Lovely Bullets by lightspeedlucas 2013-12-18T10:59:00
I found it a bit hard to locate enemies in 3D space due to them not having shadows, but it's still very playable and I like the clean looks. Reminded me of Antichamber somewhat.
Foon → Ludum Dare Explorer → Users → samh
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | Pent8cle | compo | 75 | 3.85 | 3.57 | 3.97 | 4.00 | 4.02 | 3.57 | 2.28 | 3.55 | ||
| 2020 | 47 | Stuck in a loop | š„ | Fractman | jam | 3.16 | 2.50 | 4.41 | 4.25 | 3.08 | 2.50 | 2.87 | 2.90 | ||
| 2019 | 45 | Start with nothing | š„ | The Legend of Nothing | jam | 415 | 3.58 | 3.39 | 2.77 | 3.15 | 3.71 | 3.39 | 3.73 | 3.61 | |
| 2019 | 44 | Your life is currency | š„ | Finding Cookie | jam | 467 | 3.52 | 3.47 | 2.78 | 2.22 | 3.97 | 3.37 | 3.42 | 3.48 | |
| 2018 | 43 | Sacrifices must be made | š„ | Rainbow Cats | jam | 66 | 4.05 | 3.98 | 3.80 | 4.25 | 3.96 | 3.66 | 3.59 | 3.64 | |
| 2018 | 42 | Running out of space | š„ | Cat Lady Simulator | jam | 176 | 3.81 | 3.52 | 3.75 | 4.02 | 3.94 | 3.64 | 3.76 | 3.78 | |
| 2017 | 40 | The more you have, the worse it is | Kabloo8 | compo | 101 | 3.80 | 4.09 | 2.87 | 2.97 | 3.52 | 3.31 | 2.03 | 3.21 | ||
| 2017 | 38 | A Small World | Walking Bear Demo | compo | |||||||||||
| 2016 | 37 | One room | The Chamber Scrolls | jam | 462 | 3.31 | 3.33 | 4.31 | 4.06 | 2.75 | 4.00 | 3.53 | 33 | ||
| 2016 | 35 | Shapeshift | All Turd Beast | compo | 213 | 3.52 | 3.13 | 3.00 | 3.96 | 3.52 | 3.15 | 3.32 | 36 | ||
| 2015 | 34 | Two Button Controls / Growing | Wesh Grow | compo | 214 | 3.60 | 3.79 | 3.40 | 3.88 | 3.42 | 3.21 | 2.78 | 3.29 | 82 | |
| 2015 | 33 | You are the Monster | Grunx | jam | 1115 | 2.17 | 1.59 | 1.59 | 2.83 | 4.00 | 2.88 | 1.95 | 2.15 | 46 | |
| 2015 | 32 | An Unconventional Weapon | Size-o-Tron 3000 | compo | 812 | 2.88 | 2.85 | 2.65 | 2.88 | 2.61 | 2.21 | 2.40 | 75 | ||
| 2013 | 28 | You Only Get One | SinglShot | compo | 354 | 3.18 | 3.27 | 2.53 | 3.63 | 3.14 | 1.78 | 2.19 | 2.69 | 87 |
I found it a bit hard to locate enemies in 3D space due to them not having shadows, but it's still very playable and I like the clean looks. Reminded me of Antichamber somewhat.
Very well put together. Hard but not too punishing. One of my favourites so far.
I could not run this game because I use Linux. However, attempting to install it using Wine results in an error popup saying "Cabinet is not valid". Since "Cabinet" means "Toilet" in French, Iām still giving you stars for unintentional humour.
Nice mechanics. Could become a well balanced and challenging game with minimal additional effort.
Nice graphics, nice mechanics. I like the fast pace! It feels good to play, except maybe for the slightly odd wall jumps (I'm used to Super Meat Boy allowing direction changes in mid-air).
Great overall. I especially enjoyed the music. The gameplay is interesting but one frustrating consequence of the close-up view was that I had to restart the whole level because I jumped too far/too low. Since movements are slow, that made me give up at the last bacteria. High ratings nonetheless.
Very well done. Simple mechanics, pleasant level design.
Impressive amount of work in there, the graphics are quite decent (for some reason I like the ground). Movement is a bit slow for such a large map, though.
True fact: I spent more time playing this game than I spent playing Candy Crush Saga.
I tried this yesterday, then played it again today. It has more depth than I initially thought and Iām enjoying it a lot more. You get extra stars :-)
Iām just not terribly fond of the visual effects each time I die: Iād rather see clearly how I died so that I can prepare for the next wave.
One of the most polished entries Iāve seen so far. As mentioned by others, the mechanics are sometimes a bit too punishing (socks getting dirty while jumping) and having to wait for the socks to clean themselves in the water kinda breaks the fast pace; they could be cleaned instantly.
Other than that, it could really become a fully featured game, maybe with some level design improvements: I think the closest water spots should always be visible, maybe by making the screen larger, or through other visual hints.
As I donāt have Windows I played the WebGL version and I didnāt notice any severe graphical problems. Nice game overall.
I have two gamepads but I had to I play against myself. The good news is, I won. I really like the graphics and the arcade feel; not many games get the jumps right, but this one did.
This game is strangely addictive. 5/5 for fun.
Interesting, but very hard to control because the same hand controls the player and the turrets. Also, the bullet is not very visible, it could be slightly larger I guess.
Not bad for a beginner, and the graphics are minimalist but honestly quite decent. Two things you may want to try fixing: avoid the bizarre sticky effect when touching a platform during a jump, and have white knights shoot at you only when they're facing you.
A very good idea, but the lighting implementation needs some debug/polish. Sometimes I could see two or three walls behind the one I was touching, and sometimes I couldnāt see a wall that was two meters in front of me. Graphics are nice, though, it has good potential overall.
I finished all the levels, but many of them weren't very satisfying, it felt as though I beat them by chance. This is IMHO due to the slightly buggy physics: in the first level, if you shoot diagonally, the ball is supposed to move along a triangle wave, more or less; instead of that, the horizontal component of the velocity decreases much more than the vertical one, giving this weird trajectory. Another problem is the size of the rotation steps: sometimes my ideal trajectory lies just between two clicks.
Apart from that, the graphics are pretty good for a 48h entry, and the level design is challenging. Thanks for making that many levels.
Very, very nice overall. Cool retro graphics, and I appreciate the effort of making several maps. Despite having bullets instead of rabbits, playing this game kinda reminded me of Jumpān Bump (https://en.wikipedia.org/wiki/Jump_'n_Bump). As mentioned already, maybe the playing fields are a bit small, rewarding quick reactions more than strategy, but thatās not necessarily a bad thing.
Not bad at all, it could become a good game with some more complex mechanics. The controls feel a bit clunky from time to time, though. I found it a bit hard to not smash the rabbit, so I ended up smashing it too to avoid being hit; maybe you could make it run a bit faster than the monsters?
Nice idea; could very well be made into a proper casual game. My major issue is with the very sensitive collisions; sometimes I would die while the other insect was still at some distance.
If youāre interested, I built a Linux binary you can get here: http://people.zoy.org/~sam/tmp/DontDeployYourChute.tar.gz
I also added a Makefile and fixed a few include issues in the code so that you just need to type "make" to rebuild it.
Canāt say I like the flashing background or the looks in general, but the level design is okay. Would have liked a few more levels, though.
The mood and the artwork are great. I'm a bit frustrated by the slow pace, though; it almost feels like the game is lagging and I must admit it didnāt motivate me enough to play to the end.
Nice graphics, nice gameplay, challenging level design (especially in illiterate mode).
But I'm uncomfortable with the message. I think I did not get it. What should I understand? I'm a privileged person. Did the game teach me anything? Compassion? If I was disabled, as several of my friends are, what should I have felt? Resignation? I'm confused.
Combine that with the sexual slavery humour (crippled mode) and that's enough triggers to prevent me from recommending the game to quite a lot of people.
Itās really fun. But itās very difficult. But I like the name, so thatās all right. But then again, itās very difficult. Takes some time to learn and master.
Well that was really nice. Wishing there were more levels!
The attention to detail is pleasing. You get extra stars from me for the Steam joke.
Very nice overall! I like the level design and the artwork. The sound effects tend to be irritating after a while, though :)
Nice puzzles overall, and interesting replay value. I kinda wished the jumps were a bit more "nervous"; right now they feel like the character is floating.
This game is clearly more fun and more interactive than Beyond: Two Souls.
I reached 1.0392591322777107e+42 before it got really boring :) Itās a nice time waster and it could become interesting with built-in challenges, such as bonuses for long sequences, reach a million in less than 5 minutes, or try to make the value 42 appear on the boardā¦
Nice escape game. The controls are pretty good, and I really liked the low-poly graphics.
Nice puzzles, but the aiming and the timing are really too difficult. Not too hard to improve, I suppose?
Very nice graphics. Wish you had time for some more animations. Iām not fond of the physics and overall mechanics, though: low jumps, slow walking speed, moving platforms cause you to fall, only one shooting direction, slightly too close camera angle that hides enemies that can still shoot at you. But Iām pretty sure all of this can be fixed without too much effort.
Nicely done and very original. This is strangely addictive.
Very good game, the mechanics need to be tweaked in order to be a bit less frustrating, but the graphics are gorgeous and the level design was nice.
My computer doesnāt have a mouse wheel. Is there a way to bind the item selection to something else in addition to the mouse wheel?
