Endless Game by gmaker 2018-08-15T13:46:09Z
Really solid entry, very well polished! Particles, sprites and sounds were all really nice, player handled well, and the concept was executed well. Also, you made it in java? Props for that
Foon → Ludum Dare Explorer → Users → Sciman101
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 52 | Harvest | Vessel Garden | jam | 245 | 3.72 | 3.22 | 3.94 | 4.01 | 3.64 | 4.00 | 4.36 | ||
| 2022 | 50 | Delay the inevitable | Crushing Dread | jam | 4.20 | 3.95 | 3.90 | 4.59 | 4.18 | 4.45 | 3.27 | |||
| 2020 | 46 | Keep it alive | Wave Machine | jam | 193 | 4.02 | 4.08 | 3.57 | 3.52 | 4.02 | 4.33 | 3.47 | ||
| 2019 | 45 | Start with nothing | Word of Mouth | jam | 89 | 4.05 | 4.09 | 3.95 | 4.22 | 3.85 | 3.55 | 4.19 | ||
| 2019 | 44 | Your life is currency | Mass Attack! | jam | 344 | 3.63 | 3.61 | 3.63 | 4.07 | 3.86 | ||||
| 2018 | 42 | Running out of space | memBrain | jam | 184 | 3.80 | 3.44 | 4.17 | 4.39 | 3.98 | 3.24 |
Really solid entry, very well polished! Particles, sprites and sounds were all really nice, player handled well, and the concept was executed well. Also, you made it in java? Props for that
Now this is a polished game. Controls are a bit annoying, but it's bearable
Exactly what it says on the tin. Not bad, just not too surprising or innovative. That said, for what it is it seems polished and well put together. A good, arcade-y experience overall
This is really fantastic! Presentation wise, it's nearly flawless, the visuals and audio really work with the game. My biggest grip is the controls. I get you were going for pushing a cart around, but it feels kind of clunky in the environment. Also, clicking packages to pick them up is kinda odd, might have been better if you just pressed space or something while near them. Still, though, that didn't detract from my enjoyment of it overall. Great job!
If you click the 'tutorial' button on the main menu, then go back, the music will start to loop over itself.
Biggest criticism - please turn down the mouse sensitivity. Maybe it was just me but i was starting to feel a little sick with how fast everything was moving
@phantomopenboxing Thank you!
Really well polished! I liked the idea, and the graphics and sounds effects were very fitting. Also, not mentioned a lot, but the itch.io page itself was really nice. That said, some of the leaks appeared way too fast for how slowly the player moves. Made it feel kind of impossible near the end. Still, good job!
(Edit - Got it working)
I said out loud "Oh are you kidding me". Good game
This game looks really great! The boss behaves well, too, good job all around
Now *this* is a good game. Presentation is flawless, although it is a bit annoying how it runs differently based on your screen refresh rate, might wanna point that out. Graphics are cute and functional, music is catchy, the fact you guys put in a rebind keys option says a lot to how much effort you put into this.
My one hangup is, it isn't the most original use of the theme I've ever seen. But even then, I'm hard pressed to say this isn't spectacular. Great job!
Really enjoyed this, great concept! Something between hole in the wall and perfection. Wish there were more levels, but it's good for a what it is. My main criticism would be, maybe have the wall slide inwards more gradually, instead of snapping at increments. Still, thoroughly enjoyed it!
Really neat concept! I'm a sucker for vector-ish stuff, so this was really nice. Only gripe is it's a little annoying to spam the mouse button, maybe holding it down to rapid fire would be better since the game seems to be testing your aim more than your reflexes. Still, good regardless!
@tuism Yeah, I see what you mean. Early on I wanted the game to support controllers, which is why I didn't use the mouse for memory management, but since I never ended up implementing proper controller support, I probably should've just gone with mouse for memory management. Thanks for the feedback!
@mike-inprinciple That's a pretty valid point - I did realize as I was developing that there was a degree to which the memory system was kind of redundant, almost, but at that point I was too far in to change my game, so I just went with it. If I had more time, I wouldn't have minded trying to make use of the mechanic better, maybe make remembering rooms serve a purpose beyond visibility.
In any case, thanks for the feedback!
You should probably opt out of the graphics category since you didn't make the graphics, yourself
I like it! Had to restart a bunch on level 3
I like the concept, though I'm having trouble beating the first stage. Gonna change my refresh rate and see if it helps
Solid entry, overall. The controls were a bit slippery, and sometimes it felt like the waves of enemies were kind of overwhelming, but overall a job well done. I'd say if you ever try and add more to this, try and make more variety, whether it be more weapons, or enemies that behave differently.
(Alt. Title - Naked Cowboy man defends his island from army of butterflies)
I really liked this! It incorporates the theme really well, the models and animations are all really well done (Especially like that boxing glove robot), the way powerups were delivered was nice, all around great concept and great execution. For your first LD, this is solid!
