Bichis rescue by Ithildin 2024-10-16T02:10:50Z
The idea is a cool spin on the theme,the game is rly simple and it reminded me of those nes games
Foon → Ludum Dare Explorer → Users → SatLess
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | Snail Typing | compo | 174 | 3.48 | 3.38 | 3.00 | 3.64 | 3.48 | 2.86 | 3.28 | 3.23 |
The idea is a cool spin on the theme,the game is rly simple and it reminded me of those nes games
I wish i could play it, but I couldn't run in an emulator :( it doesn't render the graphics, no matter the emulator/bios
@samuli was now able to play it on PCSX-Redux. Rly experimental and the songs are a banger. There were some issues with depth perception and collisions, but the game is rly charming and i'm glad i could play it.
I think the idea is neat, the graphics are well done and catch a ps1 style pretty well, but it's difficult to kill the enemies, and I wish the gameplay loop was a bit faster
It's got good amount of polish and I think it's a neat idea! I wish the hitbox for getting the bugs was more forgiving though, since you are moving and it makes it difficult to click on the target. This reminded me of those games where you were launched and needed to be in the air as much as possible to get the best score. Maybe the tongue could've been used to achieve that? All in all a rly good take on the theme!
I think the concept, though out of the box, is funny enough to work. I think however that you not kicking fast enough makes the game super difficult, since you can't properly time your kicks and also make them stong/weak at the same time.
Loved the style and music/sfx the most. I wish controlling the slimes was a bit more streamlined.
I'm baffled at how much you single-highhandedly made in just 2 days — game feel, sfx, nice funky graphics. It's so polished too, I really liked the entry, specially the graphics and the music — would love to know abt the samples you used. I'm impressed!
The character's color pallete reminded a lot of the fallout's vault boy lol. I liked the idea, a tad difficult to kick where you want, since you walk fast, but i liked how you can kick lots of them at once
the art for the person is disturbing and having them eat the creatures is kinda morbid. Rly experimental and i think the game excels the most at being an experience, something that pass a bizarre vibe: and the art and the audio do just that
Awesome entry, rly polished and so arcade-y, honestly the game excels at engaging you for longer periods of time. I was at first rly confused abt where the area 4 a key would start and end, since its a circle so there was one time when I killed a bad guy. though i quickly got used to it.
A suggestion of mine would be to make the incoming cells, if not popped, to increase the rate nanobots spawn at, instead of just taking away your hp, since it'd reinforce your established core mechanic. Maybe some power=up cell that makes things in slow-mo also? All in all, rly enjoyable liked a lot.
sus game :flushed: Jokes aside though i think the idea has potential. I kinda have a love/hate relationship with the controls, since they're quirky. I think it'd been better if you used only one foot, since managing both is rly difficult
This felt to me like one of those pre-installed games on windows 7 that you played when you had no internet. I enjoyed the graphics and the whole ambiance.
Really interesting and polished game. Liked the idea, although the controls feel kinda weird and its difficult to have a more precise movement
congrats!
the way the game progresses is awesome, liked how you vary weapons after running out of ammo, though it'd be just as cool to get more powerful weapons as you kill more lil guys. Good gaem
fun concept, kinda difficult to move a bit, but I think its not a big deal, part of the experience
Solid entry. only criticism i have is that, while i do like the challenge of always moving and only controlling the direction the characters goes, there's some input delay that makes this a bit less responsive, making it a little unfair imho
Solid Entry, liked the pixel art. one nitpick i have though is how you need to press the arrow-key every time you want to move. Maybe those are limitations from TIC-80 though
the game is challenging per say, but i like how you got really creative with the levels, leveraging the experience with only a few basic mechanics/ rules
Rly liked the polish and artstyle, how you put some much work on getting it feeling right, making procedural animations and from what ive read on your post-mortem and from the little ive dabbled on the source code, it seems rly well made for a game jam game.
Pretty well made, the watercolor sprites are charming, the levels i liked the most are the one where you jump on top of the other fleas to get over a wall. The only criticism I have is that some fleas have a delay so movement is not always accurate, but since there's a bunch of them it doesnt bother that much, just makes the game a bit longer.
game got me scared shitless, the resident evil door gave revived a long-forgotten memory. it gives me shitpost-y horror game vibes which I like. Couldn't reach the end, since it bugged on stair sequence? the door did not trigger. the tank controls could've been given more polish, but as it stands now, it has a good vibe/atmosphere and that matters to me the most.
The game is quirky in good way, interesting concept, liked how it gets harder overtime, though you can momentarily exploit the game so the hands stays in one place by going under them rly fast
I could not finish the 1st level bc of the syntax, even though i followed it accordingly. tho its impressive since making sumthing in C is hell, i'm so sorry 4 u.
the idea is so creative, I like the concept of connecting the nanobots to reach certain tumors, the puzzles are very well made , makes you think for a bit, sometimes a whole lot if you're like me :laughing: Solid entry!
the game has lots of polish, it's rly beautiful, will check out the src code for that. I wish the game had more variety in how you rummage thru trash bins, but it's a good entry nonetheless!
Liked the backgrounds and overall art for the game, they're really experimental. The music is fine, just wish the movement was more predictable, varying between being floaty and heavy. Solid entry! Immersive
Solid entry, find the puffer fish sprites rly funny looking, the puzzles were very well thought out, just wish it was it restarted automatically when you fell and where exactly the puffer fish will be when shrink in size again.
Played all the way through. It's a little slow at the start, but like i got hooked into it and wanted to make it as efficient as possible. Nice game!
