FoonLudum Dare ExplorerUsers → sayumeki

sayumeki

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202046Keep it aliveHacking is Probably Not Like Thiscompo1383.873.703.772.753.473.153.46
201738A Small WorldP.O.R.T. J.O.Y.S. - 1 part twitch gameplay, 2 parts rad acronymcompo3.003.004.002.002.002.003.003.00

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by sayumeki

LD46 — Keep it alive

Guns are Gas are Life are Score by Josh Riley 2020-04-20T06:28:23Z

Wonderful aesthetic, from the title to the effects in-game! I particularly liked the arrow to nearest enemy/pickup and the subtle zoom-out as your speed increases.

I agree with Barelos's comment - I had trouble rotating the ship to control it precisely, and my preferred battle strategy was to grab the dual gatling and just spin in place and fire rapidly. Maybe a bit more inertia/momentum would help?

The BGM was surprisingly chill for an arcade game like this, but I enjoyed it. Great work!

Game of Rust by pi_pi3 2020-04-24T10:22:57Z

Congrats on your submission! What was your planned gameplay for this? It almost feels like a kind of simulation game.

Emergency Override by Listonos 2020-04-20T02:44:15Z

I managed to make it to the end on my first play!

It took me a little bit to understand how the puzzle worked, but I thought it was a really fun puzzle once I got the hang of it around my second or third try (the first puzzle or two I ended up flipping blindly).

I think what took me a bit was the information overload at the start of the game - I ended up not reading the log, and couldn't figure out how to access it again, and all the different readouts made for good atmosphere, but confused me at first.

Maybe if there was some way to bring in the important readouts one-by-one - for example, I didn't notice that turning off the atmosphere module (yes, I know) was dropping the oxygen supply, and I didn't notice until my batteries were almost gone that flipping blindly was costing me batteries.

Also I understand the gameplay difference between "module on/off" and "override", but logic-wise it was confusing to me at first the difference between the two. I might actually prefer a more pure focus on override puzzles and less on ship tinkering.

Anyway, I loved the theme! The graphics were really fitting and the AI narration got good chuckles out of me. Great work!

Sunset Directive by incobalt 2020-04-21T05:56:56Z

This was a great read! I managed to make it to the ending, and I really enjoyed it all the way through. Presenting the collection bin was confusing, as mentioned above, but I never felt too dead-ended, and I liked how all the elements presented came into play in the story, right up until the end.

Casement looks really good too! It was easy on the eyes to read and I liked how everything was organized. For lack of better words, it felt intuitive.

Nice work!

pedALIVE (Pedal to keep it alive) by siryakko 2020-04-21T03:31:53Z

Music didn't load the first time for some reason, but the second time it did and wow, what a jam! I love the animation style in this game too. I found the pedaling sound to be kind of jarring compared to the music - though I did enjoy how the music sped up and slowed down.

Survive the dungeon by theviraldragon 2020-04-24T10:40:08Z

Nice work! I like the concept of card game roguelikes, and I'm happy to see this here. I like the bits of polish in the UI, like the way the cards animate and the drawing of the arrow.

I agree with Eldar's comments - it's a little unintuitive taking in items and managing inventory, and I might have preferred something simpler like an automatic "pick up" button for example. Grats on your submission!

The Gentleman by micahlg 2020-04-20T02:58:43Z

This game made me laugh, it has a really satisfying "feel" to it! Just the way the cars audibly crunch and slide after you punch them, as well as the way you punch and can swing your fist around, gives this game a really good arcade feel.

It took me a while to even keep Grandma alive a minute, I couldn't find a better strategy than "stay basically right with her and punch cars as they come from above or below". Straying too far from her to get powerups or clear the path was basically leaving death to chance, and I'd like to see gameplay that encouraged this a bit more (as otherwise it becomes kind of a simple twitch-response game).

I also enjoyed the crisp feel of the UI and graphics, it helped make the game feel polished overall. Great work!

Rail Rush by Notaveerus 2020-04-21T03:44:27Z

Nice simple gameplay loop once I figured it out - though it seems very RNG heavy. My first game a tree spawned very close to the train and derailed it before I could figure things out; on the second game the train went for 30 seconds unimpeded.

Balancing chopping trees and refueling the train I think is a good mechanic - it feels like the kind of game which might be better with puzzle-like levels that are handmade! Nice work.

Corruption by frenchie 2020-04-24T13:45:16Z

Solidly made! I think you've got a fun core here - I like the "puzzleish" feel of figuring out how to climb to the boss as fast as possible, and your game recognizes well when to reset the hands. I liked the particle and ripple effect of the heart also.

I feel like the wall jump is a little finicky still, and in particular shouldn't activate on the ground - but I still had a lot of fun with the game. Keep it up!

Untitled Caterpillar Game by karln 2020-04-20T23:31:07Z

Nice work! What I liked about this one were that the jump physics felt just about right, and the ways you interacted with the world were unexpected (in a good way) to me, like leading the firey guy to the thread wall by shoving boxes around. I liked how the boxes were buoyant in water. I'm glad touching them also didn't hurt me, since I was worried about that lol

Keep Everything Alive by Steffo 2020-04-21T14:57:37Z

Microgame collection! Good times.

I know it's the point of microgames, but I think a little hinting as to what you could do would help sometimes - I was stumped at first with THE FIRE / THE NATION. I think this is because with a mouse, it's less obvious than with d-pad and A.

I like the increasing tone of the SFX before every minigame. I think another good improvement might be to not random the same minigame twice in a row - it does get a little stale.

Feed it by AVL 2020-04-22T01:15:14Z

Congrats on your submission! I thought it was a little strange that I could walk through the bushes and cats, and that I could walk out of the screen easily. I thought the animations were nice.

0th day by Adhir108 2020-04-24T10:26:25Z

Grats on your submission! The intro text was a little slow, though it was informative. The game also glitched out for me (showing both YOU WON and GAME OVER) when I ran out of water.

I think it would have been clearer what to do if some of the grass started brown, that way I would know my watering was having an effect!

Stop Sign Saviour! by TheProNoob 2020-04-24T11:28:36Z

Grats on your submission! It reminds me a bit of trying to control mice in Chu Chu Rocket... It is a little tricky to move fast enough sometimes, and it might be nice to have more of a tutorial for how the heart moves.

I think it'd also be great if you auto-respawned without going to the all-red respawn theme, especially on harder levels.

The lighting effects are neat though I am not sure if they fit with the game's art style.

Fridge Helper by ristoretto 2020-04-22T02:22:19Z

Made it to the end with 43 points. It's a cute concept and the art theme is cohesive and nice looking!

What caught me by surprise was that the food has physics enabled - I fed my dinosaur things by accident a few times like that at first, but then I had fun tossing around stuff in my house. Quarantine makes you go a little crazy, after all.

There were some weird bugs I didn't understand - when I advanced time, sometimes food would appear from nowhere (intended?) and when I bought the deal, it didn't seem to be what it said it was. For example, I'd buy "2 pizzas for 10" and get a bunch of fruit, with some of the fruit being uninitialized to values of 0. Also, the tutorial is good, but you can still click on things hidden by the tutorial boxes, like the clock - I ended up advancing a few days by accident at first.

Keep it up!

Unnamed Space Game by Justin_C 2020-04-20T03:51:09Z

Good stuff! The floatiness in space of the ship felt right, and I was able to have some good dogfights. What I particularly liked was the way you introduced mechanics slowly with an in-game tutorial of sorts.

I had trouble finding the exit personally - I think it's supposed to be hard to find so I understand if you don't want to put an arrow or something pointing towards the exit, but maybe at least having a minimap so I can tell where in the circle I am would be useful.

Additionally, maybe the player and enemy shots could be different colors? They were kind of hard to tell apart.

The UI and aesthetic of the game were simple but I think still showed some polish. Grats!