My one criticism would be, for a game about shoving people into walls, it didn't feel very 'juicy'. It would have been better, in my mind at least, if the robots flew faster away from you, and maybe exploded or shook the screen on impact. It's a purely game feel thing, but it could have made the whole thing a bit more visceral.
Still, good job, one of my favorite games to come out of the jam so far :D
Nice game, though I have 2 main critiques. Firstly, the shooting sound feels kinda weak. I get it's supposed to be a mouse clicking, and I think that's a really clever way to incorporate the whole theme you're going for. But in terms of game feel, it makes the gun feel weak. Secondly, the map is really big, and with how closely zoomed into the player you are it makes it kinda hard to navigate. That all being said, still, good work!
This game plays fantastically, the visuals and sounds and UX are all top shelf. The only thing that bugged me was, after a few slimes, it got pretty repetitive. It never felt like I had too little space, as long as I made sure to fill up after killing a slime. Do the colored potions have different effects on different slimes? If they did, I never noticed since I was just trying to fling as much crap at these blobs before they could kill me. Still, great game! Very polished.
Really polished, it's clear a ton of effort went into this. Graphics and sound are really nice, the player controls well, (I actually agree with @agsilverag in that this could be a good 2-button runner). Like people are saying, it's very difficult, both in good and bad ways sometimes. There's a part near the beginning where you can get stuck under a jump block, which doesn't feel great. Still, good job all around!
Fun game, the transitions were nice, and the UI as a whole felt pretty clean. It got kinda overwhelming after a bit, though.
Not a huge deal, but I'd recommend exporting as something other than an installer. Most people don't like having to install games for game jams, web export or even a zipped file is better
Really fun! One thing I'd really like to see is mouse camera control, since using the arrow keys can feel a bit awkward in an otherwise entirely mouse driven game. Besides that, though, I enjoyed it!
I gotta get some friends to play this with, super fun! Ragdoll physics are always a great source of humor
This is fun! Tough, too. One recommendation I'd make is that when you hit an enemy, they should get knocked back a little so you don't have to immediately jump after hitting them. Still, enjoyed it overall. Good work!
Considering you did this in only **one** day, it's fun! Controls definitely need some tweaks though
I really dig the visuals and music, it sets a great atmosphere for the game. Great job!
A fun and chill experience. Really cool! Kind of hard to see the smaller interactions at work, but a nice little experience nonetheless.
This game looks fantastic! I thought some of the earlier levels were a little too easy, but the later ones were very well put together. Good job!
I liked it! The graphics were really nice, and it had a good atmosphere. For some reason, though the shops stopped working past the first one - though it looks like other people were having that issue as well
I love the visual design of this, it feels really polished. You could probably make this into a physical card game pretty easily, too. Nice work!
@youpeoples Huh, I hadn't thought of Awesomenauts - Though that makes sense! I might tweak the difficulty a bit later, make enemies do less damage or make the floating blobs heal more
@fibonacci1321 Thank you!
@wtg Oof, sorry about that - The collision code I was using had a lot of issues, and a few persisted. Glad you enjoyed it, though!
@daggett Good to hear! The sheriff and western theme were actually a pretty late addition, but I think it was a good call. Thanks for playing!
@rafael-souza Thanks! I unfortunately need the ammo limit, to help fit the theme, but I can probably adjust some values so it's less punishing if you misfire.
@kntenshi Thanks! I'll add that to the LD page for now
@zan-kavcic Thanks!
@maoap Thank you! Yeah, like i've said with others, there's definitely room for improvement with game balance. I also would have added music, if I had any idea how to make music.
@drumgadget-433 Glad to hear you liked it! I'm glad the visuals paid off, in the end
@gear-steak That was my original idea, actually! I've had the idea for the game for a while as an arena shooter type thing, but I decided it'd work as a singleplayer game for the jam
@stevecrse Thank you!
@jabujabu Thanks! I definitely agree there - the background was kind of a last minute thing, but a more colorful scene would definitely have improved things.
@lodugh For sure! Thanks for giving it a try
@aterlamia Thanks! Sorry if any of the mechanics weren't immediately clear
@maakole Thank you!
This is such a silly concept, I really like it! The audio starts to get a bit repetitive after a bit, though it isn't too annoying. Good job!
This gives me a vibe like something between Thomas was alone and Stick fight the game, and I *love* it for that. It's really satisfying to play, and you blended in the theme in a way that doesn't feel out of place, but doesn't get in the way of the main mechanic, either.
That said, I'd tone down the post processing a little. Especially in the menus, it can be kind of extreme. Also maybe add some limits to the rotating platforms. Other than that, good job!
Fun! I like the overall aesthetic, I'm a sucker for neon stuff. One suggestion, though, is to turn up the FOV and disable mouse acceleration, it feels a little hard to control otherwise. Still, good job!
