do or how to do it. I got as far as animating an egg and getting it to charge the batteries and do some fishing, but I don't know how to sell items, and I'm not sure how summoning extra Foodie Buddies is supposed to work; I got a fish to come to life on my first run, but it didn't work on my second.

Zombies vs UFOS by Cafe Spectrum Studio 2024-04-23T04:50:53Z

There's a seed of a good game in here; it's a shame there's not more to it than there is.

By the time I quit, I was overwhelming the oncoming UFOs so completely that they all died off-screen and I couldn't collect their loot. Whoops!

Demonic Whim by LianaAvk 2024-04-20T04:33:31Z

I'll start by saying "endless sodomy" does not quite paint the picture in my head that you intended. ^_^; Perhaps it should have been "endless depraved debauchery" instead?

I'm a little confused as to how the choices work. Are there different outcomes to each set? The old peasant convinced Raphael to help him, and lost his hands in exchange; the priest and king each failed to convince Raphael to help. I'd have liked it if it was clearer what kinds of outcomes different choices might lead to, especially given how replaying the game multiple times to see different sets of outcomes is non-trivial.

I might also suggest, as an extension of the above: as a game so reliant on its text, it really needed an editing pass by a native speaker. The last part of the game gets very confusing, switching erratically between a third-person ("Raphael") and second-person ("you") narration.

Uncanny Inscriptions by Juss 2024-04-22T21:29:54Z

I love the general idea but this is another one of many entries I've played this LD that's got a clever concept married to relentlessly obtuse execution. I don't enjoy being asked - repeatedly, thus far - to read the developer's mind under the auspices of "it's *demon summoning,* it's *supposed* to be esoteric and mysterious and hard to figure out!"

You've got some good graphics here, but for heaven's sake, give the player something, anything, in the way of actual *instructions* instead of just vague hints to the tune of "draw a sigil, then rub these objects around inside it; you'll get it eventually!"

Clumsy Witch by PekinaNebula48 2024-04-22T05:08:01Z

The logic puzzle you've got here is interesting, but the time limit really spoils the experience for me. I gave it two tries before calling it quits - there was no way I was gonna solve it before running out of time.

As an aside, if there's only one correct solution, there really isn't any point in having a time limit in the first place. I really recommend removing it so that players can focus on the logic rather than the time pressure.

Necrogirl by Constance 2024-04-22T03:31:52Z

Not sure if I understand how the gameplay loop is supposed to work here - I summon a handful of minions, the minions get torn to shreds, I run out of MP, and I'm left running for cover. It feels like enemies are *dramatically* stronger than my summons, and my maximum MP isn't high enough to summon enough allies to compensate. I'd definitely have preferred some kind of auto-regen for MP as opposed to having to manage a limited supply of Mana Potions.

Crimes Against Carrots by NonDev 2024-04-22T14:03:29Z

Really polished! Feels like there aren't many Ludum Dare games which have proper controller support - let alone rebindable controls across the board! (There are *plenty* of games I can think of which definitely could've benefited from the ability to rebind controls...)

If I could suggest one thing: maybe add a GTA-style star-based "heat gauge" alongside the textual one that's already there?

Two in one by mcz0ya 2024-04-22T20:26:02Z

I "solve" the first puzzle, but it keeps shouting "GAME OVER" at me when I use my last move to reach the goal tile, so clearly there's something I'm misunderstanding, or there's a bug that's only in my download and no one else's.

It doesn't help at all that the instructions are not written by a native English speaker, so it's hard to understand that the ghost is summoned based on Joe's previous path. I'm glad someone else was able to figure that out.

The tutorial would be a lot more useful if it actually played out the first puzzle to its solution.

Ultimate Summoning Guide by dreo 2024-04-22T22:09:12Z

I played the fixed.zip version and I hit an "ArgumentOutOfBoundsException" error at the final(?) challenge.

I like how the game lets you continue even if you fail a request, but I'm frustrated at how vague some of them are. I don't know which monster would be good at scaring off predators; none of them seem like a good pick for that.

Overall, having played my share of "demon summoning" games this LD which are unreasonably coy about their mechanics ("it's *demon summoning,* it's *supposed* to be obtuse and hard to figure out!"), I'm really happy that this one turned out to be a straight-up math/logic puzzle. Bugs and issues aside, this is a really solid entry.

Elemental Assembly by Mmm1008fm 2024-04-20T04:10:16Z

I love the concept, but there's not enough information provided; what should be trial-and-error with a little logic involved turns into frustrating guesswork. Like I can guess that fire beats ice and loses to water, but what kind of element is "monster" (the green one with the fangs and horns)? And do all three pieces have to beat the opponent's counterparts, or is there a "best two of three" system going on?

They Ran Out Of Flying Spells So Now I Summon Platforms by Gaverion 2024-04-20T04:46:04Z

I love the concept but the implementation feels really, really janky. Being booted back to the start of the location when you die feels really abrupt, and the fact that your blocks stay around afterwards means I'm often stuck waiting for old platforms to vanish before I can proceed. I also didn't appreciate that the poles for the swinging axes counted as deadly obstacles, not just the blades, but I did like how the game had no problem with me just going "nope" and going around the periphery of the level instead.

The Dank Sorceress by TheMaskedMan 2024-04-22T20:49:52Z

Fun concept. Not a huge fan of the thing where my monsters will randomly turn on me. I'm assuming that the "summoning tie" gets severed if they take damage, or randomly in combat?

*-reads other people's comments-* Ah. Seeing how it's mentioned nowhere in the in-game help that it happens if I *run out of MP,* let me kindly tell your "summoning tie" mechanic to take a hike.

That said, I'll give you mad props for making a game like this in *Ren'Py,* of all things, and I'll gladly take your sketchy art over AI-generated garbage like I saw in someone else's entry.

The Dank Sorceress by TheMaskedMan 2024-04-22T21:36:04Z

@themaskedman Just make it clearer that you should never, ever allow yourself to run out of MP if you don't want to get your face chewed off by your own summoned minions. I understood there was a mechanic that was making my minions turn on me, but it wasn't explained at all what exactly "breaks a summoning tie" (and again, since it was happening during combat, I assumed it was a random chance in battle).

