windowframe by managore 2016-04-19T23:08:00
That was an incredible mechanic. I wouldn't have thought this was even possible to do. I do like the graphics too, amazing work, nothing to add here.
Foon → Ludum Dare Explorer → Users → saiodin
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Retroviral | jam | 34 | 4.21 | 4.07 | 4.03 | 4.39 | 4.57 | 4.22 | 3.32 | 4.35 | |
| 2017 | 38 | A Small World | 👥 | Interstellar Botanist | jam | 158 | 3.77 | 3.29 | 3.85 | 3.48 | 3.96 | 3.78 | 3.66 | 3.61 | |
| 2016 | 37 | One room | Bye. | compo | 205 | 3.50 | 3.22 | 3.07 | 3.41 | 3.41 | 3.27 | 3.58 | 59 | ||
| 2016 | 35 | Shapeshift | Shicken | compo | 134 | 3.70 | 3.61 | 3.40 | 3.88 | 4.00 | 3.73 | 73 |
That was an incredible mechanic. I wouldn't have thought this was even possible to do. I do like the graphics too, amazing work, nothing to add here.
Neat idea and great execution! I like the graphics a lot and the sound fits. I think it's pretty fun having the gameplay change between feeding and defending state. Fun game for sure! Regarding your comment on my game Shicken, you change weapons with the number keys 1-4 :)
This was great. Interesting gameplay, I loved the movement that the knockback mechanic provided. The sound and music was also very fitting. My gf compared the graphics to Don't Starve.
Good audio, great music and art! Controls with controller are extremely responsive. The game is pretty hard. It's really risky to go for the energy pickups, but they are so worth it (the 3rd weapon stage is crazy). The mechanic with turning the ship is the shapeshift part I guess, far stretched but neat mechanic. I had a blast playing! My max time was around 35 seconds :X
Good graphics, neat sound. Definetly pretty hard, at 4 multipliers it got way too fast for me. I also overread that I have to clear all color blocks in a row at first. Not sure how you avoid the spider if it blocks the way between 2 color blocks since I think you can't go upwards again.
I played the web version and the performance was fine for me. But I see you have apparently fixed that problem. I like the game, it is very engaging and involves quick thinking. The graphics are nice. I would like some kind of power-ups or something tho to keep me interested, since dying (in one shot) means to simply start over.
Interesting concept! It took me some experimenting to understand how the game works. 1. Use up your GB without using too much 2. If you risk losing because an object is ahead that wants more GB than you have go protetst 3. When protesting spam left click, I guess don't walk to the blue guys 4. Before it gets dark/night stop protesting and start using internet again 5 rinse and repeat
Knowing how the game works it is actually quite hectic and makes fun. Without knowing exactly how to play it was just confusing.
Neat controls, fitting graphics. It was fun for some minutes. I wasn't a fan of the music, but liked the sound effects. The application of the different forms is interesting as paid upgrade etc.
Good fun for some minutes. Didn't know which one of the advanced muschrooms were edible and which not tbh, so that got to be trial and error. The color effect does make it noticably harder to get through the game.
From the screens I wasn't expecting much, but I actually loved it. Sure, the graphics are simple, but the gameplay is really solid. I had fun and felt really invested. The warping mechanic sounded confusing, but when I used it the first time I instantly knew what was going on. The little tutorial pop-ups were a great addition. The movement was a tad bit floaty, but it felt right to me. The shadow makes it even a bit too easy to get through. I would suggest that your shadow doesn't block the enemy shots. Like that you can't just place the shadow in a room and kill everything instantly, but have to watch how the shots are ligned up. Nice music too, but not fitting for a stealth game.
Awesome gameplay and amazing graphics, I really love it! I wished the music would be more action-y ;)
I'm not very good at rock paper scissor games, but good graphics. The music was on the edge of being too chirpy imo. I like the idea of how the lives are handled visually by representation through the wizards.
Amazing :)! Cute graphics, very enjoyable music and the idea in general is very cool. The controls felt a bit too floaty for my taste tho.
The mechanic reminded me a bit of Sonics All Star Racing, interesting. I constantly drifted off the road with the faster cars since I couldn't see very far ahead, but maybe I'm just bad at racing games ;).
Easy was definetly easy, to the point I got invincible. http://puu.sh/oozNY/2ab89a458f.jpg It would be good if you see the amount of shields available actually ingame. I think higher difficulties might feel even frustrating because of the amount of objects getting thrown at you and the small size of your laser. The shooting sound was a bit loud and high-pitched, got annoying while constantly shooting.