The collisions are very frustrating, sometimes the bullet is just sliding on my side but I still die. Maybe they could be made slightly more forgiving? Just one more pixel maybe? :)
Apart from that, itās nice. Fun, minimalist and addictive.
It took me quite some time to get it. Well done.
Truly a little gem. Thanks for the good time in the caves.
(note to all: play it! thereās even an end of game cinematic!)
Well that was really too hard for me. It takes too much time to erase stuff and I couldnāt get pass the maze level (it probably doesnāt help that I use a trackpoint device).
The idea is nice, though, it has a Crayon Physics feel to it. And thank you for providing a WebGL version, it makes it playable on Linux.
Well, the various graphics, particles, post-process effects, etc. are extremely nice, but the game itself is quite confusing; most of the time I die by exiting the screen on the sides and not being able to come back, which is frustrating. My other gripe is that I donāt get a lot of feedback about whatās hurting me. But itās quite fun overall.
Sadly I canāt run the entry because there is no Unity plugin for Linux; maybe you could have a look at Unityās WebGL export?
Great overall: nice graphics, the game mechanics are not boring. I had some trouble estimating the crossbow angles, though. The levels are challenging but well balanced. I played with a mouse but a touchscreen would be great for this.
This game is a lot better than it first appears! Good job! As already mentioned by Liam, one of the levels is ridiculously difficult compared to the others (the one with two boxes on the ground, and one other box upstairs which you need to land on the large one) but apart from that the level design is challenging without being too hard and introduces the game mechanics in an intuitive way. Oh and I love the retro music! I had cassettes when I was a kid!
A bit too easy, but damn gorgeous and showing a lot of potential. Kudos on managing to do the rendering process, artwork, animations, level design, and even the music in time!
And thanks for the WebGL version, itās the only way I can run it on Linux.
A lot more fun than I expected, congrats! Has a Besiege and FTL feel to it. I kept retrying after failure even though I knew it was going to be repetitive, just to try a new kind of ship configuration. You may have found one of the secret ingredients of fun :)
Excellent idea, brilliantly executed. The pixel art work is awesome, down to the blinking animation of the playerās āeyeā! And it works properly on Linux. Congrats to the team, this is definitely one of the best entries I tried!
Iām afraid the game only display dark tiles on Linux, so itās not playable :(
Funnier than expected! Very nicely executed, and good humour.
Nice take on a weapon that is also incredibly dangerous for the player!
Very nice idea; like many others I got frustrated by the slippery character physics, and I could not finish the last level without cheating, i.e. recording where to aim.
I think you should completely change the rules: allow an unlimited number of airplanes, but reward the player who uses very few of them.
A bit too short to my taste, but itās cute and enjoyable. Thanks for providing a Linux version! I would have given you points for graphics, too, if you had allowed it, because theyāre definitely better than many other entries!
Too bad the worldās end is inevitable! I keep running out of satellites, unfortunately.
Overall this is well executed, the graphics are simple yet cute and consistent. Nice that there is sound, too.
A very refreshing concept with nice graphics. My major complaints would be 1) the player getting blocked by some slopes that donāt look that steep, and 2) the camera that isnāt very smoothly moving and can be frustrating at times, especially when an interaction is happening and I canāt even see it because of the camera position. But really, thatād be just some polishing to do and doesnāt mean the general feeling isnāt great.
A most excellent entry; nice graphics and sound, I like the retro style. The gameplay is pleasing but can be punishing (instant death when entering a room) and some variety in the enemies might have been nice. But overall a great piece of work!
Note that the game crashes when the player is spawned on a wall. This happened twice to me. Hereās the call stack if it might be of any help: http://pastebin.com/WUswE6TX
Thanks for all the comments so far! I reworked the levels so that most of them have you use the gun.
@Mak, indeed hitboxes are very frustrating; my problem is that I use the same box for physics and for damage detection, which is not how it should be done (but, well, I was in a hurryā¦).
@rburema: I didnāt have enough time to do good level design for the 48-hour compo, unfortunately; the game would have been great with 30-ish levels. All levels are doable, though, but which one is level 8 depends on which version you played (I uploaded another one right this afternoon).
@Chaoseed: Iām a Super Meat Boy player, so that might explain some of the level design⦠but I also try to reward players who think of alternate strategies; for instance, do you know that in the pink level itās a lot safer to only shrink one block? Try it :-)
Very nice mechanics! I do hate the keyboard controls, though, there are too many keys to manage; I would suggest using a single key for teleporting and use the WASD keys input to choose the direction.
Otherwise the art is decent for a Ludum Dare entry (just one single frame of a āwalkā animation might have helped), the level design is a bit empty but has nice puzzles and even multiple pathsā¦
And youāll be happy to know the Linux version works well.
I played the WebGL version on Linux; it seemed to work fine.
The idea is interesting, but it still requires a lot of work. The controls are a bit difficult; also once gravity is too strong in a direction, itās just luck. I think itād be interesting to keep the gravity intensity constant, and just change its direction.
This game doesnāt exactly try to tickle my intellect, but itās somewhat deliciously absurd. Thanks, I enjoyed it, even if my wrist hurts.
Interesting idea; I enjoyed the puzzles and I managed to reach the end, and kinda wished there were more. The graphics are simple but the animations are pleasing, the character feels lively. I didnāt really like having to press W and wait before playing the smell; maybe it would improve the pacing?
Also, I found the spell JJKKL, does it do anything?
Nice idea, but most of all great pacing! Progressively introducing new enemies and threats works well, and in the end it gives a satisfying feel of āwoah, I just escaped THAT?!ā. As stated by many others, it lacks some visual feedback for enemy status, but overall itās well executed.
Impressive production value overall, only a few nitpicks: of course animations would help, but also I think the creatures are a bit too small; maybe try to render them bigger, while keeping the hitboxes the same size?
In general I like 2D platformers rendered in 3D, so thanks! Also thanks for taking the time to build a WebGL version, it let me play on Linux.
Took me some time to understand, but itās great overall. Two minor nitpicks: the interface doesnāt render well in small resolutions (e.g. 800Ć600), and the tutorial screens interrupt my actions. Apart from that, the music, gameplay and graphics are most excellent for a 72-hour project!
Well thatās pretty awesome for 7 hours, to be honest. Nice artwork, I liked the music, and loved the constant shaking when the blade bounces.
Very efficiently done for a 48h entry. As already mentioned, robots are a bit too small to click on them, but apart from that itās a nice mechanics that just asks to be enriched with more weapons and enemies!
Also thanks for providing a WebGL build, I donāt like to run random binaries on my computer.
Surprisingly fun to play for a 48-hour compo entry! A bit reminiscent of old-school cave flyers. I played it through the end, but the last level made me feel like I had just been lucky. You could turn this into a pretty enjoyable game with some careful level design.
Very, very promising game. Also very frustrating at times ā many double jumps wonāt register, and I canāt find a way to just slide down a wall instead of jumping. But itās really nicely done, great retro graphics and music, too!
The mechanics are great, the pacing too; the level design a bit less, enemies seem to keep jumping on me from nowhere and after some gravity switches many places become just unreachable⦠but with some carefully designed levels, it could become a great action game.
Very nicely done, but also a bit frustrating; on multiple occasions I miscalculated my jump timing and had to restart from the beginning. Maybe add checkpoints? Or maybe there are checkpoints later in the game but I didnāt reach them?
The WebGL version lets me play on Linux, thanks for providing it.
Surprisingly addictive. Becomes boring around $20,000,000 when everyone has multiple >100% skills, where thereās basically not much challenge any more. So thereās probably some balancing to do, but itās a nice idea overall.
Apart from that, the game crashed once (when I clicked āfinishā without actually selecting a project). Also yes, please add a fast forward button!
Very fun to play. A bit frustrated to get only one life, though!
Interesting theme and art (except the explosions that feel a bit odd compared to the rest), but no real challenge in its current state. Itās up to you to find some interesting gameplay now! Maybe the spaceships could deal damage as they go down.
Graphics and idea are great, but itās really too punishing! I keep dying when stuck waiting for the helicopter to open a way for me and thereās no place to hide. Remove some randomness and itāll be a lot more enjoyable! Or if you insist on randomness, you could make it slightly easier to predict, for instance with markers on the ground signaling what the airstrike will destroy.
I probably played this more than I should have, just to try to understand how the marbles worked⦠but I agree with the above comment, they donāt seem to be useful since one can just rush the level.
You have great artists but your programmer and game designer didnāt seem to have enough time to build actual gameplay, so itās hard to judgeā¦
I wish I was better at this game because it looks like it can become great once you master it. But I already had great fun scoring⦠7 points!!!
Finished game, found treasure, received conglaturations. 4/10 would throw things at things again. Not brilliant but could be turned into something enjoyable.
An excellent game! It might be a bit too easy, but I definitely enjoyed playing it. Congrats for having music, checkpoints, a boss battle, and a working Linux version! Makes me wish for more levels using the game mechanics, with different themes, new enemies, new hazards.
Great game! Multiple game mechanics, impressive artwork⦠Love the attention to detail, the funny and cute theme⦠itās amazing you managed to produce so much content in so little time! Definitely one of the best entries this year.
Really too difficult for me, but great game! I enjoyed playing it despite never winning a single time :) 5/5 for fun.
The ice pick has been acquired! Full stars for fun and humor! The collisions are extremely frustrating, though :)
Hint for other players: āRā resets the game when you die.
Itās a nice game, even if simple. I would have liked some feedback to tell me when I can fire a new bubble. Right now I have to take greats risks approaching enemies and not knowing whether Iāll be able to fire in time.