Bubby by dnp 2020-04-20T02:51:03Z

Nice work! I can confirm that Bubby is dumb, but cute.

I was able to complete all the levels, and what I thought was cool was that there's kind of two different types of levels: * Ones where you take your time and think out the solution * Ones where the solution is clear but you are rushing to do it I think the fact that you also get to do some death-defying platforming on your own in between saving Bubby is the reason for this, and I appreciate it.

I could see this being the kind of game that works well with a level editor! A more short-term feature I'd appreciate is having a fast-forward button once you get your solution in place and are just waiting for Bubby.

I think what also might be good is having the tutorial popups stay on the screen (i.e. have them be "part" of the level) since at first it's a bit hard to remember the keys.

Mission Control by thedeadlybutter 2020-04-21T05:59:50Z

PICO-8 games always look so good! The intro cutscene was good and I liked the look of the control center, but I found it hard to navigate the maze on that small a screen - given more time, I think it would be good to "zoom into" the console maybe? The gameplay was simple but tense. Grats on your submission!

don't dead it by drprettypatty 2020-04-20T04:48:55Z

I like the isometric styling mixed with the charming art! the overall UI feels very polished and contributes to a cohesive theme.

since it's a tamogatchi-style game, I spent a lot of time wondering if I should be doing more with the creature or expecting it to prompt me for things. as a small blob, it basically just sat there while I fed it.

I did think the gathering mechanics were good and simple and fitting with the mouse controls (same thoughts with the navigation), and the "return to egg" button was a huge timesaver.

looking forward to seeing what my bat blob becomes. good work!

Whales in Space! by geisselvongott 2020-04-24T06:25:55Z

Congrats on your submission! It's always great to learn things from a jam. I made it to turn 8 myself, I liked being able to name my whale (though they were already starving at the time so I kind of felt bad doing so!).

Fishing Around by TheGameGoyal 2020-04-20T05:47:19Z

It took me a while to figure out the rules on how to play this one, but that might be part of the game! I eventually figured out that you click on two fish to have them reproduce (and then they cannot reproduce again for a while), and this leads to just tons of fish. As far as I understand. I think it takes little bit to get going (again, intentional or not) but I really like the flat visual style of it! Nice work!

The Unicorn and the need for coffee..! by INCD021 2020-04-20T10:55:31Z

Nice description! What I enjoyed most about the game was the animation when coffee was produced, it was quite satisfying. I also joined the club of "people who left the gates open" myself.

The animation for dropping an object on the ground was much meatier than I expected - it caught me by surprise and made me laugh. Though, it's hard to hold onto things (I'd rather have tap to pick up and tap to drop instead of hold to carry) so it can get quite distracting.

I'd suggest having more walking animation (or at least have the Phil face in a direction maybe) if you had time! Nice work.

Wreckless Survivor by Danilo Bezerra 2020-04-24T10:47:39Z

Grats on your submission! I'd agree with the above two comments about wanting to survey the level for a bit before starting (maybe life doesn't drain until you start moving?).

I feel like I want the player to move a bit more quickly and fluidly (rather than tapping to animate one square at a time) given the time pressure too!

burning desire by HakunaMacouta 2020-04-21T05:04:00Z

Nice graphical demo! It looks gorgeous on the PICO-8.

L♪vely Rhythm by DiegoCTorguet 2020-04-21T03:49:00Z

Super charming game! My music seemed to desync a bit over the course of the game, I'm not sure if it resyncs ever.

I liked the graphic design (especially with the backgrounds and cutscenes), and I'm always happy to see music games. The song was upbeat and fitting also!

The scoring system seemed very combo-heavy (+1 point per combo when hitting a note?) so I could see it being kind of unbalanced if you don't want the meta to be like that. But plenty fine for a gamejam. Great job!

Cellular: Automata by Baturinsky 2020-04-21T03:39:41Z

The preview feature is a lifesaver for me, I'm hilariously bad at the Game of Life. I ended up playing it the same as homoludens.

I like the simple, minimal feel of this game and how it turns the Game of Life into ... well... a puzzle game! I wonder if it would be interesting to have an endless mode with randomly generated cards also.

Hacking is Probably Not Like This by sayumeki 2020-04-24T23:42:51Z

61 comments, my gosh, I'm really floored by how much you all enjoyed Hacking and by all the great feedback you've given. Thank you so much!!

As an interesting note, I actually imagined Hacking first as a multiplayer game, where two players fight over control of a computer by seeing who can solve the series of minigames (the same set as in this one) first. However, I felt a single-player game fit LD more, so I ended up wrapping the minigames in a narrative and building a simple progression system.

In a post-LD project, I'd like to implement a game like this with netplay - having it be purely PvP also removes my worry about time issues, as it's no longer "how long does it take someone to play minesweeper" but just "do minesweeper faster than your opponent".

I've tried to reply to everyone at least a little below, but first, to mention some common things:

* Where I live, Ludum Dare is 10 AM Saturday - 10 AM Monday, so I spent Saturday coding minigames, Sunday adding UI polish and building the progression, and Monday writing up the submission. And I slept 6 hours a night!

* Playing other people's entries, I found a lot of people use their voice for SFX and honestly it works kind of great. In here it might not be as fitting, but I felt that bfxr wouldn't fit this game either. I'd probably record my voice or study how old terminals synthesized SFX next time.

* Apologies for everyone who wanted more time to learn the games before getting thrown into it. Originally I figured "getting tossed into things" would give the proper microgame feel but it is admittedly player-unfriendly. I might want to implement a sort of pregame tutorial that can be turned off when the player is ready.

* 30 days does drag on a bit (though you can imagine the narrative appeal of exactly one month), I agree. Looking back on it, I'd probably shorten it to 14 or 21 days, or, if I had tons of time, add more storyline popups throughout the month, or other ways to introduce gameplay mixups.

* Everyone who learned you can mash through ladder is a true hacker. Congratulations! (I noticed this also - in a production game, I would add lockouts to prevent mashing.)

* You cannot actually get shinies. :( Sorry. They are an easter egg replacing a module I did not have time to implement.

* I love my "terminal opening/closing" animation so much. I am glad you all do too.

Thank you so much!! Comments follow in the next... well, comment.

Hacking is Probably Not Like This by sayumeki 2020-04-24T23:44:24Z

In the true spirit of this game, I actually ended up writing a script to help me setup and organize all these replies. :P

These replies are in alphabetical order, so you can find yourself easier.

(I think this is part 1 of 3?)

@bart-wach It is pretty simple, but that was the effect I was going for. Thanks for playing!

@courtmac Thank you!

@daanvanyperen Thanks!

@david-bohan I like them too, that's why I made this ^^ Thank you!

@deinfreund Yeah, I underestimated this point for sure - having a "first-time" prompt or practice or something in the main game flow I think would have helped. The time alloted for puzzles can be kinda unfair for the harder ones also.

@dhim Thanks! That is a common feedback I received, and I agree that I should have given a little more warning or tutorial. I was going for a microgame feel where you have to learn fast, but I think it's a little mean to the player.

@eldar Light puzzles I figured out you can kind of "chase" the dots around, but slide puzzles I never quite figured out reliably. I feel like there HAS to be an algorithm for solving them online though... Shinies actually are not implemented at all, I renamed an unimplemented upgrade to make it more generic. Given that it does nothing, I should have handed some out for free... :P Thanks for playing the whole way through!

@evolving Thanks!

@flomino Unfortunately that is the whole loop - I started with the idea "hacking with simple minigames" and built up around there. I think some more variety would have been good if I had time. Thanks for checking it out!

@freya-c I'd be a lot better at hacking if this was the case... thanks! I'm glad it runs well on your machine, I did not pay too much attention to efficiency but it's really just a few text nodes and one or two images, so maybe that helped. I feel like my render loops are actually really inefficient lol.