Great idea for a mechanic, I liked the puzzles! It's pretty cool that there is an editor, but I couldn't figure out how to make the polygons to the red ones that I could switch with each other in the game later on.
Very fun game, great graphics, cool sound! I scored 90 points. It felt really exciting to haunt an object while enemies are close.
That is some beatiful art, I especially love the smoke animations. Great ideas for transformations and interactions, a very polished entry. Good job!
This is brilliant! Very fun to play. A neat idea executed very well.
I was recently thinking about games for blind people that would just use sound in 3D space to communicate gameplay. This entry is another example of making games differently. I was really surprised when the voice over changed the whole game concept up.
Apparently the sound for the next object is playing before you even hit the object before it. That is really confusing. The sound effects aren't distinctive enough, it's very hard to tell some apart. For 5 hours of work tho its pretty solid.
Hilarious game! Very funny interactions, good graphcis and animations. The sounds are great and the music very fitting. Enjoyed it!
Controls feel very good and searching for the correct potion and rotating between them is interesting gameplay. The graphics are weak, tho I like the fire sprite.
Cool idea having those abilities in different directions. I thought there was too few of the level to see at once which made me die pretty often. The random level generation is great. When dying I once actually was able to walk around with the character in the death screen.
This reminded me of old Amiga games and the like. I actually quite enjoyed the story (I did one playthrough) and didnt know what to expect. Very good!
Thank you for all the comments!
I updated the description to answer the most common problems people had to progress
@Bloom: Might have really overdone it with that :)
@Level variety: Trust me, I wanted to! But I just couldn't make more in the 48 hours.
@Tighter controls: True, I weren't fully happy but had to move on with other features
@Chicken stuck on head: That is indeed a bug :x
@Stuck between boxes: A bug I introduced last minute it seems, when I added some shot particle effects. The player shot isn't supposed to go through multiple enemis. But if you get stuck between boxes, just use the chicken shot!
@Freank: I will put the game up, but the site seems to be down atm.
Neat touch of having two seperate controls, but it felt a bit clunky. Especially since the alchemist can't go diagonal (keyboard). Neat graphics background tune there tho!
Great graphics! I can understand the argument with unresponsiveness. Since the player can move just every 0.x seconds you can smash the button but it will still take while till the character moves. I guess the grey character is the end of the game, reaching that resets me back to scene 1.
Kinda neat, another take on pacman. Would have been great if the character could just move restricted and not float around inside the corridors. Good job!
Interesting idea. But even fullscreen on windows I had problems with the mouse. It seems like you have infinite health and I'm not a fan of the tankiness of the enemies. The movement makes it pretty hard to hit stuff.
The controls are very fast. I got to the right side, but I think other people will have problem with the heavy gravity. I liked the mechanic with the bird not being able to pass the dark grid edges and the camera sway back to the character when respawning! Graphics and sound could be improved. Gratz on your first platformer game!
Great concept, the camera controls were a chore tho.
Cute game, graphics are good, sounds is okay. I like the different characters, the 4th one is definetly the strongest by far tho. I came to level 4. The spawning mechanism in this game is a no-go. Especially for the start. You can't put the player in the middle of 10 enemies that instantly start shooting.
Easy concept, decent graphics, fun for a couple minutes. Gratz on your first time, keep it up!
Cool idea, I liked the gameplay! As other have said a bit frustrating to lose so much points if getting hit by a bomb, but otherwise good fun!
The graphics are good, I don't like the floaty controls. Also the transition from knight to wolf and back with the long black fade pulls the player out of the experience. Wasn't a fan of starting over again and again.
I really liked the gameplay. I had fun experimenting how to solve the levels. Needed a couple tries for the fifth one, but managed to solve it.
Need to have an online dictionary open since I don't know all the english words lol. Interesting take on the theme, makes a very hectic game. I think the waiting time in between is too long tho.
Not an easy game for sure. I really like the graphics and style of the menus in this game. The sword animation also looks pretty cool. I like the gameplay idea, it is fun! But it feels a bit unfair if 2 colors spawn but you can just kill one after another, making you vulnerable to damage without it being "the players fault". Gratz on your first Ludum Dare, keep it up!
Great graphics and animations! First: I'm disappointed you can't kick over the trash bin ;)! I really like the atmosphere, the ambient noises, birds and such. Later on in the game I noticed some little bugs and couldn't get past the huge box wall. I don't like that you have to start over from the beginning if you die that far into the level. Doesn't feel like it would be that kind of game.