The Cherished Boulder by accordaquo 2024-04-22T05:36:33Z

I love the concept and the presentation. Not as big a fan of how easy it is to get overwhelmed. I got as far as being able to make Enchanters and then died because my Protectors weren't able to keep up with all the enemies coming in, even though I devoted all my Nai Log income to making more. Targeting enemies doesn't seem to help much, either.

Also - are there summon types past Enchanters? I'm reading other people's comments and apparently there is something *wrong* with the way the game fullscreens where it doesn't actually show the full game screen by default, so some of the buttons get cut off?

Magecraft Timber Troupe by Liam Squires 2024-04-23T01:37:14Z

Really enjoyed that! I got overwhelmed on the eighth night and wiped out. ^_^;

It does seem it's a little hard to balance keeping up my numbers and keeping them upgraded enough to fend off the hordes. Also, I'll admit there's something you do here that tweaks my OCD: the gauges on the left for how many of each kind of minion you have are NOT in the same order as the buttons for summoning them!

Cat In Hat by AntOnion 2024-04-23T02:31:22Z

This is *brilliant.* I wasn't sure what to make of the concept at the first but the puzzle on the final level was *really, really clever.* This could definitely be expanded to a bigger, full-featured game.

Devils Advocate by CptNero 2024-04-22T14:13:47Z

The interface is really clunky and unintuitive. Why do I have to *double-*click on items instead of single-click? Why do I have to use the keyboard when there's an on-screen Ouija Board I should be able to click on? (And why doesn't it show the word I typed, only each letter?) Why do arrow keys scroll text and not clicking or any of the other keyboard keys? I literally couldn't get past the first stage; I'm not sure what kinds of game in this vein you've played before but I've certainly never played one as awkward to control as this. (I recommend giving Papers, Please a whirl - *much* better interface in that one!)

LD56 — Tiny Creatures

Friends Adrift by Samuli 2024-10-13T15:50:35Z

Definitely wasn't expecting to see a PS1 game in Ludum Dare. Reminds me a bit of my own game "Rush Deliverance" back in LD53.

I agree with others that a big problem is that it's hard to tell when gaps between tiles are stairs you can just walk up and when they're actual holes you need to jump over. Collision also feels really unforgiving at times - there's more margin for error than it looks like when picking up friends, but less margin for falling off platforms!

Unlucky fried chicken by Daniel C 2024-10-13T02:26:45Z

I like the overall concept, but as others have stated, the "fling" controls for a game like this are kind of a miss. Keeping track of my hens also felt a lot more pixel hunt-y than it should've; I think the gauges should be visible all the time, rather than just on mouseover.

Tinybuns by notnasiul 2024-10-13T01:26:58Z

***BATAN-KYUUUUU!***

As someone who's been playing Puyo since Kirby's Avalanche, I'm ready and eager to award points on that alone. My biggest gripe is there's no "hard drop" option as far as I could tell - making my puyobuns drop faster requires rapid tapping instead. Minor gameplay issue, but nothing that can't be sorted out.

Second issue would be the time it takes the game to wind up. Things heat up quickly, to be sure, but I think the gentle start might be a bit *too* gentle, if you know what I'm saying? Maybe a lower point requirement to reach level 2, or a third puyobun color available from the start, would make the first minute or so more engaging.

Tinybuns by notnasiul 2024-10-13T13:29:58Z

@notnasiul You could keep both! Down could be a "soft drop" and up could be a "hard drop," like in Tetris (IIRC)

Azulina's Night of Sprites and Fright by ryusui 2024-10-13T02:57:30Z

@machwerx The sprite spawns are randomized each playthrough. There are fixed positions where they appear, but which locations they appear at is randomly chosen.

The area under the bed is a known collision issue. It's been fixed and overhauled in 1.1.

Azulina's Night of Sprites and Fright by ryusui 2024-10-13T14:27:29Z

@dosmike The idea was to add an element of risk to flying too high for too long. (You might note that you can run faster and jump higher while in that state - didn't want to make a run instantly unwinnable if that happened, just harder!) Also, picking up a sprite restores any damage done, so you're not stuck flightless (or magic-less) if the enemies chomp you.

Azulina's Night of Sprites and Fright by ryusui 2024-10-13T16:10:45Z

@tete It has two sets of eyes, one up top, one on the bottom! It has a *long* forward visibility "cone" (it's more like a straight line, really), but if its line of sight is blocked, it can't see you. You can also use invisibility magic to avoid being detected, or break line of sight when spotted.

Azulina's Night of Sprites and Fright by ryusui 2024-10-15T20:23:52Z

@ljol3 Thanks, she's actually supposed to be a cat! :D

Circuit Breaker by Silas Reinagel 2024-10-13T14:56:29Z

Takes a little too long to get going - I was really put out by how tanky everything was at the start. Once I got my hands on a spread shot with exploding bullets, though, things went into "open season" mode. XD

Loved the environment design and overall style, but I *will* say that enemies should react more (or at all) when hit. The lack of feedback gets covered up by your higher firepower later, but at the start it feels a lot like I'm just plinking at things with a peashooter until they inexplicably drop dead. (I thought the bigger bruiser enemies were completely invincible at first until I tried the bomb on them!)

Antropolis by TheMiSta92 2024-10-13T02:12:40Z

I wish there was more to the battle scenes than just a still image followed by an after-action report. Some visuals - even maybe just some gauges or numbers - would've helped me better connect my actions with the outcomes.

Also - maybe a slider I can click and drag to establish worker/soldier ratios?

We Little Three by Prismapunch 2024-10-13T15:32:03Z

I'd love to see more levels. (And more friends, and more powers - though I guess then "We Little Three" would no longer be an appropriate name, would it? XD)

My only gripe with the controls is I'd like there to be a "quick switch" option - like maybe binding Q and E to cycle between the three when there's more than one in play. No real reason to have to select with the mouse.

(Also, shout-out to a fellow Godot developer!)

Autopsy Center Simulator by Roroto Sic 2024-10-13T15:17:32Z

I love the concept! The gameplay seems a bit buggy (no pun intended), though - sometimes the samples in the tray would vanish upon bringing up the docs.

I'm also curious why there are two physically identical versions of the moth lifecycle that differ only in timescale. I was badly confused as to how swamp mill moth larvae were cohabiting with diadem spiders until I noticed they were supposed to be *sand* mill moths!