@gimblll The feeling of tension was really what I was going for. Thanks!

@hastro The animations really knocked me over also, it makes such a difference for a relatively simple effect (that I re-use repeatedly lol). Thanks!

@hypermania Oh dang, thanks for the feedback on that. I was torn on whether to self-host or upload to itch.io personally, this is my first web game so I'll keep that in mind. Thanks!

@incd021 Thanks! I'm glad I was able to sleep 6 hours a night too. If I had a mechanical keyboard I would have definitely recorded that (though the SFX might get repetitive).

@ironygames Thanks! I can totally imagine the kind of sounds you mention - if I had a few more hours, I think I could figure out how to generate the waveforms... I'll keep that in mind!

@jabdownsmash Thank you, and well thought out with your strategy. Minesweeper and nonograms are my bane here, they're easily the most complex. I'd like to balance them more if I had more time.

@jetthesimon Thanks, and I appreciate the feedback (and agree on the hacking list being sorta overloaded - I wanted to use multiple windows but ran out of space and UI effort). Wario Ware But Puzzles was my point of reference for this, well spotted!

@johnjoemcbob Much appreciated!

@jonahsenzel Same here with CS class. :P Modules you get automatically when completing hacks. Thanks!

@kjscott Much appreciated! I think the storyline did end up a bit long especially with no variety, but a full month felt right storywise when developing. Probably if I had more full testing time I'd shorten it.

@kr4sh3 (Looks at your avatar trying to figure out what it is) Thank you! I should have just recorded even with my own voice or something lol.

@kszaku That's EXACTLY what I was going for with that delay on the final hack, so I'm glad you got the experience I was looking for. Thank you!

@kubs Thanks! I'm glad everything came together so well.

@kunonooni Thank you! I'm so bad at minesweeper.

@listonos Thank you!

Hacking is Probably Not Like This by sayumeki 2020-04-24T23:46:05Z

In the true spirit of this game, I actually ended up writing a script to help me setup and organize all these replies. :P

These replies are in alphabetical order, so you can find yourself easier.

(part 2 of 3)

@lker Thank you! You're exactly right that a lot of these are programmer challenges :P Slide is one of the ones that is either easy or impossible for me depending on RNG. It's really important to upgrade your Database and hope you get simple puzzles TBH lol. @marcusnystrand I don't know much more about hacking, but am maybe glad it's not this easy. Thanks for playing! @marxy-37 It's a weak connection, the original idea was "keep your computer alive" but that got a little lost... thanks for playing! @mathurin It's as you say - everything sorta just barely came together, but I'm glad you are more talented at these puzzles than I am (there are a lot I struggle with still)! Thanks for playing! @mhykah Thanks! I'm happy I was able to do so much with the minimal style. @minrato2 Hahaha, you should be able to spam a little slower and be safe, but glad you enjoyed the game! Thanks! @misterkeefe Thank you! You can cancel out of practice games the same way you can normal hacks, by hitting pause (P). But it's easy to forget. @mp-raxxius Thanks for playing the whole way through! Definitely some games like maze and clear are really hard to read IMO, and I think using some lo-fi graphics or even just colored text / symbols would have helped a lot, but unfortunately I ran out of time. @mudlee Thanks! @murrzipan Thanks! I went deep with the story lol. @ndrw Thank you! @notajumbleofnumbers I sure did - a netbook isn't quite the retrofuturistic hack machine I was hoping for, but it'll do... Mashing is definitely a strategy I noticed but opted not to fix in time. I had to laugh at your final comment (sorry about the misnaming :P). @oqlqo If anything, I wanted to include more command prompt manipulation (rather than auto progress bars), but didn't have time to. Much appreciated!

@owl-skip I didn't feel like bfxr sfx would have fit, and I wish I had found another generator in time. Next time. Thanks! @paul-merkamp I feel like I oversold the story in this game for anything, I thought it was funny how it's like SAVE THE WORLD by playing the tower of hanoi. Thank you! @peteywoufes Much appreciated! @polarcube I agree, I can think of some ways I can make appropriate beats now that the compo is over lol. Thanks! @psychic-ash Thanks! I'm happy how immersive it ended up feeling - I think the terminal transition is my favorite. The game did end up a little longer than it should be. @pusheeneiro Me too! Uplink is a favorite of mine. @redsponge Thank you! @rjerez192 A lot of these puzzles are nostalgic for me as well. I had to look up the exact color they used on Windows 95 haha. Thanks! @seagull Thanks! I'm glad how well it came together. I hope you are better at sleeping than I am (6 hours a night). @snowl Thank you! A little polish goes a looong way. @ssstormy Thank you, and heh, they are very simple. They're not puzzles in the sense that they are handcrafted, but they are little logic things that take some thinking. It was the most appropriate to implement given the timeframe!

Hacking is Probably Not Like This by sayumeki 2020-04-24T23:46:55Z

These replies are in alphabetical order, so you can find yourself easier.

(part 3 of 3)

@steve-dragon I'm glad you liked the finish! I feel the ending cutscenes were kinda simple but I definitely wanted to have something impactful there. I agree on sound, I learned a lot of games self-recorded audio and that's a wonderful idea. Thanks for seeing it through! @teto Thanks for your feedback and for playing to the end! You're exactly right, I kept the look simple to focus on developing content and the gameplay loop (though I only barely got to throw something in for the ending as you say). I'm glad the theme of the game became cohesive, but definitely I wished I had time for simple sound, some evolution to gameplay as the days progressed, and for adding some colors to the terminal or something. Thank you! @thedashdude Glad you had an intense experience! The puzzles definitely aren't balanced in terms of time taken, though I do try to give you the appropriate time for each puzzle. Nonograms in particular can be really random, since I don't guarantee the nonogram is logically solvable (due to time). @thedeadlybutter Much appreciated! Maze is hard to read for sure, I need to think of ways to improve that. I want to improve the clear game by adding color but I don't think that will work for maze. @thedestoryer Definitely agreed - I saw a lot of games just use the dev's voice for sound and even that might have been nice lol. I didn't think about that. @tobiasw Thank you for the lengthy feedback, and for playing it through! I'm building my replies in a spreadsheet so apologies for this being one line but... 1) Not having time to ramp up on games except for in practice is a common comment I received, and I should have considered this more. Part of me is like "that's part of the challenge" but I think being more player-considerate could have helped". 2) Yes you can mash some games! I noticed this but did not add lockouts or anything to prevent it. Probably in a full game I would. 3) Nonogram/art does not guarantee logically solvable puzzles due to time limitations unfortunately, I tried to make them small enough that I would RNG into logically solvable lines but it didn't work out too well! Definitely it's a hard one. 4) YEAH SAME I keep thinking "there has to be a consistent algorithm for solving it" but I haven't come upon it yet. 5) Agreed on SFX, post-compo I can think of how to reproduce SFX a bit more (or just use my voice) and I'll have to think of that for next time. 5) Yeah, I think putting it to two weeks might be juuuust about right, or if I could have more story popups/gameplay evolutions in that month. 6) Shinies are a dummied-out module that used to be something else. As such, I never gave them out, but I really should have. Anyway, thanks for enjoying the game and providing such a fun response to read! Thanks for the follow too! @torn Thanks for playing through it! I'm glad the puzzles scratched your itch. @ubershmekel I noticed you can spam a few games also. It's a little secret for now! (Though in a full version I'd probably include lockouts and penalties). @venitherich I might have underestimated how fast people will max out the important components, I think I'd shorten the campaign in the future. Thanks! @willypa Thanks! @xaynia Thank you for playing through it and providing feedback! I think I did not pay enough attention to accessibility for sure - having time to remember the rules for the game is a common concern I want to address, and readability in general is low due to being fully text based (with numbers too, and no Unicode). That's something I wanted to improve but ran out of time unfortunately. @zzox Much appreciated! I tried to keep the minigames restricted to "easy to implement" ones, which helped me do a lot of them.