A pretty simple mechanic, I think it should be fine for kids. But if it's for kids I would do the explanations a bit clearer and implement showing the helping dialogue again. Or put a question mark button there to help the player in case he doesn't get it. The color of the princess is not very good visible.
Pretty hard, I'd preferred seeing the shapes of the holes instead of the color.
It took me over 10 minutes to download the game from itch.io, I think another download possibility on a faster hoster would be great. The graphics are great, but the animations are so lala. I didn't like the voices/sounds of the characters (it was just too often), but the music was good. I like the mechanic that you just score if you actually pick up the tomato. The expressions of the moon are an awesome touch as well. I played it alone against myself for a bit ;P I can see it being fun, but ofc the gameplay is very simple with just one potion to throw.
Very cool intro and gameplay. The huge robot is awesome. I also like sound and music a lot. Unfortunately the controls felt very weird to me. Moving and shooting always seemed to not happen how I want it to and actually seeing your mech and important parts of the game were often obscured or hard to see cause of the pixel style.
Good concept, but the implementation seems a bit clunky. Instead of pulling the mouse far to the sides all the time to get more speed on the body part movement I'd preferred it if it were simply faster. Also I couldn't make the character stand up again if I had to make him do the splits. I actually shot the character through the room by accident while trying. I think with more responsiveness, easier control of the character and faster gameplay this would be an awesome game.
The graphics look alright and the console idea sounds very interesting, haven't actually tried it tho cause of the python/pygame barrier.
I think this is a very interesting entry because of the polish factor. The game is very concentrated on one specific mechanic. If you are experienced and plan ahead I think the thought of doing this game in such a short amount of time gets very realistic. But I don't want to discount the amazing work done here. Wonderful work!
Great atmosphere all around. Good graphics and nice music, unfortunately I think there were no sound effects. The controls could have been a bit tighter I think. I didn't like the normal mobs, since your attack has a wind-up and its weird to calculate when the mobs are on you, but the bosses were neat.
I survived 285 on my first try. Props for using UE4 ;P But I didn't think it was much fun. It is very much just using physics to glitch stuff away. The camera makes it hard to see what's going on once it gets wild, but I guess that's intentional.
5/5. Amazing art and animations, great sounds and music, fun gameplay. The whole thing is just a pleasure to watch.
Same problem as the others:
http://puu.sh/sNLuN/728e478c38.png
I guess I'm one of the few people to be able to test this! Especially since I'm developing a VR game myself right now. The art is fantastic, as others pointed out. Hoping to implement a similar style sometime in the future in mine. Sound is also very pleasing. The first problem I encountered: No means of getting around without physically moving. This is a big problem for people with smaller rooms. The room in the game IS pretty big. Unfortunately the parts in the packages flies around everywhere, meaning I had to restart the game 3 times to get the first package to open in a way that the parts don't fly in a corner. I noticed some polygon glitching on the hands when grabbing things and some packages into the game I encountered a bug where it seemed like my hands had some of the objects permanently stored as being gripped. Whenever I tried to pick up a new part it would instead snap an old object to my hand. Also my left hand would sometimes assume to be glitched under the world. I would have also like if objects that stick together could be taken off and placed anew, but I geuss that's just part of the fun in the game. That the furniture looks ridiculous. Fitting the text on the display is also very humorous. Unfortunately the text seems stretched and the right bottom part of the display cuts the text off. All in all very well made!
Definetly very challenging.. I got to the secret tunnel before it got too frustrating for me. Some checkpoint placement definetly made a tear roll. While it's missing detail the art is pretty nice to look at. The sounds are very "harsh", especially the one for the dialogue. X and Y are a bad choice for buttons because of QWERTZ keyboards, so I had to change mine to QWERTY to have a chance :p. The controls made sense in my head, but it felt like I didn't always have full control over my jump. I think it's because the timing window for the second jump is tiny. I feel like at least an explanation was needed to how you properly jump off a wall into a proper second jump but I figured it out by testing on a blank wall. I did have some tense moments, in total I thought it to be quite entertaining ;)
@Rykardo: Edit your entry, put in a name for a link and post the link beside of it, like so: http://puu.sh/sNOce/c42c58fdda.png
Maybe your hoster is not accepted? Don't know about that. Google Drive worked for me.