Interesting concept, one change I'd make is make the life counter a little bigger, since it's a pretty important resource. Cool otherwise, though!
Really fun! I appreciate all the attention to detail, like the different player sprites and currency names. My one suggestion would be to map changing currency type to the mouse wheel, and to have it loop around when you hit one end or the other. Otherwise, great game!
For your first jam, this is a really solid game! Good job
Fun game! I really liked the field of view cones from the guards, they work well. Good job!
For the time given, this is really well put together! As others have said the level design is great - puzzling but not too frustrating. Great job!
This is really good! I wasn't personally in the mood to do level editing at the end of the tutorial, but the tutorial definitely proved the mechanics were solid, and the fact you have a level editor at all is insane. If you put this on Steam and added workshop support, you'd have something really great on your hands. Amazing job!
I really dig this concept - if you had more time, it would be interesting if the boat did something while your settlement was active, maybe you could search for other islands while another one was already active. Also, having an arrow always pointing to the next island made the stakes feel kind of low since I didn't expect to be guided somewhere where 100 food wouldn't be enough to make it. Despite that, though, this was really fun, and super well made for the time you had. Great work!
I really love the grim aesthetic, though cats are a little op
Thank you to everyone who's played so far! I'm glad you've enjoyed, and if I ever expand this into something greater I'll be sure to keep your guys suggestions in mind
Fun game! I'm really glad you put the labels on the car parts, I might have had a hard time distinguishing them otherwise. Good job overall!
I really like the concept you have here, and maybe it's just me but I'm always a sucker for inventories where objects take up different amounts of physical space. The UI on that note is really polished, though some more instruction on what to do would be appreciated.
I'd say my biggest complaint is that the actual 'bullet hell' section doesn't feel great. The characters are too big and the bullets too small, and there's not a lot of feedback for hitting an enemy besides just seeing their health bar go down. If you ever return to this idea, Vlambeer gave a great talk called 'Art of the Screenshake' that might be able to help with some of those problems.
That said, this is a jam, so in the time frame you were given, this is pretty great! Nice work
Here I was thinking I was the only one who used the interpretation 'keep the wave alive'. In all seriousness though, great job! This game is crazy polished - you could put this up on steam as is and it'd be fine, IMO. All the little ways you add variation to game play, the visual and audio polish, it all works together so well. My _one_ suggestion would be, like other people have said, an option to label the crowd members with jerseys or something to show which letter they correspond to. Other than that though, genuinely blown away, great work!!
I really adore the way this game looks - the player character in particular, but the lighting effects are also really nice. The controls, though, were a little hard to get used to - namely, the character moves way too fast for some of the areas where you need fine control. Also, since the light was shining at an angle, it felt hard to judge where the flower actually needed to be in relation to the light squared I could see on the ground. Light shining straight down would be a lot less interesting, but it might be easier to read as a player. Still, really enjoyed, good work!
I _really_ love this idea! The UI and sound design is slick, you recreated the feel of Twitch really nicely, and the chat honestly could have fooled me into thinking it was real if it wasn't for the game being obvious (though, twitch chat isn't super complex to begin with, so i'm not suuuuper surprised :sweat_smile: ) My only two complaints are the lack of a quick restart button - having to go back through the main menu is a little annoying - and I found the last level a little too difficult. Otherwise, I really enjoyed this! Great job
Neat idea! I'll admit, I'm a little confused where the theme plays into it, but either way I'm really impressed you pulled off a game so wide in scope for a LD. That said, that scope might be to it's detriment a little - I felt like a lot of the game was sort of half-realized, whether it be minor bugs or lack of content. I feel like focusing more on the soccer aspect would do the game more justice, but that's just my take on it. Also, the footstep sounds were a little buggy and became kind of annoying to listen to after a bit. That all said, still, congrats on putting together something so ambitious!
Wow, this kid sucks! I will say, there were a lot of UI decisions that I really liked, like the colored text to indicate the hostility of your response and the line for the bow and arrow. Overall fun to play, though the difficulty scaled a little fast imo.
Probably the most surreal game I've played this Jam, and I mean that in the best way possible! Only issue I had was figuring out how to combine the various toppings - i get you have to press the potato up against it, but it seemed kind of random as to when it worked. Either way, funny and weird, good job!
This seems like a really neat idea, but like others have said I wasn't entirely sure how to actually play. One thing I noticed in particular was that the dodo didn't have any clear way of displaying it's current needs - being fed, using the bathroom, etc. The gun mechanic also, while really interesting, felt awkward to use, especially when the gun got caught on the corners of the room. I think there's something here, it just needs to be a little more fleshed out.
I love the storybook-like quality this game has, the visuals and audio go together so nicely and it's clear you put a lot of effort into the presentation. I didn't run into too many bugs, thankfully, and was able to spend time taking in the story. While I'm not sure how much the theme matches, this is a very special game and I'm glad you all made it. Excellent work!