Aviva La Llama by Chorlo 2020-04-21T00:06:30Z

Adorable title screen art and I really dig the chiptune!

I think the gameplay has potential, and I could see this being a game with multiple levels that are kind of like puzzles to solve. Things I did notice: * I was surprised I could shove the wolf around - I feel like this might be a good form of blocking itself. * The wolf gets stuck on scenery really easily, which also could be used to my advantage.

Keep it up!

Untitled Sport Game by fancypants 2020-04-22T01:59:56Z

Nice submission! The interface and graphics are very clean, I appreciate that.

I had a really hard time playing 1P, I think the computer is very strong. :P I think it's a good little twist on air hockey type stuff - suggestions for improvements I have: * It's a little hard to see the timer bar in the center of the screen, though I do appreciate it's there. * Maybe a bit more celebration / sound on each score would be cool? Doubly so if the characters "move back" to their starting position rather than just teleporting. * Is there any downside to sprinting constantly?

Grats!

Shifty Maze by Raymoclaus 2020-04-24T13:38:42Z

I think this is a really neat concept! Having to manually start the game by adding the first person helps me get a grip of the controls too. My first game, the pregenerated maze was unsolvable (though your algorithm for making sure no one is trapped permanently is good at the add/remove walls level), so maybe I got (un)lucky.

Great work!

Keep It Alive For 100s by royur 2020-04-21T23:08:39Z

The floor really becomes dangerous after a while because the projectiles don't go away...

I found it hard to control because my instinct was to hold the mouse down and drag the ragdoll around but this would cause them to swing a ton... is this the right way? Grats on your submission!

Party Pooped! by Kusaihana 2020-04-24T10:43:47Z

Aw, no picture of the crush.

Grats on your submission! The house art looks real nice but it wasn't intuitive to me how clicking things magically made the party better. Maybe some highlighting or animation on actionable objects would help?

Keep IT Alive! by flynn 2020-04-21T23:25:17Z

Nice work! Adorable art and the tune sets the mood well also.

I had a little trouble getting to grips with what I was doing and a lot of staff died before I knew what was going on (I like the little memorials of them also). I tried to follow the minimap to the ! mark (which is really useful btw!) but I couldn't find anything there for the longest time, so I spent too long shooting the dog being eaten by a strawberry (?) before finding the actual bugs.

I also really like the visual effect when the game starts going haywire.

I think with a little gameplay balance this could be real fun! Keep it up!

Dice-Town by PiIsFour 2020-04-20T10:49:56Z

I'm a fan of dice games, but it's not really clear for me what the rules / objective are. I think I want to roll and complete cards, because then more cards show up, but I'm not sure if I have to complete all the cards or not, as sometimes I'd advance even if I didn't fill them all. What is "1 life" means and what does "pull" mean?

I like the fact that the die seems to not be a standard d6 - it has three 1s, two 0s, and a red 6?

Doctor Triwing by saint-nectare 2020-04-20T23:51:59Z

Yesss Trauma Center, I always wanted to make a game that was kind of a homage to it, kind of like this...

The instructions are pretty straightforward in this one (I got to the part where I replaced the cover but I didn't succeed from there, maybe I forgot a step? It wasn't clear if I cut the wire properly since the new battery shows up "over" the wire) but I like the kind of tense feel it has. With more time it'd be fun to have more diverse missions where I don't have to just use the tools from top to bottom (though it helps here in the first mission!). Nice work!

Penguin March by ilPrinny 2020-04-20T04:40:13Z

The penguin is real cute! I like the sort of Oregon-Trail-ish flavor going on here with lots of random and occasionally cute events. The "are we there yet" event made me laugh; I must admit I didn't know what to expect when turning 10 penguins into food when out of food.

The art style is adorable also and seeing the (shrinking) squad march was nice. Good work!

My First LD - Choosy! by Lorne 2020-04-20T23:59:54Z

I'm a fan of that BGM and the overall art style! I think the health bar felt out of place given how Choosy and the other items looked, though - given more time I'd like to see a health bar rendered in the same style.

I also really enjoyed how the "difficulty modes" adjust the food that Choosy likes appropriately.

I really struggled with the game though, a lot of times a food would fly at Choosy right away and I wouldn't be able to grab it in time. When the food didn't hit Choosy directly it was easier, but I could see myself having a better time on mobile for sure. Good work!

Ordinary Human Conversation by MikeSalyh 2020-04-20T08:04:20Z

Great polish! The ransom-letter text fit really well and I like the overall design and feel of the assets. The music speeding up as the game going on kept me on edge also. It was really charming overall.

Turbine Troubles by FussenKuh 2020-04-20T03:57:58Z

Great work! I think you did a good job controlling the scope while making a fun arcade game with a easy-to-understand tutorial.

The audio design in the game was cool, I like your use of analog sound (i.e. you recording on your guitar) and the robotic voice you recorded. The tutorial text emphasizes this sort of robotic feel as well.

Civilitris by dasilvacontin 2020-04-21T04:51:24Z

I don't see any links listed under Downloads for this game, did you forget to add them?

Kardiossomatic by NeitherNathan 2020-04-21T23:12:54Z

Curious about the game given the cover, but it crashes for launch on me on Windows 10. Is this helpful?: crash.png

Sound Blaster by itsNemo 2020-04-21T04:09:26Z

The "ouch" made me laugh on game over.

The concept takes a little bit getting used to - especially how you move - but I think you provide enough ramping up to make it understandable. I couldn't quite figure out what was the best strategy - moving consistently with well spaced notes, or having bursts of motion, but I think the former. It's an idea I haven't quite seen before and I think that's real cool!

The visual styling of the game is very cohesive and easy on the eyes. Overall great work!

UPDATE: oh no there are more death effects

Small feature/bug report: Are you supposed to be able to drag files around on your music sequencer? (i.e. to change the pattern, or, if you're fast, hit the same file multiple times in the same measure) I found I was able to do that, or to "hover" a single file off the sequencer if I needed to cool down.

Pet Life by ForeverTrash 2020-04-20T03:03:44Z

Ohhhh... "Atrash Studio" is "A Trash Studio". The URL fooled me.

Nice work! Here is some feedback I noted: * Sometimes when moving left and right, I found myself moving really slowly instead of at the normal fast pace. I'm not sure why. * Do I just passively gain money over time? I'm not sure if I missed this in the tutorial. * One thing that was confusing for me was the mix of keyboard controls to move and mouse controls for the menu. I think it might have been better as a fully keyboard game? * Does your inventory show how much of each item you have? It wasn't clear to me if I had an item or not, especially since "use item" is still highlighted even if I am out of that item.

Keep It Afloat by ZeGGamer 2020-04-20T23:55:43Z

Great work! I think the game is really polished, I like how it introduces enemies over time and you have to balance between powering the balloon and knocking off the enemies. I found myself relying on the up-throw a lot as I wasn't able to reliably reach birds otherwise, though I agree with other comments that I like the gravity on the stones.

I agree that the controls screen is a little overwhelming, I think simplifying "DOWN KEY" to a picture of the down key for example would make it less cluttered.

Keepin' It Charged by kubs 2020-04-21T04:01:14Z

This is great stuff! The visual effects (especially the camera zooming in and out when transitioning screens) really give the game that extra level of polish.

I can definitely see why you call it a challenging platformer, I think you've got the feeling down of that "just one more try" platformer with very tight controls and solid mechanics. It took me a while to get wall jumping down but I can see why it's such a big part of the tutorial given how important it is.

One note - the menu music restarts when I go between settings and the main menu - I think it'd be better if it kept playing.

Grats on finishing the game jam!

Type IT! by Hedgy 2020-04-20T04:53:25Z

Nice simple typing game! The feature where non-matching words dimmed as you typed was a good touch (though this applies to the Score label also, as a small bug).