Graphics look neat. Same as slimabob I couldn't find a way to get through the level. The keybinds also didn't show anything that would help with that problem. At some point in the game I tabbed out and when I tabbed back into it I had some black ovens that I could place. I directed the conveyor belts into it (I was just able to select conveyor belt in the top right, so dont know how I got the ovens), but it didn't seem to do anything. Also the bodies got stuck in a not-moving state when I removed and replaced some of the conveyor belts.
Wow. This was honestly scary. I think it's the Audio. Those footsteps of the Sider for example are just terrifying. I sometimes had problems getting enemies to leave me alone with the flashlight tho. At times they run far away, at times they turn around quickly after you turn the flashlight off. Pretty good idea, I like it!
Fun game, good graphics, would have liked to collect my loot outside. Sad to see it disappear. I also think a reloading mechanic could bring some tension.
Loving the art style and music. Cutscenes were great. Unfortunately the gameplay is almost non-existing with holding left mouse button and jumping at times. Gonna listen to that track from the source files, lol.
Great graphics and nice audio. I didn't have the problems with the collision, but I read about it before and was a little careful. Because of its seriousness I thought the "note"-joke was out of place and broke my immersion a bit. But like kn2322 said, definetly getting a Stanley Parable vibe here.
I connected two controllers and tried it out on my own. The graphics are fitting and the pitch black darkness looks like it would be very exciting to play with 4 people. The item interactions are a nice addition. Moving around, turning, speed and the flashlight size feel very good to me. I also like the recharge mechanic. You definetly didn't make the music in the win score screen tho, which also feels very out of place.
Neat graphics and audio. The gameplay seemed to be very slow tho, often I had waiting times where I would just stand around. At the beginning one of the game I had one NPC getting stuck on a door for the rest of the game. The man with the blue shirt was also the only NPC appearing for minutes.
Interesting idea. Found it pretty hard not to get a minus score, lol. Beside of looking around there's most no way of knowing if garbage appeared, not sure how minus score is accumulated. If over time or by typing while garbage is present. Would make sense to turn the table around so you can see while typing if garbage appeared. I had the problem that my mouse would always jump on my second screen, even in fullscreen. There was something floaty about the movement, I think my character got somehow pushed into a grid layout, that's how it felt. Also I'm a fan of Sky!
Cute game. I encountered a bug where I collected 2 new lifes and was at 3, got hit by the cat and lost 2 lifes. I think it's a bug at least. If you want to communicate to the player on what he can walk you could give different colors to i.e. the table so he knows what he can collide with.
I downloaded it from itch.io apparently after the fix. The idea is pretty good imo. Seeing the code written at the top while the boss is casting his attacks is pretty cool. You have to od something about the color choice imo, especially on the itch.io site. Red, green and white doesn't work very well for the eye. I think I encountered some bugs where the boss would stop attacking, while sometimes he would go nuts (whereas I expect him to go nuts all the time ;] )
Wow. This flashed me. The story was full of twists and the gameplay flow was very smooth (the coolant reactor was too unforgiving tho and broke the magic a bit, since that's a trial and error section). Sounds and music like others said fitted perfectly.
Extremely polished, art and music nicely harmonizing. Easy to control and satisfying to play.
Interesting art style, guessing what's going on is definetly tickling some emotions out of me. Like rburema I had just 2 dialog-boxes before the screen goes to black for a long time. But I'm assuming it's really meant to be that way. Interesting entry!
Cute pixel art! The game gets really hectic over time making it pretty exciting. I wished you could go outside to the river, but it didn't seem possible. Tried every corner ;)
Cool idea, nice art, weird controls. It's just an unintuitive way of controlling a character. Player will have no problem with pressing 2 buttons to go directional, there's no reason to simulate it. I didn't know how to check my current money tho, I think that made me lose the game (not enough for rent).
Nice art and sounds, I like the mysterious about it. The gameplay is good at first, but since it's the only mechanic it ends up in waiting for enemies to stop spinning, pulling and hitting them and going over to the next enemy. This is frustrating if the enemy decides to spin when hes being pulling tho he did his spin attack just before the pull and costing you a rune.
The artwork looks really great for the short amount of time. I feel the player character could be a bit faster, it feels a bit sluggish. Because the arrow pushes you back and the enemies walk to the side while that happens you have to reposition yourself most of the time. That combined seems to make it feel a bit odd.
Very good humour! Can't help but to think the idea comes from personal experience. Saw no bugs and the gameplay went very smoothly. I saw your notes and actually didn't even think of spam-clicking. But if you wanted that feature, why don't you call a cooldown for clicking on the player every time the player hits a wrong object? I don't think it's necessary tho. Fun game!