@fractal It looks like if cuts start oozing, the corpse starts jittering, so you need to use the syringe to siphon the ooze away.

Slurp'em all by Romane R. 2024-10-13T01:49:48Z

It's a pretty and ambitious thing you've got going here, but I think your slime needed a lot more time in the oven.

For one thing, you left your debug controls in the game (pressing W shrinks the slime and softlocks the game, and pressing Q grows the slime and eventually *crashes* it), and the *actual* controls, which are somewhat unintuitive, aren't posted anywhere on the Ludum Dare entry page or in the game itself - after softlocking the game three or four times, I finally found the controls hidden on the Itch.io download page.

As for the actual gameplay...as noted, it basically plays itself after a while (assuming you don't accidentally break the game trying to use WASD controls). It's pretty clear from the filename that you were going for a Katamari Damacy-like, but I think it really misses the mark on that.

You really should've passed this game in front of the eyes of a few testers before releasing it.

(Also, not to be petty, but your big animated GIF banner misspells the game's name.)

Tiny layout by batterbomb 2024-10-13T16:07:41Z

Love the little gremlin-lookin' mouse-critters. That said, the gameplay is really clunky. There's no reason you should have to click a dedicated "sabotage" or "hide" button in order to interact with things when you have to click on objects to interact with them anyway - it should *always* be possible to interact with things without an explicit "order" selected. I also don't know what the purpose of collecting cheese is, or why certain things aren't interactable except at certain times even with the appropriate order selected.

A game about a frog by Frogcula 2024-10-13T01:33:44Z

I was a little concerned about the controls but they were a lot smoother and more intuitive than I was expecting. My only gripe is the lack of an aiming indicator to help you line up your mlems - but then I think that might have been on purpose? The minimalism is honestly refreshing; the rain effects and music combined make this a joy to play even without shooting for a high score.

LD57 — Depths

Antmine by someone 2025-04-13T02:52:15Z

Neat concept, and really impressive work for a custom engine, especially given it runs in-browser as well! That said, I wish the pathing AI was a bit smarter - I kept having to babysit my miners as they'd try to toddle through walls on their way back to the shaft. Also, it was hard to tell at times if I was actually ordering my miners to do things, or whether they just do their own thing: sometimes my miners would mine at a different location from where I clicked, and sometimes they'd even run off in the other direction and attack an entirely different rock face!

Inner Worlds by ryusui 2025-04-12T19:50:54Z

@whysguy52 Make sure your meshes are set to "Shade Smooth" in Blender before you export them.

@jonathan-vinesar A map would probably not work well for this game because the world is not connected linearly (as you might have noticed with how you reach the heart switch!) That said, yeah, it could use some additional hints/clues; I realize some things are not adequately conveyed to the player!

Inner Worlds by ryusui 2025-04-14T00:20:56Z

@chispalbc Yeah, I didn't have time to add sounds. I do want to go back and make a post-Jam version that adds them in, as well as some other matters of polish I didn't have time to finish properly.

Depths of Darvaza 2 by ghost-in-the-toast 2025-04-12T07:02:54Z

Solid little Metroidvania-ish shooter. Reminded me a bit of Cave Story. I followed my backtracking instincts and found all the pet photos, though I'm curious if the game is actually beatable *without* finding them (I couldn't figure out how to cross the gap and find the third card key without the additional jetpack upgrades).

Also noticed the fourth card key door but I've got no idea where to look for that last card key. ^_^;

Go with the Floe by johnnysix 2025-04-14T00:02:56Z

The SkiFree Yeti has an aquatic cousin now!

I love the game conceptually but the controls are really slippery - it feels like everything but the land portion runs about 4x what it ought to. There's literally no time to dodge an orca if it spots you. As for feeding the baby penguin, it's really annoying how far you have to trot from the ice to reach the nest - it might be realistic, but it makes "banking" your points more onerous than it really has to be. ^_^;

Submarine Murder by oller125 2025-04-13T21:57:09Z

Fairly basic but competently made. Seems like a 50/50 guess as to which of the two possible suspects did the deed; the papers point to one but the keys and the letter point to the other, and I'm not sure what evidence disqualifies the wrong perp.

Voidrunner by BinarySpark 2025-04-13T23:56:26Z

Spectacularly good-looking for a Jam entry - no idea how you got all those little animations working in such a short amount of time. My one big gripe with the controls is that the charge shot fires the moment it's fully charged, not when you release the mouse button (as is *usually* the case with "charge shot"-type weapons like the Mega Buster from the Megaman series) - a last-second bullet can throw off your aim and render your shot useless. This might lend verisimilitude to the space combat, but in practice it just makes your primary weapon much more finicky to use than it ought to be.

Hellevator by chispaLBC 2025-04-14T00:31:20Z

Torn between "I wish the death animation looked a little less janky" and more "I'm really happy the death animation isn't genuinely terrifying" XD

Clever risk-reward thing you've got going on here, but what I really like is the graphics and presentation. I love how genuinely *alarming* descending while you're over your weight capacity is - all the sparks and steam everywhere as the elevator malfunctions. XD

Clambell's Great Escape by botwoj 2025-04-13T22:56:09Z

Very stylish, very well-put together. The gameplay concept is really clever, plus I'm always a fan of the old "skeletons in things that shouldn't have them" visual gag. The octopus end boss was *really* frustrating, though - I don't like how your hitbox seems to *expand* when you move, resulting in painful "zugzwang" situations where you're *technically* safe but you can't move without dying. I couldn't make it past the second part with the narrow diagonal climb.

Focus! by grid96 2025-04-12T17:39:28Z

Always down for a good point-and-click. I loved the interpretation of "depth" as in "focal depth" - one screen, but multiple layers. I hope you expand on this in the future!

Diva Descent by Quackqack 2025-04-12T17:46:51Z

Reminds me a bit of Downwell, or an upside-down Tower of Greed. (Also a bit of an old Amiga game I once played called Goldrunner 2, which also had vertical scrolling, insane speeds, and plenty of crashing into stuff!)

abyss by A0405u 2025-04-12T06:24:55Z

Heck, you can connect planks together? I didn't realize!

Honestly, I think you could make a workable game out of just the plank-building mechanics, no resource collection required. I struggled a bit making stable platforms (an ability to make planks "snap" to horizontal or vertical a la conveyor building in Satisfactory would've been appreciated!), but the click-and-drag to build was neat. It took me a bit to notice that there were distinct "pillar" and "platform" planks depending on the angle!