One thing that had me stuck for a while - I thought you had to hit Enter to submit the word after typing it, and if you do this, the textbox will have that return stuck in it and span multiple lines, preventing any words from matching until I backspace all of it away. It might be worth only allowing valid characters to be typed and/or to limit the amount of text in the box to prevent this.

Nice work!

Run, Trinki, Run! by HomoLudens 2020-04-20T05:05:39Z

I think this is a fun twist on the endless runner genre, particularly how you have two levels of control (location + shield direction) in protecting Trinki. I agree that the slow motion when Trinki is in danger adds to the excitement (and helps me save my - or Trinki's - butt).

I don't think I was able to get the bash to work. Is that something I unlock later?

No Fall, Beach Ball by MightMakeAGoodGameSomeday 2020-04-24T13:52:42Z

It took me a long time to get to 2 myself even! Good luck with your exam!

Dashing Guard by Ratrat44 2020-04-20T05:41:43Z

I agree with the other comments about the dash gameplay! It has a nice weighty feel to it and it's a unique form of both motion and attack, especially with the "panic button" approach of just yeeting the blue creature.

One thing I'm not sure about - is there any drawback to just staying in slow-motion constantly? I didn't seem to find any.

Escape From Sector-37 by Henry Denny 2020-04-21T23:06:51Z

Congrats on your submission! I think the puzzle-platform challenge of trying to get JT to the end (instead of yourself) is a good mixup on the genre. One issue I noted - pressing N would skip multiple levels because I think it checks on each frame. That said, the tutorial was very useful. Grats!

Coronary Flypass by squirmonkey 2020-04-20T03:28:55Z

You had me starting from that title!

It's way too satisfying accidentally making the heart do a loop-de-loop around your drone as you're frantically trying to dodge snipers, only to eject the heart from the bucket by accident, watching it fly in an arc towards the goal, and desperately swing the bucket to give it the extra little push in. In short, I think that was the ideal gameplay experience.

The parallax background looked great and I thought the visual styling of the game was good. The tutorial was spot-on, and the controls felt just about right for a physics game. Great work!

Sourdough Starter Simulator by kristina 2020-04-21T03:27:28Z

Nice little balancing game - I was confused at first not seeing the water and flour actually animate into the jar, but I feel like I learned something about how bread is made :P

Nuclear Watch by _Kassjak_ 2020-04-21T23:21:11Z

There's no link for the game. Don't forget to upload!

Life of ITman by Bozont 2020-04-21T00:30:22Z

Polished entry all around - as a tech employee, I had to laugh at a lot of things in this game. The loading / tutorial screen is a really good touch, and the music was very solid. I found the gameplay to take me just a second (I didn't realize fire extinguishers went in my inventory) but once I got it I found it intuitive. Nice work!

Running Old Game On Windows 10 Simulator 2020 by Kszaku 2020-04-21T15:02:25Z

Nice work! I've never... played? Something like that before.

I made it to the end and I really enjoyed all the meta elements (that I won't spoil here) that went into creating the whole experience. I feel like I would definitely play a longer and more painful version of this if it existed.

I mean if it was more like solving a puzzle, and not like the real "running an old game" experience, which is like repeatedly going to Google for old forum posts from a decade ago.

Spirit Quest: Journey to Devil's Mound by TheseusInABottle 2020-04-20T03:10:38Z

Good stuff! I think your approach to the game OST is honestly great and more games should do this. I also liked the graphical aesthetic as well as the writing of the enemies, it got a laugh out of me.

I think the core idea is real interesting and I like the branching-path mechanics - though it's not clear to me, is one direction harder or easier?

I made it through most of the battles by boosting repeatedly then attacking - is there a cap to how much you can boost? I would have appreciated some visual marking for how much boost I have stored up.

Another way to diversify the gameplay might be to give the player a choice of what upgrade they receive after each battle, to let them build the character their own way. Nice work!

Mollie by DecadeDecaf 2020-04-20T04:26:34Z

This is really good! It's simple but very addictive, and the way your level design builds in more and more mechanics just feels right.

I made it to level 12 before getting stuck, but my favorite levels were 6 and 8. Like a good puzzle/platformer, it really has that sense of discovery of "oh, I can do that?".

The skateboarding has just the right feeling of tactileness to it (both gameplay-wise and audibly), and I think your BGM is a jam. Great job!

Keep it (Alfred) Alive by DrkDavis 2020-04-21T15:06:17Z

Alfred you dang dummy

Straightforward gameplay but it works! I accidentally got too aggressive and dunked Alfred down sometimes. What's the best way to deal with the red dots?

Hive Alive (HTML) by SnufkinsHat 2020-04-21T15:07:42Z

Congrats on finishing your game! I like the artstyle of the sprites.

There's not much reason to fly high as a bee, is there? I found staying low to collect flowers and hives to be the best strategy.

Fuel Hungry by WubbaDuck 2020-04-20T04:43:46Z

This is an innovative spin on the platformer genre, I like the concept! The jump physics feel solid and I think the drop-down ability is a good addition as well. The in-game tutorial works well also.

SPS10DS3 by Retti01 2020-04-20T05:02:37Z

Nice work! I thought it was a cool touch how you shoot things in the start menu to activate them. Great way to teach the controls.

This game was much more challenging than I thought, the pirates can sneak up on your cargo ship fast and it's hard for me to defend. It'd be interesting to see a sort of radar so that I can detect incoming pirates, or if the ship has more acceleration so I can really feel myself reaching top speed (that way you can add a boost powerup also if desired!).

The bit of story I saw also added more depth to the game. Keep it up!

BBYS by Lambdanaut 2020-04-20T07:53:02Z

Nice PICO-8 work! The game is charming and has quite the difficulty curve - I had to keep training myself to not try to push the food to the monsters like all "here, eat this steak, not my bby!"

Lockdown TV by R.Meier 2020-04-20T05:38:43Z

This was a lot of fun! I like resource management games like this, and the way it unfolded over time was both good for gameplay and exciting to see what happened next. Given this game, I think I will have to watch more TV at home to try to make the world a better place.

Pipetris by Soma 2020-04-22T03:59:45Z

I couldn't quite make it to the end in time! My pipes disappeared too fast. It's an interesting gimmick but it might be better as a turn-based thing (i.e. each pipe disappears after X turns). I'd also like to replace a pipe before it disappears.

HiJinx by DarriasArt 2020-04-20T03:17:18Z

Jinx's design is so adorable (especially her run!) and I think the BGM is great! It's such a club-feeling bop.

Nice work! I wasn't able to reach the wand but I did manage to fly a few clouds into the sky. It wasn't obvious to me at first that you were able to stand on clouds, but I got the hang of it after a bit.

One thing that would have helped me is having a meter that indicates how much flight time I have remaining, so I don't go for a jump I can't make. It would also help reinforce how many orbs I've collected.

I think the concept of "collecting things that makes you able to travel farther" is a good spin on this kind of jumping game!

Keep the boat right by Kiddy 2020-04-20T23:36:32Z

Nice tune - I think the concept is interesting, but I found that the best strategy was sort of to do nothing. It took me a while to figure out that E teleports you to the uh... whatever you call the ship's steering wheel, so that you can drive, but if I was far away it would cause the ship to freak out and crash a lot.

Picking up boxes didn't seem to work for me and it was hard for me to position myself properly. I could see this game working with maybe keyboard for controlling the player and mouse for ship or something interesting? Keep it up!

Primed by gimblll 2020-04-20T06:14:54Z

Plenty short enough to get both playthroughs in, nice job with the twist on the first ending. :P

I can definitely see what you mean by the polish on this game! Stylewise and graphically it looks great, and the beats are rocking too. Nice scope and execution for LD!