Nice little game, well executed, a funny theme⦠good job coming up with something simple yet complete!
A most excellent small puzzle platformer. I thoroughly enjoyed it, despite a few issues. Same complaint as a few others: restarting should be automatic, or at least use a key that is used in-game. Apart from that, there are a few physics bugs and some enemies tend to vanish when colliding with a box. Also, please allow a zoom mode, my pixels are very small :-)
Interesting mechanics, and a sense of satisfaction when destroying enemies with an efficient pattern. However, I gave up when that red earthworm took two of my robot parts and still wouldnāt die and I had no idea how much health it had left.
Minimal visual or audio feedback for damage would be helpful. Overall, nice work! But I canāt help thinking the time you used to work on the (cool) intro would have been better spent polishing the game itself.
The puzzles are interesting, too bad you didnāt release more levels. Also, please add alternate control bindings. I donāt have a mouse wheel and I had to wait a whole week before I could try your game at someoneās placeā¦
A bit short, confusing at times (I donāt fully understand the platform mechanics and my character sometimes disappears when jumping). I still played it to the end and enjoyed it. Add more complex levels and it can become very interesting.
Thereās a lot of work in there, but not much gameplay yet, so itās hard to judge the entry as a game. I enjoyed going to the end of the world, and the TV sets followed me there. Now I canāt help but imagine that the kid has the face of a TV set, too. (entry works perfectly well on Linux using Wine, by the way)
Well, thatās a touching story about Andy. Nice game, with a pleasant mood. Iād have liked to be able to move along diagonals, since the enemies can :)
The concept looks interesting but maybe just not fully visited. Iād love a more challenging version of the game, maybe with more minions or a more narrow playing area?
Interesting idea, the various strategies that being able to push hearts and towers allows was a pleasant surprise. But I found it a bit too punishing because of the randomness of the monster spawn points. Really not bad, you might be able to turn this entry into an interesting little game.
Nice graphics, but the gameplay is really finely tweaked, jumping while aiming is not frustrating, and combat is generally challenging (especially since I have no mouse and use a trackpoint!). I was able to reach the end (lol), then I played again.
Very nicely done, cute graphics, addictive, but too damn difficult and unforgiving! Iād love a āgo back 10 seconds beforeā button rather than āstart all over againā. Also, is it possible to rotate counterclockwise on the Web version?
I discovered I didnāt actually have to shoot anyone! But is there a moral to the end?
Great entry overall; nice audio, nice music, nice graphics, and I like the fast pace. Of course the enemies lack in diversity but thatās something you can improve laterā¦
I could successfully test it! Yay. Collisions could be improved, but the graphics are cute (you could mirror the monster sprites to get a nicer left/right punch cycle, btw). Also I think I got stuck, or I didnāt understand what needs to be done on the top right of the levelā¦
Nice work overall! My main complaint would be the kinda slippery controls, but you get used to it. The story is a good, mature take on the theme. The sun at the end is cute :)
Here, I hacked together a Linux version for you, with a Makefile and a minor change to the assets path: http://zoy.org/~sam/thetruth-linux.tar.gz
Nice little game, could become something very interesting with more moves and levels, and maybe some healing mechanics?
PS: I can confirm the Linux version works!
A bit too difficult because the enemy hits and the obstacles are too random; it could become a nice endless runner if you ensured all obstacles can be avoided!
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Amazing. The beast is undefeated! But is it also satisfied? NO! IT WANTS MORE!
Excellent ideas here and there, the āvoice actingā is really funny, the music and SFX blend in very well. My nitpicks: there is something odd with the monster walk animation, the legs and arms seem off sync, but I canāt really tell exactly; also I could not find any feedback on whether my special hit count was.
Nice level design; the time challenges near the end are an interesting variation. Like others, I think the hero sprite is a bit too simplistic and could benefit from a minor redesign.
Iām sorry, but YOU are the monster for using Comic Sans.
Difficult but fun! Nice choice of keyframes, too!
Cute graphics, especially the remarkable title screen. Congrats!
I agree that WASD is a weird choice and I keep confusing W and S. But itās part of the game, after all. Otherwise, nice theme and graphics, itās great that you managed to finish a complete game.
Nice entry despite the initial boring looks. I found myself replaying more than I should, until I understood all puzzles :)
To anyone wondering where is the monster: you are the monster.
No sharks?! Well then you only get four stars, sorry. Apart from that, nice job on doing both themes, producing decent art and finding original game mechanics.
Okay, itās funny and the art is well done, but the controls really ruin it. Even after 5 minutes I still feel like Iām hitting the keys at random and hope something good happens. It may be part of the experience but itās frustrating.
Nice graphics and catchy music. Not 100% sure about the mechanics, I actually found myself wishing there were more things to shoot before clearing a wave. Anshulās suggestion to have forward/backward movement instead sounds interesting (though of course it would change the whole gameplay).
Emscripten == Linux-friendly, so thanks :-) An overall neatly polished entry, nice graphics, enjoyable music, with enough levels to make it challenging. My major criticism would be this: since itās mostly a puzzle game, itās a bit frustrating that the player has to play everything from the beginning if they happen to die. I beat the level once, Iāll beat it every time, donāt you think? Also ā ā ā ā ā for using both themes.
Excellent mood and artwork! A bit short, but interesting enough that I tried several possibilities to win (and lose!) in different ways.
Great, as usual! Having the documentation be playable is a very nice finishing touch.
I managed to win the game, but I was stuck in the last level for some time; is this a bug or is it because of the mole? http://i.imgur.com/Sm71uCL.png (also for some of the larger levels it would be nice to have a few levels of undo)
Well, itās obviously lacking in variety and artwork but you finished it, and the mechanics work, which is probably half of the test passed!
Nice game, a little hard to control at first but once you master it, it's pretty easy :D
(one complaint: the lack of a textured background makes it hard to gues what my current velocity is)
Itās very rich and inventive, congrats. However the controls seem a bit forced and they make the game less enjoyable for the sake of sticking to the two-button theme⦠so in the end Iād say the theme kinda hurt what could have been a very good game. I can say that with all the more honesty that I think my own entry suffers from that problem! Iāll make another release later that has proper controls, maybe you should consider it, too!
I laughed more than a few times and probably did 20 different playthroughs. Not bad at all, congrats! You should add more microtransactions!
Perfect childhood Sunday afternoon simulator. Iād play a more challenging version (I consistently won all races after the 3rd try).
A bit short, but I like the pixel art and animations. This is good starting material for an enjoyable game if/when you decide to finish it.
Can you maybe leave a link to the original submission? The post-jam version is fine, but it would be fair to see how the first version was, too!
This is too damn hard. My main problem is with the controls: jumping stops the side movement, which is really frustrating.
Funny concept, could be improved into something nice and complete. But I am afraid I *HATED* the movement smoothing, it makes the controls too frustrating.
Great music and atmosphere, great graphics, very nice effects. Overall it reminded me a bit of Eufloria. I only did about 10-15 levels but they felt a bit repetitive (also, I need to test more gamesā¦), so if there are new mechanics/objects/surprised introduced along the way, you may wish to announce them sooner or tease more :-)
Interesting mechanics, it was a pretty enjoyable experience. Aiming was a bit too easy; Iād have liked more diversity in enemy patterns, maybe.
It was a bit confusing at first, then became a bit repetitive. Itās nice aesthetically, though, but not very challenging. The experience might be better on a touch device, maybe?
You get extra points for āoctopiā.
I have a hunch that I should have written down where I found each artifact, because I have no idea which ones Iām missing now and itās very tedious to revisit all of them, since they remain visually unchanged after visiting :-(
Apart from that, the mechanics are very well thought and tuned, wall collisions and inertia are a bit frustrating at times, but in general itās very fun to play. I suggest having a mini-map, or a radar, or just a simple arrow at the edge of the screen indicating the general direction of the nearest artifact.
The writing style is also pleasant, and using Lƶve makes the game Linux-friendly, so thanks for that, too.
Truly amazing art for a nicely executed game. Congratulations, fellow Frenchies!
Insane mode is great. Also there seems to be some tolerance as to when the snake can walk on its own tail, but itās not very obvious.
By the way, the Linux version works, but it uses 500 MiB of memory (which is a bit āinsaneā too).
Thanks for the Linux build. This is a pretty nice entry given your young ages, congratulations for finishing a project by yourselves! So, the good sides: the artwork is not bad at all, you game has music and sound effects, it has a full gameplay loop and even a menu, thatās probably more than quite a few Ludum Dare entries. On the meh side, the music is a bit repetitive, but also the gameplay becomes quickly pretty repetitive, and thatās probably the gameās major issue; I hope you try to work on that next time! I will keep an eye on your LD35 entry.
Pretty decent entry for someone who isnāt really a programmer. Congrats for releasing something! See you next time!
I stopped at maybe 11,028,983 and didnāt really understand what was going on. I got the ādonāt touch the Sunā part, but after a while the game zooms so much that the only thing I can see is a huge pink line from my planetās surface⦠confusing. It was kinda fun, though :)
Despite the few bugs the game was challenging and rather well balanced. A bit too hard because of the randomly buggy aim, though. Also like someone else above I was not able to place a bomb despite my beard being of hirsute proportions. Is there a special location to do that?
I like the polished artwork, and the stealing mechanics are promising. It lacks challenge in its current form, but it can become something nice.