I feel like this is the base for something bigger. The idea of collecting balloons itself is fine, but it needs something more like a time limit, or some other element to make it more engaging. The tank controls on the player don't help, it makes moving around a little clunky. Lastly, and this is more down to preference, but the post processing feels a little over the top - especially on a web game, it resulted in everything feeling slower and stuttery, and made seeing the balloons a little more difficult.
I hope that helps! Either way, I'm glad I'm not the only one who thought of the 'IT' pun :smile:
_Thank you_ for putting in checkpoints - so many LD games leave out checkpoints or save systems and it can be infuriating. As for the rest of the game, I liked it! the body horror imagery felt perfectly creepy, and the premise in general with the candle-fingers was really interesting. Some elements felt a little out of the blue, though, like the snowman enemy and loud buzzers, compared to the old castle vibe. It was also a little frustrating to let go of a key accidentally for a second, only to have to go back to the most recent checkpoint, especially at the ending. Overall, though, this wasn't enough to ruin the game for me, though, and I had fun! Good job
I agree with everyone else in that the game is _super_ daunting at first, but once I played a few times I had a much better understanding of how things worked. I'm not one for strategy games, so I couldn't get that far in, but I found the concept really interesting and the presentation was really well done. I'd be interested to see an idea like this expanded into a longer form game. Good work! Rest in peace, John Conway.
Fun and simple! Two great qualities for a jam game to have. I like how you need to manage resources for yourself and for the Unicore, and the visuals are all really nice and pleasant. If I had one suggestion, it would be to make the SFX a little less high-pitched, and add some more feedback for shooting. A little screen shake can go a long way.
Really loved the graphics and presentation, though some sounds for when characters shoot would be nice. I also have the same issue most people seem to - the game is really simple, and short. Normally that's not too bad for a jam game, but you can win by just mashing Q, S, L, and P, so the gameplay doesn't feel very engaging. A possible improvement would be if you had to figure out which guy to use based on the enemy type, instead of them only being available if there's an enemy for them to hit. Still, not bad, but could use something more.
Tysm to everyone who's played so far! I'm planning on patching a few minor issues later today, and I'll try and fix the timing a little if I can.
@lambdanaut Thanks! I'm glad you liked it :D To answer your question, your suspicions are right - there's only 1 person sprite, and I'm changing their 'modulate' property to recolor them. I just use a little math to change the x coordinate to the hue, and the y coordinate to the saturation. I've been considering making a full game based on this now, a collection of other minigames - we'll have to see!
@hornicar Thank you!! I'm flattered you guys were interested in my game, and I'm really glad you enjoyed it
@convg Thank you! @dodormeur Ah yeah, I know what you're talking about - to save resources the way I draw the crowd means it has to be on a separate layer, thankfully it doesn't seem to be too big a deal
@teammonumental @gameovermexico @jrap @noahnewline Thank you! I'm glad you all enjoyed playing, I'm honestly considering putting together a rhythm-heaven style game in full at this point
@rob-parker @quadape Thank you! The idea for the camera movements came straight out of rhythm heaven. I'll be sure to play your guys' games, as well!
@jupiter-hadley Thank you! :D I gave it a look, glad to see you enjoyed it
Cute and simple, I like it! Something to add more variety to gameplay would have been nice, maybe a way to make it endless with increasing difficulty so your goal is to last as long as possible. As is, just losing after you run out of fuel is kind of unsatisfying. Overall though, for a simple little jam game, it's fun!
The atmosphere of the furnace on visuals alone is incredible, I only wish it had audio - the sound of wood and paper going up in flames as pipes and machinery clank would fit this so well. Other than that, one thing I found was the game itself, while incredibly well done presentation wise, didn't actually have that much challenge - I didn't feel like the timer was too hard to work around, and when I ended up missing it I didn't really feel like going all the way through the levels to catch up to where I was again. Still, on presentation alone this game is fantastic, and I could see it being expanded into a longer thing.
beat the devs.PNG I _really_ like this idea, and I feel like you guys did a great job executing it. The meteor wasn't described in the tutorial, but to be honest that made finding it accidentally a lot more interesting. My one complaint is that the building sound was a little loud, and once exponential growth kicked in it started getting kind of hard to listen to. Other than that though, great job!
I think this is a really interesting idea, and there's some parts I really like - using portals to move between the chunks of the world, the resource gathering, etc. That said, I feel like the game wasn't vert clear often - finding your way back to the sapling from a random chunk of the world was confusing, and the resource counters didn't make immediate sense - having a more progress bar style of display might help with that. Reading he comments, I realized there's a map, however it still feels a bit confusing. Overall though, the idea is very interesting, and I'd love to see this more fleshed out with more quality of life features added
I found it interesting and really well polished, but the gameplay itself felt kind of slow. Filling the board didn't feel satisfying - But, then again, I'm pretty tired right now so take that with a grain of salt. It was also a little hard to tell when energy was being produced, at first, maybe little '+1' indicators rising off of the goo when it makes energy. That all being said, visually very polished, and the music was really pleasant to listen to.