Leap of Faith by Kyrios 2025-04-13T22:10:10Z

Great graphics, great music. I love the detail where the clouds break apart as you pass. The "levels" are short but there is a definite sense of progression/thematic differentiation between them. I wasn't sure how you'd handle a "final boss" with this kind of gameplay, but the last-minute genre change worked out surprisingly well. (I just wish the devil exploded with a bit more panache than simply breaking apart!)

My only other gripe is that there's no health indicator of any kind that I could see - trial and error taught me quickly that you can take two hits, but it would be nice to have a visual reminder that you've taken damage!

Leap_Of_Faith_2025-04-13_15-06-42.png

Swim by Gossian 2025-04-13T03:49:40Z

Reminded me a LOT of the Tube of Medusa and adjoining levels from Ecco 2. I know the part where the walking animation doesn't work right the first time you land on a platform is a bug, but given how much of the gameplay is spent swimming, I feel it actually highlights how slow and graceless you feel on land XD

As others have noted, a more visually interesting environment with a better sense of direction would definitely improve things.

Murder for Dessert by Fupi 2025-04-13T05:00:25Z

Presentation was top-notch here. Quirky characters, compelling little story to unravel. The whole "pin-and-present" system was neat but I do think it could've used some further refinement; a prompt recapping the detective's last thoughts re: what the suspect needs to hear/see to divulge more info would probably make things smoother; that, or locking "Pin" to statements that can be recalled and "Present" to statements that can be challenged (with some room for red herrings!)

Is it weird I feel sorry for the culprit in the end? It *does* seem like it was all an honest mistake. ^_^;

Metaspace II: The Long Division by Jahwffrey 2025-04-12T17:16:52Z

Oh man, I remember Mythical Mediator all the way back in Ludum Dare 50. Both these games make me think of the advisors from Civ 2 (one of the best things in the entire franchise even now XD)

Couldn't quite manage to solve it, though - I'm assuming that not just the assignments are important, but the order as well (a la Grow)? I figured out the right choice to deal with the Alien Run Amok but none of the other combinations I tried seemed to work with anything else @_@;

Diggity Diggity Diggity (Dash) by DaveCo 2025-04-13T21:37:13Z

I wish there was sound, and maybe some particle effects for digging. Other than that - surprisingly white-knuckle little racing game. Physics and AI are a little wonky but if anything they facilitated the whole "oh you are *not* getting ahead of me *again* you little bastard" vibe XD

Weakness Deep Within by Delphin Casado 2025-04-13T20:32:27Z

All I want outta this is *more.* Graphics, sound, presentation, all top-notch. I was surprised to see this was made in Ren'py but you got its turn-based combat-with-a-twist working *fantastic.*

Swoooooooooooooooooooooooooooooooooooooord!! by She Wrote 2025-04-14T00:16:50Z

Relevant: https://www.youtube.com/watch?v=7_cDT5_Vmdc

I love all the wacky stuff you hot-glue together to extend your sword. I just wish it was a little clearer what the rules were for attachment - when I played, there was a little "X" mark that seemed to indicate valid connection points, but it didn't seem to necessarily indicate the *only* place I could attach new stuff.

Would've also appreciated something more than just a sound effect and a solid red screen to indicate I'd won, too.

From The Depths by Whysguy52 2025-04-13T04:00:58Z

Combat is surprisingly complex given how bare-bones the game appears otherwise (to be sure, I don't think I've ever really done a melee-centric game myself). I do wish the bats were a bit less tanky and had better tells for when they're about to attack.

Unfortunate Mishaps of Subsurface Uranium Mining by pierogo 2025-04-12T17:31:26Z

Intense but fun! Quite a lot to juggle. Kinda makes me think of a single-player game of "Overcooked!" with all the things you have to run around and take care of, including literal fires to put out. XD

A Strike In The Dark by Mateu 2025-04-13T04:16:32Z

Spectacular little game. I just wish it was a bit less frustrating - I'll confess I had to quit on the "your food is getting cold!" screen. Some of these screens really should have checkpoints midway, and as noted above, the lack of a clear jump strength indicator makes the gameplay a lot more trial-and-error than it needs to be.

Presentationally, though, it's fantastic, and I love the idea that each jump you take lights up your surroundings. That said, I'd like a control scheme that's less murderous on my wrist - playing a precision platformer like this one-handed takes its toll!

Nomisoul by Danyclockworker 2025-04-13T23:35:00Z

I love the idea that there are basically two games operating at the same time with the same controls here - the "walking simulator" on the left, and the "diving game" on the right. However, it looks like the "heart dive" breaks a little easily - stopping in place for a bit seems to cause it to stop descending at all. I also think it takes too long for the fish to move out of the way once they turn around; I know the idea is "move only when it's safe," but I'd prefer a test of reflexes to one of patience. There's also no warning when (or where) the fish come back, so avoiding damage feels annoyingly luck-based as well.

Go to sleep... by eeldam 2025-04-13T02:32:56Z

Magnetic Poetry (Savage) XD

I love the concept, though I'll admit the conditions for "good thoughts" vs. "bad thoughts" felt a bit arbitrary. Would love to see a version with a bit more feedback/better indication as to how to "do good" at it.

Deep Sword Cultivator by ellaris 2025-04-13T02:25:03Z

Not a huge fan of "bullet hell but you can't attack while dodging." Your attacks do so little damage relative to enemy HP that it feels unnecessarily punishing to force the player to stop before they can counterattack. That said, I thought the spell effects were neat, like the the trails on the arrows and the way they'd swoop about in midair, though I also feel like the music was a mismatch for the gameplay and the intended vibe - less "descent into hell for vengeance" and more "leisurely stroll into hell for a polite chat" XD

Project Planetfall: The Exodus Directive by rainbeau 2025-04-13T21:21:28Z

Graphics and music are top-notch, but I feel like the gameplay itself is a little on the arcane side. I'd have preferred it if the Foundry listed what recipes are available rather than what recipes I can make - I thought the thing was glitched! Some better indication of how to operate the collection drill would also have been appreciated; I tried operating the sliders with the mouse (like with the engine) and it wasn't obvious that they're meant to be controlled with WASD!