EDIT: Ohhhhhhhhh my god. I just realized how the theme comes into play here. That's devlish!

Sword of Steiner by maoitsme 2020-04-21T04:59:02Z

It's confusing in the apartment scene how you always exit to the same place when leaving a room, instead of being in front of each room's door. I also was hoping for something there rather than a bunch of identical neighbors.

It'd also be good if the key pickup was visible on screen or audible with a sound effect! (unless I missed it?)

Late Medieval Network Engineer by MisterKeefe 2020-04-20T06:01:08Z

I'm really a fan of this one! (I must admit to being biased in that I also considered a keep-alive pun for my own game.)

The gameplay was simple but tense, and while I assume it is fairly luck-based (unless you are balancing the cards that show up?) I still was on the edge of my seat running around trying to keep the whole network from falling to pieces. I managed to make it to the end just barely thanks to a good last few days.

I noticed that cards either have yellow or red borders. I think that red = always bad, but yellow seems to include both good and bad cards. Maybe good cards can be separated out into their own border?

Other UI tweaks I could think of would be being able to see link strengths / integrity for anything on the map at a time, not just ones I can click on, so I can plan future moves.

And of course the flavor is top-notch. Would love to see more like this!

My Beloved Monster by ayushka 2020-04-21T06:36:39Z

Nice Twine game! I'm glad there was some emergency tinkering I could do when the stitches were running low, I was worried that random luck was going to ruin me (since it seems like the daily event is random?). Is there a good ending?

In This Moment by Nick Howard 2020-04-22T01:19:17Z

Grats on your submission! The background doesn't scale to fit the canvas if the size changes - I think this is an issue with Godot default web exports. You might want to try this export page instead: https://github.com/godotengine/godot/blob/master/misc/dist/html/fixed-size.html

That said, I liked the atmospheric music and the UI felt sharp! I... forgot how to feed fish for a while, but I think they're eating happily now.

A minute and a half by brokenVectors 2020-04-22T01:22:12Z

I was just making text games at 11! Congrats on your submission. I made it about 60 seconds before a plant died, I had trouble watering Joe particularly because I felt I could water plants better if I was standing farther away from them. I wouldn't mind getting partial credit for keeping some alive, I thought I did pretty good!

Action Shapes by Bobrokus 2020-04-24T13:33:21Z

Grats on your submission! I agree with Alphazeba's comments above.

I gave the game a shot and here's my thoughts: * The tutorial is very informative - I appreciate being able to play around while reading it. * The jumping physics feel very good! * The enemies all got stuck on the bottom row, slowly sliding towards the target I needed to protect. It's difficult to defend from here and I had to stand behind the target and fire - otherwise I would either die or not be able to have a good angle to shoot.

If I could defend the target from more directions, I think that'd be great. Keep it up!

V.I.P by Skvader_418 2020-04-21T15:03:16Z

The link doesn't work, FYI!

Fermi Paradox by tversteeg 2020-04-20T07:59:08Z

This arcade mashup is a really novel idea to me! I like the concept and the procgen visuals.

I think in the early levels the shop actually breaks up the pace too much since the levels are too short, and I do agree with others that the pace probably could be a bit quicker sometime. But I had fun playing it!

Given longer development, I think more stuff in the shop could be interesting - as is, 1000 scrap takes a while to reach and until then the shop is just like "get out of my way so I can get to the next level". :P

Fire Keeper by MahmoodJ 2020-04-22T01:13:30Z

The link doesn't seem to lead to anything!

VIP protection by default games 2020-04-24T06:28:15Z

I tried to shove the VIP around without grabbing him first lol

The teleportation when you grab the VIP is a little funky but I can see what you are going for. I have a lot of difficulty avoiding the enemies's shots though, they are very good at targeting.

Proto by DanielRMorgan 2020-04-20T03:23:25Z

Nice work! I got about far enough to reach the red platforms.

I thought your opening cinematic was well done and helped set the mood!

I know there's no win condition yet, but is there a lose condition? I noticed the meteors just knocked me to the side, sending me falling.

The jump physics feel good and just about right for a game like this. What gave me a really hard time was bumping into the bottom of each platform - I ended up trying to progress instead by like... 4 3 2 1 Jumping from platform 1 to 3 instead of 1 to 2.

One thing to note - if you hold jump, Proto will jump again as soon as they touch the ground. Probably another tap of the jump button should be necessary instead?

The Last Flower by Unimaginable_Code_Studios 2020-04-24T23:02:30Z

Congrats on your submission! I thought at first from the description this would be more of a defense game, but it actually played more like a platformer to me, especially with that intro to level 1 which reminded me of Sonic running over gaps. I appreciated your tutorial, it was very detailed and even mentioned some of the things that felt like bugs (getting stuck on the side of platforms). Keep it up!

Fix the engine by VeniTheRich 2020-04-20T04:31:46Z

(spends a while dying in 30 seconds, then comes back to read the instructions) OH you have to rotate the cube. This changes everything.

That said, I really enjoy these kind of multitask maintenance games, and I think you do a good job building lots of varied mechanics to keep afloat! I think in the future, more in-game tutorial would make it easy to pick up all the different mechanics - for example, start with one face for 30 seconds, then add a second face and show the user how it works, so on so forth. Nice work!

Bugs And Glitches v1.0 by PeelyGames1019 2020-04-20T06:36:50Z

Grats on finishing your first game jam! What I especially liked about this game was the fluid animations, the way the player bobbed, the menu moved, and so on.

I was able to walk off the end of the screen and disappear, and for a while I thought this game would have 'wraparound' movement. The core gameplay works and the enemies look great, having more ways to vary the gameplay in later levels I think would be great post-LD work!

The Race Against Death by Salmonmeagar 2020-04-21T03:36:17Z

Very polished execution of a creative concept, I enjoy it a lot!

I feel the controls were very tight and it was the right level of challenge where I could usually turn fast laps but had to be cautious not to get complacent. Does the course get more difficult as life goes on? I think that could be an interesting mixup.

I like how you also caught the strategy of sandbagging the first lap to gain a lead - I did the same thing.

One GUI improvement I'd like is a more persistent lap time counter - I saw the +/- frames to best lap flash every lap but I had trouble reading it in time while staying focused.

Great work!

Keep it Going by PatrickJR 2020-04-20T05:30:27Z

Nice and simple! Having to manually control the camera is a interesting twist on "press the button at the right time" but I found that once I found the right speed I could just leave the mouse in place and I could continue forever. I'm not sure if that's intentional or not.

I think mixing up the gameplay in one way or another would give it more longevity but I'm not immediately sure how I would do that.

Blokrok by VerttiXPertti 2020-04-20T08:29:30Z

The game has a lot of polish to it! From the animation / damage graphics for the scissors, to the little way the high score is displayed after the first play, it's charming to play. I thought the SFX were cute too.

Once I got the hang of controlling the rocks I blocked (i.e. flinging them or balancing them), the game opened up on a whole another level!

One thing I noted is that the box can block rocks coming in without me doing anything, which is kinda strange, but not that bad.

Corona Grocery Run by sneakycocoon 2020-04-20T06:09:53Z

Constantly losing sanity, buying Switch indie games like crazy, seems like a very accurate simulation (especially with parents). Nice work! Is there an endgame or is it just to last as long as possible? I saw the unique event about getting your $200 back but a lot of day-to-day was pretty same. Having a few rotating "flavors" for supermarket, etc could help with that! Nice work!

Play Hangman and Learn Kiswahili by bkmld 2020-04-21T05:01:57Z

Congrats on the submission! I think it would be improved if the letters you already guessed were shown on screen, and that you couldn't guess them again (though this way makes it more of a challenge). Also, if you could have a restart button after the game ends? When I lose, it just keeps showing the same pop-up over and over.