Good concept, nice minimalist art. But enemy patterns are really too random, I keep dying because of bad luck!
Itās a bit hard for me, as I use a TrackPoint instead of a mouse :) But itās clean and polished, congrats.
An interesting clicker. Here are my thoughts:
- nice to have two upgrade choices each time
- restarting a colony with all the technology upgrades is a good addition
- not fully sure of what education is for?
- energy seems to constantly oscillate between 0 and another value upon each refresh
- I almost never built cities; villages seem to be enough
- thereās not much in terms of a reward, apart from watching numbers grow satisfyingly
- numbers should be aligned to the right in HTML tables
There are issues with the balancing: for instance, some 3rd-generation buildings are very expensive, but they seem to provide fewer resources than 2nd-generation buildings. I have 120 bionics labs (level 59), and they provide 10 times more science than my 40 network labs (level 32). There might be some time when the profit from network labs start becoming interesting, but thatāll be in a very long time and Iāve already spent 2 hours on that game :)
Itās a bit short but a good entry overall. I found the camera switch upon direction changes a bit annoying, though, it messes with the aiming and doesnāt feel necessary. I believe with that kind of controls the camera should remain centered on the character.
This was a LOT more fun than expected. The music plays a good part in that (because, well, the graphics arenāt there yet āŗ)
My #1 request would be to render intermediate positions for each moving object, so that at least I can see in which direction the bullets are heading.
A bit short, even for a compo entry, but I liked the music. Maybe try to make a post-compo version with a larger level!
I hope it was as frustrating for you as for us players that the game was unfinished :) Despite the short adventure, the artwork is beautiful and the atmosphere is soothing. There is a Fez feeling to it, if you donāt mind the comparison. Great work!
Not much eye candy in there, but gameplay is solid, movement is smooth, you stick to the themes⦠you focused on the important stuff. I could only convince one person to try it with me, so I have no idea how 3+ player mode is, but it sounds like it could be fun. Kudos for having an IA, too, even if itās easy to trick.
Also thanks for having a Linux build, even though it crashes immediately on my machine :) So thanks for providing the source, too. Note that there is a typo in CMakeLists.txt, the ācmake_modulesā should actually be ācmake-modulesā.
I managed to run this one, but it took some debugging. Iām pretty sure Iām among the only ones who did!
So, if you wish to work around the crash, you need to create a "Fonts" directory in the current directory, and put a TrueType font (any font will do) in there called "DS-DIGI.TTF". Be careful, case matters.
Apart from that, itās a pong/breakout style game, where the ball becomes faster each time it hits the wall. I donāt know whether the wall eventually breaks and leads to another level or something, because I didnāt manage to get beyond 7 hits.
You get points from me for finishing something and for sticking to the theme, but next time, try to be here to help people who have trouble running the entry, or at least please provide the source code!
The artwork is pretty nice. Even though you didnāt finish the project, the quality is already showing.
Hard to understand how it relates to the theme, though. Is it about growing up?
This is incredibly hard. But it gets addictive after some time. I wish the weapon was a bit more powerful, or had more spreadā¦
Hi dude! Found your entry totally randomly. The idea is interesting and the effects look very demo-ish. Are there only cubes to solve or do you get other shapes later on?
So, cute graphics, but using the same button for movement and attacks is a bit confusing. Is there a way to regain life?
Note: my version of Lƶve doesnāt use 1/2/3 for mouse buttons but l/r/m so I had to change the source code in order to play. Also, nice French accent in the SFX!
Iām a Super Meat Boy speedrunner and I really liked this. Thanks. Please polish it and release it!
Excellent level design, congrats! The puzzles are challenging enough, not too long, and the mechanics are easily learned. A nice little gem.
206 steps! A nice little game with a good learning curve and difficult but not too punishing. Good that you can move diagonally :-) The weapon mechanics end up working well, theyāre pretty balanced (though after some runs I stopped taking the sword and just rushed through until I got the crossbow). Itās maybe missing some visual or audio feedback in some situations; for instance, when a character moves, you could render the sprite at intermediate positions for one or two frames, so that itās more obvious which way they moved. I had also trouble understanding whether I was having any effect on the new character in the last room.
There was also a minor bug when my character would sometime spawn over a wall.
The best PICO-8 entry Iāve tested so far! The pixel art is cute, the controls and interactions feel polished, but of course itās the 4th wall / meta humour that makes it enjoyable. My kind of stuff :)
Very nice entry, itās impressive that you got the time to do (almost) three worlds, some fighting, a boss battle, a meta ending, an ending screen effect⦠great use of your time. And I liked the humour, especially Los Diablos.
Lol $10078 :-) http://i.imgur.com/qfuWBdf.png
Good mechanics, nice pixel art, and of course like everyone else I yelled at the tile selection controls! But itās pretty addictive, a great entry.
This is very, very well executed; the sprites, UI, mouse controls etc. are of excellent quality and feel smooth. However the game could get more balancing: itās slow and hard at first (when you have no tracks and no money) then becomes boring (when you control the whole room and dozens of stations, but still need to click manually on each station).
What I would enjoy seeing is a real autopilot for the trains, then I could just sit back and watch them :)
A good prototype Iād say; the pixel art is nice, but the mechanics become slightly boring after level 5 :) If I understand correctly, a new wave appears when there are 4 monsters left; so youāre never really overwhelmed. Maybe this could be tweaked a bit.
Something you could add with very minimal effort is a sound effect upon shooting and another one upon hitting an enemy.
I had fun watching preset patterns and finding nice random ones. However the editor was a bit incomprehensible to me, so I could not really explore that partā¦
The music and SFX go well together, it may not be very interactive but itās a soothing experience. The rotating 3D model is impressive; your PICO-8 mastery shows again :smile:
Haha I was wondering why I couldnāt fire, but it seems that itās not implemented yet? Anyway, trying to avoid the asteroids is fun.
A suggestion for immediate improvement is better collision feedback: - audio feedback: increase the volume of the explosion sound sample, or reduce the volume of the power up; at first I thought there was something missing. [Audacity](http://www.audacityteam.org/) is convenient to edit samples. - visual feedback: some rumble maybe (add randomized jitter to the ship sprite coordinates for 0.5 seconds, maybe)
Itās fun to watch those poor dwellers. A few remarks/ideas:
- allow to zoom in/out to see the whole village in all its glory - arrows and WASD work even when the window does not have the focus - maybe change the colour of resource numbers (green when itās growing, red when itās decreasing) - where is the button to send rockets to hyperdimensional outer space?
Also please allow to destroy a land item. My village is disfigured forever because of a tiny mistake:
legu-game.png
This is my village. There are many like it, but this one is mine. My village is my best friend. It is my life. I must master it as I must master my life.
my-village.png
Excellent graphics and music, and a very rich set of levels (though there could honestly have been fewer levels while keeping the game just as interesting). Two issues: 1) the level number does not seem to be displayed, and 2) there is one level with a key that is actually not necessary (but because of #1 I canāt tell you which level it was⦠:smiley:)
Also thanks for sharing the timelapse; as a PICO-8 user it was very interesting to watch.
@egordorichev And itās right there in the controls list, I should learn to read. Thanks :-)
Well executed for such little time. But then, not surprising for anyone whoās seen your other work⦠My only issue is that for some reason Iām used to the up arrow rotating counterclockwise, so I could not give the game my best.
@wheffle the boot-up intro is actually the standard PICO-8 boot sequence :-)
Well the game is surely not very polished, but I still had a few minutes of fun with it. I got to 114 points! Iām really curious to know what happens at the end, do you have a video? Or should I try again and again?
Good execution of the concept, the graphics are nice, and even the title screen is polished. It reminds me of an old Linux game I used to play in the late 90s but I canāt remember its name⦠Apologies to Timmy but two-player mode is a lot more interesting! I hope you manage to improve him somehow.
Oh and please add an option to listen to the title music during the game! Itās so more relaxing! :-)
A nice, clean implementation of the idea, I especially like the 45-degree grid. Also I donāt often see custom fonts in PICO-8 entries, good, your menu looks a little different from all the others :-)
Things I would like: a better game over screen explaining what happened (it took me 5 tries to understand the rules, as I never played Dig Dug before), and obviously enemy AIs :-)
Nice music, good graphics overall, interesting mechanics. I especially liked the level design, congratulations for having many levels, and thanks for not having too many so I could still reach the end of the game :-)
Ah ron ilyaa fāHastur cehye Gugu Engine geb ābthnk fmālatgh stellābsna kadishtu ilyaanyth, orrāe syhaāh uhāe grahān athg sāuhn kāyarnak uln throd tharanak hlirgh. Ooboshu sāuhn chā sgnāwahlyar ee chā ehyeoth hlirgh hānog nāghft mnahnā 8/10 :grinning:, āfhalma fāgrahān llll gofānnog naDagon liāhee nnnsgnāwahl stellābsna nglui sgnāwahl, hafhādrn uaaah mg sāuhn fāgotha hābug phānw rāluh. Ah knāa vulgtlagln nāghft hai naflsyhaāh yāhah llll eenyth, naCthulhu nnnshagg ebunma hrii gotha knāa ah ya nachā, athg fāgofānn Cthulhu chtenffog bugyar hābug cchā. Lwānafh hāuaaah (knāa goka kāyarnakor y-ah [shtunggli phlegeth geb](https://static.tvtropes.org/pmwiki/pub/images/Mega_Man_4_boss_1256.gif) ooboshu hai), shogg nāgha Shub-Niggurath fānāghft hupadgh shugg nilghārioth gnaiih stellābsna āfhalma grahān⦠ngehye phlegeth nāghaagl hāgofānn yaog throd gotha y-rāluh hlirgh ?