I should also mention: it seems like fuel and coolant are bugged. I was expecting the game to end when they ran out, but it doesn't seem like running out of them actually does anything!

Crush Depth by Psedera 2025-04-13T05:11:54Z

I wish the instructions were a bit clearer; it took me a bit to understand that zapping the enemy (or getting zapped) doesn't do damage directly but instead makes you sink. A bit like a shmup-ish take on Smash Bros.

The graphics are solid, though the lack of audio is a bit of a letdown for an action game like this. (Yes, a bit hypocritical coming from someone who didn't include sound due to lack of time, but still!)

TLYA by Fenix131113 2025-04-13T03:40:40Z

Punishing! What I got through of it was enjoyable, though!

The controls could use a bit more polish - sometimes it felt like the protagonist's aim lagged slightly behind my inputs (e.g. I'd have the mouse to his left but he'd swing his pickaxe to the right). The bigger enemies on the later levels are also perhaps a bit too tanky, especially when the objective is "carry boxes to the elevator" - it's easy to get overwhelmed!

I'd also like to suggest that maybe the "Exit" option in the shop should advance you automatically? It's a bit confusing how you have to both exit out of the shop *and* operate the lever to continue. The first time I cleaned out the shop, I thought the game had frozen because I couldn't move, but then I realized the shop was still open!

Asteronaut by Leykal 2025-04-13T23:40:25Z

Psychedelic deep-space pachinko shenanigans. XD

I wish the click-and-drag launch had a little more oomph to it - it's a bit too hard to stay in play. This would probably benefit immensely from gamepad controls with analog stick support!

Death Perception by mshrmgirl 2025-04-13T22:38:14Z

My therapist: "Long deer isn't real, it can't hurt you"

Long deer:

Definitely some of the most disturbing cervines ever featured in a video game. The sounds that they make (and the way that they fly off into the sky when you defeat them) are *not* normal. ^_^;

Also love that not-quite-a-jumpscare thing at the very end where the game gives you an *unexpected* new objective only to smash back to the title screen.

RepliCore by Nick Halstead 2025-04-13T20:43:11Z

Love the concept. I just wish the physics weren't so wonky; jumping right next to a clone (or your original) makes your double move upward as well. It makes some of the jumping puzzles a lot more finicky than they ought to be.

Speaking of which, I quit on level 9 - not sure how to get clones on both buttons when I can't maneuver out of the corners!

27°59′17″N 86°55′30″E by Akinat0 2025-04-12T06:06:38Z

Not a tremendous amount of substance here but positively *oozing* style. I'd love to see an expanded version where there are more factors to consider when plotting your course, like changing ocean conditions.

Also, there is a minor bug where the game will give you a "You Lose" message if you run out of time, but then switch to "You Won" if you were on course to the final destination (presumably the sub's movement is still being processed in the background).

What the bag! by Mamboman 2025-04-13T22:28:32Z

Cute and clever. As much of a puzzle as a test of reflexes/spatial awareness. Didn't manage to finish with an undamaged banana but I got the pencil case tidied up and cleaned things up enough that I was able to help Timmy grab his dinosaur on the second try (3 stars). I love the bit where you can see him *slowwwly* unzipping the bag before he starts grabbing - a nicely ominous little countdown before the fun starts!

Luck Runs Out by Tenzz 2025-04-13T23:20:34Z

A bit wordy, especially given how depressing the first half is; I nearly gave up on it once I reached the midway point and realized there was more to it ^_^;

But I loved how the big "milestone" quotes get reused in a different context on the return journey. Even the title means something different once you reach the end.

Orpheus Scroll by Triliks 2025-04-13T22:20:37Z

Spectacular. Not really a game per se but I love how it simulates playing the lyre to advance the story. (Out of curiosity - is there anything special we need to do once we reach the end, or is it supposed to just stop there?)

Where it Ends by cherrybcake 2025-04-13T21:47:33Z

Believe it or not, this is the *second* game I've played this Ludum Dare with the premise of "girl falls down deep pit, collecting coins along the way" XD

That one was a time-based score attack, though, so the two games are quite a bit different in approach and gameplay!

I'll admit I found myself spending a bit more time with this one just to try and read the story snippets that display as you go down. (I wanted to include something similar in my own game, but I didn't have enough time to!)

Down The Rabbit Hole by Doppler Affect 2025-04-13T04:24:35Z

I feel like I want to know more about these characters and what happened. I do wish there was an ending that gave a definitive sense that our protagonist makes out of this alive and sane instead of dying or succumbing to space madness, but I suspect that would be out of genre. XD

*"In space, no one can hear you cry."*

LD58 — Collector

MoruMatrix by cogcomp 2025-10-09T04:34:37Z

This feels like a game that could use some kind of a tutorial. Visually and aurally it's incredible, but also that first level is ridiculously unforgiving, unless there's something important about the gameplay that I'm missing (the best I managed in the first level was only about 175/200 objects). If you run into a red arrow by accident, or end up on the wrong side of a column of them, that's basically the run right there, and I never saw either the clocks or the beer mentioned in the description (I mean, it's possible I did, but there is so much happening on-screen visually it's hard to figure out what things are except by running into them).

Talla and the Tomb of the Takers by ryusui 2025-10-07T08:09:14Z

@kitz Yeah, I'm gonna have to get around to fixing up the web version sometime; there's some weird issues with the sound and lighting. For now, use the Windows download if at all possible.

Talla and the Tomb of the Takers by ryusui 2025-10-07T16:13:33Z

@kitz Actually I just realized, did you try to click it? The game supports keyboard and gamepad controls but it doesn't do mouse controls, whoops!

*-considers adding it in post-Jam-*

Talla and the Tomb of the Takers by ryusui 2025-10-11T21:29:11Z

Version 1.1 (Post-Jam) is out and available from the links at the bottom of the entry! It includes a *bunch* of improvements, including fixes to the HTML5 version.

@kitz: Congratulations, you inspired me to add mouse controls to the menu interfaces. XD

@gastoon, @jose-bonilla, @keyjale: 1.1 changes the ingame font from Vujahday Script to Cormorant Garamond. I think you'll find the text to be *much* more readable now.

@daniel123: The game's controls are meant to evoke a classic grid-based dungeon crawler. That said, I realized they were missing something - 1.1 now has strafe controls, allowing you to move sideways without turning.