No Return by squareoctopus 2020-04-20T04:58:25Z

Nice start! I think it's an interesting and fitting control method for a game like this, and the propeller as panic button is a good touch.

I found the motion of Sally to the right to be sort of slow (though I am not sure if it was my computer), I'd like to see some sort of way to speed this up, whether it's a difficulty toggle or maybe a risk/reward thing where you can click behind her to speed her up at the expense of something. Keep it up!

current by zzox 2020-04-20T05:44:20Z

The one sure gets difficult fast for me! The graphics are really cute and the level design builds up your knowledge of how to solve puzzles well. Nice work!

Robo Riot by RNGames 2020-04-20T03:36:40Z

Great work! The game feels really polished and cohesive.

What I liked was how satsifying the arcade gameplay felt - just dashing around, shooting, all had the right kind of feel aurally and visibly, with the little footprint/ghosting effects and the chiptune sound. The shop and risk/reward gameplay add another dimension too.

It was quite challenging and I died on the first wave a lot from being too aggressive. Do enemies spawn at fixed time in the wave? I was waiting on the last enemy a lot in the first wave, and I'm not sure if I was waiting for them to spawn or if they just weren't heading towards me (do they gravitate towards the player).

I think having the arena be bigger than the screen is cool, but I'd appreciate a marker that points in the direction of where enemies are, since it's easy to get lost in the arena.

Protector by Ian540 2020-04-24T10:35:04Z

Congrats on your submission! I was surprised to see that I was invulnerable to enemies. I think improvements would be making it so that you can shoot in more than the 4 directions (as shooting with the mouse made me want to shoot towards the cursor), and keeping the score fixed at the top of the screen.

Curie by DLC Scar 2020-04-20T03:40:45Z

Nice work! I like a lot of the little touches that went into this game - the animations on the main menu, the sound effect that warns you about your radiation level, the pushback when you shoot an enemy, that kind of stuff.

I was surprised that full radiation is an instant game over, as opposed to losing a life (when touching an enemy or getting shot). Though it's not necessarily a bad thing.

I felt like being able to shoot the enemy's shots made the game easier than intended, as I was able to just proactively shoot in the direction of every spawning enemy. But maybe if I let myself fall behind, it'd be really rough!

Snail Tender by Alexander Leitner 2020-04-20T23:42:08Z

Can confirm that uBlock Plus blocks the game. Thanks for the disclaimer, it helped me fix it.

I see what you mean by 2000s flash games, I have to admit I chuckled at the distractions. I think what I would have liked is to see my final score when I beat the game!

Other distractions I could imagine in the future are like, the button starts moving, or the screen turns off, or stuff like that. Keep it up!

CellForm by watswat5 2020-04-20T04:37:10Z

This is a real unique concept! It sort of gave me Pikmin vibes.

I made it all the way through the tutorial and I found it difficult to keep all the moves in my head. I think the tutorial itself was good in how it introduced things to you one-by-one, but I'm not sure how to remember them when in a hurry.

I dig the sorta trappish beat you got going on as the BGM here too. Nice work!

Cupid's Arrow Inc. Difficult Cases Division by SolitudeDude 2020-04-21T00:23:43Z

Great sense of humor, I got a lot of chuckles out of the cards and the flavor in the intro was cute.

The core mechanic is good and I'd like to see some sort of progression as the game goes on - maybe more things to play cards on that you have to keep balanced, or more cards to deal with in general, basically something to mix it up. Nice work!

Agent Q by VicPina 2020-04-22T04:04:46Z

Nice work! I thought the graphics were crisp and the background fitting, and the way the music transitioned between tutorial and game was great. The gameplay is pretty straightforward compared to the tutorial, but I feel like I got a good lesson in quantum computing. Just don't quiz me on it until I read that a few more times...

Don't Mind Me! by Paul Merkamp 2020-04-20T04:12:35Z

Great atmosphere! I thought the gameplay was fun and the graphic design and way you built in the tutorial were wonderful.

I have to admit I tricked myself - I saw the enemies get stuck on the brain when coming to get me, so I tried to shoot through the brain to hit them and... well, that speaks for itself.

I probably could have advanced a bit faster if there was a visual prompt to pick up the brain again once I cleared out all the enemies in the area, but that might just be according to taste and I don't know if it would fit the game.

I was really surprised when I hit the second "environment" in the game. Good stuff.

Social Distancing For LadyBugs by mehrdadsh 2020-04-20T06:32:49Z

I'm a fan of the BGM and the little jingle that plays when you swat a ladybug! I'm glad the swatter hitbox is really accurate because I had to do some pretty precision work here. Grats on your first game jam!

Overheat by SlimmerBurger 2020-04-20T23:26:12Z

Nice game! I'm a fan of the visual styling and effects, it all sort of flows together in a nice.... shapely way. Because shapes and stuff.

I appreciated the diversity in enemies and how you could tell them apart just by shape also - it would be nice to have a little progression in-game (i.e. maybe you can gain powerups or advance in the game) but I can see the core concept you got going here and it's fun. Grats on your first LD!

Memory Keeper by lismi 2020-04-22T05:45:10Z

Grats on your submission! I think for a typing game, it's a little easier if you don't have to type on each gravestone before typing the names. I'm not sure if that's a deliberate choice you made though. It does get very hard to manage since there's no break in the action! I think the design is simple and nice.

Panic Shopper by Azkel 2020-04-24T10:32:44Z

Grats on your submission! I think this is a neat concept and I definitely have had this feeling in real life when I forget to charge my phone.

I agree with Canadarox28, having key navigation for picking up items would be really useful, and a cancel option too for when I interact with the wrong aisle by mistake. I like the art style! Keep it up.

Power Surge by Marston 2020-04-20T03:45:18Z

Nice work! I think the palette and artstyle looked really good, and I liked the subtle lighting effect based on where your robot was.

More instructions would have been appreciated, as I eventually figured out on my own that there was just one meter that I had to keep from hitting zero (either from firing too much or from enemies reaching the center). I think the balance is kind of tricky right now, as it's much easier to deplete the power from shooting than from enemies hitting the center. It makes you really want to conserve your shots and I'm not sure if that's the feel you want!

I also was confused at first because it takes a while for the first enemy to spawn (for me) so I was shooting houses at first trying to figure out what to do. I think an in-game tutorial would brighten up a lot of this!

Eggs Delivery by wild_fat 2020-04-24T11:30:49Z

10 hours! Grats on putting something together so quickly.

I had a hard time driving around but I enjoy these kinds of physics games. I think it would feel nice if the car was a bit more responsive (faster accelerating and turning) and maybe if the camera stayed behind the car.

Restartigrade by Ezra Szanton 2020-04-21T03:25:18Z

The music is a real bop and I feel like I learned a new word today. The gameplay really clicked with the level where you have to stack them on top of each other and scale the wall. I think some explicit text tutorial rather than spitting them straight down into the spikes on the first level would have helped well. Keep it up!

Watch Your Head by MrFluffySheep 2020-04-20T07:27:32Z

Simple but fun ragdoll physics game, gives me the feel of addicting flash games of a few years ago! I was able to body block some boxes but I feel like knocking them around just made my life harder later haha. The slowmo is a good touch.

It's A Start :D by Redslash12 2020-04-20T03:53:42Z

Welcome to Godot! I use it for a lot of my games and I really like it. Glad to see you were able to give it a shot and I like how you used the Godot logo for everything lol

I enjoyed all the different little mechanics you put in your platformer - the wall kick was a particular surprise. I agree with your feedback, I think floatiness and in particular keeping momentum when dashing->jumping would make it feel better!

dry dry by Nathan123 2020-04-20T07:24:18Z

I agree a lot with quichi's feedback above - the lightning strikes were hard to predict and I couldn't tell how my plant was doing (doing shooting it heal it? I noticed sometimes it would make a sound when I shoot it...)... I like the dots that fly around personally, I think they give the game some background visuals to look at. Grats! (My score was just 66 lol)

Can Adequately Generate Charge, C.A.G.E. for short! by Izokia 2020-04-21T03:22:41Z

I like the concept here, it's a fun minigame collection! One thing that confused me at first was using the mouse to press the home button, but using the keys for controls. The music is solid though and I dig the the screen rotation effect especially! In the meantime... I'm waiting for my phone to charge. It's the safest lol

Social Distancing by xlia 2020-04-24T06:22:05Z

Congrats on your first submission! I was able to play through a run, I can see the kind of game you were going for. I like the animation of the game over window, it feels nice.