Syhaāh ebunma naflzhro hāhupadgh hāftaghu ngathg naflYoggoth chtenff phlegeth phāTsathoggua hāāai y-zhro mnahnā ftaghu llll, shaggog phāgotha chtenff.
Tsathoggua kāyarnak vulgtmoth fāmnahnā shtunggli ilyaa stellābsna. Knāa Hastur uln tharanak syhaāh grahān gofānn nnngoka Tsathoggua ebunma naorrāe phlegeth athg Chaugnar Faugn, mnahnā nashagg geb uln vulgtm yāhah lloig kāyarnak sāuhn y-ooboshu shtunggli gotha, goka LD42 :joy: :joy: :joy: ābthnk phāshagg wgahān Nyarlathotep phāshogg naflmg nnnuaaah rāluh cshagg vulgtm. Nnnknāa Hastur shugg sllāha tharanak ngorrāe throd fāron, sāuhn gokaoth hafhādrn nnngnaiih naflwgahān uhāe nw Shub-Niggurath hlirgh, nilghāriyar Shub-Niggurath kadishtu hāChaugnar Faugn nalloig nnnmnahnā naflthrod. :octopus:
Awesome game, as already mentioned! It could benefit from some balancing, because after playing it for quite some time, I find myself restarting the game again and again until 1) the first enemy waves are not too powerful, and 2) the first power up I get is the triple shot (definitely the best weapon from my experience).
Here are my best ones:
- vermin + hear ā ham verrine (except **not** because [verrine](https://en.wikipedia.org/wiki/Verrine) was not in the word listā¦) - the unthreaded boron + cashmere ā burned cheated moron shat here - astral subgenus + vermin ā genius mars travel buns
An enjoyable little game, nice idea :smile:
Nice idea, nice pixel art, and nice audio. The game looks like it has potential for something *really* fun, but 1) I could not understand how the tunnels worked and kept building rooms instead, but it was still confusing because I did not always understand why such location was valid and such other wasnāt, also 2) it would probably be funnier if rabbits spawned continuously rather than popping all at once. Got to 408 rabbits though!
The game mechanics are really interesting, but I only got to level 4 and I donāt know how may levels I am missing. Good use of the PICO-8 sprite scaling feature :-)
Slightly better graphics and menus and this could be a very enjoyable puzzle game. Main nitpick: I believe you could improve the collisions (even if the clod grows as a circle, its collision appears to grow as a square, so it collects water diagonally and thatās a bit confusing). Of course that would maybe require to change all the levels, so you may not want thatā¦
I keep dying very quickly⦠I think I did not understand how to jump higher⦠it just seems to happen from time to time⦠But I still managed to get 713 points, is that good? :smile:
Congratulations for finishing a game! We all know how it feels the first time :sweat_smile:
Excellent design. I wish there was a solution for level 21 somewhere because I kinda get most of the idea but canāt afford to spend enough time putting all the pieces together⦠*edit:* nevermind, I couldnāt sleep so I eventually solved it :laughing:
Excellent level design, it made me wish for even more interesting combinations. Level 20 was really perfect, it seems like you really made sure no other solution could work! I am personally a Roborally fan and Robo-key certainly brought back memories, too⦠Just a few minor issues to report: when restarting a level, the middle command slot was cleared; and the visual feedback when driving on walls was not very clear.
I spent fare more than the 10-15 minutes trying and I still have no idea how to beat the last game without exploiting the warren bug.
I like the graphics in this entry. Very cute, but also very hard! I could never satisfy all the children, I even had a run where none of them got what they wanted. I would say this is the Dark Souls of travelling salesmen! But also a very nice metaphor of Christmas suitable for explaining to kids why they never get what they wanted.
Itās hard! I kept trying and trying but couldnāt beat the game. But itās addictive, I will probably try again later. I like the PICO-8 style in general and itās nice to have music even if it loops a bit early.
I found some situations a bit unfair; like here, I had just fired the super missile (I know I should have sacrificed it!) but for some reason one metal box still killed me (the others in front of me were properly destroyed).
bug-pewpew.png
Not much I can add that you havenāt already covered in your postmortem. Overall a really great entry. The reduced interactions and the fact that characters do not change their dialogue options when clues are accumulated are a bit frustrating, but I obviously understand the time constraints⦠Maybe just a few objects here and there that are unrelated to the quest but give insight about the everyday life on the ship could have added some depth. Other than that, the graphics are really gorgeous, I really love that style. One minor nitpick: the pitch of the dialogue sound is quite high and distracting, I had to turn it down a little and then could no longer hear the musicā¦
Impressive visuals and variety, youāre becoming very skilled at that exercise! Youāll be happy to know that the rendering works fine on my integrated Intel GPU, even though itās a bit slow from time to time (especially the forest).
Mission accomplished in 10 minutes! I really like the SFX and the radio static voice filter you added, it makes for a great mood. The graphics are cute, I like these astronauts and the planets! I have no idea what blackholes look like because I didnāt dare approaching one, though :-) The gameplay is not very challenging if you go slowly (I found out that it was a good strategy for not exploding :laughing:) but itās still fun. Maybe it lacks a little something that will force the player to take more risks, and maybe a little extra to fit the theme a bit better!
This was visually very impressive! Much much better than your first iterations that I saw. I like the multiple shader effects you added, it works very well. One minor nitpick would be that the particles arenāt very visible, and in general things that happen (particles dying, health diminishing) could be made more obvious. Also when the black holes started to move I think I had trouble understanding where I was because of all the parallax scrolling happening⦠but maybe thatās part of the expected difficulty curve. Anyway, itās a great entry with a great atmosphere.
An interesting game with a kind of mechanics. I put a rating) Please rating and me, thanks in advance)
I found this very hard to control without a mouse (I have a laptop with just a trackpoint and a trackpad) but I still managed to complete about 10 levels (spamming the left button to crawl walls a bit more than the level design expected it, I guess) before it became really too difficult. The mechanics are simple and the puzzles are rich and complex ā exactly what I like in a puzzle game. I will definitely revisit it when I have access to a mouse, unless you add gamepad support one day? It does not look like it would be much of a problem to control the jump direction with a stick.
Congrats for this very polished entry.
The idea is interesting but as mentioned above itās a bit tedious to walk all the way again each time. Maybe you could have a teleporter at the dungeon entrance, which takes you to the last activated candle or last opened door so that each time you die you only have to walk to the teleporter. Iām not sure how well this would integrate with your level design because I did not manage to reach the end, it was a bit hard :sweat_smile:
I concur that sound would help a lot! I suggest [sfMaker](https://www.leshylabs.com/apps/sfMaker/) which generates sound effects that would go really well with your old school pixel art style. Also some additional tips: - move the camera a bit lower so that the player can see better what is below - you could try to animate the character only when pressing left or right, this would look nicer while at the same time giving better feedback to the player.
Also I am not sure this was the expected route? I could reach this point by jumping against the wall at the third candle :smile: coll2.png coll.png
One can really see that a lot of effort was put in this entry. The artwork is nice, there is a map, little background animations⦠even a credit screen (which I have been unable to leave⦠no clicks or buttons seemed to work). The mechanics are really interesting, I think theyāre the basis for some really nice arcade/puzzle game, but may need some polishing: everything feels a bit slow, and I was often stuck because of what seemed to be tiny offsets smaller than a pixel, so it was hard to see what object was in the way. Maybe snapping objects to nearest pixel (or grid) position after moving them could help with that. Also having the space key toggle drag on/off was confusing at times; have you maybe tried the variant where holding space drags objects, and releasing it goes back to free movement? As for the music and SFX, I thought they were quite pretty and fit well with the game. Congrats!
I thought this was pretty fun. I would have liked to know what my health status was, and how many other towers I could build, so that I could decide between running around or building towers. It was sometimes frustrating that the towers seemed to miss when shooting. The level in the dark was quite hard, and an interesting gameplay addition! Other than that I liked the happy art style :-)
Excellent level design! Only a few things were slightly frustrating: the camera that does not go low enough to see some traps, and the general slippery feel. But once used to it, itās really all right. The story itself fits well with the theme and the overall design, you really got inspired here.
That was a*maze*-ing! I loved the the artwork, the lighting, the humour, the pace, the level design⦠Everything is really well executed, one can see that you are experienced game creators who know their tools, and know how to work together and ship a game :laughing:
I personally found the game a bit difficult, to be honest. Maybe I was too much in a hurry and wasnāt focused enough but I really died a lot⦠I think I did 15 jobs in my best run. But then I have always been bad at such games (I remember dying a lot in Alien Breed in the 90s).
Clearly one of the best, most polished entries this year. Congrats.
I canāt really rate the graphics but the maps themselves are nice. There is only one puzzle but it forces the player to try a lot of objects and one can see that you put a lot of work into the writing and then ran out of time :-) Too bad you couldnāt put more content in this entry! I sacrificed smell, by the way.
Cute little entry. One can see that you had planned for much more (with the village shops, the gold, etc., even a mini map, wow!) and ran out of time⦠(like all of us :laughing:). One thing that was bothering me was the UI that was hiding everything when I was going down, and maybe the dialogues that popped while I was fighting, but other than that, it was really nice. I finished the game twice to see a bit of the other abilities, and I was sad that my PhÅnix left me each time. The music and sound effects were pleasing.