Beatiful style, nice little puzzles. For some reason I needed to solve the first one two or three times it seems? Made me think there is just one drop spot for the bomb.
Neat graphics and a good bit of fun with the ragdolls. Took me a while to figure out how to open the door, but there seemed to be nothing to interact with in there. The enemies seem to spawn in infinite amount as time goes on which is quite chaotic. Regarding their health it would be easier to see if an enemy is dead with a health bar or the number clamping at 0/100. And since you can't hear the reload very well and there is no animation a little progress bar to show the reload state would have worked wonders for the feel I think. I'm not sure what you mean by "dynamic room" since it seems to be always the same room btw. I noticed the download is more than 500MB and the unpacked game is 1,8 GB. You probably left in the starter content in UE4 I'm guessing. It's way bigger than it should be.
In the second room I thought it got laggy for some reason at first, lol. Nice little game. And the fox is indeed cute! Some of the mechanis were definetly very original. I liked it!
Graphics and sounds are pretty nice. First time I played I ordered food and couldn't drop it to move a table. Second time I read most of the texts, but that's simply a crazy amount of text for a not that complicated concept. The controls were frustrating. Moving from tile to tile seemed clunky and had a weird feeling to it, the camera seemed to snap weirdly. It shouldn't be possible to remove guests by walking into them, because that just happens accidently very often. Also it shouldn't be possible to move tables during the day while aliens are sitting on them. A box on the side of the screen that shows the next meals would help. Often guests were leaving before I could make it back to their table.
Amazing atmosphere, great graphics and audio. I couldn't get the door open, I tried really hard and restarted once. I thought maybe pulling all the blue handles around the room would unlock the door, but didn't seem to be the case. The door would just glitch around a bit at times.
Indeed very cozy, great atmosphere. Like others I think a lot of improvements could have been made with QoL changes. To that I'd like to add that a visible grid while placing objects would have been a great help.
I really like the art. Personally I think the game was moving too fast (it could start slow and speed up). And since there is no explanation about what each customer wants it's a rather frustrating first experience. I think it would have helped to telegraph what each customers want for the first three or so customers of each type (knight, barbarian, mage..) to understand what to do and not just trial and error the whole thing.
Too real... I really like these kind of games. Tho I wish there was just a little more interactivity. For example speeding up the time. Or maybe being able to call the manager to distract him and telling him some lie that we will stop believing if you call too often. Also I clicked on the cellphone icon to have less calls, but it said "The CEO will slow down" or something like that beside of it.
Very nice idea with the different visors! It took me a bit of experimentation, staring at the map screens and backtracking, but I made it out of the maze and found all pictures :)! I'm glad the player was able to sprint, otherwise movement would have been too slow. Btw my game that you rated was a Compo, so I had just 48 hours, not 72 ;)
@Ygogo:
Yeah, it does. I don't want to link it here, but if somebody looks for this game on itch.io there is an updated version with a proper score screen and an outro scene that contains the ship you built.
@xesenix:
You're correct, the UI can get cut off in certain resolutions. One of the things I didn't have time to optimize.
Tried it with the Vive, Unfortunately I'm floating above the scene: http://puu.sh/sNRHN/d35a75fd8c.jpg Didn't rate because of that.
I'd say a great package overall. Art, animation and sound are outstanding. The movement does sometimes feel a bit clunky, but that may be because of the design choice for a slow walking speed. Difficulty-wise I had no problems at all and let survivors get hit on purpose on day 3 to see what it does. I do prefer this sanity system over something like health.
Hello again :) An unconventional comment, apologies. I just wanted to thank you for your nice comment on my game. And if you liked it that much, there is an updated version here: https://saiodin.itch.io/bye I didn't wanna put it on ludumdare.com, so it wouldn't interfere with ratings. And if you like to know, I gave you a 5/5 before as well, when I was rating. Have a nice day :)!
Starts slow and gets hectic really quick, that made it pretty fun. Making it necessary to pick up the funny weapons was definetly a good choice. The font size of lives and score could definetly have been bigger.
Slightly confusing for the first minute, but once I figured out what to do I had almost all materials for the castle lol. I heavily overlooked the top bar at the beginning. It has a really good length for a compo game. I dont think the trolls move too slow (as Ive read here), since you're supposed to control multiple of them at once. I noticed after eating a mushroom trolls can swim permanently even after the effect has worn off. I like that mechanic, because it introduces a passive effect/upgrade after the active effect. Really enjoyed it!