@anthony-dunlap, @vasea123: The HTML5 embed above has some known issues, as noted in the entry description. Version 1.1 fixes both the lighting and the sound glitch in the HTML5 version.

To everyone else: thanks for all the praise and feedback!

Talla and the Tomb of the Takers by ryusui 2025-10-11T21:50:51Z

@adasium Yeah, I think I balanced the game too far on the easy side. 5 days with 0 deaths is pretty much optimal - there's a cutscene implemented when you die for the first time, but I can't imagine many people have seen it. XD

I was running pretty close to the wire at the end of development: the very last thing I implemented was the "bear trap" sequence (the arm snares were the first trap animation I implemented and were the only one all the way up to the last couple hours of development - I'd wanted to do a third, but didn't have time!) If I do a 1.5 release with some more substantial gameplay and balance changes, though, I definitely intend to add different trap *mechanics* to go with the animations.

Talla and the Tomb of the Takers by ryusui 2025-10-14T19:30:01Z

@6knowledge Crap! Thanks for the reminder!

I did most of the graphical assets during the Jam but the Talla model was retooled from a much different-proportioned mesh I was working on beforehand. I hope she still counts - the textures and animations were all made during the event!

Talla and the Tomb of the Takers by ryusui 2025-10-15T00:24:13Z

@catusfelony All that happens if you miss the QTEs is the screen turns red and there's a little animation of Talla grunting in pain and briefly spurting blood before she gets back to her feet. XD

I'm aware the game is maybe a bit too easy; my last game (for a different game jam) had people commenting that it was too hard, so I might've overcompensated for that ^_^;

M.A.T.O. by kuggenhoffen 2025-10-10T06:07:00Z

My two biggest gripes are how opaque the menu system is (there's no indication you can use ESC to exit a run, and I spent most of my time unaware that the upgrade menu had multiple pages!) and how *incremental* the upgrades feel. It takes too many tiers of the mining power upgrade to see any difference; digging through rock was still a slog by the time I got bored, and the harder stuff I could barely dig through at all. I also don't think the gun upgrades had any effect at all (bats were still taking two hits to kill after 4 tiers of upgrade!)

Monster Lake by ghost-in-the-toast 2025-10-09T05:13:34Z

Caught the big yellow guy at the bottom of the lake. A little disappointed there doesn't seem to be a proper ending condition. Very, very, *very* polished overall - also a huge fan of how the fish sprites seem to be based off the ones in Link's Awakening.

That said, I don't know if it's a bit or a genuine mistake but "lure's" shouldn't have an apostrophe in it, and I'm not sure how you turned "maneuverability" into "manvervability" ^_^;

Salvage Dogs by James Dunlap 2025-10-11T04:45:18Z

Feels really unfinished? Mostly I found myself driving around and shooting at enemies to no effect (enemies kept shooting at me, too, but they didn't really do anything either).

Eventually I got stuck on a piece of terrain and had to wait out the timer which...took me to a desert with a "press ESC to skip" prompt? And then another level started, and I realized the game doesn't have an in-game menu or anything so I had to Alt+F4 to exit.

The vehicle controls are likewise frustrating. It's impossible to effectively give chase because it handles like a block of granite pushed around on an icy surface: acceleration and deceleration take forever, and your turning radius is less reminiscent of some kind of speedy post-apocalyptic death kart and more of the RMS Titanic.

If there was a collecting/building game in here, I didn't see it, and I've got no idea where it would've been.

Fossoyeur by Anaconda Games 2025-10-11T05:11:04Z

Reminds me of a cross between The Price is Right's Pathfinder game and Bennett Foddy's GIRP (the rock climbing game). Conceptually it's *fantastic,* but the implementation leaves something to be desired: the animations don't quite seem to sync properly with the gameplay, to the point that the first time I played I got stuck in a corner unable to move while the "current location" cursor remained on a tile to my right. The voices calling out each letter often don't play on cue, either.

Also, I was confused as to why running into skeletons made *them* collapse until I noticed the health gauge in the corner. Taking damage really ought to give more feedback - an explosion, a scream, a screen shake, anything.

Collecthrow by Rewzu 2025-10-09T04:00:20Z

I love the concept, but the execution is *really* poor. The game would work much better in third-person, with a lock-on feature or some other kind of aim assist: dodging is really hard with the lack of spatial awareness, and the AI is vastly more capable of hitting things accurately than the player.

With the focus on dodging, also, the player really should be more mobile: you ought to be able to jump, or at least dodge roll!

Also: 90 seconds is WAY too long for a match. It should be more like 30, or honestly even 15: with as relentless as the AI is, if you fall behind them, you're going to *stay* behind, and it's no fun being stuck playing a match you can't win.

Depth Scan by CptDrusha 2025-10-11T21:47:09Z

Visually it's incredible; mechanically, it's fascinating. I don't like how long it takes for the LIDAR to recharge, though - my instinct is to paint every surface I can in as much detail possible (and given how many times the red stuff has popped up closer than expected, it's not a bad instinct!), and it's a bit frustrating how it feels the game wants to encourage me flying blind to some extent.

I died unexpectedly after 2/6 obelisks and I'll admit I'm not sure what killed me. I never saw anything like "giant predators" (well, *pinged* anything like giant predators, anyway); I did see red things on the floor, but I thought I avoided them all. A proximity warning would be useful - both for hostiles, and for the obelisks.

Also: is it a bug that all your pings disappear after you activate an obelisk, or is it intended behavior?

IUTBADIAFWBIGTTT9SNICTATMIT by Furisubi 2025-10-11T06:02:50Z

The janky physics are offset by some delightful sound design. This game *sounds* like GMod antics *look.*

That said, while I like the deliberately low-res aesthetic, it does make it hard to tell at times what some of the objects are, and the screen tearing was tremendously distracting. It also looks as though the ability to unlock rooms is bugged: I got the fill gauge for "Room 2" all the way up to the top, but another room never unlocked (the failure condition for letting the delivery area fill up did in fact trigger, though!)

Skeledaddler! by Catusfelony 2025-10-14T21:46:30Z

God, that final level. What a nightmare. XD I know how to solve it, but it's so time-consuming when you make a mistake ^_^;

Everything about this game is fantastic from top to bottom - feels like one of the classics I might've played on Kongregate back in the day. No way in hell am I trying for those time scores, though. XD The concept is brilliant, but I wish that aiming the kicks was a little less finicky!