I'm really impressed how well put together and cohesive this feels. It almost feels like a boss fight from a much larger game. The aesthetic is executed basically perfectly imo, and you get a real sense of the environment. That said, it could be frustrating to play - I haven't reached the ending proper yet, and a lot of the time death feels like it comes from things I can't see. Cubes just outside my FOV, walking backwards over the edge, etc. This could just be me not looking around enough, but given the game's visual style I feel like being able to see things like the edge of the map clearer would make gameplay less frustrating. Either way, really nicely done!
Wow, I didn't realize you could turn anxiety into a video game For real, though, this was fun! Really challenging, too, I couldn't get past stage 1. Figuring out how to harvest food took a bit to figure out, but once I did it flowed a lot better. One minor complaint I do have, is once 2 or 3 of the spider guys got my bby, it was basically impossible to get them back, and it was ensured game over. Maybe if the player could pass through the monsters? Regardless, nice work!
I don't think I've ever played a game quite like this before, really nicely done! It took me a bit to realize I could throw my dog onto enemies to kill them, but once I realized that it really took off. One minor issue I had was the fact that the grapple was bound to the shoulder buttons - on my controller it felt awkward to reach, and since they weren't being used for anything I feel like the triggers would have been a better choice. Aiming was also a little odd, since I was expecting it to auto-aim most of the time instead of actually require me to aim. Maybe some kind of reticle or laser-sight looking thing could help clear that up? Either way, I really love what you've done here, great work!
Finally got around to playing this, kudos to you for putting together a card game for the LD! I thought it was a neat concept, but ran into the same issue as niterich - once you have a decent loop setup, there's no incentive to change your system, since it generates the same amount of energy each round. Maybe it was lost in translation, and I'm supposed to shuffle the cards that _do_ make up a loop. Either way though, this idea has potential, and I think you pulled it off well aside from that one balance issue. Great job!
Really nicely put together! The aesthetic is nice, though like others have said the controls are a bit slippery at times - especially the throw button for me, I'd try and throw something and quickly turn around only to throw it in the wrong direction. The physics also made throwing stuff a little unpredictable at times. Overall though, really strong entry!
I think this is a really interesting idea, I'm glad to see other people using the theme to make a rhythm game, but I feel like a few things hold it back. Namely - there's so much to keep tabs on. There's the notes, the incoming goblins, the knights, the queen, etc. If the notes matched up to some kind of background music better, then it'd be easier to take your focus off the track and onto the knights. Also, missing a note in most rhythm games gets you a quick alert you missed, but here it's this long jabrled note that's really unpleasant to listen to, and distracting enough where missing one makes you miss a few more - at least, that's my experience with it. That said, I'm impressed you made something so in depth in such a short timeframe, and I think this has a lot of potential moving forward. Best of luck!
I used to _love_ powder game, this really brings me back. I think it's a really interesting, unique idea! I found that a lot of the substances seemed kind of useless at first, but maybe I just need to play for longer. I'll definitely be coming back to this one!
I know this was made with a whole team, but the fact you put this together in 72 hours is nothing short of incredible. If this was on Steam in it's current form, it'd fit right in. The visuals, sound, and sheer polish you managed to cram into this thing is incredible - I have no idea why you decided to include _rebindable controls in a LD game_, but good job on doing so. My one complaint, however, would be that the Little Fellas were hard to identify at first, and I don't think there was enough of them. They don't really look like currency, and with a name like 'Little Fellas' i assumed they'd be a creature of some kind. So, it took me a bit to realize they were the tiny crosshairs. Additionally, i never felt like I had enough to buy anything from the intermission, that might just be on me skill-wise but it might be worth looking into. Either way, I hope this gets more ratings soon - well done!
I really liked the visuals, you pulled off the PS1 style pretty well. It's clear a lot of work went into this, and I think you guys made something pretty funny and interesting. That said, the stealth elements feel a little overshadowed by Bigfoots ability to kill everyone in sight. (Though, sometimes the corpses would start sliding after me, which was kinda terrifying). I might make him a little less powerful, give him a cooldown on his attack or something. Either way though, great entry!
This is a neat idea! I agree with someone else in that the piles of loot is nice, and the occasional surprise enemy was a good touch. That said, the way enemies move made it feel hard to attack them since they move so much faster than you, and only when you're so close. Also, when I _did_ kill them, the screenshake was absolutely insane - way more than you'd need for defeating a boss, let alone a common enemy. Maybe tune it down a little Overall though, not bad!
Fun and cute! :D I'd say the mouse sensitivity was a bit too high, not to mention the tutorial text at the beginning of the game vanishes too quickly, but other than that this was fun! Congrats on your first Jam entry, hope to see more from you in the future!