Very nice atmosphere, the game looked polished. I would really like an option to speed up time tho, because often I would wait for a special day to change one task. Then I would change one persons task, related to another person. So I would need to wait again for that day. Also there was no danger I think. I imagined there would be some police travelling the same roads that you would need to avoid too. That may spice things up. Good job!
Very funny and looking very polished! The music is great and I love that it changes once your'e onto a cowmet. Tho when you actually catch it there is no real indicator to that, a sound cue or text/symbol popup could have clarified that. The legendary cowmets were surprisingly easy to catch. I walked around the planet and explored a bit, would be cool if there was a little something there, hidden. Amazing job all in all!
Beside of the UI (which felt like it needed some animation here to fit the game) this game is really polished! The difficulty scaling has a good pace and the sliding mechanic is very intuitive. That first laser got me tho ;) Totally overlooked that.
Funny little game. I like the balancing betweeen chopping wood and attacking. I wish I could click a worker to change his direction so that he can reach a tree that just grew behind him, but that would probably disrupt the balance. I think a catapult could maybe be an additional unit that shoots from afar (not too far), that will need some protection from your other units while it charges its shot for high damage. I thought the sounds were a bit harsh and some music would be nice.
I think you did a good job for a compo entry. There is quite a bit of content to go through. For some reason I didn't have any music btw, I turned it up compeletely in the options and the sound down, but couldn't hear anything. The game could benefit from shorter and easier levels that ramp up later. As somebody pointed out checkpoints could also help. The character is also a bit too floaty, having more ground friction would be good to aid control. I also noticed that the spiders are quite unforgiving. Make their hitboxes smaller than their actual (square) graphics, so that a player feels less cheated when he dies to a spider.
Very surprised with the quality of the props and animation in such a short time, good job! (Tho not sure if you've done them during the jam, since you dropped out of the Graphics category, nevertheless looking great) I enjoyed the mechanic of falling food more than the shooting which is very simple (and the chosen sound effect is too loud and quite annoying after a bit of time :p). The falling food tho made me hold my breath for a moment. Smart including that. It was very smooth to play tho, nice entry.
@EveningWayward Ha yeah, the photo kind of is a joke. Unfortunately we didn't have much tome for graphics and the plants and tools took priority.
@berkano Ah! It sounds like you actually had a mutation that delays the trading ship. You can spot those mutations by hovering the scanner over the plants. Now that I think about it, it needs a way to remove unwanted plants beside of selling.
@VR Yeah, I could see how VR would fit the setting.
@grim I can't find your game, can you put it in your description or drop me a link?
Thanks for the feedback! @wildmusketeer The slider at the seed combiner basically prioritizes the stats of one or the other seed, which then has some randomness to it to get better or worse (tho strongly tending to get better). Unter the hood the seeds also have tiers that influence their value. The mutation effects are completely random, but are in A,B,C rarities that decide their chance to appear. A mutation that successfully transfers onto a new seed has also the chance to level up to rank 2 and then 3. But there was so little time in the end (underestimated the backend stuff) that I wouldn't be surprised if some things were buggy ;).
Very cute, nice pixel graphics. The trees take waaaaay too long to grow. I don't think I missed something there. The combination mechanic is a cool mechanic! The music is nice, but I thought the jumping sound was too loud and hard.
This was almost too real with the background sounds and the cart feeling so heavy :P. Once you know where the ingredients are it's actually not as hard as I thought. Trying to avoid people and finding the right places to grab stuff was really fun. It also felt really polished. I had no problems with the son and candy btw. And I liked the grabbing mechanic, it added a bit of challenge.
Very cool! I wish I could repair the damaged buidlings and zoom in a bit. The window was very small for me. I could totally imagine a RTS where you have to go out and collect resin and pollen as resources actually. Also rip wizard who moved with the normal warriors into the enemy and blew up. The sounds are a bit harsh too, but that often happens with bfxr/sfxr.
I'm liking the artstyle and the music fits well, unfotunately no sound effects. I had a hard time getting the controls on my first 2-3 tries before I felt that I was actually in control of the character. It was fun from that point on, trying to dodge by slowing or jumping. But once I got the "Hunted" status and people would be more aggressively aiming at me (so it seemed at least) it was really hard. I also multiple times had the case that two bullets would come at me, one a bit higher and one a bit lower and there was no way for me to dodge it. That felt a bit unfair to the player, but maybe I was just bad ;)
The game has a very great feel to it. The pixel art is adorable, but still has some great complexity to it (refraction and deforming), music and sound also fit very well. I like the water and rounded dome, which raises the complexity of the main mechanic tremendously. Also I suck at it, CPU too good, rip.