@sarwin I thought I was stuck there, too, but there is actually a double jump!
The overall quality is really impressive, spectacular particle effects, even the end game screen has custom animated drops⦠I just wished there were more varied puzzles, or maybe a couple more mechanics, such as moving parts in the world⦠because at the end it felt like the concept had been exhausted. But very good puzzles nonetheless!
Interesting mechanics! You gotta play quite a lot before your brain starts seeing patterns⦠I got 72900 on my first attempt but clearly I was getting better towards the end.
The music is a bit repetitive but that makes it stressful which is a nice addition for that kind of game :-)
Suggestion for an instant improvement: have difficulty levels that set the rate at which the tiles are sacrificed.
I enjoyed the run and took time to explore everything. Even got the hidden explorer message! :-) It was a bit short but properly teases the mechanics, and it may become something quite nice if you continue development on this game. Overall it has that unfinished touch while still remaining an enjoyable experience. The graphics are very nice; I concur with the above comments about it having a bit of Limbo feel mixed with Super Meat Boy. The references are pretty obvious I think :grin: Iāll keep an eye on the forthcoming developments!
This is a cute little management game. The mood and the artwork has that Harvest Moon / Stardew Valley feel. I lost very early on in my first run, because I ran out of animals as I was trying every item in the store⦠in my second run I was very careful to have as many animals as possible and just use them for the minimal amount of food and for buying extra villagers. This allowed me to finish the game and go to that fancy island with kittens!
The music is a bit repetitive but still nice :smile:
I must admit that by the end I was just ignoring the hints, because they were often frustrating: for instance I had the hint āitās a cowā then two other hints would be āitās not a chickenā and āitās not a pigā⦠or three hints would be about size⦠I understand theyāre just randomly generated but maybe it would not be too difficult to make them a bit more helpful. One additional nitpick: itās boring to have to close the animal details window, I would really appreciate if clicking outside of the window could close it, too :grin:
Overall a nice game, interesting enough that I finished it, and well within the theme.
A very good entry, the looks are very polished. You may be able to improve the PC controls by allowing to slide several blocks at the same time.
The level design however was a bit lacking (I know designing puzzle levels is hard, so I donāt blame you! I just hope you can work on better levels for a future release). I thought that only the last level was actually challenging. Most puzzles (except level 7) seem to have a single solution, so itās pretty easy to guess the final position by starting from the end. It could be interesting to have more than one free tile beside the sacrificial pit in order to increase the complexity.
The story is short but somewhat pleasant, I thought it had some kind of Stanley Parable vibe to it. It goes from oh easy, to why am I doing this, to bah I donāt even care whether that level is possible I just give up. I donāt even know if there is even a point to solving the levels? :smile:
Help! The game does not want to end!
please-end.png
Nice little journey. I found myself advancing hesitantly. The mood is nicely rendered, great attention to detail here. I liked the thunder effect. If you wish to fix a minor typo: one of the notes says āthemeslvesā.
Make everything 3 times faster and iāll play it again and again!
The idea is nice, but itās really difficult! I realised it works better if two people use the keyboard, one for the swarm, one for the free roaming alien. Otherwise you kinda have to⦠sacrifice one or the other :-)
The game always tells me that everyone is dead but I still have a few ships, is it a bug? Or is it because a bullet hit my main ship and somehow I did not notice it?
- @bubblewandgames thanks for the report! we tweaked the confirm/cancel button positions to make the whole a bit less confusing - @harark good idea, you can now browse all levels, they are just not accessible until unlocked - @ElderDeveloper this was actually a heated debate between us⦠:cry: - @tacohej thanks! we added a suicide spot to this level :grin:
Nice little entry, overall the graphics are nice for a PICO-8 game. They have an old Paperboy feel, I think. The navigation was a bit awkward because in some rooms you can go outside the screen at the far top right and you donāt really know what is happening there.
I got 6/6 and 8/10 but I donāt really know what I missed. Well, at least I got the important items :-) As mentioned above, maybe having a list of the rescued objects could be nice? I suppose the two unimportant objects I rescued were the burnt food and the medicine, but I donāt remember the others⦠two picture frames I think, the fridge magnets, the antique radioā¦
I am not good at this kind of games because I suck at using a mouse, but I really like the pace, music and aesthetics, it makes for a great atmosphere. I would probably watch longplays of this game just to see how far people can go. So, how about 1) gamepad support and 2) a difficulty setting? :sweat_smile:
I really liked the intro sequence, the pixel art, and the animations. I had problems with fighting where there was considerable delay between my clicks and the attack, which made combat very difficult. Also there was no visual feedback when hitting the final boss so I didnāt know I was actually fighting until it started spawning critters.
Needs some polishing but overall a good entry! Congrats.
Uber short indeed :rofl: But you still managed to tell a moving story, and to make a platformer where jumping works properly. Also the monochrome pixel art is honestly good. Congrats, and I hope you get more time for the next event!
I did all three endings and I liked a lot of things in this game: the comic style, the story, the story that the environment tells that differs slightly (such as everyone running away while the narrator just tells Svenās story), the artwork, the no-kill ending, the general mood, the constant surprises such as the shmup sequences⦠The theme is only present as a story element and not really as a gameplay mechanic, but I guess that still counts. A very good entry overall.
Extra fun points for the ability to talk to robots! I got to kill the final boss but I made sure not to send the robots that had cool names, so that I could keep them around at the end. There is something that seems lacking in the mechanics; after a while thereās enough resources to build about anything, and itās just a matter of browsing quickly in the menus to build and kill robots⦠maybe it shouldnāt be as easy? I donāt know.
Reminds me of the old Pang! game I played on the Amiga, except with more degrees of freedom⦠quite interesting, and becomes really difficult when the screen gets crowded.
The artwork is really, really cute. Obviously some SFX are lacking, I hope you can put some in a post-compos version. Also I wish there was a way to get extra lives at some point, otherwise Iām not sure I can ever reach the end! Or maybe allow to replay levels that one has finished at least once?
Wow, at first I built all the towers I could using all the wood on the map, and thought the monsters werenāt being a big challenge⦠but then their number exploded and I was quickly overwhelmed despite sacrificing villagers to upgrade towers. I wish there was some sort of renewable resource somewhere, for instance villagers respawning or being recruited, or trees regrowing⦠I donāt know, something to make the game a bit easier :sweat: I know how itās like doing balancing minutes before the jam deadline, so I canāt blame you :grinning:
Other than that, the graphics are nice. The controls, as mentioned above, are a bit weird: I think tower building is convoluted, maybe right-clicking anywhere could be enough to build a tower, instead of having to move the mouse all over the screen to reach that button.
Another suggestion: some kind of feedback about the crittersā health may be nice. Also, I thought it could be funny and an interesting addition if the character could help hit critters, even if not very hard.
I concur with everyone else here, the concept is very promising and the level design is good. Wish there were more levels! Iām pretty sure if you also find some time to polish the graphics and animations youāll end up with a really great game.
One can see that there was a lot of effort put in there, congrats! I really like the low-poly aesthetics, small animations, and the soft pastel colours. Even the font is well chosen. Of course I could babble about whatās missing but probably the #1 thing is (as already mentioned by others) better visual feedback on whatās happening⦠maybe just a countdown of enemy units, or some kind of progress bars for comparison.
Also thanks for providing an HTML build.
Beautiful and minimalist, thanks for the experience. Very good use of the color palette. I liked that the ultimate prize is unreachable (or maybe there is a way to open it?).
One minor nitpick: itās not always clear that thereās not going to be another, different line of dialog or interaction, so I ended up doing too many interactions with several objects, which kinda breaks the immersion for me. Maybe removing the question mark when choices are exhausted could help with that.
Very nice entry! The music and sound effects are very calm and the color scheme is soothing. Everything is cute. The puzzles are challenging by the end (there may be a few unnecessary tutorial levels, though; I believe some of them could be combined) but not too difficult. My #1 wish would have been better / more prominent animations when fireflies get eaten, or some kind of visual feedback (a floating "-2ā„" or something like that). (also minor bug: when I was playing level 2_4 it was displayed as 2_3).
I like the minimalist style! It reminded me of Nidhogg and of IK+ on the Amiga. One minor issue: several times, as I was desperately mashing the buttons like anyone who sucks at combat game, the final round ended and my button mashes caused to go to the next screen⦠and I donāt even know whether I won or not (spoiler alert: I decided that I had won).
Loved the mood, the music, the dithered art. A very nice one-man entry!
Some minor criticism: a few levels towards the end can be completed by pressing D forever and may be easier than expected. Also when you sell memories, they disappear too quickly and I did not have the time to read all of them. I did all three endings and thought they were very well written, but when playing for the bad one I felt like I was missing out.
@mharring @generalanimal @snufkinshat @jestemstefan @adrieldf @joemanaco @zhanna @rombus a million apologies! There seems to be a bug with the PICO-8 export, it should now work again.
This is nonsensical and funny, you definitely get points for humour. As for the rest, well⦠I like that most features of the game seem really botched but you do have a game over state and also bothered to create two different moves for when the character hits!
A nice little entry, short but quite complete (except the few places where there is no music⦠I would suggest leaving the main theme playing rather than silence; right now it feels a bit odd)
I left the spoiled kid to die and vowed to never forget Ollo. Iām sure he had a great life after that.