Was excited to play this, the art was really enjoyable and I loved the music. Good take on the matter, and really good writing as well. Couldn't get the 3rd ending tho
Specially liked the last level, it shows how much potential this mechanic has. It's sad it is so short though. Really creative spin of the theme!
Liked the idea, it's a fun spin on the theme. Just wish there were more sfx
liked the idea, maybe could've been more expanded by having the characters talk and hint their species type, since past the first level I couldn't rally get much use out the hints. The lack of graphics also has a gameplay purpose which is good (and saves time lol), though what caught my eye for this entry was the artwork for it.
rly inovative, i'll def look into the source code for this one, a well made experience!
The atmosphere is absolutely great and I'm in absolute in love with the visuals and the shaders used. I wish there were music and ambient sfx to accompany the visuals, but ig that's the nature of game jams. Though being just an ending screen, I liked it, it's fitting for the overall game.
Rly inovative, the gameplay loop is built on a solid foundation. I think it'd be nicer if the levels were longer in length instead of going back and forth, and maybe a bit harder, but nonetheless i think its best to keep jam games more on the easy side. The hunger bar could've be displayed alongside the health and defense so your eyes would stay focused up there. Solid entry, enjoyable.
I was not able to play it unfortunately, the only thing it shows when I open ld56.exe is a bunch of question marks. do u know why that is?
@sudocoffee did that and was able to play. pretty interesting concept, and i personally wouldn't be able to do 3d in a 2d framework, but its so you you were able to pull it off! btw the music is really charming
Liked the concept, the game is well made. It confused me a little in my 1st playthrough since I though I'd have to be close to enemies to kill them and later on I found out I shoot projectiles lol.Though with games like that, it requires a lot of balancing and even though the game is really forgiving and your heart tanks a lot of damage, I feel there isn't enough level-ups in the beginning to counter-attack the later waves of enemies. All in all, a solid entry.
Artstyle is pretty neat, it reminds me of those old flash games where you set up something and watch it unfold. It's kinda difficult imo and the physics needed a little bit of tweaking, all in all like the idea!
what :flushed: how did yall even *come* up with this.
Put the game in fullcreen and was able to play it properly. It's an interesting concept, however the enemies stopped spawning after the first ones pop up, even though I still took damage. Congrats on your first LD!
First of all, You rly nailed it with the game feel, I actually thought in the beginning to step on everyone. I liked the visuals you came up with, it's rly pleasing.
Regarding the topic mentioned earlier, I think the game had a message up to that point — **Mild Spoilers Ahead** That some people would be considered higher than others, and the Mc is willing to step on people 'lesser than', and I this message kinda waters down in the end, but I think that showing some dialogue abt MC's morals and putting them into question would better frame them as someone bad. Maybe using sfx to show suffering idk, make the last scene more uncomfortable. But it'd be pretty understandable not to add those technical features, due to time constraints, but i think that maybe having more build-up and working a bit more in the last dialogues would have been more than enough.
Nevertheless, I rly liked the game and enjoyed a lot. Liked your interpretation of the theme!
@bad-fetus Basically the number of letters is divided by the width of the screen, so it affects your speed. This helped make and tune levels faster. Though the way I handled winning levels is messy, using colliders instead of ending as soon you type the last letter.
Thanks for the feedback!
@nazariglez currently I'm not and I'm super surprised people enjoyed. It was rly difficult to tune the game/make more interesting gameplay, since it was either rly hard or too easy. Though I'm glad you liked it, thanks!
@sudocoffee they were only meant to be visual. I wanted to add shaders when you stepped into the puddle, but due to having to scale up the snails, it looked silly when they stepped in lol I wanted to have top down movement in some way, but I decided to make it simple and make it more similar to Undertale's thundersnail
You did really well, I'll think a bit about this, about the symbolism and all that. Solid entry and a good idea for the jam!
I assume the ending is a black screen, I've found some bugs that made me think there was no gameplay whatsoever (I was being despawned as soon as got to the borders of the screen), however i gave it another go and I liked the concept, and it was rly experimental and arty, which i like.
It's an interesting idea, took a bit to understand what i was doing. Ui wise, i wish the game made the text that says the amount of change i needed to return stand out a bit more.
liked the way you interpreted the theme. wish there was more strategy than what there is currently, since you can just reject a bunch of them before the dating sequence. loved the design for the bugs though, nailed with the presentation
a small but fun game, wish it could've been expanded, having other levels for example. solid entry!
I think you did well on what you intended on, with the usage of asset and shaders, music, and narrative, and it was really moving.
congratulations on your 1st solo entry and game with godot
Truly a piece of art. the soundtrack with the visuals made me want try again. Really inspiring
Liked the idea of going back a level every time you get hit. Only criticism is that I couldn't really know which platform was on my layer or which was part of the background.
Loved the idea, the execution, the sfx and music. The images oozes charisma, specially the ones for the ending (that was rather abrupt though, but its expected in jams like these), I think that the only criticism I have is that sometimes the blur mechanic doesn't feel intuitive, i.e, you don't know which direction your mouse should go. All in all a game that stands out a lot! Would love to save it in my itch collection
Loved the idea, the execution, the sfx and music. The images oozes charisma, specially the ones for the ending (that was rather abrupt though, but its expected in jams like these), I think that the only criticism I have is that sometimes the blur mechanic doesn't feel intuitive, i.e, you don't know which direction your mouse should go. All in all a game that stands out a lot! Would love to save it in my itch collection