Loved it! I was digging the art style and especially the music. Sound effects were good, but the lighting sound effect was a bit too much if you used it more often like on the big bosses. The game was also much longer than I would have expected and the camera work around the sphere world was cool. I got stuck in the end tho: https://puu.sh/vFOVb/e41a3378ce.jpg Not sure if after wave 5 nothing happens, but no enemies spawned anymore and the two gates didn't open up.
After the like 5th world it clicked for me. I really enjoyed the music, the concept is interesting. As others mentioned, I agree the game pace is a bit slow. I know the game is about experimenting, but I think it would help to hint at combinations, maybe highlighting fitting elements during the collection phase. I also would have liked to select my older worlds again, maybe I missed something there (I just noticed you can walk very close. Would b cool to just select them from afar). I definetly think tho that this could be an addictive game.
Really loving the art and animations, very well made. The error sound got very fast very annoying (the other sounds seemed good) and there was so much trial and error involved that at 5 tries I knew how to go through it, but missclicked once at day 21 and didn't try again. It felt honestly a bit tedious and like there is just one way to play the game correctly. I would have enjoyed it more if there was room for a little bit of error, so I didn't need to start over so often.
Awesome atmosphere! I really like the graphical style you used and the sounds like moving. I didn't know what to do at first tho, and with that I mean I didn't look down to see the rails. At some point I saw the speakers but could never find anything else. Probably because I was walking against walls 24/7. It would help to have the camera slightly rotated to the bottom, so that a player sees there is something on the ground and figures out its rails that he can move along. The glass breaking was a really nice touch the first time (that scared me), but then it was overused (imo). From what I could hear it was the same sound all the time and other creepy sounds would have been a nice change. Jump scares get quickly annoying in games nowadays and the third time the sound appeared I was already used to it happening.
@eveningwayward Oh, I see! Yeah, I my brain didn't make a connection between the lightbulb sound and any other object, it seemed random to me. But that explains it.
This is actually really damn fun. Your tips etc really helped me understand what was going on. I wasn't expecting to do nothing beside of using the editor at first. What would really benefit the game would be moving the camera by dragging the mouse. The DNA creatures are really cute with the eye and squish animation. Really cool would also be an option to speed up time, since often you're just waiting till they inevitably die (I Know you can terminate the branch, but then you won't know what would have happened. Really nice job!
Neat mix of genres. It's challenging to move and avoid walls while picking up things, the snake gameplay while also aiming at enemies and keeping them from shooting you. The graphics are looking great, good job there. I had problems with the camera at times where it wouldn't turn the way I wanted to. Also enemies would spawn behind me and shoot at me without me being able to do anything. That's a problem in general, most of your body can't dodge and later on in the game that's a big problem in general.
Thanks for trying our game!
@manimal: Sorry to hear you had problems, you can always reset the current level by pressing Backspace :)
@travis-w-hendrix: Oh, the music bug, you're completely right. Forgot to fix it after all :I
@auxc: Thank you for your suggestions! The Overcompensator is my favourite too :P. I really like your idea of bumping enemies away with the ball, that would be hilarous :). And yeah, the physics were a little challenging, I think the tracks need to be a bit wider as well, the player faster... we might improve upon this jam :)
Great idea and very charming presentation. I'm impressed how you used Pico 8 for your game and so many others on your site. The game is really challening and it took me quite some tries to get through the maps. It was a bit hard to see where the lava tiles are while looking at two characters at once. You can check out our game about FPS golfing over here if you like: https://ldjam.com/events/ludum-dare/41/retroviral
Omg! This game looks incredible! :O You guys really drew all that in 72 hours? holy crap <3 Overall it's funny and well designed, loved the concept of fishing and racing! They're indeed quite the opposite. Bonus points btw on the custom launch icon, it's little touches like this that always catch my attention.. ;)
Sweet idea, took me a second to realize what was going on :). Cute presentation, some of the texts disappeared very quickly. Not sure if that was part of the game (as in forgetting things very quickly). I had one bug where I cut the roses, the day would end and I would stand in front of the bed again. Then the woman would apply the plasters and I would get put into the bathroom. I guess the order makes sense, but ofc the woman wouldn't wait a whole night. I would have liked if there were more things that would persist or if more crazier things could happen to highlight the problems of getting old/Alzheimers etc more.