Help! My ballās been stuck here for ages and I canāt shake the table :dizzy_face: hell-pinball.png
Help! Itās happened again :cry: hell-pinball2.png
What Simon said: the mechanics are very interesting, the pixel art is minimalist and very cute, and the level design is very well thought. The levels are roughly sorted by increasing difficulty, which is not always the case in gamejam entries :-) I wish there were a few more, maybe larger levels, though!
I could not finish the game but so far itās very nice. The graphics are OK but I really liked the music and the sound effects. The level design seems good and the difficulty curve is pleasant; I was annoyed by a few bugs though (Moneyons getting killed in the spike maze for instance, because they did not follow my path exactly, or a rabbit from the next room appearing in the current oneā¦) and I thought maybe the player and stones could move a bit faster.
Also I was stuck at this place; I think I did everything in order to pass but the gate wonāt open. Is it because a carrot landed in the wall? I canāt get it back unfortunately:
bug-moneyons.jpeg
This was surprisingly OK for an unfinished entry. I only managed 1400 points, Iām not fond of betting and level 4 is really hard for me! The mechanics work well, the gameplay feels a bit like some of the Undertale combat phases. I just think the whole thing would be a lot more fun with keyboard or gamepad support. I like the art style (I hope itās not offensive if I say it makes me think of Keith Haring).
Is there a fullscreen button or an option to double the window size? I have a high DPI monitor, and the window is very, very tinyā¦
The idea is interesting, and the graphics and music are great, but I found the puzzles a bit too punishing: even the first level which is supposed to be some kind of tutorial seems to require you to be almost on the edge of the (slippery) platform and place the life cube at the border of the circle. I retried this level a great lot of times!
(juding the jam entry; I havenāt tried the post-jam one yet)
An interesting idea. The mechanics work but the controls feel a bit funny. My #1 complaint would be that I never really knew how many coins there were in the health/currency bar, or how many coins I needed in order to press the button, so I completed the levels through a lot of trial and error rather than actual planning.
Also I found a way around level 6 without using the fan, just by jumping one platform to the right without taking any coins, then jumping back to the left while taking the coins. It was enough to press the button.
I wonāt blame you for not finding a groundbreaking idea around the theme. It was one of the worst themes in the history of Ludum Dare.
Hereās some feedback. I understand this probably plays better on a touch screen, but I only played it on PC. So, itās a decent prototype but thereās not much originality or particular mechanics. I found that the bug-type monsters were a lot more difficult to kill than the snails. so the snail boss was the only one I managed to kill. The major things I would change are 1) have a larger viewport, 2) fix the collision detection: bullets often touch the aliens without actually hitting them. The #1 thing I would add is some probably some effects when monsters are hit: visual feedback (explosions, flickeringā¦) and other effects (slowing down).
A very good entry, with very interesting puzzles! Your analysis of the effect bouncing shots had on the game is accurate; I gave up on the last level because I had already retried too many times. Instead of (or in addition to) the aiming indicator, may I suggest an āundoā feature? This would also deal with mistakes related to timing.
A nice entry! The main system (opening doors with life, selling items for life) works well, but combat feels a bit more random, especially with the enemy behaviour. It definitely needs some balancing because you can rush the game simply by using all your health at each door, respawning, and continuingā¦
A nice game, I played it a few times. Congratulations for your first entry. It was cute, I felt like I could connect, but it was a bit frustrating because I donāt know whether my actions had any noticeable effect on the story. Maybe all my runs were too similar, or maybe there is not enough content variation yet, I donāt know.
Just a note: I didnāt really like the sound effect for āconfirmā, maybe it was a bit too strong compared to the general mood. Iām sure you can find something softer that will fit well!
About the speed, I wouldnāt say the game is necessarily slow, it just has its own pace. But sometimes, when nothingās happening for a couple of years, it feels like itās stuck. I suggest adding a scrolling background (maybe just tiny dots, like dust particles) or an animation on the orange tail⦠basically, anything that tells me something is still happening.
A cute little zen garden app, with beautiful graphics and animations, funny sound effects. Thanks for the journey, it was very relaxing despite my poor gardening skills.
On the UX side I would suggest always associating šš¢ and š with the same number, because I have destroyed countless items going from one tile to another and hitting š by mistake because it was bound to 2 instead of 3 on the previous tileā¦
This was a rather enjoyable absurd and crazy mess :smile: Good job, only the shelter mini-game was a bit frustrating, the others were cute and relaxing. Great music and sound effects, thatās a strong point, together with the mood.
Iām curious, did you try to do a mini-game for each failed theme proposal, or was it just the ones you initially wanted to win?
Wow, I managed to play to the end, but some of the puzzles were very hard! Congratulations for achieving such good level design! Is the red character a girl, too? Throughout the story it felt like blue was the narrator and talking about red. But maybe I misunderstood.
So, the gameplay is solid and the puzzles very well designed. The music is OK but maybe a bit repetitive⦠Overall the game feels very polished, itās great that you even managed to write seemingly infinite undo (a really must-have for that kind of game⦠but some people donāt really bother and just implement a reset mechanism). The addition of the little story creates quite a unique mood (and⦠allows to introduce the theme :wink: ).
A small and maybe controversial suggestion: add a skip button to skip a puzzle and let people read the story to the end.
Loved the clean design and music. Nice mechanics and nice puzzles, I wish there were more, too! Also an undo button, I concur with @nusan š Oh and you could also add stars/ratings for a given number of actions performed to solve a level, itās a great way to add replay value.
The graphics pretty good (I did not manage to reach the end but I saw the screenshot above which is rather beautiful pixel art, in addition to the two levels I played), as are the animations, the music is catchy, but controls and responsiveness do need some tweaking. Even with the shotgun I had trouble progressing because of the controls that seemed to be lagging⦠but well I laughed a few times. Loved the āhealthā bar! š
I got this crash and pasted the message in case it could be of any use: https://pastebin.com/raw/b5Pc2mVa
A pretty enjoying game. At first it felt like the ball bounced randomly too often, but it takes some time to master the speed and jumps, then it gets more and more rewarding to finish a level by doing exactly what you had planned. Makes you wish for more levels! My favourite on was ālong shortā. Otherwise, I think the music is nice but it could have been happier. And yay for the extended PICO-8 palette!
This was pretty fun! Having tried several of your previous Ludum Dare entries, I can also say that difficulty balancing has improved, the enemy patterns are difficult but not impossible and I could reach level 2 with some practice.
The general mood and humour reminded me of the old Jeff Minter games such as Revenge of the Mutant Camels: revenge.png
It was super chill, including the music, thanks for the experience! The various growing directions were a clever idea. Most of the time I just planted seeds and waited for the plant to grow in the right direction, then cut and retry if it didnāt. I understand you need to balance between randomness and predictability but sometimes it was a bit frustrating because I didnāt want to accept that I wasnāt fully in control.
Good thing that you can zoom out and contemplate your work! Hereās my final plant:
plants.png
Good job on having a complete game loop. I managed to win 500 credits on my second try, after I understood the building income/spendings by box-selecting them with the mouse. As you mention, this is just a prototype and youāll need tons of adjustments to get to an enjoyable game, but itās a good start.
That was cute. I really liked the flat/cubic artwork for the world, and the music is super catchy (edit: I just read it comes from a music pack, but well, good choice!) The collision boxes for confidence were a bit small so it sometimes didnāt feel right to touch a glowing sphere and not collect it, but apart from that, wandering around felt good, the movement speed and jump distance were well adjusted. The shmup sections were a bit repetitive but I suppose you canāt combine two genres and get the most out of both in the course of a weekend. However once I got my confidence I was overpowered and found myself provoking those poor saddenings just to crush them. I hope theyāre all right!
This was really hard, as everyone has already realised :-) Of course youāll probably tweak everything and make it more balanced, but I think the fact that everything happens in real time may also be a problem; maybe time should only advance when actions are made? For instance I had two workers leave immediately after I hired them because I did not have time to assign them a task; or browsing the prices of goods made me lose precious seconds (I mean days). That seemed a bit unfair. Also on my first run I did not understand that two offices were useless and would not let me sell twice as many goodsā¦
Apart from that, the game is enjoyable, the graphics are nice. Itās a very good starting point for a game that I would definitely play!
(just a side note: even if their wage increases, I felt bad paying my workers $200⦠maybe you could multiply all currency values by 10!)
This was really funny. You really get overpowered at some point. I managed to get a 7-meter pistol and grenades with a 200-meter explosion radius and it was awesome.
coins.png
I was browsing games and clicked randomly and this one did not disappoint! Lemmings meets The Incredible Machine or something like that š Some puzzles are challenging enough that you donāt get them on the first try but still succeed eventually. Made me wish for more! I like the art style; for some bizarre reason it reminded me of the Bob the Angry Flower comicsā¦
Good gameplay loop, thereās a lot of polishing needed but everything works and I managed to reach the end and even try a few ironcat runs (failing miserably, of course). The major problem for me was the lack of recognisable feedback when enemies were hit, particularly sound feedback, but also something like explosions or particles. The theme, graphics and environments are really cute but the rooms felt a bit empty. Maybe scaling the cat and the enemies (without necessarily scaling their hit boxes) would reduce that impression while retaining the exact same gameplay.
A very nice project overall. Meow.