Greedy Collector by José Bonilla 2025-10-10T04:11:47Z

Oh I love this idea - the more you gather, the more enemies chase you. Bigger score items = deadlier enemies! Some nice, visceral-feeling sounds and visuals for when you die, too.

My only gripes are that gamepad controls on the title screen don't make sense (the Start button selects options instead of A for some reason), and the collisions for the little box at the center of the playing field feel "sticky" - you don't slide across the walls, you adhere to them. (Easy enough to avoid, but it *feels* bad if you rub up against it!)

I'd also like to report a tiny bug - the collisions for enemies apparently survive just a bit longer than their sprites; I grabbed the smart bomb pickup and wiped out everything but I died a few frames after.

Mosquito's feast by Gastoon 2025-10-10T02:52:45Z

Controls seemed a bit buggy (no pun intended). I could suck blood maybe once or twice and then clicking would stop doing anything. The hand also moves too slowly to really register as a danger, even as the difficulty picks up.

I thought it was clever that there's multiple skin color/hair color variants, though I'm baffled by the hand: why is the palm facing the camera? If it's supposed to be slapping the mosquito, shouldn't the palm be facing downwards?

Hollow Choir by Forik 2025-10-11T13:21:30Z

Absolutely fantastic little game. There are some bugs which are bothersome - the collision on the slope leading down into the cellar is wonky, and the chestnuts still play their "rolling along the ground" noise when you stand near them - but overall, you've nailed the vibe of being some manner of dark occultist. Harvest Moon of the Damned! XD

I liked exploring the grounds and figuring out where all the ingredients are. The bit with the spider in the basement was clever - I almost didn't think to try turning off the candle while standing under the well. (I saw the spider web, but I had trouble figuring out how to get the spider from it - it's a bit of a red herring!) I also was worried I was stuck when the doll didn't respawn at the well as I expected, but I found it again in the upstairs of the cabin. (There might have been two dolls, in retrospect, but I didn't see the doll the first time I explored up there; it's definitely creepier to imagine it's the same one both times!)

One oddball question: there are four coffin types listed but "Type D" is omitted; the last is "Type E". Were five planned but you cut the original fourth, or is it skipping from "Type D" to "Type E" merely a mistake?

WebWeaver by JPGFG 2025-10-10T06:23:45Z

**`B O T H E R S O M E F L I E S`**

As frustrating as it is when the flies tear apart my web there is still something weirdly funny about seeing a cluster of them fly away all at once, as if the little bastards came as a coordinated wrecking crew and simply depart after the job's finished. Got no complaints about this one - I'm just too dense to get past the level with the pipes and the tiny little anchor spot in the middle XD

Call Hector, Organ Collector by TheLastSlowpoke 2025-10-10T03:14:15Z

Diabolically fun. But that last level feels like it might be impossible without an insane run of luck - there are too few O-type victims to sustain yourself all the way to the end. I found that I could waggle the vehicle to slow down enough to identify and catch more people, but still, if the placements and blood types are completely random, then getting enough O-type blood to make it to the end is still very much at the RNG's mercy.

Work on the difficulty balance and you've got a star here, I think!

(As an aside: Hector's eyes make me think of Bangboo from Zenless Zone Zero. Imagine one of *those* little guys riding a mower down the street, running down passersby! XD)

Call Hector, Organ Collector by TheLastSlowpoke 2025-10-10T13:21:20Z

@thelastslowpoke Bangboo are adorable but they also get up to a lot of weird stuff and it would not be *entirely* out of character to picture one of the little guys driving a riding mower through the streets causing havoc XD

That said, for my own game, I used a "stacked deck" approach to randomness (filling up an array with possible results, then "dealing" them at random) to ensure that generated dungeons will always have certain necessary features - e.g. 3/4 of potential junctions will always branch, and 3/4 of generated dead ends will have items (and the first "item" that spawns will always be the switch that opens up the gate to the treasure room). You may need to spend some time searching every nook and cranny, but you will *always* find what you need (assuming the traps don't get you first! ;) )

You could definitely make "hard mode" a little more fair with a similar method - X number of O patients guaranteed, with a varied but largely consistent gap between them.

(I'll confess, playing the game Unfair Flips has made me a *bit* paranoid about *purely* random chance in games! XD)

Out Of Energy by Custodi 2025-10-10T04:01:14Z

Second Ludum Dare game I've played to make me think of Bangboo from Zenless Zone Zero XD

Third level was a solid brick wall for me - there were enough bullets flying everywhere that I was stuck hovering around 200 energy, nowhere near the 1000 I needed to advance.

As an aside, the "Play Again" button doesn't seem to work...

Arpeggio by Emilija Marija 2025-10-10T03:42:57Z

Really cute little Metroidvania with a fun musical concept behind it.

Not a tremendous fan of "press W to jump" - I kept instinctively hitting spacebar to jump instead and diving into pits with the dash (which I was really happy to see is also an *air* dash when done in midair). The sprint also seemed rather useless; the character moves slowly enough that a permanent movement speed upgrade would've been welcome.

I'm also one of the people who got confused by the lack of ending: the guy literally puts you up to a new quest and that's supposed to be the *end* of the game? You could at least have smashed to credits or a "To Be Continued." ^_^;

I also think the placement of the pit leading down to the lower floor is plain cruel - it's too easy to enter the room from the left and just end up diving straight back into it, and then having to redo the entire jumping sequence. There should really be more of a leadup from the left side, or maybe a ledge that covers the pit when you enter from the left but can't jump up to the first time you reach it from the right. Also curious about a couple of areas you can jump to which don't seem to have any purpose; are those leftovers from abandoned plans or just scenery?

Show Me Your ITA! ( by hanarioi 2025-10-09T04:24:43Z

Conceptually, this is adorable! I love the multivalent matching shenanigans where you can improve your score the more elements you match. That said, I'm confused by the upgrade system - with the timing as tight as it is, it feels like buying upgrades with my points is suicide, and I agree with @Tsaot that the penalty for having to replace a badge is overly severe.

Also, the gacha bags open *really slowly.* It's really unfair to have such a tight time limit when I have to spend so much time waiting for the next item to drop.