Pretty stressful! I do agree with some other people that more unique obstacles could be nice, but what you had was a good mix. Though, the 'this feature requires a system update' thing was a little annoying, for a bit I thought actually letting the game restart might unlock them or something. Fun concept, well executed!
Congrats on your first jam game! It was fairly simple, but for a jam game that's perfectly fine. One issue I had was I couldn't move at all - I'm not sure if you need to reach a certain threshold before you can move, or if it was just disabled. I might also add a sound effect for when you kill a spider, and maybe a tiny bit of screenshake. Small things like that can go a long way.
This was really fun to play! Easy to understand and pick up, and the glitches and obstacles were really creative. I'd turn the audio down a little - the game over sound was kind of abrasive, but other than that this is a nice, simple entry. Good job!
Interesting idea, almost a reverse tower defense. Definitely tone down the difficulty on your next project, though
Like others have said, I really enjoy the aesthetic of this - from the grumbling of the furnace, the sparks floating up, and the generally oppressive atmosphere. Unfortunately, I didn't really feel any motivation to keep playing, since as you said there's no win/loss state. There's nothing wrong with that - more narrative driven, meditative experiences are interesting - but I feel like there's room for a little more as far as gameplay goes. Maybe the pile of coal is limited, or something. Either way, once again good job on the atmosphere, I'd love to see this expanded into something bigger, game or not!
I think this game has an interesting idea behind it, but a few things sort of held it back in my mind. Figuring out how to control Bob took some getting used to, and even then the pathfinding wasn't always great, meaning it felt kind of awkward and clunky to move him around, not to mention how slowly he moves. The idea of dropping boxes so you need to avoid not trapping the character is good, but some way to quickly restart or go to a checkpoint in case you _do_ trap them would have been nice. Lastly, the cannon trap was so loud it practically jump scared me when it went off, especially since there was no other audio. That said, I still think it's a cool idea, and the visual presentation works really well in the game's favor.
Fun and cute! If I had to make two suggestions though - the camera feels too zoomed out, especially considering how detailed the tartigrade sprites are. It _does_ make them feel more 'microscopic', though, so maybe that was intentional. It also felt like sometimes the mechanic of having a bunch of characters to control was kind of unecessary, since I'd just isolate one and get them to the end. Maybe having a number of tardigrades you need to get to the end instead of just one? Either way, fun little game!
Really nicely put together! Super easy to understand, fun to play, not much more you could ask for in a jam game. The difficulty scales pretty well, and giving each of the little guys a random move speed helped make things feel more hectic since you couldn't just group them all together. Nice work!
It's not really a game, but I think it deserves recognition for what it is. Reminds me a lot of 'Kind Words', but with a more slimmed down interface and the whole threat of self-destructing. Not a whole lot else to say, it's a neat concept well executed and I hope it stays up for a good while. Good job!
One of my favorite entries so far. Feels great to control, save for some minor collision errors I ran into. The art and sound work really well and the whole thing has a great sense of game feel. Difficulty ramps up a little too much later on, but if this were polished up and some more features added I could see it being released like a super crate box type thing. Great work all around!
@dev-dwarf It was nothing gamebreaking or anything, I just got caught on the hitbox of the enemy guys once there was a bunch of them piled up.
Interesting - the graphics felt a little out of place sometimes, and the difficulty curve is a bit odd like others have said, but it's playable and decently fun. Good work!
Really excellent, the presentation between the art style and animation is super clean. Mechanics are simple but it's overall a fun little game. The one issue I found was there's no limit to how fast you can shoot your gun, though maybe that's intentional. Either way good job!
Got 16 on my first try! It's a really neat resource management concept, biggest issue you've already addressed in the form of the Ui. There's a lot to keep track of and for how primitive the existing ui is you do a decent job conveying relevant info. Some audio might add a lot to the atmosphere, but otherwise solid concept.
@kyra-sanchez Which file did you download?
@kyra-sanchez Glad you like it! Also thanks for clarifying the mac version works @mavvy Thanks! Idk why but 'giant crushing wall' came into my head the second the theme was announced.
@payaosito Haha, glad you like it! The lever having health was sort of a side effect of how I coded the game, but it being the last thing holding the wall back ended up being a really fun moment so I kept it in. Thanks for playing!
@constantine-pallas Thank you! I'm glad you enjoyed it. @st-n Thanks! I'm very happy with how the art turned out, in the end @forgin-bits Yeah, I could have made it a little softer sounding, and I'm considering a post-jam version without the placeholders. Thanks for playing!
Fun idea, I like the presentation! It says something that this isn't the first 'your tamagochi will be sad if you leave it' sort of game, seems to be a common theme. Unfortunately, I kept trying to play the piano minigame but the game crashed whenever I did. Regardless, cute little game!