Galactic Crèche by Paul Stiles 2020-04-21T00:03:23Z

Congrats on your first game! I agree with khopa, I got tricked by shooting bonus items that I needed a few times, and had to plan around that!

I think shots can collide with themselves if I mash fire too fast, which feels not intuitive.

God Simulator: Mountain Edition by MartinTale 2020-04-20T05:14:16Z

I made it to Everest! Lots of fun for a passive incremental game, watching the mountain build on the right is very satisfying.

I found the accuracy powerup to be the most useful - it was really the difference between going nowhere and slowly working my way up. Base doesn't seem too useful since it doesn't seem worth restarting - even with just a 1-wide mountain, eventually you'll get a good hit and it seems that the mountain can get wide again afterward.

Looking forward to more expansions to this!

New Word Order by Bart Wach 2020-04-21T04:47:14Z

Grats on the submission! Here's some suggestions: * The text is kind of hard to read at smaller resolutions - I might support having less words on the screen at once, but have them fall faster maybe? * The words for me were disappearing when about 75% of the way down the screen - I wonder if this is also due to screen resolution? * Having words highlight what letters you have typed so far might make it easier to track the word you're working on.

P.S. Once I understood the title it made me laugh lol

Behind The Door by 5923943159 2020-04-24T10:51:44Z

Congrats on your submission! I've never seen this game engine before. The solution is the same every time, huh? It'd be fun as a puzzle game where you have to find the one door that's a little bit different (that is the correct door).

Rogue by Canadarox28 2020-04-20T04:19:41Z

Nice work building a CYOA engine! I used to be really into these as a child myself. I looked at the JSON examples and they seem pretty easy to write - I could see in a longer gamejam, an editor being built to help make constructing these easier.

I also laughed at the ButlerBot story and how it depicted objects that humans normally see as normal from... well.. a robot's perspective.

I think if I had a choice, I'd make the "choice" bubbles different colors than the "narrative" bubbles, but it's not a big deal. Maybe in a full-spec engine that'd be something customization anyway.

The breuh by Joaquim2009 2020-04-22T01:15:41Z

There's no link to the game. Don't forget to add one!

Dodger by Unevilicorn 2020-04-20T23:45:12Z

5000 points here. Can confirm the bass in that song pumps!

I found the best strategy - if not too strong? - was to move slowly and steadily in a circle to avoid the homing shots. Not sure if I'd want to implement something to make that trickier, such as maybe having attacks that don't home on the player, or temporarily blocking off parts of the screen.

WordChain by mp_raxxius 2020-04-21T15:14:15Z

It's simple but catchy, just like the BGM. I learned this LD that literally making your own SFX kicks butt (not found in my own game).

To make sure - so you can only place one "line" of letters each turn, right? Like if you were playing on an infinitely long Scrabble board? I was trying to place two words on different lines (but both connected to the original word) at first. If that's the case, I might even try to lock out tile placement that's not in the same "direction" as the first tiles you place each round.

The animations on the menu and in-game give it an extra touch of polish. Good stuff!

Keep Hope Alive by Debbie Berlin 2020-04-21T04:49:53Z

Congrats on joining Ludum Dare! I gave the game a quick shot - is there any goal of the game currently? i.e. should I be moving the ball to a specific location or trying to collect things? I think that'd be a good next step if the game does not have that yet.

[Tradition] - Keep It Alive by Averona 2020-04-24T14:04:40Z

Great work!! It was a straightforward but sweet story that caught my heart, and I think the CGs and backgrounds were great. And that piano was simply wonderful! Keep it up!

Survivalgo by despdair2 2020-04-21T00:09:38Z

I like the idea and I think it can work as an educational game. Thoughts: * The isometric style does take a little to get used to with the controls, but I think it adds to the charm. * It wasn't clear to me what would happen if I wrote a partial program (as in level 2) and ran it. It turned out the answer was "you keep adding to the program, and it will continue from where you left off". I think this is intuitive but I was worried that it would restart the program from the start. * A tile limit might be good in some levels to enforce usage of the loop!

CPR Simulator by derstander 2020-04-21T23:04:05Z

Grats on your submission! I was going to ask "what BPM are you supposed to compress at for CPR again" and then the answer was "the same speed as the music". So I learned something today!

LD41 — Combine 2 Incompatible Genres

One More Arm by MaximBegunov 2018-04-27T06:33:23Z

The theme of this game is a lot of fun! The music, sound, and graphics are all really satisfying, and I was surprised to score a row of 7s on my third play - though it seems more traditionally "valuable" symbols don't pay more points?

I had the same experience as Budaniel where I would die really quickly to the bottom row until I learned the 'jump' was really a 'jetpack'!

SoccerTurn by Tiberiusuciu 2018-04-27T06:07:00Z

Nice work! I appreciate the effort you put into both the presentation and the documentation for the game.

I like the graphics a lot - though there's no animation, the camera motion and the colorfulness of the sprites and soccer field make it feel plenty alive. At first I wasn't sure if there was a lot of strategy to it with it just involving moving and occasionally kicking, but I got in a pretty heated battle with my friend which ended in him scoring an own goal (I had kicked it just short of the goal). I think getting a grasp of how to cover players and how it's easier to cover distance with passes helped a lot.

I think the strategy could be enhanced if you could see a possible range of motion for the player/ball when you are about to take an action, so you have an idea of what they are capable of - sometimes I'd move 2 feet and be so disappointed! Also, it is frustrating when it'd be my turn and it'd select the keeper - if there was some way to either choose a player or rotate evenly, that might be cool.

One playability improvement I'd suggest is to have moving be the default, so we didn't have to keep reaching for 1 on the keyboard before clicking - then you could still hit 2 or 3 if you wanted to do something else.

Overall I thought the polish was great!

Cardbound by Silvae 2018-04-27T06:23:37Z

Agreed a lot with BluShine's feedback here. I think the puzzle-like concept of this game is really neat, with the control scheme of platforming based on a limited set of actions you can activate. And I was also tricked by level 2 like others. :P

I agree that the camera is a little tricky and the card-drafting part as it is currently feels extraneous - I think something that would help 'guide' the players a lot in early levels would be to have a smaller subset of actions (and/or guideposts in the level iteslf) so it's obvious what the "correct" combo is. But it sounds like you had that sorta idea anyway and just ran into time constraints. :)

I also think it's a little hard to visualize the actions in hand - the suit/letter combos don't seem unique per action (like there are two different S-Spades in stage 1) and the "hand" organization means the text is covered up sometimes. I like casino theming but it might be easier to have unique icons.

p.s. Having the chara trail be visible is cool! Maybe you can also add icons for where cards were activated.

Rhythm Card Hero by gogu 2018-04-27T05:52:26Z

Have you played Taiko no Tatsujin? The red and blue notes in one lane scrolling in the center really remind me of that sorta look.

I think it's a neat concept and I died a fair bit trying to get a super combo going (which is a cool strategy bit)! What I'd like to see is different icons for collecting and using a card, since I can't easily associate "red" and "blue" with "get" and "use". Or was it the other way around...

In a full version I'd like to see something like being able to customize your deck of cards so there's a bit of strategy to how you attack (or even, possibly block enemy attacks - you could add a third note for that or something!).