Good work! :D I really enjoyed this one. Super cool that it's quick to hop in without a download required, but you wern't kidding though, it's hard! Here's some of my pro strats, lol: in the beginning i stick to the right and take out some of the closest tanks, once they're gone you have more time to anticipate the shots coming from the back left. Also though it was funny that the goalkeeper was trying to stop what appears to be tank shells, rofl!
Awwww, good job guys!! :3 This game is absolutely adorable <3 I fell in love with the concept and think it has alot of promise, i'd love to see the narrative get deeper and develop further. The only feedback i'd have is that the items you needed for in the book were a little easy to find at times, like the light bulb that was just "there" you'know. Maybe hiding this stuff behind the bed or inside the trash can next to the desk could be neat for the future, to really have the player spend the same time "irl" searching for items, as playing the book's platformer! ;) To end on a bright note, really innovative and heart warming, plus the trophies on the shelf after completion were a nice tough. One of the best games i've played so far for sure.
I like the idea of a stealth game with cars whilst having to hide specifically from the headlights, that's a nice touch! The controls however need a bit of work still, as well as the AI. Maybe it's better with a controller (I tried with keyboard) but i felt the turning radius of the car needed to be a little smaller. Other than that the AI kept T-boning me as soon as they saw me and i stuck to them like duct tape, not being able to get away xD
Wow! This game is alot deeper than i figured at first sight! xD I absolutely love it! Thoroughly surprised with the potion mixing mechanic, it's both challenging but still managable and intriguing. Keep up the good work!
Shooting, cooking, and a little bit of platforming too! ;) Using a flamethrower to cook your pasta just warms my heart, and the fact that you guys used WebGL to make the game quick and easy to play even more so! Good job <3 Results did indeed vary though... Even with all that education, everything still ended up on fire.
I love this concept! Honestly do! <3 RTS games have been a fav of me ever since i was a kid, and this clicker variant actually makes it pretty fun and interactive. The AI and graphics still need a bit of work though, but hey, it's early days after all and a job well done for the Jam. As you said, the Theme kinda caught you off guard cause imo these things work together better than expected. Bonus points btw for ease of use with WebGL.
Bhahahahah! :'D I couldn't stop laughing! Jeez man... Freaking cows flying everywhere <3 Even though farming irl can sometimes feel like a race against the clock, this does take it to a whole new level! Humor was great! And not only the slapstick stuff, also things like "Avoid .. If you want to" were great little touches for a racing game. One bit of feedback i'd give though, is to please make the controls WASD for next time, gamers will thank you! Oh, and also bonus points for ease of use with WebGL instead of having to download, good stuff. :)
Good atmosphere, cute graphics and nice combination of themes, but like you said yourself not much content and because of that it's all pretty stale. The gameplay is mostly waiting, the character moves very slowly. For something like this you have to figure out if it's supposed to be chill or hectic I think. I would probably give the player the ability to do something while the waves are coming. Like Sanctum either give the main character also a weapon to help defending or make him have to interact with the crops during the waves.
Cool concept! It got pretty hard though up to wave 5 and i lost a fair few times before getting there. It might be that i'm misunderstanding stuff or just suck :P But truth be told; drawing cards to get new towers and special powers is a cool way of doing it!
Wow. This was pretty creepy. The creature voice was a bit odd and it made me laugh for a moment, taking away from the atmosphere. Very nice drawings and style which fit perfectly to this, leaving a lot to imagination too. The game has resource management with money and buyables, but there is nothing to compromise. You can pretty much always get all the bars to the max, I'm assuming there isn't a good and bad ending or something like that? I don't think I would count this as two incompatible genres tho, mystery is just the dark atmosphere and there have been other games to combine that (recently on Steam, can look for the name if you're interested). But all in all I think this is a great entry!
This game looks cool and is really creative imo! You guys nailed the theme because space combat and melee attacks are as far apart as can possibly be and are a HORRIBLE combination (in a good way) xD 5 Stars on that one, honestly... <3 I enjoyed it, but i really wanna give some feedback on the controls cause those are the big weak point i feel. For the next game, please include WASD controls instead of arrow keys (alot of gamers will thank you), also i felt like the 2 attack styles could've been changed out by left and right mouse clicks to play nicer. Anyways, keep it up! You guys are in my top 5 so far.
Nice art and music, the magic particles don't quite fit to the artstyle. I think it starts a bit slow and I'd prefer the obstacles appearing faster. I think it would be more fun to have the keys being displayed above the enemy too so you dont have to check which color is which arrow key, for the beginning at least. That way you could keep your eyes on the obstacles and have more obstacles and there would be more action.