Got 1260 on my second try! Strangely I dont think I've ever seen a clicker game with a time limit before like this one. For a first entry, it's pretty solid! My main issue is the lack of visibility on the track - you barely have time to react, though that arguably adds to the fun of it. Great job!
This is really fun! I'm kind of astonished how many microgames you made considering this is a compo entry, they're all decently fun and you don't need a ton of prep time to figure out how to play them. My only complaint would be that for some of the games, there's a pass/fail condition you can meet before the timer runs out, and it'd be nice if the microgame ended right when that happened instead of waiting for time. Otherwise though, great job!
Really fun! Took me a minute to figure out what was going on but once I got into it, things made more sense. Only real complaint is the text on the cards is pretty small - maybe using icons that had more text on hover would be good? Say, an icon for the attacking ships to indicate range, icons for shield, etc. Regardless, fun game! Saved 1588 refugees
First thing I noticed: You should dial back the volume on the carrot pickup sound, that was WAY too loud at first. Otherwise, visuals are nice, I like the bunny model, though I'm not really sure what I'm meant to be doing - I get the carrots and go to the end, and I guess that's it? I feel like there's potential here, maybe multiple levels with increasing difficulty? As it stands the game just feels a little too short.
The paper cutout art style is very charming, along with the audio - it put me in a certain mindset the rest of the game absolutely flipped on it's head. Wasn't expecting it to be so.. surreal? Half the family has perished but the pancakes are glorious. I also echo what some other people have said, the controls were kinda slippery, but honestly I didn't mind too much. Also kudos for making unique dialogue based on how many people were left, that's a really nice touch.
Looks neat! I don't have too much to say since, like you said it's a prototype and I'm sure you already have lots of ideas on what to change, though I will say some sound would go a LONG way to add to the *vibe*.
The sound effect for the falling guy was great, also cool to see a game inspired by Dune - I don't know too much about the series, and also didn't realize you had to drop dudes into the worms mouth at first, but otherwise a nice solid little game. Good work!
This is really cute, the graphics and sound together have a really nice vibe to them, great job on the presentation! My only real critique is that the whole thing feels a little *too* frantic, It can be easy to lose track of yourself and whats going on in the sea of Everything happening. Maybe slow the camera down a bit to start, and also raise the platform more so you have more time to react to stuff coming from the bottom of the screen? Either way, that's a nitpick in my opinion, this is a cute, if fast paced, little platformer you've made, great work.
Oh my god I love that they're on a lil swivel chair, that's super fun. Turning felt kinda slippery, as others have said, i feel like with what are basically tank controls, having more control over the turning would have helped a ton, but that much has been said already. Also, having some kind of visual indicator on the suck/blow switch would be nice since right now, there's no way to tell which side means what without just memorizing it. Those are more nitpicks though, really funny game, good work!
I really like the presentation here, and I feel like you could flesh this out into something more developed. The sprite work is really nice, and the music and sounds for some reason give me the vibe of playing a board game when I was younger. Go figure but, it was good! I did notice a few things I think could stand to be improved - The heart and acorn icon on the map look very similar - It'd be nice if you could view the raccoon's current wants on the map screen somewhere - Ideally, the game should slowly introduce new elements over time, I was a bit overwhelmed when I started and saw 5 counters and like 20 buttons I had to figure out That said, for a jam game, you guys did good! Best of luck with your future projects
@julia-nistel Thank you, I guess that's a good thing? :sweat_smile: I wanted to do something more moody and atmospheric than my normal arcadey games, glad the tone came through!
@roberto-romao @leoatopos @dramonsa Thank you! I'm really glad people are liking the mood, I tried something different this time and I'm happy it's paying off
@sean-esopenko thanks for the feedback! I'm aware web is absolutely the platform to use for game jams, but I've been having issues with the web export on Godot 4. In hindsight, should have just used 3.5 for this, but it's too late to remake it all. To my knowledge, Godot 4 export is just broken at the moment. I'll poke at it some more but I'm not holding my breath.
That said, if you do end up downloading the game, lmk what you think!
@sean-esopenko Mostly, I just wanted to start getting used to the new scripting syntax, and ended up leaving it as my default Godot installation and sort of forgetting about it. The game also used the new await syntax a TON so it helped a bit, but I definitely *could* have used 3.5
@paetramon Thank you! The game chooses vessels randomly, which can put you in situations like that - if I had more time I might have tried to make it pick vessels with more care. Glad you liked it, regardless!
@local-minimum Thank you! Unfortunately I prioritized atmosphere and presentation a lot so the gameplay itself ended up relying too much on RNG, so past the tutorial it's a little less balanced. I'm glad you still enjoyed it, though!
@asfdfdfd @pazzi Thank you! I'm considering adding a 'replay/skip tutorial' button for a post jam build.