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Everything is good in this puzzle game, the looks, the music, the level design, the progress mechanics⦠not much to complain about here, except the camera is horrible, sorry! I would love to play again with a camera that doesnāt move when everything else is idle and Iām trying to place a block. Itās great that you had time to design that many levels; maybe some feature like jumping could have come slightly later, with a few more puzzles with no jumpā¦
The game is pretty unfinished, as you said. I would have liked to at least see the devilās card after I played, because losing an L challenge with an ace or an H with a king happened so often that I thought I mistyped. Also, the "you win" and "you lose" messages appear too soon, so I couldnāt even enjoy the end-of-game artwork!
I played your game on BizHawk, it ran smoothly.
Very impressive music, graphics and animations! They go extremely well together, the whole thing looks very professional and polished. The game was just a bit hard for me, but I had a good time trying think about the best circle patterns and how to maximise my number of gems. However I lost several times when I ventured too far from my orb and did not understand what happened⦠can gargoyles break walls after a while?
A very interesting game! The difficulty curve was surprising, with the first couple of levels being quite hard to finish for me, I kept dying and dying, and then everything seemed easier and easier until the very last level of the game where I had a hard time again. There is something rewarding in discovering the map, but at the same time when completing a level I felt lucky rather than smart. I donāt know whether some hand-made levels would help.
Otherwise, the sound effects, graphics and animations are cute. I love the PICO-8 minimalism! Iām just not a fan of the random fillp() you seem to be using, I would suggest picking among a few "good" values instead.
@mrabnox Did you try using the Z and X keys? This is the default PICO-8 mapping.
@maaya you canāt jump at the beginning of the game, because you start with nothing! š I have added an in-game note to make this less confusing.
@hoshi thanks for trying the game. I agree more explanations could be given, but we didnāt want to spoil everything⦠and there is a way to deal with rocks!
The fact that some tiles on the water sometimes donāt collapse is a bug that is now fixed.
@gamefive Iām sorry you did not manage to find your way⦠did you notice there were some places where you could jump over water?
Thng io for the little puzzles! The game is great, well polished, I really enjoyed the challenge, though the fact that everything is real time and you have many blocks to control probably forced you to tune down the difficulty. It was still enjoyable. I suppose designing levels for that kind of game takes *ages* so thanks for the ones you made! I would definitely play an updated version with more puzzles.
I donāt know whether weāll have the opportunity to play your game before the voting period ends, but Iām pretty sure we will eventually try it. I just wanted to leave a note saying how inventive I thought it was; we happen to organise drawing sessions with the same friends we do game jams with, and Iām sure weāll have fun with it.
Great idea, very nice graphics, and an unusual setting that I quite liked. I fought dozens of battles through several playthroughs but never managed to win the game. I was a bit lost during battles and sometimes waited for things to happen out of luck. I also realised I was extremely lucky in my first game because the map had twice as many buildings as I got afterwards during my other games.
I believe there could be a bit more feedback here and there: highlight the destination tile in combat, but also indicate which buildings were already visited (unless there is such feedback and I didnāt notice it?).
Nice entry. I beat the game in about 210 seconds, with plenty of deaths. Like the other person above I was confused by the red levels, because everything was moving very fast and at times I was not sure whether I had just died or just completed a level.
I enjoyed the fact that blood remained on the buzzsaws in a way reminiscent of Super Meat Boy. The music is really good and adds to the hectic mood. But in general I love PICO-8 games that have cats (and actually we make such games for Ludum Dare) so I was sold immediately. Good job!
Nice gaphics, I absolutely love the robot walk animation. Sound would have been a really good addition (may I suggest [bxfr](https://www.bfxr.net) if you ever need to generate sounds that go well with pixel art aesthetics).
Couldnāt speedrun it in 37 seconds but I got down to 49! The mechanics seem interesting, but a few more levels would have been great. Good job overall for coming up with a good set of rules that look like they have potential!
I had trouble really liking this game. It looked cute and I wanted to explore more, but itās really, really too frustrating to start over without any powers each time. The graphics are nice (though they look like they were done by different persons, especially some of the visual effects that lack the pixel-art style). The teleport/pull spell is a bit confusing (as @deathstorm also experienced), I could not really understand how to control it.
Overall, itās a nice idea, most of the game is cute and enjoyable, the overpowered feeling you get when you accumulate spells is great, but itās also frustrating to lose it all. It needs some polishing!
The endings are a bit frustrating and made me wish there was just a little more⦠but good story anyway, itās really worth playing multiple times to understand a bit more of what happened. I did see the texts at the bottom but that was because my browser window was just tall enough, I agree they could be larger and maybe centred. The sound effects were perfect, though my cats did not react to them⦠they must have been spoken in another language!
Okay congratulations for shipping a complete game, not everyone manages it! The music is really catchy, thatās pretty good! Also the minecraft-esque gameplay is enjoyable, but there is still a lot to be improved! There should be something on the ground (maybe roads or tracks?) that lets you know where you are, because you get lost quite easily. There must be a way to discard or expire dropped loot, because it gets easily crowded. And itās a bad idea to use the same button for collecting loot and for extracting.
I finished the game twice, but OL died immediately, I couldnāt even screenshot my complete rocket! Here are his last moments:rocket.png
I had fun meeting with the muick mouicks and pook pooks and collecting things, then I found the void! Nice little entry, I also wish there was diagonal movement and sound effects on interactions. Also I had to draw a map for myself because I easily got lost, the map is⦠strange š I am really impressed by that GB authoring tool that let you create such a game for a device from more than 30 years ago!
Excellent mood. The sound effects are really impressive, the way they change from screen to screen adds to the atmosphere. And the visual style is pretty good, too; as someone already mentioned, it is reminiscent of Limbo, but different enough. Even if the graphics arenāt yours, theyāre really skilfully put together. A really solid entry, thanks for the short but intense experience.
(just a note: I did wonder whether using purple was necessary, and thought maybe keeping that part greyscale too could have worked better)
A very relaxing experience, with soothing music, and no incentive to rush anything⦠a bit reminiscent of the games Flower or flOw. I would have liked the tree to outgrow the city and also reach that scary cave! But I guess youād need to change the generating algorithm a bit for that.
Itās also cute that you make games together as a couple! We do the same but have never designed a co-op game, we should definitely try this next time.
What can I say? It was a few minutes of fun, and just the right number of levels to not become boring (though peopleās perception may vary on this topic). I liked that even the wind was done with mouth sounds.
I rate your game 8a+ but it would be 5b in my gym.
Haha, I agree that the game could be slightly longer, but you demonstrated nice environment and character drawing skills. Oh and the sound effects are nice, too. Kudos to you from someone who shipped several non-games to Ludum Dare because he spent too much time drawing sprites and animations! š
A really excellent take on the genre. Great level design. The puzzles were increasingly challenging and in perfect order (except maybe 14 which felt slightly harder than 15) and not large or complex enough to be boring (like some Sokoban levels tend to be). Did you plan for switches of different colours? That would be interesting, too.
I had a lot of fun playing as bacccbdulehramanaltl from MffsqqpomiahNOYESesopppotamia! Quite hard to master on a phone, because your finger hides the screen, but it worked :smile:
An excellent entry, as expected from you! :blush: Surprisingly playable even for the pico8 resolution (thankfully thengame allows to reajust nodes spatially). I rushed through all the levels because I'm a programmer and it's exactly my kind of game, but the difficulty curve seemed very comfortable and I'm pretty sure complete beginners will enjoy it, too. Looking forward to more levels and more actions!
Excellent job, guys! Loved the puzzles, they made me long for more, with more runes and more combinations. Loved the story, too; very cthulhuesque. Congrats on devising such a good combination of both, it felt very well thought! Everything is extremely well polished visually, too; if I had one suggestion it would be to use a pixellated font.
An excellent idea, and well executed! Definitely needs some balancing, as the upgrades make everything a bit too easy. I'm a decent chess player and easily reached wave 30 without using any upgrades or piece fusions, by just luring enemy pieces into my pawns, and using the king to finish them. Only the queens were a bit problematic.
Some suggestions: - please fix the black/white alternation when the board size increases ^^; - allow to place pieces on the back ranks instead of just the first two - include more pieces from chess variants such as the Janus, Camel, etc.
Good job using Godot and making a web version that simply worked on my Android phone!
Nice little game, the pico8 graphics give it a little Paperboy vibe. Like already reported, the collisions are a bit unforgiving, but you get used to it. Definitely easier with a gamepad than with the keyboard, at least for me. I would have preferred the money spread a bit less randomly, to help me devise optimal strategies. Extra humour points for the donut mechanics!
I have tried for a very long time but was unable to win a single fight, despite clicking quite aggressively and trying to upgrade as much stuff as possible.. An easier difficulty level would be welcome! Apart from that, the pixel art is extremely well done, I loved it.
This is the first time I ever played a dating sim, and, well, I even played several times in order to see more dialogues. Good job on the mood and artwork. Just FYI, I first tried the HTML5 version on my Android phone and got stuck but it seems like all the controls could be made to work well on a phone.
Okay, I spent a lot more time on this game than I should have. The concept is simple and reminds me of a game I played some 30 years ago (I can't remember if it had holes in the board, though) but it's pretty solid. Good thing that you could write an AI within the time constraints instead of just making a two-player game!
Thanks for the game, I loved angering n+1s. It's exactly the kind of game that tend to make me really too nervous, like Overcooked and the likes, but the humour made up for it. Excellent look and feel, and the controls are non-frustrating. Also loved the 80s vibe of the music.
Excellent polish for a pico8 entry! The throwing mechanics were a bit tricky to master, but the rest worked well. The fly sfx is exactly as annoying as one would expect.
Okay, that is a very strange entry. But I guess it qualifies as a game! Well done.