Spyder by MartianMangka 2025-10-12T01:02:24Z

This is a *fascinating* idea but also the player's tiny sight radius is crippling. The spider on the second level sees further than you do so it *will* sneak up on you and spot you and you will never see it coming because its sight radius extends beyond both your tactile range *and* your visual range. It would also be helpful to know which way the enemy spiders are going to move next: it's impossible to safely shadow them because you can never tell whether they're going to move towards or away from you.

I think the turn-based system works, but the player just has too little information to work from in order to fulfill the given objectives without getting caught (real-time would not fix the aforementioned issue where the spider with the giant sight range can spot you before you even know it's coming!)

Spyder by MartianMangka 2025-10-14T04:31:33Z

@martianmangka For whatever it's worth, I really did like the general spirit of "you can detect when an enemy is on the same ring/arm of the web as you"; it did feel like a nice "spider-y" gameplay mechanic.

Rogue Scribe by Enryu Mirik 2025-10-11T12:53:29Z

There is a *lot* you've gotten done here in 48 hours, to the point where I find the map daunting to imagine exploring in full.

Most of my issues are with the lack of polish: the text needs an editing/proofreading pass ("Tutoril"?), the game really could have used some sound (even placeholders), and the "absorb spells" mechanic is in desperate need of some feedback (I had no idea it *worked* the first time until I checked my inventory!) There ought to be a more visible "absorption field" around the player, maybe a sound effect for a successful capture, and *definitely* pop-up text indicating the spell has been absorbed.

Another small quibble I have: since the left mouse button isn't used for anything (that I can tell), it really ought to be mappable. While I know combat isn't the focus of the game, Q and E make poor fire buttons for first-person action; I'm used to "click to shoot" (and I'm certain others are as well).

One last thing: I didn't play through the whole thing, but the lack of healing and checkpoints was one of the reasons I declined to explore it in full. I'd prefer not to be sent all the way back to bottom in the event I get ganged up on enemies. ^_^;

GRIBNIK by DNK 2025-10-11T00:15:04Z

Really spooky, really atmospheric, really good-looking, but also really empty? I constantly felt like I was about to get jumpscared, but nothing really happened. All it looks like there is to do is wander around and collect mushrooms. I did try eating them as one of the other commenters suggested, but all it seemed to do was inflict a screen distortion effect. Is there a goal or an endgame I'm missing?

The Catalog-gull by InMyArmsTonight 2025-10-11T21:07:58Z

It's really cute; the map makes me think of a children's book, but I'm put out by the fact that the instructions and description seem to be for a game that's a fair bit more ambitious than what you published? Shift does nothing, and there are no extra areas to unlock - once you've added all eight people in the scene to your catalogue, you're done. It's not bad for what it is, but there's a stark contrast between the artwork and mechanics - I was shocked to see that "QTEs" are handled using what look like placeholder graphics!

The Collector's Challenge by Lancelier 2025-10-12T01:15:34Z

Something funny seems to be going on when you switch to full screen mode - the cards in the first stage move to near the center of the screen. Bit confusing at first!

I love the vibes, I love the general puzzle mechanics; my only gripe is the game feels a bit thin. In the final level, at first I was alarmed that I didn't have enough cards to collect all the souls (I had two "straight up" movers, a "diagonal up-left" mover and a "diagonal up-right" mover), but then I realized I didn't need to.

I really assumed the goal on every level was to collect all the souls; it's a bit confusing that the game instead tracks how many souls you collect across all levels. Not sure how it's possible to lose given how all the souls are in straight lines!

One More Pack by Nomelu 2025-10-11T05:48:56Z

At first I was like "That's it?" when I bought my first few packs and ended up broke. Then I realized I had a rare card I could sell for a good chunk of money.

From that point onward it was, to paraphrase Unfair Flips, just a function of time (my last card was the Critical Roll).

My only gripe is, I wish there was a way to zoom in on the cards - it's hard to read the text on them in the embedded version. Also (like so many other entries I've played, regrettably) there is no acknowledgment of ending or victory. I realize that in collecting, having a complete set is its own reward, but even Unfair Flips gives you a "goo job :D" (sic) sticker for getting 10/10 heads (though its other possible outcomes - including the coin *exploding* - are much more interesting XD)

METALOBAZA by Dunitru 2025-10-11T21:23:15Z

Yeah, now the music doesn't play at all at the start of the level, unless you either turn the sound off and then back on again or die and restart the level. Whoops!

I love the transforming concept, the idea that each of your forms has different abilities and you have to switch between them (or rather, temporarily abandon your upgrades) in order to proceed. I wish you had more control over where your power packs spawn when dropped, though, and stations really should have some indication as to how many packs they have stored. I'm also not a fan of W to jump, especially for a game with tricky platforming sequences like this one - there's a reason the classics like Mario and Sonic don't map jump to the D-pad!

The lack of checkpoints also puts a damper on my enjoyment. This is a long level you've got here, and it really sucks having to start the whole thing over from scratch, especially when a slip-up in the aforementioned platforming sequence means having to navigate back over a pair of enemies.

Vivisepulture by Leo Du 2025-10-11T05:36:59Z

Seriously, if you didn't have time to implement more than one body, be honest about it. Your description (with no indication of the controls or how the game is supposed to play, I might add - a double foul) says "bodies" so we have every right to be confused that there isn't more than one.

The text really ought to scroll faster, by the way - I tried clicking to speed up the scrolling only to inadvertently skip the dialogue itself, and after I realized it was that easy to miss dialogue I just skipped through all of it straight to the end. I've got no idea what kind of nihilistic ranting the medic had for me and I honestly don't care; I don't even know why I was cutting his limbs off and I don't really feel the impetus to play the game over to find out. (The text I *did* see even spilled out of the text box at one point, so minus points for that, too.)

Also, the way the stomping noises played all the time made me think the game was about to jumpscare me. It took me a while to realize I'm in some kind of robot and the stomping is coming from my own machine, or something like that.

There's a kernel here of something interesting, but the presentation and playability have been sacrificed for pretentiousness.

LD59 — Signal

Kit Getaway and the Incredible HeadCase by ryusui 2026-04-21T14:12:36Z

@mc-shopot Don't mind at all!

(Also if you like the detachable-headed furry shenanigans on display here, check out some of my older LD games. You might notice a recurring theme ;))