@maartene Just to clarify, do you mean *you* have more positive than negative, or the vessel does? What you're holding onto doesn't matter, it's what they've got. If that wasn't the case, that's a very weird bug, I'm sorry it's not quite working for you. I'm happy to hear you like the mood, though!
@lastorange @roitchie Thank you both! The RNG/lack of balance is definitely the weakest point, though I'm glad one of you was able to take a kind of message from it.
Love the graphics, and the music changing between turret construction/combat is a nice touch. Also a big fan of the enemy designs. Biggest issue imo is the combat, sometimes my hits wouldn't land for some reason? And in general a little more punchiness could go a long way. I like what you have going, though, would be interested in seeing it expanded a bit.
I like the idea, and the premise of a social media site as a game/critique on the modern web is really neat, kind of a hypnospace outlaw type deal. My main critique I guess would be that none of it really feels like social media - it has a lot of the same words and ideas as social media, but doesn't quite hit the same notes in terms of what actually makes it a problem.
That said, really creative premise, and especially considering the time crunch, good work.
This is ridiculous, I love it. Props for adding rebindable keys, that's pretty rare for a gamejam. Awesome job!
Very fun! Normally with ludum dare games, I play them once, and don't really feel a need to go back - nothing against any of them, just not a big gamer in general, but this was *very* addicting. Something about the primal human desire to see number go up. My one complaint is, I wish there was an upgrade that let you move and shoot at the same time, maybe at a reduced speed if you want to keep the current balance? Being forced to stop whenever you shot felt a little crummy, though you get powerful enough it's not a huge deal. Great job, really liked this one
Fun! I loved the visuals, the monster was cute and the weird food plants are cool. Having the food items be little rigidbodies was a nice touch, too. I didn't know how to do some of the recipes - having some kind of guide might be nice, but more likely I needed to experiment more. The one thing I feel like could use some work is the challenge aspect, as it stands there's no real penalty to getting anything wrong, other than lost time. That's a pretty small issue in the grand scheme, though, especially for a jam game. Nice work!
I really love the visuals you used, it has a kind of storybook quality to it that's really nice, and the animations were fun to see as well. I felt like, for the minigame, the period where you're allowed to hit the button could have been indicated visually a little better. With other games like DDR, I think you get a small amount of time after the icon passes the line to be able to hit it, whereas here the moment it passes the brown line it fails you. I think having a transparent box around the region where you were allowed to hit would have communicated this a little better. Still, loved the visuals and overall presentation.
Fun little game! The graphics are really nice and seeing crap pile up all haphazardly is always fun. The arms movement was a little springy, on the one hand it adds to the hectic-ness, but it also makes it harder to actually line up your tray, maybe room for tweaking there. But yeah, overall great time
I'm impressed how well you made moving an object in 3d space feel to control, it took a little getting used to but not nearly as much as other games have been. I'm not big brained enough to solve these kinds of puzzles, normally, but I really like the little hint that you can do it perfectly with enough effort. Great work!
I really like this! This was super fun, easy to understand, fantastic presentation, if you released this on mobile with more levels or some progression I could see it taking off.
My one critique - wow this game starts fast. Maybe it's just me but I was struggling to multitask with how much came down to begin with. Maybe start the rate of falling stuff slower, and ramp it up over time? Still, despite that I really enjoyed my time playing.
The graphics are really good, you guys knocked it out of the park there. The gameplay, though, I feel could use more *oomph*. Since combat is so important, adding some more flair to attacking and getting hit might make things feel a lot better. Knockback, particle effects, all that good stuff. I also found the consume ability was cool in concept but kind of hard to use. You had to position yourself just right to not get hit, and actually using it wasn't super satisfying beyond the knowledge that you wouldn't die as fast. My thought was it could be neat if you had it pull enemies towards you, like an actual vacuum effect, so you can do it from further away and have it add more gameplay opportunities. That said, those are just my thoughts, whether you implement anything I mentioned is up to you guys. You've got a pretty solid foundation, though. Good luck on whatever you do next!
@tris That's fair, you guys still did a lot within the time limit. If you ever expand the scope beyond, I'd love to see what you do!
Love the graphics and animations! The premise is fun, I had a hard time managing everything coming at me. I think if you added some kind of chain mechanic, like how a match 3 game has, this could get really addicting. As it was, placing individual elements to destroy crops *worked* but was missing that little extra step. Otherwise though, great job!
The adaptive music when you walk between rooms is fantastic, really gives a good sense of the ominous nature of the place. The whole mood and presentation is excellent, also. I wish there was some way to check the braziers more easily, though. I couldn't tell what would extinguish them, so I would basically need to babysit these items that could cause a game over at random. If they tied more into the other mechanics - at least, more obviously - it might make them feel more relevant to everything else. That said, still, excellent job on the visuals and audio.
I like the idea, I was a little confused by having to 'loop' first to get the other options but in hindsight it helped make things easier to understand. Cool idea!